Posted by : Unknown Kamis, 05 Desember 2013

Source:http://dota2.gamepedia.com/Roles
Pip carry.png Carry

See also: Category:Carries
"Will become more useful later in the game if they gain a significant gold advantage."
Carries are the heroes that can obtain the greatest power and utility as the game progresses. (It is so derived from the act of "carrying" a team; that is, to bear the responsibility for ultimate victory.) They tend to be those who become extremely powerful later in the game as compared to other heroes once they amass enough levels and items. They are the ones expected to have the highest number of kills at the conclusion of the game and tend to be those that directly tackle the structures and the Ancient upon the team becoming powerful enough. Carries typically lack early game power, but they scale well by late game; thus, the items they carry are an essential part of their build. Most carries rely on right-clicking, using sheer attack power to overwhelm their enemies. Carries tend to have high base movement speed.
Although they are the major nexuses of power late game, their weakness in the early game must be made up for by other, more early-blooming heroes to ensure that they are not killed, and even survive, to gain enough gold and experience to become effective, in direct confrontation with enemy carries. Strength carries typically rely on sustained damage and their own durability to carry, as well as some decent disables. Agility carries tend to inflict huge damage very rapidly, but often lack disables and durability. Intelligence carries usually rely on their abilities as well as physical damage.
Some carries with long-cooldown, teamfight-oriented ultimates, such as Naga Siren, Luna and Outworld Devourer require constant team support all throughout the game as, unlike carries such as Phantom Assassin or Lifestealer, they are not suited to tackling many enemies in succession and rely heavily on their ultimate for damage/survivability. Some carries are suited to solo encounters and ganks, while others are most at home in a large teamfight.
Carries typically are relegated to a side lane early on with one or more Support/Babysit heroes to babysit them until they collect the necessary items to farm independently, while a few carry heroes, most notably Shadow Fiend, and Tinker can easily undertake a solo midlane role throughout the majority of the game.

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