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 can be toggled to reduce the enemies magic resistance or grant 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 cooldowns and the surfacing predictability of his ultimate.
- The lift duration consists of 0.8/1.2/1.6/2 seconds static air time and 0.3 seconds landing time.
- 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 , he will be stunned for the lift duration instead.
- Replaces until the lifted unit lands.
- 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 ( 2250), 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 8%.
- Can never hit the same unit twice per cast.
- This is how much damage the first 15 bounces on each level deal (before reductions):
- Level 1: 80 / 73.6 / 67.7 / 62.3 / 57.3 / 52.7 / 48.5 / 44.6 / 41.1 / 37.8 / 34.8 / 32 / 29.4 / 27.1 / 24.9 damage, 713.7 total damage, 54 bounces to reach 1 damage
- Level 2: 160 / 147.2 / 135.4 / 124.6 / 114.6 / 105.5 / 97 / 89.3 / 82.1 / 75.5 / 69.5 / 63.9 / 58.8 / 54.1 / 49.8 damage, 1427.4 total damage, 62 bounces to reach 1 damage
- Level 3: 240 / 220.8 / 203.1 / 186.9 / 171.9 / 158.2 / 145.5 / 133.9 / 123.2 / 113.3 / 104.3 / 95.9 / 88.2 / 81.2 / 74.7 damage, 2141.1 total damage, 67 bounces to reach 1 damage
- Level 4: 320 / 294.4 / 270.8 / 249.2 / 229.2 / 210.9 / 194 / 178.5 / 164.2 / 151.1 / 139 / 127.9 / 117.7 / 108.2 / 99.6 damage, 2854.8 total damage, 71 bounces to reach 1 damage
- The bolt first applies the damage, then the debuff.
- The Fade Bolt buff is a hidden buff required for the lightning to jump.
- Starts in defensive mode, granting allies magic resistance.
- Does not interrupt Rubick's channeling spells upon toggling.
- Null Field is an aura and its buff lingers for 0.5 seconds.
- Stacks multiplicatively with other sources of magic resistance.
- Increases most heroes' total magic resistance to 33%/36%/39%/42% ( 36%/39%/42%/45%), assuming basic 25% magic resistance and no other sources of magic resistance.
- Reduces most heroes' total magic resistance to 18%/15%/12%/9% ( 14%/11%/8%/5%), assuming basic 25% magic resistance and no other sources of magic resistance.
- 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 (and loses the previous stolen spell) as the projectile reaches him.
- Cannot steal passive abilities, item abilities, or active attack modifiers (except for clones, excluding illusions). ). Can only steal from heroes (including
- Cannot steal the following spells: , , , , , , , and .
- The stolen spell's level is based on its level on the enemy as it was stolen. The level only updates upon stealing it again.
- 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 s or the two are not sub-spells.
- This also goes for spells provided by an (e.g. , and ).
- 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 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.
- Cooldown reseting effects have no effect on the cooldowns of spells Rubick currently does not have.
- Using Spell Steal twice in a row on the same spell refreshes the duration and updates the level of the spell. The cooldown of the stolen spell is not affected.
- The stolen spell is lost upon death.
|+75% Spell Amp For||25||-15sCooldown|
|-45Hero Attack||15||+100 Cast Range|
|+60 Damage||10||+200 Health|
- and 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 .
- When playing as a lane babysitter or roamer, having a or two can allow Rubick to utilize his spells more than a few times, as they are very costly in the early game.
- es give Rubick some much-needed attributes, especially to his Strength. They can be sold later, or turned into a Magic Wand.
- Ensure that your team has an , even if you have to be the one to purchase it.
- No matter whether playing as a core or support Rubick, it is important to regularly purchase s 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.
- are important to get early on as Rubick, as Telekinesis is a very powerful disable that requires Rubick to get close enough to cast.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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 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.
- 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.
- Purchase s regularly on top of Observer Wards, as denying the enemy map vision can give you leeway for initiating on them and stealing their spells.
- can serve as a useful utility and survivability item when playing as a roamer. The extra strength and armour gives you more survivability 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.
- are generally not very strong on Rubick, but can be situationally built as a support or roamer. The passive HP regen helps to give Rubick survivability, and the increased base movement speed allows him to position himself for casting his spells more easily.
- gives Rubick stats across the board, most importantly Strength and Intelligence.
- 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.
- 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.
- 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.
- is a strong support item that can greatly benefit Rubick's team. By itself, the item grants 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.
- 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 root an enemy from a very long distance away, helpful for fleeing from single enemies or catching foes out of position for further disables.
- 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.
- 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.
- 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.
- 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 , , 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.
- 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.
|Roles:||Support Disabler Nuker|
|Playstyle:||A renowned duelist among sorcerers, Rubick ascended to the title of Grand Magus through the careful elimination of his rivals. Accustomed to assassins, Rubick reacts by lifting attackers off the ground, then throws them across the room with Telekinesis. Arcane energies are dampened by his Null Field, while conventional arms falter after being struck with Fade Bolt. No magic is beyond the reach of the Grand Magus. Rubick replicates enemy specialties with Spell Steal, deciphering their secrets before turning them back towards their owners.|
- 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 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:
- , , , , , , , , , , , and
- Besides transformation spells, several other spells could also not be stolen due to either engine errors or other coding conflicts:
- , , , , , , , , , , , , and
- 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: , , ,
- Abilities with hotkey Z: ,
- Abilities with hotkey Q: None
- Transformation spells caused various issues, so they all could not be stolen. The following abilities are transformation spells and thus unstealable in DotA:
- Due to Rubick's nature of using spells of other heroes, he has many custom animations for a lot of spells. He has custom animations for all spells of the following heroes, and for the following individual spells:
- , , , , , , , , , , , , , and .
- , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , and .
- All other spells share 2 generic animations and 1 generic channel animation.