Dota what makes a carry




















She's painfully easy to play. This means, as you'd expect, that he is a Hero that gets a lot of rampages through Sleight of Fist.

This single ability, and to some extent the rest of his skillset, gives him incredible control in lategame teamfights and the ability to burst down entire teams in a single cast.

However, he's squishy, vulnerable to silences, and farms rather slowly even with a Battlefuy. There is no micro in Ember, but his combo requires quick reflexes to pull off correctly. A pretty fun Hero - if you like Invoker , Ember may be worth a try. It sounds all doom and gloom, but while Lifestealer is very easily kited he's relatively tanky and does a lot of damage.

Maximising attack speed and lockdown is key to succeeding as him, and you have to make the most of your time in Rage. Really easy, but it can be frustrating being kited half your life. Lycan is a super-fast racing car dog who is often seen split-pushing your towers. However, with a few combat items he makes a potent carry too, with his high chance to crit and all the bonuses from Feral Impulse. Lycan is a midgame fighter that drops off towards the lategame, but his incredible push potential is relevant at all stages of the game.

Can solo Roshan from early on, giving your team a gold advantage - make sure to utilise this. Some basic micromanagement required, and limited map awareness, however Lycan is ultra-fast and tanky as well, making him rather forgiving. A big extension, sure, but similar skills apply.

Meepo's long disables, high nuke damage and eventual right-click potential make him a deadly foe in the right hands, however he is most certainly NOT for anyone on the low side of hours! When playing Meepo, you literally have to manage 5 Heroes at once, plus a bunch of active items. Unless you are certain you can play him, he's probably best left to practice in bots until he is learnt. Outworld Devourer comes online rather quickly, around minutes with a Null Talisman, Force Staff and Power Treads, and scales well into the lategame.

Be aware that he is low maneuverability and is squishy, as well as having an extreme weakness to spell immunity. Though his squishiness is somewhat mitigated by Octarine Core, he's still a fairly fragile Hero. Positioning, positioning! OD's requirements on this are rather high and he needs to strike a careful balance between farming and fighting, giving him high-order decision making requirements.

Thus, Razor generally just has to build tanky - Mekansm is a popular pickup. The Lightning Revenant falls off lategame as it becomes harder and harder to steal the full amount of damage from Static Link and his nukes drop off in effectiveness. While countered to some extent by detection, Riki does a lot of damage and it does not do to underestimate him at any stage of the game.

While he does have numerous weaknesses that can crush the Hero, if given room Riki will be easily able to carry a game. Conserve Blink Strike charges and do be aware that invisibility is not a good escape. Shadowraze is a three-part skillshot that decimates creeps and Heroes alike, making him an incredible flash farmer. The negative armour and bonus 72 damage he gets gives Shadow Fiend high right-click DPS as the game goes on.

The transition from semicarry to carry is seamless, but beware of being ganked, as in the early stages Nevermore is very vulnerable. Positioning is important, and Shadowraze can be hard to land - practice stopcasting it to trick your opponents. He's now an absolute beast as a damage-dealer, and though he is still vulnerable to some kiting, a Force Staff and the slow of Last Word go a long way to mitigate this. He suffers from the same problem as Outworld Devourer, though, as even with an Octarine Core he is squishy and not a very good manfighting Hero - especially once BKBs are coming out.

Walk around hitting things. Be present for kills to take advantage of your innate stealing passive. Try Slahser's Way if you can get away with it. He functions as an initiator who, after a rushed Blink Dagger , takes advantage of his powerful bash to become a tanky right-clicker.

However, Slardar's DPS, being Strength rather than Agility, is never very high, and he falls off lategame once his -armour effects are negated by an Agility hero's natural stat growth.

Easy to land, devastating effectiveness. Possessed of an incredibly long level 1 lockdown of 3. His items cover his weaknesses, making him a terrifying midgame force, where he will attempt to end the game. Since Shrapnel was reworked into a good skill, Sniper has seen much more play at competitive levels and has become a part of the meta, despite his stigma as the ultimate noob Hero.

His glass cannon nature leaves him vulnerable, but a team built around a Sniper can be a daunting prospect to take down if the little Keen is played well. Literally the only thing that requires any skill on Sniper is Shrapnel. A Blink Dagger can offset your bad positioning, but blowing all your Shrapnel charges uselessly is a waste. That said, he can shrug off a lot of assaults with his innate tankiness and hit you back for half your health per hit.

Don't get caught out, try not to get kited. Prepare to see a lot of Rampages coming your way! Now, he fulfills the role of a utility carry. Rearm allows you to build mass disables and lock down entire teams. Imagine permanent Hex. Tinker's reflex requirements are intense, and now that he can no longer farm ancients he's reliant on a good start to properly carry.

Even though he's a massive prick, a good Tinker player does command respect in that regard. Ursa is single-target focused, but has high burst at all stages of the game, albeit at the cost of mediocre natural attack speed. However, he is durable, and can be a daunting prospect to take down. A team charging into a farmed Ursa might just feed him a very quick kill or two No way Ursa's hard. Just need to rush a Blink and try and avoid kiting.

Harassing supports and picking off carries during the early game is your job, and you do it damn well. Weaver can mess up team positioning just by running in and Time Lapse ing away. While squishy, Weaver suffers from no lack of escapes and is hard to pin down, especially once he gets a Black King Bar.

Free Aegis. To capitalise on being naturally one of the game's tankiest Heroes, Wraith King builds damage, but suffers from being low mobility and somewhat kiteable.

If the game goes tits-up and you're in dire straits, remember the three Rs - Refresher, Rapier, 'Raith. He's really damn easy, but there's something guiltily satisfying to playing Wraith King. A lot of people say that mid is the hardest role.

Others say that supporting is. In reality, all the roles in Dota are difficult in their own way. Carry is often considered the easiest, but the fact is, you have limited time and limited space to make as much gold as possible. To do this, a good start is essential. Few carries can comfortably lane alone, and most that can are relegated to the midlane like Shadow Fiend.

Babysitting by supports is required. For this reason, it's best not to pick very weak laners like Spectre and Anti-Mage unless you know that you have a good reliable support or two that can help you. The first stage of playing a carry is picking the right one. To do this, look at what your team is lacking in, and what the weaknesses of the opposing team are. What are the strengths and weaknesses of this team, and as a result what is a good carry to pick against them? Answer The above team has strong pickoff potential, but suffers from a weak midgame.

However, their early- and late-game are very strong, meaning you will want to finish rather quickly. To do this, you want to pick a carry who has good midgame and is resilient to early-game ganks.

In situations like this, a Meepo would be a good pick, or perhaps a Slark. Weaver is not recommended, as he gets completely shut down by Night Stalker and Clockwerk.

Another approach is to stall the game and then splitpush, as this team has very little that can stop splitpushing once their pickoff potential falls off. Therefore, carries like Lycan , Anti-Mage or Morphling would work well. While it may seem like Terrorblade could fit here with the added benefit of fighting if necessary, his illusions are too easily destroyed by Medusa and thus most of his damage goes.

Special props to Morphling , as he will be hard to pick off even in the early-game. If your team is lacking in stuns, consider Wraith King or Sven.

If you need to shut down a single Hero, Doom is a great choice, or simply burst them down with Phantom Assassin or Chaos Knight. To really specialise in a Hero, a nice set of cosmetics can help no, really. Taking pride in the appearance of a Hero makes you want to do better as said Hero, therefore more effort.

It also looks damn cool. Hi, Terrorblade. You're going to spend a LOT of time in one of these. Last hitting is a simple concept that pretty much everyone in Dota knows. Get the killing blow, get gold. There are details of this that apply very much to carries, however. The carry is expected to have the largest contribution to the team, and is critical in winning team fights. Carries typically lack early game power, but scale to be stronger in the late game. They are highly dependent on items to be successful.

Carries often have a built-in farming mechanism to achieve this. Carries also rely on strong and fast physical attacks, but this is not always the case. Having more than one carry can potentially cause competition within your team for resources, which typically results in a number of underpowered carries. For certain team compositions, it is highly recommended that a team have only one hard carry a hero with strong carry potential but weaker potential in other roles and as the game progresses the hard carry will secure the majority of the kills.

A semi carry hero that has a bit less carry potential but stronger potential in other roles that has gained a big enough gold advantage can also end up being the main damage dealer for the team. Carries are typically sent to the safe lane in the early game with one or more supports to protect them until they are strong enough to farm independently. Nukers are heroes with abilities that deliver high burst damage throughout the game. Their goal is to give the team an advantage by killing enemy heroes before they can react to team fights.

Initiators are heroes who can safely start a team fight. These heroes typically have a strong area of effect or special skill to affect the positioning of the enemy team.

Usually there is an attempt to quickly eliminate the enemy carry to lure the enemy team, which then initiates a large scale battle. Their abilities often have long cooldowns which are best saved for these large confrontations. Disablers are heroes with abilities more focused on reliable crowd control, either by single target or area of effect. They can act as initiators in small skirmishes, or as support by holding the enemy down for the carry to finish off.

K Kunkka. O Outworld Destroyer. Q Queen of Pain. R Razor Riki. U Ursa. V Viper Void Spirit. W Weaver Windranger Wraith King. The best way to do so would probably be to side pull in order t. This article is the fourth installment in our four-part Dota 2 guide. It features a in-depth discussions on how to build a career within the Dota 2 scene - if you've always wanted to work within the Dota 2 scene - you can't afford to miss out on part.

If you've been looking to immerse yourself in the Dota 2 community - then this is probably the most important guide you'll ever read. This guide takes a deep dive into the Dota 2 pro scene - including everything from the major tournaments to the m. Team Spirit went all the way and secured victory in The International They pulled a tough victory out of PSD. LGD, a team that was considered by many to be the favored for this year's tournament. Team Spirit's victory is even more impressive wh. Dota 2 Guides.

Quelling blade tricks Most carry players will buy a quelling blade at the start of the game just because it gives you bonus damage against creeps. Using the minimap Another incredibly useful feature in the game is the minimap.

Stacking camps Stacking increases the gold and experience output from one camp substantially in a given time frame. Farming heroes Farming creeps can only get you so far.



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