Hero
Rubick | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Steals the spells of his enemies to use against them. | |
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 with his mind using Telekinesis to fling them where he will. Arcane Supremacy amplifies his every spell, while enemy arms falter being struck with Fade Bolt. No magic is beyond the reach of the Grand Magus. Rubick replicates enemy specialties and their most unique advantage against them, Stealing and deciphering their secrets, while improving and making it his own, before turning them back towards their owners. | |
Roles: | Support Disabler Nuker |
Complexity: | |
Adjectives: | Arachnophobic, Cape, Green Legs ( 2 )
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Bio[]
▶️ "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.
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:
Abilities[]
Ability
Target Unit
Target Unit
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.
Landing Time: 0.3
Allows you to target yourself or allies with Telekinesis. Throw range is 35% longer when targeting allies. Throw delay reduced to 0.5 seconds.
Even the Grandest Magus may use his powers for enjoyment.
- The lift duration consists of 0.65/0.9/1.15/1.4 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.
- The stun modifier is always placed as a debuff, while the main modifier is based on the alliance of the target.
- This means the stun can be dispelled with strong dispels when casting on allies or self, while the lift itself cannot.
- Since the lift itself does not disable the target, allies can attack, turn, and cast abilities and items during the lift if the stun gets dispelled.
- 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 and damage.
- Telekinesis first applies the stun, then the damage.
- Cannot lift Roshan, he will be stunned for the lift duration instead.
- Casting Telekinesis on units affected by Black Hole, Chronosphere or Duel does nothing, wasting the mana and cooldown.
- With Arcane Supremacy, Telekinesis has the following cast ranges with Arcane Supremacy on each level:
- LEVEL 1610/670/730/790 cast range.
- LEVEL 2635/695/755/815 cast range.
- LEVEL 3660/720/780/840 cast range.
- LEVEL 4685/745/805/865 cast range.
- Telekinesis uses the reduced cooldown when targeting self or allies, and the regular cooldown when targeting enemies.
- ↓↓ Double-tapping automatically targets self.
- Can be cast on ally Couriers.
- This ability is not acquirable.
- Can be reflected but not castable on Rubick.
Chooses the location the target will land when Telekinesis finishes.
- Replaces Telekinesis when it is cast on an enemy, and stays until the lifted unit lands.
- Allows Rubick to determine where the lifted enemy will land after the lift duration. Does not prematurely end the lift.
- Targeting further than the maximum allowed throw distance throws the enemy 375 ( 775) distance towards the targeted point.
- Can be cast multiple times during the lift. The enemy lands at the last chosen location.
- When cast while the target is already being moved to a previously targeted point, it continues moving to that previous point.
- However, upon reaching it, the target is instantly teleported to the last targeted location.
- The center of the targeted area is marked with green particles, which are visible to allies only.
- Destroys trees within 300/325/350/375 radius of the lifted target upon landing.
- Rubick is unable to level Telekinesis up while this sub-ability is active.
- TALENTWith Arcane Supremacy, the landing damage is further increased to 171/177/183/189.
Chooses the location you will land when Telekinesis finishes.
- Requires Aghanim's Shard to be unlocked.
- Replaces Telekinesis when it is cast on an ally or on self, and stays until the lifted unit lands.
- Allows Rubick to determine where the lifted ally or himself will land. Reduces the remaining lift duration to 0.5 when used.
- Cannot be cast on allies who have ☐ Disabled Help from Rubick.
- Targeting further than the maximum allowed throw distance throws the ally 506.25 ( 1046.25) distance towards the targeted point.
- When cast, the ability turns inactive, so it can be only cast once.
- Cannot be used only while silenced, hexed, prevented from acting or upon death.
- Rubick cannot ⇧ Shift-queue this ability.
- The center of the targeted area is marked with green particles, which are visible to allies only.
- Destroys trees within 300/325/350/375 radius of the lifted target upon landing.
- Rubick is unable to level Telekinesis up while this sub-ability is active.
- TALENTWith Arcane Supremacy, the landing damage is further increased to 171/177/183/189.
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.
Number of Bounces: Infinite
Base Damage: 100/175/250/325
Bounce Damage Reduction: 6%
Duration: 10
Rubick's favorite spell for dispatching would-be assassins is a rather simple conjuration.
- Fade Bolt has no bounce limit. Bounces in 0.25-second intervals.
- Each bounce decreases the bolt's current spell damage by 6%.
- Does not bounce on invisible units or units in the Fog of War.
- Can never hit the same unit twice per cast.
- The total damage up to the first 5 bounces deal on each level are 443.5/776.1/1108.7/1441.4.
- Fade Bolt will take 75/84/90/94 bounces to reach 1 damage.
- The bolt first applies the damage, then the debuff.
- Applies a flat attack damage reduction based on the affected units' main attack damage. Does not further reduce bonus attack damage.
- With Arcane Supremacy, Fade Bolt has a total cast range of 860/920/980/1040.
- At LEVEL 4, it also increases the base damage to 126/220.5/315/409.5.
- At
- This ability is not acquirable.
Ability
Passive
Passive
Affects
Self
Self
Rubick's mastery of the arcane allows him to have a larger cast range and increased potency.
- Applies generic outgoing damage amplification on Rubick. Stacks additively with other sources of generic outgoing damage manipulation.
- Affects only spell damage Rubick deals. Does not amplify damage flagged as HP removal.
- Arcane Supremacy further increases the spell amplification for abilities stolen by Spell Steal talent up to a total of 54%/58%/62%/66%.
Stolen Spell 1
DD
Ability
Passive
Passive
Affects
Self
Self
Spells acquired by Spell Steal will replace this slot.
- The cooldown and charges of stolen abilities are saved. Re-acquiring an ability does not reset its previous cooldown or charges, with some exceptions listed here.
- Rubick gets the same initial charges when the ability is learned for charge-based abilities.
- Cooldown resetting effects have no effect on the cooldowns of abilities Rubick currently does not have.
- Sets the cast point to for stolen abilities if the stolen ability's original cast point is higher than the set value.
- However, this neither affects abilities with 0 cast point nor with instant cast point.
- The following abilities tagged with
DOTA_ABILITY_BEHAVIOR_NORMAL_WHEN_STOLEN
do not get their cast point modified upon acquired:- Terrorize, God's Rebuke, Poof, Boundless Strike, Teleportation, Requiem of Souls, Assassinate and Blast Off!.
- For Assassinate, once the item is equipped, it no longer uses the cast point for acquired abilities since the upgrade changes the cast point.
- The stolen ability's channeling notes fully apply.
- Sub-abilities from abilities are automatically acquired (e.g. Ethereal Jaunt) and cannot be manually stolen.
- The sub-ability of the acquired ability takes the same slot and is automatically swapped in upon casting the acquired ability.
- Abilities granted by Aghanim's Scepter and Aghanim's Shard are considered stand-alone abilities, and can be acquired without having the respective item equipped.
- Any illusion creating abilities create illusions of Rubick based on the intended visual appearance, and not of the original hero.
- For ability interactions with summoned and dominated units, the following rules generally apply:
- Units with limited duration (e.g. Holy Persuasion and Chaotic Offering etc.) are not killed upon losing the ability.
- Units with permanent duration (e.g. Summon Familiars are killed upon losing the ability unless stated otherwise.
- Stolen channeling abilities usually end prematurely when he loses them during channeling, which has the same effect as being interrupted during channeling. However, there are a few exceptions as listed here.
- For transformation abilities (e.g. Shapeshift), Rubick uses the transformation time of the ability and is not transformed instantly.
- Multiple transformation abilities can be stolen, and their bonuses and/or reductions fully stack with each other.
- Attack range definitions from their ability notes fully apply. Items that use different values for melee and ranged heroes (e.g. Manta Style) to now treat Rubick's ranged type based on the ability notes.
- If a stolen transformation ability benefits illusions, they will do so when illusions of Rubick are created, no matter how many transformation abilities are stacked.
- Visually, Rubick is transformed into a smaller version of the original, and into the form of the last cast transformation ability. Except for Metamorphosis, which has priority over every other transformational ability.
- This also applies to attack projectiles. If the ability expires, the previous cast's attack projectiles will be used.
- Since Spell Steal can only be cast on heroes, non-hero abilities from neutral creeps (i.e. Ensnare) cannot be directly acquired, except under the following conditions:
- Doom casts the gained ability from Devour.
- Clinkz casts the gained ability from Death Pact.
- The acquired neutral abilities use the original cast point of the neutral creeps they come from. However, the cast backswing differs depending on the ability acquired (see chart).
- expr
- Cast point:
Original Cast Point of Acquired Ability
- Cast backswing:
1.37 - OriginalCastPoint, 0 when OriginalCastPoint ≥ 1.37
- Cast point:
- All stolen abilities are lost upon death.
- Neutral creep abilities acquired from heroes are considered hero abilities and are cast on the secondary target if it is a unit-targeted ability.
Stolen Spell 2
FF
Ability
Passive
Passive
Affects
Self
Self
Spells acquired by Spell Steal will replace this slot.
- Same ability interaction notes as for Stolen Spell 1 apply.
- The following abilities are indirectly acquired and automatically take this slot, both abilities are removed when Spell Steal acquires a new ability regardless if Rubick has the Ability Upgrade:
- Drunken Brawler (from Primal Split).
- Fireball (from Elder Dragon Form).
- Spirits Out (from Spirits).
- Primal Spring (from Tree Dance).
- Attribute Shift (Strength Gain) (from Attribute Shift (Agility Gain)).
- Shadow Poison Release (from Shadow Poison).
- Trap (from Psionic Trap).
- Reality (from either Shadow Step or Haunt).
- Toggle Movement (from Sun Ray).
- All stolen abilities are lost upon death.
- New stolen abilities are always placed in the Fourth slot.
- If there is already an ability in the fourth slot, it will be moved to this slot. The previous ability in this will be lost.
- Neutral creep abilities acquired from heroes are considered hero abilities and are cast on the secondary target if it is a unit-targeted ability.
Ability
Target Unit
Target Unit
Affects
Enemy Heroes / Self
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.
Spell Debuff Duration Amp: 10%/20%/30%
Spell Duration: 180/240/300
...but even their lesser magics can be a source of much utility.
- A full list of unique interactions with Spell Steal can be found here.
- The stolen ability travels as a projectile toward Rubick at a speed of 1500.
- Rubick gains the new ability and loses the previously stolen ability as the projectile reaches him.
- Some spells cannot be stolen. Spell Steal will steal the last used eligible ability.
- Cannot steal passive abilities, item abilities, or active attack modifiers (except Walrus PUNCH!).
- Cannot steal toggleable abilities while the ability is being toggled Off.
- Grants the previous cast ability if the toggled-off ability is the last cast ability.
- Cannot steal the following abilities: Primal Companion, Stone Remnant, Quas, Wex, Exort, Invoke, MegaMeepo, MegaMeepo Fling, Mischief, Morph, Dispersion (with ), Rearm, Minefield Sign and Stone Form.
- Sub-abilities from abilities are automatically acquired (e.g. Ethereal Jaunt) and cannot be manually stolen.
- Can only acquire abilities from heroes and clones.
- Cannot acquire abilities from any illusions, despite being able to cast Spell Steal on the Vengeance Illusion, Fiend's Grip Illusions or the Decoy illusion.
- When cast on the aforementioned illusions above, Spell Steal consumes mana and goes on a cooldown.
- Cannot acquire abilities from any illusions, despite being able to cast Spell Steal on the Vengeance Illusion, Fiend's Grip Illusions or the Decoy illusion.
- Neither acquires innate abilities nor innate ability traits (e.g. being able to attack Nightmared units).
- Linked abilities are not acquired alongside the stolen one.
- The stolen ability's level is based on its level on the enemy as it was stolen. The level only updates upon stealing it again.
- Reacquiring an already stolen ability refreshes its buff duration.
- The target's Aghanim's Scepter and Aghanim's Shard are not considered, Rubick always steals the non-upgraded form.
- However, if Rubick has Aghanim's Scepter or Aghanim's Shard, the stolen abilities do get upgraded.
- Talent upgrades are not copied and cannot be acquired in any way.
- The debuff duration amplification only affects the duration of debuffs of stolen abilities placed on enemies.
- A debuff is identified by the red border on the status icon. It follows the same rules as status resistance, and stacks multiplicatively with other sources.
- Has a cast range of 1060/1120/1180/1240 ( 1460/1520/1580/1640) with Arcane Supremacy on each level.
- TALENT
- The spell damage amplification talent applies outgoing damage amplification on stolen abilities. Stacks additively with other sources of generic outgoing damage manipulation.
- Affects spell damage Rubick deals from stolen abilities. Does not amplify damage flagged as HP removal.
- The cooldown reduction talent only affects the cooldown of stolen abilities.
- Stacks multiplicatively with other sources of percentage-based cooldown reduction sources, and is calculated after all flat cooldown reduction values.
- The spell damage amplification talent applies outgoing damage amplification on stolen abilities. Stacks additively with other sources of generic outgoing damage manipulation.
- Only can acquire abilities from the primary target.
Talents[]
Hero Talents | ||
---|---|---|
+40% Spell Amp For Stolen Spells | 25 | +400 Telekinesis Land Distance |
-4s Telekinesis Cooldown | 20 | -5s Fade Bolt Cooldown |
+0.4s Telekinesis Lift/Stun Duration | 15 | -25% Stolen Spells Cooldown |
-12% Fade Bolt Damage Reduction | 10 | +150 Telekinesis Landing Damage |
Recent Changes[]
Version
Description
- Increased intelligence gain from 3.1 to 3.7.
- Reduced Telekinesis cooldown from 28/26/24/22 to 24/21/18/15.
- Increased Spell Steal projectile speed from 1200 to 1500.
- Aghanim's Shard upgrade:
- Reduced Telekinesis Land (Aghanim's Shard) ally max throw distance multiplier from 1.5 to 1.35.
- Talents:
- LVL 20LVL 25
- Rescaled Telekinesis stun radius from 325 on each level to 300/325/350/375.
- Rescaled Telekinesis Land stun radius from 325 on each level to 300/325/350/375.
- Aghanim's Shard upgrade:
- Rescaled Telekinesis Land (Aghanim's Shard) stun radius from 325 on each level to 300/325/350/375.
- Talents:
- LVL 15
Recommended Items[]
Starting items:
- Tango and Healing Salve regenerates health lost to enemy harassment.
- Clarity allows Rubick to utilize his spells more than a few times, as they are very costly in the early game.
- Iron Branch gives Rubick some much-needed attributes, especially to his strength. He can sell them later, or build into Magic Wand.
- Observer Ward gives your team map vision. 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.
Early game:
- Boots of Speed are important to get early on as Rubick, as Telekinesis is a powerful disable that requires Rubick to get close enough to cast.
- Magic Wand gives Rubick stats, and more burst HP and mana regen with up to 300 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.
Mid game:
- Arcane Boots are 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.
- 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.
- 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). It can be particularly useful for utilizing stolen channeling spells, as it helps to prevent easy interruption.
- 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 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).
Late game:
- Drum of Endurance gives Rubick stats across the board, most importantly Strength and Intelligence.
- 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.
- 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.
- 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
Situational items:
- 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.
- 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 due to a combination of armor and attributes. The active allows Rubick to manipulate the armor, attack speed, and movement speed of target allies and enemies in ganks.
- Rod of Atos greatly improves both Rubick's health pool and mana pool, allowing him to do more in teamfights. Furthermore, 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 is a good utility support item to pick up, as it can outright shield allies from magic damage. 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.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- 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.
- Upon using Walrus PUNCH!, Rubick launches a projectile of himself, spinning and with head ahead, towards the target. When his target is Tusk, the overhead text on the target reads "Sucker Punch!" in green colors. The text reads "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, ▶️ "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:
- Besides transformation spells, several other spells could also not be stolen due to either engine errors or other coding conflicts:
- 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:
- X: X Marks the Spot, Shadowraze (Medium), Tornado, Exorcism
- Z: Shadowraze (Near), Alacrity
- Q: None