19 + 1.5
14 + 1.6
27 + 2.4
Rubick the Grand Magus is a ranged Intelligence hero best known for his ability to copy the spells of his enemies and use them as his own. Although he is mostly played as a support and is extremely fragile the entire length of the game, he can still prove to be one of the most influential heroes if he utilizes good positioning and well-timed usage of his ultimate, Spell Steal. Spell Steal allows Rubick to cast an enemy hero's most recently used spell, giving him supreme versatility throughout the game. By stealing the right abilities, the Grand Magus can aid himself and allies by casting crippling disables, applying curses, unleashing powerful nukes, disorienting the enemy team, supporting his allies with buffs, escaping from rough situations, or even enhancing his own physical attacks. His other abilities are just as worthy of a Magus: Telekinesis lets Rubick magically lift an enemy into the air, rendering the target helpless and vulnerable, before hurling the lifted enemy to the ground up to a short distance away and stunning nearby foes on impact. Fade Bolt blasts enemies with a stream of arcane energy which bounces to all enemies nearby, dealing damage and reducing their attack damage. Null Field is a passive aura, which grants himself and nearby allies bonus magic resistance to shrug off magical assaults. Rubick's versatile ability-set and his infamous Spell Steal make him a flexible and powerful hero that can work in any lineup although he does suffer from long cool-downs and the surfacing predictability of his ultimate.
| Rubick, the Grand Magus
| Play "No sorcery lies beyond my grasp."
|| Support / Disabler / Nuker
|| Any mage can cast a spell or two, and a few may even study long enough to become a wizard, but only the most talented are allowed to be recognized as a Magus. Yet as with any sorcerer’s circle, a sense of community has never guaranteed competitive courtesy.
Already a renowned duelist and scholar of the grander world of sorcery, it had never occurred to Rubick that he might perhaps be Magus material until he was in the midst of his seventh assassination attempt. As he casually tossed the twelfth of a string of would-be killers from a high balcony, it dawned on him how utterly unimaginative the attempts on his life had become. Where once the interruption of a fingersnap or firehand might have put a cheerful spring in his step, it had all become so very predictable. He craved greater competition. Therefore, donning his combat mask, he did what any wizard seeking to ascend the ranks would do: he announced his intention to kill a Magus.
Rubick quickly discovered that to threaten one Magus is to threaten them all, and they fell upon him in force. Each antagonist's spell was an unstoppable torrent of energy, and every attack a calculated killing blow. But very soon something occurred that Rubick's foes found unexpected: their arts appeared to turn against them. Inside the magic maelstrom, Rubick chuckled, subtly reading and replicating the powers of one in order to cast it against another, sowing chaos among those who had allied against him. Accusations of betrayal began to fly, and soon the sorcerers turned one upon another without suspecting who was behind their undoing.
When the battle finally drew to a close, all were singed and frozen, soaked and cut and pierced. More than one lay dead by an ally’s craft. Rubick stood apart, sore but delighted in the week’s festivities. None had the strength to argue when he presented his petition of assumption to the Hidden Council, and the Insubstantial Eleven agreed as one to grant him the title of Grand Magus.
|| Barry Dennen (Responses)
- The lift duration consists of 1.2/1.45/1.7/1.95 seconds static air time and 0.3 seconds landing time.
- The lifted unit is stunned while in air and is not affected by the area stun upon landing.
- The lifted unit loses its collision during the lift, so that other units can pass below it.
- When the lift ends prematurely, the lifted unit instantly lands and applies the area stun.
- Destroys trees within 325 radius of the lifted target upon landing.
- Cannot lift Roshan, he will be stunned for the lift duration instead.
- This ability replaces Telekinesis for the lift duration.
- Telekinesis Land has an instant cast time.
- Allows Rubick to determine where the lifted unit will land after the lift duration. Does not prematurely end the lift.
- Targeting further than the maximum allowed throw distance will throw the target 375 distance towards the targeted point.
- The unit moves towards the targeted point during the last 0.3 seconds of the lift duration, so the speed varies between 0 and 1250, depending on the chosen distance.
- Can be cast multiple times during the lift. The unit will land on the last chosen location.
- The center of the targeted area is marked with green particles, which are visible to allies only.
- Fade Bolt has no bounce limit. Bounces in 0.25 second intervals. Each bounce decreases the bolt's current damage by 4%.
- Can never hit the same unit twice per cast.
- This is how much damage the first 20 bounces on each level deal (before reductions):
- Level 1: 70/67/65/62/59/57/55/53/50/48/47/45/43/41/40/38/36/35/34/32/31 damage, 1008 total damage, 104 bounces to reach 1 damage
- Level 2: 140/134/129/124/119/114/110/105/101/97/93/89/86/82/79/76/73/70/67/64/62 damage, 2014 total damage, 121 bounces to reach 1 damage
- Level 3: 210/202/194/186/178/171/164/158/151/145/140/134/129/124/119/114/109/105/101/97/93 damage, 3024 total damage, 131 bounces to reach 1 damage
- Level 4: 280/269/258/248/237/228/219/210/202/194/186/179/172/165/158/152/146/140/134/129/124 damage, 4030 total damage, 138 bounces to reach 1 damage
- The stolen spell travels as a projectile towards Rubick at a speed of 900. Rubick gains the spell as the projectile reaches him.
- Cannot steal passive abilities, item abilities, active attack modifier. Can only steal from heroes.
- Always steals the current level of the last cast spell, not on the level the spell was as it was cast the last time.
- Can not have more than 1 stolen spell at a time. Sub-spells from spells are automatically acquired and cannot be manually stolen.
- Sub-spells are only spells which do not do anything on their own. The 3 Shadowrazes or Test of Faith (Teleport) are not sub-spells.
- This also goes for spells provided by an Aghanim's Scepter ( Eyes In The Forest, Unrefined Fireblast, Chakram, Hybrid, Burrow, Walrus Kick)
- Rubick's Aghanim's Scepter causes the stolen spell to be upgraded. Since the above-mentioned spells are not upgrades to existing spells, but rather just extra spells granted to the hero, they are treated as their own spells by Spell Steal.
- This means, for example, Rubick with an Aghanim's Scepter will not get both Chakrams by stealing one of them, but it also means he can steal the blue Chakram without having the scepter.
- The cooldown of all stolen spells is saved. When re-acquiring a lost spell which was used recently, it will not be instantly ready to use again.
- Spell Steal has no effect on the stolen spell when stealing the same spell twice in a row. The cooldown will not be refreshed and its level will not be updated. However, it will refresh the duration that the stolen spell will be retained.
- Rubick loses the stolen spell when the duration is up, when he dies, or when stealing a new spell. The old spell is lost as soon as the projectile reaches Rubick.
- A full list of unique interactions with Spell Steal can be found here.
- Healing Salve and Tango should be purchased in most any situation, as basic regen prevents you from being harassed out of lane. The main exception is in the mid lane, where buying only Tangos can help if the aim is to get a fast Bottle.
- When playing as a lane babysitter or roamer, having a Clarity or two can allow Rubick to utilize his spells more than a few times, as they are very costly in the early game.
- Iron Branches give Rubick some much-needed attributes, especially to his Strength. They can be sold later, or turned into a Magic Wand.
- When not playing as the team's mid, ensure that your team has an Animal Courier, even if you have to be the one to purchase it.
- Boots of Speed are important to get early on as Rubick, as Telekinesis is a very powerful disable that requires Rubick to get close enough to cast.
- Magic Stick is important to purchase earlier rather than later, as it can give Rubick enough burst heal to survive a gank, or enough mana to cast one of his spells to turn a fight around.
- Bracer is a good stat booster for a cheap price. It boosts Rubick's HP, giving him more survivability.
- Arcane Boots are very useful on Rubick due to his ability to steal the enemy's spells. They increase the size of his mana pool and allow him to replenish his and allies' mana as needed.
- Blink Dagger is a crucial item to purchase on Rubick, and should be rushed if possible. Being able to instantly reposition himself greatly increases Rubick's survivability, as well as his ability to jump in and use Spell Steal, or any spells stolen by it, when the opportunity presents itself.
- Aghanim's Scepter drastically increases Rubick's teamfight contribution, as he can potentially steal an enemy spell every 2 seconds and use it against them. The increased stats buff up both Rubick's health and mana pools, and the increased cast range can give him the ability to steal a spell safely without using his Blink Dagger. As well, he can utilize the upgrades granted by Aghanim's Scepter to any stolen spells.
- Magic Wand gives Rubick stats, and more burst HP and mana regen with up to 255 instant replenishment for both. Even in the late game, this can be all that is needed to cast one more game-changing stolen spell in a fight.
- No matter whether playing as a core or support Rubick, it is important to regularly purchase Observer Wards in order to give your team map vision. As well, having knowledge of the enemy's movements allows you to identify which spell they last cast, giving you forearmed knowledge of what you will get when using your ultimate.
- Town Portal Scroll is important on Rubick because of his ability to steal and use enemy spells. Due to this flexibility, he can save a teammate using a stolen spell, or bring a huge teamfight ultimate to a fight.
- Drum of Endurance can be upgraded from a purchased Bracer, and gives Rubick stats across the board, most importantly Strength and Intelligence.
- Scythe of Vyse allows Rubick to instantly disable an enemy, adding to his already powerful arsenal of disables. It also greatly increases the size of his mana pool and gives him a hefty amount of mana regeneration, greatly increasing his ability to cast mana-expensive stolen spells.
- Black King Bar is a very situational item to purchase, but can be helpful in giving Rubick survivability in either using a powerful stolen spell, or protection against a spell he wishes to steal. Its purchase greatly depends on what spells and heroes the enemy has though, so think before deciding.
- Shiva's Guard increases the size of Rubick's mana pool, and gives him great survivability against physical damage. As well, the active can be helpful while initiating, as it can slow enemies down long enough for you to get within range of them to disable or steal their spells.
- Boots of Travel greatly improve Rubick's mobility, and frees up an inventory slot. It is useful for globally repositioning to show up to teamfights or ganks with powerful stolen spells.
- Rod of Atos greatly improves both Rubick's health pool and mana pool, allowing him to do more in teamfights. As well, the active ability can be used to slow an enemy from a very long distance away, helpful for fleeing from single enemies or catching foes out of position for further disables.
- Pipe of Insight is a good utility support item to pick up, as it can outright shield allies from magic damage rather than blunting the edge with Null Field. The increased HP regeneration helps Rubick to maintain his health pool somewhat, while the increased magic resistance (from the item as well as the aura) gives him and his teammates further survivability against magic nukes as it stacks multiplicatively with Null Field.
- Eul's Scepter of Divinity is a comparatively cheap item that will give you great mana regen, a bigger mana pool, more movement speed for mobility, as well as a useful disable. The active can also be used on yourself to disjoint enemy spells you wish to grab, or remove debuffs such as silence from yourself.
- Force Staff serves a very similar purpose to Blink Dagger for Rubick with the added benefits of more Intelligence and HP regen. It is much easier to build, and can serve either as a supplementary repositioning tool after Blink Dagger, or a cheaper substitute if you are having trouble farming. Also unlike Blink Dagger, it can be used on teammates to give them additional mobility for initiation or escape, and can be used on enemies to disposition them or break their Linken's Sphere before casting a disable on them.
- Bloodstone can be built by disassembling already-purchased Arcane Boots. Rubick's mana pool is normally strained to the limit in any situation, but may be more so if he intends to steal highly expensive or spammable spells such as Mystic Flare, Crypt Swarm, and so on. Bloodstone gives Rubick both mana and HP, enhancing his survivability as well as giving him a regenerating source of mana for continuing to cast spells.
- Flying Courier should be purchased if playing as a laning support Rubick, and nobody else on the team has upgraded the courier yet.
- Rubick is renowned as one of the most flexible casters in the game due to his ability to turn the enemies' abilities against them with Spell Steal. However, this also makes him one of the hardest heroes to master due to the timing and positioning required to utilize his ultimate effectively.
- Despite possessing attributes typical of the archetypal support caster, the possession of Spell Steal allows Rubick to be built differently. While he only has one innate disable, he should generally be built with mobility and casting in mind, with items that help with initiation taking priority due to the utility that Spell Steal provides.
- Despite his high base intelligence, Rubick suffers from mediocre intelligence growth, and his spells have relatively flat mana costs; additionally, consistent use of Spell Steal will further tax his mana pool due to the need to support not only his innate spells, but also any stolen abilities, particularly mana-expensive ultimates. The flat mana cost for his abilities means that they cost a larger fraction of his mana pool in the early game, and thus limits his operational time in the field. Items that grant Rubick a larger mana pool and increased mana regeneration are very helpful for keeping him in the game.
- Although a great disabler and potential initiator with the right items and stolen spells, Rubick is still very frail and can be easily killed if caught out of position by the enemy team. Rubick should focus on building items that grant him more mobility rather than increasing the size of his HP pool, as increased mobility can help with both initiation and escape rather than simply delay his death in the face of enemy attacks.
- During the mid- and late-game, stealing key teamfight spells and keeping yourself alive should be your main goals. Spell Steal only has a 0.1 second cast time and high cast range, so quick fingers and fast reaction time will give your team a huge advantage.
- Rubick is a very flexible caster who can be played as a support, roamer or core farmer. The role that he is selected for will largely change his how much farm he gets, and in turn how effective he can be with his abilities. However, his skill and item build remains largely the same.
- As a support, Rubick generally performs lane harassment and creep pulling duties, getting low farming and experience priority. Telekinesis allows him to catch the enemy off-laner and pull them back, as well as making chain-disables by his tri-lane easier to execute due to Telekinesis's ability to reposition the enemy precisely.
- As a roamer, Rubick aims to disable and disposition enemies with Telekinesis, setting up kills for his lanes to give them an early advantage. A roaming Rubick prioritizes in mobility, disable and nuking.
- As a core, Rubick goes to the mid lane, using Fade Bolt to nuke and harass, and Telekinesis to set up kills if his supports and roamers rotate to mid for a gank. Due to being given farm and experience priority, mid Rubick's goal is to get level 6 as fast as possible and use his gold and level advantage to start moving around the map for ganks and kills. Gold should be spent on mobility items, particularly a fast Blink Dagger, and utility and disable items to turn teamfights to his team's advantage.
- Telekinesis stuns its target for a short duration, and allows Rubick to displace them with its Telekinesis Land sub-ability, stunning any enemies in the impact radius.
- Telekinesis is a short disable, but can be extremely powerful as it can displace the enemy upon landing, putting them in a very disadvantageous position.
- No matter what role Rubick is played in, at least one point should be spent on this ability in the laning stage. Because leveling it up increases its disable duration (both lift and stun on secondary targets) and cast range, this ability benefits from being maxed out early in a match in order to increase Rubick's disable potential.
- Rubick is a very strong supporting disabler when placed in a side lane, since Telekinesis can disable a target for a disproportionate amount of time (lift time, as well as displacement upon landing). This allows him to greatly magnify the effects of chain disables by his team as he can prevent a target from dodging area-of-effect stuns and increase the length of their retreat path.
- When using Telekinesis alongside allies with unreliable disables, always make sure to communicate your intentions beforehand. Telling your teammates that you will not displace the enemy with Telekinesis Land, or that you will always pull them backwards, will give them forewarning as to where to cast their stun. Not communicating can cause allies to miss their stun completely, resulting in a failed gank.
- Remember that any enemies within a certain radius of a lifted target will be stunned upon the target landing. Telekinesis Land allows Rubick to select the area that the target will land in, allowing him to utilize the secondary stun as needed. This can be extremely powerful when counter-initiating during enemy ganks, as Rubick can immediately disable one attacker with the lift, and then stun any other enemy heroes with the land.
- When choosing a location for Telekinesis Land, it is possible to place the target on a different elevation than their lift point. You can use this to your advantage by placing the target over a ridge, forcing them to take the long way around, which can be useful for extending a fleeing enemy's escape path or preventing a chasing enemy from easily pursuing. As well, targets can be placed on the elevated cliffs near the rune spots, trapping them in place for an easy kill.
- Fade Bolt is a bouncing nuke that deals a respectable amount of damage to enemies while also reducing the damage their physical attacks deal.
- Due to its nuking power and attack damage reduction on targets, Fade Bolt can be a surprisingly effective counter-gank spell, as it will both deal damage to the enemy and reduce their attack damage, decreasing their chances of securing a kill with their attacks as well as their chances of surviving and escaping after the gank. It can be a useful spell to break up or at least hinder enemy gank attempts.
- Fade Bolt can be a powerful harassing tool during laning, as not only does it deal damage but reduces the enemy's attack damage. However, mind its mana cost, and remember that casting it will push your lane both due to the nuke damage on nearby creeps and the reduced damage that the creeps will deal. Avoid spamming it unless you have a source of mana replenishment, as you may need your mana to cast Telekinesis instead.
- Remember that Fade Bolt deals the greatest damage to the first target struck, and decreases in strength as it bounces to other enemies. Keep this in mind if trying to cast this spell to finish off an enemy, as the bounces may cause it to weaken to the point where it cannot guarantee a kill. If possible, try to directly target the enemy you are trying to kill in order to maximize the amount of damage they take.
- Conversely, Fade Bolt's range can be augmented by using the bounce to hit an enemy at range. If a weakened enemy is out of range from being directly targeted, they can still possibly be finished off by a bounce as long as they are not already in the fog of war, and there are other units nearby that can be used as a relay.
- Due to its nuking and pushing power, Fade Bolt is a useful tool for a mid-lane Rubick, as the damage can harass the enemy mid while reducing their last-hitting power. As well, pushing the creep wave into the enemy tower can keep them occupied when the runes spawn, and force them to last-hit against their tower, possibly reducing the amount of gold they get.
- Null Field is a survivability aura that grants Rubick and all nearby allies increased magic resistance.
- Null Field generally should not be picked up during the laning stage, as it does not scale well and reduces the damage of already weak magic nukes by small amounts. However, it should still be maxed out by level 14 as it can greatly improve teammates' survivability against magic nukes, particularly as it stacks alongside all other sources of magic resistance.
- Keep in mind that Null Field affects allied creeps, not just heroes. If pushing alongside creep waves, Rubick can increase the survivability of his lane against enemy magic nukes, forcing them to expend more effort to halt pushes. However, beware that the enemy can simply choose to jump on Rubick instead, so try to stay a respectable distance behind, and make sure that there are nearby teammates to back you up.
- Spell Steal is one of the most powerful spells in the game, as used properly it can turn teamfights around completely. However, its use requires impeccable positioning, timing and judgment to ensure that the right spell is stolen and used at the right time. Keep in mind what abilities your enemies have, which of those you plan to steal, and in what situations the enemy will use those spells, so that you can be ready when an opportunity presents itself.
- Spell Steal is one of the hardest spells in the game to use properly, as it requires extensive game knowledge to understand every aspect of the spells you are able to steal. As well, its long cooldown without Aghanim's Scepter means that there is no room for error if you intend on stealing a specific spell during a fight rather than taking what comes. In general, more experience playing as other heroes in the game translates to better understanding of how to best utilize Spell Steal, as you will understand all the aspects of the spells you are potentially stealing, as well as when enemies will cast those spells.
- Virtually all spells stolen by Rubick will retain his 0.1 second cast animation. This means that spells such as Fissure, Ice Path and Split Earth will cast almost immediately. Any spell that requires channel time or extended casting animations such as Assassinate and Epicenter will still have extended durations.
- Certain spells can be extremely powerful against the heroes that they are stolen from. For instance, if there is a Bounty Hunter on the enemy team, stealing Track from him allows Rubick to completely negate his Shadow Walk, as well as drastically increase Rubick's gold gain. Stealing Mystic Flare from Skywrath Mage can allow Rubick to destroy him in place by disabling him with Telekinesis, and so on.
- Stolen spells can often fill in any deficiencies that Rubick has, allowing him to diversify greatly. For instance, stealing an area-of-effect magic nuke can allow Rubick to farm more easily as he can combine it with Fade Bolt, stealing a stun can allow him to double up disable duration when combined with Telekinesis, and so on.
- Keep in mind that when chain-disabling with a stolen spell, you can steal another one immediately afterward if Spell Steal is off cooldown. For instance, ganking with a stolen Storm Hammer can stun an enemy for up to 4.25 seconds when combined with Telekinesis, but if the gank target has just used a stun (such as a Wraith King with Wraithfire Blast), Rubick can steal that and add it at the end, stunning the target for a maximum of 6.25 seconds.
- While a stolen spell can be powerful by itself even factoring in the reduced cast times, Rubick's true strength comes from combining those spells with his innate ones. For instance, stealing Shackleshot can be extremely powerful as Rubick can lift a target at will and drop them next to a tree, stealing Enfeeble can drastically neuter a target's attack power when stacked with Fade Bolt, and so on.
- Don't forget that stolen spells can synergize with allies' abilities as well, not only those of Rubick. If the enemy has a spell that can synergize well with that of a teammate, it can be very beneficial to attempt to steal that spell in tandem with an ally. For instance, if there is a Dark Seer on the opposing team and Disruptor on yours, stealing the Dark Seer's Vacuum can allow your Disruptor to get off a perfect Kinetic Field + Static Storm combo.
- Remember that stolen spells have a memory duration based on the level of your ultimate, so you should keep in mind how you can best use that spell before you forget it. If you have stolen a powerful teamfight ultimate, it can be wise to try to force the enemy into a teamfight that is disadvantageous for them. If you have stolen a strong area of effect nuke, you can use it to farm during downtime or push out lanes. If you have stolen a strong stun, you should attempt to find a target to gank as you can greatly extend the duration of your disable by combining the stolen disable with Telekinesis.
- It can be a good habit to mark the time at which you stole a spell via team notifications; Alt + click the spell you have stolen, then the clock to indicate when you stole it. As the buff duration for Spell Steal can be difficult to read, logging the time at which you stole a certain spell can let you know approximately when it will expire.
- Aghanim's Scepter not only reduces Spell Steal's cooldown to 2 seconds and increases its cast range, it also (in most cases) grants Rubick the upgrade benefits of any spells he has stolen, regardless of whether the original caster has an Aghanim's Scepter or not. Therefore, a stolen Black Hole will apply Enigma's current level of Midnight Pulse to the area, a stolen Heat-Seeking Missile will fire up to 4 rockets, and so on.
- Due to being able to be played as a support, roamer or mid, Rubick can benefit from building numerous other types of items.
- Played in a hard support role, be sure to purchase Sentry Wards regularly on top of Observer Wards, as denying the enemy map vision can give you leeway for initiating on them and stealing their spells.
- Faerie Fire can be a strong consumable to purchase as mid Rubick. It grants a small amount of bonus damage, increasing last-hitting power, and can be consumed as a last-second life-saver in the event of an enemy gank.
- A starting Null Talisman is greatly beneficial on a mid Rubick, as it gives him more last-hitting power to allow him to compete against the enemy mid. If needed, it can be upgraded into a Veil of Discord depending on the situation.
- Bottle can be crucial to purchase early on as a mid Rubick as well. It allows him to replenish his HP and mana to go toe-to-toe against his lane opponent, using his spells to disable and nuke as needed. Past the laning stage, it can fuel Rubick's mana pool to allow him to utilize stolen spells to their utmost.
- Soul Ring is an unorthodox item to build on Rubick, but can be useful as a roamer. While his base intelligence is respectable, his spells come on a fairly low cooldown, and his mana pool is often strained to the breaking point due to Spell Steal allowing him to utilize even more spells. A Soul Ring can give Rubick on-demand mana that allows him to cast one or two more spells in a teamfight, and can help mitigate the mana cost on his spells when using them to farm, making sure that he does not show up to fights with a half-depleted mana pool. As well, it can be used as a component for building a Bloodstone should the need arise.
- Urn of Shadows can serve as a useful utility and survivability item when playing as a roamer. The extra strength gives you more HP while the mana regen bonus helps to maintain your mana pool. The item's active adds another damage nuke to the mix, or can be used to heal yourself or teammates after successful ganks.
- Tranquil Boots are generally not very strong on Rubick, but can be situationally built as a support or roamer. The armor and passive HP regen help to give Rubick survivability, and the increased base movement speed allows him to position himself for casting his spells more easily.
- Ghost Scepter is a useful item to purchase on any support, and is no exception for Rubick. Being able to become immune to physical damage can buy Rubick more time in the face of the enemy's carries to steal or cast stolen spells in order to change the course of a teamfight.
- Glimmer Cape is a situational item that mainly provides utility, but can be very strong if used properly. The active can allow Rubick to initiate by walking in invisibly instead of using his Blink Dagger, or can be used to shield himself or an ally from enemy magic nukes (or to help them escape), augmented further with Null Field. It can be particularly useful for utilizing stolen channeling spells, as it helps to prevent easy interruption.
- Veil of Discord can be a useful utility item to purchase. It provides a large amount of intelligence to boost Rubick's mana pool, additional HP and armor, and the active ability can work alongside Null Field to create a space for magic damage to benefit your team over the enemy. It can be useful depending on what types of spells can be stolen from the enemy, as well as if your team also has a plethora of magic nukes.
- Aether Lens is a strong purchase that can be easily acquired by disassembling Arcane Boots for the Energy Booster component. Besides the increased mana pool, it gives Rubick HP regen for increased survivability, and increases the cast range of all of Rubick's spells, particularly Telekinesis and Spell Steal, giving him increased disable range and allowing him to safely steal spells from far away (as well as utilize any successfully stolen spells from greater range). The spell damage amplification also allows him to deal more damage with any stolen magic nukes.
- Solar Crest is a strong support item that can greatly benefit Rubick's team. By itself, the item grants scaling mana regen as well as survivability against enemy physical attacks due to a combination of armor and evasion, which can be useful as Null Field already protects him against magic nukes. The active is very strong since it can allow Rubick to transfer the armor and evasion to his carry, or can reduce the armor of a gank target during an initiation with Telekinesis.
- Refresher Orb is a very situational item to purchase, and should depend on if the enemy has a major teamfight ultimate that can benefit from it. However, as with a Refresher Orb purchased on any hero with a major teamfight ultimate, it can mean the difference between victory and defeat in the right situation.
- In both DotA and Dota 2, he is the son of Aghanim. He also possesses an imitation of Aghanim's scepter as one of his cosmetic items.
- Before Walrus Punch was changed to an attack modifier, Rubick was able to steal it. Upon using it, he would launch a projectile of himself, spinning and with head ahead, towards the target. When his target was Tusk, the overhead text on the target read "Sucker Punch!" in green colors. The text read "Stolen Punch! on other targets.
- Rubick is named after Ernő Rubik, the Hungarian inventor who designed the "Magic Cube" (now more commonly called as the "Rubik's Cube"), a popular combination puzzle. His response, Play "Now, where's my cube?", and his cosmetic item, Staff of Perplex, are also references to the Rubik's Cube.
- In DotA, Rubick couldn't steal several spells due to several reasons:
- Transformation spells caused various issues, so they all could not be stolen. The following abilities are transformation spells and thus unstealable in DotA:
- Chemical Rage, God's Strength, Elder Dragon Form, Shapeshift, Flesh Golem, Flak Cannon, True Form, Berserker's Rage, Split Shot, Metamorphosis, Spirit Form, Firefly and Arctic Burn
- Besides transformation spells, several other spells could also not be stolen due to either engine errors or other coding conflicts:
- Morph, Summon Spirit Bear, Spin Web, Soul Assumption, Refraction, Borrowed Time, Overcharge, Spirits, Insatiable Hunger, Devour, Fire Remnant, Activate Fire Remnant, Rolling Boulder and Tempest Double
- Since DotA only uses legacy hotkeys, he could not steal any spell which uses the hotkey X, Z and Q. The following abilities could not be stolen due to hotkey conflicts:
- Abilities with hotkey X: X Marks the Spot, Shadowraze (medium), Tornado, Exorcism
- Abilities with hotkey Z: Shadowraze (near), Alacrity
- Abilities with hotkey Q: None
December 17, 2014 Patch Update 2
September 26, 2014 Patch
June 05, 2013 Patch
March 29, 2013 Patch
- Fixed Rubick gaining infinite no-collision if he stole another spell while following the Spectral Dagger path.
February 28, 2013 Patch
- Fixed two ledges (below the two rune spots) where you could get units stuck with Telekinesis and Vacuum.
November 15, 2012 Patch
October 18, 2012 Patch
August 02, 2012 Patch
- Fixed duration of spellsteal not refreshing when stealing an ability you already have.
- [Undocumented] Added the following stolen spell animations for Rubick:
July 26, 2012 Patch
- Fixed Wild Axes being left around when another ability is stolen.
- Fixed Rubick retaining incorrect skins from stolen abilities when returning to his normal model.
July 19, 2012 Patch
- Fixed Warlock's Shadow Word refreshing its debuff version when stolen and cast as a buff.
- Fixed Dazzle's Weave refreshing its debuff version when stolen and cast as a buff.
- Fixed restealing an ability (stealing another ability in-between) not restting its cooldown.
July 12, 2012 Patch
- Fixed being able to steal spells from their being toggled off.
- Fixed getting stuck in Flesh Golem form when respawning with the buff.
- Fixed some abilities being broken when re-stealing them, now re-stealing an ability will have no effect on your currently stolen ability.
- [Undocumented] Added the following stolen spell animations for Rubick:
July 05, 2012 Patch
- Enabled Rubick, Io, and Luna in Captain's Mode.
- Fixed stolen Persuasion not killing stolen creeps when lost.
- Fixed stolen Relocate not teleporting teammates who are linked with a stolen Tether.
- Fixed Toggleable spells not being stealable.
- Fixed not getting flying vision or flying height when stealing Firefly.
- Fixed Fade Bolt stopping when Rubick dies.
- Fixed stealing Morph Replicate and Replicate not working correctly.
- Fixed Invoker's Spell Stolen abilities having broken hotkeys sometimes when using Legacy Mode.
- Fixed Telekinesis land AoE triggering Linken's Sphere.
- Added 'Telekinesis Land' effect marker for Rubick.
- [Undocumented] Added the following stolen spell animations for Rubick:
June 28, 2012 Patch
- Fixed a rare case where Rubick could get permanently stuck with Telekinesis Land.
- Fixed a bug where Rubick would gain permanent Spectral Dagger buffs until he died.
- Fixed a bug with Poison Release that would cause you to steal the wrong ability from Shadow Demon.
- More Rubick spell animations
- Various Rubick visual effect improvements and fixes
- [Undocumented] Added the following stolen spell animations for Rubick:
June 22, 2012 Patch
June 20, 2012 Patch
- Added Rubick!
- Added the following stolen spell animations for Rubick:
- Fade Bolt
- Increased hero attack damage reduction from 14/20/26/32 to 20/25/30/35.
- Increased non-hero attack damage reduction from 7/10/13/16 to 10/13/15/17.
- Reduced Fade Bolt manacost from 150 on each level to 120/130/140/150.
- Stolen spells no longer get refreshed when they get restolen after having a different spell inbetween.
- Reduced Aghanim's Scepter upgraded Spell Steal cooldown from 5 to 2.
- Increased Telekinesis cooldown from 18 to 22.
- Spell Steal can no longer steal the Aghanim's Scepter upgrade of the enemy if they have a scepter and Rubick doesn't.
- Added Aghanim's Scepter upgrade for Rubick: Reduces Spell Steal cooldown from 20/18/16 to 5 on each level, increases cast range from 1000 to 1400 and makes all stolen spells be considered to have their Aghanim's Scepter upgrade.
- Reduced Fade Bolt damage from 75/150/225/300 to 70/140/210/280.
- Reduced movement speed from 300 to 290.
- Reduced Fade Bolt bounce radius from 500 to 440.
- Reduced Telekinesis manacost from 160 to 120.
- Fade Bolt
- Increased manacost from 90/95/100/105 to 150 on each level.
- Increased cooldown from 10 on each level to 16/14/12/10.
- Fixed a bug with Spell Steal projectile reaching Rubick while dead.
- ↑ The Rubik's Cube.