Hero Analysis


I write this section because many people get the wrong idea about faceless. In short words: darkterror is a melee agility natural basher hero with a range of 128, and a blink ability. He also has a mass disable spell once in 2 minutes after level 6. The fact that he is an AGI hero with natural bash makes him the best hero for permastun. Every point of AGI has multiple effects towards damage, since it makes the bash occur faster. He has the time-walk ability so he can bash anyone, and position chrono perfectly.

Faceless becomes truly imbalanced after midgame due to his passive abilities. Similar, but stronger than Naix, since he rapes naix easily. And like naix he has an extremely hard early game. He has no nuke, no ranged damage or healing ability. His passives are hardly effective on this level and TW doesn't give any damage either. This isn't a problem if you play pubs, and won't be a problem in most IH-s, but when you face a fully cooperative team, you will mostly beg for boots in the end.

In Cal or in Clan wars you will get raped before you get your first item. Soloing is impossible, and the hero you team up with will have a hard time too since faceless will be a burden on him. For example: faceless teams up with lich, and goes against a tinker lina combo. The first time faceless tries to give a last hit he receives a stun, a laser, a rocket and 4 hits. That's more than enough to kill a hero with low base hp. If you cannot be any help for your team early game at least don't feed the enemy! With a little xp you can farm neutrals to get your first items, and also you can farm on empty lanes for a while. Faceless doesn't need many items to become imba. He only needs the time to get the few important ones.

Thanks to our annoying permastun, and to the 5 second disable, along with the fact that we fight melee range, we will get the most concentrated fire. Even combos like CM+avatar or Enigma+avatar won't work against faceless, because both his ulti, and melee bash works against magic immune units. Yes you can't bash Engima since black hole sucks you in, but chrono still works against it! The enemy will disable us as fast as possible since they know we have time walk to escape. Stun, guinsoo, stun etc., and we will die if we concentrated on just damage items. Of course if we place our chrono properly we will rock with high dps, but what about the time when chrono is on CD? And what about our teammates? Our team benefits from chrono the same way as we do!

Skills

Time Walk:

• Level 1: 120 mana, 13 cooldown, 700 cast range, 300 AoE, 10% slow.
• Level 2: 120 mana, 13 cooldown, 900 cast range, 300 AoE, 20% slow.
• Level 3: 120 mana, 13 cooldown, 1100 cast range, 300 AoE, 30% slow.
• Level 4: 120 mana, 13 cooldown, 1300 cast range, 300 AoE, 40% slow.


It has a short casting time when void raises his hands. When you travel you become invulnerable so you won't take damage and cannot be targeted. It won't remove rupture. Although the effect remains while you travel you won't be damaged at all. This skill is similar to morphling's waveform, but you won't loose the control of the hero when you use it. When TW is finished there's a small period when you cannot issue commands to faceless! Since you don't have channeling spells just repeat the same command until void moves again. TW can be used under some spells like: ensnare/bite and those that are similar to these two.


Backtrack:
• Level 1: 10% chance.
• Level 2: 15% chance.
• Level 3: 20% chance.
• Level 4: 25% chance.


Whenever faceless receives damage (if the damage is above 6) there's a chance that this skill will trigger and that it will heal void back. It works against all types of damage except: sunder. This skill won't evade stuns even if the damage is backtracked! Silence and Doom and hex won't disable this skill! Actually nothing can. Bactrack is one of the most relaiable skills of dota! A disabled skill (most passives can be disabled) has a chane of 0% to work while BT 25% from level 7 till the end of the game.

Time Lock:


• Level 1: 10% chance per attack. 40 damage.
• Level 2: 15% chance per attack, 50 damage.
• Level 3: 20% chance per attack, 60 damage.
• Level 4: 25% chance per attack, 70 damage.

It is the same as melee bash. The damage it deals is magical and avatar can block it, but the stun effect will work even if it doesn't deal damage. The effect lasts twice as long on creeps and half on Roshan. Since the damage is magical you won't get return damage when it triggers (except your base damage). Doom disables this skill and any other basher in your inventory.

Chronosphere:

• Level 1: 3 Seconds, 150 mana, 165 cooldown, 500 cast range, 425 AoE.
• Level 2: 4 Seconds, 175 mana, 165 cooldown, 550 cast range, 425 AoE.
• Level 3: 5 Seconds, 200 mana, 165 cooldown, 600 cast range, 425 AoE.

This spell has a 0.5 casting time and there's another little pause before it will stop the units. This spell only stops units and will never stop spells. Of course it will stop channeling since it is the same as a long duration stun. Avatar won't work against this either. This skill won't stop: omnislash, wards and spirits (like Exorcism) after they've been casted.

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