Field of Valour
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FIELD OF VALOUR / HERO DOSSIER
CARRY · NUKER

Sickle Duelist

A measured melee duelist who establishes an opening, changes his attack bearing, and commits to narrow bursts while remaining vulnerable.

Sickle Duelist concept artwork
Concept art

Abilities.

In development
1 / 4
Example recordingQ · Hooked Feint
Ready to play · example recording

Example recording · Ability-specific video coming later.

Ability / Q / 4 ranks

Hooked Feint

ActiveUnit

Cut across one enemy’s weapon arm, dealing physical damage and briefly disarming that target.

Hint

Use spells while disarmed or force the feint before committing to attacks.

Cooldown
17s / 16s / 15s / 14s
Cost
60 / 70 / 80 / 90
Range
200 cm
Cast time
0.3s
Physical damage
60 / 90 / 120 / 150
Disarm
0.6 / 0.8 / 1.0 / 1.2 s; strong-dispellable
Restriction
No attack-cooldown reset or stun

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
  • Safe80
  • Mid70
Playstyle

A measured melee duelist who establishes an opening, changes his attack bearing, and commits to narrow bursts while remaining vulnerable.

Trade-off

Terrain and roots deny the second attack bearing; armor, accuracy, disarms and area spells punish his commitment. Grouped enemies can punish repositioning without automatically switching off his passive.