Dota IMBA/Rubick

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Abilities[edit]

Telekinesis
Telekinesis icon.png
Affects
Enemies / Allies
Damage
Magical
Rubick uses his telekinetic powers to lift the enemy into the air briefly and then hurls them back at the ground. The unit lands on the ground with such force that it stuns nearby enemies.

Mind the Drop: Also damages all enemies in the impact radius.

Puppeteer: Telekinesis can also be used on allies. When used in this manner, its cooldown will be shortened to 10 seconds. Allies are rooted instead of stunned, and can be hurled a greater distance away.
Cast Animation: 0+0.97
Landing Damage: 25/50/75/100/150/200/250
Stun Duration: 1/1.25/1.5/1.75/1.75/1.75/1.75
Landing Radius: 325
Ally Lift Time: 1.5
Enemy Lift Time: 1.5/1.75/2/2.25/2.25/2.25/2.25
Cast Range: 550/575/600/625/650/675/700
Cooldown: 22(10)
Mana: 125
Partially blocked by Linken's Sphere. Blocked fully only when primary target.
Modifiers
Buff Rooted: Undispellable.
Debuff Telekinesis: Dispellable with strong dispels.
Debuff Stunned: Dispellable with strong dispels.
All living beings are Rubick's playthings.

Notes:

  • The lift duration is the same as the stun duration, due to Telekinesis teleporting the target rather than moving it rapidly.
  • The lifted unit is stunned while in the air and is not affected by the area stun upon landing.
  • While in the air, other units may pass below the lifted unit.
  • 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 icon.png Roshan, he will be stunned for the lift duration instead.
  • Can be self-cast.
  • Damage scales non-linearly (for the first 4 levels, adds 25. For the next 3, 50.)
  • While in air, allies can act normally outside of movement due to only being rooted.


Telekinesis Land
Telekinesis Land icon.png
Affects
Enemies
Chooses the location the target will land when Telekinesis finishes.
Cast Animation: 0.1+1.07
Cast Range: Global
Ally Hurl Distance: 750/750/750/750/875/1000/1125
Enemy Hurl Distance: 375/375/375/375/500/625/750
Stun Radius: 325
Stun Duration: 1/1.25/1.5/1.75/1.75/1.75/1.75
Cooldown: 0
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • The cast of Telekinesis Land is not registered as a spell cast and thus does not proc any on-cast effects.
  • 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 teleport the target the as far as possible for the current level of Telekinesis.
  • The unit moves towards the targeted point instantly during the last 0.3 seconds of the lift duration.
  • 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
Fade Bolt icon.png
Affects
Enemies
Damage
Magical
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack damage. Each jump deals less damage.
Cast Animation: 0+0.93
Cast Range: 800
Bounce Distance: 450/450/450/450/500/550/600
Number of Bounces: Infinite
Base Damage: 100/180/260/340/360/380/400
Bounce Damage Reduction: 4%
Hero Attack Damage Reduction: 25/30/35/40/60/80/100
Creep Attack Damage Reduction: 12/15/18/21/30/39/48
Duration: 10
Cooldown: 16/14/12/10/9/8/7
Mana: 120/130/140/150/155/160/165
Does not pierce spell immunity. Attack damage reduction persists if debuff was placed before spell immunity and when not dispelled.
Partially blocked by Linken's Sphere. Blocked fully only when primary target.
Modifiers
Buff Fade Bolt: Undispellable.
Debuff Fade Bolt Debuff: Dispellable with any dispel.
Rubick's favorite spell for dispatching would-be assassins is a rather simple conjuration.

Notes:

  • 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.
  • The Fade Bolt buff is a hidden buff required for the lightning to jump.


Null Field
Can be used by illusions. Disabled by Break. Pierces spell immunity.
E
N
Arcane Supremacy icon.png
Ability
Aura
Affects
Allies
Rubick's mastery of the arcane protects nearby allies against weaker magics, granting them magic resistance.
Radius: 900
Magic Resistance Bonus: 10%/14%/18%/22%/23%/24%/25%
Modifiers
Buff Null Field Effect: Undispellable.
Not every magus can be a Grand Magus...

Notes:

  • Null Field is an aura and its buff lingers for 0.5 seconds.
  • Increases most heroes' total magic resistance to 32.5%/35.5%/38.5%/41.5%/42.25%/43%/43.75%, assuming basic 0.25 magic resistance and no other sources of magic resistance.


Spell Steal
Spell Steal icon.png
Affects
Enemy Heroes / Self
Rubick studies the trace magical essence of one enemy hero, learning the secrets of the last spell the hero cast. Rubick can use this spell as his own for several minutes or until he dies.
Cast Animation: 0.1+0.93
Cast Range: 1000 (Upgradable by Aghanim's Scepter. 1400)
Spell Duration: 180/240/300/300/300/300
Cooldown: 16/14/12/10/8/6 (With Aghanim's: 10/8/6/4/2/0)
Mana: 25
Aghanim's upgrade: Decreases cooldown, increases cast range and upgrades the spell to the Scepter level.
Modifiers
Buff Spell Steal: Undispellable.
...but even their lesser magics can be a source of much utility.

Notes:

  • A full list of unique interactions with Spell Steal can be found here.
  • 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, or active attack modifiers. 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.
  • Rubick has an instant cast time for all stolen spells, except for the spells listed in here.
  • Talent bonuses to any spell are not copied.
  • Cannot 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 Whirling Axes (Ranged) and Whirling Axes (Melee) are not sub-spells.
    • This also goes for spells provided by an Aghanim's Scepter icon.png Aghanim's Scepter (e.g. Eyes In The Forest, Unrefined Fireblast and Nimbus).
    • 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 Fireblasts by stealing one of them, but he can steal Unrefined Fireblast by itself 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 of said stolen spell.
  • Rubick loses the stolen spell when the duration is up, when he dies, or when stealing a new spell, in which the old spell will be lost as soon as the projectile reaches Rubick.