* Phantom Assassin's single target abilities make her very helpless against swarms of Spiderlings without Battle Fury.
* Because Phantom Assassin is always reliant on critical strikes, Broodmother will usually have enough time to use Spin Web to save herself.
* Silken Bola can cripple Phantom Assassin greatly due to her being 100% reliant on physical attacks.
* Aghanim's Scepter gives Broodmother access to
Spinner's Snare, which allows her to create invisible lines on her webs from
Spin Web that will root Phantom Assassin, deal damage over time to Phantom Assassin and reveal Phantom Assassin if she unwittingly steps on them, disrupting her attempts to initiate or escape with with
Phantom Strike while also alerting Broodmother on her attempts to ambush her and her allies.
Additional:
* Phantom Assassin's single target abilities make her very helpless against swarms of Spiderlings without Battle Fury.
* Because Phantom Assassin is always reliant on critical strikes, Broodmother will usually have enough time to use Spin Web to save herself.
* Silken Bola can cripple Phantom Assassin greatly due to her being 100% reliant on physical attacks.
* Aghanim's Scepter gives Broodmother access to
Spinner's Snare, which allows her to create invisible lines on her webs from
Spin Web that will root Phantom Assassin, deal damage over time to Phantom Assassin and reveal Phantom Assassin if she unwittingly steps on them, disrupting her attempts to initiate or escape with with
Phantom Strike while also alerting Broodmother on her attempts to ambush her and her allies.
* Support heroes with low mobility can be slowed further by Incapacitating Bite, and swarmed by Spiderlings for an easy kill: Shadow Shaman,
Visage,
Dazzle,
Rubick,
Lich.
* Broodmother can kill Invoker easily in the early game with her Spawn Spiderlings and her spiderlings.
* Broodmother is both an Orchid Malevolence and a
Nullifier carrier. As she can farm it early, she can kill Invoker easily.
* Support heroes with low mobility can be slowed further by Incapacitating Bite, and swarmed by Spiderlings for an easy kill: Shadow Shaman,
Visage,
Dazzle,
Rubick,
Lich.
* Fate's Edict cripples many heroes who rely on attacks, such as Phantom Assassin,
Sven, or
Enchantress, without a dispel or a
Black King Bar.
* Fate's Edict gives full immunity from Ogre Magi's mostly magical damage.
* Fortune's End can dispel Ignite (when used on allies) and Bloodlust (when used on enemies).
* False Promise can dispel Ignite and Fireblast.
* Oracle's high magic damage output can easily take down Rubick's low health pool.
* Because Oracle can combo spells in rapid succession (due to low cooldowns), it may be difficult for Rubick to Spell Steal False Promise. This scenario can even be avoided by shift queueing Fortune's End and casting it immediately, as it has no cast point, or by staying in the back line of fights if out of mana.
* As a position based hero, Rubick will have a very hard time against Fortune's End due to its absurd range and very long root duration.
* Heroes that can apply early pressure before Phantom Assassin has farm are massive threats: Axe,
Viper,
Meepo,
Jakiro,
Pugna,
Slark,
Venomancer etc.
* Pugna can turn out to be an effective hero against Dazzle due to the fact that he does not allow him to extend his Poison Touch with his
Decrepify, which is why Dazzle cannot keep the enemy under prolonged deceleration.
* Pugna has a very strong ability against casters with a small health reserve - Nether Ward, which is why heroes like Dazzle will not be able to constantly throw their
Poison Touch
Bad Juju and
Shadow Wave at enemies under the action of
Nether Ward or will be forced to take a lot of damage
Additional:
* Pugna can turn out to be an effective hero against Dazzle due to the fact that he does not allow him to extend his Poison Touch with his
Decrepify, which is why Dazzle cannot keep the enemy under prolonged deceleration.
* Pugna has a very strong ability against casters with a small health reserve - Nether Ward, which is why heroes like Dazzle will not be able to constantly throw their
Poison Touch
Bad Juju and
Shadow Wave at enemies under the action of
Nether Ward or will be forced to take a lot of damage
* Nether Ward on its own can greatly hinder Invoker from casting many of his abilities, at least until he gets a significant amount of HP or is under the protection of spell immunity from
Black King Bar
* Life Drain provides True sight, revealing Invoker through Ghost Walk, and forcing him or his allies to use an ability or item to interrupt its channeling
* Outside of Nether Ward's range, Invoker shall have the advantage, as Invoker has Tornado to purge Pugna's Decrepify when it is used defensively, Tornado or Cold Snap to prevent Pugna from channeling
Life Drain
* A poorly used Decrepify on Pugna's allies means Invoker's abilities can be used to deal more damage to them.
Additional:
* Because Invoker relies on casting a large amount of spells to contribute to fights, Nether Ward can force him to not cast anything at all or take a large amount of damage to cast spells.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother,
Phantom Lancer,
Chaos Knight,
Lycan,
Naga Siren,
Shadow Shaman,
Visage,
Nature's Prophet,
Terrorblade,
Warlock,
Wraith King.
* Juxtapose and
Doppelganger conjures too many illusions for Dazzle to deal with, given he has no inherent movement- or AoE-abilities.
* However, this can be partially solved with Aghanim's Shard-upgraded Poison Touch, as the hex instantly destroys illusions in an area as well as revealing the real Phantom Lancer when he's hiding among his army of illusions.
* Phantom Rush and
Spirit Lance allow Phantom Lancer to trivially catch Dazzle even in the back line of a fight.
* Phantom Lancer has high base armor which counters Dazzle's physical damage based spells in lane.
* Diffusal Blade, a core item on Phantom Lancer, drains mana, which can be a problem for Dazzle, as all of his abilities have a high mana cost.
* Ogre Magi has no undispellable AoE damage or disables and has nothing to deal with Phantom Lancer's illusions.
* Doppelganger disjoints and dispels Ignite.
* Although Counterspell's passive component doesn't protect Anti-Mage from the physical damage nukes from Poison Touch and Shadow Wave, a well-timed use of it will reflect Poison Touch back to Dazzle, slowing him in the process.
* This can be even more dangerous if Dazzle has an Aghanim's Shard, as
Counterspell will reflect the hex back to Dazzle.
* Mana Break drains mana, which can be a problem for Dazzle, as all of his abilities have a high mana cost. This makes him especially vulnerable to
Mana Void.
* Anti-Mage's mobility and magic resistance make him nearly impossible to kill alone.
* Invoker's spells cost a lot of mana, and Invoker himself has a lot of mana. This means Invoker and his team are vulnerable to Mana Void's heavy damage.
* Blink allows Anti-Mage to escape from Invoker's combo if he doesn't have disables.
* Ogre Magi only deals magical damage, which Anti-Mage is exceptionally resistant due to Counterspell.
* Anti-Mage dispels Ignite with
Manta Style.
* Ogre Magi has a very large mana pool which means Anti-Mage can do large amounts of damage to him with Mana Break and Mana Void.
Additional:
* Anti-Mage can kite Ogre Magi who has low mobility by Blink and his intelligence gain and build making
Mana Void deal more damage.
* Counterspell well timed makes harass Fireblast and Ignite.
* Mana Break quickly eats away at Rubick's low mana pool, preventing Spell Steal abilities from triggering.
* Rubick's complete lack of mobility makes him very easy for Anti-Mage to chase down with Blink.
* Anti-Mage can dispel Fade Bolt damage reduction debuff with
Manta Style or reduce it by Counterspell.
* Anti-Mage also has no useful abilities for Rubick to steal with Spell Steal.
Additional:
* Fade Bolt does little damage to Anti-Mage due to
Counterspell's magic resistance.
* Most of Rubick's spells are single targets and can be reflected by Counterspell.
* The only spell that provides some utility for Rubick is Blink.
* Blink does little on its own to counter Anti-Mage when coming from behind except allowing Rubick to escape.
* Rubick can easily run out of mana to cast the spell due to Mana Break, if not dying to Anti-Mage's physical damage already.
* Anti-Mage's low health pool making vulnerable to Phantom Assassin's burst damage and Coup De Grace critical strike, while Blink is on cooldown.
* Blur makes Anti-Mage unable to deal Mana Break to her.
* Phantom Assassin has low intelligence and low mana pool, making Mana Void do minimal damage.
Additional:
* Anti-Mage can easily withstand heavy magical bursts due to Counterspell, but he is still somewhat vulnerable to physical damage. Phantom Assassin's burst physical damage can destroy Anti-Mage while
Blink is on cooldown or while he is stunned or hexed.
* Blur makes Anti-Mage unable to deal significant damage to her without buying Monkey King Bar, which means he cannot buy items to benefit his
Mana Break.
* Phantom Assassin has an abysmal mana pool and intelligence gain, making Mana Break and
Mana Void deal minimal damage.
* Heroes who rely on magical damage resistance may have a hard time laning against Dazzle as all of Dazzle's abilities deal physical damage instead of magical: Anti-Mage,
Huskar,
Viper.
* With Aghanim's Scepter upgraded
Infest, Lifestealer can use it on enemy heroes to attack them and disarm them from inside, even if they are spell immune, which can give him the edge over the heroes he's weak against like
Ursa,
Phantom Assassin,
Terrorblade or
Troll Warlord.
* Rage grants immunity from Invoker's spells and can dispel most of the disables such as the armor loss from Forge Spirit and the constant stuns of Cold Snap.
Additional:
* Rage protects Lifestealer from all of Invoker's spells (except for Sun Strike).
* Lifestealer's Rage makes him immune to all of Ogre's magical debuffs and also dispels them.
* Ogre's high health pool makes him an ideal target for Feast.
Additional:
* Ogre Magi has nothing against Rage and his high health pool amplifies
Feast.
* Lifestealer, at even farm levels, will often fall against other man-fighting non-Strength cores like Ursa,
Phantom Assassin or
Troll Warlord as he cannot truly rely on sustain from
Feast.
Additional:
* Rage does absolutely nothing against Phantom Strike with items.
* Feast and
Ghoul Frenzy are very difficult to utilise thanks to Blur.
* Lifestealer generally wants to buy items that make him hard to kill, not an Monkey King Bar which only offers damage.
* Crippling Fear is a good way to shut down and gank Invoker in the early game..
* Void deals good damage to Invoker and makes escaping harder.
* With Hunter in the Night and
Void, Invoker can't get away from Night Stalker and won't be able to catch him with Sun Strike during the night.
* Crippling Fear silences nearby heroes and cannot be dispelled, which hinders Rubick's way to retaliate when being jumped on.
* With Hunter in the Night and
Dark Ascension,
Night Stalker can find Rubick easily in teamfights. The two spells grants more than enough damage to hunt Rubick down without defensive items.
* Phantom Strike's extra attack speed will cause Phantom Assassin to trigger
Counter Helix more often, which can be fatal for Phantom Assassin. Jumping on Axe with
Phantom Strike is not a good idea for Phantom Assassin at all as it makes her a seriously easy target for a counter-initiation with
Berserker's Call and
Blade Mail.
* Most of Axe's abilities pierce Black King Bar, allowing him to lock down Phantom Assassin at any time.
* Berserker's Call greatly reduces Phantom Assassin's ability to crit hard against Axe and may cause her to kill herself when used with Blade Mail.
Berserker's Call can also affect Phantom Assassin even if she has
Black King Bar active as
Berserker's Call can fully pierce spell immunity, making
Berserker's Call one of the best abilities in the game against heroes like Phantom Assassin who wants to kill opponents quickly without being interrupted.
* Culling Blade can often kill Phantom Assassin before she can do anything due to her low health and strength gain. And every time
Culling Blade successfully kills Phantom Assassin or any of her teammates, Axe gains permanent armor from it, which in combination with armor items that Axe often purchases like
Blade Mail,
Crimson Guard,
Assault Cuirass and
Shiva's Guard can make Phantom Assassin's attacks only tickle Axe.
* Aghanim's Shard upgraded
Counter Helix can weaken Phantom Assassin's damage output, and if her attack damage is weak,
Coup De Grace will also suffer from attack damage reduction as well.
Additional:
* Phantom Strike's extra attack speed will cause Phantom Assassin to trigger
Counter Helix more often, which can be fatal for Phantom Assassin in the early game. Jumping on Axe with
Phantom Strike is not a good idea for Phantom Assassin at all as it makes her a seriously easy target for a counter-initiation with
Berserker's Call and
Blade Mail.
* Most of Axe's abilities pierce Black King Bar, allowing him to lock down Phantom Assassin at any time.
* Berserker's Call greatly reduces Phantom Assassin's ability to crit hard against Axe, and may cause her to kill herself when used with Blade Mail.
Berserker's Call can also affect Phantom Assassin even if she has
Black King Bar active as
Berserker's Call can fully pierce spell immunity, making
Berserker's Call one of the best abilities in the game against heroes like Phantom Assassin who wants to kill opponents quickly without being interrupted.
* Culling Blade can often kill Phantom Assassin before she can do anything due to her low health and strength gain. And every time
Culling Blade successfully kills Phantom Assassin or any of her teammates, Axe gains permanent armor from it, which in combination with armour items that Axe often purchases like
Blade Mail,
Crimson Guard,
Assault Cuirass and
Shiva's Guard can make Phantom Assassin's attacks only tickle Axe.
* Culling Blade ignores the protection from Shallow Grave and will kill any target whose health is low enough. This makes Axe one of the hardest counters to Dazzle, and he neutralizes one of Dazzle's most important abilities.
Additional:
* Culling Blade kills any target under the health threshold, even through Shallow Grave.
* Dispersion makes it hard for Phantom Assassin to burst down Spectre while also reflecting back Phantom Assassin's high burst damage against herself.
* Black King Bar is useless for Phantom Assassin against Spectre as all of her skills pierce spell immunity.
* Spectre only needs to be careful against Fan Of Knives from
Aghanim's Shard, as it can disable
Desolate and
Dispersion, though this issue can be solved by buying
Blade Mail, which is a common item on Spectre.
Additional:
* Dispersion makes it hard for Phantom Assassin to burst down Spectre while also reflecting back Phantom Assassin's high burst damage against herself.
* Black King Bar is useless against Spectre as all of her skills pierce spell immunity.
* Spectre's entire ability set is designed to get to and destroy heroes that stay in the backlines, both carries (like the aforementioned Drow Ranger and
Sniper) and supports (like
Dazzle and
Shadow Shaman).
* None of Spectre's spells are very good for Rubick to Spell Steal.
* Rubick usually positions in the back of a team. Heroes who can sneak up and assault Rubick (e.g. Slark) or damage Rubick from great distance (e.g.
Spectre,
Sniper) should be treated cautiously, as otherwise the matchup usually ends up badly for Rubick.
* Slark's Pounce allows him to close the gap on Phantom Assassin and prevent her from escaping with
Phantom Strike.
* As a hero who typically builds Silver Edge, Slark can use it to disable Phantom Assassin's
Blur and
Coup de Grace, thus taking down her attack evasion and drastically reducing her damage output.
* Because Phantom Assassin is always reliant on critical strikes, Slark will have plenty of time to escape with Pounce,
Shadow Dance and
Silver Edge (provided that he purchased it already).
* Depth Shroud from
Aghanim's Shard will allow Slark to save both, himself and his allies from Phantom Assassin with
Shadow Dance, and to freely fightback against her without removing invisibility upon attacking.
* Essence Shift is much more harmful for Phantom Assassin than for other heroes, as losing the agility means that her physical damage will be also reduced, which can also weaken
Coup de Grace if Slark manages to steal lots of agility from her.
* Overall, any attempt for Phantom Assassin to take down Slark will hurt her more than Slark.
Additional:
* Slark's Pounce allows him to close the gap on Phantom Assassin and prevent her from escaping with
Phantom Strike.
* As a hero who typically builds Silver Edge, Slark can use it to disable Phantom Assassin's
Blur and
Coup de Grace, thus taking down her attack evasion and drastically reducing her damage output.
* Because Phantom Assassin is always reliant on critical strikes, Slark will have plenty of time to escape with Pounce,
Shadow Dance and
Silver Edge (provided that he purchased it already).
* Depth Shroud from
Aghanim's Shard will allow Slark to save both, himself and his allies from Phantom Assassin with
Shadow Dance, and to freely fightback against her without removing invisibility upon attacking.
* Essence Shift is much more harmful for Phantom Assassin than for other heroes, as losing the agility means that her physical damage will be also reduced, which can also weaken
Coup de Grace if Slark manages to steal lots of agility from her.
* Overall, any attempt for Phantom Assassin to take down Slark will hurt her more than Slark.
* Dark Pact dispels Ignite's slow and Fireblast's stun.
* Shadow Dance allows Slark to regenerate HP, even when he is affected by Ignite and Fireblast.
* Pounce and
Dark Pact together with some attacks can take Rubick down quickly.
* Rubick's spells are ineffective due to the strong dispel effect of Dark Pact.
* Even though Shadow Dance is a great spell to steal, Slark's untargetable nature and his low cooldown spells prevents Rubick from stealing. Also Slark can freely use other abilities for the duration of
Shadow Dance.
* Heroes that can deny Slark early kills will prevent him from snowballing: Dazzle,
Abaddon.
* Rubick usually positions in the back of a team. Heroes who can sneak up and assault Rubick (e.g. Slark) or damage Rubick from great distance (e.g.
Spectre,
Sniper) should be treated cautiously, as otherwise the matchup usually ends up badly for Rubick.
* Some heroes with extreme range, like Zeus,
Invoker or
Clockwerk, can snipe your allies from anywhere after your Grave has expired.
* Zeus greatly hinders Invoker on the line with his long-range abilities. QW- and QE-Invoker have a very long recharge on abilities, and Zeus' Arc Lightning ability recharges too quickly, which is why he quickly kills a pack of creeps and drives Invoker under his tower, punching and not letting finish off creeps
* Lightning Bolt and
Thundergod's Wrath abilities reveal invisibility of enemies, for example Invoker invisibility from
Ghost Walk ability
Additional:
* Zeus greatly hinders Invoker on the line with his long-range abilities. QW- and QE-Invoker have a very long recharge on abilities, and Zeus' Arc Lightning ability recharges too quickly, which is why he quickly kills a pack of creeps and drives Invoker under his tower, punching and not letting finish off creeps
* Lightning Bolt and
Thundergod's Wrath abilities reveal invisibility of enemies, for example Invoker invisibility from
Ghost Walk ability
* Heroes with heavy early and mid-game magical damage are also problematic for Phantom Assassin due to being able to easily kill her before she can gain an item advantage over them: Lina,
Necrophos,
Nyx Assassin,
Gyrocopter,
Jakiro,
Death Prophet.
* Nyx Assassin can simply activate Spiked Carapace while under many Invoker's abilities to stun him.
* Nyx Assassin takes advantage of Invoker's massive intelligence gain to do tons of damage using Mind Flare, as the spell does more damage based on the target's intelligence.
* Vendetta burns a large amount of Invoker's essential mana pool.
* Puck relies mainly on magical burst damage, which Phantom Assassin is most vulnerable against.
* Phase Shift and
Illusory Orb disjoint Stifling Dagger, also allowing to kite Phantom Assassin.
* Dream Coil will stun Phantom Assassin if she uses
Phantom Strike to blink away.
* Puck Outlanes Invoker with his abilities: Illusory Orb,
Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb,
Phase Shift in a fight, preventing Invoker from doing damage
Additional:
* Puck Outlanes Invoker with his abilities: Illusory Orb,
Waning Rift finishing off all creeps on the line and getting a higher level than him
* Puck dodges Invoker's magic attacks with his abilities: Illusory Orb,
Phase Shift in a fight, preventing Invoker from doing damage
* Puck silences Ogre Magi with
Waning Rift, and
Phase Shift makes Puck untargetable for the duration.
* All of Puck's abilities are good for Rubick to Spell Steal:
* Illusory Orb and Waning Rift are all great wave-clear abilities.
* If Rubick manages to steal Waning Rift, he can silence Puck, disabling all its abilities including Phase Shift, Puck's main survivability tool.
* Dream Coil is a powerful teamfight ultimate that leashes enemies and disables their movement.
* As an elusive hero who requires constant repositioning, Puck is greatly countered by its own ultimate as it disables all its mobile abilities and items (especially Blink Dagger), forcing it to either stay in the danger zone or latches and stuns for a long time.
* Although Phase Shift does not provide extra damage or lockdown on its own, it does grant Rubick invulnerability, and enables him to use Blink Dagger with full duration similar to Puck's escaping combos.
* Rubick can initiate on Puck relatively fast as Telekinesis only has a 0.15 second cast animation.
Additional:
* Illusory Orb and
Waning Rift are all great wave-clear abilities.
* Waning Rift can silence
Puck, disabling all her abilities including
Phase Shift.
* Dream Coil is a powerful teamfight ultimate that leashes enemies and disables their movement.
* As an elusive hero who requires constant repositioning, Puck is greatly countered by her own ultimate as it disables all her mobile abilities and items (especially
Blink Dagger), forcing
Puck to either stay in the danger zone or latches and stuns for a long time.
* Although Phase Shift does not provide extra damage or lockdown on its own, it does grant Rubick invulnerability, and enables him to use
Blink Dagger with full duration similar to
Puck's escaping combos.
* Rubick can initiate on Puck relatively fast as
Telekinesis only has a 0.15 second cast animation.
* Earth Spirit is a dangerous foe to encounter for Invoker in the early stages of the game. Since Invoker needs to gain levels as fast as possible and is not very strong in the early game, Earth Spirit can use his incredible early game power to gank Invoker and ruin his game plan.
* Earth Spirit combines stuns and silences with his spells and can apply them from a great distance. This is bad for Invoker as he is dependent on a smart usage of his spells with Invoke and Earth Spirit can disrupt his combos easily.
* Earth Spirit's useful kit of Slows, Stuns, and Silences can set up kills on Ogre Magi and the silence can stop him from using his abilities.
* Ensnare prevents using any kind of movement abiilties, Making Naga Siren good against heroes who rely on gap-closing abilities to escape:
Phantom Assassin,
Magnus,
Slark,
Riki,
Faceless Void,
Storm Spirit.
* Mirror Image's illusions can easily walk straight at Dazzle and attack him, due to Dazzle's lack of reliable AoE nukes or disables.
* Ensnare roots Dazzle or his allies, making it harder to stay in range of Dazzle's saving abilities.
* Song of the Siren can be used to initiate a fight with superior positioning, potentially zoning Dazzle's high-impact spells out of the fight.
* Song of the Siren is very difficult for Rubick to Spell Steal when he is affected by sleep.
* Ensnare and Rip Tide together with some attacks can take Rubick down quickly, due to his low health pool and armor.
* Naga Siren usually buys Diffusal Blade, which may prevent Rubick from using his abilities.
* Mirror Image allows Naga Siren to dodge the incoming stun from Telekinesis (when she is not a target), and it can also dispel
Fade Bolt's damage reduction debuff.
* Dazzle can instantly destroy all of Naga Siren's illusions from Mirror Image with
Aghanim's Shard upgraded
Poison Touch used on her or any of her illusions.
* Heroes with high mobility can be prevented from using it to their advantage with Earthbind, even if they pack a dangerous arsenal: Earth Spirit,
Ember Spirit,
Storm Spirit,
Nature's Prophet,
Phantom Assassin,
Riki,
Anti-Mage,
Weaver.
* See items and abilities disabled by roots
* Ogre Magi has single-targeted magical-only damage and disables and is less effective against Meepo's clones.
* Heroes with powerful area-of-effect disables can initiate on Meepo and his clones and shut him down, such as Enigma,
Invoker,
Magnus,
Puck, and
Sand King.
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse: Doom,
Phantom Assassin,
Troll Warlord.
* Astral Imprisonment is a versatile nuisance:
* If it is cast on a low-enough-health unit at least 1 second into Shallow Grave's duration, the Shallow Grave will end during the imprisonment, and the target will take lethal damage when released.
* It can be used remove Dazzle from the fight at a time he could have saved someone.
* It lets himself or an ally dodge all of Poison Touch's effects, for long enough to recover their Blink Dagger.
* Astral Imprisonment allows Outworld Destroyer to save himself or ally from Invoker's combo, or remove Invoker from a fight temporarily.
* Arcane Orb's pure damage will deal a lot of damage against Invoker's mediocre strength gain.
* E.M.P. is useless against Outworld Destroyer by activating Equilibrium.
* However, be aware that Sanity's Eclipse will most likely not deal any damage at all, due to Invoker's high intelligence gain compared to Outworld Destroyer's.
* Any heroes with high intelligence, such as Invoker and
Pugna.
* Rubick can use Spell Steal to steal Astral Imprisonment, and if Rubick gets
Aghanim's Scepter he gets 2 charges of it. This can overpower Outworld Destroyer in team fights.
* Rubick can also steal Sanity's Eclipse against Outworld Destroyer's teammates.
* A well-timed Global Silence prevents Dazzle from saving allies with Shallow Grave or Shadow Wave. Items that could dispel the silence are expensive, and difficult for Dazzle to farm from a support role.
* Arcane Curse and
Last Word cause long damage over time, which may outlast Shallow Grave.
* Invoker is heavily dependent on his spells, making him useless during Global Silence, as well as interrupting Invoker during his combo.
* Arcane Curse is particularly deadly, because Invoker will continuously lose health if he keeps invoking and casting new spells.
* Last Word will silence Invoker when he casts Invoke, interrupting his combo.
* Phantom Assassin doesn't care about Silencer's spells as she relies on right-clicks more than spells.
* Phantom Assassin often builds Black King Bar, which allows her to remove Global Silence before engaging.
* Heroes with silence: Death Prophet,
Riki,
Drow Ranger.
* A well-timed Gust will prevent Rubick from casting abilities from Spell Steal, and his lack of capabilities and low health pool usually dies very quickly.
* Drow Ranger can dispel Fade Bolt's reduction debuff with
Manta Style.
* Generally, heroes that can close the gap on Drow Ranger to cancel her Marksmanship such as Phantom Assassin,
Spirit Breaker, and
Tusk are effective at limiting her power and bursting her down.
* Time Walk can easily avoid Invoker's combo damage if doesn't have disables.
* Chronosphere will reveal Invoker during Ghost Walk.
* All of Invoker's hidden cooldowns are affected by Time Dilation, so Faceless Void can easily slow him down a lot.
Additional:
* Time Dilation prevents Invoker from further invoking for the entire duration of the debuff, as well as massively slowing Invoker based on the large amount of spells he has.
* Time Walk will completely negate Invoker's combo damage.
* If Invoker is caught in Chronosphere, he will most likely be the primary target due to the large teamfight contribution he can provide.
* Time Dilation, while Spell Steal with
Aghanim's Scepter is on cooldown will make it unusable for a long time, reducing Rubick's potential.
* Rubick's own Chronosphere stolen with Spell Steal cannot stun Faceless Void.
* Shallow Grave can prevent the death of an ally that is trapped inside the Chronosphere.
* Shadow Wave lets Dazzle heal allies and damage enemies from outside Chronosphere.
* Whirling Axes (Melee) makes it hard for Phantom Assassin to land a
Coup De Grace.
* Troll Warlord often buys Silver Edge and
Monkey King Bar, the items that greatly help against Phantom Assassin's Blur ability.
* Battle Trance completely negates Phantom Assassin's large damage output, preventing Troll Warlord from dying easily. The lifesteal also allows Troll Warlord to restore much of his health.
Additional:
* Troll Warlord can build a Silver Edge or a
Monkey King Bar to completely ignore
Blur.
* Whirling Axes (Melee) provides a 60% miss chance, making a Coup de Grace critical strike very hard to land.
* Battle Trance negates Coup de Grace, preventing Troll Warlord from dying to her critical hits.
* In early to mid stage, Silence is also a great way to counter escape oriented heroes such as Anti-Mage,
Queen of Pain, and
Phantom Assassin to prevent them from escaping, provided that they don't have any basic dispels.
* Quas-Exort Invoker is also a good matchup due to the fact he has no Wex to run faster due to the movement impairment on his stealth. The
Forge Spirit and
Cold Snap combo doesn't harm her as well since you can drain Invoker's HP with Spirit Siphon which forces him to retreat.
* Silence also prevents Invoker from using Invoke or casting his main spells temporarily. There is no way Invoker can block it unless he has
Eul's Scepter of Divinity to cyclone himself or has help from allies.
* Heroes with strong team-fight abilities (especially ultimates) like Tidehunter,
Brewmaster,
Death Prophet, etc.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother,
Phantom Lancer,
Chaos Knight,
Lycan,
Naga Siren,
Shadow Shaman,
Visage,
Nature's Prophet,
Terrorblade,
Warlock,
Wraith King.
* Phantasm dispels Ignite and makes targeting the real Chaos Knight much harder.
* Once he buys Aghanim's Shard, Dazzle's
Poison Touch can hex enemies, and hex can instantly kill illusions, making Dazzle strong against heroes who rely on illusions. Bear in mind that
Chaos Knight is the exception because his
Phantasms are strong illusions that are immune to abilities that can instantly kill illusions.
* Hoof Stomp and
Double Edge can often burst down Phantom Assassin from early to mid game.
* Retaliate makes it very unlikely for Phantom Assassin to win the lane against Warrunner.
Double Edge can also be used to wear her down, as she has a much smaller health pool than that of Centaur Warrunner until purchasing a
Ring of Health.
Stifling Dagger will also trigger
Retaliate and
Blur cannot evade
Retaliate.
* Centaur Warrunner's tankiness in combination with armour items that Axe often purchases like Blade Mail,
Crimson Guard,
Assault Cuirass and
Shiva's Guard can make Phantom Assassin's attacks only tickle Centaur Warrunner.
* Centaur Warrunner just has to be careful about Fan of Knives from
Aghanim's Shard and
Coup De Grace, as
Fan of Knives can disable
Retaliate even if Centaur Warrunner is spell immune.
Additional:
* Hoof Stomp and
Double Edge can often burst down Phantom Assassin from early to mid game.
* Retaliate makes it very unlikely for Phantom Assassin to win the lane against Warrunner.
Double Edge can also be used to wear her down, as she has a much smaller health pool than that of Centaur Warrunner until purchasing a
Ring of Health.
Stifling Dagger will also trigger
Retaliate and
Blur cannot evade
Retaliate.
* Centaur Warrunner's tankiness in combination with armour items that Centaur Warrunner often purchases like Blade Mail,
Crimson Guard,
Assault Cuirass and
Shiva's Guard can make Phantom Assassin's attacks only tickle Centaur Warrunner.
* Centaur Warrunner just has to be careful about Fan of Knives from
Aghanim's Shard and
Coup De Grace, as
Fan of Knives can disable
Retaliate even if Centaur Warrunner is spell immune.
* Bristleback's abilities are nearly useless for Rubick to Spell Steal, as he does not gain the bonuses from Warpath.
Additional:
* Rubick deals little damage on his own, and Bristleback can simply shrug off all his spells and chase Rubick down with his Quill Spray and the damage bonus from
Warpath.
* Rubick does not tend to charge forward in teamfights, stay in the front lines under most circumstances, yet effective casts of Quill Spray and
Viscous Nasal Goo requires the opposite as they require multiple casts and close range to add up stacks.
* Rubick does not benefit from Warpath through casting the stolen spell.
* Phantom Assassin's Blur is useless against Windranger as she commonly buys items that require
Javelin like
Maelstrom,
Monkey King Bar or
Bloodthorn, and other than Stifling Dagger, Phantom Assassin has nothing else that can bypass Windrun.
* Additionally, Phantom Assassin doesn't like building Monkey King Bar because her crits are reliant on attack damage.
* Focus Fire can still deal considerable damage despite Blur's evasion due to the increased attack speed.
Additional:
* Phantom Assassin's Blur is useless against Windranger as she commonly buys items that require
Javelin like
Maelstrom,
Monkey King Bar or
Bloodthorn, and other than Stifling Dagger, Phantom Assassin has nothing else that can bypass Windrun.
* Additionally, Phantom Assassin doesn't like building Monkey King Bar because her crits are reliant on attack damage.
* Focus Fire can still deal considerable damage despite Blur's evasion due to the increased attack speed.
* Sharpshooter disables both
Blur and
Coup De Grace, especially with the level 25 talent.
* Because Phantom Assassin is often reliant on critical strikes, Hoodwink can have enough time to simply move near a tree and escape with Scurry.
Additional:
* Sharpshooter disables both
Blur and
Coup De Grace, weakening her damage and survivability.
* Because Phantom Assassin is often reliant on critical strikes, Hoodwink can have enough time to simply move near a tree and escape with Scurry.
* In general, heroes that deal burst in multiple instances will trigger Borrowed Time and heal Abaddon for a large amount, such as Skywrath Mage,
Techies,
Juggernaut,
Shadow Shaman, or
Ogre Magi.
* Heroes who just want to farm and avoid Lone Druid early will find it very hard to do so when he starts knocking on towers: Templar Assassin,
Phantom Assassin,
Ember Spirit,
Morphling.
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also Entangling Claws reveal invisibility from
Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
Additional:
* Lone Druid has a very large reserve of health against Invoker abilities, this allows him to survive a large number of attacks from Invoker and kill him, also Entangling Claws reveal invisibility from
Ghost Walk, which allows the Lone Druid team to catch the popular QW-Invoker
* Dazzle easily breaks the position of Lone Druid and his Summon Spirit Bear with his
Poison Touch, As it always hits from afar and prolongs the slowdown on the
Summon Spirit Bear, which is why he cannot catch up with Dazzle and treat his master with
Spirit Link
* Dazzle helps his team survive the physical attacks of the Summon Spirit Bear thanks to the treatment from
Shadow Wave and armor from
Bad Juju, which can enable his team to kill Lone Druid
* The Lone Druid Summon Spirit Bear has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type:
Spirit Vessel
Additional:
* Dazzle easily breaks the position of Lone Druid and his Summon Spirit Bear with his
Poison Touch, As it always hits from afar and prolongs the slowdown on the
Summon Spirit Bear, which is why he cannot catch up with Dazzle and treat his master with
Spirit Link
* Dazzle helps his team survive the physical attacks of the Summon Spirit Bear thanks to the treatment from
Shadow Wave and armor from
Bad Juju, which can enable his team to kill Lone Druid
* The Lone Druid Summon Spirit Bear has a small amount of armor at the start of the game, because of Mid Dazzle, it can very much break through it and prevent Lone Druid from gaining an advantage at the very beginning of the game, giving his team the opportunity to overtake Lone Druid on items for killing him, by type:
Spirit Vessel
* Hex abilities prevent attacking, ability and item usage, which is a severe problem for Phantom Assassin as it prevents her from using Black King Bar, the one item that helps protect her against the aforementioned dangers.
Doom and
Shadow Demon with
Aghanim's Scepter also disables Phantom Assassin's Evasion and Critical Strike, removing much of her damage and survivabaility:
Doom,
Disruptor with
Aghanim's Scepter,
Dazzle with
Aghanim's Shard
* Heroes that rely on physical damage are ineffective against Dragon Knight due to his high armor: Phantom Assassin,
Bloodseeker,
Lifestealer,
Troll Warlord,
Sven
* Heroes capable of perofrming interceptions who can anticipate and counter-initiate after Phantom Assassin blinks on them with Phantom Strike will often kill her than the other way around: Axe,
Bane,
Dawnbreaker,
Centaur Warrunner,
Luna,
Medusa,
Omniknight,
Pudge,
Razor,
Terrorblade,
Underlord.
* Bounty Hunter and
Slardar both have ultimates (
Corrosive Haze and
Track) that reveal Invoker through Ghost Walk.
* Heroes with silence: Death Prophet,
Riki,
Drow Ranger.
* Riki has high damage and invisibility, meaning he can easily gank Rubick and kill him before Rubick has the chance to react.
* Cloak and Dagger renders Riki invisible, which makes his spells hard to steal if not being initiated.
* Similar to Clinkz, Rubick has to buy a large amount of Sentry Wards to keep track of Riki due to Cloak and Dagger, preventing Rubick from getting better items.
* Blink Strike does not grant Riki a mobility advantage over Phantom Assassin, as her Phantom Strike serves the same purpose, but with a higher range.
* A Carry Riki usually has a hard time dealing with Blur, as a Monkey King Bar or
Bloodthorn are unfavourable item picks for him (or, even more unlikely, a
Silver Edge).
* A Black King Bar is a very common pick for Phantom Assassin, fully countering
Smoke Screen and
Diffusal Blade while activated.
* Despite her high mobility, Hex or
Earth Spike can lock
Phantom Assassin down, make her vulnerable and mitigate her damage output.
* Lion relies entirely on his abilities to be effective, rendering Phatnom Assassin's high evasion through ineffective against him. And Phantom Assassin's low health pool makes her vulnerable to Lion's magical burst without Black King Bar.
* Heroes with high burst damage through their physical attacks or spells can kill Dazzle or his allies before he has a chance to use Shallow Grave. (Lina,
Lion, etc.)
* All of Lion's abilities are dangerous even to Lion himself, and
Rubick may steal them with
Spell Steal.
* Arcane Supremacy powers up abilities cast range and damage, making
Rubick better at using
Lion's abilities than Lion himself.
* Telekinesis can easily catch and disable
Lion while also manipulating his position to favor
Rubick and allies, rendering him helpless.
Additional:
* Earth Spike is a great crowd control ability for Rubick to use, extending his lockdown potential.
* Rubick can caught enemy at greater distance due to Arcane Supremacy.
* The spell also helps with Rubick's farming, however the affected area of Earth Spike is limited to a straight line, making it harder to clear the creep wave.
* Hex is one of the strongest single-target lockdowns in the game, and works exactly the same when casted by Rubick.
* Though Mana Drain does not directly provide damage or lockdown, it does solve Rubick's mana regen issue in the early to mid game.
* Finger of Death is one of the best magical nukes in the game, increases Rubick's ganking potential greatly.
* Note that the stack of Finger of Death is lost when Rubick lost the spell.
* With Aghanim's Scepter, Rubick can clear creep waves and flash farm with the boosted
Finger of Death if stolen, assuming Rubick has enough mana pool to hold.
* Heroes with heavy early and mid-game magical damage are also problematic for Phantom Assassin due to being able to easily kill her before she can gain an item advantage over them: Lina,
Necrophos,
Nyx Assassin,
Gyrocopter,
Jakiro,
Death Prophet.
* Hex abilities prevent attacking, ability and item usage, which is a severe problem for Phantom Assassin as it prevents her from using Black King Bar, the one item that helps protect her against the aforementioned dangers.
Doom and
Shadow Demon with
Aghanim's Scepter also disables Phantom Assassin's Evasion and Critical Strike, removing much of her damage and survivabaility:
Doom,
Disruptor with
Aghanim's Scepter,
Dazzle with
Aghanim's Shard
* Heroes with disables that ignore spell immunity will render Phantom Assassin completely useless in teamfights throughout the game: Axe,
Enigma,
Vengeful Spirit,
Doom,
Bane,
Beastmaster,
Pudge,
Medusa,
Warlock.
* Heroes who can delivers a big chunk of damage in few hits will find themselves struggle against Templar Assassin's Refraction: Sven,
Phantom Assassin,
Ursa,
Wraith King,
Lifestealer
* Templar Assassin can easily counter Invoker's last hitting process in the early game with Refraction.
Refraction also negates the stun from Cold Snap, since it will need to deal damage in order to apply its stun.
* Additionally, Refraction completely blocks damage from Sun Strike should Invoker try to finish her off, provided she activate Refraction beforehand.
* The damage block instances of Refraction can be burned down with Ignite.
* Fire Shield effectively reduces the burst damage from a Meld-charged ambush from Templar Assassin, provided the spell is cast beforehand.
* Fade Bolt is not enough to burst
Ursa, and even more so with
Enrage active.
* The damage reduction from Fade Bolt is not effective due to
Fury Swipes.
* Enrage lessens the lockdown duration from
Telekinesis due to its status resistance.
* Ursa can easily melt Rubick down with
Fury Swipes and
Overpower if he gets close enough.
* Few of Ursa's spells grants utility for
Rubick, as Rubick cannot steal the
Fury Swipes passive.
* Enrage provides Rubick with some sort of survivability, yet Rubick generally wastes the duration in the front line as he does not have a constant damage source.
* Assuming they have not bought anti-evasion items, attack-dependent heroes such as Ursa,
Terrorblade or
Lifestealer can be a minor threat for Phantom Assassin early in the game, and may even be completely dominated by her thanks to her evasion.
* Purification and
Hammer of Purity can easily catch Phantom Assassin once she jumps with
Phantom Strike in to attack.
* Heavenly Grace can be used to dispel slow from
Stifling Dagger, and disables from the items Phantom Assassin relies on.
* Phantom Assassin depends entirely on physical attacks and her damage output is 100% physical. Therefore, since she has no any sources of magical damage output and hates going for items that deal magical damage like Dagon,
Ethereal Blade and
Revenant's Brooch,
Guardian Angel will render her completely useless.
* Purification,
Heavenly Grace and
Guardian Angel can be used to save an allied hero before Phantom Assassin can finish them off with
Coup De Grace.
Additional:
* Purification and
Hammer of Purity can easily catch Phantom Assassin once she jumps with
Phantom Strike in to attack.
* Heavenly Grace can be used to dispel slow from
Stifling Dagger, and disables from the items Phantom Assassin relies on.
* Phantom Assassin depends entirely on physical attacks and her damage output is 100% physical. Therefore, since she has no any sources of magical damage output and hates going for items that deal magical damage like Dagon,
Ethereal Blade and
Revenant's Brooch,
Guardian Angel will render her completely useless.
* Purification,
Heavenly Grace and
Guardian Angel can be used to save an allied hero before Phantom Assassin can finish them off with
Coup De Grace.
* Heavenly Grace reduces Fireblast stun time and dispels Ignite.
* Purification can heal damaged heroes if needed.
* Heroes with naturally low mana can be easily shut down by E.M.P.: Sven,
Tiny,
Wraith King,
Omniknight
Additional:
* Tornado dispels Heavenly Grace and Guardian Angel from multiple targets.
* Guardian Angel is generally useless against Invoker as he primarily relies on magical damage.
* E.M.P. depletes Omniknight's already small mana pool.
* Invoker's many disables keep Omniknight's team occupied until Guardian Angel times out.
* All of Omniknight's abilities are valuable for Rubick to Spell Steal, and Omniknight has no throwaway ability to cover his last used spell.
* With Bloodthorn, Clinkz becomes a strong counter to heroes who rely on evasion and blind such as
Windranger,
Phantom Assassin,
Troll Warlord and
Keeper of the Light.
* Considering Rubick's abysmal armor, Rubick is a squishy target for Clinkz to gank on his own.
* None of his spells are useful except for Skeleton Walk.
* Clinkz usually builds Orchid Malevolence, which disables Rubick's ability to retaliate.
* Vast numbers of Sentry Wards are needed to deal with Clinkz because of
Skeleton Walk, making it harder for Rubick to buy more expensive and more useful support items like
Glimmer Cape or
Mekansm.
* Heroes with high armor like Dragon Knight, or with abilities to cause attacks to miss like
Phantom Assassin,
Riki and
Tinker will be hard to deal with, as Clinkz relies almost entirely on physical attacks.
* Heroes that excel at grouping up with their team very early will be able to take advantage of a Clinkz that tries to pick off heroes that are alone: Brewmaster,
Dazzle,
Tidehunter.
* A good choice against Invoker, as it has some advantage with the help of abilities.
* With the Dissimilate, Voidspirit can evade Invoker's skills, going to another world where he does not receive damage. The same ability to run away or attack quickly.
* Astral Step moves quickly from point to point, which also reduces the Invoker's probability that he will hit him with skills and cause at least some damage.
Additional:
* A good choice against Invoker, as it has some advantage with the help of abilities.
* With the Dissimilate, Voidspirit can evade Invoker's skills, like
Chaos Meteor or
E.M.P., going to another world where he does not receive damage. The same ability to run away or attack quickly.
* Astral Step moves quickly from point to point, which also reduces the Invoker's probability that he will hit him with skills and cause at least some damage.
* Side lanes with disables will greatly reduce the likeliness Void Spirit will be willing to rotate: Sven,
Tiny,
Wraith King,
Ogre Magi.
* While Phantom Assassin can kill Skywrath Mage in a few strikes, Skywrath Mage can also do the same to her if she is not careful.
* Arcane Bolt's long range and low cooldowns allows Skywrath Mage to severely harass Phantom Assassin in lane.
* Ancient Seal prevents Phantom Assassin from escaping or engaging with
Phantom Strike.
* Mystic Flare's heavy magical damage nukes Phantom Assassin down quickly during the early to mid game.
Additional:
* While Phantom Assassin can kill Skywrath Mage in a few strikes, Skywrath Mage can also do the same to her if she is not careful.
* Arcane Bolt's long range and low cooldowns allows Skywrath Mage to severely harass Phantom Assassin in lane.
* Ancient Seal prevents Phantom Assassin from escaping or engaging with
Phantom Strike.
* Mystic Flare's heavy magical damage nukes Phantom Assassin down quickly during the early to mid game.
* Skywrath's pitiful defences also make him easy meat to heroes with high burst like Juggernaut,
Lion, or
Phantom Assassin, the latter occasionally downing a support Skywrath in a single
Stifling Dagger.
* In the early to mid game, Invoker is defenseless against Storm Spirit's ganking with Ball Lightning and
Orchid Malevolence.
* Heroes with mana burn: Nyx Assassin,
Invoker,
Outworld Destroyer,
Pugna,
Lion
* Many physical-only single-target heroes like Lifestealer,
Sven,
Wraith King,
Phantom Assassin,
Templar Assassin can have their damage mitigated by Cold Embrace.
* Winter Wyvern's
Winter's Curse works very well against the increased attack speed from Bloodlust.
* Cold Embrace is the perfect setup for all his nukes - Chaos Meteor,
E.M.P. and especially global
Sun Strike.
* Heroes with gap-closing abilities who attempt to use them for escaping Bloodseeker will suffer serious damage from Rupture: Phantom Assassin,
Anti-Mage,
Faceless Void,
Riki,
Slark,
Spirit Breaker.
* Bloodseeker's
Thirst,
Rupture, and huge AoE silence
Blood Rite can fare well against Dazzle.
* Shallow Grave prevents Bloodseeker from replenishing his health by finishing off enemies.
* Phantom Strike allows Phantom Assassin jump directly to Io.
* Coup de Grace can make a short work of Io's low health and armor.
* Poison Touch allows Dazzle to harass both, Io and it's tethered target on lane.
Aghanim's Shard upgraded
Poison Touch can also hex both, Io and it's tethered target, preventing them from escaping with Relocate, and also disarming them, silencing them, muting them and rendering them helpless against Dazzle and his allies.
* Io's damage output is one of the weakest, therefore Dazzle will have plenty of time to save an ally with Shallow Grave from gank by Io and it's tethered target.
* Shadow Wave will always hit both, Io and it's tethered target if they are near the ally Dazzle uses
Shadow Wave on, while healing Dazzle's allies near them.
Aghanim's Scepter upgraded
Shadow Wave can bounce on both, Io and it's tethered target, causing them both to take damage and to be attacked by Dazzle. And unlike Io who doesn't get healed while using Tether, Shadow Wave will always heal Dazzle no matter on which of his allies he uses it on.
* Bad Juju will cause both, Io and it's tethered target to lose armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
Additional:
* Poison Touch allows Dazzle to harass both, Io and it's
Tethered target on lane.
Aghanim's Shard upgraded
Poison Touch can also hex both, Io and it's
Tethered target, preventing them from escaping with Relocate, and also disarming them, silencing them, muting them and rendering them helpless against Dazzle and his allies.
* Io's damage output is one of the weakest, therefore Dazzle will have plenty of time to save an ally with Shallow Grave from gank by Io and it's
Tethered target.
* Shadow Wave will always hit both, Io and it's
Tethered target if they are near the ally Dazzle uses
Shadow Wave on, while healing Dazzle's allies near them.
Aghanim's Scepter upgraded
Shadow Wave allows Dazzle
Shadow Wave directly on Io and it's
Tethered target which can also bounce on both, Io and it's tethered target, causing them both to take damage and to be attacked by Dazzle. And unlike Io who doesn't get healed while using Tether, Shadow Wave will always heal Dazzle no matter on which of his allies he uses it on.
* Bad Juju will cause both, Io and it's tethered target to lose armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
* Heroes whose abilities can affect multiple enemies at once: Dawnbreaker,
Ember Spirit,
Lina,
Luna,
Jakiro,
Leshrac,
Invoker,
Muerta,
Dazzle.
* Fireblast is a good tool to interrupt Io during its escapes through Tether.
* Ignite can be one of the few spells with enough total damage to out-trade the sustained healing Io provides for its fellow laner.
* However, picking other supports that focus less on the laning phase is generally a better choice against Io.
* Sniper's lack of mobility and reliance on attack range makes him an easy target for Phantom Assassin to jump on.
Additional:
* Stifling Dagger and
Phantom Strike allow Phantom Assassin to close the gap with Sniper and prevent his escape.
* Blur allows Phantom Assassin to approach Sniper while invisible and dodge much of Sniper's damage. It can also disjoint Assassinate.
* Coup De Grace quickly cuts through Sniper's low health; one or two procs will usually kill him.
* Fan of Knives from
Aghanim's Shard can deal damage to Sniper's maximum health and disable
Headshot and
Take Aim.
* Invoker's arsenal of magical spells are troublesome for Sniper who has low HP and high armor, which does not benefit him much against Invoker.
* Besides magical damage, he can be disarmed and repeatedly mini-stunned with Cold Snap, preventing him from reacting.
* Leveling Quas can allow Invoker to lane effectively against Sniper despite right-click harassment.
* In the mid to late game, the physical attack from Sniper can be painful to go through as
Rubick. However with the help of Rubick's teammates, the abilities of
Sniper can turn against his team.
* Shrapnel is a great wave-clear ability, and helps with scouting the area.
* Shrapnel already has a long cast range, and together with
Arcane Supremacy Rubick can put constant damage on
Sniper while he stays at back.
* Assassinate, if stolen, can be cast to assist a gank while Rubick stays at a range that can merely be found in the area, damaging heroes in the backline including
Sniper.
* Arcane Supremacy (combined with Level 25 talent +40% Spell Amp For Stolen Spells, as of 7.31c) increases its damage before reduction to 406.2/611.1/819(531.2/805.1/1079) without considering any further amplification source.
* With Aghanim's Scepter,
Assassinate becomes an ability with a reliable 1.5 second stun, massive damage, short cooldown and over 3000 cast range which should not be made light of.
* Shrapnel is used frequently and can be easily stolen;
Assassinate has a long cast animation for Rubick to forsee the chance to steal.
* Heroes that can easily bypass Chen's creeps to get to Chen: Riki,
Tusk,
Clinkz,
Sniper,
Slark,
Phantom Assassin,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit,
Spirit Breaker.
* Poison Touch severely slows down Chen, deals damage over time and weakens his armor every time he gets attacked by Dazzle or any of his allies.
Aghanim's Shard upgraded
Poison Touch can hex Chen and prevent him from saving his allies with
Hand of God.
* Neither Chen nor his converted creeps have burst damage at all, so Dazzle will always have plenty of time to save his allies with Shallow Grave.
* Dazzle can use Shadow Wave can heal his allies, kill Chen's creeps and damage Chen himself.
* Bad Juju can weaken Chen's armor, and the armor of his creeps every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
* If Rubick can use Spell Steal to steal
Holy Persuasion, he will be able to turn Chen's creeps against him, reducing much of Chen's efficiency.
* Rubick can also steal Hand of God and use it to save his teammates during teamfights and
Penitence to slow down Chen and make Rubick and his allies attack him faster.
* Telekinesis can be used to coordinate gank on Chen and prevent him from escaping.
* Fade Bolt can deal high damage to both, Chen and his creeps and weaken their damage output.
* Heroes that rely on escapes to stay alive can be caught and locked down for a long time: Queen of Pain,
Phantom Assassin
* Heroes that can slow Charge of Darkness by a huge amount: Venomancer,
Viper,
Dazzle,
Arc Warden,
Lion,
Huskar,
Shadow Shaman,
Visage,
Undying,
Jakiro.
* Ice Wall can slow down Charge of Darkness in its tracks at max level, allowing counterplays such as Cold Snap to end the charge, bursting down with Tornado, Meteor, and right clicks, or even teleporting back to spawn to drag Spirit Breaker into the fountain.
* Cold Snap (if timed right) and Invoker's other disables like Tornado can interrupt Charge of Darkness, especially since Charge is telegraphed by the symbol appearing over head.
Additional:
* Cold Snap allows Invoker to interrupt Charge of Darkness and Nether Strike.
* Tornado's long range can be used to cancel Charge of Darkness.
* Deafening Blast prevents Spirit Breaker from right clicking and thus proccing his Greater Bash.
* Heroes that can cancel Charge of Darkness: Ogre Magi,
Earthshaker,
Lion,
Rubick,
Lina,
Luna,
Jakiro,
Dawnbreaker,
Alchemist,
Ogre Magi,
Axe,
Shadow Shaman,
Naga Siren,
Mars,
Bane,
Pudge,
Clockwerk.
* Rubick can cancel Spirit Breaker's Charge of Darkness with Telekinesis under the condition that Rubick is able to cast it on time. And considering Rubick commonly buys
Eul's Scepter of Divinity that can also cancel Charge of Darkness, Spirit Breaker will have a hard time charging Rubick or his allies until Spirit Breaker buys
Shadow Blade.
Telekinesis can also be used to cancel Nether Strike and
Aghanim's Shard upgraded
Telekinesis also allows Rubick to save his allies from Spirit Breaker.
* Fade Bolt weakens Spirit Breaker's damage output, reducing damage of Greater Bash.
* If Rubick succeeds to steal Charge of Darkness, he will be able to reduce much of Spirit Breaker's global presence. Rubick can also steal Nether Strike to further disable Spirit Breaker once he disables him with stolen Charge of Darkness. But bear in mind, however, that a skilled Spirit Breaker can use Bulldoze to prevent all that.
* Heroes who rely on physical damage are easily negated by Ghost Shroud: Phantom Assassin,
Wraith King,
Juggernaut.
* Reaper's Scythe is very predictable and gives Dazzle plenty of time to react with Shallow Grave: Dazzle just has to keep a close eye on his allies below 50% health.
* However, Dazzle must be sure to use Shadow Wave on that ally immediately after, or they will die from Heartstopper Aura when the Shallow Grave ends!
Additional:
* Dazzle's Shadow Wave is a spammable healing ability that spreads around his entire team, slowing the death of his teammates as effectively as Necrophos spreads damage to them.
* If not immediately, Shallow Grave delays his ally from gradually dying to Necrophos's abilities, especially Reaper's Scythe.
* However, bear in mind that Dazzle's Poison Touch,
Shadow Wave and
Bad Juju all deal physical damage, and Dazzle has no abilities to help him deal magical damage at all, which can cause problems for Dazzle to kill Necrophos if he uses Ghost Shroud to protect himself.
* Tornado allows Invoker to purge Necrophos's Ghost Shroud, nullifying any benefits he could get out of it
* E.M.P. allows Invoker to burn Necrophos's mana, preventing him from using his abilities constantly
* If Rubick steals Reaper's Scythe, he can turn the powerful ultimate back against Necrophos's team. Even his other spells are useful in Rubick's hands, giving him a sustain or a weak initiation/protection tool.
* Carries that can out damage Huskar will do well against him: Legion Commander,
Faceless Void,
Troll Warlord,
Phantom Assassin.
* Heroes who rely on magical damage resistance may have a hard time laning against Dazzle as all of Dazzle's abilities deal physical damage instead of magical: Anti-Mage,
Huskar,
Viper.
* Quas Exort Invoker has high physical damage in the form of Cold Snap and Forged Spirits that allows him to trade hits with Huskar.
* Although Huskar can dispel Cold Snap with Life Break.
* Sun Strike deals pure damage and pierces spell immunity, and Huskar tends to drain his HP, making him a susceptible target.
* A well-timed Fireblast with Multicast can prevent Weaver from escaping with Shukuchi and even
Time Lapse.
* Ignite's high damage early on applies heavy pressure onto Weaver's very small health pool.
* However, the slow from Ignite is generally useless against Shukuchi, and
Time Lapse dispels it if needed.
* Arcane Bolt has a long range and a low cooldown, and is a great spell to waste Linken's Sphere. It also serves as an effective spell to harass Weaver with.
* Ancient Seal prevents Weaver from using Shukuchi or Time Lapse.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother,
Phantom Lancer,
Chaos Knight,
Lycan,
Naga Siren,
Shadow Shaman,
Visage,
Nature's Prophet,
Terrorblade,
Warlock,
Wraith King.
* Assuming they have not bought anti-evasion items, attack-dependent heroes such as Ursa,
Terrorblade or
Lifestealer can be a minor threat for Phantom Assassin early in the game, and may even be completely dominated by her thanks to her evasion.
* Aghanim's Shard upgraded
Poison Touch can be used to easily kill many of Terrorblade's illusions from both
Conjure Image and
Manta Style, it can also hex the real Terrorblade, silencing him, disarming him, slowing him, muting him and rendering him unable to do anything at all.
* Shallow Grave can be used to save an ally whom Terrorblade has used
Sunder on under the condition Dazzle is quick enough to do it. And since Terrorblade has no "real" burst damage potential outside from
Sunder, Dazzle will usually have plenty of time to save an allied hero on which
Sunder was used.
* Shadow Wave will always damage Terrorblade and his illusions whenever Terrorblade has no
Metamorphosis available to use, while healing Dazzle's allies.
Aghanim's Scepter upgraded
Shadow Wave can also be used directly on Terrorblade, and bounce on both Terrorblade and his illusions alike, causing them to take damage and to be attacked by Dazzle.
Shadow Wave can also pierce throught debuff immunity by
Black King Bar, one of the items Terrorblade relies on to survive in teamfights.
* Bad Juju can weaken Terrorblade's armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
Additional:
* Aghanim's Shard upgraded
Poison Touch can be used to easily kill many of Terrorblade's illusions from both
Conjure Image and
Manta Style, it can also hex the real Terrorblade, silencing him, disarming him, slowing him, muting him and rendering him unable to do anything at all.
* Shallow Grave can be used to save an ally whom Terrorblade has used
Sunder on under the condition Dazzle is quick enough to do it. And since Terrorblade has no "real" burst damage potential outside from
Sunder, Dazzle will usually have plenty of time to save an allied hero on which
Sunder was used.
* Shadow Wave will always damage Terrorblade and his illusions whenever Terrorblade has no
Metamorphosis available to use, while healing Dazzle's allies.
Aghanim's Scepter upgraded
Shadow Wave can also be used directly on Terrorblade, and bounce on both Terrorblade and his illusions alike, causing them to take damage and to be attacked by Dazzle.
Shadow Wave can also pierce throught debuff immunity by
Black King Bar, one of the items Terrorblade relies on to survive in teamfights.
* Bad Juju can weaken Terrorblade's armor every time Dazzle casts a spell while strengthening armor of Dazzle's allies.
* Heroes who can summon illusions and summons because Terrorblade has no abilities to deal with multiple enemies at once outside Reflection: Shadow Shaman,
Naga Siren,
Broodmother,
Lycan,
Enigma,
Chaos Knight,
Phantom Lancer,
Shadow Demon,
Dark Seer,
Nature's Prophet,
Invoker,
Morphling,
Visage,
Grimstroke with
Aghanim's Scepter.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* Shadow Fiend's
Requiem of Souls allows Rubick to output enormous crowd damage and control to the enemy team.
* Requiem of Souls has an effective range of 1000.
Rubick can steal the spell out of the fear range with any level of
Arcane Supremacy learned.
* Requiem of Souls has a significant cast animation which allows Rubick to predict the steal timing, since Shadow Fiend usually positions at the center of battlefield.
* Telekinesis can lift a unit right on top of Rubick with no collision size, forcing the victim to absorb all damaging lines of
Requiem of Souls from Rubick, possibly resulting in a one-shot kill.
* Note that Requiem of Souls from Rubick still uses the original 1.67 second channeling time.
* It is advised to build Blink Dagger to jump in and cast
Requiem of Souls given the opportunity.
* The three Shadowraze (Far) abilities are decent for farming and extra damage output.
* Note that Shadowraze (Near),
Shadowraze (Medium) and
Shadowraze (Far) are considered three separated abilities, only one is stolen per spell steal cast.
* It could be troublesome to cast Shadowraze (Far) immediately for damage output immediately after stolen since it is hard to react and recognize which of the three is stolen.
* Shadow Fiend's right click damage together with his ability damage may hurt Rubick bad. Consider items like
Ghost Scepter and
Glimmer Cape, together with wards to avoid being picked up.
* Heroes with Evasion or abilities that cause Tiny to miss like Phantom Assassin and
Tinker are very effective because of Tiny's low attack speed. Additionally,
Monkey King Bar is not a good item for Tiny because of its reliance on high attack speed to proc for magical damage.
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, the Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
Additional:
* Invoker is a big problem for Tiny the whole game because of its multiple disables. For example, such as Tornado +
E.M.P. create unrealistic conditions for Tiny with mana, which is very necessary for Tiny at least for some attacks in a fight. The
Cold Snap ability can catch an attack from Tiny's hand by surprise, because it becomes slower with the pumping of
Grow. has a giant deceleration, creating a condition for the kite, which Tiny is very afraid of. In addition, Invoker has a
Deafening Blast that disables Tiny's main weapon - strong blows from the hand
* Any hero who can counter-initiate in anticipation without getting caught in Reverse Polarity: Sven,
Omniknight,
Enigma,
Luna,
Naga Siren,
Mars,
Jakiro,
Venomancer,
Elder Titan,
Faceless Void,
Rubick,
Keeper of the Light,
Pugna,
Invoker,
Spectre,
Alchemist,
Treant Protector,
Lina,
Oracle,
Zeus,
Shadow Shaman,
Phoenix,
Razor,
Huskar,
Batrider,
Kunkka,
Tidehunter,
Wraith King,
Sand King,
Medusa,
Dawnbreaker.
* All of Magnus's spells are perfect for Rubick to steal, especially Reverse Polarity for a counter-initiation.
* Telekinesis is one of the best instant-disables in the game, completely ruining Magnus's initiation.
Additional:
* Reverse Polarity, if stolen, can counter-initiate
Magnus's team and put them at a huge disadvantage.
* Magnus himself is positioned at the center of teamfight after casting Reverse Polarity, and will be stunned by Rubick's stolen one most of the times.
* Bear in mind that Magnus will usually cass Skewer or
Shockwave after he casts the ultimate, so the time windows left for steal can be short.
* Shockwave allows Rubick to farm fast, and also deals decent AoE damage in teamfights.
* Empower can be casted on the carry (especially affective if melee) on Rubick's team to accelerate their farm or amplify their damage in fights.
* Skewer could be used to displace enemy or escape from danger.
* Telekinesis can relocate the enemy in front of Rubick for
Skewer.
* With Quick Cast enabled, Rubick can stop the enemy Magnus with careful prediction using Telekinesis to interrupt
Horn Toss -
Skewer combo.
* Fragile support heroes are all ideal targets for the Phantom Assassin. Heroes such as Lina and
Witch Doctor are all prime targets that may not be able to react quickly and fight back due to Phantom Assassin's sudden appearance.
* Witch Doctor's iconic
Death Ward is a perfect spell for Rubick to output high damage.
* Death Ward requires channeling which makes Witch Doctor a clear tagret for stealing. Rubick can steal the spell outside of Death Ward's attack range most of the times.
* Note that an skilled Witch Doctor player can cast
Voodoo Restoration to disrupt their last spell for Rubick to steal.
* Telekinesis can interrupt a channeling
Death Ward. With
Death Ward's high burst damage, combining
Death Ward and
Telekinesis to hold enemy in place can result in a solo kill in the early game.
* Paralyzing Cask provides an additional disable. The ability also helps moderately with farming.
* Voodoo Restoration provides some utility by healing Rubick and his team.
* Maledict is a damage-over-time nuke that amplifies the damage enemy taken.
* Telekinesis can reposition the enemy within the range of
Maledict.
Additional:
* Rubick can steal Death Ward easily as it is a channeled ability and then use it to turn teamfight to his advantage.
* However, a skilled Witch Doctor will toggle Voodoo Restoration immediately after placing his Death Ward to prevent that.
* Invoker's
E.M.P. is extremely effective against Earthshaker due to his low natural mana.
* Ignite can prevent Earthshaker from escaping and/or initiating with Blink Dagger.
* Fireblast and Unrefined Fireblast may help prevent Earthshaker follow through with his combo after landing an Echo Slam.
* Heroes that can apply early pressure before Phantom Assassin has farm are massive threats: Axe,
Viper,
Meepo,
Jakiro,
Pugna,
Slark,
Venomancer etc.
* Venomancer's damage-over-time abilities are easier to heal through with numerous Shadow Waves than other types of damage, and it's simple to time a Shallow Grave until the last possible second to save a teammate from them.
* Venomous Gale is a great ganking and farming skill.
* Plague Ward serves as a flexible ability for pushing, ganking, farming and scouting. The innate
Poison Sting also works on the stolen
Plague Ward with half the damage.
* Poison Nova, if stolen and cast, puts a huge damage-over-time debuff on the enemy team, even greater than Venomancer himself with the help of
Arcane Supremacy.
* Spell Steal has a greater cast distance than the effect area of
Poison Nova, allowing Rubick to steal the spell while staying at the back.
* Venomancer suffers from mana pool problems, while Rubick has relatively high intelligence gain and can cast the same set of spells at ease.
Additional:
* All of Venomancer's abilities are decent choices for Rubick's Spell Steal. Stealing Plague Wards makes them apply Poison Sting as well.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother,
Phantom Lancer,
Chaos Knight,
Lycan,
Naga Siren,
Shadow Shaman,
Visage,
Nature's Prophet,
Terrorblade,
Warlock,
Wraith King.
* Nature's Prophet's low mobility and health pool allow Phantom Assassin to destroy him in the early game.
* Phantom Strike allows Phantom Assassin to jump in and out of Sprout, provided she has vision.
* Nature's Prophet treants can be cleared by Ignite or Multicast Hand of Midas
* Fireblast and Unrefined Fireblast prevents Nature's Prophet from using Teleportation.
* Phantom Assassin's high physical damage is greatly reduced by Bulwark.
* God's Rebuke has true strike, ignoring the evasion from Blur.
* Heroes that can save their allies can be a big problem for Mars: Dazzle,
Omniknight.
* Heroes with high magical or pure damage will bypass Bulwark: Timbersaw,
Dark Willow,
Enigma,
Invoker,
Pugna,
Skywrath Mage,
Tinker,
Zeus,
Oracle.
* It is difficult for Mars to trade blows with Ogre Magi in the early game thanks to his high base health, resistance and Ignite.
* Bloodlust can assist Ogre Magi or an ally in repositioning against Mars for its move speed bonus.
* Fireblast can interrupt and mitigate Mars from performing his skill combos, especially in combination with
Multicast.
* Heroes with disables that ignore spell immunity will render Phantom Assassin completely useless in teamfights throughout the game: Axe,
Enigma,
Vengeful Spirit,
Doom,
Bane,
Beastmaster,
Pudge,
Medusa,
Warlock.
Additional:
* If Phantom Assassin jumps on Pudge first with Phantom Strike, she will be a very easy target for Pudge's
Meat Hook and
Dismember combo.
* Even though it can deal damage based on Pudge's max health, Fan of Knives from
Aghanim's Shard cannot disable Pudge's
Flesh Heap as
Flesh Heap is one of the few passive abilities that cannot be disabled by break.
* Both Meat Hook and
Dismember ignore spell immunity which allows Pudge to disable Phantom Assassin even while she has
Black King Bar active.
* Pudge occassionally buys armor items like Blade Mail, which in combination with many stacks from
Flesh Heap can make Phantom Assassin have little effect against Pudge.
* Generally heroes who don't rely on magical damage, such as Sven,
Phantom Assassin, and
Outworld Destroyer, as they can practically ignore Flesh Heap's damage block.
* Meat Hook can prove annoying for Pudge if Rubick Spell Steals it, allowing Rubick to easily hook and save his allies being Dismembered.
* In general, heroes who are melee with no way to fight back can be very easily poked by Monkey King to gain his Jingu Mastery stacks: Dark Seer,
Riki,
Rubick.
* Blur makes it hard for Monkey King to stack Jingu Mastery.
* Phantom Strike allows Phantom Assassin to blink directly to Monkey King during Wukong's Command, bypassing all his clones.
* Coup de Grace's high damage can kill Monkey King quickly, thus ending Wukong's Command prematurely.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* Though certainly not a "hard counter", Crystal Maiden's skillset (magical damage nukes) does pose a substantial threat to Phantom Assassin through the mid game, especially if followed up with engagement by her team.
* A quick use of Freezing Field directly after Phantom Strike can leave Phantom Assassin trapped inside the area of effect, capitalizing on Phantom Assassin's relatively low HP pool when she is not protected by
Blur, and besides
Skull Basher, Phantom Assassin hates buying disabling items like
Scythe of Vyse or
Eul's Scepter of Divinity.
* If Phantom Assassin chooses not to buy a Black King Bar relatively early, the attack slow from Freezing Field can greatly hinder the proc chance of
Coup de Grace in a teamfight.
* However, Phantom Assassin's massive damage, and her tendency to build both Black King Bar and
Skull Basher makes her a formidable foe the later the game goes, and fighting her without a team is almost never a good choice.
* Crystal Maiden's low health pool and slow movement speed make her a tempting and easy target.
* However, it may be wise to build Black King Bar first before attempting to fight her alone, as she can disable you and retaliate with
Freezing Field.
* Crystal Nova helps on farming while applies an area slow.
* Frostbite extends Rubick's lockdown duration while providing extra damage, also serves as a farming ability.
* Freezing Field deals much greater damage thanks to
Arcane Supremacy in teamfights.
* Freezing Field is a channeling ability and therefore can be stolen easily.
* Crystal Maiden has no innate ability to interrupt
Freezing Field, though it may not be the case for her teammates; Yet a well-times
Telekinesis lift or drop can interrupt
Freezing Field.
* Consider build items that strengthens Freezing Field, such as
Aghanim's Shard,
Black King Bar and
Aghanim's Scepter to reach its full potential.
* Heroes who cannot prevent Sven from killing towers will often struggle from a small map very early, such as Phantom Assassin,
Storm Spirit and
Phantom Lancer.
* Heroes with naturally low mana can be easily shut down by E.M.P.: Sven,
Tiny,
Wraith King,
Omniknight
* Multicast Fireblasts over the course of fights are a decent nuisance to stall Sven's massive damage output.
* Bloodlust and Ignite gives Ogre Magi's team the movement speed difference needed to chase and/or disengage against a Sven and his Warcry.
* Ignite provides strong damage over time to pressure Sven early on in the laning phase and keep his health low, delaying his transition into the jungle. Ignite is also an easy way to disrupt Blink Dagger, Sven's most popular way of initiation.
* Ogre Magi's presence in the laning phase both in terms of damage and durability keeps high pressure on Sven in lane.
* Purchasing an Aghanim's Shard allows Ogre Magi to greatly reduce the burst damage of Sven, who tends to build items focused on damage per hit instead of attack speed.
* Phantom Assassin can easily escape Lich's slows with Phantom Strike.
* Phantom Assassin's Coup De Grace can be used to burst down the squishy Lich.
* Stroke of Fate provides Rubick with a short cooldown nuke.
* Note that Rubick uses a fixed 0.15 second cast time for the skill, much shorter than the 0.6 second cast time for Grimstroke.
* Phantom's Embrace is an unique ability with extra silence and damage.
* Ink Swell is a great initiation/counter-initiation ability for frontliners.
* With Telekinesis, Rubick can grant extra duration for
Phantom's Embrace's phantom latch, or throw an enemy within the area covered by
Ink Swell.
* Soulbind, as a powerful ultimate, gives Rubick extra crowd control and sows chaos among enemies.
* Both Telekinesis and
Fade Bolt are single-target abilities, and can be applied twice on the enemy. The damage of
Fade Bolt is effectively doubled as the bounce is very likely to happen as the bound heroes must walk together.
* Jakiro's reliance on his abilities can cause struggles for heroes who rely on evasion or blinds to get upper hand: Phantom Assassin,
Windranger,
Riki,
Troll Warlord,
Keeper of the Light.
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower: Bloodseeker,
Ember Spirit,
Juggernaut,
Phantom Assassin,
Weaver.
* Fade Bolt can hinder Jakiro's early pushing power by clearing creep waves.
* All of Jakiro's spells are great for Rubick to Spell Steal.
* Ice Path is a great spell for Rubick so steal, since Rubick has no cast time on stolen abilities, making Rubick's version of Ice Path much more reliable than Jakiro's.
* Macropyre is a great way for Rubick to farm.
Additional:
* One of Jakiro's weakness is his long cast animation, which gives enemy team extra time window to react. Rubick uses his fixed 0.15 second cast time for all Jakiro's stolen abilities, making the spells much easier to target.
* Dual Breath is a solid damage-over-time that is good for farming and helps with ganking.
* Ice Path is the go-to spell for Rubick to steal in teamfights - a sudden long range 2.5 second area stun is of no joke, especially if being casted out of vision. The control time is extended combined with
Telekinesis.
* Macropyre is a solid damage source (an area to avoid at least) for Rubick's side, and the damage benefits from
Arcane Supremacy, even further with
Aghanim's Scepter.
* It is not uncommon that the enemy team mistakenly treated the Macropyre ground effect as that of Jakiro's, and has already taken a lot of damage before they noticed their significant HP loss.
* Combined with Rubick's Level 15 talent (-25% Stolen Spells Cooldown, as of 7.31c), Macropyre can be used to clear creep waves and camps with ease, increasing his farming progress if a fight is not imminent.
* Quas-
Exort Invoker can win the mid lane easily against Alchemist because
Quas regeneration will nullify Acid Spray's damage over time and
Exort damage bonus will allow Invoker to out last hit Alchemist.
* Heroes with disables that ignore spell immunity will render Phantom Assassin completely useless in teamfights throughout the game: Axe,
Enigma,
Vengeful Spirit,
Doom,
Bane,
Beastmaster,
Pudge,
Medusa,
Warlock.
* Heroes who can clear the waves of Enigma's Eidolons: Lina,
Luna,
Dawnbreaker,
Jakiro,
Shadow Shaman,
Death Prophet,
Keeper of the Light,
Invoker,
Leshrac,
Puck.
* Telekinesis has a longer range than the AoE of
Black Hole for the purposes of cancelling it.
* All of Enigma's spells are useful to Spell Steal.
* Malefice is useful for interrupting channeling spells or long cast animations. Its stun duration is also amplified thanks to Spell Steal's debuff amplification.
* Demonic Conversion can be used to push or counter-push a lane.
* Midnight Pulse is useful to block an area or for team fights.
* Black Hole is very easy to steal, as it is a channeled ability. It's also one of the best ultimate abilities for team fights, and it can easily turn the fight around for the enemy team. It also does more damage and has a larger cast range thanks to
Arcane Supremacy. A stolen
Black Hole can also cancel Enigma's
Black Hole.
Additional:
* Enigma's signature
Black Hole can be devastating if being stolen and dropped on multiple heroes.
* Black Hole requires channeling. Since Enigma has no other ability to replace his last casted spell during channeling, Rubick can steal
Black Hole relatively easily if he stays back.
* Rubick can interrupt Black Hole from Enigma, even with an activated
Black King Bar, by casting the spell with Enigma in range with regards to the extra cast range granted by
Arcane Supremacy.
* Black Hole can be interrupted by
Telekinesis in the early game, giving enough time window to steal the spell.
* Bear in mind that an experienced Enigma will purchase Black King Bar and
Linken's Sphere at the same time to prevent Rubick from stealing the spell, yet the extra
Linken's Sphere will delay Enigma's power spike, so use it to Rubick's advantage.
* It is advised to build items around Black Hole as Rubick.
Aghanim's Shard,
Black King Bar ,
Aghanim's Scepter and even
Refresher Orb are all legitimate item choices.
* Malefice is a decent source of damage and stun that helps with ganking. If stolen, it can be used to interrupt
Black Hole as well.
* Demonic Conversion helpes with pushing and farming for Rubick.
* Fade Bolt effectively negates damage from Eidolons and helps with counter-pushing.
* Midnight Pulse is a solid skill for farming and teamfight damage, which is further amplified by
Arcane Supremacy and talents.
* Unexpected enemy may take the effect of Midnight Pulse as that of Enigma's and soak up damage while unrealized.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother,
Phantom Lancer,
Chaos Knight,
Lycan,
Naga Siren,
Shadow Shaman,
Visage,
Nature's Prophet,
Terrorblade,
Warlock,
Wraith King.
* Heroes with long lockdowns: Shadow Shaman,
Legion Commander.
* Stunt from Fireblast can combinated
Multicast after Ogre Magi level 6 canceled from Shadow Shaman's channeling.
* Ether Shock is a great farming ability as a handy short-cooldown nuke.
* Hex and
Shackles gives Rubick extra lockdown potential in ganks and teamfights.
* Mass Serpent Ward, should Rubick steal, serves as a powerful source for teamfighting, pushing, and acquring Roshan.
* Arcane Supremacy allows Rubick to cast
Hex and
Shackles at a further distance, which keeps Rubick at a safer position compared to
Shadow Shaman.
* Rubick can interrupt Shackles by casting
Telekinesis.
Additional:
* All abilities from Shadow Shaman can very vulnearble steal from Spell Steal.
* Rubick can interrupt Shackles by casting Telekinesis.
* Laguna Blade is one of the best tools to kill Phantom Assassin before she can do anything in early-to-mid game due to its high magical (pure with
Laguna Blade damage is Pure and pierces Spell Immunity talent) burst damage.
* Blur offers no protection against Lina's abilities. Likewise, Lina can counter
Blur's evasion by buying either
Silver Edge or
Monkey King Bar.
* Lina just has to be careful about Fan of Knives from
Aghanim's Shard and
Coup De Grace, as
Fan of Knives can deal pure damage to Lina and disable
Fiery Soul awhile
Coup De Grace can deal serious damage to her even if she is spell immune, which may force Lina to buy
Ethereal Blade to deal with Phantom Assassin.
Additional:
* Laguna Blade is one of the best tools to kill Phantom Assassin before she can do anything in early-to-mid game due to its high magical (pure with
Laguna Blade damage is Pure and pierces Spell Immunity talent) burst damage.
* Blur offers no protection against Lina's abilities. Likewise, Lina can counter
Blur's evasion by buying either
Silver Edge or
Monkey King Bar.
* Lina just has to be careful about Fan of Knives from
Aghanim's Shard and
Coup De Grace, as
Fan of Knives can deal pure damage to Lina and disable
Fiery Soul awhile
Coup De Grace can deal serious damage to her even if she is spell immune, which may force Lina to buy
Ethereal Blade to deal with Phantom Assassin.
* Heroes with high burst damage through their physical attacks or spells can kill Dazzle or his allies before he has a chance to use Shallow Grave. (Lina,
Lion, etc.)
Additional:
* Laguna Blade can kill Dazzle quickly before he casts Shallow Grave.
* Fragile support heroes are all ideal targets for the Phantom Assassin. Heroes such as Lina and
Witch Doctor are all prime targets that may not be able to react quickly and fight back due to Phantom Assassin's sudden appearance.
* Heroes with long animations can be frequently interrupted with Cold Snap: Earthshaker,
Monkey King,
Shadow Fiend
Lina
* Dragon Slave is easy to steal, and provides Rubick with a useful nuke.
* Light Strike Array serves as a cheap nuke as well as a crowd control ability.
* Rubick uses the fixed 0.15 second cast time when casting Light Strike Array, much faster than
Lina herself.
* Rubick can gurantee a stun by throwing the victim into the area with Telekinesis, extending the overall lockdown duration.
* Laguna Blade is an awesome ultimate that gives huge burst damage.
* Arcane Supremacy (combined with Level 25 talent +40% Spell Amp For Stolen Spells, as of 7.31c) increases its damage before reduction to a whopping 660/882/1134(830/1162/1494) (and even more so with
Aghanim's Scepter), without considering spell amplification from items.
* Laguna Blade is an intelligence hero with no regen ability, and casting
Laguna Blade back to Lina can result in her unexpected sudden death, or severly hinder her presence in the rest of teamfight. Nevertheless, the skill can also be cast on other squishy heroes or help bursting down enemy carries.
* Light Strike Array and
Laguna Blade has a short cast range, and Rubick can extend its range thanks to
Arcane Supremacy.
* Marci can be effective against vulnerable squishy heroes that cannot deal with heroes that jump onto them - Sniper,
Drow Ranger,
Lina,
Rubick, etc.
* Heroes that can keep Marci for a long time in one place so she can't pursue her targets, like Bane,
Lion,
Shadow Shaman,
Invoker,
Disruptor and
Kunkka.
* Heroes that reduce the damage that Marci can deal during her ultimate, like Razor,
Rubick,
Bane,
Dragon Knight and
Underlord.
* Even though Phantom Assassin can easily kill Luna in few strikes, Luna can also do the same to Phantom Assassin if she is not careful.
* An ill-timed and ill-positioned Phantom Strike will make Phantom Assassin an easy target for counter-attack with
Eclipse if she does not have
Black King Bar available to use and if Phantom Assassin cannot kill Luna fast enough. This can be even better if Luna buys
Aghanim's Scepter.
* Moon Glaives can ignore
Blur's evasion if Luna attacks an enemy near Phantom Assassin.
* Luna can counter Blur's evasion by buying either
Silver Edge, or
Monkey King Bar, which are common items on Luna.
* Luna just has to be careful about Fan of Knives from
Aghanim's Shard and
Coup De Grace, as
Fan of Knives can disable
Moon Glaives and
Lunar Blessing while
Coup De Grace can deal serious damage to her even if she is spell immune, though this issue can be solved by buying
Ethereal Blade, which is a situational item on Luna.
Additional:
* Even though Phantom Assassin can easily kill Luna in few strikes, Luna can also do the same to Phantom Assassin if she is not careful.
* An ill-timed and ill-positioned Phantom Strike will make Phantom Assassin an easy target for counter-attack with
Eclipse if she does not have
Black King Bar available to use and if Phantom Assassin cannot kill Luna fast enough. This can be even worse if Luna buys
Aghanim's Scepter.
* Moon Glaives can ignore
Blur's evasion if Luna attacks an enemy near Phantom Assassin.
Aghanim's Shard upgraded
Moon Glaives can also reduce damage from
Coup De Grace and
Moon Glaives Phantom Assassin inflicts on Luna and damage Spirit Phantom Assassin she is close to her. And the
Aghanim's Shard upgraded
Moon Glaives have true strike for their duration, which renders
Blur's evasion insignificant.
* Luna can counter Blur's evasion by buying either
Silver Edge, or
Monkey King Bar, which are common items on Luna.
* Luna just has to be careful about Fan of Knives from
Aghanim's Shard and
Coup De Grace, as
Fan of Knives can deal health-based damage to Luna and disable
Moon Glaives and
Lunar Blessing while
Coup De Grace can deal serious damage to her even if she is spell immune, though this issue can be partially solved by buying
Ethereal Blade, which is a situational item on Luna.
* All assassin-type carries in a one against one situation: Meepo,
Phantom Assassin,
Riki,
Ursa. Luna's only chances are that she buys
Ethereal Blade or
Black King Bar to gain a slight edge against them, or both items if necessary.
* Telekinesis allows Rubick and his team to coordinate a gank on Luna early on. And just like
Aghanim's Shard upgraded
Dismember,
Aghanim's Shard upgraded
Telekinesis can also allow Rubick to save an allied hero from being killed by Eclipse.
* Fade Bolt allows Rubick to harass Luna on lane and weaken her attack damage early on.
* Both, Lucent Beam and
Eclipse are very useful for Rubick to steal with
Spell Steal, Luna's only way to counter this is with
Lunar Orbit. Rubick can also use them from further distances than Luna thanks to
Arcane Supremacy that increases his cast range and when he gets
Aghanim's Scepter.
Additional:
* Lucent Beam is a solid magic nuke with a stun.
* Aghanim's Shard upgraded
Lucent Beam gives Rubick bonus damage whenever he uses it
* Eclipse can output massive damage if casted by
Rubick.
* Rubick has a good chance to steal Eclipse since
Luna has only two cast abilities.
* Aghanim's Scepter greatly increase the effectiveness of the ability, with more damage as well as extended cast range.
* For the same reasons, Rubick also makes a good ally for Luna when they are in the same team.
* Heroes with high burst damage and Black King Bar can take down Dark Willow quickly:
Phantom Assassin,
Sven,
Wraith King
* Undying saps strength from heroes with Decay, and Ogre Magi's high strength gain will allow Undying to steal more and more strength, becoming stronger with each use.
* Due to the Strength steal from Decay, Undying is normally very tanky, and has high health, making it harder for Ogre Magi to kill him.
* Invoker's multiple spells can lock down Undying and disable him from doing much.
* Tombstone can be stolen to counter-initiate the enemy team in skirmishes.
* Tombstone provides vision over the enemy around, use this to Rubick's advantage for more spells.
* Since Undying is melee and has low attack speed, the tombstone can be hard to taken down by Undying himself.
* Flesh Golem provides Rubick with increased Health pool and a powerful attack modifier.
* Rubick can apply the
Flesh Golem debuff much more easily as a ranged hero.
* Decay is a decent damaging ability, making Rubick somewhat tankier in teamfights.
* Soul Rip can be used for extra heal or burst damage.
Additional:
* All abilities from Undying easy to steal to Rubick with Spell Steal.
* Blade Fury, similar to Rage, grants immunity to Invoker's spells and can dispel some debuffs as well.
* Omnislash renders Juggernaut invulnerable to Invoker's spells and can easily take Invoker down.
Additional:
* Juggernaut's instant spell immunity from Blade Fury. helps him dodge Invoker's combos. He can dispel the disables from
Cold Snap and
Deafening Blast and dodge the damage from
Chaos Meteor, as well as walk through
Ice Wall.
* Juggernaut's high DPS allows him to kill split pushing Forge Spirit(s) effortlessly, and his high armor prevents them from being a threat to him.
* However, Invoker can hit Juggernaut with Sun Strike through
Blade Fury, making the
Tornado and
Sun Strike combo a threat if he does not dodge
Tornado.
* Heroes with abilities that can save teammates are also effective such as Shadow Demon,
Dazzle,
Oracle,
Bane,
Pugna,
Tusk,
Winter Wyvern,
Io,
Underlord,
Treant Protector and
Keeper of the Light.
* All abilities from Juggernaut (except Blade Dance) is very vulnearable steal to Rubick's Spell Steal.
Additional:
* Juggernaut looks like a carry that
Rubick can hardly manfight, and it is surely the case that Rubick needs the assistance from his team to overwhelm the hero. However, his skills can be of great use for Rubick if used at the right occasions.
* Blade Fury is a great farming ability with low cooldown. What is bizarre about this ability is that it grants Rubick spell immunity and constant damage around him (movement speed buff with
Aghanim's Shard). In early to mid game when all heroes has relatively low physical damage, the spell allows Rubick to become a temporary tank that enemy needs to run away from, extending Rubick's early killing potential.
* Telekinesis can throw a victim in range to eat up the damage from
Blade Fury.
* Blade Fury can be stolen and used in a pinch to negate the damage from
Blade Fury of
Juggernaut. Note that with
Aghanim's Shard Juggernaut can still deal damage to Rubick.
* Healing Ward, if stolen, serves as a magnificant healing tool within or after a teamfight. The constant area-of-effect healing helps greatly when your teammate is manfighting the enemy or escaping in a bad situation, and can even turn the fight around.
* Juggernaut is melee and cannot target an enemy
Healing Ward easily unless he is in the midst of battle. Also, Juggernaut is not directly controllable during
Omnislash and cannot attack
Healing Ward.
* Omnislash is possibly the least useful spell Rubick can steal from Juggernaut. Although it is a good damage source in the early game, as a hero who seldom bulk up his physical damage,
Omnislash falls quickly as the game goes on.
* It is worth mention that Omnislash could be used as an escape ability for Rubick with the help of
Blink Dagger.
* Omnislash grants invulnerability at the midst of a fight. With quick reflex and judgement, Rubick can possibly dodge lockdowns and area disables, even steal a new spell when
Omnislash is still on the fly.
* Heroes with single-target abilities will be overwhelmed by Lycan and his summons: Wraith King,
Bane,
Phantom Assassin.
* Phantom Assassin's Blur is a real problem for Lycan, as he relies entirely on direct attacks to deal damage.
* Heroes with abilities which have a built-in spell immunity: Lifestealer,
Juggernaut,
Pangolier.
* Shield Crash is a great area-of-effect ability on Rubick primarily for farming.
* Swashbuckle is a great reposition and damage ability on the hands of Rubick.
* Note that Rubick does not have Lucky Shot, so the ability might be less effective as a source of damage.
* Pangolier may build items such as
Maelstrom or
Diffusal Blade to add up attack multipliers to the ability, and Rubick can choose to build similar items should he choose the route.
* Rolling Thunder is a unique ability that allows Rubick to jump in the center of teamfight while protected by Spell Immunity, creating chaos and possibly chain stun the enemy team.
* Rolling Thunder negates the collision damage and stun from Pangolier's
Rolling Thunder.
* Rubick uses the fixed 0.15 second cast time when casting Rolling Thunder, making it faster than
Pangolier himself.
* Rubick can still use his abilities during Rolling Thunder - throwing an enemy en route by casting
Telekinesis can be a good idea.
* The decision to steal Rolling Thunder should be made quickly as Pangolier cast
Shield Crash very often during Rolling Thunder.
* Arc Warden's
Tempest Double is helpful for killing Ogre Magi who lacks AoE damage and disables.
* Invoker's Forge Spirit can negate
Flux.
* Provided he does a right combo with Chaos Meteor, Invoker can easily burst down Arc Warden (plus his clone if he spawns it.)
* An early Orchid Malevolence can shut down Arc Warden pretty hard, especially when Invoker has a good lane against him if he kills him early on.
* Deafening Blast and
Ice Wall limit's Arc Wardens mobility and damage, crippling him greatly.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother,
Phantom Lancer,
Chaos Knight,
Lycan,
Naga Siren,
Shadow Shaman,
Visage,
Nature's Prophet,
Terrorblade,
Warlock,
Wraith King.
* Warlock's signature Chaotic Offering can be devastating if stolen and dropped on multiple heroes.
* Telekinesis interrupts Upheaval when used on Warlock. Alternatively, Rubick can also cast this on a naerby creep or hero and drop them near Warlock to interrupt its channeling. When upgraded with
Aghanim's Shard, Rubick can also use it to save an ally (or himself) from its area slow and damage.
* Fatal Bonds provides Rubick with a decent farming and harassing tool in the early game.
* Shadow Word provides some utility by healing Rubick and his team, and also as a harassment tool when used on enemies in the laning stage.
* Upheaval slows and damages enemies in an area, and it works exactly the same when casted by Rubick. Furthermore, he can extend its range and debuff amplification with Arcane Supremacy.
* A stolen Chaotic Offering can also be used to interrupt Upheaval while Telekinesis is on cooldown.
* It is advised to build items around Chaotic Offering as Rubick.
Aghanim's Scepter,
Octarine Core and
Refresher Orb are all legitimate item choices.
Additional:
* All of Warlock's abilities are worthy choices for Rubick to Spell Steal, primarily Chaotic Offering. Furthermore, stolen abilities are also affected by the increased cast range and spell amplification from
Arcane Supremacy.
* Telekinesis interrupts Upheaval when casted on Warlock, or to save allies (or himself) from its area slow and damage with
Aghanim's Shard.
* Bear in mind that Warlock likes to cast his abilities in quick succession, so the time window left for Rubick to steal Warlock's ultimate can be short.
* Certain Hero's potential lies on the combo of their abilities. As an example, Ember Spirit can cast
Sleight of Fist and
Searing Chains together to root and damage enemies from a far distance. Yet for
Rubick, casting
Searing Chains can only catch enemies at a close distance, and
Sleight of Fist does little more than a scratch of right click.
* It is arguably possible to group spells together after getting Aghanim's Scepter, but stealing two separate spells from one single enemy is somewhat luxurious in an intense fight.
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
Additional:
* Ember Spirit has a small mana pool, which is why QW-Invoker can burn it out very effectively with his own E.M.P., do not give Ember Spirit the opportunity to play with his abilities and cause damage with them in a fight.
* QW-Invoker Destroys Ember Spirit's Flame Guard with his own
Tornado, which is why Ember Spirit cannot defend against Invoker's strong magic damage.
* Bounty Hunter and
Slardar both have ultimates (
Corrosive Haze and
Track) that reveal Invoker through Ghost Walk.
* Rubick is a potential counter to Bounty Hunter as he can steal his Track and use it against his invisibility, and also provide his team with more gold if the tracked hero is killed.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother,
Phantom Lancer,
Chaos Knight,
Lycan,
Naga Siren,
Shadow Shaman,
Visage,
Nature's Prophet,
Terrorblade,
Warlock,
Wraith King.
* Wraith King abilities are mostly passive making Spell Steal meaningless.
* This can also mean that Rubick's Spell Steal used on Wraith King guarantees him a stun spell.
* Rubick's lack of mobility & low health pool is easily tear down by Wraith King physical attacks.
* E.M.P. allows Invoker to burn Wraith King's mana to prevent Reincarnation from triggering (only until Wraith King gets his Aghanim's Shard).
* Ice Wall and Cold Snap are particularly crippling for Wraith King as they allow to kite him very effectively, preventing him from dealing melee attack damage.
Additional:
* Invoker can drain Wraith King's mana with E.M.P., preventing him from reincarnating unless Wraith King has his Aghanim's Shard.
* Even if Wraith King survives and reincarnates, Invoker still has an arsenal of spells to lockdown Wraith King, including an easily setup Ice Wall.
* Tornado applies an area dispel to clear skeletons.
* A hero that Rubick cannot reliably kill in most cases,
Wraith King is deceptively vulnerable to
Rubick in teamfights.
* Rubick can kite
Wraith King by casting
Telekinesis should
Rubick stays alive after first wave of skirmishes.
* {{A:Fade Bolt|Rubick} negates damage from Wraith King's skeletons.
* Wraithfire Blast is a spell very easy to stolen even for new Rubick players if
Wraith King is on the other side.
* A 2 second stun with a 8 second cooldown (6 second with Rubick's Level 15 talent -25% Stolen Spells Cooldown, as of 7.31c) is already far enough to lockdown Wraith King to a crawl, as he does not have much mobility on his own and can be easily targeted.
* Reincarnation may sound insurmountable, but the extra 3 second delay already grant about half the cooldown duration for a stolen
Wraithfire Blast.
* Rubick has sufficient mana pool to cast Wraithfire Blast multiple times.
* Although not the best option, Vampiric Spirit can be casted after Rubick gained enough last hits to summon skeletons for pushing and farming.
* Heroes with disables that ignore spell immunity will render Phantom Assassin completely useless in teamfights throughout the game: Axe,
Enigma,
Vengeful Spirit,
Doom,
Bane,
Beastmaster,
Pudge,
Medusa,
Warlock.
* E.M.P. allows Invoker to burn Medusa's mana to weaken Mana Shield.
* Medusa's lack of mobility makes her easy to kite with Invoker's spells.
Additional:
* E.M.P. is a large mana burn nuke which can hit Medusa's Mana shield with enough damage to lose even more mana.
* Deafening Blast disarms Medusa's ability to deal pseudo-AOE damage during teamfights.
* Cold Snap allows the opposing team to repeatedly stun Medusa in short succession, preventing her from successfully casting her ultimate due to its long cast time.
* Some heroes with extreme range, like Zeus,
Invoker or
Clockwerk, can snipe your allies from anywhere after your Grave has expired.
* Aghanim's Shard upgraded
Poison Touch can be used to hex Clockwerk, silencing him, disarming him, slowing him, and muting him, and thus rendering him unable to use
Blade Mail to return damage or to do anything at all.
* Shadow Wave will hit Clockwerk every time when he's fighting with an enemy inside Power Cogs.
* Due to Clockwerk's very low damage output, Dazzle will have more than enough time to Shallow Grave any enemy hero Clockwerk initiates on.
Additional:
* Shadow Wave will hit Clockwerk every time when he's fighting with an enemy inside Power Cogs.
* Due to Clockwerk's steady damage output, Dazzle has plenty of time to Shallow Grave anyone Clockwerk initiates on.
* With Normal Punch from
Aghanim's Scepter, Dark Seer can gain an advantage against heroes who rely on evasion as
Normal Punch has true strike:
Phantom Assassin,
Windranger,
Hoodwink.
* Spell Steal will easily steal all abilities from Dark Seer.
Additional:
* Spell Steal can perfect from Rubick's steal all abilities from Dark Seer. Rubick's always purchase
Aghanim's Scepter can two stolens abilities from Dark Seer's and waiting for seconds for second stolen abilities (example: combinated Vacuum and Wall of Replica) and many different combination.
* A good positoning from Rubick's Spell Steal waiting steal abilities from Dark Seer
Wall of Replica and illusion from
Wall of Replica Dark Seer's can fighting with effect from outcome steal
Wall of Replica from Rubick's.
* Combinated Rubick's steal Surge and
Blink Dagger is very important catch from Dark Seer's and enemies.
* Rubick's Telekinesis can lifted up Dark Seer or enemy heroes and throw to
Wall of Replica from Rubick's steal.
* Heroes with disables that ignore spell immunity will render Phantom Assassin completely useless in teamfights throughout the game: Axe,
Enigma,
Vengeful Spirit,
Doom,
Bane,
Beastmaster,
Pudge,
Medusa,
Warlock.
* Magic Missile is a solid damage source and lockdown that fits nicely with Rubick's kit.
* Rubick also acquires the secondary Magic Missile with
Aghanim's Shard.
* Wave of Terror can be used to scout an area to prevent juking or initiate with
Telekinesis, as well as reducing the armor of enemy team during a teamfight.
* Nether Swap does what it does - saving an ally from danger, initiating on an enemy, or helping with caughting a fleeing hero.
* With Aghanim's Shard, Rubick can lift himself up and drop quickly to a place of safety after the swap. Note that Rubick can only choose to either disable the enemy or save himself at one time with
Telekinesis.
Additional:
* All of Vengeful Spirit abilities are very good for Rubick to Spell Steal:
* Magic Missile provides an additional nuke/disable to pair with Fade Bolt and
Telekinesis, respectively.
* Wave of Terror serves as a good scouting/armor reduction skill that Rubick and his team can benefit from.
* Nether Swap complements Rubick's mobility and pairs well with other mobility items he usually builds. He can also use it to save an ally from danger.
* Tinker can use Laser to save an ally or himself from Phantom Assassin's initiate Phantom Strike due to the blind, forcing her to use a Black King Bar to effectively initiate, Tinker can also use Warp Flare one he buys
Aghanim's Shard to reverse Phantom Strike's blinking with
Phantom Strike.
* Tinker almost never uses his physical attack, relying on his spell-spamming to deal damage which ignores Blur's Evasion
* Defense Matrix prevents Coup de Grace from triggering.
* Any hero with a low HP pool is easy for Tinker to nuke down: Crystal Maiden,
Enchantress,
Gyrocopter,
Lion,
Riki,
Techies,
Terrorblade,
Necrophos,
Invoker.
* Shadow Wave provides good sustain against Tinker's spammable abilities.
* Shallow Grave can stop Tinker from bursting down a target.
* Tinker is relatively helpless against Invoker, as his Rearm and
Boots of Travel can be easily interrupted by Invoker's long range disables, even if he blinks away.
* Heroes with long lockdowns: Shadow Shaman,
Legion Commander.
* Heroes rely on their debuff to control the opponent will have a hard time against Press the Attack: Venomancer,
Earth Spirit,
Ogre Magi
* Heroes with low health will die easily during Duels, and can be farmed for damage in the early game: Crystal Maiden,
Lich,
Techies,
Rubick
* Shallow Grave prevents Legion Commander from killing her opponents in Duels.
* Shadow Wave will heal an ally caught in a Duel, as well as dealing damage to Legion Commander.
* Invoker's spells will disable and destroy Legion Commander while she's locked in a Duel.
* Shallow Grave prevents Ice Blast's shatter for up to 5 seconds, but can mostly only delay it as Ice Blast's debuff lasts 10 seconds and prevents
Shadow Wave from healing them.
Additional:
* Ice Blast negates healing from Shadow Wave, and lasts longer than Shallow Grave.
* Ancient Apparition has no escape or reliable control and is very fragile, which makes him an easy target for anyone who can get on top of him, like Phantom Assassin or
Clinkz.
* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities: Invoker,
Silencer,
Nyx Assassin,
Skywrath Mage,
Shadow Shaman,
Lion and etc.
* Phantom Assassin relies on her Blur to stay alive, but is very vulnerable to Sand King's heavy magic damage.
* With Burrowstrike, Sand King can often catch Phantom Assassin before she can use her Black King Bar.
* Sand King can dodge Stifling Dagger with Sandstorm.
* Phantom Assassin has a hard time killing Sand King because of his high mobility.
* Burrowstrike is one of the best and easiest steals for Rubick and Sand King should be careful when playing against him - it's much better to give away Sand Storm.
* Reactive Armor helps Timbersaw sustain harassment from
Stifling Dagger.
* Phantom Assassin has a moderate health pool and usually appears in the front line of battle, making her vulnerable to Timbersaw's pure burst damage output.
* Timbersaw can easily escape from Phantom Assassin thanks to his Timber Chain.
Additional:
* Reactive Armor helps Timbersaw sustain harassment from
Stifling Dagger, as well as ganking attempts.
* Phantom Assassin is a hero with moderate HP pool, and usually appears in the front line of battle. Because Blur does nothing against spells, she is vulnerable to Timbersaw's skills.
* Timbersaw can easily escape from Phantom Assassin thanks to his Timber Chain.
* Cold Snap can prevent Timbersaw from using both Timber Chain and Chakram due to the frequent stuns interrupting the lengthy cast animations, as well as stopping him mid-chain. This can negate Timbersaw's attempts to escape or dole out extra ability damage.
* Later in the game, Invoker's heavy magical and pure damage can be difficult to avoid, meaning Timbersaw's armor is less useful.
* Phantom Assassin does not deal with early aggression very easily (especially when magical damage). A competent Batrider can make life very difficult with Sticky Napalm followed by any other spell.
* QW-Invoker perfectly resists Batrider in his attacks, since Batrider has a small mana reserve and depends very much on him - E.M.P. perfectly allows Invoker to deprive her, and he also has the abilities of
Tornado and
Cold Snap, which can help him fend off his attack, and possibly even kill along with his team
Additional:
* QW-Invoker perfectly resists Batrider in his attacks, since Batrider has a small mana reserve and depends very much on him - E.M.P. perfectly allows Invoker to deprive her, and he also has the abilities of
Tornado and
Cold Snap, which can help him fend off his attack, and possibly even kill along with his team
* In general, Brewmaster's Cinder Brew and Thunder Clap makes him good against physical damage carries: Ursa,
Clinkz,
Faceless Void,
Troll Warlord,
Templar Assassin,
Phantom Assassin.
* Heroes with strong team-fight abilities (especially ultimates) like Tidehunter,
Brewmaster,
Death Prophet, etc.
* Tidebringer pressures Invoker easily in lane due to Invoker's low health and armor in the early game.
* Rubick can steal abilities from Kunkka (except Tidebringer) with Spell Steal. Since build Aghanim's Scepter, Rubick's make two steal abilities from Kunkka when the spot is right.
Additional:
* Kunkka is a strong teamfighter with his powerful control spells, which Rubick could exploit to his advantage.
* Torrent provides another source of damage and crowd control.
* Ghostship is a powerful teamfight spell, providing huge magical damage to enemies and buffing allies with damage negation.
* Both skills works the best when comboed with other source of control from allies, such as Duel or
Beserker's Call.
* Telekinesis can reposition an enemy onto a
Torrent or
Ghostship.
* Torrent Storm works as a disruptive spell for Rubick to create chaos around him.
* Tidal Wave offers another source of control and repositioning.
* As long as Kunkka gains these spells with
Aghanim's Shard and
Aghanim's Scepter,
Rubick does not need extra items to steal these spells.
* X Marks the Spot serves as a utility spell for escaping, chasing and other useful functions.
* Heroes who rely on physical damage output to be effective will fare badly against Muerta's Pierce the Veil:
Phantom Assassin,
Terrorblade,
Drow Ranger,
Lifestealer,
Anti-Mage,
Alchemist,
Lycan,
Clinkz,
Sniper.
* Heroes that commonly attack ethereal units will not have any problems against Muerta's Pierce The Veil: Tinker,
Jakiro,
Lina,
Luna,
Pugna or
Ogre Magi,
Enigma,
Batrider,
Techies,
Broodmother,
Dawnbreaker,
Shadow Shaman,
Bane,
Tinker,
Venomancer,
Arc Warden.
* Morphling's naturally high armor thanks to his high agility makes it hard for Phantom Assassin to take him down with Coup de Grace.
* Rubick's ability to steal Attribute Shift (Strength Gain) makes him extremely annoying to deal with because Rubick's shifted attributes will remain even if he steals a new spell.
* If Rubick moves enough points to strength and then steals Adaptive Strike, he will have a powerful 3-second ranged stun in his arsenal as well.
* Waveform provides a reliable nuke/escape to Rubick.
* Rubick can steal most abilities Morphling uses while Morphed, allowing Rubick to steal his own allies' abilities if the Morphling is not careful.
Additional:
* Morphling's abilities can grant unrivaled utility for
Rubick.
* Attribute Shift (Strength Gain) is a great spell that has a longlasting effect, since the attribute change is permanent even after losing the ability. By casting the spell,
Rubick becomes significantly tanky after pumping all his agility into strength.
* As the cost of the shift, Rubick's attack speed as well as his armor is hindered. Since the right click damage of Rubick is relatively trival in teamfights, armor items such as Medallion of Courage or
Buckler could greatly increase Rubick's effective health to physical damage.
* Rubick must be careful not to confuse Attribute Shift (Strength Gain) with
Attribute Shift (Agility Gain).
* Adaptive Strike (Strength) is a long-ranged stun.
* If Attribute Shift (Strength Gain) has been stolen and cast, the spell can stun the enemy for 3 seconds. The stun counters mobile heroes such as
Morphling.
* Waveform is a damaging pseudo-blink, giving Rubick much needed mobility and farming potential.
* Heroes that can apply early pressure before Phantom Assassin has farm are massive threats: Axe,
Viper,
Meepo,
Jakiro,
Pugna,
Slark,
Venomancer etc.
* Corrosive Skin makes Viper receive less damage from Invoker's spells
* Viper can harass Invoker with his Poison Attack in the early game.
* Viper Strike and
Poison Attack can kill Invoker easily if Ghost Walk is on cooldown.
* Viper Strike breaks Multicast.
* Corrosive Skin minimizes the damage from Ignite and Fireblast.
* Heroes who rely on magical damage resistance may have a hard time laning against Dazzle as all of Dazzle's abilities deal physical damage instead of magical: Anti-Mage,
Huskar,
Viper.
* Ice Wall and
Ghost Walk can be used to kite and escape from Viper.
* Chaos Meteor and
Sun Strike deal heavy damage and can quickly bring Viper down.
* Cold Snap,
Tornado, and
Deafening Blast are powerful disables that reduce Viper's effectiveness.
* E.M.P. burns Viper's limited mana pool, reducing his potential poison damage.
* Forge Spirits can melt Viper's armor and reduce his durability.
* If Rubick can use Spell Steal to take
Nethertoxin, he will be able to disable
Corrosive Skin, reducing much of Viper's durability.
* He can also steal Viper Strike, which can be used to hinder a hero on your team (or multiple heroes, if Rubick has
Aghanim's Scepter).
* Overgrowth prevents Phantom Assassin from using Blink Strike even through her spell immunity.
* Living Armor reduces Phantom Assassin's physical damage whenever she attempts to gank an allied hero.
* All of Treant Protector's abilities are worth stealing, and Rubick is able to cast them with no animation time.
* Static Link can lower the damage output from
Coup de Grace procs, hindering Phantom Assassin's main source of damage. And Phantom Assassin is not a common
Linken's Sphere wielder to counter this problem.
* Eye of the Storm strikes cannot be evaded by
Blur.
* Both Static Link and
Eye of the Storm pierces spell immunity, as Phantom Assassin is often reliant on Black King Bar.
Additional:
* Static Link can lower the damage output from Coup de Grace procs, hindering Phantom Assassin's main source of damage.
* Eye of the Storm strikes cannot be evaded by Blur.
* Both Static Link and Eye of the Storm pierces spell immunity, as Phantom Assassin is often reliant on Black King Bar.
* Spell Steal can easily steal abilities from Razor. Since Rubick get steal Static Link, Rubick can recover of his stolen damage, or simply steal Razor's own
* Queen of Pain usually outlanes Invoker, giving her team a significant early game advantage while Invoker is still farming.
* Blink allows Queen of Pain to escape from Invoker's combo if he doesn't have disables.
* All of Queen of Pain's abilities are worthy choices for Rubick to Spell Steal. In addition, he can cast her abilities from further distances than her thanks to
Arcane Supremacy's increased cast range and spell amplification.
* Firestorm can deal serious damage to Phantom Assassin during laning.
* Pit of Malice prevents Phantom Assassin from either escaping or engaging with
Phantom Strike.
* Phantom Assassin's damage output is entirely physical, therefore Atrophy Aura is very hazardous for her in most of the stages, particularly since it also affects
Coup De Grace, hindering Phantom Assassin's main source of damage.
* Without proper items and any area-of-effect ability/item, Phantom Assassin cannot stop Underlord and his team to escape with Fiend's Gate, and she has nothing to intercept Underlord and his team when they use
Fiend's Gate to teleport on any area of the map outside of
Fan of Knives from
Aghanim's Shard.
Additional:
* Firestorm can be used to deal serious damage to Phantom Assassin during laning that ignores evasion from
Blur.
* Pit of Malice prevents Phantom Assassin from either escaping or engaging with
Phantom Strike.
* Phantom Assassin's damage output is entirely physical, therefore Atrophy Aura is very hazardous for her in most of the stages, particularly since it also affects
Coup De Grace, hindering Phantom Assassin's main source of damage.
* Without proper items and any area-of-effect ability/item, Phantom Assassin cannot stop Underlord and his team to escape with Fiend's Gate, nor she can intercept them if Underlord chooses to teleport on any area of the map.
* As a frontline tank, the abilities of Underlord is surprisingly spell-cast heavy, and is often great for Rubick to steal.
* Firestorm is a great ability for farming, pushing and serves as a useful teamfight damage source, and even more so when its damage is amplified by
Arcane Supremacy and
Aghanim's Shard.
* It is worth mention that Firestorm has no visible effect on heroes other than damage, and the enemy team may easily mistaken the ability as casted by
Underlord, resulting in unexpectedly soaking up more damage.
* Pit of Malice is a great area control ability in teamfights, capable of trapping multiple heroes in a hazard area.
* Underlord has no immediate reposition ability, and since he usually stays at the front, he can be an easy target for Rubick's
Pit of Malice.
* Fiend's Gate, if stolen, grants Rubick's team great versatility around the map. Creating a surprise gank or appear as a group at the enemy backline during skirmish, escaping as a team from bad situations, or even taking Roshan or enemy highground unexpectedly, the possibility are endless with careful communication among Rubick's team.
Additional:
* All of Underlord's abilities are useful for Rubick to Spell Steal.
* Heroes which rely exclusively on right clicks will struggle somewhat against Blinding Light: Phantom Assassin,
Wraith King,
Medusa
* Heroes with teleports to escape Solar Blind and Will-O-Wisp: Phantom Assassin,
Puck,
Queen of Pain,
Storm Spirit
* Fire Spirits applies a severe attack speed slow, severely hindering Phantom Assassin's damage output.
* Phantom Assassin cannot cast Phantom Strike on Phoenix during Supernova.
Additional:
* While her Phantom Strike does give limited extra attack speed, she cannot use the ability against the Phoenix Sun, and while her
Blur may protect her from attacks, Phoenix's strong magical DPS burns away her small health pool quickly, and the attack speed slow makes her unable to fight back (provided she has no source of spell immunity).
* As a hero with uncommon traits, Phoenix's abilities require more health than mana. It is advised for Rubick to purchase health regeneration items such as
Tranquil Boots,
Urn of Shadows or
Hood of Defiance to keep up with the HP loss.
* Phoenix's signature
Supernova, if casted successfully, can turn a teamfight around if being stolen.
* The initial lift and the following crowd control from the drop of Telekinesis can protect the egg from being attacked if casted right before
Supernova with quick fingers.
* A successfully reborn Supernova refreshes the cooldown of
Telekinesis as well as
Fade Bolt, so don't hesitate to spam both of them before
Supernova with the reasons mentioned above.
* Supernova has a stun range of 1200, which requires Rubick to have Level 3
Arcane Supremacy at least to exceed its range. Consider buying
Aether Lens or
Blink Dagger to help with positioning.
* It is not possible to cast Supernova (as of 7.31c) with
Aghanim's Shard's extra
Sun Ray even with both spell stolen, since
Sun Ray takes up two stolen ability slots.
* Icarus Dive is a useful repositioning ability for scouting, initiation or escaping.
* Fire Spirits aids with Rubick farming given enough HP regeneration. In early skirmishes, the stolen ability can slow the attack speed of the enemy team to a crawl.
* Combined with Fade Bolt, both the attack damage and attack speed of the enemy team are reduced if they have no source of dispel, effectively nullifying their physical attack damage.
* Sun Ray thrives in and after a teamfight by damaging enemy heroes and healing allies at the same time.
* Rubick can interrupt both Icarus Dive and
Sun Ray by casting
Telekinesis.
* Enfeeble greatly reduces Phantom Assassin's attack damage, and if her attack damage is weak,
Coup De Grace will also suffer from attack damage reduction as well.
Enfeeble also reduces cast range of Phantom Assassin's abilities, making her unable to harass with
Stifling Dagger and to use
Phantom Strike at longer distances.
* Nightmare and
Fiend's Grip can ground Phantom Assassin, who normally blinks around with
Phantom Strike, and stop her from outputting damage.
* Phantom Assassin's low health pool early on makes her susceptible to {A|Brain Sap|Bane
Additional:
* Enfeeble greatly reduces Phantom Assassin's attack damage, and if her attack damage is weak, Coup De Grace will also suffer from attack damage reduction as well. Enfeeble also reduces any healing Phantom Assassin receives, making her unable to heal herself with Phantom Strike, and it also reduces cast range of Phantom Assassin's abilities, making her unable to harass with
Stifling Dagger and to use
Phantom Strike at longer distances.
* Nightmare and Fiend's Grip can ground Phantom Assassin, who normally blinks around with Phantom Strike, and stop her from outputting damage, even with Black King Bar.
* Phantom Assassin's low health pool early on makes her susceptible to Brain Sap and Fiend's Grip's heavy nuke damage.
* Heroes that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip: Disruptor,
Death Prophet,
Enigma,
Faceless Void,
Invoker,
Lich,
Magnus,
Mars,
Medusa,
Outworld Destroyer,
Phoenix,
Puck,
Queen of Pain,
Shadow Fiend,
Treant Protector,
Underlord,
Winter Wyvern,
Witch Doctor,
Zeus.
* Hex abilities can cancel the channelling of Fiend's Grip : Lion,
Shadow Shaman,
Dazzle from
Aghanim's Shard with upgraded
Poison Touch.
* Fiend's Grip is a powerful but channeled ability, making it useful and easy to Spell Steal and interrupt with
Telekinesis.
* Stolen Fiend's Grip or Nightmare combined with Arcane Supremacy allows Rubick to disable Bane's allies for a longer period of time.
* As a natural Aghanim's Scepter carrier, Rubick can steal an upgraded Fiend's Grip and deal lots of damage to Bane's allies.
* Heroes with illusions and summons can be hard for Phantom Assassin to deal with, as she lacks any AoE abilities to deal with them without items: Broodmother,
Phantom Lancer,
Chaos Knight,
Lycan,
Naga Siren,
Shadow Shaman,
Visage,
Nature's Prophet,
Terrorblade,
Warlock,
Wraith King.
* Heroes with armor reducing abilities greatly hinder Visage's defense like Slardar and
Dazzle.
* Heroes such as Lone Druid,
Tidehunter and
Viper can be very problematic for Phantom Assassin because they give her very little time to farm and become scary.
* Heroes with strong team-fight abilities (especially ultimates) like Tidehunter,
Brewmaster,
Death Prophet, etc.
Additional:
* Fade Bolt reduces damage output of Anchor Smash.
* Ravage is an easy target to Spell Steal, so always be sure to use Anchor Smash immediately after Ravage when playing against a Rubick.
* Spells stolen by Rubick are potentially stronger due to the lack of cast animations, his talents, and his passive, Arcane Supremacy.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
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Phantom Assassin
*
Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time:
Phantom Assassin,
Enchantress,
Huskar,
Underlord.
Dazzle
* Doom can completely shut down Dazzle through
Doom, as it prevents him from casting his abilities and, by extension, gaining Bad Juju stacks.
Invoker
*
Doom completely takes Invoker out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Doom is a good way to shut down Invoker, preventing from casting spells and using items for a lengthy time, thus forcing him to invest on
Linken's Sphere.
Additional:
*
Ogre Magi
*
Doom makes Ogre Magi less disruptive.
Infernal Blade effectively negates Ogre Magi's durability.
Aghanim's Scepter, he can disable Multicast.
*
* With