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Drum of Endurance is a decent item to grab if no one else grabs it, like maercS said. Also, no Eul's Scepter? Eul's is also a cheap disable, helps increase your mobility, and gives needed mana regen.
You might want to discuss spells you want to try and steal for lane purposes, and those during big teamfights. Also who counters Rubick hard in particular, aka most nukers/silencers
Imo maxing Fade Bolt and Telekinesis is extremely important, as Null Field doesn't help too much until later levels (5% is minimal help, and disables/nukes are too important to pass up at early levels)
Nice guide, good stuff about the hero strats and usage.
I've been practicing with Rubick a lot, it's a so funny hero to play. However, I don't get the Null Field at lvl 4. The aura is so good when maxed, but 5% of the effect in the early stages of the game won't make so much impact, even against a heavy magical damage team. In my oppinion, this level point could be more usefull in the other skills, like Telekinesis for the disable, because both the lift and stun duration increases, and so the Fade Bolt, that increases damage but the mana cost remain the same in all levels.
Oh, and Drum of Endurance it's a good item to get on Rubick, if no one in your team do. Cheap stats and a bonus movement speed that helps a lot, since Rubick is very positioning dependant.
Terrible skill build, that's all. Also, I think you would like to try the Arcane Boots + Blink Dagger build which is used a lot in competitive games: as you should be warding costantly, getting Arcanes at ~15 minutes and Blink at ~25 (or even later) is pretty normal.
Overall a well constructed guide, but I think you're lacking in a few areas. You talked about the versatility and professional use of the hero, but I would have liked more of an explanation of the item choices and skill setup. Why waste a single point in null field early when it's level one bonus isn't very good? But still, good guide.
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Much appreciated,
FeartheRiftWalker
You might want to discuss spells you want to try and steal for lane purposes, and those during big teamfights. Also who counters Rubick hard in particular, aka most nukers/silencers
Imo maxing Fade Bolt and Telekinesis is extremely important, as Null Field doesn't help too much until later levels (5% is minimal help, and disables/nukes are too important to pass up at early levels)
I've been practicing with Rubick a lot, it's a so funny hero to play. However, I don't get the Null Field at lvl 4. The aura is so good when maxed, but 5% of the effect in the early stages of the game won't make so much impact, even against a heavy magical damage team. In my oppinion, this level point could be more usefull in the other skills, like Telekinesis for the disable, because both the lift and stun duration increases, and so the Fade Bolt, that increases damage but the mana cost remain the same in all levels.
Oh, and Drum of Endurance it's a good item to get on Rubick, if no one in your team do. Cheap stats and a bonus movement speed that helps a lot, since Rubick is very positioning dependant.
Anyway, good job!
Sorry for the poor english.
maercS -