I was in a dilemma. This new hero probably has done justice to all wanting to 'steal' spells, use spells from other heroes, and maybe Icefrog did the unimaginable. Right now, this guide will be about Rubick, the Grand Magus that has become so popular because of his well known Spell Steal. This will be a short and mini guide (I hope), and I hope that it will be useful somewhat in anyway, experienced or just a new player trying Rubick out. All parts will be in [spoiler] tags so as to have comfortable reading, so please 'show' and 'hide' when you're finished reading a section, will appreciate it alot. And one thing is certain; Rubick can do anything.
Disclaimer: This guide will have no table of content, so I hope you do bear with me.
Rubick's Skills
Read all of Rubick's skills, information and everything here.
Telekenesis [Z]
Rubick uses his telekinetic powers to lift the enemy into the air briefly and then hurls them back at the ground. The unit lands on the ground with such force that it stuns nearby enemies.
Telekenesis Land [Z]
Chooses the location the target will land at after the duration is over. Maximum 375 distance away.
About:
Telekenesis is basically a disable, and it gives good edges because it can help you gank, escape and a good area of effect stun, which is always helpful in big teamfights when enemy heroes cluster around.
Otherwise, Telekenesis can help to push/pull enemy heroes near/away from your tower and theirs respectively. It is also a good skill to pull out their big guns in teamfights so your team can pick them out easily.
Telekenesis can also be helpful during your ally's reign. In which case, for example, it can set up an excellent Mirana's Arrow, which can be stunned for up to 5 seconds at least. Perhaps, even a fatal Pudge's Hook can also be disastrous for the victim if they fall prey to Rubick's talented Telekenesis skill. There are alot of tricks to using it, definitely.
Notes
About:
Telekenesis is more than just a spell, I'd say. Rather, more than any other ordinary disable spell.
Firstly, you lift your target, and it can't do anything - which practically means it's 'stunned'. Yes, you'll get to pull out a few hits. And then, when you're ready to pull it down anywhere, the area around your target gets stunned.
This is awesome in some big teamfights. With that, you can have everyone stunned, or you just concentrate on their disablers/carries and you just let it land there.
Secondly, the duration is important. Your target goes up, it gets stunned. It comes down, the place gets stunned. In that space of time, your allies and you can knock some hits in your opponents; it is more than enough. Whether it's an all-round stun or the lifting of your enemy, you're opponent will not be looking to any of it.
You can play mindgames with it, pulling your enemies closer to your tower so they get hit, or pushing them away when you're ganked and you're about to die. Telekenesis can be worked in any situation you're in.
A picture I made against Rooftrellen. It depicts the distance of your Telekenesis, mainly the 375 range distance. It is not short, nor too far to be an imbalanced skill. The 375 range is enough to push/pull to kill, or just run away to safety.
Fade Bolt [X]
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage for 10 seconds. Each bounce reduces the damage dealt by 4%.
About:
Fade Bolt is Rubick's next most powerful skill. It is a direct nuke, which deals heavy damage, and bounces from heroes and creeps. What separates Fade Bolt from other skills like Wrath of Nature is that it's not an ultimate, and Fade Bolt also reduces the enemy's attack damage, which can prove useful again in teamfights or ganks.
If you have checked Fade Bolt out, it's mana cost is as low as 90 on it's first level. Compare that to Magnataur's Shockwave. It is very efficient, and many Rubick users favours Fade Bolt over Telekenesis as it is a heavy nuke.
Fade Bolt, in other circumstances, can be used to farm creeps, which is possible and quick due to the mana cost and cool down. At level 4, Fade Bolt's mana cost is only 105, while the cooldown is 10 throughout it's levels. Fade Bolt can be used to gain quick gold to buy items which may be needed for Rubick.
Notes
About:
Fade Bolt can be more of a farming skill, and it can be lethel enough for harassing.
Fade Bolt, is much more like Enfeeble (Bane Elemental), but it comes along with damage, and a high amount of it. Most of the time, Fade Bolt may seem to be only useful by harassing, or farming alike. However, in teamfights, Fade Bolt can deal tremendous damage and effect.
In teamfights, Fade Bolt can be thrown at enemy carries, in turn lowering their damage so they won't be much of a threat against your team. Your team can count on that. On another thought, Fade Bolt can be used to finish low hp heroes, fleeing ones, due to it's high damage.
See? Even a support like Rooftrellen can get it's hp down with Fade Bolt. It is definitely useful in dire situations and ganks. Use it everytime you think you'll need it. Do not wait until the dying seconds before casting Fade Bolt. It won't work.
Null Field [N]
Rubick's mastery of the arcane protects his allies against weaker magics, granting them magic resistance.
About:
As Null Field is a passive, we will have less to talk about. But still, it is a great skill many users still like. Basically, Null Field is a skill which reduces magic damage done to Rubick himself, or his allies, which means your teammates and yourself.
Null Field can be compared to Magina's Spell Shield, except that Magina's magic damage resistance is higher, as Spell Shield is only for Magina himself. Null Field will prove to be better, as it can reduce lots of magic damage, and can help your team be less effected by magic spells.
Also, Null Field can also prove to be pivotal in the early stages when you're faced with heroes like Leshrac. These heroes can easily turn the battle against your teammate, and 1 level in Null Field is enough to suffice you through that kind of stage.
Notes
About:
Null Field may seem like there's nothing to talk about. But on the contrary, there are some points.
On paper, Null Field may seem terribly useless. There really is nothing you can do, with only that small percentage. Yes, it is small. But it covers the whole team; and it is enough for everyone in your team. A point in it may just do wonders in big teamfights as Null Field surrounds your teammates, making sure they do not get harmed as much as they would against nukes, spells or anything else.
One of the things worth comparing, it buying Khadgar's Pipe of Insight. Why? Because Null Field stacks with spell resistance skills and items, which means your whole team will be enshrouded in magic protection, making your enemies think twice about casting spells on your team.
Spell Steal [Q]
Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies.
About:
Spell Steal has been a dream come true for many DotA players, new and experienced. However, stealing spells does count for it's negatives and positives. Since you can only Spell Steal a skill last used by an enemy hero, it is not bad combat-wise at all. However, Spell Steal only lasts for five minutes, or until Rubick dies.
In ganks, the first thing enemy heroes will do to you are throwing their nukes. Quickly Spell Steal them, which can be useful, and they will find that it's not a good sign that their own skills are turned against them. The nukes you've learnt can help to demolish your opponent more quickly then when you have Telekenesis and Fade Bolt.
On escaping, Spell Steal is also a good skill where you learn skills like Blink, or Gondar's Windwalk. These skills improve your escape mechanism, when your Telekenesis fails you most. On the other side, stealing spells like Slardar's Sprint can help you chase your enemies.
Notes
About:
Now this, is what makes Rubick, Rubick. When you're Spell Stealing, some times you won't notice, your enemies will be able to see what spells you've just stolen. Whether it's a Mirana Arrow, or a N'aix Rage, it's visible to everybody.
Another picture depicting your Spell Steal. It's not much of a negative, but it does tell your opponents what to expect from you. Therefore, limiting yourself to some spells, will work wonders. For example, taking a Bane Elemental's Fiend's Grip, killing some enemies. 5 minutes later, grab a Sand King's Epicenter. You've got it; the idea is to make your enemy know that they can't expect anything from you. Rather, they won't expect what they will expect from you. Like, if you've gotten a Fiend's Grip earlier on, they would never expect you to cast a Epicenter while in the heart of a teamfight. That's playing mindgames, mindtricks.
You might not see it, but, there are 2 Overgrowth's in the picture. First, Rooftrellen sticks me to the ground. I turn around, steal it, and then I cast it right back at his face. So, we're both entranched to the ground. See how it works now?
Unstealable Spells
Useless abilities (for instance, subabilities, or Quas/Wex/Exort/Invoke)
Arrow abilities (Poison Attack, Glaives of Wisdom, ...)
Items
Abilities with hotkey conflicts:
Q: None!
X:
X Marks the Spot
Shadowraze X
Tornado
Exorcism
Z:
Shadowraze Z
Freezing Field
Alacrity
Abilities with technical issues:
Morph Agility/Strength
Summon Spirit Bear
Spin Web
War Club
Soul Assumption
Refraction
Borrowed Time
Overcharge
Spirits
Insatiable Hunger
Devour
Telekinesis
Fade Bolt
Spell Steal
Might of Spell Steal
Disclaimer: You may need a decent level of spell knowledge of DotA before embarking on trying Rubick. Check this page for every hero's skills and their usage. I will state the hero's skills in this section so as for easier drafting and searching/using.
About:
This section will be about Spell Steal, in which cases I will deploy different tactics to use in different situations, be it in ganks, teamfights or escaping/chasing. All in all, this will be about Spell Steal, and Spell Steal alone.
Laning
About:
Your laning choices might be limited to a few because, maybe, you're still farming on certain items. At this point, farming skills, and escaping skills will be of choice as enemy targets will find you and target you first due to your lack of an escaping mechanism.
What spells are good?
Blink|Time Walk|Windwalk|Windrunner|Leap
These escape mechanisms are an example of what you should bring with you along on your farming ethics, as they can help to keep a gank a step away from you, and keeping Rubick alive. Most people feel this spells are the hardest to steal, as Rubick's lane control is not good. But no, not really. Remember you're Fade Bolt, which you have to maximise potentially. Together, the enemy will force a withdrawal, and steal it before they can make their escape.
Ganking
About:
Ganking spells, or sometimes known as nukes, are the easiest spells to steal. First and foremost, nukes are the most common used spell in the game, thus stealing ganking spells will make your own ganking efficient and potent. Coupled with Fade Bolt, it really helps.
An example of nukes, be it hitting multiple targets or not, are good spells to take down your opponents efficiently as these spells makes ganking easy, and powerful for your opponents to handle.
Chasing
About:
Chasing spells are averagely used, so to get a good one might not always be there for the taking. Instead, think of good disables which can help to improve the duration together with your Telekenesis.
What spells are good?
Impale|Fissure|Nightmare|Fireblast|Elune's Arrow
Spells like these not only increase the duration, and also being able to cause damage. With that, you can sometimes finish off low-hp heroes without having the need to chase all the way to their fountain just to get the bounty.
Disabling
About:
Disabling is part of an array of distraught spells which help to tie down your opponents, giving your allies time to reach that opponent, or finish them off. It is sometimes also hard to steal these spells, for many opponents will disable you first. If they do, try to get a teammate for assistance.
What spells are good?
Shackle|Storm Bolt|Impale|Fiend's Grip|Voodoo
With coordination between allies and lanemates, disables do ensure a kill half of the time used. Use disables wisely, and always use them when your team needs them. Disables are very, very important in a team.
Supporting
About:
Supporting spells are secondly common used behind nukes. This is because babysitters use it to keep their carries on the lane and well farmed. Steal these spells if your team needs an additional supporter.
Though some spells are not geared towards supporting roles, they are good spells to use when in need of healing or your allies are in red health. They are not necessary, but definitely useful in many ways.
Teamfights (AoE Spells)
About:
Teamfights are mostly initiating, area of effect spells which deals huge amount of damage, and being able to hit every enemy hero. Almost all Rubick heroes will steal these spells as most team leaders or allies will ask you to get it for your team, or knowing that these spells will certainly have the outcome of your team losing or winning a teamfight.
These spells ultimately prove the outcome of teamfights, because these deal more than one target, being able to dish out a whole load of damage against your opponents. Other AoE spells which have disables are better because these can help your team be in favour of any teamfight.
Screenshots
In the picture, clearly, Tiny's stunned by Mirana's Elune's Arrow. As Rubick, the first thing to do would be to Spell Steal Elune's Arrow. And so, I did as you can see beside Mirana.
As you see, Mirana's being chased down by Dwarven Sniper, Crystal Maiden, Tiny and then me. At this point, you would be thinking of using your Elune's Arrow. By using it correctly and accurately, you would've earned your team a ganking kill. You might need a decent level of arrowing in DotA to be able to be spot-on with that long duration stun.
The arrow hits Mirana (the arrow is not seen in the picture), and you can see Rylai and Sniper hitting the Priestess. You don't want to know what comes after that, I bet you. And so, this depicts how powerful Spell Steal can be alone, turning the spells your opponent used to your own advantage.
Conclusion
This concludes my section on Spell Steal. So be wise on what spells to steal. No spell is useless. Remember to check Rubick's skills section to be sure of what spells not to steal which are completely useless, example of Shadowfiend's 'C' Raze, Morph and so on.
Telekenesis is taken first to reduce the possibility of a first blood, while it can also help to cause a first blood between you and your ally. While it is a good all-round disable, we still max Fade Bolt as it is our nuke.
Fade Bolt should be maxed by level 7, followed by Telekenesis.
Null Field is taken last, but 1 level in it may be needed if you're facing heavy spellcasters on your lane, which we take it on level 4 instead of a usual Telekenesis. However, if not, you should still be maxing Telekenesis in anyway.
Spell Steal should be taken whenever possible, 6/11/16, it being your ultimate and most powerful spell.
Game Strategies
Picking Rubick
About:
This should be Rubick's ideal starting items. It gives much needed stats, and enough mana to boost your Fade Bolt casts. Clarity and Tango needs no explanation in their usage.
Laning:
Rubick is good far off on side lanes than on mid lanes. Yes, while the prospect of indegenius farming on mid lanes may be good for Rubick, but Rubick's tenacity to run without an escape mechanism, may lead to first-blood attempts. Though, that doesn't mean Rubick can't solo mid as good as any other hero.
Side lanes, are much better if their top or bottom respective in the Sentinel or Scourge. You have an ally, and though the gold may be split, Rubick can still concentrate on farming, and ganking at the same time.
Other Starting Items:
Animal Courier
About:
Couriers are much better if their bought by another teammate. While it is possible, Rubick can make use of the courier, since most of the time Rubick will head everywhere. However, 170 gold may be wise to be spent on other useful items.
Bottle
About:
Alot of players have the tendancy to grab a bottle and go for mid lanes. There is always one problem with grabbing a bottle.
Bottle doesn't give any stats. While it gives you the ability to runewhore, it doesn't give you extra hp/mana to boost your effectiveness in such areas. Rubick needs early stats, and I'm sure every hero needs it.
Magic Stick/Wand
About:
Stick and Wand is ideal, and itself is a component of Rubick's core items. While others see it as useless, Stick and Wand can be very annoying on your opponent's style of play.
For Rubick, having a Stick/Wand means that his Spell Steal will have no doubt in capturing those skills your opponent has just used. And yes, these early items will definitely help you tide through your early game. But we'll need more than just these.
Early Game
About:
Early game is where Rubick may be at it's peak. Fade Bolt will deal tremendous damage early game, and this nuke will prove to be very fatal against heroes which are fragile early on. If possible, you can harrass them with Fade Bolt if necessary. If not, conserve your mana for first blood attempts with your allies if you see one.
On farming, for Rubick, it should be 75% farm, 25% gank. I can tell you one thing: Abuse Fade Bolt. Besides ganking, it can also be superior against farming creeps. And one way or the other, farming up your core items should be pretty quick. Again, take note. Do not overfarm.
Ganking early is sometimes not very useful for Rubick. If needed, you'll always have to depend on a teammate, much better if their a disabler. A stun and Telekenesis combo can work wonders, which practically means the enemy will be stunned for around 2 - 5 seconds; more than enough for anybody to deal a whole lot of damage. If possible, avoid ganking early. In fact, sometimes, Rubick can also easily be counter-ganked, so watch out very carefully.
End of Early Game Items
Mid Game
About:
At this stage, tables are turned. Yes, it would be 75% gank, 25% farm. And by now, you should be travelling with your teammates across the map looking for targets to gank. With a boots, and a couple of teammates, you should pretty much snag a kill with your Telekenesis push/pull towards you, or your teammates.
At this stage, you should have maxed your Fade Bolt. It will be your most powerful tool in ganking, and look at the damage and effects it comes packaged with. Also, this is where your ganking effect, as said above, comes into place. You should have 1 level in Spell Steal. With it, ganking comes alot easier in varied ways. You can threaten them by using their spells against them. Steal a stun or a slow, and then you can be real ganker. 5 mins is enough for the spell to be cast. Once done, just search for another spell.
Also, teamfights are the most important factor in deciding on how powerful you can be. For instance, an initiator Earthshaker comes in, does a Fissure, and an Echo Slam, perhaps. You can then, be able to Spell Steal his Echo Slam, and then, since it's a teamfight, you can turn it against them. But not just that, other skills can also bring wreath into a teamfight thanks to your opponents.
On the other note: Just keep ganking. Unless opportunities arise, do not gank alone. As much as Rubick can gank, he can get counter-ganked the same way as he will gank.
Items Finishing Mid Game
Arcane Boots will probably have the most effect on Rubick. But first, let's talk about the other boots.
About:
Power Treads: Treads, for Rubick, is sometimes no really useful. As much as the 10 stat, and movespeed with attackspeed, Rubick doesn't need it. Yes, the stats maybe helpful. You could change the boots to intelligence for your mana pool, or mana regeneration. However, what Rubick really needs is the refill, and not an increase.
Phase Boots: Phase is much more suited for dps heroes, chasers. The damage may come in handy? I don't think so. Rubick's real strength doesn't come from his base damage or normal attacks. It's from his massive selection of spells to choose from. And Phase (active skill) is not good for Rubick. He doesn't need to chase. He has Telekenesis to do the job of pulling the enemy back.
Boots of Travel: Mobility is what we're talking about here. Rubick could need the teleportation skill, but anybody could grab one teleportation scroll through side shops or the base, and just teleport to a lane where you could gank, farm or help your allies.
Arcane Boots: The boots argument ends, as we are definitely buying Arcane Boots for Rubick. Although it may seem useless, but Arcane may have alot more to offer. It can brush up Rubick's mana pool by alot, compared to Treads, and it's active to heal mana instantly just gives us the nod.
Other Items:
Void Stone
About:
Void Stone are what some other players often get, as this can also help to regain mana far more quicker than Arcane Boots alone. As good as Void Stone is, it can definitely help anybody, just like what Ring of Health does.
And if you think you're gonna' get it, Void Stone can also be transformed into other items such as great items like Guinsoo's Scythe of Vyse, a Perseverance, or the mighty and helpful Linken's Sphere.
Null Talisman
About:
Null Talismans are probably made by your two earlier Mantles. Although some would disagree getting it now, it is useful if you are getting a Dagon. If not, their job of providing early stats have probably been good, and they will keep continuing throughout the game. Dump them when you need space for higher tier items.
Urn of Shadows
About:
Urn is a suitable item on any hero ganker, as the effects accompanied with it, gives us what we need after ganks: regeneration. Urn is not hard to form. The Gauntlet can be bought early for survivabilty, while Sobi Mask can be grabbed from the sideshops, which you can finish it off with the recipe.
Late Game - Finishing
About:
This part is all about getting your luxury items now that you have done what you're supposed to do - gank and farm. Being superior still in this part of the game is what you've done all along, getting spells which are useful and helpful, which are awesome in their killing prowess, and escaping ganks with your opponent's skills as well.
Teamfights by now will gather in force, and every spell you steal will not be useless. In fact, which spell you steal is useless? Remember to take out the most important player of their team, by using Telekenesis, and pull them back to your teammates. It's always better when their one down and their most important player, most likely a carry, is dead.
At this stage, it's all about being good, pushing, farming for your luxuries, and keep ganking to stop your enemies from getting the opportunity to gank you. Other than that, Rubick is definitely owning.
Luxury Items
Guinsoo's Scythe of Vyse
About:
Who doesn't love a good old disable, to do a job of hexing your enemy, so he falls prey of your skills and trickery? A definite item to get, if you've bought Void Stone during the mid-game stage. It is definitely worth buying.
Orchid Malevolence
About:
Orchid is one of the best items in DotA. It has a powerful silence, and amplify damage. On the other note, it gives raw intelligence stats, and the best of all, 225% mana regeneration. Lastly, the items (3 Oblivion Staffs) can be stacked in your inventory, which makes Orchid a long-term investment.
Dagon
About:
A buy for any spellcaster. Dagon is effective in it's own way. It gives 13 intelligence, and the most renowned energy burst. 400 damage is more than enough damage for fragile heroes to take. Since now it includes Null Talisman in it's recipe, keep your nulls if you're planning on buying a Dagon.
Veil of Discord
About:
The new item suits well with our new hero. The discord ability we're talking about, is reducing magic resistance by 25%. With that, you're spells will deal a whole lot more damage, which means your stolen spells will come in handy. Veil of Discord; any spellcasting hero will love it.
Linken's Sphere
About:
Again, formed from your Void Stone. Linken's is probably one of the best defensive items. Why? It blocks spells, it gives regeneration, and also, it gives you the chance to take your opponent's spell much more securely. How? They use their spells on you, and it gets blocked. Easily, you just use Spell Steal and steal their last spell from them.
Shiva's Guard
About:
Well, Shiva's may not look good, but ultimately, it still gives us what we need. 30 intelligence, and 15 armor. Look at Rubick's armor; 1. Obviously, with all the stats, Shiva's does give us the extra armor, and it can help us to survive better also.
Item Build
Starting Items:
Core:
[]
Luxury:
- All above items have been mentioned in Game Strategies. You might want to check it out there -
Optional/Situational Items:
Black King Bar
About:
Against a group of spellcasters, Black King Bar is always helpful. The Avatar ability will help you go gather some spells while not being stunned in the process. All in all, get Black King Bar if you're facing alot of spellcasters. Or, you just wanna' grab some spells which can only be done while being immune.
Heart of Tarrasque
About:
By looking at Rubick, Heart is always a good option when it comes to survivability. During late game, Heart may prove to be vital when everybody has all become beefy and whatnot.
Bracer
About:
I've seen alot of people buying Bracers as a starter for Rubick. It definitely is not bad, and 1 or 2 might have an effect as Rubick's starting health and strength are low. Grab these for quick stats and health boost.
Allies and Enemies
Allies
About:
These guys, fellow gankers, with your trusty Telekenesis, you can help to land Torrents, Arrows, Hooks, Razes and even Fissures. Either way, it's all good for you and them as it's all about the bounty.
About:
Fellow disablers, who doesn't love them? They help you to target your Spell Steal by disabling the target, and then you just steal it.
There really aren't alot to list, and even if there was, it wouldn't be possible to list all of them. This is just a rough example of your allies and such.
Enemies
About:
As much as these guys are good to you, they can be very nasty against you. With that, they can stop you from Spell Stealing, Telekenesis or Fade Bolt away.
About:
Orbwalkers and harassers alike, they will constantly hit you. And obviously, there's nothing you can Spell Steal from.
There really aren't alot to list, and even if there was, it wouldn't be possible to list all of them. This is just a rough example of your enemies and such.
Replays
No such replays yet. I have tried asking some of my friends who've played Rubick to send me a good replay. And you, too, can also send me a replay containing the item builds and skill builds of this guide. It would definitely be much appreciated!
Conclusion
Rubick is not the hardest hero to master. In fact, he is much easier when you think of him in several roles of a hero. His playstyle is much like an Invoker.
However, after so much, I hoped you have learnt something from my guide, and from Rubick. I hope the guide had been concise, because I've tried my effort to put in my best in this guide. Therefore, I hope you do rate upon what you truly think.
And so, I hope to receive positive and helpful comments, and not trolling so as to improve the guide better. Pease feel free to tell me if anything is missing! I'd gladly appreciate it. And so, happy DotA-ing with Rubick!
Changelogs
May 17 2011: Rubick guide written. May 18 2011: Written ALOT more contents. A few more coming soon. Drafted in PlayDotA.com. May 19 2011: Put in Bracers in situational/optional items list. July 13 2011: Removed 'Everything You Might Want To Know' section, and replaced it in 'Rubick's Skills' section, the skills respectively. PUBLISHED. July 14 2011: Fixed a 'spoiler' tag problem with 'Rubick's Skills' section. Added Urn of Shadows as a possible core item. July 16 2011: Added a new section called: 'Might of Spell Steal'.
Last edited by GhostofGuns; 07-17-2011 at 10:04 AM.
Really good guide however i'd change the everything you want to know part. Sicne this is where you explain on how to use his skills. Why not just add this to the skill descriptions. Would improve readability a lot more and also how one's memory works it allows to be more easely remembers.
You've got yet to suggest MoC or Django.
All in all looks good, definantly publishable. (slapping people in a moment)
Really good guide however i'd change the everything you want to know part. Sicne this is where you explain on how to use his skills. Why not just add this to the skill descriptions. Would improve readability a lot more and also how one's memory works it allows to be more easely remembers.
You've got yet to suggest MoC or Django.
All in all looks good, definantly publishable. (slapping people in a moment)
Thanks. I'll do that part, and on the publishing note; I remembered slightly publishing it, but there was no news until today, and it wasn't published as well.
Hey I liked that someone who is already written a good guide made a rubik guide.. You should some more content and pictures.. And I have some replays too
Good guide. IMO you ought to add section of spell-steal explaining which are best spells to steal, which can give best value for money etc etc. Example SF's ulti is pointless to steal as it wont deal any damage as you don't have necro-mastery. Also SF's only "C" Raze is steal-able because rest of them mix-up with hot-keys.
Also player playing rubick must have lots of experiences playing other heroes in order to use their stolen spells to max. effectiveness
best stealing items are aoe ulties. That means that you have to jump into battle like all initiators. I suggest add dagger and force staff to luxuries or even core. Stealed black hole, echo slam, overgrowth, reverse polarity, ravage or epicenter are imba.
At the start i go chicken + ring of regen. Next is boots and regen items with chicken.
I usually make blademail after boots if i can. Makes the hero that much funnier.
I remember that 2 days ago bara charged me. I threw him up in air, used bolt on him, then i waited for him to ulti me and used blade mail, and finally ultied him after I stole his spell. He was dead...
If i need blademail then it's ok. If not, even better, cuz no one will touch me. People tend to gank you when you have a hero with small hp.
And i have to say. I think early, maybe mid game too, in my oppinion blink is the best spell to steal. I had so many last hit kills on heroes fleeing with 30-40-50 hp. Plus it's funny when magina blinks away , then you blink next to him and throw him back at your teammates.
Nice guide. Big thx. I will use that item build. Cheers!
@Nightstyle: Please point out the grammar and mistakes, so I could improve/edit it so as not to cause any further disturbance to readers.
As for show/hiding is for alt-tabbing purposes. I've seen readers feeling frustrated to scroll down to part of the guide where they have to take longer than usual.
Thus, show/hide formatting is for visual and helpful performance for readers. I hope you understand it.