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Yeah Dazzle isn't easy to play well - the timing on skills like Shallow Grave has to be precise or its wasted and on CD, Weave isn't exactly obvious for newer players either.
I tend to recommend Lion as a good starting hero, good skills, sustainability and nothing too skillshoty or difficult to use.
Im good whit troll.I hate rikki its the perfect wrong way to learn the game -.-
I didnt tried tanks like axe and ursa and im a little bit better whit terrorblade :D
When i started the game, at your amount of play time i was going 1/26 with drow, the first hero i liked was bounty hunter, i just loved everything about him, so after ~20 games with him, i started to play other heros like disrupter (and i managed to mess him up).
Point s, you are doing great for the amount of time you have been playing, and like others have said, just ask for help. If you want, i can coach you (when i have free time).
2/2/8 is rather good for someone with only 120~ hours. I started playing with Tiny first, then Sven, then eventually moved on to other people.
There's no earthy way of knowing which direction we are going. There's no knowing where we're rowing, or which way the river's flowing. Is it raining, is it snowing? Is a hurricane a-blowing? Not a speck of light is showing, so the danger must be growing. Are the fires of Hell a-glowing? Is the grisly Reaper mowing?! YES! The danger must be growing! For the rowers keep on rowing! And there's certainly not showing ANY SIGNS THAT THEY ARE SLOWING!
He's really a great Hero to start with, since you don't even have to know how to manage your Mana properly, since it's easy to refill it instantly at later levels. Combined with enough Lockdown to allow an otherwise useless right-clicker to hurt someone without dying, it's easy to learn and have fun with him at the same time. <}3
Lich and Bane carry? Ok, I know that you are new, but those heroes are not carries in any meaning. I think what you mean, that they have quite good killing potential (especially in the early game). Those heroes are meant to support carries on the lane. Even though they can kill people, they shouldn't be the main damage dealers.
Carry is a very often a hero, that is rather weak at the start, but when he will get plenty of gold, and he will buy expensive items, then he can carry the game with the help from other teammates (most notably - supports). You listed Bane and Lich, which are Intelligence heroes, but most carries are Agility heroes. Some carries has Strength as their primary attribute, but the least amount of carries are Intelligence ones.
Strength heroes - are basically rather tanky, with high Health Points. Because of their high HP they are often initiators, because they can take on them enemy damage, so that the rest of their team will attack them. Most of them are melee (only 3 ranged);
Agility heroes - are oriented on damage dealing. They have high armour, good attack speed, quite good movement speed, but they are not that tanky as Strength heroes, and they don't rely on spells like Intelligence heroes. There is 50/50 melee/ranged Agility heroes;
Intelligence heroes - are oriented on dealing magic damage and supporting other heroes. They have similar base HP as Agility heroes, they have probably the worst armor and most of them are ranged (2 melee).
And you know why almost every Intelligence hero can't be a carry? Because magic damage has it's limit. You see, that Bane's Brain Sap deals 300 damage. Wow, that's huge, yeah? You can kill many people with that in early/mid and even late game. But you have to wait for it 14 seconds and it costs 200 mana. How many times can you use that spell in a teamfight? Maybe twice if you will be lucky.
Meanwhile - how about Agility heroes? When it will be around 40 minute of the game, can you imagine what can do Faceless Void with Power Treads, Mjollnir, Daedalus and Monkey King Bar? Count that damage and imagine, that he can lock possibly a whole team for 5 seconds with Chronosphere and hit one hero around 13 times. It will be more than 300 damage, believe me. That's what defines a carry.
Intelligence heroes are good in dealing damage early and in the mid game, when heroes don't have that much HP and they often don't have items that can block magic damage. Blocking physical damage is much harder. Magic carries are mid game carries. They are carrying the game to around 25 minutes. Then it's time for true carries/semi-carries and hard carries. That's how it's done.
I started with bounty hunter, hard to kill as no one knows what detection is at that stage and deals a lot of damage, just follow an item guide and don't tower dive and you will get plenty of kills and very few deaths. When I first played dota I could go like 6-2 with him which was pretty great for me. Now days of course on unranked I go 30-1-15 or something and walk around with a bunch of rapiers :DDD
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http://www.dotafire.com/dota-2/guide/mysteries-of-the-assassin-8116
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http://www.dotafire.com/dota-2/guide/cold-as-your-heart-8079
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http://www.dotafire.com/dota-2/guide/the-earth-trembles-8212
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