Rubick is a ranged intelligence hero who is usually played as a support or ganker, though he can play other roles due to his versatility. His Telekinesis will render an enemy helpless as he lifts them up, then slams them into the ground. He can weaken multiple enemies with a single Fade Bolt, dealing respectable damage as well. His Null Field will protect his allies, enhancing their resistance to spells. Rubick's signature move is his ultimate, Spell Steal. He can counter any team lineup, copying their best moves, whether it'd be Pudge's Meat Hook or Enigma's Black Hole.
Abilities[edit]
Telekinesis[edit]
- Ability: Target Unit
- Affects: Enemy Heroes
- Radius: 325
- Lift Duration: 1.5 / 1.75 / 2 / 2.25
- Stun Duration: 1 / 1.25 / 1.5 / 1.75
- Mana Cost: 120
- Cooldown: 18
Telekinesis will lift the targeted enemy into the air for a while before slamming it back on the ground, stunning any enemies nearby. It is a very deadly disable, and if you can hurl an enemy hero towards your teammates, your team could score a kill. You can also throw them on to a normally inaccessible place, such as the ward cliffs near the rune spawns, leaving them as sitting ducks.
Telekinesis Land[edit]
- Ability: Target Point
Chooses the location the lifted foe will land.
Fade Bolt[edit]
- Ability: Target Unit
- Affects: Enemy Heroes
- Damage Type: Magical
- Debuff Duration: 10
- Damage: 70 / 140 / 210 / 280
- Jump Reduction: 4%
- Hero Damage Reduction: 14% / 20% / 26% / 32%
- Creep Damage Reduction: 7% / 10% / 13% / 16%
- Mana Cost: 150
- Cooldown: 16 / 14 / 12 / 10
Fade Bolt launches a jolt of magic that jumps to other enemies, dealing damage and reducing their damage. The damage dealt decreases with every jump, but will jump to all enemies until there are no more in range. It is a good harassment tool while laning to make it harder for your opponent's to get last hits. It is also used to weaken physical damage dealers like carries during teamfights, or just to deal damage.
Null Field[edit]
- Ability: Passive
- Magic Resistance: 5% / 10% / 15% / 20%
Null Field gives you and nearby allies bonus magic resistance. There is not a lot to say about this ability. It is great for teamfights as it lets your team take a lot less damage from spells.
Spell Steal[edit]
- Ability: Target Unit
- Affects: Enemy Heroes
- Duration: 180 / 240 / 300
- Mana Cost: 25
- Cooldown: 20 / 18 / 16
Spell Steal is pretty self-explanatory, in that it steals the last active spell the targeted enemy cast. The spell will last for a couple of minutes or until you die. You cannot copy passive or item abilities, though unlike in DotA you can now steal toggled spells. This ability effectively lets you counter any team composition the enemy goes for. You can steal a big initiation ability like Tidehunter's Ravage or Enigma's Black Hole, or a dangerous spell like Pudge's Meat Hook or Bounty Hunter's Track. It is a good idea to read up on all the different abilities each hero has to get an idea of what you should steal.
Aghanim's Scepter can be bought and will grant the Aghanim's Scepter upgrade of the ultimates he steals, if available. Rubick will also be able to use upgraded ultimates if he stole one from a hero carrying an Aghanim's Scepter.
Suggested Items[edit]
Strategy[edit]