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Roam guide: tank and support, the role that holds the team together

The roamer has neither a lane nor farm, yet sets up the objectives and protects the carries.Learn more

What the role brings, the best ranked heroes right now, what it builds, and the mistakes to avoid.

  • Role
  • 2 min read
Contents

The roamer does not keep a lane: he moves from one lane to another to help, prepare objectives and protect his carries. The post mainly accommodates tanks and supports. He is the player who earns the least gold on the team, and one of those who weighs the most on the map.

What the position brings

  • The vision: the roamer checks the bushes and the river before the objectives. The rotations and vision guide details this work.
  • Engagement: a tank opens the fights by catching or grouping the opponents.
  • Protection: a support heals, protects or repels divers who target the carries.
  • Time: a roamer who forces an opponent to retreat gains seconds for an objective, without even fighting.

As he earns little gold, the roamer equips himself with roam boots: their blessing compensates for his low income and adds a useful effect to the team. The item catalog presents them with the boots they complete.

Two families share the post. Engagement tanks, such as Tigreal, Atlas, Khufra or Franco, open the battles; supports, like Estes, Rafaela, Angela or Mathilda, heal, protect or speed up their team. If your team has no other front line, take a tank.

Most played items, emblems and spells

What Roam players build the most: the most played builds of every hero in the role, weighted by how popular the hero is, as measured on November 9, 2026.

ItemsShare of builds

Battle SpellsShare of builds

EmblemsShare of builds

TalentsShare of builds

  • Wilderness Blessing49.9%
  • Concussive Blast43.1%
  • Agility40.3%
  • Inspire35.8%
Try a build in the simulator →

The roamer builds items that serve the team more than himself:

  • against a team that heals itself, Dominance Ice, which reduces the healing of nearby opponents;
  • to launch the ultimate more often, Fleeting Time, which reduces its recharge after an kill or assistance;
  • to protect an ally, Flask of the Oasis on supports that heal.

On the spell side, Flicker allows tanks to engage by surprise. Revitalize and Aegis protect the team in a long fight, and Petrify adds area control to heroes who lack it.

How a game unfolds

Early game

The roamer protects his jungler's first buff, then helps the gold lane or mid lane during the first waves. Around 1:45, he takes the river to prepare the Turtle, who appears at 2:00 near the exp lane.

Mid-game

The roamer never stays in the same place for long. He tracks the objectives: he arrives first, checks the bushes, then holds the position while the jungler takes the objective. Between two objectives, he helps the lane that needs it the most, or puts pressure in the opposing jungle with his jungler.

Late game

In team combat, the tank engages when its carries are close enough to follow, and the support remains next to its main carry. A roamer who dies first, for having engaged alone, leaves his team at four against five.

The most common mistakes

  • Follow the marksman the whole game instead of preparing the objectives.
  • Entering an unfamiliar bush alone with a fragile support.
  • Engage in combat while the team's carries are still farming.
  • Forgetting roam boots or buying them too late.
  • Use your ultimate to finish off an opponent instead of saving it for the fight.