5 Tips To Improve Your Hypercarry Play Ft. Snitch



Fri 29th Sep 2017 - 10:13am

Joshua “Snitch” Bennett is the Flex player for Team Dignitas. While this role involves being able to play many different types of heroes, one of the most important parts of Snitch’s Flex role is being able to play Hypercarry heroes. A true Hypercarry can be described as a Ranged Assassin, often auto attack based, who benefits greatly from having a second Support enabling them to push out as much damage as possible.

Snitch adds, “It has to be an auto attack based hero because they generally don’t have downtime. Having Mages in this role would be bad as they have long amounts of time where they don’t have any output of damage. Hypercarry heroes have high sustain damage and a lot of mobility.”  

“I’m very comfortable on Hypercarries
because I’ve always had an aggressive playstyle,” 
Snitch on why he plays Hypercarries

Snitch grew into this role as the team decided to broaden their hero pools and become more flexible as a whole. Between Thomas “Mene” Cailleux and Snitch, the team felt it would be better for Snitch to become the Hypercarry and Mene be the second Support if it was necessary for the composition. They both felt more comfortable with this decision as well. For Snitch, he felt that it was very natural for him to play Hypercarry, as he already had a very aggressive playstyle. Snitch is also a mechanically strong player who has always pushed his limits, walking the thin line between life and death. In this guide, we will go through Snitch’s tips on becoming a better Hypercarry player.

1. Know your limits

One important part of being an effective Hypercarry in Snitch’s opinion is “knowing your personal limits and how the Supports that are with you affect those limits". The best way to learn your limits is to start off playing very aggressive and see what you can get away with.

As Snitch says, “I think it’s easier to tame back aggression than to learn to be aggressive.” It’s important to realize that you are the primary source of damage, so you will need to position yourself towards the front of a teamfight when you can. This sometimes puts you slightly out of position, but Snitch explains how to work around the danger-zone of enemy heroes, “If you have an Uther and a Divine Shield, and they have an E.T.C., you can hit the E.T.C. because if he uses Power Slide you get the Divine Shield and win the teamfight because E.T.C. is now in a bad position.”

Keep in mind your Support’s cooldowns as well. Snitch explains, “It’s important to be aware of the cooldowns and tools available to your teammates because that will determine what you can do safely and it affects your own personal limits as a Hypercarry.” Learning this comes from experience, so play the Hypercarry role with different combinations of double Support heroes to get a feel for what your boundaries are as a team.

2. Create space for your team

Hypercarries will often find themselves needing to be in the front of the teamfight to put out effective damage. For Mages, this would be instant death. A Hypercarry hero like Valla can step up, deal a ton of burst damage, and use her mobility to get out of harm’s way. The enemy team will not be able to re-engage due to their low health bars after Valla’s initial damage, and with this she has created space for her team to control the teamfight. Not to mention the double Support on your team will also ensure you stay alive.

“On our team, we think of Valla as a frontline,” Snitch explains, “She can play as a pseudo-Tank or a Melee Assassin who is building space. You end up giving space to the other members of your team and it also frees up your Tank to do other things as he doesn’t have to worry so much about protecting you.” The enemy team will have to be careful playing around you, as characters like Valla have so much utility and burst damage that they can push the enemy team away.

3. Trade efficiently

Trading efficiently means that you want to always be making trades with damage that favour you.

Snitch says, “The main goal for any Ranged hero should be to deal as much damage as possible while taking as little damage as you can.” He then adds, “Sometimes an effective trade may not seem that way up front. Maybe you trade 50% of E.T.C.’s life for 50% of your own, it doesn’t look great, but then you have two Supports with you, so you heal up really fast and he doesn’t.” Knowing when you can get effective damage on a backline or frontline hero is very crucial. This ties in very heavily with knowing your limits and the limits of your teammates.

4. As a Hypercarry, you should always be with your Supports

You need to be with your team, primarily your Supports. Snitch says, “If your team ends up in a teamfight and you’re not present, that’s obviously super bad because you are normally the only damage dealer or core damage dealer.” It’s best to stick with your two Supports most of the time, as with them, it’s unlikely you will die. Snitch explains, “The three of you need to be wherever is important on the map, like a Tribute that your team wants to contest, you have to be there.”

If you’re roaming as a 4-man instead of a 3-man, your Tank should also be with you to get kills. If you’re on a 3-lane map and need someone to soak, it’s best to send the Tank, or even one of the Supports if you have to. As the Hypercarry, you always need to be where the action is.

5. Look at the Supports in your composition. Would it be ideal to play a Hypercarry in this situation?

Supports are very important to how effectively you can play as a Hypercarry, so keep note of which Supports offer the best utility to you. For Snitch, Uther is normally the best in double Support compositions, as he “lets you be the most flexible because Divine Shield is such a powerful tool. Even the constant presence of it forces the enemy team to consider it all the time.” Uther and Rehgar can be considered the main saving Supports, although Rehgar’s Ancestral Healing is not as easy to pull off as Uther’s Divine Shield and is thus a little bit riskier.

For more sustained or utility focused Supports as the second Support, Auriel and Lucio are best.

Snitch says, “Auriel is more composition dependent, as you can’t get away with all Hypercarry heroes in a composition with her present, but Lucio allows your team to play almost any Hypercarry with the speed he gives and how sustained his healing is.”

Auriel’s ultimate, Crystal Aegis, can offer a lot in certain circumstances, like if the enemy team has a Tracer. It is great at negating a Pulse Bomb focused on you and creates a bad trade for the enemy team. Tassadar can be very strong with certain heroes, but he trades some Support utility with more damage type utility. Lastly, Morales is a Support hero that Team Dignitas have been trying out a lot lately. She offers consistent healing in a double Support composition and allows you as a Hypercarry to stay in the frontline. “There is definitely a place for her,” Snitch adds.


And now, here are the top 3 Hypercarries according to Snitch:

1. Valla - Valla is the #1, flat out best Hypercarry in the game. She literally does everything. She is super mobile and she has really high burst damage with either W or Q build. Both builds are really good and can be used in different situations, so she can change her build depending on the style of the game. She also has really high sustain damage just through her auto-attacks. Both of her ultimates are viable and each works in certain situations.


2. Tracer - As a Hypercarry, Tracer is a little bit more situational because she functions super well when you specifically have a Tassadar. But as far as hero strength goes, she is probably second best. She outputs a bunch of damage, her Pulse Bomb can quickly end a fight with a kill, and she’s extremely mobile so she can have a lot of control and squeeze through teamfights very easily.

A really competent Tracer player with a Tassadar can just control the whole game. Situationally, she can be played without a second Support as well.


3. Lunara - As a Hypercarry, she has slower damage output when compared to Valla, but she trades that for having a lot more control. She has more natural mobility, unlike Valla who has to build up stacks. Lunara’s ability to slow enemy heroes through her poison can make her a lot more threatening to the enemy frontline. 

She is best in certain situations where you can make use of her ability to slow and control the enemy frontline and spread your poison to all the heroes on the enemy team.