Role


Info

The heroes   Main   Mechanics   Attributes Table   Release Dates   Grid Layout     Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During dota2 in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes For a list of heroes sorted by attributes, see Table of hero attributes.   Attributes   Old Abilities     Attributes are the main statistics of all heroes that independently determine most scaling statistics. These dota2 , abilities Abilities are unique skills that heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All heroes have four or dota2 , and items Play “Singing trio.” It has been suggested that this article or section be split into multiple new articles. Reason given: The shop should get its own page Discussion to support or oppose the split should be dota2 , and the ways that these shape the game. Although the abilities of heroes may suit a variety of purposes and can be used in a variety of ways in different situations, roles nonetheless exist to define the playstyle a hero is expected to conform to, as well as the actions they are meant to perform within a game.

The attributes of heroes (their essential statistics and their basic combat ability) and the varying nature and effects of their abilities all serve to provide much distinction between heroes, giving them each tactical advantages and disadvantages at various locations, situations, and times within the game that have to be understood well for success. As strategic combat between two teams of five heroes with distinctly different abilities and strengths is the central conflict of Dota 2; players need to be well informed of their role within each team, as well as the roles of the enemy heroes. Even more importantly, players should keep in mind how their ability build and item build affects their heroes and fares against the ability and item builds of enemy heroes in the context of every single game so that they make sound decisions on the abilities and items that they choose to get.

Official roles

Roles are dictated by many factors, including: the physical stats of the hero, what they bring to the table with their abilities as well as the nature of their abilities, where they should be laned (or jungled), and the amount of gold and items they need to perform well.

Although the official classifications are fairly rigid, the reality is that multiple roles can be filled by every hero depending on the choices they make, although some choices are wiser than others.

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Carry

See also: Category:Carries

"Will become more useful later in the game if they gain a significant gold advantage."

Carries are the heroes that can obtain the greatest offensive power as the game progresses, the name so derived from the act being "carried" by a team into the late game; that is, to eventually bear the responsibility for ultimate victory. They tend to become extremely powerful later in the game relative to other heroes once they amass substantial levels and items. Once farmed, they are very good at killing opponents, though some carries such as Naga Siren For the race in Dota 2 lore, see Naga.   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     dota2 tend to attain victory through their ability to destroy enemy structures rather than kill enemy heroes. Carries typically lack early game power, but must be powerful by the late game; thus, the items Play “Singing trio.” It has been suggested that this article or section be split into multiple new articles. Reason given: The shop should get its own page Discussion to support or oppose the split should be dota2 they carry are an essential part of their build. Most carries rely on right-clicking, using their inherent attack power (usually augmented by abilities) to overwhelm their enemies. Carries tend to have high base movement speed.

Although they are the powerhouses of the late game, they are relatively weak in the early game, as their abilities tend not to be very useful at low levels. Many "hard" carries, that is, carries that are extremely reliant on items to function (though benefit most from them) will need to farm almost incessantly prior to around 30-40 minutes into the game. They should not ever participate in early skirmishes unless they can assist without endangering themselves (for instance, Spectre   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Spectre 19 + 2.3 23 + 1.8 16 + dota2 can use her Haunt ability to help her team`s damage without ever actually being in danger). This can and often does mean that their team is forced to progress through much of the game without their help, during which time a team`s semi-carry (usually the solo mid) will perform the role of carry, as the early to mid game is a semi-carries period of maximum relative power.

There are carries of all three primary attributes, although the hardest carries are almost entirely Agility Agility is the attribute that grants armor and attack speed. For each point of agility a hero gets: 0.14 (1/7) Armor 1 Attack speed Additionally, agility heroes also get 1 attack damage per agility point. dota2 . Strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To dota2 carries (such as Alchemist, Dragon Knight, Wraith King, and Lifestealer) typically rely on sustained damage and their own durability to carry, as well as some decent disables. Their weakness tends to be low armor (though there are some notable exceptions) and because they are almost invariably melee, they can often be kited easily (kiting being a process of staying too far away from an enemy for them to attack you; as if the enemy is being strung along like a kite). Agility Agility is the attribute that grants armor and attack speed. For each point of agility a hero gets: 0.14 (1/7) Armor 1 Attack speed Additionally, agility heroes also get 1 attack damage per agility point. dota2 carries (such as Luna   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Luna 15 + 2.5 18 + 3.3 16 + dota2 , Faceless Void   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Faceless Void 23 + 2.1 23 + 2.8 15 + 1.5 Level dota2 , and Phantom Assassin   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Phantom Assassin 20 + 2.15 23 + 3.15 15 + 1.4 Level dota2 ) tend to inflict substantial damage in rapid successions, and have very high limits where damage infliction is concerned. Agility carries tend to be ranged but many are melee. Their weakness tends to be an inability to do anything effectively except inflict damage - they generally have minimal utility and are quite fragile, though there are exceptions to both. Intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 dota2 carries (such as Storm Spirit   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Storm Spirit 19 + 1.8 22 + 1.8 24 + 3 Level dota2 , Nature`s Prophet   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Nature s Prophet 19 + 2.1 18 + 1.9 25 + 2.9 Level dota2 , and Outworld Devourer   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Outworld Devourer 19 + 2.6 24 + 2 26 + 2.7 Level dota2 ) usually rely on their abilities and active use of items to carry, but their physical damage is often respectable too. They are invariably ranged heroes owing to their frailty, but their powerful abilities mean that they are often difficult to kill. They tend to struggle against enemies with magic immunity.

Some carries with long-cooldown, teamfight-oriented ultimates, such as Naga Siren For the race in Dota 2 lore, see Naga.   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     dota2 , Luna   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Luna 15 + 2.5 18 + 3.3 16 + dota2 , and Outworld Devourer   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Outworld Devourer 19 + 2.6 24 + 2 26 + 2.7 Level dota2 require constant team support all throughout the game, whereas other carries such as Phantom Assassin   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Phantom Assassin 20 + 2.15 23 + 3.15 15 + 1.4 Level dota2 or Lifestealer are suited to tackling many enemies in succession and rely much less on their team (but suffer from a lack of AoE abilities). Essentially, while some carries are suited to solo encounters and ganks, others are most at home in a large clash.

Carries typically are relegated to a side lane early on with one or more Support/Babysit heroes to babysit them until they collect the necessary items to farm independently, while a select few carry heroes, most notably Shadow Fiend   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Shadow Fiend 15 + 2.3 20 + 2.9 18 + 2 Level dota2 , can easily undertake a solo midlane role throughout the majority of the game. There are some cases where carries ended up in solo safe lane (Radiant Bottom, Dire Top) if the team opted to run an aggressive tri-lane at the suicide lane (Radiant Top, Dire Bottom).

A rule of carries is that the more farm a carry requires to be effective, the more power they can attain relative to other carries. The term "out-carrying" refers to one hero`s capability to carry harder than another - that is, to have more potential power to carry than another hero. Carries come in all shapes and sizes, and while some require little farm to begin carrying quite early in the game, they can (and usually will) be out-carried by a "harder" carry than themselves if that carry is given the chance to amass the gold and items they require.

Carry Heroes
Strength attribute symbol.png Strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To dota2
Sven
Tiny
Kunkka
Dragon Knight
Huskar
Alchemist
Brewmaster
Bristleback
Legion Commander
Slardar
Wraith King
Lifestealer
Night Stalker
Doom
Spirit Breaker
Lycan
Chaos Knight
Abaddon
Agility attribute symbol.png Agility Agility is the attribute that grants armor and attack speed. For each point of agility a hero gets: 0.14 (1/7) Armor 1 Attack speed Additionally, agility heroes also get 1 attack damage per agility point. dota2
Anti-Mage
Drow Ranger
Juggernaut
Mirana
Morphling
Phantom Lancer
Riki
Sniper
Templar Assassin
Luna   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Luna 15 + 2.5 18 + 3.3 16 + dota2
Ursa
Gyrocopter
Lone Druid
Naga Siren For the race in Dota 2 lore, see Naga.   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     dota2
Troll Warlord
Ember Spirit
Arc Warden
Bloodseeker
Shadow Fiend   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Shadow Fiend 15 + 2.3 20 + 2.9 18 + 2 Level dota2
Razor
Faceless Void   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Faceless Void 23 + 2.1 23 + 2.8 15 + 1.5 Level dota2
Phantom Assassin   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Phantom Assassin 20 + 2.15 23 + 3.15 15 + 1.4 Level dota2
Viper
Clinkz
Broodmother
Weaver
Spectre   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Spectre 19 + 2.3 23 + 1.8 16 + dota2
Meepo
Slark
Medusa
Terrorblade
Monkey King
Intelligence attribute symbol.png Intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 dota2
Storm Spirit   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Storm Spirit 19 + 1.8 22 + 1.8 24 + 3 Level dota2
Windranger
Lina
Tinker
Nature`s Prophet   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Nature s Prophet 19 + 2.1 18 + 1.9 25 + 2.9 Level dota2
Silencer
Necrophos
Queen of Pain
Death Prophet
Leshrac
Invoker
Outworld Devourer   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Outworld Devourer 19 + 2.6 24 + 2 26 + 2.7 Level dota2

Disabler

See also: Category:Disablers

"Has a guaranteed disable for one or more of their spells."

Heroes tagged as Disabler generally have abilities which are more focused to reliable crowd control, whether by single target or by area. Generally, supportive heroes (because their abilities are not improved by items) often lane with carry heroes to malign attempts on their life. Carry heroes generally have weak disabling power, although some, such as Faceless Void   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Faceless Void 23 + 2.1 23 + 2.8 15 + 1.5 Level dota2 are exceptional. Heroes with powerful disables tend to have low base movement speed, giving enemies a chance to react, but this can be bypassed with mobility items.

Disabler Heroes
Strength attribute symbol.png Strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To dota2
Earthshaker
Sven
Tiny
Kunkka
Beastmaster
Dragon Knight
Clockwerk
Alchemist
Brewmaster
Treant Protector
Centaur Warrunner
Tusk
Elder Titan
Legion Commander
Earth Spirit
Phoenix
Axe
Pudge
Sand King
Slardar
Tidehunter
Wraith King
Lifestealer
Night Stalker
Doom
Spirit Breaker

Carry


Will become more useful later in the game if they gain a significant gold advantage.

A Carry is the hero that a team rallies around late game. The role`s name is derived from the act of "carrying" a team, which is to bear the responsibility of leading the team to victory. The carry is expected to have the highest number of hero kills on the team. Carries typically lack early game power, but they have strong scaling skills. They are highly dependent on items to be successful. Carries will often have a built-in farming mechanism in order to achieve this. Usually carries rely on strong and fast physical attacks, but this is not always the case. Having more than one carry can potentially cause competition within your team for resources, which typically results in a number of underpowered carries. For certain team compositions, it is highly recommended that a team have only one hard carry (a hero with strong carry potential but weaker potential in other roles) and as the game progresses the hard carry will secure the majority of the kills. Any semi carries (heroes that have a bit less carry potential but stronger potential in other roles) that have attained sufficient level and gold advantage to avoid diminishing in the late game, can also assist in being the main driving forces behind victory for the team. Carries are typically sent to the safe lane early on with one or more supports to babysit them until they collect the necessary items to farm independently.

Note: The ratings on this page are based on the in-game classification system. They are not based on the metagame.
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Nuker


Can quickly kill enemy heroes using high damage spells with low cooldowns.

Nukers are heroes with abilities that deliver high damage throughout the game. Their goal is to give the team an advantage by killing enemy heroes before they can react to ganks. Many nukers can become a semi-carry if they are successful in their efforts, but because their abilities do not scale as well, they can potentially suffer in the late game when many heroes are equipped to deal with nukes.

Note: The ratings on this page are based on the in-game classification system. They are not based on the metagame.
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Initiator


Good at starting a teamfight.

Initiators are heroes who can safely and advantageously start a team fight. These heroes typically have strong area of effect damage, disable, or similar skill to affect the positioning of the enemy team. Although it is common for an initiator to be a durable hero, this is not always the case. Usually there is an attempt to quickly eliminate the enemy carry, which will lure the enemy team, thus initiating a large scale battle.

Note: The ratings on this page are based on the in-game classification system. They are not based on the metagame.
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Disabler


Has a guaranteed disable for one or more of their spells.

Disablers are heroes with abilities more focused to reliable crowd control, either by single target or area of effect. They can act as initiators in small-scale ganks where the number of enemy heroes involved is few in number. A true initiator`s cooldowns are best saved for large confrontations.

Note: The ratings on this page are based on the in-game classification system. They are not based on the metagame.
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