Units

Void Ray

The reunification of the Aiur Protoss and the Dark Templar has allowed the two groups to combine their divergent technologies, and their collaboration has produced astonishing new developments. The Void Ray is built around the newly developed prismatic core, which serves as a virtually eternal power source. When the Void Ray has locked onto a target and deployed its flux field projectors, it can shoot searing beams of energy that grow exponentially more powerful over time. Even heavily armored structures and warships have been incinerated by the Void Ray, leading some Terrans to believe that it will eventually replace the Carrier as the flagship of the Protoss fleet.
Heart of the Swarm Wings of Liberty
Unit Statistics

3D Model

Basic information

Race: Protoss
Life: 150
Shield: 100
Armor: 0 (3)
Movement: Normal
Attributes: Armored - Mechanical

Production

Producer: Stargate
Hotkey: V
Cost: 250 150
Supply: 4
Build time: 60

Combat

Upgrades:
Ability:

3D Model

Basic information

Race: Protoss
Life: 150
Shield: 100
Armor: 0 (3)
Movement: Normal
Attributes: Armored - Mechanical

Production

Producer: Stargate
Hotkey: V
Cost: 250 150
Supply: 3
Build time: 60

Combat

Upgrades:
Weapon:
Ability:

General Strategy

  • Armored craft that can attack air and ground targets.
  • Highly effective against armored units.
  • Vulnerable against large numbers of enemy units.
  • Void Ray sneak attacks against enemy headquarters can be devastating.
  • Use the Prismatic Alignment ability against armored units to deal extra damage to them.

Countermeasures

VS Terran
  • Launch Vikings; their long air-to-air range will make it easy to bring Void Rays down.
  • Use large groups of Marines with Stimpacks and Medivac support.
  • Build Missile Turrets around your Command Center as a temporary deterrent.
VS Zerg
  • Spawn Mutalisks; be sure to focus fire.
  • Assemble a large number of Hydralisks.
  • Build Spore Crawlers around your Hatchery as a temporary deterrent.
VS Protoss
  • Engage with Stalkers. Research the Blink ability in order to move away when Prismatic Alignment is activated. Engage again while the ability cools down.
  • Phoenixes are great against Void Rays, which are too slow to outrun them.
  • Build Photon Cannons around your Nexus as a temporary deterrent.
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Comments (218)

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Turo #310
Turo
16/10/2010
I don't agree. Protoss doesn't have any good units against Void Rays. Phoenix is a joke against VRs and Stalkers are only good if the VRs are not numerous (<5). I don't have experience about the latest patch though.

I have one solution though: keep Void Rays effective but make them require Fleet Beacon :-)
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NONE #813
NONE
17/10/2010
@Turo: phoenixes do well against voiids cause they are light(after 1.1.2 only 8 dmg when fully charged) and they can hit n run easily. As for Stalkers, it should be good after patch but dont really know, didnt test it.
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BrotherDeath #851
BrotherDeath
18/10/2010
@NONE: Nah, Phoenixes just don't do enough damage to be effective againt Armoured. It's surely actually 8 damage vs. Light when uncharged, and before that it was 6! if you do micro your Phoenixes away, then the Voids will just continue to attack your base, still upping its charge whilst killing your Probes.
And the Stalker is Armoured, so the Void Ray does extra damage against them.
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Turo #310
Turo
19/10/2010
@NONE: As BrotherDeath already said, Phoenixes are good against Void Rays only on paper. They can hit 'n' run but the Void Rays continue to charge between the hits, and when defending they can also charge by shooting their own buildings (which isn't as stupid as it first sounds). Now, after the patch VRs don't become invinsible after charge anymore, but they aren't so vulnerable before the charge either. I still think that bumping VR back and making them require Fleet Beacon would be the best solution. They aren't unfair when they're not numerous.
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BrotherDeath #851
BrotherDeath
19/10/2010
@Turo: Putting them up to a teir 3 unit could well be a perfect solution. It would give the other player that much more time to get some defencive/offencive force up, but remembver, the Fleet Beacon also unlocks the Carrier and Mothership, meaning that a massive teir 3 air force with devastating potential destructive force could be unleashed with a single tech structure. Maybe if the Void Ray just had its own tech structure, much like the Dark Templar?
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Turo #310
Turo
21/10/2010
@BrotherDeath: Interesting idea, but then again templars already have separate tech trees, and making VRs also require a separate tech tree could make Protoss tech tree a little too scattered. But maybe if they made Fleet Beacon / Void Center cheap enough (150/200)... To be honest, I rarely see anyone make both Void Rays and Carriers in the same game. Usually it's either or.
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BrotherDeath #851
BrotherDeath
25/10/2010
@Turo: True actually... wonder why Kerrigan is so evil after she gets infested....
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Chrysoprases #486
Chrysoprases
05/10/2010
All like to whine because Voidrays are power overwhelming, especially on us.battle.net. But nobody mentions that only 4 marines are enough to take down 1 Void. 3 Marines + 1 Medievac likewise. All without any dead units on terrans side. Now MMM (current OP tactic from terrans ^^lulz) could be interpreted as exactly that Void counter. If one has to complain about Voids it could be Zerg. Its not easy to defend an early Expansion against 1 Void+2 Phoenix without help of Hydralisks/Mutalisks. But these are same tier as Voids, arent they? So scout and never let them enter your base. For Toss its really fun, if he tries Voids on you, then you yourself can do nice drivebys with Phoenix. Love Phoenix :)

just for the lulz
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BrotherDeath #851
BrotherDeath
07/10/2010
@Chrysoprases: MMM can be a great counter for 3 to 6 Void Rays, but when you're looking at twenty, as many players go for, then any kind of army is screwed. You can't kil them all before they get up to maximum power, and then you're just screwed. As Zerg, you can't stop the Void Rays geting into your base, Mutalisks cost a great deal more resource-wise to take Void Rays down, and Hydralisks can't get around fast enough. As Protoss, the Phoenix doesn't do enough DPM vs. Armoured when compared to the Void Ray to be at all effective as a counter, even if they can fire while moving, which the Void Ray can do as well, and especially when the Void Ray gets up to full power. In conclusion, the Void Ray has no counter, therefore, it is OverPowered.
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Chrysoprases #486
Chrysoprases
07/10/2010
@BrotherDeath: critical mass must not be achieved by any opponent. never let somebody build so much costly units and all is fine.
try to scout early, push with ground units early = no voids
ravens seeker missle = dead voids
ghosts emp = weak voids
kite with mass mutas = micro dead for voids

does this translate to you?
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Chrysoprases #486
Chrysoprases
07/10/2010
@BrotherDeath: but for real, the void ray concept is screwed. they should be more like siege units with greater range and lower damage increase i think. nearly like swarm guardian from sc 1 or the like.
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BrotherDeath #851
BrotherDeath
08/10/2010
@Chrysoprases: I don't see how an increased range would help me with my personal strategie of mass ground units. All I want is for the damage bonus ability to do what it says it does; build up damage on a single target when firing continually. When the Void Ray switches targets, it should lose the bonus. that would return the Void Ray to what i see it as - a medium, Protoss Warship which is particularly useful against single units with more HP. Not against everything. And if an opponent rushes Void Rays, they can have the first 5 or 6 out while I'm still getting Zealots and Stalkers.
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BrotherDeath #851
BrotherDeath
10/10/2010
@Chrysoprases: I can prove that it takes more than scouting early to defeat the Void ray. i was playnig a match this morning, got a Probe into the opponent's base, saw he was blocking up and getting gas; natural conclusion - he's going for air, most likely Void rays. I immediatly get to wrok on Stalkers and two Stargates. Manage to get 4 Pheonixes out, with 4 Stalkers to back them up. 4 Void rays come over, start tearing the place up. I attack with the Stalkers while microing thre Phoenixes, GUESS WHAT! All my guys died. There is no suitable counter for the Void Ray, with the exclusion of the Terran Marine. Which I can't get.
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Chrysoprases #486
Chrysoprases
10/10/2010
@BrotherDeath: mhm, according to unit description the damage of a void should'nt drop if switching a target. but this measures could be a solution. the scenario you described never happened to me, but i would like to see a replay before jumping to conclusions. if you used focus fire and still lost against the 4 voids, then i would agree.

nevertheless, i think the void concept is screwed. its never a protosslike style to mass single weak units, to beat the whole world. there for my opinion is, to nerf damage buildup while increase range. probably making the thing more expensive.

replay please
mfg
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BrotherDeath #851
BrotherDeath
11/10/2010
@Chrysoprases: How do I post the replay? Yeh, I focused the Voids, and even tried to micro the Phoenixes away before they reached critical mass, but it didn't work. I maintain that if the Voids were just nerfed by losing their damage bonus when switching targets, the game would be a better place to fight, as well as better balanced. This would be an appropriate nerf to the damage bonus as you mentioned above, but a damage decrease would do little to asuage me.
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BrotherDeath #851
BrotherDeath
12/10/2010
@Chrysoprases: AH! How about THIS??? The Void Ray's damage remains the same, if it instantly switches targets it keeps the damage bonus, it can still attack when moving, but when it has no target to switch to, it loses all damage bonus. Basically, those few seconds it has when moving from one target to another are removed. All you need to do is to get out of range for less than a single second, and they go back to 9 damage per second.
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Skip #957
Skip
12/10/2010
@Chrysoprases: I have to agree with BrotherDeath, Void Rays are overpowered at the moment. The strategy I used and is working great in Gold (won 11/12 matches so far with this) is that I rush for 4 Void Rays while building some moderate defence using no gas. Go directly for their mineral line. If you're lucky, by the time he gets units to fight them back they'll be fully charged, and if not at least partially. At which point, unless he went mass marines, you'll most likely win.
Biggest problem is that Protoss has very little counter units against them - Stalkers can't get there fast enough without blink, and Phoenix are no good against armored units. Usually when I play vs toss I go for their Cybernetics Core, thus disabling them to produce extra Stalkers that would fight back the Void Rays :)
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Skip #957
Skip
12/10/2010
@Chrysoprases: I have to agree with BrotherDeath, Void Rays are overpowered at the moment. The strategy I used and is working great in Gold (won 11/12 matches so far with this) is that I rush for 4 Void Rays while building some moderate defence using no gas. Go directly for their mineral line. If you're lucky, by the time he gets units to fight them back they'll be fully charged, and if not at least partially. At which point, unless he went mass marines, you'll most likely win.
Biggest problem is that Protoss has very little counter units against them - Stalkers can't get there fast enough without blink, and Phoenix are no good against armored units. Usually when I play vs toss I go for their Cybernetics Core, thus disabling them to produce extra Stalkers that would fight back the Void Rays :)
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BrotherDeath #851
BrotherDeath
14/10/2010
@Skip: Thank you. The Void Ray needs a serious nerf and soon.
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MythWar #782
MythWar
12/11/2010
@Chrysoprases: Micro mutas dont beat unmicroed voids when they're pushing :3. Void ray = 7. Muta = 3. Void ray can attack while moving only in front.
Its like marine vs baneling + zergling (1 of each). Baneling + zergling = Void ray. Muta = Marine
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MythWar #782
MythWar
12/11/2010
@BrotherDeath: Yes they do. ZERGS got HELL BIG PROBLEMS with those Void Rays. Its like... Duh... 2v1 : 2 Void rays vs 1 muta, like 5 void rays/player and i have 20 muta. Guess who wins.
-Makes Dramatic Drinking Water Effect-
Exactly! Void rays!
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Xzaton #517
Xzaton
02/10/2010
The void ray is so overpowered it can have a crazy damage output and can have 3+ move speed, i do like them but if you get like 20 its basically game over
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Xzaton #517
Xzaton
02/10/2010
The void ray is so overpowered it can have a crazy damage output and can have 3+ move speed, i do like them but if you get like 20 its basically game over
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Cealin #558
Cealin
29/09/2010
With the speed upgrade they are almost as fast as Muta's :X. Muta's are supposed to counter them, but you need a lot more Muta's then Void Rays resource wise to be able to win.
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AnonymousSpy #290
AnonymousSpy
28/09/2010
honestly, if you can't counter mass void rays you're not scouting early enough.
they're easily countered if you mass their 'weak against' units (which are considerably cheaper)
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NONE #813
NONE
29/09/2010
@AnonymousSpy: yea its no prob when u counter them in open but when whey come to ur base charge on building u can say bye to ur counter its annihilated in seconds
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BrotherDeath #851
BrotherDeath
05/10/2010
@NONE: this would barely be a problem if they just did what the ability says and only charge aginst a single target. When they switch target they should lose this bonus. Problems solved.
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Skip #957
Skip
12/10/2010
@BrotherDeath: agree - it would be a good fix, but then make the Void Rays very unusable and susceptible to kiting.
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BrotherDeath #851
BrotherDeath
14/10/2010
@Skip: Then maybe just makie it so that kiting is the only way to fight them. Make it so that they lose their damage bonus instantly if they don't immediatly switch targets, rather than just fly around with the front open like a blooming flower.
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MythWar #782
MythWar
12/11/2010
@AnonymousSpy: Tip : Less than 4 = Crappy. Higher than 6 = Strong. OVER 12 = Too flippin' OP
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NONE #813
NONE
26/09/2010
tested today: fully charged void ray has 25 dmg every 0,6 second + 4 for each weapons upgrade so we end at 37 dmg/0,6 sec it is like 62 dps really nerf em they charge on building and then ur army dies
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MythWar #782
MythWar
12/11/2010
@NONE: So thats why my Hydras died too fast.
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Calypsol #538
Calypsol
20/09/2010
I love when people with minimal game experience complain about something! :) Play a lot, gain experience, then talk!
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Konpaja #363
Konpaja
17/09/2010
I agree with Oliver. They are a good addition to the protoss fleet and of course a good idea but they should be less powerful in the multiplayer game...
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Mystro #827
Mystro
17/09/2010
void ray are too strong
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Rasofe #144
Rasofe
16/09/2010
Very important note:

Void rays should be engaged in the open. Make sure you know from where they are attacking and engage as far away from your base as possible. The differance is that there is almost no "base defence" bonus to engage them in your base (especially for terrans) and the rays can easily charge on buildings... while in the open, it is almost possible to flee from Void Rays even when the speed upgrade is researched. This also applies mostly to terrans. In other words - attack, flee when charge, re-engage (stim to get your marines out of the fire). Even if you use vikings combined with a normal army that is only partially marines, it is still prudent to engage the void rays away from the base...

Thats just common sense, really.
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BrotherDeath #851
BrotherDeath
14/09/2010
The rush-Viod-Rays tactic is too popular; if Void-Rays don't get nerfed soon, everyone wikll be playing them early, and the Starcraft 2 ladders will be split by how quickly you can pump out the Void-Rays.
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Masterious #157
Masterious
13/09/2010
Should be nerfed, epic in 3v3 and 4v4, and pretty good in 1v1 and 2v2 too, if not countered propperly.
Too much damage, too little weakness... Boring and simple units, best if massed, are the worst units of the game!
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MythWar #782
MythWar
12/11/2010
@Masterious: When I was a full bronze newbie, I gone void rays with a friend.
We had together like 12 void rays, and then we won.
Conclussion : OP much?
P.S. : It was a 2v2, a late-game. As I said, I was a noob
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Calypsol #538
Calypsol
13/09/2010
I think they are just fine for they price and build time. If someone is failing at scouting therefore unable to produce proper counter-units, well, learn how to scout! One side note to all grammar-slaves: regarding to the ability description, the damage would increase to infinity, it's not capped! And there is absolutely no word about losing charge when switching targets.
LecandriX: Flux vanes does not increase attack speed of void rays. ;)