Anti-mage (Magina) <fast Battle Furry>
October 6, 2012
Hey folks, and I've played the original DotA for seven years, with many of these years have been spent in the semi-competitive scene. There are two builds I will be outlining for Anti-mage. One is the cookie-cutter builds transferred from DotA 1 called 'Cookie Vanguard' and the other is a 'Battlefury Rush' build which is more risky and not recommended for newer players. The only serious way to play Anti-mage is as a hard carry and that is exactly what both builds are made for.
Anti-Mage is a
- Hard carry with an amazing escape mechanism.
- Hero who can be beaten in the end-game only by Spectre and Mortred with max items/levels.
- Counter to heroes heavily reliant on mana.
- '1' hero. Meaning in any serious game, he is the hero who the team are banking on most, allowing him to get tower & hero last hits over the other 4 if possible.
- Squishy hero early-game.
Anti-Mage is not a
- Tank until late-game. A big mistake for newer Anti-Mage players is to think that because of Mana Shield, they can tank nukes to the face even early-mid game and be fine. He can't.
- Counter to heroes with a high mana pool necessarily. It's a double-edged sword as heroes with a high mana pool will still be able to cast even while being burned but will be more susceptible to Mana Void.
Skill sequences aren't a one size-fits all games thing and the best sequence will change from game to game. There is currently not an alternative skill sequence system so I can't put in any alternative skill sequences either. However, the skill sequences I have presented should work fine for most games.
Mana Break will give you the edge against many heroes, especially those with low mana pools but who are very reliant on mana such as Naix. Use this to harass in lane, early game. Late game, this will allow you to neutralize heroes very quickly by burning out their mana when coupled with Manta images. (triple mana burn)
Damage type: physical
Deals 0.6 damage per point of mana burnt.
Mana Burn is blocked by magic immunity.
This skill is an Orb Effect.
You can lifeleech the damage dealt by this skill with a Lifesteal aura.
Blink is your key escape mechanism and almost essentially which makes Anti-mage the carry he is. Few carries have such a great escape mechanism, so make sure to utilize it to its full potential to escape, chase and farm well.
If you used Blink to teleport to a distance over the maximum range, you'll be teleported 4/5 of the maximum range instead.
You can use Blink to dodge incoming projectiles.
Blink has a 0.33 seconds teleportation delay.
Spell Shield is quite self-explanatory, allowing you to tank and survive a lot more nukes, which can be crucial in team fights. Note that this will not protect you at all from disables. Beware the sheep sticks!
Stacks with spell resistance items.
Mana Void will absolutely destroy enemy heroes with high mana pools, especially after you've burned them away with Mana Burn. You should generally use it to killsteal as the hardcarry but don't waste the massive amount of damage it can do. As a ministun, it can also break channeling spells- don't forget this when an enemy is teleporting out.
Damage type: magical
Stuns target for a short while.
Damage is calculated based on the primary target's mana, but applied to all enemies within the AoE.
Stun works on magic immune units.