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Malzahar Build Guide by Chromuro

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League of Legends Build Guide Author Chromuro

An in-depth look inside the Void Prophet's mind [S8]

Chromuro Last updated on October 10, 2018
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Team 1

Cheat Sheet
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Malzahar Build

LoL Path: Sorcery
LoL Rune: Summon Aery
Summon Aery
LoL Rune: Manaflow Band
Manaflow Band
LoL Rune: Transcendence
LoL Rune: Scorch

LoL Path: Precision
LoL Rune: Presence of Mind
Presence of Mind
LoL Rune: Coup de Grace
Coup de Grace

+14 ability power or +8 attack damage, adaptive and +5.5% attack speed

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Middle Lane
Ranked #14 in
Middle Lane
Win 52%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Malzahar with this build

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Threat Champion Notes
Zilean His R won't save him from the horrible deaths he will suffer.

Hi everyone! Chromuro's talking! Today I'm here to share my little knowledge about our void boy Malzahar. Here I'll write everything that I learned from playing with him; I'll try to cover every single aspect of this particular champion, from farming to combos and tricks.
Enjoy the reading and I'll see you at the end of the guide!

+ Good amount of damage even in early game +
+ 2 CC, a silence and a suppress +
+ His ultimate is the perfect teamfight tool +
+ Easy to waveclear +
- Low mobility -
- Easy to be bursted down -
- Not that great teamfighter -

Generally, you are a mage that wants to stay in the backline casting uninterruptedly your Call of the Void and Malefic Visions on everything that is alive. Your Nether Grasp is perfect to lockdown a priority target (or to give time to your jungler to catch up to your enemy). If you lose the teamfight, you will be most of the time the sacrificial victim for the enemy team (and maybe a Tahm Kench will take the "sacrificial victim" thing too seriously and will eat you).

Passive: Void shift
Malzahar receives Void Shift if he hasn't taken damage nor been affected by crowd control in the last 30 / 24 / 18 / 12 seconds. Damage from minions does not interact with Void Shift.

Void Shift phases out Malzahar, making him immune to crowd control and taking 90% reduced damage, lingering for 0.25 seconds after taking damage or blocking a crowd control effect.

There isn't too much to explain, it's a stronger version of Banshee's Veil that can be dispelled with an AA. The interesting part is that it nearly nullifies the damage you receive and that lingers for .25 seconds. What does it mean? If you get targeted with a skill that stuns (for example Leona's Shield of Daybreak) and immediatly after you get targeted with another CC (again, for example Yasuo's empowered Steel Tempest), the passive will cancel both the stun and the airborne. It won't happen that often to be targeted by two CC at the same time, but it's nice to know that you are protected in this way.

Q: Call of the Void
After a 0.25-second delay, Malzahar summons two orbs at the target location perpendicular to where he is facing, after a 0.4-seconds delay dealing magic damage to all enemies caught between the orbs and silencing them.

One of Malzahar main skills, it's one of the few remaining silences and the strongest one in the game (at level 5 it's 2.5 seconds, the second strongest one, Cho'Gath's Feral Scream, is 2 seconds). It's a bit difficult to position well seen its strange (and not OCD-friendly) cast time of .65 seconds. Putting it directly on the enemy is not advised for this reason; always try to anticipate enemy movements or try to put one of the portal spawning point on him (more difficult, but this way he won't have too many chanches to evade the attack). It does a good amount of damage at early levels too, it just need a bit of practice to use.
This skill gives you vision where you cast it in an area roughly about the dimension of its hitbox, so it's a nice tool to look inside brushes if you don't have wards.

W: Void Swarm
PASSIVE: Malzahar gains a stack of Gathering Swarm when he casts another spell, up to a maximum of 2. Stacks of Gathering Swarm can be gained during the summoning, but will not be consumed.

ACTIVE: After a 0.35-second delay, Malzahar summons a Voidling at the target location plus an additional Voidling for each stack of Gathering Swarm consumed. Voidlings deal magic damage with their attacks. Voidlings deal 50% damage to epic monsters, and 300% damage against lane minions affected by Malefic Visions.

I won't explain too much here, there is an entire chapter about them here. This skill spawns them and it doesn't have cast time, so you can use this skill even when moving. For every skill used before Void Swarm, you'll have another voidling in the group for a maximum of +2 (it always spawn at least one voidling).

E: Malefic Visions
Malzahar infects the target enemy's mind, dealing them magic damage every half second over 4 seconds. Damaging a target with Call of the Void or Nether Grasp will refresh the duration of Malefic Visions.

If the target dies during this time, they pass Malefic Visions onto the closest enemy, refreshing the duration and restoring 2% of Malzahar's maximum mana.

The other main skill of Malzahar is a simple DoT: you target the victim and he loses health over 4 seconds. At level one it does a ton of damage for its cost and it's your main tool of farming along with the W (explained here). The DoT timer is refreshed when the target is hit by Call of the Void (this way you'll do the Q damage+the refreshed E damage) and it's constantly refreshed during Nether Grasp channel (so it's damage on top of damage on top of damage). The last part is the most important one, making it the most useful farming tool: it spreads (and spreading refreshes the timer!) and it restores mana (which is a bit of a problem without Lost Chapter). An all-around nice skill.

R: Nether Grasp
Malzahar knocks down the target enemy champion. For the next 2.5 seconds Malzahar channels, during which the target is suppressed and dealt magic damage every 0.25 seconds.
A Null Zone is opened beneath the target that lasts 5 seconds, dealing magic damage every half-second to both Nether Grasp's target as well as all other enemies within it.

And now the last skill! The most hated ultimate in LoL world! Prepare to be flamed just for using this skill once! Now let's get serious: a good source of damage and an excellent teamfighting tool. It's perfect even in early-mid game vs. your laner since it can secure some easy kills. Suppresion can be cleansed only with a Quicksilver Sash or Mercurial Scimitar or by breaking the channel; in the first case, you're obliging your opponent to invest gold into an item that maybe works only with you, but this way you won't be able to secure kills that easily; in the second case, pay attention to the enemy jungler and to your items/summoner spells: both Flash and Teleport break the channel and all active items but 6 ( Youmuu's Ghostblade, Randuin's Omen, Righteous Glory, Gargoyle Stoneplate, Spellbinder and Shurelya's Reverie) do the same. Said that, remember that a cleansed Nether Grasp won't stop the channel, so you'll remain in place for the entire 2.5 seconds (or when the channel is broken).
Last two things: only the ray part of the ultimate refreshes Malefic Visions and the Null Zone lasts 5 seconds instead of 2.5, so it will help even after the channel finished.

And that ends the explanation of the skills, now I'll talk a bit about skill order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

So, why level 1 Malefic Visions and first max skill over Call of the Void? Level 1 E because you'll need it to farm and it is easier to punish your laner if he overextends. First max E for the same reason, farming will be quicker and with the runes set I chose, it will do a ton of damage alone. You're free to take level 1 Q or max Q first, in the end it is only a personal choice.
Never take level 1 W or max W first, only villains do that (no, seriously, you won't ever have a reason to do that).

As now it's the best summoner spell in th entire game. Flash is usefull to close distance with the opponent or to run away from a bad situation; since your Nether Grasp has a limited range, it also serves as a range extender for your ult.

For the second summoner spell, it depends on the matchup and on your preferences:

Since you don't want to waste your Flash most of the times, you need a similar solution that can help you to get closer or farther from your enemy in a less crucial situation. The simple movement speed boost from Ghost can help you achieve this goal; it's my standard second spell.
Exhaust is necessary vs. matchup with high burst potential. The damage reduction can help you survive all-ins that could be deadly in other situations; since it gives movement speed reduction it can help you stick to your target too.

This is the standard spell if you are the roamer type. Teleport helps you gank a lane more easily (and quickly) or it helps gatting in lane faster (after a roam or after a death).
Ignite is a finisher spell that can help you get a kill that otherwise you would miss. It's true damage, so it doesn't matter if your target is squishy or tanky, you'll get the kill in any case. Igniting an enemy during Nether Grasp (maybe during an all-in) raises the total damage output.

Summon Aery

Both of these runes serve to one purpose only: more damage to your E (and to your other skill obviously, but mainly for your E). With these a level 1 E does between 1/6 and 1/5 of the enemy hp and aery will proc from everywhere on the map (so if you have an E somewhere in the map and it attaches to an enemy, you'll see that little fox run toward him :D), with luden even better.

Summon Aery vs. Arcane Comet
They are both vald choices for Malzahar, it's more of a personal choice since both have their advantages and disadvantages. The main differences are about precision and cooldown: Arcane Comet doesn't hit 100% of the times (it depends if he's slowed or CC'ed (thing that we can achieve with Rylai's Crystal Scepter) and on the reaction time of the opponent), but it has a fixed cooldown; instead Summon Aery hits 100% of the times, but it has a variable cooldown (it depends on the distance between your target and you, so it could take more time than Arcane Comet). If you value more damage over reliability, take Summon Aery, in every other case Arcane Comet.

Nullifying Orb

Manaflow Band

This row became nearly useless after they removed The Ultimate Hat, leaving us with a rune that has no use for Malzahar ( Nimbus Cloak) and two runes that are equals in terms of stength. Manaflow Band gives Malzahar a bit more mana sustain, but unfortunately it won't never be enough; Nullifying Orb is good if you vs. an AP laner (or an AP stacked team), but nearly useless in every other case. If you get one of the two situations listed before, take always Nullifying Orb, in every other case Manaflow Band.


With Luden's Echo and Ionian Boots of Lucidity you'll get only 30% CDR. With this, you will be capped already at 10-15 minutes! CDR is useful both to your Nether Grasp and your Malefic Visions since the last one will have a 2.7 seconds CD.

Transcendence vs. Celerity
First of all, why Celerity? Well, because it synergizes with Ghost and Shurelya's Reverie, giving you more AP when both are used. But choosing Celerity over Transcendence leave you with only 30% CDR, forcing you to buy another CDR item if you want to cap it (in this build, the only choice is Zhonya's Hourglass or Banshee's Veil). I personally prefer to have more CDR than to have an occasional AP (small) burst.

Presence of Mind
One of my favourite runes: with some early ganks (or even early kills) you have your mana back, helping you with your mana sustain problem before Lost Chapter and resetting partially your ultimate cooldown (specially usefull while in the teamfight phase, since it could reset almost half your ultimate); an all-around nice rune.

Coup de Grace

Cut Down

We're already in the precision tree, what could we take? The Legend branch is pretty useless for Malzahar and you won't be able to use Last Stand at its full potential, so it remains Coup de Grace and Cut Down. Here it depends a little bit: if your laner is a tank like Galio, it's better to take Cut Down, but generally you'll take Coup de Grace since you'll benefit a lot with a full combo of skills (and the second effect of the rune is always a nice addition).

Unsealed Spellbook
Unsealed Spellbook lets you take a one-use summoner spell when out of combat. With this, you can have a bit more flexible playstyle, taking a Teleport (if you want to roam) or an Exhaust (maybe before a teamfight) when you need it. You can take this path when you want to be more a support than a damage dealer, since you trade damage for utility.

Magical Footwear

The idea here is simple: you don't have to worry about boots and you can focus more on building other items. Moreover free boots! Who doesn't want free boots? Oh, you? Ok, maybe they were being worn by someone else, but at least you save money!

Magical Footwear vs. Perfect Timing
This inspiration build is made around the concept of "save gold as much as you can", this is why I choose Magical Footwear. But Perfect Timing is excellent when you are vs. some dangerous matchups like Syndra or Vel'Koz, a "get out of jail" card to not be bursted down (or for some other dangerous situation). The safety is never enough for this type of things!

Biscuit Delivery

Biscuit Delivery is great choice since it gives consumables that restore health and mana. This gives more room to mistakes in your laning phase and can help you if you get OOM too early. You can even not buy the starting health pot and wait only for the biscuits, this way you save some starting gold. A nice boost to your survivability with some more additional permanent mana.

Biscuit Delivery vs. Minion Dematerializer
Minion Dematerializer helps you control the wave and it helps you clear it even faster, giving you the opportunity to roam more to the side lanes. It can be a nice choice when you are vs. an easy matchup when you don't need the extra sustain from Biscuit Delivery. It can be a good choice for the new Malzahars since it can help getting the cannons when you are not accustomed to his AA.

Cosmic Insight

CDR, CDR, CDR and... wait for it, CDR! There isn't too much to say, additional CDR is always nice. The fact that gives item CDR too synergizes with all the active items that you will probably build (maybe not all 4, but at least one or two).

Ghost Poro
Ghost Poro rewards some risky plays (mainly by staying in enemy territory) and deep warding with some bonus AP. For this reason, since you want to put it in enemy brushes, you have a tool to warn you for possible incoming ganks too; pair it with a Control Ward on the other side and you'll have a good control over the enemy jungle. Just remember to use the most as you can since you get the bonus AP even only by having the poro active, you don't need to be always in enemy territories.

Ghost Poro vs. Eyeball Collection
The main difference is that Ghost Poro is a temporary AP boost, while Eyeball Collection is permanent. I don't really like stacking runes, since they are really slow and you'll find yourself fully stacked maybe too late in the game, but the fact that is permanent and that it gives 10 more AP than Ghost Poro while with full stack is worth considering. Take it maybe when you think it's too dangerous to enter the enemy jungle or when you are vs. and easy matchup.

Ultimate Hunter

The old The Ultimate Hat, it's the only reason I'm considering domination as a secondary path. Since your ultimate is really powerfull, you want it with the lesser cooldown possible; now that is a kill-stacking rune, you have to be more aggressive with your plays to have the same benefit that you had with the old rune. The thing I hate about this row of runes (the "hunter" row) is that you will find yourself a lot of times with only one bounty remaining that you will have difficulty to get since: a) this enemy is incredibly feeded; b) you won't encounter him until later stages of the game. If it wasn't for the ultimate cooldown, I wouldn't even consider taking this risk.

Luden's Echo will be your first item to build. It comes from Lost Chapter, that is the first uncomplete item that you will buy. Why? Because with it, you'll be farming very easily without worrying about depleting your MP. Luden's is the finishing touch to that: you'll gain a ton of mana AND you will do more damage by only moving! Moveover it procs both at every tick of your Malefic Visions and when it is transferred from a unit to another. And don't worry if there is only one unit in the area, Luden's Echo will proc every time; maybe it's a bit wasted this way, but hey, you will move a lot, so no problem.

Luden's Echo vs. Archangel's Staff
Archangel's Staff is a more defensive item compared to the other two and it's more oriented to a utility build than an offensive one. When it becomes Seraph's Embrace it gives protection (it can be paired with Rod of Ages too) and it gives the mana that Malzahar needs. Take it if you want to be more a "mid support" than a "mid let me take all the kills".

Luden's Echo vs. Hextech GLP-800
In the current situation, Hextech GLP-800 is the worst for Malzahar. Stats wise is the balanced item between the three branches, but its active effect is counterproductive: yes, Malzahar would benefit from sticking to its target, but there is too much burst potential right now and he can't survive any of it. The farthest you stay, the better is for you.

You are a DoT mage and what's better tha adding DoT on your DoT spell? Liandry's Torment burns your target whenever you hit a spell and it will trigger at every tick of Malefic Visions, constantly refreshing its duration. The best part is the second passive: the more you stay in combat, the more damage you'll do and yes, when Malefic Visions is active, you are considered in combat until it expires. This was made specifically for mages that want to stay on the battlefield for long times (thing that Malzahar doesn't want too much), but you can do a ton of damage safely from the backline. This is your second item most of the times.

This item is excellent when you have enemies with a lot of sustain and/or tanky (and Vladimir falls under both categories). The grevious wound passive activates whenever you deal magic damage, easy thing with Malefic Visions, and the flat magic penetration is helpful when your laner is building some early MR (like an Hexdrinker). The fact that it gives you health too helps you even in a late game situation and trust me, if there is a Maokai on the other team, you want both the penetration and the bonus health. It's not very usefull in other situations, but it's a key item when you get the problems listed before.

The nice thing of Rylai's Crystal Scepter? It procs on everything you have in your kit, even voidlings attack and Luden's Echo. It helps to get to your opponent and for running away from him (just leave some voidlings and they will attack him, see here). Paired with Liandry's Torment it becomes deadly, since Liandry's Torment will do double burn damage and the slowed enemy can be hit more times. Normally is your third or fourth purchase.

For the last items I will be quicker, since there aren't that many things to say:

It gives a good amount of AP (both from the item itself and Celerity) and it helps with the movement problem, helping your jungler to get to your opponent too if it's near enough. This can be even your third or second (in extreme cases) item.
Perfect when the enemy team is building up a lot of MR, this way you won't be stopped that much.
A ton more AP equals a ton more damage, pretty simple. If you have Ornn in your team even better, you can ugrade it later.
For when you feel focused too many times. It has even some armor and it will give you some more AP with Transcendence.
It helps your movement problem and it gives a nice AP boost for 4 seconds. Take it when you feel that too many teamfights are happening.
You need some defense? You want some AP too? Then Banshee's Veil is your item: it's great vs. AP teams and it boosts your damage too. The only downside is that the passive doesn't "stack" with your passive.
There isn't nothing much to say, it gives Malzahar sustain in lane and it synergizes with Archangel's Staff/ Seraph's Embrace.
Very cheap, it has the effect of the old Frost Queen's Claim, it helps Malzahar and his teammates to catch up to your opponents if they're running away.

With this build, you get to 30% CDR; the shoes lets you get to the cap fairly quickly, so it's my standard choice. If you build some other CDR item, you can choose to take the Ionian Boots of Lucidity anyway ad obtain some AP from Transcendence or swap them for Sorcerer's Shoes.

It gives some easily accessible magic penetration, useful to ignore the already low enemy MR (or, at least, low at early levels). Paired with Morellonomicon it gives you a lot of flat magic pen.

So, this is your standard waveclear combo. You position your Malefic Visions on the minion and the Void Swarm will take care of him. Then, the Malefic Visions will pass to the nearest minion and the voidling will do the same. This will continue until the visions expire, the voidlings die (because they run out of time or because they were killed) or the wave is cleared. You can put down a Call of the Void on the caster minions to accelerate the process so at the end the visions could pass to your laner.
Pros of this tecnique:
+ very easy, very fast waveclear +
+ can be used even early (level 4 to 6) +
+ possible free poke +
Cons of this tecnique:
- voidlings can die easily if not used properly, slowing the waveclear process -
- very mana expensive pre- Lost Chapter -
- not really a "put and forget" type of early game waveclear -

Next thing is the main source of damage to your opponent: the continuous free poking. A lot of times, after the wave is cleared, the Malefic Visions will pass to your enemy laner (since he wasn't paying attention to his wave, take this always to your advantage) and the voidlings (if still alive) will start to follow him. This is already enough, since it will push him under the tower most of the times, but if you can put a well placed Call of the Void, you'll do more damage, refresh the Malefic Visions timer and silence him in case he's trying to trade back or if he's trying to kill the voidling without retreating under the tower. If you already have Rylai's Crystal Scepter even better, some AA are always welcome.
Pros of this tecnique:
+ Can follow from a waveclear combo +
+ Can do a good amount of damage pretty safely +
Cons of this tecnique:
- Q timing -
- W remaining life -
- Your opponent must be really out of place to get the maximum amount of damage -

( )

This is a shorter version of the all-in combo that I will explain later. It's pretty easy: your jungler is ganking, you need to get to your opponent (by Flashing or Ghosting), put down the Malefic Visions and lockdown your opponent with Nether Grasp; if you can, try to put down your Void Swarm before yout ultimate too: it will always have at least 2 voidlings and every bit of damage helps a lot. A good 90% of the time, it results as a kill for you or your jungler.

Why do I have to put down Malefic Visions? I could just Flash/ult and let my jungler take the kill
Even if it seems a stupid question, there is a bit of truth in this words: Malefic Visions has a cast time, a really small one, true, but since Nether Grasp range is really limited, this small amount of time could cost you your summoner spell(s) or the entire gank. Don't always put all on your jungler shoulders, he could be a little behind and he could need help for the kill, there is no such thing as an overkill. Better safe than sorry.
Pros of this tecnique:
+ Can easily get a kill for your team +
+ Reliable +
+ Mana friendly even at lower levels +
Cons of this tecnique:
- Needs external help to get the kill -
- You have to burn your ultimate -
- Prone to key ghosting if you decide to use your Void Swarm too -

This is the final Malzahar combo, the one that will do the most damage and can get an easy solo kill. It's easy to explain, difficult to pull off: Malefic Visions on the target, Void Swarm in front of you, Call of the Void on the target and at the end Nether Grasp. The problems: the shortest skill in terms of range is your ultimate and you need to do all of this in less than a second or your target will walk away from you, you need to position perfectly your Call of the Void (the hitbox is smaller than you think) and key ghosting is a real problem. If you are not quick enough or you miss one of the skills, run away before your laner kills you in a more effective way. I have to add this for legal reasons: after the continuous nerfs to his Call of the Void and Nether Grasp (above all on their AP ratio), without even a small lead of CS or one or two items more than your opponent you will never (or nearly never) be able to kill your opponent. I know, it's frustrating, for this reason try to do some AA before leaving if it is safe to do so.

How important is the skill activation order of Void Swarm?
Really important. You have to mind this: the voidlings need to walk to your opponent before they can attack. Let's make a simple table and let's see the pros and cons of the various possible activation orders.

With a scale from 1 to 3, with 1 being the least and 3 being the highest

Void Swarm first Void Swarm second Void Swarm third
N. OF VOIDLINGS (on average)

So, using Void Swarm first makes it possible to the voidlings to reach your opponent earlier and to do the max amount of damage before they expire or die, but they need some prior skill usage to have the max amount of them; using Void Swarm third ensure to have always 3 voidlings on the field, but they will have less time to attack your laner; using Void Swarm second is an average between the two and it is a little bit quicker to use and that's why I use it. If you feel that maybe that's not your style, feel free to change the order. In my opinion:
Pros of this tecnique:
+ It has the most amount of damage possible +
+ Possibility of solo-kill +
Cons of this tecnique:
- Needs a good amount of practice -
- Needs an external help a good amount of times to kill the target -
- Possible counterattack (and death) since you have to overextend -
- High possibility of key ghosting -

What are those... things? know that they have feelings too, right? They don't like to be called "things", they are fierce voidborns ready to feast on your corpse with their... 6 teeth and ready to swarm Runeterra with their tiny legs.
... Malzahar likes spiders, ok? He's a spooder lover and he will conquer Runeterra with his love. Our duty is to help him to achieve his dream through every game in the summoner's rift.
Small talk about the stats
General stats: all of the voidlings values are based on Malzahar level, not on his W level. They grow with you.
Health: the voidlings will always be killed with one turret shot or with an AA, so spawning less than two voidlings is not recommended. Remember that turrets prioritize pets like the voidlings, so if you want to shred the turret with their help, wait a cannon wave. In any case their health in not enough to survive any kind of situation at any level, so try to spawn them when you know that they will survive more than 2 seconds.
Damage: first of all, they are the only thing that scales with AD and that's why Malzahar jungle was a thing (that's why the modifier for epic monsters). Increasing their skill level gives a little boost to their attack, but it's nothing that spectacular (that's why you should max W last), and a little boost to their lifespan. The modifier on the minions is the thing that makes Malzahar's waveclearing so fast and so good and that's why you put first your Malefic Visions, then Void Swarm.
Timing: Void Swarm doesn't have a cast time, but it has a summon time (.35 seconds, as seen in the tooltip) and this applies for every summon during the skill (so, for three voidlings, the total summon time is a bit more over 1 second). This factor, along with the distance that the voidlings have to do to get to your opponent, determines if the all-in combo will kill your opponent: does it take too much time for the voidlings to get to him? Then the probability of killing him will diminish by a lot.
(All the times that I will say "minions" inside this paragraph, I always intend every type of unit that is an AI, such as jungle monsters, epic monsters and towers, too)
The first step to use the voidlings is to understand how they think. Their target priority is driven by both Nether Grasp and Malefic Visions and it's pretty simple to remember (from highest to lowest priority):
  1. Nether Grasp target
  2. enemy champion afflicted by Malefic Visions
  3. enemy minion afflicted by Malefic Visions
  4. the nearest enemy champion
  5. the nearest enemy minion
( Call of the Void and AA do nothing in this aspect)
With Nether Grasp there isn't any kind of problem: the skill has a long cooldown and it can target only one unit at the time.
Some type of managing problems start with the Malefic Visions priorities: since it has such a low cd, you can put more of this on the same wave of minion or on multiple enemies. At this point, the priority is managed by a simple queue: they start from the first target with E on them, then when Malefic Visions expires on that target they move to the following one and so on. The champion queue and the minions queue never mix up.
When both of the queues are empty, they start following the nearest enemy unit. The NEU (from now on I will shorten it) is continuously checked and the voidlings will start to follow the nearest enemy in a 900 unit radius (the same radius of Call of the Void). NEU follows the same rule as before: champions before any other unit. That means if they find a champion while attacking a minion that is closer than its actual target, they will switch target to the first one. Since NEU is distance-driven, it could happen that the voidlings group divides: one or two could start following an enemy Ekko just passing by, the other one could still play with the cannon minion. There is no way to control NEU algorithm, once they stick to an enemy champ the only way to make them change target is for the enemy to exit their vision range (pretty difficult since they have the same movement speed as a level 18 Cassiopeia).

(This is a simplified schematic about voidlings priority, both of NEU shoud have an arrow pointing to both E queue and everything should have an arrow pointing to Nether Grasp, but it would have been a mess and I'm not a master painter as you can see. Open the image in an another tab if you can't read the words.)

How to use them
Now that we know how they work, we must know how to use them at their best. They are the most important part of farming, so using them without a grain of salt could cost you heavily.
Always try to position them INSIDE the wave, this way they'll take less time to get to their target and, in case Malefic Visions expires, at least they won't auomatically follow your opponent; target first melee minions: if they are the first to go, your caster minions will have a much easier time to help you clear the wave. Always wait for your opponent to use their AoE spell (if they have one), this way they won't die istantly. A quick note: in case the AoE is really big and it last too much time (ex. Anivia's Glacial Storm), you have to be wary of where it has been placed too. Target first the caster minions, this way at least you get some CS and you won't be heavily behind.
When a cannon wave arrives, always prioritize the cannon minion: try to kill it the fastest possible, don't worry about your opponent literally hugging you to take your cannon. Before you get it, before you can return to focus on your enemy laner that is proxy farming your next wave for god knows which reason (I'm looking at you Singed). Jokes aside, now cannon minions are worth from 36% to 46% of the entire wave gold, so it's pretty important to get it.
A cast of Void Swarm normally last enough to clear the wave, so don't worry if they can't get to your opponent, it's not their main purpose. It becomes their main purpose when you're all-ining your opponent or when you are "kiting" away from the enemy: voidlings can proc effects like Rylai's Crystal Scepter, helping you in your escape if they hit your enemy; just hope there isn't some minion lying around or they will be distracted and they won't go directly to your chaser. About the all-ining and how to use them, read here.

Early game
So, your early game will be really passive: just focus on farming and punishing your opponent when he overextends. This phase is really important since it will determine if you'll win or lose lane. To understand how we are doing, we must see at which time we buy Lost Chapter, your first core item: if you buy it around level 6/6 minutes, you are doing good and it's probably an even lane (obviously it depends on the opponent laner farm/KDA and your KDA too, but here we're assuming that he knows what he's doing), if before 6/6 you're probably gonna win lane, if after 6/6 you're probably gonna lose lane (buying Lost Chapter at 4-5 minutes is excellent, buying it at 10 minutes is the worst case scenario). Go for the kill only if you have poked enough with your Malefic Visions (like if he has only 1/4 of his health left with no Health Potion left), if your jungler helps even better.

Mid game
Your mid game starts when you buy Lost Chapter. At this point, you have all of the mana sustain that you need and you can go berserk in lane: start to farm heavily with this and harass your enemy until he starts roaming or your jungler comes to help to kill him (if you kill him without help even better, you establish dominance in lane). If he starts roaming, obviously be aware and ping MIA whenever possible (you don't want him to get feeded in other lanes) and you can choose to roam too or push the enemy tower; I prefer the second option, since it can result in a tower falling @13 minutes, opening this way the enemy jungle to your jungler. After the mid first tier tower, you have to choose again: roam or second tier tower, but at this point, we're entering the last phase.

Late game
Now the game has become an ARAM since everyone on the team doesn't want to lose another tower in mid, so the lanes will start to rotate to stop everything that you are doing. This is the teamfight phase, that means that you have to demonstrate how good you have been doing until now. If you are chunking down the ADC help with only Malefic Visions, that means that you have enough power to be active in teamfights. Your role now is to:
  1. use your Nether Grasp to lockdown the priority target (most likely the enemy ADC); After this, there is a high chance that a teamfight will happen since, after the enemy team loses their main damage source, your team will ideally start to kill everything in its sight without being destroyed
  2. stay in the backline and silence everything in range of Call of the Void; you have probably Call of the Void at level 5 now and a 2.5 seconds silence is pretty powerfull, try to aim at their support (cutting down their healing power if there is someone like Soraka) or at their tank (avoiding to be counter-CCed). Liandry's Torment here helps with the damage since its second passive will amp up your spell damage and the burn effect is always nice
  3. use the enemy minions to your advantage and hide some Malefic Visions here and there; there will be a lot of confusion and nobody will notice that some minion died near them with Malefic Visions active, dealing additional damage from the backline and proccing effects like Rylai's Crystal Scepter's slow or Morellonomicon's grevious wounds. It helps even the fact that Malefic Visions, with this build, has a 2 second cooldown, so spam it on everything that moves

The game now ended, you now have only to say "gg" in global chat and move on to the next game!

And here we are at the end of the guide. I hope it was helpful and I'll try to keep it updated with all the new stuff that will roll out in the future. Every kind of feedback is always appreciated (even about grammar/syntax mistakes!) and I'll try to answer every type of question you have, don't be shy!
But for now, I'll see you in the rift!

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