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    Dota 2 Roles

    Dota 2 is in many ways similar to a team sport, where it takes not just awesome individual abilities, but also great teamwork to achieve victory. What’s important here is mutual understanding, correct communication, and timely joint decision-making. The teams that have strong synergy usually do well and often win in teamfights.
    To begin with, let’s see what types of roles and Dota 2 positions are in the game so far and what kind of heroes fit best for each of these roles.

    1) The first position – Carry – Easy Lane
    What is carry in Dota2? It is the main combat unit of the team, that deals damage in the teamfight. A Carry’s task is simple but important – to kill as many enemy units as possible: creeps from the start, and heroes, when the necessary artifacts appear.
    Also, the role of Carry is often taken by heroes capable of causing a lot of damage to enemy structures, the so-called Pushers.

    a) Carries on the laning stage
    The Carry hero is basically positioned on the Easy Lane, this is the bottom lane when playing on the light side and vice versa, the top one if you play on the dark side. From this lane, the hero has quick access to a large number of camps in the allied forest, as well as the possibility to quickly retreat to the allied tower and avoid getting ganked.
    Throughout most of the game a Carry hero needs to farm a lot and to collect the necessary artifacts as soon as possible. To do this, he requires Supporters, who help him on the lane and in the allied forest. The enemy hero standing with the Carry on the lane is called an Offlaner or Offlane hero.
    Sometimes an Offlaner is followed by one or two Support heroes in order to keep you from farming. During the Laning phase a Carry must kill as many creeps as possible and do his best to survive in any case, even if his allies are dying and badly need his assistance.
    Carry in Dota 2 A Carry can pick a fight with enemy heroes only if he is sure to win and manage to survive, since his priority is farming.

    b) Carry on the fighting
    As mentioned above, the Carry is the core unit that inflicts most of damage, especially after 20 minutes of play, when he acquires useful artifacts.
    Of course, every game is very situational, and general rules may not work. Either way, the very first task of a Carry is to quickly kill the enemy’s Supports with a lower armor value. You may as well ignore weaker Support heroes and try to attack the enemy Carry instead, but it is too risky as Supports usually help the allied Carry with buffs and can disable your abilities. So, make weaker heroes your first targets, and then proceed with stronger ones.
    A Carry should not initiate a teamfight in order not to become a primary target for his enemies. During the Laning phase and further along the game a Carry must prioritize his own survival, which is by far the most important thing for the entire team.
    The chance to win a fight without a Support in the fifth position is much higher than without a Carry.
    Therefore, it is better to save your life and continue the game than die with all your allies and lose it.
    So if the enemy heroes are prevailing, you’d rather retreat from a fight than engage in it.

    c) Carry Heroes example
    Agility heroes are largely the most suitable for this role, as they deal a large amount of damage not due to their abilities, but with continuous physical attacks.
    Strength carries: Lifestealer, Alchemist, Wraith King, Sven.
    Agility carries: Anti-Mage, Faceless Void, Drow Ranger, Luna, Phantom Assassin, Medusa.
    Intelligence carries: Outworld Devourer, Nature’s Prophet.

    2) Second position – Midlaner – Midlane
    The name of the position, Midlaner, comes from the central lane, which in the Dota 2 community is called Middle or Mid. The heroes going to the central lane are mostly self-sufficient and need no help for farming. As a rule, two Midlaners from opposing factions stand against each other on this lane.
    Heroes on the middle lane must have active attack abilities or at least, manage to deal lots of damage at the very beginning of the game, even without having a large number of artifacts.

    a) Midlaner on the laning phase
    Heroes on the central lane gain experience and get a level up faster than the heroes on other lanes, since Midlaners are the only ones who stand in the mid lane. After gaining level 6, this can be used as an advantage to gank enemy heroes on other lanes, as they usually have only 3-4 level at that time.
    Gank is a sudden active attack on an enemy hero that he does not expect.
    Such attacks allow you to break up the farming momentum of enemy Carry or Offlaner heroes. Besides, your hero can gain much gold and experience and let your allies farm safely.
    The number of killed creeps is the key farming indicator for Midlaners as each kill gives you gold and experience. To beat your opponent, try to kill more creeps and get a level up as soon as possible. Smart midlaners can become 2-3 levels higher than their enemies by the 10th minute of the game.
    By the way, you can also kill allied creeps, when they have less than 50% health. However, the best way to do it when the creeps have lesser health and your hero can finish them off with one shot. Allied heroes and towers can also be killed/destroyed when their health drops to 10% for towers and 25% for heroes.
    The rationale is that destroyed towers and killed heroes give no gold to your enemies. Finishing off allied heroes is allowed when they are dying from long-lasting enemy spells and other damage. For instance, when an enemy’s Doom uses his silencing and muting spells on your ally, which dispel him and takes 24 damage per second.
    Odds are, your ally is doomed to die soon. In this case, killing him would be the best option so that an enemy hero can’t get any gold or experience.
    Finishing off is very important, especially for midlaner heroes. Once a laning phase is completed, it is worth going to gank the opponents. You need to realize what abilities your hero has and on which of the lanes you can commit killings. Together with the allies, it is worthwhile to think it through and go bravely on the attack.

    b) Midlaner on the fighting
    The role of the midlane hero in the teamfight is important both at the beginning and at the end of the game. While carry does not have the necessary artifacts, and sometimes experience, the biggest impact in the fight is to be done by the hero who came from the center line. During the first phase of the game, up to 15-20 minutes, all attention is focused on the midlaner. On whichever line he comes, there will be a backdrop for the initial stage.
    After a Carry hero manages to buy the necessary artifacts, the midlaner loses some of its position in terms of importance in the fight, but still remains one of the most important players in the team. Therefore, carry as well as midlaner must survive in fights as their lives are sometimes much more important for a team than winning a fight.

    c) Midlaner Heroes Example
    Heroes filling the role of midlaner must have active attack abilities and inflict a large amount of damage over a short time.
    Strength midlaners: Dragon Knight, Pudge, Huskar
    Agility midlaners: Templar Assassin, Shadow Fiend, Mirana, BloodSeeker, Viper
    Intelligence midlaners: Lina, Zeus, Invoker, Queen of Pain, Tinker, Windranger, Death Prophet, Necrophos, Pugna.

    3) Third position – Offlaner – Offlane
    While the first two positions are needed to deal damage and kill at the beginning or at the end of the game, Offlaner is the one who starts the fight or takes control over enemy heroes.
    Offlaner Dota 2 So, what is the role of Offlane hero? Basically, offlaners are the initiators with a high health pool or heroes with very strong ultimate abilities.

    a) Offlaners on the laning stage
    Standing on the off lane (hard lane) is rough luck for heroes. He has to fight against enemy supports and carry while trying to farm and survive upon all that. In earlier patches, you could access forest (neutral) creeps only on the easy lane, and offlaners had no creeps on the line, except those of the other faction.
    Therefore, if there are three heroes, a carry and two supports in front of a hero on the hard line, then he simply has to stand and gain experience, or try to draw neutral creeps from his line into the forest and kill them.
    The only assistance the heroes standing in the off lane can get is the allied support of the fourth position, who sometimes might come and stand with you on the line.
    Summing up, during the laning stage, the offlaner should not die many times and try not to keep the enemy’s carry from farming. Also, he must join the ganks initiated by midlane heroes and try to gather artifacts within the first 15-20 minutes to gain an advantage for further teamfights.

    b) Offlaner on the fighting
    The role of the offlaner in the fight is sometimes very brief, albeit very important. As we have already said, heroes on this line must have an effective initiation or a strong ultimate ability. One of the important artifacts for heroes in the hard line is the Blink Dagger.
    It gives a great positional advantage over the enemies. If you are the initiator, that is, the one who starts the fight, for example Axe, Slardar or Sand King, you have to choose the right position before the fight. In a forest near the line, on a hill behind your enemies or anywhere else where they do not expect to see you.
    So that at the right time you can enable the Blink Dagger to close in on the enemy location and use the ability to initiate and taunt enemy heroes. For example, Axe has the Berserker’s Call, which taunts the enemies making them attack Axe from 2 to 3.2 seconds (depending on the level).
    While attacking Axe, enemies are disabled and can’t use spells or abilities. It is high time for Axe’s allies to kill affected enemy heroes.
    If an offlaner hero does not have any strong initiation ability, he can gain momentum by using his ultimate abilities.
    For example, Enigma owns the Black Hole, an incredibly powerful ability that can reverse the tide of a fight by killing up to three enemy heroes if used properly. To do so, Enigma takes a good position and waits until the enemies are initiated by his allies and get close together.
    At this time the damage Enigma deals is the most devastating. It takes time to learn this tactic, but a seasoned offlaner is eventually much more effective than a carry hero with all his artifacts.

    c) Offlaner heroes example
    Heroes on the hard line must have a large health pool to lane against two or more enemy heroes and survive. Or the hero must have a strong ultimate ability, which can turn the course of the teamfight. There is also a strategy when one more hero, capable of causing the same damage as carry, is positioned on the hard lane.
    Strength offlaners: Axe, Slardar, Sand King, Underlord, Tidehunter, Bristleback, Magnus, Abbadon, Clockwerk, Brewmaster.
    Agility offlaners: Faceless Void, Pangolier, Razor.
    Intelligence offlaners: Enigma, Pugna, Necrophos, Dark Seer.

    4) The fourth position is Roamer / Support
    This is one of the two secondary positions in the team. The fourth position player should be good at pressing the keys and feel the game both on lanes and in teamfights like no one else. In a teamfight as well as on the line, he acts both as an initiator and as a support and as an attacking hero.
    In a nutshell, he has to be a master of all trades, so to say. Such heroes do not deal as much damage as those on the first and second positions can do. Neither they can initiate as the third position heroes, but anyway the fourth position is very important.

    a) 4 position on the laning stage
    There are several options how to act while on the fourth position during the laning stage. The first one is a roamer, a hero that constantly moves along the lanes and prevents enemy heroes from regular farming by killing them or just dealing some damage and breaking up their health regeneration.
    At the same time, roamers can farm neutral creeps or stack them to help his allied core heroes gain some gold and experience. The main task of the roamer is timely pulling and attacking the enemies when they do not expect.
    The 2+1+2 meta, which has recently become trendy, implies a hero of the fourth position to be always on the lane together with an offlaner or midlaner and to help them farm. It is also the case, when your carry needs assistance and both supports of the 4th and 5th positions are on the same line.
    This is called the triple lane. It works only if there are two enemy heroes standing in the offlane and your carry needs to farm badly. It is advisable to get all the necessary artifacts during the laning stage and, at the same time, try to leave much farm for your fellow heroes.

    b) 4 position in the fighting
    During the teamfights, players of the 4th position must do their best to prevent enemies from performing effective attacks, no matter what it takes. The 4th position hero must initiate fights, disable enemy heroes, sunder enemy positions before attacks or defence.
    There are several targets to attack in the teamfight for the fourth position players. Depending on the situation on the map, this can be any of the core enemy heroes. The best way is to disable a hero who can currently make the most impact in a fight, it can be a carry with good artifacts or a high level midlaner or an offlaner with a good ultimate ability.
    In the span of a fight you have to survive and prevent fellow core heroes from getting attacked. When there is a choice – to die or to save the life of a core hero, it is better to sacrifice your own life. The death of a carry means surefire defeat for your team.

    c) Heroes examples 4 positions
    A lot of different heroes may be the position 4 players. The main criterion here is the abilities defining their play styles. If it’s a Roamer, then you must have the ability to taunt the enemy. If this is a support hero, you need some appropriate abilities to assist your allies.
    Strength: Kunkka, Clockwerk, Night Stalker, Doom, Spirit Breaker, IO, Earth Spirit, Phoenix, Tusk.
    Agility: Bounty Hunter, Vengeful Spirit, Nyx Assassin.
    Intelligence: Enchantress, Chen, Dark Willow
    The fifth position – Support – Easy Lane
    Support is the main assisting hero in the game. 5 position support helps the team’s carry, tries to monitor the whole map, and places Observer and Sentry wards. During teamfights he disables the enemy’s core heroes and heals his allies.

    5) Dota 2 Support
    Support is the main assisting hero in the game. 5 position support helps the team’s carry, tries to monitor the whole map, and places Observer and Sentry wards. During teamfights he disables the enemy’s core heroes and heals his allies.

    a) The fifth position at the Laning stage
    Support in the fifth position is usually on the lane with a carry. The support is responsible for harassing the enemy offlaner, while trying to keep him from finishing off the creeps.
    If you do not let the enemy stand still on the line, then eventually the allied creeps become more in number than the enemy ones and begin to heavily push the line. You should keep an eye on the waves of your creeps to pull them back when it’s necessary so that an enemy offlaner can not finish them off while staying safe and sound under his tower’s protection.
    This tactic can also help the support gain some gold from neutral creeps and get useful artifacts. The rationale behind the creep pulling is to attack neutral creeps, thus making the allied creeps rush back to defend you. Another trick with forest creeps is stacking.
    At each of the camps there is a stack of neutral creeps, which can be withdrawn from the camp by using a normal attack at the 53-54th seconds of the current minute.
    And the next minute, while they are following you, a new stack of creeps will appear in the camp. As a result, you can gather up to 4-5 stacks of creeps within one camp. All these stacks can further help a carry or midlaner gain a large amount of gold. For each creeps stack gathered and killed, a support gets additional gold.
    In situations where an enemy attack occurs on your line, you must do your best to save a carry. Even if this requires sacrificing your own life.

    b) The fifth position in the fighting
    In teamfights, the player’s actions of the fifth position focus on helping his allies and, if possible, disabling enemy heroes. You must try to survive in the very first seconds of a teamfight and not die very fast. Later on, you need to sustain your allies with healing spells and try to disable the enemy, especially the core heroes. They are the most dangerous for you and your fellows, so must be dealt with as soon as possible.
    When there is a chance to save your teammate by sacrificing your own life, do not hesitate as 5 position support has the least value and your death gives little gold to your enemies.
    Basically, it is the 5 position support who is responsible for providing vision to all his allies on the map, therefore reducing vision for the enemies.

    c) Support heroes example
    Heroes of the fifth position are largely supports. Therefore, the main criterion in choosing the right support is a range of useful abilities.
    Strength supports: IO, Phoenix, Treant Protector, Undying.
    Agility supports: Naga Siren
    Intelligence supports: Crystal Maiden, Shadow Shaman, Keeper of The Light, Disraptor, Ogre Magi, Bane, Lich, Witch Doctor, Warlock, Dazzle, Winter Wyvern.

    14 june 2019 11:10 5035

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