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Hero Discussion of this Day: Rubick (2 January 2014)
My thirst for knowledge cannot be quenched.
Everything is a game to this Magus, the Grand Magus and he has no problem with showing it. His most enjoyable skill from his own repertoire is Telekinesis, with this he has the ability to lift a unit in the air, disabling them for the duration while they flail around like a madman. On their landing they stun every enemy in an area around them. Another of his own skills Rubick has managed to secure is Fade Bolt, damaging and crumbling the enemies damage in the process, it has a mind a of its own and bounces wherever it wishes. Due to Rubick's nature, he has a dampening effect on enemy spells, being able to allow him and his allies to resist magic damage. His signature skill, of all his skills and yet not entirely his own, Spell Steal allows him to take anyone else's skills and use them for himself. This alone causes confusion among enemy ranks.
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.
Roles: Disabler, Pusher, Nuker, Support
Strength: 19 + 1.5
Agility: 14 + 1.6
Intelligence: 27 + 2.4
Movement Speed: 290
Attack Range: 600
Missile Speed: 1125
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.5
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.
|1||120||22||550||325||1.5 (lift)/1 (landing stun)||Lifts up a selected unit, after an amount of time, the unit lands (either by default or to the selected location) stunning everyone in a radius|
|2||120||22||575||325||1.75 (lift)/1.25 (landing stun)||Lifts up a selected unit, after an amount of time, the unit lands (either by default or to the selected location) stunning everyone in a radius|
|3||120||22||600||325||2 (lift)/1.5 (landing stun)||Lifts up a selected unit, after an amount of time, the unit lands (either by default or to the selected location) stunning everyone in a radius|
|4||120||22||625||325||2.25 (lift)/1.75 (landing stun)|
- While the target is in the air, Rubick may use a secondary ability to throw the enemy in a targeted direction
- The landing happens only when the lift is over
- The stun happening on landing doesn't affect the lifted unit
- Specifying the target's landing location forces Rubick to turn and look at the target for less than a second
- If you click more than 375 distance away from the unit being lifted, it will land 375 distance away
- Any nearby trees will be destroyed upon landing
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.
|1||150||16||800||440 (bounce radius)||10 (debuff)||Deals 70 damage and bounces around decreasing damage dealt by 4% per bounce. Also reduces hero damage by 14 (and creeps by 7) if hit|
|2||150||14||800||440 (bounce radius)||10 (debuff)||Deals 140 damage and bounces around decreasing damage dealt by 4% per bounce. Also reduces hero damage by 20 (and creeps by 10) if hit|
|3||150||12||800||440 (bounce radius)||10 (debuff)||Deals 210 damage and bounces around decreasing damage dealt by 4% per bounce. Also reduces hero damage by 26 (and creeps by 13) if hit|
|4||150||10||800||440 (bounce radius)||10 (debuff)||Deals 280 damage and bounces around decreasing damage dealt by 4% per bounce. Also reduces hero damage by 32 (and creeps by 16) if hit|
- Magical Damage
- 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
- Linken's sphere will partially block this if the Linken's holder is a secondary target, the damage is blocked, but the damage reduction and the spell's bounce are not blocked
Rubick's mastery of the arcane protects his allies against weaker magics, granting them magic resistance.
|1||-||-||-||-||-||Gives 5% bonus magic resistance to Rubick and his allies|
|2||-||-||-||-||-||Gives 10% bonus magic resistance to Rubick and his allies|
|3||-||-||-||-||-||Gives 15% bonus magic resistance to Rubick and his allies|
|4||-||-||-||-||-||Gives 20% bonus magic resistance to Rubick and his allies|
- This effect stacks with magic resistance abilities and items
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
|1||25||20 (5*)||1000 (1400*)||N/A||180 (3 minutes)||Steals the enemy Hero's last used spell|
|2||25||18 (5*)||1000 (1400*)||N/A||240 (4 minutes)||Steals the enemy Hero's last used spell|
|3||25||16 (5*)||1000 (1400*)||N/A||300 (5 minutes)||Steals the enemy Hero's last used spell|
- This spell can be upgraded via Sceptre, (*) shows the upgraded effects. Sceptre also causes all spells stolen by Rubick to have the Sceptre upgrade if applicable
- The spell is lost at the end of the duration, when Rubick dies, or when Rubick uses Spell Steal again
- Cannot steal passive abilities, item abilities, or creep abilities. (However Rubick can steal creep abilities cast by Doom Bringer via Devour)
- Can steal toggle abilities (such as Rot)
- If a spell has an associated scaling effect (like the souls for Requiem of Souls), 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 your Spell Steal. Example: Steal Elder Dragon Form, use it, then steal another spell like Fissure. If you then steal Elder Dragon Form again, it will be instantly usable without having to wait the 115 seconds since you last used it
- Every spell stolen by Rubick has a cast time of 0.1s, 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 Assasinate and Shadow Fiend's Requiem of Soul's keep their additional cast times
- If Rubick is stealing spells from Death Prophet, then the ability stolen will be modified by the effects of her Witchcraft according to its level when the spell was stolen
- When stealing Shadowraze, Rubick only acquires the Shadowraze that was used, not the other two
Recent Changes from 6.79
- Telekinesis cooldown increased from 18 to 22
- Rubick can no longer Spell Steal the Aghanim upgrade of the enemy if they have Aghanim and he doesn't
- Added Aghanim's Scepter upgrade: reduces cooldown from 20/18/16 to 5, increases cast range from 1000 to 1400 and makes all stolen spells be considered to have their Aghanim's upgrade
When using Telekinisis, you can choose where the target lands; if you're chasing someone or your team is, bring him closer to you/your team, if you're escaping, move the target back away from you and keep running, while in teamfights land them in a position where they'll stun most of their allies or a channeling ally.
Hackett_Up has a write-up on Rubick from a previous discussion
TheREALPizzaShark also has a write-up
"How would you offlane as Rubick? Well... very carefully." - questforchicken. Cultofz has a summary of how to. Whole thread here
A laydown on Rubick's skills by tieren
How to Jungle as Rubick by LocKified, Level 6 in 7 minutes
Myzzrym has a video on Rubick "Advanced Mechanics"
Begiollo and Noobsauce2001 have some Rubick advice.
The previous hero discussion.
If you guys want a specific hero to be discussed next, please feel free to post or message me. Request list
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Posts are every two days now, again.
Important Beastmaster tip of last thread by MacroSight:
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