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 allied heroes 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."
|| Disabler / Pusher
|| 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.
- 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:
- 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 can't be manually stolen.
- A sub-spell are only spells which don't do anything on their own. The 2nd and 3rd Shadowraze 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)
- Rubick's Aghanim's Scepter causes the stolen spell to be upgraded. Since the 3 spells named above 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 Rubick with an Aghanim's Scepter won't get e.g. 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 gives him further survivability against magic nukes as it stacks multiplicatively with Null Field.
- Eul's Scepter of Divinity will give you great mana regen, more movement speed for mobility, as well as a cheap 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 (albeit inferior) 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.
- Arcane Boots may be disassembled for the creation of Bloodstone. Rubick can require large amounts of mana against almost any match up, but may be more so if he intends to steal highly expensive or spammable spells such as Mystic Flare, Crypt Swarm, or Pulse Nova. 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 a very flexible caster who can be played as a support, roamer or core farmer. The role that he is selected for will drastically change his play style and item build.
- Early on, all of Rubick's spells cost an disproportionate amount of mana for less comparative benefit, so it is often wise to hold back on casting your spells unless you absolutely need to. Once a source of mana regen is secured, they can be used more frequently as needed.
- Although a great disabler and potential initiator with the right items and stolen spells, Rubick is still very frail. Stay back as much as you can to avoid unnecessary damage, and invest in mobility items such as Blink Dagger as early as possible.
- 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 with a huge advantage.
- 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. If playing as a support or roaming Rubick, at least one point should be placed in the ability.
- 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.
- Remember that when choosing a location for Telekinesis Land, it is possible to place them on a different elevation than their lift point. You can use this to your advantage by placing the target over a cliff, 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.
- 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.
- 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 generally should not be picked 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.
- 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.
- 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 will still have extended durations.
- 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 Fade Bolt is an inefficient magic nuke, stealing a stun can allow him to more than double up the disable duration on a lone target while initiating, and so on.
- 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 AOE 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.
- 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 displace them in a location where a full-duration shackle can be lined up, stealing Enfeeble can drastically neuter a target's attack power when stacked with Fade Bolt, and so on.
- However, be care full about the spells you steal some spells are befitting only to those heroes for example Chronosphere. Also, while playing support Rubick care for your mana usage. Stealing Pulse Nova allows you to use it for a few seconds but completely deplets your mana making you useless if the fight prolongs.
- 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.
- 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. As well, it helps to shave down your starting build so that you can purchase a fast Bottle to give yourself regen.
- 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.
- 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.
- 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.
- Veil of Discord can be a useful upgrade if a Null Talisman was already purchased earlier. It provides all-around stats, additional 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 also 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.
- 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" (most commonly called "Rubik's Cube"), a popular combination puzzle. His response, Play "Now, where's my cube?" is also a reference to 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 16px 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:
- 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 y18 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 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.