In League of Legendes, what defines a hyper carry?
What the champions can fit the role and why it isn't used more frequently?

  • From where comes this term? Never heard it before.
    – Gnoupi
    Feb 1, 2013 at 8:50
  • @Gnoupi think Faceless Void in Dota2, who can just stasis a team and cap their asses 1v5. THAT is what a hyper carry is.
    – user37332
    Feb 1, 2013 at 9:00
  • @user1337 - Ah, I see. The only dota-like I actually invested time into is LoL, so that would explain why I wasn't familiar with the term.
    – Gnoupi
    Feb 1, 2013 at 9:02

3 Answers 3


A "Hyper Carry" by definition is someone that scales so well into Late Game, that he becomes unstoppable.

In LoL, there are no True Hyper Carries, due to the fact that all carries can be focused and shut down at some point, although if we look at Vayne, she can be defined as a "Hard Carry" (amongst others) due to the fact that she reaches a higher peak at end game (with her True Damage, which scales with ATK speed, which you can find on the common ADC items such as SotD and Phantom Dancer)

There are two exceptions, mainly due to the fact that a fed champion "Can be shut down by CC". This does not apply to Irelia and Olaf. Once one of these has an advantage in gold and levels (aka "fed"), they are very VERY hard to stop, mainly due to their damage output, tankiness, sustain, and immunity to CC.

So, conclusion:

  • LoL has "No Hyper Carries" (Faceless Void waves Hello)
  • LoL has several champions with a higher potential when fed. (Olaf, Irelia for example)
  • LoL also has simple carries that naturally reach a higher peak at end-game than other, known as "Hard Carries" or "Late Game Carries". (Vayne, Kog'maw and others)

Additional details:

Due to popular demand, I am now apparently forced to list the most dangerous champions to feed.

  1. Irelia - Heavy CC reduction, innate tankiness and regeneration, True damage. Very hard to stop after she has an advantage.
  2. Olaf - Short CC Immunity + tankiness buff, heavy True Damage on demand, very VERY tough once at an advantage (the less Current HP he has, the faster he attacks. The more MAX HP he has, the more damage he deals)
  3. Farm-carries: Nasus, Sion and Veigar - Long story short, they have good CC and an INFINITE stat potential due to the fact that their stats scale with their farm (Nasus Q Bonus Damage, Sion HP (with Atma's, AD as well), Veigar Ability Power)

Gimme moar and I'll fill the list

  • Indeed, LoL is made in such way that they tend to limit group CC (and the ones with it are usually not the damaging ones), making it complicated to effectively destroy a team all alone (if the game went more or less normally).
    – Gnoupi
    Feb 1, 2013 at 9:05
  • Limit group CC? "Not damaging ones"? What about a Veigar at 70 minutes? Also, who needs group CC if you got BRAND? HAH!
    – user37332
    Feb 1, 2013 at 9:10
  • 1
    Technically, Veigar's CC can be avoided, as it occurs only from crossing the perimeter. He doesn't directly stun a group, the group has to walk into his trap. Also, Veigar is more of a "one target burst". But that's just nitpicking. In general, LoL's CC are less dramatic than DOTA2's ones, that's all I was saying.
    – Gnoupi
    Feb 1, 2013 at 9:30
  • I Agree there is no Hyper Carry in lol. I don't think there's much debate on this. In competitive games (not low elo - low levels) there is NO champion no matter how fed he is that can't be stopped and I would venture to say that there is no champion who can kill a whole team 1v5. Of course it must have happened a few times but those are exceptions of exceptional players and we cannot say that those X champions are Hyper Carries.
    – xray1986
    Feb 1, 2013 at 9:34
  • Poppy is the only real champ that can be 'unstoppable'. Maybe she is the only true 'hyper' carry?
    – theorise
    Feb 1, 2013 at 9:51

Hyper-carry is actually an old/obsolete concept that no longer applies.

Basically, regardless of how well/poorly a champion was doing, after hitting the 50-55 minute mark, certain champions become incredibly strong.

This was prevalent during season 1/early or pre-season 2. Champions like Olaf, Irelia and especially) Master Yi could have catastrophic impact in teamfights/duels once they finish the bulk of their build (for Irelia that meant Trinity+Survivability; for Yi it meant Attack Speed + Life steal; and I never played Olaf back then so I can't comment) and regardless of how hard they had been shut down throughout the game, they will tear you apart after that point.

Basically what I'm trying to say is that Irelia could jump in vs 5, kill 2 and be on the verge of killing the 3rd before being shut down. And when I say jump in vs 5, I mean SOLO vs 5; so you can imagine.

Item and champion balancing has taken care of that though.

Bit of nostalgia: at the time when i was playing Irelia, the phrase 'better nerf Irelia' was already lol-lingo so you can imagine how incredible she was.

  • upvoted because this is in all honesty the correct answer to the question, there were hyper carries when the game was still new, tryndamere still brings back many a good memory, but none of these champions can be categorized as such anymore simply for the fact that Riot finally started to balance the game(champions and items). Although there are still hard carries, there are no longer hyper carries within the game. Difference between a hyper and hard carry, hard carry can be focused down with 5 people attacking, a hyper carry could "Not" be killed regardless of focus.
    – Ravekner
    Feb 6, 2013 at 10:27
  • "Was"? Even today, I still hear "Rengar is OP, better nerf Irelia"... sigh nostalgic indeed, hehe.
    – user37332
    Feb 12, 2013 at 0:01

Well, I don't know about "hyper", but if it's similar to hard carry - carry, who can carry hardest with full inventory and max lvl, I think it would be Tristana. She can easily reach max as with less as items, her range max lvl is awesome and she has escape. You just stand behind your team and kill enemies with max as.

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