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Hero Discussion of the Day: Darkterror, the Faceless Void (August 30th, 2018)

Darkterror, the Faceless Void

Faceless Void is a melee agility hero generally played as an offlaner or carry. Given a little time, he becomes a terrifyingly powerful hero capable of destroying entire enemy teams in seconds. Wielding his cosmically powered mace, each hit can lock his foes in time, stopping them in place. He can jump into or out of combat using Time Walk while simultaneously reverting recently taken damage. Darkterror can also pause his foes' cooldowns with Time Dilation, lowering their attack and movement speed in the process. His ultimate, Chronosphere, locks time for everything within its area of effect, giving him time to strike down any enemies caught within with no resistance from them for several seconds. Though ideally he wants teammates who can capitalize on Chronosphere, it's one of the most devastating initiation spells in the game and can easily win team fights before his opponents can even react.
Lore
Darkterror the Faceless Void is a visitor from Claszureme, a realm outside of time. It remains a mystery why this being from another dimension believes the struggle for the Nemesis Stones is worth entering our physical plane, but apparently an upset in the balance of power in this world has repercussions in adjacent dimensions. Time means nothing to Darkterror, except as a way to thwart his foes and aid his allies. His long-view of the cosmos has given him a remote, disconnected quality, although in battle he is quite capable of making it personal.

Roles: Carry, Initiator, Disabler, Escape, Durable

Strength: 24 + 2.1
Agility: 23 + 2.8
Intelligence: 15 + 1.5
 
Health: 632
Damage: 56-62
Spell Damage: 1.05%
Armor: 4.6
Movement Speed: 295
Attack Range: 150
Missile Speed: Instant
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 1

Spells

Time Walk
Rushes to a target location while backtracking any damage taken in the last 2 seconds.
Level Manacost Cooldown Casting Range Area Duration Effects
1 40 24s Global N/A 2s Moves the hero to the targeted location. Removes any damage taken in the last two seconds.
2 40 18s Global N/A 2s Moves the hero to the targeted location. Removes any damage taken in the last two seconds.
3 40 12s Global N/A 2s Moves the hero to the targeted location. Removes any damage taken in the last two seconds.
4 40 6s Global N/A 2s Moves the hero to the targeted location. Removes any damage taken in the last two seconds.
  • Undispellable
  • Time Walk moves Faceless Void with a speed of 3000.
  • Maximum travel distance is 675 (with talent 1175).
  • Faceless Void is invulnerable during Time Walk.
  • Does not disjoint projectiles upon cast.
  • Does not travel the full distance, when targeting closer than the max distance.
  • Upon cast, any damage Faceless Void took in the last 2 seconds gets healed back up. This includes damage dealt by allies.
  • Since it is a heal, it is prevented by Ice Blast.
  • Only backtracks the 3 damage types. Heals and HP Removal are not backtracked.
  • Status buffs and debuffs, cooldowns and mana are completely unaffected.
Darkterror tears a hole in time, passing through Claszureme, and appearing back in an instant.
 
Time Dilation
Faceless Void traps all nearby enemies in a time dilation field for 6/8/10/12 seconds, freezing their cooldowns and slowing their movement and attack speed by 14% for each cooldown frozen.
Level Manacost Cooldown Casting Range Area Duration Effects
1 75 40s N/A 725 6s Freezes enemies' cooldowns and slows attack and movement speed by 14% for each cooldown frozen.
2 75 34s N/A 725 8s Freezes enemies' cooldowns and slows attack and movement speed by 14% for each cooldown frozen.
3 75 28s N/A 725 10s Freezes enemies' cooldowns and slows attack and movement speed by 14% for each cooldown frozen.
4 75 22s N/A 725 12s Freezes enemies' cooldowns and slows attack and movement speed by 14% for each cooldown frozen.
  • Dispellable
  • Affects units in the Fog of War and invisible units, but not invulnerable and hidden units.
  • Does not actually freeze cooldowns, instead, it adds 6/8/10/12 seconds on ongoing cooldowns.
  • Abilities cast by affected units after the debuff is applied are not affected by the debuff.
  • Does not affect the cooldown of items or abilities without a cooldown. Does affect cooldowns of passive abilities.
  • Does not affect the recharge time of charge-based spells.
    • However, if the last charge of a spell was used and the icon shows a cooldown, that cooldown is affected.
    • Freezing that cooldown causes the recharge timer and the cooldown to desynchronize, so that the spell is still on cooldown even after gaining a charge back.
  • The slow has no stack limit. Each ability on cooldown adds a stack.
    • Also counts the cooldown of hidden abilities, like Invoker's uninvoked spells, Battle Cry, Morph or abilities granted by Aghanim's Scepter.
    • Rubick's stolen spells which are on cooldown and already lost do not count, as they are not hidden, but removed.
    • The stack count can only increase, and never decline. If an ability gets refreshed, the slow still keeps all the current stacks.
  • Abilities can still be reset (e.g. Refresher Orb) while affected by Time Dilation.
    • However, when reset in any other way than a Refresher Orb or Refresher Shard (e.g. Rearm), abilities go back on cooldown again upon losing the debuff.
  • Multiple instances of Time Dilation do not stack, but refresh the duration.
For those facing off against Darkterror, each moment seems to stretch into eternity.
 
Time Lock
Passive
Adds the chance for an attack to lock an enemy unit in time, stunning it and dealing bonus damage.
Level Manacost Cooldown Casting Range Area Duration Effects
1 N/A N/A N/A N/A 1s (2s on creeps) Gives a 10% chance to stun a unit and deal 50 bonus damage with each attack
2 N/A N/A N/A N/A 1s (2s on creeps) Gives a 15% chance to stun a unit and deal 75 bonus damage with each attack
3 N/A N/A N/A N/A 1s (2s on creeps) Gives a 20% chance to stun a unit and deal 100 bonus damage with each attack
4 N/A N/A N/A N/A 1s (2s on creeps) Gives a 25% chance to stun a unit and deal 125 bonus damage with each attack
  • Timelock Freeze is dispellable.
  • Does not stack with other bashes. The bash from Skull Basher and Abyssal Blade is completely disabled for Faceless Void.
  • The proccing attack first applies the debuff, then its own damage.
  • Time Lock works against allied units, but not against wards and buildings.
  • The bonus damage is dealt in one instance together with the attack damage, and counts as attack damage as well.
    • It can be lifestealed off of, but it is not considered by crit or cleave.
    • It is also not affected by percentage-based attack damage bonuses or reductions, but can be reduced with flat reductions.
  • Adds an average of 5/11.25/20/31.25 (with talent 15/26.25/40/56.25) magical damage to every attack.
  • Time Lock uses pseudo-random distribution.
The strike of the Faceless Void lands with dimension shifting force.
 
Chronosphere
Ultimate
Creates a blister in spacetime, trapping all units caught in its sphere of influence and causes you to move very quickly inside it. Only Faceless Void and any units he controls are unaffected. Invisible units in the sphere will be revealed.
Level Mana Cost Cooldown Casting Range Area Duration Effects
1 150 140s 600 425 4s Pauses time inside the range of the Chronosphere, units are stopped and unable to perform any actions
2 225 130s 600 425 4.5s Pauses time inside the range of the Chronosphere, units are stopped and unable to perform any actions
3 300 120s 600 425 5s Pauses time inside the range of the Chronosphere, units are stopped and unable to perform any actions
  • Undispellable
  • Chronosphere affects all units which are not owned by Faceless Void, including buildings, wards and allies.
  • Does not affect couriers, hidden units and invulnerable heroes. All other invulnerable units are fully affected.
  • Instantly destroys Homing Missiles and The Swarm beetles.
  • While in the Chronosphere, Faceless Void and any units he controls are phased and hasted, meaning they cannot be slowed below the set value.
  • Faceless Void and illusions of him (be it his own, enemy or allied illusions) are never disabled by any Chronosphere.
  • However, the movement speed and phase is only provided to the caster of it.
  • Provides 425 radius flying vision and True Sight over the whole affected area for its duration.
  • Affected units are stunned. When other units walk inside the area, they also get affected for its remaining duration.
  • Cancels most sources of Forced Movement upon applying the disabling debuff on a unit.
  • Units inside Chronosphere can be pulled out by various spells. Force Staff, Hurricane Pike, Snowball and Geomagnetic Grip cannot move units out of Chronosphere.
When a rift opens to Claszureme, all poor souls caught within will likely never return.
 

Talent Tree

Level Option 1 Option 2
25 +175 Chronosphere AoE OR +25% Backtrack (+3.7%)
20 +500 Timewalk Cast Range (+1.8%) OR +40 Attack Speed
15 +300 Health OR +100 Time Lock Damage (+1.6%)
10 +8 Strength OR +20 Damage (+3.7%)

Matchups

Best against
Opponent hero Advantage
Weaver 5.04%
Slark 3.08%
Undying 2.76%
Morphling 2.25%
Omniknight 2.14%
Worst against
Opponent hero Advantage
Naga Siren -2.97%
Chaos Knight -2.37%
Meepo -1.80%
Wraith King -1.65%
Lion -1.62%

Recent Changelog

7.15
  • Increased base strength from 23 to 24.
7.14
  • Increased Chronosphere cooldown from 140/125/110 to 140/130/120.
7.07
  • Reduced movement speed from 300 to 295.
  • Increased base health regeneration from 0.5 to 2.
  • Increased base mana regeneration from 0.01 to 0.9.
  • Reworked talents
    • Level 10: +8 strength or +20 attack damage
    • Level 15: +300 health or +100 Time Lock damage
    • Level 20: +500 Time Walk max distance or +40 attack speed
    • Level 25: +175 Chronosphere radius or gain 25% chance to avoid any damage (Backtrack)
7.06
  • Increased strength gain from 1.8 to 2.1.
  • Reduced base health regeneration from 0.75 to 0.5.
  • Increased Time Dilation slow per frozen cooldown from 10% to 14%.
7.05
  • Increased agility gain from 2.65 to 2.8.

Previous hero related threads

Hero discussion of the day, 06.01.2011
Hero discussion of the day, 18.10.2011
Hero discussion of the day, 12.10.2012
Hero discussion of the day, 28.08.2013
Hero discussion of the day, 22.12.2015
Hero tips for Faceless Void

Previous hero discussion

Enigma (August 1st, 2018)
No Valve Artwork | Voice Responses | In-game Icon | Dota Cinema Video Overview | Dota2Wiki page | Liquipedia page | Dotabuff page | Hero discussion archive
submitted by Laccnow to DotA2

Wolcen Major Passive Skills

First and foremost I want to apologize if this is hard to read, I've never tried to put this much information into a post. I wanted to post this for everyone who wants to start thinking about how to build their character, but wasn't sure what the major passive skills looked like. I've broken the skills down into the "class" segments. I'll be linking the Google doc I used to document all of these passives below, but for now, enjoy!
 
Tier I
 
Scholar
-Attrition Strategist
+60% Status Ailment Chance Score 
-Thirst for Knowledge
+25% Force Shield Recharge from Health Globes 
-Purifier’s Will
+30% Damage Reduction when Force Shield is full 
 
Sentinel
-Backline Raider
+50% Attack speed score +50% spell casting speed score 
-Covert Operative
+100% dodge chance score after taking a hit 
-Pinch Runner
Gain +3 stamina points when at 30% of Max Health or lower 
 
Soldier
-Second Wind
When under 30% of max Health, gain a burst of Health regeneration. 
-The Heat of Battle
+25 Rage per hit taken 
-The Wild Card
+60% Critical Hit Chance Score 
 
Tier II
 
Praetorian
-Kingless Aegis
+6% Added Block Chance and allow any weapon to block 
-Selfless Courage
+25% All Resistances Score for you and your allies after blocking a hit 
-Blessed Mana
+40% All Resistances Score for you and your allies after picking up a health globe 
-Sacred Oath
Apply 2 Weakness Stacks upon Blocking an Attack to the Target in 7m Radius 
-Retaliator
+.75% Damage per percent of Physical Resistance -50% Critical Hit Chance 
 
Warmonger
-Blood Reaper
+50% Physical Damage converted into Rend Damage 
-Feast for the Crows
+2% Global Life Leech 
-Gods Amongst Men
+50% Material Damage Can only Deal Material Damage 
-Manic Slaughter
+2% Damage per 100% unspent Rage points 
-Bestial Frenzy
+4% Damage for each Nearby enemy within 4m range 
 
Ranger
-Archion’s Teachings
+1 Projectile to all Projectile Skills (Attacks and Spells) -50% All Projectiles Damage 
-Come What May
All Projectiles pierce every target within a 6m radius 
-Safe From Afar
+175% All Projectiles Damage scaling with Distance at 15m 
-Persistence Hunting
+25% Damage to enemies with Impaired Movement 
-Meditative Focus
+25% Damage when at least 6m away from all enemies 
 
Assassin
-Blessing of the Jade Legion
+50% Physical Damage converted into Toxic Damage 
-Clandestine Execution
+25% Damage when only one enemy is within 7m range 
-Merciless Lethality
+100% Critical Hit Damage -30% Damage 
-Phantom Strike
+25% Damage to enemies with Impaired Movement 
-Slipping Shadow
+25% Damage when at least 6m away from all enemies 
 
Cabalist
-Grievous Afflictions
Can now apply +1 Additional Ailment(s) 
-Insidious Decay
+2 Ailment Stack(s) inflicted -30% Damage that is not Damage over time 
-Immortal Offering
Killing an enemy grants +5% Damage for each Ailment Stack on that enemy (up to 5 stacks per Damage type) 
-Power of the First Men
+50% Chance to multiply the number of Ailment Stacks inflicted by 2 
-Primordial Insights
Damage over time generated with a Critical Hit deals Critical Damage 
 
Warlock
-Residual Energy
Attacks gain +30% damage from the last spell cast. The type of damage is the same as the last spell cast. 
-Reining in the Darkness
+100% Spells Critical Hit Chance Score while Willpower is above 75% 
-Faith Leech
Life Leech affects Force Shield instead of Health 
-Duty to Exterminate
+200 Max Willpower and Rage 
-Resilience to Corruption
Damage over time is dealt to your Force Shield before your Health 
 
Tier III
 
Arms Maester
-Pugilist's Momentum
Provides alternative fourth Attack to each basic weapon combo Fourth Attack of a Bow weapon Attack combo shoots multiple arrows in all directions. Fourth Attack of a Staff weapon combo fire additional projectiles in Target’s direction. Fourth Attack of a Two-Handed weapon Stuns all enemies hit. Fourth Attack of a One-Handed weapon Attack combo is a Critical Hit. 
-Virtuose Stance
Gain access to two “Stances”: Probing Weakness and Stalwart Resolve. A “Stance” is changed when a Dodge Roll is used. While Probing Weakness is active, you have a 10% Chance to double Attack Dmage at the cost of 25% of your All Resistances Score While Stalwart Resolve is active, you have 10% Block Chance and 25% Block Efficiency at the cost of 25% of your Attack and Spell Damage 
-Proud Reprisal
100% of Weapon Damage dealt to Attacking Enemy when their Attack is Blocked 
 
Eos
-Beacon for the Lost
(This ability only works if your Force Shield is above 0.) 25% Spell Damage when Force Shield is above 50% and 25% Attack Damage when Force Shield is below 50%. 
-Dawn’s Pious Striker
Dealing Sacred Damage instantly kills Enemies below 15% of their Max Health (Underlings and Specialists only) 
-Unflagging Prayer
All Nearby Allies are Resurrected when your health drops below 30% of maximum All Nearby Allies gain 30% boost to All Resistances Score when Allies are resurrected 
 
Siege Breaker
-Salvatory Anchor
Allows Bonuses to be applied depending on Chest-piece equipped: 0.5 Health Regeneration for every Health point on equipped Bruiser Chest-piece Gain All Resistance Score equal to All Resistance score on equipped Heavy Chest-piece You regenerate Health and Force Shield equivalent to 2 times the Health given by your equipped Rogue Chest-piece each time you complete a successful Passive Dodge. 0.01 Force Shield Regeneration for Every Force Shield point on equipped Sorcerer Chest-piece. 
-Disallowing Vessel
While stationary, gain 1 “Inexorable” point ever 1s, up to a maximum of 10 -5% movement speed per “Inexorable” point +6% Damage per “Inexorable” point 
-Belligerent Banner
1 “Fortress” Point gained every 1.5s, up to a maximum of 10 +4% Block Chance per “Fortress” Point 
 
Child of Fury
-Blistering Embrace
When Hitting an Enemy with an Attack, 10% Chance to consume the Burn Stacks you inflicted when their Burn Stacks exceed 5, increasing Damage of the Hit by 10% per consumed stack 
-Flurrying Flames
Your attacks generate “Unleashed Fury” Points up to a maximum of 50. Points reset after 3s out of combat +3% Attack Speed Score per “Unleashed Fury” Point +0.2% Life Leech per “Unleashed Fury” Point -1% All Resistances Score per “Unleashed Fury” Point 
-Furious Appetite
(Your Willpower Regeneration is applied to Rage instead.) Passively generate Rage instead of Willpower 
 
Exorcist
-Blessed Silver
You have 5 “Anointed Ammunition” Points that are used each time a Projectile Skill is used. A Point of “Anointed Ammunition” is refilled every 2s. +10% Projectile Damage for each Point of “Anointed Ammunition” you have +10% Melee Damage for each empty “Anointed Ammunition” Point 1 “Anointed Ammunition” Point refilled whenever you Dodge Roll 
-Academic Fieldwork
Gain 1 “Headhunter” Point (Max 5) every time an enemy that is a Champion or Above is killed, with Points resetting after 30s. “Headhunter” Points grant +15% Material Damage 
-Branded Burst
You gain 1 “Tenet” Point every 2.5s up to a maximum of 5 “Tenet Points”, and 1 “Tenet Point” is consumed whenever you are hit. +15% Damage Reduction per “Tenet” Point 
 
White Arrow
-Hungry Stalactite
Enemies are dealt 30% Damage per the amount of Pierce remaining on a Projectile after it Hits an Enemy 
-Acute Tracking
While in Combat, gain “Cold Blooded” Points every 2s, up to a maximum of 5. 10% Damage per “Cold Blooded” Point 
-Wintry Hail
Basic Attack Projectiles bounce up to 2 times to Nearby Enemies in 10m radius +15% Frost Damage to Projectiles that have bounced. 
 
Duskglaive
-Tethered Shade
Dodge Roll Damages Enemies and leaves a Decoy for 1s 
-Waltzing Smoke
Dodge Roll turns you Invisible for 5s. While Invisible, the damage of your next Skill activated is increased by 30%. Using a Skill breaks Invisibility. This has a cooldown of 12s. 
-Life’s First Movement
You have 10 Points shared between “Lure of Light” and “Lure of Darkness” Points. Casting a Spell converts “Lure of Light” into “Lure of Darkness”, and Attacking converts “Lure of Darkness” into “Lure of Light”. When “Lure of Light” and “Lure of Darkness” Points have a weighting between 6/4, they are considered to be in Equilibrium. While “Lure of Light” and “Lure of Darkness” are in “Equilibrium”, your Attacks benefit from 50% of Spell Damage bonuses and your Spells 50% of Attack Damage bonuses. While “Lure of Light”and “Lure of Darkness” are not in “Equilibrium”, your Attacks lose 20% of Spell Damage bonuses and your Spells 20% of Attack Damage Bonuses. 
 
Alastor
-Static Transferral
6% Damage per “Overload” Point. Basic Attacks generate 1 “Overload” Point up to a maximum of 6. Using a Skill consumes all “Overload” Points but doubles Damage of the Skill 
-Sparking Dart
Basic Attacks refill “Power Charge” Points by 4. 4 “Power Charge” Points are generated per second, capped between -100 and +100 Device and Skills with base Lightning Damage have their Damage increased by +200% multiplied by your current number of “Power Charge” Points 
-Intravenous Neural Cord
+75% Attack Speed Score for 3s on Critical Hit 
 
Oracle of the Trinity
-Omnitempest
7% Chance to Cast a Meteor at cursor location when Fire Skill is Cast. Has a Cooldown of 2s. 10% Chance to Cast a Frost Lance at cursor location when Frost Skill is Cast. Has a Cooldown of 2s. 10% Chance to Cast a Chain Lightning at cursor location when Lightning Skill is Cast. Has a Cooldown of 2s. 
-Ancient Fervour
Spells that inflict fire, frost, or lightning ailments grant passive bonuses called “Accords”. Up to 1 “Accord” can be active concurrently. Triggered “Accords” remain locked for 1s. “Abanazaar’s Accord” is active for 5s unless it is triggered again. You have 20% Damage when "Abanazaar’s Accord" is active. “Etheliel’s Accord” is active for 5s unless it is triggered again. You have 50% Ailment Chance when “Etheliel’s Accord” is active. “Beelmalik’s Accord” is active for 5s unless it is triggered again. You have Critical Chance when “Beelmalik’s Accord” is active. 
-Elementary Destabilization
When Willpower is below 30% of its maximum, you have a chance to cause an Explosion, dealing Damage based on your maximum Force Shield or Health. This Explosion regenerates 20% of your Willpower, and has a cooldown of 5s. (This Explosion damages both you and nearby enemies.) 
 
Time Weaver
-Which Time Cannot Heal
When you hit Enemies afflicted by Stasis, they take 100% of the Hit Damage again after a 1.5s delay 
-Dire Juncture
You only take 40% Damage of an Enemy’s attack when it Hits, the rest is inflicted 1s after the Hit. Your Health is set to 85% of maximum, and Force Shield to 85% of maximum. 
-Captured Velocity
You gain “Supernatural Paradox” Points when you Hit an enemy in Stasis with an Attack, and “Earthly Paradox” Points when you Hit them with a Spell. Points reset after 5s. Maximum of 5 Points. +10% Spell Casting Speed Score per “Supernatural Paradox” Point +10% Attack Speed Score per “Earthly Paradox” Point 
 
Abyssal Shaper
-Occult Affliction
Occult Damage is increased by +5% for every Cursed Stack an Enemy has 
-Masochistic Effigy
Doubles Max Force Shield Health cannot exceed 5% of maximum Force Shield 
-Fatal Pact
You receive 1 Ailment Stack when inflicting an Ailment on an Enemy When you have over 10% of the same Ailment Stack, you cleanse them, granting buffs to yourself and nearby allies +25% Movement Speed to yourself and allies in a 4m radius for 7s when Stasis Stacks are removed. +30% All Resistances Score to yourself and allies in a 4m radius for 7s when Cursed Stacks are removed. +30% Damage increases for yourself and allies in a 4m radius for 7s when Weakness Stacks are removed. Removing Ailment stacks that deal Damage-Over-Time restores +30% of max Health and +30% of max Force Shield to yourself and allies in a (4?)m radius. 
 
Plaguebringer
-Undertaker
Enemies that die in a 20m radius around you have a 10% chance to drop green globes. Picking up green globes grants you an additional 30% Damage as Poison Damage for 5s. 
-Sacrifice of Flesh
You lose 20% of your Health and 20% of your Force Shield, but all Summons take 25% less Damage 
-Toxic Emanations
Every 2s, Enemies in a 7m radius gain a Poison Stack 
 
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submitted by GrizzlyChips to Wolcen

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