
◘ Alt-tab guide ◘ Introduction ◘ Statistics ◘ Hero's changelog ◘ Skills ◘ Skill build ◘ Item build ◘ More about items ◘ Gameplay ◘ Advanced ◘ Mechanics ◘ Allies and foes ◘ Replays ◘ Credits |
Well, this is my first guide. I'm a Warcraft III player since 2006, and I started to get interested to Defense of the Ancients 3 years ago... but I'm not going to add further details. I'm not that good with presentations, so I can just assert that Faceless Void is one of my favourite heroes so far. Good reading.
Pros ◘ Decent agility ◘ Decent strength ◘ Game-breaking ultimate ◘ Good attack animation ◘ Good disable ◘ Good escape mechanism ◘ Good survivability ◘ High base damage ◘ Permabasher ◘ Powerful late game ◘ Spell dodger ◘ Strong carry Cons ◘ Bad lane control ◘ Item dependent ◘ Low HP and EHP ◘ Low intelligence ◘ Low statistics' gain ◘ Melee hero ◘ Suffers mana problems ◘ Weak early game |
v6.72d ◘ Undid melee hero collision change from 6.72c. ◘ Fixed temporary hero vision bug after Aegis respawn with Faceless Void. v6.72c ◘ Melee hero collision size now reduced from 24 to 12. v6.72b ◘ Fixed some problems with Time Walk that caused it to drag performance down a lot. v6.72 ◘ 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. ◘ Fixed some rare bugs with Time Walk that could cause it to jump much further. v6.71 ◘ Chronosphere duration rescaled from 3/4/5 to 4/4.5/5. v6.69 ◘ Strength growth increased from 1.4 to 1.6. v6.67 ◘ New Faceless Void Aghanims visual effect (166075). v6.66 ◘ Timewalk slow increased from 10/20/30/40% to 25/30/35/40%. ◘ Timewalk cooldown rebalanced from 13 to 19/17/15/13. v6.61 ◘ Faceless Void: Improved base Strength (17->23). v6.60 ◘ Added Faceless Void to Aghanim's Scepter. Lasts 1 second longer and slightly less cooldown. v6.55 ◘ Reduced Chronosphere cooldown. v6.54 ◘ Fixed a bug with Time Walk. ◘ Fixed a rare glitch with Time Walk. v6.52b ◘ Fixed an exploit with Time Walk. v6.52 ◘ Rewrote Time Walk to keep constant speed (so it's not slow motion when you click nearby). ◘ Lowered Faceless Void's strength gain. ◘ Improved Faceless Void's cast animation time. v6.48b ◘ Rebalanced Chronosphere. |
. Time Walk Ability name: Time Walk Ability type: Active Targeting type: Point Ability hotkey: W Quickly moves to a target location and slows the movement and attack of all units along its path for 3 seconds. Notes ◘ Faceless Void is invulnerable while moving using Time Walk. ◘ Faceless Void will lose his queued commands when he uses this skill. Explanation While using Time Walk you're invulnerable, so it means you can't take damage nor be targeted. Also, you'll lose your queued commands while using it. It has a very short casting time, in fact Faceless Void isn't able to complete his animation by raising his hands. It's an utility spell: it's used to dodge spells, escape, chase, slowdown and initiate. While escaping, keep in mind that you can use it even if you're under the effect of Ensnare or similars and to target, if possible, a place where enemy heroes can't walk through. Unfortunately it has a high mana cost (120), so don't spam it until you solved your mana problems. |
. This is my favourite. Ancient Tangoes of Essifation and Healing Salve provide plenty of heals, while Ironwood Branches some statistics. Also, Stout Shield will help Faceless Void to survive in the early game. It can be switched with a Quelling Blade if you think you're not able to last-hit enough. This is an alternative: the two Slippers of Agility can replace the Quelling Blade. Moreover, they can be upgraded to a Poor Man's Shield. This one provides both last-hitting and defensive power. But it lacks of statistics and sufficient healing. For competitive gaming only. Poor Man's Shield protects you against early harassment and improves your last-hitting. Also, you won't require healing items as you should go with a babysitter with extra heals or a healing spell. |
. Many people claim that Poor Man's Shield isn't just the cheaper version of Varguard, but their bonuses are also almost equal due to the pseudo-random distribution. So, to demonstrate the opposite, I decided to do the comparison availing the aid of three graphs, that respectively show the trend of EHP, DPS and t (time) - in the abscissa - over the levels (ordinate), supposing the only items Faceless Void wears are Power Treads (agility), Magic Wand and Poor Man's Shield or Vanguard. I don't consider various factors, such as other items, to make things easier. EHP means effective hitpoints, it's the amount of hitpoints an unit has after having considered that armor points, damage block and evasion chance reduce (or increase, if the armor value is negative) the damage received. In the graph, the initial difference of EHP tends to increase level by level, so at level 11 ΔEHP~731.
EDPS means effective damage per second, it's the damage an unit can inflict to the target in the period of time corresponding to 1 second after having considered that armor points reduce (or increase, if the value is negative) the damage received. Premise: here I'm considering the average attack of the enemy as equal to 100 and the IAS corresponding to 28. It can be deducted that the EDPS received are almost costant, having ΔDPS~4.
t, incredible but true, just means time, more exactly the time (measured in seconds) taken by a unit to kill the target. This last graph is meant to exalt even more the results obtained in the previous two, since it's based on the equation t = EHP / DPS. Note that at level 11 Δt~24s, which is a lot of time. Poor Man's Shield & Point Booster vs. Vanguard Point Booster has been proposed, along with Poor Man's Shield, as a valid alternative as well as a better choice than Vanguard. With a similar procedure, now I'm comparing Vanguard to Poor Man's Shield and Point Booster. Feel free to skip this part if you can't bear it anymore. Not much to say. The two curves seems to overlap, but neither the addition of 150 further HP makes the values almost equal (at level 11, ΔEHP~195). The EDPS graph doesn't vary since Point Booster doesn't affect armor and HP regeneration values. Bang. The outbreak you didn't expect for. The difference is still substantial when it comes to survavibility. At level 11, Δt~12s and it tends to increase over levels. |
. Take the lower lane if you're playing as a Sentinel, or the upper one if you're part of the Scourge. There are two main things to know, namely to control creeps, which is essential for the lane management and to last-hit and deny. Creep control is about to lure creeps under your tower using their scripted AI. This will screw the enemies' farming, since they won't be able to last-hit effectively.Depending on the heroes you face and their playstyle, you have to play in a passive or a farming way. The passive way is used to stay in the so-called "experience range", protected from any kind of attack. You're supposed to wait until the creepwawe reaches its safety zone (the tower), where you'll be able to farm a bit. When using this style, your movements must coincide with the enemies', to maintain the distance. Time Walk can save you one time, but it won't give you any regeneration to stay in lane longer. Don't be greedy or you could lose several HP. If the enemy group doesn't play agressively, then you can play in the farming way. Concentrate on last-hits and deny. As long as no creep can be last-hitted, attack your own creeps under half HP to draw the lane towards your tower. Help your ally if possible. In case, you can cast Time Walk to an enemy slowing his MS, so that your ally can try to escape. But be careful, because you'll be the next target. Also, as with Time Walk is possible to avoid some annoying spell like Lich's or Yurnero's ultimate skills, you should try not to get out of mana. |
. If you're close to melee creeps and you issue an attack command to an enemy hero, they will start to attack you. Because of that, your own creeps will attack the others. If creeps are close to you and the tower isn't attacking the enemy hero, they will follow you even if the tower is hitting them (creeps' AI). Instead, the towers' priority is: the one who attacks the allied hero, the one who attacks the tower, the one who is closer (towers' AI). This is all you need to accomplish the following movements:◘ If enemy creeps are coming from the tower and yours are still far, then stand next to the tower with the Hold Position key and when creeps get closer start to run backwards until you reach your own wave. If the enemy attacks the tower, it will fight back, since no one else is hitting it, and you're already far away. ◘ If the fight is close to your tower's attack range, then you could lure creeps by attacking the hero (you don't need to hit him) and running instantly backwards. This will draw every creep towards your tower thanks to the simple AI. If you're close enough to them you'll be attacked, even if you targeted a hero on the other side of the map. This trick is pretty useful. Sometimes, you can start it from halfway between the two towers, and end up farming at your own tower. You may receive some hit by luring creeps, but you'll regenerate pretty fast and Backtrack might evade them. |
. Lifesteal comes pretty much after all the reductions you can think of, making it quite weak.Here's a list of some special interaction directly linked with Faceless Void's skills and items: ◘ Critical Strike. Lifesteal is calculated after Critical Strike, which means that it will increase the amount of life you steal. ◘ Bash. Melee bash will work normally. ◘ Cleave. Lifesteal will only work on the main target of your attack, despite the animation showing something different. |
. Faceless Void is very weak in the early game, so he'll need someone to look after him. Also, he needs a pushing tactic to farm without problems, so spells that can push lanes or destroy towers are welcome as well. Heroes that need a long duration AoE disable to work properly, but in return they can deal lots of damage. Since Chronosphere can stop channeling spells, some hero won't work properly with Faceless Void. Enigma for example. Although Witch Doctor's ultimate is also channeling, he can use it outside the Chronosphere. Heroes with a long stun or disable who allow Faceless Void to use his Mask of Madness without any danger outside the Chronosphere. Long ranged heroes who can shoot or cast spells to the enemies inside the Chronosphere. Stone Giant can throw enemies into the Chronosphere to immobilize them for a while. Dark Seer and Magnataur. The first places heroes inside the Chronosphere and provides Faceless Void extra DPS thanks to Vacuum and Ion Shell, while the second grants with Empower another cleave, which is independent from the Battle Fury's one (according to the mechanics forum). Force Staff can help you in many ways. For example, it helps you in positioning without wasting mana and pushing enemies inside the Chronosphere. |
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Download replay - DotA 6.72f - v1.26.0.6401 Faceless Void is played by RamboeJoe. He plays in the classic way, with a fast Hand of Midas followed by Vanguard and Mask of Madness. He ends up with a 7-6 killing score. |
[Back] DarkMedina, evil andrex, gwert008, Nekdolan, Phoenix7937, Wesker1, Xellos: they are Faceless Void's guide writers. They have been, above all, one of the first sources of information, joint to my personal gaming experience.Deus Deorum,Eumellein, gwho, Lycan: they taught me something about writing a guide of this kind. I specially thank Lycan for his feedback. Kwanz4, mitochy, -MLY-, STR1D3R, Zan: in their guides there are detailed exposures of some general principle of DotA I found useful. Captain Planet, Elune, LapisLazuli, Ramodkk: their guides inspired the graphics of mine. knifeman, SeEK.eR: they pointed out to me a pair of mistakes. |
Author: ONEATATIME
Map Vers.: 6.74c
My ancestors call
The Faceless One
Last Comment:25/05/2012
Total Votes: 48
Current Rating: 9.20
Views: 71214
















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