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  1. #1
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    Fayde

    Guide Description
    This is an in-depth guide on the workings of Fayde, one of S2's recent creations. The information in here can be applied to both competitive play as well as public games. If the information in this guide disagrees with you, kindly, and I'll repeat, kindly point it out as to why such information is vague, misleading, or just outright wrong. I apologize in advance for poor wording on my part, I can't articulate my thoughts on paper well.
    Fayde


    Shadow and Scythe woman. Be very afraid!

    Hero Description

    Fayde is one of S2's recent creations whom was intended to specialize in ganking the opposing team. Her skills revolve around controlling the very shadows around her into deadly creatures ready to doom those who oppose her. There is a misconception that she has the ability to carry and is thusly built so, however, due to the nature of her abilities, players often find that she lacking greatly in that department. Her poor stat distribution makes her better suited to ganking the opposing team while serving a damage/disabler support role during team fights. She is a near identical copy of the pre-change Nerubian Assassin from DotA with better perks. To make this clear, Fayde is a Ganker/Support hero.


    Strengths and Weaknesses

    Strengths

    • Very strong ganker
    • Powerful nearly all game
    • Strong lane presence
    • Capable of solo mid

    Weaknesses

    • Semi-Fragile
    • No scaling damage
    • High mana cost abilities
    • Low mana pool
    • Semi-Item dependant

    Stats
    (At level 1)


    • Agility: 19 (+2.15)
    • Strength: 18 (+2.0)
    • Intelligence: 20 (+2)
    • Damage: 51-55
    • Armor: 3.94
    • Move Speed: 300
    • Attack Type: Melee (128)
    • Attack Rate: 0.59

    With a very even Str/Agi/Int gain its pretty obvious she isn't a strong carry. If it isn't obvious look again, now look at Dark Lady, and then look at Madman, followed by Chronos. All strong agility carry heroes usually have a high agility gain per level, a decent/low strength gain, and a decent/low intellect gain. Fayde gets even stat gains across the board with strength actually gaining at a faster rate. This will lead to a lower attack damage late game but a decently sized manapool and health pool. She ain't no carry boyz.

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    .2
    Abilities and Descriptions


    Cull




    "I need my personal space."
    Fayde swings her scythe in a wide arc, dealing heavy damage to enemies while the darkness in its wake and destroys their mana instantly.

    Details

    Action:
    Self Position
    Target: Organic Enemy Units
    Type: Magic
    Mana Cost: 100/110/120/130
    Cooldown: 11 seconds
    Area of Effect: 350
    Description: Fayde swings her scythe in a wide arc and all enemies in the radius take 100/160/220/280 Magic damage. Each enemy hit has 7/14/21/28% of its mana destroyed instantly. Fayde gains mana equal to half the mana destroyed this way.


    Notes

    As seen in the picture below, the AoE effect of Cull is roughly the size of her swing animation. Learn how large this is and memorize it.


    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------



    "The darkness can put you beside yourself..."

    Fayde summons a wave of darkness, stunning all enemies hit and causing their shadows to turn against them for a short time.

    Details
    Action: Target Dual
    Target: Enemy Heroes
    Type: Magic
    Mana Cost: 85/100/115/130
    Cooldown: 12 seconds
    Cast Range: 500
    Description: Fayde creates Burning Shadows for 800 units in the target direction. All enemy heroes hit are stunned for 1.6/1.9/2.2/2.5 second(s) and a Shadow Copy of them is created. The Shadow Copy is uncontrollable, invulnerable, has max movespeed, and attacks only the target. Each attack a Shadow Copy does deals 70 Magic damage. Shadow Copy will attack 1/2/3/4 time(s).



    Notes

    While the cast range of this spell is 500 units you can actually catch players at a much greater range (shown below).

    Shadows spawned from this ability also gain all the passives of the copied hero. Magebane will find himself mana burned by his own shadow, Scout disarmed, Soul Reaper's aura ticking away everywhere, etc.. If the opposing team has any such heroes the value of this ability just increased tenfold.



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    Deep Shadows



    "Black as night."
    Fayde summons pure blackness in a target area, causing enemies to be wary and have to slow down while Fayde feels right at home, moving faster...

    Details
    Action: Target Position
    Target: Ground
    Type: Magic
    Mana Cost: 75/80/85/90
    Cooldown: 10 seconds
    Cast Range: 600
    Area of Effect: 300
    Description: Fayde targets an area to summon a Deep Shadow there for 5 seconds. Enemies in the radius have a 15/20/25/30% movespeed slow applied to them while Fayde's movespeed is increased by 15/20/25/30%. The movespeed effect lingers for 1 second after exiting the area of effect.

    Notes

    You will get your most use out of this during teamfights as you use it to control the movement of your enemies.

    Amazing synergy with Puzzlebox making it THE second best item you can obtain on her after Codex 1.
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    Reflection (Ult)


    "My Shadow is my best friend..."

    Fayde becomes one with the shadows going stealth for a short time. When Fayde attacks from stealth she cripples the enemy, dealing heavy damage over a few seconds.

    Details
    Action: Self
    Mana Cost: 150/175/200
    Cooldown:
    90/75/60
    Duration:
    20/35/50 seconds
    Description: Applies Reflection to Fayde for 20/35/50 seconds. When Fayde lands an attack, Shadow Cripple is applied to the target for 3 seconds. While invisible Fayde gains 800/1000/1200 clearvision around her.

    Reflection Effects: Unitwalking, Treewalking, Clearvision, +10/15/20% Movement Speed, Applies Shadow Cripple on attack.

    Shadow Cripple Effects: 75/125/175 Damage per second over 2 seconds (3 total ticks). While active Shadow Cripple reduces all healing done to the target by 50%. Not able to be dispelled.

    Notes

    Because of the recent change causing Shadow Cripple to reduce healing received by 50% this makes facing teams with support/healing heroes much easier to defeat. (?Not sure if still active?)

    Don't hesitate to use this as an escape tool as well.
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    Skill Build

    The, now, one and only


    1. Burning Shadows
    2. Cull
    3. Burning Shadows
    4. Cull
    5. Burning Shadows
    6. Reflection
    7. Burning Shadows
    8. Cull
    9. Cull
    10. Deep Shadows
    11. Reflection
    12. Deep Shadows
    13. Deep Shadows
    14. Deep Shadows
    15. Stats
    16. Reflection
    17. Stats
    18. Stats
    19. Stats
    20. Stats
    21. Stats
    22. Stats
    23. Stats
    24. Stats
    25. Stats

    Fayde only has one justifiable skillbuild. She lives off her damage and needs to be able to kill people in the duration of her stun or risk death herself. Burning Shadows is taken over Cull for the reason that its both ranged and a stun. Deep Shadows is taken last (before Stats) simply because it does not do any damage. Reflection is taken when available as it is what makes Fayde a threat.

    Handy Dandy Damage Chart

    "By following the above skill builds you too can put out the shown amount of damage!"
    I apologize for the small text but it was a lot of numbers getting put into a small picture.
    This spreadsheet does not take into account auto attacks. So when ganking realize you can kill heroes within ~200 or so damage (varying based on attack damage) of the values shown above. It includes both Codex and Spellshards values as well but not gold efficiency. You will likely find little to no use in this, however it does serve as a useful reference for me.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Item Build

    Starter Items
    Or

    When starting off you can get a variety of items. I personally prefer the hatchet/shield combo but others may prefer getting minor totems for the stats.

    I call this pre-core because its when you make a decision. Has your farm been up to snuff? Have you ganked a few times giving you a surplus of gold? If you have said no, then you need to try harder. Iron Shield and Power Supply are technically optional. I prefer getting them as they vastly increase your survival during teamfights and they are not expensive at all. They do set you back on codex by about 900g so use your best judgement. Regardless, if at this point you are rich you should go buy some goodies. Boots should be near the top of your list so here are all to choose from.

    Striders


    A new addition to the footwear category, these are the jogging shoes of kings. For their price (800) they give you a huge +150ms bonus while not in combat. Playing Fayde you will often find yourself running long distances between lanes and the faster you do it the better. This solves most of Faydes mobility issues early game that she lost a few patches ago. Just keep in mind that once you do enter combat that these are just a normal +50 bonus so choose wisely.

    Ghost Marchers


    More expensive than the Striders, these marchers are not your best option in terms of boots but they get an honorable mention. When Codex was changed to requiring 2 Punch Daggers these boots just became better. You can now throw off what items you are building by making these boots and disassembling later to finish a ninja Codex. You get the added damage and a nice burst in movement speed. Upgrade them to something more useful later.

    Steamboots


    A good all around pair of boots for Fayde. They offer whatever stat you may want and give you a good bonus to attack speed to get those extra few attacks off during a gank. These have recently been outshined by the addition of Striders but still hold the title as the best of the 1500g boots.
    Plated Greaves


    These are situational and should probably be overlooked. See the section on Puzzlebox for more info.

    Post Haste


    Fayde's number one boots, however, they are also the most expensive boots in the game with a whopping price tag of 2700g. These provide three invaluable things, first you have +105 movement speed. That alone is good and then when coupled with a free teleport every 60 seconds it becomes amazing. Thirdly it provides an extra item slot, and by that I mean you don't have to carry around a Homecoming Stone all the time. If you have the money and feel comfortable with a delayed Codex, by all means, buy these first, but if you think that you are going to be needing more damage output sooner than later then you should look to invest in a different pair of boots (namely Striders).
    Core

    Any boot type is viable on Fayde.

    So, you have farmed up a Codex at this point, but do you have Post Haste? If not, did you at least get a different pair of boots? If you said no to both of these questions then I ought to slap you upside the head.

    Once you finish both Codex and [Insert Boot's Name Here] you should either upgrade Codex, get Puzzlebox, or work towards a later luxury item. For an in-depth analysis of leveling Codex vs Puzzlebox see the following section below.

    Also here is the range of Codex per level starting at 600units (lvl1)
    "Ze Range! She iz too great!"


    :PlatedGreaves:
    Puzzlebox is more utility than anything else. With it you can drain an alarmingly high amount of mana on a target. The possible added damage, movement speed, and true sight is nothing to scoff at as well. It is a strong item or Fayde and should not be overlooked in favor of a later luxury item.

    If you do intend to get a Puzzlebox the option of getting Plated Greaves opens up. You give yourself another button to press but it gives both of your minions 20% bonus damage. It would probably be more efficient/convenient to just pick a different pair of boots, but if no one on your team has these they are a very useful tool when pushing down lanes.

    Codex Vs Puzzlebox
    The age old questions of is it worth it to get Codex? Should I level Codex? Is Puzzlebox better? Well here is your answer, and guess what, its not that definitive.

    First lets take a look at their respective stats.

    :Codex: Codex gives you;

    • +3 Strength
    • +3 Agility
    • +15/17/19/21/23 Intelligence
    • +18 attack damage
    • Active ability for 180/160/140/120/100 mana on a 40/36/32/28/24 second cooldown


    :Puzzlebox: Puzzlebox gives you;

    • +6/10/14 Strength
    • +15/21/24 Intelligence
    • Active ability for 50 mana on a 90 second cooldown. (With added True Sight!!)

    Lets start with the similarity. Both Codex and Puzzlebox give roughly the same amount intellect resulting in about the same amount of mana to cast spells.

    The differences are greater however. Codex has almost no strength in comparison to Puzzlebox, aka less health. It does however provide a small amount of agility and a small amount of attack damage to increase the damage your melee attacks by a combined +21 damage. It's not an outstanding number and it remains static through all the levels of Codex so in this regard Codex 1 is the same as Codex 5. However it is attack damage and you can add it to the 3 or so attacks you will be making on your target.

    To summarize the above; Codex does a better job of killing the target faster, but lacks the amount of health and utility that Puzzlebox would provide.

    Moving on to their active abilities and the reason we buy these items, see the chart below.

    The above chart does not take account for the +damage received from Codex or the actions of the enemy hero. The +damage in parenthesis is the on death effect of the Puzzlebox Mauler. These numbers are grossly skewed in favor of Puzzlebox.
    This spreadsheet is a simple examination of the potential power of each item and their varying levels. Just from looking at the picture you can see that the potential damage from Puzzlebox from a single use completely annihilates Codex in all levels. It also beats it out in the Damage/Gold spent department as well. But this is a single use and takes into account Puzzlebox's 35 second duration. It also does not account for human error, resistances, and a myriad of other variables (like the fact that fights don't last more than a few seconds). It's one of those "looks amazing on paper, but does not perform the same in game".

    The following are Hypothetical Situations. Damage Totals for scenarios 2 and 4 are rough estimates after taking attack animations into account.

    1. Lets assume that we have 5 seconds to attack a hero with infinite health, mana, and no armor. Puzzlebox 1/2/3 will do 460/835/1210 damage (5 attacks + Mana Burn). Codex 1/2/3/4/5 in that time will do 400/500/600/700/800 damage.
    2. Now, assume that the target hero casts a non-damaging AoE 1.5sec stun after your stun fades away (2.5seconds in). Puzzlebox would do ~344/607/869 damage (2 attacks before stun, 1 after + Mana Burn). Codex still does the same damage.
    3. Now, assume that the Puzzlebox minions die near instantly do to enemy AoE (think The Dark Lady's charge + splash or Behemoth ult). Puzzlebox does 600 true damage from the on death effect to the hero who dealt the killing blow. Codex does the same damage to the target hero.
    4. Finally, if your opponents are moving at a speed greater than 327 then Puzzlebox will do ~292/505/717 damage (2 or 3 attacks + Mana Burn) because they would not be able to catch up to the target after your stun fades. Codex does the same damage.
    All dem' maths tell you two things. Codex is very consistent damage for a much higher price (it's almost as much as Doombringer fyi) and Puzzlebox has more inconsistent damage potential, at a cheaper price. The earlier graph is adjusted below to fit in the 5 second window.

    These numbers are more realistic but still favor Puzzlebox. This chart is you attacking an unmoving blob.
    Just keep in mind; Puzzlebox can do more damage in 5 seconds but your opponents will have some time to react to it unlike Codex.

    Now the above is in no way attempting to dissuade you from using Puzzlebox, but I am trying to show that its damage is varied greatly based on the circumstances each game. If your opponents lack strong AoE damage or disables then this item becomes even more amazing than it already is, however if AoE damage and stuns are flying around like candy then the strength of this item diminishes (however still remaining a strong choice).

    Based on the above "math" do you want to level Codex or not? This is based on both your skill as a player and preference. If you have amazing micro skills and feel comfortable controlling two minions then opt to not level Codex and go right into Puzzlebox. If you like Codex's burst power and feel so-so in regards to Puzzlebox possibly level Codex to 2-3 and then grab Puzzlebox. If you just don't want to deal with anything beyond your hero; never level codex and get a luxury item or level it to 5. Regardless of anyway you play, level 1 Codex is necessity for Fayde to compliment her burst and everything else is all preference!

    Verdict : Codex 1 + Puzzlebox 3 is the best bang for your buck. Upgrade Codex later in the game if you have nothing else to buy.
    Last edited by Weasel_Boy; 10-04-2011 at 11:54 AM.

  2. #2
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    Spellshards, just how good?
    All of Fayde's damage is magical. This makes Spellshards a blatantly obvious item pickup. But the question is, when is it cost efficient to get this over levels of Codex or levels of Puzzlebox? Well, we get to have more mathematical time.

    Stay tuned next week (later today) when we uncover the mysteries of the elusive Spellshards.

    Luxury



    Luxury is defined as not in your core, as in, the game has gone on much longer than it should have and you are sitting at 30 kills and wondering why they haven't conceded yet.


    • :KuldrasSheepstick: Kuldra's Sheepstick is probably the best choice for a luxury item if you are intending to continue getting support items rather than raw damage. Being able to sheep your target for an extra 3.5 seconds is 3.5 more seconds of you beating the crap out of them. When combined with Puzzlebox you drastically decrease the gap between Puzzlebox's potential damage and its actual damage. Also useful as both an escape tool and chasing tool to slow and silence heroes with stuns on their minds and slows in their heart.


    • :FrostwolfsSkull: Frostwolf's Skull will vastly increase your health and mana pools as well as grant that nifty slow. Great for chasing.


    • :Nullstone: Nullstone can be gotten if your opponents have some sort of pent up rage they need to release on you for ganking them earlier. This will put a damper on the instant Pyromancer ultimates to your face. If you would rather have Shrunken Head it serves the same purpose but is more reactive and I am a bigger fan of Null Stone's passive benefits.


    • :Hellflower: Hellflower is really a novelty item providing 20% bonus damage but nothing too major. However, the silence will stop those pesky CC abilities flying around letting you effectively gank a single hero in the presence of say... Succubus.


    • :HarkonsBlade: Harkon's Blade falls under the same category as Hellflower providing no immediate benefit. But considering that your damage is mostly magic the -5 magic armor debuff can prove to be quite useful.


    • :TabletOfCommand: Tablet is tablet. It is pretty good on any hero besides carries. Also, it does an excellent job of countering Nullstones (It eats codex).

    Situational



    • :NullfireBlade: Nullfire is kind of obvious why it is situational. Purge is a huge asset to any team. If you find yourself against a Jereziah, Warbeast, etc. You may want to consider getting it over the carry. However, if you are able to manage without it is best if you do so.


    • :Portalkey: Portal key is one of the most versatile items in the game rivaling or even surpassing Puzzle Box. Probably best used when facing enemy blinkers who survive your first onslaught. Portal Key also serves as a pseudo initiator's tool, allowing you as Fayde to port in, AoE stun in a similar manner to Witch Slayer and escape with Reflection to avoid any damage.


    • :HackNSlash: Frostburn only if you really REALLY need to fulfill a carry role. And even then only if your team failed at the picking screen and did not get at least a decent semi-carry. Hell, most times just continuing to level up Codex and get a Hellflower/Harkons is better than this.

    Don't touch unless it is for the Lulz
    etc.

    If you are at this point in the guide and believe these items are where it is at, please go home child, you clearly didn't understand the material. Fayde is not the team's carry and should not be built like one (except in very very are cases). Therefore items such as these should be avoided at all cost because you are just wasting your money.

    Wards


    Although they should be gotten the entire game by at least one hero these can be purchased by you nearing the end game. Anything beyond Codex, Frostwolf, and Puzzlebox is overkill really and sometimes I find that anything past Codex is technically overkill. If you are so inclined, buy a few wards to further your map control. You are technically the support/ganker and should make some attempt to be supportive in more ways than just annihilating the opposing team.

    This guide does not go in-depth for ward placement and if you wish to learn more about where to drop your sight items of godliness please refer yourselves to Nome's Premium Ward Guide.
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    Last edited by Weasel_Boy; 05-26-2011 at 12:46 PM.
    Want to not fail as Fayde?
    Shameless self-advertising ftw.
    Premium Fayde Guide Here!
    Now in technicolor!

  3. #3
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    Gameplay


    Early Game
    Levels 1-9

    Early game is simple. If possible snag mid lane from the rest of your team. The exceptions to this rule are heroes with a stronger lane presence or your local ranged carry ( says hi). Treat your lane the same way a Pebbles would. You cannot withstand too much harassment so only go in for the kills. When you can't get a creep kill without taking 3-4 auto attacks stand in the back and wait to last hit with a Hatchet throw. When against melee heroes you will have a significantly easier time. You can play similar to Electrician and harass easily with your Cull and draining mana from the enemy. At level 6 you should make an attempt to quickly gank before the opposing team comes to terms with what you hitting 6 means. Fayde's low mana pool does not allow you to cast all your spells without near full mana (although Cull changes aleviate some of this issue). Pick a lane to target and do your best to kill them. Most likely your only choice will be middle (it's usually assumed you are ganking a sidelane) and middle is often squishy. Enjoy your food.

    Continue ganking when your ult comes back up and avoid death if at all possible, but if needed sacrifice yourself for the sake of your carry (if he is competent). Rush for that Codex because it will be was lets you gank solo for well into the mid game.

    Mid Game
    Levels 9-16

    Your ganking should be in full swing. Ward the opposing team's forest and go to town with whomever you find. With clear vision and treewalking it is almost unfair at how quickly you can find junglers. If noone jungles then obviously you should be looking to gank the lanes. Having a good game as Fayde means you are averaging about 3 kills/assists every 5 minutes so try to shoot for this mark. Just be careful to pick and choose your fights carefully and lean more towards ganking lone agility and intellect heroes rather than strength.

    If people are still laning have your carry take over farming mid lane as he/she should have gotten enough survivability by this point to no longer need a babysitter.

    Late Game
    Levels 16-25
    Your talents as an assassin begin to die down from here. However, do not give up hope. You are still able to remove a massive portion of your enemy's mana and can use one of the best stuns in the game. During team fights target the support hero in the back such as Demented Shaman or the ranged carry like Arachna. They are often times squishy and will fall quickly taking a load off of your team. Continue to gank the lone hero in the lanes or forest and someone on the opposing team is bound to be under-farmed if you did your job correctly. Buy wards to get yourself on good terms with your true support heroes.
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    Friends and Enemies

    Friends

    and more...
    I am gonna be blunt here. Fayde does not have great synergy with any hero really. She is a solo ganker and will often times find herself alone in the enemy's woods. But if you wish to take advantage of her powerful mana burn and stun you could couple it with heroes such as Vindicator or Witch Slayer and essentially oom your target in no time flat. Otherwise your best friends will be other gank heroes, and one of the best being Pharaoh. Both of you roaming around will be sure to make the opposing team think twice about leaving their base. But I digress, Fayde has no true synergies or lane buddies and is your run of the mill stunner/nuker. She will do better in a solo lane but can fill a needed role in a double stun lane.

    Enemies



    [insert high HP hero here]
    So if it isn't obvious why Pestilence is your worst nightmare then you need to pack up. Surprisingly a well played Scout gives you problems as well since they will ward multiple gank routes giving your opponents a heads-up. Accursed is one of the ultimate support heroes and will eat your face if you attempt to kill one of his buddies. Be prepared to always catch him in a stun when you are wailing on a teammate or the teammate will probably not die.

    All other high health heroes will pose problems, specifically Armadon, Devourer, and Legionnaire. They are nearly impossible to gank without lots of farm and should be avoided. If you find yourself facing a team of mostly high health opponents then you messed up during the picking phase and decided to shoot yourself in the foot.
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    Dealing with your "Counters"

    Ganking Routes

    Like all stealth heroes you will find yourself facing your one and only counter. True sight, true sight, true sight. Beyond your basic wards of revelation you will sometimes come across Scouts who may or may not be ward savvy. To deal with Scout here is a lovely map created using my less than fabulous MS paint skills. Please ignore all the yellow, blue, and red dots as they mean nothing and I didn't paint them.

    "Trees, lines, and Scouts. Oh my!"

    Let me explain the confuzzelment that is this map.

    • = You, let's assume you are middle.
    • = Common locations for Scout wards and on occasion regular wards of sight.
    • Ignore these as Keeper has since been reworked and I don't want to make a new map.
    • Pink Squares denote that those locations are more likely to be used early game.
    • The Green Dotted Lines are the "safe" ganking routes that avoid early wards.
    • The Red Lines are the no no routes that lead you past common ward locations. These are the most direct paths.
    • The Yellow Line is an alternate route for Hellbourne players seeking to gank bottom.
    • The Gray Boxes are where most of your early ganks will take place.

    You may be wondering "What the f***? Your safe routes go past Scout wards!". Your ganking starts at 6 and by that time there will most likely be only the basic wards and eyes up. The ones next to the river and the ones near the lane. These are marked with the pink squares! The ones near the runes give an advanced warning so you avoid those if at all possible. However, the ones next to the lanes give your intended targets only a split second to stop you. Usually this is not enough time for them to stop your gank and they are of little importance.

    Note that the safe routes can be used by both teams. Unfortunately Hellbourne players seeking to gank bottom will have to reveal themselves to the Legion's Middle Tower for a split second, or take take the alternate path provided (its yellow). Its longer, but it avoids all forms of early detection from the enemy team.

    The Red Lines need no long explanation. While they are the most direct paths to the side lanes they are bad routes if your opponents have a Scout. They also become bad routes if you suspect your opponents of counter-warding (using wards of revelation to kill your team's wards of sight). In either of these cases you will, again, have to resort to using the green routes. Ask a friendly support to counter-counter-ward or do it yourself (but its safer and easier for a ranged support to get those wards on cliffs).

    If you are top and bottom lanes the ward locations still apply as well as the ganking routes. These will hold true for the remainder of the game however you are never 100% from wards of any sort.

    Useful Information

    The following is an explanation of how long it takes to reach the top and bottom lanes in a single ult. The time given is how long it takes to reach the gray squares on the map above from the middle lane (where Fayde is) using the most direct route. If the direct route is not available you will need to walk there out of your ult and use it halfway to insure you get the benefit of its bonus damage.

    1. Level 6
      • No Boots = N/A
      • w/Boots = N/A
      • w/Steamboots = N/A
      • w/Post Haste = 19 seconds (1 second to attack)

    2. Level 11
      • No Boots = 26 seconds (9 seconds to attack)
      • w/Boots = 22 seconds (13 seconds to attack)
      • w/Steamboots = 21 seconds (14 seconds to attack)
      • w/Post Haste = 17 seconds (18 seconds to attack)

    3. Level 16 Non-Issue, Laning phase should be over.

    The moral of this story is that since the reduction in Faydes movement speed was pretty great you can't make it between lanes in a single ultimate until level 11. Either run halfway between your destination before ulting or simply continue to put pressure on your lane. You can't roam nearly as effectively as you used to until you reach level 11.

    How to Handle Each Problem

    Fayde is not an invis hero in the sense that Scout and Nighthound are. She is only in stealth before a fight starts, not during, and on rare occasions, after. Meaning you only have to avoid all of the following before the fight. Afterwards it doesn't matter.

    Figure out who is holding these asap, usually its a support hero. These get dropped everywhere and you can do little to stop them besides warding yourself.


    1. When dropped in a lane, you can still gank but you are not "invisible" as far as you are concerned. Gank only with allies and kill the hero with the more dangerous stun/disable first.
    2. When dropped to counter-ward, simply avoid that location.
    3. When dropped before a teamfight use the same tactics as #1. You are not invisible, and will have a lot of hate coming your way. Sometimes the ward carrier will hold them in case the fight moves somewhere else. Target them and check their inventory to see when a ward goes down. When it does get the hell out of there and/or instagib one of their team if your allies are nearby (initiation range).


    Figure out who is holding these asap, usually its a support hero. They are less common than Wards of Sight because smart players realize this will do nothing against you if they don't hit you before you initiate.


    They will give this to the guy who is least likely to die. You are screwed. Ask your team to focus down this person first if at all possible. You need to focus your attacks on him as well. Since opening with your ultimate is not an option just don't use it till you close to gap. Stun first and ult in while they are unable to stop you. If its a tank like Devourer with a godly amount of health just try to disable him while you kill his team. If all goes well you will end up with a 3 or 4v1 against him and you can take his Eye. Kill it or keep it in your fountain for later use to kill wards/invis heroes.


    These guys come out early in a teamfight. Hopefully they will die to AoE but if not treat this as a mobile Ward of Revelation. Like the ward, as far as you are concerned you are not invis and should act accordingly. If you stunlock and kill the holder of this item before he can use it, kudos to you, you just saved your team from a large amount of incoming damage.


    He has wards everywhere. Best find out where they are. Besides the usual rune spots he can have them hiding in creeps camps, in the lanes, etc.. If you are so inclined you can buy yourself a Bound Eye to sniff these out but I do not advise doing so under normal circumstances. Smart scouts will ward the forest next to their lane while they farm to keep gankers at bay. Your best choice of action is to take unusual paths that may take longer but rarely get warded. I have sometimes had the displeasure of facing a Scout who will ward in the lane, on the creep wave, and activates it whenever you get close. Watch him, see when he drops the ward, and when he moves away from it for the next wave go in for the kill. If you don't get him in your initial burst you won't catch him without some form of stealth detection.



    Don't get hit by his ult. Nuff said.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Replay(s)

    Personal Replays
    Match IDs

    This is a link, it leads to a guide on Fayde. Click me!


    See link. Also, it is an in-game guide and can be found *gasp* in game. If you approved of this guide you should definately upvote it because I am telling you to. It also isn't the highest rated guide that may or may not happen to have a Mock in the luxury section because why the hell would anyone want to use Mock on Fayde... At least I have the satisfaction that I have a premium guide out of game.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Change log And Credits


    Change Log:

    • 6/07 - Codex vs Puzzlebox added to make Drasha happy.
    • 6/16 - Updated to reflect 1.0.3 changes and added a damage chart.
    • 7/16 - Patch 1.6.0.1 or W/E updates
    • 7/29 - Nerfs
    • 4/21 - I did things.
    • 5/22 - Update in process


    Credits:

    • Table of Contents system based off of Delfofthebla's Premium Devourer Guide.
    • Thanks to Rean for his suggestions and help on items.
    • Lethe gets a cookie for answering questions when I am not around.



    FEEDBACK AND SUGGESTIONS WANTED


    All Credit to changes will be given where credit is due. Please feel free to point out any grammatical errors so that I may fix them.
    Last edited by Weasel_Boy; 06-13-2011 at 03:57 AM.

  4. #4
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    Quote Originally Posted by Raycrash View Post
    What you do against the heavy mana problems early/mid game.
    bottle+supply provide enough mana regen

    Great guide. Clean and valid. 10/10

    http://forums.heroesofnewerth.com/sh...d.php?t=246051 My workshop (currently 25 models)

  5. #5
    I approve, more or less mirrors how I play Fayde with minor differences, but even those are addressed. Saves me the effort of writing a guide on a hero who is directly influenced from NA, my favorite hero of all time.

    Would easily qualify for premium.
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  6. #6
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    Oh and what about tablet for the lulz ?
    Tablet is Lulz worthy on any hero. Try it on Engineer to pull off DOUBLE JUMP!

    Quote Originally Posted by Lethe View Post
    I approve, more or less mirrors how I play Fayde with minor differences, but even those are addressed. Saves me the effort of writing a guide on a hero who is directly influenced from NA, my favorite hero of all time.

    Would easily qualify for premium.
    Thank you for the support. I tried to incorporate as many different play stays as I could because I feel that guides that restrict you to "This is the only way to play, no variants" make you feel shamed for going against the grain.
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  7. #7
    Just a pointer... apparently "Slice" has been renamed to "Cull" I believe. But most likely did you already know that.
    Quote Originally Posted by El_Nab View Post
    "A stolid and stalwart defender of the weak, whether Man or Beast, the long-lived Armadon refused to take part in the war between the Legion and the Horde, and instead maintained a neutral haven amidst the strife. With the arrival of the Hellbourne, however, Armadon's choice became clear, and he hefted his mighty mace in the service of good. The gruff warrior is now a key hero in the New Legion."

    With a story like that I wasn't expecting him to go "Duuuuh O.K"
    I lol'd.

  8. #8
    So they changed ophelias passive....does burning shadow now still grant the passive bonus or not ?

    I only know that magebane work(ed?).
    Funny to see him being burned by himself and then dieing due to not being able to blink away.

    PS which other hereos are worth copying ?

  9. #9
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    Quote Originally Posted by Raycrash View Post
    So they changed ophelias passive....does burning shadow now still grant the passive bonus or not ?

    I only know that magebane work(ed?).
    Funny to see him being burned by himself and then dieing due to not being able to blink away.

    PS which other hereos are worth copying ?
    Just about any hero with an attack modifier or bash component. Pestilence and Rampage will most likely stun themselves, Jereziah will slow himself (and those in a cone in front of the shadow). There are probably a few others I could name but you get the picture.

    I am not sure what you mean about Ophelia, I would assume yes but it only applied to her controlled creeps anyways so its not that noteworthy since Fayde has no minions at her disposal.
    Want to not fail as Fayde?
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  10. #10
    Before the latest patch you would get the Passive from Ophelia as Fayde but if I read right that has been patched ?

  11. #11
    After the recent patch I have been playing Fayde fanatically. I played 2 games recently that I think would be good for replay value.

    45827294 is a good one, my team picks a very gank oriented team, which leads to some interesting Fayde play on my part. I go top with zephyr, and end up being the "*****" of the lane, that is, pulling for zephyr constantly so he can get levels and farm. This game was very one-sided but it shows that even with a slow codex, Fayde is more then capable of contributing all game long. Each team had a 1600 something rated player on each team, everyone else was 1700 to 1800 something rated. TB and Panda play VERY well in this game for the most part, so that's worth watching too.

    45961697 had weaker players in it, the majority of them being 1600 players (I was actually the highest rated one). I take up solo mid vs. Chipper, and show how a little bit of micro goes a long way, dodging tar and rockets left right and center. Unlike the previous game, I command the flow of this game with my ganks. Backed up by yet again a very strong ganking team involving Electrician, WS and Chronos, complete dominance on the hellbourne side is yet again imminent, showing how an early Codex on Fayde, although not absolutely necessary, will easily break the game.
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  12. #12
    Quote Originally Posted by Lethe View Post
    After the recent patch I have been playing Fayde fanatically. I played 2 games recently that I think would be good for replay value.

    45827294 is a good one, my team picks a very gank oriented team, which leads to some interesting Fayde play on my part. I go top with zephyr, and end up being the "*****" of the lane, that is, pulling for zephyr constantly so he can get levels and farm. This game was very one-sided but it shows that even with a slow codex, Fayde is more then capable of contributing all game long. Each team had a 1600 something rated player on each team, everyone else was 1700 to 1800 something rated. TB and Panda play VERY well in this game for the most part, so that's worth watching too.

    45961697 had weaker players in it, the majority of them being 1600 players (I was actually the highest rated one). I take up solo mid vs. Chipper, and show how a little bit of micro goes a long way, dodging tar and rockets left right and center. Unlike the previous game, I command the flow of this game with my ganks. Backed up by yet again a very strong ganking team involving Electrician, WS and Chronos, complete dominance on the hellbourne side is yet again imminent, showing how an early Codex on Fayde, although not absolutely necessary, will easily break the game.
    suggested build? assuming the game went for an hour or longer

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  13. #13
    Quote Originally Posted by a_cloth View Post
    suggested build? assuming the game went for an hour or longer
    42 and 33 min games, in each one I built poor man's shield + hatchet to start, bottle + boots, then codex 1-> 5. Post haste afterwards.

    If I solo I get stance at level 1, if im laning I don't like the loss of damage potential so I won't get stance until level 10. In any case I find additional levels of stance rather meaningless so I get further levels of stances at 23-25.

    Fayde's role is to gank and assassinate key heroes. That's all there is to it. In both these games, my CS is low. That's because I'm constantly looking for opportunities to gank. Fayde has rather poor farming and no skills or stats that scale into late-game. You just need items that help you pick off enemy heroes effectively with little margin of error. Which is why leveling codex on Fayde is acceptable, as there is very little margin for error when you have the advantage via invisibility. Something that no other ganker possesses, and what separates Fayde from the rest.

    As a Fayde player you don't want the game to drag on. That is bad news because Fayde's power does cap. As such, the best teammates a Fayde player could ask for is a strong initiator (Hellbringer, Vindicator are my favorites), who can help your team seal the deal after you have inflicted significant damage to the enemy team via your ganks.
    Last edited by Lethe; 05-11-2010 at 08:24 PM.
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  14. #14
    Quote Originally Posted by Lethe View Post
    42 and 33 min games, in each one I built poor man's shield + hatchet to start, bottle + boots, then codex 1-> 5. Post haste afterwards.

    If I solo I get stance at level 1, if im laning I don't like the loss of damage potential so I won't get stance until level 10. In any case I find additional levels of stance rather meaningless so I get further levels of stances at 23-25.

    Fayde's role is to gank and assassinate key heroes. That's all there is to it. In both these games, my CS is low. That's because I'm constantly looking for opportunities to gank. Fayde has rather poor farming and no skills or stats that scale into late-game. You just need items that help you pick off enemy heroes effectively with little margin of error. Which is why leveling codex on Fayde is acceptable, as there is very little margin for error when you have the advantage via invisibility. Something that no other ganker possesses, and what separates Fayde from the rest.

    As a Fayde player you don't want the game to drag on. That is bad news because Fayde's power does cap. As such, the best teammates a Fayde player could ask for is a strong initiator (Hellbringer, Vindicator are my favorites), who can help your team seal the deal after you have inflicted significant damage to the enemy team via your ganks.
    ewww i still dont see the point of upgrading codex when u can rush puzzlebox afterwards instead

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  15. #15
    Quote Originally Posted by a_cloth View Post
    ewww i still dont see the point of upgrading codex when u can rush puzzlebox afterwards instead
    Because, as the guide writer states, there is much, much more margin of error when using puzzlebox then codex. Puzzlebox also does absolutely nothing until you farm the first level, by that time you could have just gotten post haste, or almost upgraded codex twice.

    It's easy to say "leveling codex more then level 1 is a waste just get puzzlebox afterwards". However, the fact remains, with codex, you always press one button to reap its potential. With Puzzlebox, you press at least 4. If you fail to get your entire combo off in the stun duration, not only does the risk of the victim getting away increase exponentially, but you are also putting yourself at a huge risk.

    If you are still unsure about this you can put it to the test yourself. I remember having this exact conversation years ago as to whether dagon was better on NA then Necrobook in some ihl. The arguments were the same, as was the verdict, the ability to burst damage with minimal margin of error outweighed the higher reward, but higher risk of necrobook.
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  16. #16
    Quote Originally Posted by Lethe View Post
    Because, as the guide writer states, there is much, much more margin of error when using puzzlebox then codex. Puzzlebox also does absolutely nothing until you farm the first level, by that time you could have just gotten post haste, or almost upgraded codex twice.

    It's easy to say "leveling codex more then level 1 is a waste just get puzzlebox afterwards". However, the fact remains, with codex, you always press one button to reap its potential. With Puzzlebox, you press at least 4. If you fail to get your entire combo off in the stun duration, not only does the risk of the victim getting away increase exponentially, but you are also putting yourself at a huge risk.

    If you are still unsure about this you can put it to the test yourself. I remember having this exact conversation years ago as to whether dagon was better on NA then Necrobook in some ihl. The arguments were the same, as was the verdict, the ability to burst damage with minimal margin of error outweighed the higher reward, but higher risk of necrobook.
    would u puzzlebox after the codex is finished or go harkons?

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  17. #17
    I play fayde okey imo. I have always good amount off kills and low on death untill 30+mark. My death often come lategame du to the fact i try to contribute with stun in groupfights.
    I have 3 questions:

    1. question about Codex. How much dmg do it realy do cus it never do 400 on lvl 1 do to mitigation. Should i uppgrade it?
    2. When should i have shadow/scyte stance i tend to be scyte all game. Is it depending on heroe i try to gank or if its groupfight or single fight.
    3. I tend to get frostwolf skull is that a good option or should i get somthing els? Cus the pretty long CD 10/12 sec on attacks make you like pebbles usless in between... should i get dmg items also?

  18. #18
    nice guide. just went 13/1/13 as fayde first time i played her as well

  19. #19
    Great job man! Nice read!

    Hero suggestion: Sheldon, strength initiator.

    Hitler is disappoint.

  20. #20
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    Premium nao

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