Anti-Mage is a fast melee Agility Carry with an emphasis on disrupting and killing high-mana enemies. He has notably high agility and low base attack time, giving him high damage and scaling with his basic attacks. His signature ability is , a passive attack modifier that makes him a huge threat to mana-reliant heroes, mainly Intelligence-based casters. In addition to granting substantial bonus damage on each attack, its mana burn sets enemies up to be devastated by his ultimate ability, Mana Void. is a highly versatile ability that allows Anti-Mage to instantly teleport short distances, thereby allowing him to escape, chase, and even farm with ease. Combined with his high base movement speed, this makes Anti-Mage a highly mobile hero at all points in the game. greatly increases Anti-Mage's magic resistance, allowing him to sustain more damage from enemy casters. Finally, finishes off targets after their mana has been burned, inflicting heavy damage to both the target and enemies surrounding the target. The damage Mana Void can potentially deal scales extremely well into the late game, as enemies' mana pools only grow larger over time. His naturally fast basic attacks combined with his powerful abilities make him extremely dangerous in the late game, allowing him to devastate enemies with ease if he is allowed to farm as a hard carry.
The monks of Turstarkuri watched the rugged valleys below their mountain monastery as wave after wave of invaders swept through the lower kingdoms. Ascetic and pragmatic, in their remote monastic eyrie they remained aloof from mundane strife, wrapped in meditation that knew no gods or elements of magic. Then came the Legion of the Dead God, crusaders with a sinister mandate to replace all local worship with their Unliving Lord's poisonous nihilosophy. From a landscape that had known nothing but blood and battle for a thousand years, they tore the souls and bones of countless fallen legions and pitched them against Turstarkuri. The monastery stood scarcely a fortnight against the assault, and the few monks who bothered to surface from their meditations believed the invaders were but demonic visions sent to distract them from meditation. They died where they sat on their silken cushions. Only one youth survived--a pilgrim who had come as an acolyte, seeking wisdom, but had yet to be admitted to the monastery. He watched in horror as the monks to whom he had served tea and nettles were first slaughtered, then raised to join the ranks of the Dead God's priesthood. With nothing but a few of Turstarkuri's prized dogmatic scrolls, he crept away to the comparative safety of other lands, swearing to obliterate not only the Dead God's magic users--but to put an end to magic altogether.
Burns an opponent's mana on each attack. Mana Break deals 60% of the mana burned as damage to the target.
Mana Break is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
- Mana Burn is blocked by spell immunity.
- You can lifeleech the damage dealt by this skill with a Lifesteal aura.
- Damage type: Physical
- Pierces spell immunity: No
- damage_per_burn: 0.6
- Mana burned per hit: 28/40/52/64
Short distance teleportation that allows Anti-Mage to move in and out of combat.
- You can use Blink to dodge incoming projectiles.
- Cast time: 0.4
- Range: 925/1000/1075/1150
- min_blink_range: 200
- %resistance: 26/34/42/50
- scepter_cooldown: 12
For each point of mana missing by the target unit, damage is dealt to it and surrounding enemies. The main target is also mini-stunned.
- The stun passes through spell immunity.
- Damage is calculated based on the primary target's mana, but applied to all enemies within the area of effect.
- Cast range: 600
- Cast time: 0.3
- Damage type: Magical
- Pierces spell immunity: Yes
- Damage: 0.6/0.85/1.1
- Stun duration: 0.3
- Radius: 500
Anti-Mage — very mobile melee carry, that can kill some heroes only with his ultimate, it is kind of rare coincidence, so welcome, Anti-mage in Dota2, and the most laconic guide on Anti-mage.
— Our main spell that lets us deal much more physical damage, and get good advantage on the lane, if we play against solo player. This spell burns enemy’s mana very fast, and prepares Target for . Should be leveled after blink so we would burn a lot of mana on 11th level, when our Mana Void will deal a lot of damage.
- It deals physical damage that equals 0.6 per point of mana.
- Can be blocked by magic immune.
- This spell is an orb effect.
- We can get health from Mana Break’s damage with lifesteal aura.
— A great spell that is a key for our mobility. It has low cool down. It can help us to farm woods and blink back to lane, or evade spells, run away and chase in fights. We should level it as fast as we can so we will have ability to blink faster or escape if we need so.
- If we would use blink on place that is out of range we teleport for 4/5 of radius.
- Before we teleport there is a delay for 0.4 seconds.
- It can be used to evade AoE spells.
— This passive spell gives us a lot of magic resistance that makes us great tank in late game. We should learn this spell once in the beginning, because we can really feel it only of first level, next additions are not that big.
- Stacks with other items for magical resistance.
— This spell makes us kill the enemy with low mana and cancel channeling spells. Primary targets should be such heroes as , , , etc. We should learn it as soon as we can. And we should use it after enemies’ procast, then we will not waste time for burning mana and we will deal a lot of damage.
- Stun works for heroes with magical immunity.
- Mass damage is the same that is given to our main target.
Early game for Anti-mage (up to 15 minute)
Key moment to play Anti-mage well is right item order. Before we go to lane we should get that will help us to last hit better. and will restore our HP in case of emergency, and 3x is a great choice when we are low on money but not on slots.
Our main goal is late carry, and we should think about that, that means we don’t play aggressively yet, and try to farm as much as we can. You should last hit enemy’s creeps because our support should deny our creeps. At the beginning we should go on easy lane (top for the dire and Bottom for the radiant) with 1 or 2 supports.
First item should be that will give us regeneration, and will be useful for later. Next item can be that will somehow solve our problems with survivability on low levels, or . After we get all those items, we can send our support to roam or gank, because we not feel much stronger and can survive harass.
On level 6 we can try to kill the enemy, it’s very easy to do if you send your support in front, and enemy uses his procast, then we blink closer and use + our support uses his control, and we make a kill. Anti-mage is weak hero in the early game, and if we play 2v2 or 3v3 we should think of changing the lane to play 2v1 with our support against solo player.
Middle game for Anti-mage (from 15 till 35 minute)
First of all we should upgrade our to . Why those shoes? Because we have no problems with mobility ( gives us that) so we don’t need or . We will have +25 attack speed and 8 stats for choice, It’s better to turn on strength, because we have very low amount of health.
20-40 minute we spend away from our team trying to farm as much as possible during this time. We should buy on 20-25 minute, and it will make us great farmer. We should not forget that we farm woods very fast, and we need to use that. We farm woods less than a minute if we use right and chop the right trees.
We should always have , because on this game stage we need to have ability to teleport on any lane to help our team. Next item for us will be . It will give us the ability to create illusions that also burn enemy’s mana, and cancel debuffs when we will use it. With we will be able to fight enemies and deal great damage. But we still should farm more after we got this item, if we are able to do it.
Late game for Magina (from 35 minute)
– gives us even more attack speed, and helps us to reduce physical damage that we receive, and that is the only type of damage that can bring problems on this game stage. Last slot is usually for , but sometimes it can be great idea to fill it with , if we have enemies with .
In late we should be close to our team and kill enemies. But we should not jump in fight straight away if enemy has a lot of control. That might end bad for us. We should use after enemy’s procast, or if enemy has such heroes like , we should stay aside and wait for ultimate, we will cancel it with . We also need to keep an eye for debuffs and cancel them with .
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