Anti-Mage is a fast melee agility hero 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. Counterspell 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.
- The bonus damage is dealt in one instance together with the attack damage, and counts as attack damage as well.
- 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 .
- 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 the illusion, it still dies within 10 seconds, despite its timer being visually increased.
- Stacks multiplicatively with other sources of magic resistance.
- Interrupts Anti-Mage's channeling spells on cast.
- and do not trigger for Anti-Mage while Counterspell is active.
- Unlike Lotus Orb, does not reflect and . 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.
- Mana Void first applies the debuff, then the damage.
- 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.
- When upgraded with illusions and clones, excluding creep-heroes) within the area.
, places the Mana Void buffer debuff on all hit enemy heroes (including
- This debuff lasts for 1.3 seconds, just like the increased stun duration. If an enemy dies with this debuff, the duration of it gets extended until they respawn.
- When a hero respawns with that debuff, it gets replaced by the Mana Void debuff, which puts the hero's highest cooldown ability on a 70-second cooldown.
- If that ability already is on cooldown, 70 seconds get added on top of it instead.
- Only learned abilities are considered. If none of the hero's learned abilities have cooldown, their left-most spell is put on cooldown instead, even when it is not learned yet.
- If the hero has multiple highest cooldown abilities with the same cooldown, the left-most one of them has its cooldown increased.
- The debuff's icon is based on whatever ability's cooldown it increased.
- The debuff persists death. Only Cooldown resetting effects can remove it.
- The cooldown cannot be reduced with , but can be further increased with .
|+15 Agility||15||+400Cast Range|
|+20 Attack Speed||10||+10 Strength|
- provides Anti-Mage with health regeneration in the early game.
- gives Anti-Mage a massive boost of health restoration.
- gives Anti-Mage an additional attribute boost in the lane, and builds into .
- will allow Anti-Mage to take a few more hits from enemies when taking last hits in lane.
- provides bonus damage against creeps to help Anti-Mage get last hits. It builds into and stacks with Battle Fury.
- give Anti-Mage a speed boost which can be helpful for getting around.
- 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.
- provides Anti-Mage with decent health regeneration in the early game, and later builds into .
- provide Anti-Mage with attack speed and attributes switch, keeping him alive with strength, or sustaining his abilities usage with intelligence.
- provides Anti-Mage with more attributes and good HP and mana regeneration if the enemy is using a lot of spells.
- provides Anti-Mage with HP and mana regeneration, and gives Anti-Mage a cleave that allows Anti-Mage to farm faster and push faster.
- provides attributes that benefit Anti-Mage 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.
- 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.
- 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.
- grants spell immunity so Anti-Mage can attack without worrying about enemy disables.
- status resistance, and lifesteal, giving Anti-Mage much more survivability. increases strength,
- provides strength and health so Anti-Mage can lead pushes and manfight the enemies in the late game.
|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. Protected by a Counterspell 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 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.