Talk:Fiora/@comment-167.93.253.222-20120223172949/@comment-50.44.15.7-20120223205746

"Carry" simply means the character has something that scales strongly into the mid/late game, so they can snowball on items and "carry" your team to victory. Old DotA definition.

-Carries are NOT just Glass Cannons! (Assassins can be glass cannons too, but not Carries. Mages can be glass cannons and not Carries. So it's not limited to Carries.)

-"Carries" must be capable of dealing high sustained damage to ALL units; including minions and towers. Carries are (usually) your best pushers because of Attack Speed buffs, though some times it can be attributed to long range+sustained damage.

Carries are the muscle in pushes and contribute the highest sustained damage in teamfights. That's their biggest, dominant role, and how they earned their title. Assassins and Mages do burst damage via skills, and are generally much less of a threat when on cooldown. Carries are ALWAYS DANGEROUS even when on cooldown.

Finally, Fighters sit firmly between Assassin and Carry. (Tanky DPS falls under this category too). Some can even substitute for a Carry against the right teams!

(Fighters, Mages and Assassins can PRETEND to be carries for a while if their skillset allows, but what separates the pretenders from the real carries is again, their LATE GAME damage scaling. Carries should outperform everyone but other Carries with the best possible items.and of course, there are some oddball exceptions out there, like Nasus and Veigar break the traditional item-limits.)