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If you are updating the guide I'd throw in a word about the most overplayed hero in pubs atm,
Stealing either one of his two abilities is amazing since by the time he will initiate the enemy team will most probably be clumped up and you can hit 2-3 heroes at the least, probably more. You can stop his
As for item builds, these builds aren't made for the top .01% of the community who can get the absolute most out of a blink dagger, in terms of pub-ms/hs level scrimming I would still recommend a Mek over Blink. Force staff is better than Mek, but if you're forced to be the Mek buyer on your team so be it.
About mid
I demand to add him to demigod list or even god list because all of his abilities is very useful and his ultimate is soooo easy to steal!
Stolen Spells have a cast time of .1 seconds btw.
Quick Question, I saw a Rubick with a Vanguard on him. He claimed that it helped him a lot. My question is that should a Vanguard on a Rubick even be bothered to get?
No, a million times no. Vanguard isn't a very good item and should only be picked up when you're constantly taking damage. The only heroes that I think vanguard is viable on are (situationally) Axe, Bristle and that's basically it. Vanguard will make any hero more tanky but compare the effect of vanguard to drums:
Vanguard:
6 health regen
250 health
block
2250 gold
Drums of Endurance
9 strength = 171 health
9 agility = ~1 point of armor + some as
9 intelligence = 9 damage, 117 mana, ~.4 mana per second.
3 damage, 5% move speed, 5 as.
1750 gold.
So to get a vanguard as opposed to drums, you're paying 500 gold more for ~80 more health and some health regen while losing out on damage, mana, mana regen and move speed. Health regen is negligible on Rubick (since he shouldn't be taking constant damage, he won't be farming neutrals, etc) and the 80 health/block chance are far less valuable than what Drums or other items can get you.
tl;dr
Vanguard is terrible and a waste of money/slot - Drums can give you what vanguard gives you (some tankiness) except with far more benefits and less cost.
I think one hero you missed is earthshaker. His ulti is crazy good and not that hard to steal if you are positioned right. Fissure and enchant totem both don't have any more cast times either so hitting fissure is alot easier.
Earthshaker is actually a very good catch, I don't know how I missed him. Enchant totem is a ****ty steal (mainly because you don't get the ES passive with it) but both Fissure and ES ult are superb skills. Guide has been updated to reflect this.
I'd say slarks ult is also worth to mention as you will get the passives: max movement speed and insane regen if out of vision. the active can save your life as well. It's a rather defensive skill to have but not bad.
I agree but there were two things that I considered when putting together the tier list (which is definitely in need of some updating at this point):
1) Overall impact of ability
can an ability change the overall look of a teamfight? Does it benefit you or the entire team?
2) Impact of other abilities
If I steal the wrong thing, what are the chances that the "wrong" ability will still be useful.
Yes, Slark's ultimate is a useful, defensive, individual skill, but it doesn't offer your teammates very much. His other skills are good individual skills, but not anything mind-blowing. So while I admit that Slark is a decent steal-candidate I think he'd be "B-Tier" at best if I were to put him on the list. His skills just don't have the same impact that other heroes on the list have.