The Grand Magus

Rubick

Rubick, son of Aghanim, is a force of pure intellect. In a world of warring mages, he emerged not as a combatant, but as a quiet observer, studying the tapestry of magic itself. He learned that every spell is but a different thread in the same grand design, and with this knowledge, he could pluck any thread he wished. To Rubick, magic is not a weapon to be wielded, but a language to be spoken—and he is the most fluent speaker of all. His goal is not conquest, but the ultimate understanding of the arcane, and to him, every enemy spell is simply a new chapter in his endless study.

At a Glance

Primary AttributeIntelligence
Primary RoleDisabler / Support / Initiator / Nuker
ComplexityHigh

Core Principles

They call it magic. I call it an open library. And I have a library card.

The Grand Scholar

Your greatest strength is your knowledge. Know every spell, every interaction, every cooldown. Your mind is your sharpest weapon.

The Perfect Imitation

Do not steal trash. Patience is the key. Wait for the one spell that turns their strength into your victory. One perfect steal is worth more than a dozen bad ones.

The Ultimate Counter-Punch

Let them make the first move. Your role is not to start the fight, but to end it with their own power. Be the devastating answer to their grand plan.

Positional Supremacy

You are made of glass. Live in the shadows. Your Blink Dagger is not an item; it is an extension of your will to survive and thrive.

The Unseen Puppeteer

With Telekinesis, you dictate the flow of battle. You decide who lives, who dies, and where they will meet their end. Control the board.

Intellectual Superiority

Outthink your opponent. Anticipate their spell sequence, force them to make mistakes, and punish them for their predictability. This is a battle of wits.

Victory through wisdom and strength

Hero Overview

Rubick, the Grand Magus, is a uniquely versatile support hero whose power is directly tied to his opponent's spellbook. His identity revolves around his ultimate, Spell Steal, which allows him to copy the last spell cast by an enemy hero. This makes him one of the most dynamic and high-skill-ceiling heroes, capable of turning the tide of a battle with a single, well-timed theft.

Playing Rubick is a constant game of anticipation and positioning. In the lane, he harasses with Fade Bolt and sets up kills with Telekinesis. In the mid-game, with a Blink Dagger, he becomes a playmaker, lurking in the fog of war to steal a devastating ultimate like Black Hole or Ravage. A successful Rubick player doesn't just react to the enemy; they outthink them, using their own power to create openings and secure advantages. His strength is not in what he can do, but in what he can make the enemy do to themselves.

Pros

  • Incredible versatility with Spell Steal
  • Counters heroes with powerful, single-target ultimates
  • Strong lane harasser with Fade Bolt
  • Instant, reliable disable with Telekinesis
  • High skill ceiling offers immense outplay potential
  • Arcane Supremacy provides great utility and range

Cons

  • Extremely fragile and easily killed if caught out of position
  • Highly reliant on stealing a useful spell to be impactful
  • Very high game knowledge requirement to be effective
  • Vulnerable to silences and instant burst damage
  • Mana-intensive without proper items

Ability Analysis

Telekinesis

Telekinesis

Target Unit

Rubick uses his telekinetic powers to lift an enemy into the air for a brief duration, then throws them to a target location, stunning them and nearby enemies upon landing.

Cooldown: 22/18/14/10
Mana Cost: 120

Notes: A near-instant disable. Use it to interrupt channeling spells or catch Blink initiators the moment they blink in. A lifted unit that dies will immediately drop to the ground, stunning the area upon landing.

Fade Bolt

Fade Bolt

Target Unit

Rubick creates a powerful stream of arcane energy that bounces between enemy units, dealing damage and reducing their attack damage.

Cooldown: 6/5/4/3
Mana Cost: 80/90/100/110

Notes: Your main laning and farming tool. It has zero cast time and huge range, perfect for harassing from a safe distance and drawing creep aggro off your towers during pushes.

Arcane Supremacy

Arcane Supremacy

Passive

Rubick's mastery of the arcane grants him bonus cast range and amplifies the debuff duration of his spells, including stolen ones.

Damage: N/A

Notes: The cast range bonus also applies to many items, like Blink Dagger and Wards, significantly improving your positioning and utility. The duration amplification makes your stolen disables even more potent.

Spell Steal

Spell Steal

Target Unit

Rubick studies the arcane essence of a target enemy hero, learning the secrets of the last spell they cast. He can then cast a copy of that spell as his own. The stolen spell is lost if Rubick dies.

Cooldown: 20/18/16
Mana Cost: 25

Notes: The ultimate skill expression. Can be cast through debuff immunity. Be patient; don't just steal the first spell you see. Wait for the game-changing ultimate. Stolen spells have a significantly reduced cast time.

Telekinesis (Aghanim's Shard)

Telekinesis (Aghanim's Shard)

Target Unit

Allows you to target allies with Telekinesis. They are not lifted or stunned, but can be thrown a great distance to a target location.

Cooldown: 22/18/14/10
Mana Cost: 120

Notes: An incredible save tool. Use it to throw allies out of dangerous abilities like Kinetic Field or Pounce, or to reposition your carry to safety. It does not work on allies trapped in Chronosphere or Black Hole.

Spell Steal (Aghanim's Scepter)

Spell Steal (Aghanim's Scepter)

Passive Upgrade

Grants the ability to steal two spells. The debuff from Spell Steal is no longer removed when Rubick dies. Reduces Spell Steal's cooldown.

Cooldown: N/A
Mana Cost: N/A

Notes: Doubles your versatility and makes you a much larger threat. You can hold a stun and a powerful ultimate simultaneously. Be aware that stealing a spell that takes up two slots (like some Invoker spells) will still replace both of your currently stolen spells.

Developer's Notes

Developer Insights

Rubick is the embodiment of adaptability. His power is not in his own spells, but in his ability to turn the enemy's greatest strengths against them. He is a high-reward hero for players who possess deep game knowledge and sharp reflexes.

Key Insights:

  • Spell Steal is the ultimate expression of skill. Patience is more valuable than haste; wait for the game-changing ultimate.
  • Telekinesis is one of the best instant disables in the game. Use it to counter-initiate on Blink Dagger heroes.
  • Your survival is paramount. Position yourself on the edge of fights, using your superior cast range to steal spells from safety.

Game Strategy

Early Game (Harass & Survival)

Timeframe: 0-12 minutes Objective: Harass enemies and survive to get core items Key: Use Fade Bolt's zero cast time to harass from a safe distance and reduce enemy damage.; Look for kill opportunities with Telekinesis, coordinating with your lane partner.; You are very fragile; prioritize positioning and avoid ganks.; Secure runes to maintain mana and health for lane dominance. Items: Arcane Boots; Magic Wand; Blink Dagger components Tips: Use Fade Bolt to pull creep aggro and save your tower from taking damage.; Don't be afraid to use Telekinesis defensively to save yourself or an ally from a gank.

Mid Game (The Grand Playmaker)

Timeframe: 12-25 minutes Objective: Steal game-changing spells and control teamfights Key: With Blink Dagger, your job is to be in the right place at the right time.; Shadow key enemy heroes with powerful ultimates like Enigma or Tidehunter.; A stolen Black Hole, Ravage, or Reverse Polarity can single-handedly win a fight.; Focus on counter-initiation and punishing enemy mistakes. Items: Blink Dagger; Aether Lens; Aghanim's Shard Tips: Be patient. Don't steal the first spell you see. Wait for the game-changing ultimate.; Remember that Spell Steal works through BKB. Don't be afraid to target a spell-immune Enigma.

Late Game (The Chess Master)

Timeframe: 25+ minutes Objective: Survive and make the deciding play Key: The game becomes a high-stakes chess match. Your survival is paramount.; Stay far in the backline and wait for the enemy to commit their big spells.; Punish them for it by stealing their ultimate and turning it against them.; An Aghanim's Scepter can be game-winning, allowing you to hold two powerful spells. Items: Aghanim's Scepter; Scythe of Vyse; Glimmer Cape Tips: One stolen spell can decide the outcome of the entire game. Make it count.; Use Telekinesis to disable the enemy's biggest threat, then use your stolen spell on their team.

Tips & Strategies

Telekinesis Tactics

  • Pre-cast Telekinesis on enemy Blink initiators to instantly catch them the moment they blink in.
  • Instantly land a lifted unit by killing it mid-air (e.g., lift a creep and Fade Bolt it) for a quick AoE stun.
  • Use the Shard to throw allies out of spells like Kinetic Field or to reposition your carry to safety.

Spell Stealing Secrets

  • You can steal spells through BKB. Don't be afraid to target a debuff-immune Enigma to get Black Hole.
  • Use Spell Steal on a hero from a global range to check if they are an illusion. You'll get an instant error if it's a fake.
  • Stolen spells have a significantly reduced cast time on Rubick, making them much more powerful and harder to dodge.

General Wizardry

  • Use Fade Bolt's huge range and zero cast time to safely draw creep aggro away from your towers during a push.
  • Your Arcane Supremacy buffs item cast ranges, including wards, Blink Dagger, and even Blood Grenades.
  • When an enemy casts a good spell, use Telekinesis to lift them instantly, preventing them from casting a weaker spell to cover it up.

Item Guide

Starting Items

Focus on stats for last-hitting and mana regeneration to sustain harassment in lane.

Tango
Circlet
Mantle of Intelligence

Tango, Faerie Fire, Circlet, Mantle of Intelligence

Core Items

Arcane Boots solve your mana issues. Blink Dagger is essential for positioning and stealing spells. Aether Lens provides the extra range to operate safely.

Arcane Boots
Blink Dagger
Aether Lens

Arcane Boots, Blink Dagger, Aether Lens

Situational Items

Force Staff offers mobility for you or allies. Glimmer Cape provides crucial survivability. The Shard is one of the best save items in the game.

Force Staff
Glimmer Cape
Eul's Scepter of Divinity

Force Staff, Glimmer Cape, Aghanim's Shard

Counter Guide

Good With

Rubick excels with heroes who can set up his Spell Steal or capitalize on his initiation. Magnus and Tidehunter are not just prime targets for their ultimates; they can also use their own spells to group enemies perfectly for Rubick to steal and use. Earthshaker's Fissure can create a perfect environment for a stolen Echo Slam. Dark Seer's Vacuum can pull enemies together, making it easy for Rubick to land Telekinesis and steal a powerful follow-up spell from a clustered group. He works best in lineups where multiple enemies have high-impact, stealable abilities.

Bad Against

Rubick is crippled by heroes who can prevent him from using his spells or who offer nothing of value to steal. Silencer's Global Silence and Last Word completely neutralize Rubick's spell-casting. Doom_bringer's Doom makes him a useless, fragile creep. Viper's Nethertoxin and Poison Attack severely limit his ability to cast, and his abilities are lackluster to steal. Phantom Assassin and Templar Assassin can burst him from invisibility before he can react. Heroes with passive abilities or simple right-click damage like Bristleback or Ursa leave him with very few impactful options.

Good Against

Rubick is the ultimate counter to heroes whose entire game plan revolves around a single, powerful, channeling ultimate. Enigma is his most famous victim; a stolen Black Hole can win a fight outright. Tidehunter, Magnus, and Earthshaker suffer the same fate, losing their game-changing teamfight control. He is also potent against heroes with strong, targeted stuns like Lion or Sven, where the stolen spell provides a second, long-duration disable. Rubick thrives in environments where he can turn the enemy's primary tool of engagement into a weapon for his own team.

Video Tutorials

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