
Faceless Void
Darkterror the Faceless Void is a visitor from Claszureme, a realm outside of time. It remains a mystery why this being from another dimension believes the struggle for the Nemesis Stones is worth entering our physical plane, but apparently an upset in the balance of power in this world has repercussions in adjacent dimensions. Time means nothing to Darkterror, except as a way to thwart his foes and aid his allies. His long-view of the cosmos has given him a remote, disconnected quality, although in battle he is quite capable of making it personal.
Base STR
20 +2.6
Base AGI
24 +3.3
Base INT
15 +1.5
Move Speed
300
Attack Range
150
Base Armor
0
Attack DMG
34–40
Projectile
900
Innate Abilities

Distortion Field
Enemy Attack Projectiles targetting Faceless Void or allied heroes within a 1200 radius of him get slowed by 40%, when they get within 500 distance of their target.
Abilities

Time Walk
Cooldown
21 / 16 / 11 / 6s
Mana
40
Rushes to a target location while backtracking any damage taken the last 2 seconds.
RANGE:
650 / 700 / 750 / 800
BACKTRACK DURATION:
2
TIME LOCK RADIUS:
0
- Faceless Void is invulnerable while using Time Walk.
Darkterror tears a hole in time, passing through Claszureme, and appearing back in an instant.

Time Dilation
Cooldown
28 / 24 / 20 / 16s
Mana
90
Faceless Void envelops nearby enemies with time dilating fields to slow cooldown progression of their abilities. Each enveloped enemy gains one Time Dilation stack when applied, and one stack per ability they have on cooldown. Each stack deals damage per second and slows movement and attack speed. The duration is paused while affected by Chronosphere.
RADIUS:
775
DURATION:
7 / 8 / 9 / 10
MOVEMENT SLOW PER STACK:
4 / 5 / 6 / 7%
ATTACK SLOW PER STACK:
4 / 5 / 6 / 7
COOLDOWN PROGRESSION SLOW:
30 / 40 / 50 / 60%
BONUS DPS PER STACK:
4 / 6 / 8 / 10
SELF MOVESPEED PER STACK:
0%
SELF ATTACK SPEED PER STACK:
0
- Does not affect item cooldowns.
- Number of stacks can change during the effect. Casting an ability will provide a stack if it goes on cooldown. If an ability cooldown ends during Time Dilation, a stack will be removed.
For those facing off against Darkterror, each moment seems to stretch into eternity.

Time Lock
Adds the chance for an attack to lock an enemy unit in time while attacking it a second time.
DURATION:
0.5
CHANCE:
12 / 16 / 20 / 24%
BONUS DAMAGE:
18 / 22 / 26 / 30
- Does not stack with Skull Basher.
The strike of the Faceless Void lands with dimension shifting force.

Chronosphere
Cooldown
155 / 145 / 135s
Mana
125 / 200 / 275
Creates a blister in spacetime, trapping all units caught in its sphere of influence and causes you to move very quickly inside it. Only Faceless Void and any units he controls are unaffected. Invisible enemies in the sphere will be revealed.
RADIUS:
500
DURATION:
3.75 / 4.25 / 4.75
- Pauses all units and buildings, friendly or enemy, except those owned by Faceless Void.
- Faceless Void is never affected by Chronospheres with any owner.
When a rift opens to Claszureme, all poor souls caught within will likely never return.
Talents

Aghanim's Scepter

Reverse Time Walk
Cooldown
0.5s
Available for 1.5 seconds after landing Time Walk. If used in this period, you will reverse your time walk back to your previous cast location. Does not affect health or proc scepter hits.
It's all relative.

Time Walk
Applies a Time Lock to all units at the landing destination.

Aghanim's Shard

Time Dilation
Increases slow per stack. Provides Faceless Void with stacks that increase his attack and movement speed. Amount of stacks is equal to the total amount of Time Dilation stacks applied to enemies at the moment of the cast and linearly fades out over the duration.
Hero Performance
Median across all public matches · OpenDotaForm
51%
Win rate in recent matches
Performance
91%
KDA ratio (kills + assists / deaths)
Laning
62%
Last hits per minute over full game
Farm
72%
Average gold per minute
Fighting
29%
Average kills + assists per match
Experience
89%
Average XP per minute
Strategy
When to Pick Faceless Void?
Pick Faceless Void when your team has the right combination of crowd control and follow-up damage to completely capitalize on a five-second Chronosphere—because that is the entire hero, that is the whole identity, and everything else he does is just the vehicle that gets you to that one moment that decides the game.
He is strong right now in patch 7.41a and for very good reasons—the removal of facets actually simplified his identity and made him cleaner and more reliable as a carry; his standard build of Wraith Bands into Power Treads into Manta Style into Daedalus gives him one of the most consistent power spikes in the entire carry pool; and the current meta of grouped teamfight Dota is perfectly designed for a hero whose entire purpose is to freeze everyone in place and right-click them into the ground.
Worth mentioning too—at ESL One Birmingham 2026, teams were even experimenting with him as a position 4 support, with MOUZ's yamich going 75% win rate on him across four games with a Time Zone playstyle before facets got removed entirely. That tells you everything about how feared this hero was heading into the patch.
Now back to Carry Void—he is disgusting in lineups with strong AOE teammates that can pour everything into Chronosphere simultaneously—Crystal Maiden, Leshrac, Gyrocopter, and Enigma—heroes that deal massive damage in an area and just need the enemy team standing completely still for five seconds to completely erase them from the game.
He thrives against lineups that rely on mobility and repositioning to survive fights—Storm Spirit, Ember Spirit, Queen of Pain—heroes that normally just dash around and avoid everything thrown at them, because inside Chronosphere none of that matters and suddenly the slippiest heroes in the game are frozen in place taking Time Lock bashes directly to the face with no counterplay whatsoever.
He pairs beautifully with Crystal Maiden specifically—Freezing Field inside Chronosphere is one of the most iconic and devastating combinations in all of Dota 2, and it never stops being effective regardless of what patch we are in—but he also synergizes incredibly well with any hero whose ultimate channel becomes safe inside the frozen bubble.
The new patch gave him an interesting rework to his auras around Chronosphere—his innate now applies projectile speed slows around him and his Chronosphere, which makes the area around the bubble even more dangerous for enemies trying to reposition or kite him during the most important window of every fight.
Avoid picking him into lineups that can dodge or ignore Chronosphere—Enigma, Puck, Morphling—heroes that can phase out, blink away mid-animation, or simply not care about the lockdown because they are already immune or far enough away to escape before the bubble forms.
Also feels genuinely terrible about Ancient Apparition, because Ice Blast cancels Time Walk's healing completely and removes Void's most reliable defensive tool in a fight—and if he cannot use Time Walk to escape and survive burst damage, he is significantly more vulnerable than he appears at first glance. And if the enemy has a lot of instant-kill burst that can nuke him down before Chronosphere even comes off cooldown?
Be very careful about your farming patterns and your positioning—because a Faceless Void who dies before casting Chronosphere has contributed exactly zero to the teamfight regardless of how farmed he is.
Tips & common mistakes
- The most catastrophic Faceless Void mistake in all of Dota 2 is casting Chronosphere and trapping your own teammates inside it. I cannot express how game-losing this is. Before every single Chronosphere, check where your team is standing — if your supports are anywhere near the target, either reposition, communicate, or wait. Trapping Crystal Maiden inside your own Chronosphere when she is trying to channel Freezing Field is one of the most demoralizing experiences your team can have.
- Time Walk is not just an escape tool — it is also a healing mechanic that reverts the damage you took in the last two seconds back to full HP. This means you should be using it AFTER you take a burst of damage, not before. Using it to dodge a spell before it hits is great, but the real value is in the backtrack healing after absorbing a big chunk of burst—learn to time it correctly and suddenly Void becomes significantly harder to kill than most carries.
- Chronosphere affects every unit on the map — your own allies, enemy creeps, neutral creeps, Roshan, everything. This is both a strength and a massive liability. Use it in areas where your team is NOT standing and the enemy IS standing—open areas away from your supports are ideal, never in tight chokepoints where your whole team is clustered together.
- Time Lock bashes are what make Void a genuine right-click threat inside Chronosphere — the more attacks he gets off, the more bashes land, and each bash resets the target's ability to respond. This means attack speed items are not optional on Void—Manta Style and Power Treads on Agility, and eventually Daedalus gives him the attack speed and damage to actually convert a Chronosphere into dead heroes rather than just a five-second delay before the enemy team recovers.
- Manta Style on Void is not just a stat item—the illusions it creates also deal Time Lock bashes and attack inside Chronosphere simultaneously. A Void with Manta active inside Chronosphere is essentially three heroes bashing the same target at the same time, which means the target dies so fast it is almost embarrassing. Always pop Manta before you engage with Chronosphere, not after it is already active.
- Stop farming passively and waiting for the perfect six-slot scenario before you fight. Void has a very clear power spike at Manta into Daedalus—this is when Chronosphere starts converting into guaranteed kills. Hit that timing, group with your team, and start taking teamfights before the enemy out-farms you into irrelevance. Void is not Medusa—you are not designed to farm for fifty minutes.
- Aghanim's Scepter on Void upgrades Time Walk to apply Time Lock on all enemies at the landing destination — this is an incredible additional tool that gives him a second pseudo-initiation mechanic. Do not underestimate it as a situational purchase when your team needs more initiation or lockdown on top of Chronosphere.
Summary
Faceless Void is one of those carries that the enemy team has to draft around and respect before the game even starts—because one perfectly timed Chronosphere in the right fight against the right heroes is not just a teamfight win; it is a throne that dies before anyone can buy back and respond.
He is strong right now in 7.41a because the meta rewards grouped teamfight Dota, his item progression is clean and consistent, and the removal of facets actually gave him a sharper identity as a pure carry without the confusion of support builds diluting how teams prepare for him.
Hit your Manta into Daedalus timing, always know where your team is before pressing R, and make the enemy team spend the entire draft phase asking themselves how they are going to deal with a five-second frozen bubble that makes their most mobile heroes completely irrelevant for the most important moment of every fight.
Just don't pick him and then cast Chronosphere on top of your Crystal Maiden — because if I had a dollar for every game lost to a self-trapped CM, I would have retired from watching Dota years ago.
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