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Decoding the [ Rubick's Cube ] : A Rubick's Handbook

Decoding the [ Rubick's Cube ] : A Rubick's Handbook


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Guide Scope



Decoding the [ Rubick's Cube ] : A Rubick's Handbook This guide will give some in-depth concepts on how to fully utilise the Grand Magus to his full potential. We further discuss some interesting mechanics that this hero could execute. This guide focuses more on the concepts of the mechanics, with examples, which Rubick can deliver instead of exploring the seemingly infinite combos that can be done. Note : You may use the Guide Index to skip to sections you want [ bottom right ----> ]
All images, aside from in-game screenshots and tables that are posted in this guide belong to their respective owners, I take no credits and claim no ownership status on them





Introduction



Intro
Decoding the [ Rubick's Cube ] : A Rubick's Handbook"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." The epitome of Rubick's most powerful potentials in game are expressed in his lore; his ability to reflect enemy spells, and to conjure deceit and confusion. Rubick is popularly used to counter strong ultimate abilities within the enemy's arsenal, especially if the spell itself has a comparatively better synergy with his team. Rubick is also the only hero that can allow your team to utilise more than five ultimate abilities in one game. Hopefully this video can show you the power of a Rubick
The original clip is from Dota Cinema's Hall of Fame II [ Episode 50 ] from 19:38 - 20:44You can watch more Rubick action from the original video, though there are other heroes as well.
Roles
If Rubick can steal any spell ( almost ), then in theory, he should be able to take on almost any role. Practically however Rubick is not reliable as a carry or durable( tank ), Rubick's most suitable roles are as a;
  • support
  • utility
Due to Rubick's versatility, his responsibilities for the team can differ vastly, depending on the situation, but his core functions of supporting and providing utility functions to the team are likely to remain. Though Rubick can deliver good nukes, his carry potential is not as reliable as other hard carries like Templar Assassin and Faceless Void; hence it is not advised to invest a carry slot on Rubick unless you know what you are doing.





Drafting



Rubick's weakness is nuke and silence. Do keep this is consideration when choosing rubick. Nonetheless, his ultimate is quite the counterbalance since he could theoratically nuke and silence them back. Hence, Rubick is not a bad choice against a silence enemy, but not so if they are multiple silences. However, good opponents will not give Rubick easy opportunities on gaining these kind of spells (i.e. finishing him immediately or quickly cueing a low value spell immediately after). In this sense, avoid selecting Rubick when there are, in quantity, more unreliable spells to steal as compared to the reliable ones. With that said, Rubick is good to counter enemy drafts with high quality ultimates. He is also a good pick when your team is in need for stuns ( provided that they can be stolen ) - Rubick may be the only hero that can unleash 3 high quality stuns in an instance. His fade bolt is also a good counter against enemies with high attack speed.





Skill Functions : [ 1 ] TELEKINESIS



Decoding the [ Rubick's Cube ] : A Rubick's Handbook
Rubick's Telekinesis has two stun components; A target-unit stun that works by lifting the enemy, and a target-ground stun that works by throwing the lifted enemy which stuns all enemy units in 325 AoE. The thrown unit is not affected by the AoE stun component of this spell.
Decoding the [ Rubick's Cube ] : A Rubick's Handbook
Telekinesis
Though this skill does not provide a long stun duration, it does provide an extra displacement function on the target unit - Rubick can throw the target anywhere he wants within the throwing range! This can sometimes be much more valuable than mere extra seconds of stun. 22 second cooldown is not a short time; most clashes will only last for the cycle of one to two telekinesis casts. Hence, this spell should be casted appropriately, but do not be too conservative with it. As long as it serves any functions below it should be worth casting;
  1. Stun Lockdown/ Catching / Preventing Escape / Killing
  2. Stalling / Buying time
  3. Resque
  4. Disabling
  5. Force Positioning ( Telekinesis forcefully moves target enemy to position as desired by Rubick )
  6. Disrupting Significant Chanelling Abilities
  7. Causing Confusion / Tempo Control*
*Since the second component of the spell causes an AoE stun ( Around the unit that is thrown to the ground), this spell can act as a warning sign that prevents / discourages enemy from using channeling spells nearby, or the landing unit may stun the area and disrupt their chanelling. Tossing units down or up cliffs during a major clash can also cause a huge confusion on the enemy team. These can destroy their synchronisation and tempo and causing their teamwork to crumble. Notice that the skill does not upgrade much in every increment of its level. Thus we recommend that you prioritise adding Fade Bolt instead for faster damage burst and reducing enemy damage which is good for harassing and making it difficult for enemies to gain creep score. However, should you see more value in adding stun as compared to fade bolt due to certain circumstances, then by all means, add telekinesis instead.Tip / Warning Note : Lift's stun duration does not end prematurely even if Rubick casts telekinesis land early. It does however end when displacement spells like dark seer's vacuum and force staff is used ! Lift also ends when the target dies, hence if you need the AoE stun fast, you may lift a creep and zap it to death to immediately trigger the land !Below are some interesting usage of Telekinesis and some possible combos;Decoding the [ Rubick's Cube ] : A Rubick's HandbookRadiant Earthshaker locks Rubick out of his own tower. Rubick cannot retreat. However, Rubick can throw Earthshaker over the other side, locking Earthshaker inside the tower !
CLICK THE PICTURE FOR FULL VIEW
Decoding the [ Rubick's Cube ] : A Rubick's HandbookTypically, you can throw enemies down a cliff to escape from them, or up a cliff to catch them in. Or, like above, you can trap them! Take note that this is not possible for many cliffs near the river. You can still trap enemy into friendly chronosphere or blackhole. Take note that telekinesis destroys tree upon landing of the target unit.
CLICK THE PICTURE FOR FULL VIEW
Decoding the [ Rubick's Cube ] : A Rubick's HandbookThrowing more enemies into an allied clockwerk's cog trap can produce a massacre. Especially if you have many ranged allies ! ... Or, if clock is the enemy, you can throw him out of his own cog to save an ally.
CLICK THE PICTURE FOR FULL VIEW
There's just so much more you can do with telekinesis; An enemy slark leaps out of your allied disruptor's Kinetic Field? Quickly throw him back in with telekinesis !





Skill Functions : [ 2 ] FADE BOLT



Decoding the [ Rubick's Cube ] : A Rubick's Handbook
Rubick unleashes a zap at a target enemy and it will bounce infinitely ( but will not bounce back to the same unit twice ). Zap damage is reduced by 4% per bounce. Zapped units have reduced physical damage
Decoding the [ Rubick's Cube ] : A Rubick's Handbook
Fade Bolt
As suggested, Fade Bolt's quality improves a lot as compared to telekinesis, and is hence no surprise that the most popular build of Rubick prioritises Fade Bolt unless Telekinesis appears to be more impactful.The bounce damage and enemy physical damage reduction is especially useful at the early phases of the game in terms of harassing. It serves to make it difficult for enemies to gain creep scores while dealing some damage. In an aggresive scenario on the initial laning phases, a high level fade bolt can be considered a nuke that is significant enough to contribute to a kill.
Maximising Fade Bolt
Of course, being a multi-target spell, Fade Bolt's peak potential is in big clashes, when it can potentially strike a damage nerf on the entire enemy team while blowing a mini nuke on them. A 4% zap damage reduction is hardly significant - each bounce is merely, a reduction of approximately ~10 damage at max level, and lesser if not. Hence Rubick must participate in battles very often during the mid game, when this spell is at its prime.Theoratically, a 32 damage reduction ( Level 4 Fade Bolt ) on all five enemy would mean that you have blocked 160 damage in total when each hero hits. If each hero hits twice, you have blocked 320 damage, and it goes on. It also blocks more if the enemy has high attack speed. So a Wind Ranger which can attack 3 times per second, would be blocked ( 32 damage x 3 times ) every second, which is a lot over time ! Fade Bolt's cooldown is considerably low. At level 1, it has a 16 cooldown timer, and at level 10 it has a 10 second recharge rate. Thus you should be increasingly generous with this spell as you grow. However, do take into account that the mana cost of fade bolt which can be quite costly at the early phases of the game.Tip / Warning : Take into account that Fade Bolt is a multi target skill, but is not an AoE spell. In this sense, there is a danger that the bounce might not necessary reach where you want it to (Especially if it bounces backward). However, this bouncing mechanism is actually useful in a sense that it can bounce off quite far to kill off an enemy that Rubick would not have been able to reach (Refer screenshot below).Decoding the [ Rubick's Cube ] : A Rubick's HandbookRubick Kills Chen Far Away From the River via Bounce
CLICK THE PICTURE FOR FULL VIEW





Skill Functions : [ 3 ] NULL FIELD



Decoding the [ Rubick's Cube ] : A Rubick's Handbook
Nullfield is a defensive aura that grants nearby allied units protection against magical damage.
Decoding the [ Rubick's Cube ] : A Rubick's Handbook
Null Field
Null Field is Rubick's simplest ability - it automatically grants all allied Hero units magic resistance around a 900 AoE. This (in a way) makes damage from rubick's copied spell have a higher quality. Simply put, in terms of damage, enemies' spells are negated by the null field while Rubick's copied spell are not negated because they don't have Null Field. At level 4, Null field blocks 20% incomming magic, which is almost as good as a free Hood of Defiance[dota2.gamepedia.com]. Of course, strictly speaking, that may not necessary be the case, and some spells have pure or physical damage which are not reduced by magic resistance. Therefore, this skill is only significant when enemies main damage source comes from magic.
Adding Null Field early?
Most would disagree with this, and we can see why - Null Field's early level benefit just isn't worth investing. At level 1 it only blocks 5% magic and increases merely by another 5%, such small damage blocks are easily countered with 1 or 2 more right clicks from the enemy. Indeed, this guide would discourage you from adding Null Field too early in the game even if you have to go defensive. Simply give more priority to Telekinesis that can serve the resque function. Unless you really know what is going on and what you are doing, avoid investing in Null Field too early.To be clear, Null Field is not a useless ability; it is just, most of the time, not as valuable as Telekinesis and Fade Bolt in the early stages of the game. In fact, forcing Rubick to go on Null Field build might destroy some of his offensive mid game potential. Nonetheless, the ability on its own is still very powerful. The grant of magic resistance that is applied to all nearby allies, would have in total, blocked a lot of magic damage.
Additional Details
1. Null Field can stack with other Magic Resistances2. Null Field should not block pure and physical damage types3. Null Field stacks in a compound manner ( Resultant value is multiplied, not added )Sometimes, Null Field can make a difference between life and death, and for high regeneration heroes like slark, that can change the entire course of the game sometimes.





Skill Functions : [ 4 ] SPELL STEAL



Decoding the [ Rubick's Cube ] : A Rubick's Handbook
The Grand Magus will acquire the target hero's last used spell. Rubick acquires the spell at the same level as its owner regardless of Spell Steal's level.
Decoding the [ Rubick's Cube ] : A Rubick's Handbook
Spell Steal
Spell Steal is definitely the core skill of Rubick, his most powerful magic, and the most complex one. It is a unique spell that makes Rubick the Grand Magus; while stuns exists in many heroes, and nukes and zaps on few others, only Rubick has the power to turn enemy magic against them. This is the spell that makes your team become unpredictable, and can cause disarray amongst your opponents.Take note that once the spell is used, a projectile will fly directly towards Rubick from the target. Only when the projectile reaches Rubick will the skill ever be able to be used by Rubick. Hence there are certain delays to account for, and if Rubick is under a very low hp, he might actually die first before actually acquiring the spell he wants.Casting Spell Steal breaks invisibility and channeling, but it is still possible to use the spell that Rubick already has before the spell steal projectile reaches Rubick. So for example, if Rubick has Bounty Hunter's Shadow Walk, and he targets spell steal to get another enemy's spell. Rubick will still have Shadow Walk until the projectile reaches Rubick which will replace Shadow Walk with a new skill. But, while the projectile is still flying towards Rubick, Rubick can still activate Shadow Walk, hence causing him to fade to invisibility and acquiring a new skill. Note that if he activated Shadow Walk first, then use Spell Steal, his invisiblity will break, but if he spell steal and then use shadow walk before the new skill arrives, he gets to use both.
Animation Enhancement
Some spells with obvious cast delays and animations are harder to see on Rubick. Spells like Pudge's Hook, Earth Shaker's Fissure are especially hard to be seen predicted if they fall into Rubick's arsenal. Its more difficult to dodge and evade these kinds of spells from Rubick in this sense.This also applies to chanelling activation based spells like Elder Titan's Echo Stomp and Sand King's Epicenter.





Mechanics : Stolen Spells & What to Steal ?



Decoding the [ Rubick's Cube ] : A Rubick's Handbook
Maximising Spell Steal
If you have used Rubick before, you will realise that typically, Rubick can utilise 2 - 3 stolen abilities in a single clash. The cast range makes it easy for Rubick to steal a spell from a distance, long before any clash starts, and by the time it does, his spell steal is already ready to use again. And, if the clash lasts long enough he might be able to use it once more for a 3rd stolen ability.In this sence, its easy to theorise that Rubick can stack all the best combos from all the best spells there is to replicate. For example, a Rubick who have long stolen dark seer's vacuum could use it and immediately steal warlock's ultimate to bring forth a massacre. One can also imagine how a Rubick that has Lion's Fnger of Death (ultimate) could unleash it and then steal lina's Laguna Blade (ultimate) to deliver an absurdly overkill nuke.However, these are in practise, very difficult to pull off. Rubick being a popular target amongst enemy units, will certainly have difficulty stealing the exact spell he wants for the following reasons;
  • Rubick being targeted and chased to a bad position or until his cast range is not enough to reach a certain hero.
  • The enemy is well aware, and quickly casts a different ability instead.(Pudge using rot after fail hook)
  • Rubick is stunned or silenced during the time when he is supposed to cast the spell and the enemy has already qued other spell by the time he is free.(Warlock's ultimate is very likely to hit Rubick and it is not surprising if Warlock uses any of his other skills immediately, during the stun to ensure Rubick steals his other skills instead of the ultimate)
Hence, performing complex combos can be considerably unrealisitic to a certain extent. Though a Rubick should steal what he wants, whatever he wants must be beneficial to the current situation. Additionally, The user must not be too conservative about the skill. Just because you do not steal what you want, does not mean you have gotten something useless. The cooldown is not too low, but it is low enough that it should not be conservered too much.That said, every spell has its own mechanics and tricks. If you have an allied Naga Siren, a stolen omniknight's Repel can be used with your allied Naga's ultimate. Naga uses song to force everyone asleep, you Repel a single enemy unit, and your whole team can whack the target down. A stolen riki's smoke can be used to silence and reveal riki. And pudge's rot can be stolen to deny yourself. I am not trying to list our random mechanics and combinations of spells here, but rather to show you my point that the only way to actually be really good with stolen spells and their functionalities is actually by experience with Rubick. Or, by playing out all the other heroes and find out how they work and how you can utilise them to maximum potential.If this guide were to list out all the possible combinations that were to exists, it might as well become a fragmented guide of all other hero's skills. Instead, it will explain some concepts that can be applied by providing examples. Please see the next section for interesting examples of mechanisms that you can pull off.





Advanced/Interesting Mechanics



Tips
By now you should know that Rubick does not always get the spell he wants. This would be more so often when fighting experienced enemies. It may also be difficult to acquire a specific type of spell from a specific enemy unit amidst a chaotic and unpredictable clash.In that regard, I will thus emphasize the importance of knowing how to use every TYPE of spell, and also to have multiple spell steal aims, as such, when one is too difficult to acquire, you still have alternate targets in your head and you don't need to recalculate and think in the middle of a fast paced battle.So take these wise words which are much like the one already phrased in his Ultimate's description ; "but even their lesser magics can be a source of much utility""A Rubick that only knows how to steal the best spells is only half as skillful as a Rubick who can make the best of any type of spell he steals, regardless of what spell it may be."As mentioned, there are infinite possibilities in which Rubick can pull off; it is therefore practically impossible to list out everything. Knowing the spells and their tricks requires experience, and creativity when trying to think of their synergies and combos.Below are merely some examples that might feed your creativity;
Practical Combos
  • Deceiving the Enemy
    Replicating an ability can sometimes spiral out some chaos into your enemy's formations. One example is using a stolen smoke screen from Riki, which can sometimes confuse your opponents into thinking that your smoke is friendly and cause them to jump right into it. This trick works for many skills like Invoker's ice wall, Invoker's EMP, Alchemist's acid spray, Dark Seer's replicate. BEWARE : Take note that this can also confuse allies, so do inform them that your EMP or stolen spell is friendly.
  • Thriple Stun que or Telekinesis stun stack
    Heroes like earth shaker and tiny are well known for their stunning abilities, but only Rubick can single handedly deliver three standard/high quality stuns (Yes proper stuns, not mini-stuns).
    1. Steal a Stun long before battle / keep a stun from previous clash. (spell steal cd over)
    2. Telekinesis
    3. Use Stolen Stun
    4. Steal another (different) stun skill and immediately use it
    If Rubick has a scepter, then he may even use up to 4 stun skills ( assuming there are even that many to steal in the first place ) - the mere 5 second cooldown of the ultimate will allow the first 3 stun to hold the target long enough for the next cycle of his spell steal.Telekinesis stun is especially deadly when combined with these stuns,- Mirana's Sacred Arrow- Chaos Knight's Chaos Bolt- Kunkka's Torrent- Kunkka's Ghost Ship
  • Permanent Wards
    If Rubick can steal Techies's ultimate or Templar Assassins's trap, changing his stolen spell would not destroy the bombs or traps that he as already planted. Hence this is a good way for Rubick to use them like free wards.
  • Infest
    Rubick can steal Life Stealer's Infest and hide into any allied unit like Storm Spirit for a surprise gank. Hiding inside units also makes it easier for Rubick to be safe from stuns and allows him to jump out anytime when he sees the perfect opportunity to steal a spell.
  • Avalanche + Vacuum
    With a Vacuum in hand, Rubick can use it, then steal avalanche to trigger a devastating multi-target stun. To add the destruction, a Telekinesis throw down would most likely wipe your enemies out if your team had not already done so.
  • Rupture + Hook
    Though both of these are considerably difficult spells to steal (Bloodseeker usually silencing Rubick after Rupture, and Pudge usually using rot as soon as a hook is used to prevent Rubick from getting the hook), if you happen to deliver this combo, it might as well be a headshot. Rupture forces your opponent to stop moving, and hook drags him into despair, all while dealing damage upon snag.
  • Rewiring Pugna's Ultimate
    Pugna can steal your hp, but you can steal your opponent's hp with the same spell. Hence the net effect becomes : enemy Pugna stealing hp from your opponent.
  • Exorcism + Skeleton walk
    Activating an unused Exorcism from previous clash, then stealing Clinkz's skeleton walk would give your Rubick great movement and a long invisibility for an insane abuse of Death Prophet's Exorcism ghosts.
  • Tanker Rubick
    Rubick can steal Morphling's Morph and convert all of his agility to str, making Rubick considerably tankish. The loss of armour is compensatable with items like Mekansm or even a Shivas Guard. Stealing a new spell will reset your stats back, BUT if Rubick dies, it does not reset, and you can continue stealing other spells while keeping the stat change ! (I suspect this will be fixed soon, so yeah, use it while it lasts)
Theoratically Usable Combos
These are the skill combos that might be rather impossible to pull off due to its difficulties, and how much it relies on chance and coincidences. Arguably however, some of these can still be done! Nonetheless this should continue to feed your creativity in what and how you can use your stolen spells.
  • Morph Stack
    An interesting mechanism of Rubick is that he can potentially stack different morphs to grant insane bonuses.Here are some absurdly strong ones;
    1. Lycan Transform + Alchemist Rage + Metamorph ( Ranged, High dps, critical, movement )
    2. Alchemist Rage + Metamorph + Dragon Knight Transform ( High dps cleave )
    3. Sven God Strength + Alchemist Rage + Lycan Transform ( Ranged, High dps, critical, movement )
    4. Undying Transform + Dragon Knight Transform + Alchemist Rage ( Insane Tankiness )
    In some sense, it is still quite possible for Rubick to actually do this with the help of the reduced cooldown from the scepter. The delays from each spell steal also wears off the buff time duration of each transform. However, pulling of a two combination instead of a three combination as shown in the list above would be much easier and practical.
  • Cheap Nuke via Buff
    Rubick could use Sven's God strenght buff to double his damage base, then steal Tusk's Walrus Punch to deliver a crazy amount of damage using very little mana ! Imagine what would happen if Rubick stacked Earthshaker's Enchant Totem which would potentially increase the damage by another 400%. What's worse is that Rubick can do these with his mere right click which is a ranged attack !
  • Sticky Napalm abuse
    While batrider's sticky napalm bonus damage can only be activated by his limited spells, Rubick can trigger it with so many more others. If Rubick had an army of spiderlings, he could use it to proc 25 extra damage from each spider attack. With mere 10 spiders, the bonus is an insane 250 extra damage on top of all the spider's base damage. Additionally, the bonus damage triggers again and again as long as the spiders are hitting ! Another way of abusing this is with Dark Seer's ionshell which procs damage in high frequency ( Damage is dealt every 0.1 second ). This means the bonus 25 damage is triggered 10 times in a mere second.You can imagine what happens if the sticky napalm is stacked more than once...This is not impossible to do, but it may be very difficult. i.e. ion shell running out or spiders expiring before you can stack enough stick napalms.
  • Stone Gaze + Death Ward
    This is possibly one the most insane combos Rubick can execute. Stone Gaze freezes or slows everyone into their stone form and provides a lot of bonus physical damage. This is extremely beneficial to death ward which deals physical damage. If this was ever successfully pulled out, Rubick might even be able to score a rampage.





Creative Combo Buffet - Make Your Own



All the examples given to you thus far are merely to let you grasp the concept and display what can Rubick actually do, and what may be the challenges. I cannot help but stress this again; the only way to be able to disern and apply his ultimate well in battles is by experience.I will now provide a link of a reliable resource of advanced details of Rubick's ultimate mechanics and interactions. It is an info source guide.[ Click ---->] - Advance Info Source - [ <--- Click ]Take note that it does not provide the How To Use or When To Use like this guide, but it does provide alot of in-depth details that this guide does not reach. Use the knowledge base there to come up with your own tricks and combinations while also knowing how to use the examples that this guide has already provided.





Item Builds



Items with generalised functions are typically the best for Rubick.Purchase the items that have either good synergy with many types of spells or any additionaly utility for your team.Follow this guide I have provided for the item build http://steamcommunity.com/sharedfiles/filedetails/?id=325651625
STARTING ITEMS
You may start with any combination of these items;Decoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's Handbook
  • Iron wood branch
  • Tango
  • Salve
  • Clarity
  • Observer Ward
  • Courier
  • Sentry Ward ( For ultra early de-ward )
  • Smoke of Deceit ( For pre-game / Early ganking )
  • Ring of Regeneration
  • Bracer
  • Magic Stick
  • Magic Wand
CORE ITEMS
The following are what I would categorise as Rubick's core items;Decoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's Handbook
  • Blink Dagger
  • Force Staff
  • Observer Ward
  • Sentry Ward ( if Needed )
  • Dust of Appearance ( if Needed )
  • Smoke of Deceit ( if Needed )
Dagger and Force Staff not only provide extreme mobility for Rubick, which allows him to stay far behind and jump in instantly to steal spells quickly. It also provides good positioning for almost any type of spell. With Dagger, Rubick can easily execute an excellent black hole or Echo Slam. Force Staff makes it slightly slower, but provides an additional feature of saving your allies or helping your allies chase down enemies. It also lets you push an unsuspecting enemy forward into your gank.The wards / dust / smoke and courier are needless to say, a default requirement to support heroes like Rubick.
SITUATIONAL ITEMS
You have got your cores, now what else do you buy?The general answer as a support is always, what your team needs.If they die too quickly before they can use all their skills, then get them defensives.If they require more damage and you can afford so, then buy damage boosters.If they need to prevent certain enemy heroes from participating, then buy disables.If they need you longer in battle, buy more regeneratives or tankiness on yourself, or a scepter.I highly disencourage Rubick from buying right clicking carry items as Rubick would hardly be doing so in battle. He would be much more busy casting spells than whacking.Below are the situational items which are typically good for Rubick :Decoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookDecoding the [ Rubick's Cube ] : A Rubick's HandbookSo... What does your team need?
  • Mekansm - defensives
  • Pipe of Insight - defensives
  • Linken's Sphere - defensives / evasive
  • Urn of Shadows - defensives / damage boosters
  • Dagon - damage boosters
  • Veil of Discord - damage boosters
  • Medallion of Courage - damage boosters
  • Rod of Atos - disables
  • Eul's Scepter of Divinity - disables / evasive
  • Heaven's Hallberd - disables
  • Orchid Melovarence - disables / damage boosters
  • Scythe of Vyse - disables
  • Shiva's Guard - disables / tankiness
  • Ethereal Blade - disables / evasive / damage boosters
  • Ghost Scepter - evasive
  • Bloodstone - regenerative / tankiness/ defensive
  • Scepter - If you need to use more spells more frequently. Upgrades stolen Ultimates
  • Refresher Orb - I will leave this to your imagination
_________________________________________________________________As mentioned, click on the item build guide link to see a more detailed version of it.[ Click Here ]





Conclusive Remarks



To conclude I would like to in essence, engrave what I feel is needed to play Rubick well.
Experience and situational synergy
To execute Rubick well, one must be able to make use of almost any type of spell. It requires a little creativity, but above everything else, it requires a lot of experience and knowledge of many types of spells and how well they can blend with each other. You need a good understanding of current situations and know what to use and when to unleash them. As mentioned, stealing good spells is only half the battle. A good Rubick must know how to use bad or unexpected spells in case such a scenario were to arise.
Executing, Positioning and Formation
Next, Rubick players must be good with positioning so as to be able to get the spells when needed and be able to stay safe from the enemy. You are to protect your allied carries while being able to stay safe, forcing the enemy to jump deep into your formation or into bad locations just to kill you.
Support Experience
Knowing where to ward, where to de-ward, how to bait, how to sacrifice for carries. All these are important to fulfil the basic role of Rubick. That said, I would like to repeat a warning that was stated far above this guide; If there are, in quantity less useful skills to steal in total than all the useful skills there are to steal, then drafting Rubick may be a bad choice.______________________________________________________________________________
Credits
That said, I would like to thank the following for helping me with the screenshot contents :Also, my gratitude and special thanks to the following for providing the translation services :Hopefully you have understood by now the philosophy of Rubickism.Happy RubickingDecoding the [ Rubick's Cube ] : A Rubick's Handbook
All graphical artwork apart from screenshots and data tables are not owned by me. I take no credit for these works and they belong rightfully to their respective owners.
DO NOT RECOPY WITHOUT MY PERMISSION I will allow it most of the time, just get me informedFeel Free to Leave your comments, or give any form of criticism. Would appreciate it if you could give a like and share it to your friends :)



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