DotA2 Rubick (Grand Magus): 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.
Rubick Overview
FACTION: The Radiant
PRIMARY ATTRIBUTE: Intelligence
ATTACK TYPE: Ranged
ROLE(S): Disabler, Pusher
Rubick’s Stats
STR: 56.5 at 25 (19 + 1.5/level)
AGI: 54 at 25 (14 + 1.6/level)
INT: 87 at 25 (27 + 2.4/level)
Health: 1575 at 25
Mana: 1352 at 25
Damage: 44 – 54
Range: 600
Armor: 0.96
Rubick’s Skills
|
Telekinesis (Active)
Targetting Method: Unit | Allowed Targets: Enemy Units
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.
|
Range: 550 / 575 / 600 / 625
Radius: 325
Lift duration: 1.5 / 1.75 / 2 / 2.25
Stun duration: 1 / 1.25 / 1.5 / 1.75
Mana Cost: 120
Cooldown Time: 22
Notes
- While the target is in the air, Rubick may use a secondary ability to throw the enemy at a target point up to 375 units away.
- Rubick needs to look in the direction of the target point he’s aiming to while using the secondary ability.
- When the unit lands, it isn’t affected by the area of effect stun.
- Any nearby trees will be destroyed upon landing.
- You can re-set the point where you land the target, by aiming on the map multiple times: the spot where the unit will land will be the last area targeted using the sub-ability. The lift time remains the same.
|
|
Fade Bolt (Active)
Targetting Method: Unit | Allowed Targets: Enemy Units
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.
|
Range: 800
Jump Distance: 440
Duration: 10
Damage: 70 / 140 / 210 / 280
Jump damage reduction: 4%
Attack damage decrease: 14 / 20 / 26 / 32 (7 / 10 / 13 / 16 for creeps)
Mana Cost: 120 / 130 / 140 / 150
Cooldown Time: 16 / 14 / 12 / 10
Notes
- There is no maximum limit to jumps; the Fade Bolt will continuously bounce until it can no longer seek any valid targets within range.
- Each non-ally unit can only be hit by Fade Bolt once per cast.
- Damage reduction is multiplicative with the current damage.
|
|
Null Field (Active)
Allowed Targets: Allied Units
Rubick’s mastery of the arcane protects nearby allied heroes against weaker magics, granting them magic resistance.
|
Bonus magic resistance: 5% / 10% / 15% / 20%
Notes
- This effect stacks with magic resistance abilities and items.
- The aura has a radius of 900.
- Spell resistances stack multiplicative.
- This aura will increase magic resistance to 28.75%/32.5%/36.25%/40% but with the exceptions of Meepo (with a base magic resistance of 35%) increasing his magic resistance to 38.25%/41.5%/44.75%/48% and Visage (with a base magic resistance of 10%) increasing his magic resistance to 14.5%/19%/23.5%/28%.
|
|
Spell Steal (Active)
Targetting Method: Unit | Allowed Targets: Enemy Heroes
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.
|
Range: 1000 (1400*)
Duration: 3 / 4 / 5 minutes
Mana Cost: 25
Cooldown Time: 20 / 18 / 16 (2*)
Notes
- Cannot steal passive abilities, item abilities, or creep abilities. (However Rubick can steal creep abilities cast by Doom via Devour.)
- Can steal toggle abilities (such as Rot).
- There is a small gap between the spell steal and the spell cooldown reset (Resets the spell cooldown before it changes the spell to the stolen spell). Because of this, you can cast a spell 2 times back to back. This can be done by casting the spell, stealing another spell, and in that gap casting the spell again. (This combo is difficult to do, and needs a lot of practice to perform successfully.)
- If a spell has an associated scaling effect (like the souls for Requiem of Souls, Lucent Beam scaling for Luna’s Eclipse, or levels of Witchcraft from Death Prophet), Rubick steals a static copy of that scaling effect.
- Cannot steal Quas, Wex, Exort, or Invoke. Cannot steal auto-cast abilities (such as Frost Arrows) even if they were manually cast.
- If a spell with a long cooldown is stolen then used, you can reset the cooldown by first stealing a different spell then re-stealing the original spell. If done in this manner, the spell will have a reset cooldown. Re-stealing the spell directly will not reset the cooldown, only refresh the duration of Spell Steal. Example: Steal Elder Dragon Form, use it, then steal another spell like Fissure. If Rubick then steals Elder Dragon Form again, it will be instantly usable without having to wait the 115 seconds since it was last used.
- Every spell stolen by Rubick has a cast time of 0.1 seconds, regardless of its owner’s animation. This allows Rubick to cast certain spells faster than their original owners, like with Pudge’s Meat Hook, or Leshrac’s Split Earth. Spells with extended cast times such as Sniper’s Assassinate and Shadow Fiend’s Requiem of Souls keep their additional cast times.
- If the target enemy Hero has Aghanim’s Scepter but Rubick does not, then he will not steal an upgraded version of the spell. However, if Rubick has an Aghanim’s Scepter then he will steal an upgraded version of the spell even if the spell’s owner does not have one.
- When stealing Shadowraze, Rubick only acquires the Shadowraze instance that was used, not all 3 Shadowrazes.
- Even though the UI might make it look possible to have two different stolen spells at a time, this is not possible except for when stealing spells like Illusory Orb that have a secondary ability built in.
- A full list of unique interactions with spell steal can be found under Spell Steal Interaction.
|
Rubick Guide
Skill Build |
Item Build |
- Telekinesis (1)
- Fade Bolt (1)
- Fade Bolt (2)
- Null Field (1)
- Fade Bolt (3)
- Spell Steal (1)
- Fade Bolt (MAX)
- Telekinesis (2)
- Telekinesis (3)
- Telekinesis (MAX)
- Spell Steal (2)
- Null Field (2)
- Null Field (3)
- Null Field (MAX)
- Stats (1)
- Spell Steal (MAX)
- Stats (MAX)
|
|