Rubick

From Dota 2 Wiki
Jump to: navigation, search
Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs  
Rubick
Rubick icon.png
Strength attribute symbol.png
19 + 1.8
Agility attribute symbol.png
14 + 1.6
Intelligence primary attribute symbol.png
27 + 2.4
Level Base 1 15 25
Health 200 580 1080 1440
H. regen amp 0% 13.57% 31.57% 44.43%
Mana 75 399 795 1083
M. regen amp 0% 54% 121.2% 169.2%
Armor -1 1.33 5.07 7.73
Spell dmg 0% 1.93% 4.33% 6.04%
Att/sec 0.59 0.67 0.8 0.9
Damage 17‒27 44‒54 77‒87 101‒111
Magic res. 25% 28.04% 31.82% 34.52%
Base health regen 1.5
Base mana regen 0.9
Movement speed 290
Turn rate 0.7
Vision range 1800/800
Attack range 550
Projectile speed 1125
Attack animation 0.4+0.77
Base attack time 1.7
Collision size 24
Legs 2

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 cooldowns and the surfacing predictability of his ultimate.

Bio[edit]

Rubick Rubick, the Grand Magus
Play "No sorcery lies beyond my grasp."
Lore: 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.

Voice: Barry Dennen (Responses)

Abilities[edit]

Telekinesis
Partially blocked by Linken's Sphere. Does not pierce spell immunity. Play
Q
Z
Telekinesis icon.png
Ability
Target Unit
Affects
Enemies
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.
Cast Animation: 0.1+0.97
Cast Range: 550/575/600/625 (Talent 650/675/700/725)
Stun Radius: 325
Lift Duration: 1.5/1.75/2/2.25
Stun Duration: 1/1.25/1.5/1.75
Cooldown symbol.png 22 (Talent 7)
Mana symbol.png 125
Partially blocked by Linken's Sphere. Blocked fully only when primary target.
Modifiers
Debuff Telekinesis: Dispellable with strong dispels.
Debuff Stunned: Dispellable with strong dispels.
Even the Grandest Magus may use his powers for enjoyment.

Notes:

  • 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 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.


Telekinesis Land
Does not proc any on-cast effects when cast. Does not pierce spell immunity. Play
Q
Z
Telekinesis Land icon.png
Ability
Target Area
Affects
Enemies
Chooses the location the target will land when Telekinesis finishes.
Cast Animation: 0.1+1.07
Cast Range: Global
Max Throw Distance: 375 (Talent 675)
Stun Radius: 325
Stun Duration: 1/1.25/1.5/1.75
Cooldown symbol.png 0
Modifiers
Debuff Stunned: Dispellable with strong dispels.

Notes:

  • 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 (Talent 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
Partially blocked by Linken's Sphere. Does not pierce spell immunity. Play
W
X
Fade Bolt icon.png
Ability
Target Unit
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: 0.1+0.93
Cast Range: 800 (Talent 900)
Bounce Distance: 440
Number of Bounces: Infinite
Base Damage: 80/160/240/320
Bounce Damage Reduction: 8%
Hero Attack Damage Reduction: 20/25/30/35 (Talent 55/60/65/70)
Creep Attack Damage Reduction: 10/13/15/17
Duration: 10
Cooldown symbol.png 16/14/12/10
Mana symbol.png 120/130/140/150
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 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 Fade Bolt buff is a hidden buff required for the lightning to jump.
Icon while toggled.

Null Field
Null Field icon.png
Ability
Toggle / Aura
Affects
Allies / Enemies
Rubick's mastery of the arcane creates an aura that nullifies nearby enemy senses or increases his own. Can be toggled offensively or defensively to reduce enemy magic resistance or increase allied magic resistance.
Cast Animation: 0+0
Radius: 1200
Magic Resistance Bonus/Reduction: 10%/14%/18%/22% (Talent 15%/19%/23%/27%)
Cooldown symbol.png 30
Partially usable by illusions. Illusions can bestow the aura, but are not affected by the magic resistance. Null Field is always in defensive mode for illusions.
Modifiers
Buff Null Field Effect: Undispellable.
Not every magus can be a Grand Magus...

Notes:

  • Starts in defensive mode, granting allies magic resistance.
  • Interrupts Rubick's channeling spells upon toggling.
  • 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% (Talent 36.25%/39.25%/42.25%/45.25%), assuming basic 25% magic resistance and no other sources of magic resistance.
    • Increases Visage minimap icon.png Visage's total magic resistance to 19%/22.6%/26.2%/29.8% (Talent 23.5%/27.1%/30.7%/34.3%), assuming his basic magic resistance and no other sources of magic resistance.
  • Reduces most heroes' total magic resistance to 17.5%/14.5%/11.5%/8.5% (Talent 13.75%/10.75%/7.75%/4.75%), assuming basic 25% magic resistance and no other sources of magic resistance.
    • Reduces Visage minimap icon.png Visage's total magic resistance to 1%/-2.6%/-6.2%/-9.8% (Talent -3.5%/-7.1%/-10.7%/-14.3%), assuming his basic magic resistance and no other sources of magic resistance.


Spell Steal
Cannot be disjointed. Blocked by Linken's Sphere. Pierces spell immunity. Play
R
Q
Spell Steal icon.png
Ability
Target Unit
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 (Talent 1100) (Upgradable by Aghanim's Scepter. 1400, Talent 1500)
Spell Duration: 180/240/300
Cooldown symbol.png 20/18/16 (Upgradable by Aghanim's Scepter. 2)
Mana symbol.png 25
Upgradable by Aghanim's Scepter. 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 (and loses the previous stolen spell) as the projectile reaches him.
  • Cannot steal passive abilities, item abilities, or active attack modifiers. Can only steal from heroes (including clones, excluding illusions).
  • 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 Shadowraze (Medium) icon.png Shadowrazes or the two Whirling Axes icon.png Whirling Axes 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 icon.png Eyes In The Forest, Unrefined Fireblast icon.png Unrefined Fireblast and Nimbus icon.png 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 icon.png 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.
  • 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.


Talents[edit]

Hero Talents
+75% Spell Amp For Spell Steal icon.png Stolen Spells 25 -15s Telekinesis icon.png Telekinesis Cooldown
+300 Telekinesis Land icon.png Telekinesis Land Distance 20 +5% Null Field icon.png Null Field
-35 Fade Bolt icon.png Fade Bolt Hero Attack 15 +100 Cast Range
+60 Damage 10 +200 Health
Notes:
  • Upgrading health increases maximum health capacity and keeps the current health percentage.
  • The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
  • The cast range increase also affects all stolen spells which use a cast range.

Recommended items[edit]

Starting items:

  • Healing Salve icon.png Healing Salve and Tango icon.png 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 (Full) icon.png Bottle.
  • When playing as a lane babysitter or roamer, having a Clarity icon.png 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 Branch icon.png 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 (Radiant) icon.png Animal Courier, even if you have to be the one to purchase it.

Early game:

  • Boots of Speed icon.png 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 Wand icon.png 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.
  • Bracer icon.png Bracer is a good stat booster for a cheap price. It boosts Rubick's HP, giving him more survivability.
  • Ogre Axe icon.png Ogre Axe start up item from Aghanim's Scepter,boost up the Rubick HP bar, increases Rubick's survivability.

Core items:

  • Arcane Boots icon.png 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 icon.png 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 icon.png 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.
  • Town Portal Scroll icon.png 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 icon.png Drum of Endurance can be upgraded from a purchased Bracer, and gives Rubick stats across the board, most importantly Strength and Intelligence.
  • No matter whether playing as a core or support Rubick, it is important to regularly purchase Observer Ward icon.png 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.
  • Played in a hard support role, be sure to purchase Sentry Ward icon.png 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.

Situational Items:

  • Scythe of Vyse icon.png 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.
  • Shiva's Guard icon.png 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 1 icon.png Boots of Travelgreatly 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 icon.png 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 root 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 icon.png 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 icon.png 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 icon.png 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 icon.png 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 icon.png Mystic Flare, Crypt Swarm icon.png 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.
  • Faerie Fire icon.png 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 icon.png 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 (Full) icon.png 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 icon.png 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.
  • Urn of Shadows icon.png Urn of Shadows 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.
  • Tranquil Boots (Active) icon.png Tranquil Boots 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.
  • Ghost Scepter icon.png 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 icon.png 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 icon.png 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 icon.png 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).
  • Solar Crest icon.png Solar Crest 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.
  • Refresher Orb icon.png 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.

Gameplay[edit]

Roles: Support Support Disabler Disabler Nuker Nuker
Complexity:

★★★

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.


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

Gallery[edit]

References[edit]