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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 1820 2060
+0.25 +2.35 +5.15 +8.35 +9.55
Mana 75 375 891 1407 1611
+0.5 +1.75 +3.92 +6.07 +6.95
Armor 0 3.83 9.67 15.83 18.25
Damage Block -
Magic Resistance 25%
Status Resistance 0%
Damage 24‒30 49‒55 92‒98 135‒141 152‒158
Attack Rate 0.59/s 0.72/s 0.93/s 1.15/s 1.23/s
Attack Range Ranged 550 (800)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.4+0.77
Projectile Speed 1125
Movement Speed ▶️ 290
Turn Rate Takes 0.15s to turn 180°. 0.7
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Default
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Spell Steal
Steals the spells of his enemies to use against them.
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 with his mind using Telekinesis to fling them where he will. 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 and their most unique advantage against them, Stealing and deciphering their secrets, while improving and making it his own, before turning them back towards their owners.
Fade Bolt
Arcane Supremacy
Placeholder Slot
Arcane Supremacy
Placeholder Slot
Arcane Supremacy
Spell Steal
Spell Steal
Roles: Support Support Disabler Disabler Nuker Nuker
Complexity: ★★★


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
(Upgradable by Aghanim's Shard. Allies)
Talent Magical
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
Stun Radius: 325
Lift Duration: 1.2/1.5/1.8/2.1 (Talent 1.8/2.1/2.4/2.7)
Stun Duration: 1.2/1.4/1.6/1.8
Talent Landing Damage: 175
Cooldown: 28/26/24/22 (Talent 16/14/12/10) (With Aghanim's Shard 19.6/18.2/16.8/15.4, With Aghanim's Shard and Talent 11.2/9.8/8.4/7)
Mana: 125
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Allows you to target yourself or allies with Telekinesis. Throw range is 85% longer and cooldown is reduced by 30% when targeting allies. Throw delay reduced to 0.5 seconds.
Partially blocked by Linken's Sphere.
Blocked fully only when primary target.
Modifiers [?]
Even the Grandest Magus may use his powers for enjoyment.


  • The lift duration consists of 0.9/1.2/1.5/1.8 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.
    • The stun modifier is always placed as a debuff, while the main modifier is based on the alliance of the target.
    • With Aghanim's Shard icon.png Aghanim's Shard, this means the stun can be dispelled with strong dispels when casting on allies or self, while the lift itself cannot.
    • Since the lift itself does not disable the target, allies can attack, turn, and cast abilities and items during the lift if the stun gets dispelled.
  • 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 and damage.
    • Telekinesis first applies the stun, then the damage.
  • Destroys trees within 150 radius of the lifted target upon landing.
  • Cannot lift Roshan icon.png Roshan, he will be stunned for the lift duration instead.
  • With Aghanim's Shard icon.png Aghanim's Shard, uses the reduced cooldown when targeting self or allies, and the regular cooldown when targeting enemies.
  • Has the following cast ranges with Arcane Supremacy on each level:
    • Level 1: 650/700/750/800 cast range.
    • Level 2: 675/725/775/825 cast range.
    • Level 3: 700/750/800/850 cast range.
    • Level 4: 725/775/825/875 cast range.

Telekinesis Land
Does not proc any on-cast effects when cast. Does not pierce spell immunity. QZ
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: 1.2/1.4/1.6/1.8
Cooldown: 0
Mana: 0
Sub-ability of Telekinesis.


  • Replaces Telekinesis when it is cast on an enemy, and stays until the lifted unit lands.
  • Allows Rubick to determine where the lifted enemy will land after the lift duration. Does not prematurely end the lift.
  • Targeting further than the maximum allowed throw distance throws the enemy 375 (Talent 615) distance towards the targeted point.
    • The enemy moves towards the targeted point during the last 0.3 seconds of the lift duration.
    • Therefore, the speed varies between 0 ‒ 1250 (Talent 2050), depending on the chosen distance.
  • Can be cast multiple times during the lift. The enemy lands on the last chosen location.
    • When cast while the target is already being moved to a previously targeted point, it continues moving to that previous point.
    • However, upon reaching it, the target is instantly teleported to the last targeted location.
  • The center of the targeted area is marked with green particles, which are visible to allies only.

Telekinesis Land (Aghanim's Shard)
Does not proc any on-cast effects when cast. Does not pierce spell immunity. QZ
Telekinesis Land icon.png
Enemies / Allies
Chooses the location you will land when Telekinesis finishes.
Cast Animation: 0+0
Cast Range: Global
Max Throw Distance: 693.75 (Talent 1137.75)
Stun Radius: 325
Throw Delay: 0.5
Stun Duration: 1.2/1.4/1.6/1.8
Cooldown: 0
Mana: 0
Sub-ability of Telekinesis.


  • Replaces Telekinesis when it is cast on an ally or on self, and stays until the lifted unit lands.
  • Allows Rubick to determine where the lifted ally or himself will land. Reduces the remaining lift duration to 0.5 when used.
  • Targeting further than the maximum allowed throw distance throws the ally 693.75 (Talent 1137.75) distance towards the targeted point.
    • The ally moves towards the targeted point during the last 0.3 seconds of the lift duration.
    • Therefore, the speed varies between 0 ‒ 2312.5 (Talent 3792.5), depending on the chosen distance.
  • When cast, the ability turns inactive, so it can be only cast once.
  • 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
Bounce Distance: 440
Number of Bounces: Infinite
Base Damage: 100/175/250/325
Bounce Damage Reduction: 7%
Attack Damage Reduction: 14%/21%/28%/35% (Talent 24%/31%/38%/45%)
Duration: 10
Cooldown: 16/14/12/10 (Talent 12/10/8/6)
Mana: 120/130/140/150
Partially blocked by Linken's Sphere.
Blocked fully only when primary target.
Modifiers [?]
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 7%.
    • Does not bounce on invisible units or units in the Fog of War.
    • Can never hit the same unit twice per cast.
  • For how much damage each bounce Fade Bolt deals, and for the total damage up to the first 10 bounces deal on each level, please refer to the chart below.
    • The total damage for the first 10 bounces are 737.2/1290/1842.9/2395.8.
    • Fade Bolt will take 65/73/78/81 bounces to reach 1 damage.
  • The bolt first applies the damage, then the debuff.

Arcane Supremacy
Can be used by illusions. Disabled by Break. Pierces spell immunity. EN
Arcane Supremacy icon.png
Rubick's mastery of the arcane allows him to have a larger cast range and increased potency.
Cast Range Bonus: 100/150/200/250
Spell Damage Amplification: 14%/18%/22%/26%
Modifiers [?]
Not every magus can be a Grand Magus...


A popup appears on the right side of the screen whenever an allied Rubick steals an ability.

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 (With Aghanim's Scepter 1400)
Max Stolen Spells: 1 (With Aghanim's Scepter 2)
Stolen Spell Cast Time: 0.15
Stolen Spell Debuff Duration Amplification: 10%/20%/30%
Spell Duration: 180/240/300
Talent Stolen Spell Cooldown Reduction: 25%
Talent Stolen Spell Damage Amplification: 40%
Cooldown: 20/12/4
Mana: 25
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Increases the number of spells that can be stolen to 2. Increases cast range, and upgrades spells to their Scepter version.
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Upgrades the stolen spells to the Shard level.
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
This ability is not available in Ability Draft.
...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 ability travels as a projectile towards Rubick at a speed of 1200.
    • Rubick gains the new ability and loses the previous stolen ability as the projectile reaches him.
  • Cannot have more than 1 (Upgradable by Aghanim's Scepter. 2) stolen ability at a time.
    • When already having two abilities stolen, stealing a new ability replaces the older ability.
    • New stolen abilities are always placed in the fourth ability slot.
    • The previously stolen ability is moved to the fifth slot in the process, while the previous ability in the fifth slot is lost.
    • All stolen abilities are lost upon death.
  • Cannot steal passive abilities, item abilities, or active attack modifiers (except Walrus PUNCH!).
    • Can only steal from heroes, including clones, but excluding illusions.
    • If a passive ability gains an active component through an upgrade, Rubick may steal the ability.
  • The stolen ability's level is based on its level on the enemy as it was stolen. The level only updates upon stealing it again.
    • The target's Aghanim's Scepter icon.png Aghanim's Scepter and Aghanim's Shard icon.png Aghanim's Shard are not considered, Rubick always steals the non-upgraded form.
    • However, if Rubick has Aghanim's Scepter or Aghanim's Shard, the stolen abilities do get upgraded.
    • Talent Talent upgrades are not copied and cannot be acquired in any way.
  • The cooldown and charges of stolen abilities are saved. Re-acquiring an ability does not reset its previous cooldown or charges.
  • Rubick has a fixed cast time of 1 for stolen abilities, except for the abilities listed in here, which use their original cast times.
  • The debuff duration amplification only affects the duration of debuffs of stolen abilities placed on enemies.
    • A debuff is identified by the red border on the status icon. Follows the same rules as status resistance.
  • The cooldown reduction Talent talent only affects the cooldown of stolen abilities.
  • Has a cast range of 1100/1150/1200/1250 (Upgradable by Aghanim's Scepter. 1500/1550/1600/1650) with Arcane Supremacy on each level.

Fade Bolt Calculations[]

Level Fade Bolt Damage Reduction/ Hit Target
Base 2x 3x 4x 5x
Level 1 100 93 86.5 80.4 74.8
Σ Dmg / Hit Target 193 279.5 359.9 434.7
Level 2 175 162.8 151.4 140.8 130.9
Σ Dmg / Hit Target 337.8 489.1 629.9 760.8
Level 3 250 232.5 216.2 201.1 187
Σ Dmg / Hit Target 482.5 698.7 899.8 1086.8
Level 4 325 302.3 281.1 261.4 243.1
Σ Dmg / Hit Target 627.3 908.3 1169.8 1412.9


Hero Talents
+40% Spell Amp For Stolen Spells25-12s Telekinesis Cooldown
+240 Telekinesis Land Distance20-4s Fade Bolt Cooldown
+0.6s Telekinesis Lift Duration15-25% Stolen Spells Cooldown
-10% Fade Bolt Damage Reduction10+175 Telekinesis Landing Damage
Maximum number of loops have been performed

Recent Changes[]

Main Article: Rubick/Changelogs
  • Increased Telekinesis lift duration from 0.8/1.2/1.6/2 to 1.2/1.5/1.8/2.1.
  • Spell Steal
    • Rearm is no longer acquirable.
    • Reduced cooldown from 20/15/10 to 20/12/4.
  • Aghanim's Scepter icon.png Aghanim's Scepter upgrade:
    • Spell Steal
      • No longer reduces cooldown to 6/4/2.
      • Now allows Rubick minimap icon.png Rubick to have 2 acquired abilities at the same time. [?]
  • Increased base mana regeneration from 0 to 0.5.
  • Fade Bolt
    • Increased attack damage reduction from 10%/18%/26%/34% to 14%/21%/28%/35%.
    • Reduced bounce damage reduction from 8% to 7%.
Level 10 left talent changed: Fade Bolt steals attack damage from heroes ➜ +10% Fade Bolt attack damage reduction.
Level 15 right talent changed: +100 base attack damage ➜ 25% Stolen Spell cooldown reduction.

Recommended Items[]

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 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 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.