There are some cases where carries ended up in solo safe lane Radiant Bottom, Dire Top if the team opted to run an aggressive tri-lane at the suicide lane Radiant Top, Dire Bottom. Some carries with long-cooldown, teamfight-oriented ultimates, such as Naga SirenLunaand Outworld Devourer require constant team support all throughout the game, whereas other carries such as Phantom Assassin or Dinosaurs alive suncoast casino are suited to tackling many enemies in succession and rely much less on their team but suffer from a lack of AoE abilities.
Essentially, while some carries are suited to solo encounters and ganks, others are most at home in a large clash. Although the official classifications are fairly rigid, the reality is that multiple roles can be filled by every hero depending on the choices they make, although some choices are wiser than others. Carries typically are relegated to a side lane early on with one or more support heroes to babysit them until they collect the necessary items to farm independently, while a select few carry heroes, most notably Shadow Fiendcan easily undertake a solo midlane role throughout the majority of the game.
Agility carries tend to be ranged but many are melee. Agility carries such as LunaFaceless Voidand Phantom Assassin tend to inflict substantial damage in rapid successions, and have very high limits where damage infliction is concerned. Carries "Will become more useful later in the game if they gain a significant gold advantage.
A rule of carries is that the more farm a carry requires to be effective, the more power they can attain relative to other carries. There are carries of all three primary attributes, although the hardest carries are almost entirely agility.
Once farmed, they are very crystal maiden roulette at killing opponents, though some carries such as Naga Siren tend to attain victory crystal maiden roulette their ability to destroy enemy structures rather than kill enemy heroes.
Carries typically lack early game power, but must be powerful by the late game; thus, the items they carry are an essential part of their build. They should not ever participate in early skirmishes unless they can assist without endangering themselves for example, Spectre can use her Haunt ability to help her team's damage without ever actually being in danger.
Carries tend to have high base movement speed. Intelligence carries such as Storm SpiritNature's Prophetand Outworld Devourer usually rely on their abilities and active use of items to carry, but their physical damage is often respectable too.
Strength carries such as AlchemistDragon KnightWraith Kingand Lifestealer typically rely on sustained damage and their own durability to carry, as well as some decent disables. Most carries rely on right-clicking, using their inherent attack power usually augmented by abilities to overwhelm their enemies.
Although they are the powerhouses of the late game, they are relatively weak in the early game, as their abilities tend not to be very useful at low levels. The term "out-carrying" refers to one hero's capability to carry harder than another - that is, to have more potential power to carry than another hero. Their weakness tends to be an inability to do anything effectively except inflict damage - they generally have minimal utility and are quite fragile, though there are exceptions to both.
Carries come in all shapes and sizes, and while some require little farm to begin carrying quite early in the game, they can and usually will be out-carried by a "harder" carry than themselves if that carry is given the chance to amass the gold and items they require. This can and often does mean that their team is forced to progress through much of the game without their help, during which time a team's semi-carry usually the solo mid will perform the role of carry, as the early to mid game is a semi-carries period of maximum relative power.
They tend to become extremely powerful later in the game relative to other heroes once they amass substantial levels and items.
They are invariably ranged heroes owing to their frailty, but their powerful abilities mean that they are often difficult to kill. They tend to struggle against enemies with spell immunity.
Their weakness tends to be low armor though there are some notable exceptions and because they are almost invariably melee, they can often be kited easily kiting being a process of staying too far away from an enemy for them to attack you; as if the enemy is being strung along like a kite. Many "hard" carries, that is, carries that are extremely reliant on items to function though benefit most from them will need to farm almost incessantly prior to around minutes into the game.