Faceless Void
Darkterror the Faceless Void is a melee agility hard carry. Wielding his cosmic powered mace, he can lock his foes in time, stopping them in place. He also can jump into or out of combat using Time Walk, and avoid damage with Backtrack. His ultimate, Chronosphere, stops all other units within its area of effect, giving Faceless Void time for his high damage output. Faceless Void is a hard carry and, as such, scales heavily from items and reaches his full potential in late game, growing into one of the most powerful, elusive, and destructive Heroes.
Faceless Void is high-risk not only to himself but even also to his team when used improperly. He needs farm, and his ultimate might make the situation worse than better, and as such he is not to be used by beginners. He is recommended for advanced players.
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[edit] Bio
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[edit] Abilities
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Notes:
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[edit] Recommended Items
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Explanation: Mask of Madness (MoM) is a core item on Void because it provides crucial bonuses for him. Low-level Chronospheres will not last very long, and the bonus attack speed from MoM will allow you to maximize the time you have. In addition, the lifesteal will allow you to offset harass you may endure in lane as well as opening up the jungle to you for farming. Power Treads are the preferred boots for Void because of the stat bonuses and attack speed. Backtrack is one of the few skills that DOES stack with evasion, so the combination of Butterfly and level 4 Backtrack will allow you to ignore 60% of auto-attack damage. In addition, the agility and attack speed will dramatically increase your DPS potential. You have tremendous staying power with your Backtrack and Chronosphere, so focus on maximizing your DPS next. Desolator provides raw damage and armor shred, Assault Cuirass gives additional attack speed, Monkey King Bar gives both damage and attack speed as well as a mini-bash which stacks with your Time Lock, and Daedalus is more raw damage. | |||||||||||||||
[edit] Tips
- Mask of Madness will allow Faceless Void to better utilize Chronosphere throughout game.
- When using Chronosphere it's important that you prioritize the targets to deal maximum damage. Important targets include carries and spellcasters.
- If you want to play your lane aggressively rank up Time Walk first, conversely if you need to play defensively rank up Backtrack after getting one rank of Time Walk as it is still your primary escape mechanism.
- Chronosphere will pause friendly units (exception : units under control of Faceless Void) and heroes as well as foes. Try to position it so enemies are within the sphere and allies are outside and can reach enemies inside without having to enter Chronosphere itself.
[edit] Trivia
- In DotA Allstars Faceless Void's alternate/fun name is Gorzerk.
- Chronosphere is able to pause units under the effect of Invoker's Tornado.
[edit] Update History
- Fixed Chronosphere not freezing invulnerable towers.
- Updated Faceless Void's Backtrack effect.
- Fixed Courier interaction with Chronosphere
- Fixed Chronosphere's interaction with various passives
- Fixed Chronosphere freezing other units you own
- Chronosphere now properly affects siege weapons.
- Add new effect for Faceless Void's Chronosphere.
- Faceless Void's Time Walk and Backtrack effects now properly draw his time shifted form.
- Fixed Backtrack being able to avoid unique attack effects.
- Chronosphere now properly gives 1000/1000 flying vision.
- Chronosphere is now guaranteed to show for both teams.
- Chronosphere no longer pauses mechanicals or wards (except for Mass Serpent Wards, which are still paused).
- Fixed being able to Force Staff out of Chronosphere.
- Nerfed him by making Chronosphere actually show up for enemies.
- Faceless Void's Timewalk now affects all units he passes through, not just a radius at his destination. (6.72 parity)
- Fixed Chronosphere moving buildings.
- Fixed Chronosphere not affecting invulnerable towers.
- Added Faceless Void.
- Chronosphere now affects magic-immune units.
- Morphling's Waveform and Faceless Void's Timewalk will now continue previously-commanded movement properly (should no longer double-back after using those abilities).
[edit] Ability Change Log
6.72
- Base HP regeneration increased from 0.25 to 0.75.
- Aghanim's upgraded Chronosphere cooldown decreased from 75 to 60.
- Chronosphere now reveals Invisible units.
- Chronosphere cast range improved from 500/550/600 to 600.
- Time Walk slow affects all units along his path, instead of just at the destination.
6.71
- Chronosphere duration rescaled from 3/4/5 to 4/4.5/5.
[edit] See also
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