On this page you will find answers to common questions like, What is the best build for Faramis? Who could counter this hero? What are the best possible combo? And best in game hero teammates for Faramis?
Date Updated: Dec 04, 2022 1:44 AM
Best build for Faramis 2022 - ML Guide
Best Build for Faramis 2022
On this page you will find answers to common questions like, What is the best build for Faramis? Who could counter this hero? What are the best possible combo? And best in game hero teammates for Faramis?
Date Updated: Dec 04, 2022 1:44 AM
Best Faramis Builds
Depending on your role or lane opponent, you can use a different Faramis build.
Time: Adds 25 HP and 4 Magic Power every 20s. Up to 12 times Reincarnate: If Time reaches Max, then the hero will receive extra 5% Magic Power and 300 Mana
Lightning Truncheon MagicTier 3
Cost:2250Sell:1350
Item Stats
+75 Magic Power
+300 Mana
+10% CD Reduction
Unique Passive
Resonate: Every 6s, the next skill echoes, dealing 20-1000 Magic Damage (scales with the hero's Max Mana) to up to 3 enemies
Glowing Wand MagicTier 3
Cost:2200Sell:1320
Item Stats
+400 HP
+75 Magic Power
+5% Movement SPD
Unique Passive
Scorch: Skill Damage will burn the targets for 3s, dealing 1% of the target's Max HP as Magic Damage per second (damaging the same target multiple times within a short duration can increase this damage to 2% at most), 10 damage minimum
Holy Crystal MagicTier 3
Cost:2180Sell:1308
Item Stats
+100 Magic Power
Unique Passive
Mystery: Increases Magic Power by 21%~35% (Scales with level).
Genius Wand MagicTier 3
Cost:2000Sell:1200
Item Stats
+75 Magic Power
+5% Movement SPD
Unique Attribute
+10 Magic PEN
Unique Passive
Magic: Dealing damage to enemy heroes will reduce their Magic Defense by 2~9 for 2s (the Defense reduction scales with level). Stacks up to 3 times
Mysticism: Eliminations of enemy heroes and assists regenerates hero’s mana by 10%, while eliminating minions regenerates 4% of the hero’s mana.
Ice Queen Wand MagicTier 3
Cost:2240Sell:1344
Item Stats
+75 Magic Power
+10% Magic Lifesteal
+150 Mana
+7% Movement SPD
Unique Passive
Ice Bound: Skills that deal damage to an enemy hero will slow them by 15%. This effect lasts 3s. Stacks up to 2 times.
Glowing Wand MagicTier 3
Cost:2200Sell:1320
Item Stats
+400 HP
+75 Magic Power
+5% Movement SPD
Unique Passive
Scorch: Skill Damage will burn the targets for 3s, dealing 1% of the target's Max HP as Magic Damage per second (damaging the same target multiple times within a short duration can increase this damage to 2% at most), 10 damage minimum
Genius Wand MagicTier 3
Cost:2000Sell:1200
Item Stats
+75 Magic Power
+5% Movement SPD
Unique Attribute
+10 Magic PEN
Unique Passive
Magic: Dealing damage to enemy heroes will reduce their Magic Defense by 2~9 for 2s (the Defense reduction scales with level). Stacks up to 3 times
Fleeting Time MagicTier 3
Cost:2050Sell:1230
Item Stats
+70 Magic Power
+350 Mana
+15% CD Reduction
Unique Passive
Timestream: Hero kills or assists reduce Ultimate's current cooldown by 30%.
Holy Crystal MagicTier 3
Cost:2180Sell:1308
Item Stats
+100 Magic Power
Unique Passive
Mystery: Increases Magic Power by 21%~35% (Scales with level).
Faramis can be countered by these items.
1: Athena's Shield2: Radiant Armor3: Oracle
Athena's Shield DefenseTier 3
Cost:2150Sell:1290
Item Stats
+900 HP
+2 HP Regen
+62 Magic Defense
Unique Passive
Shield: Can be triggered when taking Magic Damage. Reduces Magic Damage taken by 25% for 5s (including the Magic Damage that triggers this effect). You will be able to trigger this effect again only after leaving combat for 10s.
Radiant Armor DefenseTier 3
Cost:1980Sell:1188
Item Stats
+950 HP
+12 HP Regen
+52 Magic Defense
Unique Passive
Holy Blessing: Increases own Magic Damage Reduction by 3-10 upon taking Magic Damage (scales with level), lasting for 3s and stacking up to 6 times.
Oracle DefenseTier 3
Cost:2060Sell:1236
Item Stats
+850 HP
+42 Magic Defense
+10% CD Reduction
Unique Passive
Bless: Raise shield absorption and HP regen effect by 30%.
Faramis
adjust
Patch 1.7.08
2022-08-09
We're optimizing Faramis's skill casting experience while balancing the extra HP from his Ultimate.
Passive - Vicious Retrieval
Increased the Soul Fragment absorption range
Ultimate - Cult Altar
This skill can now be cast when moving
Reduced the extra HP in the Specter state.
Hero Grade:a+
Hero Grade
Hero grades are determined by a combination of the hero's early power, mid power, late power, win rate, pick rate, and ban rate.
Roles:
Support
Support Role
The Support role is to aid and help protect your allies in any situation. Your role is is to shield or heal them, to tanking some damage or sacrificing yourself to keep others alive. You are often giving up the glorious kills in the game to support others, but in the end its usually the support to secure the true MVP award. Support heroes usually lane with the marksman in top lane or at mid lane in order to be able to travel quickly where they are needed.
Support is a type of role that provides some kind of benefit to their team. These benefits provide sustainability through healing or giving shields or deal some form of CC like stunning enemies. They often accompany carry heroes to help them level up faster. They're are recommended to participate in team fights to help teammates in accomplishing objectives and not solo a lane.
Mage
Mage Role
A magician (abbreviated as mage) is a hero with a longer range, ability-based area of effect damage, and crowd control that they may utilize to strike from a distance. Mages primarily focus on magic skills that deals magic damage, usually burst damage, and as a consequence, they spend a lot of gold on equipment that allows them to do more damage and have shorter skill cooldowns. Mage is a type of role that has high magic power and high CD in skills, specializing in dealing with magic damage with their skills. This role usually has low durability thus is often the target in team fights, needing protection. Most heroes in this role have crowd control abilities or have high burst damage.
Spacialties:
Guard
Guard Role
Guard is a specialty assigned to heroes, who can provide protection to their team and usually serve in making sure their allies and carries are safe. They are equipped with a skill that can push away enemies from an ally hero, and track any upcoming ambushes by revealing them from enemies, block any projectiles or ranged Basic Attack or become a ward to give a vision for the team. As well as applying cc effects in order to protect your allies.
Charge
Charge Role
Charge refers to a hero with the specialty to quickly charge into a battle by using a Blink skill or charging in with increased Movement Speed. If a hero are capable of charging and initiate a team fight, then this specialty will become Initiator instead.
Scaling Power:normal
Mechanical Skill:hard
Early Game PowerMiddle Game PowerLate Game Power
mlbbhero.com
Win Rate
56.15%
Pick Rate
4.70%
Ban Rate
8.56%
Quick Note: As a support hero, Faramis should ideally team up with a fighter and a marksman to increase kill potential. As an initiator and crowd control, Faramis should constantly be roamed to provide a crucial gank.
Every 4s, 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% Total Magic Power) 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 to drop soul fragments.
Shadow Stampede
BUFFCC
Cooldown: 15
Mana/Energy Cost: 70
Faramis enters the Shadow state for 3s, gaining 70% extra Movement Speed, 50 extra Physical & Magic Defense, increased soul fragment absorption range, and the ability to move through terrain. Enemy heroes that come into contact with Faramis in this state are dealt 250( +60% Total Magic Power) (Magic Damage) and applied with a (Nether Mark). Each enemy hero hit also reduces this skill's cooldown by 20%. Upon leaving the Shadow state, Faramis pulls all the marked enemy heroes toward him, dealing them 250( +60% Total Magic Power) (Magic Damage). (Use Again): Faramis leaves the Shadow state early and pulls marked enemies toward him.
Skill
LVL1
LVL2
LVL3
LVL4
LVL5
LVL6
Skill Cost
70
80
90
100
110
120
Extra Defense
50
60
70
80
90
100
Base Damage
250
280
310
340
370
400
Extra Damage
250
280
310
340
370
400
Ghost Bursters
AoEBurst
Cooldown: 6
Mana/Energy Cost: 75
Faramis gathers Nether energy in a fan-shaped area ahead, dealing 330( +144% Total Magic Power) (Magic Damage) to enemies within. The energy will then split and bounce to nearby enemies, dealing 200( +72% Total Magic Power) (Magic Damage) (splits up to 3 times on enemy hero hits and 1 time on non-enemy hero hits).
Skill
LVL1
LVL2
LVL3
LVL4
LVL5
LVL6
Cooldown
6.0
5.8
5.6
5.4
5.2
5.0
Skill Cost
75
85
95
105
115
125
Base Damage
330
360
390
420
450
480
Split Damage
200
220
240
260
280
300
Cult Altar
Death ImmuneBUFF
Mana/Energy Cost: 150
Faramis turns his surroundings into the (Nether Realm) for 6s, gaining increased soul fragment absorption range while granting affected allied heroes, including himself, 400 plus 15( +5% Total Magic Power)% extra HP and 50% extra Movement Speed for 1s. When the extra HP is depleted, the hero will enter a brief Resurrection state, becoming unable to move or attack but immune to damage for 1.3s.
Skill
LVL1
LVL2
LVL3
Cooldown
0.0
0.0
0.0
Skill Cost
150
250
350
Extra HP
400
550
700
Spells
Depending on your playstyle, Faramis can utilize these spells. 1: Execute2: Arrival
Execute
Low HP Execution
Spell Cooldown: 90 seconds
Deals 100 (+10 × Hero Level) (+enemy's 13% Lost HP) True Damage to the designated enemy hero. This damage ignores shield. If the target is slain by this skill, its cooldown will be reduced by 40%.
Arrival
Long-range Support
Spell Cooldown: 75 seconds
Teleports to an allied turret (including destroyed turrets), base, or minion after channeling for 3 seconds, gaining 60% movement speed that will decay in 3 seconds. If the channeling is cancelled or interrupted, the cooldown will be reduced by 30 seconds.
Strong against
Faramis have skill and lane adavatages over these heroes. 1: Odette2: Eudora3: Cecilion
Toughest Matchups
Faramis can be countered or might have difficulty against these heroes. 1: Kimmy2: Yve3: Guinevere4: Harley
Best Teammates
Faramis can perform better with these hero teammates. 1: Tigreal2: Atlas3: Khufra
Pros & Cons
Faramis Advantages when learning and using in the game.
Faramis, with allies, are good together.
Faramis can easily bring enemies to his allies making for an easy kill.
Faramis has high mobility and CC.
Faramis Disadvatages during the game.
Faramis’ first skill can be avoided by moving far away from him.
Faramis is prone to high damaging heroes whenever he is alone.