They often have abilities to mitigate damage, avoid damage completely, or weaken the power of enemies. They tend to have high HP, HP regeneration, healing, magic resistance, or status resistance. "Has the ability to last longer in teamfights."ĭurable heroes are capable of sustaining large amounts of incoming damage. They can act as initiators in small skirmishes, or as support by holding the enemy down for the carry to finish off. "Has a guaranteed disable for one or more of their spells."ĭisablers are heroes with abilities more focused on reliable crowd control, either by single target or area of effect. Their abilities often have long cooldowns which are best saved for these large confrontations. Usually there is an attempt to quickly eliminate the enemy carry to lure the enemy team, which then initiates a large scale battle. These heroes typically have a strong area of effect or special skill to affect the positioning of the enemy team. Initiators are heroes who can safely start a team fight. Their goal is to give the team an advantage by killing enemy heroes before they can react to team fights. Nukers are heroes with abilities that deliver high burst damage throughout the game. "Can quickly kill enemy heroes using high damage spells with low cooldowns." 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. 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. 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. Having more than one carry can potentially cause competition within your team for resources, which typically results in a number of underpowered carries. Carries also rely on strong and fast physical attacks, but this is not always the case. Carries often have a built-in farming mechanism to achieve this. They are highly dependent on items to be successful. Carries typically lack early game power, but scale to be stronger in the late game. The carry is expected to have the largest contribution to the team, and is critical in winning team fights. The role's name is derived from the act of "carrying" a team, which is to bear the responsibility of leading the team to victory. "Will become more useful later in the game if they gain a significant gold advantage."Ī Carry is the hero that the team rallies around in the late game.
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