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PostSubject: Heroe Roles   Heroe Roles EmptyFri Nov 12, 2010 7:52 pm

This are some of the most common tipes of heroes so take this in mind when you do a suggestion

Main Roles:

Initiator:

Initiators are heroes who have a skill (or skills) that allow them to effectively initiate team fights, forcing the enemy to engage. Often initiators are tough to kill, but that is not required.

Disabler:

A team isn't complete without a disabler. The Disabler Hero's role in the game is countering the enemies' Carry hero, which will normally be targeted after the support hero or right after the clash starts. Disablers are normally focused, too, along with the supporters, since both of them posses a thread bigger than that of a tank. But what does a Disabler do? Well, he disables his enemies! Normally he has at least 2 skills that can either stop their enemies' from moving, or disabling their threat as a hero. What does "disabling the threat mean? It means, for example, that Carry heroes will not deal high amounts of damage, or that Support heroes won't be able to cast their skills.

Support:

Supportive heroes generally focus on aiding their team through direct or indirect means. Their abilities can range in effectiveness throughout the various game stages, but generally these abilities do not require items to be effective.

Nuker:

High burst damage and no tanking capacities are the most common aspects of a Nuker. Having, normally, a low Strength and Agility growth, they're mainly useful during the earlier stages of the game and decreasing their abilities' efficiency as the game progresses. What you won't see in any Nuker: defensive skills and disabling skills (most probably).

Hard Carry:

Heroes who fill the role of Hard Carry generally have abilities that allow them to excel late-game, more so than any other hero type. They generally have abilities that relate to their attack damage. They typically fill the role of late game damage dealers, and their primary method of dealing damage at this stage of the game is via regular auto-attacks. Hard Carries should be relatively weak early in the game.

Semi Carry:

Heroes who fill the role of semi-carry are usually most effective in the middle stages of the game. While capable of filling the role of damage dealer for the team, semi-carries are not as effective at it as hard-carries once the game goes long. Instead, their skills typically yield maximum effectiveness during the mid-game, with moderate usefulness late game. They are generally dependent on their auto-attack for damage.




Sub Roles:

Ganker:

Ganker heroes focus on killing enemy heroes in the earlier through mid stages of the game. They are ideal for attempting to disrupt a hard carry or semi carry from farming freely. Their abilities generally include ways to deal high amounts of damage, but also ways to try to prevent the enemy from escaping (often by stunning or slowing their movement speed). Like support heroes, their skills generally do not require items to be effective.

Tank:

Tanks are literally tanks. They are supposed to walk in against a whole team by themselves and still be able to do whatever they want (unless they're disabled). Tanks are also moving HP. Tanks usually have skills that help them complete that task. Either Taunting the enemies or having defensive skills that help they're huge HP pools not be depleted as fast as to any other hero. Tanks commonly do not have % chance skills, neither disabling skills as they're main 3 (not counting taunt, because the tank is still being fucked up with all the attacks they receive).

Baby Sitter:
This hero's job is to lane with the carry and let them farm and get kills. Your job is to support your carry in lane with skills, in order to provide them the best chance possible to farm and carry your team later on in the game.

Pusher:

Pusher heroes are heroes who's skillset allows them to focus on pushing creep lanes and towers. Their skills can vary in effectiveness at different stages of the game, although many pushers have skills aimed at being most effective in the early-mid game.
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