I'm wondering just what defines a carry.
OK, yes, a reliance on support to "carry" them through the early game, a big need for monies, and a tremendous late game.
But that definition doesn't really make sense to me, even after reading the wiki.
What MAKES a carry? What kinds of abilities are "carry" abilities? What roles do each character currently in this game fill (did somebody say 7 carries 1 support?!)?
Anything that gets real good at killing things
can be a carry. In Dota, that usually means ranged Agi heroes. LoL, partially because of spell scaling and partially because of other design philosophies, tends to have more variety in terms of other types of carries, though somewhat ironically melee carries usually don't work as well. Characters that beef up really well but in ways other than killing things tend to be avoided or not generally referred to as "carries," specifically. For instance, LoL has a handful of obscenely well-scaling tanks, but I'm not aware of any game with a healer that just scales completely out of control.
So as mentioned, in Dota being a carry usually just means you right click something and it dies. There's a number of ways to go about that, however, so trying to define a carry beyond "eventually this guy is going to murder us all" tends to be a bit useless.
As for everyone's roles... you should really get someone familiar with Dota, but I can give it a shot.
Kyle, Confused Ninja:Agi hero, good sign. Not a ton of starting Agi, though. First ability is evasion, which is a tanky ability despite aesthetics. Second ability is a spammable (if he's got the mana) stealth ambush scaling off Agility, which suggests either carry or, if you make the distinction, well-scaling burst assassin. Third ability is a slow with a minor blind effect, which is an initiation, catch, and escape, with a slight focus on targets fighting back. Ultimate disables, draws in, and boosts damage on a single target, which screams burst assassin.
Verdict: Tanky burst assassin with mana issues. In Dota terms, probably Durable Carry, maybe Initiator.
Flabort, the Cyan Menace:Int hero, so presumably mage. Tons of starting Int confirms, abject Str suggests glass cannon. First skill provides HP regen based on Int, and MP regen when at full health. So a sustain mage. Second ability is an AoE execute with lifesteal, which I guess points to being cleanup crew. Third skill summons skellingtons, which should help him keep his distance. His ultimate swaps his primary stat to Str, buffs his Str, and drains his Int for a while. So I guess it turns him tanky, or tankier than he is, at least, though depending on how he's built his damage might drop.
Verdict: Opportunistic artillery with a panic button for all-ins. In Dota terms... I have no idea, actually.
Dytil, the Golem:Str hero, which leans tanky if not actually a tank. Good starting Str and Agi, which suggests a lack of reliance on activated abilities. First ability... will probably need to be changed, but turns him from a hero into a really dumb, really, really powerful minion that can't siege under turrets. Second ability does weird things and makes him vulnerable to mana loss. Third ability lets him sacrifice non-regenerating mana for a powerful ranged attack. Ultimate is a gapcloser and powerful attack which likewise drains life force.
Verdict: Gimmicky lane blockade who probably wants to build max mana for when he's inevitably kited to hell. Could alternatively build enough HP regen and armor to just not care, or enough raw damage that nothing able to harm him can come within range to poke him down.
Harkus, the Manavoid Templar:Str hero, with a decent amount of it. First ability is a mana burn on attack, which puts him at an anti-ability dependent autoattacker. Second ability is a shield against spell damage, which deals damage in an area if broken. Clear anti-nuker. Third ability is a totem that restores mana on burning mana, and grants spell resistance to himself and allies. So sustain/poke/siege ability against mana-bearing targets and spell users. Ultimate is an AoE silence that also deals damage to a lone target based on missing mana. Clear anti-ability ability, better in teamfights, as well as a nuke against manaburned or frequently casting foes.
Verdict: Definitely doesn't like mages, or really anyone hoping to use abilities. Antimagic/antiability tank, or in Dota terms probably just Durable.
Lianth, Mage of Flowers:Int hero, good amounts. Clearly leaning mage. First ability is a root that doesn't allow teleports either and interrupts channels. Obviously handy as a disable for catching or escaping, but also situationally useful as an interrupt. Second ability is a heal and MR booster, which points at combat healer. Third ability creates illusions and disarms (which I assume means you deal no autoattack damage, which I'd know better as Blind) enemy heroes within range when slain. Deeeeefinitely defensive support ability. Ultimate is a nuke that chain hits if it kills a target, which is an obvious nuker spell.
Verdict: Defensive support with a nasty nuke if he feels like KSing. In Dota terms, I assume Support, possibly Disabler, dunno about Nuker.
Monrovia, Avatar of the Monrovian Peoples:Agi hero, and lots of it. Leaning carry. First ability is a scaling passive damage and AS buff, which is leaning carry as well. Second ability seems to be a dash with a slowing and damaging effect, which I'd most expect from a tanky initiator. Third ability is a dash/gapcloser that stuns and knocks back when targeting enemy Heroes. Almost tempted to call this a tank or initiator ability, since it's better for getting to an area and knocking a target out of the way than, say, a pure escape or chase move. Ultimate is a passive that boosts MS, gives him bleeding cleaving autoattacks, halves damage he takes, and drains his Hype; naturally it activates when he achieves max Hype. Guess that's a carry ability, though I'd almost expect it more on a tank to give him some damage than on a carry to give him even more stuff.
Verdict: Bruiser with a buildup berserk mode. Probably doesn't want to build glass, though he could, and probably doesn't want to build pure tank, though it might work. Not sure what this would be in Dota terms.
Icarus, the War Machine:Agi hero, decent amounts. First ability is a berserk mode that increases "stats," MS, and grants evasion for a time. Definitely carry material. Second ability shreds armor in stacking fashion, which could be a support ability but in this case probably means the obvious. Third ability grants improved vision and can be activated to boost crit chance instead. The first could be for anything wanting to gank or avoid ganks, but the active portion strongly suggests a squishy hunter. Ultimate is a really long-ranged chargeup gapcloser that stuns and deals large quantities of scaling damage. Definitely something aggressive.
Verdict: Definitely a hard carry. Berserk mode makes her a god for a short while, armor shred makes her a god in any standup fight. In Dota terms, Carry and maybe Escaper.
I'd do my own but I have no idea how it's going to turn out in the official version.