AT A GLANCE
Strengths
- Mobility: Shadow Stampede
Weaknesses
- No protection from crowd control
- No hard control of their own
- Long ultimate cooldown — 80 / 75 / 70 s by level
SKILLS
Vicious Retrieval
healing
Every 4 seconds, Faramis's next skill against enemy heroes and summoned objects generates a soul fragment on the spot. Faramis can absorb the soul fragment to restore 100 (+50% MP) HP and gain 2 extra Magic Power (up to 40 stacks). Upon death, he consumes the absorbed soul fragments to reduce the respawn timer, each reducing the timer by 3% (up to 90%). Enemies that die around Faramis also have a chance[how much?] to drop soul fragments.
Shadow Stampede
Cooldown: 15 s
pull
Faramis enters the Shadow state for 3 seconds, gaining 70% extra Movement Speed, 25 extra Physical and Magic Defense, 20% cooldown reduction of this skill, and the ability to move through terrain. Enemy heroes that come into contact with Faramis in this state are dealt 250–400 (+60% MP) magic damage and applied with a Nether Mark. Upon leaving the Shadow state, Faramis drags all the marked enemy heroes toward him, dealing 250–400 (+60% MP) magic damage. Use again to leave the Shadow state early and drags marked enemies toward him.
The range of soul fragment absorption is increased while this skill is active.
Ghost Bursters
Cooldown: 6–5 s by level
Faramis gathers Nether energy in a fan-shaped area ahead, dealing 330–480 (+144% MP) magic damage to enemies within. The energy will then split and bounce to nearby enemies, dealing 200–300 (+72% MP) magic damage (splits up to 2 times on enemy hero hits and 1 time on non-enemy hero hits).
Nether Realm
Cooldown: 80 / 75 / 70 s by level
Faramis turns his surroundings into the Nether Realm for 6s, making affected allied hero (including himself) enter the Specter state and granting them 400–800 plus 10 (+5% MP)% extra HP and 50% extra Movement Speed for 1s. When Specter state breaks, the hero will clear all debuffs and enter a brief Resurrection state for 1s. An allied hero's Specter state ends when they leave the Nether Realm.
WHO COUNTERS FARAMIS
Pick them when the enemy has Faramis · score is their advantage
Gusion11.5
You punish Faramis in the animation they have to commit to. Your burst deletes Faramis before they can respond.
Marcel11.3
You punish the way Faramis keeps the team stacked together.
Zetian11.2
Your area damage punishes how Faramis makes the team clump up. Your burst deletes Faramis before they can respond.
Lylia11.2
Your area damage punishes how Faramis makes the team clump up. Your burst deletes Faramis before they can respond.
Cyclops11.2
Your burst deletes Faramis before they can respond.
WHO FARAMIS COUNTERS
Pick Faramis into them
Gloo10.5
The Nether Realm buffer keeps his team alive through the damage window they were counting on.
Bruno10.5
The Nether Realm buffer keeps his team alive through the damage window they were counting on.
Mathilda9.4
Your Ultimate mitigates her burst; your pull catches her when she lands.
Lancelot8.2
The Nether Realm buffer carries the target through his burst and he cannot finish anyone.
Wanwan8.1
The Nether Realm buffer keeps his team alive through the damage window they were counting on.
BEST TEAMMATES
HOW TO PLAY FARAMIS
Nether Realm, your ultimate, gives allies inside a large extra HP buffer that scales with your magic power, and when it runs out they briefly become untargetable spirits instead of dying immediately. Cast it before the enemy burst lands, not after. Collect souls from kills to shorten your respawn timer.
HOW TO PLAY AGAINST FARAMIS
- No protection from control — a stun before the engage wins the duel.
- After the ultimate you have 70–80 seconds without it — force fights then.
HIDDEN MECHANICS
What the in-game descriptions do not tell you: crowd-control rules and verified skill quirks. How crowd control works →
- Entering and leaving Yin's My Turn cancel this ability.
- Replace Faramis and affected allies' health bar for the duration.
- The bonus health is affected by healing amplification or reduction.
- The shield from abilities and items are hidden and unaffected by damage when bonus health remains.
- Affected units are untargetable during Resurrection state.
- The extra health makes the effect of this ability always take priority over on-death effects, such as Nana's Molina's Gift or Immortality.
- The effect ends prematurely if Faramis' bonus health depletes.
