Rubick/Spell Steal Interactions

's has some complex interactions, specifically on spells that have direct synergy with another component of the hero's arsenal. Any spells that have unique interactions with Rubick are detailed here, otherwise they function as expected. Note that these interactions do not necessarily apply to the Ability Draft game mode. Rubick himself has some unique interactions with some spells which can differ from their behaviour in Ability Draft.

General Information

 * Rubick cannot steal passive abilities, active attack modifier, or spells which have no use on their own. sub-spells are stolen automatically when the main spell is stolen.
 * Spell Steal can only be cast on heroes, so non-hero spells cannot be aquired, unless casts a spell which he gained from . He cannot steal spells from illusions.
 * Any abilities that create illusions will create illusions of Rubick, not of the original hero.
 * If Rubick steals the same spell as he already has, the spell will not update its level and not be refreshed. Only the Spell Steal duration will be refreshed.
 * If the target enemy Hero has, Rubick will not steal the upgraded version of the spell. In order to get the upgrade on stolen spells, Rubick himself has to buy an.
 * Summoned or dominated units with a limited duration will not be killed upon losing the summoning spell.
 * Summoned or dominated units with an unlimited duration will be killed upon losing the summoning spell another spell unless stated otherwise.
 * Toggling spells can be stolen, but only if toggling them on was the most recent action. Toggling them off does not count as casting the spell.
 * The effects of toggling spells will be lost on stealing another unless stated otherwise.
 * Rubick has no cast animation on any stolen spell, allowing them to be cast instantaneously, with a very few exceptions, which are mentioned below as well.
 * If a transformation spell has a transformation time, Rubick will use that transformation time and not transform instantly.

Stolen Spells
Many spells have some slight differences to their original, to make it easier, or possible for Rubick to use the spells. Below are listed all spells which have some notable differences.


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Rubick's Aghanim's Scepter upgraded causes most stolen spells to be upgraded. There are a very few exceptions. Some of the upgrades are in direct connection with the original hero's other spells. Details about those can be found in the following list. There also are some Aghanim's upgrades which Rubick can't use at all, which are listed below as well. Every not mentioned spell with an Aghanim's upgrade fully works for Rubick.


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Transformation spells
Multiple transformation spells can be stolen, and fully stack with each other.


 * Transformation spells are, , (and ), ,  and  (and technically, , since it uses transformation time).


 * All these spells can be used after each other and during the duration of other transformation spells.


 * If illusions can benefit from a transformation spell, they will do so when illusions of Rubick are created, no matter how many transformation spells are stacked.


 * Base Attack Time changing transformation spells:
 * When is cast first,  will not increase base attack time.
 * When is cast first,  will not decrease base attack time.
 * However, when either expire, the other one's base attack time changes will apply for their remaining duration.
 * It doesn't matter when is cast, it will never override the base attack time changes from Chemical Rage and Metamorphosis.


 * Melee and ranged attack proterties:
 * Neither, nor increase Rubick's attack range, no matter what other transformation spell he currently has active.
 * however, does increase his attack range to his own attack range + what the spell provides.
 * While having or  active, Rubick will always attack as a melee hero, no matter what other transformation spells he currently has active. When combined with, he still attacks as melee unit but at a greater distance.
 * However, will not place the debuff on enemies when used together with Berserker's Rage or True Form, as Arctic Burn relies on attack projectiles, which Rubick doesn't use during those spells.
 * Toggling off behaves the same way as with no other transformation active, he gains his attack range back, but still has melee attack properties. He regains his ranged attack properties upon losing the spell.
 * or together with  or  causes all the extra projectiles to hit units within range instantly.
 * Despite the visual effects, the modifiers from, , and  are applied to the main target only. Secondary targets from Split Shot and Flak Cannon are not hit by those modifier.


 * The following effects of all transformation spells fully stack with each other:
 * Every attack damage bonus or reduction
 * Every movement speed bouns or reduction (including the haste effect of for him and any controlled unit)
 * Every attack modifier (poison attack, splash attack, frost breath, Arctic Burn, critical strike, bash)
 * Every health, mana, health regeneration and mana regeneration altering effect


 * Visual appearance:
 * Every model-changing transformation spell transforms Rubick into a smaller version of the original.
 * Rubick will change into the form of the last cast transformation spell. If the last cast one expires, he will change into the previous cast transformation spell.
 * The only exception here is, which has priority over every other transformation spells. Rubick will stay in the demon form until it expires or he dies, regardless of other transformation spells.
 * Particle effects of all transformation spells persist. They are not overridden by each other.
 * Attacks projectiles follow the same logic. Rubick will use the attack projectiles of the last cast transformation spell, if it expires, then the previous casted one.