Clinkz[wiki] rating: 2.0 (winrate: 53% pickrate: 4%)
* 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.
* Ember Spirit's Flame Guard provides no protection against Clinkz's physical damage output.
* Ember Spirit's low armor and health make him easy to kill quickly if a teammate can hold him down.
* If Clinkz has farmed an item that can disable, he can sneak up to and hunt down Ember Spirit while he farms or split pushes alone.
Oracle[wiki] rating: 2.0 (winrate: 51% pickrate: 10%)
* Oracle can shut down both of Ember's early game abilities. Fortune's End can dispel Flame Guard on Ember Spirit and Searing Chains on allies.
* When Ember Spirit is affected by Fortune's End, his Fire Remnants move at 0 movement speed.
* Disarming him with Fate's Edict does affect Ember's Sleight of Fist ability, possibly making him useless for a few seconds in the late game without a dispel or spell immunity. This is especially good if he has a rapier or two. However, positioning for this is difficult when Ember plays far back.
* 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.
Silencer[wiki] rating: 2.0 (winrate: 49% pickrate: 5%)
* Global Silence and Last Word can prevent Ember Spirit from casting Activate Fire Remnant to escape.
* Glaives of Wisdom also provide high pure damage that is not negated by Flame Guard.
* Arcane Curse is also a potent harassing tool in the laning stage as its cooldown is lower than Flame Guard's.
* 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.
Drow Ranger[wiki] rating: 2.0 (winrate: 47% pickrate: 4%)
* 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.
* Ember Spirit greatly relies on his spells to engage in battle. Drow Ranger can simply silence him with Gust and make him useless for a few seconds, which Ember Spirit cannot afford during a teamfight.
Shadow Fiend[wiki] rating: 2.0 (winrate: 46% pickrate: 18%)
* 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.
* Shadowraze can easily remove the protection from Flame Guard and kill Ember Spirit due to his low health.
* Ember Spirit is very vulnerable to physical damage from Necromastery.
Faceless Void[wiki] rating: 2.0 (winrate: 41% pickrate: 3%)
* 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.
* Faceless Void is one of the best heroes against Ember Spirit, providing a lot of ways of dealing with him. Ember Spirit becomes a lot weaker if affected by Time Dilation, as he can no longer spam Sleight of Fist.
* Chronosphere is also a reliable lockdown for Ember Spirit, although it can be evaded sometimes by Activate Fire Remnant. Additionally, Void can easily negate Sleight of Fist damage with Time Walk.
* And finally, Void is a great Diffusal Blade carrier. Not only Manabreak's physical damage not negated by Flame Guard, but it also burns Ember Spirit's mana. That, in turn, prevents him from escaping if he survived Chronosphere.
Nyx Assassin[wiki] rating: 1.0 (winrate: 54% pickrate: 7%)
* With Vendetta, Nyx Assassin can move closely to Ember Spirit when he's farming with his Flame Guard and use Spiked Carapace with Impale to provide a reliable and long disable.
* Mana Burn is also good, as Ember Spirit relies on his limited mana pool for the early to midgame.
* Spiked Carapace can be easily triggered by Flame Guard or Battle Fury, setting up a deadly Impale.
Huskar[wiki] rating: 1.0 (winrate: 52% pickrate: 3%)
* Ember Spirit does minimal damage to Huskar until the very late game.
Wraith King[wiki] rating: 1.0 (winrate: 51% pickrate: 17%)
* 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.
* 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.
Anti-Mage[wiki] rating: 1.0 (winrate: 49% pickrate: 13%)
* 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.
Techies[wiki] rating: 1.0 (winrate: 48% pickrate: 8%)
* Ember Spirit relies on his Fire Remnant to keep a steady push and then retreat to a safe distance. Keeping two or three patches of Remote Mines on a lane will severely impair him from pushing that lane without risking his life.
Slark[wiki] rating: 1.0 (winrate: 48% pickrate: 13%)
* 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.
Riki[wiki] rating: 1.0 (winrate: 48% pickrate: 5%)
* 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.
Legion Commander[wiki] rating: 1.0 (winrate: 47% pickrate: 11%)
* 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.
Spectre[wiki] rating: 1.0 (winrate: 47% pickrate: 3%)
* None of Spectre's spells are very good for Rubick to Spell Steal.
Bristleback[wiki] rating: 1.0 (winrate: 46% pickrate: 8%)
* Bristleback's abilities are nearly useless for Rubick to Spell Steal, as he does not gain the bonuses from Warpath.
* 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.
Enchantress[wiki] rating: 1.0 (winrate: 46% pickrate: 1%)
* Impetus will deal huge amounts of damage when he uses a Fire Remnant to escape.
* Flame Guard is useless against Impetus.
* Enchant dispels Flame guard.
Beastmaster[wiki] rating: 0.6 (winrate: 53% pickrate: 6%)
* Heroes who rely on high mobility are especially vulnerable to Primal Roar: Storm Spirit, Ember Spirit, Queen of Pain.
Puck[wiki] rating: 0.6 (winrate: 52% pickrate: 17%)
* Any Hero with high mobility will be neutralized by dream coil: Queen of Pain, Storm Spirit, Ember Spirit, Lycan, Bloodseeker, Anti-Mage, Timbersaw
Monkey King[wiki] rating: 0.6 (winrate: 50% pickrate: 16%)
* 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.
Queen of Pain[wiki] rating: 0.6 (winrate: 47% pickrate: 9%)
* Queen of Pain can be a good hero for dealing with Ember Spirit with Orchid Malevolence, her pure damage nuke in Sonic Wave and a slow in Shadow Strike. However, Queen of Pain can be punished by Ember Spirit, as his Searing Chains prevents her from getting Blink off.
Doom[wiki] rating: 0.6 (winrate: 44% pickrate: 2%)
* The general opinion that Doom can counter Ember Spirit with his Doom is a misconception, as Doom has a long cast animation, so an attentive Ember Spirit can easily dodge it if he has a Fire Remnant nearby. Doom is still an extremely effective early ganker however, as his Scorched Earth and Infernal Blade damage can quickly overwhelm Flame Guard's magic damage absorption, leaving Ember Spirit with no protection against them. Additional skills that Doom can get from Neutral creeps can also help bully Ember Spirit early. Shadow Blade or Blink Dagger on Doom can also help, providing a good way to apply Doom on Ember Spirit.
* Ember Spirit cannot use his Activate Fire Remnant to escape while under effect from Doom.
Naga Siren[wiki] rating: 0.4 (winrate: 54% pickrate: 2%)
* Song of the Siren is very difficult for Rubick to Spell Steal when he is affected by sleep. However, if Rubick does successfully steal it, the Song will allow his team to initiate from unexpected angles.
* 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.
* Cleave heroes will clear her illusions. Such heroes include Sven, Magnus, Dragon Knight in Elder Dragon Form, Ember Spirit (via item), Phantom Assassin (via talent or item), etc.
Crystal Maiden[wiki] rating: -2.0 (winrate: 49% pickrate: 14%)
* 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.
* Crystal Maiden is extremely fragile and she's an easy target for him. She has no real disables that can lock Ember Spirit down, and all of her skill damage can be negated with Flame Guard. The damage from Searing Chains, Flame Guard, and Sleigh of Fist can easily take her down.
Jakiro[wiki] rating: -1.6 (winrate: 50% pickrate: 9%)
* Heroes with good mobility to avoid Jakiro's abilities and with good chase to punish Jakiro from pushing a tower: Bloodseeker, Ember Spirit, Juggernaut, Phantom Assassin, Weaver.
* 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.
Nature's Prophet[wiki] rating: -1.0 (winrate: 44% pickrate: 5%)
* Sleight of Fist with Battle Fury deals a lot of damage to Nature's Prophet's team if they stand close to his Treants, as well as killing all of his Treants and getting lots of gold.
* Ember Spirit with Fire Remnant and Boots of Travel can teleport and defend tower whenever Nature's Prophet tries to push.
* Ember Spirit can easily deal with Nature's Call by using his Flame Guard and with Battle Fury. He also has multiple ways of escaping Sprout. Additionally, Ember Spirit can break Sprout's trees with Activate Fire Remnant and interrupt Teleportation with Searing Chains.
Magnus[wiki] rating: -1.0 (winrate: 44% pickrate: 4%)
* 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.
Medusa[wiki] rating: -1.0 (winrate: 45% pickrate: 2%)
* 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
Vengeful Spirit[wiki] rating: -1.0 (winrate: 45% pickrate: 3%)
* 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.
Lina[wiki] rating: -1.0 (winrate: 46% pickrate: 9%)
* 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.
Morphling[wiki] rating: -1.0 (winrate: 46% pickrate: 12%)
* 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.
Terrorblade[wiki] rating: -1.0 (winrate: 46% pickrate: 4%)
* Ember Spirit can deal devastating damage to illusion heroes like Terrorblade with Sleight of Fist. Terrorblade also has no way of preventing Ember Spirit from getting Activate Fire Remnant off. Additionally, Ember Spirit's ability to fight from long range as well as his wide skill set won't give many opportunities for Terrorblade to get Sunder off.
* Ember Spirit can deal devastating damage to Terrorblade and his illusions with Sleight of Fist.
* Terrorblade has no disable to lock down Ember Spirit and prevent him from escaping with Fire Remnant. In addition, he doesn't like purchasing disabling items, which are the only solutions to deal with Ember Spirit.
Witch Doctor[wiki] rating: -1.0 (winrate: 47% pickrate: 13%)
* 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.
* 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.
Grimstroke[wiki] rating: -1.0 (winrate: 47% pickrate: 12%)
* Spell Steal allows Rubick to claim Grimstroke's powerful abilities for his own, all of which are valuable.
* Arcane Supremacy increases the efficacy of stolen abilities.
Viper[wiki] rating: -1.0 (winrate: 47% pickrate: 6%)
* 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).
Shadow Demon[wiki] rating: -1.0 (winrate: 47% pickrate: 2%)
* Disruption is not reliable enough to catch an Ember Spirit with a backup Fire Remnant.
* Sleight of Fist will also make quick work of the spawned illusions.
* Ember Spirit usually builds Eul's Scepter of Divinity to dispel Soul Catcher and Linken's Sphere to block Disruption and Demonic Purge.
* The best you can do against an Ember Spirit is to dispel his Flame Guard with your Demonic Purge.
Timbersaw[wiki] rating: -1.0 (winrate: 48% pickrate: 8%)
* Searing Chains prevents usage of Timber Chain.
* Timbersaw is vulnerable to magical burst damage, which Ember Spirit provides with Fire Remnant and Flame Guard.
* Timbersaw's abilities deal pure damage, thus they cannot remove Flame Guard.
Lich[wiki] rating: -1.0 (winrate: 48% pickrate: 10%)
* 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.
Earthshaker[wiki] rating: -1.0 (winrate: 49% pickrate: 12%)
* 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: 49% pickrate: 6%)
* Ember Spirit can close the distance between Sniper easily with his Activate Fire Remnant and further keep Sniper in place with Searing Chains.
* With the help of Aghanim's Scepter, Sniper cannot outrun Ember Spirit or chase him, even if Sniper builds mobility items.
Winter Wyvern[wiki] rating: -1.0 (winrate: 49% 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.
Treant Protector[wiki] rating: -1.0 (winrate: 49% pickrate: 5%)
* All of Treant Protector's abilities are worth stealing, and Rubick is able to cast them with no animation time.
Venomancer[wiki] rating: -1.0 (winrate: 50% pickrate: 5%)
* All of Venomancer's abilities are decent choices for Rubick's Spell Steal. Stealing Plague wards makes them apply Poison sting as well.
Void Spirit[wiki] rating: -1.0 (winrate: 50% pickrate: 13%)
* Ember Spirit has much higher mobility in Fire Remnant than Void Spirit.
* Ember's Flame Guard is effective against Void Spirit's spells, as most of them deal magical damage.
* The root from Searing Chains prevents Void Spirit from using Dissimilate or Astral Step.
Necrophos[wiki] rating: -1.0 (winrate: 50% pickrate: 3%)
* 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.
Warlock[wiki] rating: -1.0 (winrate: 50% pickrate: 4%)
* A pre-placed Fire Remnant allows Ember Spirit to escape Upheaval.
* Flame Guard blocks Shadow Word's damage.
* Sleight of Fist allows Ember Spirit to attack from range, ignoring Upheaval, and Searing Chains lets him interrupt it.
Invoker[wiki] rating: -1.0 (winrate: 50% pickrate: 16%)
* 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.
Spirit Breaker[wiki] rating: -1.0 (winrate: 51% pickrate: 8%)
* Searing Chains can stop Charge of Darkness if timed correctly.
* Activate Fire Remnant can be used to escape an approaching Spirit Breaker, or lead Spirit Breaker into a bad situation.
* Activate Fire Remnant and Sleight of Fist allows Ember Spirit to dodge Charge of Darkness if timed correctly.
Bloodseeker[wiki] rating: -1.0 (winrate: 51% pickrate: 4%)
* Fire Remnant allows Ember Spirit to escape Bloodseeker while Ruptured.
* Fire Remnant allows Ember Spirit to escape while Ruptured.
Luna[wiki] rating: -1.0 (winrate: 51% pickrate: 7%)
* 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.
Windranger[wiki] rating: -1.0 (winrate: 51% pickrate: 16%)
* The high mobility provided by Fire Remnant makes it hard for Windranger to find a good position to land Shackleshot or a full duration of Focus Fire.
* Flame Guard deals considerable magical damage to Windranger.
Sand King[wiki] rating: -1.0 (winrate: 51% pickrate: 10%)
* 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.
Underlord[wiki] rating: -1.0 (winrate: 51% pickrate: 7%)
* All of Underlord's abilities are useful for Rubick to Spell Steal.
Dark Seer[wiki] rating: -1.0 (winrate: 51% pickrate: 3%)
* Flame Guard makes Dark Seer not deal any damage with his skills to Ember Spirit.
Clockwerk[wiki] rating: -1.0 (winrate: 52% pickrate: 7%)
* Ember Spirit's Fire Remnant is an easy way to escape from Clockwerk's Power Cogs.
* Flame Guard blocks most of the magical damage Clockwerk does.
Dark Willow[wiki] rating: -1.0 (winrate: 52% pickrate: 7%)
* Flame Guard blocks Dark Willow's magical burst damage, and harms her if she tries to get close to attack with Bedlam.
* Sleight of Fist and Fire Remnant makes it hard for Dark Willow to fully disable Ember Spirit.
Alchemist[wiki] rating: -1.0 (winrate: 53% pickrate: 14%)
* Ember's magic damage build is able to burst down Alchemist due to his low strength gain and Alchemist's normal item pick up.
Bane[wiki] rating: -1.0 (winrate: 54% pickrate: 3%)
* Fiend's Grip is a powerful channeled ability, making it easy and useful 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 long amount of time.
* As a natural Aghanim's Scepter carrier, Rubick can steal an upgraded Brain Sap and deal lots of damage to Bane's team.
Bounty Hunter[wiki] rating: -1.0 (winrate: 54% pickrate: 10%)
* 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.
Enigma[wiki] rating: -1.0 (winrate: 55% pickrate: 8%)
* 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.
* 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.
Pudge[wiki] rating: -0.6 (winrate: 46% pickrate: 19%)
* Heroes with a high degree of mobility and invisibility are hard to catch with Meat Hook: Ember Spirit, Riki, Clinkz, Queen of Pain.
Earth Spirit[wiki] rating: -0.6 (winrate: 48% pickrate: 10%)
* Heroes who can dodge Earth Spirit's abilities: Ember Spirit, Puck, Weaver
Disruptor[wiki] rating: -0.6 (winrate: 49% pickrate: 9%)
* Ember Spirit with Sleight of Fist and Activate Fire Remnant
* Heroes that can dodge Glimpse:
* Puck with Phase Shift
* Riki with Tricks of the Trade
* Phantom Lancer with Doppelganger
* Ember Spirit with Sleight of Fist and Activate Fire Remnant
* Chaos Knight with Phantasm
* Naga Siren with Mirror Image
* Tusk with Snowball
* Juggernaut with Omnislash
* Brewmaster with Primal Split
* Lifestealer with Infest
* Phoenix with Supernova
Pangolier[wiki] rating: -0.6 (winrate: 49% pickrate: 12%)
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage, Queen of Pain, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, moreover, if a player is familiar with how Rolling Thunder work, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
Brewmaster[wiki] rating: -0.6 (winrate: 50% pickrate: 1%)
* Heroes with strong team-fight abilities (especially ultimates) like Tidehunter, Brewmaster, Death Prophet, etc.
Tidehunter[wiki] rating: -0.6 (winrate: 50% pickrate: 10%)
* Heroes with strong team-fight abilities (especially ultimates) like Tidehunter, Brewmaster, Death Prophet, etc.
* 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.
Gyrocopter[wiki] rating: -0.6 (winrate: 50% pickrate: 5%)
* Heroes with high mobility will be able to avoid Gyrocopter's area attacks: Storm Spirit, Morphling, Ember Spirit
Death Prophet[wiki] rating: -0.6 (winrate: 51% pickrate: 10%)
* Heroes with strong team-fight abilities (especially ultimates) like Tidehunter, Brewmaster, Death Prophet, etc.
Juggernaut[wiki] rating: -0.6 (winrate: 52% pickrate: 19%)
* Heroes with escaping and disjointing abilities can be good against Juggernaut:Anti-Mage Riki, Queen of Pain, Puck, Storm Spirit, Ember Spirit, Slark etc.
Razor[wiki] rating: -0.6 (winrate: 54% pickrate: 6%)
* Any hero with teleport abilities (e.g. Ember Spirit, Storm Spirit) can easily break Static Link.
Lycan[wiki] rating: -0.6 (winrate: 54% pickrate: 3%)
* Heroes that heavily depend on illusions or summons, (Naga Siren, Terrorblade, Phantom Lancer, Lycan,...) are vulnerable to Sleight of Fist and even more so if Ember Spirit has Battle Fury.
Meepo[wiki] rating: -0.4 (winrate: 45% pickrate: 1%)
* Heroes with high mobility can be prevented from using it to their advantage with Earthbind, even if they pack a dangerous arsenal: Earth Spirit, Ember Spirit, Storm Spirit, Nature's Prophet, Phantom Assassin, Riki, Anti-Mage, Weaver.
* See items and abilities disabled by roots
* Meepo is quite fragile in the early game and can be easily taken down by Flame Guard's and Searing Chains' damage. Later on, Meepo is very vulnerable to Sleight of Fist's damage due to Battle Fury's cleave on multiple Meepos.
* Sleight of Fist boosted by Battle Fury and Daedalus makes quick work of Meepo if clones are crowded around each other.
* Searing Chains interrupts Meepo's initiating because Meepo's clones do not have spell immunity.
Kunkka[wiki] rating: 0.0 (winrate: 44% pickrate: 3%)
* Using X Marks the spot Kunkka can prevent Ember Spirit from escaping with Activate Fire Remnant, until he purchase Eul's Scepter of Divinity or Linken's Sphere.
* 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.
Omniknight[wiki] rating: 0.0 (winrate: 47% pickrate: 1%)
* The pure damage provided by Purification is a great addition for killing Ember Spirit, as well as a good way of saving teammates.
* Guardian Angel will temporarily save his allies from Sleight of Fist's physical damage, and Ember Spirit is not a hero that will get Orchid Malevolence to counter it.
* 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.
Storm Spirit[wiki] rating: 0.0 (winrate: 49% pickrate: 12%)
* Storm Spirit is not only a potent Orchid Malevolence carrier, his Electric Vortex provides an additional disable and Overload provides a great slow. When paired with Static Remnant, they can cut through Flame Guard fast.
* Ball Lightning not only provides great initiation upon Ember Spirit from any position anytime, but also helps dodge Sleight of Fist.
* Flame Guard absorbs up to 500 magical damage (700 with Level 10 talents), which helps Ember Spirit survive and react to Storm Spirit's high magical damage.
* Searing Chains can root enemies up to 3 seconds, making Storm Spirit unable to escape with Ball Lightning.
* Fire Remnant deals high magical damage when casting multiple instances at once, granting Ember Spirit the damage to burst Storm Spirit down in the early to mid game.
Lion[wiki] rating: 0.0 (winrate: 50% pickrate: 17%)
* Lion possesses two strong disables in Earth Spike and Hex and heavy magic burst with Finger of Death which help lock him down and prevent him from escaping with Activate Fire Remnant. When getting his Blink Dagger Lion can punish Ember Spirit's overextension immediately, or initiate a fight on him with disables.
* Ember lacks any protection against Lion's disables early in the game and often does not acquire any later, allowing Lion to Hex or Earth Spike him before he escapes through his Fire Remnant.
* Although Flame Guard can prevent magic damage, it does not stop Lion's disables, and Lion can usually break through it with Finger of Death.
* 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.
* 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.
Outworld Destroyer[wiki] rating: 0.0 (winrate: 51% pickrate: 13%)
* The pure damage provided by Arcane Orb is a great addition for killing Ember Spirit.
* Astral Imprisonment fully negates all magic damage of Flame Guard and Searing Chains and will temporarily save himself from Sleight of Fist's physical damage, and Ember Spirit is not a hero that can counter these skills.
* 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 Devourer in team fights.
* Rubick can also steal Sanity's Eclipse against Outworld Devourer's teammates.
Phantom Lancer[wiki] rating: 0.0 (winrate: 51% pickrate: 10%)
* 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.
* Sleight of Fist, allows Ember Spirit to destroy all of Phantom Lancer's illusions.
* Flame Guard also deals significant damage to illusions, and protects against Spirit Lance.
* Phantom Rush is unable to catch Ember Spirit when he teleports to his Fire Remnants.
* Sleight of Fist is the natural counter to Phantom Lancer's army of illusions, especially when combined with Battle Fury.
Chaos Knight[wiki] rating: 0.0 (winrate: 52% pickrate: 3%)
* 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.
* Ember Spirit is evasive and can dodge close encounters with melee heroes like Chaos Knight. Ember Spirit can't be caught with the slow from Reality Rift, and Flame Guard and Sleight of Fist can bring Phantasm's illusions down quickly.
Broodmother[wiki] rating: 0.0 (winrate: 53% pickrate: 2%)
* 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.
* Sleight of Fist keeps Ember Spirit invulnerable until he hits every unit in its area of effect allowing him to stall for large amounts of time against Broodmother and her large amounts of spiderlings, or potentially damaging them enough if equipped with an item to improve wave clearing such as Battle Fury or Maelstrom to prevent her pushes entirely.
* Flame Guard will damage any of Broodmother's spiders in an area, deterring her from attempting to kill him. It can also be used during Sleight of Fist to amplify damage done.
* Fire Remnant allows Ember Spirit an escape from Broodmother that is unaffected by her Incapacitating Bite.
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