Faceless Void Guide by Nikobaby
Artist: blossomalex
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Author:
LeBron & Co.
Date: 11/2018
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Faceless Void
Tactics
Builds
Mechanics

Nokobaby's Faceless Void Guide

Welcome to Nikobaby's Book of the Faceless Void, a Void hero guide part of the Book of Dota series!

Here you will find all the information you need to learn to play Void on a high level – from drafting and builds to the optimal playstyle in different lanes and situations. We hope you’ll enjoy this guide and find it useful!

niko void stats
TL;DR:

Draft: When picking Void, your first priority is to make sure your teammates could make good use of your Chronosphere. This usually means combining him with ranged damage dealers. Void is a flexible laner, which means you can afford to pick him earlier in the draft compared to other carries. Nonetheless, there are potent counters to Chrono, so make sure your draft doesn't revolve 100% around your ultimate.

Early Game:  In need to get as much farm as possible in order to have an impact later on. Use your first few Chronos to gank and attempt kills in lanes where your teammates have follow-up damage to your ultimate. When Chrono is off CD continue farming.

Mid & Late Game: Is your main contribution to fights just the Chrono initiation or are you also one of the main sources of damage on your team? How much farm do you have? Itemize accordingly. Focus squishy, mobile targets with Chrono, usually on the enemy backlines. If the game goes late, your team will usually have an advantage because you scale very well with resources.

Authors

Nikolay "Nikobaby" Nikolov
Endorsement & Info

Niko is a rising star on the EU & CIS pub and pro scene and he is absolutely proficient at carrying. He has played for teams like Basically Unknown, Effect, DD, and recently - 20 min afk les, which won the TI8 CIS Open Qualifiers.

His peak placement on the EU Leaderboards is top 3, while his highest MMR before the reset was 8.5k. According to Dotabuff's player rankings, he is the rank 1 Morphling player in the world.

Nikolay "CTOMAHEH1" Kalchev
Info & Editing

CTOMAHEH1 started his pro career as a support in Basically Unknown together with Mind Control. Since then he has consistently been playing on the European T2 scene, most recently on Unchained Esports. 

His highest placement on the EU ladder is top 100 - he plays all roles (mainly support), which is untypical for high-ranking players and shows his great versatility and understanding of the game.

Martin "BRINGITON" Slavov
Writing & Info

Martin has lots of experience writing about Dota and he is no pushover in the actual game - a Divine III player, Martin plays mid and carry heroes on a very high level.

He has been playing Dota since Guinsoo's Dota Allstars (more than 12 years) and he loves thinking about new builds and strategies.

Kyril "MrNiceGuy" Kotashev
PM & Editing

Esports and gaming enthusiast since forever and founder of Dotahaven.

Has been playing Dota since 2005 (5.84). An Ancient I player in Dota 2.

Feel my mace!

Void is an unusual hero in the sense that he has carry potential and in the same time has a huge team fight control ability. Because of this, he can be used either as a carry or as an offlaner. Either way, he’s goal is to dominate team fights with Chronosphere - to kill his enemies while they’re frozen in time or to let his teammates do it for him.  

Void Loadout
Stats
Level 1
Level 15
Level 25
STR
24
Very High
53
Low
74
High
AGI
23
Very High
62
Very High
90
Very High
INT
15
Low
36
Very Low
51
Very Low
Attack
56-62
Very High
95-101
High
123-129
High
Armor
4.6
Very High
12.44
Very High
18.04
Very High
Resistance
26
Medium
28
Medium
29
Medium
HP
632
High
1161
Medium
1539
Low
MP
255
Low
507
Very Low
687
Very Low
MS
299
High
306
High
311
High
STRENGHTS

MAJOR

Well rounded carry hero:  Good for both team fights and solo kills. Survivable in the early game and with huge potential in the late game as well.

Low cooldown mobility skill: Although not as good as Blink, Time Walk helps you to initiate or escape and negates some damage as a bonus.

Huge and very long AOE disable: Chronosphere is arguably one of the best AOE disables in the game although not without flaws.

MINOR

High starting strength: Second best on an agility hero after Arc Warden, it allows him to start the game with the impressive 660 HP.

WEAKNESSES

MAJOR

Slow farmer: Unless you build a Battle Fury, the hero is one of the slower farming carries.

Chronosphere affects everybody: You can trap your teammates just as easily as your enemies, which can get them killed.

Item dependent: While Chronosphere could be enough of a contribution in some situations, if you want to carry the game you’ll need a considerable amount of farm.

MINOR

Weak stats gain: Apart from the good starting strength, his STR and AGI gain are not very impressive for a carry.

Replays

Na’Vi vs Spirit, Dota 2 Asia Championships 2018 Qualifiers

MATCH ID: 3730938517
Replay:

Illidan plays a pos. 1 Void and manages to have a huge impact in a very hard and contested game. He is playing against OD, Kunkka and lastly Dazzle – all heroes that could mess up his Chronosphere initiation. Void is the only strong team fight initiator on his team, which makes landing good Chronos even more critical and escalates the problem of having counters to the ult.

A good example of a decision he makes to take care of this problem in the late game is going for the Chrono AoE talent, instead of the more popular Backtrack talent. This way he should be able to catch as many of the heroes with Chrono counters as possible. He closes the game by buying Refresher and showcasing the late game strength of a double Chrono.

Despite all three cores on Team Spirit being farming cores (Weaver, Viper and Void), he manages to find loads of farm and stay on top of the net worth the entire game. It is important to note that Weaver is not playing greedily in this game to make this possible – he focuses mostly on fighting and building utility items.

Drafting

You generally want to pick Void when your teammates are mostly ranged and have abilities that deal a lot of damage so that they can easily finish-off your Chrono targets.

Void can arguably do well against almost any combination of heroes in the game, but watch out for direct counters to youр Chronosphere.

Generally speaking, you don’t want to go all-in on your draft with Chronosphere combos. It is easy to mess up a single Chrono and lose a fight because of it in this kind of drafts AND it puts more pressure on you to get multi-hero Chronos. If you know you have other sources of control and damage, a backup plan, it will take away a lot of the pressure and you will have the opportunity to use the Chronosphere more freely (e.g. to pick-off single targets even in a team fight).

Strategies aside, the most important thing to think about in pubs is whether your supports will be able to help you in the first 10 minutes of the game – even as an offlaner you need some farm to have an impact. The hardest Void games are the ones where you get totally owned in the laning stage, rather than the ones where there are counters to your Chrono.

Position 1 Void

The best position for Void. This is because the hero needs a time window to get his core items before he can start fighting and the safe lane is best suited for that.

    Position 3 Void

    Void has been a common pick on the offlane in the past. The strategy there is to survive using Time Walk and later on use Chronosphere to initiate and contribute in fights while still getting farm and hopefully transitioning to a semi-carry in the late game. 

    Synergy

    Good friends to have are:

    Heroes with huge magical nukes: Invoker, Crystal Maiden, Elder Titan, Jakiro, Leshrak, Kunkka, Witch Doctor, Ancient Apparition, Skywrath

    Invoker
    Crystal Maiden
    Elder titan
    Jakiro Portrait
    Leshrac
    Kunkka
    Witch Doctor
    Ancient Apparition Portrait
    Skywrath Mage Portrait
    Hard to land spells are the ones that benefit from Chrono the most.

    Basically, any hero who can deal large amounts of damage while the enemies are trapped in Chronosphere.

    Ranged physical damage dealers: Sniper, Viper, Weaver, Drow, SF, Gyro

    Sniper
    Viper
    Weaver
    Drow Ranger
    Shadow Fiend Portrait
    Gyro
    Chrono works great with ranged damage dealers.

    Carries that can use your ultimate to freely attack enemies are great allies to have, especially in the late game. The higher range they have and the more damage they could deal in a short amount of time – the better.

    Counters

    Strong Against:

    Elusive heroes: Anti-Mage, Weaver, Queen of Pain, Storm, Puck

    Anti mage
    Weaver
    Queen of pain
    Storm spirit
    Puck Portrait
    Chrono is one of the strongest disables in the game.

    You can catch heroes with escape mechanisms who are otherwise very hard to kill. A lucky bash could also prevent such heroes from using their escape mechanic.

    Heroes with spammable spells: Weaver, Zeus, Invoker, Bristle

    Weaver
    Zeus Portrait
    Invoker
    Bristle Portrait

    Time Dilation directly counters heroes who rely on spamming their skills to have an impact in fights.

    Weak Against:

    Heroes who counter your ultimate: Naga Siren, Pudge, Venge, Winter Wyvern, Pugna, Shadow Demon, OD, Omni, Io, Bane, Oracle

    Naga siren
    Pudge
    Venge
    Winter Wyvern Portrait
    Pugna
    Shadow Demon Portrait
    Outworld Devourer
    Omniknight portrait
    IO Wisp
    Bane Portrait
    Oracle Portrait

    These are heroes you want to avoid  because unless you catch them in the Chronosphere too (which they will try to avoid at all cost), there’s mostly no way to deal with them. 

    Pudge and Venge can hook/swap heroes out of Chrono, Io can teleport a teammate away.

    OD and Shadow Demon can hide their teammates.

    WW, Oracle, Omni, Pugna can heal teammates and make them immune to either physical or magical damage.

    The hardest counter to play against is probably Naga Siren, as she can disable your whole team and simply wait for the Chronosphere to expire – instead of saving a single target, she can possibly save her entire team.

    Long disables: Bane, Beastmaster, Winter Wyvern

    Bane Portrait
    Beastmaster
    Winter Wyvern Portrait

    Since you build BKB most of the times anyway, you need to worry most about the heroes with disables that go through it. In the early game, however, you could have problems versus enemies with multiple disables, as they could lock you down long enough to burst you before you can use your Time Walk.

    Skills

    Void Time Walk
    Void spell2 Time Dilation
    Void spell3
    Void Chrono sphere

    Rushes to a target location while backtracking any damage taken in the last 2 seconds.

    STATS

    Cast Animation: 0.3+0.2

    Cast Range: Global

    Max Travel Distance: 675

    Backtracked Time: 2

    CD: 24/18/12/6

    Mana: 40

    Time Walk

    Mechanics:

    • Faceless Void is invulnerable during Time Walk.
    • Does not disjoint projectiles upon cast.
    • Upon cast, any damage Faceless Void took in the last 2 seconds gets healed back up.
    • Since it is a heal, it is prevented by Ice Blast and Spirit Vessel.
    • Heals and HP Removal are not backtracked - this means it cannot backtrack e.g. Sunder, False Promise.

    Uses and tips:

    As any mobility skill, it is very versatile: it’s good for initiatingchasingrunning away and simply moving faster from place to place

    You can use it to heal after you’ve taken a lot of damage in the past 2 seconds. This is great, but unfortunately most disables are longer than that, so often you won’t be able to heal from the whole damage after you get initiated.

    Any projectiles flying at you will keep chasing after the Time Walk which is why you want to be very fast and use it before the enemies can throw stuff at you.

    Faceless Void traps all nearby enemies in a time dilation field for 6/8/10/12 seconds, freezing their cooldowns and slowing their movement and attack speed by 14% for each cooldown frozen.

    STATS

    Cast Animation: 0.1+0.77

    Radius: 775

    Slow per Cooldown: 14%

    Duration: 6/8/10/12

    CD: 40/34/28/22

    Mana: 75

    Time Dilation

    Mechanics:

    • Does not actually freeze cooldowns, instead, it adds 6/8/10/12 seconds on ongoing cooldowns.
    • Abilities cast by affected units after the debuff is applied are not affected.
    • Does not affect the cooldown of items or abilities without a cooldown. Does affect cooldowns of passive abilities.
    • Also counts the cooldown of hidden abilities, like Invoker's uninvoked spells, Battle Cry, Morph or abilities granted by Aghanim's Scepter.
    • Abilities can still be reset (e.g. Refresher Orb/Shard) while affected by Time Dilation.

    Uses and tips:

    This ability is a 1-point wonder as the slow remains the same at all levels meaning you can just invest one point early on.

    Against Rubick, always cast it immediately after you use Chrono so that you don’t give the Chrono to him.

    Time Dilation is a nightmare for heroes with low cooldown spells like Bristleback, Weaver, Skywrath, Ember, Batrider, Zeus who want to constantly spam their abilities. 

    Time Lock now causes Faceless Void to land a free second attack while the target is locked in place. Deals bonus 30/40/50/60 damage and bashes for 0.75 seconds.

    STATS

    Proc Chance: 10/14/18/22%

    Damage: 30/40/50/60

    Hero Duration: 1

    Non-Hero Duration: 2

    Time Lock

    Mechanics:

    • Does not stack with other bashes. The bash from Skull Basher and Abyssal Blade is completely disabled for Faceless Void.
    • Faceless Void can lifesteal of the damage dealt by Time Lock. However, it cannot crit or cleave.
    • Time Lock uses pseudo-random distribution.
    • The secondary attack can proc Time Lock.

    Uses and tips:

    It synergizes very well with attack speed items such as Mask of Madness, Mjollnir, Butterfly, etc. - more chances to stun.

    It synergizes with proc items (Daedalus, Maelstrom) because of the secondary attack.

    Creates a blister in spacetime, trapping all units caught in its sphere of influence and causes you to move very quickly inside it. Only Faceless Void and any units he controls are unaffected. Invisible units in the sphere will be revealed

    STATS

    Cast Animation: 0.35+0.7

    Cast Range: 600

    Radius: 425

    Haste Speed: 1000

    Duration: 4/4.5/5

    CD: 140/130/120

    Mana: 150/225/300

    Aghanim's Scepter

    Decreases cooldown.

    Chronosphere

    Mechanics:

    • Chronosphere affects all units which are not owned by Faceless Void, including buildings, wards and allies (except couriers).
    • Instantly destroys Homing Missiles and The Swarm beetles.
    • While in the Chronosphere, Faceless Void and any units he controls are phased and hasted, meaning they cannot be slowed below the set value.
    • Faceless Void and illusions of him (be it his own, enemy or allied illusions) are never disabled by any Chronosphere.
    • Provides 425 radius flying vision and True Sight over the whole affected area for its duration.
    • Affected units are stunned. When other units walk inside the area, they also get affected for its remaining duration.
    • Force Staff, Hurricane Pike, Snowball and Geomagnetic Grip cannot move units out of Chronosphere.

    Uses and tips:

    Chronosphere has great synergy with heroes with global abilities such as AA and Invoker. They can help you land solo kills on otherwise tanky heroes.

    This ability allows you to contribute to early fights even if you don’t have a lot of farm as it’s a great setup for heroes with a lot of burst damage like Skywrath of Invoker. 

    Even if you don’t catch many heroes, a well-placed Chrono on a key target can zone-out the rest of the enemy team and allow you to get an easy pick-off in fights.

    If you have melee teammates (or allies with low range spells) you should try to catch the enemy with the edge of the sphere, so they can contribute too.


    Void Scr Tip

    Skill Builds

    As Void, your skill build is not really versatile. You want to have Time Walk and Time Lock maxed first and the Chrono on every possible level. Time Dilation is not that strong in the early game as people don’t spam their spells too much, although a value point in it is sometimes useful.

    At level 1 it’s advisable to hold your skill point. You may need to run away or chase enemies in which case you’d want to skill Time Walk. If nothing happens, you can wait until you see what lane you’re playing against (if you don’t already know) – if it’s a melee hero you can potentially harass him with Time Lock if a teammate helps you. Against ranged heroes and without kill opportunities provided by your teammates, Time Walk would probably be better.

    Standard Build
    Void Time Walk
    1
    Void spell3
    2
    Void spell3
    3
    Void Time Walk
    4
    Void spell3
    5
    Void Chrono sphere
    6
    Void spell3
    7
    Void Time Walk
    8
    Void Time Walk
    9
    Talent Icon
    10
    Void spell2 Time Dilation
    11
    Void Chrono sphere
    12
    Void spell2 Time Dilation
    13
    Void spell2 Time Dilation
    14
    Talent Icon
    15
    Void spell2 Time Dilation
    16
    Void Chrono sphere
    18
    Talent Icon
    20
    Talent Icon
    25
    Pros: high mobility early on; Max damage in chrono
    Cons: no Time Dilation for control

    If you plan to build Mask of Madness, you’d prefer to max Time Lock so you can solo kill heroes as soon as possible. If you prefer to build Battle Fury and farm, maxing Time Walk is a good decision because the low CD helps a lot for farming (you can jump between camps). Figure out what your play style is going to be and build accordingly.

    You can always cut a level of Time Lock and put in an early point in Time Dilation – it might be good in early fights where you can slow multiple heroes.

    Talents

    +175 Chronosphere AoE
    25
    +25% Backtrack
    +500 Time Walk Cast Range
    20

    +40 Attack Speed

    -1s Time Walk CD

    15

    +70 Time Lock Damage

    +10 Strength

    10

    +15 Damage

    Lvl10: The damage is OK for a killing build as you attack pretty fast with MoM and you can make good use of it. However, the strength is always an option as well, providing 160 HP and helping you survive magical burst damage. You can’t really go wrong here, both are fairly insignificant in the long run.

    Lvl15: Again, a clear choice between DPS and survivability: Time Lock is better if you see a lot of kill opportunities in the mid game, but CD reduction is great for using Time Walk more often defensively.

    Lvl20: Another tough choice – the Time Walk is better for initiating with Chronosphere and better for running away. On the other hand, +40 attack speed is no joke either, it provides a nice DPS boost and more bashes.

    Time Walk is objectively better if you’re the main initiator in your team, it serves like a Blink Dagger in those situations. In other situations, however, the choice is open.

    Lvl25: Both are insanely good – while the AoE means you can catch more heroes and zone the enemies better, the other option is an entirely new ability that provides a chance to block any damage, raising your survivability by a lot.

    The Backtrack, in theory, has a higher impact as Chrono’s AoE is already pretty huge, but it’s again entirely up to you.

    Fighting Build

    This build revolves around getting a Mask of Madness and using it to find solo kills on enemies. Later on, you get a Shadow Blade for better ganking potential as it allows you to sneak on enemies and to move around the map undetected by wards. After that, the items you build are situational, most common one being BKB followed by DPS items.  

    Starting items
    Stout Shield
    Tangoes
    Healing_Salve_icon
    Iron branch
    Iron branch
    Mango
    Early game
    Quelling Blade
    Wraith Band
    Power treads Strength
    Magic wand
    Mask of madness
    Mid game
    Shadow_Blade_icon
    Black King Bar
    Late game
    Mjollnir_icon
    Butterfly
    Nullifier
    Bloodthorn_icon
    Stout Shield
    Tangoes
    Healing_Salve_icon
    Iron branch
    Iron branch
    Mango
    Quelling Blade
    Wraith Band
    Power treads Strength

    Treads: the AS has obvious synergy with Time Lock and the bonus stats help you survive nuke damage.

    Magic wand
    Mask of madness

    Mask of Madness: the item is pretty damn good as it allows you to pick off heroes in the Chronosphere. Time Lock deals 125 magical damage on top of the bash, so the more attack speed – the more damage you deal. It can still be skipped, but that means you delay your fighting timing. 

    Shadow_Blade_icon

    Shadow Blade: allows you to pick off heroes and gives you good attack speed and damage.

    Black King Bar

    Black King Bar: it allows you to fight uninterrupted during the Chronosphere duration - especially useful against heroes with long-range disables (e.g. ES). 

    Mjollnir_icon

    Mjollnir: this is probably the best DPS item for the hero with the condition that you play against heroes who don’t build BKB. It gives a ton of attack speed and provides two different sources of AoE magical damage. 

    Butterfly

    Butterfly: it’s great on Void as it gives 60 damage and 65 attack speed - everything you need to finish off targets in your Chrono. It’s also good against physical damage cores because of the evasion.

    Nullifier

    Nullifier: pretty good when you play against heroes who rely only on items to stay alive like SF, Arc Warden, Bloodseeker, Sniper, etc. It also dispels Ghost Scepters. It allows you to kill such heroes without even committing Chrono. 

    Bloodthorn_icon

    Bloodthorn: it’s a pretty strong late game item when the BKB durations are low. The active effect also includes True Strike and you can use it on evasion heroes caught in Chrono which means they can’t use BKB, Manta or something else to dispel it. It also provides a decent boost to your DPS.

    Farming Build

    As the name suggests, this build is more farm-oriented. This doesn’t mean you don’t fight, you just pick a Battle Fury first in order to farm more when your Chrono is on CD. A good approach for a pos. 1 Void, but the downside is that your fight impact will be lower in the early-mid game. After that, you still proceed with items like MoM, Manta, BKB, Butterfly, etc.

    Another option is to buy MoM first for the solo kill potential and to farm Battle Fury after that, which is more of a hybrid build. 

    Starting Items
    Stout Shield
    Tangoes
    Healing_Salve_icon
    Iron branch
    Iron branch
    Mango
    Early Game
    Quelling Blade
    Magic wand
    Power treads
    Battle_Fury_icon
    Mid Game
    Shadow_Blade_icon
    Black King Bar
    Late Game
    Butterfly
    Skadi
    Stout Shield
    Tangoes
    Healing_Salve_icon
    Iron branch
    Iron branch
    Mango
    Quelling Blade
    Magic wand
    Power treads

    Treads: the AS has obvious synergy with Time Lock and the bonus stats help you survive nuke damage.

    Battle_Fury_icon

    Battle Fury: the reason for building BF is because most carries have some farming mechanism, be it split shot, wave clearing abilities or high movement, so heroes like Void, Troll, Lifestealer can fall behind with the farm compared to a hero like Medusa, Luna or Sven. BF allows you to stay relevant without having to necessarily win fights. 

    Shadow_Blade_icon

    Shadow Blade: allows you to pick off heroes and gives you good attack speed and damage.

    Black King Bar

    Black King Bar: it allows you to fight uninterrupted during the Chronosphere duration. 

    Butterfly

    Butterfly: it’s great on Void as it gives 60 damage and 65 attack speed - everything you need to finish off targets in your Chrono. It’s also good against physical damage cores because of the evasion.

    Skadi

    Skadi: a well-rounded item in the late game. Gives you more HP for survivability, some DPS and chase potential from the slow that can help you get kills without Chronosphere.

    Diffusal + Manta Build

    With access to less farm (e.g. pos. 3 Void), you use cheap items like Vladmir’s to farm, Diffusal + Manta for DPS and Blink Dagger for initiation. MoM is also an option here but it’s riskier. 

    Starting items
    Stout Shield
    Tangoes
    Healing_Salve_icon
    Iron branch
    Iron branch
    Mango
    Early Game
    Magic wand
    Power treads
    Vladmir's Offering
    Mid Game
    Diffusal Blade
    Blink_Dagger_icon
    Manta_Style_icon
    Late Game
    Aghanim's_Scepter_icon
    Refresher orb
    Stout Shield
    Tangoes
    Healing_Salve_icon
    Iron branch
    Iron branch
    Mango
    Magic wand
    Power treads

    Treads: the AS has obvious synergy with Time Lock and the bonus stats help you survive nuke damage.

    Vladmir's Offering

    Vladimir's Offering: A less risky alternative to MoM, most common for pos. 3 Void. Allows you to farm jungle/ancients and gives utility to your team.

    Diffusal Blade

    Diffusal Blade: it’s a nice early game DPS item. However, if you build it with MoM you might be slowing your bigger items down too much. 

    Blink_Dagger_icon

    Blink Dagger: a good initiation item, most common for offlane Void. With Blink you can guarantee better Chronos, but you also leave your Time Walk available for escapes.

    Manta_Style_icon

    Manta Style: Void’s illusions are not strong at all, however many players like the stats it provides along with the dispel effect – it allows you to deal with silences without having to use a BKB, which is very useful when you rely on Time Walk to survive. It has great synergy with Diffusal – the two items are better together than they are separately.

    Aghanim's_Scepter_icon

    Aghanim's Scepter: if your main contribution in the game is the Chrono control, rather than damage, it makes sense to make your Chrono stronger - the low CD is great to guarantee you have it available in every late game fight.

    Refresher orb

    Refresher: great in the super late game especially when combined with the Chrono AoE talent. Make sure you have enough mana to use Refresher + Chrono twice.

    Other Items

    Mid & Late Game
    Silver edge
    Linken's Sphere
    Monkey_King_Bar_icon
    Silver edge

    Silver Edge: if you’ve already built Shadow Blade, you can upgrade it to block annoying passive abilities like Bristleback, Kraken Shell, Untouchable, etc.

    Linken's Sphere

    Linken's Sphere: a lot of players value this item greatly and sometimes even get it as a first or second item. It provides some decent survivability. The spell shield being popped also serves as an alert for you to Time Walk away immediately. Linken, however, is a very slow item, you pay 5000 gold for an item that not only doesn’t make you much stronger in fights but doesn’t boost your farming speed either.

    Monkey_King_Bar_icon

    MKB: get it only against heroes with miss/evasion, otherwise there are other items that provide more DPS.

    Early Game

    Void Transparent

    Void’s early game is similar to any other carry’s. You farm for the first 10-15 minutes and then you start searching for objectives with your team. Void has the advantage that he can start helping his team from lvl 6 with his Chronosphere and then keep farming when it’s on cooldown. In that sense, his farm or fight dilemma is very intuitive to figure out. Beware, however, because your opponents will also carefully track if you have Chrono or not and will try to fight around this timing.

    Farm your core items;
    Gank or initiate fights with Chrono; ask your teammates to help;
    Farm and avoid fights when Chrono is on CD;
    Farming:

    Void starts with a very high base damage which, combined with Quelling Blade, allows you to last hit every creep on the lane. He’s a melee hero and his animation is good too. Not many heroes can contest your last hits. The damage is also usually enough for denying so you shouldn’t have issues with that.

    Once you get your Power Threads and eventually a Morbid Mask you can start farming the jungle camps close to your safe lane. Just clear the creep wave as fast as possible, farm the big camp and return to your lane. You shouldn’t miss any creeps that way, but be careful because you don’t have creep clearing abilities like some other carries.

    Harassing & Zoning out:

    If you’re up against a melee hero you can start harassing them at level 3 (with 2 points in Time Lock). Against ranged heroes you will need a support to slow/disable them, otherwise just keep last hitting and denying.

    You can also use Time Walk to heal after the enemy hits you with a spell.

    Survival:

    Void is usually not an easy hero to kill early on as heroes don’t have the levels and items to burst him before he can Time Walk. The only way you die is if you get ganked by multiple heroes with disables. So keep an eye on your minimap, check for missing heroes and you should be fine.

    You also want to have a Magic Stick as early as possible and eventually Raindrops which will make you almost impossible to kill. When you stay on the lane also keep your Power Threads on strength for maximum HP.

    Timings and Rotations:

    Before level 6 you just want to farm. The only kills you should participate in are the ones that your supports set up on your lane.

    Once you reach lvl 7-8, you can start looking for good Chrono opportunities. Using it for the offlaner is not bad either on the early levels. If your team is being dived somewhere, you can teleport to help them. Or you can gank the enemy carry/mid if you already have MoM.

    A mistake that a lot of players make is that they get MoM and fall under the impression that they should only fight. Ideally, you don’t want to fight at all if your Chrono is on cooldown, you want to keep farming and get more items. The kills with Chrono and MoM are just a bonus.

    If you are going for a BF build your solo kill potential will be lower. Make sure you have allies to help you if you decide to go for a kill.

    Video Example:

    In this game, we’re going to observe old man Fear’s Void. 

    He’s playing against a Pangolier 1v1, so he gets 2 points in Time Lock at level 3 and he starts trading hits very effectively. 

    Take a note how he uses Time Walk to heal from the Swashbuckle damage – this is a common practice against any heroes with nukes on the lane.

    Check how he starts clearing creep waves at min 8 and then goes to the jungle to farm the big camp. This is how you maximize your farm and he didn’t miss any creeps from the new wave either. 

    He decides to go for the Battle Fury build and then gets Shadow Blade and MoM which allow him to claim a lot of solo kills later on, winning the game in the end. 

    Mid & Late Game

    void immortal 350px

    Void is a good laner and a great late-game carry, but his mid-game timing could prove problematic. Unlike other pos. 1 heroes, he lacks good flash-farming tools. If he has a slow start, pushing-out waves, split-pushing and flash-farming the jungle is very hard to do efficiently. Moreover, unlike other active carries that are good at fighting after the lanes (Ursa, Weaver, CK), in the mid game Void doesn't deal too much damage and relies a lot on his high-CD ultimate and teammates to get kills.


    In that sense, your game plan after the laning stage is to use your Chrono as often as possible to enable your teammates. If you are successful, in turn, they will be able to provide you with enough space to farm the luxury items that you need to carry the game.

    Look for good team-fight opportunities
    Maintain good farm
    If you find a good fight, use the advantage to get towers or Roshan
    Timings:

    If you went for Shadow Blade, you can use it to find solo pick offs or to initiate ganks much more effectively than with just MoM.

    The key item you want after your core items is usually BKB. Once you have that you can start looking for team fights, not just small ganks or skirmishes. You want to win fights and get objectives like Roshan and towers after that – you are not a good pusher, so don’t waste an opportunity to claim a free objective.

    You want to be only fighting with Chrono. If it’s on cooldown, you turn on farming mode again. Tell your team to wait until it’s ready and don’t take unnecessary fights. Unless you’re playing from behind and you need to be cautious, you want to always use Chrono as soon as it’s ready to get kills or win team fights.

    Comeback Potential:

    With Void you have great late game potential and you’re not afraid of going to the late game.

    If you are at a resource disadvantage, however, it is hard to win fights in the mid game. You and possibly your teammates will not have enough damage to kill tanky enemies easily during the Chrono duration, especially if their allies are there to protect them. This means that after a terrible laning stage you might have a problem reaching the late game at all.

    To solve this problem your best option is to find pick-offs on lone farming enemies together with your teammates (smoke ganks work best) in order to slow down the enemy team and prolong the game.

    Getting back in the game by farming is very hard as a Void - the problem is that you don’t have any wave-clearing abilities, so you have to spend more time exposed on a lane. Having Battle Fury makes it slightly easier, of course, but it is still easy to die from a gank you are farming in a risky position and even if you don’t – you are unlikely to be farming faster than the enemy cores, so you must be proactive.

    Team Fights:

    As we already mentioned, you want to fight only when Chrono is up. It is one of the most powerful and feared disables in the game. Its duration is extremely long, the area of effect is huge and it’s holding heroes in BKB as well. 

    That being said, when it comes to team fights you have 2 possible courses of action:

    1. You initiate with Chronosphere – if there is no better initiator than you, you can try to catch a few heroes to start a fight. Chrono on one hero is still ok if it’s their mid or carry and your team follows up.
    2. There is a better initiator than you, so you stay behind and let him do the job – once the fight starts, you follow the movements of the enemy heroes and you go in with Chrono when you see a good opportunity to catch multiple heroes. This option is harder because it is easy to catch ally heroes as well when the fight has started. This problem is bigger when your allies are mainly melee heroes and your enemies – ranged and vice versa.

    A perfect Chrono is a one that also blocks or zones out the remaining enemy heroes. In the perfect situation, you want to catch a key enemy hero on the edge with the rest of the sphere denying terrain to the enemy team so they can’t help their teammate easily. This is relatively easy in narrow areas where trees or cliffs block the rest of the enemy team. 

    Another way to use Chrono is to let your team fight the enemy front line heroes and to catch the supports and ranged cores on the back lines. First, in this way you leave the enemy front liners at a numbers disadvantage. Second, you catch the supports and ranged cores, who are much easier to kill in the Chrono, especially bearing in mind that the supports are the ones who are likely to have the defensive abilities that can mess-up your Chrono initiation. This is much easier to do with a Shadow Blade or Blink Dagger.

    Illidan showcases the power of a double (Refresher) Chrono initiation in the late game and secures two kills on the enemy cores, which wins his team the game.

    Pushing:

    5-man pushing: Void is generally bad at sieging, so you want to push only after you’ve won a team fight or after a pick off. Of course, if you have a significant lead and e.g. Aegis you could push – hit the tower, mitigate damage with Time Walk if needed and search for good Chronos (as in the video above).

    Split-Pushing: Even with Battle Fury to help him clear the waves, Void is horrible at hitting towers (unless he’s extremely fat). You prefer to stick with your team instead of soloing and use your ultimate to help them get some advantage.