Rubick counters heroes who mainly assume the initiator role and those who rely heavily on their ultimates for success in teamfights. He also counters heavy magical damage casters in general, but more so those who have long cooldowns in their kit. With that in mind, he fares very well against heroes who cannot immediately guard against having their ultimates stolen. Here's the list:
is a common sight to see in almost every kind of game. He is one of the few heroes in the game who can create an impassable physical wall out of thin air. Early on, he may pose a threat to you since you won't skill up Null Field. Honestly, you have the upper hand when it comes to counter-harassing him.
Earthshaker as a support will try to cut you or your ally off if one of you strays too close to a wall or tree. In order to avoid being trapped by
Fissure, it's highly recommended that you stay in the middle of the lane and constantly move. If you see him running towards you, try to kite him as best as you can. He'll try to
Enchant Totem by the time he's at least level 4, which will generate an AoE stun. The best way to generally avoid his assaults is to not go through narrow passageways (around him) and stay at a safe distance. By the time you hit level 6, he'll have no real chance to counter you unless fed.
Spell Steal - in the early game, Earthshaker will lurk around the jungle to gank you from behind or behind the trees. He'll cast Fissure when he has the chance, so steal the spell to acquire a superior instant-cast version of it. You'll also be able to cast it much more frequently than him since you're an intelligence hero. If he uses Enchant Totem, just steal it quick to punish him with your heavy-hitting auto-attack. His ultimate, Echo Slam has no real CC whatsoever, so you probably won't need it unless you need the nuke damage in teamfights.
is a great victim for you to harass. While you won't see him in many games,
Beastmaster functions as a support and initiator for bottom lane. He does good damage from a distance, thanks to
Wild Axes and Call of the Wild (boar). You can expect him to stay in lane, since his hawk will do the scouting for him. When he does decide to harass with his boar after reaching level 4, you can just fling it onto him with
Telekinesis. The most HP the boar will ever have is 500, so 2 casts of
Fade Bolt will eliminate it easily. When he receives his ultimate later on, he'll become more ballsy and set up ganks for his carry. Try to take the stun for your carry and spread out. Don't worry about taking him out first and instead take out his carry. He'll soon run after that, so either pin him down or push hard.
Spell Steal - in the early game, Beastmaster will level Wild Axes up, but will prefer to spawn his minions when they're off cooldown. You can steal Wild Axes, since it has nice range and composite damage. Combine that with Fade Bolt and his boar won't stand a chance. If you happen to steal Call of the Wild (hawk), you can save from having to place wards around. The boar might also come in handy for kiting Beastmaster down. Once you can steal his Primal Roar, just focus burning it on the squishiest target around.
is a bit of an oddball to go against. He's not nearly as frightening to your teammates as an
Ursa is.
Brewmaster seems almost identical to the
Pandaren Brewmaster from Warcraft 3. He has a larger defensive capability than
Ursa, since he can evade attacks through Drunken Haze and
Drunken Brawler and slow attack speeds with
Thunder Clap. This means really little to you though, since your
Fade Bolt and possible Dagon can go through those defenses. Be wary though -
Brewmaster is hard to kill at the hands of a good player, since he'll activate
Primal Split when he's about to die. If your team means well, they'll focus on the other enemy heroes while
Brewmaster is split. Once
Brewmaster reassembles, he'll be easily taken down by magic damage if he lacks a
Black King Bar.
Spell Steal - in the early game, Brewmaster will focus on leveling Thunder Clap since it's his only form of CC. He can only use it at close range, so kite him if you can or steal it after he's used it. You can then use it on him to lower his attack speed and proceed to fling him away. In teamfights, you will want to steal Drunken Haze to disable an enemy ranged carry. If you do get the chance to steal Primal Split, you will mainly use it for survivability. This spell is special, since it will gift you several other abilities in use: Hurl Boulder, Dispel Magic, Cyclone, and Wind Walk. You'll be able to use Thunder Clap and Drunken Haze if you have your dad's scepter too.
is an infamous initiator who will learn to fear you. Many times, he will be seen in bottom lane supporting the enemy carry. His form of support is in ganking your carry with
Burrowstrike and sustaining himself with
Urn of Shadows afterwards. Also, anything he kills dies, if that makes sense. I mean they literally splatter in blood because of
Caustic Finale. Keep
Observer Ward in the jungle and
Dust of Appearance on hand if he uses Sandstorm in fights. Come mid-game, he might have successfully farmed a
Blink Dagger, so watch out for this in teamfights. You and your carry will be mainly responsible for delaying him from farming enough for this item, so deny deny deny.
Spell Steal - in the early game, Sand King literally has to walk up next to you if he wants to Burrowstrike into you. If you steal this a higher leveled version of the spell, it combos quite nicely with Telekinesis. You can Burrowstrike into 2 enemy heroes if they're stacked up together, and then lift the nearest one to you and throw him behind you. You can also use it to counter Sand King when he goes into Sand Storm - just target the core inside the dust. I'm not a particular fan of stealing Sand Storm, though it has a good deception factor to it. Later in the game, you might catch Sand King channeling his ultimate in an inconspicuous area. You can immediately steal it then and there, so unleash it to destroy the opposing team.
is a bulky meathead who can be easily dominated. He will usually poke at you with
Gush, since that's his way of contributing to the lane. The slow lasts for 4 seconds at all levels, so make sure you're not right next to him. You'll notice that he has a thick health pool and an innate
Vanguard in
Kraken Shell. If in bottom lane, your allied carry will have a hard time poking through this. Your job will be to assist with frequent
Fade Bolt casts to whittle
Tidehunter down. He even has his own variant of this spell in the form of
Anchor Smash. It's a small melee range AoE nuke which will reduce attack damage as well. Unlike most spells you'll counter with Null Field, this is not one of them. If you do get hit by this, avoid getting hit by it more than once. Later on, it will be vital that your team spread out to avoid getting massacred.
Spell Steal - in the early game, you can steal Gush to annoy Tidehunter. This will counter him in his two weakest places: his armor and his melee range. Regarding Anchor Smash, avoid taking this. A good tide will rush cast this immediately after Gush or Ravage to prevent you from stealing them. Ravage is really the prize of DotA 2 in Rubick's world - if you steal this, it's GG. I've seen instances where a good Rubick has casted this 3 times in a row and annihilated the opposing team. Make good use of it.
is a very uncommon hero with an underestimated kit. Almost never played in pubs,
Magnus is instead used by specialty players and seen in pro games. As an initiator with burst magic damage, he will usually take residence in middle lane. One of his strengths over you is his ability to contest runes and resist your
Telekinesis trapping. But other than that, you own him in every aspect. When he farms his creeps, he'll usually target
Shockwave to hit your caster minions. When cast far away, it's fairly easy to dodge - but when closer, you must react faster. If you see him charging toward you with
Skewer, counter it with
Telekinesis. He won't be able to spam the skill because of its long cooldown. As long as you throw some auto-attacks and
Fade Bolt on him, he can't do much but call for a gank. Ward your river and play defensively if he calls for reinforcements.
Spell Steal - in the early game, Magnus will throw plenty of Shockwave out. Since the spell isn't too expensive and the range is fantastic, you may take a liking for this spell. If you plan on ganking your lane or another, steal Skewer to surprise the enemy team. When it comes to teamfights, you should set your sights straight for Reverse Polarity. While the radius is fairly small, the effect is cataclysmic. If you carry a Refresher Orb, that's like 7 and a half seconds of stun. You can also steal Empower to buff a melee ally with cleave and extra damage.
is a foe who you should look forward to facing. At the outset, your poke in auto-attacks will out-range his, so he'll have trouble keeping the pressure on you in lane. While you won't necessarily face many pro
Morphling players in the near future, you should still know what his kit consists of. He has a fast dashing nuke with
Waveform - if you see him using this offensively, it's likely you're being ganked. He'll then combo with Adaptive Strike to mini-stun you (or your ally). His third skill is what makes him
Morphling. He'll generally add more strength to himself when he's dying, so an
Orchid Malevolence will prevent him from doing so. You should be aware that this skill will still work on him while he's lifted, stunned, or even hexed. If he knows what he's doing, he'll also Replicate himself in order to fool your team. You'll know which one's the real one if he casts Morph Strength Gain. Good communication with your team will reduce
Morphling into a tear droplet.
Spell Steal - at the start of the game, Morphling will skill up Waveform and Morph Agility Gain. Waveform will be a handy skill to steal, as it'll give you both an initiating nuke and an escape. When you steal Morph Agility Gain, DON'T convert your strength into agility. Otherwise you'll end up like THIS GUY. At best, toggle Morph Strength Gain with your other button and become bulky. With 1 point in agility, your stolen Adaptive Strike will always be guaranteed to stun for for 3 seconds. Later on, you'll be able to steal Replicate to duplicate your carry to succeed in teamfights.
is a pickle to fight with - you'll have to strategize very carefully against him. His
Shuriken Toss harassment will deal a significant blow to you in the early game, but you'll soon shrug them off with help from Null Field. The only way he can kill you is with a
Shadow Walk initiation into some
Jinada crits. Physical melee damage is your weak point, especially when you get hit with guaranteed crits. My suggestion against
Bounty Hunter would be to harass him with
Fade Bolt and buy
Sentry Ward as soon as you can - and try to hide the fact that you have wards placed. This will catch him off guard until he hits 6. Once he hits 6, you'll counter him HARD. To make a
Bounty Hunter tremble at the sight of you, you should be prepared with either a Dagon or
Necronomicon. Place those cards on the table and you'll watch him drop.
Spell Steal - starting from level 1, a good Bounty Hunter will skill up Shadow Walk. This and Shuriken Toss are excellent spells to steal for their potent damage. Be cautious of using Shadow Walk though, since Bounty Hunter can track you in it. I recommend using Shadow Walk if you're not tracked, and after Bounty Hunter has cast his own. If he starts off a fight with Track, steal it from him and immediately debuff him with it. This will cripple him and render him useless in a skirmishing situation.
is an easy cookie to break - you'll definitely show him who's the superior
Venomancer. As you probably know by now,
Venomancer is the only hero in the game who can spawn wards of his own at a low cooldown / cost (
Templar Assassin doesn't count).
Plague Ward at rank 1 is fairly easy to take down in 2 hits, so you should actually look to take these down immediately as he spawns them. He will usually lurk around in the jungle placing them down behind trees or near the river, so you should be wary of this and take them down while counter-warding - be careful of trap ganks though. Once he returns in lane, he'll try to hit you (and your ally) once with
Poison Sting to apply DoT damage. At max rank, one auto-attack from Venomancer will deal 300 buildup damage, so have healing on hand. When he goes in for a gank, he'll usually fire
Venomous Gale followed by
Poison Nova. Since his ultimate can't deal lethal damage, you can easily counterattack him with burst damage from
Fade Bolt and your nearby carry.
Spell Steal - judging by most popular builds, Venomancer will not invest so much in Plague Ward, but rather Venomous Gale. IMPORTANT: If you steal Plague Ward, you ALSO steal his current level of Poison Sting. So it's a 2 for 1. Don't go overboard and lay too many wards down though, since it'll only give your enemies gold. Venomous Gale isn't such an impressive spell, especially at level 1. You can use it to hit and Poison Nova to invisible units however.
is usually an annoyance to your allied carry, but should be no problem for you to handle. Her spells are not that spammable, so you should strike while they are on cooldown. In most cases, she'll babysit her carry when they feel threatened. This means she'll throw out a
Frostbite onto your carry to prevent him from attacking or running. If this happens, you should counter by using
Telekinesis on her allied carry. You can proceed to stun her, so that she doesn't use
Freezing Field. If she changes things up and uses
Frostbite on you instead, you don't have to really worry. You'll still be able to cast
Telekinesis and
Fade Bolt while in this state. As a general rule, you shouldn't stand next to your carry during the laning phase, or you'll both get nuked by
Crystal Nova. If you catch
Crystal Maiden alone in the jungle when she's warding, it'll usually spell death for her.
Spell Steal - in the early game, Crystal Maiden will grab a point in Frostbite and then dump into Crystal Nova. If you're looking for more utility, steal Frostbite from her to disable an auto-attacker nearby. If you're looking for more nuking power, steal Crystal Nova and blow it up on clumped enemies. Freezing Field is not such a great spell since it leaves Rubick vulnerable. If you have a Force Staff off cooldown, you can possibly use this ultimate safely.
is tough to pin down by most mages, but you are an exception. He'll usually run in middle lane, so deny his farm. Thanks to the instant cast speed of
Fade Bolt and
Telekinesis, you'll be able to harass him without being deflected by
Phase Shift. Just try not to cast them both in succession, or he'll see it coming. Whenever he fires
Illusory Orb, do not run directly to your rear. You will need to side step in order to avoid it and the successive spellcast of
Waning Rift (if he chooses to teleport in). But even if he does do that, your
Telekinesis will leave him in a very dangerous position. If he makes a mistake, you'll have the chance to dunk him into your tower's range. Somewhere along the laning process,
Puck may push to your tower (his pushing is not bad) and then proceed to roam around. You should alert your team and roam as well if this happens.
Spell Steal - in the early game, Puck will spam Illusory Orb to control the lane and harass simultaneously. You can steal this and use to your content, but be aware of the high mana cost. Waning Rift is an AoE silence which you can steal, but you can't utilize it unless a foe is very close to you. Phase Shift is probably a better pick since it will grant you immortality - it's also a free spell, so you can cast it whenever it's off cooldown. Finally, Dream Coil will be an excellent spell for you to steal. It stuns anyone who walks away from it's summon radius, so Telekinesis and Force Staff will work well if you decide to combine the effect.
is sort of a cross between the support burst of
Lion and the pure burst of
Skywrath Mage. She prefers middle lane and is perhaps the 2nd most bursty caster in DotA 2. Recognizing this fact, you will have a harder time dealing with
Lina in the early game than the late game. Since her spells are not instant-cast, you will be able to juke
Dragon Slave and
Light Strike Array without sweating. Lina's whole playstyle is centered on successively casting her three actives, then following up with auto-attacks afterwards. If you disjoint her combo somewhere in the middle, you will reduce her effectiveness. Your
Fade Bolt is a great counter to
Fiery Soul, especially since her auto-attacks don't bite early on. You may consider buying a
Magic Wand if she plays particularly aggressively with her mana. Generally, some good tactics to use against
Lina are to contest the runes in the river to start, then build towards an
Orchid Malevolence and rank 4 Null Field to smack her down later.
Spell Steal - in the early game, Lina will spam Dragon Slave for wave clearing. You can steal this and use it in tandem with Telekinesis, but Telekinesis is more awesome with Light Strike Array. Since there's a very slight delay in casting this spell (like Kunkka's Torrent), you'll have to time its activation right before the lift ends. Once you can steal Laguna Blade, fire it at Lina or the nearest agility hero who lack health.
is the premier siege hero of DotA 2. His robust DoT damage, pushing power, and ranged capabilities are what he's got going for him. Luckily, you're
Rubick and charred
chimera is what you have for breakfast. Since you'll collide with
Jakiro in middle lane, make sure you always keep the high ground. This way, he won't be able to successfully
Ice Path as much. Also beware of his
Liquid Fire poke; he'll usually unleash it on your melee creeps when they're together. In most cases,
Jakiro won't touch this spell in the early game - but if there's at least 1 point in it, you can expect him to push and throw it on your tower. If he starts to move closer to you, capture him with
Telekinesis and mess up his direction. Since the area on
Dual Breath and
Macropyre has to be precisely aimed, you can kind of play around with this by dancing around
Jakiro. Once you get a
Scythe of Vyse and an ally nearby, it's kind of GG for him. So farm up diligently.
Spell Steal - starting from level 1, Jakiro will skill up Ice Path as a control measure towards you and your creeps. Just incorporate this spell into your arsenal and it's a devastating initiation/counter-initiation tool against the enemy team. After Ice Path, you should prioritize Macropyre. The great thing about it is the DoT damage, so it will pretty much work on its own as long as you position it carefully. Treat Dual Breath frivolously if you consider stealing it.
is everybody's annoying adversary, but not for
Rubick. He is one of the most famous picks in DotA 2, due to his ability to kill entire teams with a kamikaze terrorist collision or a nuclear ultimate detonation. He also has a great attack range for harassing, even though the damage is pseudo-lackluster. Luckily for
Rubick and his team, Null Field mitigates much of his damage sources. If you know that you will lane against him, it is a must that you buy tons and tons of
Sentry Ward. Later on, you can decide to pick up a
Gem of True Sight or
Necronomicon to shut him down. He will usually plant his Land Mines and
Stasis Trap in the river, forest, or other passageways. Make sure you scout these routes before your laning partner proceeds. And whatever you do, don't fall for his baits.
Spell Steal - starting from level 1, Techies might skill up Land Mines as a fear tactic to control the lane. All you have to do is stay relatively close to your creeps and wait until level 6; once you can steal any of his spells, he's pretty much toast. It will be quite hard to Spell Steal Suicide Squad, Attack!, since you can't steal a spell from something that's dead. Prioritize Remote Mines for uber damage, then Stasis Trap for utility, and lastly Land Mines for some minor damage. Remember, position is key.
is a pushover on 1v1 situations. He will rear his unholy presence in bottom lane as the enemy laning support. This means that you should ward in the jungle and counter his wards when he spawns them. Because of his non-existent mana problems, he'll spam
Frost Blast on your allied carry for pokes and ganks. The number one rule when facing
Lich in lane is to stay at least 600 range away from your ally. You may even consider taking his shots instead of your ally, so taunting him and inching up closer when he's in lane could be a valid approach. Also, try not to auto-attack him later on, or Frost Armor will disable you. As long as you pressure
Lich with
Fade Bolt, you should be able to whittle him down to 1/3rd of his health. Together with your carry, coordinate a
Telekinesis gank to finish him off. And once again, stand 600 range away from each other or else face the punishment of
Chain Frost.
Spell Steal - in the early game, Lich will alternate skilling Frost Blast and Sacrifice. These are both skills which will benefit your harassment ability. The more creeps you Sacrifice of your own, the more Fade Bolt you can throw out. If you steal Chain Frost in a teamfight, look for when 3 enemy heroes huddle together. You'll like the result.
is the best gift you'll ever receive in DotA. If you ask what
Rubick is known for, it's stealing the ultimate of
Enigma.
Enigma is special in that he's an intelligence hero who jungles from the start and grows into a formidable initiator. He doesn't really have any escape mechanisms, so he's very susceptible to ganks if you catch him off guard (especially in the Radiant jungle). Occasionally, you'll see an
Enigma player go for middle lane. But usually then, it's a farm fest. He can't really kill you unless he's assisted by another enemy disable. I highly suggest that you match his Demonic Conversion with your
Fade Bolt in level, so you'll be able to wipe out his minions with ease. In order to avoid his
Midnight Pulse later on, buy
Force Staff. As a guideline for your team, you should never stand next to someone in teamfights or he'll capitalize on it with
Black Hole.
Spell Steal - in the early game, Enigma will spawn his babies. Demonic Conversion can be stolen to counter push, but it drops off as a reliable spell in the later game. Your priority should be stealing Black Hole, Malefice, and Midnight Pulse, in that order. Midnight Pulse is questionable in its synergy with Telekinesis, so don't rely on it too much. Consider having a Blink Dagger and Refresher Orb if you want to abuse your power around Enigma's ultimate.
is a solid support who is universally resented. You'll soon realize that his strengths lie in his offensive support capability. With
Fatal Bonds, his carry can harass you even if you leave the lane. Keep the
Lich rule in mind and stay 600 range away from your ally to minimize damage. Together with
Shadow Word, he'll either harass your carry or counter your harass by healing his ally. Since DoT damage is the way he delivers it, don't pick up a
Bottle and rush
Mekansm as soon as you can. He'll build quite similarly to you (picking up
Aghanim's Scepter and
Refresher Orb), and in most cases will finish building before you do. So to kill him, you must rely on your carry's damage to penetrate his lack of armor. To counter his other two actives (
Upheaval and
Chaotic Offering),
Force Staff will do fine. Many players will often make the mistake of tower diving
Warlock because he lacks defense and mobility, but he'll skirt around and heal up - don't make the mistake.
Spell Steal - in the early game, Warlock focuses on Shadow Word to support. Steal this and you'll have the one thing Rubick needs as a support - sustain. When you capture Fatal Bonds, use it first and then throw Fade Bolt around to decimate fields. Finally, you'll have an easy time stealing Chaotic Offering since Warlock's cooldowns are not forgiving. Spawn 2 or 3 pairs of infernals to chain stun or group stun in teamfights. Did I forget something? Oh, just Upheaval. I don't even see the point.
glows radioactively blue and is the prancing pony thing-dude. He plays similar to
Lina, except without the upfront burst. He can be seen in either middle or bottom lane. His spell combo requires that he land a stun with
Split Earth first, then burst with
Lightning Storm, and finally run alongside his victims with
Diabolic Edict and
Pulse Nova activated. Luckily, you can lift him and throw him around with
Telekinesis, halting his advances with those spells. I should mention that out of your good matchups,
Leshrac has the highest base movespeed @ 315. So if you want to contest runes well, you have to run out before he does. An invisible
Leshrac is not a nice sight to see. He'll go for a
Bloodstone as his core, so a Dagon might prove ineffective against him. You can consider getting a
Bloodstone too if you plan on stealing his kit often, but don't depend on that idea too much.
Orchid Malevolence or
Eul's Scepter of Divinity will stop
Pulse Nova dead in its tracks.
Spell Steal - in the early game, Leshrac will try to out-position you and land Split Earth. Once you've stolen it, you'll have a superior version of it with reduced delay times. Combined with Telekinesis, you'll make one real scared Leshrac. I wouldn't necessarily use Lightning Storm, since it'll give you mana issues. Focus on Diabolic Edict instead. And once you acquire Scythe of Vyse or Bloodstone, then you can decide to steal Pulse Nova when he toggles it on.
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