Bio
Rubick, the Grand Magus | |
Play "No sorcery lies beyond my grasp." | |
Role: | Support / Disabler / Nuker |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Spell Steal Interactions Old Abilities Changelogs Known Bugs Rubick, the Grand Magus Any : | 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 Hero Strategy Counters Equipment Gear Responses Sounds Lore Spell Steal Interactions Old Abilities Changelogs Known Bugs v • d • e Voice responses Hero responses ) |
Abilities
Target Unit
Enemies
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 Stun is a status effect that prevents active actions like moving, turning, using spells or items, but does not prevent passive abilities, such as evasion and Damage Block. Stuns also interrupt spell casts, channeling spells 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 Trees on the Radiant and Dire sides of the map. Trees are a terrain featureSpecial attraction in Dota 2. They make up a large amount of the map, and are very prominent in the forests that within 325 radius of the lifted target upon landing.
- Cannot lift Roshan For Roshan as he appears in holiday events, see Roshan (Diretide 2012) and Roshan (Diretide 2013) Roshan Ancient Jungle Creep Level 30 Health 5500 Health regeneration 20 Armor 15 Magic resistance 55% Attack damage 65 , he will be stunned for the lift duration instead.
Target Area
Enemies
Notes:
- Replaces Telekinesis until the lifted unit lands.
- 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 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 ( 2583.33), 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.
Target Unit
Enemies
Magical
Notes:
- Fade Bolt has no bounce limit. Bounces in 0.25 second intervals. Each bounce decreases the bolt`s current damage by 8%.
- Does not bounce on invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear units or units in the Fog of War Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a .
- Can never hit the same unit twice per cast.
- Counts illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They and creep-heroes as heroes.
- This is how much damage the first 15 hits on each level deal ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ):
- 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, 52 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, 60 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, 65 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, 69 bounces to reach 1 damage
- The Fade Bolt buff is a hidden buff required for the lightning to jump.
Allies
Notes:
- Null Field is an aura and its buff lingers for 0.5 seconds.
- Stacks multiplicatively with other sources of magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This .
- Increases most heroes` total magic resistance to 32.5%/35.5%/38.5%/41.5%, assuming basic 25% magic resistance and no other sources of magic resistance.
Target Unit
Enemy Heroes / Self
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.
- Cannot steal the following spells: Quas, Wex, Exort, Invoke, Assimilate, Walrus Kick, Vampiric Aura, Telekinesis, Fade Bolt, and Spell Steal itself.
- 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.
- He still uses the transformation time of transforming spells: Chemical Rage, True Form, Druid Form, Shapeshift, and Metamorphosis.
- 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 Test of Faith (Teleport) are not sub-spells.
- This also goes for spells provided by an Aghanim`s Scepter (e.g. Eyes In The Forest, Unrefined Fireblast and Hybrid).
- 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 instance, 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. Be that as it may, 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.
Videos
Info
Rubick, the Grand Magus, is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by intelligence Intelligence is the attribute that grants mana, mana regeneration and spell damage amplification. For each point of intelligence a hero gets: 11 Mana 0.04 Mana regeneration 0.07% Spell damage Additionally, intelligence heroes also get 1 hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During 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 The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the 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 Disables (also called crowd control, or CC) refer to any abilities or status effects that prevent, impede, or otherwise inhibit a Hero from acting. Disables come in many different varieties, and most Heroes have access , 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 Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This 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.
Talents
Hero Talents | ||
+400 Telekinesis Land Distance | 25 | 20% Cooldown Reduction |
+8% Spell Amplification | 20 | +75 Cast Range |
+15 Intelligence | 15 | +150 Health |
+60 Damage | 10 | +60 Gold/Min |
- Gold granted from the talent is unreliable gold.
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The cast range increase also affects all stolen spells which use a cast range.
- Cooldown reduction affects abilities (including stolen ones) and items. Stacks multiplicatively with Octarine Core and additively with Arcane Rune.
Recommended items
- Healing Salve and 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.
- When playing as a lane babysitter or roamer, having a 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 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, even if you have to be the one to purchase it.
Early game:
- 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 gives Rubick stats, and more burst @@@#@@@HP(hp.com)###@### 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 is a good stat booster for a cheap price. It boosts Rubick`s HP, giving him more survivability.
Rubick, the Grand Magus
Recommended Roles |
Support Disabler Nuker |
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.
Abilities
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Talent Tree
Talent Tree | ||
+400 Telekinesis Land Distance | 25 | 20% Cooldown Reduction |
+8% Spell Amplification | 20 | +75 Cast Range |
+15 Intelligence | 15 | +150 Health |
+60 Damage | 10 | +60 Gold/Min |
Recommended Items
Standard Build | ||||||||||||||
Starting Items | Early Game | Mid Game | Late Game | |||||||||||