Please verify that you are not a bot to cast your vote.
Help SupportOur Growing Community
DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!
Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!
No way ursa is a hard carry you just say that because of her ability to attack 5 attacks really quick but she will die to a huskar really quick, Early, mid and Late Game unless she uses shadow blade.
It can go both ways, Ursa can just wait for Huskar to use ult and then follow his jump with all his abilities.
* Anti-Mage (4): Can really dominate most heroes late-game with strong gear. He gets -1 because of his rather bad ability to farm, however he has a good escape mechanism.
If AM has a Battlefury, he farms faster than anyone else in the game, except a late-game PL.
Just to let you know, Anti-Mage is considered, without question, one of the best farmers in the game. I believe it was posted in an earlier comment, but, in competitive play, Facless Void, Spectre, and Anti-Mage are considered the be the hardest carries. If I was to actually pick one as the hardest it would be Anti-Mage, due to the fact that he requires 0 thought or skill to play effectively.
Anti-mage isn't one of the hardest carries though, he's actually quite low in the list of being able to carry hard, same with someone like Alchemist. What makes him a good carry is that he can farm safely and quickly, he has a decent attack modifier and a decent Ult. If given the same farm he will lose quite easily to most hard carries. Someone like PL is a harder carry, and has a bigger economic impact late game, Magina is picked because he comes online relatively quick for a carry, and in general a safer pick.
Just to let you know, Anti-Mage is considered, without question, one of the best farmers in the game. I believe it was posted in an earlier comment, but, in competitive play, Facless Void, Spectre, and Anti-Mage are considered the be the hardest carries. If I was to actually pick one as the hardest it would be Anti-Mage, due to the fact that he requires 0 thought or skill to play effectively.
Since this is a guild about carries I was wondering if you could clarify the difference between a cary, semi cary and a hard carry?
My opinion is a semi cary is someone that controls the mid game and transitions into late game. A team can work just fine with out a hard carry if they have an early game line up with someone like Slar or dk, the semi cary also gets auras like vlads and drum.
I think a plane old�£ï¿½ï¿½�¢ï¿½ï¿½carry" is some lucky hero that gets fed like sniper or Kunkka. I mean sure they are scary when they have crazy farm but getting to that farm is difficult and even then a hero with the same farm would out class them. Yesterday I played a game were the other teams captain drafted a Kunkka and I thought he was mad. He out played us and won the game with his six items and he was scary but I was reassured by the thought: "at least it is not a farmed faceless void" we almost won because of that.
A hard carry is someone that given the choice of farming creeps or heros they chose creeps. Heros like Juggernaut and phantom Assassin CANfarm the jungle all game, but they are good at killing heros early game. A true hard carry is someone that can kill creeps effectively, quickly and cannot have a hard time killing heros early. Given the choice of heros or creeps juggernaut would choose heros because of his blade spin.
Since you know a lot about caries I was wondering about your opinion on this topic?
PS: Why is skeleton king on the same level as anti mage because of farm? Anti mage can use blink to travel the jungle a lot faster and wile sk has some nice life steal and a bit more base attack early, he is out classed. There are better mid game items for him to get than a battle furry (An item that anti mage should get first). Sk should have stuff like AC and heart and wile they both let him hit hard and almost one shot creeps anti mage can blink thought the jungle fighting more creeps so his creep kill per min would be higher.
Carry is the general role, and there are two types; semi-carry and hard carry. A semi-carry is a hero that carries mid-game, and a hard carry is a late game carry that is very item reliant and very dependant on farm.
Semi-Carry: Kunkka, Slark
Hard Carry: Faceless Void, Phantom Lancer
Since this is a guild about carries I was wondering if you could clarify the difference between a cary, semi cary and a hard carry?
My opinion is a semi cary is someone that controls the mid game and transitions into late game. A team can work just fine with out a hard carry if they have an early game line up with someone like Slar or dk, the semi cary also gets auras like vlads and drum.
I think a plane old ”carry" is some lucky hero that gets fed like sniper or Kunkka. I mean sure they are scary when they have crazy farm but getting to that farm is difficult and even then a hero with the same farm would out class them. Yesterday I played a game were the other teams captain drafted a Kunkka and I thought he was mad. He out played us and won the game with his six items and he was scary but I was reassured by the thought: "at least it is not a farmed faceless void" we almost won because of that.
A hard carry is someone that given the choice of farming creeps or heros they chose creeps. Heros like Juggernaut and phantom Assassin CANfarm the jungle all game, but they are good at killing heros early game. A true hard carry is someone that can kill creeps effectively, quickly and cannot have a hard time killing heros early. Given the choice of heros or creeps juggernaut would choose heros because of his blade spin.
Since you know a lot about caries I was wondering about your opinion on this topic?
PS: Why is skeleton king on the same level as anti mage because of farm? Anti mage can use blink to travel the jungle a lot faster and wile sk has some nice life steal and a bit more base attack early, he is out classed. There are better mid game items for him to get than a battle furry (An item that anti mage should get first). Sk should have stuff like AC and heart and wile they both let him hit hard and almost one shot creeps anti mage can blink thought the jungle fighting more creeps so his creep kill per min would be higher.
Dunno what kinda MMR you're playing in, Diffusal gives alot more survivability(AGI/Armor + Purge active) and is arguably as effective for a much cheaper cost, not to mention its easy to build.
You can build her tanky, but are you really planning to tank 25~ minutes into the game? lal.
By 25 minutes in the game you should have a Radiance and one big ticket tank item, so yes.
She doesn't need diffusal. She isn't a right-click carry, she benefits from being tanky. Radiance, Heart, Manta, then maybe Diffusal would be appropriate. People that rush a diffusal on her are the ones I see fail.
Dunno what kinda MMR you're playing in, Diffusal gives alot more survivability(AGI/Armor + Purge active) and is arguably as effective for a much cheaper cost, not to mention its easy to build.
You can build her tanky, but are you really planning to tank 25~ minutes into the game? lal.
Why does everyone suck at Spectre ._.
Farm ~15 min Boot and Diffusal, it's already gg.
She doesn't need diffusal. She isn't a right-click carry, she benefits from being tanky. Radiance, Heart, Manta, then maybe Diffusal would be appropriate. People that rush a diffusal on her are the ones I see fail.
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
No way ursa is a hard carry you just say that because of her ability to attack 5 attacks really quick but she will die to a huskar really quick, Early, mid and Late Game unless she uses shadow blade.
It can go both ways, Ursa can just wait for Huskar to use ult and then follow his jump with all his abilities.
If AM has a Battlefury, he farms faster than anyone else in the game, except a late-game PL.
Just to let you know, Anti-Mage is considered, without question, one of the best farmers in the game. I believe it was posted in an earlier comment, but, in competitive play, Facless Void, Spectre, and Anti-Mage are considered the be the hardest carries. If I was to actually pick one as the hardest it would be Anti-Mage, due to the fact that he requires 0 thought or skill to play effectively.
Anti-mage isn't one of the hardest carries though, he's actually quite low in the list of being able to carry hard, same with someone like Alchemist. What makes him a good carry is that he can farm safely and quickly, he has a decent attack modifier and a decent Ult. If given the same farm he will lose quite easily to most hard carries. Someone like PL is a harder carry, and has a bigger economic impact late game, Magina is picked because he comes online relatively quick for a carry, and in general a safer pick.
Since this is a guild about carries I was wondering if you could clarify the difference between a cary, semi cary and a hard carry?
My opinion is a semi cary is someone that controls the mid game and transitions into late game. A team can work just fine with out a hard carry if they have an early game line up with someone like Slar or dk, the semi cary also gets auras like vlads and drum.
I think a plane old�£ï¿½ï¿½�¢ï¿½ï¿½carry" is some lucky hero that gets fed like sniper or Kunkka. I mean sure they are scary when they have crazy farm but getting to that farm is difficult and even then a hero with the same farm would out class them. Yesterday I played a game were the other teams captain drafted a Kunkka and I thought he was mad. He out played us and won the game with his six items and he was scary but I was reassured by the thought: "at least it is not a farmed faceless void" we almost won because of that.
A hard carry is someone that given the choice of farming creeps or heros they chose creeps. Heros like Juggernaut and phantom Assassin CANfarm the jungle all game, but they are good at killing heros early game. A true hard carry is someone that can kill creeps effectively, quickly and cannot have a hard time killing heros early. Given the choice of heros or creeps juggernaut would choose heros because of his blade spin.
Since you know a lot about caries I was wondering about your opinion on this topic?
PS: Why is skeleton king on the same level as anti mage because of farm? Anti mage can use blink to travel the jungle a lot faster and wile sk has some nice life steal and a bit more base attack early, he is out classed. There are better mid game items for him to get than a battle furry (An item that anti mage should get first). Sk should have stuff like AC and heart and wile they both let him hit hard and almost one shot creeps anti mage can blink thought the jungle fighting more creeps so his creep kill per min would be higher.
Carry is the general role, and there are two types; semi-carry and hard carry. A semi-carry is a hero that carries mid-game, and a hard carry is a late game carry that is very item reliant and very dependant on farm.
Semi-Carry: Kunkka, Slark
Hard Carry: Faceless Void, Phantom Lancer
My opinion is a semi cary is someone that controls the mid game and transitions into late game. A team can work just fine with out a hard carry if they have an early game line up with someone like Slar or dk, the semi cary also gets auras like vlads and drum.
I think a plane old ”carry" is some lucky hero that gets fed like sniper or Kunkka. I mean sure they are scary when they have crazy farm but getting to that farm is difficult and even then a hero with the same farm would out class them. Yesterday I played a game were the other teams captain drafted a Kunkka and I thought he was mad. He out played us and won the game with his six items and he was scary but I was reassured by the thought: "at least it is not a farmed faceless void" we almost won because of that.
A hard carry is someone that given the choice of farming creeps or heros they chose creeps. Heros like Juggernaut and phantom Assassin CANfarm the jungle all game, but they are good at killing heros early game. A true hard carry is someone that can kill creeps effectively, quickly and cannot have a hard time killing heros early. Given the choice of heros or creeps juggernaut would choose heros because of his blade spin.
Since you know a lot about caries I was wondering about your opinion on this topic?
PS: Why is skeleton king on the same level as anti mage because of farm? Anti mage can use blink to travel the jungle a lot faster and wile sk has some nice life steal and a bit more base attack early, he is out classed. There are better mid game items for him to get than a battle furry (An item that anti mage should get first). Sk should have stuff like AC and heart and wile they both let him hit hard and almost one shot creeps anti mage can blink thought the jungle fighting more creeps so his creep kill per min would be higher.
Dunno what kinda MMR you're playing in, Diffusal gives alot more survivability(AGI/Armor + Purge active) and is arguably as effective for a much cheaper cost, not to mention its easy to build.
You can build her tanky, but are you really planning to tank 25~ minutes into the game? lal.
By 25 minutes in the game you should have a Radiance and one big ticket tank item, so yes.
She doesn't need diffusal. She isn't a right-click carry, she benefits from being tanky. Radiance, Heart, Manta, then maybe Diffusal would be appropriate. People that rush a diffusal on her are the ones I see fail.
Dunno what kinda MMR you're playing in, Diffusal gives alot more survivability(AGI/Armor + Purge active) and is arguably as effective for a much cheaper cost, not to mention its easy to build.
You can build her tanky, but are you really planning to tank 25~ minutes into the game? lal.
Why does everyone suck at Spectre ._.
Farm ~15 min Boot and Diffusal, it's already gg.
She doesn't need diffusal. She isn't a right-click carry, she benefits from being tanky. Radiance, Heart, Manta, then maybe Diffusal would be appropriate. People that rush a diffusal on her are the ones I see fail.
Farm ~15 min Boot and Diffusal, it's already gg.