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Rubick icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
21 + 2
23 + 2.5
25 + 3.1
Level 0 1 15 25 30
Health 200 620 1180 1580 1780
Health regen 0 2.1 4.9 6.9 7.9
Mana 75 375 891 1263 1443
Mana regen 0 1.25 3.42 4.97 5.75
Armor 0 3.83 9.67 13.83 15.92
Att/sec 0.59 0.72 0.93 1.08 1.15
Damage 24‒30 49‒55 92‒98 123‒129 138‒144
Magic resistance 25%
▶️ Movement speed 290
▶️ Attack speed 100
Turn rate 0.7
Vision range 1800/800
Attack range 550
Projectile speed 1125
Attack animation 0.4+0.77
Base attack time 1.7
Damage block 0
Collision size 24
Gib type Default

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. Arcane Supremacy is a passive ability, which amplifies the spell damage and debuffs of Rubick's spells, both his and the ones he's stolen. 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 cooldowns and the surfacing predictability of his ultimate.


Rubick minimap icon.pngRubick, the Grand Magus
▶️ "No sorcery lies beyond my grasp."
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.


Telekinesis icon.png
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 Animation: 0.1+0.97
Cast Range: 550/575/600/625 (Talent 650/675/700/725)
Stun Radius: 325
Lift Duration: 0.8/1.2/1.6/2
Stun Duration: 1/1.25/1.5/1.75
Cooldown: 34/30/26/22 (With talent: 22/18/14/10)
Mana: 125
Does not pierce spell immunity. Lift persists if debuff was placed before spell immunity and when not dispelled.
Partially blocked by Linken's Sphere. Blocked fully only when primary target.
Debuff modifier_rubick_telekinesis: Dispellable with strong dispels.
Debuff modifier_stunned: Dispellable with strong dispels.
Even the Grandest Magus may use his powers for enjoyment.


  • The lift duration consists of 0.5/0.9/1.3/1.7 seconds static air time and 0.3 seconds landing time.
  • The lifted unit is stunned while in the air and is not affected by the area stun upon landing.
  • While in the air, other units may pass below the lifted unit.
  • 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 icon.png Roshan, he will be stunned for the lift duration instead.

Telekinesis Land
Does not proc any on-cast effects when cast. Does not pierce spell immunity.
Telekinesis Land icon.png
Chooses the location the target will land when Telekinesis finishes.
Cast Animation: 0.1+1.07
Cast Range: Global
Max Throw Distance: 375 (Talent 615)
Stun Radius: 325
Stun Duration: 1/1.25/1.5/1.75
Cooldown: 0


  • 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 (Talent 2050), 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 icon.png
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 Animation: 0.1+0.93
Cast Range: 800 (Talent 900)
Bounce Distance: 440
Number of Bounces: Infinite
Base Damage: 100/175/250/325
Bounce Damage Reduction: 8%
Attack Damage Reduction/Steal: 10%/18%/26%/34%
Duration: 10
Cooldown: 16/14/12/10 (With talent: 12/10/8/6)
Mana: 120/130/140/150
Does not pierce spell immunity. Attack damage reduction persists if debuff was placed before spell immunity and when not dispelled.
Partially blocked by Linken's Sphere. Blocked fully only when primary target.
Buff modifier_rubick_fade_bolt: Undispellable. Persists death.
Buff modifier_rubick_fade_bolt_buff: Dispellable with any dispel.
Debuff modifier_rubick_fade_bolt_debuff: Dispellable with any dispel.
Rubick's favorite spell for dispatching would-be assassins is a rather simple conjuration.


  • Fade Bolt has no bounce limit. Bounces in 0.25 second intervals. Each bounce decreases the bolt's current damage by 8%.
  • Can never hit the same unit twice per cast.
  • Only reduced base damage and that given by the primary attribute of the targets. Raw bonus damage is not reduced.
    • The level 15 talent causes Rubick to gain as much damage as the hero targets lost.
    • Each hit enemy hero creates a new buff on Rubick. The buffs always use the default duration, no matter how long the debuffs on the enemies actually last.
    • Only counts heroes, including clones, excluding illusions and creep-heroes.
  • This is how much damage the first 15 bounces on each level deal (before reductions):
    • Level 1: 100 / 92 / 84.6 / 77.9 / 71.6 / 65.9 / 60.6 / 55.8 / 51.3 / 47.2 / 43.4 / 40 / 36.8 / 33.8 / 31.1 damage, 892.1 total damage, 57 bounces to reach 1 damage
    • Level 2: 175 / 161 / 148.1 / 136.3 / 125.4 / 115.3 / 106.1 / 97.6 / 89.8 / 82.6 / 76 / 69.9 / 64.3 / 59.2 / 54.5 damage, 1561.2 total damage, 63 bounces to reach 1 damage
    • Level 3: 250 / 230 / 211.6 / 194.7 / 179.1 / 164.8 / 151.6 / 139.5 / 128.3 / 118 / 108.6 / 99.9 / 91.9 / 84.6 / 77.8 damage, 2230.3 total damage, 68 bounces to reach 1 damage
    • Level 4: 325 / 299 / 275.1 / 253.1 / 232.8 / 214.2 / 197.1 / 181.3 / 166.8 / 153.5 / 141.2 / 129.9 / 119.5 / 109.9 / 101.1 damage, 2899.4 total damage, 71 bounces to reach 1 damage
  • The bolt first applies the damage, then the debuff.
  • The Fade Bolt buff is a hidden buff required for the lightning to jump.

Arcane Supremacy
Can be used by illusions. Disabled by Break. Pierces spell immunity.
Arcane Supremacy icon.png
Rubick's mastery of the arcane allows him to deal more spell damage and create spells that last longer on enemies.
Spell Damage Amplification: 14%/18%/22%/26%
Debuff Duration Amplification: 16%/24%/32%/40%
Buff modifier_rubick_arcane_supremacy: Undispellable. Persists death.
Not every magus can be a Grand Magus...


  • The debuff duration amplification only affects the duration of debuffs placed on enemies.
    • A debuff is identified by the red border on the status icon.

Spell Steal
Spell Steal icon.png
Enemy Heroes / Self
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 Animation: 0.1+0.93
Cast Range: 1000 (Talent 1100) (Upgradable by Aghanim's Scepter. 1400, Talent 1500)
Stolen Spell Cast Time: 0.15
Spell Duration: 180/240/300
Cooldown: 20/18/16 (With Aghanim's: 2)
Mana: 25
Aghanim's upgrade: Decreases cooldown, increases cast range and upgrades the spell to the Scepter level.
Buff modifier_rubick_spell_steal: Dispellable with death only.
...but even their lesser magics can be a source of much utility.


  • A full list of unique interactions with Spell Steal can be found here.
  • The stolen spell travels as a projectile towards Rubick at a speed of 900. Rubick gains the spell (and loses the previous stolen spell) as the projectile reaches him.
  • Cannot steal passive abilities, item abilities, or active attack modifiers (except for Walrus PUNCH!). Can only steal from heroes (including clones, excluding illusions).
  • The stolen spell's level is based on its level on the enemy as it was stolen. The level only updates upon stealing it again.
  • Rubick has a cast time of 0.15, except for the spells listed in here.
  • Talent bonuses to any spell are not copied.
  • Cannot have more than 1 stolen spell at a time. Sub-spells from spells are automatically acquired and cannot be manually stolen.
    • Sub-spells are spells which do not do anything on their own. The 3 Shadowrazes or the two Whirling Axes are not sub-spells.
    • This also goes for spells provided by an Aghanim's Scepter icon.png Aghanim's Scepter (e.g. Eyes In The Forest, Unrefined Fireblast and Nimbus).
    • Rubick's Aghanim's Scepter causes the stolen spell to be upgraded. Since the above-mentioned spells 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, for example, Rubick with an Aghanim's Scepter will not get both Fireblasts by stealing one of them, but he can steal Unrefined Fireblast by itself 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.
  • Using Spell Steal twice in a row on the same spell refreshes the duration and updates the level of the spell. The cooldown of the stolen spell is not affected.
  • The stolen spell is lost upon death.


Hero Talents
+40% Spell Amp For Stolen Spells25-12s Telekinesis Cooldown
+240 Telekinesis Land Distance20-4s Fade Bolt Cooldown
Fade Bolt Steals Hero Damage15+100 Cast Range
+50 Base Damage10+150 Health
  • This attack damage talent is added as base attack damage, so it does benefit illusions, and is affected by every percentage-based damage increasing or reducing effects.
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recent Changes[edit]

Main Article: Rubick/Changelogs
  • Rescaled base attack damage from 22-32 to 24-30.
  • Increased base attack speed from 100 to 110.
  • Fade Bolt
    • Changed attack damage reduction from a fixed 20/25/30/35 / 10/13/15/17 to 10%/18%/26%/34%.
    • Increased damage from 80/160/240/320 to 100/175/250/325.
    • Reduced mana cost from 135/140/145/150 to 120/130/140/150.
  • Talents:
Level 10 left talent changed: +50 attack damage -> +50 base attack damage.
Level 15 left talent changed: +80 Fade Bolt hero attack damage reduction -> Fade Bolt steals attack damage from heroes.
  • Talents:
Level 15 left talent: +60 Fade Bolt hero attack damage reduction increased to +80.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango regenerates health lost to enemy harassment.
  • Healing Salve icon.png Healing Salve also restores health to Rubick.
  • Clarity icon.png Clarity allows Rubick to utilize his spells more than a few times, as they are very costly in the early game.
  • Iron Branch icon.png Iron Branch gives Rubick some much-needed attributes, especially to his strength. He can sell them later, or build into Magic Wand.
  • Observer Ward icon.png Observer Ward gives your team map vision. 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.

Early game:

  • Boots of Speed icon.png Boots of Speed are important to get early on as Rubick, as Telekinesis is a powerful disable that requires Rubick to get close enough to cast.
  • Magic Wand icon.png Magic Wand gives Rubick stats, and more burst HP and mana regen with up to 300 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.
  • Town Portal Scroll icon.png 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.

Mid game:

  • Arcane Boots icon.png Arcane Boots are 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 icon.png 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, or any spells stolen by it, when the opportunity presents itself.
  • Force Staff icon.png Force Staff serves a very similar 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. Also unlike Blink Dagger, it can be used on teammates to give them additional mobility for initiation or escape, and can be used on enemies to disposition them or break their Linken's Sphere before casting a disable on them.
  • Glimmer Cape icon.png Glimmer Cape is a situational item that mainly provides utility, but can be very strong if used properly. The active can allow Rubick to initiate by walking in invisibly instead of using his Blink Dagger, or can be used to shield himself or an ally from enemy magic nukes (or to help them escape). It can be particularly useful for utilizing stolen channeling spells, as it helps to prevent easy interruption.

Late game:

  • Aether Lens icon.png Aether Lens is a strong purchase that can be easily acquired by disassembling Arcane Boots for the Energy Booster component. Besides the increased mana pool, it increases the cast range of all of Rubick's spells, particularly Telekinesis and Spell Steal, giving him increased disable range and allowing him to safely steal spells from far away (as well as utilize any successfully stolen spells from greater range).
  • Aghanim's Scepter icon.png 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.

Situational items:

  • Faerie Fire icon.png Faerie Fire can be a strong consumable to purchase as mid Rubick. It grants a small amount of bonus damage, increasing last-hitting power, and can be consumed as a last-second life-saver in the event of an enemy gank.
  • Null Talisman icon.png Null Talisman is beneficial on a mid Rubick as a starting item, giving him more last-hitting power to allow him to compete against the enemy mid.
  • Bottle (Full) icon.png Bottle can be crucial to purchase early on as a mid Rubick as well. It allows him to replenish his HP and mana to go toe-to-toe against his lane opponent, using his spells to disable and nuke as needed. Past the laning stage, it can fuel Rubick's mana pool to allow him to utilize stolen spells to their utmost.
  • Sentry Ward icon.png Sentry Ward denies the enemy map vision, giving 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 and armor gives you more survivability 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.
  • Tranquil Boots (Active) icon.png Tranquil Boots are generally not very strong on Rubick, but can be situationally built as a support or roamer. The passive HP regen helps to give Rubick survivability, and the increased base movement speed allows him to position himself for casting his spells more easily.
  • Drum of Endurance icon.png Drum of Endurance gives Rubick stats across the board, most importantly Strength and Intelligence.
  • 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.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity is a comparatively cheap item that will give you great mana regen, a bigger mana pool, more movement speed for mobility, as well as a useful 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.
  • Veil of Discord icon.png Veil of Discord can be a useful utility item to purchase. It provides a large amount of intelligence to boost Rubick's mana pool, additional HP and armor, and the active ability can work alongside Arcane Supremacy to increase his nuking power. It can 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.
  • Solar Crest icon.png Solar Crest is a strong support item that can greatly benefit Rubick's team. By itself, the item grants mana regen as well as survivability due to a combination of armor and attributes. The active allows Rubick to manipulate the armor, attack speed, and movement speed of target allies and enemies in ganks.
  • Rod of Atos icon.png Rod of Atos greatly improves both Rubick's health pool and mana pool, allowing him to do more in teamfights. Furthermore, the active ability can be used to root 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 icon.png Pipe of Insight is a good utility support item to pick up, as it can outright shield allies from magic damage. The increased HP regeneration helps Rubick to maintain his health pool somewhat, while the increased magic resistance (from the item as well as the aura) gives him and his teammates further survivability against magic nukes.
  • Scythe of Vyse icon.png 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.
  • Shiva's Guard icon.png 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.
  • Bloodstone icon.png Bloodstone can be built by disassembling already-purchased Arcane Boots. Rubick's mana pool is normally strained to the limit in any situation, but may be more so if he intends to steal highly expensive or spammable spells such as Mystic Flare, Crypt Swarm, and so on. 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.
  • 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.


Roles: Support Support Disabler Disabler Nuker Nuker
Complexity: ★★★
Playstyle: A renowned duelist among sorcerers, Rubick ascended to the title of Grand Magus through the careful elimination of his rivals. Accustomed to assassins, Rubick reacts by lifting attackers off the ground, then throws them across the room with Telekinesis. His Arcane Supremacy amplifies his every spell, while enemy arms falter being struck with Fade Bolt. No magic is beyond the reach of the Grand Magus. Rubick replicates enemy specialties with Spell Steal, deciphering their secrets before turning them back towards their owners.