* 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.
*
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.
* 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.
* Time Dilation while
Dark Pact and
Pounce are on cooldown will make these abilities unusable for a long time, reducing his escape potential. However, Time Dilation is dispellable with
Dark Pact so it needs to be timed well.
* Chronosphere will not reveal Slark during
Shadow Dance but covers the whole duration of Shadow Dance making him unable to use it to attack or escape. Slark still receives the regeneration benefit from Shadow Dance.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* Slark's low health and reliance on high built armor from
Essence Shift makes him susceptible to Muerta's
Pierce the Veil.
* Muerta cannot be attacked by Slark's physical attacks and
Essence Shift during
Pierce the Veil.
* Muerta's
Dead Shot and
The Calling can hit Slark even while hidden with
Shadow Dance.
* Bulwark blocks much of Slark's basic attack damage, even during
Shadow Dance.
* Slark finds it very difficult to have a good early/mid game when pressured in the early game by Spear of Mars and God's Rebuke.
* Spear of Mars and God's Rebuke can hit Slark through
Shadow Dance and
Depth Shroud.
* Should
Pounce be on cooldown, Slark is very vulnerable inside Arena of Blood.
* Bloodseeker is one of the hardest counters to Slark.Thirst prevents Slark from healing in lane with
Shadow Dance and may set him up for a kill while in the jungle,or retreating.
* Rupture will deal damage during
Pounce.
*
Dark Pact cannot dispel Rupture, preventing Slark from escaping ganks.
Additional:
*
Thirst stops Shadow Dance's passive health regeneration if Slark's current health is below the Thirst's visibility threshold.
*
Rupture effectively diminishes Slark's mobility in battle, leaving him susceptible to AoE stuns or forcing to teleport out of the fight.
*
Nether Blast will still hit Slark even if he is hidden during Shadow Dance.
* Even though Pugna can rarely target Slark directly with
Decrepify, he can still use it defensively on an ally to prevent Slark from getting stacks.
* Despite being somewhat easy to break with Pounce, Pugna can damage Slark and provide vision over him with
Life Drain.
* Slark has no sustained AoE to fight off Phantom Lancer's illusions as they continually spawn.
* Spirit Lance can give vision of Slark by spawning an illusion, making it harder for him to juke and gain the passive bonus from
Shadow Dance.
*
Phantom Rush helps Phantom Lancer chase down Slark if he tries to escape with
Pounce.
Additional:
* Slark has no sustained AoE damage to deal with a lot of Phantom Lancer's illusions.
*
Doppelganger lets Phantom Lancer dodge Dark Pact and Pounce and partially wastes the duration of Shadow Dance.
*
Spirit Lance can give vision of Slark via spawning an illusion, making it harder for him to juke and gain the passive bonus from Shadow Dance.
*
Phantom Rush helps Phantom Lancer chase down Slark when he jumps away with Pounce.
*
Toss and
Avalanche deals heavy damage to Slark in the early game, making Tiny a very dangerous target to gank.
* Tiny has 0 agility, which means Slark's
Essence Shift permanent agility steal does not do much against him.
*
Dark Pact is minimally effective against Phantasm illusions, and Slark lacks area damage otherwise.
*
Pounce can be counteracted by Reality Rift.
* Slark is naturally frail and dies quickly to Chaos Knight's burst damage before he can build
Essence Shift stacks.
* Be aware, however, that
Shadow Dance can make Slark hard to kill as he can't be targeted during its duration.
Additional:
*
Phantasms have enough health to survive Dark Pact, and Slark has no other source of AoE damage to deal with them.
* 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.
* 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.
* Thunder Strike provides vision on him while Slark is invisible.
* Glimpse's range at lvl 3-4 is more than enough to pull him back to a favorable position for your team to group up and kill him.
* Even though he is capable of picking you off and deal enough damage to kill you, Slark will be literally sticking his neck out, since jumping on Disruptor means being on his battleground.
* AoE silence and the ability to mute Black King Bar is deadly to Slark at all stages of the game.
Additional:
*
Static Storm and
Kinetic Field locks down Slark, as he cannot use Dark Pact to dispel any disables, or Pounce out while silenced.
*
Glimpse puts an end to any attempts at ganking Disruptor or his allies, and also negates Slark's mobility by bringing him back into the fight if he tries to escape with Pounce.
* Berseker's Call catches Slark in
Shadow Dance, wasting its duration and preventing him from escaping to regenerate.
* Unlike most disables,
Dark Pact cannot dispel Berserker's Call and the output damage would be returned by
Blade Mail.
Additional:
*
Berserker's Call forces Slark to attack him, even during Shadow Dance.
*
Counter Helix will hit Slark in Shadow Dance. It will also trigger frequently against Slark's high attack speed provided by Essence Shift stacks.
*
Culling Blade finishes off Slark before he gets a chance to slip away and regenerate his health, preventing him from playing his typical hit-and-run style.
* Natural Order aura prevents Slark from gaining armor from the agility stolen with
Essence Shift.
* Echo Stomp and Earth Splitter can hit Slark through his Shadow Dance ultimate.
* Slark's stats gain is relatively low compared to most agility carries making him quite squishy without his agility-based armor.
* Heroes that can deny Slark early kills will prevent him from snowballing:
Dazzle,
Abaddon.
* Heroes who cannot prevent Sven from killing supports will always be at a disadvantage in fights such as
Lina,
Slark and
Zeus.
* 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.
* Heroes like
Slark,
Witch Doctor and others also tend to suffer in Ice Blast's heal denial.
Additional:
*
Ice Blast stops Shadow Dance's passive health regeneration, even when Slark is not in vision.
* Heroes with AoE abilities will hit Slark in Shadow Dance:
Lina,
Jakiro,
Underlord,
Leshrac,
Dark Seer,
Earthshaker,
Timbersaw,
Crystal Maiden.
* Heroes with low health will die easily during Duels, and can be farmed for damage in the early game:
Crystal Maiden,
Lich,
Techies,
Rubick
* Heroes that lose a great amount of damage output and become less threatening:
Phantom Assassin,
Sven,
Slark,
Phantom Lancer.
* Once you have an
Aghanim's Scepter, Shadow Demon instantly reaches a new power spike and becomes a counter for a variety of heroes that have strong passives.
* Heroes that lose a great amount of their tankiness and become easier to finish off:
Bristleback,
Spectre,
Phantom Assassin,
Enchantress,
Dragon Knight.
* Heroes that lose a great amount of damage output and become less threatening:
Phantom Assassin,
Sven,
Slark,
Phantom Lancer.
* You can always stack camps and farm the scepter with Shadow Poison.
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape:
Silencer,
Death Prophet,
Puck,
Doom.
*
Slardar's level 25 talent makes
Corrosive Haze undispellable, thus providing his allies vision of Slark.
* Heroes that can deny Slark early kills will prevent him from snowballing:
Dazzle,
Abaddon.
* 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.
* Heroes who build mana boosting items but have low mana regeneration are especially vulnerable against Mana Break and Mana Void:
Timbersaw,
Slark,
Shadow Fiend,
Clinkz,
Bristleback
Nyx Assassin,
Magnus
*
Pounce prevents Anti-Mage from using Blink, and lets him disengage from Anti-Mage if needed.
*
Essence Shift allows Slark to permanently steal agility from Anti-Mage.
*
Shadow Dance stops Anti-Mage from being able to fight back in a slippery situation.
*
Slark's Dark Pact and Pounce can deny only one Earthbind and Poof can penetrate Shadow Dance if he doesn't build Black King Bar.
Additional:
*
Earthbind and
Poof will still hit Slark in Shadow Dance.
* Dark Pact can only remove one
Earthbind.
*
Ransack will still affect Slark, even if he has a
Black King Bar.
* 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.
* 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.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* 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.
* Sniper hugely lacks mobility and escape abilities so that he is an easy target for ganks from Slark.
*
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
*
Pounce can easily break Static Link, making it less powerful against him.
* Slark is one of the few heroes who can man fight a Razor, because of
Essence Shift.
*
Shadow Dance can prevent Razor from killing him and may provide an opportunity to kill Razor due to it preventing Razor from attacking Slark.
*
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.
*
Dark Pact dispels debuffs from Gush, Anchor Smash and even Ravage if timed correctly.
* Kraken Shell cannot restore attributes stolen by
Essence Shift or dispel the leash if he gets
Pounced.
* Meat Hook can prove annoying for Pudge if Rubick
Spell Steals it, allowing Rubick to easily hook and save his allies being Dismembered.
*
Dark Pact dispels Dismember if timed correctly.
*
Pounce allows Slark to escape Pudge's Rot once Dismember is over, and allows him to dodge hooks.
*
Shadow Dance hides Slark and grants him a high degree of mobility, which can make him a difficult target to hook and also protects him from Pudge's Dismember (including allies with an
Aghanim's Shard).
* All of Venomancer's abilities are decent choices for Rubick's
Spell Steal. Stealing Plague Wards makes them apply Poison Sting as well.
Additional:
*
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.
*
Dark Pact can dispel Venomous Gale and Poison Sting.
*
Shadow Dance allows Slark heightened regeneration when out of vision making DoTs effects less threatening.
* 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.
Additional:
* 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.
*
Upheaval does not interrupt Slark too much, as he can just Pounce out of the area.
*
Fatal Bonds and
Shadow Word can be dispelled by Dark Pact.
*
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.
Additional:
* 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.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* 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 with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* 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.
*
Slark with
Dark Pact
* Heroes that can remove the Track debuff with their skills:
*
Abaddon with
Aphotic Shield and
Borrowed Time
*
Huskar with
Life Break
*
Juggernaut with
Blade Fury
*
Legion Commander with
Press the Attack
*
Lifestealer with
Rage and
Infest
*
Naga Siren with
Mirror Image
*
Omniknight with
Heavenly Grace
*
Oracle with
Fortune's End and
False Promise
*
Phantom Lancer with
Doppelganger
*
Slark with
Dark Pact
*
Ursa with
Enrage
*
Weaver with
Time Lapse
*
Tidehunter with
Kraken Shell when damage received reaches the threshold.
* All abilities from Shadow Shaman can very vulnearble steal from
Spell Steal.
* Rubick can interrupt Shackles by casting
Telekinesis.
Additional:
*
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.
*
Nyx Assassin,
Bounty Hunter and
Slark can all sneak up and kill Shadow Shaman, Nyx being particularly deadly. Shadow Shaman must watch out for Slark carefully, as he can break either (but not both unless he makes a mistake) of Shadow Shaman's disables, with
Dark Pact and leap out of a serpent ward ring. These heroes, however, rely heavily on escape and are themselves not very durable and none of them can survive a full lockdown with Mass Serpent Ward. Having Sentry Wards can turn Shadow Shaman from prey to predator.
* 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.
Additional:
*
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.
* Heroes who have a high mobility (
Queen of Pain,
Storm Spirit,
Slark, etc.).
* 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 escaping and disjointing abilities can be good against Juggernaut:
Anti-Mage
Riki,
Queen of Pain,
Puck,
Storm Spirit,
Ember Spirit,
Slark etc.
Additional:
*
Blade Fury does not offer any protections against
Essence Shift, as it can go through spell immunity and reduces attribute.
* Slark can pounce away from Juggernaut and he cannot prevent or chase slark.
*
Shadow Dance prevent Juggernaut from using
Omnislash altogether, while regen himself at a higher rate. Slark can freely hit juggernaut without any fears of retaliation.
*
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.
* Enigma lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Enigma finishes his initiation:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* 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 with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* 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 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.
* 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.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
*
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.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
Additional:
*
Dark Pact easily purges away both slow and disarm effect from Lucky Shot.
* With
Pounce now applying leash to the target, Pangolier is helpless against Slark since both his Swashbuckle and Rolling Thunder will be disabled. Pounce also help Slark to easily escape from Rolling Thunder.
* Heroes with heavy magical nukes will take advantage of Slark's poor HP or force him to use Shadow Dance early:
Lina,
Lion,
Zeus
* 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.
*
Lion's lack of escapes gives
Slark easier time to catch him through
Pounce.
*
Shadow Dance gives
Slark the advantage of being untargetable, nullifying single target abilities (such as non-upgraded
Hex,
Mana Drain and
Finger of Death).
*
Dark Pact applies multiple instances of strong dispel on
Slark, which is strong against any of
Lion's disables.
*
Lion's low health pool and low armor make him extremely vulnerable to
Slark's damage output.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables:
Anti-Mage,
Clinkz,
Drow Ranger,
Faceless Void,
Gyrocopter,
Juggernaut,
Meepo,
Mirana,
Monkey King,
Morphling,
Phantom Assassin,
Phantom Lancer,
Riki,
Shadow Fiend,
Slark,
Sniper,
Terrorblade,
Troll Warlord,
Weaver.
* 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.
*
Dark Pact can dispel Enfeeble, as well as Nightmare and Fiend's Grip when timed correctly.
*
Shadow Dance can protect Slark from Bane's single-target abilities.
* Heroes with heavy magical nukes will take advantage of Slark's poor HP or force him to use Shadow Dance early:
Lina,
Lion,
Zeus
*
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.
*
Dark Pact can be cast during the cast animation of Light Strike Array and dispel its stun.
*
Pounce allows Slark to close the gap to Lina.
*
Shadow Dance prevents Lina from killing Slark with her Laguna Blade when his HP gets low.
* With
Dust of Appearance, Luna will be able to use
Eclipse on invisible heroes. Be mindful that
Slark is exception because he'll be able to remove the debuff with
Dark Pact.
*
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.
*
Shadow Dance prevents Luna from damaging Slark, and together with
Silver Edge he can easily chase her or escape from her.
* Luna has no way to escape from
Pounce's leash, which is especially bad as she is not used to buying
Wind Waker, which is the only way to escape from
Pounce outside of
Black King Bar.
* For the same reasons, Slark makes a very powerful ally for Luna when they are in the same team.
Additional:
* Luna's lack of mobility and escape abilities makes her easily to gank for Slark.
* Shadow Dance helps avoid all the damage from
Eclipse.
* For the same reasons, Slark makes a very powerful ally for Luna when they are in the same team.
*
Shadow Dance allows Slark to attack Lifestealer for its duration without any way for Lifestealer to fight back, allowing him to steal his stats with
Essence Shift, which also reduces Lifestealer's strength and, therefore, health pool.
* Slark can easily escape Lifestealer with
Pounce, and can avoid Open Wounds with
Dark Pact should Lifestealer be forced to itemize for it.
* Slark commonly buys a
Silver Edge, which can break Lifestealer's Feast, severely diminishing his damage output and lifesteal.
*
Depth Shroud from
Aghanim's Shard allows Slark to save both, himself and his allies with
Shadow Dance while also allowing them to fight back against Lifestealer.
* 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.
Additional:
*
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.
* All abilities from Undying easy to steal to Rubick with
Spell Steal.
Additional:
*
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.
* All of Treant Protector's abilities are worth stealing, and Rubick is able to cast them with no animation time.
*
Shadow Dance allows Slark to not be targeted by Unstable Concoction, making Alchemist stun himself and making himself vulnerable to the enemy.
*
Dark Pact also allows him to just purge off the stun if timed correctly.
*
Essence Shift will steal stats over long durations at a time should Alchemist lack the damage to kill Slark.
*
Pounce prevents Tinker from blinking away.
* Slark frequently builds
Shadow Blade, which allows him to approach Tinker unnoticed. Since Tinker's farming usually covers a significant amount of area on the map, Sentry Wards may not be cost effective.
*
Shadow Dance allows Slark to detect both common and unusual wards. Eliminating common ward causes Tinker trouble farming many lanes if he does not know who may be waiting to jump on him. Slark is also uniquely able to identify some of the less common wards used by Tinker, such as those placed on the cliffs at map edges which Tinker uses to give him vision over the trees he uses to hide in.
* Slark's extremely high move speed from
Shadow Dance, potentially stacked with
Shadow Blade, allows him to easily follow Tinker between lanes, especially if Tinker has pushed the lanes out.
*
Dark Pact dispels Laser's blind.
* Arctic Burn and Splinter Blast's debuffs are can be dispelled with with
Dark Pact. Arctic Burn also cannot be used to escape against
Pounce.
* Even though Cold Embrace can protect it's owner from Slark's direct attacks, Slark can still gain
Essence Shift stacks from attacking heroes affected by it.
* However,
Essence Shift works against allies, and Slark's low health pool means that if he's the target for Winter's Curse, he will go down very quickly as Winter's Curse cannot be dispelled at all.
*
Flux is dispelled by Dark Pact.
* Pounce allows Slark to avoid
Spark Wraiths.
*
Tempest Double allows Slark to build up Essence Shift stacks, especially when it is being used for split pushing.
*
Dark Pact can dispel Flaming Lasso if is used in anticipation, but a Blink initiation from fog can catch the Slark off guard.
* Slark can also take off any Sticky Napalm stacks with
Dark Pact in lane.
Additional:
* Shadow Dance's passive can inform Slark when he's under enemy vision, meaning it'll be very hard to catch Slark off-guard with
Flaming Lasso.
*
Flaming Lasso is dispelled by Dark Pact. Its casting can be prevented with
Shadow Dance or
Depth Shroud (it requires
Aghanim's Shard).
*
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.
*
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.
* Heroes with AoE abilities will hit Slark in Shadow Dance:
Lina,
Jakiro,
Underlord,
Leshrac,
Dark Seer,
Earthshaker,
Timbersaw,
Crystal Maiden.
*
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.
* Dark Seer relies on Surge for most of his mobility, so he's not very vulnerable to slows, but much more to root effects and walls or pseudo-walls such as
Disruptor's
Kinetic Field or
Slark's
Pounce.
* 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.
* 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.
* 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.
*
Dark Pact, if timed correctly, can dispel Wraithfire Blast's stun and slow.
* Since Wraith King has a lot of health and multiple lives, Slark can keep gaining
Essence Shift stacks, increasing armor, damage, and attack speed and can beat down Wraith King twice.
* Slark sometimes carries
Diffusal Blade to burn mana as an attempt to shut down Reincarnation.
* Because Wraith King has no AoE abilities,
Shadow Dance is particularly useful against Wraith King.
* If Slark sees the Sacred Arrow before it hits him, he can use
Dark Pact to remove it a moment later.
*
Pounce prevents Mirana from escaping with Leap.
* Slark can survive Mirana's
Aghanim's Scepter​ combo with
Shadow Dance.
* Medusa cannot chase Slark in any way and has no disable beyond her ultimate, making her unable to stop him getting away and regenerating before coming back to finish her off.
* Essence Shift particularly removes 1 intelligence point per hit, thus lowering Medusa's mana pool's cap and leaving her much more vulnerable in prolonged fights.
Additional:
* Medusa is especially vulnerable to
Essence Shift, as both strength and intelligence contribute to her effective HP, while agility contributes to her damage.
*
Dark Pact when timed right can be used to dispel Stone Gaze right after it petrifies Slark, allowing him to keep attacking Medusa throughout the duration.
* Slark's
Pounce can be used to dodge Hoodwink's abilities or lock her down.
*
Shadow Dance makes Slark unhittable from
Acorn Shot.
*
Dark Pact removes all slows from Hoodwink's abilities.
* Hoodwink's already low health output is a great target for Slark's
Essence Shift.
* 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 with strong dispels can remove Primal Roar's stun:
Abaddon,
Slark,
Oracle.
* Windranger tends to fare badly against high mobility heroes that can easily dodge Powershot, close the gap on her when she uses Windrun or escape from Focus Fire's reach. Examples of such heroes include
Spirit Breaker,
Lycan,
Storm Spirit,
Earth Spirit,
Void Spirit,
Slark and others.
Additional:
* Pounce helps put Windranger in place, even when she uses
Windrun to escape.
* Shadow Dance avoids Windranger's attacks from
Focus Fire altogether, and he can regenerate his health and fight back after Windranger uses up all her abilities.
* The stun from
Shackleshot and the slow from
Powershot can be both dispelled by Dark Pact, provided Slark casts it at the right moment.
* Both Scream of Pain and Sonic Wave should hit Slark during his
Shadow Dance.
* 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.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
*
Illusory Orb and
Phase Shift allows Puck to avoid most ganking attempts.
*
Waning Rift and
Dream Coil makes it very hard for Slark to escape bad situations.
* Puck's abilities used together also deals significant magical nuke damage, none of which are targeted and thus cannot be avoided by Shadow Dance.
* 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.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* Weak damage but high tick rate or persist in a long time:
Slark,
Gyrocopter,
Queen of Pain,
Shadow Shaman (
Shackles),
Jakiro,
Pugna,
Doom
* Heroes that can quickly deal damage to her, regardless of how weak they are, can easily break through her Refraction:
* Multiple attackers thanks to summoned units or clones:
Meepo,
Witch Doctor,
Lycan,
Enigma,
Shadow Shaman
* Multiple attackers thanks to illusions:
Phantom Lancer,
Chaos Knight,
Naga Siren (bonus for her
Ensnare). Also despite the visual effects, Templar Assassin does not spill damage against illusions or buildings, so she is not a really good hero to clean up illusions.
* Weak damage but high tick rate or persist in a long time:
Slark,
Gyrocopter,
Queen of Pain,
Shadow Shaman (
Shackles),
Jakiro,
Pugna,
Doom
Additional:
* Dark Pact rips through
Refraction charges and still steals attributes during Refraction.
* Pounce and Dark Pact will still hit Templar Assassin while she is
Melded. Since she cannot move, both abilities will be easy for Slark to land.
* Heroes with strong team-fight abilities (especially ultimates) like
Tidehunter,
Brewmaster,
Death Prophet, etc.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* Heroes that can jump on her:
Slark,
Queen of Pain,
Anti-Mage
* Clockwerk lacks burst damage, and that makes him vulnerable to heroes who can recover themselves and turn the fight around to their advantage after Clockwerk finishes his initiation. Additionally, Clockwerk hates buying
Dagon and
Ethereal Blade, which are the only itmes that can help him deal with heroes who can recover themselves and turn the fight around to their advantage:
Faceless Void,
Terrorblade,
Ursa,
Weaver,
Broodmother,
Slark,
Abaddon,
Wraith King,
Lifestealer.
* Heroes who build
Black King Bar as either core or situational item will be able to fight back against Nyx Assassin and freely attack him as Spiked Carapace cannot pierce spell immunity at all:
Axe,
Broodmother,
Dawnbreaker,
Enigma,
Huskar,
Jakiro,
Legion Commander,
Lina,
Luna,
Lycan,
Slardar,
Slark,
Troll Warlord,
Witch Doctor.
* Heroes that can easily bypass Io's allies to get to Io:
Riki,
Tusk,
Clinkz,
Sniper,
Slark,
Phantom Assassin,
Void Spirit,
Storm Spirit,
Ember Spirit,
Earth Spirit,
Spirit Breaker,
Lifestealer.
*
Lycan cannot escape from a Pounce even if he uses
Shapeshift, and has no disabling abilities to stop Slark.
* Pounce also stops
Nature's Prophet's
Teleportation.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
Additional:
*
Pounce's root prevents Earth Spirit from using Rolling Boulder to escape, making it easier for Slark to shut him down especially in the laning phase.
* Slark will have a hard time killing Sand King because of the survivability he gets from Burrowstrike and Sand Storm.
*
Shadow Dance, which usually allows Slark to survive fights, is ineffective against Sand King's AoE damage.
* 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.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* Heroes with AoE abilities will hit Slark in Shadow Dance:
Lina,
Jakiro,
Underlord,
Leshrac,
Dark Seer,
Earthshaker,
Timbersaw,
Crystal Maiden.
*
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.
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape:
Silencer,
Death Prophet,
Puck,
Doom.
* Slark's
Dark Pact allows him to dispel Silencer's debuffs.
* Against a carry Silencer,
Essence Shift will lower damage from both Glaives of Wisdom and his basic attack.
* Heroes that rely on their high mobility such as
Queen of Pain,
Slark and
Weaver can be constantly engaged against due to your excellent ability to chase over any terrain. Make sure you carry true sight items (such as
Dust of Appearance or
Gem of True Sight) for invisible heroes that could potentially escape your clutches.
* Pounce's leash prevents Storm Spirit from using
Ball Lightning, making it hard for Storm Spirit to escape a gank from Slark.
* Dark Pact can dispel
Orchid Malevolence's Soul Burn.
* Heroes with AoE abilities will hit Slark in Shadow Dance:
Lina,
Jakiro,
Underlord,
Leshrac,
Dark Seer,
Earthshaker,
Timbersaw,
Crystal Maiden.
* 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.
* 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.
* Heroes with good escapes can usually outmaneuver and escape from Spectre:
Slark,
Clinkz,
Weaver
Additional:
* Essence Shift deals 20 extra damage by draining one strength per hit, which cannot be reduced or spread by
Dispersion.
* Pounce prevents Spectre from escaping with
Spectral Dagger.
*
Haunt illusions usually don't deal a lot of damage to Slark as he tends to buy a
Shadow Blade, preventing
Desolate's and
Diffusal Blade's damage and activating Shadow Dance's regeneration to make up for any damage caused by
Radiance.
* Slark is a natural carrier of
Silver Edge, which helps break both
Desolate and
Dispersion.
* Heroes with heavy magical nukes will take advantage of Slark's poor HP or force him to use Shadow Dance early:
Lina,
Lion,
Zeus
* Zeus can deal a huge amount of damage, but he lacks defensive abilities, such as good mobility or resistance. Due to that, he doesn't like to be touched by any means. Heroes with higher damage output and good mobility will often get easily near Zeus and trade damage (eventually causing Zeus's downfall). Such Heroes include:
Lycan,
Slark,
Storm Spirit,
Spectre and others.
*
Viper Strike can disable
Essence Shift and the regeneration aspect of
Shadow Dance.
*
Dark Pact doesn't mean a lot against Viper's ubiquitous slows.
* Viper becomes a relevant presence in team fights before Slark can procure his standard items (e.g.
Shadow Blade).
* 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).
*
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.
* Slark can detect early Roshan attempts due to
Shadow Dance if he frequently checks the Pit.
* Enrage cannot restore attributes stolen by
Essence Shift and will reduce his physical damage output.
* Even if Ursa initiates with Earthshock, Slark can
Pounce away or use
Dark Pact after Ursa's initiation to avoid Fury Swipes' damage until Earthshock's slow is gone.
* Heroes with AoE abilities will hit Slark in Shadow Dance:
Lina,
Jakiro,
Underlord,
Leshrac,
Dark Seer,
Earthshaker,
Timbersaw,
Crystal Maiden.
Additional:
* Timbersaw can use
Chakram as a scouting tool to find Slark if he tries to
Pounce into the trees.
* None of Timbersaw's abilities require a target to be cast, allowing him to hit Slark inside
Shadow Dance.
*
Reactive Armor can be effective protection against a Slark who attacks quickly, since the strong armor and health regen cannot be stolen by
Essence Shift.
*
Timber Chain makes Timbersaw very mobile, meaning he is among the very few heroes who can actually give chase to a fleeing Slark.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
*
Shadow Dance does not protect Slark from Shadow Fiend's AoE spells.
*
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.
* Outworld Destroyer can disrupt Slark's attacks with
Astral Imprisonment either by banishing Slark or his target.
* Slark's low heathpool means he will die quickly to
Arcane Orb if he is directly attacked by Outworld Destroyer
* Slark has low intelligence gain, making him easy to finish with
Sanity's Eclipse if he tries to run with
Shadow Dance
Additional:
*
Arcane Orb deals pure damage, which ignores the armor granted from permanent agility stacks.
*
Astral Imprisonment can disrupt any Pounce attempt by banishing the leashed ally.
* Slark's low mana pool makes him more susceptible to
Sanity's Eclipse.
* 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.
* Slark's dependence on Pounce and close range makes him very easy to hit with
Purification and
Hammer of Purity.
* Slark's damage, even with a high count of Essence Shift stacks, is easily negated by Omniknight's heals and
Guardian Angel.
* All of Omniknight's abilities are valuable for Rubick to
Spell Steal, and Omniknight has no throwaway ability to cover his last used spell.
* 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.
* Heroes with blink or movement abilities, which are disabled by Pounce's leash:
Anti-Mage,
Earth Spirit,
Faceless Void,
Magnus,
Mirana,
Monkey King,
Morphling,
Pangolier,
Phantom Assassin,
Phoenix,
Puck,
Queen of Pain,
Riki,
Sand King,
Spirit Breaker,
Timbersaw,
Tusk.
* 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 reduce the damage that Marci can deal during her ultimate, like
Razor,
Rubick,
Bane,
Dragon Knight and
Underlord.
* Melee carries during the laning phase:
Sven,
Slark
* Heroes with dispels:
Legion Commander,
Oracle,
Slark,
Phantom Lancer
*
Phantom's Embrace cannot be dispelled by Slark's
Dark Pact, and will cause him to suffer damage if he doesn't kill Phantom fast enough.
*
Soulbind also cannot be dispelled by Slark's
Dark Pact, and will cause Slark to suffer from a single-targeted ability used on his ally that is also affected by it.
*
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.
* Earthshaker's many stuns can lock down slippery heroes like
Slark in his
Shadow Dance and
Weaver in his
Shukuchi.
Additional:
* Earthshaker's many AoE stuns help lock down Slark and will often waste the duration of Shadow Dance.
* As a frequent
Force Staff buyer, he can later on escape or save teammates from Pounce.
* Heroes with invisibility and high mobility can jump on and focus down Earthshaker before he has a chance to initiate:
Clinkz,
Slark,
Storm Spirit
* 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.
* A well-timed
Dark Pact can dispel Frost Arrows and Gust, letting Slark engage and escape freely.
*
Essence Shift is very detrimental for Drow Ranger as the loss of agility means that Marksmanship will also suffer from getting weakened.
*
Shadow Dance lets Slark quickly close the gap and deal heavy damage without giving Drow Ranger a chance to retaliate.
*
Pounce counteracts Frost Arrows's slow, and also allows Slark easily pin Drow Ranger down or flee from her.
*
Depth Shroud from
Aghanim's Shard will allow Slark to save both, himself and his allies and will also allow them to freely fight back against Drow Ranger without her noticing them.
Additional:
* Pounce and items like
Shadow Blade makes it very difficult for Drow Ranger to keep her distance from Slark, thereby losing her
Marksmanship bonus.
*
Gust is rarely enough to keep Slark at bay, as Drow Ranger has no movement abilities and will simply be chased down afterwards.
* Drow Ranger's heavy dependence on agility also makes her significantly weaker after being drained by Essence Shift.
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape:
Silencer,
Death Prophet,
Puck,
Doom.
* Heroes with strong team-fight abilities (especially ultimates) like
Tidehunter,
Brewmaster,
Death Prophet, etc.
* Though Slark's large damage output is most certainly a concern for the squishy Crystal Maiden, she does perform fairly well against him when coupled with aid from her team.
* Slark has no innate way to cancel Freezing Field, but the common purchase of
Skull Basher does make Slark a substantially greater threat to Crystal Maiden as the game progresses.
* Freezing Field can still hit Slark while he is under the effect of
Shadow Dance, and for the early and mid game, the damage output of Crystal Maiden's ultimate outscales Slark's passive regeneration, making a quick use of Freezing Field as soon as Slark uses
Shadow Dance a great way to combat him.
* Crystal Maiden's Frostbite and Crystal Nova are helpful in disabling and slowing the slippery Slark so he can be killed by her teammates.
*
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.
* 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.
Additional:
* Bristleback's abilities are nearly useless for Rubick to
Spell Steal, as he does not gain the bonuses from Warpath.
*
Essence Shift allows Slark to hit Bristleback freely whether on the front or back, stealing attributes and make Bristleback much less tanky.
*
Pounce can be used to disengage and recover lost HP with his ultimate passive, and can return to fight in a short period while Bristleback is already injured and got some of his attributes stolen.
*
Dark Pact makes it near impossible to keep the
Viscous Nasal Goo debuff on Slark.
* Although
Dark Pact cannot dispel
Quill Spray, meaning that Slark will still receive quill stack damage even if he used
Shadow Dance before.
* Slark builds
Silver Edge in almost every game, an item that greatly counters Bristleback.
*
Fade Bolt is not enough to burst
Phantom Assassin down without the help of other stolen spells.
*
Rubick has little armor and can be
Phantom Assassin's primary target.
*
Telekinesis is the only way for Rubick to retaliate if being jumped on, but the lockdown duration is generally not enough for Rubick to escape.
* Few of
Phantom Assassin's spells grants utility for
Rubick.
*
Phantom Assassin's spells strengthes her assault power combined with her physical damage output, yet Rubick is not considered a physical damage dealer.
* With that said,
Blur could be of use for Rubick to hide on back in teamfights waiting for the key spell without fearing of being initiated.
* 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.
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.
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Rubick
*
Crippling Fear silences nearby heroes and cannot be dispelled, which hinders Rubick's way to retaliate when being jumped on.
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.
* With
Slark
* With Dark Ascension he can keep vision on Slark, disabling his
Shadow Dance regeneration.
* Night Stalker is very fast so without the Pounce in lane, he can simply out distance him during the night.
* Slark is matched in night vision by only a few heroes, Night Stalker happens to be one of them.