Rubick counter and synergy picks
Pick Rubick with Wraith King to increase win-rate from 47.8% to 55.7% or against Wraith King to increase win-rate to 59.1% in Patch 7.38c.
Good with...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
7.8% | |
4.0% | |
3.8% | |
3.2% | |
3.2% | |
3.1% | |
3.0% | |
2.8% | |
2.6% | |
2.5% | |
2.4% | |
2.4% | |
2.3% | |
2.2% | |
2.2% |
...based on gameplay [up-to-date]
Great frontline and initiation. His Stampede helps Rubick reposition or chase after stealing a big spell.
Strong initiator with Call, setting up easy follow-up disables or spell steals for Rubick. Also draws attention away from Rubick in fights.
Arena of Blood creates a controlled zone that locks enemies in, making it easy for Rubick to land spells and stay safe while casting or stealing. If Mars hits a good Spear of Mars, it sets up clean follow-ups for Rubick.
...counter items [up-to-date]
A core Boots upgrade that helps with mana sustain to spam Fade Bolt and stolen spells for fighting and farming.
A core item that lets you cast spells and items from a distance and keep yourself out of danger in fights. Works well with the added cast range from Arcane Supremacy.
A core mobility item to quickly close the gap on enemy heroes and set up kills with your Telekinesis lockdown, or save allies with the Aghanims Shard upgrade for Telekinesis. Also gives you potential to land a stolen spell like Black Hole on multiple heroes in teamfights.
A core mobility item to close the gap on enemy heroes and lock them down with Telekinesis. Also lets you push yourself or one of your allies away from trouble.
A core item to reposition yourself or an ally in trouble with Telekinesis. Also gives you the Aghanims Shard upgrade on stolen spells.
A core item to reduce the cooldown of Spell Steal and have two stolen spells at the same time. Also gives you the Aghanims Scepter upgrade on stolen spells.
Good against...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
11.3% | |
8.3% | |
7.8% | |
7.7% | |
7.2% | |
7.2% | |
7.1% | |
7.0% | |
7.0% | |
6.8% | |
6.8% | |
6.4% | |
6.4% | |
6.2% | |
6.0% |
...based on gameplay [up-to-date]
Spell Steal turns all of Underlord's spells against his own team and even further empowers their already amazing values. The % Max HP damage from Firestorm scales with Arcane Supremacy's Spell Amlification resulting in devastating damage troughout the entirety of the game.
Spell Steal allows Rubick to cast a significantly improved version of Doom as it increases its duration and damage greatly, while reducing its cooldown. Telekinesis once improved with Aghanim's Shard can be used as a pseudo save for any Doomed targets and reposition them to safety.
Spell Steal arms Rubick and his team with an empowered Black Hole. Arcane Supremacy amplifies the cast range and damage of Malefice, Midnight Pulse and Black Hole. Telekinesis can instantly interrupt Black Hole or be used to break Linken's along with Fade Bolt to steal it.
Rubick takes Lion's kit and turns it against him and his team, but better. Spell Steal increases the duration of both Earth Spike and Hex, while Arcane Supremacy increases the damage of Earth Spike and Finger of Death. Might and Magus provides additional Magic Resistance to Rubick making him suprisingly tanky versus Lion's exclusive magic damage kit.
Bad against...
...based on stats [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-3.2% | |
-3.2% | |
-3.0% | |
-2.9% | |
-2.7% | |
-2.2% | |
-2.1% | |
-1.9% | |
-1.7% | |
-1.7% | |
-1.4% | |
-1.0% | |
-0.9% | |
-0.8% | |
-0.7% |
...based on gameplay [up-to-date]
Fade Bolt does little damage to Anti-Mage due to Counterspell's magic resistance.
Most of Rubick's spells are single targets and can be reflected by Counterspell.
The only spell that provides some utility for Rubick is Blink.
Blink does little on its own to counter Anti-Mage when coming from behind except allowing Rubick to escape.
Rubick can easily run out of mana to cast the spell due to Mana Break, if not dying to Anti-Mage's physical damage already.
Crippling Fear silences nearby heroes and cannot be dispelled, which hinders Rubick's way to retaliate when being jumped on.
With Hunter in the Night and Dark Ascension, Night Stalker can find Rubick easily in teamfights. The two spells grants more than enough damage to hunt Rubick down without defensive items.
Pounce and Dark Pact together with some attacks can take Rubick down quickly.
Rubick's spells are ineffective due to the strong dispel effect of Dark Pact.
Even though Shadow Dance is a great spell to steal, Slark's untargetable nature and his low cooldown spells prevents Rubick from stealing. Also Slark can freely use other abilities for the duration of Shadow Dance.
...counter items [up-to-date]
Helps you sustain HP and mana as Rubick frequently uses his spells to harass, set up kills, and secure last hits.
Gives you HP sustain to stay in the lane and not get zoned by Rubick's damage from Fade Bolt and right clicks.
Lets you absorb a massive instance of damage from Fade Bolt.
Lets you reflect all of Rubick's usable spells. Particularly useful against Telekinesis to foil his initiation and not land in a dangerous spot.
Gives you debuff immunity and magic resistance to avoid the Telekinesis lift as well as reduce the damage taken from Rubick's Fade Bolt and stolen spells.
Gives you an invisibility tool to save yourself or an ally caught by Telekinesis.
Gives you a repositioning tool to push yourself or an ally away from danger when caught by Telekinesis. Also interrupts the Telekinesis lift duration.
Lets you block one of Rubick's targeted spells. Particularly useful against Telekinesis and Spell Steal to not get caught by his instant initiation or not let him steal one of your big spells.
Bad with...
...based on stats [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-6.4% | |
-5.1% | |
-4.9% | |
-4.4% | |
-4.3% | |
-4.1% | |
-4.0% | |
-3.9% | |
-3.9% | |
-3.8% | |
-3.8% | |
-3.5% | |
-3.3% | |
-3.1% | |
-3.0% |