Rubick, the Grand Magus, is an unparalleled master of the arcane in DotA 1, renowned for his signature ability to turn an opponent's own powers against them. As a highly versatile Intelligence-based support, Rubick excels at repositioning enemies with telekinetic mastery and dampening their offensive potential with powerful bolts of arcane energy. His defining strength is his adaptability; by stealing and wielding the last spell cast by his enemies, Rubick remains a dynamic threat that scales in utility alongside the very heroes he opposes.
2. Base Stats & Attributes
Hero Attributes
| Attribute |
Base Value |
Growth (per level) |
| Strength |
21 |
+2.0 |
| Agility |
23 |
+2.5 |
| Intelligence |
25 |
+3.1 |
Statistics & Mechanics
| Statistic |
Value |
Mechanic |
Value |
| Damage |
49-59 |
Base HP Regen |
0.25/s |
| HP |
620 |
HP Regen |
+2.35/s |
| MP |
350 |
MP Regen |
+1.26/s |
| Armor |
3.3 |
Turn Rate |
0.7 |
| Move Speed |
290 |
Base Attack Time (BAT) |
1.7 |
| Attack Range |
550 (missile: 1125) |
Attack Animations |
0.4 / 0.77 |
3. Hero Skills Breakdown
1. Telekinesis
Rubick focuses his telekinetic energy to lift an enemy unit into the air, holding them helpless before forcibly hurling them back to the ground in a chosen direction. The force of the impact results in a shockwave that stuns surrounding enemy units.
- Mechanic: Unit displacement and area-of-effect stun on landing
| Level |
Lift Duration |
Stun Duration |
Cast Range |
Cooldown |
Manacost |
| 1 |
0.8 seconds |
1.2 seconds |
550 units |
28 seconds |
125 |
| 2 |
1.2 seconds |
1.4 seconds |
575 units |
26 seconds |
125 |
| 3 |
1.6 seconds |
1.6 seconds |
600 units |
24 seconds |
125 |
| 4 |
2.0 seconds |
1.8 seconds |
625 units |
22 seconds |
125 |
2. Fade Bolt
Rubick unleashes a powerful stream of arcane energy that arcs between enemy units. The energy deals damage upon impact and significantly reduces the physical attack power of the victims.
- Damage Type: Magical
- Unique Behavior: Damage reduces with each subsequent bounce; attack damage reduction effect is halved for creep units
| Level |
Damage |
Attack Damage Reduction |
Cooldown |
Manacost |
| 1 |
100 |
10% |
16 seconds |
120 |
| 2 |
175 |
18% |
14 seconds |
130 |
| 3 |
250 |
26% |
12 seconds |
140 |
| 4 |
325 |
34% |
10 seconds |
150 |
3. Arcane Supremacy
Rubick’s deep understanding of the arcane arts provides him with superior spell amplification and an increased effective range for all his abilities.
- Mechanic: Passive bonus
- Effects: Spell damage amplification and cast range increase
| Level |
Spell Amplification |
Cast Range Bonus |
Cooldown |
Manacost |
| 1 |
14% |
100 units |
Passive |
0 |
| 2 |
18% |
150 units |
Passive |
0 |
| 3 |
22% |
200 units |
Passive |
0 |
| 4 |
26% |
250 units |
Passive |
0 |
4. Spell Steal
Rubick studies the lingering magical trace of an enemy hero, allowing him to learn and replicate the last spell that hero cast. He retains the ability for a limited time or until he falls in battle.
- Mechanic: Spell replication
- Aghanim's Scepter Upgrade: Reduces cooldown, increases cast range, and grants the Scepter-enhanced version of the stolen spell
| Level |
Steal Duration |
Cooldown |
Manacost |
| 1 |
3 minutes |
20 seconds |
25 |
| 2 |
4 minutes |
18 seconds |
25 |
| 3 |
5 minutes |
16 seconds |
25 |
4. Item Build Guide
| Phase |
Recommended Items |
Strategic Purpose |
| Early Game |
Tranquil Boots, Magic Wand, Wind Lace |
Tranquil Boots keep you healthy for constant rotations; Magic Wand provides burst sustain; Wind Lace helps you maneuver into position for Telekinesis. |
| Core Items |
Blink Dagger, Aether Lens, Force Staff |
Blink Dagger is mandatory for landing perfect Telekinesis setups; Aether Lens maximizes your threat range; Force Staff provides a crucial save for you or your allies. |
| Late Game |
Scythe of Vyse, Aghanim's Scepter, Ghost Scepter |
Scythe of Vyse gives you reliable hard disable; Aghanim's Scepter exponentially increases your potency with stolen spells; Ghost Scepter protects against physical threats. |
5. Quick Gameplay Tips
- The Telekinesis Throw: When lifting an enemy with Telekinesis, always click the ground in the direction of your team or toward an environmental hazard (like a cliff edge) to dictate exactly where the enemy lands. A well-placed throw can land the enemy right on top of your allies, guaranteeing an easy kill.
- Steal the Initiative: Don't just steal the highest-damage spell; prioritize stealing spells that provide initiation, disables, or mobility. In a teamfight, stealing an enemy's ultimate (like Ravage or Reverse Polarity) often provides more value than a simple nuking spell, as it forces the enemy team to deal with their own ultimate twice.
- Prioritize Positioning: Your Arcane Supremacy makes you incredibly dangerous from a distance. Stay on the fringes of the fight, using Fade Bolt to keep enemy carries weakened, and only blink into the fray when you have a clear opening to land Telekinesis or to secure a high-value stolen ultimate.