Guide to Anti-Mage 7.31
Yuriy SheremetChanges in 7.31
- Base strength reduced from 23 to 21
- 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
- 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
- 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
- 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
- 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
- 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
Talents
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
Assembly examples:
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.
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.
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.