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TopicA ranking topic: Isq rates Dota heroes for fun and time-killing.
Isquen
08/05/22 12:34:05 AM
#199:


67 - Faceless Void (melee Agility)
https://gamefaqs.gamespot.com/a/user_image/3/6/1/AAAACbAADh6x.jpg
Basic Abilities: Time Walk, Time Dilation, Time Lock, Chronosphere
Shard Upgrade: New ability "Reverse Time Walk," which can only be cast after Time Walk, and rewinds Void back to where he initially cast Time Walk. Shard also improves the cast range of Time Walk.
Scepter Upgrade: Improves Time Walk to bash every enemy in a 400 radius of his arrival point with his current level of Time Lock.
7.31 and onward changes: Base health regeneration improved by 0.5/second. Time Lock "double-tap" hit strikes slightly slower (makes lucky streaks where Time Lock procs off the Time Lock hit much less painful for his victim.) Scepter upgrade's radius improved by 50.

Thank whatever deity of your choice that this bastard doesn't have Backtrack as baseline anymore, needing to be level 25 to get it as 20%. The ability to just nope out of damage randomly was fucking stupid, and that's the kindest thing I can say about it.

Anyway, oh look, it's Void. Void's had some changes over the years, and his base kit looks completely different from his incarnation when Dota 2 was new, but there are three constants that have withstood the flow of time.
1.) He has a dash-to-point ability.
2.) He can luck out and become a bashlord to ruin your whole damn career.
3.) Chronosphere is guaranteed to cock up a game in one way or another, making Void a weird cross between an initiator and a hard carry.

Time Walk is Void's first ability, and whereas it once used to be a pseudo-blink, it instead is now a ground-targeted pseudo-Time Lapse. Funny, that. Any damage Void took in the past two seconds is shrugged off when the dash begins, and if a Shard is purchased, Void can press the Reverse button to go right back to where he cast it (though it does not heal a second time, nor does it harm Void if he healed a burst off.)

Time Dilation is... strange, and I must confess I'm not too familiar with it myself. On paper it actually looks kind of weak, but it's a potent damage-over-time slow-over-time that took a playbook out of an older incarnation of Silencer, punishing enemies who have too many things on cooldown. Basically, Void debuffs an AoE every enemy around him with a long-duration magical DoT whose power is based off how many different built-in abilities the enemy has on cooldown at the start of it. While this debuff is on, those cooldowns are extended, and the enemy is heavily slowed based on the amount of cooldows used. It also counts "invisible" cooldowns (basically Invoker's spellcasts for when he swaps his spells, but also some of Rubick's shenanigans with stolen spells.)

Time Lock, while functionally a straightforward Bash, is odd for Void in particular. It stuns the target for 0.6 seconds (as a hero) or 2 seconds (if not) dealing an extra attack by a temporal shadow of Void. This extra attack is affected by spell damage instead of Void's own attack damage, but does not have true strike. Instead, it uses any on-hit items Void has - and importantly, this attack is itself capable of bashing a target. Pseudo-random distribution is in effect on bash chance, but an extremely lucky Void can slap a target once, proc Time Lock, and have Lock proc itself repeatedly like a Casino Magi getting lucky with Fireblast. It's incredibly rare due to RNG-fiddling code, but there's always that million to one shot a Void will hit you with the touch of death (at least until an ally of the stunned target strong-dispels or uses some status resistance.)

Lastly we've got... Chronosphere.

*Queue booing noises*

Chronosphere drops a time bubble (functionally a cylinder, so no flying or being thrown over it any longer) that stops *everything* inside that Void doesn't control over the duration, with the only exceptions being Hidden Units, Couriers, and invulnerable heroes. Most forced movement will fail to extract victims from the bubble, nor pass through it (Snowball used to, which was goofy.) Additionally, the Chronosphere itself provides flying vision and true sight centered in the radius, and a short wiki dive mentions some other fun interactions - heat seeking missiles en route from Tinker will die, as will phantoms from Grimstroke and beetles from Weaver. An underlooked interaction - usually because a Void has almost no business building the items involved - is that Chronosphere will NOT affect other units that Void himself controls (illusions and dominated units from Helm of the Dominator/Overlord.) Lastly, Void and his controlled units gain phasing and haste, so they can zip their way through a fight to bonk the support trapped in back, and with a later talent, the Chronosphere phasing effect upgrades Void's attack speed (and that of his units) by 120.

Chronosphere is another one of those iconic abilities, one of those ultimates that swings games dangerously in one way or the other - like Black Hole or Duel - and while it has tremendous synergy with certain other heroes (Lich, Invoker, and Witch Doctor immediately spring to mind) it has the potential to screw Void's own team over horrendously. It's pretty much impossible to watch a clip show like Fails of the Year Week and not see a Void immediately cock up things in the following ways:
- Trapping his entire team in a Monkey King ult
- Trapping his entire team under a Lich ult
- Trapping his entire team with an enemy Invoker with a Scepter, who proceeds to Cataclysm and murder everyone but Void (more on this when Invoker comes up)
- Chronosphereing in a treeline and getting stuck trying to run at a hero in said treeline
- Trapping an ally channeling any ability, like Crystal Maiden, Enigma, Witch Doctor, or the Witch Doctor death ward
- Panicking thinking it saves him from Juggernaut's ult (Juggernaut is *invulnerable* during it)
- Trying to bonk someone with a persistent DoT on them that doesn't turn off in the bubble, like Doom or Pudge
- and for good measure, and more of a Rubick thing, but Rubick stealing and using Chronosphere on Void, who is totally immune to it by design.

Chrono has such a monumental ability to screw your own team that it's difficult for me to be nice to him, but it also is a game changer when used properly - usually by ignoring Void completely and letting him split push like he's a Nature's Prophet. Unlike Black Hole, Chronosphere has somewhat less of a punishing cooldown, and given Void largely ignores the need for mana (Time Dilation is powerful, but only situationally, and Time Walk is better as an escape than an engage, unless the Time Walk precedes the Chronosphere cast itself) he almost always has the ability to use it. Alas, he is so damned boring. He falls into the spectrum of "bonk creeps for 30 minutes and win game" playstyle that I detest (see: Phantom Assassin, Terrorblade, Sven, and others) with almost no reliable team utility, and... ugh, he just tilts me off the face of the planet even when weak. I remember Backtrack being a basic skill, not a level 25 talent, and fuck that era and FUCK him for dodging lethal Assassinates/Laguna Blades/Fingers of Death ALL THE... TIME.

Hint for next hero: Void, different plane of existence, same difference.

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