2 | 13 | 14 | 15 |
1 | 9 | 10 | 12 |
3 | 17 | 18 |
6 | 11 | 16 |
4 | 5 | 7 | 8 |
Welcome to Sneaky Beaver's guide to Anti-Mage! Anti-Mage is probably my favorite hero because of his ability to truly carry his team, being more than just the primary damage dealer, but rather making the decisions that will win you the game for your team.
This guide is meant for beginner-intermediate players, or just anyone who wants to know a bit more about AM.
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.
Skill Build
The skill build above is an example of the 'BurNing' build, generally it involves getting one point in your Q, W, and E skills then focusing on stats, and maxing blink by the time you have a battlefury, which tends to be around level 12. The point if the build is to give you more HP to survive early game, though you sacrifice damage from mana break, and in some cases taking more points in spell shield may be more efficient for survival dependent on the situation.
Level 1 2 3 4 |
Mana N/A N/A N/A N/A |
Cooldown N/A N/A N/A N/A |
Range N/A N/A N/A N/A |
AoE N/A N/A N/A N/A |
Duration N/A N/A N/A N/A |
Effect Burns 28 mana per hit Burns 40 mana per hit Burns 52 mana per hit Burns 64 mana per hit |
Type: Targets: |
Active Point |
Short distance teleportation that allows Anti-Mage to move in and out of combat. |
Level 1 2 3 4 |
Mana 60 60 60 60 |
Cooldown 12 9 7 5 |
Range 1000 1075 1150 1150 |
AoE N/A N/A N/A N/A |
Duration N/A N/A N/A N/A |
Effect 200 - 1000 range teleportation 200 - 1075 range teleportation 200 - 1150 range teleportation 200 - 1150 range teleportation |
Spell Shield |
Type: Targets: |
Passive N/A |
Increases Anti-Mage's resistance to magic damage. |
Level 1 2 3 4 |
Mana N/A N/A N/A N/A |
Cooldown N/A N/A N/A N/A |
Range N/A N/A N/A N/A |
AoE N/A N/A N/A N/A |
Duration N/A N/A N/A N/A |
Effect Reduces magic damage by 26% Reduces magic damage by 34% Reduces magic damage by 42% Reduces magic damage by 50% |
Type: Targets: |
Active Target Unit |
For each point of mana missing by the target unit, damage is dealt to it and surrounding enemies. The main target is also mini-stunned. |
Level 1 2 3 |
Mana 125 200 275 |
Cooldown 70 70 70 |
Range 600 600 600 |
AoE 300 300 300 |
Duration 0.1 Seconds 0.2 Seconds 0.3 Seconds |
Effect Deals 0.6 damage per mana point missing Deals 0.85 damage per mana point missing Deals 1.1 damage per mana point missing |
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Laning: Farm creeps, harass heroes, win lanes, AM does it all. Be sure to get as many free hits off on heroes as you can, because with mana break it hurts that much more. Most important thing here is to not die, keep an eye on the minimap at all times. Remember, getting a few last hits is not worth dying over.
Early-Mid Game: Keep on farming, you shouldn't be expected to do much in the way of fighting AT LEAST until you get your manta style up. Here you should continue to play intelligently, split push, don't throw away your advantage, and remember that the most important thing to do is to not die, and get farm.
Mid-Late Game: Once you have your manta, guess what, you should keep farming. However here is when split pushing becomes easy. With AM's low BAT and high agility gain, his manta style illusions rape buildings FAST. However you still should continue to maintain your advantage and don't do anything too stupid. Remember, dying is still pretty much the worst thing that could happen, so don't do it.
Late Game: Split pushing should be your main priority here, while AM is a great hero killer, he's even better at killing buildings. Often times the best thing to do is to split push while a teamfight is occuring, and keep pushing until a certain objective has been reached (ex. taking down a T2 tower or melee barracks) and instantly TP'ing back when everyones spells are probably on CD and their mana is low. This often results in a fantastic Anti-mage ultimate, a won teamfight, and damage to the enemies base. The timing of this takes experience, and you may **** up and get your base destroyed with the enemies untouched, so it's probably safer to TP earlier rather than later if you're not confident in how fast each team will push. Protip: Don't die.
General tips: Don't die, working on farming faster at all times, however farming safe is better than farming fast if you're vulnerable.
I started playing Dota 2 around August 2012, and despite being very new to DotA, as well as only being 15 years old, I have learned the intricacies of the game very rapidly. Now when I solo queue I play solely in the 'Very High' skill bracket, have randomly matched with many pro players, and I attended TI3, as a spectator of course.
http://dotabuff.com/matches/184279709
http://dotabuff.com/matches/141755201
http://dotabuff.com/matches/222923405
My favorite heroes are the ones who can pretty much win the games without their teams help, i.e. carries, but there's more to it than that, rather than just heroes who scale well, but also don't necessarily need their team to do things like win their lane, split push, or farm safely. Some examples of these specific heroes are Anti-mage, Lifestealer, Lanaya, Storm Spirit, Lone Druid, and Morphling to an extant. You can expect more guides like this for some of these heroes, however probably not soon...
8/22/13 - Revamped the whole guide again, added an About me section, and this changelog.
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