• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:42
CET 23:42
KST 07:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1:
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Mechabellum Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2081 users

Void Ray Charging: How Does it Work?

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
Curiosity
Profile Joined May 2010
United States23 Posts
May 19 2010 03:03 GMT
#1
This may sound like a really nooby question, but how does the void ray charging attack work? I know that it deals more damage as it takes more time attacking it and that it won't lose its charge when it switches from target to target, but is there a way to micro a unit away from the void ray to reset its charge? Also, what are the graphics of a fully charged void ray?
Percutio
Profile Blog Joined April 2010
United States1672 Posts
Last Edited: 2010-05-19 03:09:34
May 19 2010 03:07 GMT
#2
The fully charged ray has a huge beam instead of a thin beam for attack, this is when the damage changes as well.

The only Void Ray micro I know of is letting their charge die off by retreating during battle, but this doesn't always work too hot because they can attack while moving to an extent and have big range as well. The other technique that actually does work is using blink micro on stalkers to stop Void Rays from charging and to stop them from finishing off injured Stalkers.

The other situations may be pulling weak Corrupters back and shoot-moving with Vikings (But Vikings are kind of slow so idk).
What does it matter how I loose it?
Chronopolis
Profile Joined April 2009
Canada1484 Posts
May 19 2010 03:09 GMT
#3
Graphically, when the void ray gets to a full charge, the void ray will shoot a thick bright laser stream. Also, when the void ray is not attacking but charged, you'll see a arc of energy connecting the firing crystal and the void ray. To micro a unit away, just move the attacked unit away as the laser is charging, slowing your opponents efforts to charge the laser.
Curiosity
Profile Joined May 2010
United States23 Posts
May 19 2010 03:15 GMT
#4
How long does it take for a passive void ray to lose its charge? I play Terran so viking micro is really difficult because of their slow speed. However, their long range can really hurt void rays with high APM, which, unfortunately, I have yet to gain. I've also tried marines, but when the opponent gets may even just 5 void rays, no amount of marines can kill them off without all the marines dying.

Call it wishful thinking, but does anyone think the void ray will get nerfed upon the release of SC2?
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 19 2010 03:18 GMT
#5
i believe it takes 13 attacks for a voidray to fully charge (reading from liquipedia)

stage 1 the beam shooter thing is closed and has a skinny beam
stage 2 they have the crystal connected by beams but still skinny
stage 3 they are connected but beam is huge
Artillery spawned from the forges of Hell
Percutio
Profile Blog Joined April 2010
United States1672 Posts
May 19 2010 03:21 GMT
#6
Well Void Rays with speed really don't get kited by Vikings. Without, maybe with some serious spotting you get 1-2 free volleys.

Also, marines beat Void Rays for cost, but it is hard to have that much population in marines.
What does it matter how I loose it?
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
Last Edited: 2010-05-19 03:23:18
May 19 2010 03:22 GMT
#7
Theres talk it may get nerfed next path but theres no need. You shouldnt be letting your opponent get 5 voids if this somehow happens you should have 8+ vikings because you scouted it, use that scanner even with no micro at all if you scout voids your fine.

Attack move micro isn't to hard if for some reason you dont scout it and need to micro you should be able to pick it up if you practice it a bit doesnt take overlly high apm just use right click to move and a left click to attack.

Practice Practice Practice, ask someone to do a void build against you in some customs add me vthokies.james I would be glad to help you out with it
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Mnijykmirl
Profile Joined February 2010
United States299 Posts
Last Edited: 2010-05-19 03:30:36
May 19 2010 03:24 GMT
#8
On May 19 2010 12:09 Chronopolis wrote:
Graphically, when the void ray gets to a full charge, the void ray will shoot a thick bright laser stream. Also, when the void ray is not attacking but charged, you'll see a arc of energy connecting the firing crystal and the void ray. To micro a unit away, just move the attacked unit away as the laser is charging, slowing your opponents efforts to charge the laser.


Actually, on for micro when fighting Void Ray, I've been thinking about this a lot.

1. Void ray can accelerate while attacking and continue to attack
2. Void ray have 7 range
3. Void ray will not lose their target until the target exceeds 9 range
4. Void ray move as fast as standard units, so very few units can actually gain distance on it, and even less can gain distance on it before dieing
5. Running away from a void ray essentially accelerates the void ray FOR Protoss, meaning he can begin retreating or move to a second target at full speed instantly

So I'm thinking, just don't try to micro most units that are being attacked by a void ray. Just let them shoot. Maybe, if anything, you want to keep the unit being targeted stationary, and move your units- say marines or hydralisk as that is the most sensible, directly under the firing void ray. The void ray will have to start accelerating from rest before it reaches full speed to escape, and the marines will have more time to continue firing upon the void ray. If this risks killing the void ray outright, then the protoss player would need to start moving the void ray away and breaking target on the stationary unit, which is exactly what doesn't happen when you move the unit the void ray is firing on.

EDIT: with vikings it should be without micro. Viking are faster but not by much or with the most incredible acceleration, so by the time they can escape the beam they're likely dead and even if not that whole while the void ray has been doing damage(and charging) and will likely have another viking in range to switch to. Mutalisk probably supports retreat micro however, even with the drastically shorter range they're drastically faster and accelerate faster, so if done perfectly you might be able to keep the void ray switching targets often enough to prevent charge-up.
Curiosity
Profile Joined May 2010
United States23 Posts
May 19 2010 03:25 GMT
#9
Thanks for the offer jamesr12. I'll add you the next time I log on, my ID is Kwan.naturally.

I'm not too sure if 8 vikings can take on 5 void rays...I've been in similar situations before, and that did NOT end well. I know for sure I have never even tried to take on void rays if I didn't outnumber them with vikings...I think by the time the opponent has 8+ void rays not scouted or scouted late, it's GG.
Curiosity
Profile Joined May 2010
United States23 Posts
May 19 2010 03:26 GMT
#10
On May 19 2010 12:24 Mnijykmirl wrote:
Show nested quote +
On May 19 2010 12:09 Chronopolis wrote:
Graphically, when the void ray gets to a full charge, the void ray will shoot a thick bright laser stream. Also, when the void ray is not attacking but charged, you'll see a arc of energy connecting the firing crystal and the void ray. To micro a unit away, just move the attacked unit away as the laser is charging, slowing your opponents efforts to charge the laser.


Actually, on for micro when fighting Void Ray, I've been thinking about this a lot.

1. Void ray can accelerate while attacking and continue to attack
2. Void ray have 7 range
3. Void ray will not lose their target until the target exceeds 9 range
4. Void ray move as fast as standard units, so very few units can actually gain distance on it, and even less can gain distance on it before dieing
5. Running away from a void ray essentially accelerates the void ray FOR Protoss, meaning he can begin retreating or move to a second target at full speed instantly

So I'm thinking, just don't try to micro most units that are being attacked by a void ray. Just let them shoot. Maybe, if anything, you want to keep the unit being targeted stationary, and move your units- say marines or hydralisk as that is the most sensible, directly under the firing void ray. The void ray will have to start accelerating from rest before it reaches full speed to escape, and the marines will have more time to continue firing upon the void ray. If this risks killing the void ray outright, then the protoss player would need to start moving the void ray away and breaking target on the stationary unit, which is exactly what doesn't happen when you move the unit the void ray is firing on.


You can definitely do some target firing to maximize damage, but that's about all I can think of.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 19 2010 03:29 GMT
#11
On May 19 2010 12:24 Mnijykmirl wrote:
Show nested quote +
On May 19 2010 12:09 Chronopolis wrote:
Graphically, when the void ray gets to a full charge, the void ray will shoot a thick bright laser stream. Also, when the void ray is not attacking but charged, you'll see a arc of energy connecting the firing crystal and the void ray. To micro a unit away, just move the attacked unit away as the laser is charging, slowing your opponents efforts to charge the laser.


Actually, on for micro when fighting Void Ray, I've been thinking about this a lot.

1. Void ray can accelerate while attacking and continue to attack
2. Void ray have 7 range
3. Void ray will not lose their target until the target exceeds 9 range
4. Void ray move as fast as standard units, so very few units can actually gain distance on it, and even less can gain distance on it before dieing
5. Running away from a void ray essentially accelerates the void ray FOR Protoss, meaning he can begin retreating or move to a second target at full speed instantly

So I'm thinking, just don't try to micro most units that are being attacked by a void ray. Just let them shoot. Maybe, if anything, you want to keep the unit being targeted stationary, and move your units- say marines or hydralisk as that is the most sensible, directly under the firing void ray. The void ray will have to start accelerating from rest before it reaches full speed to escape, and the marines will have more time to continue firing upon the void ray. If this risks killing the void ray outright, then the protoss player would need to start moving the void ray away and breaking target on the stationary unit, which is exactly what doesn't happen when you move the unit the void ray is firing on.



I think your sort of right it is possible to micro a viking so voids never even hit them by using thier range, but once they are in range there is no getting out so if your micro slips you dont want to try and get away. However you do want to target fire. The other thing is stimmed marines just destroy voids, they can run in and out of range easily and just take them down so fast. So don't discount all mico againist voids
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
derooq
Profile Joined March 2010
United States7 Posts
May 19 2010 03:33 GMT
#12
how much damage do voidrays do per second before and after charge?
Kakisho
Profile Joined January 2010
United States240 Posts
May 19 2010 03:38 GMT
#13
On May 19 2010 12:15 Curiosity wrote:
How long does it take for a passive void ray to lose its charge? I play Terran so viking micro is really difficult because of their slow speed. However, their long range can really hurt void rays with high APM, which, unfortunately, I have yet to gain. I've also tried marines, but when the opponent gets may even just 5 void rays, no amount of marines can kill them off without all the marines dying.

Call it wishful thinking, but does anyone think the void ray will get nerfed upon the release of SC2?



Actually, you're in luck:

http://forums.battle.net/thread.html?topicId=24915102994&postId=249128811159&sid=5010#4

Patch 13 will have some changes.
Cold wind, chilling.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
May 19 2010 04:08 GMT
#14
a) point at something
b) wait two seconds
c) kill everything
vileEchoic -- clanvile.com
roemy
Profile Joined April 2010
Germany432 Posts
May 19 2010 04:13 GMT
#15
On May 19 2010 12:33 derooq wrote:
how much damage do voidrays do per second before and after charge?

http://wiki.teamliquid.net/starcraft2/User:Roemy/Unit_Statistics_(dps_only)
rock is fine.. paper could need a buff, but scissors have to be nerfed
beef42
Profile Blog Joined October 2008
Denmark1037 Posts
May 19 2010 04:28 GMT
#16
remember that the void rays can charge up no matter what they're firing at. There are plenty of maps where you can charge the rays on some rocks and then go in with pre-charged rays, the natural on blistering sands is a good candidate for this.

Also, keep in mind you only need to deal one single tick of damage in order to preserve your charge, so you can have your VRs shoot one of themselves for a brief second to keep charge.

You can also charge the void rays on your own buildings for defensive purposes, i.e, gateways have a 1000 hp, might as well use it for something.
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
May 19 2010 10:18 GMT
#17
A void ray has 3 charge levels of attack, unsurprisingly, level 1, level 2 and level 3

level 1: thin beam attack animation, 5 damage

level 2: slightly thicker beam attack animation, 5 damage

level 3: very thick beam attack animation, (25?) damage

Evidently levels 2 and 1 are the same here so whats the difference?

When a void ray charges, it goes up a level when it has been on a target for a certain amount of time. Upon leaving the target, the void ray will reset to the beggining of its CURRENT CHARGE LEVEL for a short while, and if no new target is acquired it will reset completely.

What this means is you don't have to stay on a single target all the way to level 3 (as many units purely do not have enough hit points) If you kill a unit and it takes you to level 2, you will attack the next target starting from level 2, still doing 5 damage but with less time left to charge to full capacity. However if your target can escape for long enough the void ray resets completely, also if you are able to break the beam just before level 3 is reached repeatedly the void ray has to reset to the beggining of level 2 each time he engages and can continually be stuck at the 5 damage level.

Thus the correct way to micro this is most generally just to start moving out when the opposing player is approaching level 3 (this just requires practice to get a feel for) and staying out of range & out of combat until the void rays charge dissipates, rinse and repeat.
Roblin
Profile Joined April 2010
Sweden948 Posts
May 19 2010 10:41 GMT
#18
the difference between level 1 and 2 is a graphical one, also, pre patch 11 (I think, it might have been another one) there was a damage difference between level 1 and 2, that difference is removed since whatever patch it was
I'm better today than I was yesterday!
lololol
Profile Joined February 2006
5198 Posts
May 19 2010 15:04 GMT
#19
The most obvious visual difference between charge levels is the amount of beams that reach the crystal. Void Rays have 3 "arcs" pointing to the crystal they have in front, and launch a beam from one of them initially, then 2, and then from all 3.

It takes 6 hits for each level, but the first hit is not counted, so it effectively takes 13 hits from no charge to full charge. There's no damage difference between level 1 and level 2, but it makes a difference in the mechanics:

If the void ray stops attacking the same target, the amount of hits towards the next charge level is reset, but the current charge level remains. In order to lose the current charge level the void ray must stop attacking for several seconds.

So if you want the enemy void rays to lose their charge you have to retreat for several seconds. If you have vision you will see how the 3 beams pointing to the crystal power down. Obviously if they are in your base retreating is pointless, since they can keep their charge on your buildings.
I'll call Nada.
Galleon.frigate
Profile Blog Joined May 2010
Canada721 Posts
Last Edited: 2010-05-19 21:06:40
May 19 2010 20:57 GMT
#20
somewhat disapointed to see the nerfed... not sure

I play zerg, and frankly, I like to see powerful units as long as there are counters... The more ways for someone to lose a match the better
1 2 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:00
Best Games of Starcraft
SHIN vs ByuN
Reynor vs Classic
TBD vs herO
Maru vs SHIN
TBD vs Classic
PiGStarcraft478
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft478
ProTech146
StarCraft: Brood War
Shuttle 145
Dewaltoss 97
Hyun 58
Mong 48
NaDa 12
Dota 2
PGG 94
Counter-Strike
fl0m1308
Foxcn128
adren_tv98
Other Games
Grubby5805
FrodaN1157
RotterdaM306
Liquid`Hasu299
C9.Mang0154
B2W.Neo137
Trikslyr38
ZombieGrub27
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• davetesta81
• RyuSc2 64
• Hupsaiya 62
• musti20045 46
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 28
• XenOsky 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22219
• WagamamaTV941
League of Legends
• Doublelift1784
Other Games
• imaqtpie1757
• Shiphtur178
Upcoming Events
CranKy Ducklings
11h 18m
WardiTV 2025
12h 18m
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
13h 48m
Ladder Legends
20h 18m
BSL 21
21h 18m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
1d 11h
Ladder Legends
1d 18h
BSL 21
1d 21h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
2 days
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
WardiTV Invitational
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.