Tuesday, October 27, 2015

Surviving 3k MMR in DOTA 2: An Introduction to Carrying

Everyone wants to play the 1 position hero: the carry. They are fun, flashy and can win the game for their team in many circumstance. To play this position better, we need  There is spectrum for carries: from farming to fighting. All carries fall somewhere on this spectrum. In my anti-carry series, I use the term anti-carry because, technically, all carries are fighting carries at some point in the game, usually after they get their key items. Consequently, I make the distinction that anti-carries want to hunt down enemy carries and prevent them from farming by killing them rather than try accelerate their farming potential by getting items like battlefurry. Farming carries want to find a place on the map that has free gold and take it. It needs to be a place where it's relatively safe so that the currency acquired with minimal risk of losing it. This is partially why farming carries are picked over fighting carries; the risk of losing gold is less so getting ahead is easier and the enemy has to react to you. Let's explore these ideas further.

On the spectrum of fighting and farming carries, Slardar best represents what makes a fighting carry. His skills are oriented toward chasing and locking down heroes, he has high mobility but takes extra damage so this isn't the best for farming the jungle - especially in the early and into the mid game, his spells don't let him spam out a wave of creeps, and he has some mana issues. All these thing culminate into a hero that isn't suited for afk-style farming because it isn't as efficient as just finding a hero and killing them. 

The other end of the spectrum contains the Antimage. He farms a battlefurry and then uses blink to move from neutral camp to neutral camp to lane creeps and back very quickly. The Antimage relies on using battlefurry to get ahead of the enemy carry in items and then fight them. You don't have to play AM this way, but it is overwhelmingly prefered because of its efficiency. Once the AM gets two or three core items after a battlefurry, he can start to partake in fights.

Recently, pro-players have been changing how they build heroes to keep their opponents off balance or help secure an advantage for their team early. aggresif played Phantom Lancer getting boots of travel (BoT) early during The Internation 2015 in order to farm more efficiently by getting to the gold on the map faster and giving him the option to fight with his team at minimal opportunity cost+. BoT also saves you 75 gold per TP and has a lower cooldown than a TP so you can move around the map more efficiently. Players have also been itemizing traditionally farming heroes into fighting heroes by getting aquilla, drums, magic wand, sange, et al. This way, they can show up with their team and help dish out some damage before going into a more farm heavy build with items like yasha and helm of the dominator. 

As the carry player, you need to identify how much time you can spend farming vs. fighting. This is the most difficult aspect of playing a carry but is quintessential to playing a carry well. If you spend too much time farming creeps instead of heroes, you risk your not having an overall advantage. If a few 3- or 4-man engagements end poorly for your team, they might not be able to contribute much to future fights. Similarly, if you spend too much time fighting the enemy team their carry could get ahead of you and out carry you or, worse, your team could lose fights and fall super far behind. This begs the question, when should you farm creeps vs. heroes? Here are some general tips I follow in my games:

  1. you want to play carry enough to know item timings to judge how far behind or ahead you are; a 15 minute battlefurry on PA indicates you're farming well but each minute after that means you are falling behind
  2. understand how much of the map is available for you to use without fearing a gank; more map control = you're further ahead
  3. how many towers do you have compared with your opponents?
  4. what's the kill score?
  5. who won the last fight and why?
  6. how many core items does the opposing carry have?
  7. how many items do the other cores on your team have?
  8. have people been asking for you to come join fights?
These are just 8 quick and dirty things to think about when you decide whether to farm or fight. There are many other situational things you need to think about when deciding, like when is my hero supposed to be strong, but those things need their own post.  Let me know in the comments below how you determine when to fight or farm. We are all looking for ways to improve and by sharing what we've learned, we can improve together.

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