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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
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 Time: 0.1+0.97
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 Area Enemies
Chooses the location the target will land when Telekinesis finishes.
Cast Time: 0.1+1.07
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 Time: 0.1+0.93
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 Time: 0.1+0.93
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]

Starting 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 icon.png Telekinesis is a very powerful disable that requires Rubick to get close enough to cast.
  • Magic Stick is important to purchase earlier rather than later, as it can give Rubick enough burst heal to survive a gank, or enough mana to cast one of his spells to turn a fight around.
  • Bracer is a good stat booster for a cheap price. It boosts Rubick's HP, giving him more survivability.

Core items:

  • Arcane Boots are very useful on Rubick due to his ability to steal the enemy's spells. They increase the size of his mana pool and allow him to replenish his and allies' mana as needed.
  • Blink Dagger is a crucial item to purchase on Rubick, and should be rushed if possible. Being able to instantly reposition himself greatly increases Rubick's survivability, as well as his ability to jump in and use Spell Steal icon.png Spell Steal, or any spells stolen by it, when the opportunity presents itself.
  • Aghanim's Scepter drastically increases Rubick's teamfight contribution, as he can potentially steal an enemy spell every 2 seconds and use it against them. The increased stats buff up both Rubick's health and mana pools, and the increased cast range can give him the ability to steal a spell safely without using his Blink Dagger. As well, he can utilize the upgrades granted by Aghanim's Scepter to any stolen spells.
  • Magic Wand gives Rubick stats, and more burst HP 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.
  • No matter whether playing as a core or support Rubick, it is important to regularly purchase Observer Wards in order to give your team map vision. As well, having knowledge of the enemy's movements allows you to identify which spell they last cast, giving you forearmed knowledge of what you will get when using your ultimate.
  • Town Portal Scroll is important on Rubick because of his ability to steal and use enemy spells. Due to this flexibility, he can save a teammate using a stolen spell, or bring a huge teamfight ultimate to a fight.

Situational Items:

  • Drum of Endurance can be upgraded from a purchased Bracer, and gives Rubick stats across the board, most importantly Strength and Intelligence.
  • Scythe of Vyse allows Rubick to instantly disable an enemy, adding to his already powerful arsenal of disables. It also greatly increases the size of his mana pool and gives him a hefty amount of mana regeneration, greatly increasing his ability to cast mana-expensive stolen spells.
  • Black King Bar is a very situational item to purchase, but can be helpful in giving Rubick survivability in either using a powerful stolen spell, or protection against a spell he wishes to steal. Its purchase greatly depends on what spells and heroes the enemy has though, so think before deciding.
  • Shiva's Guard increases the size of Rubick's mana pool, and gives him great survivability against physical damage. As well, the active can be helpful while initiating, as it can slow enemies down long enough for you to get within range of them to disable or steal their spells.
  • Boots of Travel greatly improve Rubick's mobility, and frees up an inventory slot. It is useful for globally repositioning to show up to teamfights or ganks with powerful stolen spells.
  • Rod of Atos greatly improves both Rubick's health pool and mana pool, allowing him to do more in teamfights. As well, the active ability can be used to slow an enemy from a very long distance away, helpful for fleeing from single enemies or catching foes out of position for further disables.
  • Pipe of Insight is a good utility support item to pick up, as it can outright shield allies from magic damage rather than blunting the edge with Null Field icon.png Null Field. The increased HP regeneration helps Rubick to maintain his health pool somewhat, while the increased magic resistance gives him further survivability against magic nukes as it stacks multiplicatively with Null Field.
  • Eul's Scepter of Divinity will give you great mana regen, more movement speed for mobility, as well as a cheap disable. The active can also be used on yourself to disjoint enemy spells you wish to grab, or remove debuffs such as silence from yourself.
  • Force Staff serves a very similar (albeit inferior) purpose to Blink Dagger for Rubick with the added benefits of more Intelligence and HP regen. It is much easier to build, and can serve either as a supplementary repositioning tool after Blink Dagger, or a cheaper substitute if you are having trouble farming.
  • Arcane Boots may be disassembled for the creation of Bloodstone. Rubick can require large amounts of mana against almost any match up, but may be more so if he intends to steal highly expensive or spammable spells such as Mystic Flare icon.png Mystic Flare, Crypt Swarm icon.png Crypt Swarm, or Pulse Nova icon.png Pulse Nova. Bloodstone gives Rubick both mana and HP, enhancing his survivability as well as giving him a regenerating source of mana for continuing to cast spells.
  • Flying Courier should be purchased if playing as a laning support Rubick, and nobody else on the team has upgraded the courier yet.



  • Rubick is a very flexible caster who can be played as a support, roamer or core farmer. The role that he is selected for will drastically change his play style and item build.
  • Early on, all of Rubick's spells cost an disproportionate amount of mana for less comparative benefit, so it is often wise to hold back on casting your spells unless you absolutely need to. Once a source of mana regen is secured, they can be used more frequently as needed.
  • Although a great disabler and potential initiator with the right items and stolen spells, Rubick is still very frail. Stay back as much as you can to avoid unnecessary damage, and invest in mobility items such as Blink Dagger as early as possible.
  • During the mid- and late-game, stealing key teamfight spells and keeping yourself alive should be your main goals. Spell Steal only has a 0.1 second cast time and high cast range, so quick fingers and fast reaction time will give your team with a huge advantage.
  • Telekinesis icon.png Telekinesis is a short disable, but can be extremely powerful as it can displace the enemy upon landing, putting them in a very disadvantageous position. If playing as a support or roaming Rubick, at least one point should be placed in the ability.
    • Rubick is a very strong supporting disabler when placed in a side lane, since Telekinesis can disable a target for a disproportionate amount of time (lift time, as well as displacement upon landing). This allows him to greatly magnify the effects of chain disables by his team as he can prevent a target from dodging area-of-effect stuns and increase the length of their retreat path.
    • Remember that when choosing a location for Telekinesis Land icon.png Telekinesis Land, it is possible to place them on a different elevation than their lift point. You can use this to your advantage by placing the target over a cliff, forcing them to take the long way around, which can be useful for extending a fleeing enemy's escape path or preventing a chasing enemy from easily pursuing.
  • Fade Bolt icon.png Fade Bolt can be a powerful harassing tool during laning, as not only does it deal damage but reduces the enemy's attack damage. However, mind its mana cost, and remember that casting it will push your lane both due to the nuke damage on nearby creeps and the reduced damage that the creeps will deal.
    • Due to its nuking and pushing power, Fade Bolt is a useful tool for a mid-lane Rubick, as the damage can harass the enemy mid while reducing their last-hitting power. As well, pushing the creep wave into the enemy tower can keep them occupied when the runes spawn, and force them to last-hit against their tower, possibly reducing the amount of gold they get.
  • Null Field icon.png Null Field generally should not be picked during the laning stage as it does not scale well and reduces the damage of already weak magic nukes by small amounts. However, it should still be maxed out by level 14 as it can greatly improve teammates' survivability against magic nukes.
  • Spell Steal icon.png Spell Steal is one of the most powerful spells in the game, as used properly it can turn teamfights around completely. However, its use requires impeccable positioning, timing and judgment to ensure that the right spell is stolen and used at the right time. Keep in mind what abilities your enemies have, which of those you plan to steal, and in what situations the enemy will use those spells, so that you can be ready when an opportunity presents itself.
    • Virtually all spells stolen by Rubick will retain his 0.1 second cast animation. This means that spells such as Fissure icon.png Fissure, Ice Path icon.png Ice Path and Split Earth icon.png Split Earth will cast almost immediately. Any spell that requires channel time or extended casting animations will still have extended durations.
    • Stolen spells can often fill in any deficiencies that Rubick has, allowing him to diversify greatly. For instance, stealing an area-of-effect magic nuke can allow Rubick to farm more easily as Fade Bolt is an inefficient magic nuke, stealing a stun can allow him to more than double up the disable duration on a lone target while initiating, and so on.
    • Remember that stolen spells have a memory duration based on the level of your ultimate, so you should keep in mind how you can best use that spell before you forget it. If you have stolen a powerful teamfight ultimate, it can be wise to try to force the enemy into a teamfight that is disadvantageous for them. If you have stolen a strong AOE nuke you can use it to farm during downtime or push out lanes. If you have stolen a strong stun, you should attempt to find a target to gank as you can greatly extend the duration of your disable by combining the stolen disable with Telekinesis.
    • While a stolen spell can be powerful by itself even factoring in the reduced cast times, Rubick's true strength comes from combining those spells with his innate ones. For instance, stealing Shackleshot icon.png Shackleshot can be extremely powerful as Rubick can lift a target at will and displace them in a location where a full-duration shackle can be lined up, stealing Enfeeble icon.png Enfeeble can drastically neuter a target's attack power when stacked with Fade Bolt, and so on.
    • However, be care full about the spells you steal some spells are befitting only to those heroes for example Chronosphere icon.png Chronosphere. Also, while playing support Rubick care for your mana usage. Stealing Pulse Nova icon.png Pulse Nova allows you to use it for a few seconds but completely deplets your mana making you useless if the fight prolongs.
    • Aghanim's Scepter not only reduces Spell Steal's cooldown to 2 seconds and increases its cast range, it also (in most cases) grants Rubick the upgrade benefits of any spells he has stolen, regardless of whether the original caster has an Aghanim's Scepter or not. Therefore, a stolen Black Hole icon.png Black Hole will apply Enigma's current level of Midnight Pulse icon.png Midnight Pulse to the area, a stolen Heat-Seeking Missile icon.png Heat Seeking Missile will fire up to 4 rockets, and so on.
  • Due to being able to be played as a support, roamer or mid, Rubick can benefit from building numerous other types of items.
    • A starting Null Talisman icon.png Null Talisman is greatly beneficial on a mid Rubick, as it gives him more last-hitting power to allow him to compete against the enemy mid. As well, it helps to shave down your starting build so that you can purchase a fast Bottle icon.png Bottle to give yourself regen.
    • Played in a hard support role, be sure to purchase Sentry Ward icon.png Sentry Wards regularly on top of Observer Wards, as denying the enemy map vision can give you leeway for initiating on them and stealing their spells.
    • Urn of Shadows icon.png Urn of Shadows can serve as a useful utility and survivability item when playing as a roamer. The extra strength gives you more HP while the mana regen bonus helps to maintain your mana pool. The item's active adds another damage nuke to the mix, or can be used to heal yourself or teammates after successful ganks.
    • Ghost Scepter icon.png Ghost Scepter is a useful item to purchase on any support, and is no exception for Rubick. Being able to become immune to physical damage can buy Rubick more time in the face of the enemy's carries to steal or cast stolen spells in order to change the course of a teamfight.
    • Veil of Discord icon.png Veil of Discord can be a useful upgrade if a Null Talisman was already purchased earlier. It provides all-around stats, additional armor, and the active ability can work alongside Null Field to create a space for magic damage to benefit your team over the enemy. It can also be useful depending on what types of spells can be stolen from the enemy, as well as if your team also has a plethora of magic nukes.
    • Refresher Orb icon.png Refresher Orb is a very situational item to purchase, and should depend on if the enemy has a major teamfight ultimate that can benefit from it. However, as with a Refresher Orb purchased on any hero with a major teamfight ultimate, it can mean the difference between victory and defeat in the right situation.


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]


  1. The Rubik's Cube.