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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 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
, 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
, 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
, 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
"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 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
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 + 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. . 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
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.
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 +
, 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
, 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
) 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
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
, 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
, 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
) 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 , Luna Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Luna 15 + 2.5 18 + 3.3 16 +
, 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
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
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 , 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.
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Luna Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Luna 15 + 2.5 18 + 3.3 16 + ![]() Naga Siren For the race in Dota 2 lore, see Naga. Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs ![]() Shadow Fiend Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Shadow Fiend 15 + 2.3 20 + 2.9 18 + 2 Level ![]() 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 ![]() 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 ![]() Spectre Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Spectre 19 + 2.3 23 + 1.8 16 + ![]() |
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Storm Spirit Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Storm Spirit 19 + 1.8 22 + 1.8 24 + 3 Level ![]() 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 ![]() |
Disabler
"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 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.
Carry
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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
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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
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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
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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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