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I've experimented a little bit with this, and I think it's only viable when you're up against someone with very low laning presence, and is therefore extremely situational. You can't even do it against most melee heroes. For example, Bloodseeker destroys antimage middle. I'm not gonna do a long description and stuff for this one, just wanted to hear your thoughts.
The only proper way to play mid Anti-Mage is to rush Blink Dagger and become your team's blinkin' slammin' initiator. It's a very difficult lane for him and you won't be carrying out of it unless you're MLG as all heck.
It's just not a good idea in general, in my opinion, though he DOES at least have good rune control with Blink.
Looking for a laugh? Read this moron's attempts at guide writing:
The only proper way to play mid Anti-Mage is to ...
Do it with a support in tow :). He's not a good laner, and the mid lane is even worse due to the short size making Blink chasing inadvisable. Besides, what benefit is there from getting him a fast level 6? If you can get early farm on him, hit those BF timings, the levels will look after themselves.
I mean, I just don't see why against something with weak lane presence, you wouldn't just pick a mid-laner and crush the in body, gold and soul instead.
Because, it's very rare that you'll have a game where your mid-lane is the easiest place for your AM to get gold and safe levels, and that your safe laner needs that safe farm more instead.
As for these... other item builds (Trollish I know, but it's something I like discussing); The thing about Anti-Mage is despite having a skill set that somewhat encourages the idea that you'll be the this early game brawler (What with being more resistant to magic, when magic damage is at it's strongest, and Mana Break being at it's technical strongest early on because it's a static value)
The problem is, if you build him to fight early, the hero just drops off. Like, he can't farm for ****, and because his damage steriod deals in static amounts, he drops off naturally as th game goes on, especially when BKB's suddenly make your steriod non-existent, and thus you really have nothing to contribute.
Whereas, you give AM a Battlefury, and instead he's this extremely mobile flash farmer who gets 6 slotted faster than any core in the game save one, and suddenly he can actually carry games. Because AM's skill set does not scale that well, and thus he's still a weaker hero when on even footing with others; Thus why would you not rely on this magical ability to get really ahead?
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