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Popularity: #10

Leaderboard: #77

Ban Rank: #71

KDA Rank: #45

Steals the spells of his enemies to use against them

Always seeking a new spell to steal, Rubick is ever eager to turn an enemy's most unique advantage against them. Snatching his enemies into the air to fling them where he will, he has no trouble sowing chaos among careless foes.

rubick Image

462 +44/lvl

300 +44.4/lvl

Strength Image

21 +2/lvl

Agility Image

23 +2.5/lvl

Intelligence Image

25 +3.7/lvl



27 - 33 + 2.5/level (99.5 - 105.5 at level 30)






1 + 0.4/level (12.6 at level 30)














Secure ranged creeps with Fade Bolt and hit opponents at the same time.

When fighting next to pillars or a cliff, consider using Telekinesis to leave an enemy hero stranded on top of it.

In the mid game, get hold of the wave clearing spell when the game slows down to be able to farm and kill creep waves.

When not much is happening, push out side lanes without even showing yourself.

Be patient in the fights and make sure to steal a high impact spell.

Spam your Fade Bolt by using it on the first target you see, rather than keeping it for a KS.

Use your level 4 Fade Bolt on the ranged creep first to one shot it while killing creep waves.

Look to inform your teammates when you cast abilities like Supernova or Macropyre so they dont get confused or run away from the AoE.

Counter Strategy

Avoid picking heroes with huge ultimates against Rubick such as Enigma, Magnus and Tidehunter

Avoid trading hits with Rubick while under effect of Fade Bolt as your attack damage is reduced

Rubick's Telekinesis can be broken by using Force Staff on affected ally

Be mindful about spell usage so that you don't give away good spells to Rubick. Rubick is generally looking for stunning and high damage abilities

Lotus Orb is an effective item against Rubick as his damage and control spells are targetable.

Look to target Rubick in fights as he is a very squishy hero. If you manage to kill him you don't have to worry about spellcasting anymore


Win Rate 48.3%
Pick Rate 16.9%


mana icon

Frugal Filch

Win Rate: 46.7%

Pick Rate: 44.7%

Stolen spells also have lower mana cost.

Spell Steal

Stolen spells also have lower mana cost.



area_of_effect icon

Arcane Accumulation

Win Rate: 49.6%

Pick Rate: 55.3%

Casting a spell temporarily increases the area of effect for all subsequent spells.

Arcane Supremacy

Casting a spell temporarily increases the area of effect for all subsequent spells.








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.

  • AFFECTS:unit


  • DISPELLABLE:strong

  • DEBUFF:yes

  • lift duration:0.95 / 1.2 / 1.45 / 1.7

  • stun duration:0.9 / 1.1 / 1.3 / 1.5

  • radius:300 / 325 / 350 / 375

  • max land distance:375 / 375 / 375 / 375

  • fall duration:0.3 / 0.3 / 0.3 / 0.3

Aghanim ScepterAghanim Shard

Aghanim`s Shard Upgrade

Allows you to target yourself or allies with Telekinesis. Throw range is 35 longer and throw delay is reduced to 0.5 seconds.

    Talet tree backgroundTalent tree branchesTalent tree branch

    +0.4s Telekinesis Lift/Stun Duration

    Talent tree branch

    -4s Telekinesis Cooldown

    Talent tree branch

    +400 Telekinesis Land Distance

    Cool Down

    24 / 21 / 18 / 15

    Mana Cost



    Fade Bolt

    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.

    • AFFECTS:unit

    • PASSIVE:No

    • DISPELLABLE:basic

    • DEBUFF:yes

    • damage:100 / 175 / 250 / 325

    • jump damage reduction pct:6

    • attack damage reduction:5 / 15 / 25 / 35

    • duration:10 / 10 / 10 / 10

    • radius:440

    • jump delay:0.25 / 0.25 / 0.25 / 0.25

    Talet tree backgroundTalent tree branchesTalent tree branch

    -12% Fade Bolt Damage Reduction

    Cool Down

    16 / 14 / 12 / 10

    Mana Cost

    110 / 120 / 130 / 140

    Arcane Supremacy

    Rubick's mastery of the arcane allows him to have a larger cast range and increased potency.

    • PASSIVE:Breakable

    • cast range:60 / 120 / 180 / 240

    • spell amp:14 / 18 / 22 / 26


    Spell Steal

    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, and stolen spells last longer on enemies.

    • AFFECTS:unit

    • PASSIVE:No

    • DEBUFF:yes

    • projectile speed:1500

    • stolen debuff amp:10 / 20 / 30

    • duration:180 / 240 / 300

    Aghanim ScepterAghanim Shard

    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.

      Cool Down

      16 / 10 / 4

      Mana Cost

      25 / 25 / 25


      Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

      +150 Telekinesis Landing Damage

      -12% Fade Bolt Damage Reduction

      Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

      -25% Stolen Spells Cooldown

      +0.4s Telekinesis Lift/Stun Duration

      Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

      -5s Fade Bolt Cooldown

      -4s Telekinesis Cooldown

      Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

      +400 Telekinesis Land Distance

      +40% Spell Amp For Stolen Spells


      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.