Faceless Void/Guide

General

 * The unique nature of 's ultimate means that, unlike other agility-based carries, he does not farm many survivability items. Rather, builds for as much damage output as possible, and then casts  to immobilize multiple enemies at once, so that he can kill numerous foes during a fight while they are unable to retaliate at all. As well,  benefits greatly from having teammates with strong ranged damage output who can also take advantage of  to blow up the enemy team before they can respond.
 * is almost always played in the safe lane as the team's core farmer. His job is to farm as safely as possible, and take kill opportunities if they come, in order to build the early-game items he needs to be able to farm without support.


 * Time Walk is a Pseudo Blink ability that renders invulnerable as he quickly jumps to the target location.
 * The most general use for Time Walk is to allow to close the distance to an enemy, either to attack them or to cast Chronosphere. As such, it can be important to get many early levels in this ability to maximize 's initiation potential.
 * In a pinch, Time Walk can be used as an escape spell to put distance between and any incoming attackers. However, beware that it does not disjoint projectiles, so attacks that follow him to his destination can still hit him.


 * Time Dilation provides a considerable move and attack speed slow to the debuffed targets, but mostly hinders the opponent's ability to spam spells. Thus, it is best used against heroes that have quick, spammable spells with low cooldowns, such as 's, 's or 's  and.
 * It remains potent against enemies with moderate cooldowns, since time dilation's duration may prevent them from casting their spell a second time during an engagement.
 * If you're fighting an enemy one-on-one, use it when is about to expire instead of at the start, to waste no time on the debuff's duration.
 * Time Dilation has a great potential against illusion heroes due to its mechanic as it highlights only a real hero . The great part is that it works before and after the illusions appear.


 * Time Lock is a powerful bash-type passive ability that allows 's attacks to stun enemies and deal bonus damage.
 * Time Lock allows 's damage and disable potential to scale tremendously with attack speed, as each proc instance of Time Lock will stun and deal bonus magical damage. With enough attack speed, can keep an enemy almost permanently disabled through repeated bashes, and deal large amounts of damage with those bashes.
 * Getting several levels in Time Lock, alongside increasing 's attack speed, will greatly boost the amount of damage he deals.
 * Time Lock pierces spell immunity, allowing it to stun enemies who have activated, as well as siege creeps. The former case can be a powerful use of crowd control to disable enemies through spell immunity, while the latter case can be helpful for stopping pushes by removing a siege creep's damage output for a short duration if it is attacking a tower.
 * Time Lock is still treated as a basic attack, meaning it can miss against heroes who have evasion like, and . For this situation, either buy  or  to compromise their advantage.


 * Chronosphere is one of the most powerful and most feared area disables in the game, capable of stopping entire teams in their tracks regardless of spell immunity. Used wisely, it can allow and his allies to kill numerous enemy players with little to no resistance.
 * Due to its extremely long cooldown, Chronosphere must be used wisely, as is very weak without it. As teamfights do not happen regularly in the early game, Chronosphere can be used to secure kills in the laning phase, however once teamfights start becoming more frequent the spell must be kept in reserve until the right moment.
 * (as well as any units under his control) gains 1000 movement speed and phased movement inside his own Chronosphere, allowing him to attack any targets within as needed. Try to catch enemies in Chronosphere first, and then select targets once they are disabled. As well, remember that will never be disabled by a Chronosphere, even one cast by an enemy, though he will not gain the movement bonuses inside a Chronosphere that he does not own.
 * However, be very wary if there is a on the enemy team. While  can still move inside of 's Chronosphere, his teammates cannot. Fortunately,  can easily avoid  since he is able to cast  in order to have it as his last cast spell, but of course, be sure to catch  inside of Chronosphere to ensure that he does not steal it and use it against your teammates.
 * Take special care when casting Chronosphere; unlike other disables in the game, it is capable of freezing allies in place, not just enemies. Avoid trapping teammates inside a Chronosphere unless a decisive advantage can be secured, and try to place the Chronosphere such that it does not impede allies' movements as they attempt to assist in a teamfight.
 * It can be useful to target Chronosphere such that part of it can deny terrain to the enemy. Placing the sphere such that the enemy cannot assist without entering the sphere can help ensure that they will not be able to interfere as much, if at all, in a teamfight.
 * Remember that Chronosphere will freeze buildings as well, not just units; this includes fountains, friendly or enemy. This makes Chronosphere very strong for diving enemy towers and even their fountain, as can prevent them from attacking him and take advantage of the boosted movement speed to enter and leave at high speed.
 * The key to utilizing Chronosphere properly is target prioritization. Be sure to coordinate with teammates to kill important targets during the Chronosphere, which may not always be the enemy's carry. If Chronosphere can catch supports with powerful spells and teamfight items, killing them first can remove those abilities and items from the field, making the remainder of the fight much harder for the enemy.
 * As well, Chronosphere's disable potential can be greatly augmented by additional crowd control from teammates. Spells such as, , can clump the enemy up together to allow  to trap several of them at once. Once clumped together, the enemy becomes extremely vulnerable to area-of-effect nukes such as , , , and so on.
 * It is important to remember that while enemies inside of Chronosphere are helpless, those outside can still hinder 's attempts to kill their teammates. This means that spells such as, and  can foil attempts at getting kills, and disables can still be targeted on Faceless Void to render him unable to act during Chronosphere. This further emphasizes the importance of target prioritization, as it may be necessary to target Chronosphere on supports over carries, or it may be necessary to kill targets outside of the Chronosphere first.
 * Chronosphere will reveal invisible enemies within the sphere, making it powerful against certain spells like and.
 * Chronosphere's True Sight also reveals wards.
 * Keep in mind that 's longer-than-normal cast animation, combined with the travel time of, can allow alert enemies to completely dodge Chronosphere if they react quickly enough. As such, try to cast Chronosphere immediately upon emerging from , and try to target it on enemies that do not have the ability to instantly re-position themselves to evade it.
 * If enemies become invulnerable before Chronosphere is cast, they will not be affected by it, whether it is an ally or enemy. This means that a can continue hitting targets inside with,  can travel through with , and so on.

Items
Starting items:
 * regenerates health lost to enemy harassment, which receives when he gets close to the creep waves in order to last hit.
 * also restores health, bought when is low on health if any of his items aren't quite close to be bought yet.
 * provides with increased base damage as well as a small amount of armor, giving him better farming power and a little physical survivability.

Early game:
 * increases 's ability to last-hit creeps, which is important for ensuring that he farms well in the early game. By augmenting his already formidable attack damage, Faceless Void can ensure that the enemy has a hard time denying him even if they are in a position to.
 * can be useful to get on given his small base HP and mana pool. The burst regen can give him more survivability and the ability to cast his spells if he finds himself in lots of early engagements.
 * give more movement speed, important in the early game since he is a melee hero who must be able to position himself quickly for last-hitting and avoiding harass.

Mid game:
 * gives increased attributes, and provides even more burst HP and mana regen than.
 * provides bonus attack speed and the ability to switch attributes, useful for giving more HP for survivability, more mana for casting spells on his limited mana pool, or more attack speed and base damage.
 * allows to lifesteal, which is important for ensuring that his HP remains topped off, especially while farming in the jungle. The active also gives lots of attack speed for him to proc, which works with the lifesteal.
 * provides some decent bonus damage and flash farming capability thanks to Chain Lightning, whilst also improving his DPS during multiple heroes in, demolishing any foes in his catch.

Late game:
 * is a strong farming and attack damage item that greatly increases 's damage output during . The increased attack speed and Chain Lightning allow to farm creeps more quickly, as well as proccing multiple times during a  to spread magical damage around to all caught enemies. As well, the active can allow  to punish enemies if they try to attack him, whether he is inside a  or not.
 * 's evasion gives him survivability against physical attacks, increasing his ability to ignore enemy attacks while the increased agility, damage and attack speed greatly increase his ability to deal damage with his attacks.
 * can be a powerful defensive item if the enemy has ranged disablers or nukers that can position themselves to avoid being caught by . Activating spell immunity during allows  to avoid being disabled or nuked down from outside the sphere, which lets him focus his undivided attention on targets inside. The item also provides  with more HP and attack damage, giving him increased survivability and damage output.
 * 's ludicrous lifesteal, after dismantling makes it extremely valuable to  since the amount of health regained is doubled thanks to 's proc, especially when its active is casted, allowing him to fight back even when his  is on cooldown, further refining his sustainability while providing bonus damage.

Situational items:
 * is a safer alternative to, trading away the attack speed in exchange for an aura that affects your team, giving them lifesteal and armor.
 * can be considered as a farming item with much needed attack speed and allows him to catch up on his gold acquisition until the late game.
 * is a well-balanced farming item that provides with self-sustain as well as attack damage. The HP and mana regen let  farm for extended periods of time without returning to base, while the cleave, bonus creep damage and additional attack damage allow him to farm creeps more quickly. As well, the cleave allows  to spread physical damage around inside of, which is useful if he can catch multiple enemies in close proximity. It also works with 's damage.
 * increases his attack damage and can be a necessary item to deal damage to enemies with evasion, doubled with 's proc which might allow him to proc twice.
 * is a situational item to pick up on . It allows to apply a  to each enemy near his destination from . This item can be bought in conjunction with  to counter illusion heroes to deal massive cleave damage.
 * can be a strong damage item for . The greatly increased attack speed can allow him to proc and certain items much more often, greatly increasing his DPS. The increased night vision range can give him a strong vision advantage at night which in turn can allow him to initiate good fights he otherwise could not have seen. Consuming the item can free up an inventory slot for a permanent attack speed bonus and an extra late-game item.
 * is one of the best damage boosting items can pick up. The added damage and critical proc will boost his physical damage output immensely, and it also works with . When coupled with some attack speed boosting items,  becomes a very fearsome threat against enemies.
 * is a solid damage increasing pick up that also allows to lock down a single enemy with the slow. As well, it's a good item to pick up if against enemies who rely on their mana (such as  and ).
 * massively enhances 's initiation factor. With its range almost double that of, it's an important item for catching multiple enemy heroes. This can be upgraded to , thus increasing his attack damage and attack speed during his blitz.
 * is a risky but strong utility item that allows to cast  twice in a teamfight. While purchasing a  will reduce 's carry potential as it does not provide him with increased damage output, doubling up on 's disable duration can give 's team an additional window with which to focus and burst down enemy heroes, which can be necessary for winning fights.
 * can be picked up by just in case the enemy picked up an  to nullify 's damage inside, as it dispels the Combo Breaker effect. It also give him plenty of damage and some Armor and HP Regeneration.
 * is commonly built as a means to increase 's survivability in conjunction with Time Walk. It prevents single target disables or silences from disrupting his initiation with and can save his life in a gank.
 * is always useful on any low-HP hero. The gigantic HP increase will allow to better weather attacks, especially from damaging nukes that may be targeted on him from outside of a . The HP regen outside of battle can also allow him to become a bigger threat against the enemy team if he manages to slip away temporarily, as he can return shortly after with a full HP bar that the enemy must chip away at all over again.
 * greatly increases his survivability and allows him to counter-initiate with or escape with  if he gets disabled.

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