
The carry role is a constant negotiation between farming and fighting. Farm too much and your team loses 4v5. Fight too early and you fall behind on items. This guide teaches you the farming patterns, itemization decisions, fight selection criteria, and late-game execution that separate good carries from great ones in Patch 7.40c.
The Triangle is the three jungle camps near your safe lane tower — two medium/large camps and one ancient camp. This is your primary farming area from minutes 8-20. A good carry clears the entire triangle in under 60 seconds and then moves to lane for the next creep wave.
The key to efficient farming is never standing still. After clearing a wave, immediately move to the nearest jungle camp. After clearing the camp, move to the next wave. You should be farming a creep wave AND a jungle camp every 60 seconds.
The answer is always based on item timings. You should fight ONLY when you have just completed a major item and the enemy has not completed theirs. This is your power spike window.
Before joining any fight, run through this checklist in your head. If more than one answer is "no," do not join the fight — farm instead.
The biggest difference between a 3K and 6K carry is positioning. You should NEVER be the first person to walk into a fight. Let your offlaner initiate, let your mid create chaos, and then enter the fight from the side or behind after key enemy spells have been used.
After 30 minutes, buyback is the most important resource in the game. A carry dying without buyback at 40 minutes means the enemy gets a free high ground push (60+ second respawn timer). Always keep buyback gold available.
When you are six-slotted, consume a Moon Shard for 60 bonus attack speed. This is the most cost-efficient damage upgrade available once you have no inventory space. After Moon Shard, sell your cheapest item for a more expensive one (e.g., sell Mask of Madness for Satanic).
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