Psychological characteristics of roles in dota 2

Hello and thank you for the visit

Today I’d like to discuss some typical features which describe psychological image of roles in dota. Firstly, I mention, that I publish this information, which I get from pub games – so that connects only with general games. Secondly, that’s my own experience and opinion – I’m sure that many players can argue about this post but also I hope that some players will agree with me.

I’m going to analyse next roles:

  • Carry
  • Mid-player
  • Offlaner
  • Support

And here we begin

juggernaut“I’m the Juggernaut, bitch! “



 The main task for carry-player in the game is get gold, buy items and win late game. Carry always has connection with support so one of the problems starts here. If carry player makes a mistake during a game, usually this player blames support, who helps him to stay in the lane.

You’re useless. Can’t you pull?

Are you stupid? Where are the wards?

Couldn’t you help me? 


OK, I know, that sometimes supports fail quite much. But according to my observation, fails’ ratio between carry-and support-players is 75 % and 25% (or 3:1). Also carry-players tend to blame other players more often. I can explain it that carry-players are more emotional (or more open emotionally). Also these players more focus on themselves, because the main task for carry is farming (getting gold for yourself) and if we compare with the main task of support , it will be helping your carry getting gold for itself.   In psychology this phenomenon is called Locus of control.

Pros of carry-players are in their emotions. First of all, they always communicate with the team and that’s very important, ’cause we know that DotA is team-game. Next reason to love carries – they are perfect leaders. With their emotions they can inspire full team. In DotA and in sport in general – team-building is one of the biggest key to success. Carry-player is able to gather people around itself easily.


“Pain builds character”
Queen of Pain


 Mid-players are a little bit similar to carries. They are always communicate and they also able to lead the team. The reason is mid-player must act a lot like in its lane, also other lanes (ganks) and mid-players needs a good communication with supports like getting extra tangos, checking runes, asking for help and so on. So if mid-player loses its lane, the player starts blaming supports, because the supports don’t help so much.

Just give me a ward , 2 tangos and leave mid! 

Why did you leave? I need your help, noob!

Didn’t you see that they came to gank me?


Mid-lane usually means 1-1. That means: you play alone VS other alone player (now we don’t say about ganks, roaming and so on). 1 VS 1 in mid-lane can be described so:

  1. Farm
  2. Deny the creeps
  3. Harass mid-player
  4. Try to kill the player
  5. Control runes
  6. Stack in jungles when it’s possible

6 functions is quite a big number. Psychology says that the average number of attention, memory and so on is 7. The range is 5-9. You can read about The magical number. So Mid-player has 6 objects to control and that’s a very hard (for example, safe-carry has about 2 – farm and try to kill the opponent). So that fact can let us conclude that mid-players have quite good mental functions and also important to mention that mid-players are confident people, otherwise they wouldn’t pick mid-heroes.

“You make tree-people. Okay Prophet, I don’t think we can be friends”



We’re going to explain why I’ve decided to combine these two roles. They have one common important feature: both players stay alone during much time (here I remind you, that we talk about pub-games). Staying alone in the lane or jungle means that a player doesn’t need to coordinate his actions. So these players have a nice skill in solo-games. Often I could see when supports tried to stay with the offlaner – it caused rage. The reason is that offlane-player can’t spend some time to coordinate his actions with other teammates – the player focused on its farm, tactical moves and evaluation enemy’s moves. That’s all tell us that if a player asked for offlane – just let this player do it and also give him some wards if you’re a support.

Offlane-/Jungle-players tend to lay to charge everybody

Why didn’t you help me in my lane? you’re so bad support!

Where is miss?!

Mid, maybe any ganks???

WHY NO TP?!?!?!?!?

And the last role, which I want to discuss, is




If you play typical pub game about 3k MMR, that’s a great luck if you get a support in your team. The reason why teams often have no supports is psychological feeling. If we analyze this position, we will see that key words which describe supports role are

  • Help
  • Assist
  • listen to your carry
  • Obey to your team
  • Buy all items which don’t help you to kill enemy

Such words are not so nice, but that’s true. Many players have this feeling and also such a question: “Why do I have to support these guys?”. A player who played many games and who understands quite good teamplay – this player knows that those words are fake in serious games.

I’ve played many games and I can say that guys who play support role have one common feature: an increased taciturnity. Actually support must communicate much with the team, but I don’t see it often (also I know myself). With the taciturnity, supports often have “cool heads”. that make them leaders but not emotional ones (like carry-players): supports are more tactical leaders: the most time they stay calm so they can analyze the situation good enough. That’s called macrogame. So use your supports to “cool down” and don’t make more mistakes.

As all players, supports rage. But I must notice that I’ve found raging supports less often. Frequently they blame carry and mid

Are you brain-dead? This skillbuild (itembuild) doesn’t work

Do you know how to lasthit?

No I can’t buy some wards, ’cause I need boots! 


“Dire victory!”


That’s all. I want to thank everybody who was in game: all carries who destroyed enemy’s ancient, all mid players who said “EZ mid = EZ game”, all offlaners who pushed as hard as they could, all supports who helped to buy wards – High five!



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