

Theoretically, an ADC’s first and second-level abilities should be enough to pressure a weaker opponent into their tower or into retreating. In the opening, ADCs often chase as to who among them reaches Level 2 the soonest. They also need to stick to farming as often as possible while ensuring that their team’s minions stay a threat to the opposing team.Īs Carries, ADCs often follow this approach to achieve victory in the quickest, most calculated way possible: Pressure as early as possible Carries need to avoid death at all costs and retreat whenever necessary. In turn, it’s extremely important for players to stay patient and stay focused on the goal: stick to the endgame. Like the Hunter God Class, Carries strives to ensure that they dictate the flow of the damage output benchmark in a battle. Unlike other builds, Carries pay close attention to the flow of the match. Carries should identify whether their build for the match should revolve around penetration, attack speed, life steal, or power. They often pick off weaker opponents among the enemy team. Their builds often revolve around enhanced damage, penetration, and attack speed to end skirmishes as soon as possible. Unlike the brutally-unfair Junglers, Carries have a more straightforward and efficient approach to battle. However, most new Carries should follow some basic tenets to dictate their approach in the match: Clean and efficient Of course, newcomers who hear this might feel overwhelmed by the responsibility.

If they farm properly, even their base damage output in the endgame can be enough to clear objectives and kill enemies extremely quickly, thus, “carrying” the team. Of all the Roles in the game, the Carry or ADC is perhaps the one that relies on timing the most. Due to their damage potential, Hunters usually lean towards this Role. This timing-heavy approach usually pays off, as Carries boast some of the best damage numbers in the game. As they're in charge of the Duo Lane, they need to come in the way of their opposing ADC's growth to ensure damage domination. Unlike Assassins that devastate in the early game, Carries ensures they have just the right opening gambit to secure the endgame. They rely heavily on securing the most buffs and experience from minions, farms, and combat. Thanks to their mobility and attack speed potential, Assassins make great choices for Jungle.Ĭarry: Unlike the Jungle's Anti-God and Anti-Elite approach, Carries (ADCs in other MOBAs) have a more timing-based approach to combat. That way, they can juggle between farming for early-game dominance or outright ganking opponents. Ideally, Junglers have an intimate understanding of the interplay between Elite monster timers and how they influence a God's growth.

Thanks to their speed and attack damage potential, they make perfect farmers in the Mode's Jungle Camps. Jungle: Perhaps one of the most technical of the Roles, the Jungle acts exactly like other Jungle roles in other MOBA. The need to dish out heavy damage makes the Mage a great class for Mid. Sadly, their glass cannon nature makes them dependent on Towers and Support for protection - both of which are thankfully more accessible from Mid. Thankfully, great Mid Gods often boast devastating areas-of-effect (AOE) and ranged damage that they can often cover more ground compared to their other counterparts. Unfortunately, the Mid Lane's precarious position of being in the middle of two Jungle Camps makes them highly susceptible to ganks or team fights from other farming Gods. Mid: The Mid becomes in charge of defending the Mid Lane from constant enemy assault. Due to their need to have a healthy balance between offense and defense, Warriors often take up the Solo role. They almost always rule melee combat, and they devastate close encounters with their harsh attacks and counters. Most Solos boast decent damage and decent survivability, making them excellent damage soakers that still pack a punch if push comes to shove. Thanks to their balanced stats, Solos can confidently defend and attack the Solo Lane without having to rely on their allies. Solo: The Solo serves as perhaps one of the most straightforward Conquest Roles out there.
