Explanation of Items
Starting Items
Tango: A set of four stackable 115 health restores that cannot be canceled, unlike the
Healing Salve. I would not recommend purchasing any extras because you should have a
Ring of Health by the time the four
Tango and the optional
Healing Salve are used.
Quelling Blade: Simply makes farming easier. If you do not feel like you need it, feel free to skip it, but I would strongly recommend it if you are not confident in your last-hitting ability/
Stout Shield: Helps decrease incoming damage. In other words, it saves you from running to your teams fountain every two seconds and spend all your money on healing items, while missing out on gold and experience from staying in the lane. Later it is upgraded to
Poor Man's Shield to guarantee damage block and increase your agility, which is bonus attack speed and armor.
Quickly!
Poor Man's Shield: Basically the
Stout Shield, just with 100% block chance against enemy heroes and the bonus agility
Ring of Health: In conjunction with a
Poor Man's Shield, this item makes you immune to click harassment when playing wisely. Be wary, however, as even with the continuous heal and shield you can still be ganked fairly easily. This is the first part of the Battlefury that you buy
Claymore and
Broadsword: These are the next two items of your Battlefury. They deal 21 and 18 damage respectively, with costs of 1400 and 1200 gold respectively. The purchase order isn't very relevant, but if there is a high risk of being ganked pick up a
Broadsword first, as you don't want to lose a lot of gold if you die. If there is a low risk of being ganked, pick up a
Claymore as the 3 extra bonus damage can be helpful.
Void Stone: This is the last item you need to complete Battlefury. It is almost useless to you, as
Blink and
Mana Void are your only abilities that require mana, and at 60 and 125 mana cost respectively they aren't using a considerable amount of your mana pool.
Battlefury: This is how you farm nearly risk free. The cleave damage allows you to cut through creep waves with less effort than
Kunkka with his
Tidebringer ability, as you hit nearly all of them with every attack. You can destroy an entire wave of creeps by the time your enemies realize you are there, and can be long gone when they arrive. This is also an effective jungling tool, as you can clear camps quicker than your blink recharges to move to the next one. An additional use for the Battlefury is effectively split-pushing, where your team ties up enemy heroes in one lane while you solo an empty lane. You can stack creep squads to use as shields to take towers in no time.
DPS Items
Power Treads: I believe these are the best boots for all purposes, so I will not list this again in Defensive Items. On
Anti-Mage, the agility increases his DPS by attack speed increase, in addition to the attack speed the
Power Treads have anyway.
On Anti-Mage, the attack speed is more useful than damage as it increases the instances of bonus damage from Mana Break as well as burning more of your target's mana. If you are getting outplayed, the strength attribute increases your max hp which allows you to stay alive long enough to seriously damage your opponents or escape.
Mjollnir: Once you get this item, you are seriously deadly. You have an immense attack speed bonus, a bit of damage, and two insane abilities. The chain lightning and static charge do considerable chain damage, and the passive chain lightning goes off several times in a fight, especially with increased attack speed. As I stated before,
on Anti-Mage, the attack speed is more useful than damage as it increases the instances of bonus damage from Mana Break as well as burning more of your target's mana.
Butterfly: One of the best items for agility heroes. It adds evasion, dodging roughly 35% of attacks, agility, which converts into armor and attack speed, more attack speed as a raw bonus, and bonus damage. I will say this for a third time, as it is the most important thing you can take from this guide for item builds:
On Anti-Mage, the attack speed is more useful than damage as it increases the instances of bonus damage from Mana Break as well as burning more of your target's mana.
Monkey King Bar: This item adds a considerable amount of damage and a minor amount of attack speed. If the bonus damage is not enticing enough, it makes sure your attacks do not miss. This is super useful on enemies like
Riki, as it basically negates his
Smoke Screen ability and negates evasion effects on
Butterfly users like yourself. Finally, there is another passive that allows a small mini-stun and 100 bonus magic damage to occur.
Manta Style: I added this item as many people like it on
Anti-Mage, however I do not. It adds small bonuses in strength, intelligence, attack speed, and movement speed and a medium bonus to agility. The real source of worth for this item to
Anti-Mage is the ability to create 2 illusions of yourself. They deal less damage and take more damage than you do, but they can distract enemies from the real you, and the real appeal is that they utilize
Mana Break damage, burning 3 times the mana you would do yourself. As the
Butterfly is a better version of the
Manta Style in attributes that are useful to you, the only reason I would choose the
Manta Style is in the occasion that the enemy team is composed of characters that rely on a high mana pool, such as
Zeus.
Abyssal Blade: Added upon request. This item allows you to stun enemies every two seconds, as well as giving bonus strength, which equates to 100+ health, and 100 bonus damage. I would recommend waiting until your attack spped is high enough for this to be useful before building a
Skull Basher into this.
Assault Cuirass: Added upon request. An aura item that grants bonus armor and attack speed to your allies, with an increased bonus to yourself. Additionally, nearby enemy units will have an armor decrease, giving you a 10 armor advantage. A good alternate to
Mjollnir for more a defensive or team burst damage style.
Survivablity Items
Vladimir's Offering: This is the only lifesteal item that works on
Anti-Mage because
Mana Break cancels the effects of the others. It also increases armor, mana regen, and damage of allies around you as well as yourself. It is highly useful as a survivablity item as you can steal about as much or more health as damage you take from any AI units and solo heroes.
Heaven's Halberd: I know a lot of you are thinking "Why on Earth is this item here?!" The
Heaven's Halberd gives you a decent bit of strength, which results in health, moderate damage increase, and an additional 25% chance of evasion. However, the two abilities from Heaven's Halberd are what makes this item so useful. The passive slows your enemy's attack speed and movement speed, giving you a small opening for escape. However, if you are more desperate, the active ability, when cast, makes your target's offense completely useless for 3-4 seconds, more than enough time to blink out and run away.
Heart of Tarrasque and
Bloodstone: These two items increase your health and regen rates.
Heart of Tarrasque is more commonly used, due to its insane health regen, but I believe
Bloodstone deserves mentioning despite its lesser effect on health because the extra bonuses it gains from its charges are extremely helpful in close games. When you die, your respawn time is 4 seconds less per charge. That means if you have 25 charges, you don't have to wait at all to respawn. That is a HUGE advantage in a tight game, as being dead for 100 seconds can hand the other team a win they do not deserve. Additionally, you lose less gold per death on each charge. Finally, you have an easy way to
deny yourself by committing suicide, stealing gold and experience from your enemies.
Situational Items
Black King Bar: This is only useful if your enemies focus everything on you, which happens a lot, but can be avoided. I would recommend using
Blink, because the spells miss if you don't go straight back, and also recommend playing safely, as your job is not to initiate, so the initiator will take a large number of spells and you run in while those spells are on cooldown. When these cooldowns start to expire,
Blink out, or tank them if you 100% know you can win the fight because of your Spell Shield. However, if they figure out this tactic, a
Black King Bar is almost necessary. But, by then, they should all be dead and you should be knocking down the Ancient.
Shadow Blade: You are NOT a ganker. You are NOT an initiator. Therefore, this item isn't very useful to you for offense, and
Blink is normally a viable escape option. However, if you decide you are an initiator since you have tons of gold and are far better than anyone else in your game, use this because you may not be able to blink back out again if you blink in. In addition, this is a useful pursuit tool, but
Blink is too.
Gem of True Sight: only buy this if your team is not intelligent enough to realize they need the
Gem of True Sight or
Sentry Ward because
Riki is wrecking them. You really aren't the proper courier of this item, but be smart about purchasing it.
Boots of Travel: If you are facing a coordinated enemy who knows how to distract you from their real target, the movement speed and teleportation are very useful to counter-push them.
Divine Rapier: This item is really here just for fun. If you are dominating, get it and laugh your way to victory. Really, who doesn't want 300 damage?
Completely Rejected
Blink Dagger: Why pay 2150 for a blink that has a longer cooldown than
Blink and has use restrictions? The only logically explanation is to hear
Anti-Mage ridicule you over buying it, as Valve gave him a few quotes about it.
Force Staff: Even more useless than
Blink Dagger as it only moves a target 600 units.
Cheese: If Roshan has died that much, you shouldn't have room for both the
Aegis of the Immortal and
Cheese in your inventory
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