Rubick

Ranged - Disabler - Nuker

Overview

27 + 2.40
14 + 1.60
19 + 1.50
17 - 27
290
0.96

Telekinesis

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.


Telekinesis Land

Chooses the location the target will land when Telekinesis finishes.


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.


Null Field

Rubick's mastery of the arcane protects allied heroes against weaker magics, granting them magic resistance.


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. Upgradable by Aghanim's Scepter.



Bio

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.

Stats

25
15
1
Level
1,575
910
511
Hit Points
1,360
788
351
Mana
122-132
78-88
44-54
Damage
9
4
1
Armor
 
1800 / 800
Sight Range
600
Attack Range
1125
Missile Speed

Abilities

Telekinesis

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.

Mana Cost Mana Cost: 120/120/120/120
Cooldown Cooldown: 22


ABILITY: Unit Target
AFFECTS: Enemy Units
PIERCES SPELL IMMUNITY: No
LIFT DURATION: 1.5 / 1.75 / 2 / 2.25
STUN DURATION: 1 / 1.25 / 1.5 / 1.75
IMPACT RADIUS: 325 / 325 / 325 / 325
CAST RANGE: 550 / 575 / 600 / 625

Even the Grandest Magus may use his powers for enjoyment.

Telekinesis Land

Chooses the location the target will land when Telekinesis finishes.


ABILITY: Point Target

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.

Mana Cost Mana Cost: 150/150/150/150
Cooldown Cooldown: 16/14/12/10


ABILITY: Unit Target
AFFECTS: Enemy Units
DAMAGE TYPE: Magical
PIERCES SPELL IMMUNITY: No
DAMAGE: 70 / 140 / 210 / 280
JUMP REDUCTION: 4% / 4% / 4% / 4%
HERO DAMAGE REDUCTION: 14 / 20 / 26 / 32
CREEP DAMAGE REDUCTION: 7 / 10 / 13 / 16
DEBUFF DURATION: 10 / 10 / 10 / 10

Rubick's favorite spell for dispatching would-be assassins is a rather simple conjuration.

Null Field

Rubick's mastery of the arcane protects allied heroes against weaker magics, granting them magic resistance.


ABILITY: Passive
MAGIC RESISTANCE: 5% / 10% / 15% / 20%
RADIUS: 900 / 900 / 900 / 900

Not every magus can be a Grand Magus...

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. Upgradable by Aghanim's Scepter.

Mana Cost Mana Cost: 25/25/25
Cooldown Cooldown: 20/18/16


ABILITY: Unit Target
AFFECTS: Enemy Heroes
PIERCES SPELL IMMUNITY: Yes
DURATION: 180 / 240 / 300
SCEPTER COOLDOWN: 5

...but even their lesser magics can be a source of much utility.