Wielding his cosmically powered mace, each blow can lock his foes in time, stopping them in place. He can jump into or out of combat using Time Walk while simultaneously reverting any damage he has taken in the last few seconds. Darkterror can also pause his foes' cooldowns with Time Dilation, lowering their movement speed in the process. His ultimate, Chronosphere, freezes time for everything within its area of effect, giving him time to pummel any enemies caught within without resistance for several seconds. It's one of the most devastating initiation spells in the game and can win team fights before his opponents can even react.
- Time Walk moves Faceless Void with a speed of 3000.
- 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 fully affected by heal manipulation.
- Only backtracks the 3 damage types. Heals and HP Removal are not backtracked.
- This means it cannot backtrack e.g. , , and .
- Status buffs and debuffs, cooldowns and mana are completely unaffected.
, forces to trigger on every enemy within the radius at the destination point.
- Does not perform instant attacks to trigger the Time Lock. Instead, a modifier is placed on enemies, which makes Time Lock trigger on them.
- Dispelling this debuff does not remove the Time Lock stun, but it prevents the Time Lock instant attack from occuring.
- Causes enemy cooldowns to recharge 75% slower while they have the debuff.
- Does not affect the cooldown of items. 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.
- Slowing that cooldown rate 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 's uninvoked spells, or abilities granted by .
- 's stolen spells which are on cooldown and already lost do not count, as they are not hidden, but removed.
- The slow debuff checks all cooldowns continuously, and adapts the slow value and stack count immediately.
- Abilities can still be reset (e.g. ) while affected by Time Dilation.
- Multiple instances of Time Dilation do not stack, but refresh the duration.
- Does not stack with other bashes. The bash from and is completely disabled for Faceless Void.
- The proccing attack first applies the debuff, then its own damage.
- Upon proccing, the stun debuff gets applied. 0.33 seconds later, the second attack, and the damage applies.
- The bash damage is dealt in a separate instance and is spell damage. It is not added as attack damage.
- This means bash works with spell lifesteal and spell damage amplification, but not with lifesteal, crit, or cleave.
- The second attack is an instant attack, which is allowed to trigger attack modifiers normally. This means it can trigger itself as well.
- Applies the instant attack first, then Time Lock's own damage.
- Despite the visual effect, the angle of the second attack is still based on Faceless Void's position, so cleave hits towards where he is facing, and not the image that appears.
- Time Lock uses pseudo-random distribution.
- 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 s and beetles.
- Instantly causes already latched to return to their caster, and freezes traveling phantoms.
- 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.
- 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. , , and cannot move units out of Chronosphere.
- Despite its visual effects, the effective area is a cylinder not a sphere.
- Grants Faceless Void a chance to avoid damage completely.
- Backtrack belongs to the group of damage negating effects. It is not evasion.
- This means it only negates damage, it does not evade any side effects of spells or attacks, like disables.
- When an attack has e.g. Mana Break and Backtrack triggers on the attack, the damage is avoided, but the mana burn still takes effect.
- This also means that True Strike or Accuracy does not stop Backtrack from avoiding attack damage.
- Evasion has priority over Backtrack. When evasion procs, Backtrack cannot proc on that attack.
- Backtrack has the third highest priority in the group of damage negating effects.
- This means when combined with e.g. or , Backtrack negates damage while the shield or armor do not.
- As with all damage manipulating effects, Backtrack can negate all 3 damage types.
- Increases Faceless Void's effective health by an average of 33% against those.
- Fully ignores damage which is flagged as HP Removal.
- Backtrack uses pseudo-random distribution.
|+450Cast Range||20||+45 Attack Speed|
|+10 Strength||10||+15 Damage|
- Reduced stun duration from 0.75 to 0.65.
- Increased cooldown from 140 to 160.
- Now slows down cooldown rate by 75%, instead of adding 6/8/10/12 seconds duration to cooldowns. [ ]
- Reduced movement speed slow per cooldown from 14% to 10%.
- Increased duration from 6/8/10/12 to 8/10/12/14.
- Old: Reduces cooldown from 140 to 60.
- New: Now causes to perform on all enemies within 250 radius around the destination point. Does not pierce spell immunity.
- Level 10 left talent: Reduced strength bonus from 12 to 10.
- Level 20 left talent: Reduced distance bonus from 500 to 450.
- Increased proc chance from 10%/14%/18%/22% to 12%/16%/20%/24%.
- Increased radius from 425 to 450.
- regenerates health lost to enemy harassment, which Faceless Void receives when he gets close to the creep waves in order to last hit.
- also restores health.
- provides Faceless Void with increased base damage as well as a small amount of armor, giving him better farming power and a little physical survivability.
- increases Faceless Void's ability to last-hit creeps, which is important for ensuring that he farms well in the early game. By augmenting his already formidable attack damage, Faceless Void can ensure that the enemy has a hard time denying him even if they are in a position to.
- can be useful to get on Faceless Void given his small base HP and mana pool. The burst regen can give him more survivability and the ability to cast his spells if he finds himself in lots of early engagements.
- give more movement speed, important in the early game since he is a melee hero who must be able to position himself quickly for last-hitting and avoiding harass.
- gives Faceless Void increased attributes, and provides even more burst HP and mana regen than Magic Stick.
- provides bonus attack speed and the ability to switch attributes, useful for giving Faceless Void more HP for survivability, more mana for casting spells on his limited mana pool, or more attack speed and base damage.
- allows Faceless Void to lifesteal, which is important for ensuring that his HP remains topped off, especially while farming in the jungle. The active also gives lots of attack speed for him to proc Time Lock, which works with the lifesteal.
- is a well-balanced farming item that provides Faceless Void with self-sustain as well as attack damage. The HP and mana regen let Faceless Void farm for extended periods of time without returning to base, while the cleave, bonus creep damage and additional attack damage allow him to farm creeps more quickly. As well, the cleave allows Faceless Void to spread physical damage around inside of Chronosphere, which is useful if he can catch multiple enemies in close proximity. It also works with Time Lock's damage.
- 's evasion gives him survivability against physical attacks, increasing his ability to ignore enemy attacks while the increased agility, damage and attack speed greatly increase his ability to deal damage with his attacks.
- can be a powerful defensive item if the enemy has ranged disablers or nukers that can position themselves to avoid being caught by Chronosphere. Activating spell immunity during Chronosphere allows Faceless Void to avoid being disabled or nuked down from outside the sphere, which lets him focus his undivided attention on targets inside. The item also provides Faceless Void with more HP and attack damage, giving him increased survivability and damage output.
- is a safer alternative to , trading away the attack speed in exchange for an aura that affects your team, giving them lifesteal and attack damage.
- is a strong farming and attack damage item that greatly increases Faceless Void's damage output during Chronosphere. The increased attack speed and Chain Lightning allow Faceless Void to farm creeps more quickly, as well as proccing multiple times during a Chronosphere to spread magical damage around to all caught enemies. As well, the active can allow Faceless Void to punish enemies if they try to attack him, whether he is inside a Chronosphere or not.
- increases attack damage and can be a necessary item to deal damage to enemies with evasion.
- is a situational item to pick up on Faceless Void. While it allows Faceless Void to apply a Time Lock to each enemy near his destination from Time Walk, it could probably be replaced with an item that would benefit him more.
- can be a strong damage item for Faceless Void. The greatly increased attack speed can allow him to proc Time Lock and certain items much more often, greatly increasing his DPS. The increased night vision range can give him a strong vision advantage at night which in turn can allow him to initiate good fights he otherwise could not have seen. Consuming the item can free up an inventory slot for a permanent attack speed bonus and an extra lategame item.
- is one of the best damage boosting items Faceless Void can pick up. The added damage and crit will boost his physical damage output immensely, and it also works with Time Lock. When coupled with some attack speed boosting items, Faceless Void becomes a very fearsome threat against enemies.
- is a solid damage increasing pick up that also allows Faceless Void to lock down a single enemy with the slow. As well, it's a good item to pick up if against enemies who rely on their mana (such as and ).
- massively enhances Faceless Void's initiation factor. With its range almost double that of Time Walk, it's an important item for catching multiple enemy heroes.
- is a risky but strong utility item that allows Faceless Void to cast Chronosphere twice in a teamfight. While purchasing a Refresher Orb will reduce Faceless Void's carry potential as it does not provide him with increased damage output, doubling up on Chronosphere's disable duration can give Faceless Void's team an additional window with which to focus and burst down enemy heroes, which can be necessary for winning fights.
- can be picked up by Faceless Void just in case the enemy picked up an to nullify Faceless Void's damage inside Chronosphere, as it dispels the Combo Breaker effect. It also give him plenty of damage and some Armor and HP Regeneration.
- is commonly built as a means to increase Faceless Void's survivability in conjunction with Time Walk. It prevents single target disables or silences from disrupting his initiation with Chronosphere and can save his life in a gank.
- is always useful on any low-HP hero. The gigantic HP increase will allow Faceless Void to better weather attacks, especially from damaging nukes that may be targeted on him from outside of a Chronosphere. The HP regen outside of battle can also allow him to become a bigger threat against the enemy team if he manages to slip away temporarily, as he can return shortly after with a full HP bar that the enemy must chip away at all over again.
- greatly increases his survivability and allows him to counter-initiate with Chronosphere or escape with Time Walk if he got disabled.
|Roles:||Carry Initiator Disabler Escape Durable|
|Playstyle:||Hailing from the realm of Claszureme, Darkterror is a being for whom the laws of spacetime do not apply. The Faceless Void knocks opponents out of this dimension, pausing and stunning them with Time Lock. He fast-forwards through space, stepping past obstacles while backtracking any damage taken. Nearby enemies are exposed to Time Dilation, slowing not only their movement, but also the rate at which spells can be cast. Darkterror rips opens a rift to Claszureme, bringing all except himself to a complete standstill. Frozen in time, foes can only stand oblivious as the Faceless Void dismantles them from within the Chronosphere.|
- In DotA, Faceless Void's alternate/fun name is Gorzerk.
- Faceless Void's death response, ▶️ "Unkind…Rewind" is likely a reference to the old saying, "Be Kind, Rewind", a saying used to remind customers to rewind rented VHS tapes before returning them to the store.
- Faceless Void's respawn line ▶️ "In the land of time, the no-eyed man is king." refers to the famous adage by Desiderius Erasmus: "In the land of the blind, the one-eyed man is king."
Model and icons before March 19, 2015 Patch