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19 + 1.5
14 + 1.6
27 + 2.4
Level 1 16 25
Hit Points 511 967 1575
Mana 351 845 1352
Damage 44‒54 82‒92 121‒131
Armor 0.96 4.6 9.14
Attacks / Second 0.67 0.82 1.01
Movement Speed 290
Turn Rate 0.5
Sight Range 1800/800
Attack Range 600
Missile Speed 1125
Attack Duration 0.4+0.77
Cast Duration 0.1+1.17
Base Attack Time 1.7
Collision Size 24

Rubick the Grand Magus is a ranged Intelligence hero 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 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, 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 allied heroes bonus magic resistance 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 cool-downs and the surfacing predictability of his ultimate.


Rubick Rubick, the Grand Magus
Play "No sorcery lies beyond my grasp."
Role: Pip disabler.png Disabler / Pip pusher.png Pusher
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.

Voice: Barry Dennen (Responses)


Blocked by Spell Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Telekinesis icon.png
Ability Affects
Target Unit Enemies
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.
Cast Range: 550/575/600/625
Stun Radius: 325
Lift duration: 1.5/1.75/2/2.25
Stun duration: 1/1.25/1.5/1.75
Cooldown 22 Mana 120
Blocked by Linken's Sphere. Blocked completely if primary target is Linken's holder. No interactions otherwise.
Even the Grandest Magus may use his powers for enjoyment.


  • 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 while in air and is not affected by the area stun upon landing.
  • The lifted unit loses its collision during the lift, so that other units can pass below it.
  • When the lift ends prematurely, the lifted unit instantly lands and applies the area stun.
  • Destroys trees within 325 radius of the lifted target upon landing.
  • Cannot lift Roshan, he will be stunned for the lift duration instead.

Telekinesis Land
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Telekinesis Land icon.png
Ability Affects
Target Point Enemies
Chooses the location the target will land when Telekinesis finishes.
Cast Range: Global
Max Throw Distance: 375
Stun Radius: 325
Stun Duration: 1/1.25/1.5/1.75


  • This ability replaces Telekinesis icon.png Telekinesis for the lift duration.
  • 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, 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.

Fade Bolt
Blocked by Spell Immunity. Blocked by Linken's Sphere. Can be purged. Play
Fade Bolt icon.png
Ability Affects Damage
Target Unit Enemies Magical
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.
Cast Range: 800
Bounce Distance: 440
Number of Bounces: Infinite
Base Damage: 70/140/210/280
Bounce Damage Reduction: 4%
Hero Attack Damage Reduction: 14/20/26/32
Creep Attack Damage Reduction: 7/10/13/16
Duration: 10
Cooldown 16/14/12/10 Mana 120/130/140/150
Blocked by Linken's Sphere. Blocked completely when holder is primary target. Not blocked for secondary targets.
Rubick's favorite spell for dispatching would-be assassins is a rather simple conjuration.


  • Fade Bolt icon.png Fade Bolt has no bounce limit. Bounces in 0.25 second intervals. Each bounce decreases the bolt's current damage by 4%.
  • Can never hit the same unit twice per cast.
  • This is how much damage the first 20 bounces on each level deal:
    • Level 1: 70/67/65/62/59/57/55/53/50/48/47/45/43/41/40/38/36/35/34/32/31 damage, 1008 total damage, 104 bounces to reach 1 damage
    • Level 2: 140/134/129/124/119/114/110/105/101/97/93/89/86/82/79/76/73/70/67/64/62 damage, 2014 total damage, 121 bounces to reach 1 damage
    • Level 3: 210/202/194/186/178/171/164/158/151/145/140/134/129/124/119/114/109/105/101/97/93 damage, 3024 total damage, 131 bounces to reach 1 damage
    • Level 4: 280/269/258/248/237/228/219/210/202/194/186/179/172/165/158/152/146/140/134/129/124 damage, 4030 total damage, 138 bounces to reach 1 damage

Null Field
Not blocked by Spell Immunity. Cannot be purged. Can be used by illusions.
Null Field icon.png
Ability Affects
Passive Allied Heroes
Rubick's mastery of the arcane protects nearby allied heroes against weaker magics, granting them magic resistance.
Radius: 900
Magic Resistance Bonus: 5%/10%/15%/20%
Not every magus can be a Grand Magus...


  • Increases Rubick's and most heroes' magic resistance to 28.75%/32.5%/36.25%/40%, if they don't have any other source of magic resistance and are not Meepo icon.png Meepo or Visage icon.png Visage.
  • Increases Meepo icon.png Meepo's total magic resistance to 38.25%/41.5%/44.75%/48% and Visage icon.png Visage's total magic resistance to 14.5%/19%/23.5%/28% if they have no other sources.

Spell Steal
Not blocked by Spell Immunity. Blocked by Linken's Sphere. Play
Spell Steal icon.png
Ability Affects
Target Unit Enemy Heroes
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.
Cast Range: 1000 (1400*)
Spell Duration: 180/240/300
Cooldown 20/18/16 (2*) Mana 25
Can be Improved by Aghanim's Scepter (* shows the improved values). Reduces cooldown and increases cast range. Stolen spell receives Aghanim's Scepter upgrade.
...but even their lesser magics can be a source of much utility.


  • 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, active attack modifier. Can only steal from heroes.
  • Always steals the current level of the last cast spell, not on the level the spell was as it was cast the last time.
  • Can not have more than 1 stolen spell at a time. Sub-spells from spells are automatically acquired and can't be manually stolen.
    • A sub-spell are only spells which don't do anything on their own. The 2nd and 3rd Shadowraze icon.png Shadowraze or Test of Faith (Teleport) icon.png Test of Faith (Teleport) are not sub-spells.
    • This also goes for spells provided by an Aghanim's Scepter icon.png Aghanim's Scepter (Eyes in the Forest icon.png Eyes in the Forest, Unrefined Fireblast icon.png Unrefined Fireblast, Chakram 2 icon.png Chakram)
    • Rubick's Aghanim's Scepter icon.png Aghanim's Scepter causes the stolen spell to be upgraded. Since the 3 spells named above 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 Rubick with an Aghanim's Scepter won't get e.g. both Chakrams by stealing one of them, but it also means he can steal the blue Chakram 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. However, it will refresh the duration that the stolen spell will be retained.
  • Rubick loses the stolen spell when the duration is up, when he dies, or when stealing a new spell. The old spell is lost as soon as the projectile reaches Rubick.
  • A full list of unique interactions with spell steal can be found here.

Recommended items[edit]

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Reason given

Starting Items:

  • Rubick is able to invest more on regenerative items and less on specific attribute boosters due to Rubick's strong starting attributes, which includes a rather reliable amount of maximum health and mana and a strong damage output.

Core Items:

  • Because of Rubick's rather large mana costs, Arcane Boots help him in granting mana to both himself and his allies. It also allows him to pull out more mana intensive abilities he has stolen over a clash.
  • As Rubick is often picked as a counter to big ultimates, blink dagger helps him stay out of danger until key abilities are used. Since blink and spell steal together have .1s cast time, quick fingers will be rewarded much more of the time with blink than when Rubick is out of the fight and must walk into spell steal range, especially against skilled players who attempt to spend less valuable abilities immediately after more valuable ones.
  • Aghanim's Scepter allows Rubick to steal more spells in every fight - potentially casting a high cooldown ability each 6 seconds - as well as providing useful health and mana. Depending on the mana cost of desirable spells, may or may not make sense without first getting another intelligence boosting item after Arcane Boots.

Situational Items:

  • Drum of Endurance grants a needed health and mana upgrade, and the auras are beneficial to any team if no other hero wants to build drums.
  • Scythe of Vyse helps Rubick disable that last guy he might have lost grip on due to Telekinesis' effect upon landing. Getting Hex and mana regeneration for other purposes is never a bad thing too.
  • You'll never know what kind of abilities Rubick manages to steal, and one of them might require him to channel or get close to his enemies. Black King Bar helps a whole bunch for Rubick to deliver said stolen abilities without much trouble. It also helps him in actually stealing strong initiation abilities without the fear of being disabled by it himself.
  • Shiva's Guard will add punch to your disabling role or initiation role.
  • Arcane Boots may be disassembled for the creation of Bloodstone. Rubick can be mana intensive against almost any match up, but may be more so if he intends to steal mana sucking spells such as Mystic Flare, Crypt Swarm, or Pulse Nova. Any low cooldown AOE nuke combined with Fade Bolt can make Rubick an insane pusher if he has sufficient mana. Bloodstone's health bonus also synergizes with his magic resistance to provide the hero with a significant pool of effective hit points, allowing Rubick to stay closer to the center of teamfights, steal more spells, and put them to better use. The item is less effective late game when physical DPS and a lack of armor make him fragile with any HP pool.
  • Boots of Travel can be useful for a lane pushing Rubick.
  • Pipe of Insight gives Rubick up to 50% magic resist. Note that the synergy is not perfect as pipe's shield cannot have magic resistance when taking damage. The item is relevant mostly because Rubick is frequently played as a counter to lineups with large amounts of magical damage, including area of effect spells.
  • Eul's Scepter of Divinity will give you great mana regen, as well as a cheap disable - or something to dodge some of those pesky abilities you wish to grab.
  • Force Staff serves a very similar purpose to Blink Dagger for Rubick, but the relatively long force travel time usually makes it less desirable unless it is already a good item against an enemy hero (like Clockwerk).



  • Both his Telekinesis and his Fade Bolt have a high mana cost. Try to be conservative of your mana early on until you can grab some items such as a Void Stone or a Bottle to accommodate his somewhat high mana costs for the early stages of the game.
  • Fade Bolt harassment makes you a powerful midlane hero, since the attack damage reduction secondary effect also makes it more difficult for your opponent to lasthit properly.
  • Against heavy magic damage teams, you may have to invest an early point on Null Field since its percentage reduction will scale into later stages of the game.
  • Although a great disabler and potential initiator with the right items, Rubick is still frail with the proper focus on him. Stay back as much as you can to avoid unnecessary damage and keep casting and stealing spells!
  • Be specially careful against Void. Stealing Void's ultimate may turn the tide against your team, since he will not be locked by Rubick's Chronosphere. If you steal it, try to use it when Faceless Void is either dead or far away.
  • Almost all of his spells, including the spells he steals, have 0.1 casting time. So spells such as Earthshaker's Fissure and Leshrac's Split Earth will cast immediately. Use this knowledge to your advantage. (Although any spell that require him to channel such as Enigma's Black Hole or Sand King's Epicenter will still require Rubick to channel).
  • If you are in a side lane, try laning with partners that have powerful nukes, attacks or stuns even in the early game. Heroes such as Juggernaut, Bane, Zeus, Wraith King, Chaos Knight, Luna and Ogre Magi are perfect, as target-point abilities can be used on enemy heroes Rubick is holding in mid-air.
  • Rubick is also a good partner for Heroes with a difficult to land stun/nuke. Kunkka, Alchemist, Lina, Jakiro, Leshrac, Ancient Apparition or even Invoker with his Sun Strike will greatly benefit from your Telekinesis. Also note that you can steal those abilities to disable enemies yourself for a long duration.
  • Morph Strength Gain is a good spell to steal as it allows you to morph all Agility into Strength permanently, even if you lose the ability. However, it is important to never go full Agility.
  • Stolen Psionic Traps do not get destroyed when you lose the spell, and can be very useful to set up permanent vision of rune spots, Roshan, ancient camps and other key spots on the map. If you lose this spell and steal it again, you may still set 5/8/11 traps (depending on the level of the stolen spell) without destroying the other traps. This can give your team a great vision advantage since the number of traps you can set is virtually limitless.
  • Anti Mage's Blink is a great spell to steal since it gives Rubick the mobility he needs, and has lower cooldown compared to Blink Dagger. Having both will give Rubick a tremendous escape/initiation mechanism! Queen of Pain's Blink and Weaver's Shukuchi are similarly useful.
  • A stolen Meat Hook can be extremely useful to initiate teamfights. Most enemy heroes won't expect to be hooked, which causes them to be less careful about their positioning. The same goes for Mirana's Sacred Arrow.
  • Spell Steal cannot steal passive abilities, but stealing Slark's Shadow Dance will give Rubick the passive part of the ability too.
  • Be careful when stealing spells from Keeper of the Light. If you steal a spell used with Spirit Form right after its duration ends, the spell will be inactive!
  • You can convert creeps using Chen's Holy Persuasion, but all converted creeps die once you lose the spell. The same goes for Lone Druid's Spirit Bear.
  • Storm Spirit's Ball Lightning, when stolen by Rubick, has its manacost adjusted for Rubick's mana pool.
  • A stolen Broodmother's Spin Web will give Rubick the invisibility and everything else. It does not interact with Broodmother at all.


  • 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.
  • If Rubick acquires Tusk Tusk's Walrus Punch ability, he will cast it as a projectile on the target by throwing a spinning, projectile form of himself toward them. When targeted on Tusk himself, the text "Sucker Punch!" will be displayed, in green colors. The caption will be changed to "Stolen Punch!" when hitting creeps and other heroes.
  • If Rubick steals Lycan Lycan's Shapeshift, Undying Undying's Flesh Golem, or Dragon Knight Dragon Knight's Elder Dragon Form, he will transform into the same model the respective abilities use, though slightly smaller in scale compared to the original owner's. Rubick still retains his ranged attack, able to use any of the passive components the ability possesses (like Critical Strike or Corrosive Breath, for instance). Stealing Alchemist Alchemist's Chemical Rage does not change Rubick's model (unlike in DotA), but rather just adds a purple hue and effect onto him. He does still gain the ability's passive attributes like the attack speed increase and HP regeneration.
  • Rubick is named after Ernő Rubik, the Hungarian inventor who designed the "Magic Cube" (most commonly called "Rubik's Cube"), a popular combination puzzle. His response, "Now, where's my cube?" is also a reference to Rubik's Cube.[1]
  • In DotA, Rubick couldn't steal several spells due to technical limitations. The complete list can be found here.
  • If Rubick activates a stolen True Form (Lone Druid Lone Druid's transformation spell) while in the process of stealing another spell, he will permanently remain in True Form mode, earning the additional buffs and melee range, all while keeping his default abilities. He will only revert back to his default self upon deactivating the ability, or dying. [2]

Update history[edit]

December 17, 2014 Patch Update 2

September 26, 2014 Patch

June 05, 2013 Patch

March 29, 2013 Patch

  • Fixed Rubick gaining infinite no-collision if he stole another spell while following the Spectral Dagger icon.png Spectral Dagger path.

February 28, 2013 Patch

  • Fixed two ledges (below the two rune spots) where you could get units stuck with Telekinesis icon.png Telekinesis and Vacuum icon.png Vacuum.

November 15, 2012 Patch

October 18, 2012 Patch

August 02, 2012 Patch

July 26, 2012 Patch

  • Fixed Wild Axes icon.png Wild Axes being left around when another ability is stolen.
  • Fixed Rubick retaining incorrect skins from stolen abilities when returning to his normal model.

July 19, 2012 Patch

  • Fixed Warlock Warlock's Shadow Word icon.png Shadow Word refreshing its debuff version when stolen and cast as a buff.
  • Fixed Dazzle's Weave icon.png Weave refreshing its debuff version when stolen and cast as a buff.
  • Fixed restealing an ability (stealing another ability in-between) not restting its cooldown.

July 12, 2012 Patch

  • Fixed being able to steal spells from their being toggled off.
  • Fixed getting stuck in Flesh Golem form when respawning with the buff.
  • Fixed some abilities being broken when re-stealing them, now re-stealing an ability will have no effect on your currently stolen ability.
  • [Undocumented] Added the following stolen spell animations for Rubick Rubick:

July 05, 2012 Patch

June 28, 2012 Patch

June 22, 2012 Patch

June 20, 2012 Patch

Balance changelog[edit]


  • Fade Bolt icon.png Fade Bolt mana cost from 150 to 120/130/140/150
  • Aghanim's Scepter icon.png Aghanim's Scepter upgraded Spell Steal icon.png Spell Steal cooldown reduced from 5 to 2
  • [Undocumented] Stolen spells no longer get refreshed when they get restolen after having a different spell inbetween


  • Telekinesis icon.png Telekinesis cooldown increased from 18 to 22.
  • Spell Steal icon.png Spell Steal
    • Rubick can no longer steal the Aghanim upgrade of the enemy if they have Aghanim and he doesn't.
    • Added Aghanim's Scepter icon.png 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.


  • Fade Bolt icon.png Fade Bolt damage decreased from 75/150/225/300 to 70/140/210/280.



  • Added to Captain's Mode.


  • Telekinesis icon.png Telekinesis manacost decreased from 160 to 120.
  • Fade Bolt icon.png Fade Bolt
    • Manacost increased from 90/95/100/105 to 150.
    • Cooldown rescaled from 10 to 16/14/12/10.


  • Fade Bolt icon.png Fade Bolt bounce AoE reduced from 600 to 500.


  • Added a new hero: Rubick.


See also[edit]