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FIELD OF VALOUR / HERO DOSSIER
POKE · DURABLE · DISABLER

Outrider

A skeptical desert tracker who keeps a spear in reserve and plants four clawed feet before holding a firing position.

Outrider concept artwork
Concept art

Abilities.

In development
1 / 4
Example recordingQ · Reserve Throw
Ready to play · example recording

Example recording · Ability-specific video coming later.

Ability / Q / 4 ranks

Reserve Throw

ChargesDirectional

Throw a spare javelin in a narrow line, damaging the first enemy struck. Two spares recharge one at a time, so rapid throws give up reserve-backed attack pressure.

Hint

Sidestep the narrow projectile or body-block with a creep. Pressure him after both spare charges are spent.

Cooldown
0s / 0s / 0s / 0s
Cost
45 / 50 / 55 / 60
Charges
2 / 2 / 2 / 2
Recharge
18s / 16s / 14s / 12s
Range
900 cm
Cast time
0.3s
Physical damage
65/90/115/140; one target per throw

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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On the battlefield.

PROPOSED LANE PROFICIENCY
  • Mid65
  • Off85
Playstyle

Ranged reserve management: spend two spare javelin charges for immediate poke or retain them for steadier basic-hit pressure, then trade mobility for armor while threatening a local ground pin.

Trade-off

Hunkering slows escape, thrown reserves reduce passive attack output, and the ground pin is visibly delayed. Magic and flanks punish a stationary position.