|Hero||Strategy||Counters||Equipment||Gear||Responses||Sounds||Lore||Old Abilities||Changelogs||Known Bugs|
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 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 attack, 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 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.
|Play "They who live by the wand shall die by my blade."|
|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)|
- The damage is directly added to Anti-Mage's attack damage.
- The damage can be reduced with e.g. Enfeeble or Static Link.
- Effectively increases a Anti-Mage's attack damage by 14/20/26/32 against units which have enough mana to burn.
- Applies the mana loss first, and then the damage.
- Does not work against allied units when attacking them.
- Does not stack with Diffusal Blade's Manabreak.
- Blink disjoints projectiles upon cast.
- Does not blink for the full distance when targeting closer than the max distance.
- When targeting beyond the max blink distance, Anti-Mage will blink for the max distance towards the targeted point.
- The illusion created by the talent is created on Anti-Mage's original cast location, facing the direction he blinked to.
- The illusion cannot act, so it is completely uncontrollable.
- The illusion is not invulnerable, and can be attacked and killed normally.
- The illusion automatically attacks the first enemy coming within its acquisition range.
- It uses default auto-attack rules, meaning it always attacks the closest enemy, and does not stick to the first target it attacks.
- When no enemies are nearby, the illusion just idles in place, only moving when getting aggroed.
- The illusion ignores the player's auto-attack settings and is always in auto-attack mode.
- When Enchanting the illusion, it still dies within 10 seconds, despite its timer being visually increased.
- Stacks multiplicatively with other sources of magic resistance.
- Increases Anti-Mage's total base magic resistance to 40%/47.5%/55%/62.5% ( 58.75%/66.25%/73.75%/81.25%).
- Aghanim's Scepter adds a Spell Block and Spell Reflection to Spell Shield.
- Only goes on cooldown upon successfully blocking, but not when just reflecting a spell (e.g. Toss).
- If Anti-Mage has the Linken's Sphere item or buff, they only block spells while Spell Shield is on cooldown.
- If Anti-Mage has the Echo Shell buff from Lotus Orb, Echo Shell only reflects spells while Spell Shield is on cooldown.
- The Spell Shield does not reflect spells which come from Echo Shell (reflected spells are not reflected again).
- The effect uses a regular cooldown, and is therefore affected by all cooldown manipulating effects.
- Unlike Lotus Orb, does not reflect Phantom Strike and Blink Strike. They do get blocked still.
- The targeting reticule must be centered over an enemy unit.
- The damage is calculated based on the primary target's mana, but applied to all enemies within the radius.
- Only the primary target gets stunned.
- Can be cast on units without a mana pool, applying the mini-stun only.
- Plays a sound effect during the cast time, which is audible to everyone.
|-50s Mana Void Cooldown||25||+25% Spell Shield|
|+300 Blink Cast Range||20||Blink Uncontrollable Illusion|
|+15 Agility||15||-2s Blink Cooldown|
|+20 Attack Speed||10||+175 Health|
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- Tangoes help provide Anti-Mage with health regeneration in the early game.
- 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, and can be built into Magic Wand.
- Stout Shield will allow Anti-Mage to take a few more hits from enemies when taking last hits in lane.
- Boots of Speed give Anti-Mage a speed boost which can be helpful for getting around.
- Magic Stick is a good idea to pick up if the enemy is using a lot of spells since that gives Anti-Mage a lot of regeneration in case of emergency.
- Ring of Health provides Anti-Mage with decent HP regeneration in the early game, and can later be built into a Battle Fury.
- Power Treads provide Anti-Mage with attack speed and attributes, allowing for a substantial increase in damage and durability.
- Magic Wand provides Anti-Mage with more attributes and good HP and mana regeneration if the enemy is using a lot of spells.
- 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.
- 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 spell 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 armor, evasion and additional attack speed on top of the attack speed gained from the agility on the item.
- Satanic increases the health pool, damage and lifesteal which gives Anti-Mage much more survivability.
- Aghanim's Scepter gives Anti-Mage a powerful means of protection against single-target disables and nukes, boosting his survivability tremendously against an onslaught of single-target spells and abilities.
|Roles:||Carry Escape Nuker|
|Playstyle:||Among the ascetic monks of Turstarkuri, only a young acolyte was fortunate enough to escape the fallen legion's assault on the monastery. Now, vowing to eliminate not only the magic of the Dead God, the Anti-Mage returns to eradicate magic altogether. Cloaked with a protective Spell Shield, he shrugs off sorcery that would end lesser heroes. No wizard's trick is enough to contain or elude the Anti-Mage, as he Blinks out of traps and pursues targets to the ends of the world. With each swing of his unorthodox blades, the Anti-Mage erodes his opponent's mana, setting up the depleted caster to perish in a crushing Mana Void.|
- In DotA, Anti-Mage's full name and title was "Magina, the Anti-Mage"; in Dota 2, his name was removed for unspecified reasons.
- In DotA, Anti-Mage has a chance to spawn with "BurNIng" as name, instead of Magina, which is a tribute to the professional DotA player BurNIng.
- In DotA, Anti-Mage and 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.
- In DotA, Anti-Mage was blind, due to the model of the Warcraft III character he used, Illidan Stormrage, who was blind.