Join Date: Sep 2009
Re: Define Carry, Ganker, and Tank
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^ that's not a very good definition, considering alche and invoker(who are versatile and harder to counter) can both carry to a good extent, alche by farming fast and using his nuke to help his high physical dps, and invoker through his array of spells and high physical dps.
Alche builds tank? easy, counter with naix. But how do you know he'll build tank? He could just as easily go for ganking, carrying, he could even decide to be the supporter. Invoker is the same, except invoker can't tank.
As for this stuff about tanking not existing, tanks do exist. They are important, too. The best example of a tank would probably be panda. If you let him stay in the fight, he's a real threat with his crit, nuke, slow+miss chance, and his high dps even without crit. He's hard to take down, and has his ultimate available if needed. However, he has to know his limits(important for tanks). If he gets down to 25 hp, ults, and rushes in to kill, he has to pull back to safety before ult runs out, or he's gonna get fucked over.
There IS, however, no such thing as a pure tank, but all tanks can also initiate. Does this make es and mag tanks? Nope, they have nothing to help them sustain damage other than their hp, and neither have massive growths. However, tide can initiate, has ways of sustaining damage(kraken shell) and is a continuous threat launching out gush's and dealing decent dps, continuously being a threat, while that dangerous drow behind him is ready to back off if you try to hit her.
I will agree that cent isn't a good tank. He doesn't draw threat after he initiates, he has no means. He's an initiator and ganker, just a more endurant and less damage dealing form of es, except he has good carry potential with his freakish strength from ult.
So, tanks are heroes who deal continuous threat AFTER initiating, and have enough hp to survive. It would be a victory for the enemy to destroy them, and they may even be top priority for how scary they are. The carries and supports will be careful about allowing you to be nearby, while the tank is continuously hitting you and really fucking you up. This works in teamfights too, but requires more coordination, and the tank is highly likely to die if he isn't careful.
Does this make roof a tank? He has a means of surviving damage, and can initiate, after all. No, he doesn't provide constant threat. How about a tanky mort with dps items? No, she can't initiate. How about spec? She can't initiate as well as most tanks, but she provides the constant threat, consider her a tank-carry, not a true tank, just a carry with tankiness on her side. Medu also falls into this category, as she's a carry, but can tank plenty of damage.
Tanks, thus, have two categories. Initiator tanks who can provide a good initiation to the fight, and are a constant threat. These guys tank through the whole game, peaking at the very latest in mid game. Carry tanks who are more accurately called, "those carries who are fucking hard to kill". They aren't true tanks, as they lack initiation power, but can sustain damage and are very much a continuous threat.
But that's just my 2 cents on that