|Carry Escape Nuker|
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.
Burns an opponent's mana on each attack. Mana Break deals a percentage of the mana burned as extra damage to the target.
Short distance teleportation that allows Anti-Mage to move in and out of combat.
Increases Anti-Mage's resistance to magic damage.
For each point of mana missing by the target unit, damage is dealt to it and surrounding enemies.
|-50s Mana Void Cooldown||25||+25 Agility|
|+10 All Stats||20||15% Evasion|
|-1s Blink Cooldown||15||+20 Attack Speed|
|+20 Damage||10||+150 Health|
|Starting Items||Early Game||Mid Game||Late Game|
Should Anti-Mage have the opportunity to gather his full strength, few can stop his assaults. Draining mana from enemies with every strike or teleporting short distances to escape an ambush, cornering him is a challenge for any foe.
Anti-Mage is one of the most feared carries in the game. If played correctly, he can be extremely hard to take down and can max-out on items minutes before the opposition's carry. His effective farm rate is partly due to his Blink ability, known for its short cooldown.
Starting with one point in Blink is always a good idea as it gives you both offensive and defensive capability. Currently, the most popular build in the Pro-Scene is the "Burning Build", which gets one point in Mana Break, one point in Blink, one point in Spell Shield, one point in Mana Void by level 6. This provides the hero with some much needed durability. After that stage, make sure to max out Blink first. This not only ensures that you can escape with ease when you spot a gank, but also give you the ability to jump from one jungle camp to another with ease after getting your Battle Fury.
Try to last hit every single creep and buy a Ring of Health as soon as possible. At this point, you have several options for your next item. If your opponent's line up is not gank heavy and your team has the upper hand in the laning phase, you have the option of skipping Boots of Speed in order to get up a Battle Fury as soon as possible. If you feel extra survivability is needed, then finishing a Power Treads or Vladimir's Offering is a good idea. Most of the time, Power Treads is sufficient. Nonetheless, getting a Battle Fury as fast as possible is crucial. Please note, often times getting treads before Battle Fury is superior because without treads you have difficulty farming the jungle should your lane become contested. Having the Treads and Ring of Health also allows you to push the creep wave to the enemy tower, then blink to the medium/easy camp (radiant) or easy/hard on dire. This can allow a player to get over 100 CS by 10 minutes if executed properly. This is much higher than a straight battle fury rush will get you, so the timing for Treads/Battle fury and straight battle fury tend to be comparable, while the treads give you a much stronger laning presence, as well as allowing you to easily fall back into the jungle if the lane becomes dangerous, or if you want to jungle so that one of your supports can get critical levels and farm.
When your Battle Fury is completed you will have the ability to Flash Farm. Safely farm the lanes and farm the jungle when the lane pushes too far. Combined with Blink, you should be able to clear the jungle creeps in no time. If you completed your Battle Fury early, consider getting Vladimir's Offering next as the lifesteal aura allows you to keep yourself at full HP at all times, increasing the threat of your split push ability. The next big item is usually a Manta Style. This item synergizes really well with your first skill Mana Break; the illusions created by Manta Style will also burn mana. At this point in time you should be a huge threat to the opposition as a simple Blink, Manta, auto-attack, and Mana Void combo can easily finish off heroes. The rest of the items really depends on your opposition's line up. If they have a magical or lock-down focused team, then a Black King Bar (BKB) is a must. Sometimes, it is even necessary to get a BKB before Manta Style in order to not die to ganks easily. Most of the time, picking up a Heart of Tarrasque is also a good idea as it provides you some much needed tankability and survivability. If required, you might also want to look at a Butterfly and/or a Monkey King Bar (MKB) to boost your DPS.
Quick explanation behind recommended items:
- Stout Shield: Effective mitigation against creeps and heroes during the laning phase.
- Ring of Health: Provides HP regeneration and builds into a Battle Fury.
- Battle Fury: Considered a core item in almost every situation. This item allows Anti-Mage to farm at an incredible rate with the use of his Blink ability. If done correctly, he is able to clear out the jungle in less than a minute. This item also allows split pushing.
- Vladimir's Offering: Allows Anti-Mage to constantly keep his HP full. The aura also helps in team fights. This might be one of the first items you sell once you get late enough in the game though, as a support can pick the item up for the aura instead. It also let's you solo Roshan once you get Treads/Battle Fury/Yasha/Vlads.
- Butterfly: Gives Anti-Mage all the stats he needs to be a strong damage dealer during fights as well as evasion.
- Manta Style: The active use will create two illusions which will have his Mana Break ability. The active allows him to remove debuffs as well. Manta Style also provides a movespeed bonus, increased attack speed, and agility.
- Heart of Tarrasque: Allows Anti-Mage to get back into fights quickly after being able to escape using Blink. With his magic resistance passive, the HP gain helps him survive much easier.
- Skull Basher/Abyssal Blade: By bashing an enemy hero, he is able to easily do damage and burn mana. Also note that the disable goes through BKB which helps you to lockdown key enemy targets.
Late game, it is imperative to end the game quickly. Once you have Manta or a Butterfly you should actively split push and join team fights to try to end the game. Anti-mage is one of the best heroes at split pushing. While your team is holding off the enemy team's push, you can solo push down raxes or even the throne. However, the part that makes this difficult to do is that you have to take in to account the enemy TPing back and take into account the possibility of having unfavorable trades, meaning they rax or even throne you before you can even solo rax them in return. Therefore you must always carry a TP so that you can return quickly to clean up and ensure that you get favorable trades, or you might even need to abandon your split push and just team fight if you're solo pushing too slowly relative to the enemy team.
|Balance Patch History|
|Patch Version||Balance Changes|