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Rubick`O`Pedia [7.38b] ENG
От Wise Stump и 2 сътрудника
Hello, dear reader. Welcome to my Rubick guide, which shares my experience and vision of the hero!

Rubick is my favorite character, and I have played about 5600 games with him (not including games in the first DotA), which has allowed me to invest more meaning into this hero than others do. I have also discovered many features and bugs, even those that do not yet exist :D.

You may learn some interesting tricks or peculiarities of mechanics here, even if you don't play Rubick.
This manual is a translation of the original, which was written in Russian. The translation may be clumsy, but I hope you will enjoy it.
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Stump & Company

Made for you by:

Wise Stump - The Golden Rubick of Tatarstan. Protagonist, experimenter and AUTHOR of Rubick'o'Pedia. That's me.
Serd - Technical performer, tester, good cook and brave Disruptor. Loves memes.

John Smith - Technical performer, sly imp and joker. Loves Jojo jokes.

Compliments - First student and pub brawler.

Sandrrr - Second student, innovator and warden wizard.

Revan - Text translation

Daunya - Text translation

Radiance - Memes translation
Greetings


Rubick is a hero fit for true aristocrats! Only the most genuine aesthetes, such as good gentlemen, will be excited to play the second game on the Greatest of Greens.

If you are extraordinary, listen to jazz, smell like ginger, are not afraid of getting stuck in a hot desert of damn letters, love tea, have no allergies, or are just a good person, then Rubick will warm your soul like no one else! (There may be contraindications. Consult with your doctor.)


Well, Rubick is the most versatile hero. And in my opinion, he has all the roles. Undoubtedly, many will disagree, but I have proven this statement in practice.

I think it would be appropriate to remind you of some nuances of his abilities.
Discord Server


Come visit us in our Discord server “Arcane Palace”! This place is a kind of a Wizard's Den, where you can discuss all possible aspects of Rubick's gameplay, ask for advice or hint us something you might know.

>>> CLICK HERE <<<[discord.gg]
Telekinesis


"Telekinesis" lifts an enemy into the air and throws them to the ground, stunning those who the spell target lands on. During the lifting of the primary target, "Telekinesis" is replaced with "Telekinesis Land", which allows us to fling the target a short distance in any direction. Using Telekinesis Land leaves a mark that is only visible to us and our allies.

I call this a double disable. Only the primary stun, secondary stun radius, and cast range scale with level.
Primary stun - 0.95 / 1.2 / 1.45 / 1.7
(With level 15 talent - 1.35 / 1.6 / 1.85 / 2.1)
Secondary stun - 0.9 / 1.1 / 1.3 / 1.5
Cast range - 550 / 575 / 600 / 625
Mana cost - 110
Cooldown - 24 / 21 / 18 / 15
(With level 20 talent - 20 / 17 / 14 / 11)

(With level 10 talent, the secondary stun area will deal 175 magic damage, BUT not to the primary target)



The total duration of the primary stun includes 0.3 seconds of lift and 0.3 seconds of falling. When using this ability, immediately consider where to fling the flying target.
Lift one Meepo and fling into the other Meepos! No Lich or Earthshaker needed :D
Secondary stun area - 300 / 325 / 350 / 375
In this landing area, there is a smaller area that destroys trees.
Max fling distance - 375
(With level 20 talent - 615)

During the falling (0.3 seconds), the target moves towards the Telekinesis Land marker. You can reposition the marker during this time to fling the target in a different direction.
This "shaking" synergizes very well with Rupture. And the level 20 cast range talent makes it even more impressive.

One Telekinesis cannot be cast on top of another. This is important if we steal Tempest Double from Arc Warden and want to Lift a target already lifted by the original Rubick.

Here's a quick picture to show you what you can use to remove the Telekinesis effect from yourself or an ally. In some cases, you need to have an Aghanim's Scepter, Aghanim's Shard, or a learned specific talent.



Lift starts leveling at either level 2 or 4, after Arcane Supremacy is maxed for cast range progression. However, if stun duration is more important, Lift can be leveled to 2 first before passives.



Emergency Landing

Any ability that can displace or banish will prematurely land a Telekinesis target. The stun remains, but Telekinesis Land is blocked for Rubick.
So playing against Rubick, you can Force Staff allies to prevent the enemy from manipulating them. Or Rubick can self-Force to create the secondary stun early.
Abilities like Toss, X Mark The Spot, Boulder Smash, Nether Swap, Meat Hook, etc can replace Force Staff.



Zero Attention

The Telekinesis Land sub-ability has no cooldown and is not a real cast.
So the "landing marker" does not charge enemy Magic Stick/Wand on use. Also, Curse of Silence will not react to spamming the sub-ability.
And without a cooldown, Telekinesis Land does not trigger Time Dilation.



Too Heavy

If Telekinesis is cast on a spell immune enemy, they will not lift up. The ability will just create the secondary stun area. Lift does not change to Telekinesis Land since no one was lifted.



Too Heavy 2

Unfortunately, there are conditions where a target simply cannot be lifted at all. The 3 abilities mentioned above make Telekinesis not work properly.
If Lift is cast on a target already affected by these abilities, the only results will be mana loss and cooldown. The target will literally experience NOTHING.
Telekinesis 2
"Bring him Ladder!"


Over time, Valve has made numerous map reconstructions that change the positions of cliffs that enemies can be Telekinesis'd onto. Above you can see differently colored marks on the minimap. Each mark represents a cliff that a unit can be flung onto with Lift. The colors are different because the cliffs also differ from each other.

  • Pink - the hill is pretty standard, but if you see a tree there, you need to cut it down with an Quelling Blade or specific ability beforehand. Telekinesis Land will NOT break a tree on the hill.

  • Yellow - is not really a slide. It's a hillside that's lined with trees that you can't get through without specific means. Try to aim and not break too many trees with Telekinesis.



Aghanim's Shard

The Shard allows casting Lift on yourself or an ally with 35% increased Telekinesis Land range. The delay before the toss is reduced to 0.5.

Some rules and features:

  • We can set a landing point for ourselves, even if technically stunned.
  • Casting on an ally will interrupt their spell channeling.
  • With this Lift we can fly over not just trees and cliffs, but also enemy abilities that block pathing (Kinetic Field, Fissure, Power Cogs).
  • The enhanced Lift is less of a jump and more forced movement. So we can use it even while rooted.
  • Can be cast on self or allies while spell immune.
  • If you get hit by a burrow strike or other forced movement during Lift, you won't be able to press Telekinesis Land anymore. Be careful.
  • If you lift yourself but get stunned by something else mid-air, you can still reposition yourself with Telekinesis Land. But you won't be able to move yourself if you cast Lift while under reflected Lift (Lotus Orb or Counterspell).
Fade Bolt


The main attacking spell of the Shadow Wizard Money Gang Enjoyer.

A targeted lightning bolt that bounces to nearby secondary targets. The bolt deals magic damage and reduces the attack damage of hit units. With each bounce, the bolt's damage is reduced (attack reduction does not change).

Damage to primary target - 100 / 175 / 250 / 325
Damage reduction per bounce - 6%
Hero attack reduction - 5 / 15 / 25 / 35% (17 / 27 / 37 / 47% with level 10 talent)
Debuff duration - 10
Cast range - 800
Bounce range - 440
Cooldown - 16 / 14 / 12 / 10 (12 / 10 / 8 / 6 with level 20 talent)
Mana cost - 110 / 125 / 140 / 155

The bolt debuff can be dispelled.
The bolt will not affect invisible units or those in the fog of war.
The bolt always bounces to the nearest target.



Get the POWER

These items amplify the magic damage from the bolt due to their special properties.
In addition to items, the bolt damage can be amplified by our third ability.



Beware!


  • The bolt can bounce to spell immune enemies, but will deal less damage, and the debuff will only work after spell immunity ends.
  • Linken's Sphere will only save the primary target from the bolt. Spell Block will not prevent damage if the target is secondary.
  • Any magic resistance reduces our bolt's damage.
Remember it is beneficial to pop Linken's Sphere with the bolt in order to steal a needed spell. A trivial example - Enigma with BKB and Linken's already channeling Black Hole.


Arcane Supremacy


Passively increases our spell damage by 14 / 18 / 22 / 26% and cast range by 100 / 150 / 200 / 250
It kinda hints: "I'LL SLAP YOU WITH YOUR OWN SPELL WAY HARDER! AND I'LL DO IT AT HOME!"
Disabled by break (Silver Edge for Example)

Spell damage increase also amplifies spells with pure and physical damage (Slithereen Crush, Unstable Concoction). However Arcane Supremacy does not affect spells that scale with attack damage.
Arcane Supremacy stacks additively with other sources of spell damage and cast range. Meaning, fully.

Because of the innate "Might and Magus" ability, Arcane Supremacy will give us the same percent bonus to attack damage and three quarters percents of magic resistance.

Spell Steal


Steals the last enemy hero spell.
Rubick's versatility. The ability to create beautiful absurdity in so many ways! Passively increases the duration of stolen spell effects.
Linken's Sphere blocks the steal.

Cast range - 1000
Stolen spell duration - 3 / 4 / 5 minutes
Stolen spell amplification - 10 / 20 / 30%
Cooldown - 16 / 10 / 4
Mana cost - 25

Aghanim's Scepter increases cast range by 400 and allows stealing two spells. If a two-button spell is stolen, it will occupy both slots and the old spell is lost.
Subsequent spells will cycle like Invoker's, except when stealing a spell already had.

Nearly all stolen spells have a 0.15 second cast point, which is obviously faster than the enemy's. However! Those same stolen spells have a 1.07 second backswing animation. This needs to be canceled with any action, preferably a move command.

The spell is stolen at whatever level the enemy currently has. Stealing the same spell again at a higher level will also increase the stolen spell's level.



Rubick sees the truth!

Our ult cannot target enemy illusions. The red text "Cannot Steal This Spell" will keep flashing after attempts to steal from an illusion. The ult simply won't cast, but we'll know it's a copy.
Yes, you can identify real heroes from anywhere on the map.

Say you're getting a massage at the fountain but see a big fight on river and your team wants to chase the multiplying Lancer.
Quickly click your ult on each Lancer -> identify the real Lancer -> inform your team.
In the end we helped from base without spending any mana.
10/10



More damage?

Increasing debuff durations for periodic damage spells works similarly to "status resistance". Yes, curses last longer, but periodic damage will be evenly distributed over the new duration. So total damage is not increased. (There are exceptions)



Fatal exceptions

Of course, not everything follows status resistance rules and some spells work strangely. But there are three types that do NOT interact with our Spell Steal amplification:

  • Stationary sources of debuff (Smoke Screen, Static Storm, Nethertoxin)
  • Auras (Assault Aura, Song of the Siren, Crippling Fear)
  • Channeling disables (Dismember, Fiend's Grip, Shackles, Sinister Gaze)
  • Beyond these, some other spells don't fit the types easily. So I will write a spell's interaction with our Spell Steal separately when covering enemy heroes.



More Options

Like a regular Aghanim's, the Shard upgrades not only our spell, but many stolen ones too. Buying it requires extensive knowledge of enemy upgrades. Shards for other heroes are very different, but all fit into three types:

  • Simple active spell upgrade. Either the spell gains an extra component, or one spell subsumes another. But there are exceptions I covered when going through heroes. Our shard does not require the enemy to have a shard.
    Some abilities may not work properly because they require another spell. This can be solved with Aghanim's Scepter to steal into the second slot. (Sometimes fixed by game patches)

  • Shard creates a new ability on a separate hotkey. To steal these, the enemy must have the shard, not us. After all, we can't steal what isn't there, right? *sounds of doubt*
    Some of these may not work correctly or at all. I covered those in the hero sections.

  • Turns a passive into an activatable. To use this, both enemy and we need the shard. If only the enemy has it, we can steal the spell but it will be passive only. The exception is attack modifiers - those cannot be stolen as actives without our own shard.

Characteristics
After covering abilities, it's worth mentioning his stat state.
As it happens, Gaben, while granting us mastery over almost any ability, first endowed us with the most mundane qualities before filling in gaps with a buff.

Let's go over them in order:




STRENGTH

This attribute increases our health pool and health regen.
Our base strength is 21. This is an average value, especially for an Int hero. There are beefier and squishier heroes than us. No reason to nitpick this stat at the start.
Strength gain is 2. A decent value.
Just one strength or health item and we become a decent fighting unit.



AGILITY

This stat governs armor and attack speed. The hero wasn't originally conceived as someone capable of attacking quickly and hard. So high agility wasn't really expected then. But now we're doing great with this stat!
Base agility is 23. A good number.
Agility gain is 2.5. An excellent number for an oddball like us.



INTELLIGENCE

Our main attribute, increasing mana pool and regen.
We weren't shortchanged here! Our base intelligence is 24. That's a lot. With base int, we also have 27% magic resistance.
Int gain is 3.7. And that's quite a lot, too.



ARMOR AND REGEN

Base health regen is 0, like most heroes. Base armor is 1, slightly above average. With base strength and agility values, starting armor is 4.8 and health regen is 2.3. Very good.



MOVE SPEED AND ATTACK SPEED

Base movement speed is 290, base attack time is 1.7. Average values.
The point is these values determine how much items improving move speed and attack speed will benefit us. The better our bases, the more an item will amplify us.

For example, Morph has 1.5 BAT (better than us). So every item directly increasing agility or attack speed will be much more effective on him than if we built the same items.
However, there are transform spells that change a hero's BAT, allowing us to temporarily gain more benefits from artifacts while "borrowed". These include: True Form, Berserker's Rage, Chemical Rage.

As for movement speed, we'll have to make do with what we have. We can increase move speed in fights with stolen spells, but those provide a bonus unrelated to base value.
Talents
At level 10, 15, 20, and 25 we can learn a "talent".
A talent is a choice between two possible bonuses. And the choices are different each level. Talents require a skill point.
Below you can see Rubick's talents and my (useless) commentary on them. From level 27-30 we can pick talents not chosen earlier. Aside from abilities and talents, other levels grant +2 to all stats. This "plus +2" option can be invested earlier but we won't do it, since every skill point matters.

  • Level 10:
    "+0.25% Might & Magus damage and resistance" or "Telekinesis landing deals 175 damage"

Left talent is just better. Take it, but on lvl 11.
There's one nuance about the Lift damage. The damage is dealt by the Telekinesis Land sub-ability, not Lift itself. So the primary target takes NO damage. Making the talent completely useless. We skill the left one. And even that... At level 16 after the level 15 talent...

  • Level 15:
    "+0.5 sec Telekinesis and Telekinesis Land stun duration" or "25% CDR on stolen spells"


Our choice is cooldown reduction. Will work great with a large arsenal of stolen spells and other CDR sources. The left talent is rarely considered .

  • Level 20:
    "-5 sec Telekinesis cooldown" or "-5 sec Fade Bolt cooldown"


The choice of level 20 is very straightforward. Need more control or mobility = take the Lift cdr talent. Need more damage? Talent for the Bolt.

  • Level 25:
    "+40% spell amplification on stolen spells" or "+240 Telekinesis Land range"

Damage amp on stolen spells combines with our Arcane Supremacy. 26% from the passive and 40% from talent. Any standard nuke like Shockwave will shred not only creeps but some heroes. And if you aim for powerful spells, enemies should start fearing you.

But if you have no erection reaction to that, here's the alternative - Telekinesis Land range.

If we have Aghanim's Shard, the Telekinesis Land range talent comes extremely useful. Every Lift becomes a mobility/escape/initiation spell. Cast on allies, you can pull them out of fights. Or use allies as Blink Dagger substitutes (very useful and funny with an initiator without Blink). With this Lift enhancement, abusing cliffs is much easier.

P.S.: The 40% spell amp talent will NOT apply to abilities reflected by activated Lotus Orb. Also this bonus damage does not work with attack-reliant spells like Sleight of Fist, Boundless Strike, Stifling Dagger, etc.
Facets and Innate Ability
During the planning phase, we can choose one of two Facets to stay with for the rest of the game. "Facet" is a hero modification that affects one of our spells or works as another innate ability.

Here are our Facets:




Frugal Filch
Reduces the manacosts of stolen spells. Implies spamming abilities that have low cooldowns. With spell lifesteal you can withstand an attrition fight. This Facet is not tied to any ability, so it cannot be disabled by Break effects.



Arcane Accumulation
More interesting Facet. Every time we cast a spell, Rubick gets 1 stack of buff, which gives a 25 AoE bonus. A very juicy Facet, to which it is recommended to buy:
  • Bloodstone - For the sake of simple stacking bonuses.
  • Octarine Core - For faster stacks from casts.

Arcane Accumulation depends on Arcane Supremacy passive ability and can be disabled by Break effects.

We can use Facets of enemy heroes if they are tied to abilities, so be sure to watch and research which Facet the enemy has taken.



Might and Magus
As for our innate ability, we have the passive skill "Might and Magus" which for every 1% spell amplification gives a 0.75% attack damage bonus and 0.75% magic resistance. The extra damage is green and depends on base damage (white number).
If you learn Arcane Supremacy at first level, Might and Magus will give us 4 damage, which is a nice bonus in the laning phase. It's still not a good idea to learn this passive at the first level. It is better to take it after Fade Bolt.
Where and how?


Rubick, positioning himself as a Core hero, has several starting builds, depending on who he will be laning against.

  • Mid


  • Mid 2


  • Side Lane


  • Side Lane 2


  • Anywhere

Laning situations:

Mid
Don't miss opportunities to harass the enemy. Many mid heroes get cocky and approach our tower to last hit. I guess they forget who they're playing against. Watch for when their creeps die to tower, then lift the hero and pull towards you. Some quick attacks will teach them a lesson.
Also don't forget that Telekinesis increased the distance between the enemy and their tower. This is very important for securing kills.
While the enemy runs back to their tower, you can get a few extra hits in.
The final touch - Fade Bolt!

Farming will depend on which spell you skilled first:
  • Telekinesis - You clearly needed to toss someone. Likely needed to secure the first "bounty" rune. Telekinesis could also save yourself or an ally. Or you couldn't resist tossing an enemy on a cliff. But "Lift" can't help you last hit creeps. Meaning Rubick has to wait until level 2.

  • Fade Bolt - No need to toss yet, so Bolt at first lvl is fine. Bolt neatly secures creeps and harasses the enemy. Level 1 Bolt hardly reduces attack damage and is more needed for last hits and damaging enemy hero. But higher Bolt levels make it very hard for enemies to lane against us. You can Bolt the opponent while last hitting their creep. Sometimes there is no need to directly target the enemy mid hero. Just hit the creep with it when enemy hero is near to his creep wave. We only need vision from our creeps. If the enemy hides in fog, Bolt won't affect them even if they're literally hugging their ranged creep getting zapped.

Safe lane
An unusual situation. Only go there by mutual agreement with your team. And really this only can be done occasionally among friends when against a specific enemy pick that physical Rubick counters very well.

If you're skilled with Rubick in different styles, you can freely swap lanes with your carry if you or he don't like the expected opponent.

Offlane
Offlane Rubick is acceptable if you and your partner intend to kill. Heroes like Snapfire or Pudge can work as partners, though there are many options.

Solo offlane is risky. Rubick Solo Hard is walking on thin ice. The hero isn't very tanky despite having defensive tools. For solo offlane Rubick, occasionally watch enemy pulls and stay in experience range of them.

Jungle
The jungle isn't a farming spot early on. We go there to farm in parallel with laning, using special items. For now, Helm of the Dominator, Maelstrom, or Meteor Hammer might work.

Roaming
If not taking a core position, roaming can provide a good start, especially as position 4! Telekinesis is a great tool for this. Roaming requires knowing enemy blind spots or having smokes. A few ganks provide the foundation for a good game or at least a rich inventory!

Rubick can be picked against anyone if you're confident. He depends more on ally picks than enemies (some ppl thinks otherwise). The key is just getting gameplay experience, and any difficulty becomes surmountable. It's just a matter of habit.
Tips
Now that we've covered abilities and laning, here are some tips.
These are rules or nuances that should be remembered and at least sometimes followed.

1) "Greetings, gentlemans!"
Greeting is an important part of dialog with the opponent. If you just spawned with an empty spell bar and met enemies, who clearly giving you some time, greet the spectators with Spell Steal! Any stolen spell is better than an empty slot.

2) "Not all that Black Holes is gold."
Picking Rubick only as a counter to something like Enigma is a waste of potential. Don't play Rubick just for turning fight once. Use ordinary spells too. If you use simple abilities well, you won't need Ravage or RP for the enemy Ancient to fall.

3) "Two revolvers in one hand."
To successfully combine two stolen spells, use the first spell while stealing the second. A prime example is Flame Guard & Sticky Napalm. Minimizing the downtime of these abilities increases total damage output.

4) "Point of view."
Sometimes standing behind your team isn't enough to get the desired spell. Try approaching the caster from the side!

5) "Jack of all trades." Even if we called the Grand Magus, it doesn't mean we must rely solely on spells. Good old kung fu can also be our path. All it takes is the right spell and desire. Don't fear experiments :D

6) "Change of shoes."
Even if your GPM, Desolator, and Focus Fire suggest a villainous image, sometimes it makes sense mid-fight to steal something that helps not you, but your teammate. Any saving throw in the form of a random ability reflects well on the game.

7) "Interception."
Telekinesis on an enemy stops their forced movement from other spells. Thus you can pull an enemy out of a hook. This scenario can help or hurt us. Just keep it in mind.

8) "Measure seven times, buy once!"
Sometimes you may fail to steal something you really wanted because the enemy's behavior differs greatly from your expectations. So don't rush to buy items according to a plan made during the draft. Perhaps take one transitional affordable artifact to test yourself in two or three fights. After that it will be clearer what to expect from the enemy next time, and what you really need to buy.

9) "Lift damage?"
Now some mid tips. Many mid heroes try to zone the opponent, pushing us under our tower. At least sometimes press Alt to see your tower's attack range. If the enemy comes too close with no creeps, throw them closer to yourself to punish their audacity. A couple tower hits can greatly change the lane.

10) "Mathematical fact"
At level 3, Bolt leaves just enough health on a ranged creep for ONE attack if it's the primary target or second target (one bounce). If you want to push the lane, first attack the ranged creep once and Bolt the enemy hero when they're closest to the creep. This way the hero takes most of the damage and the creep still dies. Level 4 Bolt simply kills a ranged creep if it's the first or even second target.

11) "Wet socks"
If the enemy mid stays near cliffs, toss them into the river. Now they have quite a walk back to their tower, likely taking our attacks on the way which could prove fatal. If they don't risk coming back through the rune, they 100% miss last hits on creeps. We should take advantage of this opportunity to deny everything if possible.

12) "Magical medley"
Almost any player will feel alarmed when EMP or Macropyre appears near them. Warn allies in advance that a particular scary cast belongs to you, not the enemy. Or vice versa.

13) "Countdown begins!"
If you steal and use an important ult right after the enemy uses it, your own cooldown will tell you if that spell is ready for the enemy again. This information can provide a certain advantage. Works until getting the cooldown reduction talent for stolen spells.

14) "According to schedule"
It's extremely important to know the sequence other heroes tend to use abilities. This will help you understand which spells are easier to steal and which require waiting. For example, Void Spirit often uses Astral Step then immediately Resonant Pulse when attacking. So his ult isn't easy to steal on the first jump. But the second jump isn't always accompanied by an ability, making the steal easier.

15) "Betrayal"
When using Telekinesis on yourself or allies, remember to IMMEDIATELY place the Telekinesis Land marker to remove the stun as quickly as possible. If you simply forget to place the marker or can't due to some outside factor, your ally will hang in the air the whole Lift duration for your enemies' amusement and reasonably consider you a traitor. And yes, don't Lift yourself if Arcane Curse was casted on you. The result will be sad.

16) "Stonks"
If the game is quiet, it will be useful to take a spell not for fighting, but for farming. For example, summoning abilities can farm creeps without our participation.
Peripheral vision
Rubick is a complex character for a reason. One of the essential complexities is the most underrated and even understated. Namely, peripheral vision. More specifically, a meager command of it.

Do you get the feeling that for most players, a minimap is like Luigi? "It has to be unlocked first."
People may not pay attention to what's happening on their screen. And after all, the minimap isn't the only thing to keep an eye on for Rubick's. It's important for Rubick to always see who is using their abilities where and when. It's important for him to notice enemy cast animations, which can be difficult if you don't pay enough attention to practicing your peripheral vision.

Many Rubick's players get lost when there's a whole light mess going on in battle, and end up stealing whatever comes to hand.

For some people, tunnel vision predominates instead of peripheral vision. This can happen due to excessive stress, oxygen deprivation, sudden changes in blood pressure, or even, God forbid, the use of illegal substances.

To restore or train up your peripheral vision, it is worth taking a couple minutes to look at the "Walter Schulte Table". Below is a table with numbers to be found in ascending or descending order.
Sit back. Position the screen at a distance of about 50 cm from your eyes and find the numbers without saying them out loud. Try to do it faster each time. After that, you can look for other variations of the Schulte Table on the internet for a change. If you feel your eyes getting tired, take a break.



And remember that stress and lack of oxygen affects your vision and your game. So, open a window in your room already and make yourself some tea.
Content
This is a small block with gameplay videos from me.
I hope this section will continue to be updated with more videos. And I also hope these "highlights" will at least somewhat demonstrate how I personally see Rubick.

After watching, take a break. Because below this block is all the most important and interesting stuff.




=== Mastery Starts Here ===
So. Now that I've started blabbing about spell stealing, I should talk about which abilities we'll be dealing with.

Among mundane magics there are those whose mechanics need no studying.
Stole a healing spell? Healed an ally.
Stole a stun? Extended your Telekinesis disable.
And if we steal something like Shock Wave, we can deal lots of damage in one second by casting two simple nukes (Fade Bolt + %ability_name%).

Contrary to numerous amateur opinions, achieving minimum necessary potential is quite simple. Just use stolen spells frequently. However, to become a true virtuoso, you need to thoroughly study the heroes whose abilities we steal. Discover all kinds of tricks, stunts and ruses.
Understand the difference between using the same ability by two different casters, and maybe slightly change your perception.

Only by embracing the spirit of Rubick and delving into studying your enemies will you gain precious knowledge. And using that knowledge in practice will produce tangible results.
And believe me, those results won't take long to arrive!



Below I've described heroes, their abilities, and tactics against them (or just some warnings).
The heroes are in alphabetical order. Remember and take into account whenever you see an opponent whose ability you read about here.

Well then. Let's go!
Abaddon


Mist Coil
A target spell that hurls a missile at an allied or enemy unit. The missile will heal allies and deal magic damage to enemies. In both cases, casting the spell will deal 40% of the value to us as pure damage. The mana cost and cooldown are quite low, allowing you to fling mists left and right. Only because of the health costs, it's worth considering regen, both hp and mana.

Aghanim’s shard adds our auto-attack to the coil.

Cannot be cast on self.
Damage from coil cannot kill the caster.

Aphotic Shield
Target buff and strong dispel that places a shield on self or allied unit. The shield can block a certain amount of damage. If the shield reaches its limit or simply runs out of duration, it will explode and deal magic damage to enemies around the target.

Shield radius - 675

Shield blocks more damage, but now it doesn't explode when it disappears. Instead, it spreads damage to enemies within a 675 radius upon receiving it. Spread damage is 80%.
Duration and cooldown increased by 2.

The shield does NOT deal damage to invisible units (or if they are in the fog of war).
The shield explodes when it disappears from the target. And it doesn't matter how it was removed. It will explode even if it was dispelled.
The shield absorbs damage after filtering through resistances.

Borrowed Time
Temporary mode that applies a strong dispel to the caster and converts incoming damage to healing. Can be used while stunned. Automatically triggers if caster's health drops below 400. Cannot be stolen if ult was automatically cast this way. But if he presses ult himself to purge disables, stealing is allowed.


Aghanim's Scepter gives 3 extra seconds and automatically casts Mist Coil on allied heroes whenever they lose 550 hp during Borrowed Time.

Borrowed Time considers damage before resistances are applied.
Borrowed Time does not convert health costs of other stolen spells to healing (Fire Spirits, Sun Ray, and Demon Zeal). Abilities that damage the caster will heal under Borrowed Time (Rot, Life Break, Double Edge, etc.)



Wisdoms
When you see Abaddon in a fight, it's best to just steal his shield and spam it on everything. If he touches us, he won't leave us alone. After being cursed, anyone who hits us will run around like crazy. And after that, with his buff he will be able to catch up to us and stab us again with his passive.
You can throw him off you, remove the slowdown with stolen shield, and run away.

If we have a clear advantage like a dispel item, we don't care about his Curse of Avernus and just trade hits with him using his own shields at melee range (if he is a support).
Watch your allies as much as possible. If you see someone getting stunned or seriously debuffed, try to dispel it as quickly as possible.
A living ally = a useful ally.

An important strategic decision would be Aghanim's Scepter if you see an enemy Abaddon about to buy it. In this case, he will press his Borrowed Time MANUALLY, allowing us to steal it and use it ourselves, thus leveling the playing field.
With a stolen Borrowed Time, it will be possible to initiate a fight without fearing for your life. This is especially effective when enemies don't realize you have Abaddon's ult and drops every possible spell on you.

In the early and mid game, try to silence Abaddon so he can't save his teammates while he doesn't have dispel items yet.
Coil can also be a fun option. You can add Shard, Octarine and orbs for attack damage.
It sounds strong, but Coil damages you, so for the full build it's recommended to also have any form of lifesteal.




Bruh Moment
Some good counters to Abaddon are Shadow Demon and Terrorblade. Abaddon's passive works fully on illusions, so some Abbadons build Manta Style. If you make illusions of Abaddon, you gain his passive. Reflection illusions are uncontrollable but will hit Abaddon, while Disruption illusions can be microed onto other heroes.
Alchemist


Acid Spray
AoE cloud ability that deals periodic physical damage. Enemies inside the cloud get an armor reduction debuff. The debuff lingers for 0.5 seconds after leaving the AoE.
The damage fully stacks with multiple sprays but the armor reduction does not.


Unstable Concocsion
Target stun that needs to be charged up. After casting there is a 5 second countdown. The longer we charge, the more damage and stun duration on the target. If we hold it for the full duration, the spell strikes us instead. To release the stun, press the sub-ability that replaces Unstable Concoction during the charge time.
While charging, Alchemist gains movement speed.

Unstable Concocsion's cooldown is reduced by 30% when Chemical Rage is enabled.

Chemical Rage
Berserk mode that gives bonus health regen, movespeed and reduces base attack time (BAT - lower is better for attack speed).
Activating Chemical Rage applies a basic dispel and allows dodging some projectiles.
Alchemist can give Aghanim's Scepters to allies. We cannot do this.
For each Scepter given, Alchemist gains permanent damage and mana regen.

Berserk Potion
Shard ability - Targetable buff on ally or self that applies a basic dispel and gives bonus health regen, movespeed and attack speed for 15 seconds. 35 sec cooldown.

Berserk Potion's cooldown is reduced by 50% when Chemical Rage is enabled.



Wisdoms
We may sometimes see Alchemist in the mid lane against us. He will try to take over the lane and last hit creeps with his spray.
Yes, it's annoying. But you can still keep your distance even with that spray. Ranged attacks help kill creeps while occasionally stepping into the green goo. And Bolts give us the chance to finish off creeps we can no longer reach with regular attacks.

It's important to get the spray early and stack it. If Alchemist is also stacking (and he 100% is), check his jungle between creep waves to steal some gold or exp.

If you decide to play through Alchemist, you obviously want to steal Chemical Rage. Removing attack speed limits lets us hit any enemy really hard.
Having ranged attacks not only lets us heavily defend our base, but also siege the enemy's. It's recommended to get a Pike and items that increase attack speed. In Alchemist's ult form, any attack speed increase has a much bigger impact on us. Just one Mjollnir and we turn into a crazy turret.

What you need to worry about is Alchemist's huge number of items. Get a defensive item BEFORE he drops an Abyssal on you!
And with a defensive item we open up another playstyle. Just rush Solar Crest and take his spray. The defensive artifact will not only do its main job, but also perfectly complement the stolen spray.

If you don't need to solely play through Alchemist, just go with standard builds. But getting to your items will be easier this time if you first stack jungle creeps and farm everything with stolen Acid Spray. Just be careful. If Alchemist finds out about your stacks he will definitely want to take them.
Ancient Apparition


Cold Feet
Target curse that stuns the target if they don't move 740 range in 4 seconds.
Can be purged by getting Tossed by Tiny.
Telekinesis helps land stolen Cold Feet.

Cold Feet, like every AA's ability, will apply a Death Rime effect that slows the victim and deals periodic magical damage.

With the first Facet, the Death Rime effect will reduce strength.

With the second Facet, If we have Ice Blast in the second slot, the stolen Cold Feet will be applied on area.

Spell Steal increases stun duration but not debuff timer.

Ice Vortex
AoE snowstorm debuff. Creates a small area that reduces magic resistance. The debuff lingers for 0.5 seconds after leaving the AoE.
Cast range 1500, duration 14 sec, cooldown 7/6/5/4.
Stacking two snowstorms in one place does not amplify effects.



Ice Blast
Ice Blast launches an icy projectile that can be targeted to any point on the map. While in flight, Ice Blast is replaced by Release Ice Blast which allows you to detonate the projectile. Upon impact, Ice Blast deals magic damage in an AoE and applies a debuff that prevents all healing on enemy heroes (except Sunder, Time Lapse, Supernova). If an affected hero's health drops below a percentage threshold of their max HP during the debuff, they will shatter and die.

The debuff is applied not only to heroes in the AoE, but also those whom the projectile flew over during its travel. The debuff does not affect creeps or illusions, but they take damage from the explosion. The farther the projectile travels, the larger the explosion AoE becomes, from a 275 minimum up to 1000 max radius. The AoE increases by 50 units per second of travel time. The debuff can't be applied on banished enemies.

Spell Steal Ice Blast will increase the debuff duration and number of damage ticks.

Ice Blast will apply a stun from Cold Feet on impact. The stun duration is 60% of the original Cold Feet stun duration. Our shard ability that adds Cold Feet as a sub-ability does not work yet if Cold Feet is not stealed for second slot.




Wisdoms
Against him we already have Spell Steal. In our hands, his ult takes away the enemy's regen for 13-16 seconds. And the Telekinesis + Cold Feet combo is very hard to escape!

But we mustn't forget that we can become victims of his regular abilities. So it's worth getting an Eul's or Force Staff. For offense there are other artifacts:

  • Urn of Shadows to deal periodic damage after casting Ice Blast.
  • Witch Blade similarly to Urn.
  • Rod of Atos to combo with Cold Feet.
  • Ethereal Blade for strong slow for easy targeting and damage amp.
  • Octarine Core for Ice Vortex spam.

    The next and most available option will be Ice Vortex. Reduces resistance to magic. The plan is simple. Throw Vortexes all over the place and use Bolt to hit enemies who are knee-deep in snow. It's important to have Arcane Accumulation to spam the Vortexes and get AoE bonus stacks.




    More about Ice Blast
    There are some abilities that manipulate health in a way that the current hp value can end up higher than when the debuff was applied: Sunder, Decay, Whirling Death, Time Lapse, Supernova.

    Any other means of increasing max hp through strength gain or items will not increase current hp. Buying strength items or toggling Power Treads is very risky. Also avoid DROPPING hp granting items, as the % hp will remain the same at first, but get lower when picking them back up.

    To buy time under the debuff, use abilities that block damage like Aphotic Shield or Fate's Edict. Getting magic resistance also helps.

    Any banishing ability gives temporary protection from damage: Disruption, Astral Imprisonment, Trick of the Trade, Phase Shift, Snowball, Primal Split, Eul's Cyclone.




    Even more
    Enemy dying to shatter can prevent some buff gains or kill-triggered effects. This requires the spell damage to bring them below the threshold. If they die to the damage directly, all effects trigger normally.

    • Slark will not steal Essence Shift agility permanently.
    • Lion will not gain a Finger of Death stack.
    • Broodmother won't spawn spiderlings from her ult.
    • Duel victor will not gain bonus damage.
    • Enemies won't shatter from Traxex's Frost Arrows.
    • Caustic Finale will not trigger the corpse explosion.
Anti-Mage


Blink
Blink is a basic blink ability to a target location. The description says it has global cast range, but this just allows you to aim it globally. If you target beyond the max blink distance, you will blink the max distance towards that point.

Having this spell lets you save over 2k gold on a Blink Dagger. It's also strong with Orchid of Malevolence to chase down poor farming enemies who can't fight back against with their Battlefury or some crap.
Beware, if the target has Manta Style, Orchid will have no effect.

Reduces cooldown by 1 second. Anti-Mage himself can burn 20% of your total mana with first attack after Blink and apply a debuff that will prevent you from regenerating mana for a while.

Counterspell
Counterspell creates a shell that blocks and reflects targeted spells. The shield activates for 1.2 seconds.

Spell Shield also passively grants magic resistance.
At max level, Counterspell has a 3 second cooldown, allowing Anti-Mage to spam it frequently to prevent his Blink from being stolen.

Counterspell will protect Anti-Mage if he is a secondary target of spells like Paralyzing Cask, Mystic Snake, and Phantom Lance (Aghanim's).
Also with Counterspell active, you can attack a unit under Nightmare without fear. If you attack an enemy/ally under Nightmare with Counterspell on, the Nightmare will be dispelled and reflected back to Bane.

Reflecting a spell will create an illusion who will start attacking the enemy. The shard also empowers reflected spells if possible.

Counterspell burns mana and deals damage to the person whose spell it reflects. The mana burned and damage dealt depend on the manacost of the reflected spell. Damage cannot exceed 400.

Each reflected spell will interact with our Spell Steal and Arcane Supremacy.

Mana Void
Targeted spell that converts the target's missing mana into magic nuke damage, multiplied by 0.8/0.95/1.1. Deals damage and ministuns enemies within 500 radius of the target.

If an enemy within 2500 radius of us has less than 60% mana, we get a damage bonus. The less mana, the more damage. The maximum amount of damage is obtained at 15% mana of the enemy. At the minimum threshold, the enemy will be visible in the fog of war and invisibility.
The damage bonus from multiple heroes stacks.

Counterspell Ally
Shard ability. Allows you to use Counterspell on an allied hero or creep-hero.
Just like with regular Counterspell, reflecting a spell will create an illusion.

Counterspell burns mana and deals damage to the person whose spell it reflects. The mana burned and damage dealt depend on the manacost of the reflected spell. Damage cannot exceed 400.
Anti-Mage 2
Wisdoms


You'll often face Antimage's team, not him directly. He afk farms then fights late with items.
Either crush his team early before he comes online, or prepare seriously for the late game.
Ganking him with early Orchid catches him off guard. Constantly hunt him to slow farming.

If you can't slow him down or properly fight enemy team (for some dumb reason), match his farm. It's better if both sides have items than just him.

Good items vs Antimage:


BKB is a very important item that is taken approximately 2-3 slot and it is needed to "meet" Antimage. Let's say this... After long tortures, Antimage will most likely want to kill us specifically. Every fight will begin with his entire team stepping over ours and going after us. Antimage himself also does not stand aside and blinks behind our back, presses Manta and tries to undermine our mana and hp in order to then click the ult. As soon as this starts happening, we simply press BKB and his passive stops dealing additional damage. Having spent Blink, he will stand in front of us defenseless. This is what we should take advantage of by killing him during our BKB.

If his team is more dangerous than Antimage himself, then with this BKB you can run away and take another position.

As for Linken's Sphere... He has only two targeted abilities. Ult and purchased Abyssal. If he misses at least one button, then most likely risks missing you. If he quirky player, then he can buy a whole bunch of other items with target abilities (Harpoon, Diffusal Blade, Atos).

Linken's can either save our life or force Antimage to buy another item with target ability. Lol.

Gleipnir against Counterspell. Unlike Atos, Gleipnir is applied to an area and does not interact with the mechanics of Counterspell. It is better to buy it and use it after Orchid. With Orchid, we provoke him to press Manta, and with Gleipnir we cover three Antimages at once. By the damage from Gleipnir, you can determine the real Antimage for subsequent beating.

Sometimes you can take Sange & Yasha or Sange & Kaya, so that Sange as part of the item would reduce the duration of the stun from Abyssal Blade, which can often be in Antimage's inventory.

Aeon Disk can also help against Abyssal. If you feel that this Abyssal will fall on your shoulders, then Aeon Disk will give you the opportunity to increase the distance between AM and you by dispelling the stun prematurely.

In general, if the peak allows, it is recommended to neglect items for intelligence or mana reserve. Antimage deals much less damage if we have 0 mana. So in this weird case, you need to buy items that will preserve our combat effectiveness or survivability with zero mana.



More about Counterspell
What to do about his Counterspell? Simply don't cast and wait out the 1.2 seconds. We can't even steal Blink during this time as Counterspell will absorb the Spell Steal.
If we steal his reflection, watch his mana bar. If we have some mana left after his attacks, we can react and reflect his Mana Void. It won't damage AM but will protect us.

Now that we can steal it, here are spells that can be used against a Counterspelling Anti-Mage, and ones to avoid even if you're the most daring person in the universe:

  • Spell Steal - Counterspelled but no reflection.

  • Unstable Concoction - AM can reflect ally-targeted stuns. Approach and Counterspell to send it back.

  • Toss - Only blocks/reflects if directly targeted on AM. Both units bounce sequentially.

  • Nether Swap - Blocks and reflects. Only AM gets damage reduction after swapping.

  • Sunder - Spell works normally.

  • Blink Strike - Blocked but no reflection.

  • Snowball - Reflects the projectile back. Prepare AoE disables under AM when he pops out.

  • Chain Frost - Reflected but not blocked. Lich and Anti-Mage both takes Chain Frost.

  • Omnislash - Same interaction as Chain Frost.

  • Acorn Shot - Targeted acorn blocked but not reflected.



Thirsty?
If Anti-mage has Mana Thirst Facet selected, steal his Mana Void and wait until any enemy hero has less than 15% of its total mana pool. At that point, we will get a vision on that enemy.

If we change stolen Mana Void while Mana Thirst is still working, vision will stay until we steal Mana Void again or until the enemy dies. Even restoring mana won't remove vision.
Arc Warden


Flux
Targeted ability that slows an enemy and deals periodic magic damage over time. The damage does not apply if the target is within 225 radius of an allied unit. The slow still applies when near allies.
Damage from multiple Flux casts stacks.

Flux does more damage, lasts longer, and applies silence if the target is alone.

Magnetic Field
This spell places a small dome in a chosen area that gives allied creatures a bonus to attack speed and 100% dodge to attacks from those standing outside the dome.
Radius 300.

The dome attracts runes in a large radius. The speed at which runes are drawn to the dome gradually increases. The runes that have fallen into the dome are automatically used by the caster.

Does not evade abilities that perform attacks directly like Ember's Fist, MK's Boundless Strike, or PA's Stifling Dagger.

Does NOT evade wards. Wards include Viper's Nethertoxin, Grimstroke's Phantom, Gyrocopter's Rocket Barrage.
Below is a full list of what CAN be evaded with Magnetic Field:


Spark Wraith
Spark is a trap, that targets the nearest enemy and flies at him, dealing magic damage and slow. Low cooldown allows spamming an area with Sparks.
Deals more damage to creeps.

Sparks have a visual radius around their "ghost" that is not visible if Spark is in fog of war. Can hide them in trees without revealing their presence.

The ability fires another spark at another nearest target. The second spark deals 80% damage.
The search radius of the target is increased.

Tempest Double
Creates an almost full version of self at a given point for a minute, who can use spells and items (can be casted on ourself to spawn Double near us). Ours clone have our own spellbar and cannot steal other spells, nor duplicate already owned ones.

The clone cannot Telekinesis a unit already gripped.

A copy appears under the effect of runes. The runes depend on the level of the ability and last 10 seconds.
Level 1 - Invisibility
Level 2 - Invisibility, Arcane
Level 3 - Invisibility, Arcane, Haste

  • Does not copy consumables or Bottle.

  • Does not copy 'everlasting' items like Gem or Rapier.

  • Copies all neutral items. Quiver is copied but not used.

  • Refresher Orb is always on cooldown.

  • Can dominate a creep but shares one creep with main.

  • Clone spawns at full hp and mp.

  • Recast does not make a new clone, just updates health/mana and teleports existing one.

  • Does not reset clone's cooldowns when resummoned.

  • Clone copies permanent buffs like Moon Shard, Aghanim's Blessing/Shard. Duel damage resets on death.

  • Clone can use Eul's Scepter of Divinity on original body. And vice versa.

  • Counts as a hero, but some effects don't work fully like Track, Duel, Flesh Heap, Glaives, Reaper's Scythe, Heartstopper Aura.
Arc Warden 2
Wisdoms
Early on, Arc Warden will be annoying. When a new creep wave arrives, AW creates sparks behind us, forcing you to either approach your creeps and fight Ark, or retreat further back and lose gold/exp from creeps. Sometimes he will Flux you if he thinks he can get a kill. Flux forces you closer to creeps, making you an easy target for Ark. If no creeps or allies are nearby, Ark will take advantage of the slow and spark you at your feet.
If unsure about fighting him up close, it's better to withstand the sparks and heal up in the first couple of waves. Otherwise, we can dig in our creeps, zap AW with Bolt and get in manly fight.

Once Ark gets his ult, he'll try killing you. To stop him, immediately steal Tempest Double and stay near your clone. This avoids double Flux damage and lets you counter AW with double Bolts and Lifts. Arc will spark so they're closer to the main Rubick. If he's flailing about sparking, just rotate around your double to soak damage.

Remember, he can create a clone right next to us. To survive, we can throw his clone towards the original, and create our own clone next to us.
If we don't need to defend, but to attack ourselves, the Tempest Double will serve as a cast range bonus! We create our clone as far away to the enemy as possible and use it to bring the enemy closer to us, making it easier for us to continue the lift-control.

Two Rubicks are better than one after all.
For this spell it's recommended to get Travels, Aghs, and lots of active items!
Some of my favorite items against him:



However, later on AW gets serious. Your problem will be him killing your team from base. You'll have to expend resources killing his double. And the gold from killing his illusion isn't that meaningful.
You either need to crush these kind of guys before the lategame, or provoke the original to show himself in fights (which can be very difficult).

Ability tips:

  • If you Fluxed an enemy but he's standing amid lane creeps, just attack him. Creeps will run at you and leave the ally alone with debuff. If ranged creeps remain, Bolt them away.

  • Learn to protect yourself with stolen Magnetic Field as Radiant. Best to cast it behind terrain so only the edge touches you. This prevents enemies easily entering the field to attack you un-missably. Of course you'd need to stand still by elevations. In some niche cases this can help you survive.

  • As mentioned, you can mine the ground with Sparks. But to ensure the enemy triggers the trap, use Lift. Place several sparks, provoke the enemy, Lift them into sparks. Spark is easy to steal thanks to low cd. And for such a frequent "tool of war" you can talent into increased Telekinesis Land range for easier Lifting. To amp spark damage, get Aghs.
Axe


Berserker's Call
Forces nearby enemies to attack us. Works through status immunity like other taunts. Grants big armor bonus during the effect so physical attacks don't hurt as much. Draws aggro even on invisible/fogged units.
315 radius.


Spell Steal extends the taunt duration on enemies but not our armor buff duration.

Aghanim's Shard applies a Battle Hunger debuff to taunted enemies. Functions fully even without stealing Battle Hunger.

Gives +5 armor. Affected enemies gain 45 attack speed for the duration of the spell.

If you go invisible after casting, enemies can only issue one command during the taunt (attack, move, cast, etc) then do nothing for the remaining duration, even if you become visible again.
If an enemy does nothing, they will resume attacking you after invisibility ends.

Berserker's Call overrides fear effects. Feared enemies will stand still but cannot attack you.

Allows toggle orbs like OD's during the taunt. Useful if you steal Warlus Punch against Axe.

Battle Hunger
Battle Hunger is a target debuff that slows an enemy and deals periodic physical damage. The slow only applies if the target is not facing the caster. The effect ends early if the target kills any unit. Battle Hunger damage consists of a fixed amount plus the caster's armor value.


The target can remove Battle Hunger by using Devour, Demonic Conversion, or Hand of Midas on a creep. Killing allied units also works. This does not work when killing illusions.

Multiple Battle Hunger on the same target are now stacked.

Culling Blade
Culling Blade is a targeted pure damage nuke with a special effect: If it kills the target, it grants an AoE speed buff. If used on a hero, it instantly recharges.

Be careful when casting as the range is very low, solved by our passive cast range talent and purchasing Aether Lens.
Buff lasts 6 seconds in a 900 radius.

By default, the health bar has special tick marks every 250 hp. Level 1 Culling Blade's kill threshold is precisely 250 damage. If you see the target's health visually below 1 tick, you can definitely kill them.

You can kill through False Promise if their health is below your Culling Blade damage including amp.



Wisdoms
Initiation is Axe's bread and butter. His impact depends on how he jumps into a group of heroes. So in games against him, hugging allies isn't the best idea. Wait for his entrance from the side and Lift him right after he shows up.
If he doesn't care about your team and only wants you, play off that. Hide in the fog of war or get an ability that will break his Blink Dagger from range. Smarter Axes will buy Shadow Blade to jump from blind spots everywhere without Sentry Wards.

Axe almost always has a Blade Mail to combo with Berserker's Call so we damage ourselves as much as possible. In call, we can only deal physical damage which will get reflected. Therefore, increasing armor helps survive the "dagger sweater".

The main playstyle against Axe is stealing Berserker's Rage. So Dagger is mandatory. But we aren't very durable either, so get a BKB to block some dangerous spells or Force Staff to immediately reposition after the call.

A strong late game combo is:



Aghanim's, Octarine Core and Arcane Blink allows you to catch enemies almost every 7 seconds. If your team can't kill an enemy hero after this much of lockdown, may God help you.

To kill Axe, remember, he has loads of armor. If your spells aren't enough and you don't want to play through call, build physical damage that ignores his high armor value. Items like Gleipnir and Witch Blade. You'll need to lean on those weird items with secondary source of damage, because the attack itself can be reduced by his passive with Aghanim's Scepter.

As for his ult, you can treat it as just a good pure damage nuke with low cast range. If you steal it, don't necessarily wait for the enemy's HP to get low enough. At high Spell Steal level it's better to just throw out the nuke and "change the card". BUT! If the game state allows, you can stack armor with the stolen ult. Which is always useful, of course.
If you really want to kill enemies reliably with the stick-chop, Alt-click to check the damage values. To increase it take Kaya and a neutral item with amp bonus. The level 25 talent also helps.

Culling Blade works very well with Phylactery. Phylactery damage comes before the ult, essentially raising the kill threshold. However, if Phylactery damage kills before the ult damage, we don't get the kill stack. What's more, Culling Blade goes on cooldown.

A very interesting strategy would be to buy a Aghanim's shard and Octarine Core. With this you can spam and stack Battle Hunger on a single target. If you do this at a safe distance and don't let the enemy last hit anything, you can make him want to retreat and look in the opposite direction from us, which will activate the horrific slowdown. And that would look like a painful beating by a spoon.
Bane


Enfeeble
Enfeeble is a targeted curse that reduces attack damage, cast range, and deals periodic pure damage.
Cast Range - 800 / 900 / 1000 / 1100

Duration - 9


Brain Sap
A targetted pure damage nuke. This ability heals us for the amount of damage dealt. So spell amp increases the heal from Brain Sap. Healing works on illusions. So if we Brain Sap a Spirit Lance illusion, we get 4x healing!

Even though Brain Sap has a particle animation from the enemy to our hero, healing happens instantly after casting.

Shard reduce cooldown by 3 and makes the ability area targeted with 550 radius (still need use it on some unit). Only 30% of damage to secondary targets will heal us.

Nightmare
Nightmare puts a unit to sleep. Attacking the target will transfer Nightmare to the attacker. Most spell damage dispels it.
Almost any damage from our allies' abilities will dispel the Nightmare. Fiend's Grip also cancels the effect of Nightmare.
The owner of the ability can attack an enemy while they are asleep without waking them up. However, it is not allowed to attack a target in enemy's Nightmare.

First Facet grants attack speed on a sleeping target.

Second Facet allows you to choose the direction in which the target of the spell will slowly sleepwalk.

You can wake up allies, enemies, or Bane himself. If you see an ally asleep somewhere on the map, immediately Nightmare yourself and cancel it. This will remove sleep from any hero (enemy or ally) regardless of location.
You can also self-dispel enemy Nightmares if it was used while your Lotus Orb was active.

"End Nightmare" does not interrupt our Fiend's Grip channel.

Nightmare cannot be dispelled to block damage from modified attacks like: Sleight of Fist, Burning Spears, Tidebringer, Stifling Dagger, Boundless Strike, Side Gunner.

While asleep, the target loses vision around their hero, but maintains allied unit vision.

Spell Steal extends sleep duration from cast and when spread via attacks.

Fiend's Grip
Fiend's Grip is a channeled ability that stuns and damages an enemy, also mana draining 5% max mana per tick. Applies True Sight.
Disable from this ability works through status immunity.

Spell Steal does not increase duration.

Aghanim's reduces cooldown by 45 seconds, and spawns two illusions that start channeling Fiend's Grip on the same target.



Wisdoms
Bane is a hero-disabler. Our goal is simply not to become a target of one of his abilities.
Because often only we can save our team from the effects of his malicious curses.
His ult is interrupted by a simple Telekinesis. Sleep is dispelled from an ally by us as well (first steal the sleep). And if your hands don't keep up with the instructions, just buy some Orchid or Eul's.

There are cases when Bane either reaches level 25 or positions himself as a core hero initially. Here he has a powerful option - the talent for extra Brain Sap damage. Meaning he will deal over 450 pure damage per bite, which has a very low cooldown. Our level 25 Brain Sap will be empowered by our talent and passive, totaling ~500 pure damage. (I'm sorry, I've played Bane like that. No actually, I'm not sorry. Hehe)



EXTREMELY IMPORTANT!
If Bane gets Aghanim's, our simple Lift won't solve the problem anymore because you need to interrupt reading from THREE Banes at once! For this you need to reach level 25 and take the talent for Telekinesis Land range. With it we can lift the farthest Bane (illusion) and throw him at the other two (throw at max range).

If you really don't want to do this, save up for Wind Waker. It's VERY expensive but Windwaker is a great option against Fiend's Grip, like a sure thing.

And one more thing. Lotus Orb only dispels Nightmare as a dispel. It doesn't remove "tickling". But it can be useful if applied before the ult. In that case we can use the ult on Bane without stealing it.
(Even if Bane ults an ally we Lotus Orb, we will be responsible for the ult cast since the purchased Lotus belongs to us. We'll move and the ult will end.)
Bane 2
3 in 1
What? Three spells at once? We were just praying for two slots recently. But here we are!
Anyway, there's a trick to this madness.

Here's how it goes: You need Aghanim's and steal two Bane spells in a specific order - Nightmare and then Fiend's Grip. To unlock the third slot, cast Nightmare (quickest is self-Nightmare into cancel) after stealing Fiend's Grip.

Ult should be in slot 1, Nightmare in slot 2. With Bane's ult, Nightmare acts weird - casting it adds a sub-ability called End Nightmare. This appears in a new slot after your stolen ult button. When you cancel Nightmare, End Nightmare turns back into a second Nightmare. Note, that you cannot hotkey the second Nightmare. Youhave to click it.

Once you've done this, steal any single-slot spell to push Fiend's Grip into slot 2. Your final slots should be:
  • Any single-slot spell
  • Fiend's Grip
  • Nightmare

Importantly, the stolen spell must be single slot. A 2-slot spell like Wukong's Command would ruin this setup.

It should look like:




Superposition
Fiend's Grip with Aghanim's Scepter creates two illusions that cast the same ult for us. Remember, right? The illusions also copy our spell bar. And since these illusions cast Fiend's Grip, why wouldn't they cast another spell?

If the second spell in our spell bar doesn't have a cast animation, is a toggleable ability, or is chargeable, it's likely that the illusion from Fiend's Grip will be able to cast it before dying. Keep in mind that trying to cast another ability will kill the illusion. This is what the absence of cast animation is for.

Some such abilities work after death. Some even last forever. And some work in a very strange way. Below is a list of what you can dabble with.

Quill Spray, Blade Fury, Plasma Field, Shukuchi, Heavenly Jump, Unstable Concoction, Firefly, Skeleton Walk, Bedlam, Rocket Barrage, Vendetta, Rot, Eye of the Storm, Battery Assault, Shadow Realm, Ghost Walk, Bulwark, Shield Crash, Whirling Death, Whirling Axes, Earthshock, Bloodrage, Crippling Fear, Trample, Voodoo Restoration, Tame the Beast, Powershot, Illuminate, Multishot, Sinister Gaze, Fortune's End, Pulse Nova, Reactive Armor, Proximity Mine, Static Storm, Static Remnant.

The most fun bugs happen with Boulder Smash, Bulwark, and Pulse Nova:

  • Boulder Smash from Illusion sends the enemy off the map. After a while, the enemy hero will still be able to press the tp scroll. And if he don't have it? Well. Sucks to be him. Hehe.

  • Illusion Bulwark stays in place until you use this ability on the main hero (which you shouldn't do, of course). Even if the Bulwark is gone from your spell bar, the soldiers will live on and push anyone who tries to pass through them. Potentially, one such immortal wall will keep enemies from pushing the line.

  • If you have Pulse Nova, you should use the ability on illusion and immediately try to take another action (move or attack) so that it dies early. By doing so, Pulse Nova will stay in the area where the illusion was and never end. If the illusion dies from the timer, the mana concept will somehow remain and Pulse Nova will run out sooner or later.

As for Vendetta, you need to have over 370 attack speed for the illusion to hit with extra pure damage.
Batrider


Sticky Napalm
Cast on target area. Deals small damage and reduces movement and turn rate speed. All units under the debuff take more damage from caster's both attacks and spells. It interacts especially strongly with periodic damage. Each subsequent application of Napalm on an enemy will refresh the timer and amplify the effect. The effect can stack up to ten times.

You don't need to turn to cast. You can throw even with your back turned. Deals 20% less damage to creeps.

To deal a bunch of magical damage, you first need to cast any ability with long periodic damage. Something like Scorched Earth, Magnetize, Poison Nova, Ion Shell, Flame Guard and various other things. Then steal Sticky Napalm and try to stack it as often as possible. Yes. Abilities are taken from different heroes, but the performer is the same. Each tick of periodic damage will be accompanied by additional magical damage. And the higher the frequency of the periodic damage ability, the more additional damage from Sticky Napalm.

Every second attack of the caster applies Sticky Napalm on the enemy.

Sticky Napalm can be applied to buildings. Deals 45% damage to buildings.

Flamebreak
Throwing a bottle at target point. This bottle explodes, pushing all enemies away from the explosion center and applying periodic magical damage over time with slow. If we first manage to stack oil on the enemy, and then steal the bottle and throw it, we can deal decent damage. The bottle breaks trees by the units it has thrown. Spell Steal will increase push duration but will not affect burn duration.

Firefly
Flight mode that leaves a trail of fire dealing periodic magical damage.

Flight duration - 15
Trail width - 200
The fiery trail like ALL Rubick's damage interacts with stolen oils.


Flaming Lasso
Targeted stun with periodic magical damage. The caster binds the enemy and drags them along for the duration of the stun. Teleportation or Blink breaks the Lasso. This means an ally under Lasso can be saved by something like Nether Swap.
The bound enemy doesn't move further than 300 units from the caster.
For the duration of Lasso the caster cannot attack. However, in our case, the disarm time won't be increased by our Spell Steal, meaning at the end of Lasso we can still get a couple attacks in.

Aghanim's Scepter allows Lasso to additionally grab a second hero in a chain. Search radius for secondary target is 650. (Cast on one enemy and a second Lasso goes from that enemy to a secondary target).

With Shard, Lasso no longer disarms the caster.



Wisdoms
This hero has a lot of periodic damage that will tear our skin off if we let Bat close enough. We need to take the initiative. See Bat. Catch him before he spills his oil all over everyone.

If we are the target of his Lasso, then Linken's is prescribed to us by all doctors in the world. However, if you always manage to take HIS Lasso, then change the gameplay with Blink, Force Staff and movement speed items. Our Spell Steal will increase Lasso duration and allow us to drag the target very far. Here is an example of what our ult does to Lasso (old passive with the same property as example):


Firefly will be useful for the acceleration that will help not let Bat approach us so easily. We will most likely not have to get close enough to enemies to burn them with magical damage. The ability is stolen and changed quickly.

As for Napalm, some decent options open up here. Shard will allow stacking oil with attacks. Meaning, you can make a physical build that should include uptime, attack speed and periodic damage. Items that fit this description:

Beastmaster


Wild Axes
Throwing two axes at the target point. The axes fly in an arc and return. Each axe deals magical damage to hit enemies. Damage from one axe stacks with the other. The axes also apply a debuff on enemies. The caster of the axes and his controlled units will deal more damage to debuffed targets. The power of the debuff depends on the number of axes that hit the target. There is no limit to Wild Axes stacks. The more axes the target catches, the more damage we will deal to it later.

Along the whole path the axes destroy trees.

When receiving the debuff, the enemy model gets a particle effect at its feet. If an axe hits an invisible unit, the caster will see this effect on the ground where the invisible unit was. The effect won't move. It will only show where the unit received the debuff, not its current position.

Call of the Wild (Boar)
The ability summons a Boar next to the caster, whose attacks slow movement speed and attack speed. Slow duration - 3 seconds. The Boar's debuff will NOT be amplified by our Spell Steal, because it's a separate unit from us.

Lifetime - 60
Boar movement speed - 320/330/340/350
Attack range - 550

Call of the Wild (Hawk)
Creation of a Hawk that starts circling around its creator and dives onto a random nearby enemy every 4 seconds, dealing magical damage and rooting them.
The interval can be shortened by increasing the attack speed of the Hawk.
The Hawk's lifespan is 25 seconds.

If we tame an enemy Hawk with a Helm of the Dominator, it will change its orbit and start circling around us.

Since the Hawk is a separate unit, our magical vampirism or damage bonuses will not interact with this ability.

Shard adds another Hawk and increases its lifetime.

Inner Beast
A passive skill that increases attack speed within 1200 radius for us and units we control. It can be used Beastmaster chose "Beast Mode" Facet. Upon activation, the hero will receive an attack speed buff for 6 seconds, and his hits will have the effect of Wild Axes damage increase.
In order to steal this ability and use it to its full potential, Beastmaster must have a Beast Mode Facet and we must have Wild Axes in the second slot to successfully apply the debuffs.

Primal Roar
A manly roar! Targeted stun that pushes and slows all nearby secondary targets. Magical damage is dealt to all caught in the AoE, be it the primary stunned target or secondary slowed targets.
Goes through status resistance.
For 3-4 seconds speeds up self and all controlled units.

Spell Steal will increase stun duration on both primary and secondary targets. For secondary targets the push distance remains the same but push duration increases.



Wisdoms
It's not dangerous to expose yourself to some heroes' attacks. But not in the case of Beastmaster. Never ever let him or his boars hit you. Make him throw axes at you from afar and don't let him get any closer. Usually clashes with him don't end well. Steal his Boar or Roar to seize initiative from him. Use axes as extra nuke and path clearing through dense forests.

Boar allows keeping distance with most enemies, and roar simply disables an opponent, allowing you to kill or escape. It all depends on how bad your relationship with this guy is.
If you don't take the boar into account, then Beast is actually quite a vulnerable target. Just too overconfident, sooqa :C
And therefore you can expect a blink initiation, roar in the face and subsequent boar summons which under the Primal Roar buff will clearly leave us dead.

To avoid such deaths, you should get a Linken's Sphere. And if Linken's doesn't quite suit you, then wait in the shadows until he dumps the ult on someone else.

If you like axes as a nuke, you need to purchase Octarine Core. The axe cooldown is already less than its duration, but with our CDR talent it will be even more convenient to use them.
I'll just say one thing. The axes have a blind spot in the middle. Sometimes you may miss with them. If the enemy is close enough to evade a direct hit, throw the spell slightly to the side so that it catches with the arc.

If you often steal the bird, you definitely need Aghanim's Shard. With Octarine and cdr talent you can stack up to 4 birds. It's very fun to watch, how enemy struggles to move.
Bloodseeker


Bloodrage
A buff (?) that increases attack speed and spell amp, but burns 1.4% of total health over 8 seconds. This damage cannot kill you. In our hands this spell will also provide attack bonus.

Get used to quickly using Bloodrage on yourself after Spell Steal. Any stolen offensive spell that relies on spell amp will be amplified by Bloodseeker's buff.

For us, this spell also means a bonus to attack damage thanks to Might & Magus.

Shard grants the spell's wielder the ability to deal 3% pure damage of the victim's total health from each of his attacks and heal himself for the same amount during the buff.

Blood Rite
AoE nuke of pure damage with silence in the chosen area. Both damage and silence are applied with a delay after casting. A very nice pure damage ability that combos with our Telekinesis.
Silence also helps deal with pesky spells.

Delay before activation - 2.6
Area radius - 600

Thirst
A passive ability that gives movement speed, depending on the health of enemies. The lower the enemies' health, the faster we move. If the enemy hero has less than 25% health, we can see him in the fog of war and invisibility.
The ability can be used if Bloodseeker has "Bloodrush" Facet. On activation it gives a 50% bonus movement speed, but while the ability is on cooldown, passive properties works as half as good.

Rupture
Targeted curse on an enemy. For the curse duration the enemy will take pure damage based on distance traveled. Damage pierces status immunity and is not dispellable. On cast deals 10% of enemy's current health.
Also combos with our Telekinesis. Even more so with the level 20 talent for extra Telekinesis Land range.

Each time we attack a target with Rupture debuff, we and the target get pushed 50 units in the direction we attacked from.

Rupture does NOT deal damage if the enemy travels over 1300 distance in 0.25 seconds. This mechanic is needed so the enemy does not die from teleporting to base.
Not counting teleport scrolls, damage can be avoided by any blink ability if you get maximum distance out of it. Even level 2 Arcane Supremacy is enough to amplify a purchased Blink Dagger or stolen Anti-Mage's Blink to the necessary distance.

Blood Mist
Toggleable Aghanim's ability that deals periodic damage to self and enemies within 450 radius around. The damage is 7% of the total health pool of the targets. Damage is magical. Hit enemies are slowed by 30%. When activated the ability goes on a 3 second cooldown so it cannot be toggled off sooner. After turning off it can be pressed again immediately. So spamming the button just in case is not recommended.

Blood Mist passively gives the hero "overheal" mechanic. Healing and magic lifesteal will turn excess health into a shield (up to 50% of total health pool). The shield gradually decays (0.5% of total health per second).
Blood Mist first damages its own shield, and only then the actual health pool.

The caster cannot kill self with this ability.

The "overheal" mechanic is gained by Rubick simply by owning the spell. As long as Blood Mist is in our hands, we can stockpile excess healing into a shield.
Only our healing and magic lifesteal can contribute to the shield. An ally cannot amplify the shield with their heals.

This ability is useful to have with Dagon or Bloodstone.



Wisdoms
For all Bloodseekers in the world we are one of the main targets. Therefore all "bleedouts" will be addressed to us. Many Bloodseekers exhibit the following pattern:
Place ult, drop the "carpet", finish off target with auto-attacks, having applied "claws" (Bloodrage) beforehand.

We need to cram all our casts into him before the already placed carpet timer runs out. If Bloodrage was stolen, only use it on self if you have strong heal or perfect positioning. After casting, quickly-quickly cast everything you've got. It's likely you'll die if not helped, but maybe you can put up a decent fight.
Excess movement = death. To have any possibility of "walking", you need to take care of your health pool. If you get hp items, you can later complement them with BM, which you can use fairly well against enemy Rupture.

If an opportunity arises, steal Rupture, then go for it. It's best to throw it at the same Seeker to smother all his desire to move.

Recommended items against Seeker:



  • Veil will allow nuking Seeker directly with stolen Bloodrage buff and Fade Bolt
  • Lens is needed in the early game to start fights without unnecessary danger. There will also be an urgent need to catch him and toss him aside when he starts zipping around thanks to his passive. Lens will also make stealing his ult much more comfortable.
  • Pike is simply a good way to increase distance with him, allow more attacks on him, and combines well with his ult.

But that's only the magical path. To brawl with Strygwyr in melee, you'll need to buy some different items and specifically aim for Bloodrage.

Bloodrage will provide an attack speed boost, which we'll combine with purchased Maelstrom, however the spell's full power is revealed only after purchasing Shard. Each attack will deal bonus percentage damage and heal us, which allows fighting Seeker in open battle.

Notable items:



Some more facts:
  • Bloodrage percentage damage is separate damage. It cannot crit and does not interact with other sources of lifesteal except itself. However Bloodrage can buff magical crits of Revenant's Brooch.
  • This damage interacts with spell damage amp or our level 25 talent.
Bounty Hunter


Shuriken Toss
A neat nuke on a single target with a strong but short slow. Medium cast range.
The shuriken bounces to other tracked units.
Bounce search radius - 1200

Shuriken can be blocked by Linken's, even if you are a secondary target. However, this won't stop the flying shuriken from searching for the next target.

With Aghanim's Shuriken applies Jinada's gold steal (BH passive) on the enemy and increases Shuriken cast range to 600.

Shuriken deals damage and slows enemies it flies through. With Scepter, it does NOT steal money from them.

Shadow Walk
Invisibility, attacking from which stuns the target. A pleasant but situationally useless bonus. If you stole it, then most likely AFTER he applied Track on you. Which means from invis you can only get the stun. But if you have this spell left after a fight, you can buy a gem and in the next clash see BH before he sees you!

Shard reduces cooldown by 5 and allows casting it on allies. Allies always have 1 second Fade Time.

Track
A targeted debuff that tracks the location of the enemy (even if it is invisible), shows the amount of gold of the victim and increases the incoming damage. Killing a tracked target will give us extra gold.

The caster moves faster if he is no more than 1200 away from the victim. If allies approach the target within the same radius, they will receive a small portion of the extra gold from the kill.

An incredibly convenient tool for getting rich. Not always easy to steal though. Make it your goal to steal Track and then things will start looking up not only for you but your whole team. Easy to use and works great against the original hero.

Using Track does not break Shadow Walk invisibility. Does not work like this with other sources of invisibility.



Wisdoms
As mentioned: Tracks. Steal Tracks and the game will stop being a drag. However you vitally need to catch the moment when he casts Track mid-fight. Because in all other cases after Track he will surely use invisibility or Shuriken. Remember that Track can be cast while invisible, which means we need to see BH before he sees us. But you can't obsess over gold ALL game. Tracks help earn gold to successfully copy playstyle against another of the five enemy heroes.

Earned gold -> Buy items -> Punch faces -> ??? -> Profit.

However. It's perfectly expectedly to think that Track will be useful to you for amplifying damage on a target. Track increases damage of any type, so it doesn't really matter if you kick the enemy with surprise Dagon or physical attacks.
Brewmaster


Thunder Clap
A ground slam that deals magical damage to enemies around us and reduce their movement and attack speed.

Thunder Clap can be stolen by us in two cases:
1) We actually want this ability as a secondary nuke. Pretty decent AoE slow and magic damage, even though the spell is very close range.
2) We tried to take his ult but didn't react in time, giving the "overgrown badger" time to cast Thunder Clap.

Cinder Brew
Applies a 5 second slow in the target area. When a slowed enemy takes any magical or pure damage from our spells or allied abilities, the slow is complemented by ignition (periodic magical damage) which extends the duration by 3 seconds! If ignited immediately, the target will burn longer (8 seconds), but total damage doesn't change.

During the cast the caster gains the "drunk" buff needed to multiply the stance effects from Drunken Brawler.

Instead of the selected circle, the hero launches a barrel in the selected direction. The barrel deals physical damage to every enemy it touches, while also applying a brew effect.
The radius of physical damage is slightly smaller than the radius of Cinder Brew.

Spell Steal increases slow duration but does not affect burn duration after damage procs it.

Drunken Brawler
Passive toggle ability that is stolen as an addition to Primal Split and takes up the second slot. With this ability the caster changes "stances" which provide passive bonuses. These bonuses multipied by 2.5 if the owner has the Cinder Brew buff (sadly, we cannot have brew and stance at the same time since stance comes with the ult).

The stances add and change the hero's particle effect so others can understand which bonus the owner currently has. For us the current particle effect bugs out and stays after changing spells, which over the course of the game allows stacking all effects and crafting a "homemade immortal effect".

  • [Earth stance]
    Gives bonus armor and magic resistance. Both effects triple if the caster is "drunk".

  • [Air stance]
    Gives bonus movement speed and evasion chance. Both effects triple if the caster is "drunk".

  • [Fire stance]
    Gives 24% chance for critical strike. Crit chance triples if the caster is "drunk".

  • [Void stance]
    Gives 20% status resistance. Attacks with this stance will slow enemies by 25%. Status resistance and slow strength triple if the caster is "drunk".
Primal Split
Self-banish and spawning of four controllable elemental spirits of Earth, Air, Fire and Void, each with its own quirks. After the ult duration ends the spirits disappear and the caster spawns in place of one of them.
During the ult all auras are attached to the Earth spirit. If it dies, then to Air spirit. If the second dies, then to Fire spirit. If Fire also "dies out", then to Void spirit. Same priority for hero spawn after ult ends. This also applies to which spirit exactly will be dispelling enemy Smokes of Deceit.
If all four spirits die before the ult ends, the caster will also die.
"Dismay" lasts 16/18/20 seconds.

For proper ult usage, simple-click your hero because after Primal Split cast our hero is immediately selected along with the "pandarens", which interferes with switching between the warriors. Simple hero select will leave ONLY the "pandarens" selected, making things easier.

  • [Earth Spirit]
    Slow melee fighter. Abilities:
    Hurl Boulder - throws a boulder dealing minor magical damage and stunning.
    Spell Immunity - passive status immunity and 50% magic resistance.
    Demolish - passive that makes each attack on buildings deal bonus fixed damage.

  • [Air Spirit]
    Ranged fighter. Abilities:
    Dispel Magic - casts a basic dispel in 600 radius area. Also deals 1000 magic damage to illusions and summons (non-hero creeps).
    Cyclone - banishment like Eul's Scepter of Divinity. Meaning this banishment can be dispelled.
    Wind Walk - invisibility and haste. Attacking from invisibility deals bonus damage.

  • [Fire Spirit]
    Fast melee fighter. Abilities:
    Permanent Immolation - passively deals periodic magical damage in 220 radius around self.
    Phased - phasing. Meaning Fire Spirit can always walk through other units (this ability is not shown in the spell bar).

  • [Void Spirit]
    Fast melee fighter. Abilities:
    Astral Pull - targeted vector ability. Spirit grabs an allied or enemy target and drags them in the direction for a set distance, dealing magic damage if an enemy. Does not interrupt channeling spells.

Shard increases ult duration by 8 seconds and allows prematurely ending it with a special ability that unlocks for each spirit. However, hero will appear from spirit chosen by similar elemental rules.
Brewmaster 2
Wisdoms
As a hero Brew is undoubtedly strong, but as an opponent specifically for us - not the most terrifying.
An attempt to kill us begins with "spilled beer". If he is trying to attack us, steal Thunder Clap and retaliate. As a result, he will also be slowed and you will have a couple seconds to think of your next move. If you were able to steal Drunken Haze early, spill alcohol at his feet and zap him with Bolt.

In big fights, just zap all the warrior spirits with Bolt. This will greatly reduce the overall damage from auto attacks. But if you can finish off these pandas with magic, that's even better. With each death of these pandas, Brew's ult options drop sharply. As do his chances of survival.

Brew's ult is very easy to steal. The difficulty lies in surviving it and carefully watching the "Panda warriors". Most often you need to focus on the green one, as it has the top priority. Remember the order and switch attention to warriors of other elements if they die in a chaotic order.

Earth -> Air -> Fire -> Void

The following items allow surviving Primal Split: Force Staff, Shadow Blade, Eul's Scepter of Divinity. Blink Dagger often does not save from such danger since the Fire Panda prevents us from using blink. After the ult ends, the Panda can immediately use any remaining abilities.
Catch the moment.

Keep in mind that with Primal Split we cannot deal Burst Damage. But over the entire duration there will still be quite enough damage. The main thing is to use all the capabilities of this ability.



NOT BEER KILLS PEOPLE
When stealing Cinder Brew it is recommended to have a Veil of Discord. And you need to Bolt right after "intoxicating" the enemy to ignite them.
It is recommended to ignite the enemy with spell damage not immediately but in the last seconds of the slow. The burn won't dispel the slow, it will extend it. Especially since the total burn damage does not depend on when ignition happens. The spell timer is refreshed after proc.

But a small note here:
If ignited immediately, the target will burn not 3 seconds but the full 5 seconds, but total damage doesn't change. Simply the damage interval changes.

Here we can use one "trick".
If we have Octarine Core, we can throw the second beer if we ignited with the first one near the end of the timer. Igniting for three seconds sets the minimum damage interval, and the second beer extends the burn. The second beer will last the full 5+ seconds, even if the target is already burning. And with a low burn frequency, total damage will increase when it shouldn't (an obvious quirk of the eternal beta).

P.S.: If we ignited the first beer for 5 seconds (immediately), the intervals would be long and extending with a second beer for the same duration would result in less total damage.
Bristleback


Viscous Nasal Goo
Targeted debuff that reduces enemy movement speed and armor.
Base slow - 15%.
Range - 650.
Cooldown - 1.75.
The problem is that he only uses this ability when attacking. When Bristle turns his back on everyone, he clearly doesn't need this ability.

Increases the maximum number of stacks by 2 and increases the value of armor reduced.

Quill Spray
Quills. If you happened to take quills instead of "green spell", then hope you have enough health for more close combat. Damage increases with each cast on a target. In any case Bristleback himself will deal a lot of damage with this ability because he casts it more often due to his passive (if someone hits his back). Quills are great for jungling.


Hairball
Shard ability. Caster launches a glob at the targeted area that explodes and applies 2 stacks of Viscous Nasal Goo and 1 stack of Quill Spray on each hit enemy. Cast range - 750. Explosion radius - 700.



Warpath
A passive ability that can be used when Brist'lebacks specific Facet is selected.
Passively gives a temporary buff to attack and movement speed every time we use the ability. When activated, the ability will multiply the power of the buffs by 1.5 times, BUT for the duration of the this buff, our view is reduced to a cone. (We also stop seeing what our allies see).



Wisdoms
You have probably heard at least once in your life that "Rubick has nothing to steal from this hedgehog". Right? I JUST DESCRIBED THREE ABILITIES! But seriously, the sure way to defeat the Hedgehog is lowering resists. And (Oh my God!) Viscous Nasal Goo is armor reduction! Yes! That's right! His own ability can be used against him! (This expressive text is addressed to those who think Rubick has nothing to counter Bristleback)

In addition, any other ability that lowers resists works great against him, whether it's item abilities (Veil of Discord, Assault Cuirass) or hero abilities (Corrosive Haze, Ancient Seal, Flesh Golem). And don't forget the main panacea against the spiky hero! Silver Edge! Completely nullifies his annoying passive (sometimes you'll need a Nullifier against a Wind Waker).

You can't go toe-to-toe with him 1v1. And trying to kill him first is not the best option. So deal with a couple of his friends first. And for Bristleback himself it is recommended to prepare his own Viscous Nasal Goo or some disable for comfortable chasing or chain-stunning. All of Bristle's damage is physical. So increasing armor is required. And Force Staff to increase distance between you.

In case you don't like Bristle's spells (which is quite expected), remember that he is playing with 4 other people. So purchasing Aghanim's, with which we steal other abilities in large quantities to soon rain them down on "spiky", would not be amiss. Anything can happen in Dota... And what if Bristleback have a ally hero that can borrow us the spell with Break function? ;D

If you meet mid Bristle, immediately take quills after level 6 and harass him. Use the fact that your damage is stronger. If you are stronger, you will likely get the kill. And if he is stronger, it is enough to toss him away. Just try to use quills when he runs up to a creep pack. In this case he faces you and takes normal damage, and his back does not generate more quills.



Spreading nettle
When playing against Bristleback, it is very important to take Arcane Accumulation Facet. Spamming Quill Spray will greatly increase the radiuses of other stolen spells. But on top of that, you'll be able to damage Bristleback with Quill Spray while outside of his Spray radius, making it almost impossible for him to fight.

Just remember to keep your distance with any available options. Keep him in your radius, but stay out of his AoE.
Broodmother


Insatiable Hunger
Self buff for attack damage and lifesteal.
Excellent tool for dueling someone at close range. But not Broodmother herself!
Because her other ability won't let us hit her. Although with a certain item build stolen "hunger" makes Broodmother not too scary (if she's without spiders).

Damage bonus depends on percent of our base attack.

Shard increases duration by 2 seconds and gives +4% attack damage from our base attack for each second of the buff.

The ability starts working on controlled spiders within 800 radius of us. Works ONLY on spiders.

Spin Web
Creates a web area where we can move through any terrain with bonus movement speed and turn rate. Spiderlings from the Spawn Spiderlings ability also gain a web bonus.
When the ability disappears from our spell bar, all cast webs also disappear from the map.

If we standing in our own web and in the enemy web at the same time, the one in which we were in earlier will take effect. This works for both us and Broodmother. If you want to deprive her of unobstructed movement, make her run into your web and then force her to cast her own web.
To do this she must already be outside her web.

Spawn Spiderlings
Target slowing nuke of magical damage that applies a 20 second debuff. If the target dies during this time, they will spawn a number of spiders (4-6, depending on level). Cast range - 900
Debuffs from multiple Spawn Spiderlings stack. This means after death the number of spawned spiders is multiplied by the number of stacks.

Spiderlings have two passive abilities:
First (Poison Sting) - Spiderling attacks apply a slow.
Second (Spawn Spiderling) - applies a similar 2 second debuff to Spawn Spiderlings from attacks.

By stealing this, you can not only unleash tons of magical burst damage on the Spider Lady, but also demolish her Towers!
Yes. Our spiders don't get their own web area like Spin Web, but a web can be spun later when we gather enough spiders.

Moreover, Broodmother herself has no AoE spell, while we have Fade Bolt that in one cast wipes out the insect army (when weakened). Larger stronger spiders can be finished off with our own army.
Gather auras and onwards to demolition!

Spinner's Snare
Aghanim's vector ability that places an invisible web trap line 900 units long. It takes 2 seconds after cast to arm. If an enemy hero crosses the line, they completely slow for 0.25 seconds, then get rooted for 3 seconds taking periodic magical damage. Enemy is visible through fog during root. After first trigger the trap disappears, but while the first root other enemies who step on the same trap can also get debuffed.

Up to 5 traps can exist on the map not crossing each other.
Cast range - 600. Ability has 2 charges. Cooldown for each charge - 20.
Can be placed on Spin Web terrain regardless of cast range.



Wisdoms
If you are position 5 support, good luck to you. Brood will first send you to the gallows with her spiders, and besides Telekinesis (on one of the spiders) you won't be able to do anything. However, having a core position allows confidently retaliating with leveled up Bolt against both spiders and Broodmother herself.

Most often Brood is met mid against you. But you'll need to pay attention to your own jungle. You won't be farming it so early yourself, but Brood will certainly take over it. If you don't have time to block the camp yourself every minute, block it with a sentry ward. Brood will most likely want to deward it to continue farming right under your nose.

Burst damage from two nukes will help set the tempo of the game, and spiders left after fights provide an excellent opportunity to shove the lane to hell and back.
Reminder: Broodmother herself cannot clear her own spiders as well as she might like. For that she needs to rely on allies.

If you want an early push - Discord for nuke synergy with the active amp. If you want a split-push festival, Travels. With spiders and ubiquitous boots you can also farm efficiently.
If a Wyvern (or other AoE nuke hero) was helping you mid and your advantage became monstrous, you can build Radiance. It will help clear spiderling armies, partially protect us from physical attacks with the miss aura, and allow us to hit the Spider Lady so hard she loses the desire to gnaw on our buildings.

(To catch Broodmother you need abilities that cut down or provide vision in trees, since Spin Web lets her move through terrain)

If Brood is actively pushing and biting your team's faces off, I recommend rushing a Force Staff or Atos. Overwhelming Blink allows catching up to her due to the monstrous slow that remains effective even at max web speed.
The AoE nuke itself can deal with the spider army fairly well. Atos is just good at catching the arthropod beast.
You can also add Shiva's to your blink.



NIGERUNDAYO!
If Broodmother threatens to bite your legs off, keep your ult at the ready. As soon as she starts running at you, try to run out of the web. This will make her stop for a fraction of a second to lay another one. You need to capitalize on this. Steal the web and escape through terrain or trees. And the harder you are to track, the better.

It is almost always beneficial to steal the web, as unobstructed movement greatly helps win fights or at least not die.
Centaur Warrunner


Hoof Stomp
Stomp is a simple AoE stun that damages and disables nearby enemies. It combos with Telekinesis by placing the Land marker under yourself, then Stomping the enemy when they land next to you. This chain stuns.
Stomp has a radius of 330 units.


Hoof Stomp goes on cooldown and sending a buff responsible for the animation swing. If the animation swing is canceled, the ability will immediately restored. This means that Centaur can now cancel swing of his stun after casting Stampede, preventing us from stealing his ultimate.

Since Hoof Stomp (Centaur's Stance) has a weird approach to casting with a self-buff, it will only spend mana when the buff expires, which does NOT count as spending mana for the spell itself.
Because of this, abilities like Nether Ward, Sanity's Eclipse and Arcane Curse do not respond to Hoof Stomp.

Double Edge
Double Edge is a targetted nuke that also damages a small area around the primary target. It deals damage to caster himself as well.

Many Rubick players have mixed feelings about this spell. For them it's not the best steal since it self-damages and has a very low cast range. However, with the right playstyle, Double Edge can be a great source of burst damage without too much self-harm.

The issue with stealing Double Edge is the damage is based on a fixed value plus a percentage of Centaur's strength. So while the damage is lower without his strength, Arcane Supremacy still makes it hurt. The self-damage is also amplified however, so magic resistance is recommended. Or get EXTREME amounts of strength to boost health and damage.

Items like Bloodstone or Dagon mitigate self-harm by healing based on damage dealt.

Casting Double Edge will grant 12% bonus strength for 12 seconds per hero hit, stacking up to 5 times. Recasts refresh duration and add stacks.
It also slows by 35% for 2 seconds.

Double Edge receives additional damage depending on 25% of the damage we took from enemy heroes in the last 6 seconds. The maximum bonus damage is +100%. The bonus will reset after Double Edge is used.

Stampede
Global team buff granting maximum movement speed and phasing. If an affected ally (or we) collides with an enemy hero, the enemy will be slowed and take magic damage based on the allied hero's strength.
The movement speed bonus cannot be slowed.
Cooldown 100 seconds.


Work Horse
The spellcaster receives a self-buff from Stampede and creates a cart that he pulls along with him. After using the ability, the button (only for Centaur) is replaced by an auxiliary spell called Hitch a Ride. The new button allows Centaur to pick up an allied hero into the cart. The carried ally cannot move but gains invulnerability and can attack and cast spells.

Lasts 8 seconds.
Gives +200 attack range to melee allies.

The buff from Stampede will not be active if the ultimate itself is not in the second slot.



Wisdoms
Centaur is a fat piece of chase. He just needs to reach you and smack you with his first two abilities. The best way to wage war against him is to steal Stampede. Stealing Stampede is quite easy because after his ultimate, Centaur Warrunner won't cast anything until he reaches someone, as his stun and nuke have a melee cast range.
He can reach someone with the help of Blink Dagger, which appears in his inventory almost every game. If you see Centaur getting ready to jump, catch him with Lift. Our casting speed is high, so there's a chance he'll levitate right after using Blink.

A timely lifted horse is already a +50% to a won fight, and if you managed to steal Stampede, the fight takes on a whole new dynamic.
GG WP

But that's not all. Thanks to the combination of Arcane Supremacy and his Double Edge, you can have a lot of fun! Get Lens and ALL THE HEARTS IN THE WORLD! It turns out to be a medium-range ultra-nuke.

Hoof Stomp. The ability is simple but effective. Get a Blink Dagger. Jump in and slap with a stun, which will be amplified by our ultimate.

I strongly do not recommend hitting Centaur without lifesteal. Each attack on him will be accompanied by a strong retaliation. And there is as much retaliation as Centaur has strength. That's it.
Chaos Knight


Chaos Bolt
Chaos Bolt is a targeted stun and nuke with random values. Both damage and stun duration are randomized each cast within a set range. More damage equals less stun, and vice versa.

Chaos Bolt is the epitome of randomness. Either it deals modest magic damage, or puts a poor hero to sleep for 3.25 freaking seconds!
At max luck, can stun for up to 4.2 seconds.

Chaos Bolt splits into two bolts on impact. One will deal damage and the other will stun.

The shard spawns an illusion from Phantasm next to the Chaos Bolt target. Illusion attacks the target for 6 seconds. Illusion deals 30% less damage.

Reality Rift
Reality Rift teleports Chaos Knight and the target enemy together at a point between them. It first pulls the enemy a fixed distance towards CK, then teleports him next to them.
It also reduces the target's armor. Increasing cast range only affects CK's teleport distance, not the enemy pull distance.
Any illusions next to CK will also teleport to the target.

Reality have equal chance to apply either Break, or Disarm, or Silence. The additional debuff lasts half the time of the spell.

Phantasm
Phantasm summons illusions after a 0.5 second delay that deal 100% white damage. Any green damage is ignored as usual for illusions. So stacking intelligence to amplify white damage makes this spell very potent.



The 0.5 second delay acts as invulnerability and dispel.
Chaos Knight himself may have an Facet that makes all of his illusions “strong”, making them impossible to instantly kill with a hex, dagon or some Mana Drain.

Aghanim's creates one extra illusion for CK, and makes an illusion of every allied hero globally without interrupting channeling spells. Applies a basic dispel to allies.



Wisdoms
Like against all typical Carries, we need to exert early pressure on Chaos Knight to gain a clear gold advantage. Until he gets his second level ultimate, he can be killed quite easily.
Chain-stunning him will solve the problem. And if he uses his ultimate, one Fade Bolt will reveal the real one. Though his illusions deal a trillion damage, they are still illusions. They take much more damage.
Both Chaos Knight and his illusions do not have significant magical resistance apart from their innate 25%, so AoE nukes also help deal with his Phantasm.

By the way, Phantasm is easy to steal. If we see that Chaos Knight has used his ultimate, we simply spam our Spell Steal on the cluster of riders. Since we cannot steal anything from an illusion, not only will we not waste our ultimate in vain, but we will also identify the real one.
If we intend to steal Phantasm, then we should stack stats. The more intelligence we have, the stronger the stolen ultimate will be. You can also buy Crystalys, so that the illusions crit with base damage.
In general, the most ideal option against Chaos Knight would be Bloodthorn. A large number of stats or special active ability will allow for the most effective management of the army of strong and muscular illusions.

If you are not into carry build, then get Aghanim's Scepter. It will create an army of stat-based copies from your allies. Well, someone must be stat-based among them, right?!

And now I would like to recall the most dangerous tool of Chaos Knight in battle: Reality Rift. After he uses his ultimate, most likely, the first ability he will use is Reality Rift. One joint blink and already 5 copies will strike your skull. I remind you that illusions also have Chaos Strike, which applies a painful crit.
Sometimes Chaos Knight will buy Dagger. In this case, after blinking, he will use the stun, and then only Reality Rift. Take into account the enemy's behavior, which is based on his items. This will help not to accidentally steal the Rift ahead of time.

Not falling victim to Reality Rift is our main task. The second task is to get rid of illusions (AoE damage to help). Because if Chaos Knight doesn't have illusions, he doesn't have his main source of damage either. Without Phantasm, it is not very comfortable for him to fight, so he will most likely want to retreat, which will be quite difficult to do if WE have his Reality Rift.
That's right. The third task is to steal Rift. Slowing down the movement speed from Rift also plays cool against the rider himself.
It is quite good to buy Aether Lens for Rift to catch agile opponents.



Reins of Chaos
Take a closer look to see if there are any heroes in the game that can create illusions out of enemies. His innate "Reins of Chaos" ability can play into our hands and create an additional illusion.
There are only three such abilities: Reflection, Disruption, and Dark Portrait.
Chen


Penitence
Penitence is a targeted slow that also grants increased attack speed to all allied units attacking the debuffed target. The caster and his ranged units also gains a bonus attack range against the specified target.

Amusingly, the attack speed buff is granted to units that normally wouldn't benefit from it. For example, Death Ward gains the bonus attack speed when attacking a Penitenced target, allowing it to exceed its usual max attack speed.

However, it does not accelerate Juggernaut during Omnislash.

Holy Persuasion
Takes control of neutral (and enemy) creeps. Dominated creeps get bonus damage and movement speed. Pressing it again on a dominated creep teleports it to you.

Dominated creeps stay under Chen's permanent control. Holy Persuasion increases creep's HP. Bonus health depends on hero's level.
Max creeps: 1/2/3/4

The shard lets you control ancient creeps (based on ult level) and levels neutral creeps' abilities by 1 (up to max level 4).

Aghanim's gives each dominated creep Martyrdom - a targeted Hand of God that sacrifices the creep to heal a target. 8 sec shared cooldown.

Amazing fact: When we lose this ability, all our controlled units (summoned only by this ability) die.
The peculiarity is that they die regardless of who owned them at that moment...
Confused?
Let's clarify.

For example: Chen tamed a huge golem that gives a health bonus. We decided that the golem would be more useful to us and we take it away with our stolen ability.
Later, Chen (seeking revenge) manages to lure our golem back and with another skill, takes it to the base, so that there won't be any more of this ♥♥♥♥.
And here (attention) we decide that if the golem doesn't belong to us, it won't belong to anyone! And with these words, we simply change the skill.
And somewhere at the enemy's base, one little golem dies.
The point is that by stealing creeps, we mark them as our property for the rest of their lives. And it doesn't matter who will control them next. When we lose the Holy Persuasion ability, all the marked creeps die.

Hand of God
Just a global heal for all allied heroes and controlled units with subsequent periodic healing. Healing duration is 10 seconds.
By controlled units, I mean creeps tamed with Helm of Dominator, not Holy Persuasion, because if we don't have Holy Persuasion in the spell bar, we don't have creeps from that ability either.

Hand of God heals allied heroes even if they are banished. Meaning, it can work on an allied Puck in Phase Shift or on a hero hidden in enemy Astral Imprisonment.



Wisdoms
Just steal his own creeps. Take Dominator to steal even more creeps. If he stole his own creep that you stole with Holy Persuasion, just switch abilities and the creep will die. Take the creeps, break the towers, clap, stomp, throw rocks, summon skeletons, or whatever those creeps do.
But only do all of this if you really enjoy switching between all your controlled units.

In other cases, the best ability would be Penitence. This ability is kind of "supportive", but at the same time, it's "self-sufficient". Solar Crest works very well with this spell. Cast Penitence on an enemy, and Shine on an ally. The attack speed of the ally will be so high that you'll want it for yourself.

Moreover, this ability will be easier to steal since it's the most targetable. All his other abilities he can use outside of fights or in the bushes, without targeting us or our ally. If he still uses Hand of God while we're nearby, it's even better for us.
As for his Holy Persuasion, it's worth preparing Aghanim's for it. With it, we can gather creeps that can be conveniently used for healing purposes.
Clinkz


Strafe
A temporary buff that increases speed and attack range. The bonuses apply to skeletons from Skeleton Walk and Burning Army (full range bonus, but 60% of the attack speed bonus).
Duration - 3.5 seconds.
Range bonus - 200.
Using Strafe does not remove the invisibility from Skeleton Walk.

Attacks with Strafe applies a one second miss debuff. Stacks with the attacks of our skeletons.

Tar Bomb
A targeted spell. The hero throws an oil bomb at the enemy, causing it to attack us and our skeletons. Upon impact, the bomb deals magic damage to the target and leaves a puddle with a radius of 275. Enemies inside the puddle are slowed and take additional damage from our attacks and the attacks of the skeletons. After leaving the puddle, the enemy remains affected by the ability for an additional 2.5 seconds.

Since Tar Bomb forces the caster to attack the selected target, if this ability is used on an enemy with Lotus Orb active, who is also casting a channeling spell, the attack command given back to the enemy will cancel their casting.

Death Pact
The caster consumes an enemy creep or OUR own skeleton from Burning Army/Skeleton Walk to heal themselves and temporarily increase their maximum health by the same value. A new skeleton appears in the place of the consumed unit.

The ability at levels three and four has 2 charges. Charge cooldown is 40 seconds.
Buff duration - 45.
Minimum creep level required for consumption - 4 / 4 / 5 / 6.
The ability does not break the invisibility from Skeleton Walk.

Aghanim increases the number of hits required to destroy skeletons by 1.

The caster teleports in place of the absorbed target, leaving the skeleton in our previous place. Reduces cooldown by 10.

The buff from Death Pact cannot be dispelled.
Only one skeleton created by this ability can exist at a time.

Summoned skeletons only deal damage if Death Pact is in our spell bar.

Skeleton Walk
Allows the hero to become invisible with increased movement speed. Exiting the invisibility creates a group of skeletons near the hero. The skeletons have the same attack range as us, but deal only one-fifth (20%) of our attack damage. The damage and attack range of the skeletons are dynamically adapted in real-time.

Skeletons die from 2 hero or Roshan attacks. They die from 8 attacks by creeps or towers.

And just in case, let me repeat: Summoned skeletons only deal damage if Death Pact is in our spell bar.

Burning Barrage
An ability from Shard. Dispellable. The caster fires a salvo of 6 arrows in the chosen direction. The arrows pass through all enemies in their path, dealing 65% of the hero's attack damage to them and applying attack modifiers, if any. Each arrow has a width of 200. The base range of the ability is 850.
Each arrow applies Tar Bomb to the enemies. In our case, Tar Bomb should be in the second slot.

This ability has True Strike and deals damage even if the caster is disarmed.
The range of the ability depends on the hero's attack range and is not increased by Lens or our Arcane Supremacy. It can only be boosted by attack range bonuses.

Burning Army
An Aghanim's Scepter ability. A vector-targeted spell that creates archer skeletons in the chosen line with a 0.5-second interval.

Line range - 1300.
Number of skeletons in the line - 5.




Wisdoms
Bone Fletcher is one of the invisible heroes. And to defeat him, you need to see him. But that's not all. But let's go in order.

Most often, you will see him when Clinkz decides to attack you. Sneaking up on you in invisibility, popping out with a bomb and a horde of skeletons.
In such a situation, you will first think about how to steal his Skeleton Walk and escape from this "spooky" attack. BUT WAIT!

On his way to you, he can freely use Strafe and Death Pact without breaking invisibility. Even more, he will most likely use one of them right after attacking you. So you need to prepare one of the defensive items. For us, it will be Force Staff, Vanguard, Pavise, Ghost Scepter, and similar ones. Clinkz's main damage, as well as the damage of his skeletons, is physical. So as long as you can protect yourself from arrows, everything will be fine.
Remember that later on, Clinkz may want to buy an item that will hold you in place, so he has enough time to shoot you down.

Now let's talk about options:

Try to catch Clinkz with Sentry Wards and Gem when he needs to retreat. In such scenarios, he will try to eat a unit for healing and hide in invisibility, forgetting about Strafe, which is only useful for offensive purposes. In this case, if we detect him, we can steal Skeleton Walk to use it later as we see fit.

This ability can make our game much easier. With this "option," we can go for Radiance, Gleipnir, Solar Crest, Scythe of Vyse, Eul's Divinity, and the like.
Overall, with such invisibility, the most important thing is to get a Gem of True Sight. It's just terrorizing the skeletons. Seriously. This will FORCE him to care about you being the only one he can see. Because you see him, but he doesn't see you. And it definitely annoys him, as Telekinesis can hit him at any moment and from any angle.

Burning Barrage from the shard is one of the main killing tools. If we take it after the 15th minute, it is used for lazy farming or in combination with Maelstrom. It is a situational ability, so it should not be relied on too heavily.

However, if your priority is his ability that creates skeletons (Burning Army, Skeleton Walk, Death Pact), then you should focus on fixing and increasing damage. Besides Lift, you should consider getting Rod of Atos for fixing.
The created skeletons will deal a portion of our damage, so increasing damage is crucial. Remember that they will not apply attack modifiers, regardless of what we buy.
Placing Burning Army near an enemy hero should be done in a way that the hero stands in the middle of the line, so that 3-4 skeletons can reach him. Also, for the same purpose, it is worth buying Dragon Lance, which will increase the attack range of each skeleton.

And here's the final surprise. Hehehe...



Breached Dam
The oil bomb can be used on buildings to deal magical damage and target skeletons. However, abilities that deal damage to buildings have certain penalties. Their damage to buildings must be reduced for balance reasons.

As it turns out, this does not apply to Tar Bomb in any way... So the slippery bomb deals full damage to buildings. And now let's add up everything we have with this ability:

Deals damage to buildings.
Casting range is 1250 with Arcane Supremacy at level 4.
Buildings do not have magic resistance.
And we have a bonus to spell damage.

Yes, ladies and gentlemen. Just throw the oil bomb every 3 seconds through three screens with the level 15 talent. As long as you have vision of the towers, everything will burn with blue flames.
Clockwerk


Battery Assault
Battery Assault lasts for 10.5 seconds with a 0.7 interval, micro-stunning and dealing magical damage to a random enemy unit within a 275 radius. If there is only one target near us, all the hits will land on that unit. The total number of Battery Assault hits is 15.

Deals more damage to creeps.

Power Cogs
The caster creates a fence of eight cogs around himself. Anyone who approaches the cogs from the outside will be pushed back. Additionally, enemies pushed back will lose mana and health. Cogs can be destroyed with two hits. The performer himself does not break the Cog with his attack, but pushes it away from him at 1000 range.

After the pushback effect, the cog becomes inactive. It still blocks the path but cannot push anyone away. Cogs cannot push units without a mana pool, such as melee lane creeps.

Cog formation becomes wider. 330 radius (Not changed by AoE bonuses).

Status resistance rules with the cogs only work in one direction. The pushback duration can be reduced by increasing resistance to the effect, but it cannot be amplified by our Spell Steal.

Rocket Flare
Launches a rocket to any point on the map. Deals magical damage and brief area slow. Grants vision for 6 seconds.
The radius of the damage area and vision is 600.

The rocket is indicated on the map by a visible red mark to enemies. If you have wards placed and a red mark flies through them, it's likely the rocket. The trajectory can give an idea of its destination.

Hookshot
"Reverse hook". The caster throws a hook in the specified direction. The hook latches onto the first unit hit and pulls us towards it. If the target is an enemy unit, Hookshot stuns and deals magical damage. It also applies the same debuffs to all enemies in the path of the ability. The stun goes through status immunity.

If Hookshot is used and an ally is nearby the target, the cooldown is reduced by 75% and 75% of mana spent is restored. The damage radius is increased to 300. We with allies in AoE gain bonus armor.

While the caster is flying towards the target, he is silenced and disarmed. Items can still be used.

Overclocking
An Aghanim's Scepter ability that temporarily enhances all other Clockwerk's abilities. HOWEVER, upon expiration of the bonuses, the caster will be slowed by 100% for 3 seconds.
The penalty stun cannot be reduced by status resistance, but it can be dispelled by a strong dispel.

Battery Assault - affects all enemies in range, not just one random target.
Power Cogs - provide the caster with 250 bonus attack speed while inside.
Rocket Flare - the hero launches 2 additional flares on the sides of the initial one. The ability cooldown is reduced by 3.
Hookshot - increases the radius and duration of the stun.

It's a complete crap, if we don't have Aghanim's Scepter and another Clockwerk's ability in the second slot.

Jetpack
An ability from Shards. Enables flight mode for 6 seconds with a slow turn rate. During flight, the caster gains movement speed but is disarmed.
Clockwerk himself does NOT need to turn to cast Hookshot. Hookshot can be prematurely invoked even during flight.

Speed bonus - 20%. Cooldown - 16.



Wisdoms
The synergy of this enemy's abilities is simple. Once Clockwerk gets close to you, he activates Power Cogs and Battery Assault. You're dead unless you escape from the cogs. Against Clockwerk, ALWAYS have a Force Staff or an ally who can pull you out of there.
And until then, use Lift to throw Clockwerk out of his cogs. While he's thinking and breaking his cogs, you must break a cog from the other side to get away.
Furthermore, when you throw Clockwerk out of his cogs, you can steal them and place your own. This will definitely give you enough time to avoid an attack.

All of Clockwerk's spells imply pursuit. Therefore, it is recommended to choose items with this in mind, to not suffer greatly from the full range of "Dwarf in a Can" capabilities. Force Staff (already mentioned), BKB, Aghanim's Shard, Wind Waker.

By the way, about Aghanim's Shard. The shard allows the use of Lift on ourselves to throw ourselves out of the cogs. It's very useful in cases when he has the talent for rooting in cogs.

Clockwerk himself without Hookshot is quite killable. You just need to keep him in place and not let him cut himself off from you with the cogs. To do this, simply use Lift and throw him over his own fences. In case he buys a shard and decides to fly, items like Eul's Scepter or Rod of Atos will be very handy.



Arse-cast
Clockwerk is one of four heroes who do NOT need to turn their face towards the target to use an ability on them. However, he can only do so, when his Jetpack is active. In other words, during flight, Clockwerk can dagger out without spending time turning towards the specified direction. This mechanic allows us to use Telekinesis, Light Bolt, and our entire inventory without diverting from our path. The range of the cast is the only important factor. If we activate the Jetpack, we will also gain this property for the duration.

P.S.: The other three heroes with a similar mechanic are Mars, Pangolier and Phoenix.



Overhooking
If Clockwerk is playing with Hookshot facet, you can buy Manta Style and Octarine Core to give you some low cooldown hookshots at close range. If you don't want Manta, then team up with an ally, at the expense of which you will get all the facet bonuses.
Crystal Maiden


Crystal Nova
AoE nuke with movement and attack speed slow. Damage is magical.
AoE radius - 425.

The special thing about this spell is that the slow duration does not scale, but is already 5 seconds, which is extremely long. With the first cooldown reduction source the ability turns into endless slow.

Hitting yourself or an ally gives targets a barrier of physical damage. Our barrier is twice as big.

Frostbite
Ensnares the target dealing periodic magical damage. Damage per second for heroes is always 100. Deals more damage to creeps. Only the ensnare duration scales. Frostbite is one of the spells that disallows not only moving but also attacking. The other owner of such an ensnare is Treant Protector.

Spell Steal will increase total damage together with duration.

Arcane Aura
Passively gives mana regen to us and our allies. If Crystal Maiden's specific facet is selected, the ability can be used to gain a 10 second bonus to spell damage. Our character's manacosts are increased and each spell casted will replenish mana to allies within a 1200 radius.


The spell damage buff will not give us attack damage, though magic resistance will work fine.

Freezing Field
Long cast time spell. For the entire cast random icy explosions occur around us (radius 835) dealing magical damage and slowing movement and attack speed.
Explosion radius - 320.
Max channel duration - 10 seconds.

Passively gives cast range and AoE bonuses.

Aghanim's increases explosion count by 20% and allows moving, attacking and using abilities during the ult. However, the ult can still be interrupted. During the ult caster movement speed is reduced by 75%. Freezing Field area follows the caster.
Also applies Frostbite on those, who stayed in the AoE for 2.5 seconds.

Freezing Field with Shard cannot be interrupted by Berserker's Call or Winter's Curse (if Freezing Field caster is a secondary target).

Crystal Clone
The caster slides to selected direction in 275 range and leaves an ice copy that lasts 5 seconds. If the copy runs out or is destroyed, the copy will explode and cast Frostbite on enemies within a 400 radius. The copy cannot be attacked, but it can be destroyed with AoE spells. The health of the copy is 150.


Casting allows you to dodge projectiles.
You can break it yourself with Crystal Nova or Freezing Field.
Our clone will only apply Frostbite if we have Frostbite or Freezing Field in the second slot.
Can be applied while rooted or leashed.



Wisdoms
Against CM we have EVERYTHING.
Lift to interrupt her ult. "Ice cage" that we can throw back. And Arcane Supremacy that amplifies every word towards her.
You don't need to think much to play against her.
Just get a Dagger and use a retaliatory Freezing Field.

Although you need to be careful. Frostbite won't interrupt her ult, so save some disable for that case. And don't forget to protect from magic damage. Even though we have an advantage in arsenal, she still deals a lot of damage. So you need to get either Force Staff or Black King Bar. For everything else, typical caster items are recommended. Aghanim's to empower Freezing Field and Kaya & Yasha to empower all her (and our) abilities.

If CM is playing a VERY poor support, you can still use her spells, but not rely on them for item builds.
Dark Seer


Vacuum
VACUUM!
Pulls all enemy units in the target area into one spot. This tool can toss enemies onto cliffs or move them through walls.
Vacuum radius - 400 / 450 / 500 / 550
Pull duration - 0.3 / 0.4 / 0.5 / 0.6
Can be used on invulnerable units (not banished).

Stops Storm Spirit, Ember Spirit and Morphling mid-flight.

Ion Shell
Applies a special buff on any unit. While the buff is active, the chosen allied target will deal periodic magical damage to all nearby enemy units in 275 radius.
Ion Shell duration - 25. Ion Shell follows status resistance rules. And therefore, if the target is an enemy, the shield will last 32 seconds on them thanks to our Spell Steal. I believe this is one of the rarest cases where status resistance heavily affects outgoing damage.

Ion Shell cannot be blocked or reflected by Linken's Sphere or Lotus Orb.
If we cast Ion Shell on a target that already has the enemy Dark Seer's buff, the timer will refresh and the damage source will switch to ours.

The timer will refresh but the buff/debuff status won't change. If Dark Seer casts Ion Shell on us and then we cast it on ourselves, the refreshed Ion Shell effect will still be considered a negative effect, even though it benefits us. Who can dispel Ion Shell depends on such nuances.

Surge
Buff on self or ally that gives max movement speed of 550 (like Haste rune) and phasing for 3-6 seconds. Like the rune effect, Surge cannot be slowed.

The surged unit leaves a trail that heavily slows enemy units and deals periodic magical damage. The ability becomes toggleable. Autocast turns off the Shard bonus.

Wall Of Replica
Vector ability that creates a wall generating a copy of each enemy hero that passes through it. While inside the wall enemies are slowed. The slow lingers for 0.75 seconds after exiting.
The illusion from max level Wall hits with the original's full base damage.

Of course, illusions from the wall only use base damage, so Wall of Replica works well against heroes with excess white damage.

If you are a Weaver with low HP, you can farm your own illusions nicely with Shikuchi. 5 gold each.
Only one Meepo will generate a copy. His ult clones don't trigger the Wall.



Wisdom
Dark Seer is a fat caster whom we can still catch up to.
The other problem is prolonged fights, since he feels as comfortable in them as we do.
We don't suffer too much from Ion Shell and can even retaliate with our own, but getting vacuumed in a big clash is a very bitter experience. So it's better to engage him openly after he uses Vacuum. Its cooldown at max level is 30 seconds.

Most often either Wall Of Replica or Surge will be the biggest help.
The Wall is just a powerful ult that will wreck everyone like Warlock Golems if you start controlling them yourself, and Surge is what will help us establish order in a long, long, long fight. We catch frisky chaps and escape dangers.
Seer can't do the same, because without Aghanim's Scepter he has no actual disable or burst damage.

Regarding Vacuum there is one funny detail. If you try to pull an enemy to yourself at max cast range (catching them at the edge of the AoE), after the pull they will end up in Telekinesis range.

A very nice trick is Aghanim's Shard that adds options to Surge. Low cooldown + infuriating ooze? Why not.

Notable items against him: Gleipnir, Eul's Scepter, Aghanim's Scepter, Aether Lens, Assault Cuirass, Shiva's Guard, BKB, Hurricane Pike.
Dark Willow


Bramble Maze
Creates a flower "labyrinth" consisting of mine-bushes. They deal magical damage and root anyone who steps on them. After triggering one bush disappears.
Hence, one naughty garden intruder per bush.

And yes. One hapless opponent can definitely get hit by multiple bush "root" triggers if they just run through the Bramble Maze head on.

If the enemy doesn't want to pick gooseberries in our garden, we can roll them through two bushes with our Telekinesis. Periodic damage from several "nettle" stacks. So if they already stepped on one bush, feel free to Lift and dunk them into another.

If you skilled the +400 cast range talent for Telekinesis Land, you can dunk one target into three bushes at once. Bramble Maze itself consists of two square 4-bush formations.
You need to land the enemy on an inner bush, then launch them into one of the two opposite outer bushes.
In flight the target will also clip another inner bush.



This won't increase disable duration much, but will substantially increase total damage. So you can definitely use this trick in a game where CDR Bolt talent isn't too necessary.

Shadow Realm
Enters a state where we cannot be targeted by regular attacks or single-target spells. In this state we charge up magical energy for one attack. The state lasts 5 seconds. Maximum bonus magical damage for the hit is available after 3 seconds in Shadow Realm.
If we don't attack during this ability, all charged up power is lost.
Attacking early will end Shadow Realm prematurely.
Attacks from Shadow Realm have increased range.

Though unreachable by targeted spells, Shadow Realm still leaves us vulnerable to AoE abilities. Yes. This is no blessed immortality.
(Among exceptions I know are Bushwack, Overgrowth, Electric Vortex)

Shadow Realm evades damage from spells that apply an auto-attack (Omnislash, Boundless Strike).

Aghanim's allows staying in Shadow Realm after attacking. Hence, each attack with this ability will be magically charged. This Aghanim's efficiency directly depends on our attack speed.

Shadow Realm emits an aura in which enemies take more damage from us. The longer we stay in Shadow Realm, the stronger the aura works. The maximum bonus damage is 30%.

Cursed Crown
A delayed blast bomb. Placed on an enemy's head. After the timer expires the enemy and nearby allies get stunned.
A very interesting ability that forces the enemy team to temporarily "denounce" those near them. In some situations this ability can be combined with something very nasty.
For example Flux.

The timer can be dispelled.

Shard reduces cooldown by 1.5 and creates 4 Bramble Maze bushes around the target after Cursed Crown ENDS. Regardless of whether Cursed Crown triggered or not. Even dispelling the timer will trigger bushes.

The Crown counts the amount of damage taken by the victim during the timer. When triggered, Crown will deal a portion of the accumulated damage.
35% of Dark Willow's abilities (Fade Bolt and stolen spell damage are not counted) and 15% of attack damage.

Spell Steal increases stun duration but does not change timer duration.

Bedlam
A spirit from the Mireska's cage (which Rubick doesn't have btw) starts spinning around and pounding nearby targets like Witch Doctor's Death Ward. Jex (the spirit's name) doesn't attack buildings. His attack speed and damage are considerable. Jex's damage is magical.
Can be used even if you just cast Terrorize.


Terrorize
The caster, after the obligatory swing, fires a projectile that creates a large area of imposing fear.
Cast range - 1200
Like Savage Roar but with larger radius and longer duration. Can be used even if Bedlam was just activated. Second Terrorize (if we used Refresher Orb) will only become available after Jex returns to the caster from the first Terrorize. Meaning, this time depends on how far we cast the ult. Heh.

If you hit an invisible opponent, you will see their silhouette but this ability does not provide True Sight, so the invisible cannot be attacked.



Wisdoms
Mireska is a hero with way too many abilities that do a lot.
Roots, stuns, instant damage, periodic damage, escape, range increase, fear... All this in one hero who hasn't even bought items yet.

For survival against the Fairy it's best to purchase Force Staff, because you need to maneuver a lot from her massive range abilities. To take her down you need some AoE spell to catch her in Shadow Realm. This AoE can be ripped from either herself or her allies.
You should also get Eul's to avoid negative Cursed Crown effects and dodge the enhanced Shadow Realm strike. By the way, she likes buying Eul's herself to combo with "Crown" and cast like AA's Cold Feet.
For attacking with stolen Bedlam, Blink Dagger is very good. Blink in -> Press Bedlam -> Lift the enemy. And if you don't like reducing distance, Bramble Maze bushes can be tossed from afar. Aether Lens to the rescue.

In general, any stolen ability of hers helps pour in damage or lock down the target. And they can be complemented by a wide variety of items. Look at what items can work not only against her.

P.S.: If you steal Shadow Realm mid after level 6, you can evade her attacks with the same ability. Using this state lets you dodge incoming projectiles. As soon as she attacks and misses we are already charging up our Shadow Realm attack, which she cannot evade since she has it on cooldown.

For a special Shadow Realm playstyle you need Aghanim's Scepter and strike from kilometers away with scary magic slaps. After Aghanim's immediately build Pike (Dragon Lance) and Moon Shard. With the talent for stolen spell amp and Moon Shard one Shadow Realm will shred almost any hero to pieces.
If uptime is already enough, MKB is recommended to prevent potential evasion from enemy abilities, items, or position (if we attack from low ground).
With Aghanim's Shadow Realm, very late Refresher Orb is recommended to extend the first Shadow Realm with a second one. This is needed so that after the 4 second mark all the other 6-7 seconds of attacks (refreshed the cast with Refresher) are fully charged and deal maximum damage. Using the two Shadow Realms separately will give you only 4 seconds of max attacks in total.
Dawnbreaker


Starbreaker
The caster indicates a direction they will move a short distance with three hammer swings around self. Each swing deals additional physical damage, but on the third swing the hero slams the ground, stunning enemies in 250 radius.
The last third swing (ground slam) deals more damage.
Swing radius - 360.

On Rubick the staff swings will still count as ranged attacks. Each enemy caught by the swing arc will be shot by Rubick's regular attack projectile.

The spell movement can destroy trees but cannot traverse terrain elevations. If trying to climb (or descend) a hill, the hero will just bump into the edge and swing in place.
During the maneuver the hero cannot move or attack, but can use items and spells. However if the spell requires a target, it must be IN FRONT of us. Meaning, we need to make the maneuver right towards the target of other abilities (Lift, for example).
The ability can be used while stunned, the hero will swing their hammer but won't move.

Our own Blink and Force will not interrupt Starbreaker movement. However Eul's or Manta will definitely stop it.

Shard provides spell immunity during the cast and allows moving during the cast. However attack direction cannot be changed.

For each hit with the ability, we and our nearby allies are given a temporary bonus to attack speed.

Celestial Hammer
The caster throws their hammer at the target point, dealing magic damage to all enemies hit. The hammer sticks in place for 2 seconds then returns, leaving a slowing fiery trail (deals periodic damage). While the hammer is still on the ground, the hero can use the sub-ability "Converge" to fly towards it and meet in the middle.

Fiery trail duration - 2.5

Hammer's trail gives a bonus to movement speed.

The Converge ability can traverse terrain. Stuns can stop the movement from this spell.
Converge cannot be used while stunned (but you can still throw the hammer).

Solar Guardian
Global cast ability. The hero channels for 1.7 seconds to create a special 350 radius area around any allied hero. The created area on creation and then every second deals magic damage to enemies and heals allies. The area lasts 2.5 seconds (6 ticks total). On expiration the hero flies to the marked area, landing with extra damage and stunning enemies. Once the cast begins it cannot be canceled by the caster.

Damage radius - 400
The area can be placed around self, not just allies. This is important in cases when our team is dead. Such jumps can be used to traverse terrain.

The ability can still be interrupted externally by silence, stuns, cyclones or banishments. Stuns won't have an effect (Treant ult still interrupts because it works on channeling spells).
Besides the jump, the landing can also be sabotaged.

Aghanim's Scepter reduces the cast time to 1 second and the air time to 0.5. Aura of Healing follows us after landing for another 3 seconds and has increased healing.



Wisdoms
Dawnbreaker is a close-range brawler who jumps into fights with hammer or ult.
But she always has to account for certain nuances:
A huge number of control spells do not let her properly use abilities. (Roots hold her during Starbreaker, while stuns and silences interrupt Solar Guardian). She is also not allowed to use other spells without the hammer she throws with Celestial Hammer (this applies to us too, but doesn't concern us much).
If she doesn't make quick dives but tries to squeeze out the flight range to the last meter, she risks losing precious seconds of decent attacking.

For a caster her throw hammer is the best ability. Nuke + mobility = very cool. Remember to return the hammer prematurely when attacking to guarantee maximum damage and the enemy doesn't leave the return path. The hammer and ult are obviously empowered by all magic trinkets. Don't return the hammer if damage isn't the goal. This applies to almost any situation where you need to maintain distance (returning will disrupt positioning).

As for her first ability, it's better to buy Maelstrom-type orbs. If proc orbs don't suit you, crits will do as well. Why crits are good I already explained earlier. But I want to revisit orbs. Namely Gleipnir. This same Gleipnir we will use to timely stop her Starbreaker approach attempts.
By the way, if she does start winding up her first ability towards you, walk through her! She cannot turn until she finishes the maneuver (if no one interrupts her cast). Moreover, Starbreaker gives the caster phasing so we don't need Phase Boots to walk through her model. If she has Shard, Force Staff is recommended since interrupting her spell will no longer work.
Blink Dagger also goes well with Starbreaker. Just Blink in the direction of the cast after the second windup to arrive at blink spot with the stunning swing!

If you want to overcome her healing ability, buy Shiva's. The armor lowers crit damage, and the aura simply reduces heal percentage. If you are considering Silver Edge, let me clarify:
Silver doesn't prevent passive stack accumulation, but if Dawnbreaker already has 3 charges, the Break won't stop the crit. Fortunately passive heals from crits will be disabled while broken.
Dazzle


Poison Touch
Slowing physical damage poison that is applied on the primary and several secondary targets. Poison duration refreshes if the caster attacks the debuffed target. Each attack on the victim amplifies the slow. Multiple Poison Touch effects stack.
The target receives 1 stack of Bad Juju if this ability is in our spell bar.

Every 4 attacks on a poisoned target deal additional physical damage. Poison Touch also will bounce to enemies within 450 radius of the primary target. The number of possible secondary targets depends on the number of primary targets.

Poison Touch is one of three abilities during which you can deny an ally. If the ally's health drops below 25% when he is debuffed, you can start hitting him. Killing an ally will not give the enemy experience or gold.

Shallow Grave
Targeted 5 second buff. The cross in most cases won't let the target die. If damage is fatal, the target is left with 1 hp. And such debauchery continues until the cross duration ends.
During the buff the target receives more healing for every 10% missing health.


Culling Blade kills through the Grave.

Shadow Wave
Heal that deals physical damage to enemies near the healing target. Besides the main heal target, several random additional targets (3-6) are chosen if available nearby.
Casting Shadow Wave in the first place heals self.
Damage from several healed allies stacks.

Aghanim's allows casting inverse Shadow Wave on enemies. Such Shadow Wave bounces off of enemies healing our allies near the hit units. All secondary targets are attacked once by us after the cast.

If the empowered Shadow Wave is reflected by a Lotus Orb on a melee hero, they can only attack the response wave targets within 400 radius of them.

Attacks from the empowered Shadow Wave can miss.

Nothl Projection
The hero's spirit leaves his body, leaving him stunned. The spirit is invulnerable, can cast spells and attack. Dazzle himself gets upgrades for his normal abilities, but we don't have any and our spirit can't steal spells.

Shard allows to cast this spell while being stunned.



Wisdoms
This guy will strip all armor from your team, not let his team die, and leave you to rot in a ditch if you don't get your act together.
First try to silence him. If after that he prepped a dispel (or has an ally with a signature spell), then try to kill him first. Such is the fate of healers in games.

Against Dazzle you should take care of armor that he wants to deprive you of.
I know how much you want to buy Cuirass, but most likely someone will already purchase it (if not, go for it). So a more common option for us will be Pavise, Solar Crest, Blade Mail or something like that. Cuirass or Medallion will also be very useful to lower armor for Dazzle's attacking spell efficiency.
Lotus will be great both for armor and dispelling Poison Touch.

It is useful against him to buy Aghanim's Scepter to take Shadow Wave and apply the effects of items and spells that somehow do something to our attack. Most of the time it will be useful to get Mage Slayer or Maelstrom.

Since a typical healer can be at the other end of a fight, Lens can be purchased to reach them.

Against especially dangerous mid Dazzles it's best to get Pike and Lotus. Pike is important for repositioning under heavy slow, while Lotus has two very important qualities: dispel and armor.
Death Prophet


Crypt Swarm
Cone wave of magic damage. Total hit range is flight distance plus radius.
Base flight distance - 810.
Wave radius - 300 (Starting radius - 110).

Cast range is less than flight distance, but any cast range bonuses will amplify both parameters.

Silence
Hero launches a projectile that silences enemy units in the target area. Area radius 450.
Projectile speed - 1000.

Ability also slows enemies.


Spirit Siphon
Creates a link between us and an enemy hero. The link damages the enemy and heals us. Siphon healing does not depend on damage dealt.

Siphon cannot be cast on a target already under its effect.


Shard provides one more charge and applies 1 second of fear on the enemy if they are under the effect for 3 seconds.

Exorcism
Summons a host of ghosts that deal physical damage by touch. When Exorcism ends the ghosts return to the caster healing their wounds. Passively provides percentage movement speed. However during the ult we get ANOTHER similar bonus.

Ghost target search radius - 700.

Heal amount depends on the number of attacks the ghosts made. A quarter of their attack value for each hit. Since ghost attack damage isn't fixed, heal values for each ghost will vary slightly. Ghost attack: 59-64

Though the ghosts deal physical damage, it still counts as a nuke. Therefore any spell amp or Discord will benefit.
The ghosts try to hit everything with health, including wards and buildings. However the ghosts will not target units whose life depends not on received damage but number of hits. Meaning, Exorcism ghosts can kill Techies mines or Venomancer wards but not Tombstone or Nether Ward.
If a ghost picks a target, it will try attacking it until the target dies or goes over 1200 range from the caster. Ordering attacks will retarget all ghosts, but not immediately.

Resummoning ghosts during an ongoing Exorcism will return the first souls to the caster prematurely. You can buy Refresher and halfway through the first Exorcism cast the second one. As a result you will get early healing and continue fighting/pushing with a refreshed ult. There will be heal if the first Exorcism ghosts were dealing damage.

The ghosts deal damage even to units in fog of war (not invisibility).
The movement speed bonus remains until all ghosts return to the caster. You can try to outrun them to maintain the bonus longer.

Aghanim's allows Death Prophet to automatically create a ghost when damaging an enemy with her regular spells or attacks. The Aghanim's ghost attacks once then immediately returns.
In our hands we can ONLY rely on physical attacks. So high attack speed is recommended.



Wisdoms
Yet another fat caster.
Women are usually offended when called fat, but Krobelus... YOU'RE A FATTY.
In general Death Prophet is a very nice French woman who sometimes flaunts sexy legs.
Her goal is to catch you with Spirit Siphon, disarm with silence, and go on a rampage with her ult ghosts.

Good countermeasure tools are Linken's and Discord, if only for her two regular spells:
The low cd wave is a nice spam ability that simply complements our nuke arsenal. I'll remind that the hit range is much further than cast range, so with Lens you can chuck nukes across the screen.
As for Siphon, I'd say this ability often has higher priority since it helps stay close to enemies.

We can have up to 4 charges of this ability. And in open battle we will have to use all charges at once (depending on how many enemy heroes are nearby). For more reliable use, Lens again. Lens increases not only cast range but break range, which is very important!
Kaya & Sange or Eternal Shroud can be added to Siphon. Both items will help heal yourself dear and make us more inclined for close combat against Death Prophet who surely needs to zip at us full speed.

Eul's is another good choice. Passively boosts ult movement speed and helps dispel silence. Lifting yourself up when you've cast Siphons on all nearby foes trying to beat you up is also good.
Or with Shard immediately target an enemy right after Siphon cast so fear procs as soon as they land.

If you often take her ult, complement it with Cuirass or lockdown items (like Atos).
With Aghanim's you can fully commit to physical stats. Namely attack speed. The more hits we land, the more ghosts will come out of us and return with heals. But even with physical builds an item for spell amp can be carried since the more a ghost damages the more heal it brings.

Finally Aghanim's Exorcism can be reinforced with a Harpoon (Dragon Lance or Hurricane Pike) for better positioning.
Disruptor


Thunder Strike
Targeted debuff of 4 lightning strikes on the head with small AoE for those the target decides to hug. Each proc briefly slows the enemy, including attack speed.
Damage is magical.

Interval between lightning strikes - 2 seconds.

Shard allows casting Thunder Strike on the ground. In this case the ball lightning sits on the ground for 5 seconds waiting for an enemy without attacking. If an enemy enters ability range, the lightning attaches and starts hitting as usual. If no one enters radius for five seconds, it starts hitting the ground without reattaching.
Number of attacks increases by 1 and cast range increases to 1200.

If Thunder Strike is inside Kinetic Field, it deals damage to all enemies in the cage. If Thuner Strike was applied outside the cage but there is an enemy inside the cage, the ability is teleported and applied to the enemy that is closer to the center of the cage.

Glimpse
Targeted spell that teleports an enemy to where they were 4 seconds ago. Deals magic damage based on the distance the enemy traveled.

Teleport isn't instant. On cast a projectile flies from the enemy to destination. Once it reaches the target, they teleport. The projectile either flies at 600 speed or covers the entire distance in 1.8 seconds (if distance is too big).

Glimpse can interrupt target movement from other spells. Be it Storm Spirit ult, Time Walk, Pounce, Meat Hook, etc. However it cannot teleport a target under banishment effects. Like Doppelganger, Disruption, Sleight of Fist, Astral Imprisonment, etc.
Eul's is not an exception. It cannot be used to evade Glimpse.

Kinetic Field
Impassable barrier that forms 1 second after casting. So there is a small window to escape before the "prison" fully materializes.
And yes. You can easily be sent back in.
Force Staff won't push you out of Kinetic Field.
Hurricane Pike can, but only when used on an enemy. It will flick you out of prison backwards.

This field stops Phantom's Embrace spirit and leaping Monkey King. Funny thing is the stuck MK cannot use items or abilities in the air. Meaning, he will be completely shut down by the fence.
If you play Disruptor against MK, I suggest looking at Kinetic Field talents.

An ability that replaces the normal Cage if Disruptor has chosen a specific Facet. Vector casting. Has two charges. Disruptor places a fence that has the same properties as Kinetic Field. The length of the fence is 1050.
With proper creativity, you can put up fences, trapping enemies against a landscape wall or even between two fences.


Static Storm
Caster creates a temporary silence area dealing periodic magical damage. Damage ramps up every quarter second instead of stable ticks.
Inside this area there is another flying vision radius at 450 (Outer ability radius - 550).
Lasts 6 seconds.

With Aghanim's Static Storm disables inventory.



Wisdoms
First of all: If you teleport to a building near an enemy Disruptor, he likely wants to Glimpse you back home. Teleport into bushes or hard to see areas. And after you finish teleporting, wait 4 seconds. If you stole Glimpse early yourself, you can "return the favor".

Stealing Static Storm can be very difficult since Disruptor's cast animations are very quick. So most often when trying to steal the ult you will end up with level 1 Thunder Strike or Kinetic Field. But if you do manage, reinforce the spell with your own lockdown. Items like Rod of Atos or Diffusal Blade work well with it.

Thunder Strike is nice but won't be high level early since Disruptors often focus on Glimpse. So the cage will be more useful, allowing you to wail on enemies while they are "penned up". For the cage alone you can purchase at least one item that amplifies your attacks.

To stand against Disruptor, first consider BKB to escape Glimpses or break out of his "cage + ult" combo.
Different story with Aghanim's Disruptor. If you know he has it, be vigilant. If you don't pre-emptively activate BKB in a fight, you likely won't activate it at all. Besides Aghanim's the enemy can have Blink Dagger to leave you no chance of using items.



Mysterious affair, electricity...
Aghanim's Static Storm has another great use. It silences Storm Spirit's or Ember Spirit's inventory when they are in their ults.

Often seen Storm zip down a lane in ult and teleport home just to safely clear all creeps? Well. See such a prankster and place Aghanim's Static Storm in his path. If he zips through it while channeling a teleport scroll, the tp will get canceled but Storm will fly further spending mana.
A Storm without mana shouldn't be feared.

Similar story with Ember but I doubt you will need to do it often.
Disruptor 2
Here I will list several spells whose movement can help cross Kinetic Field for us or allies. Some spells require Aghanim's Shard or Scepter.



These two spells create illusions like Manta Style and slightly alter our original position which can sometimes work in our favor.



These two spells are like Iron Branch. After making an obstacle we can force ourselves past the "fence".

Doom


Devour
Midas 2.0. Eating a creep gives bonus gold. However we won't get the creep's abilities like Doom himself. But can take the active neutral abilities from Doom if he is using them.
Extra gold is only gained after digesting the creep. Cooldown 60 seconds. Digestion also takes 60 seconds.

The spell gains a second charge, but cooldown of each charge is increased.

Doom himself only gets the neutral creep ability if Devour was on "auto-cast" when used. To do this you need to right click the ability.
I'll remind again this function is useless to us.

Scorched Earth
Self buff granting bonus movement speed. Also creates an aura around that deals periodic magical damage.
The speed bonus is part of the aura so lasts 0.5 seconds after the spell ends.

The ability heals the caster and controlled units for 60% of the damage value.

If the aura source is banished, Scorched Earth won't deal damage for that duration.
Cannot be dispelled from enemies.

Doom
A targeted curse that silences and cancels healing.
Doom deals pure damage piercing spell immunity.

The cursed enemy will spread the same debuff in 300 radius. The ability can be self-cast to radiate Doom ourselves.

Every 6.66 minutes of game, the duration of Doom will increase by 0.66 seconds.

Spell Steal increases debuff duration and number of pure damage ticks. Only when used on enemies.



Wisdom
This demon loves jumping on shoulders and chasing. He has everything necessary for it. Our objectives:

1) Don't let him press buttons if we end up in an advantageous spot.
2) Survive Doom if he decides to focus us.
3) Steal Devour to match Doom's farm. In a calmer game allows spending a couple minutes on more effective farming.
4) Steal Doom and silence the highest priority target, be it a saving hero, elusive core, or Doom himself.

So. Doom's behavior pattern is: Get close to the most dangerous enemy and Doom them. He can do this with Blink Dagger or Shadow Blade.
If he has Blink (which he buys most often), place wards. If Shadow Blade, it's recommended to buy Shadow Blade yourself and Gem to prevent the jump. As much as you want to steal Doom, it's better to not let him cast it at all.

Doom also often eats the big centaur to stomp after Blink followed by Scorched Earth. Stealing the "scorched earth" is definitely not redundant. Arcane Supremacy will dish out so much damage it will feel like you have Radiance. This ability also helps farm between fights.

If he has Aghanim's, he will simply ignore any Lotus Orbs or Linken's Spheres by self-casting ult and jumping in your face. In such cases you shouldn't show yourself. If we steal his ult, with the same Aghanim's it makes sense to dress up as a tanky hero to have the ability to silence enemies with your presence (though in most cases this shouldn't be done).
But note the ult itself won't be amplified by the ult. Only do this if you need to break Linken's or Lotus for example.

He can be countered by Aghanim's Scepter, Veil of Discord, Linken's Sphere, Lotus Orb, Octarine Core, Bloodthorn, Shadow Blade, Force Staff, and Manta Style.

Orchid is notable for silencing him after a Doom jump to prevent other spells and stealing ult. Works until he gets BKB of course.

Got Doomed? Prepare BKB and Force Staff to run out and not catch bonus nukes.
Dragon Knight


Breathe Fire
Cone wave of magic damage that applies a debuff lowering attack damage. Starting radius 150, ending radius 250.
Debuff strength does not scale with levels. Always 20% of ALL damage. Accounts for both white and green damage.

Breathe Fire applies poison and other effects depending on Dragon Form level. Our Breathe Fire doesn't do this since Dragon Form needs to be in the second slot which we cannot do. Because when stealing the ult, Fireball comes with it taking up the slot. (And yes, the fire wave doesn't care if we pre-cast Dragon Form)

Breathe Fire with its cast range actually reaches much further. At base cast range the wave travels 750 distance, then we add the final wave radius of 250. Total 1000 hit range.
After all that we can add the usual cast range bonuses.

Dragon Tail
Targeted long stun with a quirk.
In regular form Dragon Tail has a horrid 150 cast range, but in dragon form from Dragon Form the stun has 450 cast range.

With the fire facet, Dragon Tail will be applied on the area around the main target if we have used Dragon Form beforehand.

There is another difference between these stuns. The melee stun has no projectile, meaning it cannot be evaded. The dragon form stun has a projectile that can be attempted to dodge.

Dragon Form
Transformation into a dragon. For DK himself this form changes attack type from melee to ranged and 275 AoE splash. Dragon attacks have effects based on chosen Facet (which don't work for us). For us attack type is already ranged and we don't get the range bonus. Technically, this ultimate only gives us a bonus to attack damage and movement speed. But if we get Aghanim's Shard, then Fireball will be available in the second slot, which is described below.

Aghanim's Increases the dragon's level (affects its movement speed bonus) and grants unubstructed movement.

Spell Steal increases slow duration from level 3 and 4 dragon but does not affect poison duration (at all levels).

Fireball
Shard ability that can be stolen separately or comes with Dragon Form ult. Caster creates an area at target point dealing periodic magical damage. Enemies burn for 2 more seconds after leaving the area.
Radius - 275
Cast range - 1400
Duration - 8

When stealing ult we get Fireball in the second slot even without Aghanim's. Shard is required for this.



Wisdom
Dragon Knight really loves focusing targets with stun. He won't deal much burst damage but will definitely piss us off with stuns. We have three playstyles against the Dragon.

Cooldowns on his first two abilities are low. And this brings us to the first and most common method. Spell amping. Veil or Kaya to start and Lens to increase Breathe Fire hit range.

Second method - focus on control. His Dragon Tail has a 9 second cooldown. Stun lasts over 3 seconds which in our hands becomes ~4.5.
With such an ability it's not a sin to build Lens and Octarine. While not in dragon form our stuns cannot be evaded. Taking into account that we increase cast range, randomly stunning enemies will look rather spooky.
A good start for this gameplay is Blink to initiate fights with the stolen "tail".

And third.
Increase resistances that will complement the debuff from Breathe Fire. If we play against heroes with high physical damage, we can buy Crimson Guard and fire back with stolen Breathe Fire and Fade Bolt to reduce the damage from attacks.

Aghanim's Scepter will be useful not only for upgrading his Dragon Form, but alternating spells to avoid limiting yourself to just one playstyle. If you really want to combine all three styles, start the game with Lens and Aghanim's, then purchase physical resistance items.

If there is a need to deal damage with your hands, consider his large armor amount. Witch Blade, Maelstrom, and Bloodthorn will work against this.
Drow Ranger


Frost Arrows
Attack modifier that slows enemy movement. We cannot directly steal this ability, however we can apply the modifier effect through stolen Multishot (described below).
Slow duration - 1.5 seconds

With Aghanim's Frost Arrows apply a special "Hypothermia" debuff on enemies that can stack up to 9 times. Each Hypothermia stack increases Frost Arrow bonus damage and reduces target healing. If an enemy dies under Hypothermia, icy projectiles scatter onto nearby enemies dealing magic damage and 40% slow. Hypothermia explosion damage depends on number of stacks the enemy died with.

Hypothermia explosion radius - 650
Explosion damage per stack - 60
Healing reduction per stack - 10%
Explosion slow duration - 2
Single stack duration - 7

Gust
Pushing spell that silences and apply detection.
The push does not interrupt teleports. Pushed units destroy trees. Increasing cast range amplifies the push distance. Pushed unit speed and travel distance depends on their position relative to max Gust range.


Multishot
Toggle ability. For 1.75 seconds the hero launches 3 volleys of arrows in the target direction. Each volley contains 4 arrows. Volley range is attack range x 1.75 (Dragon Lance amplifies cast range).

Multishot applies the Frost Arrows effect on enemies which can be upgraded by Aghanim's.

Allows you to move while casting Multishot. Speed in this case is reduced by 25%.

Each arrow deals physical damage based on our white attack damage. HOWEVER they do not count as auto attacks and instead get amplified by spell amp. Meaning, our passive increases Multishot damage from our white attack.

Since only Multishot allows applying Frost Arrow effects, max number of stacks an enemy can get is 3. You can show off with Refresher of course but I'm not sure it's worth it. Simple cooldown manipulation doesn't help much.

Glacier
Shard ability. The spell creates an icy slope beneath the hero. The slope has two sides: front side that cannot be descended normally, and back side with a convenient staircase.
Ranged allies standing on the glacier get 175 attack range and high ground benefits - flying vision and no miss chance.

The front of a slide obstructs vision (if no one is standing on the glacier).

Since this is a full-fledged hill, attacks can miss it from low ground.
The front side essentially acts as a wall, so this ability can be used to block off narrow passages.

Being able to go through the front of the slide actually gives us unobstructed movement that can be used to get through uneven terrain or trees.



Wisdoms
Positioning against Drowsy is quite the sore subject.
You can't stay at HER range, for that is her strength.
But you shouldn't always approach closely either, because she has protection.

Well. I'll say right away. It would be convenient if we never had to cross her attack radius line. So first consider a playstyle where you have Lens and long range nukes to avoid getting shot in the butt.

In other difficult cases we will be trying to tackle the "Drow" problem in various ways.

Shadow Blades, Eul's, and Halberds.
You can sneak up on her with Shadow Blade or avoid attacks, use Eul's to either toss her up or toss yourself to dispel Gust. And Heaven's Halberd itself has good stats and handles ranged carries very well.

And now for another playstyle. Her Multishot is fairly straightforward to use and steal, which allows utilizing it as the main attacking mechanism. The main thing is remembering its power depends on our white damage and is amplified by spell amp.
Get Aghanim's for more effective farming and increasing AoE damage through magical explosions. Then get Pike to improve cast range, followed by stats and Kaya for simple damage increase. The primary damage is physical so it's recommended to have allies with armor reduction spells. Multishot arrows technically aren't auto attacks so Desolator won't work unless you attack the target manually first.

Multishot amplifiers:
1) Level 25 talent for 40% spell amp on stolen spells
2) Arcane Supremacy
3) Spell amp items (Kaya, Timeless Relic, etc)
4) Veil of Discord
5) Any stat items to increase white damage
Earth Spirit


Boulder Smash
A smash from a Stone Remnant that deals damage and slows.
The ability is strong if we have his remnant nearby. How to get it? Just wait. Sooner or later this rogue will throw it at us himself. If there is no remnant nearby, we will push the closest unit to us in the targeted direction, regardless of whether it is an enemy or not. The thrown unit deals damage but does not slow.

Deals increased damage to creeps.

The base search radius for a remnant or unit is 200. However, this value can be increased with cast range bonuses. With this ability we can pull an enemy from a distance up to 675 if we have Aether Lens.

Although the ability can be used on non-enemies, the auto-targeting makes the spell respect Linken's Sphere and Lotus Orb. In theory you can break a Linken's with Boulder Smash by using it on nothing.

The status resistance rules for Boulder Smash only work one way. The flight time of the target can be reduced by increasing resistance to effects, but cannot be amplified by our Spell Steal.

Rolling Boulder
After a short delay the caster rolls in the targeted direction, dealing magical damage. If an enemy hero is in the path, Earth Spirit will collide and stun them. The damage of Rolling Boulder consists of 60 fixed damage and the hero's strength attribute. In motion we are invulnerable, but not during casting.
Rolling Boulder can also use Stone Remnants. If you pass over a remnant, you will travel much farther and the stun duration is doubled.
If during Rolling Boulder the enemy Earth Spirit tries to silence us with his remnant placed in front of us, we will not stop rolling and even speed up, since our Rolling Boulder simply consumes his remnant. Hehe.

With second Facet: Rolling Boulder does not destroy the rock it has driven over.

With third Facet: Rolling Boulder will interact with allied heroes as if they were Stone Remnant. We with allied hero gains a buff to movement speed if Rolling Boulder passes through them.

Rolling Boulder can cross Kinetic Field borders or enter an enemy Arena of Blood.

Geomagnetic Grip
Pulls a Stone Remnant to Earth Spirit. The moving remnant will deal magical damage and silence any enemies it hits. With this ability we can interact with remnants and the enemy team in nasty ways.



With Geomagnetic Grip we can instantly neutralize an incoming Boulder Smash from Earth Spirit. The remnant flying at us as a silencing Boulder Smash will instantly turn into our silencing remnant, no longer able to stun.
Cat-like reactions are required for such tricks!

The Shard upgrade allows Geomagnetic Grip to be used on an ally to pull them to you.

Spell Steal will increase silence duration but not affect the pull duration if under Enchant Remnant.

Magnetize
This ultimate applies a debuff that deals periodic damage to all units in a small radius (350). So it is a very close-ranged spell. If a Stone Remnant comes within 600 range of an enemy affected by Magnetize, the remnant will refresh and spread the Magnetize effect in the same radius around itself.

If Boulder Smash or Geomagnetic Grip is used through a remnant on a hero under Magnetize, all other victims of the ult will also receive the slow or silence.

Gives an attack bonus if at least one stone is affected by Magnetize. The effect cannot be stacked, but can be refreshed.

Each subsequent remnant placed by Earth Spirit interacts with our ultimate.
So during the effect of our Magnetize, he has the choice:
1) He still uses his remnants to participate in the fight. Deals tons of damage to himself and likely spreads our ult to his allies. Gets reported by teammates.
2) For safety he refrains from using remnants for a while. Becomes not very useful in the fight.
Earth Spirits usually choose the first option, if only because they don't notice our Magnetize.

Enchant Remnant
Turns an allied or enemy hero into a remnant for 2.4 seconds.
This remnant can also be used in combination with Earth Spirit's other abilities.
After the transformation the remnant deals damage to the primary target and other nearby enemy units.
Radius - 450.
Damage - 450.

Works on spell immune allies but not immune enemies.
In remnant form the target cannot take damage or be selected for attacks or spells (unless the spell is an Earth Spirit ability).
It's recommended to only steal it to save an ally from impending damage or disable an enemy, since combining Enchant Remnant with other spells will likely not work for us. Although maybe sometimes with Aghanim's we can.

A hero under spell immunity + Enchant Remnant can move freely, cast spells, and simultaneously be considered a remnant that takes no damage.

Enchant Remnant on Doom will temporarily disable Scorched Earth.
Enchant Remnant can be used on an allied Supernova (the Sun must explode while in remnant form. If the Enchant Remnant effect ends prematurely, Phoenix will simply fall out of the Sun without ability cooldowns or full health restoration).
Fully ruins all other allied summons. Can be used very cunningly to grief teammates.



Wisdoms
This animated boulder rolls into the chosen target, either throwing them toward his allies or dropping his ult on them, after which he simply chases them down.

One of the best ways to use his abilities is to Magnetize Earth Spirit or his nearby ally. If he initiates, try to steal the ult after the stun wears off (he may not want to immediately refresh the ult with a remnant). If he uses his ult on our ally, calmly take Magnetize, lift Earth Spirit, and bring him closer to us to return the prank.

We can let him roll into the fight, but he shouldn't be allowed to roll out. Stand a little away from your team. As soon as he approaches, Lift and unload all the magical burst you have. If you don't have burst, provoke him into using Magnetize so you can steal it. To do this, delay the Lift until after we've stolen his ult.

But what if he has BKB? Try to take Boulder Smash. With it we can knock back an ally near Earth Spirit. If we have remnants below us (and we definitely will), just shoot one toward the rest of the fight to help on the other side, since we can't do anything here yet. Anyway, BKB is a good item against these kinds of initiations.

For a chain stun you can steal his Rolling Boulder. Together with Lift the stun will be 4.5 seconds without using a remnant. But remember that without a boulder Rolling Boulder doesn't travel far, so use this combo at medium range, or skill the +Telekinesis Land Distance talent to bring the falling enemy closer to you during the "roll".
Earthshaker


Fissure
Creates a wall from self to the targeted point, which stuns and damages affected units upon creation. Fissure blocks pathing. Flying units or those with unobstructed movement can move through the Fissure.
Another source of damage for chain stunning or magical burst. In our hands it casts instantly, not with the long windup like Earthshaker's.

The Shard gives unobstructed movement when touching your own Fissure. If we move away from it, the effect lasts 1 more second.

Enchant Totem
Increases attack damage and range by 100 for the next attack.
The Enchanted attack is not consumed on misses.
If you press Totem when your attack is already in flight it will NOT deal bonus damage, the buff just gets wasted.
First charge the attack, then whack them with the bonus damage. No other way.

Aghanim's Scepter allows this ability to be used to leap. During the leap you cannot attack, use items, or cast spells. Cast range is 950.
Aghanim's also gives the Enchanted attack a 40% splash. Yeah, it doesn't work for us.

Echo Slam
CHAOS DUNK!
Yes. A super slam on the ground that turns the enemy's numerical advantage against themselves. Deals base magical damage to all enemy units in a 700 radius, and creates shockwaves between each unit.
The more enemies caught in this Mega-Clap, the more damage each will take.
And yes, Echo Slam also does not stun with us. Remember there's no Aftershock.



Wisdoms
The very presence of Earthshaker in the enemy draft allows us to choose a playstyle from the beginning of the game.
Either we always steal Fissure and become a magical burst maniac with the fastest hand in the west, or steal Enchant Totem and become the most terrifying version of Earthshaker that everyone will fear (physical damage gets things done...).
But remember, Earthshaker is a game changer, for love of god. In one moment you'll forget yourselves and he'll land such a beautiful Echo Slam that no one can do anything with suddenly have no buybacks. Playing against him is very easy if you remember his looming presence. But as soon as you relax, he'll whoop your ass up.

And yes. Don't you dare hug him. His Aftershock won't spare you. Get Euls and Aether Lens for painful and long-range Fissures, or a Desolator to crush with Enchant Totem.

Magical or Physical play will be relevant all game with Earthshaker. And most likely in most situations you won't have to change it halfway through.

The choice is yours.

There is also an interesting "third path". Buying Aghanim's and stealing Enchant Totem allows you to make huge circles around the fight. A very hardcore positioning tool that also provides a physical damage boost. Jump like a madman.

And remember, Aghanim's is another core item for Earthshaker besides Blink Dagger. Against one, Aether Lens becomes more desirable.
Elder Titan


Echo Stomp
A stomp with a 1.7 second cast time.
Deals mixed damage (half physical, half magical) and puts all affected units to sleep. The damage is split if Elder Titan used Astral Spirit (Titan deals physical, spirit deals magical).
If a sleeping unit takes a certain amount of damage, it will wake up.

The Shard teleports the caster to the spirit's location after casting Echo Stomp. Works fully if we have both required spells.
Reduces cooldown by 2 seconds.

Astral Spirit
A controllable spirit that has a small "aura" which deals a little magic damage (50) and gathers damage, movement speed, and armor for us from every unit hit. If the spirit hits an enemy a second time, the damage will not repeat.

We gain more bonus per hero hit than per creep.
All bonuses last 10 seconds on us.
We can control the Spirit for 10 seconds as well.

Aghanim's Scepter gives us 2 seconds of spell immunity for each hero hit upon the spirit's return. The gained bonus dispels effects.
Quickly re-using Astral Spirit on enemies with Aghanim's not only refreshes the spell immunity, but also adds seconds to the effect of the first spirit. So if you use Astral Spirit twice (with Refresher) hitting 5 heroes, you can get 20 seconds of BKB. Awesome!

If the ability ends or gets replaced while the Astral Spirit is alive, it immediately disappears without transferring any bonuses to us. So before stealing another ability, make sure the spirit reaches you.

Earth Splitter
A giant fissure that channels for 2.7182 (why this number?) seconds before exploding!
Upon exploding it drags all units to the fissure, slowing and dealing damage based on the enemies' maximum health. The damage is mixed (half magical, half physical).



Wisdoms
Elder Titan is analogous to Earthshaker.
After all, two of his four abilities are designed around dealing lots of magic damage and chain stunning, while the other just begs you to get a Desolator and beat down people with one arm!
But there are some differences here.
Echo Stomp's cast time won't get faster in our hands. Channeling is interruptible, so we can never stomp instantly.
Astral Spirit in turn does not multiply our base damage for one attack like Earthshaker's Totem, but rather adds some damage for 9 seconds. That's clearly more than one hit. How much damage we get depends on how many enemies we hit with the spirit. To properly gather damage without feeding, you need to carefully control the spirit and not forget about yourself. I suggest buying Dragon Lance to reach every villain with your righteous hand.

And if you want a little virtue in your life, stealing Earth Splitter is very easy with Aghanim's. You can also combine Elder Titan's ult with our Lift or gathered Aetheros. For such an ability it's also good to take Veil of Discord, so enemies get it good!
Percentage damage + numerous resistance reductions + Arcane Supremacy = trillion damage.

In addition to lowering magic resistance I want to draw your attention to lowering armor as well. Earth Splitter is also half physical damage. Solar Crest, Assault Cuirass, and Desolator significantly amplify the spell's power. These items (except Deso) also help protect against the enemy's fissure.
Ember Spirit


Searing Chains
Ensnares two random units that are close to the caster. Ember Spirit deals periodic magical damage. And yes, this ability doesn't care at all who it grabs - creep or hero. And if you want to use the chains on a hero who is standing among creeps - pray again to your Random Gods.

The number of targets is increased by 1.

Spell Steal increases total damage along with duration.

Sleight of Fist
The caster selects an area in which he attacks each enemy unit once. Damage against heroes is increased by a fixed amount which can crit. During Sleight of Fist we are invulnerable. Duration depends on how many units we are hitting. Attack interval is 0.25 seconds.

If there are more than 2 or more targets in the area, the victim closest to us will receive a second hit with reduced damage.

Sleight of Fist cannot be cast while rooted.

Among all abilities that rely on auto-attacks, Sleight of Fist is the ONLY one that deals NO damage when disarmed. Other abilities force the attack, ignoring disarms.

Flame Guard
Creates a fiery shield that deals periodic damage around Ember Spirit and blocks 70% of incoming magical damage. The shield has a set amount of damage it can block. If the shield absorbs all its potential damage, it disappears. And if it disappears, it will stop dealing periodic damage. That's how it is.
The shield blocks damage after it passes through our magic resistance.
Removed by any dispel.

Fire Remnant
Has charges.
Launches a fiery remnant that we can blink to using the sub-ability Activate Fire Remnant.
The remnant explodes on activation (when the caster arrives) dealing magical damage.
Fire Remnant damages all units in a line between the blink start and end points.

Aghanim's Scepter allows 5 charges of remnants. They are launched up to 3000 range and at double normal speed.

The Shard makes remnants deal 45 magical damage per second in a 450 radius around themselves. If the owner dies, a remnant spawns in their place.
If an enemy hero dies within 400 range of Ember Spirit, he gains 1 charge of Fire Remnant.



Wisdoms
Ember Spirit has a lot of magical damage, but at the same time can deal copious physical damage when rich enough.

Two of his four abilities cannot be cast while rooted, however his FIRST ability is an ensnare. Get the idea? If you lack the necessary items, you can lift Ember, bring him closer to you, and use the stolen Chains which he cannot Sleight of Fist or Remnant out of.

As for Sleight of Fist itself, if a mid Ember prioritizes it, we will be taking it often at any stage of the game. Maelstrom complements stolen Fist nicely. Orchid can also greatly snowball Fist, allowing you to transition into various builds.

Fists may require not only DPS items, which Rubick can certainly buy like Daedalus or Maelstrom, but also Aether Lens for safety. While you are channeling Fist, enemies can get closer to your cast point and wait for you. Not a mandatory item with Fists, but worth keeping in mind.

Flame Guard is not a commonly stolen spell. Mostly needed for damage block or jungle farming. Thanks to our passive, our shield will break the enemy's Flame Guard first. But only until Ember skills his 2 shield talents.
In mid it breaks from one Bolt, but sometimes that's unnecessary. If he pops shield and tries to harass you, just carefully back up and right click him.
Break the shield if you are about to die.

Remnants absolutely must be complemented by Aghanim's. With Aghanim's it's great for crossing the map. Remember remnant speed depends on your movespeed. Slows can make your remnant casts unsuccessful (you may not cover the needed distance).
In SOME cases you can even do Double Refresher with Aghanim's: With sufficient control you can use 10 charges, whose total damage will likely rip the enemy a new one (around 2.8k damage after standard magic resistance).
That's more charges than the Shard provides, which gives one charge per enemy hero death nearby.

In open combat against Ember Spirit remember that he can jump on you if he sees you as a threat. Force Staff helps reposition when chained, or even spend another Remnant charge (which is useful to steal for disengage). If no Force Staff, the Shard is a decent alternative. BKB will sometimes be a clear necessity, since (I remind you) most of his damage is magical. If he's buying Rapiers, obviously BKB won't help much. In that case you need hunting and control items (Dagger, Orchid, Hex, Lens, Abyssal).

Keep an eye on him and keep in mind which spells and items he relies on most. It happens that the more damage you have, the fewer options you have to avoid death. This phrase applies most to Ember Spirit.

Tips

  • When playing with Fist, keep in mind Ember often chains through it. Meaning after that you cannot steal Fist. Wait for the moment when he only uses Fist and nothing else.

  • Use any disables you have. He cannot Remnant or Fist while disabled.

  • After hitting level 6 it is strongly advised to steal Remnant, so you can place a copy mid and tp to base. This quickly restores your health and mana for farming again ASAP.

  • Just as Ember chains during Sleight of Fist, we can Lift and Bolt during stolen Fists. However this is easier when Fist hits more than one unit.
    If you are fisting just one target, I recommend using quickcasts to have time - after pressing Fist, immediately put your cursor on the target and hotkey the necessary spell.

  • Fists change your position with each hit in the selected area. This can be used to increase cast range of other spells and items. Meaning with Fists you can temporarily approach a target that's even further away.

  • The Activate Fire Remnant ability will blink you from one remnant to the next until they run out. And after each jump it re-checks if you placed a new one. This means you can blink to one remnant once, and place the rest mid-flight. Sometimes this can conserve mana.
Enchantress


Enchant
This spell slows, dispels an enemy hero or converts a creep to your side.
The creep lives 30 to 120 seconds before dying, unless it dies earlier from someone else or from enchanting another creep. The creep gains bonus health and damage. An enchanted creep is fully healed.


Increases the maximum number of enchanted creeps by 1.

Increases the attack range on an Enchant target.

Nature's Attendants
Summons Wisps that heal Enchantress and nearby allies (275 radius). Heal amount depends on the number of healing spirits. This means the more allies that come nearby, the less each one heals.
Heal interval per Wisp is 0.5 seconds.


Every time we lose 250 health, a weak wisp appears and heals us for 4 seconds. You can have a maximum of 4 wisps this way.

The spell ignores ancient creeps and allies at full health.
If caster dies, the Wisps remain at his death location to keep healing nearby allies.

Sproink
Shard ability. The hero leaps BACK, dodging projectiles, and shoots Impetus shots at the two furthest enemy heroes within attack range + 100. Leap distance is 500.

Sproink can be used while rooted.
Our attacks don't use Impetus.

Little Friends
Ability from Aghanim's Scepter. The caster marks an enemy unit, causing all creeps (allied, enemy, neutral) within 1200 range of the target to attack it. Creeps gain bonus attack and movement speed. Little Friends entangles the victim for 2 seconds and an additional 0.5 for each creep that was in range at the time of the cast (maximum 5 seconds of duration).

Affects both lane and neutral creeps (on both sides). Does not work on towers. Duration is 6 seconds.

Little Friends applies True Sight to the target.



Wisdoms
A disgusting enemy. Because her passive Untouchable will prevent us from attacking normally until we get sufficient attack speed or status resistance.

So until then we will use massive magical burst damage. Luckily Arcane Supremacy helps with this. If there are no stolen nukes at the time of the fight, and you have no Dagon, take either Ethereal Blade or Heaven's Halberd. Also focus her with Lift.
But these items should be considered supplementary, since Ench will soon buy magic resistance.
By this time we should be transitioning into physical DPS or more control.

And yes, without Impetus she doesn't have much damage, so manfight her if 1v1. If approaching her is not a good idea for various reasons, use escape or evasion items (Glimmer Cape, Shadow Blade, Eul's Scepter, Ghost Scepter etc). BKB also works since Impetus does not pierce spell immunity.

In general, buying a Ghost Scepter against Ench is highly recommended, because later it can be upgraded into Ethereal Blade, which will help nuke Ench or simply disallow her attacks for some time. Apply Ethereal Form AFTER her Enchant. Because if you reverse the order, she will simply dispel Ghost Form off you.


As for Little Friends, here are some details:
  • Little Friends cannot be dispelled.
  • Creeps attacking Ench under Little Friends will ignore her passive ult Untouchable, if they were originally her allies (Book of the Dead, Helm of the Dominator, Enchant, or controlled units of allied heroes).
  • If we immediately retaliate with stolen Little Friends, the creeps will first wait for the previous effect to end before switching targets, if the new target is still in radius.

Against this, take Ethereal Form, invisibility, or Crimson Guard.
Enigma


Malefice
A triple stun.
Applies a debuff that stuns and damages the enemy unit every 2 seconds.
There are a total of 3 Fate's Edicts. At the start of the cast. Then two seconds later the second and two more seconds - the finishing one. Total duration of this nightmare is 4 seconds.
For some heroes, Malefice is like a silence for spells with long cast times, because it is GUARANTEED to interrupt them. "And so that it doesn't interrupt, that spell shouldn't be cast in the first place." This is the logic a Witch Doctor will adhere to while wandering in our Malefice.

The Shard increases stun duration with each proc and creates an Eidolon for each proc, which cannot duplicate itself, but still refreshes its health after the sixth attack.

Spell Steal will increase the stun durations from Malefice, but not increase the spell's duration itself (the intervals remain the same).

Demonic Summoning
Simply spawns three ranged creeps that split after 6 successful attacks. Mostly needed for farming and sieging. They deal decent damage to heroes, only if no one notices them. They have monstrous magic resistance, which makes them great siege pushers against enemies trying to defend with spell damage.
If you steal Eidolons, go to the jungle or a lane split if the situation allows pushing.

Midnight Pulse
An AoE carpet with percentage and plane periodic damage. Damage depends on current health.
Radius is 600.

No one wants to step into it. Use this. Either keep the enemy inside the placed circle, or place the circle where you want to "take control" to disrupt the enemy's positioning.

Black Hole
The caster creates a black hole at the targeted point that pulls in all enemy units to the center, stunning and dealing pure damage. This stun cannot be dispelled. Enemies are pulled counterclockwise. Force Staff cannot push a unit out of Black Hole.
The spell requires channeling and can be interrupted. Maximum Black Hole duration is 4 seconds.

Ignores status immunity.
Since Black Hole is an interruptable spell, it's very easy to steal.

With Aghanim's Scepter, Black Hole adds extra damage equal to 4% of enemies' max health and an additional pull area that still allows them to move. Radius 1200. Pull speed 175.

The secondary pull in Black Hole from Enigma's Aghanim's has a strange peculiarity. The pull won't work for us if we stop, giving the movement command to a point below us. However, if we interrupt our movement with a special key (S by default), the tugging will continue.



Wisdoms
In general, a stolen Black Hole is a classic. So Blink Dagger will be a core item for us. You can literally do nothing in a fight, counter Black Hole at the end, and enjoy commends on your profile. But until that moment, remember Malefice. This ability will have people chasing you, so approach it carefully.

To feel good in a fight against Enigma, build various caster items, among which should usually be Aether Lens, to steal and cast Black Hole from an optimal range. Aghanim's to break Enigma's potential Linken's Sphere. And the same Aghanim's to amplify damage from that Black Hole.
And if you already feel like you're a better Enigma than the enemy, take that same Linken's Sphere or Black King Bar. Other decent options are Shadow Blade and Glimmer Cape.

Sometimes Enigma simply won't use Black Hole until we show up. After all, to prevent us from stealing Black Hole, one can just cast it on us specifically, right? Therefore the game will resemble a 4v4 brawl with campers on both teams. It's best to stay a bit further from your team, but with mobility items ready. In this case, Enigma has little benefit using his ult only on us, because the rest of the team can easily interrupt it or even kill Enigma.
It's even simpler to play not for stealing the ult, but interrupting it. We don't need to focus on this if there are many spells that cancel channels on our team.

Let's talk a bit about his other abilities:

Until Enigma buys BKB, Malefice will be a 4 second silence for him. Because no Enigma will cast Black Hole while under the stunning debuff. Enigma often uses Malefice for various reasons. Stealing it is not overly difficult.
It's harder to steal Midnight Pulse. Because it's usually cast BEFORE Black Hole. But if you take it, it can be combined with our Lift and purchased disable items. The longer the enemy stands in our "carpet", the more their face will shrivel.

And Demonic Conversion. Used from the very start of the game and cast whenever the opportunity arises. Helps pushing or farming. We mostly use it for farming.
There is no need to purposefully steal this ability, unless we have purchased specific items for it (Assault Cuirass, Vladimir's Offering, etc).

And yes. Enigmas like to build Linken's against us. Watch his items. Strike with Fade Bolt for If easy Linken's breaking. If Bolt is on cooldown, try to Lift the closest other enemy unit and throw them at Enigma.
DO NOT THROW YOURSELF! In most cases you will simply get pulled into the Black Hole.
Faceless Void


Time Walk
Void's most awesome stealable ability. A blink that rewinds damage taken in the last 2 seconds. The damage rewound counts as healing. So Spirit Vessel can reduce it or Holy Locket amplify it (works with other heal modifiers too).

The heal only applies to damage taken. Meaning if we lost health from enemy Sunder or Heartstopper, Time Walk won't restore it (those abilities directly change health, not deal damage).

Aghanim's makes Time Walk apply an auto-attack with bash in a 400 radius around the landing spot.

The Shard increases Time Walk cast range by 150.

During the Time Walk jump you are invulnerable - cannot take damage or be disabled.
Use the jump to dodge projectile stuns like Venge's, so it reaches you during invulnerability. This way you avoid both the stun and damage.
Works the same with other spells you can anticipate - Cursed Crown timer, Tornado, Gust, Unstable Concoction, Heat-Seeking Missile etc.

Reverse Time Walk
Ability from the Shard, replaces Time Walk for 1.5 seconds after cast. Allows you to return to where you cast Time Walk from. Void himself has this as a separate ability slot.
Reverse Time Walk does not heal or apply Time Lock bashes.



Time Dilation
Applies an AoE debuff around self (775 radius) that slows cooldown recovery of all spells. For EACH enemy spell on cooldown, Time Dilation will slow movement speed and deal periodic magical damage.
Time Dilation does not react to passive abilities or inventory items.


Every refreshed spell will reduce Time Dilation's effect.
And yes, Refresher Orb removes the slow but does not fully dispel the debuff.

Time Dilation stops accounting for our stolen spell's cooldown if we lose the spell (duration ends or new spell is stolen).

Chronosphere
The caster chooses an area near himself and freezes time inside it. Almost all units are literally frozen inside. Don't work on FV himself.

Inside Chronosphere the caster and all controlled units have 1000 movespeed and phase movement. Chronosphere provides True Sight.

Cast range - 625
Radius - 900

Chronosphere stops not only enemies but allies too. Same for buildings and wards.
Chronosphere instantly kills Visage's birds (The Swarm) and Gyrocopter's Rocket (Homing Missile). It stops a Grimstroke ghost (Phantom Embrace) mid-flight, but if already latched the ghost is sent back early, triggering its damage.

Void can walk freely inside our Chronosphere without cooldown or Time Dilation penalties, but does NOT gain bonus movespeed or phase movement.
Void illusions created by any source can also act inside Chronosphere.

Time Zone
A spell that replaces Chronosphere if Faceless Void chose a specific Aspect. Time Zone creates a rhombus that changes the movement speed, turn rate, projectile speed, and cast speed of all creatures. Those enemies inside the Time Zone are Leashed but can still move. Enemy cooldowns and Time Dilation timer are frozen while cooldowns of allied units are accelerated.

Each unit can only receive the effect of one Time Zone. This means that everything depends on whose cube the player is in first. Of course, most often Time Zone will be applied by FV earlier. In this case, we just need to place the stolen ultimate elsewhere, NOT trying to put our cube on top of his.

If we kept the spell after the fight, then in the next fight, try to apply Time Zone to your allies so that FV's cube on top of ours won't make sense.
Faceless Void 2
Wisdoms


Void is a straightforward problem with no tricks.
Simply prevent him from hitting anything. Even if he chronos (even if allies add AoE spells inside), he must not be allowed to hit.
So Halberd should be at least your 3rd slot item if not first.
If you get chrono'd, have an Aeon Disk.

Also note his Time Walk. This is what we constantly want to steal, together with Blink Dagger to evade Void and chase him if he tries to escape. With Aghanim's, physical DPS builds open up with Mjolnirs and Daedaluses.



If you want to steal Chronosphere, remember countering Void with it is useless. Chrono enemies away from the fight, or the enemy team's second core (barely clip them at sphere edge - you often risk allies).
You'll frequently have to chrono just to escape. If chased by Void (ex. he chrono'd you but didn't finish the job and continues to jump), stolen Chronosphere can give you a movespeed boost to flee. Void can walk but lacks the bonus speed. Juking him in treelines with high movespeed chrono escapes can buy time.

If you steal Time Dilation, you can chase Void as he cannot re-Timewalk due to the cooldown.
In big fights Aghanim's helps with quick spell swaps.

If you want to play with Time Walk, try shutting Void down early with Orchid, then transition into physical DPS items that benefit from it.
But even then, don't forget Aeon Disk builds, cuz Chronosphere is still a thing.



Hehehehe
Want Void to freak out whenever he chronos?
Make Crimson Guard your first item. Brown boots, a few Nulls (or whatever junk) then BAM CRIMSON ON YOUR SHOULDERS!

See an ally in the bubble or Void about to jump someone, smash it instantly. His erection will wither, apathy will set in, and allergy signs to the color green may appear.



Can't Lift
Enemies or allies frozen by Chronosphere cannot be Lifted. You can cast Lift but it will do nothing - just waste mana and go on cooldown.
The side stun area will also not be created.
Only units that can act inside Sphere are valid Lift targets - Void himself, his controlled units, or us if it's our Chronosphere.
Grimstroke


Stroke of Fate
A slowing wave of magical damage. Damage increases for each target hit. The wave is narrow but long. Grimstroke casts it with a long windup, which of course we don't have. "The fastest brush in the west" paints the deadly line instantly, which is very, very cool. Hit enemies remain visible for 3.5 seconds after getting hit.

Gives a vector casting for drawing a curve line. Specifies the point where we launch the ink and gives the direction of the bend. Increases bonus damage for each target hit.

There is one significant feature of the Brush - the starting point of the line. It is not in front of us, but to the left of our hero. And since the line aims towards the cursor, relative to us it will be diagonal.

The screenshot below shows cursor position at Stroke of Fate cast marked in green. You can see the line started above Rubick (from his left shoulder). If you try to cast Stroke of Fate at max cast range (cursor at presumed line end), the angle between the Ink Line and Line "from hero to cursor" will be smaller.



In short, the closer the cursor is when casting, the more the wave angles right relative to us.

Phantom's Embrace
A specter attaches to an enemy unit, dealing periodic magical damage, then after some time deals heavy magical damage and returns to the caster. While attached the target is silenced.
The specter can be destroyed by a certain number of attacks.
If the specter successfully deals the final damage and returns, the ability instantly recharges.

  • Cannot pass through Kinetic Field.
  • If the attached target dies before the final damage, the specter simply returns early and puts the ability on cooldown prematurely.
  • If the target becomes invisible/invulnerable after cast, the specter instantly dies.
  • Cannot be purged by dispels other than invisibility/invulnerability. Heavenly Grace, Dark Pact, Press The Attack, False Promise will not work.
  • Phantom's Embrace is only reflected by Lotus Orb or blocked by Linken's Sphere at initial cast. If already traveling towards the target, Lotus and Linken's do not help. This also applies to Antimage's Counterspell.

Spell Steal does not increase silence duration. Phantom Embrace interacts with status resistance rules only partially. Silence duration can be reduced by increasing status resistance, but cannot be amplified by things like Infeeble.

Ink Swell
Charges a timer above self or ally. Gives movespeed and deals periodic magical damage around the carrier for 3 seconds. After 3 seconds it explodes, stunning and dealing instant magical damage in the same radius. Final damage and stun duration depend on how long enemies were under the periodic damage.


Ink Swell disappears without exploding if carrier dies. However, if Ink Swell is purged, it explodes prematurely dealing as much damage as it accumulated so far (if it touched enemy heroes at all).

The Shard makes the ability deal 40% more damage and heal the target for 40% of damage dealt (20% of heal from creeps). Casting on allies has a basic dispel.

The ability can be detonated prematurely with the Ink Explosion auxiliary button. Increases the duration of the buff by 1 second.

Soulbind
Curses an enemy hero, binding them to the nearest ally within 600 range. The curse duplicates most single-target spells to affect the bind partner as well. If Lina lagunas one cursed hero for example, the tethered ally also takes laguna damage.

Each curse carrier has a visible mark showing their location. Useful against invisibility. (But cannot initially target an already invisible hero).

Bound enemies are Leashed - cannot use mobility spells. But this only works if 2 enemies are bound, not just one.
Forces, Skewers, Pounces etc cannot break the bind. However if Grimstroke Forces one enemy and the "tethered" units face different directions, the bind breaks. Spells from outside can also break the bind - Blinding Light, Nether Swap, X Marks The Spot etc.

The secondary Soulbind target under Lotus Orb does not reflect single-target spells back. Soulbind itself is also not reflected when Lotus'd.

Spells not duplicated by Soulbind:
  • Omnislash
  • Charge of Darkness
  • Nether Strike
  • Focus Fire
  • Spell Steal

Soulbind can bind you to a Warlock Golem or Druid Bear since they count as heroes. It will also reliably bind an illusion to the real hero if both are within Soulbind search radius.

Dark Portrait
Grimstroke's Aghanim's ability. To steal it Grimstroke must have Aghanim's, not us. Curses an enemy hero, creating an illusion that is faster and stronger than the original. Lasts 15 seconds and has 100% spell immunity.

Counts as a "strong illusion", meaning it cannot be easily cleared by a Lion for example.

Outgoing damage: 150%
Incoming damage: 350%
Movespeed bonus: 30%
Cooldown: 35

And yes, being a targeted spell it combos with Soulbind.
Grimstroke 2
Wisdoms
Grimstroke has 3 nukes, each dealing over 300 damage (the 3rd is 400+). We of course deal way more damage with any stolen spell simply by being Rubick. Hehe.

Let's go through them in order:

The "Brush" (Stroke of Fate) is a powerful long-range nuke that works even better for us without cast animation. Brush range is 1400. Our Arcane Supremacy also amplifies the bonus damage per enemy hit. The last target hit takes a LOT of damage.

"Ghost" is not a top priority target. It deals lots of damage, but is fairly easy to destroy. To make the specter repeat for us it needs to be combo'd with Lift. The second time requires another disable that we won't have. Works well with disarms - stolen or purchased Heaven's Halberd.

Ink Swell deals even more damage than the first two abilities. Stealing it is easy, but keep distance between you and the Ink Swell carrier afterwards - it will explode after all. To comfortably cast Ink Swell, mobility items are recommended, or simply cast it on an allied hero who likes being in close range.

As for the Aghanim's ability, watch out for it carefully. Dark Portrait has no special particle effects. Meaning it can appear unnoticed. Closely watch for any enemy copies suddenly showing up. If you manage to steal it, target an enemy core hero with high stats.

The funniest part is the ult!
The thing is, with his own ult Grimstroke ONLY has that one (without Aghs/Shard) targeted spell to duplicate with Soulbind. We have a MINIMUM of two. And we can likely steal more single-target spells during the ult effect.

The peculiarity of using Grimstroke's ult in our hands is that it not only duplicates Lift and Bolt, but multiplies their potential when two cursed enemies are close together:
  • Telekinesis - Lifting in Soulbind means both enemies create a side-stun AoE when falling. If close together, both will land in each other's stun. Total stun duration becomes 4 seconds.
    Telekinesis Land only works on the primary Lift target for some reason. Meaning it should be thrown closer to the second enemy.
  • Fade Bolt - Each bolt will bounce. With no other nearby units, both cursed enemies will likely take double damage, as if you bolted each twice. Cool right?

As for playstyle and itemization, go full magic nuker with some escape potential. Top steal priorities are the "Brush" and ult. There's a chance to fail with the Specter, so don't intentionally steal it. The third ability is great, but used situationally, not spammed like the Brush. So steal when truly needed.
With low Brush cooldown it can be taken constantly as your main ranged attacking and nuking tool. The Brush sets a nice magical shooter playstyle.

Recommended items:
Veil of Discord
Kaya
Aether Lens
Aghanim's Scepter
Eul's Scepter
Heaven's Halberd
Ethereal Blade
Dagon
Force Staff
Orchid Malevolence
Scythe of Vyse
Gyrocopter


Rocket Barrage
Fires a barrage of rockets at enemies within 400 radius of self for 3 seconds. Total rockets fired is 30. More targets means each takes less damage.
Caster can move freely during channel.
No rockets spawn while banished.
Does not damage invisible or fogged enemies.

Each rocket hit will give a bonus to movement speed. Each successive rocket will stack a buff and refreshes the duration. Duration is 4.

Homing Missile
Launches a missile that stands still for 2.5 seconds before moving towards a targeted unit. Deals magical damage and stuns. Can be destroyed by a certain number of attacks.
Missile base speed is 500, gaining 1 speed every 0.07 seconds.


Force Staff can be used on Homing Missile to push it forward faster. Hurricane Pike works the same way. Useful if enemy Gyrocopter targets you with the missile - Pike gives time to attack the missile quickly, likely destroying it.

The Shard makes launched missiles barrage rocket salvos in 700 radius. Starts firing rockets 1 second after launch, prioritizing the spell's target.

Flak Cannon
Grants a 12 second buff. Buff grants night vision bonus and next several attacks hit everything within 1000 radius, excluding buildings, wards, summons. Flak charges disappear if not used during the buff. Recast just refreshes buff duration, does NOT grant extra charges.
Orb effects and attack modifications do not work with Flak Cannon.

Aghanim's provides the hidden Side Gunner ability, passively attacking a random unit within 700 range once every 1.3 seconds. Prioritizes furthest target. If ability is active, then Side Gunner attacks 1 more target.
Cannot be disabled by disarms. Use caution!
Does not attack summons.

Call Down
A vector spell that sends three missiles along a specified line. Each deals magic damage in a 400 radius and slows enemies by 50% for 4 seconds.
The interval between missiles is 1 second.

Reduces the interval between missiles to 0.8. If an enemy hero is hit by a spell, he will be hit by another smaller missile. The radius of the additional missile is 200. Deals half of the spell damage.



Wisdoms
Gyrocopter generally causes little trouble until he starts chasing you down. His own spells work against him just as well or better.
In early game, return Rocket Barrage if able to attack him without overextending. Reflect Homing Missiles with Lotus Orb. His ult also deals more damage when stolen. Lots of magical burst at your disposal - use it wisely since the spells have varying cast ranges.

However, there is the physical damage side of Gyrocopter - Flak Cannon and Side Gunner.

With Flak Cannon we have two approaches:
1) Forget ourselves and start buying Rapiers (Okay fine, not Rapiers. At least crits).
2) Simply stack ancient neutral camps and farm, continuing to improve magic capabilities through other items.

Do not overly focus on stealing Flak Cannon every game.
Hoodwink


Acorn Shot
Shoots an acorn at an enemy, dealing physical damage (fixed amount + 75% of attack damage), briefly slowing, and bouncing to nearby enemies like a Witch Doctor's Caskst. Cast range scales with attack range. But besides attack range, the cast range of Hookshot can be improved with bonuses to cast range. In other words, our Arcane Supremacy works great for this.

Can be ground targeted to plant a tree. Bounces to enemies within 525 radius if any are nearby after planting.
Planted tree gives vision and lasts 20 seconds. Destroying tree does not remove vision.

Acorn Shot applies attack, so orb effects are welcomed.

Can be autocast, always planting a tree.

Bushwhack
Throws a net area (265 radius). Ensnares and stuns enemy heroes IF a tree is within the area (they get pulled to the tree). Deals periodic magical damage. Also provides vision reduction around targets except for allied units/wards.



Heroes break free early if the tree dies. Works against fogged but not invisible enemies.

Scurry
Speeds up hero and lets us move through trees. Lasts up to 5 seconds and have 2 charges. Doubles all evasion sources.

The ability also grants attack range and cast range.



Sharpshooter
Channels an aimed nuke at a point for 5 seconds (linear reticle appears). After channeling, fires a 3000 range projectile that impacts the first enemy hero in its path. Deals magical damage, slows, and breaks passives for 5 seconds.

Very high damage, maxed after 3 seconds channel.

Increases projectile speed and movement slow.

Cooldown is reduced by 50%. Damage and debuff duration reduced by 25%. Turning speed increased by 33%.

Right Clicks Can turn aim direction during channel, but slowly. Sub-ability releases shot early. Cannot be interrupted by silences/stuns.

Knocks back caster 350 units after firing.

Caster use other targeted spells/items during channel but only aimed in firing direction.

Hunter's Boomerang
Throws a boomerang at an enemy or point that travels in an arc before returning. Damages and debuffs enemies along the path, slowing and amplifying incoming spell damage by 20% for 7 seconds.
Cooldown 18 seconds.
Damage 200 magical.


Decoy
Turns invisible and leaves an illusion that starts channeling Sharpshooter at the closest enemy hero within 3000 radius. If attacked or targeted, casts a weaker non-damaging Bushwhack at the attacker. If not interrupted, fires for 60% of full damage.

Channels straight ahead if no enemies visible.
Illusion lasts 6 seconds.
Fade time 1.6 seconds.
Cooldown 30 seconds.

Our illusion only channels if we have Sharpshooter. Otherwise just runs at a nearby enemy.

The illusion can be Force Staffed/Wind Wakered by allies but not items like Medallion/Urn. Net still fires back at you but does no damage.



Wisdoms


Hoodwink fights at very long range. If approached she uses trees to evade since she excels there.

Her two nukes offer different playstyles - Acorn Shot deals physical damage, suggesting physical DPS builds like early Maelstrom which aids farm. Bushwhack is magical and controls, pointing to magic nuking builds like Aether Lens or Atos. In mid or late game Maelstrom and Atos combine into Gleipnir for a hybrid build.

In fights stay clear of trees or be ready to retreat from Ensnare. I don't recommend comboing Ensnare with your Lift - it breaks early if the tree dies, which Lift does. For allied Ensnares, destroy the tree with Lift. Among the neutral items of first tier, it is recommended to take Ironwood Tree, so that you always have a tree to tie your enemy to. Pray that the god of random gives us this neutral item.

Scurry can chase Hoodwink but be cautious - you'll be in the trees where she can Ensnare anytime. When she Scurries to escape, Shard helps follow onto the trees.

Her ult channels loudly even through fog so listen for it and anticipate the shot direction - it's not too hard to dodge. Steal and combo with Telekinesis. Cast from medium range or with Aether Lens. Blink just before firing to instantly close distance.

At level 6 spam Acorn Shot for waveclear and try Bushwhack ganks. To Ensnare her, make Hoodwink walk near a tree - just push the wave so she stands by her tier 1 towers where trees are plentiful. Or alternate stealing Acorn Shot and waiting for Bushwhack. Or just buy an Iron Branch - Lift her up, plant the tree after she drops, and Ensnare.
Huskar


Inner Fire
AoE nuke around self (500 radius) that knocks enemies back 550 units, deals magical damage and apply silence.
Knockback duration 0.6 seconds. Does not just knockback 400 units, it repositions enemies to be 400 units away if they were closer.


Shard reduces cooldown by 2 seconds. Heals 50% of hero damage dealt and 10% of creep damage dealt.

Heal is independent of damage dealt - spell amp doesn't increase heal, and enemy magic resistance doesn't reduce it. Illusions count as heroes for heal.

Berserker's Blood
Passively gives attack speed, health regeneration and magic resistance. These bonuses depend on how low our health is. If Huskar has a specific facet selected, the ability can be used. Upon activation, the hero will absorb 30% of his current health and apply basic dispel on himself. After 3 seconds, the hero will be healed by the value of health spent on cast and +5% of maximum health for each debuff removed by the ability.

Life Break
Caster leaps at an enemy, dealing percentage max health magical damage based on their current health, and slows.
Deals the same percentage damage to self as well.

Have heals ready, you'll need them after casting. Magic resistance helps using this risky ult.

Aghanim's increases cast range by 250 and taunts the target for 2.5 seconds. Life Break itself does not silence like other taunts. So orb effects on autocast will still trigger (like Burning Spears).



Wisdoms
We're used to the key to defeating a hero being their own stolen spell. Previously this was often their ult, but for Huskar it's Inner Fire.

Inner Fire is what will prevent him from using fire spears and ultimate. It's important to hit him with Inner Fire before he does it himself. Have your retreat items ready in case he uses a dispel to continue the fight. If he has Aghanim's Scepter, it may not be possible to retaliate with Inner Fire. You will need to buy a Aghanim's Shard to be able to heal from the damage dealt by this ability.

Overall, watch what items Huskar is building.
Huskars often go Halberd, lots of strength like Armlet and Satanic, and Aghanim's for control. Getting on top of enemies with Life Break is crucial for him, so respect his leap. Linken's Sphere or Hurricane Pike are potential pickups against it. Heaven's Halberd is also great to try. After ~5 seconds of disarm from his Inner Fire, steal and re-disarm for 5 more seconds!
Aghanim's Life Break cannot be dispelled. If you get jumped, you get jumped. It is recommend to dodge those jumps or at least get items which can mitigate the situation. Like Aeon Disk or Sange & Yasha.

I don't recommend stealing Life Break just for its damage without a specific plan. It hurts you too and puts you in a bad spot. But if you really want to go Kamikaze Style, get an escape item, magic resistance, and amp up magic damage. With enough amps you can blow out knees or even 100-0 enemies (with the level 25 talent). Aghanim's helps get enemies in your clutches.

A big consistent source of his damage is Burning Spears, dealing undispellable magic damage over time. In early game magic resistance helps shut this down, but later there will be difficulties since the damage gets very high, and his ult becomes the bigger control problem.
Against Spear stacks, evasion items like Halberd or Butterfly work. Huskar dislikes MKB, so if he buys one he's missing another important item.
If evasion isn't your style, Mage Slayer is another option. Once he leaps on you, hit him to reduce subsequent spell damage. Why not pre-hit him? Because the leap dispels the debuff.
Invoker


Cold Snap
Targeted curse that triggers ministuns whenever the target takes hero damage. There is a required interval between stuns. Applies an initial stun on cast. Each stun heals the performer.
Fully consists of Quas essence. Higher Quas level means more damage and curse duration, lower stun intervals.


We lack persistent damage to proc Cold Snap often, so Urn or Manta Style work. Allied heroes can also trigger it with their damage.

Damage must exceed 10 to trigger a stun.

Spell Steal increases stun duration, but not curse duration itself.

Cold Snap procs heals us and restores mana.

Sunstrike
After 1.7 seconds deals pure damage in a 175 radius area anywhere on the map. Damage is divided between ALL units hit.
Fully consists of Exort essence.
Pierces status immunity.



Aghanim's allows self-cast, creating two visible Sunstrikes near each enemy hero. Regular Sunstrike cooldown 23 seconds, Cataclysm (name of upgraded spell) 75 seconds.

Sunstrike combos well with Telekinesis. But consider the damage delay and your Lift level - a level 1/2 Lift may not work well since the suspension lasts only 1.2/1.5 seconds. Always Lift after Sunstriking.

Can be stolen early game by facing Invoker mid. He may use it to secure kills on other lanes. He always faces the targeted area so you can notice him cast it.

EMP
Charges up energy in an area, exploding after 2.9 secs, burning mana from all units.
Fully consists of Wex essence. EMP deals magic damage to all units based on the mana burned - 60% of mana lost. So those with low mana take little damage. Mana burn amount depends on Wex level.


The Shard increases mana burn damage to 90% and pulls enemies to the center at 150 movespeed before exploding.

Quarter of all mana burned is given to caster. Burned mana from creeps/illusions does not return.

Ghost Walk
Turns invisible with a slowing aura around self (400 radius) that affects enemies. While invisible, the ability increases health and mana regen. Regenerations are disabled if we took damage from enemy hero (and his controlled units) in the last 3s.
Quas Quas Wex. Invisibility changes your movespeed based on Wex level, and the slow based on Quas. If Wex is level 3 or below, Ghost Walk slows you. Level 4 does not change movespeed. Level 5+ speeds you up.

Ghost Walk affects allies around us.

Like any invisibility, does not interrupt channeling spells. The slow is an aura - lingers 2 seconds after leaving the aura. Can move through units.

Tornado
Sends out a tornado wave that lifts enemy units into the air in a cyclone.
Quas Wex Wex. Lifted units are banished. When they land they take magical damage. Base damage comes from Tornado, additional damage from Wex level. Wex also controls the wave travel distance. Lift duration depends on Quas level.

Tornado leaves a trail of periodic magical damage.

There is a short interval between landing and damage. Heals and damage block like BKB can be used in this window.

Tornado functions as a basic dispel like Euls. Can remove annoying enemy buffs.
Invoker 2
Ice Wall
Creates an icy wall in front extending 200 units away. Enemies that walk over it are slowed and take minor periodic magical damage.
Quas Quas Exort. Damage depends on Exort, wall duration and slow on Quas.

Wall length 1120
Width 105.

The wall size increases. Anyone who stays in the wall for 3 seconds will be rooted for 1.5 and take 300 magic damage.

Always perpendicular to caster's facing.
The slow is an aura - lingers 2 seconds after leaving wall.

Forge Spirit
Summons a ranged attack golem with the passive Melting Strike.
Melting Strike reduces enemy hero armor per attack, stacking up to 20 times. Debuff lasts 5 seconds. Does not affect non-heroes (works on illusions).
Quas Exort Exort.

Quas controls spirit's total health, attack range, and duration.
Exort controls mana pool (why?), damage, and armor.

If Quas and Exort are both level 4+, two spirits are summoned.

Can be stolen mid just like Sunstrike. Many Exort Invokers summon a spirit for stronger lane pressure and farming (harassing us). Steal it and Bolt the enemy spirit - can turn the tide in your favor. Your full health spirit beats down Invoker while theirs dies in 2 hits, giving you an edge. Follow up with Lifts and right clicks. Yours reduces his armor, amplifying your attacks.

Base attack time 1.35. Easy to accelerate with Bloodlust-type attack speed boosts.

Alacrity
Target buff improving attack damage and speed.
Wex Wex Exort. Attack damage from Exort, attack speed from Wex. Lasts 9 seconds.

Attack bonus = (12 * Exort Level) - 2
Attack speed bonus = (12 * Wex Level) - 2

Gives attack range if casted on himself or our controlled unit.

Chaos Meteor
Launches a fiery orb at the targeted point. Falls then rolls in the cast direction. Damages and applies a burn DoT on enemy contact.
Exort Exort Wex. Impact damage interval 0.5 sec. Burn lasts 3 sec. Fall time 1.3 sec. Impact damage and burn depend on Exort. Wex controls the distance traveled after landing.

Meteor range and radius are increased.

Grants flying vision while rolling, 3 seconds of vision at rest. Burn stacks fully.

When comboing with Telekinesis, try to Lift and position enemies so Meteor rolls into them multiple times, stacking burn damage.

Deafening Blast
Releases a massive concussive wave in a direction, pushing enemies and disarming them.
Quas Wex Exort. Wave damage depends on Exort. Knockback range/duration on Quas. Disarm duration on Wex.

1000 cast range.
Starting width 175
Ending width 225.
Unlike Invoker with his talent, always casts in a single direction.

The disarm CANNOT be dispelled by anything except status immunity. Strong dispels won't work either. Knockback similarly only removable by mobility spells/items or position refreshes like Manta.
Invoker 3
Quas Exort
The classic Exort nuker build. They prioritize leveling Exort of course, but also Quas in lane, leaving at least 1 point in Wex early.

An Exort Invoker will Sunstrike before the first wave reaches our tier 1 tower to scout item builds. He may cast another one mid closer to our tier 3 when the next wave spawns to see if we are clearing waves or contesting the rune. If we are clearing waves, he's happy to nick us for pure damage and force some regen. I recommend an unusual position until the first wave spawns so default Sunstrikes cannot scout us out.

Quas levels help empower Forge Spirits he will harass us with. Fade Bolt them immediately if he summons them early. Cold Snap is also Quas-reliant and can indicate incoming harass when cast - watch his hands for potential Spirit summons and Sunstrikes. Either Telekinesis him away or evade the Sunstrike. You can preemptively Bolt the Spirit since it needs to be near him, chaining onto Invoker as well. Lowering their damage helps survive the attack.

At least 1 level of Wex gives him an emergency escape to Ghost Walk. Have Dust ready after you hit level 6. With only level 1 Wex he isn't hasted and can be caught.

In terms of last hitting, Invoker often outpaces us. Harass him constantly with Fade Bolt to deter last hitting and force him into a defensive position. But don't just cast bolt all the time. Do it when he's summoning his Forge Spirit. Bolt to Invoker, hit the spirits, and finish them off with your attacks. This will be a little difficult because he adds Cold Snap to Forge Spirit.
Always try to last hitting Forge Spirit after Fade Bolt. This will be your extra income.

Against QE Invoker, Sunstrike and Forge Spirit are strong early steals. Sunstrike secures assist gold globally, while Forge Spirit helps farm jungle camps when the lane is pushed out (or creeps are too far away).



Quas Wex
Wex takes priority to strengthen Tornado and EMP. Cold Snap is weaker than other spells.
The basic combo is Tornado into EMP. With high Wex, Tornado lift is short but deals decent damage. Cold Snap ensures EMP lands after the brief cyclone.

If mana is already low, make sure to dump everything on Invoker as soon as you land from Tornado. Having less mana reduces EMP damage, since it deals damage based on mana burned - no mana burned means no damage taken! Hehe.

After leveling Wex, Invoker will add Exort to complement his powerful Tornado with Meteor and Blast. In messy fights an Alacrity buff on himself or allies is likely to appear and accelerate attacks.
If not, strong early steals are Tornado and EMP. Do NOT combo them together, but use our Telekinesis to set them up instead.

If stealing Cold Snap often, Urn helps provide needed persistent damage to proc it frequently since we lack a spammable DoT.



His typical itemization
Blink Dagger and Hex are common on Initiator Invokers looking to start fights with quick picks. These fools blink in, hex, and dump spells assuming it secures kills. If you don't see it coming, having an Aeon Disk or other magic resistance gives a chance to survive. Team follow up is likely, so Disk is safer than Hood-type items. Otherwise, be proactive and jump him first with your BKB so he cannot disable you.

Eul's Scepter sets up easy Meteor and Sunstrike combos. Also difficult to avoid, so fight fire with fire - buy your own Euls! As soon as the enemy cyclone ends, instantly self-Euls to dodge the following spells. But don't do this repeatedly or he will bait your Euls and layer the spells after it ends. Watch his hands - if Meteor is delayed, don't instantly Euls in response.

Linken's Sphere is common on heroes with escape spells, especially mobile casters like Invoker. Aghanim's and extra disable items counter this easily. A natural complement is Atos, or Hex if you have the money. Diffusal Blade works too (that's a joke).

Boots of Travel allow globetrotting with Forged Spirits to split push. Catch the pesky rat with mobility items and disables/silences that interrupt TPs. Euls, Gleipnir, Telekinesis, or appropriate stolen spells (Tornado/Cold Snap for maximum irony) do the trick.

Suggested Items
Io


Tether
Link with our ally. Through Tether, the ally receives our health and mana regeneration. Additionally, with Tether, both of you gain movement speed, but initially the tethered ally provides the movement speed to us. IF the tethered ally is slowed, we will also be affected by the slow.
While Tether is active, both the ally and we gain a bonus to movement speed.
If, during the cast, the ally was more than 700 units away from us, we will automatically move towards them through trees and ramps. Tether breaks trees if it was used at a distance greater than 700 units. The trees break at the end of our movement towards the ally.
The maximum tether range is 1000 units. If we move farther than the specified distance after casting Tether, the tether will be broken.

Enemies that cross the link are slowed by Teaser.
With a stolen Tether you can walk over your teammates' heads like a vine for Tarzan. Hehe.

Teather deals periodic magical damage. Half of that damage heals the caster.

Spirits
Gradually creates 5 wisps rotating around Io. Their distance is controlled by two sub-abilities - Spirits In and Spirits Out. They explode on enemy contact, damaging in a small AoE. Deal reduced non-exploding damage to creeps.

Aghanim's automatically creates wisps without mana cost. You only control their movement. Very convenient since the mana drain is gone, but the endless wisps mean endless damage. Each wisp hit also slightly slows enemies.
Io can detonate all wisps at once with Spirits off cooldown. We cannot do this at level 1. With Aghs we lack the Spirits ability entirely, only the In/Out controls remain.

We cannot steal Spirits through the sub-abilities once Io has Aghanim's. That means, if Wisp have Aghs, you can only steal this spell when he detonates his Spirits.

Overcharge
For 8 seconds, the hero gets health regeneration, which depends on the maximum HP. Can Tether afterwards to transfer the bonuses to an ally.
Cast Tether second - cannot transfer Overcharge if the tether breaks first. Fixed if we have Aghs.

Left Facet additionally grants attack speed and spell damage amplification.

Right Facet gives armor and magic resistance.

Relocate
Rubick Delivery Service!
It takes 2-3 seconds to charge, after which it sends us to any point on the map for 12 seconds, and then brings us back to the casting location. If we managed to tether with a Tether ally after the cast, the ultimate will send the ally along with us. If we get hit by any stun, root, or silence while charging Relocate, it will be interrupted. However, we can still move during the charging time.

Banishing spells like Manta Style also cancel Relocate even if self-cast.

Fails if Io is cycloned during channel.



Wisdoms
Alright. We both understand that Io himself won't pose much of a problem for us. However, his ally is likely to be strong. Therefore, we need to catch Wisp to prevent him from empowering his ally with Tether and Overcharge.

Wisp will try to stay behind his ally. While Wisp is healing, his ally is also healed, so it's a good idea to apply a spell with periodic damage to Wisp, causing all the consumables he uses to be prematurely interrupted. Against Wisp, you can consider getting Urn of Shadows, which can be upgraded to Spirit Vessel. However, Spirit Vessel is best used on a hero who is being healed by Wisp.

If you think Wisp is a tough guy on the opposing team, you can also get items like Force Staff or pushing spells if the enemies have them. Whoosh! And Tether is broken.

About abilities:
Tether and Spirits are cast only once during a fight and quickly switch to another ability (unless you have Aghanim's Scepter).
One of the most profitable spells is Overcharge. Io himself will use this ability often, which allows you to build tactics around Overcharge. Depending on the Facet Wisp chooses, you can create a build to strengthen the defense buff or buy an adaptive carry build to use the coveted Kritzkrieg.

Our attention will be focused on the second version of Wisp. It's all about the spell amplification bonus, because for us it also means an attack bonus. It's a magical feeling to get such a buff and give out heavy hits.
Jakiro


Dual Breath
Launches a freezing wave slowing attack and movement speed, followed by a burning wave 0.2 seconds later applying a damage over time.
Slow debuff lasts 5 seconds.
DoT debuff lasts 5 seconds.

Spell Steal only amplifies the slow duration, not the DoT duration.

Ice Path
Creates a path of ice in the targeted direction, stunning and damaging enemies if they step on it. No cast animation for us, but the wave itself still takes 0.5 seconds to form.

Length 1100
Width 150.

Ice Path exists for 5 seconds. During this time, you can use an sub-ability to break it to deal magic damage and a brief stun.

The description lists two durations - the ice path duration, and stun duration. The stun ends when the path melts. So enemies that enter late in the path's duration will be stunned briefly.

Macropyre
THE FLOOR IS LAVA! I'm serious, don't walk on lava. Hehe.
Shoots a line of boiling liquid at the targeted area. Lasts 10 seconds, burning enemies that walk on it for magical damage.
Burn lingers 2 seconds after leaving the fire.

Length 1400. Width 500.

Aghanim's increases length by 400 and duration by 15 seconds. Adds ice walls around the edges of Macropyre that slow movement speed by 60%.
Changes damage type to pure, piercing spell immunity fully.



Wisdoms
All of Jakiro's spells are simple and effective. Playing with spell amp builds is easy and efficient - items like Aether Lens, Kaya and Bloodstone come to mind. After some mana and utility pick up Aghanim's to layer in more amplified spells while enemies burn. In summary, MAGIC is the main path when playing through Jakiro.

With Macropyre additional lockdown helps keep enemies in the fire for extended periods.

For simpler approaches, his stun alone can suffice. Lacking cast animation and increased duration makes our Ice Path a "Low Key Ultimate".
Juggernaut


Blade Fury
"The Spin". Grants magic immunity, spell resistance, and deals damage around Juggernaut for its duration. The damage is magical, but the frequency of damage is dependent on our attack speed. At the end of the duration applies strong dispel to us.
Cannot attack during Blade Fury but spells can still be used. Allows comboing with other stolen spells.
Can be used in midair to block part of Tornado damage.

With shard, Bladefury gains 100 to radius and begins slowing enemies by 35%.

Healing Ward
A mobile ward that heals all nearby allies for a percentage of their max health. The heal is an aura that lingers for 2 seconds after leaving its radius.
Destroying the ward gives 75 gold to the killer.
Control the ward after casting!



Swift Slash
Requires enemy Aghanim's to steal. A short duration mini-Omnislash lasting 1 second.
Сooldown 25 seconds.
550 cast range.
125 mana cost.


Omnislash
Sequential strikes against the enemy in banished mode with additional attack speed (the model "swings at enemies, but nothing can be applied to her, just like attacking"). If there are other enemies nearby the target, the caster may inadvertently jump to them.
While inside the ultimate, the caster is invulnerable.

Attack speed during Omnislash scales with the caster's attack speed. The attack rate is 1.5x their normal attack speed. Attack modifiers work on Omnislash attacks.

Blade Fury prevents Omnislash and vice versa normally. This restriction does not apply when we steal the spells separately. Allows spinning during stolen Omnislash.



Wisdoms
Yurnero is a very versatile and multi-faceted warrior. Requires serious caution, although his spells have significant counterplay.

If we steal Blade Fury, we can almost not fear HIS spin. In Blade Fury, we cannot deal normal attacks. Well, not exactly... Our attacks still occur, but with zero damage. With such attacks, we can only apply orb effects. This ability is very important for survival. It will be more useful in pursuit when Aghanim's Shard is present.

Watch out for other spells too. Stealing his Healing Ward at least once can be impactful. Better to destroy it than use your own - denying teamwide heals while earning 75 gold.



Omnislash!
There are several ways to counterplay Juggernaut's ultimate:

  • 1) Armor and damage block
    Any armor lowers Omnislash damage per hit. Crimson Guard is great for both self and team damage mitigation.

  • 2) Banishing effects and ghost forms
    Ghost Scepter, Euls, and Ethereal Blade. Steal similar spells if lacking the items.

  • 3) Damage split with summoned units
    Manta Style, Helm of the Dominator, and any stolen summons/illusions help divert damage. Dominating an Owl for the armor aura can suffice.

  • 4) Evasion
    Omnislash performs regular attacks rapidly. Evasion from Halberd or Butterfly helps, BUT Omnislash forces attacks even when disarmed. Halberd only aids with the evasion.

Lastly, Omnislash duration varies between 3 and 4.5 seconds based on Juggernaut's talent choice. Ghost Scepter lasts 4 seconds. Food for thought.
If you want to play with the ult yourself, buy attack speed and a damage proc item like Mjollnir.



KURURIN
The damage frequency depends on the attack speed. That means, if we get a attack speed buff, Bladefury will fry faster.

Now remember that we can take crazy abilities in the second hand.
Focus Fire? Overpower? Lil Shredder?
Pretty much. But! What if I remind you about Unleash?

Uh-huh. Exactly. Check it out in the demo mode.

(Do not waste Lil Shredder and Overpower charges while in Bladefury. If you lose charges, you will also lose your attack speed bonus)
Keeper of the Light


Illuminate
Charges a wide wave nuke over 3 seconds that deals massive magical damage. Longer charge means more damage.

Width 400
Range 1800.

Illuminate has a second version that you don't have to stand still to charge. This wave also heals for damage value. To get this version, you need to have Aghanim's Scepter and steal Spirit Form in the second slot. Press Spirit Form and use the second version of Illuminate.

Blinding Light
Blasts enemies from the cast point for 350 units, dealing magical damage and applying a 45% miss chance for 4 seconds.

Knocks back and destroys trees.


Does NOT interrupt channeling spells.

Chakra Magic
Mana recovery and cooldown reduction for all basic abilities if they are already on cooldown. If Chakra Magic is used on Fade Bolt with the talent, it will instantly reset the cooldown. And if used on Telekinesis with the same cdr talent, the cooldown of Lift will be 5 seconds.

The most important thing is the presence of free mana, which allows us to save consumables and time on mana regeneration from the fountain.

Spirit Form
Temporary mode that unlocks 2 abilities for Kotl. For us it gives only movespeed and cast range.
Lasts 40 seconds.
For Kotl it empowers Illuminate to heal allies.

Spirit Form increases Illuminate's healing by 30%.

Ends immediately if you swap spells.

Solar Bind
An ability that KOTL has after casting his ultimate if specific Facet is chosen. It is a targeted curse that slows the enemy and reduces their magic resistance by 35%.
The slowing effect increases the more the enemy tries to move, with additional percentage of slow for every 100 units traveled.
Duration: 6 seconds.

If the enemy is stationary when they receive the debuff, their movement speed remains unchanged.
The reduction in magic resistance still applies.

Recall
An ability that KOTL has after casting his ultimate if specific Facet is chosen. Recall teleports any ally hero on the map to itself a short time after casting it. The spell has a global cast range. If the ally takes damage from an enemy hero or his controlled units, the teleportation is interrupted.

The teleported ally receives a movement speed bonus for the duration of the Recall. If the teleportation is successful, the same buff will be applied again, but now also to us.

Will-O-Wisp
An Aghanim's Scepter ability. Creates a Lamp (called Ignis Fatuus), which turns all enemies within its range (725) toward itself and slightly pulls them in at a 1.75-second interval with magical damage. The duration of each pull is 1 second.
Enemies can still attack, use spells, and items, but they cannot turn during the pull, making it difficult for them to attack or cast certain abilities.

This Lamp can be destroyed by a fixed number of hero attacks. Neither creeps, towers, nor even the Ancient can destroy it.
Before the first activation of Ignis Fatuus, it sleeps for one second.

The sleep from the Ignis Fatuus cannot be dispelled and is not affected by status resistance. In other words, heroes like Slark cannot remove the pulling effect with their Pounce.



Wisdoms


I know this hero very well. I have played a lot as him too. This character excels at annoying opponents. The best nuisance of all.

During the laning stage, he can annoy enemies by launching waves from blind spots.
So it's better to know where he is casting from in advance, not just to dodge the wave but also to quickly move Keeper of the Light himself. Because as long as Keeper of the Light doesn't finish casting the wave, he won't move from his spot.
Solar Bind won't let us move freely, and in the future, Keeper of the Light will use this ability to catch us or our ally. And believe me, with the bonus from his ultimate, he will succeed. Therefore, it's better to buy a Force Staff in advance. Use it after moving a bit and stacking the slow.

Illuminate - the damage is uncontrollable. Keeper of the Light cannot simply take his wave and turn it in another direction. So, if you stand under Illuminate with Blade Mail activated, you will see a sour expression on the other end of the network cable, as it will be unpleasant for Keeper of the Light to release the wave into your spikes. Tanking the wave is not a pleasant experience, but if your build involves fighting at close or medium range, Blade Mail is acceptable. This item can also complement the anticipated magic resistance item.

If we steal Chakra Magic or Illuminate from Keeper of the Light, buy Boots of Travel.
Chakra Magic can increase the tempo of aggression, and Illuminate can farm entire waves of creeps.
Once again, it should be noted that stolen Chakra Magic will completely reset the improved Fade Bolt and leave only one second of cooldown for improved Lift (talent upgrades). Therefore, it is advisable to choose talents that reduce cooldowns (right talents at levels 20 and 25).

Aghanim's Scepter is needed for alternating abilities. Keeper of the Light has quite a few of them, and to match the number of options, we will need to steal from Keeper of the Light several times. For example, take Recall once to bring a long-range ally into the fight.

Solar Bind is the most important ability for Rubick's synergy (if the Solar Bind Facet is selected). It not only provides a longer-lasting slow but also reduces magic resistance. An almost immobilized target will be defenseless against our Fade Bolt and any item with magic damage. Dagon or Witch Blade would be suitable choices.
As position 4, it is better to use Discord for adding debuffs to the mix with this ability.

Keep an eye on whether Keeper of the Light has bought his Aghanim's Scepter or not. After all, if he does, he will have one extra ability in his spell-bar. Which means - one extra ability that we can also steal! Hehe.
Kez


Kez has two spell bars that depend on his weapon, which the hero can switch between. 4 abilities when selecting Katana and 4 abilities when selecting Sai.
If Kez uses an ability, his variation of the other weapon will also goes on cooldown.



Echo Slash
First Katana ability. The hero makes a small leap forward and makes an attack in the area in front of him, followed by another attack in the same area. The interval between the two slashes in the area is 1.2 seconds. Each slash briefly slows enemies.


The ability can be used while entangled, but slashes will be made without a leap forward.

Grappling Claw
Second Katana ability. The hero throws a slowing projectile, with which he jumps on the enemy to make a single attack. An attack made in this manner has lifesteal. This lifesteal is weaker if the target is a creep instead of a hero.
The attack and lifesteal will work even if the performer is in ghost form.

Can be applied to a tree to pull to it.

Kazurai Katana
Third Katana ability. A passive that inflicts periodic physical damage with each attack, which depends on the hero's attack. Each subsequent attack will refresh the duration of the ability and add to the total damage.

The spell can only be stolen if Kez buys Aghanim's Shard, as it adds an active component to the ability.

The ability can be casted on a target to inflict all of the target's accumulated Kazurai Katana periodic damage prematurely and stun the enemy.

In our hands this spell does NOTHING.

Raptor Dance
Katana Ultimate. The character charges a combo attack around himself for 1 second. The performer deals several attacks of pure damage, which depends on the maximum health of the enemy. Each such attack has a spell lifesteal. Even though the spell deals pure damage, it still cannot hit an enemy with ghost form.

While channeling the spell, the hero has status immunity and 100% magic resistance.
After the last attack, a strong dispel is applied to the hero.

Falcon Rush
First Sai ability. The hero activates a buff for 7 seconds, during which each attack will be followed by another attack from appearing copies of you. In this mode, the hero will have 1000 movement speed if he tries to attack an enemy within a radius of no more than 650 from himself. During Falcon Rush, our attack speed is reduced.

Copies cannot deal damage to an enemy with ghost form, even if we can hit the target with Revenat's Brooch.

May be dispelled.

Talon Toss
Second Sai ability. The hero throws a projectile at the target dealing physical damage and silence to the primary target and enemies within 275 radius of it.

Kez himself can use this spell to apply the mark from his next Shodo Sai ability. We need to have Shodo Sai in the second slot for that.
Talon Toss has increased damage on tagged targets.

Shodo Sai
Third Sai ability. The performer's attack can, with a chance, apply a mark on an enemy. Attacking an enemy with the mark will crit and stun them. Shodo Sai has an active component. Specify a point towards which the hero will parry attacks of enemy heroes for 2 seconds. If the attack is successfully parried, the attacking enemy hero will receive a stun and a double mark, which means increased crit and stun efficiency.

The mark can only be removed by a strong dispel.

Triggering a Shodo Sai Mark from invisibility deals more critical damage

Revenan't Brooch doesn't activate Shodo Sai's mark crit, but such an attack can't miss either.

Until our first attack reaches the enemy, all other fired projectiles will also be critical. It is recommended to buy Hurricane Pike.

Raven's Veil
Sai Ultimate. The hero creates a wave around him in a 1500 radius that reduces the view range of all enemies and gives them a Shodo Sai mark. Vision is gradually returned to the enemies over 4 seconds. Using this spell gives the hero invisibility and movement speed. Attacking or casting the spell removes the buff.

In our hands Raven's Veil will apply Shodo Sai even if this Shodo Sai ability is not in our spell bar.
Kez 2
Wisdoms
The enemy quickly shortens the distance and deals a lot of physical damage. So armor and ghost form is a legitimate solution to the problem. Something to keep in mind is that Force Staff won't always solve the problem, as Falcon Rush and Grappling Claw will help Kez quickly get to you again.
When he runs at your soul, have Ghost Scepter or Glimmer Cape (Shadow Blade) ready.

Of the traditional spells to steal: Grappling Claw, Talon Toss, Raptor Dance, and Raven's Veil should come to mind. These are suitable for the support Rubick and in most cases will help to mess with the enemy, deal damage or catch up with the target.

If you want to be able to deal more damage while relying on the other spells, here are a couple options:

Falcon Rush is the main source of dps, and Revenant's Brooch and Hurricane Pike are worth buying. The attack range makes using the ability easier, and the extra attacks with the brooch do a huge pile of damage (remember that repeated attacks don't deal damage to ghost form). If you don't like brooch, get any orb effect item that opens well with big amount of attacks.
This spell is recommended to be combined with attack speed buffs.

Echo Slash is simply two area attacks. The best thing to work with this ability again would be the brooch. You can consider Maelstrom as a cheaper alternative. In both cases, the ability will be used more often for farming.

Shodo Sai is a bit trickier to use. Passive component does NOT work, so we need to parry an attack in order to set a mark on an enemy. If Kez is running at us, start parrying. Kez may then try to get around you, run away completely, or hit the parry counter and get stunned. When the enemy gets double mark, do NOT attack immediately.
Kunkka


Torrent
The spellcaster creates a geyser after a short delay, lifting enemies into the air and dealing magical damage. Upon landing, the enemies will be slowed.
Delay: 1.6
Lift duration: 1.4


Spell Steal increases the duration of the slow after landing, but it does not affect the lift duration.

The area of effect damages and slows enemies for the duration of the Torrent, even if they were not lifted by it.

X Mark The Spot
Creates a mark on the target, causing them to return to the marked location after a certain period of time. While X Mark The Spot is active, it is replaced by a secondary ability called Return, which teleports the target back prematurely. The teleportation can be avoided by spell immunity or banishing effects.

Upon return, Ghost Ship rum will be spilled around the target, which lasts for 3 seconds. Raduis - 400.

If you are playing against Kunkka, expect him to constantly use X Mark The Spot on himself and annoy you with his Tidebringer while remaining unpunished. And until you get Euls, you can utilize this feature...
Steal X Mark The Spot and immediately use it on Kunkka while he is under the effect of his own mark. It is crucial not only to place it on the mark, but also to teleport him before he does. After our Return, he won't be able to return to his mark, although he will still have the ability to press the corresponding button.

When Kunkka is affected by two X Mark The Spot effects, the one who presses Return first will prevail. If Kunkka realizes what's happening and presses his Return before ours, he will be saved.

P.S.: Use the mark on yourself in the mid-lane and teleport back to base. Abuse the Bottle and be completely independent from the courier.

Ghost Ship
The player launches a ship that stuns and deals magical damage in the area after 3.1 seconds of casting. So, it also has a delay like Torrent, but longer. And it is also compensated by Telekinesis.
The ship flies through us to the specified area. It applies a special buff on each ally hit. This buff accelerates allies for 10 seconds, blocks 35% of incoming damage, and then applies it as periodic damage. The damage is non-fatal.

Aghanim's Scepter creates another ship to the same point with 2.5 seconds delay. Both ships fire three volleys of cannons. The damage of cannons = 40% of the ship's damage.

Tidal Wave
An ability from the shard. The spellcaster launches a tidal wave in the specified direction. The wave always appears behind the caster (900 from us) and travels a distance of 2000, pulling all affected enemies. Pull duration: 1. During the pull, enemies are unable to attack.
Wave damage: 180
Wave radius: 750



Wisdoms
Kunkka is very skilled at catching and hitting multiple enemies.
You can escape the catch with the mark trick I've already described. But dealing with Tidebringer is more challenging. Tidebringer damage is physical, so it is advisable to increase survivability through armor and health.
If you are dealing with an ultra-late game Kunkka with 3 Rapiers and 3 Daedaluses, you should avoid exposing yourself to Tidebringer at all.

You can catch Kunkka with the same mark trick.

Good against him: Rod of Atos, Eul's Scepter of Divinity, Octarine Core, Heart of Tarrasque, Blade Mail, Aether Lens, Aeon Disk, BKB.



Torrent Stacks!
Kunkka's Torrent can stack certain jungle camps very effectively. If you've acquired his Torrent after reaching level 6, spend some time stacking. Use the ability at 57.5 seconds.

Below you can see a map of camps that can be stacked with geysers.

Legion Commander


Overwhelming Odds
An area-of-effect nuke around the hero with a radius of 600, similar to Echo Slam by Earthshaker, gaining strength based on the number of enemies. It has a base magical damage and additional damage for each unit caught in the Odds. After casting, the spellcaster gains an attack speed bonus. Overwhelming Odds can be used during Duel.

During Duel, Overwhelming Odds disregards any debuffs on you. In the code, it is specified that as long as the spell holder is under the effect of Duel, Overwhelming Odds will be unlocked in the spell bar. It doesn't matter if we are affected by Doom or Hex.

Shard increases radius by 100 if the ability was used in a Duel.

Odds will give us a physical damage barrier. The value of the barrier depends on the damage (40%) we inflicted on enemy heroes.

Press The Attack
A targeted buff that can be applied to yourself or an allied unit. The ability applies a strong dispel, heals, and grants a bonus to movement speed. The healing is gradual, similar to simple HP regeneration.

Buff duration: 5
Cast range: 700

Duel
A targeted ability. It provokes the caster and an enemy hero mutually. The winner of the duel gains a permanent bonus damage. Duel is the most powerful provocation and has the highest priority among similar abilities. It's a super cool ability that allows you to deal damage and become a full-fledged carry in the game.
Nothing crushes the morale of opponents like Rubick outdamaging Legion with Lego. Hehe.

Shard increases damage from duels by 5. It works retroactively. That means, it will give damage for those duels that were won before gaining the shard.

Aghanim's Scepter increases the duration of Duel and grants us status-immunity.

The ability will give a small damage bonus to each unit that dealt damage to the losing target of the duel. Press The Attack will be applied to us and our allies after we win a duel if PTA is in our second slot



Wisdoms
Prepare everything necessary by her sixth level. And make sure in advance what item she is building first: Blink Dagger or Shadow Blade. All subsequent events in the game will depend on all the information and preparations.

And yes, the first Duels should be applied only in safe conditions. If the enemy is already almost dead or has no nearby assistance. When you have enough damage, it's worth buying attack speed to utilize the accumulated damage more often.

If you steal Press The Attack, before a fight or sieging buildings, remember the list of enemy spells. If there are long disables and other "shutdowns", be prepared to remove them from yourself or an ally.
P.S.: Stuns, silences, and disarms cannot be removed from yourself. So it's better not to be ahead of the game to avoid receiving these debuffs.

One of the most interesting items for Duel is Aeon Disk.
When triggered, Aeon Disk blocks both incoming and outgoing damage for 2.5 seconds. This fact makes Duel almost useless. But if we have allies helping us, all Duels become quite safe and easy.
It's a good idea to make it the second item after something like Shadow Blade or Blink Dagger. This item will also be very useful if the situation is not in your favor and you are being targeted with Duel first. In that case, Aeon Disk will buy you time.

If our goal is to save an ally in Duel, you can try Ethereal Blade. It is useful if there is no magical damage involved in Duel. It is situationally applied to an enemy or ally.

If you dislike playing with physical damage, play as usual - with magic damage. But make sure not to hit anyone with Legion Commander. After Discord and Kaeya, always make Halberd. The strength bonus and evasion will help withstand more attacks from Tresdin, and the active ability will prevent her from attacking.

Recommended items: Blink Dagger, Shadow Blade, Aeon Disk, Ethereal Blade, Octarine Core, Blade Mail, Linken's Sphere, Heaven's Halberd, Sange & Yasha.

The safest card against Legion will be Overwhelming Odds. I remind you that it can be used during Duel. And you should take advantage of this. Buy an item for magical vampirism to regain some health (the more enemies are nearby, the more you can restore). Outside of Duels, the ability is used like Echo Slam. Get Dagger and jump into the crowd to "explode" with damage.



More about Duels
  • If you Duel Legion who is already dueling with your ally and win, you and your ally will both receive the bonus damage.

  • As mentioned earlier, Duel is the most powerful provocation among all possibilities, so it has the highest priority when there are multiple provocation effects on the enemy besides Duel. However, fear effects prevent the duel participants from attacking (the target will still not try to escape).

  • Duel ends if the participants are more than 2000 units apart from each other.
    Or if one of the participants is affected by an amplified Dismember.

  • Duel on a hero who gains a buff from Aghanim's Legion is pointless. Even if you manage to kill them, their model will still participate in the Duel. The Aghanim's Reincarnation ghost exists for 7 seconds. The Duel will simply end and won't deal any damage.

  • If Legion is affected by two Duels (their own and yours), ending the first Duel will immediately cancel the second one, even if there is no winner.

  • In Duel, a creep-hero can participate if it is bound to a hero through Soulbind. Grimstroke binds an enemy to a creep-hero (e.g. Warlock's Golem), and Legion Commander casts Duel on the hero (it is technically impossible to cast the ability on a creep-hero). In this case, Legion will first attack the creep-hero. If it is killed, Legion will receive bonus damage as if it were a regular hero.
Leshrac


Split Earth
An area stun with one condition. Leshrac has an incredibly long casting animation for it. However, the ability itself has a short activation delay. Our cast is almost instantaneous. The delay is 0.35 seconds, that's all you have to wait. No lengthy hand waving. It also destroys trees. It can be combined with our Telekinesis.

The shard creates three additional Split Earths at the same location with a 5-second interval. The radius of the subsequent three stuns will increase by 45, 90, and 135. The location of the subsequent stuns is visible to everyone. Leshrac can use the shard for zoning, but we can alternate our control abilities. After the first stun, we use the purchased Atos, and after the second stun, we use Lift and pull the enemy back to the center if they tried to escape. In most cases, the enemy is in trouble.


Diabolic Edict
Generates small explosions at the feet of random nearby enemy units. The number of explosions is limited, so the fewer enemies around you, the more explosions each of them will receive. The damage is pure.



With the left Facet, the ability lasts 10 seconds and works on buildings.

With the right Facet, the ability lasts 6 seconds, but does NOT work on buildings. Amount of explosions stays the same.

Activated Diabolic Edicts will continue to work during their designated time even after your death.

Lightning Storm
A targeted lightning cast that deals magical damage and briefly slows the target by 75%. After hitting the primary target, additional lightning strikes are released towards nearby targets. The lightning strikes appear 0.25 seconds after the initial cast.

The additional lightning strikes appear above enemies within a radius of 450 units from the primary target of the ability. Lightning strikes do not appear above invisible or hidden enemies.

Nihilism
Aghanim's Scepter ability. The spellcaster creates a debuff-removing aura around themself, affecting themselves and enemies within a 500 radius. Just like with the regular Ghost, enemies cannot attack. In addition, they take 30% increased magical damage and are slowed by 30%. Aura duration: 4 seconds. The caster is not slowed but accelerated by the same percentage.
Cooldown: 25 seconds.

Status immunity does not interrupt the ghost form granted by this ability.

Pulse Nova
A toggled ability. The pulses deal magical damage to enemies in a radius around Leshrac once per second. It has a mana cost upon activation and continuous mana consumption. It deals initial damage upon casting and then continues to deal damage per second. Radius: 500. The pulses affect invisible enemies and enemies in the fog of war.

After deactivating Pulse Nova, it has a one-second cooldown to prevent players from squeezing out more damage per second from the ability in a tricky way.



Wisdoms
At the beginning, Leshrac has a little health, but mainly holds his ground at close to medium range from the target so that his Diabolic Edict and Pulse Nova can reach the enemies. Each of his abilities is focused on dealing damage. One of the popular items for Leshrac is Bloodstone. The first option that comes to my mind as a counter to it is Mage Slayer. This dagger provides us with passive resistance and reduces the damage amplification of Leshrac, which greatly affects not only his damage but also his survivability since he relies on magical vampirism.


If you steal everything except Diabolic Edict, it's worth taking any item for mana regeneration because Leshrac's spells have short cooldowns and quickly drain mana pool. Aether Lens and Kaya fit this category quite well.


In the late game, it's better to ignore Pulse Nova and Diabolic Edict. Take Aether Lens and use the other two abilities at long range. Later on, it's worth getting more control or Octarine Core. The best ability will be Split Earth if you also buy the Aghanim's Shard, which transforms the regular stun into a zone control ability.


If you still really like Pulse Nova and Diabolic Edict, get BKB and Bloodstone.
Lich


Frost Nova
A targeted nuke that deals magical damage with a small area of effect around the target. The ability has two sources of damage: Frost Blast, which deals damage in an area, and then direct damage to the target. This means that indirect targets will take less damage overall. Affected targets will be slowed for 4 seconds.
Movement speed slow: 25%
Attack speed slow: 30
Radius of the area around the target: 200

Frost Shield
Applies a shield to an allied hero or tower, absorbing a percentage of incoming damage from auto-attacks and dealing magical damage in an area around the shielded unit every second. Each tick of damage also slows enemies for 0.5 seconds.

If any of Lich's spells kills an enemy, the shield's duration is increased. Creep - 1 second. Hero - 4 seconds.

Frost Shield protects against all types of auto-attack damage. However, keep in mind that the damage must come as a single entity with the auto-attack. I mean, Frost Shield won't help against the damage from an Orb of Destruction since it is separate from the auto-attack. However, it works well against MKB or Enchanted Quiver!

Frost Shield does not deal damage to invisible units or units in the fog of war.

Sinister Gaze
Hero forces an enemy to slowly walk towards him for 1.9-2.5 seconds. The ability has a long casting time, so it can be interrupted. While the enemy is affected by Sinister Gaze, we steal a portion of their mana based on their current mana pool. During Sinister Gaze, other Lich abilities can be used without interrupting the casting of Sinister Gaze.
During the taunt, the target gains the ability to walk through any obstacles.

Spell Steal does not increase the duration of the ability.

Aghanim's Scepter makes this ability an area-target ability and allows you to use Lich's other abilities without disrupting the cast.

The speed at which the enemy approaches us during Sinister Gaze depends on the distance between the caster and the target. At the highest level of the ability, the victim will always traverse half the distance between us for the entire duration.
Aether Lens is very useful here since it increases the cast range, thus increasing the distance the enemy will walk under Sinister Gaze.

Ice Spire
An ability from the shard. The spellcaster creates an icicle at the targeted location, which slows all enemies within a 550 radius by 25%. The icicle lasts for 15 seconds and can be destroyed with 5 hero attacks. If there are no other enemies nearby, the shard allows the Chain Frost ability to bounce back to the icicle. Frost Shield can be applied to the icicle, healing it for 1 attack per tick.

If the icicle is destroyed, it will trigger Frost Nova damage under it upon death. This will only work for us if we have stolen the corresponding ability in our second slot.

Ice Spire spends 1 hit point when Chain Frost bounces off it.

Chain Frost
The same targeted nuke but stronger and with a bouncing effect. Meaning, upon hitting a target, Chain Frost jumps to the nearest enemy. The number of bounces is limited (10), unless we have Aghanim's Scepter. Each bounce increases the strength of Chain Frost.
For Chain Frost to bounce, there must be a target within a 550 radius. Otherwise, the fun will end early.
The damage is once again magical.

With the left Facet, if the Chain Frost does not find additional targets, it will circle around the last victim for a while, then disappear. If an enemy appears in the radius during this time, the Chain Frost will continue to bounce.

With the right Facet, if any Lich's spell kills an enemy, the number of bounces increases. Creep gets 1 bounce. A hero will give 3.



Wisdoms
Lich is a straightforward opponent. All of his abilities are straightforward and require almost the same conditions.
The most important condition to fight against him is to avoid hugging your teammates.
If you are fighting him in a 1v1 scenario, he will lose in 99.9999999% of cases. Well, unless he buys the shard that turns you into Chain Frost targets. Oh, by the way, I definitely exaggerated about the chances. Hehe.

If Lich is your primary target for imitation, the first thing to do is to go for the standard mage build. Veil of Discord, K&Y, and Aether Lens.
The mana cost of Frost Nova is not small, and it quickly drains us if we randomly cast it. This item build provides intelligence and enhances the effectiveness of the ability.
If Lich is just an addition to chasing heroes on the enemy team, steal Frost Shield to prevent your allies from bending under basic physical attacks. In these situations, Frost Shield will likely be higher level. You can apply it not only for defense, of course.

With Aether Lens, you can "summon" Sinister Gaze targets from a distance. Of course, the taunt duration will be longer.

In challenging games, Chain Frost will be essential. So, wait for an opportunity from the side of the battle because after using his ultimate, Lich will DEFINITELY try to cast something else. It's not just about not giving us his ultimate. He has a low cooldown on Frost Blast. But luckily, his casting swings are not instant, so stealing will not be so difficult.
The main thing to worry about is the cast range of our ultimate for convenient stealing. Aether Lens or Aghanim's Scepter is necessary, or even better, both items at the same time.
Lifestealer


Rage
Temporary self-buff that grants status immunity, magic resistance, and movement speed. The ability applies a basic dispel during its cast.
If you are not silenced or stunned, you can press this ability to not feel major problems for the next couple of seconds (unless the problem bypasses status immunity, hehe).
Be careful. If you use Rage to initiate an attack, you may not have enough resources to retreat.

Open Wounds
An ability from the shard. A targeted slow. All sources of damage to the slowed target provide healing based on a percentage of the damage dealt. The slow is initially strong but weakens over time, unlike the healing and damage effects. Vampirism from attacking the target will be consistent throughout the duration of the slow. Open Wounds heals attackers both from physical attacks and spells.

The ability resets if the enemy under the effect of Open Wounds dies.

Open Wounds can also heal the hero if the target of this ability (a creep) is killed with Hand of Midas.
Of course, Midas should be used on tanky creeps.

Spell Steal will increase the debuff duration but the change in slow will not adapt to the increased duration and the slow distribution may appear inconsistent.

Infest
An ability that allows the hero to infest a creep or an allied hero. If infested in a creep, the hero immediately gains control over it.
The target of the ability receives a health and movement speed bonus (the creep will have less movement speed than the allied hero). The Consume ability allows the hero to exit the target, dealing magical damage to all nearby enemies within a 700 radius.
The damage is magical, even though it is dealt with the bloody remnants of the infested ally... hehe.

While infesting a creep or ally, the hero recovers health based on a percentage.

Infest's blood blast applies Open Wounds to all affected enemies. The duration of this Open Wounds is reduced by 50%.

Aghanim's Scepter allows the hero to use Infest on an enemy and stay inside them for 5 seconds. While infested, the hero attacks the enemy every second and receives double healing from this ability (the hero can make a total of 5 attacks). The cast range is increased to 500 and the cooldown is reduced to 20 seconds.

Infest blast deals additional periodic damage that depends on the remaining health of the creep or hero we were sitting in. Ability can be used on ancient creeps.

If you infest an enemy who goes invisible, neither of you will be able to see the Infest marker. You can only communicate the location of the enemy in which you are infested through communication. Click on your portrait to focus the camera on yourself and ping the ground to indicate the exact location of the enemy.

Spell Steal will increase the duration of staying inside an enemy, thus extending the duration of the disarm. At Level 3 Spell Steal, it will provide enough time for a sixth attack. With Timeless Relic, the hero can perform a total of 7 attacks.



Wisdoms
Lifestealer is an armored, hunchbacked guy with vampirism and status immunity.
The most important thing is to steal Rage or Infest.

Rage or Unfettered is needed to dispel his slow and be more safe in battle overall and his Infest is needed for multiple reasons (initiation, escape, AoE damage).
Rage, although it helps to dispel slowdown, does not solve the problem completely, because Lifestealer will definitely have some Phase Boots, with which he will catch up with us even without Open Wounds. Be careful, if Open Wounds is applied while we're already with Rage buff, the remaining slowing time can play into his hands. Unfettered does not have this problem.

We need items for movement speed. At least one besides boots.
After everything, we must wait for his Rage to end before catching him with our Telekinesis. And do not let him get close to his allies or any creeps since he can ignore the attack using Infest. The duration of Rage at the max level is 6 seconds or with the talent, 7.5 seconds. Within this short timeframe, you must kill him. If he can activate Rage again, any miracle can happen.

To avoid being killed, we need items for repositioning. Force Staff, Ghost Scepter, Shadow Blade. But if you feel super tanky and are not afraid of Lifestealer, forget about them.

Items against Lifestealer: Phase Boots, Sange & Yasha, Hurricane Pike, Manta Style, Solar Crest, Orchid of Malevolence, Eul's Scepter of Divinity, Butterfly, Diffusal Blade.

If you have Aghanim's Scepter, you can crawl up someone's arse to sit out the danger. Naix's biting you? Let him lose a little time. You can also heal your allies with improved cooldown.



Consume
It is worth noting that when using the ultimate on a creep, the Consume button will be available in both spell bars. In the creep's spell bar and the hero's spell bar. Why is this information important? It is important so that the spellcaster can always exit the creep, even if the creep is affected by silence, cyclone, or stun.

Imagine a scenario where you infest a creep, and then that creep gets thrown into the air by a Primal Split air spirit. As a result, you spin around in the air for ten thousand years.
But all you need to do is select your hero instead of the creep and press Consume from the other spell bar.
Lina


Dragon Slave
Cone-shaped wave of magical damage. The total attack range is the wave travel distance plus its radius.
Base wave travel distance: 1075.
Wave radius: 200 (Starting radius: 275).

The casting range is shorter than the wave travel distance, but each bonus to casting range will strengthen both parameters.

Light Strike Array
An area-of-effect stun with a radius of 250, which has a 0.5-second delay and a separate casting animation (for Lina).
For Rubick, of course, only the delay within the ability will be in effect, as we have almost no casting time. This ability has a relatively low cooldown of 7 seconds and a duration of 2.2 seconds at the highest level. With our ultimate, the intervals between stuns will be approximately 4 seconds. It is recommended to take cooldown reduction items.

Laguna Blade
A targeted nuke.
As usual, it erases friggin' face to zero.
The damage is magical and painful. But not as painful as its mana cost.
It has a 0.25-second delay before dealing damage. So, for example, certain heroes like Puck can dodge the damage.
More precisely, Laguna Blade applies a debuff to the enemy for 0.25 seconds. At the end of the debuff, damage is dealt.

Laguna Blade gives a barrier that depends on the damage dealt. Barrier lasts 10 seconds.

Flame Cloak
Self-buff that provides flight, spell damage, and magic resistance. Bonus spell damage: 35%. Bonus magic resistance: 35%.

Duration: 7 seconds.
Cooldown: 25 seconds.



Wisdom
Another opponent with a full set of magical nukes.
The most annoying aspect of Lina is her attack range and her passive ability. Apart from the instant damage from her nukes, she has carry potential, and her long-range pokes force us to use up consumables during the laning phase.

If Lina is too aggressive, you will have to endure until level 6 and play the lane very carefully, even if it means simply "sniffing" experience from creeps.
After a burst of nukes, a quick recovery is aided by Tranquil Boots, but remember that Lina can easily reach us with her long range.

After reaching level 6, take advantage of her Dragon Slave (stun if she maxes it) and purchase an item for mana regeneration to enhance your farming efficiency. Kaya or Aether Lens are suitable choices.

After reaching level 6, it becomes easier to participate in fights with her abilities, as they are easy to use. Ethereal Blade works superbly with Dragon Slave.

Expect her to move very quickly and likely purchase mobility or initiation items such as Blink Dagger or Shadow Blade. Lina's item builds are quite flexible. She can go for either magic or physical damage. Your options will depend on which path she chooses. Keep an eye on her item purchases.

In case of trouble, supplement your build with defensive items to be prepared for her attacks. Sometimes you may need to purchase an Aeon Disk.


A reliable initial item build would be Aether Lens and Eul's Scepter. If you know that Lina (or someone else) won't be able to reach you easily, take Aether Lens and poke her from a distance with your abilities. It may be a simple but effective method of waging war.



Chain Stun
Just to reiterate, Lina's stun has a cooldown of 7 seconds. In our hands, the duration will be ~3 seconds. Even without items, we can pose a serious threat. And if you have an Octarine Core, the enemy should be even more afraid of us.
Lion


Earth Spike
This spell sends a line of spikes in the specified direction, which slightly tosses enemies, deals damage and stuns them. The enemy becomes a passable unit while being tossed. Damage is magical.
The ability is also targeted, so it can be blocked with Linken's Sphere.

Line width is 140

Hex
Turning an enemy into a frog. The curse imposes Silence, Disarm, and Mute.
It also changes the target's movement speed to 120. This can still be increased by movement speed bonuses.
Hex instantly kills illusions.



Mana Drain
A long cast spell that gradually drains mana from an opponent and slows him. If the enemy has no mana left, the slowdown increases.
Cannot be cast on an enemy with no mana-pool. Prevents the enemy from going completely invisible. Can be cast on an ally to transfer your mana to them.
Breaking range - 1100.

Deals magical damage equal to 100% of the mana stolen.

Mana Drain selects 2 more targets, increases the break distance by 200, and grants the performer a status immunity with 60% magic resistance for the duration of the spell.

Finger of Death
"A finger into an enemy rectal window" that deals a massive amount of magic damage to a single target. If the target dies within three seconds of receiving the finger, the caster will receive a stacking buff of 40 bonus damage for this spell while stolen. As soon as we change spell, the entire buff will be gone, no matter how much damage bonuses we've taken.

After casting Finger of Death, the hero changes his attack type to melee with 50% cleave for 20 seconds. The hero also takes 40 bonus damage and another 30 damage for each stack. Attack range is 250. Cleave radius - 650. If an enemy hero dies within three seconds of being hit, the caster receives a Finger of Death stack.

With Aghanim, Finger will have a small AoE around the primary target, increased damage and reduced cooldown.



Wisdoms
This fellow is a shutdown pro. Most often has Blink with him.
It is better to steal Earth Spike from him. It is very convenient to use it, as we don't have a long cast animation on it.
If the opportunity arises and your manapull allows, you can steal the Finger and hit someone back. Unless the Finger hits you in the head. In which case you should hope we have some magic resistance bought in.

Hex is good for initiation, as it sometimes works faster than Earth Spike. You can buy Blink Dagger with it.

Lion is a mage. When stealing his abilities, it's worth collecting items that are quite common for a sorcerer.
K&S, Aghanim's Scepter, Veil of Discord, Aether Lens.

However. If Lion sees you as a serious problem, you won't get rid of him easily. So it's worth getting Aeon Disk so you don't lose life during his two disabling skills. Alternatively, you can buy Linken's Sphere, if you're sure that you'll be able to react after it triggers and avoid the attack.
P.S.: Lyon has 4 targeting spells. And with the level 25 talent, Hex becomes an AoE ability, making Linken's Sphere irrelevant (Lion will break Linken's with Mana Drain before Finger, if he's knows something).

In general, if Lion playing with Fist of Death, you can buy items for melee attacks. It's funnier and sometimes even more effective. Harpoon is one of the most useful items with a neat active.
Lone Druid


Summon Spirit Bear
The name speaks for itself. Ability will create a powerful hero-creep.
Losing or changing this ability kills the Bear and knocks out all items, if there are any. Also, our Bear does not have the Savage Roar ability.



Bear has 3 abilities.
Return - interruptable teleport to the host. Casts like a normal scroll for 3 seconds. It has a 30 second cd. This teleport CANNOT be disrupted by entanglement. Stuns, hexes, and silences can. But not by rooting.
Demolish - Passive ability that gives the bear additional magic resistance and makes its attacks on buildings stronger.
Savage Roar. Again, our bear won't have it.
Entangling Claws - Passive chance that the bear attack will entangle the enemy. They work longer on creeps.

Aghanim bought for Bear, not Druid, removes the limit that prevents the bear from attacking if he is too far away from us. The performer's death does not kill the Bear.
In our case, the bear dies anyway, simply because we lose the spell upon death.

Savage Roar
AoE fear on all enemy units around us. Radius is 350.
Fear makes enemies run towards their Fountain at bonus speed.
Unlike Dark Willow's Terrorise, Savage Roar will not scare lane creeps.
It does not mix well with other provocations.


Savage Roar will not count as the last spell cast if it was cast through a bear.

The shard buffs all allies within a 700 radius for additional running and attack speed, and applies basic Dispel to the caster. It applies to both himself and the bear (even if one of them can't).

Spirit Link
An ability that passively gives us and the bear attack speed and armor percentage from each other's stats.

Total armor increases by 25% with the left Facet. Caster and bear attacks heal each other.

With the right Facet, only the bear's attacks heal the caster, not the other way around.

With Spirit Link, you can use it on an allied hero to temporarily share buffs with him (for the duration of the ability, the Bear will take offence and start running towards the base. You will not be able to control it).

True Form
Transforms into a stubby bear for 40 seconds. Heals caster and increases his armour and health-pool.
Changes the attack type from ranged to melee. Transformation time 1.933 (Weird, yeah).
This is a pretty good option. Battlefury, Echo Saber, Basher and Vanguard at full power.
Nice, nice.

With the left Facet, the spell is applied to the hero, not the bear.

With the right Facet, the spell is applied to a bear. It increases its armor, attack speed and reduces Entangling Claws cooldown. If we don't have a bear, the ability simply can't be casted.

However, these are only options for us. The Druid himself has more bonuses. In Bear mode, he gets the passive abilities Demolish and Entangling Claws.



Wisdoms
Dude. You're playing against two fat units at once without any nukes. At all.
All they can do is punch and yell. Although the second of them can root, but even rooting isn't magic damage. That's disgusting.
You can't always outplay them with nukes. So let's rely on control spells!

Bear MUST be stolen during the laning phase. Until the Druid uses roar for the first time. Our Bear will help with killing enemy heroes (particularly the mid Druid), forest farming, and T1 siege (maybe even T2 if the enemies are significantly weaker). Remember that Bear's roots don't work on OTHER Bears. Therefore, you should not try to choke an enemy one with your own bear.
If you're standing against him on mid, point your Bear at the Druid, and parry his Bear's attack with your Bolt so you don't take much damage.
If you manage to hit two at once with one Bolt, that's even better! Because if he doesn't have Roar and your Bear got proc for root attack, it's probably a frag.

The most common thing we'll be able to take from a Druid is Savage Roar. Fear at close range. It helps a lot to scare away the Bear that was set upon us.
Among the items, we should mention typical fixation artifacts like Atos, Hex or Abyssal Blade. However, don't forget about the main item of overpower against typical sources of physical damage - Solar Crest. Also, for defensive purposes, steal his ult. Although we won't get new passive skills, but additional health and armor will be very useful.

In battles you should beat not the hero, but his bear. And it is recommended to do this by wielding control tools at a medium distance. He is fast enough to constantly try to keep him at the maximum distance from himself. But you shouldn't get too close to him, because he bites painfully, and he's also likely to try to apply fear on you.

The Bear's summoning cooldown is 2 minutes. After killing the first one, the Druid will summon the second one. And if you kill the second one, you will have 2 minutes to fight almost 4 on 5 (Druid is not very strong without his bear).
Luna


Lucent Beam
Target stun with magic damage.
Its base cast range is 800.
Eclipse (Luna's ultimate ability) directly depends on its level. Hence, if Luna doesn't have Beam, her ult won't work.

Every time we cast a spell on an enemy hero, we will get a temporary attack bonus. Lucent Beam from Eclipse will give 50% less bonus.

Cooldown is 6 at the last level.
A weak particle effect will appear on her weapon when she swings her stan.

Moon Glaives
This spell creates 4 glaives that orbit around us at a distance of 250. When the glaive collides with an enemy, it deals a portion of our damage. Glaives do NOT apply attack modifiers. Each glaive has its own collision radius of 150.



Shard speeds up the rotation of glaives and increases their damage.

Upon cast, the ability reduces the incoming damage on the hero.

Eclipse
Creating an area around us in which several consecutive Lucent Beams are applied. They attack random enemy units, but each unit (even creeps) can receive a maximum of five beams in the face.



The beams from Eclipse do not stun, unlike the "original" Lucent Beam.
Since Eclipse uses Lucent Beam, if Beam is not upgraded at all, Eclipse's beams will not deal damage.
Eclipse will end prematurely if the caster dies.

Aganim increases not only the total number of beams from the ult, but also the "capacity" of beams for each individual unit. It also decreases the interval between Beams.
Enhanced Eclipse can be applied to an allied unit or to a specific area.



Wisdoms
A controversial opponent. She has amazing nukes, but the main threat comes from her passive skills, which give bonus attack damage and bounce attacks.
Against her, you need to stay out of the way of her glaives and throw Eclipse back at her.
One of the most important artifacts when fighting Luna is Aghanim's Scepter.

Luna's cast animation is too long. So we can relatively easily steal her ult and retreat (in case we don't have BKB). When her ult runs out (which will be very soon), we can turn around and use our own. And we don't even have to be in the centre of the fight to do this. We can hang it on some ally Bristleback and watch this bacchanal somewhere in a comfortable chair.

The problem arises when Luna remembers that she can cast Lunar Orbit to avoid giving us her ult. In such cases, relying on Eclipse is not worth it. Steal Lucent Beam and buy Khanda to turn a simple nuke into a major killing tool.

Besides Aghanim, Manta Style or Helm of Dominator is a great item against Luna. Generating additional units will allow us to chaotically distribute the beams from the enemy Eclipse between us and our controlled allies.
Although it's easier to buy Black King Bar to parry the enemy's ult. The reason is clear, I think.

Let's not forget about the classic magic items to strengthen the stolen Beam and Eclipse. Among them we would like to highlight Lens. With low cd, you can shoot magic at Luna from afar.
Lycan


Summon Wolves
Summon 2 creeps. They Will have passive abilities as they level up.
Level 4 wolves have the ability Cripple - a chance that attacking an enemy will reduce their movement speed by 15% and attack speed by 60, as well as inflicting periodic damage.
Level 3-4 wolves also have Invisibility. An attack will interrupt the invisibility. Invisibility delay is 2 seconds.

With second Facet: Instead of regular wolves, summons their ghosts, which simply run behind the caster and give a buff to total health and base attack damage.

With third Facet: wolves can be upgraded 2 more times. Level 5 wolves gain the Hamstring ability, which entangles the enemy for 0.5 seconds. The next 4 attacks by controlled units on the same target deal more damage.
Sixth-level wolves gain another ability, Hightail, which grants them 100% dodge chance, hasted movement speed, and additional attack speed for 6 seconds.

Shard creates an uncontrollable wolf for one random wave of creeps. The wolf, like the waves of creeps, appears every 30 seconds. Their Cripple can affect a tower (does not work on simple summoned dogs).

Howl
The hero emits a howl that debuffs all enemies within 2000 radius of him for 8 seconds. The spell lowers attack damage and armor. Howl only lowers base damage. It has a global cast at night.

Lycan himself has howls not only from him, but also from his wolves.
We can do this if we summon stolen wolves before stealing Howl.

Shapeshift
Shapeshift into a DOG that runs around the map with 550 speed, 1000 night vision, extra health and a 40% chance to hit. DOG cannot be slowed down. In the form of the DOG we have a melee type of attack. Transformation into DOG will have the same 1.1 seconds.
The duration is 25.

The bonuses apply to units under your control. Each kill with Shapeshift will extend the ultimate time by 5 seconds.

Wolf Bite
Aghanim ability. Turns an ally into a Wolf from Shapeshift. It also grants 40% Vampirism to yourself and an ally. The caster's attacks will heal not only himself, but also his ally (and vice versa).
Mutual Vampirism works if the caster and ally are near each other (1200 radius).


The Ally-Dog will have a blue coloured model.
It is not recommended to use on ranged allies, as they will have their attack type changed to melee.

The ally will NOT share the buff with their controlled units, as Lycan himself does. However, Wolf Bite can be used on hero creeps. Hence, you can bite not the Druid himself, but his bear.



Wisdoms
Doggy is too fast to be countered with movement speed items. It's much more profitable to steal his same ult and run at the same speed as him. The 550 speed can't be slowed down as well as accelerated. So you'll be on equal footing. Without his ult, Lycan is quite vulnerable. So the ult should be waited out. Either run from him (or behind him), use Halberds or an abundant list of disable abilities, if something like that is in your game.

If you run out of options and Lycan casts a Ult from afar and immediately applies Howl afterwards, the retaliatory Howl has the potential to break Lycan's entire game. First of all, Howl and Bolt together will cut a lot of physical damage. The only thing left for this ability is to buy an early Shiva to turn every Lycan attack into a viscous mess. Secondly, Howl turns off Lycan's entire zoo. Lycan runs at us, and all his creeps run away. How cool is that?

You can also make a Dominator to take away his creep in every fight, which will probably be a Centaur. Yes. He'll be able to tame it back, but he'll waste time and risk losing you. In the short time you own a creep, it's important to flush its skill down the drain so that Lycan can't use it later after re-taming it.

Lycan is a typical BKB wielder. Coupled with its frantic speed, this creature is quite difficult to stop. Ghost Scepter will temporarily (4 seconds) make Lycan daze and most likely switch to another target. Hurricane Pike, Eul's Scepter of Divinity, and Shadow Blade can be used as analogues to Ghost Scepter to save you from the Dog.

If you prefer to hit people manually and you manage to steal Shapeshift often, you can rely on the ult completely and supplement it with Desolator or Cuirass. Any Echo Sabre enjoyers?



Quick-fix
Shapeshift and Wolf Bite remove the health bonus for the duration of banishment or invulnerability. However, when this bonus is taken away, the direct number of current health is unchanged. When the invulnerability passes, the Wolf form again grants on health bonus. Eventually, each "invulnerability" will heal us for a certain number of hp, which depends on the level of the ability (400 at level 3).

You can buy Manta on Lycan to use it as a heal during ult.
Eul or Fallen Sky works the same way.

Rubick's spells that grant banishment or invulnerability also work, of course.
Magnus


Shockwave
A wave of magical damage that slightly pushes (150) affected enemies in the direction from which the wave was coming. The affected enemy will be slowed.
Range - 1200
Radius - 200
Slow 75%

Adds a level 5. Level 5 Shockwave have more range of the wave by 200. In addition, the wave also travels back to the point of application, dealing an additional 50% damage.

While the enemy is slowed from this ability, he cannot receive damage again from another Shock Wave (not back swing).

Empower
A damage buff. Gives cleave to meleee units. And yes. We are not melee (most often), and therefore for us it is just a temporary damage increase. The additional damage in the form of green is based on base damage.
When applied to yourself, Empower will give 50% more bonus.

Ability is always enabled on caster. Every one of his subsequent attacks increases his self bonus.

Skewer
A pushing dash in the specified direction. Drags all affected enemy heroes along with us.
At the end of the dash, all dragged enemy heroes will receive slow and magical damage which depends on the distance traveled by the enemy.
While the enemy is under the effect of Skewer movement, he is stunned. The duration of the Skewer stun will depend on the distance of the dash. The longer we drag the enemy, the longer he will be stunned. But the duration of the post-slow is still affected by our Spell Steal, as usual.

Ability will deal more damage for every time an enemy collides with a tree or cliff. Gives bonus 275 range.

If Rubick and Magnus run at each other, the one who applied Skewer later than the opponent will win. Meaning, one Skewer is convenient to interrupt the enemy's one.

Reverse Polarity
Pulling all nearby enemy units to a point in front of you. After pulling, it deals a handful of magical damage and stuns through spell immunity. Attraction radius - 430. In our hands, it is cast INSTANTLY.

The point of attraction is located in front of the caster at a distance of 150.
Reverse Polarity has no limit on the number of enemies pulled, but this ability does not apply phasing to enemies. Meaning, if there are too many enemies, they will simply be ejected from the point after pulling.

Reverse Reverse Polarity
Alternate version of the ultimate if Magnus has the right Facet selected. Pushes enemies within 700 radius away from you. Enemies will be +150 spell radius away from us after the push.
Damage and stun are the same. RRP cooldown is 20 seconds less than a normal ultimate.


Horn Toss
Aghanim's ability. The caster tosses enemies in front of him (100) and throws them behind him. The thrown enemies will be stunned for 0.75 seconds.
Enemies receive 300 magical damage even before being thrown.
Flight time of targets - 0.6.




Wisdoms
Ooooh. How many times have I seen those moments when Rubick gives a reverse RP... And people think THIS is the pinnacle of playing Rubick? What a shame...
But yes. Reverse RP is a very powerful card that should not be ignored.
RP is easy to steal if you don't get caught in it yourself. So always keep your distance from your team.

Well, BEFORE that "second of glory" we can use ABSOLUTELY all the other abilities of Magnataur.

Empower for buffing an allied melee hero or yourself (For harassing the enemy midlaner. And this is most likely Magnus himself). Empower relies on white damage. Physical builds become tastier with such a buff. It is recommended to start with Pike, and finish according to your mood.
But most likely we will use it on some Faceless Void..

Skewer is fun to use right after the enemy one. Magnus rolls us into some bushes, and we roll him back. Skewer also combines great with Lift. We pull closer with Lift, and at the same time we stand under the mark from Telekinesis Land (or at the point between the mark and the enemy's starting position) and cast Skewer on the poor fellow falling down.
We carry plebs away, of course, to our allies. (But be careful. Magnus might use it for RP)

Shockwave. Brutal classic nuke. With shard significantly increases dps and impact zone. With a nuker style, we tend to rely on this ability. Add Lens or Ethereal to it. Or maybe even everything at once.

If Magnus has RRP instead of regular RP, you'll have to get a little more creative with the spell. Not every ally will want the ability to scatter enemies away from the center of the battle. Choose the right angle for this spell. Sometimes it's the right ability to use to knock back enemies that are gnawing into us or our ally.
Marci


Dispose
The hero grabs the specified target and flips him (tosses the target backwards over himself). The fallen unit deals damage and slows down enemies in the area around it. Both allies and enemies can be thrown. A thrown enemy also takes damage and slows down.
If you push the Dispose target while moving, the damage will be dealt prematurely.

The target will be behind us at a distance of 250 after the cast.

Rebound
This ability is vector based. First, you need to ally the target and then, holding the mouse, point to an area near the target. The hero quickly runs up to the target and uses it as a springboard to jump to the specified area. Upon landing in the selected area, enemies will take magic damage and stun. The radius of the area is 275.
The selected ally will receive an acceleration for 4 seconds.

If the jump target abruptly disappears or blinks, the hero simply sprints to where the target was, but does not jump away from it.

If the target-trampoline just moves quickly, we will run as hard as we can to it, changing the trajectory, and then we will jump slightly back. The landing area will be shifted, depending on the location of the spell target.

With the Pick Me Up facet, Rebound gains an alt-cast. The hero can grab an ally and jump with him.

With the Fleeting Fury facet, after jumping, the hero gets 3 hits of the Unleash combo, which does not create an impulse. Or extends an existing combo by 3 seconds.

Shard allows you to use Rebound on an opponent to jump away from them and gain your running speed after jumping. Increases damage by 20%.

Bodyguard
Passively gives us lifesteal and a damage bonus. You can use it on an ally to give them the same bonus. At this time, an area around us is activated, which depends on our attack range. If a an ally attacks or gets hit, we respond with our own attack if the enemy is within our area radius. The ability does not attack all at once, but has a certain interval.

For the duration of the ability, caster and ally heal each other with lifesteal.

Unleash
A 16-second BRUTALITY mode. For the allotted time, the hero receives a bonus to movement speed and a powerful attack speed buff for special combo strikes. After performing a series of blows, the hero gets a forced slowdown of attack speed for 1.5 seconds, and then the attack charges are replenished. Each combo has 4 / 5 / 6 attacks. The last attack in each combo creates a huge slowing wave of magic damage. Each wave has a radius of 800.

If more than one second passes between hits within a combo, the combo is interrupted and the same penalty is triggered.

Unleash attacks do not have to hit. The attack counts and expends a charge. The final attack, even on a miss, will create a pulse of magic damage.

Aghanim reduces the ability cooldown by 10 seconds and applies a simple Dispel to the hero. With Aganim, using every other Marci's abilities we will create a pulse like Unleash combinations, which will apply silence on enemies for 1 second.
Marci 2
Wisdoms
The character is extremely agile and annoying. She has the ability to quickly change her position and her enemy. Resembles three of the four spirit brothers (Amber, Kaolin, Inai) in behaviour.
All three abilities allow for good line defence against a huge number of different heroes. She can attack at any time from a jump over a lane creep and start attacking. If you try to run away from her, she will stop you with a Dispose throw. She will wait for you to run away first and then throw it behind her back, because if she uses Dispose right after jumping, she risks throwing you in the wrong direction.

Exchanging blows after getting close is a bit of an exercise in itself. Bodybuard will make her hits stronger and your attacks a bit pointless due to its vampirism.
The logical solution to these attacks is to throw Marcy away from you with the Lift and retreat. BUT! You must do this before she lands. If she does land on you, it means stun. And stun means death. It's even scarier if it jumps not from a creep, but from an allied hero. In that case, giga-death.

Dispose looks best with Lens. Combined with our Arcane Supremacy, Stolen Dispose turns into a monstrous targeting hook. Literally a KIDNAPPING!
Of course, next we take Blink Dagger and play it as a Pudge, which is needed to hook the enemy. We're definitely not blitzing at close quarters. We make a jump so that Dispose moves the enemy to a respectable distance when we are relatively safe. The same Lens will be a great addition for Rebound.
It is recommended to complete the build with Halberd or Shard to prevent Marci from killing us or our ally in an encounter.

If you play with her ultimate, the build will definitely need Pike. Pike is the most important item against Marci in general. But it works even better with her ult. Start the build with Force Staff so you don't get soured by Marci's attacks in early fights. Pike is supplemented with Maelstrom of Witch Blade. After that, it's a matter of picking up situational items.

With Rebound it is very good to buy Shard and Lens. Jump on enemies at a great distance without having to find additional units to cast? Very much so.
However, neither Shard nor Lens will give you survivability. And since you're jumping into an enemy for a stun, you risk embarrassing yourself. This should be fixed with Force Staff or Blink Dagger.

Bodyguard fits us very well since we are a ranged hero. It's much easier for us to use this ability. The ability is even more effective if you cast it on an ally who makes the enemy hit them (Axe, Legion Commander). Dragon Lance and Maelstrom should be used for this spell.

  • Black King Bar - In an encounter, the status immune will prevent her from Dispose or jump on us with Rebound, making it safe from control and easy to steal ult.
  • Skull Basher - Stable stun every second other combo.
  • Abyssal Blade - Forced if she's running hard after us with her BKB on. Apply Overwhelm and retreat.
  • Crimson Guard - Marcy relies on the number of hits. A direct damage block will help withstand a series of hits, not only for us, but also for our allies.
  • Linken's Sphere - She only has one ability that can take down Spell Block. And it's the creepiest one. Avoiding this = keeping your position.
  • Veil of Discord - will increase the damage from pulse finishing attacks. With a constant attack, our pulses will be comparable to Epicentre.
  • Heaven's Halberd - Disarming her makes her ult useless.
  • Aghanim's Scepter - with the cdr talent, her ult will have a cd of 30.
  • Octarine Core - In case Aghanim isn't enough.
  • Monkey King Bar - A serious attack item that pairs well with Marci's Ult.
Mars


Spear of Mars
The caster throws a spear in the specified direction. The first enemy hero that gets caught will be pulled in by the spear. All other units in the way are simply pushed aside slightly. Everyone takes magic damage.



If the hero being dragged by the spear hits a hill, tree, building or wall from Arena of Blood, the spear will stop and the hero will be stunned. Fissure, Ice Shards, Sprout and Power Cogs can also be used as support (For some reason, the spear doesn't always stop against a tree that was planted with Iron Branch).
An enemy hero who is nailed to a support with a spear cannot be knocked back with God's Rebuke or Arena of Blood.

Spear of Mars treats hero creeps as creeps, so we can't nail Lone Druid's Bear to a tree.

True Sight is applied to units nailed with a spear.
Flying units can be nailed to all standard obstacles (hills, trees, etc.).

  • Careful with application. The thing is that Mars throws the spear with his right hand with a special animation (a swinging arm that allows you to launch the spear almost sideways). We, on the other hand, have a different animation when casting the spear. Rubick will stretch out forward and pull both arms in front of him. At that moment the spear will fly from the right hand. This animation is the problem. Outstretched arms create a distance between our hitbox and the point of spear creation. So, if the enemy is standing close to us, he will be in the window between us and the creation point and will not get any damage from the spear.
    If you want to use the spear, keep the enemy at a medium distance and never use it when the enemy is standing close to you.

    This problem is solved with an expensive cosmetic item. The Magus Cypher arcana has a completely different animation on the spear cast, where the spear will come out of your left hand. Furthermore, Rubick with the arcana will not extend his arms forward.
    Except instead of one problem, a slightly different problem arises.
    The spear from the left hand skids to the right like Grim's "brush". Without arcana, the spear would skid to the left.

The shard allows the spear to nail 2 heroes. Spears also leave a trail of fire that deals 40 periodic damage and slows by 20%. The trail lasts for 10 seconds. It burns for another 2 seconds after leaving the trail.

God's Rebuke
The caster attacks a small area in front of him with crit and True Strike. Each unit hit by the area will be knocked back and slowed for a second and a half.
Heroes will be dealt more damage by a fixed amount (this bonus is used by the crit).


This spell is a "forced attack". In our case it will hit like Boundless Strike. Meaning, after cast, our auto-attack projectile will fly from us to every enemy hit. So this spell does not damage immediately.
Since this is a forced attack, then the attack modifiers will work.

THIS IS IMPORTANT: God's Rebuke cannot be boosted by range bonuses!

Bulwark
Passively blocks some of the damage from auto-attacks that the hero takes head-on or sideways.
TOGGLABLE.

When pressed, hero moves and applies abilities/items without turning. In this mode, the hero slows down by 18% and redirects 70% of enemy projectile attacks at himself. Can redirect attacks to himself even if we are in the fog of war.

When active, Aghanim creates a formation of 2 Arena warriors on each side of himself that move with the hero. Those warriors attack instead of hero, and slow down by 20% for 1 second. The warrior's attack is the hero's attack boosted by 75 damage. Each enemy can only be attacked by one Arena warrior. An Arena warrior's attack repels enemies.
Warriors do not attack if the hero is stunned or disarmed.

For some reason, attacks from Aghs warriors work not only with normal lifesteal, but also with spell lifesteal.

Arena Of Blood
The caster places an arena in the specified area, which consists of walls and a formation of invulnerable warriors. If an enemy within the arena approaches the formation, the arena warrior will push him away and deal magic damage.
Arena walls block ranged units auto-attack projectiles. This means that the enemy cannot hit us if we are inside the arena and he is outside. And vice versa, if we are outside and he is inside.

Arena Duration - 5 / 6 / 7

With the left Facet, if the hero is inside the Arena when an enemy is killed in it, he replenishes 30% of his total health and mana. At the same time, he gets an attack speed buff for 20 seconds. Gives half restoration to allies.

With the right Facet, Arena prevents enemies outside from seeing their comrade inside. The problem is solved by wards and controlled units.

An arena warrior cannot cast an enemy more than once per second. However, this timer is applied personally for each hero. Hence, one arena warrior can quickly smash and push back a mob of gawkers without stopping.

Arena of Blood does NOT knock back enemies (but does damage) that are under the effect of entanglement or if they are nailed by a spear.
Mars 2
Wisdoms
Mars is a contact fighter with melee spells (not counting the spear). Against him you need to keep your distance and have retreat paths to get out of the arena.
BUT! We are unusually strong against him and we complement his every ability perfectly with our own.

Let's go through the bonuses in order.
Spear is a linear nuke with a stun for the first hero that gets in the way (assuming he hits some kind of obstacle, of course). It's pretty strong, which matters more with our AMP percentages. The spear stun at the last level is 2.2 seconds, and they turn into 3, again thanks to our Arcane Supremacy.
What's more, we have Lift to help pick a comfortable angle for a guaranteed stun.

God's Rebuke - The ability is too contacty for us, but the spell steals so easily, allowing us to make a characteristic build and play around this ability.
You'll need Silver Edge for something like this (to close distance and dealing damage, and to remove his shield from the Bulwark passive). If the invisibility item is not to your liking, then do Blink Dagger.
After the positioning item, you need to go into damage. And you need to have at least one of them with an attack modifier. The BEST options would be Desolator or Maelstrom. Desolator will boost God's Rebuke's damage a lot, and Mael will interact well with the enemy's quantitative advantage (and the item will also help with farming).

BUT: Keep in mind that while God's Rebuke is a strong source of physical damage, it will work much weaker against Mars if you hit him in the face. As long as he has a shield, frontal attacks won't work as well. So Silver Edge will be a higher priority than Blink Dagger (if we talking about this spell only).

And finally, the Ult. Every wall throw deals a lot of magic damage. And it does it more than once. It all depends on how many times the enemy hits the wall. They are not going to bang their heads against the arena on their own (after casting once at most), which means they need help. The first thing that comes to mind is our Telekinesis.

If we have Aghanim, we can try to get Arena and Spear in both hands. These abilities can be used to pull off a nifty combo: throw the Spear at an enemy that is close to us, and then put the Arena on the turn, so that the enemy is already in flight and smashes into the freshly built wall. To make it easier, it is useful to buy Lens.

The damage from his ult is magical, which means that after stealing his ult, you can collect all the magical junk to synergise with the Arena.
Here's a small list of items:
  • Aghanim's Scepter - an early Aghanim against him will speed up farming and help with Arena steal if you keep your distance.
  • Veil of Discord - boosts magic damage from walls.
  • Hurricane Pike - While a simple Force can help push an enemy into a wall, the success rate will depend on the side the enemy is facing. Pike will simply push the enemy away from us, which is a LOT easier.
  • Rod of Atos - The entanglement will prevent the enemy from pushing away from the wall, which will trigger a couple more attacks. And that's additional damage. To make the item more effective, you need to place your ult on a rooted enemy. If you make a mistake with the timings, the enemy will get Atos when he is already knocked back, after which he will be at a distance from the wall.
  • Aether Lens - Aether Lens will supplement our cast range from the passive, which will make it easier to cast Arena. Also, it will come in handy in combination with Refresher. Moreover, with Lens you have a better chance to spear someone.
  • Refresher Orb - pick up the poor guy, put one arena on him with an edge, and then a second arena on the other side with another edge. As a result, the enemy should find himself in the area of intersection of the two arenas, in which he will be shaking from side to side.
    AND! If we have Athos, this area can be made a bit smaller to slightly increase dps.
  • Blink Dagger - is a positioning and initiation item. Suddenly appear and set up. Dagger will also allow you to jump out of the enemy arena in time if you haven't taken damage yet.
  • Black King Bar - By activating BKB, you can not be afraid of the enemy arena and be already in close range to steal it. By ignoring the enemy arena, you can focus on casting your arena more accurately. If there are too many enemies inside the enemy arena, simply walk away from it.



He's one of those guys.
Guys, Bulwark is an ability that can be freely toggled without any cooldown. Yeah. Mars is one of those heroes who can spam shield to keep us from giving up other spells. If he does that in almost every fight, then don't waste your time on him and focus on stealing other heroes' abilities.
OR, wait for his initiation from the Arena. He is forced to continue the Arena with a quick Spear throw to nail the opponent. Often he won't have the option to press toggle, so we have to take advantage of this and steal the Arena. If he tries to recall Bulwark, however, he runs the risk of missing the target from under the spear.

One more thing. If you're playing against a middling Mars, be prepared that he can use Bulwark to redirect your attack and prevent you from finishing off a mage creep.



Arse-cast
Mars is one of the four heroes, who does NOT have to turn to face a target in order to use an ability on it. But he can only do this when his shield is active. Meaning, with his shield active, Mars can do a dagger-out without taking the time to turn to face the needed direction.
If we apply his Bulwark, we get this property for the duration of use as well.

P.S.: The other three heroes with this mechanic are Clockwerk, Pangolier and Phoenix.



Thin walls
Behind the WallAs you know, ranged auto-attack projectiles don't go through the Arena. But I'd like to mention the few weird interactions Arena has with the auto-attack spells we use. Some of our spells of this type "force" us to release an auto-attack projectile after cast, simply because we're a ranged hero.

  • Bounless Strike - For example, if we hit an enemy behind the Arena with a Boundless Strike stick, the enemy will get stun but no damage.
  • Anchor Smash - If there is an Arena wall between us and the enemy, the enemy will get a debuff but no damage.
  • Static Link - The same thing will happen to the enemy under Static Link. We will pump damage, but if he is behind a wall, he will not take hits.
  • Astral Step - There's also a similar feature to this ability, but it's a bit weirder here. If we cross the Arena to an enemy who is inside, the auto-attack will be blocked (magic damage will still be dealt). However, if we EXIT the Arena and hit an enemy inside, the physical attack will be dealt.
Medusa


Split Shot
A switchable ability that, when enabled, allows you to attack multiple targets in a single attack. While Split Shot is on, our attack damage is reduced.

The additional number of targets is 4.

Attack modifiers work on indirect targets. Increases number of targets by 1.

Mystic Snake
Target ability. "Snek" smoothly walks towards the main target and jumps to several other nearby targets. To each target, the snake deals magical damage. When the snake returns, it replenishes mana for each affected unit with manapool.
The damage is magical and escalating with each target. Hence, the last target will take the most damage, while the first target will be quite all right.

On return, the snake gives 1 bonus damage buff for every 6 units of mana replenished. The buff lasts for 5 seconds.

Gorgon's Grasp
The caster marks out three areas lined up in a single line, into which barrages of arrows are fired. Each barrage deals physical damage and entangles enemies. This ability also prohibits turning, which can be useful when activating Stone Gaze.



Stone Gaze
For 5/6/7 seconds we start playing "peeping game". Every enemy unit that stares at us for more than two seconds will turn to stone (The model of the enemy unit must be facing in our direction). The petrified enemy takes 50% more physical damage.
The time of stone form is 2 / 2.2 / 2.4 seconds. The enemy can turn into stone several times during the time of the ult.
Our Lift can make the enemy look at us. We simply walk up to his face ourselves while he is in the air (Target in the air can't turn away, of course).

For the duration of the ult, we get a bonus to our movement speed.

During the two seconds that the target is looking at us (but not yet turned to stone), it slows down. Movement speed, attack speed, and even turn speed are slowed.
You can look at the Stone Gaze caster from a safe distance of 1200 dota meters.

Spell Steal will only increase the duration of the stone form. Slowdown will not be affected.



Wisdoms
First things first: Medusa has a lot of effective health due to her Mana Shield (her actual health is extremely low, by the way). This ability assumes we have a mana burning tool. If Diffuse doesn't impress you, get a Dominator to tame the mana burning Satyr.

Medusa will poke us even if she doesn't want to. Split shot is a ruthless thing. Therefore, we should catch her as carefully as possible. Snake is a solid nuke (ger it? Solid Snake :D), but Dusa most probably just spam her Split Shot. In that case, use it to farm creeps and change spell later.

The three areas of Gorgon's Grasp ability overlap. This means that you can damage the same target twice with this ability. However, you should use a different control spell so you can aim with the intersecting areas. For example, Telekinesis.

As for the ult, let me remind you. It can be combined with Lift to force petrification. This works best with a small number of opponents. Or when Blink Dagger is present. And yes, playing with Stone Gaze is a physical damage game. Take an armor lowering item to combine with a 50% increase in stone form physical damage.

If you see her start to cast her ult, pick her up, steal the ult, and walk away in the opposite direction so you don't turn into a statue. Don't even waste time pushing her away. Just run away. Then turn on your Stone Gaze and watch the enemie's reaction.

As for stealing Splitshot, you'll take it on those occasions when she tries to block you from stealing the snake.
If you do take Splitshot, spend a couple of minutes farming while the appropriate "tool" is available. But if you take it too often, you may want to think about a physical build.



Most important things to know about Gorgon
Medusa's Split Shot is a freely switchable ability. If Gorgon thinks there is no way she can give up her spells, she will spam it.
If she does this very often, switch to other heroes' abilities.
Meepo


Earthbind
AoE root with a small radius. What's more, the net has to fly as well. So it's not that hard to dodge.
It can be dropped by any Dispel.
Works on invisible units and casts True Sight on them for the duration of the entanglement.


Poof
Teleport to clones from Divided We Stand. Which we don't have. So most of the time we will use Poof on ourselves for farming.
When cast at the start and end points of the teleport, it deals magical damage to an area with a radius of 400. Teleport casts for 1.5 seconds.


Poof! Remind you, that Meepo is able to teleport not only on his clones from his ult, but also on illusions. Rubick has the same theme. For our hero, Manta is not an uncommon case.
Which means that in a game against Meepo, Manta will allow us to teleport for relatively long distances.
Poof also works on illusion from the rune.

Independent cast time is 1.5 seconds.
Deals magic damage in two places: at the point of cast and at the point of arrival.

Dig
Shard ability. The performer is buried in the ground for 3 seconds, making him invulnerable and impossible to target. While buried, the hero is gradually healed by 35% of his maximum health. Cannot be used while rooted.
Cd - 40

During application, we do not visually disappear underground. Our model simply freezes, which can sometimes confuse the enemy.



Wisdoms
There are four/five of them. We are alone.
But we shouldn't be intimidated by the enemy's numerical advantage. We only need to focus on one Meepo to kill them all at once. The only nuance is that with his Shard and Aghanim, this may be harder to do. Keep a close eye out for buried Meepo or apply percentage damage on Megameepo.

Notes:

  • Telekinesis can be used to throw one Meepo at the others. They tend to cluster together, so it's not too hard to stun them all at once.

  • Manta Style works well with stolen Poof. I already wrote that above.

  • Maelstrom helps deal a bit of damage to all the Meepo at once. And while people say that this makes no sense in most cases, it's far from true. Meepo likes to divert wounded clones. Such castling allows him to squeeze more damage out of the hero than usual.
    But how will he do the castling if ALL of Mipo's clones are wounded? BF works on the same principle. Seems like nonsense, but it actually works!

  • Stolen Earthbind prevents Meepo from using Poof. How ironic!

  • Meepo almost never buys BKBs, allowing us to rely entirely on magic of any nature and at any stage of the game.

  • Meepo attacks first, using Blink Dagger, Scythe of Vyse, or Ethereal Blade.
    You can't escape from such attacks by using Dispel. Therefore, it is recommended to keep your distance in advance and maybe even have Aeon Disk (or just a lot of health) with you.

  • Buy Crimson Guard. It's actually good.
Mirana


Starstorm
A magic nuke that casts stars on enemy units with a delay around the hero within a 675 radius. After that, 1 enemy unit will receive another star that deals less damage by 20%.
Stars take 0.57 seconds to descend. Does not work on invisible enemies or enemies in the Fog of War.

The second star deals full damage and blinds the enemy.

Sacred Arrow
Throwing Arrow in selected direction. Stuns and deals magic damage to whoever it hits.
The longer it flies, the longer the stun and damage will last. (There is a base damage and a bonus damage depending on the range of the arrow).
3067 is the arrow's range.
The maximum stun is 5 seconds at the last level (because of ult, our arrow can switch off the enemy for 6.5 seconds).
Kills creeps instantly (not ancient ones).

During the arrow's flight, the Starstorm ability triggers on enemies within 400 radius of it. On hit, it applies Starstorm to the victim again, dealing 75% damage.

Leap
Leaps in the direction the model is facing. It has 2 charges.
After jumping, the hero gains a buff to his movement speed and attack speed. Jump range is 650.
Buff duration is 5. Buffs from several jumps do not stack.
You can attack, use spells and items while jumping.

Shard adds another charge. For the duration of the buff, the hero have 150% crits.

Leap entangles enemies it lands on within 250 radius.

Moonlight Shadow
The caster globally applies invisibility and movement speed bonus to all our team and outgoing damage bonus to only himself. Attack, spells, and items temporarily remove the invisibility and speed bonus. But our damage bonus is not removed by this.
Works on invulnerable or banished allies.
Ability duration is 18.



Wisdoms
An opponent with lots of stats that is not very comfortable to duel with on revolvers. She can definitely do poke us to the ground.
You just need to keep an eye on her Sacred Arrow and get a view of invisible units with Sentry Wards or Gem of True Sight.

It's easy to steal her ult (if she presses it in front of you, of course). Arrow is easy to steal. Leaps is easy to steal. Starfall is also easy to steal. Enemy, as we've come to realise, is very easy to use. Especially when you consider that when you steal Leap, we will also have 3 charges at once.

Starstorm is good for making frags in the early stages if you get close enough to the enemy for the second star to fall on the enemy repeatedly, but I don't recommend relying on this ability even further to avoid being set up for an attack. Next we switch to the other two spells, Sacred Arrow and Leap.

Sacred Arrow should be supplemented with Aghanim to scatter stars at a safe distance with the arrow. The magical arrow build needs to be anchored by Atos or Etherial Blade.
With Atos it's more convenient to hold the target for the arrow to hit, and with Etherial Blade, obviously, more damage. It's up to you whether you're lacking fixation or damage.

We can catch Mirana right during her Leap jump. But we don't have three Telekinesis charges to stop her every jump. So entanglement and silence abilities will be very useful against her.
If you use Leap a lot, you can go into physical builds to use attack acceleration and mobility. Don't forget that with the shard, Leaps gives us crits.

If you have a Mirana support playing against you, she will most likely do Eul or Atos just for arrow strikes. In this scenario, it's important to get a BKB or Force Staff.
Monkey King


Boundless Strike
This ability is just a method of delivering a physical attack. An analogue of Sleight of Fist or Stifling Dagger. It casts a "line" in front of you, which stuns and delivers a boosted autoattack to anyone caught in it. But. The damage is not dealt immediately after use.
First, our Boundless Strike will stun, and then only Rubick's pokes with a crit for anyone caught in the spell's area will be used.

Since this spell is a physical attack transmitter, attack modifiers will be applied on each target. It is recommended to buy Maelstrom or Desolator.
Also, Boundless Strike can be combined with Dragon Form 2 and 3 level splash.

This is one of those rare abilites that can be cancelled without a cd penalty.
You can stop the animation if you're not sure if you're going to hit.

THIS IS IMPORTANT: Boundless Strike cannot be boosted by cast range bonuses!

Adds an alternate use. After such a Boundless Strike cast, the player jumps to the other end of the stick and uses Primal Spring half-charged there. (We will not have Primal Spring)

Tree Dance
Hero jumps on a tree. If the tree we are sitting on is broken, we will receive a 4 second penalty stun. By replacing the ability, Rubick automatically climbs down without getting the penalty stun. Sitting on the tree we can use items and spells, but if we try to attack, we will climb down.
Any increase in spell range will increase the range of the tree we want to jump to. This will noticeably increase our mobility. Take a closer look at Aether Lens if you're a fan of magic builds. Lens works for Primal Spring's auxiliary ability as well.
Tree Dance takes 3 seconds to recharge if we take damage.

The ability has five levels. At level five, Tree Dance has no cooldown.

When using Telekinesis from a tree, throw it carefully. If your victim falls next to the tree you are sitting on, the tree will shatter and you will fall down and take a stun penalty.

You can't get off the tree if Tree Dance is on cooldown.

Pimal Spring
An auxiliary ability that is available if we are sitting on a tree. Charges a jump from the tree to a specified area. As we land, we deal magic damage and apply slow.
The damage and the power of the slow increases as the jump is charged.
The damage is magical. The base range is the same as Tree Dance at 1000.

If we get stunned while we are charging Primal Spring, we just jump off the tree without the stun penalty. It doesn't work that way with entanglement.

Jingu Mastery
A passive ability that comes with Wukong's Command. After 4 successful attacks on one enemy hero, the caster gains a buff to an additional attack damage and Vampirism for the next 4 attacks. Stacks of 4 charging attacks are visible above the heads of enemy heroes you attack. These stacks last between 7 and 10 seconds, and the finished buff lasts 35 seconds if not used.

Technically, we get a buff every time we hit a hero with three stacks, and if we have no buff when doing so. Meaning, we can land 3 stacks on two heroes; hit the first hero to get the buff; spend the buff; hit the second hero and immediately get the second buff.

Spell Steal does not increase the duration of stacks on enemies

Wukong's Command
Or should I say Rubick's Command! Two circular formations consisting of 14 soldiers. There are 9 copies in the large (outer) circle and 5 copies in the small (inner) circle. Each copy hits an enemy hero once every 1.1 seconds if it reaches.
The point is that the macaque's ult on Rubick is stronger than the macaque's ult on macaque (kek). If Mr. Monke ulting on some poor guy, he will be hit by 2-3 soldiers at most, since they are melee units like their creator. But Rubick is a ranged hero. Which means his soldiers will also be ranged. The bottom line is: the target will be beaten by five stationary Rubicks at the same time. And that's without taking into account the true Rubick himself, who has to be in the circle of the Ult for it to work.

  • Dragon Lance will increase the attack range of each of the soldiers. They are also affected by attack modifiers as well.
  • Soldiers do not hit those outside the circle, even if they are within range of their attack range.
  • Changing the spell will stop Wukong's Command, though visually the circle will still remain.
  • We gain bonus armor while in the circle.
  • Stealing Wukong's Command will also give us passive Jingu Mastery, which won't show up in the spell bar.
  • Rubick needs to have 353 attack speed for soldiers to start hitting twice per activation at max attack range! The higher the attack speed after this value and attack range, the higher the chance of such a venture.

Aghanim creates copies of Wukong's Command around us every 4 seconds. The copies live for 12 seconds, but they don't only hit heroes. They can attack creeps and buildings. They do NOT hit Roshan and die with the performer. Ult soldiers do not appear or hit if we are in invisibility. If we change the ability, soldiers will no longer appear and aready spawned copies will stop attacking.
Aghanim also gives soldiers the ability to gain Jingu Mastery stacks, but their stacks will be gained by hitting any hero and the counter will already be above the warriors' heads.

When exiting the Arena, we will have 4 seconds to enter it back in so the Arena doesn't disappear. Increases Arena duration by 3 seconds.
Monkey King 2
Wisdoms


Macaque is easy to play against. I mean VERY easy.
Seriously. We already know how to keep our distance against melee heroes. Yeah. Even if that melee hero has an attack range of 300.

All of his abilities will be very appetising to us.
Baboon Stick and Armada of fellow fighters are gamechanger abilities.

Against Sun Wukong, it is recommended to go for adaptive carry builds.
This damage will fuel the power of Boundless Strike and Wukong's Command. You should not bypass these abilities. Try it at least once and you won't regret it.
From the items I will immediately recommend Maelstrom, Shadow Blade or Desolator.
To them or BEFORE them Aghanim is allowed to spawn additional Rubicks, which THEN will hit with our attack range. While we have his ult, we can walk through the lines and forest to leave at least one or two warriors behind, who will farm for us for 12 seconds.

In big battles or stalking, don't forget about tree-destroying abilities. Even if Macaque have status immunity, he won't escape the penalty stun.

If you prefer Tree Dance, you can also be a mage with roaming and grabbing items:

  • Veil of Discord to boost damage from Telekinesis -> Primal Spring -> Fade Bolt combo.

  • Aether Lens for suuuuuupermobility (combined with Arcane Supremacy's cast range).

  • Rod of Atos for catching an enemy monkey right on a tree.

  • Quelling Blade together with Lens will allow you to mow trees right under chimp at quite an impressive distance for an axe. And you can do it sitting on another tree, while having a view of the flying unit.

  • Force Staff for breaking trees with our massive and sexy (ahem!) body. You can also use Force Staff to throw monke out of the tree (but he doesn't get the stun).



Orbs for Comrades
When playing against MK, you'll need to pay attention to orbs and other attack modifiers that can be bought with your ult.
Among the simple shop items, almost all items will do, except Basher and Abyssal Blade. Simply because Bashers are forbidden by the mechanics of MK's Ult.




Morphling


Waveform
Jump-waveform in the specified direction. Each enemy on the path that is hit will take magic damage. These attacks cannot apply the effects of items or spells.
Casting range is the maximum distance that can be covered by the ability. The radius of the wave is 200.

During the wave, the performer is invulnerable. Hence, the hero in Waveform can dodge some attacks and spells. However, "invulnerable" does not mean "hidden" (banished). Meaning, not everything can be dodged. For example, Dark Sire's Vacuum will pull us out of a wave.

During the wave, you can attack or use abilities and items.

The wave deals an additional portion of our attack damage.

Adaptive Strike
A magic damage nuke that draws power from our Agility stat.
Exactly. We don't have enough of it for the numbers. Stealing this ability should be neglected. Even with our passive, it won't do much damage. We can, of course, gain agi from pumping Attribute Shift, but before such a crazy idea, we should prepare items for health or strength.

The ability knockbacks and stuns for a duration that depends on our strength.

Attribute Shift
That's right. A stat shift that converts agility to strength and vice versa. Includes two buttons to gain strength and agility separately. Spends a little mana every second.

Shard allows you to apply the shift while stunned. Reduces manacost.




Rubick should, purely out of principle, swing all of his stats into Strength, thus increasing his health. What you need to know: When we pump to Strength, we lose our Agility and therefore our armor. Once your armor is down to zero, you should consider buying Shiva's Guard or Assault Cuirass. We collect the first one in case of lack of enemy control or if you don't intend to hit someone with simple attacks. The second, if we want to compensate for the loss of agility by increasing attack speed. We also get the armor decreasing aura, which can also be combined with stolen abilities.

HEART OF TARRASQUE! Yes. If you're not already wiping butter off your monitor, it's worth considering to build even more fat to your bulld!
Morphling 2
Wisdoms
We have quite a few advantages against the Funny Water Man, but he's still a dangerous opponent. So let's take it from the top.

Morph can dabble in stat shifting any time he wants. But we still need him to use it in front of us at least once. It's only to convert all of his agility into strength. Armour will be at zero, so buy more armor.

It kicks pretty easily during the laning phase. Our attack range is higher than his. That's why we're better at exchanging pleasantries. Unless, of course, Morph spends mana to get close to us with Waveform. In that case, we do Lift Out and walk away to keep our distance.

After the laning phase, when we have the ult, it's worth taking Waveform. When a Morph is trying to farm, he has little hp, even if he's not fully morphed to Agility. In my experience Morphs usually don't survive the Waveform -> Fade Bolt burst combo. After their rather unexpected but stupid death, they start to correct their mistakes and re-moprhing at base so they don't get blown to hell next time.
Wait for him on the same line. And steal Attribute Shift, because that's the one he used last on his base.
MULTI-STRATEGY! Whoo!

You need to shift stats in almost every game against Morph. With the right amount of hp and bought armor, we're extremely hard to kill. And if we have an extra heal in the form of items like Bloodstone or Tarrasque (or even all of them at once), then it becomes useless to focus us at all.
However, it might be more useful, if instead of raw health we will buy some practic times like Force Staff.



P.S.: The Waveform theme may not make much sense in most cases, as some Morphs take it only once and don't improve it for a long time.

In all other stages, it is recommended to already have Aghanim's Scepter to boost your arsenal. Morphs behave like arseholes and constantly spam stat shift with a clever look, pretending that they remember us and will not give us any other abilities.
Give him a middle finger and with Aghanim switch to other enemies, from whom you can borrow some control spells for "boiling piss". If his allies have "entanglement" or "silence", we're much luckier than Morph.
The catch is that we don't actually forget about Morph, we just make him wean from us. Add a bit of acting. Steal stat shift a few times at first, as if you're really bad at acting, and then stop stealing from him for a while.

If you're good at stealing spells from Morph (besides stat shift), then focus on Waveform and Adaptive Strike (Strength).

A little bit about possible Morph fetishes:
  • It's important to have a high level of ult in case Morph does Linken's. Our ult's 4 second cd will constantly knock down Linken's Sphere charge.
  • Gleipnir is very good against Manta (as always, in general).
  • It's also very important to have a retreat item ready (Force, for example) in case we piss Morphling off and he spends Waveform to get to us.
  • If Morph has Aganim, you can't take him with stats, because he will always have more of them. Moreover, if Morph turns into us, he takes away our spell AMP and a large chunk of our total health. This means that it will be better to rely on abilities that don't depend on this stat. But if you've got unholy amount of damage in your spell bar, then I suppose it's not such a problem.
    The problem with hp is glossed over by items with a direct bonus to health, not strength. The same Vanguard, Octarine or Bloodstone would be pretty good.



Being Water
We can steal an allied hero's ability via Morph if he's turned into our mate. However, it's not that simple. If Morph turns back into himself while stealing a "different" ability, the ability that comes to us will be blocked (a grey icon in the spell bar that you can't even click on).

Also, if you try to steal the "other" ability right after he turns back into himself, our ult just won't click and the red text in the middle of the screen will inform us that this spell "can't be stolen". All because the ability we are trying to take at the moment is not in his spell bar. In general, the bug is similar to the previous case.



Other weaknesses
Stat shift cannot be used while stunned, asleep, or other guano (unless, of course, Morphling bought a shard after the 15th minute. And he will definitely do that). But if it was tapped before the negative effect, it will work (like Pudge's Rot).

Stat shift requires mana. Burn his mana out with anything and he'll probably dry up like a summer puddle. He'll still be able to shift, but not as fast. But the other point is that he won't be able to use Wave to escape.

Some Morph Pickers will either ban the Ancient Apparition and Doombringer or ask allies to pick them. If Apparition or Doombringer is Morph's ally, then YAY! We have Ice Blast or "DOOM", which will wipe this puddle off the face of the earth!
However, Morph has a Ult that he can use to wait out the debuff from Ice Blast.
And we smoothly transition to his other weakness!

Morph, of course, cannot stat shift unless he has access to Attribute Shift.
So, if he takes form of any other hero, he becomes much more vulnerable.
Give him a lot of stuns and silences so that he can't turn back.
P.S.: Items in the form of another hero do not change to the inventory of the target.
Muerta


Dead Shot
Vector targeted spell. The caster shoots an enemy or tree, dealing magical damage and briefly slowing by 100%. The projectile then ricochets in the targeted vector, changing properties slightly.

If after ricochet the projectile hits an enemy hero, it will deal the same damage but apply a fear (directed along the vector) instead of a slow. After ricochet, the projectile pierces through all other units besides heroes and hero creeps (Lone Druid's bear, for example), dealing damage without extra effects.

The spell destroys a tree if targeted first.
If the tree is destroyed prematurely during projectile flight, the ricochet won't happen. The ricochet also won't happen if the primary target gets banished before impact (or invulnerable, if that's easier to understand). Cyclone does not count as banish in this case (the shot will ricochet off cyclone).

Ricochet distance is 1.5x the cast range of Dead Shot.

If the bullet ricochets, it will pass through in a wave that increases in width. The damage is increased.

The Calling
The caster creates a large area that slows enemy movement. Additionally, 4 ghosts are created that patrol the area's edge counter-clockwise. If an enemy touches a ghost, they take magical damage and get silenced. The same enemy can take damage and debuffs from ghosts multiple times.

Area radius: 340
Ghost formation - one ghost on each side of the area edge.

If an enemy hero dies in 200 radius from The Calling, it will turn into an additional spirit roaming the circle, AoE increases by 100 and the ability timer will be refreshed.

The added spirit from a hero's death will trigger all The Calling fields on the map, REGARDLESS of who the field belongs to!

Telekinesis allows getting more damage out of this spell. First it must be targeted so an enemy gets hit by a ghost on cast.
Then immediately lift the target and reposition closer to the next ghost formation clockwise from the original.
Since The Calling ghosts move counter-clockwise, launching the enemy into them increases chances of ghosts colliding with the enemy again.


Gunslinger
Passive switchable ability. While it is active, the hero has a chance to shoot another random target.
The second attack has a range of 750. This value can be improved by attack range increase bonuses.
The Rubick's second attack will look like Muerta's bullet. That means, Rubick now canonically have a gun!

Pierce The Veil
The hero temporarily becomes ethereal, gaining phasing and bonus attack damage.
Each attack while active becomes magical damage.

Despite becoming ethereal, our magic resistance does not change.
Applies a basic dispel on self during the cast, allowing projectile dodging.

The form from Pierce The Veil has a separate model, like Terrorblade's Metamorphosis. Technically we transform into a similar spooky woman with guns, but keeping our own stats. Don't get lost during the cast.

During Pierce The Veil the hero gains 30% magical lifesteal. Also, if we kill an enemy hero with the ult (or they simply die within 925 range), we permanently gain 2% spell damage. The bonus stacks and does not disappear on death or replacing the spell! Bonus calculation works retroactively. Meaning, we can kill enemies with this ultimate without a shard, and then only buy it to get the bonus for previous frags.

Parting Shot
Aghanim's ability. The caster shoots special bullet at any hero and rips the soul from the target's body. The body is stunned and takes 35% less damage. Meanwhile the soul, knocked 150 units away, can do nothing but cast spells. After 4 seconds the soul will be pulled back into the body, applying a strong dispel on reunion.
Can target allied or enemy heroes.

The soul cannot be interacted with whatsoever, and cannot attack, use items, or be targeted.

If the body dies, the soul will remain for the spell's duration. I.e. the soul still has time to cast spells before fully dying.
Soul return interrupts channeling.

Parting Shot souls can move through Chronosphere.

Souls do not gain special bonuses from kills (Finger of Death, Duel, Reaper's Scythe, etc).

Rubick's soul cannot steal spells, BUT can cast spells stolen beforehand.

Shard is beneficial against Aghanim's Muerta to lift your body as a soul and reposition it from danger.
Muerta 2
Wisdoms
The gunslinger straight out of "El Día de Muertos" is quite capable of quickly dispatching us if proper actions aren't taken in time. Even though most of her damage is magical, don't forget her passive lets her shoot us without relying on any spells. But for courtesy's sake, let's still go over her arsenal.

Dead Shot - an amusing nuke whose outcome depends directly on skill. If our goal is simply to deal damage, aim right at the enemy's knee. However, if it's important to interrupt channeling or make an enemy walk a certain way, the ricochet will need to be utilized.
Lifting enemies makes Dead Shot much easier for us to use. Muerta herself has to aim on the move. We just cheese it and shoot a stray bullet at a tree while our victim hangs in the air.
Don't forget to indicate the ricochet vector to steer your Lifted target where needed.

With Aghs, things get a lot smoother, because the skillshot turns into a wave, the width of which can be increased. Such waves can easily and safely wipe line creep waves.

The fear effect will forcibly land a Telekinesis victim.

For starters, The Calling can simply be used to control an area. It's like Midnight Pulse which is habitually placed just to make walking uncomfortable rather than for damage. If you remember the spell damages and silences, it can be tossed as a quick nuke that clips the base ghost formation, then forgotten. Maybe the enemy runs into a ghost again by luck.
But if you want to squeeze out more damage, use the Lift trick described above (picture included).

If you don't want to use Telekinesis for this or already spent the spell earlier, getting a Rod of Atos is recommended.

The ult situation is more like a Wild West duel. Muerta presses R. You steal and press R. None of the other players can attack either of you, but Muerta can still attack you. If you're a support without decent items, you'll be on the "other side of the Veil". However, with the right build you can take a step back from Muerta and shoot down her team.

The thing is, Pierce The Veil uses our spell amp stat. And ours is obviously higher. You can try measuring pure ult damage of course, but it's better to not tank unnecessary bullets.

Regarding her Gunslinger passive, one very important thing should be kept in mind.
The second shot goes towards the same target if nobody else is nearby. Meaning if even a single creep or illusion is near us, the second pistol shot will not be at us.

If you end up alone with Muerta, an item or spell that summons additional units or illusions will be very handy.
Manta Style or Nature's Call, for example.
Naga Siren


Mirror Image
Creates three illusions. The hero is invulnerable during the cast time. This spell also acts as a dispel with normal dispel behavior.

Invulnerability duration: 0.3 seconds
The hero's position changes when the illusions are created. The hero and illusions are randomly placed after cast.

Ensnare
A net that simply ensnares the target.
Allows attacking and casting but prevents most mobility spells.
Prevents the target from going invisible (invisibility abilities can be used but the target will remain visible until Ensnare ends).
Naga have an additional ability to pull ensnared enemies to her, which is unstealable.

When Naga casts this, her illusions play a fake animation to confuse enemies. Our illusions will also throw fake nets, working with copies from both Mirror Image and other sources.

Increases cast range by 60% and allow you to cast Ensnare on status-immune enemies.

Deluge
Alternate version of Rip Tide if Naga chose a specific Facet. This ability is active.
When used, deals magic damage to enemies around you, reduces their status-resistance, and reduces their movement speed cap to 240. Do NOT confuse this with regular slowdown. With this debuff even Weaver will not be able to move normally.

The spell applies from all of our illusions as well.

Song of the Siren
A long duration sleep aura that stops enemies making them invulnerable and heals our allies for percentage of their max HP. Sleeping effect works on buildings but not Roshan/Wards. Can be ended prematurely by using the sub-ability Song of the Siren End. Song of the Siren is not interrupted by silences/stuns, only caster death or the sub-ability ends it.
Very hard to steal. Success depends directly on the Naga player's intellect.
Normal Naga will immediately Mirror Image or Ensnare after using Song (with Aghs). To steal this ability, get a BKB, Aether Lens, or Aghanim's Scepter.

Song disables Slark's ult. The Essence Shift stacks simply disappear and he does not regen health during the song.

We can still issue orders to our hero while asleep. The hero will attempt to fulfill them after waking up. Interestingly, if we target Naga with Telekinesis before she casts Mirror Image, the real Naga will be lifted after waking up.

Shard increases healing by 4% and restores mana along with it (4% per second).

The healing is done via regen aura and is not increased by Healing Amp on the caster. BUT each ally (including us) can get more healing if they have a Sange item.



Wisdom
What a awesome way to start playing through Radiance! Who makes the better Naga? Experience will tell. And if you don't like such weird adventures, we'll go through more traditional methods.

Naga's Ensnare is dispelled by her own Mirror Image. So you can steal illusions ahead of time to bait Ensnare and then dispel it off yourself.

As for Sleep, it's very important to Song back in response to take the initiation into your own hands. Naga's allies will take favorable positions during the first Song. Our Song allows our team to avoid the planned attack.
The main thing is not falling asleep ourselves. So either stand very far away or prepare a BKB.

If you just want to heal your team, buy the Shard and suggest all allies buy an item made from Sange to amplify incoming regen from the song aura.

For dealing with Naga's numbers advantage, core items are Gleipnir and Assault Cuirass. Both items fit physical damage builds.
First one allows catching a handful of illusions in place together with the real one. Cuirass cuts down enemy Rip Tide and overall incoming physical damage.
If you plan on playing with Mirror Image more often (I enjoy it), it doesn't hurt to get a stat item to buff illusions. They likely won't surpass Naga's illusions in power, but will deal enough damage to focus a hero down or push out a lane.

But those are options against carry Naga.
What should we do against a support Naga? Such ladies often go Meteor Hammer + Aghanim's Scepter. They Sleep and drop the rock. Either you manage to activate BKB or you die. So have this item ready. Or as mentioned before, stand far from allies so you can BKB walk into the Sleep and steal "the song" to stop the attack.
Nature's Prophet


Sprout
A circle of trees providing 500 radius vision and inflict magic damage to enemies inside the sprouts and those who touch them outside. Stolen Sprouts can reveal a Nature's Prophet hiding inside his own Sprouts.

The tree ring is also useful against Clockwerk's Power Cogs. Using the ring on Cogs will push Rubick (or Furion) out of the gears.

The summoned trees, like Iron Branch trees, do not stun a Monkey King sitting on them when they expire naturally.

Trees from Sprout heal targets standing nearby. Can heal buildings at half efficiency.

You can nimbly escape an enemy Sprout by planting a tree in the center. Click Ironwood Branch on yourself and you will get pushed out of the wooden hoop.

Using Tangos on a Sprout tree doubles the heal duration, as if you used Tangos on an Iron Branch tree.

Teleportation
A spell with a mandatory cast animation that teleports to any point on the map. After teleportation, the hero gains a barrier to any type of damage for 15 seconds.



During cast, trees will grow and twist at the targeted area to indicate where we want to teleport.
The cast animation can be canceled to confuse enemies slightly.
Double clicking the ability teleports to base fountain.

Nature's Call
Transforms a targeted forest area into Treants. As the ability levels up, the area radius, max Treants summoned, and their attack damage increases.
Treants last 50 seconds.
They help tank tower shots when pushing, block escaping enemies, or simply farm the forest.

Creates ONE Treant with increased health, damage bonus, and siege creep properties (deals more damage to structures).

To spawn Treants, the area must have the required number of trees. The ability destroys all trees inside its radius. Treants spawn in the center.

Wrath of Nature
Launches a "lightning" bolt that bounces around the map, dealing magical damage to every visible target. Damage increases by 10% per bounce. After the 16th bounce, the damage no longer increases.
Can be directly targeted via the minimap. Ideally Wrath of Nature should be launched from far away from the desired target so damage ramps up beforehand.

If you target a Soulbind hero as the start point, you will get two ults (Grimstroke must have two enemies bound).

Aghanim's applies a root on hit enemies, duration from 2 to 3.8 seconds increasing per bounce.

Curse of Oldgrowth
Applies a curse on all enemy heroes within 1200 range of self. Cursed heroes take periodic damage and slow based on the number of trees within 250 range of them. Cursed heroes are revealed.
Also counts Nature's Call's Sprout trees.

Duration: 7
Damage per tree: 20
Slow per tree/treant: 7%



Wisdom
Until you have decent escape items from Sprouts (Force Staff), always carry either Tangos, Quelling Blade, or Iron Branch.
Chop down a tree with the axe (or eat it) and run away. Plant the branch targeting yourself to get pushed out of the wooden ring. Tree cutting spells also work of course. Besides stolen abilities, we can use our Telekinesis. Drag Furion closer then destroy the trees.

P.S.: The Iron Branch trick only works if Furion targeted our model directly when casting Sprouts, not the ground beneath us. We also can't have moved at all during his cast.
If we shift even a centimeter, the planted Branch won't push us out of the ring.

Overall Furion has very high physical damage. Later on he will pose a primarily physical threat. Therefore we should either initiate on him first (he likes to escape), or get armor items and/or a Blade Mail.

Typical Furion items: Shadow Blade, Orchid, Desolator, Assault Cuirass, Halberd, BKB, etc.
Immediately prepare an item to counter his advantage.
Eul's, Manta (or other dispel), Blade Mail, Force Staff, etc.

In all stages, closer to the end of fights you're winning (when you're about to push), try stealing some Treants. Pushing becomes noticeably easier with them.

And if you get Teleportation or Wrath of Nature, you can be a passive farmer who can output damage or join fights from anywhere.
These spells are also used for split pushing.



VERY IMPORTANT
  • Use Sprouts more often. They grant flying vision, allowing you to safely scout Rosh pit and ramps from a distance. Don't be shy buying an Aether Lens for your Sprouts.

  • If you hear an enemy Wrath of Nature start hitting someone, wait it out in the fog so the ability doesn't clip you. If Wrath of Nature damaged you without enemies nearby, then you are NOT in the fog. Yes, you are definitely visible...

  • At level 20 Furion gets fearsome talent. The Sprout area will have a special effect. Sprouts leashes and prevents teleports/blinks. In that case we need Force Staff or the Shard to Lift ourselves out of the cage.
    Importantly, the area works against spell immune enemies too.

  • Use Sprouts on Furion himself. More often than not, Furion, being an utter goofball, will not carry a Quelling Blade against his own spell. Hehehe.
Necrophos


Death Pulse
An interesting nuke/heal that sends projectiles to all nearby allies and enemies around us in a small radius. The projectiles are slow and can be dodged with banishment abilities.




Ghost Shroud
A temporary ghost form in which we take more magic damage, cannot hit, and cannot be attacked.
During this form, an aura of slowing appears around us and we regenerate our health and mana more efficiently.

Ghost Shroud will give the caster a bonus to movement speed that depends on the speed of slowed enemies.

Reaper's Scythe
Target magic damage nuke that become stronger the less health the enemy hero has. If an enemy dies at the hands of this spell, the caster gains a permanent bonus to health and mana regeneration. Scythe will hold the target in stun for 1.5 seconds before dealing damage. If the target dies before Scythe's damage is dealt, we still get the bonus. The bonus will not be lost after the ability disappears from the spell bar.

If the target DIES to Scythe damage with Blade Mail enabled, the damage will not be returned to us.

Death Seeker
Shard ability. Targeted spell. The hero turns into a fast projectile and then flies into a chosen enemy or ally. Afterwards, the hero reappears and casts Death Pulse around the target. Casting range - 750. Cd - 19 seconds.

Cannot be used on yourself.



Wisdoms
Necrophos - hero of "Presence Effect". Everyone is disgusted by the fact that he's around. He hasn't done anything yet and he's already doing damage. And he also like buying Radiance!
But he (and everyone else, for that matter) can be dealt with.
Against such an opponent, I strongly recommend to pack in magic resistance items. Be as bad as he is!

Death Pulse does more damage in our hands. You can spam with Kaya and not have to worry too much about mana shortage. But you can't throw this ability around for too long. That's why you should play Bloodstone if Death Pulse is a priority for you.

If we stole Ghost Shroud, we should use it in between fights to boost consumables (Bottle, Clarity, Arcane Boots and the like).

And if you have Scythe, you can spray Veil of Discord and pray that he presses his Ghost Shroud at the moment of cast to get maximum damage!
Scythe can also knock out other heroes. It all depends on who exactly you want to send to the GULAG.

Again, I'll be rubbing into your minds about resistances, magic, and dispell.
Pipe of Insight, Linken's Sphere, Veil of Discord, Kaya, Aghanim's Scepter, Bloodstone, Octarine Core, Blade Mail, Radiance, Eul's Scepter of Divinity, Nullifier.



REMEMBER
Don't die from a scythe. Resists are there to help you. If you see that sandbag swinging at you, tap the BKB. You'll be safer.
Mage Slayer is even more interesting if you manage to hit him before he casts.
Night Stalker


Void
Target nuke with slow and mini-bash. Works at different strengths depending on the time of day.

Daytime slowdown is 1.25 seconds.
Night slowdown - 2.5 to 4 seconds.
Mini-bash only works at night.

The ability has five levels. At level five, it deals more damage and is applied to the area at night.

A miniature night area is created before the enemy stun is applied. If you apply Aghanim Void during the day so that we are in the selected area, the stun on enemies will be night.

Crippling Fear
Activates an aura of silence around himself within a radius of 275 that deals periodic magic damage. The aura lasts 5-8 seconds at night.
It only works for 3 seconds during the day.

Since this spell is an aura, the debuff on enemies will not be affected by our Arcane Supremacy.

With Aghanim's Scepter, Crippling Fear becomes togglable. It doesn't spend mana for the first 6 seconds, but you can't turn it off during that time either. After that, the ability spends 6% mana per second.

Hunter in the Night
Balanar's passive ability that becomes active after absorbing a shard. Passively gives a bonus to movement speed and attack speed at night.
Actively allows you to eat a creep to restore your health and mana from 25% of its total amount.

Cannot be used on ancient creeps and hero creeps.
Cd - 35

Dark Ascention
Creates night for 30 seconds. The caster gains flight and attack damage bonus for the entire duration of the ult.

The peculiarity is that in our hands activated Dark Ascention will not give a flying unit visibility. Hence, flying into the forests, we will be blind as moles.
But there is a nice bug:

A long time ago, Aghanim gave the old Balanar's ult (Darkness) a huge view of the flying unit. Now Aghanim does not give him anything like that, because it has been redesigned. HOWEVER, for some reason the old Aghanim boost works for our stolen Dark Ascension. And it will give us an unobstructed view even if the spell isn't activated! Just buy the Aghanim and steal Balanar's Ult. Voila! Back to the good old days! Take Moon Shard or Vampire Fangs for even more night vision!



Wisdoms
This beast has a habit of chasing us under T2 and spitting in our souls. At night he gets loose and becomes unrealistically fast.
It is recommended to buy some Force Staff to get out of Crippling Fear's range or take Infused Raindrop to block some of Void's damage.
Void or Dark Ascention is recommended for stealing.
The first one will help deal a huge amount of damage along with Bolt, while the second option will give us flight and attack.

The game against Balanar is a game of darkness. And even wards don't always save the day. So try to anticipate which side he will attack from. And yes. He can fly.
This flying sack of aggressive potatoes is eating into our liver and won't let go. Casting something back may not work because of Crippling Fear and his night movement speed from his passive.
So, I suggest buying Atos, Eul, or Hex (daring today, are we?) to stop the chase. Immediately after coming out of his aura of silence, use Lift and hurl it far away.

I hightly reccomend also try Heaven's Halberd, so even if he use BKB, evasion chance might help us. Even in flight mode, he won't get a chance to savour all the attack bonuses from Dark Ascention. Ghost Scepter for similar uses.

Another good item to use against Night Stalker is Moon Shard. If you have Dark Ascention, Moon Shard will combine with the attack bonus. Moon Shard will also increase your night vision. This visibility from Moon Shard will still be pretty cool with our Aghanim (remember the bug).
Nyx Assassin


Impale
Impale, which is the analogue of Lion's Earth Spike. The characteristics are almost the same. HOWEVER! Impale cannot be blocked by Linken's Sphere! It can't be reflected by Lotus Orb either. That means it's a great tool against some Anti-Mage with Counterspell!
Damage is also magical.


Mind Flare
A targeted spell. Deals magic damage, which is made up of two things:
1) The ability takes a percentage of the victim's total mana bull.
2) It adds 25% of the damage the caster has already dealt to the victim in 15 seconds.

Cast range is 800.

The ability burns mana to the enemy.

Spiked Carapace
The first attack (auto-attack or spell) of an enemy hero on the enabled spikes will fully reflect the damage back to the enemy without dealing any damage to us. Moreover, the attacker will receive a stun.
The reflected damage is of the same type as he took it.


Carapaces are the best means of catching heroes with uncontrollable damage (with abilities whose damage the hero can't stop).
Did Ember turn on Flame Guard? Embrace it with spikes!
Valora casts an ult from across the map? It's a good time to check if she pressed BKB!
Have you been hidden by an OD or lifted into a tornado by an Invoker? Tap the ability at the end of their effect and block the damage!

Law: Carapaces don't react to damage from other carapaces.
Hence, if you poke Nyx with his spikes, the only one who gets stun and damage is you. Also, Carapaces do not react to Blade Mail damage. However, they do reflect Centaur's passive.

If you have Spiked Carapace and Vendetta, the spikes can be used without coming out of invisibility. This trick only works with Vendetta. With other invisibles, this kind of shenanigans will not work.

Carapaces block the first damage, even if the source of the damage is invulnerable.

Vendetta
Invisibility in which the caster gains a bonus movement speed (16 / 18 / 20%). An attack from this invisibility will deal additional pure damage through status immunity. Vendetta can be difficult to steal if the enemy Nyx is tapping Carapace after casting ult.

The invisibility attack will be accelerated by 50%

Vendetta's strike applies Break for 4 seconds.

Vendetta grants unobstructed pathing at full speed for the first 15 seconds of the ultimate.

Vendetta's punch cannot miss.
Vendetta can destroy items without coming out of invisibility.
Vendetta's extra damage is separate from the poke, which means it won't be boosted by any crits. However, it is boosted by AMP (a level 25 passive and talent).

Vendetta's hit on Carapace will be reflected partially in our favour. We'll take damage from our simple attack, but the bonus pure damage will still hit Nyx.

WARNING! While Vendetta's poke is flying, you MUST NOT use any spells or items. If you do, the flying poke will lose all of Nix's Ult bonuses. But you can tap Vendetta itself while the poke is flying. Once it hits, of course, you'll be immediately invisible, but the target will take the full damage and debuff.

Burrow
Aghanim's ability "burrow underground". When burrowed, we take 50% less damage, regenerate mana and health (+1.5% per second of our total health), +500 cast range and 25% CDR.
Nyx has a monstrously long cast animation on this ability. A second and a half!
Rubick, on the other hand, has heartily chiselled those cast-time issues and can burrow underground at the speed of sound, which allows him to go invisible in the blink of an eye, dodge a bunch of targeted stuff, and start regenerating heavily at any moment.

It'd be better to have an item to dispel all sorts of dusts, tracks and other "detection" stuff.
No. We don't need to have Aghanim to get Burrow. Nyx has to have the Aghanim.
The frantic clicks on this abilify make the audience laugh. Checked.



Wisdoms
Beetle is invisible and does a lot of burst damage. Sometimes he buys Dagger if he realises he can't reach his target with Vendetta. Even more often he buys Meteor Hammer to combine with Impale or Dagon to combine with Vendetta's shard buff. To feel relatively safe, it's beneficial to buy magic resistance or BKB. And it's even better to see Nyx in advance (wards or gem).

Every ability he has is a nuke of sorts. Veil and Kaya items would be a good addition to all of this. Lens is good for boosting the range of basic Nyx's abilities, but it won't help for boosting the range of Vendetta strike, obviously. If there is a need, buy Dragon Lance for that (not sure if it will be necessary).

Nyx is very good at catching enemies that have uncontrollable nukes or AoE spells. So be extremely careful with what you steal. If you steal Storm's Remnant, for example, Nyx will take advantage of it.
And yes. I don't recommend taking Maelstrom or Radiance unless you want the damage of those items to accidentally hit Carapaces.

Orchid is one of the normal options, in case you see him in Vendetta and want to cut off his attack. After hitting from invisibility, he won't be able to use the rest of his abilities normally.

In difficult games, it's more advantageous to take positioning items to catch and focus enemies with Nyx's abilities. And it's even more beneficial to remember about Aeon Disk if you get killed by Nyx several times in the same difficult games.

Were you able to take his Burrow? It's a good time to start using 500 cast range to its full potential. Buy Aghanim's Scepter for the second ability you want to throw across three screens. Get Meteor Hammer to push buildings from a safe distance. Buy Octarine Core to mix up all your cooldown reduction sources.
Ogre Magi


Fireblast
Just a targeted stun with a small amount of magic damage.
Aghanim will give Ogre himself a second stun, but stronger and with a fickle percentage manacost. It is described below. Aghanim will not give us this ability. We have to steal it when Ogre himself has it.


If the multicast is triggered, it will re-stun the same target. If the target's Linken's Sphere is triggered, the multicast is cancelled.

Ignite
The caster chooses a target and fires two projectiles that inflict slow and periodic damage. The first projectile hits the selected target, and the second projectile hits another random target close to the first target. If there is no one near the primary target, the caster will only fire one Ignite.
Repeated use of Ignite will prolong the burn.
Damage is magical.

Multicast reapplies Ignite, but each subsequent cast will be fired at random targets.
Ignite's side projectiles first seek out targets that are not already burning.

Bloodlust
Buffs an ally's movement and attack speed. Buff duration is 30 seconds.
Gives more attack speed for caster itself.

Multicast will apply the buff to nearby allies.

Unrefined Fireblast
An aghanim ability. It deals fixed damage and adds damage that depends on the caster's strength (1.5).

Unrefined Fireblast uses 35% of your current mana. So it can be used even if you have no mana at all.

Fire Shield
A shard ability. The caster creates a shield around himself, an ally, or a building that absorbs 85% of the damage from the next 3 attacks. Fireballs fly at the attacker after each strike, dealing 160 magic damage.

Duration - 25
Casting range - 600
Cd - 15

Multicast will apply the same shields to nearby allies.



Wisdoms
Ogre is an easy opponent, though annoying in the early stages of the game.
A dense Venom Orb wielder who tries to race us at the start won't be able to oppress us the whole game. And later on, any of his abilities are cool to combine with our "options".

Fireblast doesn't do much damage, as I said before. So he's only good for Chain-Stun. It also has a very low cooldown, which allows you to spam it. Try Phylactery with this spell.
Ignite, on the other hand, can burn whole if you boost that damage with Veil of Discord and Kaya.
Bloodlust allows you to go into physical damage and boost your allies at the same time, so that teams can fight on equal terms.

Your choice of artifacts will depend on what you want to steal:
Lens and manaregen for stun control from Fireblast.
Veil and Kaya to boost Ignite.
Dragon Lance and some Silver Edge (Maelstrom, Daedalus) to combine with the attack speed from Bloodlust.

The game against Ogre is very flexible and almost any artifact can be chosen.
Omniknight


Purification
A targeted healing spell that deals pure damage to enemy units that are near to the target of the treatment.
Increasing the spell AMP will increase Purification's damage, but not the cure itself.
Damage radius is 260

The ability is applied to the target again after 3 seconds. The healing and damage of the second Purification ability is reduced by 35%.

Repel
A spell that apply to us or an allied hero a special buff that grants status immunity, magic resistance, extra strength and health regeneration.
Each debuff on the target of the spell will add even more strength and health regeneration.

Duration - 5

Guardian Angel
A buff applied to an area of 400 units that gives selected targets 100% resistance to physical damage. Cast range - 600
Can be removed by any dispel.

Aghanim's Scepter makes a spell global and increases the area radius to 700. Increases health regeneration and incoming healing by 150%. The ability with Aghanim's Scepter works on buildings.



Wisdoms
Against him, you can just stock up on mana to spam his Purification. Get a shard to deal more healing and AoE damage.
Stolen Repel will allow you to support your carry with budget BKB. Or you can use it on yourself before casting another very important spell.

Guardian Angel is equal to Reverse Polarity or Black Hole in terms of importance. So if you see Paladin swinging his hammer to cast an ult, get your shaking hands ready to steal right away. A stolen GA early on will make up for our lack of survival items.
Guardian Angel, I remind you, is not an attacking ability and after casting it you need to continue the battle somehow. That's why Aghanim's Scepter vs Omni is not only for boosting his ultimate, but also for increasing your arsenal.

Don't want anything from his arsenal? Buy an item or steal a spell that dispels Guardian Angel from your enemy.
Oracle


Fortune's End
Targeted nuke of magic damage with entangle and dispel. Fortune's End works not only on the primary target, but also on all enemy units within 350 radius near selected unit.
This spell is channeled. The spell's charge time determines the time of entanglement.
Damage is independent. Can be used on enemy in Eul's Cyclone

Fortune's End can still be used on an ally. Only Dispel will be cast on the ally. However, such a cast will still attempt to seek out enemies around the primary target.
The AoE effect only works on enemies. This means that it will not be possible to clear an ally if they are an indirect target of the spell and not the primary one.

Fate's Edict
A targeted spell that reacts differently to allies and enemies.
Enemies are disarmed by this ability, while allies are given 100% magic resistance.

The catch is that one unit can only have one Fate's Edict effect. So if an enemy Oracles used his ability on someone, we can override his effect with our stolen Fate's Edict.

Purifying Flames
A 2.5-second cooldown magical nuke, that, after dealing damage, heals the target for the next 10 seconds. Like Fortune's End, the flames can be used on either an enemy or an ally.
The healing buff can be dispelled.
Total heal is slightly more than the damage.

Our Arcane Supremacy will increase damage even to us or allied targets. Therefore, it should not be used as a heal, unless we or an ally has decent magic resistance.

Rain of Destiny
A shard ability that creates rain in a specified area with a radius of 650 for 10 seconds. Within this area, each enemy takes 35 magic damage per second and a 25% healing reduction, while each ally is healed and receives a healing boost of the same amount.
Cd is 40.


False Promise
A buff that stops the health bar for a while and counts incoming damage and healing "in mind".
At the end, all these numbers are added up and applied as damage or healing, depending on what the target received more of.

False Promise applies a strong dispel to the target when used.
It can be used not only on heroes, but also on some summoned creatures: Warlock's Golem, Spirit Bear Lone Druid, one of Panda's Primal Split abilities, etc.
This spell doubles the healing received and allows you to heal with salves or urns even while under attack.

Incoming damage, that False Promise absorbs, is not muting Blink Dagger, meaning the target can cleverly avoid his nightmarish fate.
The glow above the target's head of False Promise indicates whether or not the target will die at the end.

Shard gives False Promise invisibility with a 0.15 delay after each target's action, reduces the target's base attack time by 0.25, and increases spell damage by 30%.



Wisdoms
Again, all of Oracles' abilities work well against him.
But with his abilites, even Oracles himself needs to follow a strict sequence. If he casts his set in the wrong order, he's likely to get a "couple of sweet words".

Fortune's End removes Fate's Edict, which was casted by Oracles on an allied hero to save him from OUR plague of magic damage. Also Fortune's End will be a good spam spell in big fights if you have Lens and Octarine.

I recommend taking Fortune's End more often, as it only has a cooldown of 6 seconds at level 4. Yeah yeah. I know Purifying Flames has a lower cooldown, but it heals the enemy and doesn't give control. Without items that can correct these disadvantages, Fortune's End is still better.

Moving on.
Purifying Flames in our hands does more damage than it heals. But even if you're not happy with this scenario, you can buy Eul's Scepter of Divinity or Nullifier. Their Dispel will remove the effect of healing stacks. With these items, you can run a fairly normal combo. (Nullifier can be used without combo to shove fire after fire).

Purifying Flames -> Eul -> Fade Bolt -> Telekinesis (for a couple of hits) -> Purifying Flames.

Another great item for Purifying Flames would be Spirit Vessel, as it will reduce the healing from flames. Also, the upgraded urn will go well with doubling heal from False Promise. While Oracles' Ult is active, I recommend using all the consumables you have. Don't be lazy to even carry Healing Salve with you sometimes.

If you buy Aghanim for the ult, you can use the stolen False Promise not to save yourself, but to strengthen yourself or an allied hero. The bonuses of the upgraded ult are suitable for both carry and mages.

But the most important thing is not to steal Oracles' abilities, but not to let HIM use them. Therefore, it is recommended to either kill him immediately, or silence him for the duration of the fight with a stolen spell or Orchid.
Outworld Destroyer


Astral Imprisonment
Imprisonment of a unit in "banishment". If the target is an enemy, he will take magic damage on his way out of Astral.
A great finishing ability. Helps you stretch out a fight, save a mate from other spells, or STEAL A FRAG! Heh heh heh heh!
(You can also easily kill targets that are under the effect of Shallow Grave. You have to wait a second and send the target with the cross into "exile". The cross will fall down before the Astral ends, and the damage on the exit will finish the poor guy off.)

Astral also temporarily steals a certain percentage of the enemy hero's maximum mana. The current value is not affected. This rule works with the caster as well. Stealing total mana will have no effect on our current value.

In order to Blink out of your Astral, taking into account the enemy's periodic damage abilites, you have to Blink in the direction Rubick was looking before he went into banishment. Otherwise, you may not have enough time. And yes, OD can cast his ult on our Astral.

Shard increases the theft of total mana-pool by 5% and allows allies to move in the Astral at 70% of their current speed. While in sharded Astral, we or an ally cannot use spells or inventory. We will be visible to enemies, but we cannot be targeted by attacks or abilities. On exit, the ability deals AoE damage.

On exit, the enemy gets a debuff that heals us for every mana the enemy spends. Does not work on toggle-abilities or attack modifiers. Debuff duration is 5.

Sanity's Eclipse
AoE magic damage nuke that deals fixed damage and additional damage in the form of a multiplied mana difference between you and enemy heroes.
It deals double damage to illusions. If any enemies have no manapool, it takes them for 0 mana.

Sanity's Eclipse deals damage to heroes in Astral Imprisonment, regardless of who Astral belongs to.

On exit, the enemy gets a debuff that heals us for every mana the enemy spends. Does not work on toggle-abilities or attack modifiers. Debuff duration is 7.

You can increase the total mana-pool by stealing Astral Imprisonment in advance.
At the last level, the duration of the buff is 60 seconds. It's a good way to build up your mana before the next fight. It remains to be seen if you can steal the ult.

Affected enemies will not heal us with switchable abilities or orb effects.



Wisdoms
Obsidian Destroyer
Outworld Devourer
Outhouse Decorator
Outsource Developer
etc.

OD Behaviour Model:
  • Cast Astral and create a mana difference
  • Apply Meteor Hammer to it, if available.
  • Do some Orb pokes
  • Do a mighty arse-whooping with Ult.
(Last two things can be swapped)

We've only got one Astral left, guys. Let's use it wisely. Astral probably won't be a big level at the time of steal, so don't expect much from him.
So. What's it for?

OD's current mana value is used by his Arcare Orb, and his total mana value is used by his Ult. If there's a big difference between your mana values, you're likely to get hurt by his ult. And not just you, because Sanity's Eclipse's damage area is quite large. OD's manapool is boosted by Astral, which used on us or our allies. However, we can do the same to him! What's more, retaliating with Astral will take away a percentage of all the bonuses he has built up. It's important to buy a shard with Astral to increase the percentage of mana stolen and increase the outgoing damage of the spell.

If it's important for you to focus on this ability, I recommend getting Octarine to reduce the interval between Astral uses to 4 seconds.

As for early game on mid lane, OD will send you to Gulag to Astral whenever possible, so that he have time to finish off your creeps. Meaning, the average OD player will start to outpace you in experience anyway. But there's nothing wrong with that. It's important for us to wait until we're level 6 and even things up with stolen Astral.
If OD is rushing Meteor-Hammer, cast Astral on him every time he tries to come up for an algorithmic attack. We'll be able to send him into the Astral faster, not only because of the cast animation, but also because of our Arcane Supremacy passive, which will increase our cast range. (If he does get you, but still can't get the perfect timing for the meteor, use the interval to send yourself into Astral and dodge the meteor.)



Dodge Arcane Orb.
Dodge Orb = dodge a simple hit.
Ghost Scepter, Eul's Scepter of Divinity, Manta Style, Ethereal Blade, Shadow Blade, Blink Dagger (not always) - for manoeuvring.
Butterfly & Heaven's Halberd - for standard dodging (Halberd can be used to just prevent OD from attacking).
Another simple but good solution is Black King Bar. No OD has ever learned how to attack with orb into a status immunity.



Timing
OD players sometimes do Meteor Hammer to farm and combo Meteor with their Astral.
If an untrained Rubick tries to buy Meteor Hammer and do the same thing with stolen Astral, he'll probably miss because he doesn't account for the increased debuffs from his ult and the timings are wrong.



I checked the timings of casting Meteor on Astral for all levels of our ult.
In the Russian version of the game, you should focus on the first letter "H" in the status bar above the enemy in banishment. At the first and second level of the ult, you should apply Meteor when the scale is at the end of this letter. The third level of the ult is the middle of the letter.

For the English version, you need to rely on the letter "S". The middle of the letter for the first two levels of Spell Steal and the beginning of the letter for the third level.
Pangolier


Swashbuckle
A two step spell! First we specify the point we want to "swashbuckle" to, and then we specify the direction to which we will make 3 attacks with fixed AoE damage from the previous point! Tough.
Even though the attacks have fixed damage, the fact that they are FORCED attacks allows you to apply item effects to them.
Hence, each of the 3 area attacks can lower armor with Desolator, send lightnings with Mjolnir, pierce with Javelin etc..

We cannot move after jumping until we have completed all 3 hits.

Forcing our hero to pass through the victim while casting Swashbuckle will deal another blow to the victim.

Shield Crash
A short forward jump that deals physical damage to nearby enemies, slows them down for 3 seconds and gives us a barrier to any damage for every hero (not illusion) hit. The ability has a lower cooldown if the hero is under the effect of Rolling Thunder.
The barrier lasts 10 seconds.

The ability can be used while Rolling Thunder is active.

Aghanim automatically launches a two-strike Swashbuckle in 4 directions from our hero when he jumps. Shield Crash will use the Swashbuckle of the level the enemy had at the time of the steal.

Shield Crash can be used again to make a second jump in mid-air. In this case, the more time we spend in flight, the more damage we deal and the more barrier we get.

Rolling Thunder
Rubick curls up into his cloak and begins rolling forwards, knocking down any enemies that are hit.
A hit enemy is stunned, pushed away from us, and takes physical damage.
While we are rolling, we are status immune and have very poor turn speed, which makes controlling the "ball" a bit harder. If the caster hits an obstacle (Hill, Shopkeeper, Power Cogs, Fissure, Ice Shards), he turns around.

Ability duration is reduced to 9 seconds, but movement speed and turn rate are greatly increased.

In our hands, it has an instant cast.
Rolling Thunder mode also allows you to use items, which makes you think of Blink Dagger. Roll into the crowd, knock everyone down use Blink back and knock everyone down again!

After activating Rolling Thunder, it is not recommended to steal other spells, because changing the ability will prematurely stop Pangolier's Ult from working.
For a less successful combination of abilities, you should steal a lasting spell BEFORE stealing Pangolier's Ult.
A good example would be Eclipse (especially with Aghs). While stealing Rolling Thunder, immediately apply Eclipse and roll.

Spell Steal will increase the duration of the stun, but will not affect the duration of pushing or the intervals of subsequent stuns (a hidden debuff that is not shown in the spell bar).

Roll Up
Shard ability. Performer rolls up into a status-immune ult ball for 2.25 seconds, but does not move, only turns. Pangolier himself can use Roll Up while the ult is active to stop for a while and change the trajectory of his movement. Rolling Thunder and Shield Crash can also be used during Roll Up. If an enemy hits the ball, it will roll away from attackers for 0.75 sec. with the same damage and stun as Rolling Thunder.
CD - 40

Roll Up can be used while rooted.
Using every spell beside Shield Crash will prematurely end Roll Up.
Pangolier
Wisdoms
I'll start right away with his passive. Lucky Shot with a chance can reduce our attack speed and armor if Pango hits us with an attack or spell. If we rely on attacks in a fight, we should either have dispel or our attack speed should just be too high. But we don't have to worry about that at the beginning of this chapter. Heh. The main problem is the armor reduction. Especially when his first two abilities deal physical damage.

As for Rolling Thunder, it is easy to steal only at the beginning of the game. After a couple of times, Pangolier will realise that he can't give us his ult under any circumstances. Therefore, in the middle of the game, he will jump right away after casting his ult, using Shield Crash.
If the enemy tries to dodge us, he can be stopped by Telekinesis.
And yes, Rolling Thunder is best used in narrow passages, where we can quickly bounce off the walls, thus keeping the victim in a perpetual stun.
You can buy Eul's Scepter of Divinity to combine it with Pangolier's Ult. Press Rolling Thunder, roll into the enemy hero and use Eul on HIM while our model is still touching the enemy. As soon as the enemy recovers from the first stan, he'll get a second one, since the ult is still working even if we're in the air. With Blink or Consecutive Lift, you can give the enemy a third stan as well. All this damage can be boosted with Arcane Supremacy and Veil, of course.

P.S.: To avoid enemy attacks with Rolling Thunder, then try to steal it as soon as possible, but be careful how you use it. You shouldn't spam the steal ult button in a panic, because the cast on this ability is instantaneous. You can accidentally hit that ult again and turn it off prematurely.
Stay calm and roll away from danger.
During Rolling Thunder, it is convenient to do tp out.

Shield Crash will be nabbed in an attempt to take Rolling Thunder. And at the beginning of the game he will be of low level. So it's not worth focusing on him.
In the middle of the game, Shield Crash will be a standard contact magic damage nuke.

And now the cherry on the cake - Swashbuckle!
After the defensive and utility items, you should collect a couple of Javelins to boost this wonderful skill. Moreover, a few Javelins may well be able to swashbuckle in one hit if you're lucky. It is logical to make Mjollnir out of one Javelin and MKB out of the second Javelin if possible (but not necessary).


The "Guitar" would go very well with the Basher. EVEN if we are a ranged hero and our bash will only have a 10% chance.
However! Basher's chance works on the pseudo-random rule. Hence, each hit without stun will increase the chance of the effect in the next hit. If you've done 10 to 15 hits, you can already trust that the next hit will definitely bash you. The guitar has 4 strikes. So you need no more than 4 Guitars to stun a single target.
And that's assuming you don't use simple attacks between Swashbuckle casts.



Arse-cast
Pangolier is one of the four heroes that does NOT have to turn to face a target in order to use an ability on it. In other words, Pango can hit you with Dagon with his back. This ability was given to him because of his Rolling Thunder ult.
If we use his ult, we'll also get this property for the duration.

This mechanic will allow us to use Telekinesis, Bolt, and all of our inventory without having to move out of the needed way. The only thing that matters is the casting range.

P.S.: The other three heroes with this mechanic are Clockwerk, Mars and Phoenix.



Jump Accumulation
If the stars aligned so that you chose Arcane Accumulation Facet (which is the easiest part) and the enemy Pangolier chose Double Jump (which is most likely), then pay attention to his Shield Crash. The thing is, the second jump with Shield Crash counts as a separate spell cast, which gives you one extra Arcane Accumulation. Two charges for one spell? Yes, please!
Phantom Assassin


Stifling Dagger
Rubick throws a knife that deals physical damage depending on our attack damage. Knives can apply the effects of items.
Basher, Desolators, Diffusal Blade.... It all works.
But most importantly, knives ignore the enemy's dodge stat when they hit. In other words, Stifling Dagger has True Strike.

Stifling Dagger works well against its true performer, as it gives us the ability to attack Mortred with a physical attack while ignoring her passive Blur ability. And since we've been given that ability, we're going to make the most of it!

Daggers pile up in victims. If the victim dies, the accumulated Daggers will scatter into nearby enemies. Multiple Daggers can hit a same target.

Phantom Strike
Targeted blink at an allied or enemy unit. If the target is enemy, we get a 2.5 second attack speed bonus.
Base range is 1000.
Bonus duration - 2 seconds



Blur
Upon cast, the image of the hero blurs, leaving behind only a silhouette that is visible to enemies, but they cannot choose us as the target of the spell. In this mode we get a bonus to movement speed. If we attack someone or approach an enemy hero or tower, Blur will be interrupted. The duration is 30.
Attack doesn't interrupts the spell.

Aghanim reduces the ability's cooldown by 50% and refreshall abilities, except for ult, when killing an enemy hero. When used, it applies basic Dispel.
P.S.: Recharge is triggered by killing a copy of Tempest Double.

Fan of Knives
Shard ability. Performer fires knives around him within a 550 radius. This ability damages enemies with physical damage at 28% of their maximum health and disables their passives for 3 seconds.
CD - 15


Deals a full portion of damage through status immune.
The debuff is removed by any dispel.



Wisdoms
"Crit to the liver - no one lasts forever". And we with our armor (or rather lack thereof), not even close.
Main options against Mortred is Silver Edge, Scythe of Vyse, Bloodthorn, Abyssal Blade, Heaven's Halberd. Anything that can't prevent her from attacking or surviving is cool.

And now for the knife. As mentioned above, Mortred can't dodge Stifling Dagger with her innate ability. Oh how I love it when an enemy's spells work against them! Marvelous!

If your positioning is completely fine, then buy Khanda. Our Arcane Supremacy will add a damage bonus on magic strike, which is very easy to deliver with a stolen knife.

If Mortred has puchased BKB (and she definitely has), you can turn Vanguard into Abyssal Blade if you have enough money. Or use Heaven's Halberd (which is much easier to do) ahead of time.

The most expensive item that solves the problem with evasion is Bloodthorn. It is made of Orchid, which can be builded at the early stage of the game, and deprives the target of any evasions from various factors. You'll have to use it carefully if your opponent has dispel.

For catching Mortred (and blocking her Phantom Strike), you can buy Rod of Atos.



Another Way
If you don't want to steal daggers, you can turn into a brave stat fighter and take her Phantom Strike, which will speed up our attack. Early skirmishes with Blink and Mael can be quite painful. With the advantage gained, you can buy the appropriate items for the brave warrior and continue to blink at enemies with your waving hands.



And Another One
Let's remind ourselves that Aghanim refreshes Blur, Lift and Bolt when we kill a hero. The strongest, of course, is the extra Lift. This requires picking up the kill right away at the start of the fight to supplement it with another control. The build in this scenario involves items that increase DPS. At least Dagon.
The key is to start with Aghanim and make sure the enemy Mortred will use Blur at least occasionally.

Cast Lift with Bolt, "solo" kill an enemy hero, and cast a set of spells again. The more kills you do, the more Lifts you can cast.



Sneak Peek
If you remember that Blur dispels from towers at a range of 400, you might think that Mortred or Rubick with a stolen Blur could carefully step up to T3 and look at the enemies. If we stand on the edge of the ladder at the top or bottom T3 on Dire side, the tower will not dispel the Blur effect. This will not work with the other T3 towers. The edges of the ladders are too close to the towers.


Phantom Lancer


Spirit Lance
A magic damage nuke that generates a copy of us next to the target when it hits. The copy automatically starts to hit the target.

Illusion of the Spear deals 400% damage.
It deals 20% damage.
Deceleration duration is 3.75

Aghs allows the Lance to bounce on one enemy within a 750 radius. Increases the illusion damage of the Spear by 30%.

Lances fired by our illusions will do a fraction of spell's damage.

Doppelganger
A self-banishment for 1 second that applies to selected area. The chosen area is where we and two illusions land.
The first illusion takes 600% damage and deals 20% damage.
The second illusion takes 100% damage and does no damage at all.


Using Doppelganger will extend the life of existing illusions from Spirit Lance or repeated Doppelganger.
Doppelganger is a basic dispel.

Phantom Rush
A passive switchable skill that allows you to quickly close in to the target of our attack and also gives you bonus agility.
It's a fun ability, but a little pointless.
Phantom Rush's range is 600 / 675 / 750 / 825.
If we have a level 1 passive, we'll run 50 metres and make one attack. Yeah. Not so good...

Juxtapose
A passive skill that can be used as active with Shard. Passively gives a chance to create our illusion after a successful attack. Our illusions will also be able to create another illusion in a similar way. Copies that are created from our attacks live for 8 seconds, and from illusions live for 4 seconds.
When pressed, the ability will give us invisibility and create an illusion in our place. In invisibility we move 15% faster. The duration of invisibility is 8 seconds.

When playing with this ability, it is useful to remember one property of illusions: When an illusion appears, it scatters the auras of items that are in INACTIVE inventory slots for 0.5 seconds. This means it's advantageous to fill those slots with some Quirass, Shiva's, and other goodies late in the game.

Illusions do not appear next to us, but next to a random enemy within 700 radius of us. These illusions do more damage, but cannot be controlled.



Wisdoms
Once again, an opponent with too much.
Illusions from Spirit Lance take 4x damage, and illusions from Juxtapose (Lancer's ult) take 6x damage.
Meaning, our Fade Bolt will "oneshot" the illusion until the real Lancer's total health is over ~1150. Conveniently, the magic resistance of illusions cannot be raised.

Illusions' magic resistance can only be lowered by using:
  • Ethereal Blade
  • Decrepify
  • Natural Order



A needle in a haystack
The biggest problem is finding the real Phantom Lancer among his copies.
Remember that Lance and ult illusions have a fourfold multiplier on incoming damage. Therefore, if there are only THESE illusions in the crowd, a simple Fade Bolt will easily find the original.

However, if we are dealing with Doppelganger, it is better to purchase Aghanim. It's enough to spam the ult on an army of kittens, for only from a true Lancer will we be able to steal the ability. Speaking of which, Doppelganger is the most important thing we should take from Lancer. As long as we can use it, it becomes VERY difficult for Lancer himself to kill us. And if we have Radiance, we are able to terrorise not only Lancer himself, but his entire team!

P.S.: Simple lifesteal works against illusions, but magic lifesteal doesn't.
The same can be used to detect the real one. Just keep an eye on the heal proc from magical vampirism. If the purple effect appears on us, you've hit the real one!



There is no Battlefury... Well, let's take this one!
It's not that hard for a melee hero to fight a mob if he has BF.
We'll be reinforcing our abilities with the following items:
  • Veil of Discord
  • Maelstrom -> Mjollnir or Gleipnir
  • Shiva's Guard
  • Radiance
  • Manta Style
  • Ghost Scepter
  • Shadow Blade



WARNING!
It's important to remember that a GOOD Lancer player will soon realise that as long as you can steal his Doppelganger, it will be many times harder to kill you.
To break your game through his ability, he might just spam his Phantom Rush, which will detrimentally affect our survivability.

If such a player does come up against you and you steal Phantom Rush, hope that by now you still have level 18 for a 4 second cooldown on your ult. Otherwise, you'll just have to rely on the fact that you can quickly run away to some enemy creep with this spell.



Move
A very useful option is the follow command. Look at your settings and assign the right key for the Move command if necessary.
If you feel that Lancer is about to use Doppelganger, press the follow key on him beforehand. Once Lancer and his copies appear, we will automatically turn to the real Lancer and go for him on command if he hasn't gone into the fog of war.
A trick like this can sometimes help you find the real Lancer quickly.



Just like in the good old days
Shard on Lancer is very popular as it gives the old invisibility from the bearded days. Keep an eye out for Lancer items. Sooner or later you'll have to pick up detection tools, so you won't be surprised that the real Lancer was never found at the end of the fight.
Phoenix


Icarus Dive
A circular dive to a point and back. Enemies that are hit take periodic magic damage and slow.
You can stop the flight with the Stop Icarus Dive auxiliary ability.
This ability will drain 15% of your current health.



Fire Spirits
Create 4 fire spirits that you launch with "Launch Fire Spirit" sub ability to a point with a small AoE. Enemies that are hit take periodic magic damage and attack speed slow.
The 4 spirits circle around you for 20 seconds after creation. Each spirit sets an enemy on fire for 4 seconds. Each subsequent spirit will refresh the burn timer.
This ability will take away 20% of your current health.

Sun Ray
Rubick stands still for 6 seconds to launch a beam of sunlight in front of him, which deals periodic magic damage to enemies and heals allies. Damage and healing are fixed + percents.
The percentages are increasing with each passing second.
Each second the beam casts will take 6% of your current health.

You can only turn while casting the beam. The speed of turning is slowed down a lot.
You can stop the beam prematurely with the Stop Sun Ray auxiliary ability.

Stolen Sun Ray can be cast inside a stolen Aghs Supernova. First, steal Supernova and wait for your ult to be ready again. Then we steal Sun Ray and while the abilify is flying towards us, we click on Sun Ray. The spell will come to us when we are already inside.

Sun Ray with Shard slows enemies by 10%. The Shard also allows you to use an ability inside Supernova.

The tip of the beam does more damage. The farther away the tip of the beam is from us, the stronger it becomes.

Sun Ray (Toggle Movement)
Sun Ray's second auxiliary ability. Toggle Movement is a forced movement with a fixed speed. While moving, Icarus cannot be slowed, sped up, or entangled at all. The Sun Ray can be used to cross any woods and slides.
A moving Sun Ray will only stop from being stunned or silenced.


Also, Berserker's Call and Winter's Curse provocations don't work (if we are a secondary target).
Savage Roar's Fear and Duel's provocation do work, however.

Supernova
Turns into a Sun, which can be broken by 5 / 8 / 11 attacks.
The sun moving to the ground for 6 seconds and during this time it deals periodic magic damage to all enemies around it and stuns them at the end. The stun goes through a status immunity.
If the Sun successfully lands, the caster will emerge from it with full health and mana, as well as recharged abilities (all but Supernova itself). If the Sun breaks before landing, the caster will die.
Supernova is a banishment for the caster. In the Sun mode, the hero is invulnerable to magic.

Gem of True Sight or Radiance can work inside the Sun.

If you steal another spell before casting it, you can cast it directly from the Sun. But keep in mind, not every spell can be casted. For example, mobility spells, because Supenova puts you in banishment.

Aghanim increases the required number of Sun hits to destroy by 2 and allows you to take an allied hero with you.
If Aghs Sun with an ally breaks, both the caster and the allied hero die.



Wisdoms
The enemy is simple. Each of his abilities deals magical damage.
Are we on fire? Dipsel or magic resistance.
We attacking? We already have Arcane Supremacy.
Just be careful when using steal spells. They using your health (except for ult).

You need Veil of Discord and Kaya to supplement such "Jarylo's" power. In addition, I can recommend Blade Mail. Will Phoenix want to unleash his industrial dryer into our dagger armour? Will he decide to turn his Sun Ray away from you? COME ON! FIGHT TO THE END, YOU BLOODY BIRD!

Icarus Dive. You can use other spells and items while flying.
Meaning, you can pick up an enemy, bolt him, and steal a spell at a comfortable distance. Of the items that are fun to use while flying, I would like to mention the following:

  • Shiva's Guard
  • Dagon
  • Abyssal Blade
  • Scythe of Vyse
  • Rod of Atos
  • Eul's Scepter of Divinity
  • Meteor Hammer

The Meteor Hammer is especially fun to use in flight. You can even play on the Phoenix itself and buy this Meteor Hammer. You cast Hammer at the peak of the arc and take your hands off the keyboard. Eventually you're back to your original position, and somewhere out there in the distance a rock falls that crushes enemy structures into atoms. THAT'S COOL!

Sun Ray already does STUPID number of damage, but with the AMP talent, things get much darker for the enemy. You buy up Lens and take at least one damage boosting item (it'll be cool if it's Veil of Discord or Ethereal Blade).
The enemy will turn to ashes and fly away with the first wind, leaving behind only regrets.
Since it's easier to breathe fire on standing enemies, use Sun Ray during Lift or purchased disables (Hex or Gleipnir). Allies may well hold those gaijins for you too.

A little popular trick. With Sun Ray, you can go off-map. And while we're doing that, it's convenient to do tp out. Often opponents can not interrupt the reading of the scroll, while Sun Ray (Toggle Movement) forcibly moves us over the edge.



Now for the hard part.... Supernova!
Sun Ray stuns everyone nearby when it falls. Specifically within a 1200 radius.
For us to be able to steal the Sun, we have to stand outside. Thankfully, our Spell Steal has a cast range of 1000. And Arcane Supremacy gives us another 250.
The problem comes when the Phoenix player starts to realise that after the ult, he needs to immediately cast Fire Spirits to avoid giving the Sun to us.
God forbid you have such players in enemy team! Amen!

If you snatched Supernova, try to combine Sun with your allies' other AoE spells. Casting Sun works as a provocation.... Some run away from the Sun, and some run towards it to smash it. Depending on the movement of your enemies, your allies can use their skills to their advantage.
Don't forget that you can also use your own abilites inside the Sun (with noted trick). And try to cast all the basic spells before casting Supernova, because you can use them again after the Sun.

Keep an eye on Phoenix's items. If he has Aghanim, it will not be possible to steal the Sun, because he will immediately use Sun Ray inside his Supernova.



Arse-cast
Phoenix is one of the four heroes, who does NOT have to turn to face a target in order to use an ability on it. But he can only do so while Sun Ray is active. Meaning, when Sun Ray is active, you can make a quick change of position with a dagger without wasting your time turning hero's face in needed direction.
If we cast his Sun Ray, we get this property for the duration of use as well.

P.S.: The other three heroes with this mechanic are Clockwerk, Mars and Pangolier.
Primal Beast


Onslaught
The hero charges a run-up in the specified direction. The longer the charge lasts, the more distance the hero will cover. The maximum charge time is 2.2 seconds (the ability takes 1.7 seconds to fully charge) and the maximum distance is 2000. During the entire distance, the hero pushes away enemies and allies (does not interrupt allies' channeling spells). When colliding with enemies, he deals physical damage and stuns them.
Running speed is 1150.

You can turn slightly while running. Movement can still be stopped with the command "Stop". The opponent can also disrupt the movement. With Telekinesis, for example, hehehe.

When the caster starts charging Onslaught, there is a loud roar that can be heard by enemies through the fog of war. So it is better to combine this spell with the stun abilities of allies. Or run at the enemy in total chaos.

Trample
The caster disarms himself for 5.5 seconds, BUT in the same time his step deals magic damage, which consists of a fixed value and a percentage of base damage.
These steps are created under the hero every 140 units travelled. The radius of the stomp is 230.
This "step" breaks trees, which can be useful in a path cut or pursuit.

Stomp, though it applies base damage, is not an attack modifier.
Applying Trample does not disrupt the cast of read spells, so it can be used while running with Onslaught or while teleporting.
The distance travelled with Blink Dagger or Force Staff is not counted in the step count.

Uproar
This ability gains a charge for every damage received equal or greater than 50 from heroes. A total of 5 charges can be gained and converted into extra damage, armor, and slow to enemies around the hero when pressed.
Lasts for 7 seconds. When it ends, the ability is ready again.
You can quickly build up charges under the pressure of heavy periodic damage.

When Uproar is pressed, the hero will release waves of magic damage 3 times, which split into 2 after 1.25 seconds. Each wave deals 85 damage and apply "break" for 2.5 seconds.
Each charge grants 2 waves on different sides.

Spell gain 3 stacks for each control debuff (stun, hex, root, fear, taunt).

Pulverize
The caster grabs an enemy and slams them to the ground, dealing magical damage to the area. The primary target is stunned for 2.3 second. Indirect targets are stunned for 0.2 seconds for each hit. The interval between hits is 0.75.
Can be applied in status immune.

Each Pulverize hit gives a buff that increases the radius of spells by 25%. Buff duration - 15 seconds.

The most important detail of this spell is that it completely ignores the status-resist rules. This ult doesn't care how much resistance to effects the enemy has. But it works the other way around. Our Spell Steal will not increase the duration of Pulverise.

Each subsequent hit to the ground does more damage.

Force Staff will not push the victim of the spell out. It will, however, be able to disrupt the caster's cast.

Throw Boulder
Ability from Shard. Throws a boulder into a specified area that simply deals magic damage and stuns. Has a minimum cast range of 550. The radius of the area is 225.
Flight time depends on the distance. The stone after the collision will split into three smaller stones, which fly further for 525 units of distance.
The duration of the stan is 1.4.

The side to which the stone fragments will fly depends on our position at the moment of splitting. This means that while the stone is flying, you can quickly change your position to correct the direction of the fragments.
Primal Beast 2
Wisdoms
Linken's or BKB? Depends on what Crocodile is relying on when he's about to rush in and press Pulverize. If he just wants to run in on Onslaught, you have to press BKB. If he's trying to jump with Blink Dagger, then there may not be enough reaction and Linken's will be very useful.

But that's just his ult. A significant portion of his damage will come from Trample, who draws power from his attack and running speed. In this mode, let me remind you, you can't attack, so he will just run and try to step on you. What you need to do? Pick him up and flip him off. Did he used BKB? Then you need to rely on your items now:

  • Aghanim's Shard - can't lift him? Lift yourself up. You should lift yourself up ONLY IF you are sure he will NOT use ult for some reason. Otherwise, the Lift will go down the drain.

  • Black King Bar - Trample's damage doesn't go through status immuniny very well, so you can press BKB. He can't attack with his hand, so he can't do any serious damage except with his ult.

  • Force Staff - Force Staff will help us get out of his steps quickly. However, if he's been collecting speed bonus items, he'll catch up quickly after slowing Uproar's.

  • Eul's Scepter of Divinity - who will be flying in the winds? Again depends on whether or not the lizard have BKB. If Eul's is upgraded to Windwalker, you can always push yourself and get away through forests or terrain.

For stolen Trample we can buy items that give movement speed and attack damage. The movement speed is for the frequency of triggering steps, and attack damage items goes to magical damage of this spell. Remember that the damage type of this spell is magical and interacts with our Arcane Supremacy. So every damage item you buy will be multiplied by 1.26. And that's at a minimum!
To top it all off, you can pick up the usual magic boosting items. Here is the whole list:
  • Ethereal Blade - will increase the damage from our steps and slow down the enemy, so that we can more conveniently circling around.

  • Veil of Discord - the principle is simple, but it works in favour of our team. That's why this item is very good against especially fat heroes.

  • Yasha & Kaya - both spell damage and running speed. It is made to disassemble and then buy Ethereal Blade of Kaya.

  • Sange & Yasha - made of the Yasha we extracted from Y&K. You can't just leave Yasha as it is, and survivability is not something we should give up on.

  • Boots of Travel - a simple item to increase movement speed.

  • Daedalus - Just no. Trample will not crit. But Daedalus is still 88 damage, which turns into 110 or 121 if we bought Ethereal Blade. If you don't like "Buriza", then look out for another plain damage item.

  • Shadow Blade - the item's active ability will speed us up after casting Trample and force enemies to purchase "detection". If you can't be seen, the pulses from the steps are also invisible. Enemies may not immediately realise that someone is walking on their head.

  • Divine Rapier - ?????

For a stolen ult, all you need to do is buy Lens to grab the enemy from afar. Just remember one thing: DO NOT GRAB the lizard if he has TRAMPLE on! His steps are triggered by our shaking. However, it works the other way too. We can match the moment and tap our Trample if he grabs us and does NOT tap the BKB.



"Alarm Clock"
Right. Chronosphere in the second hand is the best complement to the stolen Trample and Ethereal Blade. Only Chrono can give us a run speed of 1000. Set up Chrono, activate Trample and fly around the enemies at the speed of light. The damage rate will increase significantly.
It is highly recommended to buy Ethereal Blade, which will allow this combination to wipe almost any enemy from the face of the earth.
Puck


Illusory Orb
Launches an orb in a specified direction that deals magic damage to hit enemies. With the "Ethereal Jaunt" auxiliary ability, the caster is teleported to the location of his orb. The sphere leaves behind a flying vision with a radius of 450 that exists for 5 seconds.

Gives the spell a vector casting, thus allowing you to bend the orb's trajectory. Orb's speed is increased by 200 and its life time by 100%.

The sphere flies 1950 distance units at a speed of 550. The nuance is that the orb does not disappear until it reaches its maximum distance. There is plenty of time for the orb to do this. Puck himself can launch the orb, teleport to the base, and return back via Ethereal Jaunt. He does this to get a short regen from Fountain and to replenish Bottle.

We have a longer cast range, which means our orb will live longer and it's much easier for us to do this manoeuvre. So, if you stole Illusory Orb from Puck Zevaki, get Bottle or Travell and replenish resources more often.

Waning Rift
The caster blinks to specified area and deals magic damage within a 400 radius.
Any hero that falls within the area of damage will be silenced.
Casting range is abysmally short (300).

This ability pushes enemies away from the center of the spell. Has an alternate casting with which it pulls enemies to the center.

Phase Shift
A self-banishment that is interrupted by any movement or any other command.
Lasts 0.75 / 1.5 / 2.25 / 3.25 seconds.
If you're in Shift and you have some enemy's AoE spell on top of you, you should blink in the direction you were looking before you went into Shift.
Otherwise, Blink Dagger will just get knocked away.

Phase Shift is NOT blocked by roots.

Shard allows you to attack all enemies at the moment of cast. Attack radius = hero's attack range. Each hero attack will deal an additional 35 magic damage (not just from Phase Shift).

Dream Coil
Binds enemy heroes to the centre of the specified area. When cast, it deals initial damage. If the enemy moves away from the centre of Dream Coil to a distance greater than 600, the link will break and the enemy will take another large amount of damage and stun.
The damage is magical.

Spell Steal will increase the duration of the burst stun, but will not affect the duration of the trap itself.

Agрanim makes Dream Coil shoot all victims with our attacks. The projectiles fly from the centre of the Coil and do not require the caster's presence.

Ult also prohibits the use of teleports and mobility spells.

Eul's Scepter of Divinity can be used to avoid breaking damage when escaping.
You need to stand ~575 away from the centre of the trap and lift yourself up. The link will break, but we won't get any negative effects since we are invulnerable in Cyclone.
If you upgrade Eul's to Wind Waker, you can just run out of Coil in the winds.

Aghanim Dream Coil hits enemies even if they've broken the link, but this means that the burst stun extends the attack time even if the Dream Coil itself disappears.
If you want to deal more physical damage, hold the enemy under the ult first, and only at the end throw the enemy out of Dream Coil with Lift so that the enemy gets stunned, for which our ult will still do a few attacks after it disappears.
Only count the seconds of Dream Coil's work manually. The effect bars above the enemies lie and do not show the real time of the ult.



Wisdoms
An extremely simple opponent, but very agile. It can be very hard to catch him.
With Illusory Orb and Waning Rift we can deal a lot of damage.
These abilities also give more mobility.

The hero is not always accustomed to BKB, and we already know how to shoot down Linken Sphere. And for all that, it's still hard to catch him.

Items worth buying against Puck include Rod of Atos, Orchid of Malevolence, and Aether Lens. Atos blocks his Illusory Orb, but does not prevent other spells. Furthermore, Atos' projectile can be dodged by Shift. Therefore, Atos must be used while Puck is hanging in the air, thanks to our Telekinesis.
Orchid just doesn't allow you to use spells, but Puck can very often carry a Dispel in the form of Eul's.
Lens is needed for chasing. With Lens it is desirable to steal Waning Rift, which will be used not only as Blink, but also as a silencing initiation tool.
Aghanim can be bought not only for a ult boosting, but also for constant breaking of Puck's Linken Sphere, if he has it at all.
Purchase your own dispel item to remove the silence from Waning Rift. In addition to Eul's, which is good at escaping from Coil, BKB (not always) and Manta can also be used as a dispel. Upgrade Eul's whenever possible, just in case Puck has a level 25 talent that allows him to use ult through status immunity.

By the way. Don't forget to keep an eye on the trajectory of his Illusory Orb and consider the fact that it's not always advantageous for Puck to teleport to it.
I highly recommend spotlighting areas of fog and forest where Puck can Blink out of his Phase Shift. You can illuminate the area with a stolen Illusory Orb.



Oh snap!
If you often manage to take Puck's Dream Coil from him, buy Aganim to unlock access to the "deadly funnel" build. The fast attacks in Coil are a very cool theme that pairs well with Maelstrom.

Mael can be replaced or supplemented with Diffusal Blade, Daedalus, Mage Slayer, Desolator, or anything else.



You think you're smart?
Do you often meet such pranksters? When you try to press something on him, he immediately shifts to avoid accidentally giving Rubick another ability. He thinks he's overplayed you and may even "tip" to try to piss you off.

Only such dudes don't know that we have our own scenario for this: We take Shift from him and try to go into Aghanim + Shard!
Shard reopens for us physycal builds, and Aghanim gives a second spell slot for OTHER hero's ability in Puck's team. Try to take easy-to-use nukes, mobility abilities, or spells that also operate auto-attacks. Get a feel for which spell will best complement Phase Shift.



Shredder
Dream Coil with Aghanim does not synchronise with the performer's attack speed indicator. What does that mean? That Dream Coil will hit at the attack speed we had at the moment of cast.
What else does that mean? It means that if we somehow speed up our attack before casting, Dream Coil will get the same buff, even if the bonuses are already gone after using ult.

Playing on Puck? Request a Bloodlust boost from Ogre.
Playing on "The Grand Green One"? Steal Overpower, Forcus Fire, or (drum roll) Unleash into your second hand to turn your Dream Coil into a freacking blender!
Pudge


Meat Hook
The game's famous Hook. Rubiсk throws a hook that attracts the first unit he sees. If the target is an enemy, the hook deals pure damage to it.

Pudge himself has his own cast animation for the hook, the duration of which has to be taken into account when catching enemies. We don't have this animation and the hook is triggered instantly.

Hook deals additional damage based on the distance traveled by the victim. The cooldown is reduced by 50% if the hook hits an allied unit.

You can't hook couriers, enchant creeps, invulnerable units and units in banishment.
You can hook units with status immunity. And even enemies with status immunity will be hurt by the hook, but in that case it won't disrupt channeling spells like teleportation scroll.
The unit must be vulnerable to magic to disrupt spell readings.

Kills simple creeps instantly.

Rot
A self decomposition that deals periodic damage and slows all enemies within 250 radius of itself.
Damage is also dealt to the caster himself. The damage is magical.
Enabled Rot is considered an aura, so if an enemy goes out of range of the spell, he will take damage and be slowed for another half a second.

Rot damage is not lethal to performer.
Turning Rot on or off does not interrupt channeling spells.

Aghanim increases Rot's radius to 450 and damage by 90. Reduces the health regeneration of affected enemies by 20%.

While Rot is active, the hero receives an increasing attack bonus. When Rot is turned off, the bonus quickly disappears within a second.

Flesh Heap
When activated, the caster reduces damage by a fixed amount from all sources, making this ability the best defence mechanism against periodic damage, including Rot.



Once the ability is lost, the gained streinght is also lost.
Using Flesh Heap does not interrupt the channeling spells.

Dismember
Channeled targeted stun with periodic magic damage that depends on our strength stat (base damage is also present).
Works through status immunity. We are also healing during the cast. The heal contains a base number and a strength dependent value. We will be healed even if the target has 100% magic resistance.

Dismember pulls the enemy closer to us during the cast.
It has a hideous cast range of 160. Arcane Supremacy fixes this.

Our Dismember does not apply global sound when used unlike Pudge's ult.
So, if you decide to snack on Roshan in his lair like a regular Pudge, none of your opponents will hear about your meal.
He's also looks funny, when trying to stab opponents with a stick :D

Spell Steal will not increase the duration of the ability.

Each tick of damage from Dismember grants a temporary strength bonus.



Wisdoms


Hooking is a skill that needs to be learnt separately on Rubick. If you've been playing Pudge your whole life and you've moved to Rubick, the lack of cast time will be annoying at first.
To be the second Pudge in the game (Best), then it's worth buying a typical set of items for Hooking.

  • Blink Dagger for positioning.
  • Aether Lens for range.
  • Rod of Atos for enemy fixation.

Worried that Pudge won't give you Hook because he'll switch Rot? There's a fix for that. Using Hook stuns performer for 0.59 seconds, which prevents him from using any other ability in that half-second. If you get the hang of it, you can grab Hook every time you see him. Especially with Aghanim.

But now let's pretend you stole Rot. Arcane Supremacy gives not only spell damage, but also magic resistance, so it won't do that much damage to us. But it is better to have at least one additional source of magic resistance. If you don't want to take resistances or spell lifesteal, you can buy Aghanim to steal Flesh Heap in the second slot, which will block damage from both our Rot and enemy Rot.

Unless you're a weird one and want to play through stinky fatty mode, it's best not to intentionally steal Rot. And yes. Remember that Pudges often block Hook's steal attempt with Rot, but they don't do extra switching to protect their Dismember.

Now for the Dismember. This is something you can steal in almost any fight. It is most often used to quickly disrupt the cast of the same Dismember.

Now let's get back to Rot. If Pudge is playing with Rotten Core facet, we can take advantage of this and buy Mage Slayer and Kaya&Sange so that we don't feel the damage from Rot and can be satisfied with the attack bonus.
Pudge 2


A little bit about Hooks. Or Hooks chips.



Returning Hook
Meat Hook always re teleports the target back to us, even if the target was sent somewhere else during the flight.

That means, that visually we see that we hooked the target, on which (for example) is already hanging Glimpse effect, it disappears for a second, and as soon as the hook fully returns to us, our target is before our eyes again. Magic!

Same with teleports. With an ally's permission, he can be hooked in the last second of teleporting to base. If he has bottle, he'll come back to us with a full charged one. And if the ally also has fast hands, he can pick up his stuff from the base.
P.S.: Teleporting to the base with a scroll or Boots of Travel is always 3 seconds.

Be careful! You can both win the moment and screw up with this hook.



Caster's Assistant Hook
The hook does not disrupt the channeling spells of allies, which can be used for some combinations with channeling abilities.

Teleport (From scroll or Furion's spell)
Meteor (From Meteor Hammer)
Death Ward
Black Hole
Shackles
Upheaval
Fiend's Grip

Which spells should not be pulled unnecessarily:

Illuminate
Echo Stomp
Crystal Nova
Requiem of Souls
Epicenter
Life Drain
Sun Ray



Living Ward
Some Pudges can adapt and use creeps as wards by placing them on high ground. With Dagger and Lens, you can jump on a hill and hook a creep, which will then sit there and share his view with the team.
We, with a stolen hook, can also engage in a similar venture and secure our overview, saving the wards for more important situations.



Lockpicker
By placing your creeps closer to the enemy tower with the hook, you can turn off the Backdoor Protection system. Without this system, any split push will be possible, because every enemy buildings will lose regen.
You should hook creeps carefully, so that enemies did not notice. Otherwise, the creep will be found and killed, thus restoring the broken defence system.



Lifebuoy Hook
Hook is a tough thing. It will pull you out of the Black Hole and free you from the Chronosphere.
Meat Hook also ignores artificial obstacles such as Power Cogs, Sprout, Kinetic Field, Fissure and Ice Shards.
P.S.: Hook can pull an ally out from under Winter's Curse (if he's an indirect target), but it won't remove his provocation debuff. And if the target of the hook is the primary target, Pudge/Rubick will doom his ally to be beaten by us, as the area of effect of Wyvern's Ult will be drawn along with the target of the hook.
Pugna


Nether Blast
AoE nuke on selected area. Damage is magical.
After cast, it triggers with a 0.8 second delay.
Deals 65% damage to buildings.
Radius - 400
Casting range - 600

The animation of the explosion is visible only to us and our allies. The explosion itself is visible to everyone.

Decrepify
Performer casts a ghost form on a target. Decrepify removes the target's ability to hit or be attacked. If the target is an enemy, the ability slows them down and reduces their magic resistance. If the target is an ally or ourselves, the spell increases healing.
Can be used on Nether Ward and Tombstone.

Decrepify does not dispel from us or an ally if they apply a status immunity ability (Or BKB).

Nether Ward
Creates a Nether Ward that inflicts magic damage on anyone who dares to use spells (that require mana). The damage from the ward is made up of a fixed 50 damage and an additional damage, which depends on the manacost of the spell the enemy unit is using.


It takes 4 attacks from heroes or 16 attacks from other units to destroy a ward.

If the target tries to use a spell, but has less health than damage that Ward is gonna do, the target will take damage for the cast and die, but will never "use" the spent mana.

Shard increases cast range by 350.

NetherWard restores the host's health and mana after each trigger, depending on the enemy's mana cost.

Life Drain
A channeling spell that drains the target's health. However, the heal of the ability is not related to the damage dealt. A single drain lasts a maximum of 10 seconds. Life Drain will break if the target runs away from us at a distance greater than 900.


You can also use the same spell to give your health to an ally.

Aghanim reduces cooldown by 50% and steals spell damage. 8% amp every second. The enemy can lose a maximum of 75% of his amp. The performer himself can increase his Amp by a maximum of 100%.
Life Drain applied on a Nether Ward will only drain 4% amp. The debuff lasts for 4 seconds.

Shard allows you to apply Life Drain on Nether Ward. In this case, it will apply Life Drain to every enemy in its range, but the damage will be reduced by 25%.
Life Drain can also be applied to someone else's Nether Ward. So you don't necessarily have to have Aghanim to steal a Ward in the second slot. Just apply the ult on an enemy one. Hehehe.



Wisdoms
His damage can sometimes be so high that bought resistances may not be enough. Movement speed saves the day. Movement speed and positioning items are needed to escape from Nether Blast and to break Life Drain. Decrepify cancels out our Magic Resistance, and if we don't have it at all, we're probably screwed unless we start doing the legwork.

And yes, if Pugna uses Life Drain on you, don't try to hide in the bushes. Life Drain gives him a view of the target in the fog of war. If you don't want to run away from Pugna, but you need to break the connection, then knock out the Pugna's cast.
You can use Telekinesis, Orchid Malevolence, Eul's Scepter of Divinity, Manta Style, Black King Bar or stolen ability that stuns or silence.

Don't forget to keep an eye out for Nether Ward lightning bolts that hurt us and our allies. Look closely and find out where these lightning bolts are coming from. Mark this place with Alt ping, so that your allies at least roughly understand where the annoying Nether Ward is located.

By the way, a little bit more about the Ward. It counts only the manacost of spells in the spell bar. You won't get any damage for active items. That's why a lot of active items in your inventory will be most useful when it's too scary to use spells.

If Pugna is retreating from auto-attacks, he can use Decrepify to protect himself from physical damage. At this point, crush the skeleton with Bolt and whatever else you have (unless his ward is nearby).
Pugna also casts Decrepify right after casting his Ult to avoid giving us Life Drain. If this happens too often, playing through his other abilities is a good idea.

Aghanim's Scepter and Black King Bar are very cool against him.
With BKB, you don't have to worry about your magic resistance much and heal from stolen Life Drain. And if we are quickly healed, the remaining seconds of the ult will replenish the spent mana. Cool? Cool.

P.S.: In a vacuum situation where Rubick and Pugna use Life Drain on each other, Rubick will still be stronger. Cuz our Life Drain do more damage.



Ratting Time!

Make Kaya, Aether Lens and Meteor Hammer.
Steal Nether Blast and demolish buildings in a very nasty way.

The cast range of Lens combined with the Arcane Supremacy will give us the ability to use Nether Blast and Meteor almost out of the fog of war.
With these items you can demolish even barracks at ease!
Queen of Pain


Shadow Strike
Spell on target. Deals magic damage on hit, and then inflicts periodic damage for the next 16 seconds. Damage is dealt every 3 seconds.

The knife also slows down movement speed. But this slow got weaker every second.
A second knife to the same target (under the effect of the first knife) will deal base damage and update the periodic damage and slowdown timer.

Shadow Strike is one of three abilities during which you can deny an ally. If the ally's health drops below 25% when he is debuffed, you can start hitting him with autoattacks. Killing an ally will not give the enemy experience or gold.

With Aghanim, the ability applies to an area with a radius of 375. It causes the enemy hero to emit Scream of Pain if the knife's effect ends or dispeled.
This Scream of Pain deals damage to the knife victim itself.
Scream of Pain is not created if the knife victim is an illusion.

Blink
Blink, with a maximum range of 1300.
Just as handy as the Anti-Mage's Blink.
Except it's not so easy to steal it from Akasha herself. If she attacks, she immediately casts Scream of Pain after Blink, which has no cast time.



At the start and end point of Blink, a nuke area occurs that deals 125 damage in a 300 radius and silence for 1.75 seconds (one enemy can be affected by both).

Scream of Pain
Caster sends a nuke of magic damage to all enemy units within 600 radius of the hero.
Scream of Pain works on invisible units and units in the Fog of War.
The ability will not work on invulnerable and hidden (banished) units.

Each projectile has a flight speed of 900

Sonic Wave
A giant cone AoE nuke of periodic pure damage that passes through the status immunity. The wave knocks enemies back 350 units for 1.4 seconds.
This push is not a stun, so it does not interrupt channeling spells, attacking, or item use. Any dispel or mobility spells will remove the effect of the push. Affected foes will break the trees in which they are pushed.
Sonic Wave can deal damage to couriers.
Throwback cannot be dispelled by the usual means. Only by spells or items that change or update our location.

The width of the wave at the start of the cast is 200
Wave width at the end - 900



Wisdoms
In the midlane she is a very nasty opponent due to the knives she tries to dominate the line with. Domination... Queen of Pain... Hehehe, you know what I mean :D
If you carry consumables in time, it's not so terrible to stand, but if she's focusing on her knives, you can buy Tranquils and regen occasionally so her autoattacks don't knock our regen down. If her knife is weak and she's relying on Scream of Pain, you can stand a little more freely, but keep in mind that if she jumps, the instant damage can hurt a lot.
After level 6, there are two scenarios for us. Either a big knife (or at least level 2) or a big scream. Knives can be thrown left and right. At least to regain health. But the scream is standardly combined with Lift and Bolt. After warming up the target a bit, lift and throw her to yourself. As soon as she is within screaming range, drop both nukes on it. If she survives, she'll just run away to regenerate. And if she doesn't. Then "its free real estate".

In general, Scream of Pain is inferior in quality to her other abilities and can help only in the early stages of the game. All her other spells are a big priority. Knife heals and slows down, which if it doesn't really help against a mobile hero like QoP, then it will really mess up the lives of her allies.

Stealing a blink of at least level one greatly increases the chances of survival against a true performer. For if she starts to focus you, you can just blink out. It's also very easy to gank sidelines or catch up to a QoP who's trying to run away if something goes wrong.
To steal a blink in midlane, you just have to pretend you're going for a rune on the river. If QoP really badly wants to outrun you and steal the rune, she'll just jump to it. Yes, she'll end up getting the rune, but you get a free blink and ready to go whooping some arses on sidelines.

Sonic Wave is as much of a deadly nuke in our hands as it is hard to steal. It may be that you never steal it in the whole damn game. Simply because QoP remembers you and squeezes a Scream every time after she use an ult. If you've tried a couple of times and failed, don't feel bad. It's completely normal. Just focus on stealing the other two spells, Shadow Strike and Blink. Well, If you really need to steal from her at all. Get a shard and you can shut QoP up after her BKB with Silence, which will last a bit longer.

If the game allows you to rush Aghanim, then after this steal Shadow Strike, which will be used on the area. With this option, you can farm very quickly, throwing knives on any pack of creeps.

Quite often she will buy items for contact combat, so that after releasing a full volley at you, she can continue to attack by hand. And this she does, by the way, very well. First of all, you need to check her inventory. If she does Orchid, you need to prepare a BKB (you can also start the game with Orchid). Then already try to swirl around items that give health in one way or another.
Her Sonic Wave strips off hp by bypassing resistances. So it's important to survive this particular massive damage.
Continuing with Aghanim would be a good idea. Grants health and increases the number of options.

QoP giving you her ult monstrously often? WELP. You're in luck. Take advantage of her kindness. Kaya alone is enough to fuel your stolen Sonic Wave with extra numbers and not screw up your build too badly if QoP abruptly stops giving you her ult. Want to play more greedily? Refresher Orb. Two ult will completely destroy most enemies and most likely your mana, but I suppose it's worth it (don't use second ult instantly. Periodic damage don't stack). And if she stops giving you ult again in this scenario, you'll just have a cool option to refresh your BKB or her ally's other ability.
Razor


Plasma Field
Creates an electric circle that expands to a radius of 700 from us and then narrows back to us.
When touched by enemy, it deals magic damage and slows. The effect reaches the enemy twice. During the expansion and contraction of the circle.
The longer the circle line is away from us, the more damage and slowing it will do.
For ~2 seconds, Plasma Field gives the flying unit vision.

Static Link
A targeted link between us and the enemy hero that pumps damage every second. Static Link gives us a damage bonus even if the enemy has 0 damage. The ability also allows us to attack the target of the spell on the run while the link is active. When attacking other targets while the link is active, the hero will stop as normal.

The duration of the buff is longer than the duration of Link itself.
The duration of Link is 10.
Base cast range - 600.
The range of breaking the link - 800.

Can be used on illusions and creep heroes (like Spirit Bear Druid).
You will be able to see your target's movements, even if he is trying to hide in invisibility or fog of war (it will be impossible to hit a target in invisibility).
The damage received is green.

Attack range does not interact with Static Link mechanics. Dragon Lance will not affect the attack range in Link. But it will be affected by cast range bonuses.

Link can be thought of as WR's Focus Fire. Any disarm, stun, hex will prevent Razor from attacking through the Link.

Shard increases cast range by 150 and slows target by the same amount of damage stolen while the link is active.

Eye Of The Storm
Creates a cloud overhead that fries one of the nearest targets with physical damage (this damage does not count as auto-attacks). Each attack of the cloud reduces the target's armor.
The armor reduction debuff is not dispelled.
Ult has a range of 500.
Eye Of The Storm prioritises enemies with the lowest amount of health and targets under Static Link (only during the link, not the subsequent debuff).

With Aghanim, the Ult can attack two targets at once, including buildings, but it does not lower tower's armor.
The upgraded Eye Of The Storm completely ignores simple shrines located in the enemy base (structures that are not a tower, barracks or throne).



Wisdoms
An odd ranged hero that still shortens range because of his spells.

The most annoying, but also the most delicious, is Static Link. If you're up against Razor in mid, Lift at level two is a must have. With it, we will constantly try to break the link that takes away our damage. However, given Lift's high cooldown and Link's relatively low cooldown, we won't be able to do this every time. Therefore, try to kick him especially hard during these recharge intervals of his Static Link.
The first item in the mid against Razor is a boots.

In the future you can steal this ability and be 60% sure that it will be of the last level, because a lot of Razors focus on it.
You can use it on Razor himself to "nullify" the effect of his Link, which will cling to us or our ally.
Lens and Shard look great with THIS spell. They will increase not only the cast range, but also the break distance. That means target can't run away from our string so easily. And that's not taking into account Lift, which will help to hold the victim.

The feature of Static Link attacks is that the range of the attack will depend on the range of the link. This means that as long as the link is working, the attack range will be boosted by Lens.
P.S.: After Lens, you can supplement your playstyle with Pike and Daedalus or Maelstrom.

Stealing an ult against Razor himself won't help much. The Ult hits enemies at mid range, which makes us take risks and approach Razor too fast.
And Razor, who stands too close, doesn't hesitate to use Static Link. Eye Of The Storm can be useful against other enemies. If we want to use Eye Of The Storm against Razor in close combat, we should stock up on items that increase survivability.
Stealing is also recommended if we have Aghanim, which will not only allow us to quickly crucify heroes, but also to dismantle buildings.

And lastly, the standard Razor nuke - Plasma Field.
Plasma Field only hits as hard as possible when it hits the enemy at the maximum distance from us. This is the perfect tactic against Razor.
Often before midgame, the "circle attack" has no such power, because enemy Razors don't spend skill points on it and they have level 4 pretty late. But if you want to play through this ability, then in addition to magic damage items, you will also need artifacts that increase your movement speed. Movement speed is needed to regulate the position of the circle to try to deal maximum damage with this ability. If we slow down, the enemy will shorten the distance and not only won't get the right amount of damage, but will most likely give us a smack right under our cloak, which we don't want.

Artifacts for maintaining position and combining with abilities:
  • Hurricane Pike - super important for positioning against Static Link and Unstable Current.
  • Veil of Discord - combo with Plasma Field.
  • Rod of Atos - catches fast opponents.
  • Monkey King Bar - pierces through armor with magic damage and possibly helps with evasion from possible Butterfly.
  • Lotus Orb - removes any meaning from casting enemy Static Link on Lotused target.
  • Shiva's Guard - combines with Plasma Field and protects against Eye Of The Storm.
  • Octarine Core - complements the previous artifacts and reduces cooldown of stolen Plasma Field.
  • Aghanim's Scepter - with defensive artifacts, it can help wipe out enemies in seconds.
  • Butterfly - dodges and speeds up Static Link's boosted attacks.
  • Silver Edge - turns off Unstable Current if needed.
  • Ghost Scepter - Defends against auto-attacks and physical damage from Eye Of The Storm.
  • Aether Lens - increases the break range of our Static Link.
  • Moon Shard - boosts the attack speed for effectively dealing Static Link damage.
  • Daedalus - Static Link damage multiplier.
  • Mage Slayer - if Razor goes for spell lifesteal build.
Riki


Smoke Screen
Creates a smoke screen in which all enemy units get silence and a chance to miss.
Enemy units will be affected by these debuffs until they leave the smoke screen or use a status immunity.
After leaving the cloud, its effect will linger for half a second, as Smoke Screen is an aura.

Enemies in the cloud lose 5 armor and cannot be targeted by their own allies.

Blink Strike
Aimed blink at an allied or enemy unit. Blink Strike moves us behind the target's back. If the target of the jump is an enemy, Blink Strike will deal magic damage and briefly slow by 100%. The spell has two charges.

The attack after the blink will be accelerated by 50%.

Tricks of the Trade
Moves to a specified point and then transforms into an area that randomly auto-attacks enemy heroes at short intervals. Lasts for 2 seconds and deals 4 hits.
Hits inside Trick of the Trade do 60% less damage, but the ability itself increases the hero's agility for the duration.
This is useful for Riki, but not for us.

Often used as a blink. Casting range without any bonuses is 350.

This ability is also a self-banishment and grants invulnerability.
The ability is interruptable. It's best not to click on enemies or the ground too much unless you actually want to interrupt it.

When Riki uses Trick of the Trade, he always backstabing. But when we use this ability, our attacks come from the centre of the circle.
Yes. The damage doesn't wait for our projectiles to hit, but the direction of the attacks can play a role if we use this ability on Mars or Bristleback.

Aghanim increases the cast range to 700, the number of targets for attacks by 1, the number of attacks by 1 and allows you to use this abiliy on an allied hero (the area is attached to the selected ally).

If caster kills a non-hero unit during Tricks of the Trade, the cooldown is reduced by 0.75.



Wisdoms
This rat can only poke you in the back.
Which means that armor or ghost form will be a priority.
I'd also like to point out that it's not necessary to buy Orchid, as we can steal silence option from Riki. In his cloud, he won't be able to use Blink Strike and Trick of the Trade to escape. The cloud itself can also be placed during his Trick of the Trade. Just put the smoke clouds in the centre of his spell and wait. When his self-banishment is over, he won't be able to blink out, as he'll immediately fall into silence.

Silence isn't really necessary against Riki.
Blink Strike and Trick of the Trade can't be used while entangled either.
So Rod of Atos will be a great item against Stealth Assassin.

By the way, Trick of the Trade doesn't give any True Strike as some people might think. Therefore, any dodges may well help you avoid a couple of hits from Riki's ult. All of Riki's ult strikes are necessarily to the back, and he hits harder in the back. But keep in mind that the bonus damage from his Cloak And Dagger passive is reduced by any spells like Fade Bolt, Breathe Fire, Anchor Smash, etc. (there is no way to increase this bonus damage with Empower or Double Damage).

Here is the list of items. Among them, you should choose the ones that will be more convenient for you to counter Riki with:

  • Gem of True Sight - he fears it more than anything else in the world
  • Rod of Atos - works on Riki like silence.
  • Solar Crest - strong early defensive item.
  • Ghost Scepter - conveniet until he got items to nullify ghost form..
  • Aghanim's Scepter - upgrade for stolen Trick of the Trade and second slot for his Smoke Screen.
  • Eul's Scepter of Divinity - allows for both escape and attack, combining item with a stolen Smoke Screen.
  • Force Staff - simply run out of a cloud or Trick of the Trade area.
  • Guardian Greaves - good as Solar Crest.

If you want to squeeze more use out of Trick of the Trade, it's better to take Maelstrom. Other items will perform worse due to the damage penalty from the ability. Don't forget to add Aghs to the build. By hitting two targets at once, you increase the chances of creating lightnings.
Ringmaster


Tame the Beasts
A spell that charges a whiplash strike into an area for one second. This strike deals magic damage and fear. The longer the strike is charged, the greater the damage and debuff duration.

The spell has an initial radius and a final radius. The thing is, the longer we charge the ability, the smaller the area of effect becomes. However, our Arcane Accumulation increases both areas, which simplifies things.
The starting and ending areas have radiuses of 450 and 200.

Enemies break trees on their way in fear.

Escape Act
The ability temporarily hides yourself or an allied hero in a box. In the box, the unit gains additional movement speed and cannot be slowed down. Furthermore, the hero has increased resistance to magic and cannot be targeted by attacks or targeted spells (like Shadow Realm). Box can be dispelled.

An area is formed around the hero at the moment of cast, outside of which the box breaks prematurely. The radius is 500.

AoE bonuses do not affect the area where the box disappears.
The box removes Weaver's beetles or Grimstroke's ghost from the target.

Gives the ability a second charge. After the target comes out of the box, a knife from Impalement Arts flies out of the box in 8 directions. The knives have half the range. The box itself deals 300 magic damage in a radius of 275 after it breaks. Knives will not be released out of the box unless we have Impalement Arts in the second slot.

Impalement Arts
The hero throws a knife in the specified direction, which crashes into the first unit he encounters. The affected enemy is briefly slowed and takes periodic magic damage, which depends on its total health.

The ability has multiple charges, but the effects of multiple knives do not stack.
Damage to creeps is fixed 100 per second.

The amount of stabbing depends on the spell duration. Level 3 Spell Steal gives the spell 5 stabs instead of 4.
If the enemy has Sange & Yasha or another source of status resistance, the ability's damage will be noticeably reduced.
.
Spotlight
An ability from the shard that puts a 3 spotlights that illuminates the battlefield. The lights from it burns illusions and reveals invisible heroes. Illusions lose a maximum of 50% of their total health.

However. These spotlights isn't that simple. They circle in a trajectory, drawing the Triquetra (that sign from Charmed. Only without the circle. Google it). Moreover, we do not just create light in the specified area, and throw it there from us. That means, the light can briefly illuminate the area on the way to the specified point.

The radius of the spotlight is 550.
Cast range - 1500.

Spotlight do not shows us enemy wards.

Wheel of Wonder
The caster places an enchanting wheel in the specified area, which deals periodic magic damage. If the enemy looks in the direction of the wheel for at least 0.5 seconds, a provocation will be triggered. The enemy will walk towards the centre of the area.
When the wheel provokes at least one enemy, it will start a countdown, after which it will explode, dealing magic damage. If the wheel doesn't trigger on anyone, it will explode automatically after 4 seconds.

Caster actually throws this Wheel to specified place, knocking aside enemies along the way. But this knocking do not stuns them.
Spell have a minimum cast range of 700. So you can't cast it right under your feet.

Turning the hero towards the wheel is not enough. The enemy must SEE that wheel. This means that, for example, if the wheel is on a hill where enemy can't see it but is looking in its direction, there will be no provocation.

The wheel does not provoke creeps.

If enemies are standing in the area of two wheels (Refresher Orb), they will trigger one at a time. The second wheel will not provoke until the first wheel's provocation is over. Just don't think of this tactic as a chain-stun. There will still be a 0.5 second window between the two wheels due to the mechanics of the ability.



Wisdoms
The character is annoying with magic damage, box saves, and crowd control. His abilities might be stolen quite easily, which opens the door to all possible devious plans.

Most of the time you will need to steal either whip or knives. Easy to use. Can be combined with our Telekinesis and do a lot of damage if stolen nukes hit. Don't forget about the wheel, but you still have to wait for it, which means you have to avoid being caught by it first. This may require a BKB and the carefulness to turn away from the wheel as soon as you see it.

Ringmaster can throw the wheel behind your back and hit you with his whip, thus turning you towards his ult. Have his ult and whip? Do the same. No whip? Then if the enemy is close to the wheel, use Telekinesis to move the enemy to the other side of the wheel so he's looking at it. Or lift the enemy up beforehand and place the wheel right in front of his face.

As for the box, it can be problematic to steal it if it was applied to Ringmaster himself, as he will most likely use another ability after coming out of it. This doesn't upset us though, as the box has a lower priority than other spells. But if you have it, remember that you can use it to save yourself or your ally.

Knives are much simpler. The only thing is that they are stolen more often, because Ringmaster uses them more often. Especially when he doesn't want to give you his whip or wheel.



Dark Carnival Souvenirs



Ringmaster has three more “spells” from his innate ability. These abilities change depending on the chosen Facet of Ringmaster.

Aaand... You can't steal them. Why not? Because they don't count as spells. They're items. That's right. Ringmaster has an inventory slot in his spellbar. What else does that mean? This means, that slot can't be blocked by silence.

But Ringmaster doesn't have all the these gimmicks to begin with. He gets one random souvenir charge every time he dies or when he is near to a dying enemy.
Sand King


Burrow Strike
A stun with similar mechanics as Earth Spike and Impale. But in this case it's also a Blink. We leave the stun trail behind us during the blink. However, the blink doesn't happen immediately.
We burrow under the ground and from us with great speed to the specified point strive spikes, which stun enemies and tosses. Once the spikes reach the point, we will appear at the destination.
Damage is magical.

Spell Steal has no effect on the Caustic Finale.

Sand Storm
DARUDE DUDUDUDUDUDUDUDUDUDUDUDUUUUUU!
Okay. The clichéd joke is over. You can laugh now >_>
Creating an area around yourself that deals periodic magic damage. Once pressed, we are free to move around this area, hit, use spells and items.


If the caster leaves the area of his Sand Storm, the area disappears along with the invisibility.

With left Facet, Sand Storm has a larger radius. We are invisible in the sand. Attacks and spells temporarily take us out of invisibility.

With right Facet, Sand Storm has less radius. Sand follows us.

Stinger
This spell casts an AoE attack that slows down all those hit by it. The feature of this spell is that its cast range is ALWAYS 200. Neither our Arcane Supremacy nor Aether Lens will increase its range. So you have to poke the spell under your feet, which makes the ability very inconvenient.
Attack modifiers will work with Stinger.

Epicenter
The hero begins generating pulses of magic damage around him that slow movement and attack speed. Each subsequent pulse has a larger radius. The radius of the first pulse is 500. Radius increment - 13
The number of pulses is 12 / 16 / 20.

During Epicenter, every 0.5 seconds, three Stinger areas will scatter nearby, with a radius of 15% of the current Epicenter radius. Attacks from Aghanim's Stingers will deal 50% damage.

Shard increases pulse damage by 5 and passively creates a 475 radius pulse after every 3.5 seconds. Pulses do NOT trigger if there are no enemies nearby. However, the ult saves up the elapsed time to activate. As soon as you get close to an enemy, Epicenter will immediately hit. Very convenient.

SK himself has a obligatory cast animation of 2 seconds for this ability. For us it is reduced to the usual 0.15. Convenient, right?

While having Aghanim's Scepter, Epicenter pulsation created by Shard will only create one Stinger.



Wisdoms
Burrowstrike is the most welcomed basic ability, because stunning nuke is just cool. It's the only thing you need to do to steal this ability is not be the target. The SK is quite likely to hit Sand Storm immediately after using Burrowstrike, so sometimes you have to wait for a second cast.
Sand Storm is still a good trade, as it's a spell you can press and immediately change hand.

However, more often than not, I imagine you'll get a Stinger you didn't want. If you happened to pick this up in a battle, it won't be much use. In the rest of your free time, you can use Stinger to speed up your farming.

We can cast Epicenter without 2 seconds cast animation. The only thing left to do is to steal it. Scorpions often charge their ultimate in the fog of war and jump with Blink Dagger to our face. This means that it is desirable to fight him in an area that is lit by our observer warlds.
If SK jumps with Burrowstrike first, Epicenter will be casted right in front of our eyes.

In both cases you need to:
  • Prepare a Sentry Ward if SK has the Sand Storm invisibility Facet selected.
  • Be extremely watchful.. You need to be able to steal the necessary spell BEFORE the SK uses Stinger.

If you have Aghanim's Scepter, you should steal Epicenter and Stinger for a very destructive combo. And for this combo you need to buy a few attack modifiers. Maelstrom and Revenant's Brooch are the best ones.

In all other scenarios, you can just try to steal Burrowstrike and fix the game with that alone.
Shadow Demon


Disruption
Banish an enemy hero or his illusion for 2.5 seconds. After banishment, the target will exit with two illusions under our control.
Illusions gain a bonus to base damage.




Disseminate
Targeted spell. An ally or enemy under the ability's effect will spread some of the damage received to other enemies within a 675 radius. If the victim of the spell is an enemy, that enemy takes additional damage. The effect is suspended if the target of the spell is hidden in Disruption.
Duration is 6

Applying it to an enemy takes away a portion of their health and returns half of it after the debuff time expires. Applying it to an ally will heal them and temporarily increase their total health by the same percentage.

Disseminate deals damage to indirect targets, even if the primary target cannot take damage.

Shadow Poison
A wave that deals magic damage and leaves a "residue" that builds up with each subsequent wave, which deals damage 10 seconds after the last Shadow Poison is applied or when using an auxiliary ability.

Each subsequent wave on the same target will multiply the damage from the Shadow Poison Release damage by 2x.
You can only multiply the damage 4 times (the first wave set basic value of damage and the next 4 increase multiplier to x16). Each subsequent wave after the first five will simply add 50 to the Release damage.

The damage is magical.
To solidify the information: 5 waves of level 4 Shadow Poison will do 250 base damage (on hit) and 1040 Release damage. Of course, all this deliciousness can be enhanced with Arcane Supremacy, Veil, Kaya and AMP talent. The cooldown, by the way, is 2.5 seconds.

Shadow Poison stacks cannot be dispelled.

Demonic Cleanse
Shard ability. Can be used on yourself or an ally. It will remove negative effects for the duration and heal them when it expires.





Demonic Purge
Target slow with 5 seconds of constant dispel. The target cannot receive any buffs (they are instantly removed) for the duration of the ult, and at the end of the slow, the target will take magic damage. Slow and damage work entirely through status immunity. The slow gradually disappears.

Aghanim gives a second charge for this ability and the target's passives are turned off for duration. When used again on the same target, Demonic Purge's previous effect ends prematurely and deals the damage it had accumulated before the second use.



Wisdoms
If he doesn't catch us, then the opponent is quite simple.
His style of play is also divided into two parts: emphasis on magic or physical damage. Although nothing prevents you from combining.

The magic build involves spamming Shadow Poison. It should be supplemented with Lens for easy cast or Atos for additional control. It is desirable to increase the damage itself by all available means. Ethereal Blade is a great choice, because of slow and spell amp.
Our Shadow Poison hangs on enemies longer, thanks to Spell Steal. And it can't be dispelled. If we have an enemy in our sights, then "rest in pepperoni"...

Next is Disruption. Either we save ourselves or an ally, or make copies of any hero we want. It is better to strengthen copies with Solar Crest or auras. You don't need to buy auras if the target of the spell already has them.
Remember that our Disruption lasts longer. Warn your allies about it.

As for his ult, you can buy Aghanim and Refresher Orb to it. One Demonic Purge is already too strong in our hands, and three is probably too much. But you should only get Refresher if you're really good at stealing SD's ult. Each of our Demonic Purge will last about 9 seconds. And that's the duration of the first BKB. Intimidating, right?
With Aghanim, that's half a minute ban on buffs for one target if you apply them consistently.



Uno Reverse
You can only have one of these two effects on a single hero. If an enemy applied Demonic Purge on you, you can quickly reset it with a stolen Demonic Cleanse. And vice versa. SD healing someone with Cleanse? Put Demonic Purge on him and his Demonic Cleanse disappears completely.

Of course, disrupted spells will give out as much healing or damage as they have accumulated.
Shadow Fiend


Shadowraze
The classic nuke of all SF's of the world, which when used does magic damage in a small AoE right in front of you. And SF has 3 of them. Each one is designed for a different range.
There's a short range, a medium range, and a long range coil. AND I CAN NEVER F##KING TELL WHICH ONE I STOLE! No, seriously! I've been playing against Nevermores for decades and I can never tell the difference, unless it's a long-range coil. I can tell the long-range one right away. Hehehe. Don't be like me. Determine the range of the coil immediately after stealing it.
P.S.: The darker and bigger muzzle on icon, the closer coil is to our hero.

Coil reduces the enemy's movement speed when hit. Slow from multiple coils stacks.

Coil, when it hits, imposes a debuff on all affected targets. The debuff lasts for 7 seconds and if the target with the debuff is hit by another wraze, it will deal 50-80 more damage.
This information is needed for defence, not attack, because the duration of the debuff is 7 seconds, and the coil's cooldown is 9. We can't have more than one coil at once, but we can steal another coil (with a different range) after casting the existing one.

Feast of Souls
Shadow Friend (hehehe) spends 5 souls to get a temporary buff for attack speed.
The nuance of the spell is that we don't need to spend souls. Especially the ones we don't have (hehehe 2).



Requiem of Souls
Two seconds of casting dance that uses the souls gained by SF to create waves of magic damage that will emanate from the caster. The more souls, the more waves.
Affected enemies are inflicted with fear and reduced magic resistance. The duration of fear depends on the number of waves that hurt the enemy. The minimum duration of fear is 0.6 from one wave. The maximum possible is 2.15. To do this, you need to hit the enemy with three waves.

Aghanim returns Requiem's waves to the centre of the cast, which significantly (+60% of simple Requiem) increases damage, and also heals us from the damage dealt!
Fear from returning waves will be re-applied.

Our Requiem will depend on the number of souls SF has at the moment of steal.
While casting Requiem, the caster becomes a passable unit. Hence, an enemy hero model can be inside the caster's model.

P.S.: Requiem after SF's death casts without (the waves don't return to us) and without fear debuff.
P.S.S.: Aganim will not give us more souls for Ulta. Requiem with bonus souls needs to be stolen.

Nevermores with magic build have a habit of buying Eul's Scepter first slot to make kills by combining Cyclone and Requiem.
How it works. I think you all know this already, but it should be explained, just in case. Eul allows SF to ult an enemy up close. The damage from the ult is directly related to how many waves touch the target. Every two souls generate one wave. And the closer Nevermore is to the target during the ult, the more waves will touch the victim, which will affect the incoming damage.



We can do the same amount of damage without Eul.
First, you need to steal Requiem and look for a guinea pig.
Once you have chosen a target, do the following:
1) Get a little closer to the target.
2) At short range, use Telekinesis on the target.
3) Put a Telekinesis Land mark on yourself and immediately cast Requiem. Take into account the duration of the Lift so that you don't cast Requiem prematurely.




Wisdoms
The first thing you need to think about is BKB. A giant wave of fear in almost every fight, in which it is almost unrealistic to do anything. If we steal Requiem right away, we can even things up. And the status immunity will protect us from the negative effects of the ult.

SF will apply the ult regardless of how he plays. With a magic build, Eul's Scepter of Divinity and Blink Dagger. With a physical build, it's Shadow Blade most often.

If you're facing a magical SF, you need to go together with team before you buy BKB, so that the SF can't pick off any one alone with Eul's Scepter of Divinity. Afterwards he will buy a Dagger and a BKB, making our defence more difficult. So after our BKB and Dagger, we should take Aghanim and Abyssal Blade. Aghanim solves the problem with a possible Linken's Sphere and makes it easier to steal Requiem. Abyssal Blade is needed to buy time for the team and to stun SF during his ult (before knocking down Linken's, if he has it).

If SF is going through a physical build, it's worth putting a sentry ward under our feet. With the help of Shadow Blade, he will try to stand right on top of you to cast Requiem directly into your veins. In the future, you should get a Halberd, because his pokes will be more painful than shadowrazes.

If you're not sure you can avoid the cast, use Aeon Disc to save yourself. After Requiem, you won't take damage from the following coils for about two seconds and will have time to escape, having sent the enemy into a short flight beforehand. Or you can give your Requiem in return.

If you take Feast of Souls more often, you should just press it if you need to hit and change your ability immediately, because you won't get any more use out of it. It's a nice freebie, but that's it.

Mid
Standing on midlane against this Dire Tower Cosplayer? SF likes to zone the enemy by gradually casting coils, but not all of them right away, so that the debuff doesn't have time to wear off. Try to retreat in time to prevent him from stacking debuffs on us. It can be hard to get lasthits against overly aggressive SFs. Our business is to get money with bolt and survive until level 6.

While you're leveling up, keep throwing Bolt at him and watch the distance. One wrong move = one extra coil in the face.
And yes, he'll definitely go to farm some forest stacks with coils, so if you see that he's not in the lane for a long time, start pushing tower or carefully follow him into the forest to steal creeps. Just be careful. The SF's supports can prevent such activities.

When you get level 6, immediately steal a LONG RANGE Coil, which you can use to blast SF's face off without cast animation from afar. If you need to kill rather than just "harass", then after the Coil, pick up SF and pull him towards you. If he tries to cast another Coil after falling, then steal a medium or melee Coil. SF will still have the debuff from the first long-range Coil hanging on him, which will deal bonus damage (it's also boosted by Arcane Supremacy). Two Coils + Fade Bolt = "Shinda".

Items against SF include:
  • Aghanim's Scepter - Ult upgrade and easy steal.
  • Black King Bar - magic resistance and defence against fear (especially important after falling off Eul's).
  • Heaven's Halberd - this item will prevent SF from hitting and allow us to recover from Aghs Requiem faster.
  • Veil of Discord - will strengthen the combination of two consecutive coils.
  • Shadow Blade - helps us cast Requiem or sneak up on a SF that splits the sideline on Boots of Travel.
  • Blade Mail - whose soul will stand up to it?
  • Blink Dagger - after stealing Requiem, will allow you to quickly get into position to cast.
  • Aeon Disk - won't let you get killed by an Requiem. Allows you to turn the tide of battle.
  • Abyssal Blade - drop it on SF with BKB to delay his ult cast.
Shadow Shaman


Ether Shock
A targeted magic damage nuke. Can damage a few indirect targets within a 600 radius after level 2.
Total number of targets: 1 / 3 / 5 / 7




Hex
A classic curse that turns the target into harmless animal with a base movement speed of 100.
Like Lion's Hex, this ability allpies Silence, Disarm, and Mute.
Instantly kills illusions.



Shackles
A channeled stun spell. We sacrifice our time to stun the enemy. During stun, the enemy will take periodic magic damage. If we try to walk or use other abilities during the cast, stun will be interrupted. The ability gradually heals us by the same value for the duration of the cast.
It applies True Sight effect on the target.

This spell has a damage interval of 0.1 seconds. When combined with Sticky Napalm, shackles will tear apart enemy's face.

Spell Steal will not increase the duration of the ability.

The victim in the Shackles will start shooting Ether Shock at enemies within 600 radius of the main target. Cast range is increased. Can be used on an ally (without stun) and snake from Mass Serpent Ward.

Mass Serpent Ward
Set up 10 attacking wards that are placed in a circular formation with a space inside. This space is used to lock the enemy inside these wards.

The attack range of the wards is 650.
The intervals between attacking wards are 1.5.

Each warhead requires 2 hits to destroy.
Ward attacks cannot be reduced by direct block damage from Stout Shield, Vanguard, Crimson Guard, Abyssal Blade, or Kraken Shell.

Instead of ten wards, spell will deploy one powerful ward. His damage, health, and kill reward are increased by 10x.



Wisdoms
Opponent is light, but not quite.
Telekinesis is used to interrupt Shackles and free our ally.
Arcane Suprenacy will boost Ether Shock damage and range, which we use to supplement the Burst damage of our Fade Bolt. Also our ult will increase the duration of shackles and hex.

But, of course, it's better to steal ult. Moreover, you should try to take down enemy wards with our own. Use at least one out of ten wards to destroy the enemy's formation. This can be difficult to do, as the target selection of these wards is almost the same as tower's. They won't attack the same wards themselves if there are enemy heroes or creeps within range.
And so to destroy enemy wards in large battles, you have to use the wards manually, which can be very distracting.

You don't have to mess with it at all. It's enough to sometimes direct all the wards to attack a single target, because they often choose targets very randomly.
Use wards to push or lock up the enemy.
WARNING: If the enemy has Phase Boots or Shadow Blade, they can easily get through wards. The enemy can also be aided by abilities that make the hero model phased.

The Shaman's scariest spell is Hex.
We are unable to get out of it ourselves or dispel it off an ally, unless there is a strong dispel ability in our hands. We can try to save our partner with Force Staff or Telekinesis (shard). He can still move in the form of a bird (as long as he doesn't get caught in shackles) and turn in our direction for Force to make sense.

If Shaman with Blink Dagger using all of his arsenal on us, then you should get Aeon Disk, cuz Linken's Sphere of BKB might not work as u planned.
Silencer


Arcane Curse
An AoE spell that deals magical periodic damage and slows. If an enemy with this debuff uses the spell, the duration of the curse is increased by 2. If the enemy is silenced, the debuff temporarily stops and waits. Silenced enemies takes more damage and slow by this ability.
The duration is 6 seconds.

Spell Steal does not increase the duration.

Last Word
A targeted curse that gives us a vision of the victim and will soon deal magical damage and silence if the enemy casts a spell or if the timer expires.
It has added damage that depends on the difference in intelligence between the caster and the target. Timer duration - 4.



Global Silence
A global application of silence to all enemy units.
However, it will not affect those in "banishment".
The spell applies silence even to enemies with status immunity. But it can be dispelled by using the same status immunity (BKB) after receiving the debuff. Can be dispelled by every basic dispel.

Global Silence applies Arcane Curse on enemy heroes. The duration of such an Arcane Curse is tied to the duration of Global Silence.

Divides the duration of a spell into two consecutive spells. If the Global Silence effect falls off the enemy, a second effect with half the duration is immediately applied.

Global can be dodged by hiding.



Wisdoms
Nortrom is a rare douchebag who tries to hinder our creativity in every way possible.

The most important thing to do against Nort is a dispel. ANYTHING. Every single one of his spells can be dropped off with basic dispel. So focus on items like Eul's Scepter of Divinity, Manta Style, Black King Bar, Guardian Greaves, and Lotus Orb.
Eul's Scepter of Divinity will drop Global, but it will probably prevent us from stealing it, since we'll be in the air for another two and a half seconds.
It's better to buy 2 dispel items, as you may have to take off more than one silence, which Nort can stack with Last Word after Glodbal Silence and vise versa. And that's not to mention his capability to buy Refresher Orb for a second Global Silence.

In a quick "meetings" fight, try to steal Arcane Curse and use it before anything else. This ability can force some heroes to stop casting for a while. Silence spells work well in tandem with this ability.

And yes. Be careful with Nort in melee. His orb attacks do magical damage and apply silence. They don't care about your magic resistance. So it's also worth getting health, ghost form, evasion and dispels.

P.S.: And yes, try not to die in his presence or by his hand. Every time you do, you lose two points of intelligence.
Skywrath Mage


Arcane Bolt
The second Bolt to our spell bar! This is a targeted magic damage nuke that contains fixed damage and damage that depends on our intelligence. The more int you have, the more damage Arcane Bolt will deal! On hit, the enemy receives a debuff for 5 seconds that increases the caster's spell lifesteal on the target.
Intelligence Multiplier - 1.5
Bolt gives a small view while flying and stays 3 seconds after hitting the target.

With Shard hero will generate one more Arcane Bolt that will fly to randomly selected target within 500 radius of the main target.

Concussive Shot
When used, this ability will launch a slowing nuke of magic damage at the nearest HERO within a 1600 radius. If no enemy is found within this range, the nearest creep will be considered the target.
The nuke has a small area of effect near the main target - 250.
Only the movement speed is slowed down.

With Aghanim hero will generate a second Concussive Shot, which will fly to a randomly selected target within 500 radius of the main target. If there are no other enemies besides the main target, the second shot will not be generated. Unlike the main projectile, the second projectile can select a creep as a target (if there are no other targets nearby).
P.S.: The primary target can take damage from the secondary projectile if it is close to the secondary target at a distance below 250. Thanks to Concussive Shot's small AoE.

Ancient Seal
Target silence that also lowers magic resistance. "Seal" pairs well with our Arcane Supremacy and Spell Steal, which will noticeably strengthen our subsequent casts.
Ancient Seal can be used on creeps, but it won't lower their magic resistance. It will only impose silence.

With Aghanim hero will generate a second Ancient Seal, which will select a target just like the other abilities (and actually I'm just tired of writing the same thing :D).
Ancient Seal has similar target selection priorities as Concussive Shot. Heroes and illusions go first, and then all other things. Hero creeps will count for simple creeps. Therefore, they will have lower priority.

Mystic Flare
Creates a small area that deals periodic magic damage, evenly distributed to all heroes in the area. Only heroes can take damage (creeps can take damage if no heroes are in the area). Instantly kills illusions.
The area lasts for 2 seconds.
Damage is dealt at 0.1 second intervals.

Having Aghanim will also cast a second Mystic Flare on a random enemy within 500 radius of the main target. And the second ult can cast on units that are not heroes (if no heroes are around). Yes. Even if the secondary target is incapable of taking damage.

The second Mystic Flare cannot be cast next to the primary target at a distance of 170 or less. This is to prevent the two ults from overlapping. But if you cast the main Mystic Flare so that it touches the enemy hero with the edge of the area, the second one will be created directly on the same target, which will double the damage it receives.



Wisdoms
So, as we've already learnt, Agрanim is cool against SkyMage. It's also worth buying or stealing any dispel and status immunity.
Damage of THREE of his abilities are boosted by our passive! Stolen Ancient Seal, along with Arcane Supremacy, will significantly increase the damage of our Fade Bolt if you put Veil of Discord on the enemy beforehand. Moreover, the seal itself will last longer.

What I wouldn't want to steal, though, is the ult. I mean, yes, it's a very strong ability, and our Telekinesis is pretty good for it, but....
Manacost. Its manacost is disgusting. 300 / 550 / 800. I don't want to give up eight hundred of my mana for this. What's more, we still need to cast Lift for a comfortable cast, and that's another 110 mana. You can amplify manaregent with Kaya, which will also increase the damage, but be careful. After such an expenditure, you may not have enough energy for a fight that may still be going on.
If you intend to spam Dragonus's spells, playing with the Frugal Filch Facet is recommended.

Although I didn't sign any laws to that effect. If you like it, go for it!

Arcane Bolt has the highest priority. After Ancient Seal and then Concussive Shot.
Arcane Bolts with shard are a great magic spam ability. But every spam needs a mana regen to match. Otherwise, we'll dry up quickly. Most often bolts are needed for Arcane Accumulation stacks. And to use these stacks it is worth to take Aghanim's Scepter, with which we can take another spell for which these stacks were accumulated.

If you have an ability in your hand that boosts auto-attacks, try to catch and manually stab SkyMage. He has about the same amount of health as us, but much less armor. Base armor at -2 and a very poor agility gain. He's even softer than us, which makes him a good target for hand-to-hand beating. At most his defense is a magical barrier from the protective Facet.
Slardar


Guardian Sprint
A buff that gives us bonus movement speed and phasing. Be very careful, for Slardar himself moves faster on water.
The duration is 10.

In first 2.5 seconds the bonus is slightly higher. Caster gains 100% slow resistance during this time.

Slithereen Crush
Stuns the area around you for 0.8 seconds. Radius is 325. Damage is physical. After being stunned, enemies will receive movement and attack speed. The slow lasts for 3-6 seconds.
You can stun units in ghost form with this, but they will not take damage.

Spell creates a small pond with a radius of 250 that Slardar can use.

Shard applies a Corrosive Haze ability effect on Slithereen Crush victims that lasts for 5 seconds. It works on invisible enemies or enemies in the Fog of War.

Corrosive Haze
A targeting debuff that reduces armor and allows us and our allies to see the wielder of the effect wherever they are. Corrosive Haze also casts a True Sight effect on the target. The enemy also leaves a water trail for the duration of the effect, which works with Guardian Sprint.

Corrosive Haze leaves a trail of water behind enemies that can be applied by Slardar.

Corrosive Haze gives the caster 50% of the armor reduced to enemies.

Corrosive Haze has a disappearing animation. When the ult goes down from enemy, the cloud above his head will blur for another half a second.
This is useful against an enemy with Manta or Lancer with Doppelganger. If you used Corrosive Haze on Lancer before his Doppelganger, you will be able to see a faint cloud effect over the actual Lancer afterwards. Same thing with Manta. If an enemy tries to drop cloud with Manta, it will still be over the real one's head for another half a second.



Wisdoms
Although this armoured enforcer is not the most convenient target, but all his active abilities suit us very well. The good thing is that every spell is very easy to steal.

Sprint is always... ALWAYS awesome. Even if this ability doesn't fit into the kit of our native abilities. It's just worth keeping in mind that you won't get the passive bonus on water running off you while an enemy's Corrosive Haze is hanging on you. Still, though, movement speed against "Herring" is still a very important stat.

Next up is Slithereen Crush. Normal melee range stun, but with a subsequent slowdown. For this ability, it's enough to take Dagger or Force Staff. Before that, combine Slithereen Crush with our Telekinesis. With this spell, you don't even have to be a super strong farmer. The initiator role will work just fine. Playing with this one will probably provoke you to buy Eul's, Ghost Scepter, or Aeon Disk to protect yourself after initiation.

Sometimes the outcome of the game can be decided with just one slap of wet stun after blink.

If you're attracted to the physical damage in this spell, however, it's important to buy Aghanim's Shard to apply Corrosive Haze on stun victims. Notably, the debuff from the ult will be applied before the nuke, which will noticeably increase the damage.

And finally, Corrosive Haze. With this curse, Slardar himself will no longer seem so durable. Moreover, it will be a pleasure to beat the sh#t out of his allies.

BEWARE! Every fourth Slardar's attack will bash and deal additional physical damage. There's a high chance of encountering a harsh fish, with items for attack acceleration for eternal stun. See one? Then prepare items for positioning and defence.
Slark


Dark Pact
One and a half seconds after casting, the hero deals periodic magic damage to himself and enemies around him.
The damage on caster is reduced by 70% and cannot be lethal.
There are 10 ticks of periodic damage. They are applied for one second. Each tick of Dark Pact applies a strong dispel to the performer.
Slark uses this nasty thing almost all the time and we can't understand when he pressed the Pact, because it works with a delay. And this greatly interferes with the theft of his other spells. So be quicker.

Pact does the same type of damage. It's also boosted by our Arcane Supremacy.

Pounce
A jump in the direction the hero is facing. If the performer bumps into an enemy hero while jumping, the jump stops on the enemy hero and the enemy hero is bound to the point of collision by a string that cannot be greater than 325.
If the enemy hero tries to leave the bind (move away from the centre at a range greater than 325), he will run into an imaginary Kinetic Field or something like that.

Binding is not dispelled by anything. Status Immunity can help ignore the fact of binding. Hurricane Pike (not Force Staff) and external interference (Meat Hook) can break the bind. Furthermore, we can break Pounce ourselves with our upgraded Telekinesis.

Aghanim gives the spell a second charge. Moreover, each jump covers a distance of 900. Pounce's charge cd is 10 seconds.

Shadow Dance
A 4-second invisibility, from which we can also hit and cast without interrupting the invisibility. Neither Gem of True Sight, warlds nor dasts will detect us. Although there will be a dark smoke connected to our hero, which will give away our position.


If you use Spectral Dagger, Aghanim's Last Word or Snowball (4 seconds of preparation), Slark will not get the health regeneration bonus when he is hiding in Shadow Dance.

Depth Shroud
This ability creates a Shadow Dance cloud in the specified area with a radius of 225 for 3 seconds. All allies will be hidden by the cloud as Slark in his Ult. Each hidden ally will gain health regeneration and movement speed.
Casting range - 600
Cd - 75.

Unlike the Shadow Dance itself, this cloud might be seen through by Chronosphere.



Wisdoms
Slark is repulsive. I playing against (and with...) him unrealistically often and he often pissed me off. But gaining experience did affect the style of playing against him.

Let's go over some useful notes:

  • Dark Pact can't drop everything in the world. Even though our main arsenal is dispelled by strong dispel, there are items that can't be dispelled. Moreover, you can look for Slark's allied spells that can't be dispelled by Pact.
    If there aren't any, just buy Halberd in the second slot.

  • Dark Pact cannot dispel the binding from Pounce. Even Pounce itself does not help to leave Pounce's bind. Once again, the enemy's ability works against himself! Amazing.
    This is the only thing that will be useful in an attack. If Slark is attacking you, it won't help much. If you're survivable enough (to survive his Pounce) and you don't have Forse Staff, but you still need to escape, turn around and jump in his face to trigger the bind. After that, start running away again. The 3 seconds of bind will likely buy you time.

  • Slark will often use Shadow Blade or Blink Dagger. Having a view on him is essential. But watch out for his reaction. His innate ability won't give him movement speed if he is visible. So he will always be able to tell when he is seen and when he is not.
    He will always know where your Observer Wards are roughly located.
    And when he approaches you and steps on a Sentry Ward, you won't have much time to react, because he will definitely suspect something wrong and turn around.

  • Prolonged battles wear him down. He's most dangerous at the end of a fight when he's got agility with his passive, but he's mana limited. And he needs mana for Dark Pact and Pounce, which makes him so dodgy.
    It's worth picking up survival items to deplete Slark.
    Force Staff, Ghost Scepter, Eul's Scepter of Divinity, Aeon Disk, and stuff like that.

  • While Slark is invisible in his Shadow Dance, he's not invulnerable. Yes. You can't use Target abilities on him, but we still know where he is because the dark cloud follows Slark.
    Just cast AoE spells into the cloud, if any.

  • Pounce cannot be applied while being entangled. Atos and rooting spells can be useful against him, but don't forget that he can still drop such debuffs with Pact.

  • Our Shard Lift can be used on ourself if he has bound us with his Pounce. We lift ourself up and fly away. The bond breaks and fish is shocked. So after the 20th minute, don't be too lazy to buy a shard.
Snapfire


Scatterblast
A wave of magic damage that slows enemies for 1 second.
The special feature of the wave is that at close range all spell parameters are increased by 50%.
When pointing, you will see another smaller area inside the big one. That's where the damage will be higher.
Just fire your shotgun at close range and you'll get extra damage.

The wave is getting narrower but longer. The “point-blank shot” rule is changed. Additional damage is now dealt to enemies that were standing more than 650 units away from us.

Aether Lens (as well as other sources of cast range bonus) will increase the range of the wave, but it will not affect the small area of Scatterblast damage amplification. This area will always be at a range of 450.

Firesnap Cookie
The caster throws a cookie at an ally, which causes the ally to jump forward. Upon landing, the ally will produce magic damage and stun on small radius.
Can be used on yourself.
Jumping range is 425. Stun radius is 300.


Leash works weird with this spell. You can't use it on yourself in direct entanglement. But it can be used if we are under the effect of Pounce, Dream Coil or Soulbind.

If the biscuit's movement in the air is disrupted (by Lift or any repulsion), the area stun will still happen right under the target of the spell, just prematurely.

Cookie cannot be used on an ally who reads channeling spells. For example, a teleport scroll or some Death Ward. If an ally starts reading a spell while the cookie is already flying at them, it won't work.

With Shard cookie heals the target for 200 hp and on landing applies a Mortime Kisses projectile with 50% of its damage. We need to have Mortimer Kisses in the second slot to create lava puddle.

Lil' Shredder
Once cast, we get a buff for 6 auto-attacks. Each such attack deals fixed damage + 35% of our attack damage. Each attack will be at a higher attack speed and longer range. Every attack will cause a 5 second armor reduction debuff on enemy. Each attack lowers armor by 0.5.
Lil' Shredder temporarily gives us a base attack time of 1.0 and an additional attack speed of 300.

The debuff works on buildings.
If no attacks are spent, the buff will wear off after 6 seconds.

Mortimer Kisses
Caster launches lava clots that deal magic damage and slow by 25%.
The clots last for 5 seconds and deal periodic magic damage. There are 8 clots in total and they are launched sequentially into an area that can be changed with the attack and movement commands. The RIGHT mouse button. Casting range is VERY long - 3000. Periodic damage from fire puddles does not stack.
The spell is interruptable. Total cast time is 5.5 seconds

The spell can be interrupted by using STOP command or using another ability. It cannot be interrupted by movement, as the move command will be responsible for setting new areas of "Kisses" for the duration of the cast.
This spell has a lower range limit for spitting. The minimum cast range is 600.

Gobble Up
Absorbs a creep or allied hero for 3 seconds.
During these three seconds, another ability "Spit Out" is unlocked.
If you don't use the Spit Out ability within this three second, the allied hero will simply leave the caster. If a creep is eaten, it will simply die.

Casting range is 150.

Spit Out
When pressed, select the area where the hero will spit out the absorbed unit.
The fallen unit will stun everyone for 1.2 in the area with a radius of 400 and will deal magic damage of the current level's ult. It will also create a lava puddle at the spot where it fell, dealing 100 damage per second. Casting range is 3000.


While the target is flying, it is FULLY INVULNERABLE.
If the absorbed ally was invisible, it cannot be detected by anything while it is flying as a projectile.



Wisdoms
A hero who most often comes to offlane or as a support. She can occasionally be in mid. She has strong laning abilities, which can make her very annoying.
The standard Scatterblast nuke will not be analysed, because it is clear enough. It is easy to steal and pleasant to use.
But we should prepare some items against the rest.

Firesnap Cookie can be used by Granny to stun when the first bounty runes are spawned. Some Snapfires hide in the woods and prepare to jump. They do not need to see the enemy. They only need to jump for rune spot just in case. A jumping Granny (or her ally) can be caught in mid-air (stay away so you don't get caught by stun area). If you can anticipate who the cookie will be used on, then prepare Telekinesis. It is enough to see a flying projectile in the form of a cookie to immediately apply Lift after it.
It is not a good idea to steal this ability often. Of the simple spells, cooike has the highest cooldown. So, if you steal it, jump on the enemy raised by Lift and change the "card".

Lil' Shredder is a pretty cheap but powerful ability, which is why Snapfires often focuses on it. Lil' Shredder attacks have increased range and can use orbs. So, if you often steal it, it's a good idea to get a Javelin. It can be used to make a Mael, or better yet, an MKB.
And yes, armor debuff will be longer.

The game doesn't get as easy with the ult. The spell is cool, but it can be hard to get. She can fire volleys of fire across the screen. So, to steal Mortimer Kisses, you need to have a long cast range and vision on Granny.
Aghanim + Lens should help. From the first projectiles, you'll need to immediately locate Snapfire and get close to her before stealing, and then immediately run a combo of Lift and her ult. Lift is convenient for landing first two projectiles. The rest of the projectiles are redirected to other enemies.
The main thing is to make sure that while you cast Mortimer Kisses, no one will approach you.

To escape or parry her lava projectiles, it is advisable to have Force Staff or Pipe of Insight. Pipe is for a logical block for magic damage, and Force Staff is for getting out of the first puddle and dodging the rest of the projectiles.



Recommended items
Sniper


Shrapnel
AoE nuke with a 10-second duration that slows enemies and deals periodic magic damage. The most beautiful thing you can steal from Sniper.
Bullet-rain starts with a delay of 1.2 seconds after application.
Casting range is 1800.
Base area radius - 400 (progression - 25)

Shrapnel only lasts for one second, but the damage is multiplied by 4 and the slow by 2.

The damage of multiple Shrapnels do not stack.

Take Aim
When used, the performer gains a 200 range bonus, an armor bonus, and a 100% chance to trigger Headshot for 3 seconds. However, the hero moves slower.
Of course, the Headshot chance is useless to us, as Headshot itself can't be stoled yet :C

For the duration of the buff, attacks from fog of war don't reveal us.

It will be used by enemy Sniper to prevent us from getting other abilities. You can catch him at such moments, because each use will slow him down, making him a convenient target.

If we have snatched Take Aim, we should not press it, because this ability does nothing for us except slowing us down and bonus attack range.

Assassinate
A targeted magic damage nuke that has a mandatory cast animation of 2 seconds. When a bullet hits the target, Assassinate disrupts channeling spells. Casting range is 3000. No kidding. It's actually 3,000.
When the ability hits, it applies one normal attack. If the ability's wielder kills an enemy hero in any way, Assassinate will reload.
Bullet cannot be dodged by going into simple invisibility (However, Smoke or immunity to detection will help). Furthermore, as long as we are charging the ult on the target, we will see it and have his vision.

If we start to charge Assassination on enemy, he may see a special debuff on his panel.
You can charge ult on an enemy in Cyclone.

Aghanim reduces cast animation to 0.5 seconds and increases stun duration.

Concussive Grenade
Shard ability. The hero fires a grenade into a specified area with a 375 radius that deals 200 magic damage, pushes everyone away from the centre of the area by 475, slows them down and disarms them. Foes that are knocked back might break trees.
Applying it will knock the caster back 475. This spell can be used to get out of the Disruptor's Kinetic Field.

Slow - 50%
Duration - 3
Casting Range - 600
Cd - 10



Wisdoms
The Sniper has extremely tasty nukes, but he specialises in physical damage, as he has two passive skills, Headshot and Take Aim.
It's not always easy to get close to him on stealing range, but if you do, you'll not only be able to Lift him, but also get Shrapnel. And Shrapnel is the highest priority ability.

You got lead rain? Add Veil of Discord in there too! Now that would be a real massacre!

Speaking of builds:

  • Domination!

    Veil of Discrod and Blade Mail. We throw our rain and stand under the enemy's rain (not always). Sniper, by custom, gets rattled by this sort of thing.
    One Shrapnel can do a total of 825 magic damage if the enemy's magic resistance is zero. But since we have Arcane Supremacy and Veil, that's a lot of damage. By casting your rains and standing in the enemy rain for a while (4.5 seconds) you can wipe Sniper from the map. Very vicious.

    And if our target isn't a Sniper, just well-placed AoE traps will solve the positioning and damage problem.

  • Defence!

    There's no way to get close to Sniper, so it's worth buying Solar Crest for defence or Heaven's Halberd for dodge and active component. You'll also need a Dagger to quickly cut distance with him and use Telekinesis.
    With a technique like this, it's beneficial to take a Telekinesis Land range talent to move him closer to our team.
    Crimson or Gost can also help in defence against Sniper.

  • Not healthy at all.

    If you're unlucky enough to only be able to steal Take Aim, buy Dragon Lance and go to extremes by adding Mjolnir, Desolator, and other hot stuff.
    Restealing Take Aim will almost always work if Sniper presses it for prevent Shrapnel steals. So this style can be attempted in almost every game against Sniper.
    However, holding Take Aim means no other spells are available. So the magic potential is lost (you need to boost physical builds or add Aghanim's Scepter for more options).



Note
If you frequently steal Assassinate and have Aghanim, buy Octarine Core already. Seriously. The situation is kinda hinting. Get more mana and shoot until there are no enemies left.

Sniper likes to look for fleeing enemies to try to kill them with his Assassinate, so keep an eye on the status bar, because if you see his ult icon there, you should make sure you have methods of solving the problem (BKB, Blink Dagger, Eul's, Smokes, damage block or banishment spell).

Take Aim makes an clock-alarm sound when activated. If you listen to it, you can use your Spell Steal more efficiently.
Spectre


Spectral Dagger
The caster throws a dagger that can be used on a point or on an enemy hero. In the first case, the dagger will simply fly 1800 dotametres in the specified direction. In the second case, the dagger will follow the target no matter how it dodges. Spectral Dagger deals magic damage to affected enemies and leaves a shadow trail. Affected heroes (specifically heroes and illusions) will also leave a shadow trail.

The shadow trail increases our movement speed and allows us to walk through any obstacle (but not something like Kinetic Field or Pounce). Enemies, on the other hand, are slowed down.
If we or an enemy gets off the shadow trail, the change in movement speed will hold for another 4 seconds. For us, the additional effect of unobstructed movement will hold for 1 more second.

Main Shadow trail lasts for 12 seconds.
Trails from hitted enemies lasts for 7 seconds and is subject to the status resistance rules.

  • Affected heroes are gives "shared view" for the duration of the trace. Meaning, we see what they see. Moreover, the enemy's silhouette under the dagger will be highlighted, even if he is invisible.

  • The dagger can only be used on heroes. If you try to press Spectral Dagger on a hero-creep (Bear, for example), it will simply be applied to the point below it.

  • Shadow trail gives flying vision in a 200 radius around itself.

  • If the target dispels the dagger's effect, it will stop leaving a shadow trail behind it.

  • The movement speed bonus from Spectral Dagger suppresses the slowing effect of the same ability. So, if a dagger is thrown at you, steal it and use it immediately to offset the loss of movement speed. And remember that Spectre can also reset your dagger's slow with hers in the same way.

Spell Steal will increase the duration of shadow trail from enemies.

Shadow Step
This spell creates an illusion behind selected enemy hero. The illusion cannot be controlled, but you can teleport to its place with the Reality auxiliary ability. The illusion automatically hits the hero behind whose back it was created.
Illusions disappear if their target dies. If the target disappears into banishment, the illusion waits patiently. All illusions live for 5 / 6 / 7 seconds.


Reality applies Spectral Dagger on the enemy. Just once per ult.

Reality is a unique auxiliary ability that is linked to two spells at once. And this ability works nicely with the steal rules. If Reality was cast on Shadow Step's illusion, then we steal Shadow Step. If Reality was cast on Haunt, we get Haunt.

Haunt
A spell that casts Shadow Step globally on all enemies. Haunt is also linked to Reality and through Reality, as mentioned earlier, you can steal Haunt.
The duration of Haunt is 7.
Spectre 2
Wisdoms
It's worth mentioning the power of her passives in advance.
Desolate deals pure extra damage when attacking targets that alone. If evasion items don't make you happy, having an allied unit will help! The same Dominator would be a good choice against Spectre. Tame a simple chonky creep with a useful aura and make him follow you. Add Phase Boots so you don't trip over your own creep and you're done! Her Desolate is now safe for you.
Just as long as the creep doesn't die.


Dispersion blocks and reflects some of the damage she take. But the further away we are from Spectre, the less reflected damage we will recieve (Spectre blocks the same amount of damage at all ranges).
So it's advantageous to keep her at a distance at all times, so that you don't get hit by her passive during your nukes. Items that help you stay away from Spectre are Force Staff, Hurricane Pike, and Aether Lens. By the way, you can turn off the dispersion with Silver Edge or at least reduce its damage with Mage Slayer.

Okay, now on to the abilities.
Haunt is great to combine with Radiance to play Spectre in its own way. It's also good for parrying an attack from an enemy Haunt or chasing down weak heroes.
Radiance is only worth doing if you've gotten a feel for how comfortable you'll be stealing Haunt without getting seriously injured, and if you have a gold advantage.

Spectral Dagger is a higher priority spell that gives us some nice and important options: running away from pursuit or catching up to Spectre who are trying to hide in impenetrable forests or cliffs. Remember the previously mentioned slowdown suppression feature. If you are chasing Spectre who is hiding in the forests on your dagger, you will not be able to slow each other down. And so you'll still need to catch her with additional tools. Either it's Atos and Skadi, or any item that increases your movement speed. Spectre herself often runs with Phase Boots or Power Treads. We, on the other hand, can safely rush Travel Boots and Kaya & Yasha.

"Running builds" not only help us chase Spectre, but also run away from her Haunt.
Spectre with her ult shortens her range and tries to burn us with her presence.
She will most likely have one of these: Radiance, Blade Mail, Manta Style, Diffusal Blade.
To avoid being targeted by Haunt, you need to first kill the illusion before it can change to a real Spectre. Trying to hit it with your hands and bolts is a waste of time. You need one of two items for this: Dagon or Hex. If you don't like those items, then do Pike. It doesn't matter if it's an illusion or a real one. Just do a Pike on it and increase the distance between you. In addition to that, be sure to do a Lift-Out (but it's actually important to wait for the original Spectre to arrive for this).

If you're not interested in Pike either, get Manta and wait for her dagger. As soon as Spectre jumps on you, she'll use the dagger which you must steal and cast to dispel slowing debuff. Manta, on the other hand, can come in handy, either to drop extra slowdown from possible Diffusal Blade, or to dodge a Nullifier projectile, which can sometimes be there too. Manta's movement speed bonus itself will complement the dagger's acceleration.

Of the items, the following should be recommended:

  • Hurricane Pike - use it on her when we got Haunted.
  • Aether Lens - allows you to spam abilities at a great distance, but it doesn't solve the safety problem much.
  • Radiance - for confident warriors.
  • Silver Edge - Completely destroy her passive skills, which is why she does so much damage.
  • Mage Slayer - for physical builds, this item reduces the power of her Dispersion.
  • Helm of the Dominator - Allied creep that is less than 325 away from you will save you from Desolate.
  • Manta Style - also solves the Desolate problem, but it also combines with Spectral Dagger's acceleration.
  • Boots of Travel - continues to boost the dagger's acceleration.
  • Yasha & Kaya - helps at first, and then disassembles to build Manta if needed.
  • Eye of Skadi - combat stats, slowdown for chasing on shadow trail, and regen reduction from possible Heart of Tarrasque of Satanic.

At least one of these items is worth taking to your daily artifact set.
Use stolen Spectral Dagger more often and the game will become easier. Just don't intentionally drag it out too long. It usually ends badly.



Tips
1) A dagger that hits Slark will not allow him to regenerate even if he is in invisibility.

2) The dagger has a huge cast range, allowing you to stab two camps of neutral creeps at once. Either to speed up farming or for stacks.

3) By jumping on your illusions from Haunt, you can avoid colliding with projectiles like Venge's stun. Or avoid abilities that have a trigger time or cast animation. For example, Elder Titan's Echo Stomp or Lina's Light Strike Array. However, Lion can use Hex or Mana Drain to completely erase illusion that you can't go to.

4) If you have Phase Boots, it's best to save them for when you decide to leave the Dagger's shadow trail.
Spirit Breaker


Charge of Darkness
This spell makes us run at enemy units through obstacles. This spell has unlimited casting range. When the performer reaches the target, he stuns it. The wielder of the ability applies Greater Bash to every enemy hit along the way and to the main target of the spell.
Almost any command while running will interrupt the charge. Charge of Darkness gives the runner "shared vision" that the target this ability has.

The shard increases Charge speed by 100.

The movement speed bonus will linger for a while after the end of Charge. The duration of the bonus depends on how long we ran to the target with Charge of Darkness.
The maximum duration is 3. The minimum is 0.5.
The maximum duration is reached with a Charge of 5 seconds.

While running, an auto-attack is active. Bara needs it to hit an enemy when he finishes running. We can just hit random targets that we run through. Or we can hit the target we're chasing.

If two heroes use Charge of Darkness on each other, only the one who used it first will be stunned. So if you have stolen charge on Rubick, you can safely stun Bara, who is already running at you.

Charge of Darkness allows you to run over enemy Power Cogs and Kinetic Fields without damage or other complications.

Bulldoze
A temporary boost to your movement speed and status resistance.
It can be pressed during Charge of Darkness, but we can't do it anyway without Aghanim (for having two abilities). The best we can do is press Bullzose before stealing Charge of Darkness.
Lasts 8 seconds.


Dispelled by any dispel. So, Eul's won't just ignore the status resistance bonus, he'll remove it.

Greater Bash
Lottery Bash! A passive skill of the Space Cow that allows you to stun an enemy with a 100% 17% chance with attack. The damage of the bash is magical and is counted separately from the hit. This means that no crit or other auto-attack modifiers will work on the bash. However, bash damage interacts with AMP gain and spell lifesteal.
Bash damage is a percentage of the performer's movement speed at the time of proc. The greater the movement speed, the juicier the Greater Bash.

Greater Bash slightly throws the enemy away from you. This pushback is a forced movement. And sometimes it can play against us. For example, we can accidentally push an enemy out of an allied Kinetic Field.

Even though we can't steal passive skills directly, we still use Greater Bash by other Bara's stolen spells. Charge of Darkness and Nether Strike, precisely.

Nether Strike
Targeted magic damage nukes with a blink behind the back. The enemy is also stunned with Greater Bash damage. Bara himself has a 1 second cast animation on this ability. We apply it instantly.
Casting range is 700.

Nether Strike apply a debuff on the victim that increases the distance of forced movements by 100%. The duration of the debuff is 6.

Planar Pocket
Ability from Aghanim's Scepter. Creates an area near itself that redirects targeted spells cast on allies to us. While the area is active, the performer is granted 75% magic resistance.
Radius - 975.
Duration - 7.



Wisdoms
Bara is a very dense and overly contact orientated fighter. His 17% bash is legendary and is said, that 17 > 100. He often carries a Venom Orb and dusts for invisible enemies.

His usual behaviour:
"Space Cow" is looking for a charge target. He can launch from his base. Once he reaches the target, he'll poke a couple of times and then cast ult to the same target to continue the stun fest. He can sometimes ult right after Charge of Darkness if he wants to just hold the enemy for his team.
Note that his Greater Bash, which are applied with his charge and ult, deal magic damage. While Bara's attack power itself is great, all of the damage will come from his lottery magic pokes.

To stop the attacks, you must first stop his charge and then avoid his ult in various ways. Charge is stopped by either Lift or purchased items. About safety... Two of his spells are targeted. Escaping at least one of them = big deal. Linken's Sphere makes sense if Bara's most frequent target is us.

Back to steals.
Magic Bash, which comes with Charge of Darkness and Nether Strike, takes power from our movement speed and is boosted by our passive. Therefore, it is advantageous to buy items with movement speed against Bara. One of the best items to buy is Eul. The item itself gives ms and can be used to stop his Charge if our Lift is on cooldown. Furthermore, Eul ignores the status resistance rules and keeps Bara in the air despite his Bulldoze (not to mention Eul just dispels Bulldoze).

It is recommended to have a vision on neutral creep camps. If you have Charge of Darkness on your hand and need to "do the legwork" in a heated fight, we don't have to rely on lane packs of creeps. We just run to the camps we see.

Bulldoze itself is a very fun way to win a fight, just by not standing in a lot of stuns. And most of the stuns come from Spirit Breaker. If we can run under this pressure, we can also cast as much magic as we need. In long fights, you can steal at least once to change position without dying. However, sometimes you might steal it accidentally in an attempt to take Charge of Darkness. He can hit Bulldoze during the charge without interrupting it.
Be careful not to take Bulldoze if you don't need this ability at the moment.

As for Nether Strike, it's also good for extra control from an applied bash. In addition to the bash, the ability is used as a blink on an enemy target. We don't have a cast animation on this ability like Bara, so the damage blink will be immediately on tap. This bonus is useful for chasing a jumping target or stopping Bara from running.
Storm Spirit


Static Remnant
Creating Remnant right where we are standing. If Remnant touches an enemy, it will explode, dealing AoE magic damage around it. Remnant reacts to enemies after 1 second from creation.
Remnant explodes even if it is stepped on by a unit with status immunity.

Can be alt casted as point targeted ability with 800 cast range. Static Remnant moves in the targeted point at 300 speed. Can be self-cast to cast in place.
Vision Radius decreased to 100.

Electric Vortex
Stuns an enemy target and pulls him towards you for the duration of the stun.
If the enemy under Electric Vortex is subject to movement from another source, Electric Vortex will stop pulling for a while, but will continue when the second movement effect ends.
Casting range is only 300.

With Aghanim, this ability no longer need to target, instead when used simply pulls all units within a 475 radius towards us.
Caster doesn't just move the enemy to him, but pulls him to a fixed distance.
Aghanim Vortex is not blocked by Linken's Sphere, as the ability becomes untargeted.

The enemy affected by Electric Vortex will get a charged attack from Overload, BUT his next attack will hit himself.
We need Overload in the second slot for this.

Overload
Storm's passive ability that becomes active after purchasing shard. Passively charges our next attack with additional magic damage after each spell is cast. This attack also slows movement and attack speed.

Actively gives 3 charges of Overload to the wielder and allied heroes within 750 radius. Lasts for 12 seconds or until it runs out of charges.
Cd - 30

Ball Lightning
Flies to a specified location at the cost of mana. Can be used anywhere on the map.
Casts with a base mana cost of 25 mana and 7.5% of your total mana.
For every 100 units of distance travelled, Storm accumulates the damage it deals when touched.

During ult, the caster is invulnerable and has a flying unit vision with a radius of 400.
The caster can also use spells and items during the ult.
The ult breaks trees.

Ball Lightning cannot be used while entangled.



Wisdoms
Storm is a jumpy opponent that must be caught with either root or silence.
Often, this character makes Orchid or Witch Blade and tries to snowball with early kills.

Our job is to catch this bastard. It is advantageous to steal his ult to start parodying Storm or at least not to die from his antics. However, it's worth noting that in the middle of his ult, he can use Remnants, which have a very low cooldown. This means that his ult will be hard to take. That's why it's worth timing each of his Remnants - 3.5 seconds. If you get used to it, it will be easier to steal Ball Lightning.

Since we decided to take his ult, it's worth combine it with Orchid and Sange & Kaya. And when building Orchid, it's best not to get too distracted by intermediate items. I sometimes don't even upgrade my boots. Orchid's stats, along with the enhanced post damage, will allow you to wipe Storm until he's able to build some Eul's or BKB as a counter. HOWEVER, Orchid won't make much sense if the start is "filled with regret".

For safety it worth to by some resistance to magic damage or control. BKB at the very least. Mage Slayer can also help (both passive magic resist and amp reduction). In even (or difficult) game, things are a bit different. Playing against him will force you to buy adaptive items, because Storm quickly gains advantage. Necessary item will be the Aeon Disc. Besides it, you can also make a Force Staff or Glimmer Cape.
In games where we can't just buy Atos and Hex, it is advisable to buy Lens and be on the sidelines to give control on Storm Spirit.

As for standing in the midlane, our Bolt won't always get in his way. If Storm wants to finish off a creep, he will charge his passive with remnant. As long as the passive is off, he'll have difficulty. I also wanted to mention that his attack range is lower than ours, which allows you to hit him more often than he hits us.
It is not recommended to approach him at close ranges. In such skirmishes, he puts a remnant under our feet and then slows us down with a hit from his passive, which will prevent us from running away from the remnant blast in time.

Once you get level six, steal the remnant, which he'll probably want to max. It will help to farm jungle creeps after crealing creep wave on lane. If you're playing as Radiant, you'll be able to farm even better because of the location of the creep camps.
For constant farming, get Clarity and don't forget to upgrade timer of your stolen remnant. If Storm wants to farm, he'll also go back and forth to farm two places at once. It's at times like these that you can get a remnant.
(Enemy forests should preferably be warded to block camps or just to catch him while farming).
Sven


Storm Hammer
Aimed stan with magic damage and a small amount of AoE around the main target.
If it hits a target that has invulnerability or status immunity, it will still affect enemies around the target. However, if it hits a target with Linken's Sphere, it will be completely absorbed along with the indirect stun area.

Aghanim increases cast range by 350 and add alternate cast. When toggled, moves the caster along with the projectile, and dispels buffs from the target of the spell.
If the hero uses an alternate cast, the ability deals 180 more damage.

Warcry
Buffs yourself and allied heroes around us within 700 radius. Buff gives movement speed and armor. Duration is 8 seconds.
Buff is not an aura, so allies do not need to be close to the caster after receiving the buff.


With Shard Warcry is impossible to dispel. Furthermore, this ability passively grants aura of 6 armor and actively 3% movement speed bonus in a 1200 radius.

Additionally gives a physical damage barrier.

God's Strenght
Hero gains a bonus attack and slow resistance after using this ability. The bonus attack is green and depends on the base damage which can be boosted by main stat of the hero.
We will get bonus damage from intelligence stat, of course.
The duration is 40 seconds.
The buff from God's Strenght cannot be dispelled.



Wisdoms

Most Sven's behaviour is to turn on all buffs and burst into some relatively easy target on Blink/ShadowBlade/Aghanim/Harpoon. If he doesn't have Aghanim, he'll throw a stun after shortening his range. That's what we're waiting for. Sven needs to be stunned with Hammer and Lift so he can't touch anyone. If you can kill him during the stuns, that's even better. However, with his bonus armor it can be a bit difficult.

Before the fight, it's important to stay out of the way so we don't get hit. But if Sven is deliberately looking for you or you forget your position, then buy Aeon Disk. Sven hits too painfully and not always directly, so the Disk will help you not to fly away from the first two hits.
If Sven often hits you with Cleave (Great Cleave), you should get Crimson Guard or just Vanguard. Cleave hits are reduced by direct block of physical damage from these artifacts.
Also, armor boosting use of stolen Warcry can help against powerful attacks.

To steal his stun, we need to buy Aganim to increase the cast range. But recommended not to toggle this ability, if you don't wanna flying with projectile together.

A possible problem is Aghanim Svens. They just fly at us, remove the effects of Glimmer Cape, Ghost Scepter (etc) and give a lottery crit with stupid number of damage. Sven also dispels Aeon Disc, but it only does so if the Disc has already triggered.
In such cases, it's useful to make an item that can't be dispelled. Maybe even Shadow Blade.

If you like to run with God's Strenght, it is recommended to take Revenant Brooch to it. The huge damage that turns into magic damage will be quite useful against a hero with a lot of armor. Just don't attack enemies in BKB with it. You can add some crits to it or Ethereal Blade.
Techies


Sticky Bomb
Caster throws a sticky bomb into the specified area with radius 300, which explodes after 3 seconds and deals magic damage to the area at 350. If there is an enemy hero in the area, the barrel sticks to him and slows his movement speed.

Casting range is 1000

The first slowdown from the sticky barrel can be dispelled, but the bomb itself will not go anywhere and will explode, imposing a new slowdown.
Displacement spells won't help either. Any blink will move the sticky bomb along with you.

Reactive Tazer
The caster gains a buff for 6 seconds that increases his movement speed and responds to each attack with disarm and basic dispel. When the effect wears off, an explosion occurs that apply the same effects to all enemies within 400 radius of the hero.
Attacking enemy can receive the disarm effect multiple times.
The explosion occurs when the buff effect falls off the caster in any way. This means that dispel by an enemy can cause a premature explosion.

The caster can detonate Reactive Tazer prematurely with the Detonate Tazer auxiliary button.

Shard allows Reactive Tazer to be used on allies and adds 300 magic damage to the response and explosion.

Blast Off!
A leap of faith after a two second cast to a specified area. This jump deals high magic damage and stuns. However, this jump on landing deals damage to us. 20% of our max health. The damage can be reduced by magic resistance.

The cast animation can be cancelled without the risk of wasting mana. But jumping may not do anything if something stops you in your flight.
We can also catch an enemy Techies in flight with our Lift.

Blast Off destroys trees.

Damage to self and enemies is increased by 15%. Damage to self becomes pure.

Proximity Mines
This ability has 3 charges. Places an invisible mine that cannot be detected with True Sight, but becomes visible if an enemy steps on the trigger area at 500. The mine explodes if an enemy is in that area for 1 second. Deals magic damage to everyone in the radius and reduces their magic resistance for 5 seconds. The damage dealt depends on the distance between the mine and the victim. The mine deals full damage in a radius of 150, but only half damage at the edge.
Once the mine is set, it sleeps for 1 second and does not react to other people's footsteps. When triggered, it emits a signal that can be heard by enemies before exploding. Towers take 30% damage.

Mine damage does not interact with spell AMP and is tied to the mine level you have now, not the level you set the mine with. Don't be afraid to mine with the first level and then only upgrade them.



Wisdoms


Doto Version Demoman's favourite items are Lens, Ethereal Blade, Scythe of Vyse, and BKB. His combos are quite painful if he does buy these items. Jump with Blast Off, Ethereal Blade, then throw Sticky Bomb and quickly place mines around us. Ethereal will boost magic damage and prevent us from neutralising mines.

The first thing we have to think about is BKB. His combo collapses if we ignore a couple of his spells, and without combos he won't kill us that easily afterwards.

If you want attacking items, then repeat his build. Lens and Ethereal. With Lens you will be able to lay mines at range, and thanks to Lift you can sometimes blow up the enemy without Ethereal Blade.

Next on the list is Aghanim. We can't steal and upgrade his "Minefield Sigh", but we can give ourselves a second slot for another explosive ability. It will be ideal if you steal Sticky Bomb or Proximity Mine. The point is the same. We toss Sticky Bomb from afar, throw Ethereal Blade and quickly stack three mines around the enemy. But you should practise quickly laying mines in demo mode, because Dota will cringe if you try to put them too close to each other. And that's precious seconds lost.

The same combination can be done with Blast Off, but in this case we will violate our position. You are only allowed to do this if you are very strong or have items for defence (BKB, Heart of Tarrasque) or positioning (Forse Staff, Blink Dagger).

Be careful with the "Minefield Sign". Mines standing next to it cannot be attacked. If Techies has Aghanim, then you can't go near it at all. Otherwise, a huge area will jump on you, which blows up moving targets. If you do get caught in the area, then I advise you to press BKB. If you don't have one, so may God help you...

In late game, Techies can change into physical damage dealer, as his damage talent (level 25) allows him to do so. Stay alert.



Tired Icarus
A flight with Blast Off can break off halfway through, not just at the whim of other heroes. Sometimes this happens from our own faults. The thing is that this jump is almost entirely tied to the hero's trajectory. And if the hero meets some element of the landscape before time, he will "stumble". The explosion and blood payment will still happen.

To prevent this from happening, make sure you don't place a landing marker next to a cliff that stands in your way.
You might try to fly over a hill (ward spot) and accidentally get stuck there. Or you can try to jump off a hill onto a river and still not make it.
Templar Assassin


Refraction
This spell creates several layers of barrier. When one layer of the barrier falls, the next layer is immediately activated, if there are any buff charges left. In addition to the layers of barrier, the buff also provides a bonus charges of attack damage.

When a barrier charge is consumed, the hero gains a bonus charge to attack damage bonus.

Damage absorption from Refraction has a higher priority than Aphotic Shield and False Promise.

Refraction and Blademail work very well with each other. BM will return damage from an enemy attack, even if the damage from that attack was absorbed by Refraction being on.

As for this abiliy in our hands, it works very well against a genuine performer. Even a single Refraction charge is enough to save you from the first Meld strike.

Meld
Hiding in stationary invisibility. A hit made from invisibility will deal extra damage and lower target's armor. Meld debuff is stackable.
If you move even a millimetre or use anything while in invisibility, the invisibility will fall off.

Meld invisibility gradually increases attack range by 400 over the course of 1 second.

Meld damage is separate from autoattack and can be boosted by spell AMP. It CANNOT be lowered with some Static Link or Breathe Fire.

Psionic Trap
Set a trap on the ground that becomes invisible after two seconds. When the trap is activated with the auxiliary ability, it slows down enemies within 400 radius of itself. The trap also builds up a power for 3.5 seconds that will amplify the slowdowns. If the trap exists for more than 3.5 seconds, it will deal periodic magic damage along with the slowdown (the slowdown lasts for 5 seconds).
P.S.: When the trap is fully charged, its edges start to glow brightly.

Minimum deceleration - 20%
Maximum deceleration - 50%
Maximum possible number of traps - 5 / 8 / 11
Magic damage per second - 50 / 70 / 90
Traps exist until:
1) They are not activated.
2) They are not broken.
3) The performer does not set an extra trap (The very first one disappears without detonation).

The effect of the second trap will override the effect of the first trap if they both have different powers.

The "Trap" auxiliary ability has an alternative use. With the Ctrl key pressed, this ability will detonate the trap that is closest to our cursor. Without the alternate use, the trap closest to our hero will detonate.

Shard allows Psionic Trap traps to apply silence. Duration depends on the accumulated energy, but no less than 1 and no more than 3 seconds. Increases the maximum number of traps by 4 and their radius of view by 125.

Psionic Projection
Lanaya's Aghanim additional ability. This spell is interruptable and casts for 2 seconds. It is used Psionic Trap. When cast after two seconds, the caster teleports to the location of his trap and immediately detonates it. A fully charged trap detonated by this ability will deal 375 magic damage.
When stealing Psionic Projection, we get it together with Psionic Trap.

Psionic Projection can be used while invisible from Meld.
CD - 10.
Templar Assassin 2
Wisdoms
Midlane against such commoners of the Doto depths is quite difficult. And often the person who chooses TA is clearly able to play her particularly well. Therefore, I advise you to be unrealistically careful. The first thing I'd like to point out is her Psi Blades, which she uses to attack us through creeps. Be constantly on the move so you're not right behind the creep she wants to hit. Keep in mind that Lanaya doesn't really care how much armor you have if she's attacking you indirectly, since the damage from Psi Blades ignores armor.

What's more, she'll be harder to out-cs than others. Her shield will give her an attack bonus and keep her safe from Fade Bolt. In the early levels, get rid of her shield manually, and once it's down, use Bolt.

Lanaya can initially be the master of the line due to her shield, or after a couple of minutes, she can even things out if we've been oppressing her in any way. Her Refraction and good plays may not forgive us. A couple packs of creeps and she's ahead of us in experience. But don't get discouraged. Just stack the forest creep camp and when you get level 6, steal her Psionic Trap from Lanaya, which you'll use to farm it all later.
The same traps can also be used for stacking camps without taking your attention away from mid.

If you still keep her traps with you, take the time to set up ALL charges. Don't be afraid to change abilities afterwards. The traps will remain and can be manually detonated later.
It is recommended to place traps along the three lines for creepskip. Behind the enemy tower for harassment. And at least one near the Roshpit to always be able to see the enemy who wants to take Roshan before you.

And since we've already figured out where we're going to put our traps, think for a second where Lanaya herself would put her traps. That's right. Just in case, poke the sentry behind your tower and in Rosh Pit. In fact, you can get a gem to through her Meld and farm her Psionic Trap. Each for 25 coins, btw!

You want to try to kill her? Refraction getting in the way? Buy sentry wards to take out her warlds in midlane and set your traps. One trap will completely tear apart every charge of her shield, which helps a lot in killing her. If she tries to retreat, set another trap near her and hold her back with Lift so that the trap has time to charge up for another doze of damage.

Her often items are Desolator, Dragon Lance and Blink Dagger. In this episode, you need to grab her first and not let her get near the scarier item, the Black King Bar.
In large-scale fights, you need to get rid of her shield quickly and have detection tools ready for her Meld. Keep in mind that her Meld isn't so much about hiding as it is about attacking. If you have Meld yourself, use it at the moment of her enhanced attack. The invisibility will allow you to dodge the painful poke. It works the same way with other projectiles (good thing invis is instant).
We don't have periodics unless we steal more traps. Just remember that they have to live for 3.5 seconds before detonation. So we put the trap under her feet first, then spend disables. Yeah. Lift alone won't be enough, so I sometimes use Atos against her.

Items that will hold her back are Atos, Abyssal Blade, Ghost Scepter, Eul, Aghanim (emergency shield steal or invis), Hurrikane Pike.
Of the items that in domination should boost our firepower if we steal her spells: Pike, Desolator, Atos, Radiance, Manta, Witch Blade.
From slowing trap and enemy Bloodthorn, it is necessary to have a dispel in the form of Manta or Eul.

This woman blinks at a fairly weak opponent and tries to knock him out in one hit. More often than not, she succeeds. If she is targeting us, then prepare everything you have to avoid the initial attack and launch a counterattack. If "fight back" is not successful, then it is advisable to retreat.

And don't forget that almost all of her damage is physical. This woman can only hit. If there is no urgent need to make countermeasure items like Abyss or Ghost Scepter, just buy a Halberd. It will also always help with evasion.

In fights where you need to chase rather than defend, TA's Aghanim ability will help. With our cast range, you can set a trap on your opponent's move and teleport straight to him. If the situation allows, wait another two seconds for the trap to fully charge. With this ability, buy Travell Boots for omnipresence. This advice will not make sense unless Lanaya has bought Aghanim herself.
Terrorblade


Reflection
Creates a copy of each enemy hero (not illusions) within 400 radius in the specified area. Each enemy will have their movement and attack speed slowed for the duration of the illusion's life.

If the enemy uses dispel on himself to remove the slowdown, the illusion that hits him will also disappear.

Each copy has a maximum movement speed and can pass through any obstacles. Copies need to see the target to hit it, however, they know the target's location if it is invisible, hidden, or in banishment. Copies will simply stalk such targets, but not attack them.

Spell Steal will increase the duration of slowing, but will not affect the life duration of illusions.

Conjure Image
Creates a simple illusion that is visually different from the original.
Deals a percentage of the original's base damage. If the original has auras (purchased items), the copy will also carry them.

Illusions always appear with full health, but the manacost of the spell is replaced by spending 15% of current health.

Metamorphosis
A form of demon that increases attack damage.
The speciality of Metamorphosis is that it increases base damage, which is not badly privatised by illusions. Also, this ability is an aura that turns each of our illusions into a demon for the duration of the spell. The radius of the aura is 900.
Like Dragon Form, this form will not give us additional attack range.

Losing the ability ends the demon form prematurely.

Demon Zeal cannot be applied during Metamorphosis. Applying the form will remove the effect of Demon Zeal if it was cast beforehand.

Sunder
Targeted health exchange with an enemy or allied hero. The essence of this ability is that no one can have less than 35 / 30 / 25% health after exchange.
Sunder is not damage, but a direct manipulation of health. Therefore, Sunder ignores Ice Blast, Borrowed Time, Spiked Carapace, etc.

Removes the lower health limit when exchanging with an enemy.

Terror Wave
Aghanim ability. 0.6 seconds after cast, it creates a huge wave that comes from us in all directions. Anyone who gets hit by the wave will get 200 magical damage and fear effect. Affected units will run away from us for 2 seconds.
The wave is accompanied by a characteristic sound that can be heard all over the map.

Terror Wave casts Metamorphosis for 15 seconds or extends the effect of an already active form for the same amount of time. Unlike Metamorphosis, Terror Wave increases our attack range.

Demon Zeal
Spends 20% of our current health to gain a 100 bonus to movement speed, attack speed and 20 hp regen. Duration is 30.

Cannot be used with Metamorphosis.
Metamorphosis will stop the effects of Demon Zeal.



Wisdoms
Our main tool of warfare against TB is his Reflection. Terrorblade is bunch of buffed men with a lot of stats. One Reflection will turn his power to our advantage. Just keep in mind that Reflection is a medium-range ability, so you need to protect yourself.

Against TB and his Reflection can work:
  • Shadow Blade - Reflection's illusion will just follow us, but can't hit.
  • Ghost Scepter - The copy will see us, but can't attack.
  • Eul's Scepter of Divinity - Dispel will remove the slowdown and destroy the illusion.
  • Manta Style - Same as Eul's. Manta also disorients TB for a while.

Remember that TB buys his dispel in the form of Manta, BKB or Satanic in almost every game. So it's worth throwing your Reflection after his items.

As for the Ult, it is needed for a quick response to TB himself or to save an ally. The first often happens when TB is trying to save himself at our expense. He swaps health with us, and we respond in kind.
The second scenario assumes that we are behind our ally, with whom TB is swapping health. We steal Sunder and protect our mate, who gets a second chance to take Demon down.

Okay. What's next? Illusions. We can't get anyone with them, as they are visually different from the original, so we find the simplest use for them: farming and demolition of buildings.

The abilities from Shard and Aghanim's Scepter are the most interesting and beneficial. We can use Demon Zeal even if our attack type is already ranged. Terror Wave is the biggest spell in TB's arsenal, which in our hands can turn the battle upside down.

We leave the funniest things for last....
Metamorphosis. It disappears if we lose the ability. Moreover, you can't steal it often, because it has a big cd. Moreover, the enemy TB will most likely cast Conjure Image right after it. If you still want to be a Demon at least sometimes, buy the necessary TB items.
Of course, in order to squeeze out the full benefit of the Demon form, we'll need to hit. Which means that in addition to movement speed, we need to pick up attack speed items as well. One of the good items for Metamorphosis is Manta.
Tidehunter


Gush
Performer unleashes a targeting nuke of magic damage that lowers the target's armor and slows them down.
Slow is 40%.
Slow duration is 4.5 seconds.
Casting range is 700.

Aghanim turns Gush from a targeting spell into a wave and reduces the spell's cooldown to 7 seconds.
The cast range of Aghanim Gush is 2200.
The radius of wave is 260.

Kraken Shell
A passive ability that blocks a portion of physical damage from attacks. This ability can be used to double the amount of damage blocked for 4 seconds, sacrificing a portion of movement speed.
The amount of damage blocked from creeps is reduced by 50%



Anchor Smash
A short-range physical damage nuke that reduces the attack damage of affected units. When used, Anchor Smash is applied in a circle within a 325 radius of the performer. Anchor Smash damage is a combination of a fixed value + the hero's maximum attack damage.
Attack reduction is percentage, but only base damage will be reduced.
The duration of the debuff is 6 seconds.

Since Anchor is a method of using our attacks, it will apply all the attack modifiers we have. One Morbid Mask and three units around is enough to get quite a bit of healing.

Ravage
Huge AoE Impale (tossing up stun nuke) around itself. Ult wave speed from us to the edge of area is 750.
Radius is 1250.
Damage is magical.

Damage is dealt after the enemy lands on the ground.

Dead in the Water
Shard ability. The caster anchors an enemy hero. If the enemy tries to move 350 units away from the anchor, the character's movement speed will be reduced to 100, and the heavy anchor will simply drag behind him.
When cast, the ability deals magic damage.
The anchor is a totem that can be broken with 4 attacks.
Duration is 10.

Haste, Surge, Shikuchi, or Shapeshift will not help you move faster with an anchor around your neck, as movement with an anchor depends more on the anchor than on you.
However, Force Staff or Telekinesis can help quite a bit.



Wisdoms
Tidehunter is one of the classic reasons why many people pick Rubick. The goal is the same - to cast a counter Ravage. Rubick's Ravage is a counter initiation tool. Advantage Interception! Such a lunge should break the enemy's attempt to win the battle.
Therefore, we must have items to help us steal Ravage.

Let's think logically. What is the difficulty of stealing Ravage?
The difficulty is that after Ravage, Tide casts Anchor Smash. And he does it in time because of the stun from his ult. We need to avoid getting stunned by Ravage, but still be in range of the steal.

We may need Aghanim's Scepter, Blink Dagger, and Aether Lens for a good steal position. But why would we want to dodge and chase an ult ourselves if Tide is JUMPING at us himself? Black King Bar! Here's the artifact of real men who meet enemy Ravage face to face.
P.S.: Blink will also help start the battle if we have Ravage ourselves.

Remember that after Ravage, Tide will immediately use another ability, but his cast animation isn't instantaneous, which means it won't be as hard to steal. There are some particularly douchey individuals who cast on the Kraken Shell right after. If you see one, you can forget about Ravage.
All right, done with Ravage. Now let's go over the other abilities.

Anchor Smash will first be used for jungle farming. Maybe even ancient creep camps. Thanks to the combination of Anchor and Bolt, the damage from creeps will be very low, which will allow you to farm them without much fear for your health at early levels.
Later on, you can buy one health item, and pour the rest into items that deal massive damage! The health item is necessary for more contact combat, because the Anchor Smash casts at very close range. And the remaining damage artifacts are needed to increase the efficiency of the Anchor Smash.

Items worth mentioning for Anchor include Satanic, Desolator, Daedalus, and Abyssal Blade.
If you don't want to play through the Anchor, but wish to portray yourself as a normal person (heh), then forget about physical builds.

As for Gush, Aghanim is very good for it, because with our spell AMP we can spam wide waves of magical damage that will keep enemies slowed down quite a bit. It would be great to supplement such an idea with Octarine. Or even go all out magical!

If you want to use other heroes' spells against Tidehunter, keep in mind that long duration debuffs don't work well with him, as he takes a certain amount of damage and drops a lot of such ailments. To take away this privilege, you can hit him once with Silver Edge or use other spells with Break mechanic if you have them in current game.
Timbersaw


Whirling Death
Instantly inflicts pure damage around you within a 325 radius. This ability chops down trees and if a tree was chopped down during the cast, the ability will deal a little extra damage. The more trees cut down, the more damage Whirling Death deals.
Whirling Death also imposes a temporary debuff that reduces a portion of the main stat of enemy heroes. 13% of their base stat (5% for universal heroes).

This ability FIRSTLY applies the debuff, and then deals damage. This is important against str heroes, as this sequence makes them feel a lot of pain.

Timber Chain
A hook that draws the caster into the first tree that was hit. While attracted, the hero deals pure damage to anyone he touches.

The low cooldown allows you to fly through forests like Tarzan.
Timber Chain movement will stop if we got stunned.
Timber Chain destroys the tree that was used.

When a tree is broken by Timber Chain, it is shattered into splinters that fly in all directions, dealing pure damage and slows for a short duration. The radius of the splinters is 700.

It is very useful to buy Eul (and on Timber itself) to use Cyclone immediately after casting Timber Chain. The attraction immediately dispels Eul's effect, but this combo allows you to increase your survivability.

Reactive Armor
A passive skill that gets an active component with Aghanim.
Passively, the hero gets stacks of armor and health regeneration when he is attacked. Heroes attack gives 3 stacks and creeps 1 stack. The maximum number of stacks is 15-42.

When used, a hero gains the maximum number of stacks and a 200 damage barrier. This barrier grows by 100 every second and an additional 75 for each hero within 600 radius of us. The maximum possible health of the barrier is 800.
After 8 seconds, the barrier explodes in the same radius and deals 200 magic damage + the barrier's health at the time of the explosion.

Chakram
A chakram that is hurled at a point. There it will hover and deal periodic pure damage with slow.

While the circular saw is active, it consumes mana. The saw's arrival (when cast) and departure to the hero (when switched off) deal separate pure damage.
Slowdown is increased for every 5% of the enemy's missing health.
Sweeps away all trees in its path.

Twisted Chakram
An additional ability that Timber has if he chooses a specific facet. A blue saw that moves in the specified direction, drawing an infinity sign (or an eight, if that's more convenient to imagine). It also deals pure damage and slows.

The slow and damage from two saws stacks.

Flamethrower
Shard ability. The hero model starts releasing flames in front of him, which burns victims for 70 damage per second and slows them down by 30%. Victims burn for 2 more seconds after receiving the debuff. Deals 40% damage to buildings.

Flamethrower duration - 8
Flame length - 400
Flame width - 275
Cd - 20



Wisdoms
A very fun enemy.
If you keep him away from you, you can have a lot of fun with his spells.

Timber is a very armored unit. Afterwards, he'll probably buy Eternal Shroud or Sange & Kaya to protect himself from magic and replenish his mana. But who's going to save him from the pure damage he gives us? That's the neat part. He can't. That's the beauty of playing against him. Every ability he has, scratches his face from the inside out. And it's VERY easy to steal his ult. Which is why it's preferable to play exactly with this spell.
Spell AMP for pure damage nukes is almost every hero's nightmare. And only health reserves can help them in any way. First, it is important to take care of mana replenishment so that you with stolen saw can farm everything that is not pinned down. And then, with the gained gold, we strengthen the build around the same saw.

Atos or Eul will be useful for fixing the opponent under "cutting pizza". To increase sorcerer options it is desirable to have Octarine. Before all of the above, you can purchase Veil of Discord for bonus damage percentages, but it will be desirable to have Veil already on the team.
In the end, there are a couple more slots to add technical artifacts (or some other nonsense if you want to beat someone with your hands after the saw).

P.S.: Although the combination of Lift + Athos allows you to keep the enemy in the saw for a long time, you should not forget to switch of the saw at the end of control for additional Burst damage.

As for the battle against midlane Timbers, early on after level 6 you can cut Cyborg with his first ability. But just giving out two abilities may not be enough to make him retreat, as he may think he is still stronger under our own tower. It is recommended to prepare a Phylactery to fry him with Fade Bolt, which competes well with his health regeneration ability.

If he's attacking and it's difficult to fight back, try to get Timber Chain from him so you can just flee away.

If you don't want to go full-caster for a number of reasons, then don't forget about Mage Slayer. Timber is a hero that relies on spell damage. Poking him won't be painful (Reactive Armour), but it will greatly reduce his ability to deal damage to us or our allies.

It's also advisable to get to the Aghanim (maybe even neglect Octarine in favour of this item) to prepare to HIS Aghanim, with which he can use Reactive Armor.
Very strong survival option in the second slot? Yes of course!



Pixel Poop
Want to burn up enemy video cards, trusting that your opponents are playing on weak PCs? (smol pp potato)
You have a unique opportunity to squeeze out the graphics bugs, with the help of Chakram. The thing is, if you steal Chakram and don't apply it, stealing another ability will leave this saw in your place. However, it will not deal damage or consume your mana. It's just a graphical bug that will distort over time. And the more of these things you have in one place, the more likely it is that an enemy with a weak computer will have a hard time fighting in the presence of your pixelated poo.

Clarification. Pseudo-Saw appears when an untouched Chakram spell leaves your spell bar. So if you have Aghanim, you need to steal TWO spells after Chakram.

If you yourself have a video card that can't handle it, no big deal! You can clean up your own guano. To do this, you just need to walk to the centre of your pseudo-saw. By doing so, you will "absorb" your child. (Doesn't always work. Heh)
Tinker


Laser
A targeted pure damage nuke that aplles debuff which make enemy miss attacks with 100% chance.
Cast range - 600

Aghanim reducing 15% of target's current health. The beam bounces to the furthest enemy within 700 radius of the main target. Heroes are prioritised. The model is visually reduced for the duration of the debuff.

March of the Machines
The hero select a point to summon an army of small robots that march in the direction of the cast. Each robot, when touched, will deal magic damage and disappear. The robots appear for 6 seconds.

The radius of the area is 900.

A robot passing through an ally will apply a periodic healing that lasts for 4 seconds. Heal from multiple robots does not stack.

Defence Matrix
The hero creates a barrier around himself or an allied creature that blocks a certain amount of damage and grants a bonus to status resistance. The barrier lasts up to 15 seconds or until it absorbs maximum damage.
Cd - 20

If the barrier on the caster breaks, he will be affected by a basic dispel and teleportation to the side we are looking at 350 units at a random angle of no more than 90 degrees. Does not work on allied heroes. If the barrier is removed by dispel, the Facet effect will not work.

Keen Conveyance
Teleporting ability. This is basically just Boots of Travel sitting in the ability slot. Keen Conveyance increases in level with Rearm, and its level determines what you can teleport to and how fast you can read the spell.
Cd - 80

First level - towers (4.5 seconds to read)
Second level - creatures (4 second read time)
Third level - allied heroes (3.5 second read time).

Warp Grenade
Tinker's shard ability.
Tinker throws a projectile at a chosen enemy. The projectile deals 150 magic damage, teleports the enemy 600 units away from us, roots and reduces his cast and attack range by 40%. Debuff duration - 2. Cd - 15.




Wisdoms
Tinker is one of the most annoying pieces of selectable guano! Playing against him is extremely infuriating. And that's at ANY stage of the game.
At first, he will hinder your cs by throwing Laser at you. After every such Laser, you need to spend a Bolt to finish off the creep. And it's better to throw Bolt at the creep through Tinker to establish an equal health exchange. And this exchange might be broken by a barrier from the matrix or healing from the March Facet. Tinker's attack damage is also pretty big, so sometimes Bolt will be needed just to debuff him.
Bottom line... You'll need a lot of Bolts.

As soon as he leveled up to 6, he will immediately start jumping on the lines and farming everything that is not nailed to the floor. And that means that his life needs to be made more difficult. And to approach this issue should be thorough. It is necessary to constantly keep his jungle warded so you can see how he fariming some ancient creeps with Laser (gank him right now!). You should have Pipe, Lotus and some source of silence in your team.
Late in the game you'll have to buy Abyssal Blade, because Tinker will definitely buy BKB.

An important option against Tinker will be Blink Dagger, Aghanim's Scepter, BKB.
Dagger will allow you to shorten your range, Aghanim's Scepter will greatly enhance your spell arsenal, and BKB will allow you to chase him while ignoring his abilities. But this list is obviously not going to be enough, so after these items you should think about additional options.

  • Lens to make it easier to get this douchebag.
  • Eul, to take down Matrix and interrupt his Rearm cast or TP.
  • Abyssal Blade to overpower his BKB.
  • Shiva to give a view through the woods that Tinker is trying to hide in.
  • Hex to just give trivial extra control.
  • Pipe of Insight to have an extra layer of defense against marches.
  • Kaya & Sange to supplement the magic resistance of the innate ability.
Tiny


Avalanche
AoE ten times a rubble throw that stuns and deals magic damage. One chunk of rubble deals minor damage and stuns for 0.3 seconds. The interval between each chunk of rubble is 0.3 seconds. The total duration of Avalanche is 1.8 seconds.



Toss
Throw the nearest unit (target search - 300 from the caster) at another unit.
The target's drop area (275) deals magic damage.
You can't toss status immune creatures, but you can throw units at status immune creatures. You can also toss units at runes, which is kind of weird....

Increases the fall radius. Slows the movement speed and attack speed of all indirect targets in the radius and deals more damage. The slow and bonus damage does not work on the primary target.

Toss's drop area deals damage to structures.
Toss can throw a unit FROM the fog of war if the enemy is standing next to the caster (however, this requires a visible end target for the throw).
Toss does not knock down Linken's Sphere charge, but Toss can be reflected with Lotus Orb.
Toss will not create a drop area with damage, if victim was knocked off course by another moving spell.

Tree Grab
The caster grabs a tree to change his attack type to melee with a cleave range of 350 for the next five attacks. Attacks with tree deal extra damage to creatures and even more damage to buildings.
Also, while tree is with us, we have Tree Grab replaced by the auxiliary Tree Throw ability, which hurls the tree at a unit or area to deal physical damage that depends on the our attack damage and slow for 2 seconds. Tree Throw will change attack type back to ranged.

The attack from Tree Throw has True Strike.

You should not throw a tree and then go into invisibility from Shadow Blade. Once the tree reaches the target and deals damage, the invisibility will be removed.

Shard removes charge limit for Tree Grab attacks and adds 100 damage to Tree Throw.

Tree Volley
Aghanim ability. After casting on a selected area, the caster starts throwing the trees closest to him there for 2.5 seconds. The cast is interruptable.
If there are no trees near the hero (radius 525), the cast will be interrupted prematurely. Each tree deals 100% of our attack damage.
In order to steal it, it is necessary for Tiny to have Aganim, not us.

We must have a tree in our hand for other trees from Tree Volley to slow enemies.

The radius of the damage area is 400
Cd - 17



Wisdoms
Shortening your range with HIM is bad for your health. One combo from the first two of his abilites and almost any hero is dead. The only thing that will help us survive this is a magic resistance item. And not always.

That's why we should fight him with nukes and Avalanche from afar.

It's important to check the items he makes:
Blink Dagger - you should keep your head down until Tiny jumps into someone else.
Shadow Blade - Gem or Sentry. Dusts don't work well against this one if he starts a fight.

Tiny is also considered a pretty dense hero with a lot of health. His armor comes from his ult. So simple attacks with Javelin (Mael or MKB) are perfectly acceptable. Also Pike is not bad to maintain distance. Remember: if you trip over the rubble once, you'll lose a couple of bones.

In more classic games, lean back on his abilities and don't forget about OTHER opponents' nukes. For spells rotation, we buying Aghanim.
If we want to go Daedalus, we wait for Tiny's Aghanim to use his Tree Volley.

Early or mid-game, you can steal Tree Grab to farm jungle faster in melee.



Booker, catch!
If we throws something with Toss at a target when he is affected by Lotus Orb, you can "force" him to throw something at us.
This trick can be used to attract the target to you.
How?

For example, we throw the desired enemy at the target with Lotus Orb, and it in turn bounces back at us, but before it lands we quickly change position. Blink out to our team to meet the victim not alone, but as a whole group.

Or we can imagine a vacuum situation where we flip the very target with Lotus and quickly move away. If there was an ally next to Toss's target, he would involuntarily jump in our direction. Or if it was OUR ally next to the target. In that case, we'll save him (or he'll die from Toss damage).

Either way, it will be funny. Trust me. Heeheeheehee!
Treant Protector


Nature's Grasp
The hero creates a wide line of vines in the specified direction, which slows down and deals periodic magical damage. The vine will deal one and a half times more damage if it touches at least one tree (a simple vine will be dim, while an enhanced vine will shine brighter). The slow and damage will not disappear until the enemy leaves the area of effect.
The Vine exists for up to 12 seconds at the last level.

Vines do not stack. If overlap one on top of the other, the enemy in them will only receive from one. ONE! If the Vines are of different types, they WILL stack.
Let one go through the tree, and try to lay the other so that it does not touch trees. Considering that our Vegan Wave does a lot of damage (with passive and talents), it's not a sin to buy a Refresher.
Keep in mind that you need allies to help hold the target for something like this.

Leech Seed
A targeted ability on enemy. When cast, it starts to drain the juices from the selected enemy every second. Each tick of magical periodic damage will react with a wave of healing to all allied units around the enemy.
Duration is 5 seconds.

Leech Seed slows the enemy for the duration of the ability.

The ability can be applied to a point to grow a tree that will deal damage to enemies and heal allies with projectiles. If you cut down the tree, it will reappear to continue.
Creep damage is reduced by 50%.

Living Armour
Buff that heals the target and gives it extra armor.
Living Armour has unlimited range. Can be used on buildings.



Overgrowth
AoE entanglement around the performer. Deals 85 magic damage every second.
Radius is 800.
It pierces status immunity, but is also can be removed by any dispel.
Overgrowth prohibits not only movement, but also attacks.


When cast, it interrupt channeling spells and applies the "stop" command (S key by default) to all units. This means that after Overgrowth ends, enemies will stand still without orders, even if they have moved before.

Eye In The Forest
Aghanim ability. Enchants a tree, turning it into a personal ward with an 800 radius flying unit view.
If Treant casts ult, it will automatically be casted by every enchanted tree on the map.

However, this ability is almost useless for us!
Because as soon as we change the ability, all our wards are gone and enchanted trees are no longer enchanted.
So we won't be able to combine Eye In The Forest with Overgrowth either without Aghanim's Scepter.



Wisdoms
Tree is a particularly dangerous laner with hits and slow. One lunge from Tree on a lane and you'll probably die by his teammate unless you do something about it.

During the laning phase, you should either get bonus movement speed or take down any nearby trees, because Nature's Grasp will hit harder if it touches trees. With this spell, Treant doesn't even need to look at you. He just drops the ropes and goes minding his own business for 12 seconds.
If we can steal such an ability, we can make lifes of all living things quite miserable. Especially since Lift will help keep the enemy in our vines longer.

P.S.: If you don't hit Treant for at least 3 seconds, he will be able to pass through trees, which complicates things.

In late-game, you should just be on distance from your team and wait for the Overgrowth you can dish out in response. Blink and Lens would be good choices for this ability.
Also with Lens, it's advantageous to steal Living Armor to make it easier to reach a dying ally.
If you steal Living Armor, take 2-3 minutes to fully replenish the health of all your buildings.

Try to steal more Leech Seed for leveling things up in a big battle by healing allies around target of the spell. The same ability can be used on creeps to replenish health between battles.

By the way. Treant often uses Blink for initiation, so NOT catching the ult can be a little tricky at times. Prepare a dispel. Otherwise, he will also put a vine on top of his ult.
Troll Warlord


Whirling Axes (Ranged)
A cone wave of axes that deals magic damage and slows.
This ability will switch Berserker's Rage to ranged mode. It doesn't do anything similar for us.

Aghanim reduces the cooldown to 4 seconds, halves the manacost, and applies a basic dispel to affected enemies, even if they have status immunity.

Whirling Axes (Melee)
The caster spins axes around himself. Each enemy hit takes magic damage and a miss chance debuff.
Axes spin for 3 seconds. The debuff on 60% misses lasts for 5 seconds. Damage progresses unlike ranged axes.
This ability will switch Berserker's Rage to melee mode. This ability, again, does NOT change the attack type for us.

Aghanim reduces the cooldown to 4 seconds, halves the manacost, and applies a basic dispel to the performer when used.

Battle Trance
Loss of control for 6.5 seconds. Once cast, our Rubick will hit the nearest target within a 900 radius. We cannot be slowed or killed during this time (Axe says Hi). We also gain a bonus to attack speed, movement speed and lifesteal for the duration of the spell.
The Troll himself can use Whirling Axes. We can't use our own abilities. However, stolen Whirling Axes are an exception.

This spell globally buffs all allied heroes for an attack speed bonus. Uses 50% of our attack speed as a bonus. Removes attack speed limit for the caster.

If the enemy Troll has a strong dispel talent for his ult, he will be able to press Battle Trance even in Chrono. Just like Ursa.



Wisdoms
Most of the time, the Troll will just try to hit and hope you don't kite him. If you don't have any worthwhile kite mechanisms like Forse Staff, Eul or Ghost Scepter, it's recommended to be brave and take the fight in melee like a man.
Take BKB, Halberd, BM and other manly stuff!
But this is in case you have to defend yourself.

In other cases, it is recommended to catch the Troll and keep its distance so that it has no thoughts of counterattacking. For such a thing, Force Staff, Lens, Blink, Ghost or maybe even Shadow Blade would be suitable.

If you took the fight, you have less chance at close range, but not because of rooting, but because you were most likely hit by his melee nuke, which gave you a 60% miss debuff.
Dealing damage to him is obviously going to be harder. And therefore, in man mode, you need to have a Manta for dispel. Well, or just buy MKB, which will also help to overcome his armor, which, by the way, not a little.
(Please, don't do this at home)

Stolen Battle Trance, by the way, helps to buy time. If they try to kill you before anyone else, start hitting the closest target with your Ult. If we don't have enough stats or disarms on us, we'll definitely kill someone or at least heal from Vampirism.
By the way. it's worth buying some Halberd against Troll himself.

Aghs Troll is a different problem. This player simply spams axes that have low cooldown. Because of the dispel effect, such a Troll is hard to kite. However, there is still Eul. In Winds, he can't hit the ability, which means he won't take Eul off early.

If you like the low cooldowns of axes, then buy Aghanim yourself and spam melee axes to add some difficulties to Troll.
Tusk


Ice Shards
Launches a narrow wave of magic damage at a specified point. When the wave reaches the specified point, the wave generates an impassable small arc of ice. The arc faces the open side in the direction from which the cast came.
This wall of ice lasts for 4-7 seconds.
Casting range is 1400

Shard increases the length of the barrier by 300 (creating a corridor). Enemies within 200 radius from the centre of the barrier are slowed by 50% and take 85 magic damage per second.

Shards can be launched forward so that they are behind (!!!) us.
Weird, right? But it does work.
Such Shards can be useful when you need to get away from the pursuit, leaving a wall behind, without having to turn around to cast (and simple thrown Shards will be easier for enemies to bypass).

While aiming the cast, you may notice two green arrows coming from the hero model to the mouse cursor: Large and Small. The small one will keep around a circle under the hero, showing the direction, while the big one will move with the cursor.
For the trick, we need to move the cursor inside the hero's circle so that the arrows are facing in the opposite direction, but still BEFORE us. Roughly as shown in the picture (in this case, the big arrow is almost completely under us).

Such Shards will push us in the direction we were looking during the cast (if done correctly, of course). With this trick, you can not only effectively evade chases, but also climb up or down hills and ward spots.


Snowball
Enemy target ability. During cast, the caster goes into an invulnerable ball and after 3 seconds starts rolling on the target, stunning and dealing magic damage to everyone it hits. The ball gradually grows until it reaches the target or collapses 3 seconds after launching. The caster can take allied heroes into the Snowball to increase magic damage and stun duration (350 radius). Allies can also sit into Snowball themselves.
Snowball can also be rolled prematurely by pressing the Launch Snowball auxiliary ability.

During the chase, the Snowball's target gives a vision.
Inside the ball, the caster can use abilities, but cannot attack or use items. Rubick himself inside the Snowball can use Lift and Bolt, but if he changes abilities, the snowball will instantly stop.

Snowball applies a status immunity to the performer and allies, BUT not a dispel.

Spell Steal will increase the duration of the stun, but will not affect the target's view duration.

Tag Team
Passively slows down the attack speed of enemies near you. Aura radius is 350. When pressed, activates the same radius aura, after which all enemies within the aura will take more damage from attacks while slowing down for half a second. The active effect lasts for 5 seconds.
This aura works on the attacks of the caster, his summoned creatures, and allied heroes.

Tag Team Aura takes into account and enhances ranged attacks that were just released, not those that touch the enemy under the aura.
(If several attacks were fired at an enemy in the last second of the aura, they will do extra damage even if the aura runs out when the projectiles reach the target).

Illusions and summoned units of allied heroes will slow down the enemy, but will not do more damage.

Drinking Buddies
Alternate version of Tag Team if Tusk chose a character aspect. The ability attracts the caster and the chosen allied hero to each other. After the collision, both heroes receive a buff to their movement speed bonus and attack damage.
There is an alt-cast to move only yourself to selected ally (cast range in this case is reduced by 50%).

Cast range - 900
Buff duration - 5

Warlus Punch!
A single attack modifier that stuns and crit at 250-400%. Warlus Punch! attack animation is 40% faster and deals an additional 100 damage, which interacts with crit. An attack from Warlus Punch can be blocked by Linken's Sphere, but cannot be reflected by Lotus Orb.

Affected enemy will be tossed up for 1 second
Pierces status immunity.
Tossing duration CANNOT be reduced by status resistance.

We can increase the cast range of Warlus Punch, with an increase in attack range. The funny thing is that the bonus to attack range will affect cast range even more. It sounds strange, but if we buy Dragon Lance, the attack range and cast range (depends on how u use it. Toggle it or press it manually) of the ult will be different (manual cast will be better).

Warlus Punch can be used while in provocation from Berserker's Call. To do this, you need to put the spell on auto-cast. If it is not in cooldown, Rubick/Tusk will hit with an uppercut right during "aggro".

Spell Steal will not affect the duration of the toss.

Warkus Kick
Aghanim vector ability. An enemy is selected first, and then a direction is given. The hero kicks the enemy unit at a range of 1200. The enemy takes 550 magic damage and is slowed for 2 seconds. The duration of the target's flight is 1 second.
Enemies that are within 250 radius of the main target's landing point also take damage.

Since the deceleration debuff is applied immediately after the kick, only 4 seconds of deceleration will remain on the enemy after the fall.
Tusk 2
Wisdoms


The most rough thing that can happen to us is a combo of Snowball and Ice Shards.
One of them shortens the distance, while the other cuts off the retreat paths.

First we have to decide what to do with Snowball. Eul's Scepter of Divinity or Force Staff are the wisest choices.
The former can dodge Snowball or send Tusk into the air while we're going around the Shards, but the Force Staff is a better option. Not only can he push us through the ice wall, but he'll keep the ball from catching up to us.

Okay. That's taken care of. After a combo, or after Tusk shorten the distance, he applies Warlus Punch, turning on Tag Team before doing so. Which, by the way, is a HUGE amount of physical damage. Guys. It's either armor or ghost form for this situation.
In general, I'd advise not carelessly walking at all until he shows up, lest you become his target. We might be able to save an ally after Snowball, but who's gonna save us?
If Tusk doesn't have a lot of damage to hit hard with uppercut, you still have to keep in mind that all of his abilities are pretty good disables. So for the duration of Tag Team and some stuns, you'll get blown away by Tusk's allies.

When stealing Snowball and Tag Team, you need to have items for contact combat.
And with Warlus Punch, you can have some fun. The thing is, our attack with his Ult will be ranged and its range can be increased with Dragon Lance. As if it wasn't an attack modifier, but a throwing stun. It's pretty cool.
But it's still a crit. And that's why we need to increase attack or armor if it's a priority for us.

When stealing Tag Team, it's not the strength of the attack that matters, but its speed, so that you can do as much bonus damage as possible with each attack in five seconds. If you want to mess around with this ability, I recommend picking up a Dominator. Any additional units will be boosted by the Tag Team steal. Under that abundance of physical damage, you can buy any armor lowering item.

Many Tusks can play with Dagger + Aghanim to kick the victim out to their team. Linken's Sphere should be prepared for this.
Underlord


Firestorm
AoE nuke. When cast on an area, all enemies in the specified circle are receiving magic damage and a small burning effect, the damage of which depends on the maximum health of enemy units. The damage area is 425.
The damage is inflicted more than once. There are 6 such waves in total. With each wave the burning debuff is not stacking, but refreshing.

The interval between waves is 1 second
Burning lasts for 2 seconds

The shard increases the number of waves by 3, decreases the interval between waves and the duration of burning (burning damage does not change). With Firestorm Shard, you can use it on yourself or an ally to make the fire move with the target.

Pit Of Malice
Creates a "Pit" in which all enemies receive entanglement and small magical damage. Root in this area can be obtained multiple times. Only there is a mandatory interval between these triggers - 3.6 seconds.
The area itself exists for 12 seconds. (4 procs if enemy unit stands in the pit the whole time).

At the last level, the default daze will last 1.8 seconds, but in our hands the real duration will be around 2.3.

When an enemy receives a debuff from the Pit, they will be encompassed by claws from the ground. These claws will be visible on the ground, even if the enemy is in the fog of war. You can use this spell to check narrow passages in the fog. For example, into the forests behind T1.
Moreover, Pit Of Malice completely works on invisible heroes. As long as the enemy is entangled in Pit Of Malice, he will be visible.

Spell Steal will increase the duration of the entanglement, but will not affect the interval of gaining subsequent roots.

Pit of Malice radius increased by 100.

Fiend's Gate
The hero creates two portals. The first near himself and the second at a specified point on the map. Every hero can use the portal to transport themselves to the other end of the portal after 3 seconds channeling. Portals cannot be destroyed. They exist for 20. They can't be placed where you can't place a ward. Portals are marked as structures for everyone on the map. You can tell which way the second gate is located by the particle effects that emanate from the portal. The minimum distance between portals is 1500.

Our team can use the portal while entangled but not silenced. However, if the silence was not obtained before, but during the "reading" of the gate, the use will not be interrupted.

When creating portals, the performer automatically begins teleporting to the chosen location.

While using a portal, we are pulled towards it. The speed of the pull depends on the distance between us and the portal. With this pull we can cross the landscape or even Kinetic Field.

Aghanim creates a Pit of Malice under each of the portals. It will not work if Pit of Malice is not in our spell bar. Reduces cooldown by 10.



Wisdoms
Pitlord (And that's what he's been called since the first Dota) is a very tough opponent. But for that we have his Firestorm, which can solve the problem by percentage burning. For such a strong ability it is worth buying Aghanim's Shard. In combination of other magic items we will leave our opponents with a quarter of health without any talents. And this is very, VERY cool.
As for Pit Of Malice, this is where the usefulness of our Spell Steal comes into play. After all, by increasing the duration of each root, we shorten the intervals between each trigger.

If there is a chance that someone can quickly leave the circle, it is better to use the lift between procs. You can also add Atos to this. The same Atos is convenient to hold the target under the rain of fire, which with our Arcane Supremacy will scorch quite a lot. It's also recommended to buy Aether Lens for easy casting, because the range of the spell is medium, which can ruin our positioning. Atos himself is being upgraded to Gleipnir, so that this combo can be done to more than one target.

Fiend's Gate is easy to steal and is used more for initiation in the next fight or for split push. If you don't have to fight or push, just provide free teleports to your base.
Beware of Underlord's Aghanim. If Underlord finds you a serious nuisance, he can buy Aghanim to cast his ult right under our feet to catch us. After that, he'll just fly in with his cronies and stupidly beat us.
To reduce the probability of such deaths it is worth taking any dispel, Force Staff, Shard or steal a spell in advance, which will also might help to escape from the pit.

A little more about the first two abilities. The thing is that these spells create particle effects at the moment of cast. And they are visible to the enemy. Underlord can swing the spell several times to trick us or our ally. So be very careful in skirmishes with him.

Underlord doesn't give us much trouble if we don't stand close to him for a long time, and his abilities are always convenient for us.
Undying


Decay
AoE nuke for the area that steals streinght from enemy heroes. Very little magic damage, but the stolen streinght is fun. Steals 4 power from each hero (If there are multiple Meepo clones in the area, only one of them will be randomly chosen). Deals twice as much damage to creeps.
The radius of the area is 325.
Stolen streinght duration is 40 seconds.

Aghanim changes the number of stolen streinght from 4 to 8.

Spell Steal will increase the duration of the debuff on the enemy hero, but will not affect our stolen streinght duration time.

Soul Rip
Selects an allied or enemy target and collects a bit of health from 10 nearby units (even if allied). All of the collected health will either heal the target if it is allied or deal magic damage if the target is enemy.
The health taken from allies will not affect cooldown of their Blink Dagger.

Applying it to an ally will temporarily increase their strength by 10% of our value.

You can heal a stolen Tombstone with this ability.

Tombstone
Creates a tombstone at the specified point, which generates one zombie for each enemy in the area near the Tombstone every 4-2.5 seconds.
Zombies only attack the target they were summoned for. And they cannot be controlled.
Zombies are destroyed by one hit from a hero or two hits from other units.
Tomb itself is destroyed by 4-8 hero attacks.
Tomb lives for 40 seconds.

If an enemy unit's health drops below a certain threshold, the zombies that attack the target will increase their movement and attack speed.

Shard allows us or our allies to hide in the tomb. There's only one spot in it. And if one hero got inside, he can't come out for at least 3 seconds. And if he's out, he can't get in for at least 2 seconds. A performer can get into the tomb when a hero is already there. This will just push ally out.
Destroying the tomb for 2 seconds will stun the hero who was hiding in it.
Shard also allows you to cast a spell on an allied hero, hiding them while creating a tombstone.

Flesh Golem
Turning into a Golem for 40 seconds. In this form, we gain extra strength and movement speed, and our attacks slow enemies and increase the damage they receive.
The extra strength is 40 / 50 / 60% of the strength we already have.

Each Flesh Golem attack will create a Tombstone zombie near the enemy. We need a Tombstone in the second slot for this.

The duration of the attack debuff is 3 seconds. This duration is NOT subject to status resist rules! Our Ult will not increase the duration, and enemy sources of status resist will not shorten it.



Wisdoms
A frankly nasty enemy. The word "viscous" is very appropriate for him. Tomb will disrupt the positioning of everyone around him if not taken down in time. And long battles with him are dangerous, because if you give him time, he will squeeze all the juices out of you. He also likes to chase, because he has a lot of health and slowdowns for that. And we shouldn't forget about Soul Rip healing.

Decay is the easiest option. Do Aghanim -> Octarine and click on heroes until their health drops to minimum.

Tomb is a irregular use ability. Steal once -> Cast once -> Change the ability. It is relatively easy to steal. And if you want to play with THIS ability, you can buy Refresher Orb.
You should also do the same with his ult (I mean, cast it and change immediately).

Speaking of ult. The spell is both defensive and offensive. If everything is clear with the streinght multiplier, then for attacks in a similar form you should take some Dagon or Aghanim for the second damage button, which will deal much more damage to the target of Flesh Golem attacks.
Or buy Mjollnir, if u wanna go with carry builds. Lightning damage also will be enhanced.

Recommend items:
Ursa


Earthshock
Short forward jump (250 distance) that deals magic damage to all enemy units within 385 radius of the caster and slows them down for 4 seconds.

The area nuke is triggered after the jump buff disappears. Meaning, the nuke will trigger prematurely in the caster's current location if the jump movement is interrupted.
The performer will stomp even if his jump is interrupted by Death itself.

Although Earthshock is a mobility spell, it can still be used in root. However, in this case, the ability will trigger immediately on the spot without jumping.

Shard applies Enrage for 1.4 seconds after Earthshock casts.

Overpower
Buffs itself to bonus attack speed for the next few attacks. While the buff is active, the hero also gains slow resistance. If attacks are spent, the resistance disappears.

Bonus to attack speed - 400
Number of attacks - 4 / 5 / 6 / 7.
Buff lasts for 20 seconds.

Overpower charges are consumed even if attacks do not hit.
Reapplying the spell will not stack with the previous buff, but will simply refresh duration of buff and number of charges.

Enrage
Activates a temporary buff on yourself that absorbs 80% of damage and grants 50% status resistance for 4-5 seconds. Using this ability applies a strong dispel on us.
Enrage absorbs physical, magic and pure damage. But it does not protect against direct "health removal".

In practice, the caster can be killed by these spells:
Dispersion
Heartstopper
Poison Sting

Aghanim for this ability reduces the cooldown and allows it to be used in stun, cyclone, sleep, provocation, and banishment.
Aghs Enrage still cannot be used in Silence or Hex. Terrorize, Terror Wave, Requiem of Souls, Duel, and Savage Roar all use silence, so you can't use Enrage in them either. But in the other provocations (like Berserker's Call), ability can be used to block damage, but it can't dispel the provocation itself.

5% of absorbed damage gives us a bonus to attack damage. The buff will last for another 5 seconds after Enrage ends.



Wisdoms
Ursa's frequent items are Shadow Blade or Blink Dagger and up-time item like Abyssal Blade or Diffusal Blade. With them he appears in a fight, gets to the target and tears him apart. Basher is almost mandatory on Ursa, so Abyssal Blade is a expected slot. Diffusal Blade or Scythe of Vyse could be a good analogue to Basher.
Once he's jumped to us, but the bash HASN'T worked yet, it's a good idea to move away on Force Staff or press Ghost Scepter if you have it. Force Staff (or the subsequent Pike) looks better because it's easier to combine the stolen Overpower with it.
Often Telekinesis may not help against Ursa, because it can be parried with Black King Bar or a well-timed ult (status resist) that will reduce the effect of Lift. After 15th minute, it will be very useful to take a shard, which will allow you not to aim Lift at Ursa, but to press it on yourself and create a much greater distance between you. Just to remind you, if you press Lift on yourself and a bash hits you in the air, you will still be able to point the drop point.

In general, it's best not to let Ursa initiate a fight. Or at least you should see the bear before it jumps into someone. So wards near the potential battlefield is a good idea.

Now let's get back to steals.

Overpower is the most important attacking ability for physical builds, which can be learnt from Ursa. It demolishes heroes, demolishes towers, combines with Maelstrom, and even speeds up forest farming. However, it is more difficult to steal. Ursa casts this buff beforehand as a preparation for a fight and immediately starts stomping with the first ability in the fight.
To steal Overpower, you have to wait for the second cast. To do this, you'll probably have to stretch out the fight with Force Staff.
MKB or Diffuse Blade can be useful for this ability.

Earthshock keeps the slowdown on the enemy longer, thanks to our ult. This is useful when chasing an enemy. But you can only chase the bear if you know he won't sweep our face off on the turn. Otherwise, Earthshock is used for jumping. 250 is a short distance, so it's easy to "mess up" with this ability when trying to pass the terrain.
As a reminder, the slow radius is slightly longer than the jump range. Therefore, sometimes when running away, it is possible to hit an Ursa chasing us with deceleration if he's really close.

As for the ult: it's almost always advantageous to steal it in the middle of a fight. Especially with Aghanim. We need Enrage when we want to divert Ursa's attention to us if he's hitting our ally, or just to absorb damage if Ursa is already hitting us. Ursa usually don't expect much survivability from Rubick, so we may well be able to tank a few bear strikes without losing a lot of hp.
Often a bear will spot an already wounded Rubick who "for some reason" walks straight into Ursa's paws. He will think that we are giving up and will press Overpower to chew us up quickly. However, he won't immediately see that we have his ult on us and will lose all the charges of the second ability, throwing them "into oblivion".
In my practice, every Ulfsaar falls for this trick. EVERYONE!
Vengeful Spirit


Magic Missile
A targeted stun projectile with magic damage.
There are only two differences in usage between us and Venge:

1) Good old fashioned cast animation. Venge herself has a small swing on stun that we don't have.
2) Venge has 3 freaking talents for Magic Missile. Sooner or later, if she wants to, she'll be able to upgrade her cannon so much that she'll be able to cast it more often and more painfully....

Shard increases Magic Missile's cast range by 100. With Shard, Magic Missile bounces to one more target (heroes take priority).

Magic Missile will deal an additional 0.75 damage for each last hit enemy has.

Wave of Terror
A narrow wave of small magic damage with a debuff that lowers armor and attack damage. The wave leaves behind the flying vision. This ability is convenient for viewing cliffs, forests, and other darkness.

Duration - 8.
Wave width - 325.
Length - 1700.

Wave of Terror reduces total damage, not just white or green damage.

Nether Swap
A targeting spell that swaps us and the chosen hero. You move to the target's location and the target moves to yours. The ability disrupts spell readings (including allied teleports. Hehehehe).
Nether Swap deals magic damage to the enemy target and gives a barrier for 10 seconds to both us and an target if its an ally. The power of the barrier depends on the damage of the ability.

Nether Swap can be used on units that are under the effect of Tornado, Cyclone, Song of the Siren or Nightmare (first second of invulnerability)

If an enemy Venge tries to swap an ally that is dangling in our Telekinesis, she will receive an indirect stun.



Wisdoms
Abilities are good, but the enemy bites. Quite a unit that can scratch your face with magic cannon. With Aghanim Venge does not leave the battlefield at all. So I don't recommend you to put yourself in bad position. And she'll make you do it with Nether Swap, which will take you straight to her team.

Against Venge you need to be far away from her at the beginning of the fight so that it doesn't start with you. Buy Aether Lens to catch her early, or to parry her Swap with a counter Swap. It's also a good idea to get a BKB. If you get swapped to the enemy team anyway, you'll need this item to attempt to run away.

A simpler gameplay is to steal Magic Missile and get Lens with Shard. We stand far behind and throw stunning ricochets.



Unofficial Refresher!
When playing against Venge with Aghanim, it's worth remembering one very important thing. Venge and her illusion after death are two different units that have different ability cooldowns. Killing Vengeful Spirit that just threw a stun at you simply creates a copy of her with a brand new spell bar. The player on the Venge will be able to throw the same stun again on behalf of another unit.
So don't be too surprised that she always throws Magic Missile after she dies, even if she threw it a second ago.
Venomancer


Venomous Gale
A wave that inflicts a powerful slowdown and periodic magical damage on those hit by the wave. The slowdown gets weaker every second the debuff lasts.
Ability does initial damage. Periodic damage is applied every 3 seconds for 15 seconds.

If the Venomous Gale effect is removed by dispel, the target takes 300 magic damage and stun for 1.6 seconds.

Venomous Gale is one of three abilities during which you can deny an ally. If the ally's health drops below 25% when he is debuffed, you can start hitting him with autoattacks. Killing an ally will not give the enemy experience or gold.

Poison Sting
This is a Venomancer's passive skill, which imposes a small slowdown and poison with periodic magic damage on attack.

We can get it by stealing Venomancer's third ability, Plague Ward. However, the level of our Poison Sting will depend on level of the enemy snake directly. Even though our attacks with stolen Plague Ward deal passive poison, it won't show up in the spell bar. If he didn't learn his passive at all, we won't be able to get more out of him with a stolen Plague Ward. Before stealing Ward, make sure that Veno has at least the first level of Poison Sting with him.

Plague Ward
Plague Ward is an attacking totem. A mini-tower that also applies Poison Sting of the level that Venomancer has on the target.
The Poison Sting from ward will only deal 50% damage. Ward's poison will not stack with the Poison Sting itself. If two debuffs are on the victim at once, the stronger poison will work.

Ward lasts for 40 seconds.
Can block paths in narrow passageways or block neutral creep camps.

The ability has 3 charges. Wards can be placed on allied heroes. Wards on allies are untargetable. Instead, they die one at a time when their bearer takes a certain amount of damage.

Noxious Plague
Performer unleashes a huge poison at a selected enemy hero. The projectile deals magic damage when touched, and then begins to deal periodic damage depending on the victim's maximum health.
The poison lasts for 5 seconds. Allies near the poison bearer are slowed during this time. The closer they are to the bearer, the stronger the deceleration. The radius is 900.

After 5 seconds, the poison is transferred to other enemies in the same radius by an explosion. However, the spread poison does not jump to anyone else.

Noxious Plague spreads twice, but the second spread has no initial damage.



Wisdoms
An enemy with an extreme amount of periodical damage. It can only be dealt with by magic resistance. And therefore some of the important artifacts against Venomancer will be Eternal Shroud, Mage Slayer or Pipe of Insight.

It's important for "snakes" to sneak into the centre of the fight and turn one of your team members into "patient zero". Venomancer wants to reach with all of his spells and just keep spitting afterwards. And he sometimes doesn't even care if he dies or not.

At the beginning of the fight it's important not to get too close, so you don't get exposed to AoE, and then you can start counterattacking.

In quieter games, it's very beneficial to take a Plague Ward of any level for farming or chasing. As long as we have a ward with us, we can farm the forest very effectively. And with the "phantom" passive ability you can slow down the fleeing target with autoattacks.

In other big battles, it is better to have Lens, not only to be able to steal Veno's skills, but also most likely to be able to keep distance with your own teammates. There's a good chance that one of them is "deathly ill".

If Venomancer has a shard, then dispels can play evil tricks on us. Even Wind Waker will be out of control because of the special stun. One good item against a huge amount of slows would be Sange & Yasha.

Did you manage to steal Noxious Plague? Keep in mind the two types of uses. You can throw it at a hero that his allies need to save. This will give them the choice of walking up to him and getting poison in their face or leaving him to rot alone.
You can also throw it at a unit that is about to die to spread the effect around the area faster.
Viper


Nethertoxin
A puddle that deals periodic magical damage and slows attack speed.

It deals weak damage at first, but then builds up. The puddle exists for 8 seconds. The puddle reaches maximum DPS after the 4 second.


All effects of the puddle work only while the enemy is standing on it. If he steps out of the circle, the effect will disappear.
Nethertoxin can also be used against Viper's allies if they depend on their passive abilities (Phantom Assassin, Huskar, Anti-Mage, etc.).

Viper Strike
Target debuff that deals magic damage, apply break and reduces movement and attack speed. Break works through status-immynity.
It looks like it's applied to the target immediately after casting it, but it actually has a projectile that can be dodged by blink or banishment.
Works on status immune enemies and cannot be dispelled.


Nosevide
Ability from Aghanim. The player takes a small leap in the specified direction and slams to the ground, spreading the Corrosive Skin effect to all enemies within a radius of 500 and applying Nethertoxin on landing point. Enemies that are closer (radius 500) are disarmed for 4 seconds. Jump range is 700.


In our hands cannot spread the passive effect of Corrosive Skin, but can use Nethertoxin if we have Nethertoxin in second slot.
Used for mobility only.



Wisdoms
When playing against Viper, it's worth deciding whether you're going to play with HIS abilities or borrow spells from other guys.
If you play against him, it is recommended to take a magic set first: Veil of Discord, Aether Lens, Aghanim Scepter.
Veil to boost spell damage after applying a Nethertoxin. Aether Lens for easy steal and cast, so that Viper can't reach you with his Poison Attack. And Aghanim for second spell slot so you can add Viper Strike.

After getting at least two of these items out of three possible, you can focus on physical attacks or defensive artifacts for more contact combat, because sooner or later there will be situations when there will be only a step between Viper and you.

Other items that work well against Viper include Silver Edge, Rod of Atos, and Hurricane Pike.

P.S.: In every fight, throw Viper Strike at Viper to make him much easier to kill.
Visage


Grave Chill
Target slows down movement and attack speed. Also, using Grave Chill applies a buff to yourself with the opposite effect.

The self buff and the enemy debuff are not the same thing. Hence, if the enemy removes the slow from himself, we will still have the acceleration on us. And vice versa.
If Grave Chill is blocked by Linken Sphere, the caster will not get the buff.
Movement speed change - 32%
Attack speed Change - 64 (units, not percents)

The ability applies within 300 radius of the primary target. Takes only 50% bonus from indirect targets.

When this ability is used by Visage himself, his Familiars also receive the buff.

Soul Assumption
Target nuke that require you to accumulate charges. It has a base damage of 20 and a maximum of 3 to 6 charges, depending on the level of the ability. Each charge is created after 100 damage dealt by a hero within 1800 radius of us and adds 70 magic damage to this spell. (Fully charged level 4 Soul Assumption will fry a single target for 440 magic damage.)

Finishing kills with this ability gives gold. 30 gold for each charge if you kill a hero. Creeps gives 15% of that amount.

Casting Soul Assumption will use the accumulated charges and reset the counter.
Each charge only lasts for 6 seconds.
The damage from Soul Assumption will not be counted towards the accumulation of new charges.

Gravekeeper's Cloak
A passive ability that becomes active with Shard. Passively grants several layers of damage resistance. Each layer absorbs some damage and disappears, then regenerates after some time.
Damage of any nature is blocked, except health manipulation.

Active allows you to turn into a statue and fall to the ground as a Familiar. Visage, unlike his birds, will only regenerate 35% of his total health.

Silent as the Grave
Aghanim ability. The character goes into invisibility and starts flying (without flying vision). Once out of invisibility, the performer receives a 20% outgoing damage boost for 4 seconds. The extra damage bonus is based on base damage only.

Invisibility duration - 30
Cd - 45

When this ability is used by Visage himself, his Familiars also become invisible.

Summon Familiars
Summon two Familiars. These are flying units with an attack range of 160 (ranged attack type), a vision range of 400 (flying moles), a flying speed of 420, and damage of 25 / 50 / 75.
These Gargoyles also have a base attack time of just 0.4. That's ultra-fast. If you apply a buff to these creatures that increases their attack speed, they will blow away anything they see.

Changing or losing the ability will kill Gargoyles. Also for killing them, 100 gold is given to the enemy.

Familiars cannot be controlled individually. Instead, they follow us and attack what we attack. You can put this spell on Auto-cast to make Familiars stop attacking and return to us. Their attack range is increased to 350 and their kill reward is reduced to 50.

Stone Form (their ability) can be switched to alternate cast to specify the area that the Familiars will fly into and cast the ability. The cast range is 1200.

Gargoyles have an active ability that causes them to fall to the ground, turning to stone. As they fall, they deal some magic damage and stun.
They stay in Stone Statue mode for only 6 seconds and regenerate their health completely.
Our Spell Steal does not increase the stun of falling Familiars.



Wisdoms
Extremely inconvenient enemy, because when gaining level six, he is able to deal with most enemy heroes one-on-one on his own.
However, everyone has weaknesses.
His attack can be parried by a direct damage block. Namely Vanguard. VG, on the other hand, is definitely upgradeable to either of the two items. It all depends on how much you need Abyssal Blade, as Crimson is always stronger in terms of damage blocking.

Very often, Visage buy Solar Crest, Aghanim and Scythe of Vyse.
Solar Crest lowering enemy armor to boost bird damage. Aghanim for new spell with damage amplification and Hex for disabling enemy.
Hence, it is highly recommended to increase your armor stat and carry items that blocks damage or gives you ghost form.

But we should not forget about his magic damage, which he deals with Soul Assumption. Moreover, he has a talent for this ability that allows you to smack two targets with it. The ability's cooldown, by the way, is only 4 seconds.
I highly recommend stealing it in big battles. Except that it won't help you farm in the jungle.

Stealing birds is not a priority, because after changing the spell they will die anyway. But if you have Spell Steal ready after stealing birds, you can start next fight with two bird stuns, and then immediately change the ability, continuing the fight and not giving a reward for your familiars.
In midlane, it's worth stealing birds just to send them out to help kill enemies on other lines while you yourself continue to farm.

Speaking of rewards. If you have the opportunity to kill a bird -DO IT! You can earn 100 gold for each bird, which is not a small amount. But just keep in mind that Gravekeeper's Cloak passive works on them. It's an aura with a radius of 1200. Bird's Gravekeeper's Cloak will depend on the number of layers on the Visage itself. As long as the Visage has Gravekeeper's Cloak charges, birds will always get a similar bonus.
It is recommended to buy Silver Edge to turn off Gravekeeper's Cloak and kill the familiars along with Visage.
Void Spirit


Aether Remnant
Vector spell. The hero places Remnant at a specified point and sets the side that Remnant will face.
If an enemy appears before the Remnant (at a distance of 550), the Remnant will first deal magic damage and then draw it towards itself, turning the enemy to face it.
Remnant gives a small view in front of him.

Remnant's activation time is 0.4.
Remnant's lifespan is 20.

The pull does not occur if the spell is used on a lane or neutral creep (untamed by the Dominator). Remnant in this case simply deals damage and disappears.

Shard reduces cooldown by 2, increases pull range by 150, and prevents the ability from triggering on creeps. Instead, Aether Remnant simply deals periodic damage to every creep that stands in the remnant's area.

Dissimilate
The hero drops out of the world for 1.1 seconds and creates 7 circles in his place. 1 directly below him and 6 around the middle circle. In banishment, you can right click to specify which circle the hero will appear from. If you don't, the hero will appear from the middle circle by default.

When appearing, the hero deals magic damage inside the selected circle.

If appearing from the outer circle, 3 circles of the opposite side will each have a Remnant that will be directed to the centre of the formation. Facet works if we have Aether Remnant in the second slot.

Any circle will be visible in the fog of war, unless that fog encompasses the entire circle. If an enemy Inai emerges from just such a circle, even in the Fog of War you will be able to see that circle "explode", even though the hero himself is not visible.

Resonant Pulse
The caster releases a circular wave of magic damage around him (radius 500) and creates physical damage barrier. Barrier duration - 10.

Aghanim gives a second charge for this ability. Furthermore each pulse will impose silence for 2 seconds.

The ability absorbs any damage instead of physical damage and adds even more barrier for each enemy hero hit.

Astral Step
A blink that deals one attack to everyone it passes through. This attack slows the enemy for 1.25 seconds and then deals magic damage.
This spell has 2 charges.

You cannot dodge projectiles with Astral Step.
Astral Step applies attacks even if the caster is disarmed.



Wisdoms
Extremely nasty guy. As nimble as his brothers. Has a lot of magic damage and defence mechanisms. One of the main panaceas against him is entanglement.

Two of his abilities are blocked by Leash mechanics. Namely Dissimilate and Astral Step.
And it just so happens that these are, in my opinion, the nastiest abilites. Aether Remnant and Resonant Pulse have less damage, meaning that he can only save himself from a couple of attacks or hold off an attacker.
Entanglement abilities will be able to supplement his remnant. However, most Inai players don't max it, as the damage is less. It can be combined with Lift.
You can also buy Eul for it, but be careful. If you try to use Eul + Remnant combo, the enemy still will be able to use BKB after Cyclone.

Dissimilate is the spell with the most damage on the void arsehole. He will max it soon. Take it if possible, just don't forget it. This ability, when completed, applies a sort of forced teleport on us. Hence, Dissimilate can be used to dodge X Mark The Spot or Glimpse.

Resonant Pulse is good to block physical part of Astral Step damage and spam it to farm jungle or burst enemies with Aghs.

With the ult, it's clearer than ever. You squeeze one step on the enemy, and then second selectively. You can continue the attack or get away if after the first jump fight doesn't looks good. This ult can be boosted with both Desolator'ish (some attack modifiers) tiems and magic artifacts, because Astral Step does two types damage at once.

In general, you can either copy Inai's build and pack some stats, amplify magic output with Veil of Discord or Orchid, or cook up Grieves, Pipe, or BKB to keep him from going on a rampage.
BUT!!! In both scenarios, you'll need Aghanim and a disabling item.
Aghanim for second slot and silencing pulse, and the second item for holding. Until Inai has BKB, you can use Atos or Orchid.

Keep an eye on Inai's items. If he realises that magic damage might not work, he'll just buy Rapiers to rely only on Astral Steps. Think of this hero as a second Ember and keep in mind that he can kill in a variety of ways.



Recommended items
Warlock


Fatal Bonds
Target curse on the target and several units near the main target.
If one of the cursed units takes damage, all others take 24% (at last level) of that damage. Damage from the Bonds themselves is not transferred, of course.

The distance between victims does not matter. After receiving the curse, each will be bound to the others wherever they are.

Damage shared is the same type as the source damage.
Damage transferred from an attack will not be considered the same attack, but will be treated as a physical damage nuke. This will be useful against physical damage barries.

Shadow Word
A targeted spell that can be used on both enemies and allies (including yourself). Gradually deals magical damage to an enemy or heals an ally.
This ability also damages enemies or heals allies within 300 radius of the main target.



Upheaval
A spell with a channeling cast. When cast, the selected area inflicts slowing and periodic magic damage on all enemies. Both effects increase while enemies are in the area. The slowdown remains for another second after leaving the area.

If the enemy is inside the area of "soup", dispels (not giving status-immunity) will NOT affect the slowdown. You can only remove the effect if you are outside the Upheaval and the debuff icon in the spell bar starts moving.

Shard creates a demon from Warlock's innate ability every two seconds of Upheaval.

Chaotic Offering
A spell applied to an area that stuns everyone in the chosen area and centrally creates a Fire Golem after half a second.

The stun goes through status immunity. The radius of the area is 600.
Golem has two passive abilities: Flaming Fists and Permanent Immolation.
The first ability allows Golem to deal AoE (300) pure damage on hit. Second ability is simply deals periodic magic damage within 300 radius of Golem.

Chaotic Offering destroys trees in the stun area.

Aghanim adds another Golem when summoned. However, Aghs Golems have reduced attack damage.
The second Aganim Golem appears 0.5 seconds after the first with the same AoE stun.

Golem's Permanent Immolation will deal more damage. The additional damage depends on our health and mana regeneration.

If you quickly put the Aghanim Scpeter into your backpack while casting Chaotic Offering, two Golems will still appear, BUT without the stat reduction!



Wisdoms
No matter what anyone says, Warlock's strongest ability is not Golems.
The power is in the Bonds and Upheaval!

Last level Bonds with our Arcane Supremacy will last 35 seconds and do a lot more damage. Just try to hit more than 2 heroes and press all the buttons in marked enemies!

Shadow Word is a "respite" spell. It helps you to regenerate your health, because it is more often used as a heal than as a nuke. But that's up to you.

Upheaval is rarely intentionally stolen. If you stole it, you probably wanted to take Golems, but it didn't work out that way. Hehehe. But since you did, "cook the broth" a bit. The total damage is pretty high. You just have to hope no one leaves the area too soon.
But don't sleep on this spell. Cuz with it is a really annoying ability. If this spell is high level, then it might add a lot of struggle to your opponents. Especially with Shard.

In fact, this ability is very effective if we are allowed to stand still and cast such sorcery. Sometimes this ability can be much more useful than Warlock's ult.

Now, let's get to the first thing you'd expect to read here.
Golems, my arse...
The tricky thing is that after casting Golems, Warlock immediately casts Fatal Bonds or Upheaval. And the Chaotic Offering stuns, which prevents normal stealing. Therefore, when fighting with Warlock, you should either stand to the side or have a huge casting range (Aghanim's Scepter).
Once you've stolen Chaotic Offering, throw the centre of the area at the enemy, who you will then lift with Telekinesis. For 2-3 seconds of stun, the Golems will scratch the enemy pretty well. For an additional fixation, I recommend Atos.

Try to carry some dispel items, cuz Upheaval and Fatal Bonds are cruel if you catch these effects on you in mid fight. Heavy slows will not allow you to escape death so easely.

Among the items that can help, I would like to name the following:
  • Aghanim's Scepter
  • Aether Lens
  • Force Staff
  • Solar Crest
  • Assault Cuirass
  • Refresher Orb
  • Rod of Atos
  • Black King Bar
Weaver

The Swarm
Weaver's swarm of bugs. Hero launch in a broad wave of 12 bugs, which cling to enemy units they touch. While bug sits on the enemy, it periodically bites target and reduces armor with each attack. Beetles not only find units in the fog of war, but also units in trees (Hello, Monkey).
Invisible enemies are not touched by beetles.

Every time a bug from The Swarm attacks an enemy hero, we gain a little bit of experience.

Beetles can be destroyed for 3/4 attack.
If the target of the spell is status immune, the beetle still counts how much armor it has to remove on each second, it just doesn't do it right away.

Spell Steal will not increase beetle's lifespan.

Shikuchi
Invisibility for 4 seconds and a maximum movement speed of 550 with phasing. If the caster hits an enemy with his body while invisible, the enemy will take magical damage.

The speed in Shukuchi is increased to 600. Each enemy hit will be severely slowed by 0.2 seconds.

Rubick's Shikuchi deal damage faster than Weaver's Shikuchi.
So if Rubick and Weaver decide to clash their Shikuchi at 1 hp, Weaver will die and Rubick will survive.
Even here, Rubick has the advantage! Amazing!

Shikuchi applies a mark on enemies that lasts for 12 seconds. When caster comes out of invisibility, he attacks the marked enemies with Geminate Attack. This shard doesn't work for us.

Time Lapse
Returns to the place we were 4 seconds ago.
When cast, the caster also returns the health and mana values of that time.
Using Time Lapse applies a basic dispel on caster.



Aghanim allows you to apply Time Lapse on allies. Such a cast has a range of 500. The application will not interrupt the cast of channeling spells like Black Hole. Time Lapse also casts a strong dispel on an ally.



Wisdoms
A universal method of earning a win.
You could say it's the easy way.
Shikuchi in Rubick's hands does many times more than Weaver's.
After going through the entire game with Shikuchi at least once, you'll realise how awesome it is!

Shikuchi is a top priority! Must have. Maximum movement speed + invisibility = total control over your positioning. And together with our abilities, it's a nightmare to deal with for enemies. Also, Shikuchi's magic damage will be boosted by our Arcane Supremacy.

To steal Shikuchi, we need to make sure Weaver won't cast anything from invisibility. Or make it so that we can see him after casting it. Buy wards, dusts or Gem. In a quick fight after Shikuchi, Weaver can cast bugs. So especially don't rush to steal, because after stealing The Swarm, you risk your life.

If you do get Shikuchi, the first artifact you should buy is Orchid Malevolence, so that you can constantly catch Weaver and keep him struggling. If Weaver does manage to farm something, it's probably Linken's Sphere. If it's really is, we'll hit her with our Bolt first. If it's not Linken, then "God save his soul"! Amen.

If you stole Time Lapse, you should use it carefully without Aghanim. You can not only save your life or bait the enemy for a couple of spells, but also dig your own grave with it.
If you have Aghanim, it's great to save an ally and then change your spell to continue the fight.

And remember, that invisibility is a easy way to take of Swarm from you.

Here are a few more items that can help against Beetle:

  • Rod of Atos
  • Aghanim's Scepter
  • Ethereal Blade
  • Blade Mail
  • Bloodthorn
  • Scythe of Vyse
  • Heaven's Halberd
  • Daedalus
  • Butterfly
  • Hurricane Pike
  • Gem of True Sight
  • Shadow Blade
Windranger

Shackleshot
Target projectile that attempts to link the primary target with an enemy unit behind it (or a tree), stunning both for a long time. If there is no tree or unit behind the primary target, the target of the spell will receive a ministun for 0.6 seconds.

Shackleshot lines up a cone from the primary target. This cone is the search area of the indirect target. The degree of the angle is 23.
Although Shackleshot applies the same stun to two targets, they are not connected to each other. Meaning, if one enemy drops the stun, the same will not happen to the second enemy.

The ability has no limit on the number of indirect targets behind the primary target. For each shackled creature or tree, the caster gains a temporary attack bonus.

Powershot
For one second, the caster charges a narrow wave of magical damage and slow.
The damage and slow goes down with each target hit. Damage is reduced by 15% with each target. Slow duration - 4.
The range of the wave is 3000.
Powershot cuts down trees.

The ability can kill an enemy heros if their health drops below a certain threshold after arrow hit. The longer we charge Powershot, the higher the kill threshold will be.

Windrun
Using this ability will speed us up and give us 100% evasion.
The bonus to movement speed is 60%. Running duration and cooldown reduction progresses with leveling ability.

Aghanim increases slow and physical damage resistance by 35%. With Aghanim, Windrun grants invisibility, which is not turning off if we attacking someone. If we attack from invisible Windrun, we will have a visible light green circle underneath us so that the enemy can see where they are being attacked from.

Focus Fire
A spell cast on an enemy creature or structure. Once cast, the performer increases his attack speed on that target for a duration. Caster also starts hitting target on the move if it's within attack range. So, if the target of the spell is nearby, the hero himself will start hitting it.
While Focus Fire is active, our damage is reduced by 30%
Bonus to attack speed - 300 / 400 / 500.
Duration - 20 seconds.

The cast range for this ability will be the current attack range, which can of course be increased with Dragon Lance.

During Focus Fire, the hero is still looking in the direction he is going, not the direction he is shooting at. This is important when playing against Medusa with Stone Gaze. You can attack the her with Focus Fire without looking at her.

Gale Force
Vector ability. The hero unleashes a strong wind that pushes all enemies within a radius of 1000 in the chosen direction at a speed of 240. Enemies can still walk, attack and use abilities. The duration of the wind is 3 seconds. Cd is 30.



This ability has the SAME feature as Enigma Shard. I'm guessing it's an individual gimmick of the "push" mechanic.
The pull won't work for us if we stop, giving the movement command to a point below us. However, if we interrupt our movement with a special key (S by default), the tugging will continue.

(Yes. I literally copied the text from the Enigma's section.)



Wisdoms
Windrunner ...ranger is a woman who must be watched at all times.
All of her spells need to be stopped before she even thinks of using them.

All she has to do is run up to you, tie you up with something and shoot you by charging a couple of thousand Meal/Daedalus/Diffusal procs at you. But everything has its conventions. She won't tie us up unless we're between WR and something (a tree/ally). So if she is close to you, try not to get lost in the woods.
To protect from Powershot, you should watch her from afar if she is standing under a ward. The cast animation is 1 second. During this time you should change direction if she is aiming at you. Or get behind creeps to reduce damage.
A stolen Windrun can help against multiple attacks from Focus Fire. But only until she has some Maelstrom or Monkey King Bar.

Now for the methods of using stolen spells:
For a successful Shackleshot, we can lift the target with Lift and go around it so that when we cast the bind, there's definitely something behind the enemy. If we have Blink Dagger, we can use a branch to successfully Shackle Shot: From afar we cast Shackle Shot, and then quickly Blink to the enemy and put the branch behind target.

Lift will also be useful for fixing the target to accurately hit with a stolen Powershot.
It is advantageous to buy Aether Lens for such a thing. To both grab the enemy from afar and to shoot further away.

Windrun is just a great mobility ability. It partially protects you from physical damage, allows you to quickly change position and even slow down a fleeing victim. With this ability, it's great to have an attack speed item to assert your melee advantage. With Aghanim, it's also a comfortable invisibility.

And if you've snatched up Focus Fire, it would be nice to have almost any Orb with you. Most often it will be Maelstrom, Monkey King Bar, or Diffusal Blade. Mael and MKB for suppressing enemy dodges, and Diffusal Blade for the quick mana wipe that is available with bonus attack speed.
However, there are caveats to this ability!
Everyone knows that a person with Focus Fire can be pissed off with just one item. And that's Blade Mail. One press and the enemy turns around and starts to follow us around until we kill ourselves.

To stop hitting the target of the ult, you need to give the hero a stop command (S button by default). After that, the autoattack will stop until we start attacking something.
P.S.: And yes, as you have already realised, we can tank the BM ourselves if we play against Windranger. She can stop hitting us if she doesn't want to take damage, but that's the point of buying BM.

Used to cast Gale Force to push enemies away or towards you? I highly recommend applying wind perpendicular to the forest or walls. When you push an enemy towards or away from you, they can use the wind as an accelerator to get out of the area of effect.
But if you use wind perpendicularly, you can smash the enemy into trees or a hillside, making it extremely difficult to get out of. So, even when playing WR herself, it will be useful to study the map once again, so that in practice it will be clearer in which direction to blow the gale.
Winter Wyvern

Arctic Burn
Temporary flying mode where our attacks apply a debuff that deals periodic damage and slows. Attacks in flying form also have bonus range.
Debuff duration - 5 seconds.

Damage from Arctic Burn is percentage based on current health. So this damage can't kill. Magic damage amplified by spell amp. Each enemy can only get one debuff and it can't be refreshed by a second attack, unless you have Aghanim's Scepter.

Aghanim's makes this ability toggleable and grants 25% movement speed. Aghanim's Arctic Burn starts draining mana per second while active. Limit on refreshing debuff removed. If you activate Arctic Burn and put Aghanim's in backpack, the Aghs effect will remain until you toggle ability off.

Splinter Blast
The caster throws a projectile at an enemy unit that does NOTHING to the target, but spreads "shards" to those standing near the spell's target (500 radius). Each secondary target takes magic damage and gets slowed. Can be used on an ally, but not on yourself.

Very long cast range - 1150.
Low cooldown - 7.

In a 1v1 fight Splinter Blast is a completely useless ability.

Cold Embrace
Buff an ally or self. The target gets healed and gains temporary protection from physical damage. HOWEVER! The target remains stunned for the buff's duration.

"Cryostasis" duration - 4 seconds.
Cold Embrace heal is a combination of a 15 flat heal and percentage of the target's max health.

Cold Embrace can be used to cancel allies' channeling spells. But I didn't tell you that.

Shard reduces cooldown by 4 seconds. Also Cold Embrace spreads Splinter Blast on enemies within 1200 radius at the end.

This ability can be applied to a building. The building is not healed, but still receives protection from physical damage. When protection ends, the building will receive a temporary damage bonus. If used with Glyph, Cold Embrace protection effect is paused.

Winter's Curse
Targeted curse on an enemy unit. The curse stuns the target and creates an area around them (525 radius) where all the target's allies start attacking it. This ability work through spell immunity if the enemy is the primary target, not a secondary one. Winter's Curse lasts 2 seconds and adds time for each indirect target at the time of cast. 2 seconds per hero and 0.5 seconds per creep.
Applies a dispel on the main target.

ALL victims of Winter's Curse have 100% damage resistance to damage from our allies. In Winter's Curse, damage can ONLY be dealt to the primary target by attacks from secondary targets and our damage.

If an enemy dies during the duration of the ability, it is reapplied with a shorter duration to another hero with the lowest health.

All secondary Winter's Curse targets get 65 increased attack speed.
If the primary target dies from their allies' attacks, the kill credit goes to the caster.

The spell area is an aura. So if the stunned main target is moved by another spell, the taunt area moves along with them.

The taunt duration on secondary targets depends on the main victim's status resistance. Hence, if the victim is attacked by an allied hero with 90% status resistance, for example, that resistance will not matter because only the main victim's status resistance is counted.



Wisdom
A very strange enemy with strange spells who wants their enemies to heed the commandment of "love thy neighbor".
NONSENSE! Keep your distance and don't get too close to your allies in Wyvern's presence. Because two whole abilities reveal their power when two enemies are near each other (500 radius).

As it happens, Wyvern has very long cast range on all her spells, allowing her to be away from the battle's epicenter while strongly influencing the outcome. To catch her you need one of THESE:
  • Shadow Blade
  • Blink Dagger
  • Rod of Atos
  • Aether Lens

Most of her abilities will be high priority. But the heal is lower priority. It can be taken to recover after a fight.
Remember that to properly use Splinter Blast and Winter's Curse, you need ONE MORE enemy near the main target.
As for Arctic Burn, it is very very simple. Lots of percentage damage that can be amped with spell amp, talent, and Veil od Discord.

It is also completely viable to play the whole game with a stolen Arctic Burn. This can be done by getting Aghanim's Scepter and complementing the build with some of these:
  • Hurricane Pike
  • Silver Edge
  • Gleipnir
  • Bloodstone
  • Witch Blade

P.S.: Our Winter's Curse lasts longer (don't forget Spell Steal). If we hit with this ultimate more than one target, we'll have plenty of time to mix another nuke into our Winter's Curse. Or just beat enemies with Revenant's Brooch.

P.S.S.: Be careful with the ult. Remember that Winter's Curse protects your enemies from other damage sources. Health manipulation still works, so a Terrorblade can definitely swap health with a participant in the fratricide. Hehe.




Friends to the grave
The Winter's Curse debuff is NOT dispelled by death. At first glance, why do we need this information? This nuance can actually be very useful in case we cast Wyvern's ult on an enemy who has one of the reincarnation sources:

  • Wraith King
  • Undying (with level 25 talent)
  • Any hero with Aegis of the Immortal

When the enemy dies the first time, the Winter's Curse area does not completely disappear during the respawn time. It only temporarily deactivates while the "reincarnator" is not on the map. As soon as the enemy gets back up, our ability makes sense again if there is time left on it. If the enemy's allies are still near them when they respawn, they will start beating down their comrade again.

Our stolen Winter's Curse makes more sense on the respawning enemy since we amplify duration. And this increases the chances that some curse time remains when the enemy respawns. This trick will be very useful in case the enemy wants to activate BKB or something else nasty for their second life. If everything works out, they simply won't be able to do it and our team will likely be able to continue control for a second kill. (If your team couldn't do it, that's too bad. Do everything yourself.)

P.S.: Keep in mind that the renewed curse will again make the enemy and their nearby allies immune to damage from OUR allies.
Witch Doctor

Paralyzing Cask
Target projectile with magic damage and stun. The projectile bounces to random targets. It can bounce to someone who has already received a stun.
So, if you throw a cask at two hugging enemies, they'll be stunned for a couple of years.
Cask can bounce on enemies in the fog of war.

Each bounce increases the damage of the ability.

Voodoo Restoration
A switchable aura that heals allies. Each second of use consumes mana.
Since the ability has no cast animation, enemy Doctors can spam this spell to avoid giving you other abilities.




Maledict
Area cast. All enemy heroes in the selected circle will be cursed.
This curse deals small periodic magic damage and deals heavy damage once every four seconds, which depends on the difference between the enemy's health when the curse was cast and the current proc.


Maledict hits 3 times, for the curse itself lasts for 12 seconds.

When playing as the Doctor, I recommend listening to his lines after casting Maledict. If after the second tick, the damage of the third tick will be more than 9% of the enemy's total health, then the hero can say one of two lines:

Wait for it...wait for it....
He's about to pop.

These two lines mean that in most cases the enemy will not survive the third tick, unless, of course, he is affected by some life-saving factor. Magic Wand, for example.
P.S.: Rubick doesn't have any lines for such a case. Alas.

Death Ward
Channeling spell. It is applied to a point near yourself (cast range is small). While we are reading the spell, at the specified point spawns a totem that attacking the nearest enemy hero.
The damage from attacks is pure, passing through the status-immunity.

The ward's damage is reduced by 5, but it attacks two targets at once. Secondary target takes 65% of Death Ward's damage.

The totem's damage cannot be reduced by the "direct damage block" from Vanguard, Crimson Guard, Abyssal Blade and Kraken Shell.
A Ward cannot hit if it cannot see the target.
You can control this Ward to change the target of an attack.
Ward attacks have 50% accuracy.

To make it easier to control the Death Ward attack, I use setting "Channeled abilities require Hold/Stop" and "Unified orders with CTRL". Now when I use Death Ward, I press Ctrl and quickly switch to the target I want to attack.

With Aghanim, attacks start to bounce to other targets in 650 radius from each target.

Voodoo Switcheroo
Shard ability. Turns the hero into a Death Ward that attacks at a slower speed (-45).
The ability is banishment and invulnerability. Attacks from Voodoo Switcheroo also can bounce with Aghanim's Scepter.

Duration - 2.5
Cd - 50




Wisdoms
An extremely dangerous individual. If you play against him, all casks will fly at you from your allies by the law of bad luck, no matter where you are.
You'll be the one getting hit by the Ward.
But Maledict's gonna crack everyone. He usually spares no one.

You need to protect yourself from his casts first, or take action if his resources have been used up. Casks. Often you can see who the projectile is flying at, and therefore you should immediately run away from the main target of the cast, because the projectile can jump over anyone, and if you are near, the probability of catching the stun is high.
Maledict is scary if you took a lot of damage during the curse. To avoid taking MORE damage, you need to reduce the created health difference by healing.
Remember that periodic damage between ticks of Maledict will prevent you from taking full advantage of consumables.

Ghost form and rapidly increasing the distance between you and the Death Ward might save you. Or just knock him off his cast. You can also go into fog of war or invisibility.

Regarding methods of use, all of his attack spells are good, but require a good cast range. Therefore, Aether Lens looks good with his abilites.

If we want to supplemen Maledict's damage, then try these:
  • Spirit Vessel
  • Dagon
  • Ethereal Blade
  • Veil of Discord
  • Kaya & Sange

Aghanim is also worth considering. But not to improve your ult, but for a quick card change.
Taking another attack spell right after casting Maledict can create a nice wound that will be accounted for by Curse.

The items that will complement Death Ward are a bit different:
  • Aghanim's Scepter
  • Rod of Atos
  • Scythe of Vyse
  • Veil of Discord
  • Bloodthorn



At last...
And now for the most important part! If you steal ONLY Voodoo Restoration from him during two or three fights, then he's probably figured out how to play against you and he won't give up his spells so easily. In the future, you can ignore his abilites and don't waste your time trying to steal at least casks from him.
Wraith King


Wraithfire Blast
Target stun projectile that deals magic damage and then burns for another 2 seconds.
The two seconds of periodic damage also imposes a slowdown.



P.S.: At level 25, the enemy Wraith King can optionally learn a talent that replaces the slowdown from his ult with a "posthumous" stun spread to everyone around him when Reincarnation is triggered. Reincarnation has a radius of 900.
Each stun is slower than a original one, but they still interacts with Lotus Orb.
Meaning, if a posthumous stun hits Lotus, it will fly back to Ostarion.

However, in order for Ostarion to receive reflected Wraithfire Blast, you must wait for him to revive, or else Wraithfire Blast will fly into the corpse. To do this, you need to run as far away from the projectile as possible.
One more thing. The stun that flies back from Lotus Orb has the speed of original Wraithfire Blast, not the one created by the WK's talent.

Vampiric Spirit
Ability from a specific Facet. The ability gains 1 charge for every second unit we kill. Activation will spend all charges to create skeletons. 1 charge = 1 skeleton. 3 seconds after their death, the skeleton is reborn 1 time. They die without second life 40 seconds after creation.
Maximum number of skeletons 2 / 4 / 6 / 8.

Skeletons deal more damage to heroes but less damage to buildings.
Hero kills will give 2 charges.

Reincarnation
Passively allows the hero to be resurrected 3 seconds after death in the same place. Resurrection requires mana. If you don't have it, the hero will die a fairly normal death. Activation of this death will slow down all enemies within 900 radius. The duration of the slow is 5.

The ability can be used to DIE on our own if enough mana is available.

Death with Reincarnation will clear both of your stolen spell slots. Prepare to steal something new after resurrection.

Aghanim reduces ability cooldown by 15 seconds.

Removes the mana cost of the ability.

Reincarnation create several Vampiric Spirit skeletons for each enemy hero. We need to have Vampiric Spirit in the second slot to create skeletons.



Wisdoms


Most of the time we will steal stun, which will always be useful, but we should not be confused when we take Vampirism instead of the expected Wraithfire Blast. If it was obtained at the laning stage or at the beginning of mid-game, you can go to the forest to farm it. But if you picked it up in a fight, either change it or finish the fight as soon as possible so you can use the ability for pushing lanes. Don't forget that before using it, you need to get charges by killing creeps or heroes.

Be careful with his resurrection ability. You'll have to kill him twice. And I should remind you, that he has possible bonuses for this ult. First, there's a shard that removes the manacost of his ult and, when triggered, creates more skeletons for every enemy within the deceleration radius. Also the level 25 talent, which was already described above, replaces Reincarnation's slowd with a Wraithfire Blast spread.

Try to keep your ult at the ready. Use Spell Steal after every time he dies. Maybe you'll get lucky and the opponent will press his Reincarnation himself. If this happens, you can use his Reincarnation as an emergency source of slow for enemies, at the cost of your spell bar. In other cases, you can simply be a little bolder and trade a free second life by taking a beating from the enemy team, protecting your comrades.

Here are a few behaviours of some WK players:

  • 1) Standard initiation. Ostarion will likely buy Blink Dagger or Shadow Blade to approach the most important or vulnerable target and land a crit attack with Wraithfire Blast.
    If this target is YOU (and it really can be you most of the time), you should stay in the bushes or keep your escape resources (ability or item) ready.
    If the WK jumps at your ally, instantly cast Lift so your ally can get away.

  • 2) Split push with Skeletons. These Ostarions push lines, picking up charges on Vampiric Spirits, and then trashing buildings with Skeletons. To protect the buildings, you should cast Fade Bolt at the skeletons (or the WK itself that stands next to them) to reduce their attack damage. If the WK hasn't run away yet, immediately catch it with Telekinesis and make it fight you. It is recommended to buy Crimson Guard to protect yourself and structures.

  • 3) Dumb meat that has a hard time cutting distance. Such a player has neither Blink Dagger nor Shadow Blade. At best he has Sange & Yasha or Armlet.
    Of course, he always goes only on his own legs, often has an ally that buffs his movement speed and will most likely buy a BKB because he'll get tired of succumbing to constant kites and taunts.
    Until the BKB appears, just throw his stun right at him. Stuns and subsequent slowdowns will definitely mess with his positioning in both his first and second life.

In between, it is recommended to steal Vampiric Spirit a couple of times to build up your charges and speed up your farming. Skeletons can be released in the forest, where you can see several camps of neutral creeps under the wards, or you can launch them together with creeps on the line. More often than not, the level of this ability will be higher than the level of Wraithfire Blast, which will have a good effect on our farming.

Sometimes against WK we can get a very funny style of CONTROL MAN!
By constantly taking his stun, we can supplement it with Lens, Atos, and Abyssal Blade. By having relatively weird items, our control efficiency increases many times over. And it's actually funny to watch the enemies who catch one stun after another. This style is DEFINITELY should be upgraded by the Lift cooldown reduction talent.


Here are the rest of the items that can help in fighting spirits:
Zeus


Arc Lightning
A targeted lightning bolt of magical damage that bounces at multiple indirect targets. An analogue of our Fade Bolt.

Indirect targets are searched for by lightning within a 450 radius. The bounce interval is 0.25.
Arc Lightning ignores invisible units or units in the fog of war.

Lightning Bolt
"Upper" lightning, which can be applied to both enemy creatures and terrain (within 375 radius from the cast point, an enemy hero or creep will be searched to redirect the lightning to it).

Lightning deals magic damage to the target and a brief stun (0.25 seconds). It also gives a flying vision around the lightning bolt and applies True Sight to the same area. The radius of the view around the lightning is 500. This vision exists for 5 seconds.

If you apply Lightning to the wielder of Linken's Sphere, the overview will not appear. But if you press the ability not on the model, but on a point near the hero, Linken's Sphere will still work, but the vision will appear.

Heavenly Jump
Caster will jump forward and apply a heavy slowdown with small magic damage to the nearest enemy within a 700-1000 radius. Heroes are prioritised.

During the jump, the hero gains an flying vision in a radius of 900 for 3 seconds.


Thundergod's Wrath
Caster deals magic damage to all enemy heroes on the map, wherever they are. A flying vision and a True Sight area with a radius of 500 also appears above each enemy hero for 3 seconds.

Hits enemies in ascending order from ones with the lowest current health to the highest with a 0.2s interval between strikes. Whenever an enemy is killed by Thundergod's Wrath, damage for the remaining strikes is increased by 25%.

If the enemy was invisible, it will not take damage, but its location will still be revealed. Also, enemies that are banished cannot take damage.

Nimbus
Zeus's Aghs ability that puts his flying ward anywhere on the map. It applies Lightning Bolt to the nearest hero within 450 radius of itself every 2.5 seconds.
It lasts for 30 seconds. The damage of our Nimbus depends on the Lightning Bolt level of the enemy Zeus.


Nimbus is a damage source separate from us. It will NOT be affected by our Arcane Supremacy and level 25 talent.

Nimbus will not strike if we lose this spell. Nimbus only hits if we have Nimbus or Lightning Bolt in our spell bar.
Even though Nimbus flies, it's still impassable if you try to walk through it without phasing. Which means that in you can block a narrow passageway with this spell.

Nimbus has 16 health points, which only counts the number of attacks.
Creep attacks take 1 hp. Ranged attacks take 2 hp and melee attacks take 4 hp.



Wisdoms
The first ability does damage. The second does damage and vision. The third does damage, vision and slows. The fourth does damage to everyone and everywhere. And the fifth one (YOU WON'T BELIEVE ME) also does damage.

The enemy is dumb as hell. And the countermeasures against him are simple too.
All of his damage is magical, and therefore items for magical resistance will be mandatory against him.

After at least one defensive artifact, you need to strengthen every stolen spell with items. And every Zeus' spell should be boosted by spell amp boost or lowering enemy resistances. So K&S and Veil of Discord would be cool.
Aether Lens will also be very necessary to reach Zeus with his own abilities.
To catch Zeus, you can get Atos and Blink. Atos already has a decent cast range, and with Lens you can grab him from a kilometre away. As soon as we catch him, pull him with Telekinesis to your team so that there's nothing left of Thunder Mario.

Aghanim will be useful for second spell slot. He often uses the first chain lightning, but a barrage of lightnings is necessarily complemented by a "Upper" Bolt. We also benefit from casting both of these at the same time.

Of all of his spells, Arc Lightning will be at the top of the list. Very easy to use. With a low cooldown, it helps you easily harvest Arcane Accumulation stacks. Although the ability has a relatively low manacost, the fast cooldown will dry up our manapool.
Im considering Arc's damage to be tunnel damage and not as good at "fast killing". For high burst damage, It's better to take Lightning Bolt. With this spell you also can run around and look for enemy warlds.

If Zeus often tries to manoeuvre on jumps and sometimes even jumps close to the enemy, then Mage Slayer is a good option for such players. The passive magic resistance will logically cover our vulnerability to magic, and the debuff will reduce his spell amp, which will affect his outgoing damage once again.

If Zeus got Aghanim's Shard and decided to start attacking with hands, having collected a lot of strange but quite effective items, it is recommended to take Lotus Orb. Every Arc Lightning from the shard that is released after his attacks interacts with Lotus. If Zeus himself suddenly doesn't care about retaliatory lightning bolts, his allies nearby might get fried up from the galloping fireworks.
[Mechanics] Two Slots
Turns out that there are abilities with a mandatory "addition" in the form of a second basic or auxiliary ability. You steal one spell and get two. Even without Aghanim's.

Here is a list of paired spells that occupy BOTH slots. Memorize this so you aren't surprised when stealing them in-game:









[Mechanics] On the Other Side of Spells
This section will be dedicated to those spells that have a special sub-ability. And this sub-ability helps us steal the main spell it is attached to.

For example, if some Tusk turns into a ball, casts Ice Shards from it, and pops Snowball early, then when trying to steal a spell, we will get Snowball.
And that's because the sub-ability associated with Snowball itself helped us.

So here some examples:





A whole list of spells is here (look for "Sub-abilities" category)
Dota Wiki - Abilities[dota2.fandom.com]
[Mechanics] Cast Animation
In one of updates, Rubick gained a 0.15 second cast animation on most spells. However, some abilities have a MANDATORY windup that can be canceled without putting the spell on cooldown (Not to be confused with Echo Stomp).
The cast animation of all of the above abilities can be sped up with Yasha & Kaya.

Being able to cancel these animations can help bait out enemy reactions or safely reposition yourself before committing to the cast. Use this knowledge to your advantage!

Here is a list of spells with cancelable windup animations:


[Mechanics] Passives Borrowing
There are a ton of heroes with passive abilities.
And there's also a ton who buy a slew of aura items.
And we can temporarily steal certain buffs from them by having a specific spell.



These abilities summon an illusion of the enemy under our control (exception - Reflection).
And illusions can share with us the auras that the original has.

One of the brightest examples of a borrowed passive is probably Poison Sting. By making a copy of Venomancer using Wall of Replica, you can provide yourself with an additional source of periodical damage for a long duration.
But in normal games we will be stealing item auras.

See an enemy with the ability you need and a huge caravan of auras? Feel free to xerox the opponent and enjoy the bonuses!
[Mechanics] Limitations
As it happens, some spells that rely on another ability don't work in our hands the way we want them to (whether it's a bug or just a whim of the developers).
Sometimes they require a specific spell in the second slot, and sometimes they refuse to obey our will at all.

This section is necessary to point out and remind you of the limitations that you need to consider before stealing, so that you do not inflate your expectations.

  • Fissure (Eathshaker) doesn't apply Aftershock even with Shard.
  • Fiend's Gate (Underlord) with Aghanim's Scepter only creates pits under portals if we have Pit of Malice in the second slot.
  • Eye of the Forest's trees (Treant Protector) lose visibility with the loss of the ability.
  • Crystal Clone (Crystal Maiden) only applies Frost Bite with Frost Bite or Freezing Field in the second slot.
  • Reincarnation (Wraith King) summons additional skeletons only with Vampiric Spirit in the second slot.
  • Ice Blast (Ancient Apparition) only applies Cold Feet with Cold Feet in the second slot.
  • Recall (Keeper of the Light) only gives mana with Chakra Magic in the second slot.
  • Sproink (Enchantress) doesn't use Impetus.
  • Laguna Blade (Lina) doesn't give Fiery Soul stacks.
  • Burning Barrage (Clinkz) applies Tar Bomb only with Tar Bomb in the second slot.
  • Decoy (Hoodwink) can apply Bushwack, but does not charge Sharpshooter unless it is in the second slot. Without Sharpshooter, Illusion will just run into the model of the first enemy it encounters.
  • Reel In (Naga Siren) is not attached to Ensnare, even if we have Aghanim's Scpeter. It cannot be stolen separately.
  • Work Horse (Centaur Warrunner) doesn't give us the Stampede movement speed unless we have Stampede in the second slot. Hitch a Ride cannot be used on an ally unless we create a cart with Work Horse, which must be stolen separately.
  • Duel (Legion Commander) only applies Press the Attack after a win if we have a PTA in the second slot.
  • Shukuchi with Aghanim's Shard (Weaver) will not apply Geminate Attack.
  • Nosedive (Viper) will not apply Corrosive Skin.
  • Spirits (Io) can't be detonated prematurely, as we have the ability replaced by radius controllers.
  • Sun Ray (Phoenix) with Aghanim's Shard is difficult to apply inside Supernova, since Sun Ray is a two-slot ability. However, we don't need a shard for this if we steal Sun Ray and immediately hit a pre-stolen Sun Ray.
  • Sandstorm (Sand King) only applies Burrowstrike with Burrowstrike in the second slot (visually the spikes still appear).
  • Firesnap Cookie (Snapfire) leaves a puddle of lava on landing, only if we have Mortimer Kisses in the second slot.
[BUG] Melee?
Yet another trick for changing attack type. Yep, yep. There are special spells for that. But their effect is temporary...
I suggest again turning to our beloved bugs and becoming a melee hero permanently!

However, there are some remarks on this:
  • It requires certain enemy heroes (two of them).
  • Although the bug will give you melee specifics, the attack range will remain 550.
  • Increasing it with items like Dragon Lance will not work (although Broom Handle will increase attack range since we'll be "militia").
  • After the "image change" the only way to revert is with True Form. If there is no such spell in your game, decide in advance whether you need it or not. Or remember the bug so it doesn't accidentally happen to you in a game.



Shall we?


The bug is created by two abilities. It starts with them.
The initiating spell is either True Form or Shapeshift. You need to use the form, then steal a spell from this list:



They need to be applied so that they work during and after the previous spell's duration. For example, you steal True Form. Use it, then steal Tree Grab. While still in form, use Tree Grab and grab a tree (causing a model graphics bug), but only throw the tree AFTER the Bear form ends. If done right, you will have permanent melee mode with high attack range.

Metamorphosis and Dragon Form can simply be applied near the end of the previous ability's duration.

P.S.: True Form can work with Shapeshift, but not vice versa.
You can first use Bear form, then Wolf form. Bug won't happen in reverse order.
[BUG] Metronome
After patch 7.30 Valve broke the interaction rules between status resistance and some spells. The thing is, these abilities don't distribute their damage ticks evenly over the full duration. Meaning, the intervals between each tick won't change with spell duration changes.

Understand? The longer the spell lasts, the more damage it deals!
And increasing spell duration is our specialty!

Now without extra gibberish I'll just show the list of abilities affected by this bug.




In addition to spells, this bug also affects Witch Blade. It's worth mentioning even though our ult doesn't interact with items. The thing here is the mechanic works the other way around. Any slightest source of status resistance on the enemy will reduce Witch Blade ticks by 1.
(Ideally you can get 7 ticks by attacking with Timeless Relic, Ceremonial Robe, and reduced status resistance from Corrosive Weaponry of ally Alchemist)
[BUG] First Impact Rule
Among all the bugs, there are spells that I put in the "First Impact Rule" category.
What does that mean? Let me elaborate:


A hero, as the target of a spell in this category, cannot have two effects of the same ability casted by two heroes from different teams.

If the effect of a spell from one team has been casted on a hero earlier, then effect of the same spell from the opposite team will have no impact.

So far 3 abilities from this category have been found. You could see about some of their usage specifics in the sections of the heroes these spells belong to.

[BUG] Spaghetti Code?
This will be a list of spells that in our hands don't get the Aghanim's Scepter or Aghanim's Shard upgrades. Or those that just don't work at the intended 100%.

Hero
Spell
Facet
Scepter
Shard
Description
Anti-Mage
Blink
Mana Break
Аганим только снижает перезарядку, но не даёт бафф на атаку после блинка.
Beastmaster
Inner Beast
Beast Mode
Inner Beast даёт скорость атаки, но без Wild Axes не накладывает дебафф на врага.
Broodmother
Spin Web
Necrotic Webs
Заклинание работает по принципу Первого Взаимодействия.
Dragon Knight
Elder Dragon Form
Fire Dragon, Corrosive Dragon, Frost Dragon
Краденный Elder Dragon Form не получает бонусов аспекта.
Undying
Flesh Golem
Rotting Mitts
Flesh Golem не создаёт зомби при атаке без краденной Tombstone.
Builds #1
There will be a list of the most popular item builds for different situations.



[ᚱ] "Raidu" (Path)


The idea is rushing an early Aghanim's Scepter to upgrade a targeted ability steal. Enemies won't likely rush Aghanim's as a first item. Follow up with supporting items to empower the upgraded spell from "small to large". Starting with Aether Lens or Veil of Discord first for a smoother build up is okay before finishing Aghanim's.

Aghanim's can also be good on spells without upgrades - the main power is just having two spells stored.



[ᛇ] "Eihwaz" (Yew)


The fun part here is it's essentially a single item. Very few heroes truly appreciate this hybrid of Atos and Maelstrom as Rubick do. Atos provides intelligence stats and an active we like. Maelstrom lets us amp damage with Arcane Supremacy. Combined they deliver an AoE root nuke that increases attack uptime with chain lightning procs. The full item gives nice stats and upgrades flexibly.

The question is - which component first?

The answer: I don't know. It depends on the enemy picks and if you can jungle farm with Maelstrom or need to fight and build Atos. Feel out the early game and build what the situation allows or demands. Transition items like Aether Lens, Force Staff, Blink Dagger, or Veil of Discord are okay if the first component doesn't come online smoothly.



[ᚾ] "Nauthiz" (Need)


This build I saw Sumiya do on Invoker and loved it so much I use it often on Rubick too. Orchid's stats set the tempo - farm and fight faster early. The item is good against many heroes. BKB cements your advantage. Halberd adds more utility and status resistance when BKB is down. Later items can vary:
Aghanim's for extra spells. Hex for more lockdown with Orchid. Octarine Core to lower other items' cooldowns.

After Halberd, the third slot can really be anything depending on game state and personal preference.
Builds #2
[ᛖ] "Ehwas" (Horse)


High movement speed is the main purpose of the build. Kaya & Yasha is made so that we don't have to rely solely on running. Later this item is disassembled and its components are made into Bloodstone and Manta.

This build helps farm and keep up with late game.



[ᚦ] "Þurisaz" (Thorn)


Over time I tried many physical builds, but only one turned out the most stable. This combination of items performed better than anything and I recommend sticking to exactly this set if you decided to right click. Or if you often steal abilities that amp auto attacks or increase uptime. Of course, depending on the situation, one item can be replaced with something else (Skadi, Daedalus, or something more practical).

Most often Shadow Blade is the first item, with which it's easier to start a fight by quickly killing one enemy from invisibility. And it's easier to accumulate gold with it. First it's attack speed, which helps clear jungle camps, and then it's saving lives through invisibility. If you don't die, you don't lose gold.
Pike and Manta complement the build with the SAME options. They help attack and survive.



[ᚹ] "Wunju" (Joy)


A build that relies on massive magic damage and its amplification. This playstyle goes well with medium and long range spells, among which will most often be a regular nuke like Shockwave or Earth Spike (but not necessarily). The core of the build is Ethereal Blade, since Dagon amps magic nuke damage the most, and its early buildup through Kaya speeds up farming spells by amplifying mana regen.

If the game is harder or you just don't want to "rush" the item, it's easier to approach it through Veil of Discord or Boots of Travel. Veil is a good transitional item that ALSO amps magic potential and provides mana regen to recover between fights. Travel boots provide access to farm and better positioning.

Once Ethereal Blade is acquired you can go towards Dagon and Refresher, which multiply your magic arsenal. But that's one version of build progression. For now, Dagon can be bought sometimes or even needs to be replaced with Aghanim's, if the enemy lineup forces you to expand your spell pool or steal something extremely important from afar.
Builds #3
[ᛋ] "Sowilo" (Sun)



(WARNING: This build is only allowed for players with 500+ Rubick games!)

Everything you will do with this build is absurd. But only through absurdity can Rubick be understood!
Cast aside principles, stereotypes, standards, game rules, and mechanics axioms. Immerse yourself in the essence of madness, creating power from diverse and sometimes base elements.
Reaching the pinnacle of detachment, you will hear the voice of your soul and the echo of items beckoning your virtuosic hands...
Your Rubick will begin to SHINE!

Build any nonsense that resonates with your soul and nourishes your mind towards a strategy. You cannot limit yourself to norms when intuition commands you to create beauty!

Okay I'm done with the creativity bit. Really this build is about combining Radiance with any survival or invisibility spells to become a highly contact-oriented fighter. Also works with illusion spells like Haunt, Mirror Image, Conjure Image etc.
Radiance is often followed up with mobility, control, or dispel items.



[ᛉ] "Algiz" (Elk)


Assault Cuirass is one of the most serious power spikes you can get on Rubick to turn this ranged hero into a potent melee/mid-range Warrior. Requires melee buff spells to utilize (Enrage, Void, Berserker's Call, Omnislash etc).

Consider when facing diving carries like Night Stalker or Wraith King - boosts survivability against physical damage and amps physical potential.

Follow up with BKB and Aghanim's Scepter. BKB is mandatory for a frontliner. Aghanim's guarantees you always have a suitable melee buff spell.

Build loses purpose if an ally buys Assault Cuirass instead.



[ᛏ] "Tiwaz" (Tyr)


This is an odd niche fetish but... Mage Slayer.
Provides dual magic protection, attack speed, and mana regen. A great cheap transition item that also counters heavy nuke dependency. One proc reduces spell lifesteal from Bloodstone, etc. Counters Zeus, Leshrac, Timbersaw, Spectre, Necrophos.

Often want to build Vanguard afterward for even more sustain and frontlining potential. Upgrade to suit the game - Crimson Guard against Void Chronos, Abyssal Blade to pin down the pesky Riki, etc.

Hurricane Pike is also good for further survivability and uptime. After those items, build whatever suits your needs!

Let me know if you try out these builds or have any other Rubick item ideas!
Decorations! #1
This section is about possible tricks with gems!
A section about Kinetics or how to "properly decorate magic".

Here I will list kinetic gems that will work with stolen abilities. They can be socketed into one of Rubick's cosmetic items, then steal the altered ability in-game and behold the beauty.



Available gems


Bladekeeper's Bladefury (Bladefury)
Bladekeeper's Omnislash (Omnislash)


Northlight Illuminance (Illuminate)
Crucible of Light Illuminance (Illuminate)


Mark of the Divine Anchor (X Mark The Spot)
Torrent of the Divine Anchor (Torrent)


Orb of Reminiscence (Illusory Orb)
Rift of Reminiscence (Waning Rift)
Dreamcoil of Reminiscence (Dream Coil)


Epitaphic Trap (Psionic Trap)


Timberthaw Chakram (Chakram)
Decorations! #2
Second part about "Magic Make Up"!
But this isn't about gems.

With the addition of the Arcana item for Rubick, Valve also added another customization option...

As you may know, leveling up the Arcana unlocks new spell animations when stealing enemy abilities. However, if you rename the Arcana item (using the Name Tag tool), the new name carries over to almost all summoned units from spells (except illusions).

So you're reading this and thinking "So what? I have to buy the Arcana for this crap?!"
Nope. Turns out the Arcana doesn't matter. You can rename ANY "back" slot item and get access to customized treants, eidolons, etc.
(But this option only became available after the Arcana release)

Rename any item equipped in the BACK slot. Changing other slots won't work.



  • Illusions are not renamed.

To Be Continued...
Without a doubt, this is not all the wisdom I can offer you.
I can never be sure, I know absolutely everything about Rubick. And that's without taking into account patches and new heroes that are just around the corner!
Incoming information will depend on time, my practice, and Dota itself, whose story is written in unexpected "fonts"...

If you liked this guide or found it useful, please leave a like.



The guide is expanding and will definitely continue to expand going forward.

Thank you so much for visiting this "Book" and reading through to the victorious end.
Best regards, Wise Stump.

5 коментара
Cuni lover 666 4 авг. 2024 в 5:11 
Напишите мне в профиль комментарий пожалуйста
Wise Stump  [автор] 30 юни 2024 в 2:53 
Thank you for your kind words. "Betrayal" part is fixed.
Feel free to join the rest of Rubick in the discord Server.
https://discord.gg/TsFzBDx4qF
IcyDeadPeople 29 юни 2024 в 7:37 
This is the best Rubick guide (and a great DotA guide in general because of how it deals with playing against each hero). I have read many sections and I am yet to read a large portion of the guide, but sometimes it helps reading a hero's section just before a game or after the game, to see what I could have done better.

With the recent facets update, I think there are a lot more nuances that people will figure out over time, but I see you have already updated most of the guide to cover facets as well. One thing I noticed is that in the tips, section 15) "Betrayal" - last word should be changed to arcane curse now since silencer is a bit reworked.
Wise Stump  [автор] 22 май 2024 в 8:00 
Thank you for your kind words and contribution. If this Death Ward interaction don't get fixed in new patch, I'll write that down.
pepsicola22 17 май 2024 в 5:20 
from one rubick spammer to another, this is an awesome guide :steamthumbsup: one thing i wanna add, theres a weird interaction with wd's death ward and death prophet's ult. if you have both spells stolen the ward attacks proc dp's agh upgrade sending out a bunch of spirits. it only procs on secondy targets tho for some reason, most likely a bug