Rubick/Spell Steal Interactions

has some complex ability interactions, specifically with abilities that have direct synergy with another component of the hero's arsenal.

Abilities that have unique interactions upon acquiring via Spell Steal are detailed here, otherwise, they function as expected and its notes fully apply.

Note that these interactions do not necessarily apply to Ability Draft.

Cast Point
has a fixed cast time of for abilities acquired via, except for the abilities tagged with   in the game files, listed below. For these abilities, the original cast time is used.

Neutral Abilities Cast Times
Although Spell Steal cannot target neutral creeps, Rubick can indirectly acquire neutral abilities from and  via    and  respectively.

The abilities use the original cast point of the neutral creeps they come from, however, the cast backswing differs depending on the ability acquired as shown below.

Summons
The following rules generally apply to abilities that summon units, or take control (e.g. ) of other units:


 * Summoned and Dominated units with limited duration will not be killed upon losing the ability.
 * Summoned and Dominated with unlimited duration will be killed upon losing the ability, unless stated otherwise.

Stolen Spells
Acquired abilities have some slight but notable differences from their original as listed below, to make it easier, or possible for Rubick to use them.

Toggled Abilities
Toggle abilities can be acquired, but only if toggling them was the most recent action. Toggling ability does not count as casting. The effects of Toggle abilities will be lost on acquiring another ability unless stated otherwise.

Active Attack Modifiers
These attack modifiers are not acquirable in any way.

Transformation Abilities
Transformation abilities are abilities that usually modifies the hero's attack range ( melee and ranged) properties with a transformation time. Generally, it changes the hero's form while providing other stat bonuses.

Rubick fully uses the transformation time of the ability and is not transform instantly.

Multiple transformation abilities can be stolen, and its bonuses and/or reductions fully stack with each other:
 * All attack damage bonuses.
 * All movement speed effects (e.g. haste).
 * All attack modifiers.
 * All health, mana (and regenerations) altering effects.
 * Attack range definitions and notes fully apply.
 * Items that use different values for melee and  ranged heroes (e.g. ) to now treat Rubick's ranged type based on the ability notes.

If a stolen transformation ability benefits illusions, they will do so when illusions of Rubick are created, no matter how many transformation abilities are stacked.

Exceptions
 * or together with  or  causes all the extra projectiles to hit units within range instantly.
 * Despite the visual effects, (,  and ),,  and  are applied to the main target only. Secondary targets from Split Shot and Flak Cannon are not hit by those modifiers.

Visual Appearance

 * Every model-changing transformation abilities transforms Rubick into a smaller version of the original.
 * Rubick will change into the form of the last cast transformation ability. If the last cast one expires, he will change into the previous cast.
 * Except for, which has priority over every other transformation abilities. Rubick will stay in the demon form until it expires or he dies, regardless of other transformation abilities.
 * Particle effects of all transformation abilities persist and not overridden.
 * This also apply to attacks projectiles. Rubick will use the attack projectiles of the last cast transformation ability, if the ability expires, then he uses the previous cast one.

Rubick/Взаимодействия со Spell Steal 拉比克/技能窃取作用