![]() The +250 more range is useful for survivability, but if you play safe while the ability is on cooldown, you usually won't need it. The max E rank damage will go from 40 to 95 which is a big jump. +55 Time Lock Damage - Again, more damage, this time for your bash proc. Strength will improve your survivability, but if you play your cards right, you won't need it. ![]() Talents +12 Damage - You'll need all the DPS you can get to bash brains during your ultimate. This ability also grants True Sight of anyone caught inside, so you can use it to kill invisible targets even if you have no other way of revealing them. This gives you the potential to 1v5 once you have enough DPS to shred through enemies in the late game. In the early and mid-game, this can be used to start fights on enemies when you have a numbers advantage, but it becomes most powerful when you have enough items to quickly kill any targets you catch inside the bubble by yourself. Targets inside the bubble are not protected from attacks from outside, so your ranged allies will be able to shoot enemies that are frozen inside the bubble. You'll want to maximize the number of enemies you freeze while leaving your allies unaffected if possible. That includes allies (and even buildings), so be very careful where and when you cast the bubble. Once you have some ranks in this ability and some attack speed items, you'll be repeatedly bashing any target you focus for lots of extra damage and CC.Ĭhronosphere - This ability pierces spell immunity and freezes EVERYONE in its radius except for you and any units you control. Early on, it's not terribly reliable but if it procs, it can win you a trade. Time Lock - This is a passive ability that gives you a chance to bash your target for bonus damage. The duration of this ability is pretty long, so if you time your cast right, you'll be able to slow multiple enemies for extended periods and prevent them from protecting themselves with their next round of spells. Enemies are also slowed based on how many of their cooldowns are used (including cooldowns that aren't shown on the skill bar, like Invoker's unequipped abilities), so if you catch an enemy with all their skills on cooldown and press W, they'll be massively slowed. The massive cooldown on W makes this not a high priority ability early, but it can have a big impact in later fights when enemies can't get multiple rotations of spells off. Time Dilation - Activating this ability will slow down the ability cooldowns of nearby enemies. ![]() However, Faceless is invulnerable and can ignore projectiles that "hit" him during the dash, so in some cases dashing through enemy attacks or spells can allow you to sort of pseudo-disjoint them. ![]() Keep in mind that the dash does not disjoint projectiles, so it may sometimes be better to get hit by a spell or attack first, then cast Q to undo the damage. Once it's maxed, you'll be able to cast Q more freely and use it to heal back from heavy burst damage or just for general mobility. You can use this to negate heavy early harass, but the cooldown is very long at rank 1, so you'll need to use it at the right time. Time Walk - This is your basic mobility tool and it doubles as a defensive spell, as you'll completely heal back all damage you took in the last 2 seconds.
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