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 14.26
Attacks / Second 0.84 1.14 1.44
Movement Speed 320
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 very fast melee agility Hero with high magic resistance who can tear through enemies with high mana. However he has a small health pool, which means he must avoid damage at all costs; his Blink ability goes a long way towards achieving this. Like most Carries, he reaches his full potential in the late game.

Because he's very dependent on farming to keep up his potential, Anti-Mage requires smart moves and good planning in order to succeed. He is recommended for intermediate players.

Contents

[edit] Bio

Anti-Mage Anti-Mage
"They who live by the wand, shall die by my blade."
Role: Carry / 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: Responses

[edit] Gameplay

Anti-Mage's true strength comes in his ability to decimate enemy casters. Though he's weak against armored heroes, such as Slardar and Tidehunter, his magic resistance and mana burning powers make him fearful against many intelligence heroes. His main ability is Mana Break. Not only does it deal additional damage, but it also leaves casters defenseless, and opens them to his very powerful ultimate. Blink works as both an escape and a means of chase; however, don't rely on it too much, as being silenced would leave you open and immobile. Spell Shield allows you to shrug off the damage dealt from most nukes and abilities, making you truly unstoppable in the eyes of casters. And finally, Mana Void lets you finish off a target after you've burned up all of their mana.

[edit] Abilities

Mana Break
Unique Attack Modifier. Blocked by Magic Immunity. Not blocked by Linken's Sphere.
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:

  • Deals 0.6 damage per point of mana burnt.
  • Mana Burn 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:

  • 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.
  • Blink has a minimum range of 200.

Spell Shield
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.

Mana Void
Partially blocked by Magic Immunity. Blocked by Linken's Sphere.
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.
Range: 600
Damage: 0.6/0.85/1.1
Radius: 300
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.
After bringing enemies to their knees, Anti-Mage punishes them for their use of the arcane arts.

Notes:

  • 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.
  • Stun goes through magic immunity.

[edit] Recommended Items

Explanation:
Placeholder

[edit] Tips

  • Blink is your only choice on level 1. Put some points into Spell Shield and stats if you are facing strong opponents or go for Blink, Mana Break if you have a superior lane.
  • Blink is the best escape mechanism in DotA. 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 burn mana with Mana Break, allowing you to burn 192 mana per hit.
  • Sometimes it's more useful to focus your Mana Burn on heroes with smaller mana pools, because every hero in DotA has to cast spells and leaving them mana-less in the beginning of the battle helps a lot. Unfortunately, this won't work on most of intelligence heroes since their mana pools are too large to be burned out quickly enough.
  • Anti-Mage becomes a real threat somewhere around level 13 if he is not underfarmed and underleveled too much. Keep farming, ignore distractions, don't hesitate to steal kills from your allies. Anti-Mage is a hard carry, and can only serve the team later by being selfish in the early game.
  • 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 HP. If you don't have your core items yet or can't kill an enemy in a couple of hits, it's not wise to chase them for too long. The situation can go wrong at any time.
  • While Spell Shield does a very good job protecting you from magical damage it does not save you from nasty side effects like slows or disables.
  • 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 stun, for when you need to break channeling spells and cancel teleports.
  • 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.
  • A quick Battlefury 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.

[edit] Update History

January 12, 2012 Patch

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

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] Ability Change Log

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 magic reduction from 15/25/35/45 to 26/34/42/50%.


[edit] See also

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