Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. Hard carry (all the farm is dedicated to him and prioritized)
2. Semi-carry / second carry (it's basically the mider)
3. Offlaner
4. 1st support that needs a little bit of farm to exploit its full potential
5. 2nd support = true support (he is going to run with boots and branches whole game :D as he is gonna spend his gold in wards/sentries)
Now you get that, the main difference is the hard carry needs a lot of farm to be efficient and litterally destroys everyone : for example Faceless Void, Sven, Lifestealer, AM etc. They're going to get their apogee in the late game (if they get the farm needed...)
However a semi carry needs less farm to be efficient, generally he relies more on LEVELS so on XP rather than farm that's why he is going to solo mid (SOLO = MORE XP), and he's going to be effective already in the mid game, best example is Invoker or Shadow Fiend, Storm Spirit etc.
Hard carry, E.G Spectre: Has passives or skills that scale exceedingly well with better items (the richer she is the more her skills do)
Semi carry, E.G Silencer: Hauls out the damage when he has enough intel and certain items can make him more able to stand and fight. Other than his orb attack his skills do not become more effective with better items (unless you count aghs).
Hope this helps
I would say not so much how void scales, but how his abilities are. Chrono is amazing, and back track is one of the best abilities ever.
Semi carries are essentially gankers and like other gankers, their main purpose is to dominate early-mid game and spearhead ganks along with the other roaming supports to 'create space' for your farming carries or secure map advantage. The difference though is that in the case of such gankers, if they manage to secure a lot of kills/farm, they can transition much easily to the late game and can act as a 2nd/3rd carry. Compared to a utility ganker (mostly initiators/tankys) they can do a substantial amount of DPS late game (though not as much as late game carries).
All in all, semi-carry gankers are essentially early-mid game 'carries' with a chance to 'carry' in the late game if they manage to secure a lot of farm but are in general doesn't scale as much true carries...
You've just described the ganker role lol
When I said "scales into the alte game," I was referring to both items and abilities. He's a hard-carry because he benefits so well from items, largely because they work so well with his passives and ult, and he'll be useful pretty much no matter how late the match goes.