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Dotafire faceless void8/7/2023 He has some of the best scaling steroid skills, and has absurd lane presence for a melee carry. Void is one of the more versatile and outright hardest carries in the game, but with strong early presence via sphere. The formatting for this guide is borrowed heavily from my Spectre guide, which you can check out for some alternate playstyles for Spectre if you play her. They are sourced from the various Dota scenes, the depths of the playdota discussion forum, and my personal experience. I am a carry player, and Void is one of those gamebreaking ones with a special penchant for AoE teams and for locking down a pesky enemy carry (Naix, Sven, AM).Įach build gets it's own minisection for you to check out, so consider this an anti-alt-tab guide. This is a set of guides for Faceless Void. Midas is not often rushed but can be obtained if the game is extremely passive.īoots of travel/rapier are extreme late-game options.I'm Sp12 - I write guides here and can be found streaming at if you have any questions/comments feel free to post at either. Mask of Madness allows earlier pick-off of enemy supports caught out of position, but increased damage is risky and may lead to big counter-ganks.ĭiffusal blade is to counter certain heroes (Omniknight, Warlock) Manta is to counter Silence and increase pushing power. MKB ministun will not stack with bash, but truestrike is important against Butterfly carries, Windrunner, Brewmaster etc.īKB is used to guarantee Timewalk->Chrono initiation as well as prevent disables from any heroes not caught by Chrono. Farming is still most important focus.ĭaedalus/Desolator/MKB can all be first items to be aimed for. Poor man's for better creep damage block.Īt this point, void can contribute a little to teamfights, but not much. Standard health regen and stats to be built into wand later. Void should be guaranteed early farm with your team's support, and Quelling Blade allows easier last hitting, especially under friendly towers. However, what Void actually is, is a high risk high reward hero who depends a lot on landing a good ultimate very much like Enigma.Ī late-game Chronosphere makes or breaks huge team battles, and thus often decides games. Void is often regarded as the hardest of all carries, usually being compared to Spectre or Morphling. Chen, Enchantress, Enigma), the only option is to go with a harder carry. Earthshaker, Windrunner, Tinker) or if strong early pushers are banned out (e.g. Typically, a pushing lineup is used to counter hard-carry farming lineups, but if the other team has powerful anti-push heroes (e.g. (Antimage) and Morphling are the most common competitive staple hard carries. When the other team picks a hard carry, and your team plans on out-carrying with Void. This is when all spells (especially Chronosphere level 3) has been maxed, and Void has picked up his core which consists of at least one potent damage dealing item, and can successfully burst down supports in the 4 second duration of Chronosphere. In a competitive game where Void is ensured farm by his teammates (trilane or dual-lane with support) and has a steady stream of farm, Void's carry potential comes online at around the 38 minute mark. Void requires an extensive amount of farm before he reaches the critical point of being able to carry.
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