Terrorblade

Terrorblade

Carry

Effective Range Preferred combat distance Carry Primary damage dealer that scales strongly with items and levels; wants farm and protection to take over fights. Fast Farmer Clears waves and camps efficiently to reach key items earlier than opponents. Hard Carry A late-scaling core that becomes a primary win condition with enough time and farm. High Ground Siege Breaks base defenses with safe siege tools, wave control, and sustained structure pressure. High Ground Threat Creates strong base-breaking pressure with siege tools that remain safe around structures. Illusions Uses clones or decoys to add damage, confuse targeting, and create constant lane pressure. Lane Dominant Wins lane through strong trading power, harassment, or kill threat, often forcing the enemy out. Late Game Scaler Scales extremely well over time; prefers slower games where items and levels stack. Late Game Threat Becomes a major win condition later through scaling damage, control, or survivability. Nuker Deals high burst damage in short windows to remove targets before they can react. Objective Focused Prioritizes converting leads into structures and map control through consistent pressure. Pickoff Excels at catching isolated targets and punishing poor positioning with fast kills. Pusher Focuses on destroying towers quickly. Split Pusher Pressures side lanes to force rotations and open the map, creating space for the team. Timing Based Most effective during specific item/level windows; wants to force action at those spikes.

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