Rubick Overview

Ranged, Disabler, Nuker, Support




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Hero Attributes

21 +2.0

23 +2.5

25 +3.1

Movement speed


Sight range




Base attack time



52 - 58

Attack point


Talent Usage

+40% Spell Amp For Stolen Spells

-12s Telekinesis Cooldown



+240 Telekinesis Land Distance


-4s Fade Bolt Cooldown

-5s Fade Bolt Cooldown


+0.6s Telekinesis Lift Duration

-25% Stolen Spells Cooldown


+0.4s Telekinesis Lift Duration


-10% Fade Bolt Damage Reduction

+175 Telekinesis Landing Damage


-12% Fade Bolt Damage Reduction

+150 Telekinesis Landing Damage



Time Played




27624y 204d 16h 6m

This month

48y 178d 14h 14m

Guide & Build Strategies

Lore & Bio

"No sorcery lies beyond my grasp."

Each magician can use 1 or 2 different spells, some can even learn long enough to become a witch, but only the most talented can be recognized as a magician. Magician. However, each magician is a self-righteous person, everyone thinks he is the best, healthy competition has never been recognized by the whole community.

Known as a famous magician and scholar in the magical world, Rubick never thought he was qualified to become a Mage, until he was assassinated for the 17th time, which is strange. happened. Like every other time, when he threw the loser from his tower, he suddenly realized that his life was boring.

All the things that he had previously enjoyed, such as interrupting his chanting or summoning fireballs with his bare hands, were now in the palm of his hand. He yearns for greater challenges, so he puts on his battle mask, and does what any Mage who wants to reach the top must do: declares to kill a Mage.

Rubick quickly discovered that, declaring war on a Mage meant declaring war on the entire community of Mage, they would pour their power on him. Every single magic of a Magician was like a flood, every attack was a move full of calculation.

However, soon a strange thing happened, all of Rubick's opponents discovered that they were being countered by their own magic. Inside the vortex of magic, Rubick smiled softly, subtly reading and copying each person's magic one by one and then using it to attack another, sending those who were opposing him into a panic. The feeling of betrayal began to spread among the Magicians, and they began to attack each other, because they themselves could not identify who was attacking them.

The battle of the end also ended, all the Magicians were annihilated, frozen or even cut into small pieces. Not only one but even many people died at the hands of their own comrades. Rubick stood outside looking tired but full of joy. No one dared to oppose Rubick's request for a promotion to the Council of Mages, whose highest authority had to agree to give him the title: Great Mage.

Rubick Guide Building Items and Indicators

Attribute & Stats

Level: 0 1 15 25 30

Health: 200 620 1180 1820 2060

Health regen: +0.25 +2.35 +5.15 +8.35 +9.55

Mana: 75 375 891 1407 1611

Mana regen: +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: 550 (800)

Attack Speed: 100 (1.7s BAT)

Attack Animation: 0.4+0.77    

Projectile Speed: 1125    

Movement Speed: 290    

Turn Rate: 0.7    

Collision Size: 24    

Vision Range: 1800 • 800    

Legs: 2    

Gib Type: Default.    

Ability Upgrades:    

  • Upgradable by Aghanim's Scepter - Spell Steal.

  • Upgradable by Aghanim's Shard - Telekinesis.

Abilities & Talents

Rubick Hero Talents

Skills building guide

Rubick Ability Build

Get 1 point of Telekinesis at the first level to have a control skill and can throw enemies into stuck corners if there is a fight in complicated terrain (like in the forest, near hills, where to pick up runes) . Fade bolt is Rubick's main damage ability while also reducing enemy damage, so it is very beneficial to start early game clashes that will be maximized first, then Telekinesis to increase target control time. Target, Null field from mid game onwards shows a clear advantage because the opponent already has quite a lot of damage from skills. Ultimate get the correct level.



Consumption: 120 mana.

Cooldown: 22 seconds.

Cast Range: 550/575/600/625

Effect: lifts the target enemy into the air then let them fall to stun enemies below, Rubick can also throw the enemy into an arbitrary location with an extra ability.

Duration of stay in the air: 1.5/1.75/2/2.25 seconds.

Stun duration: 1/1.25/1.5/1.75 seconds.

Stun radius: 325

Max Throw Range: 375 around lifted target.

Note: when you choose a throw position, when the time is up to lift, the new object will be thrown into that position. Lifted objects take effects similar to stuns (cannot move, attack, use skills or equipment).

Telekinesis Land

Use after using Telekinesis to choose where to throw the target to the ground.

Fade Bolt

Consumption: 150 mana.

Cooldown: 16/14/12/10 seconds.

Casting Range: 800

Effect: Rubick creates a stream of magical energy on the first target and bounces to nearby units. Deals 70/140/210/240 damage and reduces on subsequent bounces and reduces their base damage by 20/25/30/35 (10/13/15/17 to minions).

Bounce range: 440.

Damage reduction: 4% per bounce.

Effect duration: 10 seconds.

Spell Steal

Consumption: 25 mana.

Cooldown: 20/18/16 seconds.

Casting Range: 1000

Effect: Copy the last skill the target used, Rubick will gain the skill stolen for the current level that the enemy gains points on.

Spell duration: 80/240/300 seconds or until Rubick dies.

Upgraded by Aghanim's Scepter:

Cooldown: 2 seconds.

Range: +400

Bonus Effect: if the steal skill has an upgrade effect from Aghanim's Scepter, Rubick gets the full effect when using the stolen skill.

Arcane Supremacy

Cast Range: 100 / 150 / 200 / 250

Spell Amp: 14% / 18% / 22% / 26%

Effect: Rubick's arcane expertise allows him to cast spells with a greater range and generate spells that endure longer on opponents.

Effective items guides

Early game

Boots of Speed

Boots of Speed: Telekinesis is a powerful disable that requires Rubick to reach close enough to cast, hence Boots of Speed are vital to have early on as Rubick.

Magic Wand

Magic Wand: Rubick's stats are improved by using the Magic Wand, which provides more burst HP and mana regen with up to 300 immediate replenishment for both. Even late in the game, this might be enough to cast one more game-changing stolen spell in a fight.

Town Portal Scroll

Town Portal Scroll: Rubick needs the Town Portal Scroll because of his ability to steal and employ enemy spells. He can use a stolen spell to save a teammate or bring a massive teamfight ultimate to a fight because of his versatility.

Mid game

Arcane Boots

Arcane Boots: Rubick benefits from Arcane Boots since he can steal the enemy's spells. They expand his mana pool and enable him to replace his own and his friends' mana as needed.

Blink Dagger

Blink Dagger: Blink Dagger is a must-have equipment for Rubick, and it should be purchased as soon as possible. Rubick's ability to swiftly reposition himself improves his durability as well as his ability to employ Spell Steal, or any spells stolen by it, when the time arises.

Force Staff

Force Staff: For Rubick, Force Staff performs a similar function as Blink Dagger, but with the extra bonuses of increased Intelligence and HP regeneration. It's a lot easier to make, and it can be used as a backup repositioning tool after Blink Dagger, or as a cheaper alternative if you're having difficulties harvesting. It may also be used on teammates to offer them extra mobility for initiation or escape, and on foes to disposition them or shatter their Linken's Sphere before casting a disable on them, unlike Blink Dagger.

Glimmer Cape

Glimmer Cape: The Glimmer Cape is a situational item that primarily serves as a utility item, but when utilized properly, it may be extremely powerful. Rubick can utilize the active to initiate by strolling invisibly rather than utilizing his Blink Dagger, or to protect himself or an ally from enemy magic nukes (or to help them escape). It's especially beneficial when using stolen channeling spells because it prevents easy interruption.

Late game

Aether Lens

Aether Lens: The Energy Booster component of Arcane Boots may be disassembled to obtain Aether Lens, which is a good buy. It improves the cast range of all of Rubick's spells, particularly Telekinesis and Spell Steal, providing him improved disable range and allowing him to securely steal spells from a long distance (as well as utilize any successfully stolen spells from greater range).

Aghanim's Scepter

Aghanim's Scepter: Rubick's teamfight contribution is greatly enhanced by Aghanim's Scepter, since he can potentially steal an enemy spell every 2 seconds and utilize it against them. Rubick's health and mana pools will benefit from the boosted stats, and the greater cast range will allow him to steal a spell without using his Blink Dagger. In addition, he can apply Aghanim's Scepter's enhancements to any stolen spells.

Situation items

Faerie Fire

Faerie Fire: As a mid Rubick, Faerie Fire can be a powerful consumable. It provides a minor boost to last-hitting power and can be used as a last-second lifesaver in the event of an opposing gank.

Null Talisman

Null Talisman: Null Talisman is a good starting item for a mid Rubick since it gives him additional last-hitting power, allowing him to contend with the opposition mid.


Bottle: Bottle is also important to buy early on as a mid Rubick. It enables him to restore his HP and mana in order to go head-to-head with his lane opponent, using his spells to disable and nuke as needed. It can boost Rubick's mana pool past the laning stage, allowing him to use stolen spells to their full potential.

Sentry Ward

Sentry Ward: Sentry Ward blocks enemy map visibility, allowing you to sneak up on them and steal their spells.

Urn of Shadows

Urn of Shadows: When playing as a roamer, the Urn of Shadows can be a great utility and survivability item. The increased strength and armor improve your survival, while the mana regen boost helps you keep your mana pool up to date. The item's active can be used to add another damage nuke to the mix or to heal yourself or teammates after successful ganks.

Tranquil Boots

Tranquil Boots: Tranquil Boots aren't particularly strong on Rubick, but they can be used as a support or roamer depending on the situation. Rubick's resilience is aided by the passive HP regen, and his base movement speed is boosted, allowing him to better position himself for casting his spells.

Drum of Endurance

Drum of Endurance: Rubick gains stats across the board from the Drum of Endurance, the most important of which are Strength and Intelligence.

Ghost Scepter

Ghost Scepter: The Ghost Scepter is a useful item to buy on any support, and Rubick is no exception. Being immune to physical damage might afford Rubick extra time in the face of the enemy's carry, allowing him to steal or perform stolen spells to alter the outcome of a teamfight.

Eul's Scepter of Divinity

Eul's Scepter of Divinity: Eul's Scepter of Divinity is a relatively inexpensive item that provides excellent mana regen, a larger mana pool, increased mobility, and a useful disable. The active can also be used on yourself to break up enemy spells that you want to capture or to remove debuffs like silence.

Veil of Discord

Veil of Discord: Purchase of Veil of Discord might be a handy utility item. It gives Rubick a lot of intelligence, as well as more HP and armor, and the active ability can be used in conjunction with Arcane Supremacy to maximize his nuking capability. It depends on the types of spells that can be stolen from the enemy, as well as if your team has a lot of magic nukes.

Enemies & Allies


Crystal Maiden

  • Rubick's kit has everything she needs: Crystal Nova deals crowd damage and slows enemies, as well as assisting with farming.

  • Frostbite aids Rubick in securing foes and is also a useful farming ability.

  • Because Freezing Field is a channeling ability, it is easily stolen.

  • Crystal Nova and Frostbite gain considerably from Arcane Supremacy's Debuff Duration Amplification.


  • In Rubick's hands, Fissure has a quicker cast time, making it a useful ability for initiating or interrupting opposing ganks from afar.

  • Due to Rubick's lack of Aftershock, Echo Slam isn't as effective as it once was, but it still deals a lot of damage to foes.


  • Rubick will like everything Enigma has to offer:

  • If Telekinesis is on cooldown, Malefice can aid interrupt channeling spells.

  • Demonic Conversion aids in lane pushing and counter-pushing.

  • Midnight Pulse is excellent for securing regions or dealing consistent damage in teamfights.

  • Black Hole is one of the finest spells for teamfights, and may quickly turn a losing one around.

  • Because Black Hole requires channeling, it's an easy steal for Rubick, who normally stays back in a teamfight, making it difficult to catch him with Black Hole.

  • Enigma's Black Hole is readily broken by telekinesis.

  • Enigma's waves of Eidolons use Fade Bolt to counter their early assault approach.

  • Enigma can't stop Rubick from stealing Black Hole because Spell Steal pierces spell immunity.


  • Because all of Invoker's abilities scale with his level, Rubick has a lot of late-game potential if he has any of Invoker's arsenal.

  • Forge Spirit's early push is countered by Fade Bolt.


  • Despite the fact that most Kunkka players rely on their massive physical damage, Rubick's spells are extremely useful: Torrent is particularly easy to land when combined with Telekinesis.

  • Due to Rubick's inclination to extend his cast range with his abilities and equipment, X Marks the Spot could be more effective in his hands.

  • With Ghostship and Telekinesis, Rubick can land it quickly and effortlessly without using Torrent or X Marks the Spot.


  • Rubick's kit includes all of his abilities, including Frost Blast, which allows him to harass and consistently slow down adversaries.

  • Frost Shield boosts Rubick's, his friends', and the tower's resistance to physical attacks.

  • Chain Frost, when used at the right time, may be deadly to the other team.


  • Rubick will benefit from all of Lina's abilities:

  • In teamfights, Dragon Slave is a good technique to remove creep waves and lets Rubick to deal a lot of magical damage.

  • Rubick gets a solid area stun with Light Strike Array, which is simple to set up straight after Telekinesis.

  • Rubick gains a big damage boost and has a lot of solo kill potential with Laguna Blade.


  • Everything Lion possesses is fantastic in Rubick's arsenal, which is bolstered by Arcane Supremacy:

  • Earth Spike adds more crowd control and damage to the game.

  • Mana Drain alleviates many of Rubick's mana problems.

  • Hex is one of the game's most powerful single-target lockdowns.

  • One of the best magical nukes in the game is Finger of Death.


  • The Lucent Beam is a powerful magical bomb.

  • If performed at the appropriate time, Eclipse can do a lot of damage.

  • Because Luna only has two cast abilities, Rubick has a decent chance of stealing Eclipse.

  • Aghanim's Scepter considerably improved the ability's efficacy, including increased damage and a longer cast range. It also allows him to cast it on another hero, removing the need for Rubick to approach the enemy team during teamfights.



  • Bristleback can just shrug off all of Rubick's spells and pursue you down with his spells and attacks because Rubick causes minimal damage on his own.

  • To stack Quill Spray, you'll need numerous casts and a close range. It's not a good spell for Rubick to steal because he doesn't stay on the front lines.

  • Rubick will be slowed significantly more by Viscous Nasal Goo, and his armor will be reduced, rendering him vulnerable to Quill Spray and the damage bonus from Warpath.


  • Broodmother's auto-attacks and Spin Web allow her to quickly gank Rubick before he can retaliate, especially if she obtains Orchid Malevolence.

  • Broodmother enjoys purchasing Diffusal Blade, which depletes Rubick's limited mana supply and prevents him from spamming his abilities.

  • Though Insatiable Hunger is an excellent spell to steal, Broodmother's untargetability and low cooldown spells make it tough to do so.


  • Rubick is a squishy target for Clinkz to gank due to his poor armor. Except for Skeleton Walk, none of his spells are beneficial.

  • Rubick's ability to retaliate is disabled by Orchid Malevolence, which Clinkz frequently develops.

  • Because of Skeleton Walk, a large number of Sentry Wards are required to deal with Clinkz, making it more difficult for Rubick to purchase more expensive and effective support equipment like Glimmer Cape or Mekansm.

Legion Commander

  • Duel isn't ideal for someone as squishy as Rubick, therefore Legion Commander's spells are mostly ineffective to him.

  • Although Press the Attack is useful, its high mana cost will leave you with insufficient mana.

  • Rubick can't do much with the extra move speed because Overwhelming Odds only causes damage and grants a movement speed benefit.

  • Because Rubick is rather feeble, you will be a good target for Legion Commander's Duels.

Phantom Lancer

  • Phantom Lancer can use Doppelganger to avoid and dispel Fade Bolt's damage reduction debuff.

  • When Phantom Lancer is not the primary target of an oncoming Telekenesis, Doppelganger allows him to avoid the stun.

  • Rubick has little mana to spam abilities from Spell Steal because Phantom Lancer is a common Diffusal Blade carrier.


  • Riki's tremendous damage and invisibility allow him to effortlessly gank and kill Rubick before the latter has a chance to react.

  • Rubick can't use almost any of Riki's spells.

  • Riki's spell Smoke Screen is the only one that can help Rubick in some way.

  • Rubick, like Clinkz, must purchase a high number of Sentry Wards in order to keep track of Riki due to Cloak and Dagger, which prevents Rubick from obtaining better equipment.

  • Rubick has no mana to spam Spell Steal abilities because Riki is a common Diffusal Blade carry.

Shadow Fiend

  • Rubick can't do anything against Shadow Fiend on his own. With his right-clicks and repeated Shadowraze, Shadow Fiend, on the other hand, may easily run Rubick over.

  • Rubick's already low armor is further lowered by the Dark Lord's presence.

  • If stolen, Shadowraze can be dangerous to wield because two of the spells require Rubick to come up close and personal, which he dislikes.


  • While many of Silencer's spells are a wonderful bargain for Rubick, thanks to Global Silence, Silencer effectively neutralizes Rubick's excellent counter-initiation potential.

  • Because of Rubick's low intelligence for such a powerful spellcaster, losing Intelligence to Intelligence Steal would reduce your mana pool even further.


  • Pounce and Dark Pact, combined with a few attacks, can rapidly gank Rubick. Because of the strong dispel of Dark Pact, Rubick is rarely able to react. Rubick is also the type of squishy support that Slark is looking to gank.

  • Despite the fact that Shadow Dance is a wonderful spell to steal, Rubick is unable to do so due to Slark's untargetable nature and low cooldown spells.

  • Slark frequently builds Diffusal Blade to prevent Rubick from using Spell Steal to cast his abilities.

Wraith King

  • Rubick can't steal most of Wraith King's abilities because they're primarily passive (save for Spell Steal).

  • Wraithfire Blast combined with various strikes can rapidly gank Rubick.

Items Counter

Black King Bar

Black King Bar: Unless you have stolen a spell that can pierce spell immunity, the Black King Bar prevents you from doing anything to a hero other than stealing spells.

Linken's Sphere

Linken's Sphere: Although Linken's Sphere prohibits Rubick from stealing a spell, he can still breach the Spellblock by using his failed theft or other spells.

Diffusal Blade

Diffusal Blade: Rubick's mana pool will be depleted by Diffusal Blade, preventing him from spamming his abilities or any stolen spells.

Favorable Matchups


  • In addition to being synergistic laning partners, their duties on a team are complementary: Rubick can help Alchemist by harassing him without the need for lane farming.

  • Telekinesis is a fantastic way to set up a well-timed Unstable Concoction stun.

  • Rubick's Aghanim's Scepter buff makes him a much more potent, active, and safe teamfighter, and having a hero like Alchemist who is far better at farming it and creating it for him can be a blessing. Rubick now has the freedom to purchase a variety of other useful things, such as Eul's Scepter of Divinity or Blink Dagger, and would have the slots to do so because the provided Aghanim's Scepter Synth is merely a buff rather than an item slot.

Crystal Maiden

  • Rubick's persistent mana troubles can be solved with Arcane Aura, especially once he grows his mana pool with Arcane Boots and an Eul's Scepter of Divinity or Aghanim's Scepter.

  • Rubick's Telekinesis provides excellent hard crowd control, which is extremely beneficial to Crystal Maiden. It saves the incredibly squishy Crystal Maiden from ganks and other similar foolishness, and keeps foes away from her while she's channeling Freezing Field.


  • Morphling and Rubick can theoretically "borrow" opponent abilities twice with Morph (except for ultimate abilities).

  • Morphling can transform into Rubick with the Morph Targets Allies talent, maintaining his taken spell and allowing the two to perform any stolen ability twice.

  • Morph does not copy ultimate abilities, therefore this is especially useful if Rubick has stolen an ultimate spell.

Game plan

Early game

At the beginning of the game you can roam or stick to the lane, whatever, because Rubick is a very versatile support from the normal skill set to the ultimate. When roaming, your simple job is to dodge the enemy's ward (can plug a Sentry to destroy the observer ward or use Smoke of Deceit), stalk, lift the enemy and throw it to a disadvantage (usually the field). your team is standing) or in many cases can throw away to protect teammates. In lane support, the task is not too difficult: pull jungle monsters, stack jungle monsters to carry farm and prevent your lane creeps from rising too high. When reaching higher levels, it is recommended that you use Fade bolt to pull the enemy's blood, not to finish it, your teammates need more lives, Rubick doesn't need too much money to become domineering, that's why it is from his ultimate.

Mid game

At this point you should go with the gankers of the team to earn some lives, and at the same time create space for the important members to farm. Rubick needs a mischievous mind when playing, because stealing spells seems simple but difficult, especially if you are not careful, you will steal useless spells for yourself (eg. such as Pudge's fart, Ax's howl, Morphling's Morph, etc.). Pay attention to fully warding in important positions: when ganking, go to the opponent's yard, and protect carry, plug in the riverbank, the entrance to the forest. Town portal scroll is an indispensable equipment in this phase so that you can conveniently roam, gank / counter gank all kinds.

Late game

This stage you should go next to the team members, and do not forget the task of warding to control the map. In total combat, you try not to stand out to receive control skills, the most important thing when playing Rubick is that you use your ultimate in a mischievous way, otherwise it will be a waste of your potential. this support. Take a simple example: the Tidehunter guy blinks on your team and then uses his ultimate then his ally will enter the next, if you dodge and quickly grab the watermelon Tide's ultimate, you absolutely can turn the combat over because at that time the enemy will not take any precautions, in their head they only have the thought of killing and killing, with 1 hit of the ultimate steal, cool, the enemy team is stunned, at this time your team has also woke up from the attack. stun, just flip the bet. Don't forget the 2 skills Fade bolt and Telekinesis are still very useful in this phase, remember to use them when entering combat.