Dota 2 Hero Tier List (Current Patch): Every Hero Ranked by Position
This page is updated each patch. Currently showing 7.41f. Every hero in Dota 2 is ranked S through C by primary position — carry, mid, offlane, and support — based on Immortal-rank winrate, pick and ban presence, and solo queue impact.
For 7.41f patch-specific analysis and hero spotlights, see the 7.41f hero tier list. This URL is the living version that updates with each new patch.
Contents
How Tier Rankings Work
Every hero is evaluated across three dimensions before landing in a tier. Winrate at Immortal rank is the starting point — it is the most honest signal because opponents at that level punish weak drafts and bad laning. Pick and ban presence is the second dimension: a hero banned 35% of games communicates priority that raw winrate sometimes cannot capture. Third is solo carry potential — in ranked queue without a coordinated five-stack, a hero that can take over a game independently is worth more than one that requires five-person execution.
Tier definitions for patch 7.41f:
| Tier | Winrate Range | What It Means |
|---|---|---|
| S | 53%+ | Pick or ban in every draft. Broken in the current patch. |
| A | 51-53% | Very strong. Should be in your hero pool if it fits your playstyle. |
| B | 49-51% | Situationally strong. Needs a favorable matchup or draft composition. |
| C | Below 49% | Avoid unless you are a dedicated one-trick. Underperforms in the current meta. |

Carry (Position 1) Tier List — Patch 7.41f
The carry role in 7.41f rewards farm-efficient heroes who can scale into the mid-game without needing their support to babysit the lane past minute 10. The meta cooling off on early tempo pushes has given late-game carries breathing room they did not have in 7.40.
S-Tier Carries
| Hero | Tier | Winrate | Why S-Tier |
|---|---|---|---|
| Morphling | S | 55.1% | Best flexibility of any carry — Attribute Shift lets him survive the laning phase regardless of enemy aggression, and Ethereal Blade into Replicate closes games before enemies can react. |
| Medusa | S | 54.3% | The push meta cooling down has restored Medusa’s viability. Manta Style illusions split-push while she holds high ground, and Stone Gaze in a five-man fight wins the game outright at 40 minutes. |
| Anti-Mage | S | 53.4% | Blink positioning is at peak value in this meta because enemies are building damage over lockdown. Mana Void into a grouped enemy team is a one-button game winner. |
A-Tier Carries
| Hero | Tier | Winrate | Why A-Tier |
|---|---|---|---|
| Juggernaut | A | 52.8% | Omnislash provides an independent game-winning ultimate, and Blade Fury’s spell immunity carries bad laning phases. Consistent at every rank. |
| Phantom Assassin | A | 52.6% | Coup de Grace crits make PA the most punishing hero against teams that fail to itemize armor early. One-shots supports and out-of-position mids all game. |
| Terrorblade | A | 52.3% | Metamorphosis into a Sunder swap is the highest-ceiling teamfight swing for a carry. Strong when your team can protect your farm window. |
| Drow Ranger | A | 51.9% | Precision Aura makes her a global threat that benefits ranged heroes around her. Marksmanship at range lets her delete squishy cores from a safe position. |
| Wraith King | A | 51.7% | Reincarnation punishes every burst lineup. Works as pos 1 or pos 3 depending on the draft — see the offlane section for his pos 3 placement. |
B-Tier and C-Tier Carries
| Hero | Tier | Notes |
|---|---|---|
| Gyrocopter | B | Flak Cannon push is strong but requires support lockdown to convert into kills. |
| Sniper | B | Headshot slow makes him a lane bully but he struggles against any hero with a gap-close. |
| Luna | B | Strong with tower push synergy but outclassed by Medusa at the late-game scaling role. |
| Lifestealer | B | Feast makes him durable vs heavy physical lineups but he is locked into one item build. |
| Dragon Knight | B | Solid in the right draft but his movement speed and positioning are exploitable at high ranks. |
| Clinkz | B | Can snowball off early kills but offers nothing once the enemy buys Dust and plays together. |
| Faceless Void | C | Chronosphere requires perfect positioning that pub solo queue cannot guarantee. Winrate declining. |
| Lone Druid | C | Micro-intensive and punished hard by the current tempo support picks. Difficult to execute alone. |
| Naga Siren | C | Song of the Siren loses value when enemies play around buyback. Farm-race carry who cannot close. |
Mid (Position 2) Tier List — Patch 7.41f
The mid lane in 7.41f rewards heroes with early kill threat and the speed to immediately rotate and create advantages after winning their lane. Pure farm-focused mid laners who cannot impact the map until 25 minutes are seeing lower winrates. For a deeper breakdown, check our mid-lane blind pick tier list for pubs.
S-Tier Mid Heroes
| Hero | Tier | Winrate | Why S-Tier |
|---|---|---|---|
| Invoker | S | 54.0% | Exort burst in the current item ecosystem is effectively uncounterable at level 7 — EMP plus Chaos Meteor plus Cold Snap deals over 900 damage in a 3-second window. Orchid timing at 14-16 minutes allows solo kills on equal-farm cores. |
| Storm Spirit | S | 53.7% | Ball Lightning repositioning is essentially uncatchable without specific hero abilities. Static Remnant burst and the ability to split two lanes after Bloodstone timing punishes any coordinated enemy response. |
| Kez | S | 53.4% | Kez’s hybrid physical-magical burst makes him genuinely difficult to itemize against in the same game. High movement speed lets him escape ganks and re-contest rune fights simultaneously. |
A-Tier Mid Heroes
| Hero | Tier | Winrate | Why A-Tier |
|---|---|---|---|
| Leshrac | A | 52.9% | Pulse Nova AoE into teamfights scales with raw gold in a way that punishes any team that does not immediately focus him down. Diabolic Edict destroying towers is unmatched for buildings. |
| Death Prophet | A | 52.5% | Exorcism combined with BKB is one of the highest-value ultimates in the game — the spirits continue while DP is magic immune. Exceptional tower control. |
| Viper | A | 52.2% | Nethertoxin poke in the mid lane is among the best harassment tools in the game. Corrosive Skin discourages physical attackers from trading, and the slow stacks make Viper nearly unkillable in the early mid game. |
| Shadow Fiend | A | 51.8% | Requiem of Souls burst potential with Shadowraze stacks is deadly when enemies group. Evasion from the Presence of the Dark Lord passive makes him tankier than he looks in quick trades. |
B-Tier and C-Tier Mid Heroes
| Hero | Tier | Notes |
|---|---|---|
| Puck | B | Dream Coil initiation is game-winning when executed but requires communication and a follow-up lineup. |
| Queen of Pain | B | Great roamer after winning the lane but Scream of Pain is countered by heroes who spread out naturally. |
| Zeus | B | Global nuke is punishing but Zeus offers nothing once the enemy buys Linken’s and Black King Bar. |
| Templar Assassin | B | Psionic Trap vision plus Meld burst is lethal but the hero is countered by Orchid or any hero with true sight. |
| Ember Spirit | B | High-ceiling skirmisher but Sleight of Fist requires a significant item advantage to one-shot targets. |
| Meepo | C | Extremely high skill ceiling with essentially no practical advantage over easier carries at pub MMR. |
| Tinker | C | Aghanim Scepter rework reduced his global kill threat significantly. Currently underpowered in most pub scenarios. |
| Arc Warden | C | Tempest Double is mechanically demanding and the hero loses if behind. Win condition is too narrow for solo queue. |
Offlane (Position 3) Tier List — Patch 7.41f
Offlane in 7.41f rewards heroes that can absorb pressure, create chaos at the front line, and either initiate teamfights or peel for a carry. The current meta offlane is not a farm role — heroes that need items to contribute are consistently underperforming compared to those who affect fights with their spells alone.
S-Tier Offlaners
| Hero | Tier | Winrate | Why S-Tier |
|---|---|---|---|
| Wraith King | S | 55.4% | Reincarnation makes Wraith King impossible to kill without a coordinated focus, and Mortal Strike skeletons create fights-within-fights that disrupt enemy positioning. Radiance timing at 15-17 minutes singlehandedly controls every fight. |
| Axe | S | 54.1% | Berserker’s Call plus Culling Blade is the most reliable initiation-and-cleanup combo in the game. Counter Helix punishes any hero who attacks Axe, making melee carries genuinely afraid to right-click him in lane. |
| Tidehunter | S | 53.5% | Ravage is the most reliable multi-hero stun in the game when Blink Dagger timing arrives. Kraken Shell provides lane durability against physical harassment that makes Tidehunter extremely difficult to kill in the early game. |
A-Tier Offlaners
| Hero | Tier | Winrate | Why A-Tier |
|---|---|---|---|
| Mars | A | 52.7% | Arena of Blood plus Spear of Mars into a wall creates a kill box that enemies struggle to escape. Bulwark from the front makes Mars one of the most durable front-liners in the game. |
| Legion Commander | A | 52.4% | Duel snowballs hard — every won duel increases her damage permanently. A Legion Commander with four or five duel wins controls the tempo of every subsequent teamfight. |
| Underlord | A | 52.1% | Atrophy Aura and Firestorm make him an exceptional offlaner versus multiple melee cores. Dark Rift global teleport provides strategic map pressure that forces enemies to stay grouped. |
| Bristleback | A | 51.8% | Bristleback passive combined with Warpath stacks makes him effectively immune to physical damage from behind. Quill Spray stacks melt tanky enemies faster than most people expect. |
| Primal Beast | A | 51.6% | Onslaught initiation is one of the best game-starting moves in Dota 2 — a point-and-click stun into Trample deals massive AoE damage with zero setup required. |
B-Tier and C-Tier Offlaners
| Hero | Tier | Notes |
|---|---|---|
| Centaur Warrunner | B | Hoof Stomp and Double Edge damage are high but Centaur is easily kited by ranged carries in this meta. |
| Timbersaw | B | Exceptional against high-strength lineups but falls off sharply when enemies pick armor or MKB. |
| Sand King | B | Epicenter with Blink Dagger is game-winning but requires a two-second channel that enemies will interrupt constantly in pub games. |
| Dark Seer | B | Ion Shell laning is oppressive but Vacuum plus Wall of Replica requires 5-man coordination that solo queue cannot provide. |
| Doom | C | Doom Bringer is countered by Eul’s Scepter and Black King Bar. Too easily negated in the current item meta. |
| Necrophos | C | Reaper’s Scythe gives enemies a chance to buy back and punish. Slow move speed makes him a target every fight. |
| Pugna | C | Nether Ward punishes spell-spam but Pugna dies to any physical carry who reaches him, and everyone can reach him. |

Support (Positions 4 and 5) Tier List — Patch 7.41f
Support meta in 7.41f rewards heroes who can create independent pressure during the laning phase while also contributing in teamfights without needing items. Pos 5 supports that are purely passive in the lane are struggling — the current trend toward aggressive dual-support early action punishes reactive support heroes.
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S-Tier Supports
| Hero | Tier | Winrate | Why S-Tier |
|---|---|---|---|
| Witch Doctor | S | 55.2% | Maledict into Death Ward is the highest-value support ultimate in the game right now — it cleans up teamfights that every other support would lose. Paralyzing Cask bounces make him a laning phase aggressor who also scales into the late game. |
| Warlock | S | 54.6% | Chaotic Offering into Fatal Bonds is a global fight-starter with enormous AoE damage that requires minimal coordination to execute. The Golems created by his ultimate are reliable enough to anchor a tower defense without his presence. |
| Ancient Apparition | S | 53.6% | Ice Blast completely counters every healing-based hero and makes high-HP tanks irrelevant in teamfights. The current meta has multiple high-HP offlaners in S-tier, making AA a must-pick-or-ban in informed drafts. |
A-Tier Supports
| Hero | Tier | Winrate | Why A-Tier |
|---|---|---|---|
| Shadow Shaman | A | 52.9% | Shackles plus Mass Serpent Ward wins fights AND destroys towers after. One of the best push supports in the game when your team can create even a 10-second window. |
| Lion | A | 52.6% | Two disables into Finger of Death lets Lion kill essentially any hero in the laning phase. The most reliable support kill threat in pubs. |
| Crystal Maiden | A | 52.3% | Arcane Aura provides mana globally, making her a silent force multiplier for every caster on your team. Freezing Field is game-ending with even basic BKB protection or a teammate creating a Black Hole setup. |
| Jakiro | A | 51.9% | Macropyre plus Ice Path creates one of the most reliable crowd control combinations at pos 5. Dual Breath harassment in the laning phase wins trades consistently against melee offlaners. |
| Vengeful Spirit | A | 51.6% | Nether Swap is the most disruptive position-swap ability in the game — either saving a carry or deleting a carry by pulling them into your team. Wave of Terror provides consistent armor reduction that scales all game. |
B-Tier and C-Tier Supports
| Hero | Tier | Notes |
|---|---|---|
| Disruptor | B | Glimpse plus Kinetic Field plus Static Storm is a perfect combo but requires all three abilities to line up correctly against a grouped enemy. |
| Skywrath Mage | B | Mystical Seek plus Concussive Shot poke is brutally effective in the early game but Skywrath becomes a liability once enemy cores buy BKB. |
| Ogre Magi | B | Fireblast stun plus Ignite slow makes him a dominant level 1-6 support, but Multicast randomness is unreliable in deciding close teamfights. |
| Bane | B | Nightmare plus Fiend’s Grip in the late game disables a single target perfectly but requires a team to follow up — a coordination ask that pub games fail frequently. |
| Rubick | B | Spell Steal ceiling is the highest in the game but requires recognizing what to steal and having the game sense to use it correctly in the moment. |
| Chen | C | Creep control is time-intensive to execute and the payoff at pub level rarely justifies the complexity versus picking a simpler support. |
| Enchantress | C | Untouchable passive is powerful but her slow attack animation and movement speed make her easily caught and killed before she becomes relevant. |
| Oracle | C | False Promise has the highest single-hero save ceiling in the game but requires deep coordination and full enemy lineup awareness that pubs rarely provide. |
How to Abuse the 7.41f Meta
The 7.41f meta creates specific patterns that reoccur across MMR brackets. Understanding these patterns lets you draft and play proactively rather than reactively.
Pattern 1 — Late-game carries are viable again. Medusa, Morphling, and Anti-Mage all sit above 53% because games are going long enough for them to reach their timings. If you are a carry player, this is your window to pocket these heroes before 7.42 potentially adjusts them. For a full carry guide, check the 7.41f carry guide.
Pattern 2 — Supports that heal need Ancient Apparition on the enemy team. Wraith King’s Reincarnation and Bristleback’s durability are significantly reduced when AA times Ice Blast correctly. If you are playing support and your mid-game plan involves killing tanky offlaners, draft AA in this patch.
Pattern 3 — Mid laners that can impact other lanes win more games than those who farm efficiently. Invoker, Storm Spirit, and Kez can all be in two places after their first key item. Heroes like Templar Assassin and Arc Warden who are map-passive after the laning phase are seeing consistent underperformance.
Pattern 4 — Teamfight ultimates win more games than individual carry ultimates. Warlock, Tidehunter, and Crystal Maiden all have global or AoE ultimates that decide teamfights without requiring precise individual use. In pub games where teammates do not set up for carries, these heroes consistently outperform carries who need support to create kill setups.
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