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FIELD OF VALOUR / HERO DOSSIER
CARRY · JUNGLER · ROAMER

Night Howler

A lone werewolf who commits bleeds, reaches the victim to cash out the remaining wound damage and uses a finite frenzy for sustained melee pressure.

Night Howler concept artwork
Concept art

Abilities.

In development
1 / 4
Example recordingQ · Rending Claws
Ready to play · example recording

Example recording · Ability-specific video coming later.

Ability / Q / 4 ranks

Rending Claws

ChargesDirectional

Rake a short arc for a hit and a four-tick bleed. Holds two casts; striking an already wounded target replaces, rather than stacks, his old bleed.

Hint

Dispel the bleed or avoid the narrow melee arc.

Cooldown
0s / 0s / 0s / 0s
Cost
65 / 70 / 75 / 80
Charges
2 / 2 / 2 / 2
Recharge
16s / 15s / 14s / 13s
Range
200 cm
Cast time
0.3s
Physical hit
50 / 70 / 90 / 110

Build a guide.

0 / 22 ability points

Rules & data

FOV grants one ability point per level from 1–22: 15 kit ranks and 7 shared stat boons. Basic ranks normally unlock at 1/3/5/7 (then 9 if a fifth rank exists); ultimate ranks at 6/12/18, up to that ability's authored maximum. Per-ability overrides take priority. These are minimum hero levels, not a wait after your last pick: delayed catch-up ranks are allowed. Every pick is checked against earlier and later allocations.

Boons add +1 to all attributes; all seven ranks unlock at level 2 and share the ability-point budget. Existing shared guides retain later banked picks in the same grid; invalid old picks stay removable.

Talents have not yet been published for this hero; this guide plans abilities only. Innates and item upgrades cost no ability points.

Hero kits are proposed designs and may change during development. This is a planning draft, not a certified in-game build.

Ability order Levels 1–22

Choose a cell to learn a rank; choose it again to clear. Scroll for later levels. Arrow keys move between cells.

Levels 1–22

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Field of Valour / Guide

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On the battlefield.

PROPOSED LANE PROFICIENCY
  • Safe85
  • Off60
Playstyle

A committed melee hunter whose two claw uses and normal attacks accelerate his own remaining wound damage without multiplying it.

Trade-off

Kiting and dispels deny the bleed cashout; it adds no damage budget, scouting or chase speed. His leap needs a visible enemy and is blocked by Root.