
Rubick
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. <br><br>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. <br><br>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. <br><br>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.
Base STR
21 +2
Base AGI
23 +2.5
Base INT
24 +3.7
Move Speed
290
Attack Range
550
Base Armor
1
Attack DMG
25–31
Projectile
1125
Innate Abilities

Curiosity
Rubick gains 1 stack of Curiosity per level that grants him 1 base damage, 0.3% Buff/Debuff Duration, and 2 AOE Bonus.
If Rubick sees an enemy Hero cast an ability within 1200 distance of him, he gains 2 Curiosity for 20 seconds. If an enemy Hero dies while Rubick has Curiosity from them and he damaged them in the last 3 seconds, he gains 1 Curiosity permanently.
CURIOSITY GAINED:
0
BUFF/DEBUFF AMP:
0%
AREA OF EFFECT BONUS:
0
Abilities

Telekinesis
Cooldown
22 / 19 / 16 / 13s
Mana
110
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.
LIFT DURATION:
0.95 / 1.2 / 1.45 / 1.7
STUN DURATION:
0.9 / 1.1 / 1.3 / 1.5
IMPACT RADIUS:
300 / 325 / 350 / 375
MAX THROW DISTANCE:
375
- While the target is in the air, Rubick may use a secondary ability to throw the enemy in a targeted direction.
- When the unit lands, it isn't affected by the area of effect stun.
Even the Grandest Magus may use his powers for enjoyment.

Fade Bolt
Cooldown
16 / 14 / 12 / 10s
Mana
110 / 125 / 140 / 155
Rubick creates a powerful stream of arcane energy that travels between enemy units, dealing damage and reducing their attack and spell damage. Each jump deals less damage.
DAMAGE:
100 / 175 / 250 / 325
JUMP REDUCTION:
6%
DAMAGE REDUCTION:
6 / 12 / 18 / 24%
DEBUFF DURATION:
10
Rubick's favorite spell for dispatching would-be assassins is a rather simple conjuration.

Arcane Supremacy
Rubick's mastery of the arcane allows him to have a larger cast range and bonus spell amplification.
CAST RANGE:
60 / 120 / 180 / 240
SPELL AMP:
11 / 16 / 21 / 26%
- Break disables the gaining of new Arcane Accumulation stacks.
- Break does not disable the bonuses from existing Arcane Accumulation stacks.
Not every magus can be a Grand Magus...

Spell Steal
Cooldown
16 / 10 / 4s
Mana
25
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 RANGE:
0
STOLEN MANA COST REDUCTION:
%
STOLEN SPELL COOLDOWN REDUCTION:
10 / 20 / 30%
DURATION:
180 / 240 / 300
- Cannot steal item abilities.
- Rubick will steal the Aghanim's Shard version of the ability, if he himself has an Aghanim's Shard.
- Does not trigger spell reflect.
...but even their lesser magics can be a source of much utility.
Talents

Aghanim's Scepter

Spell Steal
Increases the number of spells that can be stolen to 2. Increases cast range, and upgrades stolen spells to their Scepter version.

Aghanim's Shard

Telekinesis
Allows you to target yourself or allies with Telekinesis. Throw distance is increased to 375 and throw delay is reduced to 0 seconds.

Spell Steal
Upgrades stolen spells to their Shard version.
Hero Performance
Median across all public matches · OpenDotaForm
50%
Win rate in recent matches
Performance
64%
KDA ratio (kills + assists / deaths)
Laning
21%
Last hits per minute over full game
Farm
49%
Average gold per minute
Fighting
20%
Average kills + assists per match
Experience
66%
Average XP per minute
Strategy
When to Pick Rubick?
Rubick is genuinely good right now — 53% winrate as soft support at Immortal rank, and Strafe specifically named him one of the three best hard supports of the current patch. The new Curiosity innate is the reason. Every level Rubick gains adds one permanent stack of Curiosity, each granting him plus one base damage, plus 0.3% buff and debuff duration on all his abilities, and plus two AOE radius on every single spell he casts.
At level thirty that is thirty permanent stacks — meaning every ability Rubick uses covers 60 extra radius and lasts 9% longer than baseline, applied to BOTH his own kit AND whatever he steals. And the Curiosity system does not stop at level stacks.
If Rubick sees an enemy hero cast a spell within 1200 range of him, he gains two temporary stacks for twenty seconds — and if that enemy then dies within three seconds of taking damage from Rubick, those stacks convert to permanent ones. This rewards aggressive positioning near fights rather than passive backline play, and it compounds over an entire game into meaningful teamfight advantages. The level 25 talent doubles all Curiosity bonuses entirely.
Suddenly a stolen Black Hole or Ravage covers dramatically more area and lasts noticeably longer than it did in the hands of Enigma or Tidehunter who cast it first. The current meta is an absolute goldmine for Rubick in terms of what is available to steal — Black Hole, Ravage, Reverse Polarity, Rolling Thunder, Doom, Fissure, Kinetic Field.
Every powerful teamfight draft has at least two spells that are game-winning in Rubick's hands, and Aghanim's Scepter lets him hold TWO stolen abilities simultaneously. A stolen Black Hole in slot one and a stolen Fissure in slot two from different enemy heroes after a single teamfight is a utility package no other support can replicate at any gold value.
He is disgusting into lineups that have one or two enormous AOE teamfight ultimates that the enemy team cannot avoid casting — Enigma needs to cast Black Hole to win the fight, Tidehunter needs to cast Ravage to escape a bad situation, and both become Rubick's tools the moment they fire.
The Curiosity AOE bonus in particular opens up synergy with Meteor Hammer, as Strafe specifically noted, since the expanded radius makes landing the channel significantly easier when combined with a Telekinesis throw into the Meteor drop zone.
He pairs beautifully with heroes that provide lockdown creating safe windows for the steal — Bane's Fiend's Grip freezing the target long enough to safely approach and steal, Disruptor's Kinetic Field preventing enemies from repositioning out of stolen AOE abilities, and Faceless Void's Chronosphere freezing the entire enemy team so Rubick can walk directly up to frozen heroes and steal from a completely safe position.
Avoid picking him into lineups where the enemy team actively plays around the steal — a smart Tidehunter who immediately casts Anchor Smash right after Ravage so Rubick grabs the wrong spell, a team that buys Eul's to cyclone Rubick mid-channel of a stolen ability, or a lineup composed primarily of passive right-click carries with no powerful active abilities worth stealing at all.
Against a team that gives Rubick nothing good to steal, he is just a mediocre support with a single-target lift and a bouncing damage nuke, and that is not enough at any bracket.
Tips & common mistakes
- Steal AFTER the ability resolves, not during the cast animation—most pub Rubick players panic and fire Spell Steal the moment they see an ability's cast animation begin, stealing the previous spell rather than the one they actually wanted. Wait for the visual confirmation that the target ability has fully resolved—the projectile has left, the AOE has appeared, the channel has started—and then immediately steal in that narrow window before the enemy's next cast.
- Stolen spells cast at Rubick's near-instant cast point regardless of the original animation—which means abilities with notoriously slow cast times like Fissure, Split Earth, and Ice Path become essentially instant in Rubick's hands. The enemy has no time to dodge a stolen fissure the way they would against Earthshaker. Most Rubick players know this in theory but never fully exploit the window by using stolen slow-cast abilities at point-blank range on targets who have no idea the cast time has disappeared.
- Telekinesis can throw enemies onto high ground, into trees, behind cliffs, and into stolen AOE abilities that are about to land—most pub Rubick players lift the target and either drop them in place or throw them randomly. The correct throw is always into a location that creates maximum suffering—the center of a stolen Ravage radius just as it fires, onto an unwalkable cliff, or directly between Rubick's own team and the fleeing enemy carry. Practice your throw directions before committing to the lift in fights.
- Curiosity temporary stacks convert to permanent ones when the enemy who gave them dies within three seconds of taking Rubick damage—which means landing ANY damage on a low-HP enemy who recently cast near you converts those stacks permanently. Fade Bolt, a right-click, a stolen ability—anything counts. Track which enemies have given you temporary stacks actively during a fight and prioritize dealing damage to them before they die to your teammates so the conversion triggers instead of expiring.
- Aghanim's Scepter steals two spells simultaneously and upgrades both to their Scepter versions—building Scepter in games where the enemy draft has two powerful stolen spells from different heroes is one of the highest-impact purchases available on any support hero in Dota 2. A stolen Doom silencing one hero while a stolen Rolling Thunder controls another simultaneously is a teamfight impact that costs less gold than most carries spend on a single damage item.
- Fade Bolt reduces the attack damage of every hero it bounces through—in the current meta of high-attack-speed physical carries right-clicking everything, a Fade Bolt bouncing through Lifestealer, Night Stalker, and a third melee hero grouped together reduces all three of their attack damage outputs simultaneously for ten seconds. This defensive value requires almost no resources and is consistently underutilized by pub Rubick players who treat Fade Bolt purely as a last-hit tool in the laning phase.
- Aether Lens is your first core item in almost every game—it extends Spell Steal's cast range and Telekinesis range simultaneously, making steals dramatically easier from safe positions and allowing Telekinesis to reach enemies who thought they were outside your threat range. Build it from Arcane Boots disassembled—use the Boots of Speed component for Tranquil Boots afterward, and the Energy Booster completes the Lens.
Summary
Rubick is pretty good right now when the enemy team gives him good spells to steal—and the current meta is absolutely packed with them. Black Hole, Ravage, Reverse Polarity, Rolling Thunder, Doom — every powerful teamfight draft has something that belongs in Rubick's hands more than the original caster's.
The Curiosity innate making stolen spells cover more area and last longer; every level he gains, the Aghanim's Scepter enabling two stolen spells simultaneously, and a 53% Immortal winrate—all of it confirms Rubick is in a genuinely strong place right now. Learn the spells. Position correctly. Steal at the right moment. And make the enemy team regret building the draft they built.
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