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Grand Magus

Rubick

  • Strength

    19+1.5

  • Agility

    14+1.6

  • Intelligence

    27+2.4

Advanced Statistics

Damage: 44-54 Armor: 1
Movespeed: 290 Attack range: 600
Attack speed: 1.7 Health: 511
Health per level: 19 Mana: 351
Mana per level: 39

Bio

Rubik Lucent beam an the son, and the only reason everyone respects the power of this hero. His ability of telekinesis is unmatched. With just one look he is able to drop things and move objects. He always achieves his goals using the power of magic against the enemy and stealing the spell. Establishing an aura that protects his allies from attack. Such a warrior must engage in battle against the Scourge.

Abilities

Telekinesis

Telekinesis



Uses telekinesis to for a short time to raise the enemy into the air and then throw it back on the ground in the selected direction. Abandoned unit lands with such force that it stuns nearby enemies. The primary target is not stunned a second time. While the target in the air, the cube appears the ability that puts the enemy target location.

Raises in the air: 1.5 / 1.75 / 2 / 2.25
Stun duration:: 1 / 1.25 / 1.5 / 1.75
Requires mana: 120
Recharge: 22

Notes:
— Locked invulnerability spell.
— Fully blocked with Linken's Sphere if the primary target. The stun is not blocked by the secondary objectives.
— Destroys trees in the radius 325 of the elevated targets at a landing.

Fade Bolt

Fade Bolt

Creates a powerful stream of arcane energy that begins to move between enemies, dealing damage and reducing their attack power. The creeps attack is reduced by half. Every bounce deals 4% less damage.

Zoom out for a hero: 14 / 20 / 26 / 32
The decrease in creep: 7 / 10 / 13 / 16
Cast range: 800
Jump distance: 440
Duration: 10
Base damage: 70 / 140 / 210 / 280
Requires mana 120 / 130 / 140 / 150
Recharge: 16 / 14 / 12 / 10

Notes:
— Damage type: magical.
— Locked invulnerability spell. Damage reduction from attacks is retained if the debuff was placed before the spell immunity.
— Blocked by Linken's Sphere.
— Don't bounce from invisible units (with the exception of True Sight) or units in the Fog of War.

Null Field

Null Field

Being a master of arcane magic, Rubik protects allies, reducing the damage from enemy spells. The ability affects creeps.

Decrease magic damage: 5% / 10% / 15% / 20%
Radius: 900

Notes:
— Not blocked by invulnerability spell.
— You can disable it using break.
— Illusions can be the source of the aura.
— Aura has a delay of 0.5 second.
— Combined with other sources of magic resistance.

Spell Steal

Spell Steal



Studies the trace magical essence of one enemy hero, learning the secrets of the last uttered his spells. Rubick can use it for several minutes or until my own death. Can't steal the ability of things. The ability can be improved artifact Aghanim's Scepter: decreases cooldown, increases cast range and improves all the stolen abilities in this subject.

Cast range: 1000
Cast range with Aghanim's Scepter: 1400
Duration (min.): 3 / 4 / 5
Requires mana: 25
Recharge: 20 / 18 / 16
Recharge c Aghanim's Scepter: 2

Notes:
— Not blocked by invulnerability spell.
— Blocked by Linken's Sphere.
— Impossible to steal the following spells: Quas, Wex, Exort, Invoke, Assimilate, Walrus Kick Vampiric Aura. Cannot steal passive abilities, the ability of an object or modifiers of the active attack. Can steal only the heroes.
— Rubick has an instant cast time for all stolen spells, except those listed here: Shadow Fiend — Requiem of Souls, Prophet — Teleportation, Dwarven Sniper — Assassinate, Geomancer — Poof, Goblin Techies — Stasis Trap and Remote Mines.
 For once can not be more than one stolen spell. DOP. spells spells are acquired automatically and cannot be manually stolen.
— Ability added Aghanim's Scepter (Hybrid for example) can still be stolen, but they can't be added Aghanim's Scepter Rubick himself (i.e. he is not added to this spell if he steals ultimate Morphling).
Rubick loses the stolen spell when the duration ends when he dies, or when stealing a new spell.
Notes:
— Damage type: magical.
— Locked invulnerability spell. Damage reduction from attacks is retained if the debuff was placed before the spell immunity.
— Blocked by Linken's Sphere.
— Don't bounce from invisible units (with the exception of True Sight) or units in the Fog of War.