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Here we are again, hello and welcome to NOOBCAKE's guide to the Grand Magus, Rubick!
In my third guide, I shall attempt to delve into the mind of amazing Rubick players such as Dendi as s4 and translate that into lingo normal folk like us can understand. This journey shall be perilous; there will be many obstacles in the way - but that's why we build Force Staff!
I have loved Rubick since I first saw him played in The International 2. Who can forget that play? You know the one I'm talking about:
Anywho, let's get started.
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.
Pros
One of the best mids in game
Good attack animation
Unique ability
Spell Steal
Versatile
Cons
Below average stat gain
Move speed of 290
Difficult to master
Will be focused
When to pick
Telekinesis is an interesting stun. When used, it lifts the target enemy (hero or creep) into the air, and stuns the area of where they land for a short duration. Typically, you want to cast it on the hero you want to stun, and drop him out of position - though I have seen some people lift creeps and stun heroes with that. Keep in mind that you have to press the hotkey for
Telekinesis again to determine where to drop.
Fade Bolt is one of the best laning spells. Not only does it nuke indefinitely, but it also places a Damage Reducing Debuff on all units affected. It goes through
Linken's Sphere (the damage doesn't) which is handy. The debuff reduces damage by 14-32
But that's hardly anything!
The time when you'll be most spamming it is early game and mid game - when heroes' damage ranges from 40-100. By reducing one third to a half of that, you are putting a massive dent in their last hitting capabilities. Also, it affects creeps, which means your wave will push, giving you excellent lane control.
Lane control, Harass, and reduces enemy last hits. Max this first!
Fade Bolt or
Telekinesis at level 1? Well it is always better to have the stun, but sometimes you may be in wanting of a nuke. Solution: Don't skill it until you need it! If you should spy an enemy standing at the rune spot, skill Tele for a bit of a laugh; if the enemy ganks you early, then you may need the damage reducing buff from Bolt.
Null Field, I skill last - but it's situational. If the enemy has a lot of magic damage (e.g. Death Prophet,
Zeus, even
Pudge) skilling this early can be life saving. 20% magic resistance, which also STACKS with other magic resistance abilities and items -
Anti-Mage? yes.
Cloak? yes. Can effectively reduce casters to naught - then you-
Spell Steal. In my view what makes
Rubick one of the strongest casters in the game - his versatility as well as mobility once you get items makes him hard to shut down and predict. This skill also REMOVES long cast animations that their owners have -
Fissure from
Earthshaker,
Blink from
Queen of Pain - changed to 0.1s cast animation for the Grand Magus.
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RavageKeep in mind AoE is 825->1025, where as your spell steal range is 1000. ![]() ![]() |
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Black HoleIt's a channeling spell, so very easy to steal and use right back. Bonus points if you cast another ability on ![]() ![]() |
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Reverse PolarityMust have quick fingers. ![]() ![]() ![]() |
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Fissure Ice Path |
both long range stuns, and once stolen cast animation time is removed giving you instant initiation.
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Mid buys ![]() ![]() Support buys Observer Wards or a Courier, along with a salve and clarity added to the mid-build. Offlane ![]() ![]() |
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Arcane and Force on all ![]() ![]() ![]() ![]() ![]() ![]() If you want more HP, candidates here would be ![]() ![]() ![]() ![]() |
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Really, at this stage, it all depends on how the game is going. If you haven't bought ![]() ![]() Are you being focused with autoattacks too much? Consider getting ![]() ![]() ![]() If you're swimming in cash, though, then easy - ![]() ![]() ![]() Hard Support ![]() ![]() ![]() |
What are you doing, getting Agha on Rubick? It is useless!
You would think so, but it is FAR FROM IT.
First, let's see how many heroes have an Aghanim's Scepter upgrade:
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doom bringer |
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necrolyte | outworld devourer |
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windrunner |
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Radius: 675 Lucent Beams summoned: 4/7/10 (4/8/12*) Duration: 1.8/3.6/5.4 (1.8/4.2/6.6*) Strike interval: 0.6 Maximum hits per target: 4 (6*) |
Thanks to IceFrog and Valve, along with the good half of the Dota Community.
This is probably the longest guide I've written so far, but I feel that Rubick really needs it. There is so much you need to know, about items and heroes and their abilities - cooldowns, range, all of it. You also need to know mana control, and damage you can deal, how much damage you might take... the list goes on.
Thanks for reading, hope this helps.
:)
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