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Dota 2 - Batrider Build Guide
0
BIO
There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling. The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside...
INTRODUCTION
Batrider is an initiator hero that needed to kidnap 1 enemy hero and started a teamfight. He have a lasso to do that. If he can successfully catch a target then the teamfight will be more easier for his team. He have some fire skills that will set fire to therain teamfight. And he also have a sticky napalm, a skill to reduce enemy's movement speed and also amplifly his fire damage.
STATS
ABILITIES
1. Sticky Napalm
Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies in the area. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks.
It's not uncommon to hear the Rider cackle while he increases the flammability of his opponents.
A very good skill on early game. You can use this to slow down enemies and also amplify your damage. With the amplified, damage, you can easily last hits the creeps on early game. And with the slowing and amplifying ability, it will be so good to damaging and chasing enemies in a gank and in a teamfight. You should cast this multiple times to stack the effect, so you will have your damage amplified by a lot to your target, and also your target will move so slow because of this skill.
2. Flamebreak
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back and dealing damage to enemies in the area.
A molotov cocktail is the weapon of choice for Batrider.
Deal damage and knock back enemies in the AoE, a nice nuke to helps reduce enemies HP in a gank and in a teamfight. This skill is needed to break your enemy's concentration.
3. Firefly
Batrider takes to the skies, laying down a flaming trail from the air. While flying, the trail of fire destroys trees and damages enemies in its path, and Batrider gains the movement capabilities of a flying unit.
When an enemy escapes into the Yama Raskav Jungle, most would cut through the brush to find the fugitive. Batrider just chooses to destroy the jungle along with his foes.
A skill to release fire in the area. It will deal damage per second. A very good skill to cast in a teamfight.
4. Flaming Lasso
Lassoes an enemy and drags them in Batrider's wake. Victims cannot be dragged over impassable terrain. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
Few dare to ask to ride on the bat, as Batrider gives them free of charge.
Catch an enemy and bind them in a lasso, make them can't move and you can drag him to any direction you want. A perfect initiating skill to start a gank.
SKILLBUILD
Level 1: Sticky Napalm
Level 2: Firefly
Level 3: Sticky Napalm
Level 4: Firefly
Level 5: Sticky Napalm
Level 6: Flaming Lasso
Level 7: Sticky Napalm
Level 8: Firefly
Level 9 : Firefly
Level 10: Flamebreak
Level 11: Flaming Lasso
Level 12: Flamebreak
Level 13: Flamebreak
Level 14: Flamebreak
Level 15: Stats
Level 16: Flaming Lasso
Level 17-25: Stats
Why maxed illuminate first? This is the most needed skill in your early game. To farm, and to slow down your enemy and amplify your damage in a gank.
Why maxed Firefly before Flamebreak? Firefly is more useful because it will deal massive fire damage for 18 seconds.
There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling. The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside...
INTRODUCTION
Batrider is an initiator hero that needed to kidnap 1 enemy hero and started a teamfight. He have a lasso to do that. If he can successfully catch a target then the teamfight will be more easier for his team. He have some fire skills that will set fire to the
| PROS | CONS |
| The most prominent kidnapper in dota | Needs some items to be online |
| Has a lot of magical fire damage | Low attack damage |
| Can decently slows down enemies | |
| Can fly through trees |
ROLE
Ranged - Initiator - Disabler - Nuker - Escape
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 587 | 1,225 | 2,061 | SIGHT RANGE | 1800 / 800 |
| MANA | 312 | 767 | 1,352 | ATTACK RANGE | 375 |
| DAMAGE | 48-52 | 83-87 | 128-132 | MISSILE SPEED | 900 |
| ARMOR | 2 | 5 | 10 |
ABILITIES
1. Sticky Napalm
Drenches an area in sticky oil, amplifying damage from Batrider's attacks and abilities and slowing the movement speed and turn rate of enemies in the area. Additional casts of Sticky Napalm continue to increase damage, up to 10 stacks.
| MANA COST: 20/20/20/20 | COOLDOWN: 3 |
| ABILITY: POINT TARGET | EXTRA DAMAGE: 10 / 15 / 20 / 25 |
| RADIUS: 375 / 375 / 375 / 375 | DURATION: 8 / 8 / 8 / 8 |
| MOVEMENT SLOW: 3% / 5% / 7% / 9% | TURN RATE SLOW: 70% / 70% / 70% / 70% |
A very good skill on early game. You can use this to slow down enemies and also amplify your damage. With the amplified, damage, you can easily last hits the creeps on early game. And with the slowing and amplifying ability, it will be so good to damaging and chasing enemies in a gank and in a teamfight. You should cast this multiple times to stack the effect, so you will have your damage amplified by a lot to your target, and also your target will move so slow because of this skill.
2. Flamebreak
Hurls an explosive cocktail that explodes when it reaches the target location, knocking back and dealing damage to enemies in the area.
| MANA COST: 80/100/120/140 | COOLDOWN: 11 |
| ABILITY: POINT TARGET | DAMAGE: MAGICAL |
| DAMAGE: 75 / 150 / 225 / 300 | RADIUS: 375 / 375 / 375 / 375 |
| STUN DURATION: 0.5 / 0.5 / 0.5 / 0.5 |
Deal damage and knock back enemies in the AoE, a nice nuke to helps reduce enemies HP in a gank and in a teamfight. This skill is needed to break your enemy's concentration.
3. Firefly
Batrider takes to the skies, laying down a flaming trail from the air. While flying, the trail of fire destroys trees and damages enemies in its path, and Batrider gains the movement capabilities of a flying unit.
| MANA COST: 100/100/100/100 | COOLDOWN: 40 |
| ABILITY: NO TARGET | DAMAGE: MAGICAL |
| DAMAGE OVER TIME: 20 / 40 / 60 / 80 | RADIUS: 200 / 200 / 200 / 200 |
| DURATION: 18 / 18 / 18 / 18 |
A skill to release fire in the area. It will deal damage per second. A very good skill to cast in a teamfight.
4. Flaming Lasso
Lassoes an enemy and drags them in Batrider's wake. Victims cannot be dragged over impassable terrain. Dragged units cannot move, attack, or use abilities. Teleporting or blinking will break the lasso.
| MANA COST: 150/150/150 | COOLDOWN: 90/70/50 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DURATION: 3 / 3.5 / 4 |
Catch an enemy and bind them in a lasso, make them can't move and you can drag him to any direction you want. A perfect initiating skill to start a gank.
SKILLBUILD
Level 1: Sticky Napalm
Level 2: Firefly
Level 3: Sticky Napalm
Level 4: Firefly
Level 5: Sticky Napalm
Level 6: Flaming Lasso
Level 7: Sticky Napalm
Level 8: Firefly
Level 9 : Firefly
Level 10: Flamebreak
Level 11: Flaming Lasso
Level 12: Flamebreak
Level 13: Flamebreak
Level 14: Flamebreak
Level 15: Stats
Level 16: Flaming Lasso
Level 17-25: Stats
Why maxed illuminate first? This is the most needed skill in your early game. To farm, and to slow down your enemy and amplify your damage in a gank.
Why maxed Firefly before Flamebreak? Firefly is more useful because it will deal massive fire damage for 18 seconds.
STRATEGY
Early Game
On early game, you must play with your Sticky Napalm. You can cast it to the creeps to increase your chance in last hitting. And you can cast it to the hero to make him become slow. If you can stack up to 5 times, immediately cast the 3rd skill Firefly and it will be a sure kill because your target movement speed can't catch up with your fire.
Mid Game
On mid game, you should active in any gank. Find an easy opponent and start your combo > Firefly combined with the Flaming Lasso. First, cast the Firefly and then continued with catching a target using the Flaming Lasso and drag your opponent in the fire and make him feel so much damage. You can amplifly the damage using sticky napalm, you should cast it multiple times in the teamfight. If you have the blink dagger, it will make your job easier. Your combo will be:
1. Cast the Firefly
2. Use dagger to jump near your target
3. Catch your target using the Flaming Lasso
4. Drag your target and cast Sticky Napal multiple times to your target
5. You can drag more using the Force Staff
After you successfully initiate a teamfight, your teammates will easily knock down the target and it will eliminates 1 enemy.
Late Game
On late game, it will be so important to catch any opponent from the enemy team. You should carefully using your combo > Firefly - Dagger - Lasso - Force Staff - Sticky Napalm. If you successfully eliminate 11 target, your team will be in condition where it is 4-5 fight, and it will increase your team's chance to victory by a lot. You are the initiator, you are the decider of the teamfight, you success catch a target means your team will win the teamfight. And on the late game maybe you already have some nice items too! you should maximuze the usefulness of your items, like if you have the Sheepstick, you should cast it on enemy's most fierceful hero.
ITEMS BUILD
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff? ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself.
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
Early Game
On early game, you must play with your Sticky Napalm. You can cast it to the creeps to increase your chance in last hitting. And you can cast it to the hero to make him become slow. If you can stack up to 5 times, immediately cast the 3rd skill Firefly and it will be a sure kill because your target movement speed can't catch up with your fire.
Mid Game
On mid game, you should active in any gank. Find an easy opponent and start your combo > Firefly combined with the Flaming Lasso. First, cast the Firefly and then continued with catching a target using the Flaming Lasso and drag your opponent in the fire and make him feel so much damage. You can amplifly the damage using sticky napalm, you should cast it multiple times in the teamfight. If you have the blink dagger, it will make your job easier. Your combo will be:
1. Cast the Firefly
2. Use dagger to jump near your target
3. Catch your target using the Flaming Lasso
4. Drag your target and cast Sticky Napal multiple times to your target
5. You can drag more using the Force Staff
After you successfully initiate a teamfight, your teammates will easily knock down the target and it will eliminates 1 enemy.
Late Game
On late game, it will be so important to catch any opponent from the enemy team. You should carefully using your combo > Firefly - Dagger - Lasso - Force Staff - Sticky Napalm. If you successfully eliminate 11 target, your team will be in condition where it is 4-5 fight, and it will increase your team's chance to victory by a lot. You are the initiator, you are the decider of the teamfight, you success catch a target means your team will win the teamfight. And on the late game maybe you already have some nice items too! you should maximuze the usefulness of your items, like if you have the Sheepstick, you should cast it on enemy's most fierceful hero.
ITEMS BUILD
1. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? You have spammable skills, so you need more mana, with this item, your mana will be fulfilled. And also to replenish mana of the team.
2. Dagger
Cost: 2150
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
| Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
2. Dagger
Cost: 2150
| Active: Blink - Teleport to a target point up to 1200 units away. If damage is taken from an enemy hero, Blink Dagger cannot be used for 3 seconds. Manacost: 75 Cooldown: 14 |
Blink Dagger is a perfect item for you for initiating purpose. This item will make you can jump straint in front of your target so you can stun them immediately to make a way for your team to knock your enemy down. In a teamfight, who initiate first is usually become the winnner of the fight.
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
| Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
You initiate a teamfight, they finishes the job by killing the target
By : Unknown
Dota 2 - Rubik Build Guide
0
BIO
Any mage can cast a spell or two, and a few may even study long enough to become a wizard, but only the most talented are allowed to be recognized as a Magus. Yet as with any sorcerer's circle, a sense of community has never guaranteed competitive courtesy.
Already a renowned duelist and scholar of the grander world of sorcery, it had never occurred to Rubick that he might perhaps be Magus material until he was in the midst of his seventh assassination attempt. As he casually tossed the twelfth of a string of would-be killers from a high balcony, it dawned on him how utterly unimaginative the attempts on his life had become. Where once the interruption of a fingersnap or firehand might have put a cheerful spring in his step, it had all become so very predictable. He craved greater competition. Therefore, donning his combat mask, he did what any wizard seeking to ascend the ranks would do: he announced his intention to kill a Magus.
Rubick quickly discovered that to threaten one Magus is to threaten them all, and they fell upon him in force. Each antagonist's spell was an unstoppable torrent of energy, and every attack a calculated killing blow. But very soon something occurred that Rubick's foes found unexpected: their arts appeared to turn against them. Inside the magic maelstrom, Rubick chuckled, subtly reading and replicating the powers of one in order to cast it against another, sowing chaos among those who had allied against him. Accusations of betrayal began to fly, and soon the sorcerers turned one upon another without suspecting who was behind their undoing.
When the battle finally drew to a close, all were singed and frozen, soaked and cut and pierced. More than one lay dead by an ally's craft. Rubick stood apart, sore but delighted in the week's festivities. None had the strength to argue when he presented his petition of assumption to the Hidden Council, and the Insubstantial Eleven agreed as one to grant him the title of Grand Magus.
INTRODUCTION
Rubik is a hero that is noted for his skill to steal others spell and use it for the benefit of his team. It is nice to steal some deathly ultimate and the use it to the enemy. He also have some other nice spell, like a chain lightning, a skill to lift up a target and stun on the landing area. An he also have magic resistence aura to help the team survive from a enemys magic skills.
STATS
ABILITIES
1. Telekinesis
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.
Even the Grandest Magus may use his powers for enjoyment.
Lift a unit and stun the area in the landing AoE. a nice skill to disable a target and also disable an area around the target.
You can also use this to isolate a target into the hill.
You can make your target nearer from you so it will be easier to harass him.
Telekinesis Land
Chooses the location the target will land when Telekinesis finishes.
2. Fade Bolt
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage. Each jump deals less damage.
Rubick's favori. spell for dispatching would-be assassins is a rather simple conjuration.
This is your main skill for farming, controlling lane, harassing, and killing.
This skill is a jumping lightning that deals some damage and reduce the attack damage of the target who affected to it.
3. Null Field
Rubick's mastery of the arcane protects his allies against weaker magics, granting them magic resistance.
Not every magus can be a Grand Magus...
Gives a nice magic resistence to all allies nearby. A very good skill to increase team's defense in a teamfight so your team can survive in a though teamfight.
4. Spell Steal
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.
...but even their lesser magics can be a source of much utility.
This is your most annoying skill for the enemy. You can steal a spell from a target and you can use the spell against the it's owner.
There so many possibilities from using this skill. You can steal some very nice ultimate like Ravage, Chain Frost, or Black Hole and use it against the owner of these spells.
The spell you got, is depends on what is the last spell casted by the target. So if an Enigma successfully casted Decomic Conversion right after he finished his Blackhole and you can't catch up, you will gain Demonic Conversion instead of a Blackhole, so be careful, try to use your hands quickly after he finishes the spell you want to steal.
SKILLBUILD
Level 1: Telekinesis
Level 2: Fade Bolt
Level 3: Fade Bolt
Level 4: Telekinesis
Level 5: Fade Bolt
Level 6: Spell Steal
Level 7: Fade Bolt
Level 8: Telekinesis
Level 9 : Telekinesis
Level 10: Null Field
Level 11: Spell Steal
Level 12: Null Field
Level 13: Null Field
Level 14: Null Field
Level 15: Stats
Level 16: Spell Steal
Level 17-25: Stats
Why take Telekinesis for level 1? You can use this for if you like to find firstblood with your friends, and also if you want to troll the enemy by taking him uphill so he can't come down.
Why maxed Fade Bolt first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Telekinesis before Null Field? You need more level of Telekinesis for longer lift duration and stun duration, and the the Null Field is important for the team on mid-late game teamfight to reduce enemy's magical damage.
1. You need to buy courier and wards for the team. If someone already done it, you don't need to.
Courier: 150
Wards: 150
You are the kind of hero that doesn't need lots of farm, so you will have golds to buy this kind of items. Your team will rely on courier and wards to become good. Courier will faster item transportation, and wards is needed to avoid enemy's gank.
2. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
Why Arcane Boots? This boots is needed because you have spammable skills. And this boots also replenish mana for your team.
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
Why Force Staff? ForceStaff is useful on many purposes, you can initiate a teamfight with ForceStaff, or you can save somebody, or you can save yourself using forcestaff.
4. Guinsoo Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
Why Schyte of Vyse? Very good item to initiate a teamfight. or to defend against somebody by make him into a chicken.
5. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
Why Shiva's? Gives you an Arctic Blast (Slowing and a 200 damage) and gives you a slowing aura, and also gives you +15 armor which makes you tanky.
ALTERNATIVE ITEMS (FOR A SUPPORT)
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
Why Mekansm? Heal for all allies in AoE, is a must for teamfights.
2 Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
Why Pipe of Insight? Gives barrier for all allies in AoE that Block 400 spell damage, very useful.
3. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
Why Eul? Can make you become more agile with Cyclone ability. You cannot be attacked for 2.5 seconds. Or you can cast it to the enemy and make your team can surround the target and harass him after landing on the ground.
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
Any mage can cast a spell or two, and a few may even study long enough to become a wizard, but only the most talented are allowed to be recognized as a Magus. Yet as with any sorcerer's circle, a sense of community has never guaranteed competitive courtesy.
Already a renowned duelist and scholar of the grander world of sorcery, it had never occurred to Rubick that he might perhaps be Magus material until he was in the midst of his seventh assassination attempt. As he casually tossed the twelfth of a string of would-be killers from a high balcony, it dawned on him how utterly unimaginative the attempts on his life had become. Where once the interruption of a fingersnap or firehand might have put a cheerful spring in his step, it had all become so very predictable. He craved greater competition. Therefore, donning his combat mask, he did what any wizard seeking to ascend the ranks would do: he announced his intention to kill a Magus.
Rubick quickly discovered that to threaten one Magus is to threaten them all, and they fell upon him in force. Each antagonist's spell was an unstoppable torrent of energy, and every attack a calculated killing blow. But very soon something occurred that Rubick's foes found unexpected: their arts appeared to turn against them. Inside the magic maelstrom, Rubick chuckled, subtly reading and replicating the powers of one in order to cast it against another, sowing chaos among those who had allied against him. Accusations of betrayal began to fly, and soon the sorcerers turned one upon another without suspecting who was behind their undoing.
When the battle finally drew to a close, all were singed and frozen, soaked and cut and pierced. More than one lay dead by an ally's craft. Rubick stood apart, sore but delighted in the week's festivities. None had the strength to argue when he presented his petition of assumption to the Hidden Council, and the Insubstantial Eleven agreed as one to grant him the title of Grand Magus.
INTRODUCTION
Rubik is a hero that is noted for his skill to steal others spell and use it for the benefit of his team. It is nice to steal some deathly ultimate and the use it to the enemy. He also have some other nice spell, like a chain lightning, a skill to lift up a target and stun on the landing area. An he also have magic resistence aura to help the team survive from a enemys magic skills.
| PROS | CONS |
| Can steal enemy's spell | Squishy |
| Have a chain lightning for early game harassment | Hard to play |
| Can lift up a target and place him in the unknown ground | Weird face |
| Have a magic resistence aura for the team | |
| Can fit in many gameplay | |
| A good lane control |
Ranged - Disabler - Nuker
| LEVEL | 1 | 15 | 25 | ||
|---|---|---|---|---|---|
| HIT POINTS | 511 | 910 | 1,575 | SIGHT RANGE | 1800 / 800 |
| MANA | 351 | 788 | 1,360 | ATTACK RANGE | 600 |
| DAMAGE | 44-54 | 78-88 | 122-132 | MISSILE SPEED | 1125 |
| ARMOR | 1 | 4 | 9 |
ABILITIES
1. Telekinesis
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.
| MANA COST: 120/120/120/120 | COOLDOWN: 18 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| RADIUS: 325 / 325 / 325 / 325 | LIFT DURATION: 1.5 / 1.75 / 2 / 2.25 |
| STUN DURATION: 1 / 1.25 / 1.5 / 1.75 |
Lift a unit and stun the area in the landing AoE. a nice skill to disable a target and also disable an area around the target.
You can also use this to isolate a target into the hill.
You can make your target nearer from you so it will be easier to harass him.
Telekinesis Land
Chooses the location the target will land when Telekinesis finishes.
| ABILITY: POINT TARGET |
2. Fade Bolt
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage. Each jump deals less damage.
| MANA COST: 150/150/150/150 | COOLDOWN: 16/14/12/10 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY UNITS |
| DAMAGE: MAGICAL | DEBUFF DURATION: 10 / 10 / 10 / 10 |
| DAMAGE: 70 / 140 / 210 / 280 | JUMP REDUCTION: 4% / 4% / 4% / 4% |
| HERO DAMAGE REDUCTION: 14/ 20 / 26 / 32 | CREEP DAMAGE REDUCTION: 7/ 10 /13/ 16 |
This is your main skill for farming, controlling lane, harassing, and killing.
This skill is a jumping lightning that deals some damage and reduce the attack damage of the target who affected to it.
3. Null Field
Rubick's mastery of the arcane protects his allies against weaker magics, granting them magic resistance.
| ABILITY: PASSIVE | MAGIC RESISTANCE: 5% / 10% / 15% / 20% |
Not every magus can be a Grand Magus...
Gives a nice magic resistence to all allies nearby. A very good skill to increase team's defense in a teamfight so your team can survive in a though teamfight.
4. Spell Steal
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.
| MANA COST: 25/25/25 | COOLDOWN: 20/18/16 |
| ABILITY: UNIT TARGET | AFFECTS: ENEMY HEROES |
| DURATION: 180 / 240 / 300 |
...but even their lesser magics can be a source of much utility.
This is your most annoying skill for the enemy. You can steal a spell from a target and you can use the spell against the it's owner.
There so many possibilities from using this skill. You can steal some very nice ultimate like Ravage, Chain Frost, or Black Hole and use it against the owner of these spells.
The spell you got, is depends on what is the last spell casted by the target. So if an Enigma successfully casted Decomic Conversion right after he finished his Blackhole and you can't catch up, you will gain Demonic Conversion instead of a Blackhole, so be careful, try to use your hands quickly after he finishes the spell you want to steal.
SKILLBUILD
Level 1: Telekinesis
Level 2: Fade Bolt
Level 3: Fade Bolt
Level 4: Telekinesis
Level 5: Fade Bolt
Level 6: Spell Steal
Level 7: Fade Bolt
Level 8: Telekinesis
Level 9 : Telekinesis
Level 10: Null Field
Level 11: Spell Steal
Level 12: Null Field
Level 13: Null Field
Level 14: Null Field
Level 15: Stats
Level 16: Spell Steal
Level 17-25: Stats
Why take Telekinesis for level 1? You can use this for if you like to find firstblood with your friends, and also if you want to troll the enemy by taking him uphill so he can't come down.
Why maxed Fade Bolt first? This is your main nuke, you will need this for ganking, farming, and killing on early mid game.
Why maxed Telekinesis before Null Field? You need more level of Telekinesis for longer lift duration and stun duration, and the the Null Field is important for the team on mid-late game teamfight to reduce enemy's magical damage.
STRATEGY
Early Game
Rubik is useful since the early stage of the game. With the fadebolt and telekinesis + long ranged attack, Rubik can conveniently control the lane. Every lane you choose, it's ok, you can be a support or a solo laner. You have a strong nuke with the damage reducer and a n ok disable.
Also if your team needs you as a support, it's also ok, you can buy a support by buying courier and wards.
On the laning phase, if yu are a solo, try to last hit every creeps on the lane while denying once in a while. Use Fade Bolt to harass your enemy and also for double last hits. Remember that Fade bolt is also reducing enemy's damage so they will be harder in last hitting/denying.
Mid Game
Mid game is the time for al around ganking. You, as a nuker / disabler hero, should roam and help your friends on another lane. Tell your friend that you are ready to gank and ask him to help you, then you should come to the lane and use Telekinesis to disable the target, your friends and you can harass him while he is disabled, and then you can use the Fade Bolt to harass more, and also you should steal a skill from your target and use it to him. It is rather difficult to steal a skill you want from a target because the acquired skill is depend of what is the last skill casted by the target, luck is the key factor here. And if you are lucky, you will see your target using the skill you want so you can immediately steal it to benefir your team.
Late Game
On the late game, it is the time to party. Every enemy hero has already reached a high level, so you can steal their ultimate on the max level. Be careful on which skill you steal, make sure you steal the best skill to benefit more for your team. You need to stea; the best skill like Ravage (Tidehunter), Blackhole (Enigma), or Chain Frost (Lich). And if you successful of acquiring the top skill from the enemy, that's your time to shine. To use their ultimate for themselves.
Maybe you already acquired Sheepstick here. And if so, you should use it to initiate a teamfight. By using force staff / dagger and then cast the Hex on your enemy and then your team can come in and dominate the teamfight. The rule of dota is: the one who initiate first, will likely to win the teamfight, so initiating a teamfight is the determiner of your team victory, be quick and initiate carefully by using the sheepstick, or at least using a telekinesis.
ITEMS BUILD
Early Game
Rubik is useful since the early stage of the game. With the fadebolt and telekinesis + long ranged attack, Rubik can conveniently control the lane. Every lane you choose, it's ok, you can be a support or a solo laner. You have a strong nuke with the damage reducer and a n ok disable.
Also if your team needs you as a support, it's also ok, you can buy a support by buying courier and wards.
On the laning phase, if yu are a solo, try to last hit every creeps on the lane while denying once in a while. Use Fade Bolt to harass your enemy and also for double last hits. Remember that Fade bolt is also reducing enemy's damage so they will be harder in last hitting/denying.
Mid Game
Mid game is the time for al around ganking. You, as a nuker / disabler hero, should roam and help your friends on another lane. Tell your friend that you are ready to gank and ask him to help you, then you should come to the lane and use Telekinesis to disable the target, your friends and you can harass him while he is disabled, and then you can use the Fade Bolt to harass more, and also you should steal a skill from your target and use it to him. It is rather difficult to steal a skill you want from a target because the acquired skill is depend of what is the last skill casted by the target, luck is the key factor here. And if you are lucky, you will see your target using the skill you want so you can immediately steal it to benefir your team.
Late Game
On the late game, it is the time to party. Every enemy hero has already reached a high level, so you can steal their ultimate on the max level. Be careful on which skill you steal, make sure you steal the best skill to benefit more for your team. You need to stea; the best skill like Ravage (Tidehunter), Blackhole (Enigma), or Chain Frost (Lich). And if you successful of acquiring the top skill from the enemy, that's your time to shine. To use their ultimate for themselves.
Maybe you already acquired Sheepstick here. And if so, you should use it to initiate a teamfight. By using force staff / dagger and then cast the Hex on your enemy and then your team can come in and dominate the teamfight. The rule of dota is: the one who initiate first, will likely to win the teamfight, so initiating a teamfight is the determiner of your team victory, be quick and initiate carefully by using the sheepstick, or at least using a telekinesis.
ITEMS BUILD
1. You need to buy courier and wards for the team. If someone already done it, you don't need to.
Courier: 150
Wards: 150
| Courier: Transfer items from shop to heroes Wards: Scouting some important area to protect teams against some ganks. |
2. Arcane Boots
Total cost: 1450
Recipe: Boots of Speed + Energy Booster
| Active: Replenish Mana - Restores mana in an area around the hero. Flat movement speed bonuses from multiple pairs of boots do not stack. + 60 Movement Speed + 250 Mana MANA RESTORED: 135 Mana Needed: 25 Cooldown: 55 |
3. Force Staff
Total cost: 2350
Recipe: Staff of Wizardy + Ring of Regen + Recipe
| Active: Force - Pushes any target unit 600 units in the direction it is facing. Double click to self-cast. + 10 Intelligence + 3 HP Regeneration Manacost: 25 Cooldown: 20 |
4. Guinsoo Schyte of Vyse
Total cost: 5675
Recipe: Mystic Staff + Ultimate Orb + Void Stone
| Active: Hex - Turns a target unit into a harmless critter for 3.5 seconds. Destroys illusions. + 10 Strength + 10 Agility + 35 Intelligence + 150% Mana Regeneration Manacost: 100 Cooldown: 35 |
5. Shivs's Guard
Total cost: 4700
Recipe: Plate Mail + Mystic Staff + Recipe
| Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds. Passive: Freezing Aura - Reduces attack speed on enemies. Multiple instances of Freezing Aura do not stack. + 30 Intelligence + 15 Armor AURA SLOW: 25% Manacost: 100 Cooldown: 30 |
ALTERNATIVE ITEMS (FOR A SUPPORT)
1. Mekansm
Total cost: 2306
Recipe: Headress + Buckler + Recipe
| Active: Restore - Heals 250 HP and gives +2 armor in an area. Passive: Mekansm Aura - Bonus HP Regen in an area. Multiple instances of Mekansm Aura do not stack + 5 All Attributes + 5 Armor BONUS HP REGEN: 4 Mana:150 Cooldown:45 |
2 Pipe of Insight
Total cost: 3628
Recipe: Hood of Defiance + Headress + Recipe
| Active: Barrier - Gives nearby friendly units a shield that blocks 400 spell damage. Multiple instances of spell resistance from items do not stack. + 11 HP Regeneration + 30% Spell Resistance Manacost: 100 Cooldown: 60 |
3. Eul's Scepter of Divinity
Total cost: 2800
Recipe: Staff of Wizardy + Sage Mask + Void Stone
| Active: Cyclone - Target unit is swept up in a cyclone for 2.5 seconds, and is invulnerable. Flat movement speed bonuses from multiple Eul's Scepters do not stack. + 10 Intelligence + 150% Mana Regeneration + 30 Movement Speed Manacost: 75 Cooldown: 30 |
GOOD ALLIES
1. Carries
(Example: Magine, Void, Luna)
By : Unknown




























