User blog comment:Bachoru/Your job in a team/@comment-3358335-20110401195054

I have been kicking this idea around for a while. "Know your role" Been jotting notes down between that one and "know your spells" for summoner spells (get a little annoyed seein ignite, flash, and exhaust every game over and over, and if you choose something like Heal people que dodge. . . sigh)

Anyway, the roles I have been kicking around (and feel free to add yours.)
 * tank - big beefy, has abilties that can keep other people alive.
 * offtank - big beefy, helps tank keep people alive, chase, tank towers, etc.
 * Melee dps - lots of damage, up close and personal
 * Ranged dps - lots of damage from a safe distance
 * Assasin - sneaky or bursty, not necessarily good against beef, but can in some way ussually sneak buy the other teams tanks and take out the squish.
 * Support - Keeps your team in the fight longer.
 * Mage - Some sort of CC and burstyness, magic based.
 * Anti carry - Built to take out the most dangerous person on the other team so that your team can operate without worry that one specific champ will faceroll them.

Notice, I don't have "carry" listed as a role. I really think it is a horrible habit for bad players to start a game with an assigned carry. "We have yi, so obviously he is the carry." I have carried games with Amumu, Moakai, Poppy, Kennen, Veigar, Akali, Annie, Mundo, Shen, Urgot, Heimerdinger, Gangplank, and more. I have failed miserably with Xin, Shaco, and Yi. (I have also failed miserably with all of the previous listed ones.) I have also helped win games in favor of supporting another "carry" with ALL of those champs. The point being, any champ can become the team's carry, depending on how it plays out. So going into the game pre-assigning the "carry" before the first minion has even spawned is probably the worst thing you can do for your team.