This is a guide for people who want to tryout their luck as a Carry. As a Carry, your job is to deal as much damage as possible to the enemy team as effectively as possible, and still come out alive. It is usually for people who like to get good KDAs and deal a lot of damage.
Carries work in the part of the map called the lane. For those who don't know, the highlighted area is the lane:
Each side of the lane has 5 turrets that the enemy team must try to destroy in order to destroy the vain crystal, which allows them to win. Minions called lane minions spawn every 20 seconds, which is a Carries primary source of gold. Snipers and Mages are usually the ones who work in the lane, but there are a couple warriors and assassins who can work there too. You can usually tell who works in the lane because they have the Carry insignia which looks like this:
The lane is pretty much life in vainglory, as the enemy team cannot get to your vain crystal without going through the lane first. Another objective of the Carry is to protect their side of the lane as much as possible. In the middle of the lane, where the 2 sides meet there is a bush at the top of the lane, and 1 on either side at the bottom. The bottom ones are usually called the mustache bush, as they look like one. These are very good vantage points to try and ambush from. However, the enemy team will be doing that as well, especially from your own side. To make sure this doesn't happen, you need to plant vision. -NOTE- It's not just the support who can get vision. While you shouldn't buy it constantly you should at least get a couple scout traps to watch the lane bushes.
-Early Game-
(start - 6.00)
In the early game you should only really be worried about farming. You can be a lane bully if you would like, but it tends to make you lose farm, and as a Carry it is important not to lose it. The only way a Carry does as much damage as they do is because of the items they get. So when you fall behind, the enemy Carry is doing more damage than you because you are behind on farm. If you are getting bullied just hang back until your support gets there, or just be passive. While they are trying to bully you, they are most likely losing farm.
-Mid Game-
(6.00 - 15.00)
The mid game is usually when Carries turn up the heat. This is the stage in which you will get a lot of your kills, and when you should become a real bully. You should really push the lane at this point in the game, and destroy as many turrets as possible before late game hits. This is when you need your support by your side constantly, especially if your going to over extend the lane, and try to push. You need to start helping the jungle at this point too, or else you might lose it. You should have your first tier 3 item by now, and if you don't, you need to get one soon.
-Late Game-
(15.00 - end)
This is when you deal the most damage, but need to be more careful. Carries are very squishy, and late game is when they tend to be picked off fast. Stay by your supports side as much as possible, and don't push the lane without him. You shouldn't worry to much about the lane unless the enemy team is pushing it, or they have a massive minion backup. Try to target the enemy jungle first in a team fight, and try to stay on the edge of it. If you find yourself right in the middle of things, get out of that situation fast. This is when you need to be evasive, as the enemy will try to hit you with everything they have. You should have at least most of your build by now.
The 2 builds above are just a couple builds I made up. They are not just for Ringo or Celeste, but for any of the Carries.In the weapon build, the double Tyrants Monocle really lets you do severe damage, and the Breaking Point lets you get stronger in fights. The Energy Battery mid game is so that you won't have troubles not being able to use your abilities, and you can upgrade it to Halcyon Chargers later on for more energy regen and cooldown. In the Crystal build, the Frostburn lets you get kills easier with the slow and damage, the Shatterglass give you a much bigger punch that makes the most out of the slowdown from Frostburn, and the Broken Myth Lets you get stronger in fights like the Breakingpoint. Just know that you don't need to do just these builds. You need to experiment a little and come up with your own builds. Also you should learn to counter build a little, which I will try to explain later in the build.
In the early game, you should get a couple scout traps for some vision, especially when fighting a stealth hero (aka Flicker, Kestrel or Taka.). I would recommend getting at least 2. Here is an example of where to put them.
The green dots show the places to put them if you start on the left side, and the red dots show the places to put them if you start on the right side. It's ideal that you put one in your mustache bush, and the top bush so that you can't be ganked as easily. If you are fighting a stealth hero though, you should put one in the middle of the lane so that you can watch out for them in case they try to ambush you. Also, if you can, put one in the enemy mustache bush so you can watch them a little bit and make sure your not getting ganked. Remember, the support isn't the only one who can get vision.
As a Carry, you need to try and get as much farm as possible early, and mid game so that you can do as much damage as possible. Farming is just simply killing lane minions so that you can get gold, and buy your items. However, that can be a little hard early game, especially when you don't deal a whole lot of damage, and you are competing with your lane minions. One simple way to get farm is to just simply wait until the minion is drained and then last hit it. However it is much easier if you start with the minion in the back of the line and continue to the front. That does not mean you should ignore the minions in the front though. If they get drained you still need to last them and get the gold. A trick to get farm easier is to stutter step. Here is a video on stutter stepping. I didn't make it myself, but it helped me with my stutter stepping, and I'm hoping it will help you with yours.
If you want to make sure that the enemy Carry is gone for a little bit longer, or at least a bit hesitant to sit in the lane, you can ambush him. You don't necessarily have to have your support with you, but it would make it easier and usually guarantee the kill. When you are setting up the ambush, make sure that no one is around. Even if the Carry isn't around, the support could be, and if he's a good support, he will usually warn the Carry. Once you are sure no one is looking, position yourself. Here are a few examples as to where to position yourself.
Green dots indicate where to go if you start on the left, red dots if you start on the right. The top bush is usually the best place to sit, especially if they haven't really been looking around up there. Now comes the waiting. This can take awhile, though if you have to wait to long, you should just give it up. If they come up, wait for your support to initiate, then go ape on them. If your support isn't there, wait for the enemy Carry to start farming, then ambush him. This is easier with Carries who have fast debuffs like Ringo or Celeste. I would only recommend ambushing with a support though.
Here is a list a found of who counters who. It's something that should consider when picking a Carry, especially in a draft pick.
Adagio - Catherine, Glaive, Blackfeather and most heroes with a long range
Alpha - Reim, Lance, Catherine, Petal, Skye, Krul
Baron - Every mobile hero in the game
Blackfeather - Petal, Alpha, Krul
Celeste - Taka, Glaive, Blackfeather, Gwen, Skye
Flicker - Contraption
Fortress - War Treads
Glaive - Reim, Krul, Lance, Alpha
Gwen - Blackfeather, Ardan
Joule - Skye, blackfeather, taka, Catherine
Kestrel - Catherine, Petal, Glaive, Blackfeather
Koshka - Phinn, Catherine, Reim, Lance wp
Krul - Atlas, Petal, Lance, Skye
Ozo - Poison shiv, Ardan, Catherine, Krul, Lance
Petal - Lance, Joule, Skarff, Cp Vox
Reim - Petal, Skye, Ringo, Gwen, Anything ranged especially with crit
Ringo - Glaive, taka
Rona - Lance, Catherine, Lyra, Petal and anyone with a stun
Samuel - Shiversteel, Koshka, Petal, Catherine, Celeste
Saw - Lance, Joule, Glaive, Skaarf, CP Vox
Skaarf - Catherine, Glaive, Skye, phinn
Skye - Ardan, Ringo, Koshka, Alpha, Blackfeather, Taka (only vs cp skye)
Taka - Contraption, Petal, Lance, Phinn, Alpha, Koshka
Vox - Gwen, Koshka, Adagio
It's really important that you counter the enemy team, and that you are not countered as well. I'm sorry that not all of the heroes are up here, but this is how I found the list, and I'm not that great at finding counters out.
A comp is a group of heroes you picked to be on the same team. A good comp is when a group of heroes synergize well together. A bad comp is when a group of heroes do not synergize well together at all. In order to have a good comp, you need to think of how well the Carry works with the support and jungle heroes. Here are a few examples.
Adagio and Catherine
These two work really well together. A Carry Adagio really does damage when he can apply the arcane flame from his Gift of Fire onto his enemy and chain it with Agent of Wrath. The problem is, is that he would need to get close to the enemy to do this. With Catherine on your team, you can use your Gift of Fire on her when she stuns the enemy hero with her Merciless Pursuit, allowing to apply that arcane flame. The stun also helps you get the kills.
Ringo and Flicker
They make a decent team together. Flickers Fairy Dust slows the enemy down, letting Ringo so some damage and get some kills. Flicker can also root them with Binding Light letting Ringo secure the kill. On top of this, he can also really make Ringo an evil ganker with his Mooncloak. However this means that if you do use this comp, you will have to be very cautious as Ringo, because Flicker can't give you much in the way of protection, meaning you will have to be a little more cautious about getting ganked.
Kestrel and Phinn
This is a pretty promising comp. Kestrels damage combined with Phinns tanky play style really makes these two a good team. The best part about them is how well their abilities work together. For instance Kestrel can use Active Camo to put some mist down, and then Phinn can use Forced Accord to pull them into the mist letting Kestrel stun them, and guarantying her a kill. Or Phinn can use his Quibble on the enemy hero, and at the same time Kestrel can use her One Shot One Kill at the same time, draining, if not killing, them.
That's it for now. I will be trying to update this on a regular basis so that I can help improve this guide. I hope it helped, and if it did, I'm happy. Please thumb up or down, depending on what you thought of it, and please leave feedback. The only way I can really make this guide awesome and helpful is if you guys help me out. GLHF!!!
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