Enablers are the complete opposite of carries, and excel in the early game thanks to their powerful abilities. Enabler spells tend to be designed around keeping their allies alive in engagements, whether that be through healing, damage mitigation, or disabling enemy heroes in one form or another. Enabler heroes can also “babysit” annihilator heroes in the laning phase, protecting them from enemy heroes and enhancing their ability to farm gold. In pretty much all cases, enablers are responsible for providing vision on the map through the placement of Beacon of sights, and the purchase of other utility items such as the Totem critter and Smoke bombs. Enablers tend to fall off in terms of raw power as the game goes on, though they are able to mitigate this with items.