Magic is an Abomination
WhosNuker
November 12, 2018
Introduction
Hey guys it's me, Whosnuker, back with another guide. This one is on the infamous Anti-Mage. This is my sixth overall and my first on Anti-Mage. Please give me feedback and give this a try. Thanks and I hope you enjoy the guide :D.
Skills
Mana Break- This does what the name implies. It breaks/burns the mana of the enemy being attacked. Works really well with Magina's ultimate Mana Void. Another good thing about Mana Break is that it does 60% of the mana burned to the enemy. What this means is, you do more damage if you are burning mana rather than someone who is already depleted of mana. Finally, this is one of, if not, the most consistent way to burn mana in the game.
Blink- This also does what the name implies. You are able to blink into or out of a fight using this skill.
Blink range increases as you level it up, making you more mobile the higher the level.
Spell Shield- ... And another self explanatory skill. It's a shield against spells... shocking. Basically, it decreases all magic damage you receive. I mean you are in opposition against mages so you do need something to protect you from them right?
Mana Void- Finally we get to something that isn't really that self explanatory. What this skill does is it does magical damage to the primary target and everything else in an A.O.E. This works really well considering you have a built in mana burn and when you go against spell casters, they burn through their mana really quickly. What I wanna point out is the A.O.E. part. This does equal damage to everyone in the area, not just a percentage. The proper way to use this is when the enemy is bunched up, use it on the enemy with the lowest mana percentage rather than the lowest HP. Notice I used the word percentage. I used percentage because if you have say a
Pugna with 201/202 mana and an
Invoker with 205/500 mana, you would think, hey
Pugna has less mana. Let's
Mana Void him. WRONG!!
Mana Void does damage for each point of mana missing, meaning you would do like .6 magical damage if you void
Pugna but about 177 damage if you void
Invoker.
Talents
For this section, I will be talking about the talents and different situations in which you may choose another talent. I will be making each talent into spoilers to compress this guide a little bit. Please keep in mind that the
Cons part of this section isn't why the talent is bad overall but why the other talent is better.
Also note that the pros of one talent will usually be the cons of the other talent and vice versa. This is just due to my need for equilibrium so sorry about that. You can just read one part of it and it'll tell you both parts. :)
Level 10 Talents
Spoiler: Click to view
+10 Strength
Pros:
-Increased Health Pool
-Increased Survivability
-Increase Regeneration
Cons:
-Less damage done
-Slower farming
-More defensive
+20 Attack Speed
Pros:
-Increases damage done to enemies
-Increases farming speed
-More aggressive
Cons:
-Less survivability
-Lower Health Pool
My Opinion: I would choose the +20 Attack Speed for my Level 10 talent. The reasoning behind this is as you get more farmed, this +10 Strength will seem a little bit less significant than the +20 Attack Speed. Of course the +10 Strength may save you in a fight but the chances that you just happen to need that +10 Strength is so slim. As Anti Mage, you generally either decisively win or lose the fight.
Level 15 Talents
Spoiler: Click to view
+15 Agility
Pros:
-More damage output
-Faster farming
-Better wave clear
Cons:
-Less Survivability
-Less Mobility
+400 Blink Range
Pros:
-More mobility
-Better chance of escape
-Better Survivability
Cons:
-Less damage output
-Chance to have less farm
My Opinion: For this talent, I would usually go with the +400 Second
Blink Range just because Anti Mage already has a really good base attack time and base attack speed.
Level 20 Talents
Spoiler: Click to view
-2.5 Blink Cooldown
Pros:
-More Survivability
-Increased chance to escape
-Greater Mobility
-Reduce Cooldown on a broken Skill
Cons:
Blink Uncontrollable Illusion
Pros:
Mana Break
-Assist team after retreating
-Safe farming tool
Cons:
-Can't control illusion
-Useless if nothing is around
-Leave a trail for enemy to follow
My Opinion: Personally, I get the -2.5 second
Blink Cooldown. The reasoning behind this is
Blink is one of, if not, the best skills in the game. Getting a reduced cooldown makes it that much better. Also, having the Uncontrollable Illusion just doesn't fit into
Anti-Mage's gameplay as well as the
Blink Cooldown.
Level 25 Talents
Spoiler: Click to view
-50 Second Mana Void Cooldown
Pros:
-More magical damage
-Good against spell casters
-Possibly higher pick off chances
Cons:
-More risk to Magic Damage
-Greatly increases need for Mana
+25% Spell Shield
Pros:
Cons:
-Less magical damage
-Less pick off chances
-Less damage in team fight bunches
-Less burst
My Opinion: For most of my games, I will go the -50 second
Mana Void Cooldown just because of the burst potential. There are occasional games where +25%Spell Shield comes in handy but not that common. Normally, you only want to go for the Spell Shield amp if you are fighting a lot and they have insane magical burst. You might also want this talent if you prefer to go
Black King Bar-less.
So this is the end of the talent section. Again, the spoiler is just for the sake of compression.
Situational Items Explained
This will just be a short section to explain the reason I put each of the situational items in the situational section.
Daedalus- You really don't need more damage than the
Mana Break. If you find that you lack damage, which you really shouldn't, you can consider picking up this just to have the chance to deal that extra amount of damage,
Black King Bar- "Wow what a noob. Who doesn't build a
Black King Bar. God this guide is useless since he doesn't include this item." I can hear all the hate for this already. The reason I put the
Black King Bar in the situational item is because first off, you already have your Spell Shield to reduce so much of the damage. Along with that, your
Aghanim's Scepter will reflect single target spells back and keep you unscathed, which could come in handy *COUGH*
Rupture*COUGH*
Reaper's Scythe*COUGH*. Pick this up if you really really need it, even with your
Aghanim's Scepter and Spell Shield.
Divine Rapier- This is always a situational item for Anti Mage. If you are so far ahead and the chance of you dying is so slim to none, you can consider getting this. It increases your damage output drastically but dying can prove fatal for your team.
Diffusal Blade and
Diffusal Blade 2- You should really never be getting this. You already have a built in mana burn and having this is quite pointless. The only thing I can think of is if you're having a hard time burning all of
Medusa's mana pool. The slow can come in handy but you have
Blink.
Eye of Skadi- Nice slow for you to be able to consistently hit your enemy and gives you nice stats. However, your
Blink should be enough for you to get to your target but if you're having trouble, an
Eye of Skadi may just come in handy.
Heart of Tarrasque- The health and health regen from this is really nice. However, you really don't need this as I have said before. In a fight, you either decisively win or lose. Not much time to run off and regenerate that hp. You can get this if you are able to consistently get away from major fights and want to rejoin without running back to the fountain.
Monkey King Bar- Get this if you're facing heroes like
Phantom Assassin. I.M.O., you should leave this item to your other carry as you don't really have anything to get rid of.
Order of Items to Get Rid of in Order
Battle Fury
v
Abyssal Blade
v
Aghanim's Scepter
v
Boots of Travel and
Boots of Travel 2
v
Manta Style
v
Butterfly
Explanation
First off, by the time you are getting all these items, you have enough farm and you can farm fine without your
Battle Fury. Next, you don't really need the bash or survivability from
Abyssal Blade anymore. You have survivability with [{Manta Style]] and
Butterfly. The stun is just a luxury and not really necessary.
Aghanim's Scepter is next on our list because it isn't as useful against A.O.E. spells.
Boots of Travel and
Boots of Travel 2 come next since your mobility can come from your
Butterfly.
Manta Style comes after since you really want it for the mana burn, dispel, and disjoint.
Butterfly comes last as it gives so much good stats. You should really never get to the point where you sell anything past your
Abyssal Blade, however.
Runes
I always like to include a section in my guides dedicated to runes. It helps understand which ones you should use and which ones you shouldn't. (Note: If you decide not to take a rune based on my opinion and you have no allies nearby, you can either take it just for the sake of the enemies not having it or you can deny it with the same logic in mind, prevent the enemy from having it.)
Bounty Rune- Grab these. They increase your farm and experience by a little bit, which could make a difference.
Rune of Haste- You really don't need this. Your
Blink is enough mobility as is.
Rune of Illusion- Grab this. You can fool so many enemies with this. As Anti Mage is hard to kill, if the enemy sees one, they will most likely dump everything on that and it will be an illusion, in which you can than take a team fight as all their spells are down.
Rune of Double Damage- Grab this if you are going into a fight. If you are farming, you really don't need it.
Rune of Invisibility- If you are decently farmed, you can grab it and try to scout out a squishy for an easy kill.
Arcane Rune- Once again, grab it if you are going into a fight. The decrease in mana and cooldown of
Mana Void, should you choose to use it, is really nice.
Rune of Regeneration- Grab this if you really really need it.
Allies and Enemies
Unlike all my other guides, I will not be using specific heroes in this guide. There are just general things that help Anti Mage excel and this would be a really long and boring wall of text to read as it will be repetitive.
Allies
Stunners- Any hero with a reliable stun will allow
Anti Mage to burn their mana and kill them with
Mana Void or just simple right clicking.
Savers- Any hero that can save Anti Mage whether it's through healing or death prevention.
Supports in General- Yes, I know that supports are allies to every carry. What I mean by this is supports that fully understand their role. This includes buying wards, stacking, and mainly sacrificing themselves for the greater good. In this case, saving Anti Mage from death.
Enemies
Stunners- Being permastunned by the enemy will pretty much spell death for an
Anti-Mage.
Blade Mail + Taunt Skills- Forcing Anti Mage to hit a
Blade Mail will do too much damage for him to sustain.
Physical Nukers- Any hero who can instantly nuke an Anti Mage to death with physical damage before he can react will lose you the game if you aren't prepared.
Conclusion
Hey guys. I hope you guys enjoyed and found this guide to be helpful. If you have any suggestions, comments, or questions, feel free to leave them in the comment section and I'll try to attempt to reply to you as soon as I can. Once again I'm WhosNuker and I hope you had fun reading. Ciao!
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