Carry
A carry is a hero who is weak in the early game but
extremely strong in the late game, especially with high-cost items. The other
players have to "carry" this hero through the early game so that he
can farm up to be successful, and in turn he will "carry" the rest of
his team through the late game by melting enemy heroes. One thing to note is
that carries generally remain fragile for the entire game, so you still can't
be too aggressive even if you do get farmed up. The general strategy of any
team fight revolves around keeping your carry alive and killing the opposing
carry. Carries are the primary source of steady DPS (as opposed to burst
damage) on your team.
Initiator / Tank
An initiator is a hero who can get in on a group of enemy
heroes and be disruptive enough to allow his allies to get in and start dealing
damage safely. Initiator is a dangerous role to play, and you can expect to die
a lot if you are unskilled or have unskilled teammates. If you rush in to
initiate, and your teammates don't follow, you're going to be dead for no gain.
The initiator usually has multiple stuns and enough damage output that it is
dangerous to ignore him.
Tanks are generally the same as initiators, although calling
something a tank usually also implies that it has a lot of HP. A tank must be a
good initiator in order to be effective, or else it is too easy for the enemy
team to ignore him and carry on through a team fight taking out higher priority
targets that are easy to kill instead.
Ganker
In LoL, this is also called an Assassin. Gankers specialize
in moving quickly or invisibly and dealing huge burst damage to a single
target. They also usually have some way to stun or immobilize their opponent.
The playstyle of choice for a ganker hero is to pop in unannounced and
completely ruin one opponent's day before he really has time to react. When an
enemy gets too comfortable laning, a ganker should come along and coordinate
with his teammate in that lane to get an easy kill.
Jungler
A jungler is a hero with good sustainability and good
ganking ability, although it's not necessarily as dedicated as a ganker.
Junglers tend to have low-cooldown, low-cost abilities that they can use
frequently to deal damage to creeps or keep themselves alive. They also usually
have at least one disable so a surprise attack against an enemy in a lane will
give them more of an advantage during a gank situation. A good jungler must be
able to keep up with his teammates in experience without relying on lane creeps
so he doesn't steal experience from his teammates.
Support
A support is a hero who is best when teammates are around.
They tend to be ineffective in combat by themselves, but can turn the tide of a
team fight by empowering their allies around them. Support characters usually have
multiple abilities that can buff allies in various ways, by increasing their
damage output, decreasing their damage taken, healing them, and sometimes even
making them invincible. Support characters are usually highly mobile, so they
can move around the map quickly and help wherever they're needed most. Because
of this and their lack of reliance on items for themselves, they are generally
responsible for placing wards in strategic locations around the map.
Pusher
A pusher is a hero who specializes in taking down waves of
creeps extremely quickly. By doing this, they are able to keep pressure on the
enemy tower early and often win their lanes first by taking down enemy towers
quickly. In the late game, pushers can use the creeps to push a tower extremely
quickly, sometimes before the enemies can even react. Sometimes, pushing this
hard in the early game can be counterproductive, because it leaves you open for
easy ganks and gives your opponents the safety of having their tower right
there for cover. Pushers (at least in LoL) are not required for a good team
composition.
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