Naga Siren[wiki] rating: 2.0 (winrate: 52% pickrate: 3%)
* Song of the Siren stops Arc Warden from acting and allows Naga Siren's team to close in on him, past his Magnetic Field.
* Mirror Image dispels Flux. The illusions created from it also disable the slow from Flux if Arc Warden casts it after Mirror Image.
* Arc Warden's playstyle heavily favors split-pushing, which Naga Siren can compete against with her illusions.
* Her Mirror Image illusions can depush the lanes pushed by the Tempest Double, relieving the pressure.
* Mirror Image dispels Flux, and the illusions stop Flux from working.
* Song of the Siren is very difficult for Rubick to Spell Steal when he is affected by sleep.
* Ensnare and Rip Tide together with some attacks can take Rubick down quickly, due to his low health pool and armor.
* Naga Siren usually buys Diffusal Blade, which may prevent Rubick from using his abilities.
* Mirror Image allows Naga Siren to dodge the incoming stun from Telekinesis (when she is not a target), and it can also dispel Fade Bolt's damage reduction debuff.
Phantom Lancer[wiki] rating: 2.0 (winrate: 52% pickrate: 6%)
* Flux is paused if even one illusion remains near Phantom Lancer. It can also be dispelled with Doppelganger.
* Phantom Lancer can also easily dodge an activated Spark Wraith, or use his illusions to trigger it safely.
* Phantom Rush allows Lancer to quickly close gap to get inside of Arc Warden's Magnetic Field.
* Phantom Lancer and his clones are able to quickly drain Arc Warden of his mana with a Diffusal Blade. This means Warden's Tempest Double will also be summoned without mana.
* Doppelganger dispels Flux.
* Phantom Rush closes the distance between Phantom Lancer and Arc Warden.
* Juxtapose overwhelms Arc Warden and nullifies his kit which is only effective against isolated enemies.
* Doppelganger allows Phantom Lancer to dodge and dispel Fade Bolt's damage reduction debuff.
* Doppelganger allows Phantom Lancer to dodge the stun from an incoming Telekenesis when he is not the primary target.
* Phantom Lancer is a common Diffusal Blade carrier leaving Rubick no mana to spam abilities from Spell Steal.
Riki[wiki] rating: 2.0 (winrate: 51% pickrate: 4%)
* Riki has high damage and invisibility, meaning he can easily gank Rubick and kill him before Rubick has the chance to react.
* Almost all of Riki's spells are useless to Rubick.
* Smoke Screen is the only of Riki's spells that can be of some use to Rubick.
* Similar to Clinkz, Rubick has to buy a large amount of Sentry Wards to keep track of Riki due to Cloak and Dagger, preventing Rubick from getting better items.
* Riki is a common Diffusal Blade carrier leaving Rubick no mana to spam abilities from Spell Steal.
* Smoke Screen combined with Diffusal Blade leaves Arc Warden effectively useless for a while as he struggles to escape the silence with low mobility.
* With Arc Warden's low mobility, Tricks of the Trade often deal decent damage to him before he moves out of it.
Chaos Knight[wiki] rating: 2.0 (winrate: 51% pickrate: 4%)
* Chaos Knight can dispel Flux with Phantasm.
* Chaos Knight can use Reality Rift to pull Arc Warden out of Magnetic Field.
* Once Chaos Knight jumps on Arc Warden with Reality Rift, Arc Warden struggles to escape due to low mobility.
* While Chaos Knight can land far away from Rubick due to Telekinesis, it can be counteracted by Reality Rift.
* Phantasm dispels Fade Bolt's damage reduction debuff.
* Rubick is fragile and can easily be killed by Chaos Knight and Phantasm's illusions, before he retaliates.
Anti-Mage[wiki] rating: 2.0 (winrate: 51% pickrate: 12%)
* Mana Break quickly eats away at Rubick's low mana pool, preventing Spell Steal abilities from triggering.
* Rubick's complete lack of mobility makes him very easy for Anti-Mage to chase down with Blink.
* Anti-Mage dispels Fade Bolt damage reduction debuff with Manta Style or severly reduced by Counterspell.
* Anti-Mage Blinks directly into Magnetic Field, bypassing its protection.
* Anti-Mage's high mobility allows him to deal with Tempest Double while it is split-pushing.
* Arc Warden's high reliance on casting abilities leads him to be dependent on mana, which Anti-Mage can quickly burn with Mana Break.
* Blink mitigates the threat of Flux slow and allows Anti-Mage to close the distance between himself and Arc Warden.
* Anti-Mage's ability to farm quickly allows him keep up with Arc Warden's farm while also de-pushing the lanes Arc Warden shoves in with his Tempest Double.
* Anti-Mage also frequently buys Manta Style, and can use it so dispel Arc Warden's items that can threaten an Anti-Mage like Bloodthorn.
* Counterspell significantly reduces the effectiveness of Arc Warden's magical damage.
* However, do keep in mind that when Arc Warden has a Black King Bar, jumping him alone may not be the best idea as it puts you in a bad position, while Arc Warden summons his doubles and rain damage into you.
Slark[wiki] rating: 2.0 (winrate: 48% pickrate: 10%)
* Flux is dispelled by Dark Pact.
* Pounce allows Slark to avoid Spark Wraiths.
* Tempest Double allows Slark to build up Essence Shift stacks, especially when it is being used for split pushing.
* Pounce and Dark Pact together with some attacks can gank Rubick down quickly. Rubick can seldom retaliate because of the strong dispel of Dark Pact. What is more, Rubick is the type of squishy support that Slark exactly wants to gank.
* Though Shadow Dance is a great spell to steal, Slark's untargetable nature and his low cooldown spells prevents Rubick from stealing it.
* Slark usually builds Diffusal Blade which can prevent Rubick to cast his abilities from Spell Steal.
Broodmother[wiki] rating: 1.6 (winrate: 55% pickrate: 1%)
* None of Arc Warden's abilities are very effective against Broodmother and her spiderlings.
* A good Broodmother looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
* Arc Warden has no innate disables to stop Broodmother from lifestealing with Insatiable Hunger and shredding through his relatively lower armor.
* Support heroes with low mobility can be slowed further by Incapacitating Bite, and swarmed by Spiderlings for an easy kill: Shadow Shaman, Visage, Dazzle, Rubick, Lich.
* Spin Web and Broodmother's auto-attacks allow her to gank Rubick easily before Rubick has a chance to retaliate, especially if Broodmother obtains Orchid Malevolence.
* Broodmother loves buying Diffusal Blade, which drains Rubick's low supply of mana, preventing Rubick from spamming his abilities.
* Though Insatiable Hunger is a great spell to steal, Broodmother's untargetable nature and her low cooldown spells makes it a difficult spell to steal.
Bristleback[wiki] rating: 1.6 (winrate: 48% pickrate: 5%)
* Heroes with damage-over-time abilities will not only proc Bristleback's passive continuously, they will also do little harm to him when he is facing away from the source: Venomancer, Arc Warden
* Arc Warden has relatively lower armor and mobility, which makes him an easy target to apply Quill Spray and Viscous Nasal Goo stacks.
* Arc Warden also does not like to build a Silver Edge as it takes a long time to build up and may slow down the timings for other important items needed in the game. (eg. an Orchid Malevolence versus a Storm Spirit)
* However, do note that in a game where your team has many jumping capabilities or good passives, like a Tidehunter or Spectre, a Silver Edge becomes incredibly valuable on Arc Warden as not only can he run away from the jumps, he effectively gets 2 breaks, and Bristleback may not be the best pick.
* Rubick deals little damage on his own, so Bristleback can simply shrug off all his spells and chase you down with his spells and attacks.
* Quill Spray requires multiple casts and close range to add up stacks. Because Rubick does not stay in the front lines, it's generally not a good spell for him to steal.
* Viscous Nasal Goo will slow Rubick down even further and reduce his armor, making him vulnerable to Quill Spray and the damage bonus from Warpath.
* Bristleback's abilities are nearly useless for Rubick to Spell Steal, as he does not gain the bonuses from Warpath.
Lycan[wiki] rating: 1.0 (winrate: 57% pickrate: 1%)
* Magnetic Field is useless against melee heroes, so Lycan can attack Arc Warden without missing.
* Flux doesn't affect Lycan that much, because Shapeshift grants immunity to slows and because he is never alone.
* If their Tempest Double has been called, Lycan can still kill Arc Warden before the double expires.
Wraith King[wiki] rating: 1.0 (winrate: 54% pickrate: 14%)
* Wraith King abilities are mostly passive making Spell Steal meaningless.
* This can also mean that Rubick's Spell Steal used on Wraith King guarantees him a stun spell.
* Rubick's lack of mobility & low health pool is easily tear down by Wraith King physical attacks.
* Wraith King's abilities are mostly passive (with regards to Spell Steal), so Rubick cannot steal most of them.
* Wraithfire Blast together with some attacks can gank Rubick down quickly.
Centaur Warrunner[wiki] rating: 1.0 (winrate: 50% pickrate: 4%)
* He can't take you very easily, and his nukes are not strong enough to deal with Centaur Warrunner.
* Centaur Warrunner deals huge AoE damage and applies an AoE disable through Hoof Stomp, affecting the double as well the main Arc Warden.
* Magnetic Field is not very effective against melee heroes.
* This ability also increases his allies' attack speed, meaning Retaliate will deal more damage.
* Stampede catches him easily due to the lack of escape mechanisms.
Faceless Void[wiki] rating: 1.0 (winrate: 49% pickrate: 9%)
* Time Dilation, while Spell Steal with Aghanim's Scepter is on cooldown will make it unusable for a long time, reducing Rubick's potential.
* Rubick's own Chronosphere stolen with Spell Steal cannot stun Faceless Void.
Clinkz[wiki] rating: 1.0 (winrate: 49% pickrate: 3%)
* Considering Rubick's abysmal armor, Rubick is a squishy target for Clinkz to gank. None of his spells are useful except for Skeleton Walk.
* Clinkz usually builds Orchid Malevolence, which disables Rubick's ability to retaliate.
* Vast numbers of Sentry Wards are needed to deal with Clinkz because of Skeleton Walk, making it harder for Rubick to buy more expensive and more useful support items like Glimmer Cape or Mekansm.
Oracle[wiki] rating: 1.0 (winrate: 49% pickrate: 4%)
* Oracle's high magic damage output can easily take down Rubick's low health pool.
* Because Oracle likes to combine his spells together, the only good Spell Steal target he gives is False Promise. This scenario can be avoided by shift queueing Fortune's End and casting it immediately, as it has no cast point, or by staying in the back line of fights if out of mana.
* As a position based hero, Rubick will have a very hard time against Fortune's End due to its absurd range and very long root duration.
Pugna[wiki] rating: 1.0 (winrate: 48% pickrate: 4%)
* Arc Warden can't use Magnetic Field to stall the damage of Nether Blast on towers, but he can buy Aghanim's Shard 20 minutes into the game to diminish its damage
* Arc Warden has no innate disables to stop Life Drain and Decrepify
* The short cooldown of both Life Drain and Decrepify also means Pugna can deal with Arc Warden and Arc Warden's clone simultaneously most of the time
* A good Pugna looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
Shadow Fiend[wiki] rating: 1.0 (winrate: 48% pickrate: 17%)
* On his own, Rubick can't do much to Shadow Fiend. However, Shadow Fiend can easily run Rubick over with his right-clicks and multiple Shadowrazes.
* Presence of the Dark Lord lowers Rubick's already low armor even further.
* Shadowraze can be somewhat risky to use if stolen, as two of them require Rubick to get up close, which is something Rubick doesn't like doing.
Storm Spirit[wiki] rating: 1.0 (winrate: 48% pickrate: 9%)
* Storm Spirit can hunt down Arc Warden with his Ball Lightning and kill him quickly due to his lack of escape abilities.
* None of his abilities are effective against Storm Spirit, as they can be evaded with Ball Lightning.
Spectre[wiki] rating: 1.0 (winrate: 44% pickrate: 5%)
* None of Spectre's spells are very good for Rubick to Spell Steal.
Doom[wiki] rating: 1.0 (winrate: 43% pickrate: 5%)
* Arc Warden relies on items and abilities, as well as his Tempest Double, to deal damage to enemies. Doom effectively denies that and makes Arc Warden useless in fights.
Chen[wiki] rating: 1.0 (winrate: 41% pickrate: 0%)
* Chen in the early game is a faster pusher than Arc Warden until Arc Warden buys Maelstrom.
Beastmaster[wiki] rating: 0.6 (winrate: 55% pickrate: 2%)
* Heroes with summons or illusions counter Flux, such as Beastmaster , Chen, or Shadow Demon.
Weaver[wiki] rating: 0.6 (winrate: 52% pickrate: 13%)
* A well-timed use of The Swarm provides vision over heroes with high mobility: Anti-Mage, Arc Warden, Dark Seer.
Legion Commander[wiki] rating: 0.6 (winrate: 50% pickrate: 13%)
* Heroes who rely on summons will see them destroyed easily by Overwhelming Odds: Lycan, Arc Warden, Warlock, Chen
* Legion Commander's spells are relatively useless to Rubick, as Duel isn't suitable for someone as squishy as Rubick.
* Press the Attack can be useful, but its high mana cost will leave you with little mana.
* Overwhelming Odds only does damage and gives a movement speed bonus, Rubick can't do much with the extra move speed.
* Generally, you will be a prime target for Legion Commander's Duels, as Rubick is relatively frail.
* Magnetic Field prevents Legion Commander from easily gaining wins with Duel.
* Magnetic Field prevents Legion Commander from getting wins with Duel.
Meepo[wiki] rating: 0.6 (winrate: 50% pickrate: 1%)
* Arc Warden's Flux is meaningless against Meepo who loves to group up. Meepo is also a very good gap closer, so Arc Warden's Magnetic Field becomes useless.
* Flux is severely impaired against Meepo because of Divided We Stand.
* Meepo's farming speed and early powerspikes allows him to pressure Arc Warden before he is capable of fighting effectively.
* Without Black King Bar, Earthbind and Poof can finish Arc Warden quickly before he has time to do much.
Lifestealer[wiki] rating: 0.6 (winrate: 50% pickrate: 7%)
* Slark, Lifestealer, Morphling and other heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game.
Phantom Assassin[wiki] rating: 0.6 (winrate: 49% pickrate: 17%)
* Melee carries who usually buy an early Black King Bar, and have gap closing abilities can be good against the Arc Warden, such as Phantom Assassin , Sven with Aghanim's Scepter etc.
Monkey King[wiki] rating: 0.6 (winrate: 47% pickrate: 12%)
* In general, heroes who are melee with no way to fight back can be very easily poked by Monkey King to gain his Jingu Mastery stacks: Dark Seer, Riki, Rubick.
Sven[wiki] rating: 0.6 (winrate: 45% pickrate: 3%)
* Heroes who depends on illusions and summons: Naga Siren, Terrorblade, Arc Warden,Broodmother.
Silencer[wiki] rating: 0.4 (winrate: 51% pickrate: 10%)
* While many of Silencer's spells are a great steal for Rubick, Silencer effectively neuters Rubick's excellent counter-initiation potential thanks to Global Silence.
* Rubick's relatively low intelligence for such a heavy caster means that losing Intelligence to Intelligence Steal will make your mana pool even smaller.
* Ranged heroes will have a hard time hitting enemies inside Magnetic Field: Silencer, Viper.
Pangolier[wiki] rating: 0.4 (winrate: 47% pickrate: 7%)
* Rolling Thunder hits Arc Warden, his Tempest Double and any allies through Magnetic Field.
* Rolling Thunder also causes Pangolier to take no damage from existing stacks of Flux as well as clear all Spark Wraiths on the way.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar: Drow Ranger, Sniper, Templar Assassin, Arc Warden
Medusa[wiki] rating: -2.0 (winrate: 51% pickrate: 8%)
* Unlike other illusion heroes, Tempest Double won't be instantly destroyed by Stone Gaze since it is considered a clone and not an illusion.
* He can use either his own or his double's Flux to bypass the spellblock from Linken's Sphere, using the leftover Flux + Spark Wraith to slow Medusa's move speed to a crawl.
* Arc Warden has a farming advantage with double Hand of Midas, and can generally bully Medusa with other items that benefit from duplication.
* Because of her need to get status items early to tank it up, Rubick can greatly reduce her damage early with Fade Bolt
* Her stationary nature and the slow cast time of her spells makes it easier for Rubick to steal Stone Gaze or Mystic Snake
* Aghanim's Scepter's Mystic Snake is often better used by Rubick than by Medusa
Witch Doctor[wiki] rating: -1.6 (winrate: 46% pickrate: 8%)
* Rubick can steal Death Ward easily as it is a channeled ability and then use it to turn teamfight to his advantage.
* However, a skilled Witch Doctor will toggle Voodoo Restoration immediately after placing his Death Ward to prevent that.
* Every ability Witch Doctor has is useful when Rubick manages to steal any of them:
* Paralyzing Cask provides an additional disable apart from Telekinesis and also helps Rubick to farm.
* Voodoo Restoration provides utility by healing Rubick and his team, since he has no heal of his own.
* Maledict is a solid damage-over-time nuke, which can be devastating to the enemy team.
* And most importantly, Death Ward is one of the best teamfight spells in the game. It also requires channeling, which makes it easy for Rubick to steal. And when combined with Aghanim's Scepter, this can prove deadly to the enemy team.
* However, a skilled Witch Doctor will always toggle Voodoo Restoration while channeling Death Ward to prevent that.
* Arc Warden's Magnetic Field dodges all damage from Death Ward.
Viper[wiki] rating: -1.6 (winrate: 47% pickrate: 6%)
* Ranged heroes will have a hard time hitting enemies inside Magnetic Field: Silencer, Viper.
* If Rubick can use Spell Steal to take Nethertoxin, he will be able to disable Corrosive Skin, reducing much of Viper's durability.
* He can also steal Viper Strike, which can be used to hinder a hero on your team (or multiple heroes, if Rubick has Aghanim's Scepter).
Venomancer[wiki] rating: -1.6 (winrate: 52% pickrate: 6%)
* Any hero that can outrange Plague Ward can neutralize them without putting themselves at risk of receiving Poison Sting: Arc Warden, Chen, Clinkz, Drow Ranger, Lina, Mirana, Nature's Prophet, Pugna and Sniper.
* Special mention to heroes that outrange Plague Ward after obtaining talents that increase attack range.
* All of Venomancer's abilities are decent choices for Rubick's Spell Steal. Stealing Plague Wards makes them apply Poison Sting as well.
Morphling[wiki] rating: -1.4 (winrate: 47% pickrate: 10%)
* Slark, Lifestealer, Morphling and other heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game.
* Arc Warden can counter Morphling's strong pushing capabilities by using Magnetic Field to protect buildings.
* Arc Warden also often builds an Orchid Malevolence or Bloodthorn, which can prove dangerous for Morphling.
* Arc Warden can easily break Linken's Sphere with Flux and then slow him with Spark Wraith, making Arc Warden's Tempest Double a legitimate threat as well.
* Rubick's ability to steal Attribute Shift (Strength Gain) makes him extremely annoying to deal with because Rubick's shifted attributes will remain even if he steals a new spell.
* If Rubick moves enough points to strength and then steals Adaptive Strike, he will have a powerful 3-second ranged stun in his arsenal as well.
* Waveform provides a reliable nuke/escape to Rubick.
* Rubick can steal most abilities Morphling uses while Morphed, allowing Rubick to steal his own allies' abilities if the Morphling is not careful.
* Morphling's abilities can cause unique interactions on their own:
* Waveform is a damaging pseudo-blink, giving Rubick much needed mobility.
* Attribute Shift (Strength Gain) is a great ability for Rubick:
* The changes done by it are permanent even after losing the ability. Pumping all the agility into strength makes him much tankier. The armor loss due to reduced agility can be mitigated by cheap items like Medallion of Courage or Solar Crest.
* The extra strength allows Rubick to survive Morphling's Ethereal Blade - Adaptive Strike (Agility) combo.
* Beware when using Attribute Shift (Agility Gain)! Unlike Morphling, Rubick does not gain damage from it, since agility is not his primary attribute.
* Adaptive Strike (Strength) is a long-ranged stun.
* The true power of this ability is revealed when Attribute Shift (Strength Gain) has been stolen previously: it gives a 4 second ranged stun every 10 seconds, which greatly counters heroes with mobility, such as Morphling himself.
* All of Rubick's abilities break Linken's Sphere, a core item for Morphling.
Enchantress[wiki] rating: -1.0 (winrate: 42% pickrate: 2%)
* Magnetic Field makes Impetus miss; if Enchantress decides to enter the field, she is giving up bonus damage since Impetus deals greater damage at higher distance away from targets.
Phoenix[wiki] rating: -1.0 (winrate: 45% pickrate: 4%)
* His Tempest Double is not an illusion, but rather a full hero unit, which effectively reduces half of the Supernova's health. His Magnetic Field can tremendously boost his attack speed, allowing him to destroy Supernova in no time even when he's affected by Fire Spirits.
* Tempest Double, Magnetic Field's attack speed bonus, and Arc Warden's high attack range will easily destroy a Phoenix using Supernova much faster than usual.
* Phoenix is very weak against pushers, especially those like Arc Warden who can kill him easily, as his skillset works best in teamfights.
Lion[wiki] rating: -1.0 (winrate: 46% pickrate: 17%)
* All of Lion's abilities are worth stealing with Spell Steal.
* Arcane Supremacy makes the disabling spells stolen from Lion very useful, allowing you to disable enemies for an extremely long time during fights or ganks.
* By using Telekinesis, Rubick can easily catch Lion out. Without any escape mechanism, Lion is helpless, especially when ganked.
* Everything Lion has is great in Rubick's kit, further amplified by Arcane Supremacy:
* Earth Spike adds a second bit of crowd control and some damage.
* Mana Drain solves a lot of Rubick's mana issues.
* Hex is one of the strongest single-target lockdowns in the game.
* Finger of Death is one of the best magical nukes in the game.
Tidehunter[wiki] rating: -1.0 (winrate: 46% pickrate: 7%)
* Fade Bolt reduces damage output of Anchor Smash.
* Ravage is an easy target to Spell Steal, so always be sure to use Anchor Smash immediately after Ravage when playing against a Rubick.
* Spells stolen by Rubick are potentially stronger due to the lack of cast animations, his talents, and his passive, Arcane Supremacy.
Crystal Maiden[wiki] rating: -1.0 (winrate: 46% pickrate: 7%)
* Everything she has is great in Rubick's kit:
* Crystal Nova deals crowd damage and slows enemies, also helps on farming.
* Frostbite helps Rubick locks down enemies, also is a decent farming ability.
* Freezing Field is a channeling ability and therefore can be stolen easily.
* Arcane Supremacy's Debuff Duration Amplification also benefits Crystal Nova and Frostbite greatly.
Lina[wiki] rating: -1.0 (winrate: 47% pickrate: 10%)
* Rubick will find all Lina's abilities useful:
* Dragon Slave provides a good way to clear creep waves and allows Rubick to deal tons of magical damage in teamfights.
* Light Strike Array gives Rubick a solid area stun, which is easy to set up right after Telekinesis.
* Laguna Blade gives Rubick a massive damage boost and great solo kill potential.
Puck[wiki] rating: -1.0 (winrate: 47% pickrate: 10%)
* Arc Warden can turn Puck's Phase Shift ability against him by using Spark Wraith, ensuring it to hit. To make this worse, Arc Warden can do it twice with his Tempest Double.
* Flux is also an instant spell (and therefore unavoidable) with a heavy slow and damage over time, which disables Blink Dagger for a certain period of time.
Terrorblade[wiki] rating: -1.0 (winrate: 47% pickrate: 4%)
* Arc Warden’s Magnetic Field allows him to defend against Terrorblade if he used Metamorphosis.
* Arc also buys a Bloodthorn or a Scythe of Vyse, which can prevent Terrorblade from using his abilities.
Gyrocopter[wiki] rating: -1.0 (winrate: 48% pickrate: 4%)
* Magnetic Field evades most of Gyrocopter's attacks.
Magnus[wiki] rating: -1.0 (winrate: 48% pickrate: 11%)
* Rubick can turn around entire teamfights if he manages to steal Reverse Polarity.
* Shockwave allows Rubick to farm pretty fast together with Fade Bolt, and also deals decent AoE damage in teamfights.
* If Rubick steals Skewer, he can use Telekinesis to displace enemies and Skewer them away.
* All of Magnus's spells are perfect for Rubick to steal, especially Reverse Polarity for a counter-initiation.
* Telekinesis is one of the best instant-disables in the game, completely ruining Magnus's initiation.
Kunkka[wiki] rating: -1.0 (winrate: 49% pickrate: 9%)
* Despite most Kunkka players depending on their immense physical damage, his spells provide a lot of utility for Rubick:
* Torrent is very easy to land when paired with Telekinesis.
* X Marks the Spot can potentially be more effective in Rubick's hands due to his tendency to increase his cast range with his talents and items.
* Ghostship, paired with Telekinesis, allows Rubick to land it very easily without requiring Torrent or X Marks the Spot.
Underlord[wiki] rating: -1.0 (winrate: 49% pickrate: 4%)
* All of Underlord's abilities are useful for Rubick to Spell Steal.
Queen of Pain[wiki] rating: -1.0 (winrate: 49% pickrate: 14%)
* Sonic Wave is a bad choice in abilities if he and the Tempest Double both use Blade Mail to reflect the damage to Queen of Pain, potentially killing her outright if her health is low enough.
* Magnetic Field protects himself or his ally from Queen of Pain's attacks unless she has Monkey King Bar.
* One more advantage of Tempest Double is that he can deny himself if he is close to death with Shadow Strike's debuff.
Vengeful Spirit[wiki] rating: -1.0 (winrate: 49% pickrate: 5%)
* All of Vengeful Spirit abilities are very good for Rubick to Spell Steal:
* Magic Missile provides an additional nuke/disable to pair with Fade Bolt and Telekinesis, respectively.
* Wave of Terror serves as a good scouting/armor reduction skill that Rubick and his team can benefit from.
* Nether Swap complements Rubick's mobility and pairs well with other mobility items he usually builds. He can also use it to save an ally from danger.
Templar Assassin[wiki] rating: -1.0 (winrate: 50% pickrate: 6%)
* Flux removes Refraction charges very quickly, and Arc Warden can hit her freely with his better attack animation, speed and range. If she tries to mute in her creep wave, Spark Wraith can quickly kill the ranged creep, forcing her to stay near the melee creeps, again, allowing for easy right clicks.
* With Tempest Double, Arc Warden can easily output 1000 damage (with the stacking of Flux and Spark Wraith and kill Templar Assassin within seconds. She cannot avoid this combo as Spark Wraith will still hit her in Meld.
* A good Arc Warden can destroy the item timings of a Templar Assassin, and mitigate her impact during the mid-game, when she is the strongest.
* In the late game, if Templar Assassin tries to split push with Aghanim's Scepter, Arc Warden's double can always threaten to kill her if equipped with a Bloodthorn and a Blink Dagger , or a Hurricane Pike, forcing her to have to use Black King Bar to survive.
* Quick reactions can also protect Arc Warden and his allies from Meld strike with Magnetic Field, and if equipped with a Hurricane Pike, Arc Warden can double force himself away from the attacking Templar Assassin to safety, where after her Black King Bar ends, she can die to Arc Warden's right clicks.
Earthshaker[wiki] rating: -1.0 (winrate: 50% pickrate: 10%)
* Fissure has a shorter cast time in Rubick's hands, making it a nice ability to either initiate or interrupt enemy ganks from a long distance.
* Though Echo Slam isn't as powerful for the lack of Aftershock on Rubick, the damage can still be massive on enemies.
Sniper[wiki] rating: -1.0 (winrate: 50% pickrate: 10%)
* Magnetic Field's evasion completely negates Sniper's attacks unless he has True Strike.
* Sniper always positions himself far away from battles, which makes him especially vulnerable for Flux and Spark Wraith.
Bounty Hunter[wiki] rating: -1.0 (winrate: 50% pickrate: 6%)
* Rubick is a potential counter to Bounty Hunter as he can steal his Track and use it against his invisibility, and also provide his team with more gold if the tracked hero is killed.
Winter Wyvern[wiki] rating: -1.0 (winrate: 51% pickrate: 7%)
* All of Winter Wyvern's spells are generally good for Rubick to steal:
* Arctic Burn provides bonus attack range, night vision and burn.
* Splinter Blast makes farming and pushing efficient while also slowing down the enemies.
* Cold Embrace can heal an ally and protect them against physical attacks.
* Winter's Curse can be stolen by Rubick and use it against herself or her own team.
Mirana[wiki] rating: -1.0 (winrate: 51% pickrate: 11%)
* Flux will slow and damage Mirana even after she Leaps, since she will likely not be near allies.
* Arc Warden can place Magnetic Field on an ally who has been hit by Sacred Arrow to protect them.
* Arc Warden can use his summons to prevent Sacred Arrow from hitting himself or his allies.
* Mirana doesn't build items that give armor often, so she usually can't fight against a late game Arc Warden.
Sand King[wiki] rating: -1.0 (winrate: 52% pickrate: 9%)
* Burrowstrike is one of the best and easiest steals for Rubick and Sand King should be careful when playing against him - it's much better to give away Sand Storm.
Necrophos[wiki] rating: -1.0 (winrate: 52% pickrate: 8%)
* If Rubick steals Reaper's Scythe, he can turn the powerful ultimate back against Necrophos' team. Even his other spells are useful in Rubick's hands, giving him a sustain or a weak initiation/protection tool.
Treant Protector[wiki] rating: -1.0 (winrate: 53% pickrate: 6%)
* All of Treant Protector's abilities are worth stealing, and Rubick is able to cast them with no animation time.
Outworld Destroyer[wiki] rating: -1.0 (winrate: 53% pickrate: 17%)
* Rubick can use Spell Steal to steal Astral Imprisonment, and if Rubick gets Aghanim's Scepter he gets 2 charges of it. This can overpower Outworld Destroyer in team fights.
* Rubick can also steal Sanity's Eclipse against Outworld Destroyer's teammates.
Bane[wiki] rating: -1.0 (winrate: 53% pickrate: 10%)
* Fiend's Grip is a powerful but channeled ability, making it useful and easy to Spell Steal and interrupt with Telekinesis.
* Stolen Fiend's Grip or Nightmare combined with Arcane Supremacy allows Rubick to disable Bane's allies for a longer period of time.
* As a natural Aghanim's Scepter carrier, Rubick can steal an upgraded Brain Sap and deal lots of damage to Bane's allies.
Jakiro[wiki] rating: -1.0 (winrate: 53% pickrate: 14%)
* Fade Bolt can hinder Jakiro's early pushing power by clearing creep waves.
* All of Jakiro's spells are great for Rubick to Spell Steal.
* Ice Path is a great spell for Rubick so steal, since Rubick has no cast time on stolen abilities, making Rubick's version of Ice Path much more reliable than Jakiro's.
* Macropyre is a great way for Rubick to farm.
Omniknight[wiki] rating: -1.0 (winrate: 53% pickrate: 2%)
* All of Omniknight's abilities are valuable for Rubick to Spell Steal, and Omniknight has no throwaway ability to cover his last used spell.
* All Omniknight's abilities are perfect to steal:
* Purification can heal allies as well as damage enemies under the right circumstances. It is extremely useful since Rubick has no heal of his own.
* Heavenly Grace gives a strength bonus, status resistance, and health regeneration, which can help an ally or Rubick survive longer.
* Guardian Angel can turn the tide of battle by negating all physical damage, which is especially useful if the opposing team has physical attackers.
Enigma[wiki] rating: -1.0 (winrate: 54% pickrate: 5%)
* Telekinesis has a longer range than the AoE of Black Hole for the purposes of cancelling it.
* All of Enigma's spells are useful to Spell Steal.
* Malefice is useful for interrupting channeling spells or long cast animations.
* Demonic Conversion can be used to push or counter-push a lane.
* Midnight Pulse is useful to block an area or for team fights.
* Black Hole is very easy to steal, as it is a channeled ability. It's also one of the best ultimate abilities for team fights, and it can easily turn the fight around for the enemy team.
* Everything Enigma has is something Rubick will like:
* Malefice helps with interrupting channeling spells in case Telekinesis is off cooldown.
* Demonic Conversion helps with pushing or counter-pushing a lane.
* Midnight Pulse is great for blocking off areas or just doing steady damage in teamfights.
* Black Hole is one of the best spells for teamfights, and could easily turn a losing one around.
* Black Hole also requires channeling, making it an easy steal for Rubick because he usually stays back in a teamfight, making it hard to catch him with Black Hole.
* Telekinesis can break Enigma's Black Hole fairly easily.
* Fade Bolt counters early push strategy of Enigma's waves of Eidolons.
* Spell Steal pierces spell immunity, so Enigma can't prevent Rubick from stealing Black Hole by activating Black King Bar.
Bloodseeker[wiki] rating: -0.6 (winrate: 49% pickrate: 3%)
* Heroes with illusion and clone abilities may confuse Bloodseeker, causing him to waste time in fights: Phantom Lancer, Chaos Knight, Arc Warden
Luna[wiki] rating: -0.6 (winrate: 50% pickrate: 11%)
* Luna's Moon Glaives allow her to clear Arc Warden's Tempest Double.
* Luna's short range and fast movement speed allow her to fight Arc Warden inside his Magnetic Field.
* Heroes that create illusions: Spectre, Shadow Demon, Phantom Lancer, Naga Siren, Chaos Knight, Terrorblade) or bring other units into the fight (such as Nature's Prophet, Lone Druid, Chen, Enchantress, Meepo and Arc Warden) can cause Eclipse to strike the illusions/summons unintentionally. However, in many cases Moon Glaives can resolve this issue and eliminate them before activating Eclipse, but that will require lots of farming for right-click items.
* Lucent Beam is a solid magic nuke.
* Eclipse can cause massive damage if cast in the right time.
* Rubick has a good chance to steal Eclipse for Luna has only two cast abilities.
* Aghanim's Scepter greatly increased the effectiveness of the ability, including more damage as well as longer cast range. In addition, it allows him to cast it on another hero so Rubick doesn't have to get close to the enemy team in teamfights.
Shadow Shaman[wiki] rating: -0.6 (winrate: 50% pickrate: 9%)
* Arc Warden with his Magnetic Field will protect allies from Mass Serpent Ward.
Death Prophet[wiki] rating: -0.6 (winrate: 50% pickrate: 2%)
* Heroes with strong team-fight abilities (especially ultimates) like Tidehunter, Brewmaster, Death Prophet, etc.
Spirit Breaker[wiki] rating: -0.6 (winrate: 51% pickrate: 21%)
* Heroes that can slow Charge of Darkness by a huge amount: Venomancer, Viper, Dazzle, Arc WardenLion
Brewmaster[wiki] rating: -0.6 (winrate: 52% pickrate: 2%)
* Heroes with strong team-fight abilities (especially ultimates) like Tidehunter, Brewmaster, Death Prophet, etc.
Marci[wiki] rating: -0.6 (winrate: 52% pickrate: 13%)
* Heroes that reduce the damage that Marci can deal during her ultimate, like Razor, Rubick, Bane, Dragon Knight and Underlord.
Ogre Magi[wiki] rating: -0.6 (winrate: 52% pickrate: 16%)
* Arc Warden's Tempest Double is helpful for killing Ogre Magi who lacks AoE damage and disables.
Huskar[wiki] rating: -0.6 (winrate: 54% pickrate: 5%)
* Heroes with illusions can overwhelm Huskar: Phantom Lancer, Anti-Mage, Arc Warden, Chaos Knight.
Shadow Demon[wiki] rating: 0.0 (winrate: 47% pickrate: 3%)
* Heroes with summons or illusions counter Flux, such as Beastmaster , Chen, or Shadow Demon.
* Chaos Knight, Lone Druid, Meepo and Arc Warden can be hard targets since Shadow Demon's spells are ill-suited to fight many enemies at once.
Axe[wiki] rating: 0.0 (winrate: 48% pickrate: 7%)
* Heroes who rely on fast attack speed will also trigger Counter Helix frequently: Faceless Void, Troll Warlord, Anti-Mage, Juggernaut, Arc Warden, Morphling
* Magnetic Field doesn't provide a protection against Berserker's Call and Counter Helix and his high attack speed together with Tempest Double will often trigger Counter Helix.
* The threat of a blink and Berserker's Call may make the real Arc Warden stay further back, thus effectively halving the team's damage output for a while.
* Axe also has the tools to even solo kill a Tempest Double, with his Manta Style and Aghanim's Shard build, and can also de-push the lanes Arc Warden shoves in.
* Heroes who can slow and kite Axe will severely inhibit his presence in fights: Bristleback, Crystal Maiden, Batrider, Arc Warden, Winter Wyvern, Clockwerk
Invoker[wiki] rating: 0.0 (winrate: 48% pickrate: 18%)
* His Forge Spirit can negate Flux.
* Provided he does a right combo with Chaos Meteor, Invoker can easily burst down Arc Warden (plus his clone if he spawns it.)
* An early Orchid Malevolence can shut down Arc Warden pretty hard, especially when Invoker has a good lane against him if he kills him early on.
* Deafening Blast and Ice Wall limit's Arc Wardens mobility and damage, crippling him greatly.
* All of Invoker's abilities scales with his level, thus Rubick possesses great potential in late game by owning any of Invoker's arsenal.
* Fade Bolt counters early push from Forge Spirit.
Lich[wiki] rating: 0.0 (winrate: 49% pickrate: 7%)
* Chain Frost can deliver high amounts of damage to Arc and his clone
* All his abilities is decent in Rubick's kit:
* Frost Blast allows Rubick to harass and constantly slow down enemies.
* Frost Shield increases Rubick's as well as his allies' and tower's survivability to physical attacks.
* A well-timed Chain Frost can be devastating to the enemy team.
Drow Ranger[wiki] rating: 0.0 (winrate: 51% pickrate: 17%)
* A well-timed Gust will prevent Rubick from casting abilities from Spell Steal, and his lack of capabilities and low health pool usually dies very quickly.
* Drow Ranger can dispel Fade Bolt's reduction debuff with Manta Style.
* Magnetic Field cause attacks from Drow Ranger outside to miss, forcing Drow Ranger to go inside the field, nullifying marksmanship.
* Magnetic Field protects Arc Warden and allies from Drow Ranger's ranged attacks. She most likely will not enter the field since she will lose Marksmanship's bonus agility.
* Beware however, as Marksmanship procs will still hit since they have True Strike, so the most damaging arrows will still hit you inside Magnetic Field.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero winrate from dotabuff or similar service.
How to interpret this data
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
you could hero names appearing as a counter and as being countered, as on image:
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Want to know more? Check FAQ
List of new features that have been added
- Results now also sorted both by rating and average hero win rate for the chosen rank (data from dotabuff)
- You can share counterpick suggestions just by copying URL. Try it: Pudge and Phantom Assasin counters
- Results from the left and right column are partially merged now: the green color shows counterpicks and red color heroes who are countered by an enemy pick.
- Added link next to each hero pointing to wiki hero page
- Counterpick suggestions will appear as you type
- Added statistics: Total entries in the database: 557, last updated: about 1 month ago
- Filtering by role: carry/durable/support - data taken directly from the game (basically the filters which you see on pick stage in dota)
- Filtering by lane: off lane/safe lane/mid lane (dotabuff most played)
- Tips now include icons next to the heroes/spells/item names (just like on Dota 2 wiki)
- Added item suggestions
- Heroes now can be searched by their abbreviations: CM - Crystal Maiden, Kotl - Keeper Of The Light, AM - Anti Mage etc.
- Mobile website version
- importing picks from dotabuff/opendota URL or matchid
- sorting by personal winrate after logging via steam
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