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Guide to Anti-Mage 7.31

Guide to Anti-Mage 7.31
One of the most popular carry heroes has become more replayable since the last patch. It is no longer necessary to farm 16 minutes of Battle Fury. The developers of Dota 2 "allowed" the character to buy Diffusal Blade, which now costs only 2500 gold. Thanks to this, Anti-Mage can join battles faster. Most often, Anti Mage is picked when the enemy team does not have good control skills. This will keep the Anti Mage safe from ganks and give him the opportunity to farm early in the game.

Changes in 7.31

  • Base strength reduced from 23 to 21
Mana Break:
  • The ability effect now stacks with Diffusal Blade's mana burn
  • The ability now slows the enemy's movement by 10/20/30/40% if the attack burned all their mana. Slow duration: 0.75 seconds. Illusions also have this effect.

Advantages and disadvantages

pros

  • Good survivability and mobility
  • Plays well against heroes with magic damage
  • There are no abilities to effectively fight against the onslaught and split-push of the enemy

Minuses

  • Weak on the line
  • Depends on artifacts

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Description of abilities

Mana Break

Guide to Anti-Mage 7.31. Photo 1
Burns the enemy's mana with each hit. Mana Break deals damage equal to 50% of the mana burned to the enemy.
Mana burn per hit: 28/40/52/64
Burnt share of max. Mana: 1%/1.8%/2.6%/3.4%
Damage per mana: 50%
Percentage for illusions: 50%
Slow targets without mana: 10%/20%/30%/40%
Slow Duration: 0.75
  • Deals 14/20/26/32 additional damage + 0.5%/0.9%/1.3%/1.7% (0.8%/1.2%/1.6%/2%) of target's maximum mana as damage
  • The extra damage is dealt along with the attack damage and counts as attack damage.
  • This damage heals with lifesteal and can be cleave, but it cannot be critical.
  • Damage is also not affected by percentage-based bonuses or attack reductions, but can be reduced by reductions using a fixed amount.
  • Illusions reduce reduced mana: 14/20/26/32 + 0.5%/0.9%/1.3%/1.7% of maximum mana per hit.
  • Illusions also have less bonus damage: 7/10/13/16 extra damage + 0.25%/0.45%/0.65%/0.85%
  • If she runs out of mana after attacking a target, she is slowed for 0.75 seconds. Multiple hits on the target do not stack, but refresh the duration.
  • Illusions also have this effect.
  • Burns mana first, then deals damage.
  • Does not affect allied units when attacking.
  • Stacks with Diffusal Blade's Manabreak ability.

Blink

Guide to Anti-Mage 7.31 2
Short-range teleportation, allowing Anti-Mage to charge into the fray and move back quickly.
Cast animation: 0.4+0.53
Max. teleport range: 925/1000/1075/1150

  • Blink can be used to avoid flying projectiles.
  • Does not teleport to the full distance when choosing a point that is less than the maximum distance.
  • If you select a point that is farther than the ability allows, the movement distance will be maximum.

Counterspell

Guide to Anti-Mage 7.31. Photo 2
Affects Self
Increases resistance to magical damage. Can be used to create an anti-magic shield around you that fully reflects all targeted spells back at the enemy.
Add. magic resistance: 15%/25%/35%/45%
Duration: 1.2
Aghanim's Shard Augment: Counterspell gains a 900 radius passive aura that reduces enemies' magic damage by 10%. Enemies within a 300 radius have their magic damage reduced by an additional 20%.
  • Stacks multiplicatively with other sources of magic resistance.
  • Increases the total value of Anti-Mage magic resistance to 36.25%/43.75%/51.25%/58.75%
  • Reflected interruptable abilities can be cancelled.
  • The effects from Linken's Sphere, Mirror Shield and Lotus Orb will only trigger if the Counterspell is on cooldown.
  • Counterspell does not reflect spells reflected by Mirror Shield and Lotus Orb (reflected spells are not re-reflected).
  • The effect uses a normal cooldown, so it is affected by any effects that manipulate the cooldown.
  • Unlike other sources of Spell Reflection, this ability does not reflect Phantom Strike or Blink Strike. These abilities are only blocked.

Blink Fragment

Appears after purchasing Aghanim's Scepter

Guide to Anti-Mage 7.31. Photo 3
Moves an illusion to the selected enemy or to the selected point, which attacks enemies for 7 seconds. This illusion casts a Counterspell at the same time as the main character. Has 3 charges.
Cast Range: 925/1000/1075/1150
Illusion Damage: 50%
Illusion Damage: 250%
Illusion Duration: 7
Number of charges: 3
Charge Recovery Time: 25
  • The illusion created is facing in the same direction as the caster, using particles and the sound of the Blink ability.
  • If Blink is not learned, then Blink Fragment will use the cast range of the first level Blink ability.
  • The illusion is completely out of control.
  • The illusion is not invulnerable, it can be attacked and killed.
  • If the target is a hostile unit, then the illusion will attack that unit.
  • If the target is a point, the illusion will use the standard auto attack rules. The illusion ignores the player's auto attack settings and always uses the standard auto attack.
  • If there are no enemies near the point, then the illusion will stand until an enemy appears in the auto-attack radius.
  • The illusion has through movement.
  • The illusion from this ability benefits from the Counterspell upgrade with Aghanim's Shard, creating illusions of Anti-Mage on a successful reflection.

Mana Void

Guide to Anti-Mage 7.31. Photo 4
For each point of mana missing from the target, damage is dealt to it and surrounding enemies. The primary target is briefly stunned.
Cast Range: 600
Radius: 500
Damage per missing mana: 0.8/0.95/1.1
Stun Duration: 0.3
  • The crosshair of the pointer should highlight the enemy unit.
  • The damage is based on the amount of mana the primary target has, but the damage is dealt to all enemies within the radius of the ability.
  • Mana Void first applies the debuff, then deals damage.
  • Only the primary target will be stunned.
  • Only applies a mini-stun when used on minions without mana.
  • The sound effect plays during cast and is audible to everyone.

Learning abilities

Guide to Anti-Mage 7.31. Photo 5
The most popular build of abilities at the moment. The first skill is taken twice, then Blink is learned to increase mobility and increase farming speed. 3 ability is studied to repel attacks on the line.

Talents

Guide to Anti-Mage 7.31. Photo 6

Blink cooldown reduction isn't as useful in the early game as +9 Strength. At level 15, they often take the left talent to buff the ultimate.

Items

Guide to Anti-Mage 7.31. Photo 7

Assembly examples:

Guide to Anti-Mage 7.31. Photo 8
Guide to Anti-Mage 7.31. Photo 9
Guide to Anti-Mage 7.31. Photo 10
Guide to Anti-Mage 7.31. Photo 11

Gameplay

The Anti Mage does not have any combat skills with which he can last hit the creeps, so he has to use only his auto attack. Due to the fast and convenient attack animation, farming creeps with Anti Mage is quite simple. In addition, you can go a little further in order to last hit the creep, knowing that you have Blink and you can quickly step back. Long-range creeps (mages) Anti Mage helps to kill his passive Mana Break, which will deal good additional damage due to mana burning.

When you're laning and farming, don't forget that the Anti Mage is great at harassing the enemy with his auto attacks and mana burn.

Due to the lack of control skills and good combat abilities, it is very difficult for the Anti Mage to kill his opponent in the lane in solo. Even the appearance of the ult will not fix this situation, since at the beginning of the game the heroes still have too little mana, and the damage multiplier is not that big. Of course, this does not mean at all that it is impossible to kill the enemy. There are situations when the enemy moves too far from his tower and the Anti Mage, using the jump and the opportunity to pursue, can calmly kill the enemy. Often, players forget about the additional damage due to mana burn and do not expect that each hit of the Anti Mage will deal that much damage. When you decide to chase the enemy, then you need to use the Blink jump in such a way that you are behind the enemy, that is, between him and his tower. After making a few hits, you can simultaneously block the enemy a little, and then just chase him and wait for the jump to recharge.

Throughout the beginning of the game, Anti Mage aims to get key artifacts as soon as possible, which he can use in order to farm even more efficiently.

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It should be understood that Anti Mage can split-push very well, especially with Manta Style. If, for example, you see that the enemy team is actively pushing one of your lanes, you can simply go to the other lane and start actively pushing it back. In this case, it is enough just to summon illusions that will quickly destroy creeps, and at that time you will farm the nearest jungle. Very often, just illusions are enough to effectively push the lane and not once again expose your hero to a gank. Just kill creeps and send illusions forward. If you see that the enemy team is focused on another lane and does not go to defend their own, then you can already help your illusions and creeps. When you are actively split-pushing a lane, you must constantly control the map and see dangerous enemy heroes. If your team doesn't use wards or the enemies just don't have their vision, then pushing the lane will be very risky. When you're not sure where the enemies are, you can use illusions to scout nearby areas.

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Yuriy Sheremet

Yuriy Sheremet – Expert in mobile gaming and esports among shooters and MOBA games.

At EGamersWorld, Yuriy, as in 2020 when he joined the portal, works with content, albeit with adjustments to his area of responsibility.

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