As a good Ganker, the key point is not how many people you killed and how much equipment you played in a game, but how much influence you made on the other hero's money in a game and how much space you created for your hero's money (a famous saying about butchers in PS: DOTA "A powerful butcher is not how many people he killed, but how long he disappeared from the other side's field of vision. What needs to be paid attention to here is when GANK is a hero, such as the repair of the single. In about 1 minutes, it flies to about 2, pieces of shoes, and the significance of killing him once is far greater than killing an opponent's later core.
Then talk about carry
The original meaning of carry is a hero who can lead the team to victory. What you think at any time and under any circumstances is to maximize the interests of the team. For example, in the early stage, let the auxiliary and GANK heroes make up the knife or head appropriately, so that the team as a whole will have greater advantages in the medium term. Make up every knife carefully, think carefully about the reasons for choosing every equipment, and cherish the space created by your teammates. Regarding the mentality, in the current environment, I personally think that the most important point is: when you win, always think of what your teammates have created for you; When you fail, try to find the reason on yourself.
Finally, SUPPORT, assistance
This is the most difficult, boring and demanding type in the current development trend of DOTA. A SUPPORT's ability to make money often needs to be higher than CARRY's, because CARRY has teammates to create space, and SUPPORT can only create space by itself. GANKER and CARRY need to collect money or fight, and they can often go through TP, but most of the assistants can only walk on their own awareness in advance (the team doesn't have so many resources to help you buy TP casually). As a high-level assistant, the requirements of the overall situation are quite high.
Finally, the issue of output and shifting
This issue is often decided by considering the specific lineups of both sides, and cannot be generalized. For example, CARRY may be a meat shield type GA (alchemy), or it may be a little black with high output and low survival, both of which are definitely not the same as their team battle positions. Even the same hero, because of the equipment, the situation, the specific lineup of the other side and other factors, can't stand the same. For example, ghosts may stand in the front row to attract hatred and act as a meat shield when their own outbreak and control are sufficient, and may stand in the back row to cut in through big moves and create chaos and output when their own lineup is good at endurance.