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Faceless Void Competitive Guide

August 5, 2012 by Sp12
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Build 1

Build 1: Standard

DotA2 Hero: Faceless Void

Offense

Damage 58-64

Defense

Armor 3.94

Other

Movement Speed 300

Attributes

Strength 63
Agility 87.25
Intelligence 52.5

Basic Stats

Health 1689
Mana 923

Purchase Order

Start

In lane

Core

Situational Pickups



Hero Skills

Time Walk

1 3 5 7

Backtrack

2 12 13 14

Time Lock

4 8 9 10

Chronosphere

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25


Faceless Void Competitive Guide

Sp12
August 5, 2012


Introduction

This guide is for Faceless Void in organized games, though the advice given here can apply in pubs to some extent. FV is a hardcarry facing increasing popularity as he escaped the nerfhammer in 6.75. He has the potential to be the hardest carry in the game via his Chronosphere.

Role, or: Carrying

FV is a hardcarry, and is basically ~75% reliant on farm to win games. There is skill involved with placing chronospheres well and surviving the laning phase, but a poor void cannot contribute the way a Lich or Witchdoctor could. Like most carries, Void has a very passive early laning phase (before chronosphere) where he has basically no lane contribution besides a slowing blink that should probably be saved for escaping.

Laning:

FV has very high base damage and a quelling blade makes you a great last-hitter, but you need good supports pulling/harassing/warding in order to minimize exposure to harass and ganks. You can time walk out of bad situations. At level 6 you can coordinate for a kill in lane. If you're up against a more aggressive lane stout shield is more than viable.

Farming:

Around 12 minutes most of the roaming heroes will be roaming and pushers will be pushing, and you should hopefully have your morbid mask and power treads finished, at which point you can jump off the minimap and farm neutrals anytime you feel a gank coming. You must carry a tp scroll. You can certainly contribute to teamfights after your first DPS item, and even before with your chrono. If you have melee heroes position the chrono such that the enemies are on the edge and can get hit on by your own team. HoTD is surprinsgly core after 6.75 as you can always have a creep with you -- I recommend the centaur as he is a great followup stun for your chrono.

Endgame:

The longer the game goes the better items you have. An important point is to be farming all the time. A lot of newer carry players make the mistake of standing mid just becuase the enemy team is standing mid. Assuming you have wards you should probably be farming jungle anytime there's any sort of breathing room. Farm. At this stage of the game 5 seconds should be enough to kill anyone but spectre, so abuse your chronosphere. Watch out because the same applies to you.

Item/Skill Justification

Skills

Time walk is maxed at 7 for the reliable escape the extra range and slow add. The extra range is also a big deal for initiating, which your team might have you do. Just a sidenote, it's probably better to have someone else initiate then have you followup to eliminate heroes with disables/unpopped ulties. 1300 range allows you to initiate from offscreen, as well as escape from most ganks well. Both backtrack and timelock have decent initial chances (10%), but scale poorly after that at 5% per level. Backtrack is typically maxed first as lucky bashes are great, but you're likely the first or second gank target on the other team's hitlist. Feel free to mix it up between backtrack and time lock if you feel one would be more useful. Another once common build is to max backtrack at 7, taking time walk at 1 and 4. Take your ultimate at every chance, it's great for securing kills/stopping key targets from being productive.

There's actually a lot of room in FV skillbuilds, but this one should keep you alive well against good teams. The main focus is maxed time walk and early backtrack levels.


Items

Typical regen, stats, and a quelling blade give you a good chance of laning well. A poor man's shield can be gotten against heroes with a lot of damage sources (Lycan, Enigma, Veno, LD) and works well with backtrack to shake off harass. A RoH is a typical carry item that gives you good sustainability and builds into a vanguard/battlefury/refresher depending on how your game is going. Lifesteal is the best orb for FV, and of course the magic wand is built out of your starting ironwood branches. Not only is it considered borderline overpowered anyway, but the burst of mana is probably going to be important if you end up teamfighting early. You must carry a tp scroll.

If you're winning your lane well a Battlefury isn't a bad choice as your first DPS item. It used to be very commonly built on FV, and can still be great for farming. Conversely if you lost hard going MKB straight after Power Treads and HOTD can be OK.

Lategame you want attack speed and damage, and you should focus on building towards what your opponents have. Are they bad and picked a PA? MKB. Manta Style or Naga/Terrorblade? Battlefury. A lot of disables? BKB. Pushers? Mjollnir is great. Rightclickers? Butterfly, Heaven's Halberd, or MoM are good. Evasion stacks fully with backtrack. Void is actually one of the best Aghanim's in the games, so it can be picked up after a damage item if wanted.

There are some situational items to consider. MoM is an often recommended pub item for FV, but really should only be gotten if they have a dearth of nukes/ranged damage sources. It can be good if you're in your chrono and the enemies outside can't do much to hit you, otherwise the extra damage is a big deal. Hand of Midas can be gotten on many carries, but should only be gotten if you're winning your lane and can have it by 7 minutes. Vanguard can be OK if you're worried about surviving as a PMS replacement.

Friends and Enemies, or, picking.

Anyone with good DPS or spells to work with chrono are good choices. Early game disablers/nukers with teamfight ulties or ranged DPS hitters are probably the best choice. Witch Doctor, Lich, Dark Seer, Shadow Shaman, and Leshrac are all good examples of allies who can capitalize on your chrono while still providing something in lane.

If the enemy team picks up a strength hero (Lycan, CK) they'll often have them pickup a halberd to basically waste 60% of your chrono. There aren't a lot of counters to a well farmed void, but expect that one.

An important note is that pause hasn't been implemented in dota 2 yet. Your chronosphere will pause Lycanthrope but not his timer for his ultimate. It also causes most DoT spells to countdown but not tick for damage.

If you have any comments/questions feel free to add them.

Guide Discussion
Quote | PM | +Rep by NotSureIf » August 9, 2012 2:42am | Report
Well structured and very easy to follow. Never thought of considering Heaven's Halberd on FV, must try it out. Good work.

NotSureIf
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Quote | PM | +Rep by SnakeBitez » August 29, 2012 4:05am | Report
Heavens Halberd is a great idea on Void. However, you do not need the maxed out Time Walk first, as early game Void is squishy and cannot initiate as well as he can late game. This is why players max out Time Lock and Backtrack first with a single point in Time Walk early as an escape mechanism.


Also, why is Mask of Madness only a situational item? The benefit it gives with Voids Chronosphere is immense and therefore should be gotten most times in lane.


Besides from that, decent guide.

SnakeBitez


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Quote | PM | +Rep by Sp12 » August 29, 2012 8:19pm | Report
I just want to clarify that this is a guide for competitive games.

As mentioned in the justification, you get to avoid getting ganked. Backtrack will not stop a gank, it will reduce harassment and hopefully block some damage when you get ganked. One, two, even three levels of time walk is not typically going to get you out of stun range when they come through your jungle. I do mention an older build with maxed backtrack at 7 and some early time walk, but that fell out of favor in like 6.70 to maxed timewalk. Also, the initiation early is actually very solid for setting up kills in lane from ~7-15 minutes. Support stuns, you blink past them as they run (slowing them 40%), both of you right clicking with maybe a lucky bash, chrono to secure is typically a guaranteed kill against anyone without a hard escape mechanism every time chrono is off cooldown, even if they're not out of position.

Mask of madness, also mentioned in the justification, gives you +30% more incoming damage. It is a very solid pickup if they don't have ranged DPS and/or nukes or you're finding solo kills when they're out of position. That said, most teams make it a point to position themselves well so that chrono hopefully can't catch more than 2, in which case you MoM makes you much easier to burst down for a hero without much str gain to begin with.

Halberd is nice because void pretty much needs HP throughout the entire game, evasion stacks with backtrack, and the disarm makes your solo killing/utility power even scarier. Backtrack+evasion really let you leverage any of your extra HP. It's not a common pickup compared to Bfly (since void is such a momentum-based hero), but is probably at least as cost effective.

Sp12


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Quote | PM | +Rep by NotSureIf » August 30, 2012 2:28am | Report
I wasn't too sure if the evasion stacked with Backtrack. Thanks for the confirmation.

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Quote | PM | +Rep by Ninnyhammer » September 3, 2012 9:48am | Report
How do you have mana to consider refresher?

Also, Void got played recently in the International and they got 3 levels of time walk early, not all 4.

Ninnyhammer


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Quote | PM | +Rep by Sp12 » September 5, 2012 1:56pm | Report
Refresher comes as a 4-6th item, at which point you have the mana to support it.

I think that was the right decision -- Xboct got freefarm in lane against a solo dark seer, and his team managed to apply pressure all over the map so he was never in much danger of getting ganked. He also only came to teamfights defensively, which meant he had the positioning advantage after TPing in and didn't need the extra range.

Sp12


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Quote | PM | +Rep by Atlas » September 5, 2012 2:09pm | Report
I wouldn't call this a competitive guide. In nearly all competitive games that Void is actually picks, it's going to be a battlefury rush. Lifesteal really isn't needed that much unless you're going MoM but even that isn't always good to get, especially against a team that knows how to play against Void.

As for the skill build, you can't really mess Void's skill build up. It's perfectly feasible to max out any of his skills first.

Timewalk should usually be taken in somewhat defensive situations, but it can be used offensively too so it's great for both situations.

Backtrack if you are having a hard lane to deal with, it will really negate harass damage and allow you to jungle a little once you're a little farmed.

Time Lock for aggressive lanes, where procing a stun is deadly.

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Quote | PM | +Rep by Sp12 » September 6, 2012 1:45pm | Report
I think I can actually point to text from the guide for almost all of those points.

Re: Battlefury

Quoted:
If you're winning your lane well a Battlefury isn't a bad choice as your first DPS item. It used to be very commonly built on FV, and can still be great for farming.


http://dota-academy.com/hero/22/

If you watch the last 25 games it is ~60% battlefury rush. In the last few months when we've (aka, not the top 50 teams that get casted and put on dota-academy) played a void the remainder is typically Mjollnir and either RoH/vanguard or (if you play Asian) lifesteal first.

The morbid mask is something I stole form the Pinoy scene, and the rationale behind that is so that you have full HP while jungling at all times so you can TP in to a teamfight and contribute fully, and that once you backtrack some/enough of their burst you regain your HP while fighting/in chrono so you don't fall when their burst is off cooldown again but before you have another timewalk. They also build HoTD commonly so you can dominate a centaur and have a followup stun in your chrono with the stomp.

Skills

Quoted:
As for the skill build, you can't really mess Void's skill build up. It's perfectly feasible to max out any of his skills first.


Quoted:
There's actually a lot of room in FV skillbuilds, but this one should keep you alive well against good teams.


Quoted:

Timewalk should usually be taken in somewhat defensive situations, but it can be used offensively too so it's great for both situations.


Quoted:
As mentioned in the justification, you get to avoid getting ganked.....Also, the initiation early is actually very solid for setting up kills from ~7-15 minutes.



Though I will say I don't think there's any viable option that doesn't get two levels of timewalk by 4. If you read the justification I sound very similar to you (backtrack shaking off harass vs. negating harass, lucky bashes vs. procing a stun is deadly, even our commentary on MoM is the same).

Sp12


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