Penjelasan lengkap tentang Role Player di Dota 2 dan contoh hero hard carry,midlaner,offlaner,semi support,dan hard support dibawah ini sangat cocok disimak untuk menambah informasi kalian terutama yang baru mulai belajar bermain game online berjenis MOBA yang sangat populer didunia ini.

1. Posisi 1 : Hard Carry

Posisi 1 disebut dengan Hard Carry, peran player dengan role Hard Carry ini mempunyai prioritas utama dalam urusan Farming, karenan nantinya player dengan posisi Hard Carry akan menjadi “peng-gendong” tim kearah kemenangan. Farming adalah mencari poin experience dan gold dengan cara membunuh creeps di lane ataupun membunuh player lawan. Sebagian besar hero carry merupakan hero yang memiliki dps (damage per second) konsiten dan memiliki damage besar saat mid – late game. Hero carry biasanya dimainkan di area Safe lane dan di temani oleh player dengan role Support agar terhindar dari kematian.
Contoh hero Hard Carry : Anti Mage, Phantom Assasins, Sven, Juggernaut, dan lain sebagainya.

2. Posisi 2 : Midlaner / Semi Carry

Posisi 2 disebut dengan Midlaner. Peran player dengan role ini melakukan farming di bagian tengah lane. Istilah player dengan role Midlaner adalah semi carry atau Core 2. Midlaner akan efektif mengikuti war pada mid – late game. Biasanya hero midlaner memiliki burst damage yang besar.
Contoh hero Midlaner : Invoker, Storm spirit, Queen of pain, Sniper, dan lain sebagainya.

3. Posisi 3 : Offlaner

Posisi 3 disebut dengan Offlaner, Peran player role offlaner adalah mengisi lane bawah pada dire dan lane atas pada radiant atau sering disebut dengan Hard lane. Offlaner disebut juga dengan posisi 3 atau core 3. Ciri hero offlaner adalah hero dengan kemampuan escape, tankie, dan mempunyai skill penting yang bisa mempengaruhi tempo permainan. Sebagian besar offlaner tidak membutuhkan terlalu banyak gold, tetapi lebih butuh experience untuk mendapatkan skill penting miliknya.
Contoh hero Offlaner : Clockwerk, Slardar, Batrider, Tidehunter, dan lain sebagainya.

4. Posisi 4 : Semi Support / Jungler / Roaming Support

Posisi 4 disebut dengan Semi Support / Jungler / Roaming Support. Role player ini adalah sebagai “dokter” di dalam tim. Pada awal game biasanya role ini mendampingi role hard carry, kemudian bergerak melakukan roaming untuk membantu lane lainnya. Dalam hal farming, semi support mempunyai prioritas farming yang hamper mirip dengan role offlaner. Bedanya terletak pada prioritas itemnya. Semi support biasanya membuat urn of shadows,force staff,glimmer cape, dan lain nya. Sebagian besar hero semi-support biasanya telah efektif mengikuti clash di early game. Tetapi pada late game, role ini sangatlah rentan diincar oleh lawan.
Contoh hero Semi-support : Bounty Hunter, Enigma, Chen, Tusk, dan lain sebagainya.

5. Posisi 5 : Hard Support

Posisi 5 disebut dengan Hard Support. Player Hard Support biasanya tidak terlalu membutuhkan gold dan membutuhkan sedikit experience. Rata-rata hero hard support merupakan hero yang memiliki spell, disable, healing, dan memiliki basic attack yang kecil. Role hard support sangat efektif clash di early game. Ketika Mid-Late game, efektifitas hero hard support hamper sama dan bahkan lebih rentan lagi diincar untuk dibunuh oleh hero tim lawan.
Contoh hero hard support : Omni knight, Oracle, Dazzle, Bane, dan lain sebagainya.
English language  :

Hard Carry

The term "hard carry" refers to a type of carry hero who is especially reliant on the acquisition of items to function effectively, as opposed to "softer" carries that gain substantial damage from abilities and as such do not require gold to be dangerous. Hard carries are generally equipped with abilities which scale very closely with their items, meaning that when they do not have farm their abilities are weak. Hard carries cannot have farm early in the game, so they are generally paired in lanes with disabling support heroes, whose powerful early game abilities counterbalance the horribly weak hard carry's. As a hard carry attains gold and levels, they will progressively become more dangerous, and generally reach their period of maximum relative effectiveness later in the game than other heroes - meaning that the hard carry will have a huge advantage if the game goes for long enough. As a rule, the more reliant a carry is on items to function directly correlates with how effective they are once they have them - for instance, Anti-Mage with three carry items in his inventory will be stronger than a Medusa with the same amount, but when six items are in play, Medusa will make much better use of them than Anti-Mage - this means that she is a harder carry than he.

Examples: Anti-Mage minimap icon.png Anti-Mage, Faceless Void minimap icon.png Faceless Void, Medusa minimap icon.png Medusa, Phantom Assassin minimap icon.png Phantom Assassin, Phantom Lancer minimap icon.png Phantom Lancer, Spectre minimap icon.png Spectre, Terrorblade minimap icon.png Terrorblade.


Semi-carries are heroes that, like hard carries, are skilled at killing enemy heroes. Unlike hard carries, however, they do not require very much farm to do so, and are generally most dependent on levels, so they usually lane in the middle lane to amass them as rapidly as possible. They tend to be most dominant in the midgame, before either their own or the enemy's true carry has amassed enough farm to supersede them. A successful game for a semi-carry involves asserting map control and impeding the enemy carry's farm, which in turn allows for their own carry to safely amass items. The "Semi-Carry", although long acknowledged in the community, is not a role recognized by Valve, likely because of the high ambiguity in defining the role.

If they are doing well, a semi-carry may have respectable attack damage depending on the hero being played - and all semi-carries will scale at least moderately well with items. However, by the end of the middle game period, semi-carries typically transition into a more supportive role. This is not to say that they play Support; this is simply the point where their damage and capabilities are outstripped by "hard" carries. To amend their damage "falling off" (as it is called), they often build items such as Heaven's Halberd, Assault Cuirass, and Scythe of Vyse to provide utility instead of their ailing damage.

Examples: Abaddon minimap icon.png Abaddon, Lina minimap icon.png Lina, Mirana minimap icon.png Mirana, Queen of Pain minimap icon.png Queen of Pain, Silencer minimap icon.png Silencer, Tusk minimap icon.png Tusk, Windranger minimap icon.png Windranger.

See also: Ganking

Gankers are heroes with abilities that deliver long duration crowd control and/or immense damage in the early and midgame. They tend to have good mobility and rely on a mixture of physical and magical damage as well as disables to bring down their enemies. Their goal is to give the team an early game advantage during the laning phase by killing enemy heroes in their proper lanes. The Ganker role is often synonymous with the semi-carry role, as most Gankers become semi-carries if they are successful in their efforts, owing to a large gold and level advantage. However, because their abilities do not scale as well, they will usually suffer more in the late game (hence the need for a hard carry). Nevertheless, if a Ganker performs extremely well, he or she might prove to be the overall bigger threat to the enemy team at the game's conclusion than an allied hard carry. The most important task for a Ganker is to restrict the farm and levels of the opposing carry.

Examples: Bloodseeker minimap icon.png Bloodseeker, Chaos Knight minimap icon.png Chaos Knight, Ember Spirit minimap icon.png Ember Spirit, Night Stalker minimap icon.png Night Stalker, Nyx Assassin minimap icon.png Nyx Assassin, Pudge minimap icon.png Pudge, Storm Spirit minimap icon.png Storm Spirit.


"Can focus on moving around the map instead of farming creeps early in the game."

Always support heroes, the main goal of Roamers is to gain as much map control as possible early in the game by warding, ganking and studying the location of missing heroes. They are also responsible for creep pulling, creep stacking (for the purpose of helping a fellow Jungler or to be the source of farm) and most crucially shutting down enemy Junglers. They often attempt to gank the enemy's mid hero, a difficult feat (albeit a very rewarding one) which usually requires a long-range disables and/or a Smoke of Deceit.

Examples: Crystal Maiden minimap icon.png Crystal Maiden, Earthshaker minimap icon.png Earthshaker, Jakiro minimap icon.png Jakiro, Lion minimap icon.png Lion, Vengeful Spirit minimap icon.png Vengeful Spirit, Mirana minimap icon.png Mirana.


Offlane heroes are those with abilities that allow them to solo the "suicide lane" (top lane for Radiant, bottom lane for Dire). Having an offlaner in a team's lineup allows the team to also have a Jungler or run a tri-lane with less risk of losing the suicide lane to the opposing lane. In many cases, the offlaner may have to forgo a great deal of farm in order to simply stay alive, and as such may be on the back foot much of the time. Heroes with the ability to escape from certain death are best suited to this role, as the offlaner's first priority should be to not die in lane. Against skilled opponents, the offlaner may be extremely under-leveled compared to other heroes on the field, and as such it is generally unwise to put a hard carry in the offlane because they may not get enough farm to obtain the items they need to snowball into the late-game.

Generally speaking, heroes that can excel in the offlane and still be effective throughout the game have at least one of these qualities:

A skillset that allows them to escape from ganks safely. See Escape.
They are able to secure a reasonable amount of farm despite the possibility of being forced out of lane.
They have abilities that will keep them alive in the early-game as well as allowing them to be effective in the mid-game despite a lack of gold. Supports such as Tidehunter and Windranger are examples of this. This can include heroes whose abilities have a great deal of utility later on in the game. For instance, abilities like Mirana's Moonlight Shadow icon.png Moonlight Shadow and Earth Spirit's Geomagnetic Grip icon.png Geomagnetic Grip can serve to benefit other teammates as well as the player in a variety of scenarios.
They are able to disrupt the enemy carry's farm. Good use of summons like Lone Druid's Spirit Bear can position friendly creeps in a place where the carry may struggle to get last hits, such as under a friendly tower from where you can deny them safely.

Examples: Bounty Hunter minimap icon.png Bounty Hunter, Clockwerk minimap icon.png Clockwerk, Dark Seer minimap icon.png Dark Seer, Lone Druid minimap icon.png Lone Druid, Mirana minimap icon.png Mirana, Puck minimap icon.png Puck, Weaver minimap icon.png Weaver.

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