DotaLeak › Position guides

How to play every position in Dota 2

What carry, mid, offlane and supports should do at each stage, a plan for easy and hard games, and norms by rank — last hits, deaths, wards. Norms come from real matches analyzed on DotaLeak.

Carry1

Carry

The carry is the team's main farm sink: the safe lane, your side of the jungle, the stacks your supports make. Your job is to turn gold into key items as fast as possible without feeding along the way. Early on, fights, towers and Roshan serve your timing; later, you pay the team back.

Last hits @1048Net worth @103828GPM670
Guide & norms →
Mid2

Mid

Mid is the solo lane in the center of the map: levels come fastest here and runes spawn right next to you. The mid player is the first who can influence the map — with ganks, rune control and tower pressure. A good mid farms and makes life easier for the other lanes at the same time.

Net worth @103922Last hits @1049XPM837
Guide & norms →
Offlaner3

Offlaner

The offlaner (position 3) plays the hard lane against the enemy carry and their support. Your job is to survive, gain levels and keep the carry from farming in peace, then become your team's initiator and frontliner. This role is about space: you draw attention and open the map for your cores.

XPM730Fight participation, %58Deaths8
Guide & norms →
Soft support4

Soft support

Position 4 is the most mobile hero in the early game: you help the offlaner, gank mid and other lanes, control runes, place vision and stacks. You get little gold, so your value is in kills, assists, vision and letting your cores farm undisturbed.

Fight participation, %59Deaths10Time dead, %14
Guide & norms →
Hard support5

Hard support

The hard support (position 5) sacrifices their own farm for the team: protects the carry in lane, pulls, places most of the vision, carries sentries and dust. Your value isn't net worth — it's a living carry, a visible map and a save used at the right moment.

Wards per 10 min6.2Deaths10Time dead, %14
Guide & norms →
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