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I think you should include some different item and skill build and
I'm working on it. I might update this guide next week, next month, or whenever. But right now I'm taking inputs from each comments / discussions, doing field tests on it, and stuffs like that. (Currently using Blink Dagger instead of Force Staff. I haven't been buying Aghanim for a while now. It seems as you get more experienced with Rubick, you will want/need Aghanim less. I haven't got the luxury of facing an Initiator-heavy team yet.)
But in general, there's only 2 skill builds for Rubick; 1 is the one I posted as 'Standard', the other is where you max Null Field early.
If anything, I'm still kind of confused at the difference between 'Core', 'Luxury' and 'Situational' items. I'm assuming Core means you must get the item, it's just that deeply ingrained with the hero, while Luxury is around the same as Situational?
Also still not very clear on the distinction of early, mid or late game. I read that it's decided by what's happening; early is basically the laning/farming phase, mid is when towers are getting pushed, and late is when you are pushing into enemy bases (or vice versa).
Good guide, but there are three things (2, most notably) I disagree with. The first one is the starting set: I'd never buy a
A more important problem is, in my opinion, the
Third, I personally don't like the
So, while the guide is detalied and the skill build is perfect (you even mention the Null Field build that very few people use!), I think it's too focused on the early game: a
I agree on most, if not all points peppo- unless you're playing against a Bristleback and you're playing safelane support you probably won't need a starting item magic stick. Typically I don't grab both wards and courier on Rubick unless I'm solo-supporting a team (not recommended unless a jungler is involved with a solo-offlane), and early-game branches are almost vital due to Rubick's squishyness.
My personal preference is to grab courier or wards, then grab a set of tangos,
I LOVE playing Rubick, and typically I never use
Rushing
Generally as Rubick utility spells for stuns/nukes or heals will suffice to at least satisfy your role or turn the tide of a fight- For example working extremely hard and wasting time waiting to steal a
I have never played the Null Field build, but I would assume it would really only useful in laning situations where you and your carry are being nuked by heavy magic damage (Zeus/Crystal Maiden lane for example), but having never tried it I can't really say much.
Also the speed boost from
A more important problem is, in my opinion, the
Third, I personally don't like the
So, while the guide is detalied and the skill build is perfect (you even mention the Null Field build that very few people use!), I think it's too focused on the early game: a