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I myself am not very good at playing carry, but I think the hardest thing is figuring out whether you should keep farming or go helping in fights, and to be honest it is incredibly hard to know if you are new.
The thing is, you need to figure out whether you're just gonna go into that fight and do nothing, thus wasting time, or are you gonna be able to help get kills? Generally, you don't want to waste too much time doing pointless things as a carry, but it all depends on the hero you are playing.
Luna for example has high early and mid game prowess, (falls of very slightly late game compared to others) so it's often times just good to go in and help with fights whenever you have an eclipse available. This or go and split push lanes while the rest of the team is busy fighting.
All carries have different strategies alongside them, you're not gonna be able to fight early with some of them, and you shouldn't be wasting too much time farming early with others.
Find a carry you like, and then figure out how they should be played. Medusa? Clearly a hero who scales well with lots of farm, but can't do too much without it. Luna? Clearly a hero who has strong nuking and relatively decent right click powers early, but also scales well with damage due to Moon Glaives.
I myself am not very good at playing carry, but I think the hardest thing is figuring out whether you should keep farming or go helping in fights, and to be honest it is incredibly hard to know if you are new.
The thing is, you need to figure out whether you're just gonna go into that fight and do nothing, thus wasting time, or are you gonna be able to help get kills? Generally, you don't want to waste too much time doing pointless things as a carry, but it all depends on the hero you are playing.
Luna for example has high early and mid game prowess, (falls of very slightly late game compared to others) so it's often times just good to go in and help with fights whenever you have an eclipse available. This or go and split push lanes while the rest of the team is busy fighting.
All carries have different strategies alongside them, you're not gonna be able to fight early with some of them, and you shouldn't be wasting too much time farming early with others.
Find a carry you like, and then figure out how they should be played. Medusa? Clearly a hero who scales well with lots of farm, but can't do too much without it. Luna? Clearly a hero who has strong nuking and relatively decent right click powers early, but also scales well with damage due to Moon Glaives.
IE don't afk jungle farm as a Faceless Void when you already have boots and two core items. Or on the flip side of that; don't go all yolo mode as an Anti-mage when all you have is a Quelling blade and a magic stick.
When/ how long should I be farming and when should I be sticking with my team?
This is of course in Pubs where communication is low but I was hoping that with more practice I would know intuitively when to do these things without people having to tell me during the match.
It does come with time and experimentation.
My advice for now would be to focus on Carries that don't require much Farm early on, just one Item to be able to jump in and kick arse! >8{D
Phantom Assassin is a much stronger mid game hero than a late game hero (It's when her skills are proportionately more impactful. Especially Blur. She can be built into late game, but doesn't scale as well into it as other hard carries, and is better as a mid-game hero than then optimises for late. Because she doesn't want to AFK farm, she wants to fight. A lot.
I myself am not very good at playing carry, but I think the hardest thing is figuring out whether you should keep farming or go helping in fights, and to be honest it is incredibly hard to know if you are new.
Step 1. When do you have the biggest advantage?
At the start of the game, look at both side's lineups. Is one side stronger than the other during the Early, Mid, Late or Super Late Game?
For example, Tiny starts out weak in the early game, but gets stronger as the game goes on, peaking around the Late - Super Late Game due to his strong ability to Farm with Cleave and fight up close with Craggy Exterior. He also becomes a strong Split-Pusher with his natural Mobility, Cleave and Flash Farming.
Against a Tiny in a well balanced lineup, you want to end the game as early as possible (especialy when comboed with a Io unless you have an even stronger Late Game Carry like Medusa or Spectre.
If you're having trouble determining when your biggest advantage is, try to Draft a Team that's insanely strong in the Early-Mid Game and play Aggressively.
Step 2. What does a Hero truly need?
1 or 2 Items + Boots...that's it, everything else is Luxury/Situational.
Identify what Item gives you the biggest impact in this game and whether or not you need a Farming Item to help you get it, and if so which one?
This is all about weighing 3 "prices" against the "costs" of joining a Gank/Teamfight/Push. Farm, Fighting and Space.
Farming Price and Cost
While a Teamfight is going on, you can probably get a Creep Wave or a Jungle Camp or 2, this doesn't amount to much in Terms of Gold, but if it secures your most important Item, e.g. Blink Dagger, Black King Bar, etc. then the "price" of that Jungle Camp or 2 is HUUUUUUGE.
Conversely, if that enemy Sand King has 1900 Gold and is looking to buy his 10:00 Blink Dagger, the cost of letting him Farm it is equally huge.
Fighting Price and Cost
Just by being in the area, you gain Gold and Exp when someone on the other Team dies. You also gain a bit of Gold if a Tower falls, but more if you secure the Last Hit. You also have to consider the price on the other Team's Carry's head.
You also have to weigh the risk of yourself dying and how negatively this can affect your Team, although if you're the only one who's likely to die in exchange for a Tier 2 Tower, Assists on all 5 enemy Heroes as well as the free space to Farm that comes with this, the cost may not be as high as you think.
Space Price and Cost
Your Tier 1 Offlane Tower is the least important to you, but Mid and Safe Lane Tier 1s provide some protections against Ganks into your Jungle, at the very least, they limit the paths that can be taken to Roam into your Jungle undetected and will force the other Team to put more resources into catching you out there.
Tier 2 Towers are the big ones, lose all of your Tier 2s and a lost Teamfight can lose you a Tier 3, Rax and/or Roshan.
For example, the cost of Farm only outweighs losing a Tier 2 if you're about to finish Farming the Items you need to win the game, or if you have no way of defending it.
Thee prices and costs are compunded by Step 1, you may be Farming quite well, but if you only have 10 minutes left before the other Team gains a considerable advantage over you, you need to start playing more Aggressively, even if it doesn't seem worth it.
Don't let your windows of opportunity go to waste.
Finally, I'm going to point out the most common mistake that I see Carry players make.
It's okay to abandon the Safe Lane at any point as any Hero
Most Carries who are getting shut down in Lane will complain and ask for Ganks, thinking that this will somehow make a difference. Sometimes it will, but if you could easily be getting Farm Mid while your Mid Nightstalker goes-a-Gankin, consider switching Lanes. Hell, even the Offlane can sometimes be a better place to Farm than the Safe Lane.
Also, don't take risks for a few measly Last Hits, if the other Team have 2 Heroes who can Kill you quite easily...BACK OFF, sitting under the Tower is better than dying, even if you're getting no Last Hits.
Stick to the basics. Spend the majority of the early game focusing on only last hits and maybe hitting the emery when there would be no consequences. Once you are semi farmed (75%) of your Core Items, move onto roaming and killing. Get more gold. Always be around for team fights, so carry 2 or 3 TP scrolls on you AT ALL TIMES. In the late game you should have no trouble getting kills if you followed the direction carefully. Always think before you act as a carry, you CANNOT die. It is forbidden. At the same time you think before you act, you also need to be DOING at all times. No screwing around. Im serious about those TP Scrolls, always have at least 2 or 3. You should not be walking between lanes. You need to be TPing.
I am going to cover some quick things on PA, void, spectre and medusa all of which are very different.
Now the core thing you want to have in mind as a carry is efficiency, your team wants you to go for an all mid push.
Will you definitely get a kill?
Will you get any more farm there, and will it be worth the xp loss?
How long is it going to take (>1 min is to long)
one of the dot-points in there is a key point of being a carry, basically unless its an almost guaranteed kill then don't go, any real chance of death, don't go.
Now back to those 4 heroes.
With Faceless Void you want to farm lane until your 6, now im not going to discuss builds, but generally speaking with a teammate and chrono you can kill almost any hero, ideally target a low hp support. this will accelerate your farm, but now your just going to farm, and farm until Chronosphere is off cool down, then find another kill that you know you can get. you just want to rinse and repeat that until you get some bigger core items, for example if I get Mask of Madness, Power Treads, Maelstrom and Black King Bar im going to want to start participating in teamfights a bit, but not without chono, that ability is your bread, and your butter, on cooldown? farm.
Next we have PA, Phantom Assassin has a very different play style as obviously your ultimate has no cooldown, she is exceptionally strong in the midgame around 10-35 ish min into the game. And getting an item like medallion(I highly reccomend this) will let you deal insane damage very early into the game, if you build pa as something like some form of boots, medallion, desolator you can 1 shot some squishier heroes 20 min into the game.
3rdly we have Medusa, this hero is once again very different, your going to want to just...farm...and farm. If possible try and get your team to set up kills with you and always carry a tp so you can jump in on tower dives and the like use your ultimate and get a couple of kills, but honestly just farm until you have something along the lines of at least skadi and manta for example.
Finally we have Spectre, this hero used to be a nothing but late game hero with people building radiance every game on her, however that has gone out of meta and currently building diffusal blade and urn of shadows can make you a very active hero and only 15 min. with this in mind you want your team to make space top lane for example while you static farm the bot lane creeps then if the enemy defends top, get your team to intiate, Haunt in an pick off some people, then go back to farming your tasty lane, or maybe switch and farm the lane you just haunted to and your team can make space bottom. Unlike many other carries spectre is a very inefficient jungler and farming lane is much better and more efficient until you get 3 core items up, then you can move into the jungle if required, but if possible stay in lanes.
Having covered all of these 4 very different play style carries I will finish up by reiterating key concepts.
The main concept of playing carry is efficiency, using time as best as possible, always stack camps, always keep farming unless you can definitely, without doubt make something happen. Finnally with any hero and particularly carries always carry a tp as mentioned in the medusa section, you can get easy kills all over the place by just carrying a tp. However unlike supports which you play a lot of, you do not tp to save a team mate unless it will get you something, you tp for a kill, a large amount of cs, and if possible try and save your team mate at the same time ;).
I hope this gave you some more insight into 4 of the best recognized carries in todays Dota 2 meta, No dobut I have forgoten some things, and everything in dota has an exception but I don't think to many mistakes where made.
Thankyou for taking the time to read my text block! FleetAU
I am going to cover some quick things on PA, void, spectre and medusa all of which are very different.
Now the core thing you want to have in mind as a carry is efficiency, your team wants you to go for an all mid push.
Will you definitely get a kill?
Will you get any more farm there, and will it be worth the xp loss?
How long is it going to take (>1 min is to long)
one of the dot-points in there is a key point of being a carry, basically unless its an almost guaranteed kill then don't go, any real chance of death, don't go.
Now back to those 4 heroes.
With Faceless Void you want to farm lane until your 6, now im not going to discuss builds, but generally speaking with a teammate and chrono you can kill almost any hero, ideally target a low hp support. this will accelerate your farm, but now your just going to farm, and farm until Chronosphere is off cool down, then find another kill that you know you can get. you just want to rinse and repeat that until you get some bigger core items, for example if I get Mask of Madness, Power Treads, Maelstrom and Black King Bar im going to want to start participating in teamfights a bit, but not without chono, that ability is your bread, and your butter, on cooldown? farm.
Next we have PA, Phantom Assassin has a very different play style as obviously your ultimate has no cooldown, she is exceptionally strong in the midgame around 10-35 ish min into the game. And getting an item like medallion(I highly reccomend this) will let you deal insane damage very early into the game, if you build pa as something like some form of boots, medallion, desolator you can 1 shot some squishier heroes 20 min into the game.
3rdly we have Medusa, this hero is once again very different, your going to want to just...farm...and farm. If possible try and get your team to set up kills with you and always carry a tp so you can jump in on tower dives and the like use your ultimate and get a couple of kills, but honestly just farm until you have something along the lines of at least skadi and manta for example.
Finally we have Spectre, this hero used to be a nothing but late game hero with people building radiance every game on her, however that has gone out of meta and currently building diffusal blade and urn of shadows can make you a very active hero and only 15 min. with this in mind you want your team to make space top lane for example while you static farm the bot lane creeps then if the enemy defends top, get your team to intiate, Haunt in an pick off some people, then go back to farming your tasty lane, or maybe switch and farm the lane you just haunted to and your team can make space bottom. Unlike many other carries spectre is a very inefficient jungler and farming lane is much better and more efficient until you get 3 core items up, then you can move into the jungle if required, but if possible stay in lanes.
Having covered all of these 4 very different play style carries I will finish up by reiterating key concepts.
The main concept of playing carry is efficiency, using time as best as possible, always stack camps, always keep farming unless you can definitely, without doubt make something happen. Finnally with any hero and particularly carries always carry a tp as mentioned in the medusa section, you can get easy kills all over the place by just carrying a tp. However unlike supports which you play a lot of, you do not tp to save a team mate unless it will get you something, you tp for a kill, a large amount of cs, and if possible try and save your team mate at the same time ;).
I hope this gave you some more insight into 4 of the best recognized carries in todays Dota 2 meta, No dobut I have forgoten some things, and everything in dota has an exception but I don't think to many mistakes where made.
Thankyou for taking the time to read my text block! FleetAU
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