
1 ratings
1 total votes
Overview
Faramis is a Mid-Lane specialist (though he can flex into Roam) who thrives in the thick of teamfights. His kit revolves around gathering "Soul Fragments" to scale his power and reduce his death timer, and using his Ultimate to give his entire team a "second life." Core Skills Passive (Vicious Retrieval): Every 4s, hitting enemies with skills produces Soul Fragments. Absorbing these heals you, increases your Magic Power (up to 40 stacks), and permanently reduces your respawn timer (up to 90%). Skill 1 (Shadow Stampede): Enter a shadow state to gain 70% movement speed and move through walls. Touching enemies marks them; when the state ends, you pull all marked enemies toward you. Skill 2 (Ghost Bursters): Your main poke. It deals AoE damage that bounces between nearby enemies. The more enemies grouped together, the more it bounces and the harder it hits. Ultimate (Cult Altar): Faramis creates a Nether Realm around him. Allies inside gain an extra "Spectre" health bar. If that bar is depleted, they enter a brief resurrection state where they can keep fighting.
Strengths
Anti-Burst Protection: His Ultimate is the ultimate "NO" button to burst assassins like Saber, Gusion, or Eudora. Incredible Sustain: Between his passive healing and the respawn timer reduction, Faramis is rarely off the map for long. Terrain Mastery: His S1 allows him to ignore walls, making him an excellent roamer and escape artist. High Teamfight Damage: His S2 bounces can melt groups of enemies, especially if they are pulled together by his S1.
Weaknesses
Short Range: Unlike long-range mages like Pharsa or Novaria, Faramis has to get close to the enemy to land his CC and damage. Vulnerable to "Kiting": Highly mobile heroes who stay at a distance can poke him down before he can get in range. Ultimate Timing: If you cast your Ultimate too early, the enemy can simply wait it out. If you cast it too late, your team is already dead. Reliance on Stacks: To reach his full potential (and 10-second respawn timers), he needs to consistently collect souls throughout the game.
The Nether Warden
Survive the Initial Dive: You have to stay alive long enough to press your Ultimate. Spam the Ultimate: You need to have your "second life" realm ready for every single objective (Turtle/Lord). Utility over Damage: Your Skill 2 is used to apply anti-heal and slow enemies rather than one-shotting them. Key Roam Equipment Breakdown 1. Enchanted Talisman (The "Engine") Why it's key: This is non-negotiable. Faramis is mana-hungry, but more importantly, he needs the 20% Cooldown Reduction (CDR) and the Magic Mastery passive, which increases the max CDR cap. The Result: It allows you to use Skill 1 (Shadow state) more often to scout and escape, keeping you on the map longer. 2. Fleeting Time (The "Ultimate Reset") Why it's key: This is the most important item for a Roamer. Its passive reduces the current cooldown of your Ultimate by 30% whenever you get a kill or an assist. The Result: In a teamfight, if your team gets just 2 kills while your Ultimate is on cooldown, it will almost instantly be ready again. This allows you to "defend" your team twice in a long, drawn-out objective dance. 3. Flask of the Oasis (The "Shield Booster") Why it's key: A newer staple for 2026 supports. When you heal or shield an ally (including the Spectre health from your Ultimate), if their HP is low, it triggers an extra massive shield. The Result: It makes your Ultimate's "second life" even harder to burn through, effectively giving your teammates a third layer of health. 4. Dominance Ice (The "Aura of Weakness") Why it's key: As a Roamer, you are often close to the enemy. Dominance Ice reduces the Shields, Healing, and Attack Speed of all nearby enemies. The Result: It shuts down enemy lifesteal heroes (like Alucard or Ruby) and Marksmen just by you standing near them in your Shadow state.
Relentless Shadow
This is actually the preferred choice for high-rank players because Faramis is fundamentally a "utility" hero. Movement Speed (Agility): Faramis has no blink skills. His Skill 1 gives him speed, but it has a cooldown. Having high base movement speed ensures you can position yourself for the perfect Ultimate without getting caught. Cooldown Reduction: The Support emblem offers the highest CDR base stats. Faramis is only "OP" when his Ultimate is ready. Minimizing that downtime is priority #1. Pull Yourself Together: This is the game-changer. It reduces the cooldown of your Flicker. Since the "Flicker-Pull" is Faramis's most dangerous engage tool, having it available more often means more successful ganks and picks.
Battle Spell
You need the extra reach to catch them
The "Nether Peak"
The "Flicker-Vacuum" Combo This is your most lethal trick in the mid-to-late game for picking off priority targets. Activate Skill 1 (Shadow Stampede): Use the speed boost to run through the enemy backline. Mark the Carry: Touch the enemy Marksman or Mage to mark them. The Snap-Back: Just as the skill is about to end (or tap it again to end early), Flicker backward toward your tower or team. The Result: The enemy will be dragged a massive distance into your team's range, and you can immediately follow up with Skill 2 for high bounce damage.
Best With Fredrinn
100% co-op win rate
Fredrinn initiate and soak up the initial CC. Faramis can stay right behind him, pull enemies closer with S1, and pop his Ultimate to make these tanks literally unkillable for the duration.
Watch Out For Diggie
80% counter win rate
Diggie's ultimate making Faramis's engage completely fail