Hi this is Gil Bot and welcome to my guide to Anti-Mage. I made this guide to give information about Magina, the Anti-Mage He used to be my one of my favorite heroes to use specially when the time I love the carry role so much. English is not my native language so please inform me about my grammatical mistakes.
This is my 1st guide but I'm hoping you will learn something useful in this guide :)
Magina, the Anti-Mage is a melee carry hero that is notoriously known to be one of most slippery heroes and one of the strongest carries in the game. He specializes in farming items quickly in order to reach his peak faster compared to other carries that farms slowly. But unlike other carries, Anti-Mage can be quite aggressive even with a few levels because of his Blink and Mana Break. One of my favorite aspects about Anti-Mage is he can zone out or possibly kill opposing offlaners by himself even though he suffers to some offlaners which I will discuss later. But like other carries, he is farm dependent but with his Blink, he can farm between neutral creep camps and lane creeps in order to get the farm he needs. But the common thing about him is the fact that he is very good in dealing with spell-reliant heroes because his kit allows him to easily get rid of them while being resilient to magical damage because of his Spell Shield.
One of the best counters to spell reliant heroes
Very good at flash-farming(because of Blink)
Very good at splitpushing
Can zone out many offlaners (if he has respectable levels and gold advantage) by himself, giving supports an opportunity to leave the lane and help other lanes without thinking too much if their carry will have a hard time alone in the lane
Can be aggressive in the early game(with the help of your supports of course)
Decent starting HP
Very low base attack time which means he scales very well with items that give him attack speed and agility.
Low strength gain
Low starting armor
Gank magnet(even though u can escape most of them provided your reflexes are fast enough)
Struggles against high-armored heroes or heroes that doesn't need mana too much.
When to pick Anti-Mage:
There are at least 3 heroes in the enemy team that are skill dependent and possesses a big mana pool
You need a carry that be quite self sufficient so your supports can have a free time roaming instead of guarding the safe lane
Your team has heroes that can force fights even without having you (since most of the time you will push lanes)
When not to pick Anti-Mage:
You are not good in farming
There are lots of high-armored heroes in the enemy team (I will explain this later)
The enemy team relies on physical damage
The enemy lineup consists of heroes that can go for deathball push strats
Burns an opponent's mana on each attack. Mana Break deals 60% of the mana burned as damage to the target.
Damage Type: Physical
Mana burned per hit: 28/40/52/64
1. The damage is directly added to Anti-Mage's attack damage.
2. Deals up to 16.8/24/31.2/38.4 damage per hit (before reductions)
3. Anti-Mage can lifesteal the damage dealt by Mana Break when the lifesteal comes from a non Unique Attack Modifier source (e.g. Vampiric Aura or the lifesteal aura of Vladmir's Offering).
4. The damage dealt by Mana Break cannot crit or cleave and cannot be increased by attack damage increasing effects like Empower or the Rune of Double Damage.
5. Applies the mana loss first before the damage.
6. Is a unique attack modifier (so please don't think of buying things like Desolator on Anti-Mage).
7. Can be used by illusions.
8. Blocked by spell immunity.
9. Disabled by break (e.g. Silver Edge, Demonic Purge)
This skill is simple yet strong ability to have. It burns mana on every hit you make (so it scales into late-game) and deals bonus physical damage for every mana burned (which means it will deal less damage to high-armored foes like Dragon Knight). This skill makes you capable of trading hits with enemy offlaners in the early game even with just a value point of the ability. The ability to cripple enemy casters by burning their mana and dealing lots of damage makes this skill one of the best unique attack modifiers in the game.
Short distance teleportation that allows Anti-Mage to move in and out of combat.
Cast Animation: 0.4+0.53
Max Blink Distance: 925/1000/1075/1150
Cooldown: 12/9/7/5 (Can be improved by the talent tree --> 10/7/5/3)
1. Blink disjoints projectiles upon cast.
2. Cannot be cast while rooted (e.g. Ensnare, Overgrowth, Entangling Claws)
3. Does not blink for the full distance when targeting closer than its max distance.
When targeting beyond the max blink distance, Anti-Mage will blink for the max distance towards the targeted point.
As the description implies, this skill allows Anti-Mage to move in and out of combat. This skill also allows Anti-Mage to move between lane and jungle quickly to farm creeps, boosting his GPM. Using this in fights can be tricky though. To be a good Anti-Mage player you need to know which opponent will you Blink into since blinking to a wrong opponent can be fatal. I would suggest to save your Blink for escaping if the fight doesn't go to your team's favor unless you are 110% sure that u can easily eliminate the foe you are blinking into. This skill can also be used in split pushing since you can push to your heart's content then if the enemy comes to stop you just Blink into the trees and teleport out (even though this trick won't work on certain foes). Be sure to max this first since the cooldown reduction is very useful on a fragile hero like Anti-Mage.
Increases Anti-Mage's resistance to magic damage.
Magic Resistance Bonus: 26%/34%/42%/50%
1. Stacks multiplicatively with other sources of magic resistance.
2. Increases Anti-Mage's total base magic resistance to 44.50%/50.50%/56.50%/62.50% (then why the **** it is not 75% in total since all heroes (except for Visage and Meepo) have 25% magic resistance? Well as far as I know stacking magic resistance of Anti-Mage applies this formula --> " X(the 50% magic resistance of the spell shield) + 25% of the larger magic resistance on the numbers that u will add (50% x 0.25) which will result on 12.50 magic resistance so 50% + 12.50% = 62.5%)
Another simple yet useful skill to have. This allows Anti-Mage to shrug off even the most deadly nukes they will use on you (which is balanced by your low HP pool). This is the reason that buying tanking items like Heart of Tar***que is good since having more health will give you more EHP(effective HP) because of this spell. However, I personally on put a value point on this skill since adding levels on this skill doesn't do much since the scaling is kinda pathetic. But feel free to add more levels of this skill if you feel the need of having extra magic resistance.
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.
Damage Type: Magical
Cast Animation: 0.3+0.63
Cast Range: 600
Damage per Missing Mana: 0.6/0.85/1.1
Stun Duration: 0.3
1. The targeting reticule must be centered over an enemy unit.
2. The damage is calculated based on the primary target's mana, but applied to all enemies within the radius.
3. Only the primary target gets stunned.
4. Can be cast on units without a mana pool, applying the mini-stun only.
5. Plays a sound effect during the cast time, which is audible to everyone.
6. Blocked by Linken's Sphere when used on the primary target
7. Area effect is still applied if primary target is spell immune. Does not attempt to damage spell immune enemies.
Finally the ultimate or the 4th skill of Anti-Mage. This skills deals damage based on how many mana the enemy is missing so it synergizes with your Mana Break. Using this skill is kinda simple. You just need to aware on how much mana the enemy is missing which is simple (just click on the hero and check his/her mana pool). This skill is best used on a spellcaster that has a big mana pool (e.g. Skywrath Mage) so you can deal tons of damage to surrounding enemy around your primary target.
How to use this skill in fights:
1. Go and burn your target's mana with your mana break then blow him/her up with Mana Void.
2. Wait you enemy to cast his/her high-manacost skills (e.g. Mystic Flare, Ball Lightning) then blow him up.
This skill scales very well in the late game since as the game goes,the enemy will have more manapool for you. You can use this also to cancel teleporting foes if you have no sort of bash or mini-bash that can be obtained by buying Skull Basher or Monkey King Bar. You can also use this to cancel gamebreaking ults like Black Hole, Death Ward since this skill pierces spell immunity so buying Black King Bar wont save them but sadly buying Linken's Sphere will counter this strategy. :(
Before the 7.00 patch, my favorite skill build for Anti-Mage is getting a value point of Mana Break and Spell Shield and maxing Blink, then proceed to take stats. But now, attribute bonuses are removed so my skill build was changed.
My skill build now is the 2-2-1-1 skill build. Most of the time you want you Blink maxed out as soon as possible but your won't need the cooldown reduction in the early-game so get two points of Mana Break to increase your damage output then take a value point in Spell Shield then proceed to max Blink and Mana Break and taking more points in Spell Shield when they are maxed while taking Mana Void at levels 6, 12, and 18. Take your talents at levels 10, 15, 20, and 25.
Anti-Mage's talent is very simple but taking the wrong talent can make your effectiveness in the game decrease drastically. Every player has a personal favorite talent even though this might change depending on the situation. So get the talent that is applicable to the situation you are facing.
Note: Anti-Mage's item selection in the old Dota days is kinda one dimensional but after the release of the new items, various items selections are now applicable for him. Just adapt to the situational and get the items you will need the most.
|This build is The most common build you will see. Because this set of items allows you to farm efficiently, gives sustain and contains the basic components of the items you will be buying next (e.g. Battle Fury, Poor Man's Shield or Vanguard, and Magic Wand).|
|This build is a good choice if you are facing opponents that can deny your farm by harassing you instead of denying your creeps.|
|My favored item build because I'm very confident of my last-hitting capabilities that I don't really need to have a Quelling Blade in the early-game and this gives lots of sustain which can be useful to negate harass ,to trade hits effectively, and even to tank creeps a bit because you really need to do that especially if your supports pulls your creep wave so you won't miss lasthits by lasthitting under your tower. But I won't recommend this to newer players because you need to be really good at lasthitting when going for this build.|
|A quite better version of the one above this for beginners to try out their lasthitting skills. The difference of this from the one above is you are trading some of your sustain for a bit of right-click damage and stats.|
Basically you buy your starting items and head to the bounty rune and try to get it (but most of the times you will leave the Bounty Rune to your midlaner so they will have a faster bottle or so they can ferry a salve right away) but if the midlaner will give u the rune then take it. Then go to your lane as fast as you can so you can body block the creeps because the offlaner will sure block their creeps as well (You can also ask your supports to block it for you). Then just do your job as a carry. Be sure to lasthit every creep as possible (denying is great but if your denying a creep then missing a lasthit, it is not good). For ****'s sake please maintain creep equilibrium by attacking the creep only when your sure you landing the final blow instead or attacking it until the creep died. This may not seem useful on the first glance but your doing this so the lane will not push towards the offlaner's tower so he can't secure his farm and also it will save you support time since they will have to pull the small camp less frequently. But don't farm passively, try to trade hits EFFICIENTLY with your opposing offlaner (with mana break and Poor Man's Shield you will usually win). Killing the enemy offlaner is not really an option here but if you can kill the offlaner then go back to farming as soon as possible then good for you.
In this chapter you will see some of the offlaners and carries that you can possibly meet in your lane. Also I will also include the carries that you may meet in the game. But if I will try to include all possible matchups, this will be a long one so i'll just try to include some of them.
This guy can be a pain in the *** to deal with if you are not prepared. Trading hits with axe is not a good idea (axe will 90% lose all of his mana to you which is nice in the first glance but if the enemy has no mana u wont deal any bonus dmg). Making axe attack you will make your creeps attack him, proccing counter helix which deals PURE damage. And lots of axe players will go to your own lane to tank all the creeps (since creeps deal almost no damage to him and counter helix will clear them in no time) between the your first and second safe lane towers and yes you can't do anything to stop it unless your supports or your midlaner will come and help you out. Most of the time he will try to use his berserker's call at you (he takes almost damage since berserker's call grants him 40 ****ING ARMOR for a quite long duration) which forces you to attack him even if you activate your BKB (attacking him will make him spin) and it gives time for his team to beat u up.
How to deal against him: Just secure your farm in the early game,ask your supports to give you space by zoning him out even it is hard to do against axe. Try to avoid being affected by his berserker's call (which means chilling a bit and waiting him to jump into your teammates instead, giving you time to beat the weaker points in his team).
The big badass spider. This arachnid is made to be dominant in lane (well she will just put webs in your lane granting her and her spider army bonus regen and movement speed and the ability to walk through trees and cliffs,giving your supports a hard time to zone her out or predict where she will come out). U may feel safe in the first 3-5 minutes, because in that time she will try to munch on your supports instead (so supports that have no AOE or wave clearing ablities like skywrath mage or witch doctor will have a hard time against her). She also farms so fast even in the early game because of her spiderlings and since she is in a solo lane she will have the level advantage against you even if u manage to kill her once. Don't even try to fight her alone in the early game because this spider is made to make your early game feel like hell. But when the time you get your battle fury clearing her spiders will be easy BUT when the time your got your battle fury, she will probably have an orchid which prevents you from blinking and allowing her to chew on your low HP pool. Late game against her is not a big deal though.
How to deal against her:Try to shut her down in the lane by putting lots of sentries and bringing dusts (your supports will buy them of course but sometimes u can buy ur own dust. Try to obtain your battlefury and manta as fast as possible before she can unleash hell in your team. It is a good idea to pick supports that have waveclear to deal against her in the early or else she will just eat your supports again and again. And also PMS helps against her spider in the early game. Finally broodmother is very fast pusher, don't allow her to destroy your towers or else you will map control.
Not a difficult hero to lane against but she can cause serious problems if you left her unchecked. Even she is a strength hero, she is not that tanky compared to others like axe. Shutting her down in the lane is not an easy task though since her Press the Attack removes debuffs which means slows and skills like Crystal Maiden's Frostbite are not good against her. Trading hits with her is not easy also since creeps attacking her will proc Moment of Courage which allows her to hit u again immediately and heal herself. But the problem is her ultimate, Duel which forces u and her to attack each other until either one dies or the duel duration ends and she will probably have backup so if she catches you alone, there is a big chance you will lose the duel and losing the duel will grant bonus damage to the winner. Giving her successful early duel victories will make you fear of pushing alone since she will definitely hunt for you because you wont have much HP early on so winning against you in a duel will be easy.
How to deal against her: Shut her down repeatedly early game (don't give her farm ask ur supports to roam the jungle and kill her there if she manages to go there and catch up with farm. But the most important thing is don't give her early duel victories to prevent her from snowballing (which can be done by continuous warding and baiting out duels that are unfavorable for her causing her to lose and give your team the bonus damage). If she is shut down really hard in the early game-mid game, she will not pose a threat in the late game but if she manages to rack up duel wins and snowball, buying a linken's will be a good call.
Another dominant laner. Since your a melee hero, trading hits against him will be tough since not only he is a ranged hero but his sticky napalm will slow your movement speed and turn rate so even going for lasthits will be tough (sticky napalm also makes him deal bonus dmg on his spells even on his auto-attacks, making him easy to zone you out in the lane). His flamebreak and firefly won't be much of an issue because of your spell shield unless he managed to put lots of napalm stacks on you. During fights,most of the time he will try to lasso you to drag you towards his team to beat u up before u can do anything so be careful on your positioning during fights. His quite fragile though so u can easily shut down him in the lane with the help of your supports.
How to deal against him: Magic stick or magic wand helps u a lot when laning against him since he tends to spam napalm a lot. He is easy to gank though since he is quite slow (290 MS w/o boots) and his armor is low (even though his HP is somewhat decent). It is a good idea to target him first in fights because he is fragile and you can beat him up easily in the mid-late game. Respect his flaming lasso and don't be cocky in fights (buying linken's is good against him).
Using a melee against this guy is almost auto-win for him but luckily u have spell shield to back u up and trading hits with him will almost always be favorable for u since he is too mana dependent but he wont take too much damage since he has a high HP pool and high starting armor but the mana loss is the reason u will win the trade. Killing him is a hard task though because a good DS player will always surge to run away from danger and you can almost do nothing to it (u can blink in front of him then bodyblock him until the surge ends so your teammates can beat him up. But he will be a constant thorn in the neck for your team when you start forcing fights since he can create a version of you that deals up to 60%/75%/90% of your dmg which is insane for a ****ing illusion but wait he can buy aghs to make it 100%/120%/140% (so basically it deals more base dmg than your hero BASE DMG ONLY RAW DMG IS NOT OBTAINED BY ILLUSIONS) and talk about a fat antimage on the enemy side that deals 140% dmg and burns mana and attacks at fast as your hero. So basically he can make a copy of your team to destroy you and your team in fights.
How to deal against him: Shutting him is kinda easy, just bait out his surge because without surge he is an easy prey. It is a good idea to focus him in fights since he is a good mana void target and it is a good idea to eliminate him before he can cause issues to your team.
ANTI-MAGE IS A VERY FUN TO PLAY HERO. JUST KEEP PLAYING HIM AND YOU WILL BE A GOOD AM PLAYER SOMEDAY.
HERE IS A LIST OF SOME GOOD ANTI-MAGE PLAYERS:
So this is the end of my guide. I will add maybe the match-ups or the guide of "what will u do?" from early to late game later.
PLS INFORM ME IF I HAVE MADE MISTAKES ON THE GRAMMAR THE DETAILS ETC.
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Feel free to give suggestions to me so i can make my first guide better then before.
Thanks for reading! :)