You get the bonus armor near the tower, plus you can use it to your advantage to initiate the enemy and trick them into getting hit by the tower while you properly evade everything they throw at you. You must use the stick and your Q to last hit and deny your own creeps as much as possible to keep the creep wave near your tower. This allows the main carry to take advantage of the safe lane farm. Void specifically is built to withstand the offlane, almost better than any other carry hero. You MUST last hit even if it's the offlane and the other heroes are focusing you. Top While laning - Keep your creep wave close It turns him full-utility rather than semi-carry, and with his passive bash and other skills he is much more advantageous to be used as a utility semi-carry. It turns void into a guy that walks around the map, sometimes using his ult, but unable to really kill anyone in it by himself if needed. Why no radiance? Because while it does give 17% miss-rate scorch to the entire enemy team surrounding you as well as denies blink attacks, it just simply costs too much. You also save another hero from having to buy it, which opens up other item options for them further strengthening the team. You are the strengthening bond of the team. If you put it on another team member they might die which compromises the entire team and makes it weaker. The fact that you are going to be in the front-line of almost every team fight makes you having the Vladmir's Offering an almost necessity. So that's where utility team-supporting void comes in! You end up completely relying on your teammates. I played plenty of games with a full-on carry void, and plenty with the 'new meta' as well as other builds and it just doesn't work out in most situations. With him losing backtrack and the 25% chance at completely evading a magical target spell or a physical attack, and now also him losing his extended duration ultimate with Aghanim's Scepter, you cannot pull off a hard carry unless the enemy is dumb enough to let the game extend enough for his items to be completed or for void to free-farm enough to get all of his endgame team-wipe build items. Radiance is meant for fast farmers, not to force a slow farmer to farm the entire game almost. The 17% evasion at the massive cost of a radiance is meaningless, and late game it does such insignificant damage it isn't worth it. Every game I see it I know my team can easily remove him from the game. This is fine in some games but not all, especially the instant the enemy team recognizes you are building a tank void. The reason for this build is because he no longer has a 25% evasion chance from backtrack, so you have to use time walk defensively. Like, you only get kills by being lucky with this build.Ĥ) Completely depends on another carry to pull off the victory The problem with this is, there are so many problems actually.ġ) There are many better heroes that can benefit from the safe lane plus periodic jungle farming.Ģ) Void is either a full on tanky carry capable of team wiping, or he just gets targeted and killed off early on because this build is EXTREMELY EXPENSIVE and offers no early game strengths aside from being durable enough to run away or hope your team comes to your aid before you finally die.ģ) Late game you fall off. The 'new meta' you'll see in tons of 1k or 2k games is safelane void with vanguard for survivability, radiance and octarine.
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