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FIELD OF VALOUR / HERO DOSSIER
PUSHER · JUNGLER

Scarab Lord

A carapaced siege master who sets up two vulnerable broodlings and holds a patch of ground for them.

Scarab Lord concept artwork
Concept art

Abilities.

In development
1 / 4
Example recordingQ · Spine Barrage
Ready to play · example recording

Example recording · Ability-specific video coming later.

Ability / Q / 4 ranks

Spine Barrage

ActiveDirectional

Fire three tightly grouped spines. Extra spines striking the same enemy deal sharply reduced damage.

Hint

Sidestep the thin volley or use a creep to intercept it.

Cooldown
13s / 12s / 11s / 10s
Cost
65 / 75 / 85 / 95
Range
800 cm
Cast time
0.45s
First-hit physical damage
60 / 90 / 120 / 150
Second and third
25% each; maximum total 90 / 135 / 180 / 225
Restriction
Ability damage; no basic-attack procs

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
  • Safe60
  • Off85
Playstyle

Low-micro ranged siege specialist with a brief defensive carapace and two finite-ammunition broodlings.

Trade-off

The ultimate loses damage when its creatures are killed or forced to move; weak instant burst and no hard disable.