Rubick’s new ability: Arcane Supremacy

Arcane Supremacy increases the damage and the duration of all the offensive spells and debuffs used by Rubick. It affects both his own spells and the ones stolen.

This skill massively improved his usefulness and strength because now he doesn’t need to steal only tier 1 spells: any ability stolen by Rubick is dramatically boosted if compared to the original one.

Stealing a good stun or a high-damage spell can assure you a kill from level 6 with a minimum help from the team.

If you are able to gain gold, Rubick can focus on mobility items and then even get a Kaya (the spell damage amplification stacks with your passive ability).

I believe most pub players are attracted by the 26% Spell Damage Amplification bonus provided by Arcane Supremacy. It is useful, but the 44% Debuff Duration Amplification is the real game-changer during ganks and teamfight.

Rubick as a mid laner

Rubick isn’t just a support anymore, but also a flexible mid hero. 7.20 increased Rubick’s base attack damage and all his stat gains, which improved his toughness, harassing, and last-hitting capabilities.

The combination of his new stats, the level 10 talent +60 Damage, the Power Treads (+26 damage), and a few Null Talismans, bring his total attack damage to the same amount of a classic auto-attacker in the mid game.

Later in the game, the Aghanim’s Scepter makes an enormous difference in team fight because you can literally spam spells without pause, becoming a sort of Invoker.

Do not underestimate Fade Bolt as with the level 15 talent -45 Fade Bolt Hero Attack you can reduce the attack damage of all enemy heroes by 80.

The level 20 talent -5s Fade Bolt Cooldown decreases the cooldown of the spell to only 5 seconds, but unfortunately the debuff doesn’t stack. Imagine how broken would be the hero with a constant 160 attack damage reduction affecting all the enemies.

All the perks explained so far, combined with Arcane Supremacy, determine the current success of Rubick.