The question when trying to label carry heroes in regards to which tier they belong is undoubtedly, how?
I'll try to make this as simple as possible. There are usually two sides to this story. Side 1 feels that tier
1 carries are those that can potentially carry a team to victory, no matter how little they are picked in
competitive play. Side 2 feels that tier 1 carries also need to be able to take over games, but must be
heroes that are picked regularly. Why argue? Let's just come up with a combination of the two, which is what
What follows are the tiers that carries can be identified by:
Tier 1: Hard carries. These heroes win games for you in the late game. They are very farm dependent and usually
very weak during early game.
A baby-sitter is almost always needed. There is a risk involved in selecting a tier 1 carry because you have to ensure
a way to get to late game.
Tier 2: Side carries. These heroes can hold their own during the early and mid game. They can also win the game
for you depending on their level of farm.
However, all things considered equal (items and experience), they will be crushed by tier 1 heroes in late game.
Tier 3: This tier is for heroes that are seldom used as carries, but if you let them get out of hand they can take over
Note 1: Some heroes are labeled in between the aforementioned tiers. Use common sense here, as they come
somewhere in the middle of the specified tiers.
Note 2: An anti-carry is a hero that is capable of controlling the other team's top carry.
A crowd controller (CCer) is a hero that can both effectively take enemy heroes temporarily out of
battle as well as delay or prevent a push on a tower. This usually constitutes the use of an AoE stun or
Often considered the KS-ing skill. I have grouped finishers and chasers together. As the title suggests,
the hero must have the ability to finish or chase heroes in a reliable capacity.
Gankers are identified as heroes that can easily leave their lane in order to assist another lane in killing
Someone that can harass early game. This hero is often-times a baby-sitter.
A hero often used to initiate into battles. An anti-initiator is someone who can prevent or diminish the
effectiveness of an initiation.
This identifies a hero who can benefit greatly from killing neutrals in the forest instead of laning with
A hero that is able to push lanes with ease. Lane pushers can also be classified as good farmers.
This classifies a hero that is able to push towers without much effort.
The way we identify a roamer, is by a hero that does not need to stick to a lane, but can instead wander
around the map ganking. What's the difference between a roamer and a ganker? There is a fine line
between a roamer and a ganker. If you are a roamer, then in essence you are a ganker as well. But if
you are a ganker, it does not necessarily make you a roamer. A good example of this is Deadwood. He
is arguably the best ganker in the game. He, however, would not be considered a roamer because he is so dependent
on leveling early game.
Rune control is the most underrated skill in the game. When used properly, runes can be devastating to
your opponent, as they can swing map and lane control in your favor and allow you to gank other lanes
with ease. This is a category for heroes who can control runes with little effort, usually a byproduct of
A hero that is adept at soloing a lane with little help from teammates.
Support heroes can be of many varieties. Usually the heroes are not very item dependent, meaning they
can be useful to their team whether they farm or not. Usually the reason for not farming would be to
concede the last hits to the carry you are supporting. Usually these types of heroes end up buying the
wards for their team and are rarely the first into battle. The term baby-sitter applies to most support
heroes. A baby-sitter basically watches over a carry hero, whether it be healing him, harassing the enemies in that
specific lane, conceding last hits in order for the carry to farm, or all of the above.
Tanks in HoN are not like those of WoW; HoN does not have any true tanks. But a hero identified as a
tank is usually built to take hits, depending on whether their skills or item builds synergize towards this.
Hero possesses a skill that has an area or global effect. AoE is categorized as damage towards enemy, a
massive disable or silence. Many skills that are technically AoE (ie. Magebane's Ultimate, Pollywog's
lightning) were left out purposefully, as I want the moniker "AoE" to include a select group of heroes
that rely heavily on their effects.
We've grouped buffs, debuffs, passives together. Buffs and Debuffs include any kind of shield (ie.
Jeraziah's Protective Charm or Demented's Arcane Hide).
A hero with a reliable disable of some sort. I have grouped holds, stuns, and sleeps together.
Hero has some sort of damage over time spell.
A hero with an escape mechanism; many times this is a blink or invisibility.
A hero that possesses a heal that can be used on teammates.
This is for heroes with a reliable non-dot damaging spell.
A hero with a silence of some form.
A hero with a reliable slow.
Classifications: Finisher/Chaser, Ganker, Initiator, Roamer, Support
Skill-set: Disable, Nuke, Passive, Aura
Summary: Andromeda is picked at a decent rate in competitive games. Teams almost always use her as a roaming
ganker. The reasoning for this is because she is not very item dependent, so losing out on some levels early is not
game-ruining. She is very useful in ganks because of her reliable stun (Comet), which lasts 1.75 seconds throughout
all 4 levels. With a little team coordination Andromeda can use her ultimate, Void Rip (first available at level 6), as
an initiation to isolate opponents for a sure-fire kill. As her ultimate gains range from leveling up, she can use it to
chase and swap/stun heroes easily.
Her Aurora skill is technically AoE; I chose not to classify her as an AoE damaging hero because the damage it
inflicts on enemies is negligible. Aurora also debuffs the armor and base damage of enemies it is cast on, making
them that much easier to take down. Despite this, it is primarily used to scout up ahead, as using it will grant you
temporary vision through fog. Her passive aura, Dimensional Link, increases the base damage of all allies in a
rather large radius. This is one of those skills you never need to worry about, but can benefit from greatly.
Andromeda is an excellent utility hero that when played well can help chase and perform ganks with the best of
Classifications: Carry (Tier 2), Finisher/Chaser, Ganker, Harasser, Rune Controller, Solo
Skill-set: Buff, Mass slow
Summary: Arachna is an excellent solo mid hero. The reasoning for this is: 1) she is ranged, 2) she can control
runes, and 3) she can harass. Let's focus on the latter 2 reasons. The reason Arachna can control runes (with wards
from the team of course) is because of her slow; most races to the runes will be won by Arachna as a result. The
other reason she is great in mid (or any lane for that matter) is she can harass the opponent with Webbed Shot
without aggroing the creeps. It can be very frustrating going against an Arachna who takes full advantage of this.
Once Arachna hits level 6 she can perform successful ganks with ease because of her Spider Sting ultimate. This
ultimate not only attacks enemies and slows them to a crawl, but also reveals stealthed units.
Her Harden Carapace ability is an excellent way to remove debuffs and simultaneously provide a temporary Magic
Armor buff, allowing her to withstand serious nukes. Her passive aura, Precision, is almost identical to Moon
Queen's aura, as both grant allied ranged units an increase in their base damage. Not only is Precision particularly
useful during team battles, where its effect is maximized, but it can also be beneficial early game when last hitting
creeps. Depending on the item build, Arachna can evolve into a good tier 2 carry. Usually Arachna players start out
strong and taper off towards late game. This tapering off could obviously be rectified by completely out-farming the
opponent. However, as stated in the explanation of how tiers work, with all things equal (gold and XP), she would
be destroyed by higher tier carries."
Classifications: Carry (Tier 2), Finisher/Chaser, Ganker, Solo
Skill-set: DoT, Passive, Silence
Summary: Blood Hunter is one of the few melee heroes that excels at soloing mid. His amazing attack animation
coupled with his Feast ability make him nearly impossible to harass early game. His DoT Blood Crazy is also very
useful early game to harass and late game to boost his attack damage or silence an enemy caster. Once Blood
Hunter reaches level 6, he becomes a ganking machine with his ultimate (Hemorrhage) only having a 70 second
cooldown. Blood Hunter is arguably the best chaser in the game; his Blood Sense skill can give him max speed,
coupled with his ability to gain health after killing a unit that is low on health makes him very hard to take down.
Letting a Blood Hunter farm and gank early could spell doom for your team.
Classifications: Carry (Tier 1), Anti-Carry, Finisher/Chaser, Ganker, Initiator
Skill-set: Mass AoE, Debuff, Disable, Escape, Passive, Slow
Summary: Chronos is one of the best late game heroes in the game. This is one hero you cannot afford to let farm
unimpeded. His Ultimate (Chronofield) is game-breaking in team fights if pulled off correctly. Seeing as
teammates can move and cast in the Chronofield with a 90% hindrance, if proper teamwork is used you can kill the
entire team with the proper combination of spells being used. His Time Leap both slows and damages enemies,
which becomes useful in both ganking and chasing enemy heroes.
The fact that Chronos steals 4 agility per hit with his Curse of the Ages skill makes him an anti-carry as well. Let's
put this in perspective. Stealing agility from an agility carry will not only reduce their damage but their armor as
well. In some ways, this ability can be used effectively on a strength tank, as lowering the hero’s armor will
naturally make them easier to kill. His Curse of the Ages also provides a stun on every 4th hit, which can be very
useful late game as Chronos' attack speed can get ridiculous. His Time Freeze ability grants him good survivability
as he has a chance to heal from an attack. As is the story with most tier 1 carries, Chronos is very item dependent.
Classifications: Carry (Tier 1.5), Anti-Carry, Finisher/Chaser, Ganker, Harasser, Rune Controller,
Skill-set: AoE, Debuff, Nuke, Passive
Summary: There are a few reasons why Corrupted is excellent as a middle solo. His Electric Tide nuke allows him
to harass enemy heroes with ease while his Static Discharge skill allows him to outrun most heroes to the runes. As
if his superior movespeed and nuke weren't enough, his Ultimate can be very effective for ganking early/mid game.
All of this plus his ability to steal damage and gain vision of enemy heroes using his Corrupted Conduit make him
an ideal ganker and therefore a perfect fit in mid; this is because being a mid-solo allows you to be flexible in your
ganking decisions. The Corrupted Conduit also aids him in being an anti-carry of sorts in the later stages of the
game. It's tough to figure out which carry tier Corrupted belongs to as he can be built so many different ways. The
most popular build now involves both Helm of the Black Legion and Shaman's Headress, essentially making
Corrupted a tank that can deal out a great deal of damage.
Classifications: Carry (Tier 1.5), Finisher/Chaser, Ganker, Initiator, Pusher (Lane)
Skill-set: AoE, Buff, Debuff, Escape, Nuke, Silence, Slow
Summary: Dark Lady is a very underused hero in competitive play; this is mostly because she requires a lot of farm
and even after achieving this, she will still get beat on by some tier 1 heroes. Despite all this, Dark Lady (when
farmed) is an excellent initiator.
Her Ultimate (Cover of Darkness) restricts the vision of enemies and slows their movespeed. This can be used in
several ways, some of which include: 1) initiating on the enemy team, 2) allowing an easier getaway for ally heroes,
and 3) enabling her to chase down enemy heroes. Her Charging Strikes and Dark Blades are the real reason Dark
Lady is a great initiator. If both skills are used properly, you could essentially blinkstrike into a group of enemies,
which not only deals a good amount of damage, but also silences.
But how do you get farmed with Dark Lady you ask? Early game her Taint Soul is a good way to last hit creeps as
well as slow/damage enemies, thus preventing them from last hitting in certain cases. Also, her other two regular
skills can be used to take down waves of creeps fast, thus making her a good lane pusher. Another way to get
farmed is to gank during mid-game, using the slow/blinkstrike/silence combination. If in trouble the Charging
Strike ability can make for a good getaway as well.
Classifications: Crowd Control, Initiator, Pusher (Tower)
Skill-set: AoE, Buff/Debuff, Disable, DoT, Escape, Nuke, Silence, Slow
Summary: Engineer is probably the most unique character in the game, which can make for a difficult grasp on the
way to play him most efficiently. First and foremost, Engineer is both an excellent pusher and crowd controller.
The small AoE stun on his keg can be used to prevent pushes to some degree, but the real crowd control is his
Ultimate (Energy Field). This one spell can be completely game-breaking and you can use it in many different
situations. A popular use for it is as an initiation; an engineer will pick up an Assassin's Shroud or Blink Dagger and
force the Energy Field upon his enemy. He can also use it to crowd control or escape the enemy.
Engineer can also use his keg to escape the enemies' grasp, as he can basically aim the keg at himself therefore
splitting apart any enemies close to him. The Keg and Energy Field make the Engineer great in team fights, but his
other two skills make him an amazing pusher. Tinker (which can be used on Towers, Siege, Turrets, and the Energy
Field itself) is a great skill to use to either defend or push. It is primarily used to increase or decrease a tower's
attack speed and armor (depending on which faction's tower you are targeting). Now add in the turret, which uses
any Attack Modifier you currently have, and pushing and defending are child's play.
Classifications: Carry (Tier 1.5), Ganker, Harasser, Pusher (Lane), Roamer, Solo
Skill-set: AoE, Disable, Passive
Summary: Forsaken Archer is one of the most flexible heroes in the game. She can be used as a roamer/ganker,
where her Crippling Volley disable becomes very useful. She is a good solo mid as well as a very strong lane
partner. The reason for this is because her Call of the Damned (aka Skeletons) skill can easily be used to harass,
depending of course on the user's last hitting ability. Also, her ultimate (Piercing Arrows) can be put to great use if
you have a second stun in your lane. If Forsaken Archer disables a hero using Crippling Volley and then precedes to
immediately channel her ultimate at the same moment, you are almost guaranteed a kill as long as your teammate
stuns the opponent in place.
Her ultimate, however, does not scale well late game. She makes up for this with her amazing farm ability. Since
many item effects stack with her Split Fire, she can become a real nuisance. The reason I say Forsaken Archer is
extremely flexible, is because you can play her as a support/ganking hero or a completely dominating carry.
If the enemies let you farm with her, GG.
Classifications: Carry (Tier 1.5), Finisher/Chaser, Ganker, Initiator, Rune controller, Solo
Skill-set: Buff, Disable, Escape, Passive
Summary: Madman is an excellent solo mid and can control runes with the best of them. The main issue with
Madman is he relies heavily on an early bottle as his mana capacity leaves much to be desired. This, however, can
be countered by either bottling the runes or using a courier to refill his bottle. Luckily for Madman, his Stalk ability
allows him to dominate the runes against most opponents, which he can then use to his advantage when ganking.
While his Stalk can be used to harass to some degree, his Barrel Roll can be used to help initiate battles depending
on positioning. Madman is not a very complex hero, just a good old fashioned DPS machine late game thanks to his
Gash and Berserk abilities. If farmed, Madman can be one of the top carries in the game.
Classifications: Carry (Tier 1), Finisher/Chaser, Rune Controller, Solo
Skill-set: Buff, Debuff, Escape, Passive
Summary: When people look at Magebane for the first time, they think he is a great counter to Mages, also known
as Intelligence heroes; they would technically be correct in this assumption, but if they delve a little deeper they will
see he is so much more. Magebane is a top tier carry. You usually see him in a lane with a baby-sitter, but
depending on the matchup in middle, he can be very viable soloing middle. His blink ability allows him to dominate
runes, but unfortunately he has no reliable stuns to speak of so ganking isn't the greatest option. The main benefit of
controlling the runes is to prevent the other team from using them. If Magebane can get away with soloing middle,
he will gain experience faster, but only put him in mid if you feel confident you can last hit without taking too much
of a beating.
Currently, the best solo mid character in the game is Deadwood, who also happens to be the best ganker in the game.
Magebane is an excellent counter as he can easily burn the mana of Deadwood, therefore preventing him from
pulling off his ridiculous combos. And by stealing the runes you are essentially forcing Deadwood to use a courier
to refill his bottle for him. The point of this example is that Magebane can be very good middle, but only if the
matchup is favorable.
Magebane isn't the best chaser in the game, but with his blink and Ultimate, he gives himself a chance to finish off
heroes. In late game, when farmed, Magebane is an absolute monster and near unkillable, especially when he has a
Shrunken Head. Also, something I have not seen many players do is Blink in place during team battles in order to
add extra magic armor in an AoE.
Classifications: Carry (Tier 2.5), Ganker, Harasser, Pusher (Lane),
Skill-set: AoE, Buff, Nuke, Passive
Summary: Moon Queen doesn't see a ton of play competitively, but will definitely be used from time to time. She
is a good side carry to have, especially if your higher tier carry is capable of soloing middle. She can use her Moon
Beams and Multi-Strike ability to harass during early/mid game periods. Her Lunar Glow is also very useful in
getting last hits as well as increasing the base damage of her allies.
Being like most side carries, if left to alone to farm, Moon Queen can become a beast late game. In order to get to
that position, she will need to use her Multi-Strike ability to take out creep waves fast; this is what makes her a good
pusher. Her Ultimate (Moon Finale) is similar to that of Swiftblade and because of the raw damage it gives out, she
can be used to assassinate heroes during the mid-stages of the game, therefore making her a threat as a ganker.
Classifications: Carry (Tier 1.5), Finisher/Chaser, Ganker, Initiator
Skill-set: AoE, Debuff, Escape, Passive, Silence, Slow
Summary: I have yet to see a Night Hound make an appearance in a competitive game. The reason for this is his
Ultimate (Invisibility), can be countered in several ways: 1) Wards of Revelation, 2) Bound Eye, 3) Dust of
Revelation, and 4) Level 3 Puzzlebox. Because of this, Night Hound is primarily used in pub games, as most
players are too lazy to buy any detection. As most pub players will agree, if you let a Night Hound farm up, he can
destroy in the late stages of the game.
I'm classifying Night Hound as a tier 1.5 Carry because he can completely carry a team if left alone to farm. His
Smoke Bomb is a solid skill that has great utility as an initiation. His Invisibility and Pounce abilities also aid him
in finishing/chasing heroes as well as escaping sticky situations. Despite his strengths, Night Hound will need a
complete remake before we see him in any competitive matches. A big reason for this is that there is a similar hero
who essentially has Night Hound's ultimate, but as a normal skill. That hero is Scout!
Classifications: Carry (Tier 1.5), Finisher/Chaser, Initiator, Tank
Skill-set: Debuff, Escape, Nuke, Passive, Slow
Summary: Sand Wraith is a very farm dependent hero and although he doesn't have any skills that help him in that
department, he does have some of the best escape mechanisms in the game, which allow him to farm uninterrupted
in many cases. Interestingly enough, these escape mechanisms are very robust and can also be used to initiate into
The two skills under review are his Desert's Curse nuke and Mirage ultimate. If Sand Wraith is in trouble while
farming, he can use his Desert's Curse to both slow enemies and allow himself to move unhindered through cliffs
and trees. His ultimate on the other hand is usually used to scout or initiate into battle, but can also be used to throw
his enemies off kilter, as he can basically teleport to an enemy on the other side of the map in order to successfully
escape a gank attempt. These skills in combination with his Dissipate, which reduces and reflects 20% of all
incoming damage as magic damage, make him extremely hard to kill. Add into the equation that a popular build on
him are tank items such as Helm of the Black Legion and Barbed Armor, and you have yourself an extremely hard
carry to kill.
Classifications: Carry (Tier 1), Finisher/Chaser, Ganker, Initiator
Skill-set: Debuff, Escape, Passive, Silence, Slow
Summary: This is everybody's favorite hero to hate. Scout has been picked competitively as of late and is very
similar to Night Hound utility-wise; the main difference between the two is that Scout's skills are better. As
mentioned in the Night Hound summary, Scout's Vanish is similar to NH's ultimate, except better because he gains
25% movespeed, therefore giving him an excellent escape mechanism. And just like any DPS hero, if let alone to
farm, Scout can devastate.
In terms of team utility, his Electric Eyes are very helpful in addition to the wards your team already have. They are
also helpful in silencing the enemy, which can be a great way to initiate a fight. His Marksman Shot can help you
finish off heroes or slow them enough for your team to catch up. Lastly, his Disarm skill coupled with the fast attack
speed when coming out of Vanish can completely destroy opponents, especially when farmed. Scout is one of the
hardest carries in the game and can be very tough to kill without proper detection and disables.
Classifications: Anti-Tank, Crowd Control, Finisher/Chaser, Pusher (Lane), Harasser, Initiator
Skill-set: AoE, Debuff, DoT, Mass Slow, Nuke, Passive
Summary: Slither is an interesting character as he is one of the few agility heroes that isn't used as a carry. Some
people, including myself, feel he is an intelligence hero masquerading as agility. Regardless of this, just because he
isn't a carry doesn't mean he isn't helpful to the team; quite the contrary actually. Slither is one of the best Crowd
Controllers in the game, which is odd considering he has zero stuns. The main reason for this are his wards, which
he can completely spam at level four. These wards not only aid in preventing the opposing team from pushing, but
can be used offensively as well.
Keep in mind that Slither is a very squishy character, but if you get an item such as a Portal Key or Assassin's
Shroud, he can become a very good initiator as his Poison Burst ultimate has a very large AoE. Just keep in mind
that his ultimate cannot actually kill anyone; their HP will comfortably sit at 1 if you allow it. To go along with his
ultimate (the most powerful DoT in the game), he has three slows. His nuke Poison Spray plus his built-in attack
modifier Toxicity plus his toxin wards can make for some very frustrated opponents. His toxicity is especially
useful as an early game harassment tool and can be used late game to prevent tanks from regenerating health. His
toxin wards also have a couple more uses in that they can: 1) be used as temporary wards of sight which can be
useful in preventing ganks and chasing, 2) be used to push or defend lanes and towers. Slither's utility is endless but
some shy away from using him because he is an agility hero that can rarely carry and he is indeed very squishy.
Classifications: Carry (Tier 2), Finisher/Chaser, Ganker, Initiator, Pusher (Lane), Solo
Skill-set: AoE, Aura, Buff, Debuff, Nuke
Summary: Soulstealer is a very popular pick in competitive games. The reason for this being: 1) his ability to play
mid successfully, 2) his ability to push lanes, and 3) his ability to farm at a high degree. He is a tier 2 carry,
meaning other higher tiers can take him out if farmed. This can be a difficult task to accomplish though, since
Soulstealer's Demon Hand ability is one of the best farming utilities in the game; all three ranges do a combined 900
damage. I wouldn't classify Soulstealer as a Jungler because he is very dependent on the solo mid, but later in the
game he can decimate neutrals.
Furthermore, once he gets his hand on either an Assassin's Shroud or Portal Key, his ultimate (Soul Burst) can be
used to its potential, which believe it or not does a maximum of 2400 damage with full souls (not factoring in magic
protection). Don't believe me? Do the math. For every 2 souls he accumulates, his level three ultimate does 160
damage, so 160x15 = 2400. This of course is hard to pull off as you need to be extremely close to someone to do
anywhere near full damage; the best way to accomplish this is with Assassin's Shroud because you can basically
stand on top of someone. His Soulsteal ability is excellent in that it increases your damage based on how many
creeps you last hit or deny. This is great when coupled with his Dread skill, which is an aura that decreases the
enemy's armor. To sum things up, Soulstealer is the definition of physical DPS.
Classifications: Carry (Tier 2), Finisher/Chaser, Ganker, Roamer
Summary: Swiftblade is somewhat seldom used in competitive play, for what reason I am not quite sure. He is
definitely farm dependent but can still be a force early and mid game. I think the main issue with him is in order to
farm to his full advantage, he needs an item such as the Runed Axe. The Runed Axe is mainly looked at as a
pubbing item, which is true in many cases. But I disagree on this specific case because that item coupled with his
Way of the Sword's critical strike allow him to farm like crazy from that point forward. As far as laning early/mid
game is concerned, Swiftblade is a first-blood machine thanks to his Blade Frenzy ability. But in order to
accomplish this, he needs a competent baby-sitter that has either a slow or disable of some fashion. Swiftblade can
also be used as a roamer, mainly because ganking at early levels with 2 teammates to help is almost an automatic
As mentioned in the Moon Queen summary, Swiftblade's ultimate Swift Slashes is devastating in one on one
encounters. In team fights, Swiftblade has great survivability as his Blade Frenzy allows him to become magic
immune while spinning. On top of that, while he is using his ultimate he is completely invulnerable; so with both
these skills used in team fights he can bypass a lot of damage. As far as his Counter Attack ability, you can never
tell its really working unfortunately, but have solace in knowing it does its job in countering 30% of the attacks
made on him. Swiftblade is an excellent tier 2 carry that scales well all throughout the game and has survivability
thanks to his skill-set.
Classifications: Carry (Tier 3), Finisher/Chaser, Ganker, Initiator, Roamer
Skill-set: AoE, Disable, Escape, Nuke
Summary: Valkyrie is one of the few heroes that can be used effectively as a roamer. The reason for this is because
of her skill Javelin of Light, which (depending on the distance) can stun for a maximum of 5 seconds at all levels. If
a Valkyrie is skilled enough to land a stun like this early game, you can count on getting that kill. She also has a
great nuke in Call of the Valkyrie which does 300 damage at level 4 and an additional 150 damage to a random
target. This is another reason she is great at ganking; if she isolates anyone with her stun, she will be able to pull off
a 450 damage nuke. She also has the ability to escape from sticky situations or chase down enemies using her
Courageous Leap ability. Lastly, her ultimate Valkyrie's Prism is a great global invisibility that she can use both
offensively or defensively, just beware of the long fade time.
Classifications: Carry (Tier 3), Finisher/Chaser, Harasser, Initiator, Jungler, Pusher (Tower)
Skill-set: Buff, Disable, Passive
Summary: Wild Soul isn't your typical hero. He most definitely is meant to jungle, as his bear can soak up a ton of
damage. Both his Wild and Natural Attunement skills are meant to strengthen both his bear and himself. The most
common strategy with Wild Soul is to buff up the bear first, then himself later. To sound like a broken record, Wild
Soul is a tier 3 carry that can destroy teams if allowed to farm. Just think about it, he has an extra six item slots to
work with when compared to your average hero. Despite this, his greatest strength to his team is the pushing ability
of his bear. The bear learns several abilities as he levels up, one of which is Demolish, which gives the bear bonus
damage towards buildings. On top of all this, the bear can entangle enemies while moving at or around max speed,
making chasing that much easier.
At this point you may be asking, "how are you supposed to survive if most of the items you attain go to your bear?"
Part of the strategy to surviving lies in Wild Soul's ultimate, Bear Form. In this form Wild Soul gains extra HP,
extra armor, faster attack speed, and the ability Battle Cry. In the later stages of the game he can become a real pain
to take down. In closing, please note that a common misconception item-wise with Wild Soul and his bear is that
boots actually work on the bear. This is not so. Steam boots work just fine, but only for the attack speed bonus.
The Bear will not gain any movespeed from items, but with all the buffs he gains from Wild, he essentially runs at
max speed anyway.
Classifications: Carry (Tier 3), Crowd Control, Ganker, Initiator, Jungler, Pusher (Lane), Tank
Skill-set: AoE, Buff, Disable, Passive, Slow
Summary: Zephyr has changed quite a bit since his introduction in early beta. While it is very hard to gauge what
kind of carry he is, some things remain certain. Two of those things are his ability to push and tank. His ability to
push lanes is thanks to the cyclones he creates. At level 4 he can have 8 at a time, each of which do 30 magic
damage per second. He gains these cyclones by either denying or last hitting creeps.
His ability to tank comes from his Wind Shield skill, which gives him certain buffs for 3 seconds after attacking a
unit. These buffs include movement speed, evasion, and redirection of damage. His other two skills, Gust and
Typhoon, make him very helpful in battles. Zephyr can initiate with his Typhoon skill in order to slow and damage
units over time in a large AoE. Gust synergizes well with this, as he can force fleeing units back into the eye of the
typhoon. The power of this combination alone makes his ganking and initiating prowess very high.
Classifications: Finisher/Chaser, Ganker, Initiator, Support
Skill-set: Buff, Debuff, Disable, Nuke, Passive, Slow
Summary: As an intelligence hero, Blacksmith has one major flaw; he's melee. Another flaw some would point out
is the fact that his ultimate relies too much on chance and he therefore cannot be a reliable teammate. Despite all of
this, he is still picked competitively. The biggest reason for this is because his Flaming Hammer not only slows and
does damage per second, but it reduces magic armor. Not many abilities in HoN can do that. So if there is a
Blacksmith picked, look for his teammates to rely heaviliy on magic damage.
Moving forward, his fireball is a good consistent 1.5 second stun. If you manage to get a maximum 4-times
multicast (via Chaotic Flames), you will disable them even longer as well as quadrupling the damage dealt.
Blacksmith's Flaming Hammer, Fireball, and Chaotic Flames all work seamlessly together. His last skill, Frenzy, is
one of the most underrated buffs in the game. You can apply it to others or yourself, which in turn will increase the
respective hero's attack speed by 50 and movespeed by 15%. Using this on DPS reliant carries will make them that
much stronger. If used on yourself, Blacksmith will be able to chase heroes down and help finish them off. All in
all, Blacksmith can be very helpful to his team, as long as he can get through early game, when his mana pool is
Classifications: Harasser, Pusher (Lane & Tower), Solo, Tank
Skill-set: AoE, Nuke, Passive, Silence
Summary: Defiler is arguably the best pusher in the game. Many heroes that are labeled as good pushers usually
are only good at one of the following: pushing towers or taking out creep waves fast. Defiler, on the other hand, is
terrific at both. Her Wave of Death nuke takes out creeps very quickly, while her Unholy Expulsion ultimate
decimates towers. Her wave is also great in the early and mid game stages as a harasser.
In team fights her silence as well as her ultimate can become game-changing. Unholy Expulsion is one of the best
ultimates in the game. The reason for this is because it is Superior Magic, meaning it will go through any magic
immunity. Therefore, the only counters to this are to either run away or kill her as fast as possible. Her last skill,
Power in Death, improves all her skills by either adding spirits for her ultimate, or lowering cooldown/mana cost; it
also gives her a passive 10% movement speed buff, therefore making her that much more elusive. Because of her
evasiveness and her need to stay alive in battle, most Defilers go the tank route, getting one or all of the following:
Sacrificial Stone, Helm of the Black Legion, or Behemoth's Heart.
Classifications: Harasser, Pusher (Lane), Support
Skill-set: AoE, Buff, Debuff, Disable, DoT, Heal, Slow
Summary: To many competitive players, Demented Shaman is the best baby-sitter in the game. The reason for this
is because he can not only heal his allies, but he can harass as well. One of the unique features about Demented is
the fact that his Heal and DoT both do physical damage.
Aside from being a baby-sitter, Demented can be very crucial in team battles as his Storm Cloud ultimate can be
used to both increase/decrease his allies/enemies armor by 1 each second for 24 seconds. As his spells are all
physical, he can theoretically do quite a bit of damage. To top things off his Arcane Hide can be used on allies to
decrease damage taken. As explained earlier, when you see a Blacksmith, you usually see more magic damaging
heroes alongside him. This concept is the same with Demented Shaman, but with physical damage instead.