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Anti-Mage

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Anti-Mage
Anti-Mage.png
Radiant icon.png The Radiant
Strength
20 + 1.2
Agility
22 + 2.8
Intelligence
15 + 1.8
Level 1 16 25
Hit Points 530 910 1442
Mana 195 572 1014
Damage 49-53 93-97 136-140
Armor 2.08 8.24 14.29
Attacks / Second 0.84 1.14 1.44
Movement Speed 315
Turn Rate 0.5
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.3+0.6
Cast Duration 0.3+0.47
Base Attack Time 1.45

Anti-Mage is a fast melee Agility Carry with an emphasis on disabling 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 Mana Break, 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 attacks, its mana burn sets enemies up to be devastated by his ultimate ability, Mana Void. Blink 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. Spell Shield greatly increases Anti-Mage's magic resistance, allowing him to sustain more damage from enemy casters. Finally, Mana Void finishes off targets after their mana has been burnt, 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.

Contents

[edit] Bio

Anti-Mage Anti-Mage
Play "I bring an end to magic."
Role: Pip carry.png Carry / Pip tank.png Escape
Lore: 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.
Voice: Sam A. Mowry (Responses)

[edit] Abilities

Mana Break
Unique Attack Modifier. Blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be used by illusions.
Q
R
Mana Break icon.png
Ability Affects Damage
Passive Enemies Physical
Burns an opponent's mana on each attack. Mana Break deals 60% of the mana burned as damage to the target.
Mana per Hit: 28/40/52/64
A modified technique of the Turstarkuri monks' peaceful ways is to turn magical energies on their owner.

Notes:

  • Can deal up to 17/24/31/38 damage per hit.
  • Mana Break is blocked by magic immunity.
  • You can lifeleech the damage dealt by this skill with a Lifesteal aura.

Blink
W
B
Blink icon.png
Ability
Target Point
Short distance teleportation that allows Anti-Mage to move in and out of combat.
Range: 1000/1075/1150/1150
Cooldown 12/9/7/5 Mana 60
In his encounter with the Dead Gods, Anti-Mage learned the value of being elusive.

Notes:

  • You can use Blink to dodge incoming projectiles.
  • Blink has a 0.4 seconds teleportation delay.
  • The in game tooltip is in error and clicking beyond the range of the ability will still use the maximum range of the blink as of this writing.

Spell Shield
Can be used by illusions.
E
D
Spell Shield icon.png
Ability
Passive
Increases Anti-Mage's resistance to magic damage.
Resistance: 26%/34%/42%/50%
Years of meditation and obsession with revenge have hardened Anti-Mage's skin against mystical opponents.

Notes:

  • Stacks with magic resistance items.
  • Total hero magic resistance for Spell shield at each level is 44.5%/50.5%/56.5%/62.5%.

Mana Void
Partially blocked by Magic Immunity. Blocked by Linken's Sphere. Play
R
V
Mana Void icon.png
Ability Affects Damage
Target Unit Enemies Magical
For each point of mana missing by the target unit, damage is dealt to it and surrounding enemies. The primary target is stunned for a short duration.
Range: 600
Damage: 0.6/0.85/1.1
Radius: 450
Stun Duration: 0.1/0.2/0.3
Cooldown 70 Mana 125/200/275
Partially blocked by Magic Immunity. The damage is blocked, the stun is not.
Blocked by Linken's Sphere. Blocked on primary target. No interaction otherwise.
After bringing enemies to their knees, Anti-Mage punishes them for their use of the arcane arts.

Notes:

  • Stun goes through magic immunity.
  • Has a casting delay of 0.3 seconds.
  • Damage is calculated based on the primary target's mana, but applied to all enemies within the radius.

[edit] Recommended items

Explanation:
Starting Items:

  • Tangoes help provide Anti-Mage with health regeneration in the early game.
  • A Healing Salve will give Anti-Mage a massive boost of health regeneration.
  • Iron Branches will give Anti-Mage an additional attribute boost in the lane.
  • A Stout Shield will allow Anti-Mage to take a few more hits from enemies when taking last hits in lane.

Early Game:

  • Boots of Speed give Anti-Mage a speed boost which can be helpful for getting around.
  • A Magic Stick is a good idea to pick up if the enemy are using a lot of spells since that gives Anti-Mage a lot of regeneration in case of emergency.
  • A Ring of Health provides Anti-Mage with decent HP regeneration in the early game, and can later be built into a Battle Fury .

Core Items:

  • Power Treads provide Anti-Mage with attack speed and attributes, allowing for a substantial increase in damage and durability.
  • A Magic Wand provides Anti-Mage with more attributes and good HP and mana regeneration if the enemy are using a lot of spells.
  • Yasha provides agility and movement speed, and can be built into a Manta Style .
  • A Town Portal Scroll is always a good idea to have on Anti-Mage at all times, as it allows Anti-Mage to easily escape from enemy ganks if Anti-Mage is out of position.

Situational:

  • A Battle Fury provides Anti-Mage with HP and mana regeneration, and gives Anti-Mage a cleave that allows Anti-Mage to farm faster and push faster.
  • Manta Style provides attributes that benefit Anti-Mage very well. The illusions benefit from Mana Break, greatly improving Anti-Mage damage, pushing potential and mana-burning capabilities. Additionally, the split allows Anti-Mage to dodge and remove spell effects, which can be useful in combat or when escaping.
  • Abyssal Blade gives Anti-Mage a damage boost, a chance to stun enemies when attacking, and a guaranteed stun that goes through magic immunity. It also gives Anti-Mage a small amount of strength that will increase his health pool.
  • Butterfly offers a very substantial damage boost as Anti-Mage is an agility hero, it also gives Anti-Mage evasion and additional attack speed on top of the attack speed gained from the agility on the item.
  • Heart of Tarrasque increases the health pool of Anti-Mage massively, which gives Anti-Mage a lot more survivability.
  • Vladmir's Offering is the only way for Anti-Mage to have lifesteal since Mana Break is a Unique Attack Modifier. The lifesteal and damage boost benefits both Anti-Mage and his teammates throughout the entire duration of the game.

[edit] Equipment

[edit] Tips

  • Blink is the most common choice for your first skill point, as its immediate benefit is better than either of your passives. Put some points into Spell Shield and stats if you are facing strong opponents or go for Mana Break if you want to be aggressive.
  • Blink is a very versatile and powerful escape mechanism. You can also use it to chase, maneuver, or to avoid spells during battles.
  • Manta Style is a commonly built item on Anti-Mage as your illusions can also apply Mana Break, tripling the ability's effectiveness. It also provides general stats and a means to remove most disables, especially silences, that could prevent escaping via blink.
  • Mana Break is most effective against heroes with low mana pools, as you can completely deplete and disable them in less time.
  • Your laning phase is an absolute nightmare. Many heroes can cripple your early game by harassing you and chasing you away. Also, if you don't utilize your laning phase the game may well end before you reach Anti-Mage's maximum potential. Ask your teammates to babysit you.
  • Anti-Mage has relatively low base health. If you can't kill an enemy quickly, it may be best to disengage, as a favorable fight can easily result in your own death.
  • While Spell Shield provides substantial magic resistance, it is not a substitute for magic immunity as it does not block non-damage effects of enemy magic.
  • Mana Void is very difficult to use to full effect. Constantly check enemies with large mana pools. Use it on enemy casters after they have used their skills and burnt most of their mana. It can absolutely devastate an enemy team if used properly. Note that it does have a short stun, allowing you to cancel spell casts and channels.
  • You are utterly useless in team fights if you can't physically attack enemies. There are many ways to counter raw physical damage in DotA, especially if it's melee. Decent players will buy items like Scythe of Vyse, Blade Mail and Ghost Scepter to shut you down. Timing your entrance into the battle is everything for you.
  • If you find yourself being killed quickly with stun locks and high physical damage, it is a good idea to pick up Vanguard for the HP boost and damage reduction. Alternatively, a Vitality Booster provides most of the benefit and can be later built into a Heart of Tarrasque.
  • Tranquil Boots can be a viable alternative to Battlefury and Treads if your lane has a lot of harass. Rather than needing to go back to base or resorting to jungling, just back off the creep wave (preferably out of los of enemy heroes) and heal to full before you resume last hitting again. This also has the advantage of passively providing you 4 armor under heavy harass, almost a 30% reduction on incoming autoattacks!
  • A quick Battle Fury will greatly increase your farming ability which will greatly help later in the game. If you do not need a Vanguard, Battlefury is a good alternative.
  • Never use Blink to start a fight unless you know you can win it. Doing so could leave you stranded in a bad situation.
  • Although Anti-Mage has the potential to be a carry with his extremely low BAT (Base Attack Time), with his extreme mobility and manaburn in the middle game he can be played as a ganker and semi-carry (mana burn is more effective early as armor and mana pools are lower).
  • Don't just simply be farming. If the enemy is pushing Anti-Mage can push a different lane solo with a reliable escape mechanism with Blink and TP scroll and can indirectly defend by forcing the enemy to defend.
  • Be very wary of heroes like Shadow Demon and Dark Seer, as illusions created from you carry the Mana Break spell as well, and combined with Anti-Mage's high Agility, could easily turn the tides of a teamfight.
  • Once you get full slotted you could opt to sell your Battle Fury for a different item, but its creep clearing abilities are still very useful and sometimes critical. You should sell it if you absolutely need another item that can turn the tides, such as a Monkey King Bar.
  • Many players are tempted to switch Power Treads to agility, but given your low strength gain (1.2), it may be better to keep them on strength. This is especially true early game, or if you opt for a Battle Fury instead of a Vanguard.

[edit] Trivia

  • Anti-Mage's real name in DotA was Magina; in Dota 2, his name was removed for unspecified reasons.
  • Anti-Mage's alternative name, "BurNIng", is a tribute to the professional DotA player BurNIng.
  • In DotA, Anti-Mage and Terrorblade icon.png Terrorblade were brothers. This was to be kept in Dota 2 based on certain responses Anti-Mage made in Terrorblade's presence, but upon Terrorblade's release, these relations were severed and thus the lines went unused.

[edit] Gallery

[edit] Update history

August 09, 2012 Patch

  • [Undocumented] Added victory animations for Anti-Mage and Dragon Knight.

June 20, 2012 Patch

  • Added the following animations for Anti-Mage Anti-Mage:
    • Teleport (Start and End)

April 19, 2012 Patch

  • [Undocumented] Added injured attack animations.
  • [Undocumented] Added injured idle animations.

February 16, 2012 Patch

  • [Undocumented] Added injured animations for Anti-Mage.
  • [Undocumented] Added chase animations for Anti-Mage.

November 10, 2011 Patch

October 27, 2011 Patch

July 22, 2011 Patch

  • new Blink visuals.
  • new Mana Void visuals.

June 24, 2011 Patch

  • Fixed Antimage's Mana Break working on denies.

June 17, 2011 Patch

  • Made Furion's Teleport, Blink Dagger, Antimage's Blink, and Queen of Pain's Blink not allow target locations that have never been FoW revealed.


[edit] Balance changelog

6.80

  • Mana Void icon.png Mana Void
    • Radius increased from 300 to 450.
    • Added AoE targeting cursor for Mana Void.

6.75

  • Movement speed decreased from 320 to 315.
  • Blink icon.png Blink animation time increased from 0.33 to 0.4.

6.73

  • Reverted the 6.72 Base Attack Time improvement, BAT from 1.35 to 1.45.
  • Armor reduced by 1.

6.72

  • Base attack time improved from 1.45 to 1.35.

6.70

  • Spell Shield icon.png Spell Shield magic reduction from 15/25/35/45 to 26/34/42/50%.

6.68

6.65

  • Mana Void icon.png Mana Void cooldown reduced from 120/100/80 to 70.
  • Mana Break icon.png Mana Break scaling increased from 16/32/48/64 to 28/40/52/64.

6.63

  • Mana Void icon.png Mana Void AoE increased from 275 to 325.
  • Strength changed from 16 +1.5 to 20 +1.2.

6.60

  • Reworked Mana Void icon.png Mana Void damage mechanism (now deals equal splash damage to units near the target).
  • Undid recent buffs to base strength (21->16).

6.59

  • Improved Antimage's Strength by 2 points.

6.55

  • Minor improvements to Anti-Mage's base stats.

6.53

[edit] See also