Dear honners ,
I'm a little puzzled on how it is decided what is a good ganker, a good tank, good initiator or good carry. My understanding of the definitions:
Ganker: somebody with enough speed/teleport/dps to quickly come to a certain location and finish/help with a kill.
Tank: somebody that steps in after/during initiation and can take away some dmg from his team mates without dying - stretching team for his dps friends to finish the job.
Initiator: someone that usually has a large AoE stun / ulti that hurts and has enough (magic)armor to survive the teleport inside the enemy team and gtfo .
Carry: this is confusing for me, I heard it was someone who "carried" the team, usually a mid player and one that gets fed/fat more easy/necessary?
Now how do I determine these things? Random example: pyromancer (no idea why). Can he be multiple things or does his skill build/growth make him suited for one specific type of role? How does this relate to a team?
A lotta questions, I know. My newbie answer on the pyro thing:
Probably a good ganker or carry, due to the finishing move and with the right items and ranged attacks can really annoy people in the middle. Not the best initiator due to hp/armor, same reason he's not a tank ...?
I bet it's wrong in ten ways - but I'd like to learn !
Heroes which specialize at killing other heroes through physical damage. Most heroes that have windwalk, an invsisibility skill, or blink can fall into this catergory. Often these heroes need to get more gold than other classes.
Heroes who possess the ability to disable other characters, basically forcing them into a disadvantage while they attempt to fight or flee. Disables include any spells that move the enemy without his or her consent, stun an enemy, reduce movement speed, disallow movement, reduce damage, reduce attack speed, reduce armor, prevent physical attack or prevent spell casting. Though many spells fall under these catergories, the general rule of an effect disable spell is a spell that can extend and enemy's precence in combat against his or her will, which therefor only includes the first four of the listed effects. Also, passive abilities are often ignored as disables. Pollywog Priest and Puppeter are examples as they both have two skills that are classed as Disable.
Heroes whose skills are meant to directly aid the rest of the team. Heroes with healing or protective skills fall into this catergory. Pushers can be counted as support, although somtimes they can be used individually instead of working together with the team.
Heroes which possess the ability to cause an significant amount of damage in a single instant via use of an activated spell in lieu of a physical attack. E.g. Pyromancer.
Heroes which can quickly destroy enemy towers and creep generators due to their ability to summon additional units or deal damage to an area of enemy creeps.
Heroes who posses the ability to stun other characters. Certain heroes have passive skills enabling their attacks to have a chance of stunning. When such heroes are able to keep an enemy constantly stunned it is known informally as permastun or stunlock.
Heroes who can absorb huge amounts of damage with either high health or armor count. Typically used to tank towers or enemies.
taken from http://forums.heroesofnewerth.com/sh...46&postcount=1
id probs add to carry that at least 1 passive skill or buff to do with their normal attack is a must. eg arachna has a +dmg aura, madman has passive crits and buff to AS, chronos has passive bash, magebane has mana combustion ect
initiators are something that is a bit iffy, it can totally change based on what heroes are being played but generally heros like lego and maliken who have taunt and possession, skills that not only disable the enemy but help protect themselves. behemoth is another example. tempest is some1 i would much prefer some1 like maliken going in first but if no1 is available tempest will do.
other heros can do an alright job as well. basically anyone who has a good AOE disable can do well initiating eg, pebbles, pestilence. alternatively some1 like kraken or andro who have skills to move enemy heros can work if played right.
i guess the only gimme for an initiator is a blink skill or portal key.
Last edited by Reonhato; 11-10-2009 at 07:01 AM.
There's another important distinction to make between the two types of disablers, hard disables and psuedodisables. Psuedodisables do not fully take control out of the hands of the enemy, or only do so situationally. They often debuff, slow, silence, stifle, or root. Examples of each include Arachna's spider, Arachna's webshot, Defiler's silence, Scout's disarm, and Puppetmaster's strings and show.
Hard disables completely remove control from the enemy, these are mostly comprised of stuns, but Maliken's ult and Legionaire's taunt are also hard disables. Some heroes have several hard disables, such heroes are almost always desirable picks, such as Pollywog, Witch Hunter, Succubus, and Behemoth.
Carries are also split into two categories: Semi and Hard. Semicarries do a lot of physical damage but DO NOT have an ability that scales with better items. Examples are Valkeryie, Pestilence, and Soulstealer.
Hard carries have a passive ability or buff that scales, usually a critical hit or a percent based damage buff. Examples are Dark Lady, Swiftblade, Madman, and Nighthound.
In a pub game, someone becomes the carry when they learn how to play and farm well.
That video will teach you what you want to know. Its really well done and explains things perfectly IMO.
A carry can be anyone whos good at dmg in my experience. I play pubs mainly though..
Puppet master is more a support class but itemize him right and he becomes a carry.
As teh video will explain, classes can have multiple roles in a game. You build to what your team needs.
I recently watched a tourny game where a team had wildsoul and sandwraith. Wildsoul ended up "tanking" in the regards he was able to farm well and get a bunch of kills. So he had every good item for tank and carry on him.
The sandwraith ended up just maxing his dps.
There are lots of heroes that you can switch playing styles on. Pestilance i've seen as a carry and a tank. Same with magmus. Probably doesn't happen in scrims.. but in pubs its fun.
Hope some of this helped you
It really did help actually, the video and the examples! I will try some of these in practise games and see how it works out!
good luck :3
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