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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 increases cast range and amplifies the spell damage of Rubick's stolen spells. 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.


( Aghanim's Shard symbol.png Allies)
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: 0.8/1.2/1.6/2 ( Talent tree symbol.png 1.4/1.8/2.2/2.6)
Stun Duration: 1/1.25/1.5/1.75
Cooldown symbol.png 28/26/24/22 ( Talent tree symbol.png 16/14/12/10) ( Aghanim's Shard symbol.png 19.6/18.2/16.8/15.4, Talent tree symbol.png 11.2/9.8/8.4/7)
Mana symbol.png 125
Aghanim's Shard alt symbol.png 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.
Spell immunity block symbol.png Lift persists if debuff was placed before spell immunity and when not dispelled.
Spell block partial symbol.png Blocked fully only when primary target.
Modifier both symbol.png modifier_rubick_telekinesis: Dispellable with strong dispels.
Modifier debuff symbol.png modifier_telekinesis_stun: 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.
    • 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, 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.
      • Uses the reduced cooldown when targeting self or allies, and the regular cooldown when targeting enemies.
  • 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
Chooses the location the target will land when Telekinesis finishes.
Cast Animation: 0.1+1.07
Cast Range: Global
Max Throw Distance: 375 ( Talent tree symbol.png 615)
Stun Radius: 325
Stun Duration: 1/1.25/1.5/1.75
Talent tree symbol.png Damage: 175
Cooldown symbol.png 0
Mana symbol.png 0


  • Replaces Telekinesis icon.png 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 375/615 distance towards the targeted point.
    • The enemy moves towards the targeted point during the last 0.3 seconds of the lift duration, so the speed varies between 0 and 1250/2050, depending on the chosen distance.
    • Can be cast multiple times during the lift. The enemy lands on the last chosen location.
  • The center of the targeted area is marked with green particles, which are visible to allies only.

Telekinesis Land (Aghanim's Shard)
Enemies / Allies
Chooses the location you will land when Telekinesis finishes.
Cast Animation: 0+0
Cast Range: Global
Max Throw Distance: 693.75 ( Talent tree symbol.png 1137.75)
Stun Radius: 325
Throw Delay: 0.5
Stun Duration: 1/1.25/1.5/1.75
Talent tree symbol.png Damage: 175
Cooldown symbol.png 0
Mana symbol.png 0


  • Replaces Telekinesis icon.png 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 693.75/1137.75 distance towards the targeted point.
    • The ally moves towards the targeted point during the last 0.3 seconds of the lift duration, so the speed varies between 0 and 2312.5/3792.5, 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.

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: 8%
Attack Damage Reduction: 10%/18%/26%/34%
Duration: 10
Talent tree symbol.png Attack Damage Steal: 10%/18%/26%/34%
Cooldown symbol.png 16/14/12/10 ( Talent tree symbol.png 12/10/8/6)
Mana symbol.png 120/130/140/150
Spell immunity block symbol.png Attack damage reduction persists if debuff was placed before spell immunity and when not dispelled.
Spell block partial symbol.png Blocked fully only when primary target.
Modifier buff symbol.png modifier_rubick_fade_bolt: Undispellable. Persists death.
Modifier buff symbol.png modifier_rubick_fade_bolt_buff: Dispellable with any dispel.
Modifier debuff symbol.png 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%.
    • Does not bounce on invisible units or units in the Fog of War.
    • Can never hit the same unit twice per cast.
    • The hidden modifier is required for Fade Bolt to bounce.
  • Only reduced base damage and that given by the primary attribute of the targets. Raw bonus damage is not reduced.
    • The level 10 Talent tree symbol.png 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 10 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 damage, 659.8 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 damage, 1154.6 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 damage, 1649.5 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 damage, 2144.3 total damage, 71 bounces to reach 1 damage.
  • The bolt first applies the damage, then the debuff.

Arcane Supremacy
Rubick's mastery of the arcane allows him to deal more spell damage and create spells that last longer on enemies.
Cast Range Bonus: 100/150/200/250
Spell Damage Amplification: 14%/18%/22%/26%
Modifier buff symbol.png modifier_rubick_arcane_supremacy: Undispellable. Persists death.
Not every magus can be a Grand Magus...


Spell Steal popup.png
A popup appears on the right side of the screen whenever an allied Rubick steals an ability.
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 ( Aghanim's Scepter symbol.png 1400)
Stolen Spell Cast Time: 0.15
Stolen Spell Debuff Duration Amplification: 10%/20%/30%
Spell Duration: 180/240/300
Talent tree symbol.png Stolen Spell Damage Amplification: 40%
Cooldown symbol.png 26/20/14 ( Aghanim's Scepter symbol.png 6/4/2)
Mana symbol.png 25
Aghanim's Scepter alt symbol.png Decreases cooldown, increases cast range and upgrades the spell to the Scepter level.
Breakable no symbol.png The debuff duration amplification is not disabled by Break.
Modifier buff symbol.png modifier_rubick_spell_steal: Dispellable with death only.
...but even their lesser magics can be a source of much utility.


  • This ability is not available in Ability Draft.
    • 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 900. Rubick gains the new ability and loses the previous stolen ability as the projectile reaches him.
  • 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.
    • Talent tree symbol.png Talent bonuses to any abilities are not copied.
  • The cooldown of all stolen abilities used by Rubick is saved. When re-acquiring a lost ability which was used recently, it will not be instantly ready to use again.
    • However, it refreshes Spell Steal's 180/240/300 spell duration. The cooldown of the stolen ability is not affected.
    • Cooldown reseting effects have no effect on the cooldowns of abilities Rubick currently does not have.
  • Rubick has a cast time of 0.15, except for the spells listed in here.
  • Cannot have more than 1 stolen ability at a time. Sub-abilities from abilities are automatically acquired and cannot be manually stolen.
  • 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.
  • Stolen abilities are lost upon death.


Hero Talents
+40% Spell Amp For Spell Steal icon.png Stolen Spells25-12s Telekinesis icon.png Telekinesis Cooldown
+240 Telekinesis Land icon.png Telekinesis Land Distance20-4s Fade Bolt icon.png Fade Bolt Cooldown
+100 Base Damage15+0.6s Telekinesis icon.png Telekinesis Lift Duration
Fade Bolt icon.png Fade Bolt Borrows Hero Damage10+175 Telekinesis icon.png Telekinesis Landing Damage
  • 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.

Recent Changes

Main Article: Rubick/Changelogs
Level 10 right talent changed: +150 health ➜ +175 Telekinesis icon.png Telekinesis landing damage.
Level 15 right talent changed: +100 cast range ➜ +0.6s Telekinesis icon.png Telekinesis lift duration.
  • Arcane Supremacy icon.png Arcane Supremacy
    • No longer grants 16%/24%/32%/40% debuff duration amplification.
    • Now grants 75/125/175/225 cast range.
  • Spell Steal icon.png Spell Steal
    • Now passively grants 10%/20%/30% debuff duration amplification to stolen abilities.
    • Rescaled cooldown from 20/18/16 to 26/20/14.
  • Aghanim's Scepter icon.png Aghanim's Scepter upgrade:
    • Increased Spell Steal icon.png Spell Steal cooldown from 2 on each level to 6/4/2.
  • Added Aghanim's Shard icon.png Aghanim's Shard upgrade for Rubick minimap icon.png Rubick:
    • Allows Telekinesis icon.png Telekinesis to be cast on allies and self, with 60% increased throw range, and 50% lower cooldown. Telekinesis Land icon.png Telekinesis Land throws the allied target 0.5 seconds after it being used, instead of waiting for the lift to expire.
  • Talents:
Level 10 left talent changed: +50 base attack damage Fade Bolt icon.png Fade Bolt steals attack damage from heroes
Level 15 left talent changed: Fade Bolt icon.png Fade Bolt steals attack damage from heroes ➜ +100 base attack damage.


Roles: Pip roamer.png Support Pip disabler.png Disabler Pip ganker.png 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.






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