Rubick

Popularity: #9

Leaderboard: #106

Ban Rank: #49

KDA Rank: #50

Rubick counter and synergy picks

Pick Rubick with Meepo to increase win-rate from 47.8% to 52.9% or against Morphling to increase win-rate to 55.4% in Patch 7.39c.

Good with...

...based on stats [7.39c]

Hero Change in Win Rate

5.2%

5.0%

5.0%

4.2%

3.6%

3.6%

3.3%

3.3%

3.1%

2.9%

2.7%

2.7%

2.6%

2.3%

2.2%

...based on gameplay [7.39c]

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.

Magnus groups enemies with Reverse Polarity, and Rubick follows up with Telekinesis and Spell Steal to extend crowd control or help with spells if Magnus gets caught. The AoE layering leads to devastating fights.

Burrowstrike and Epicenter are great initiations that Rubick can play off. If Sand King dies or escape Their spells sync perfectly in teamfights.

Chronosphere gives Rubick time to safely cast Spell Steal .He can even throw in his nukes post-Chrono. Their teamfight lockdown is hard to beat.

Berserker’s Call clumps enemies together, letting Rubick follow up with AoE nukes and easy spell steals. If Axe dies, This duo punishes poor positioning hard.

Berserker’s Call clumps enemies together, letting Rubick follow up with AoE nukes and easy spell steals, turning fights around. This duo punishes poor positioning hard.

Grimstroke’s Soulbind doubles Rubick’s disable effectiveness. Imagine double Telekinesis, double nukes, or even double stolen ultimates. Their combo potential is off the charts in mid-game fights.

Clock provides vision and initiates from afar with Hookshot, giving Rubick safe space to play from distance. Once inside Cogs, enemies are helpless against Rubick’s long-range follow-up and disables.

...core items [7.39c]

A core Boots of Speed upgrade that helps with mana sustain to spam Fade Bolt and stolen spells for fighting and farming. Can be upgraded to Guardian Greaves later in the game.

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. Builds into Ethereal Blade later in the game.

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 Aghanim's Shard upgrade for Telekinesis. Also gives you potential to land a high impact 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 Aghanim's 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 Aghanim's Scepter upgrade on stolen spells.

A core item to have another long range disable against elusive enemy heroes to follow up with Telekinesis to chain stun them.

Good against...

...based on stats [7.39c]

Hero Change in Win Rate

7.6%

7.2%

7.2%

6.5%

6.1%

5.1%

5.1%

5.0%

4.9%

4.7%

4.7%

4.2%

4.2%

3.7%

3.6%

...based on gameplay [7.39c]

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.

Jakiro's long-cast spells like Macropyre, Ice Path, and Dual Breath are great for Rubick to steal. Rubick can cast them more often and more flexibly due to better cast range and mobility, especially with Aether Lens.

Rubick steals Astral Imprisonment for strong defensive or setup utility. OD’s cooldowns are long, and if Rubick gets Sanity's Eclipse, it’s a deadly turnaround tool. Rubick also doesn’t rely heavily on mana, reducing OD’s advantage.

Rubick benefits from stealing Frostbite and Freezing Field, both of which scale extremely well with his range. CM’s static position during casting also makes her easy to disable or punish in return.

Rubick’s Telekinesis is very effective against Weaver due to his low strength and lack of natural BKB. Stealing Shukuchi grants high mobility and invisibility, letting Rubick chase, escape, or reposition easily.

Rubick can steal Tombstone, which can decide teamfights. Other good steals include Decay (great stacking strength for Rubick), or Soul Rip for sustain. Undying’s one-dimensional nature favors Rubick's versatility.

Rubick can turn Nether Swap against her own team, often catching Venge or her core out of position. Wave of Terror gives Rubick global scouting and armor reduction if stolen. Most of her spells are good for Rubick to copy.

Bad against...

...based on stats [7.39c]

Hero Change in Win Rate

-5.3%

-4.8%

-4.6%

-4.3%

-3.9%

-3.5%

-3.4%

-3.4%

-3.3%

-3.2%

-3.0%

-2.9%

-2.6%

-2.6%

-2.6%

...based on gameplay [7.39c]

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.

Elder Titan’s aura makes Rubick extremely squishy. Rubick can’t steal any truly game-breaking spells from him, and Echo Stomp's setup often catches Rubick before he can respond. Titan thrives in chaotic fights where Rubick struggles to cast.

Tusk closes the gap quickly with Snowball and punishes Rubick’s weak mobility. He isolates Rubick with Walrus Punch and Ice Shards, removing him from the fight before he can react. Tusk is hard to steal anything impactful from.

Leshrac deals constant AoE magic damage, which shreds Rubick’s low HP pool. Even with Spell Steal, Rubick doesn’t benefit much unless he gets Pulse Nova, and Lesh is hard to catch without heavy follow-up.

Batrider destroys Rubick with Sticky Napalm stacks and Flaming Lasso. Rubick has no way to save himself and has poor turn-rate for escape. Lasso is hard to steal without risking positioning.

Razor's Static Link shuts Rubick down completely if latched. Rubick can’t burst or escape him, and he rarely gets to steal anything meaningful. Razor thrives in extended fights where Rubick struggles to contribute.

Pangolier's Rolling Thunder ruins Rubick’s ability to channel or position properly. Even if Rubick steals Shield Crash or Swashbuckle, it’s hard to get value without being interrupted by the rolling stun.

Rubick’s low armor and HP make him food for Coup de Grace. He can’t control PA alone, and she shrugs off most of his disables. PA also often builds BKB, making Rubick useless against her mid-to-late game.

...counter items [7.39c]

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 [7.39c]

Hero Change in Win Rate

-6.5%

-6.3%

-6.3%

-5.6%

-5.4%

-5.0%

-4.4%

-4.3%

-4.0%

-3.8%

-3.7%

-3.5%

-3.5%

-3.3%

-3.2%

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