Little Red Hood
Updated Apr 20, 2026
Ruby is not an all-in bruiser. She is a control fighter who wins by taking short trades, resetting with passive dashes, then dragging the next fight to a pace the enemy backline hates. Pick her when your team needs layered crowd control from EXP lane, not when the draft is begging for a solo carry.
Win Rate
51.79%
Pick Rate
0.55%
Ban Rate
0.6%
Recommended Build
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, use Ruby's 1st Skill to slow the enemy at a distance, and close in with her Passive dash. Then use her 2nd Skill to stun the enemies in range and use her Ultimate to pull back those who try to escape.
Ruby is an A-tier EXP choice in the current 2026 ranked meta because EXP lane still rewards two things above everything else: sustain and crowd control. That part of the patch suits her. What does not suit her is being treated like a blind first-phase answer into every ranged poke lane on the board.
Pick Ruby when the enemy draft wants to walk into you. Melee-heavy fronts, dive junglers, and short-range carries give her the kind of fights she can control. She is also a clean answer when your team already has a real tank and needs a second engager who can peel after the first contact. In those games Ruby does two jobs at once: she slows the first entry with Be Good!, then punishes the second entry with the pull and stun chain from S2 into ult.
Pick her when your support or roamer can follow a grouped engage immediately. Pharsa, Cecilion, Estes, and Mathilda all turn her pull into something more than displacement. If your team has no follow-up damage and no one to stand in front of her, Ruby's control window becomes cosmetic and the pick loses half its value.
Avoid Ruby when the enemy can stop her approach before she reaches pull range. Valir is a problem because the lane becomes a patience test you do not control. Kaja turns every front-foot step into a suppression threat. Phoveus punishes the passive dash pattern that makes Ruby feel safe in normal matchups. Baxia and anti-heal heavy comps do not remove her from the game, but they do change it from a long-trade lane into a short-trade lane. If you still intend to brawl through that, you are picking the wrong hero.
The simplest draft test is this: if the fight you expect is front-to-back and crowded, Ruby makes sense. If the fight you expect is long-range poke into disengage, she does not.
Ruby is not a lifesteal fighter in the normal sense. She is a displacement engine with sustain attached.
Her passive is the whole story. Basic attacks do not trigger her lifesteal pattern, but her skills do, and every skill cast gives her a short dash plus temporary defense that stacks. That means the hero is built to cast, slide, recast, and stay just awkward enough to pin down. If you stand still and try to auto like a standard bruiser, you have turned off the part of the kit that matters.
Be Good! is lane control first and damage second. The swing plus shockwave lets Ruby tag a wave and the enemy EXP laner at the same time, and the slow is what sets the next angle. Don't Run, Wolf King! is the actual trade reset. The double swing interrupts movement, tugs people back into your space, and buys time for the passive dash out. I'm Offended! is not just engage. It is the button that turns a messy front line into a straight line your team can punish.
That is why Ruby feels oppressive in the right game and mediocre in the wrong one. She does not win by stat-checking the lane. She wins by making the enemy spend movement and spacing twice in the same trade while she spends one cooldown rotation and slides out.
Freeze the lane if your jungler is pathing top side. Thin the wave and keep the fight near your turret if the enemy mid is missing. Ruby can survive pressure better than many EXP laners, but she still loses if she spends S2 into fog and the counter-gank arrives before the passive dash is back.
Ruby's first real spike is War Axe plus Dominance Ice, usually around the 8 to 10 minute mark in a stable EXP game.
War Axe gives her exactly what early Ruby wants: HP, cooldown reduction, spell vamp, and a stacking damage passive that rewards staying in contact. Ruby does not burst people in one clean rotation. She keeps touching the fight long enough for the stack count to matter, then forces you to keep fighting while her cooldowns come back. War Axe is the item that makes those repeated half-commits hurt.
Dominance Ice is what turns that pressure into control. The armor matters, but the real mechanical shift is in the passives. Anyone hitting Ruby has their attack speed cut, and anyone trading sustain into her gets their shield and HP regen reduced. Once this item lands, matchups that were merely annoying in lane become manageable, and marksmen who thought they could stand and fire through her entry suddenly cannot.
This is the window where Ruby stops being "hard to kill" and becomes "hard to play into." Before these two items, she can start fights but cannot always stay in them. After them, she can take first contact, live through the answer, and force a second crowd-control cycle before the enemy carry is comfortable again.
If your team already has anti-heal elsewhere and the enemy composition is not sustain-heavy, Queen's Wings is the alternative second item worth respecting. The HP, cooldown reduction, spell vamp, and low-HP damage reduction all fit Ruby's second-entry style. But in most ranked drafts, War Axe plus Dominance Ice is the safer and more useful default because it changes both the duel and the teamfight.
The common Ruby mistake is opening every fight with Flicker-Ult just because the combo exists. That is highlight behavior, not consistent winning behavior.
Ruby is usually better as the second touch in a fight, not the first. Let the tank or jungler force the first turn of heads, then enter once the enemy backline has taken one step forward or one step sideways. That is when her pull changes from a gimmick into a punish.
If your support is Mathilda, Angela, or Estes, Ruby can take a much greedier first step because there is actual follow-through behind it. If your support is Diggie into anti-engage or your backline is the real win condition, hold Ruby as peel and let the enemy walk into S2 first. She is one of the few EXP laners who can play either job in the same draft.
Ruby's build is not six locked items. It is a skeleton with a few conversations that matter every game.
Boots first. Tough Boots is the default when the enemy has layered magic CC or a Valir style lane that tries to keep you out forever. Warrior Boots are better when the real problem is physical poke and repeated side-lane trading. Magic Shoes only make sense when the enemy has low hard CC and you know you can spend the extra cooldown speed aggressively instead of using it to die faster.
War Axe is the non-negotiable first damage item. Ruby wants the HP, cooldown reduction, spell vamp, and stacking combat pattern. If you skip it, you delay the point where her repeated short trades start converting into actual lane control.
After that, the flex conversation is simple:
Oracle is the item players buy too casually on Ruby. It is still usable for the balanced defenses and cooldown reduction, especially with heal or shield supports, but do not pretend it is mandatory. The tooltip boosts received shield and HP regen effects. That is valuable in the right team, but it is not a free pass to ignore the actual threat profile in front of you.
Dashing on autopilot into Phoveus. Ruby's passive dash is what keeps her clean in normal fights, but it also feeds exactly the kind of target Phoveus wants to see. If he is in the game, every passive slide needs intent. Cast, hold the angle, and only dash when it changes the trade. Mindless movement turns a playable matchup into a free ult battery for him.
Starting on Valir after he still has ult. This is the classic impatience throw. Valir wants Ruby to overcommit into the cleanse and knockback. Make him spend that button first. Walk at him with S1 slow, threaten S2 range, and commit the real engage only after the reset is gone.
Using S2 for poke instead of for commitment. Don't Run, Wolf King! is Ruby's most important lane cooldown because it decides who owns the distance after contact. If you throw it for a tiny health lead and the enemy jungler appears five seconds later, the lane is over. Save S2 for the step that matters.
Taking long trades into Baxia or stacked anti-heal. Ruby can still function into anti-heal, but the fight pattern changes. Against Baxia, Dominance Ice mirrors, or heavy ranged anti-heal, your job is not to prove your sustain is bigger. Your job is to take one clean crowd-control trade, back off on the passive dash, and re-enter on the next cooldown cycle.
Forcing the first Turtle fight with no wave control. Ruby is strong around early objective scrambles, but only if the side wave is already solved. Rotating first while a stacked wave crashes into your turret means you lose gold, EXP, and sometimes the turret plate on top. Clear, move, then look for the pull angle. Do not turn good skirmish strength into bad macro.
Tip
Ruby's safest engage often starts with S1, not ult. The slow makes the enemy reveal their escape direction first, which gives you a cleaner S2 or Flicker-Ult line afterward.
Note
If Purify is still up on the enemy carry, Ruby's job is often to pull the front line first and force the cleanse early. The second control cycle is the one that wins the fight.
Tip
Flicker-Ult is strongest when you drag enemies sideways into your team, not straight backward into yourself. The angle matters more than the distance.
Note
Vengeance is the better spell when you expect Ruby to absorb the first burst window. Flicker is better when your draft already has front line and needs one sharp catch to start the fight.
Ruby starts with 6%-20% Spell Vamp (scales with level) and her skills have a 125% Spell Vamp Ratio (but her Basic Attacks cannot trigger Lifesteal). After each skill cast, Ruby can dash to another location and gains 8-25 Physical & Magic Defense (scales with level) for 4s (stacks up to 3 times).
Ruby swings her scythe, dealing 90 (+70% Total Physical Attack) Physical Damage to enemies hit. She then unleashes a shockwave in the same direction, dealing 90 (+70% Total Physical Attack) Physical Damage to enemies hit and slowing them by 40% for 1s.
Ruby swings her scythe around herself twice, each swing dealing 60 (+55% Total Physical Attack) Physical Damage to nearby enemies, stunning them for 0.5s, and slowly pulling them toward her.
Ruby sweeps her scythe in the target direction, dealing 200 (+200% Total Physical Attack) Physical Damage to enemies hit, pulling them toward her, and stunning them for 0.5s.
In teamfights, use Ruby's 1st Skill to slow the enemy at a distance, and close in with her Passive dash. Then use her 2nd Skill to stun the enemies in range and use her Ultimate to pull back those who try to escape.
In the laning phase, Use Ruby's 1st Skill to slow down the enemy, and the dash from her Passive to get closer. Then cast Ruby's Ultimate to pull the enemy into melee range and her 2nd Skill to keep them stunned. Finally, spam her Basic Attacks to finish them off.
These heroes have the highest win rates against Ruby in ranked matches. Pick any of them for a statistical advantage in draft.

Gord has a statistical edge over Ruby based on ranked matchup data. Pick Gord to gain an advantage in draft.
45.7%
Ruby performs well against these heroes. Consider picking Ruby when you see them on the enemy team.

Ruby has a strong early game advantage over Gloo. Control the tempo before Gloo scales.
55.7%

Ruby outscales Sun as the match progresses, gaining a significant advantage in late game fights.
53.4%

Ruby has a strong early game advantage over Joy. Control the tempo before Joy scales.
48.7%
Ruby is most vulnerable in the early game, where counters average a 52.2% win rate. As the match progresses, Ruby becomes harder to shut down (51.2% mid, 47.4% late). Prioritize early aggression and ganks to build an advantage before Ruby can scale.
Ruby is vulnerable here
Even matchup phase
Ruby is strong here
Flicker
Heroes that synergize well with Ruby in team compositions.





Ruby is a spirited young warrior who wields an enormous scythe far larger than her small frame would suggest. After her village was attacked by werewolves, Ruby took up the enchanted scythe left by her grandmother (the legendary Red Hood) and discovered she could use its momentum to hook and pull enemies toward her. Her cheerful, almost reckless bravery masks the trauma of losing her home, and she channels her pain into a whirlwind fighting style. Ruby hops across the battlefield with infectious energy, turning the tide of fights with her crowd-controlling hooks.
Famous quotes from Ruby
“Big scythe, bigger heart!”
- Ruby
“Grandma's scythe never fails!”
- Ruby
“Come closer! I dare you! No wait... I'll pull you!”
- Ruby
“Hooked! The Little Red Hood strikes again!”
- Ruby
“Let's Dance - REAP!”
- Ruby