Anti-Mage/Counters

Bad against...

 * prevents Anti-Mage from escaping with Blink, and works well with against Anti-Mage's relatively low health.
 * deals pure damage, ignoring the protection from Counterspell.
 * will trigger even if Axe's depleted of mana, which will make Anti-Mage take more damage than he's dealing.
 * Axe's low mana pool makes him a bad target for using Mana Void.
 * Axe's high base health regeneration allows him to dominate the lane against Anti-Mage, especially with a support.


 * 's very long disable prevents Anti-Mage from Blinking away or using . It also pierces spell immunity.
 * sets Bane's team up for chain disables on Anti-Mage.
 * lowers Anti-Mage's status resistance and magic resistance, making him more vulnerable to disables and magic damage that normally would not affect him much.


 * deals damage through Blink, dissuading Anti-Mage from using it. This allows Bloodseeker to get early kills on Anti-Mage, preventing him from snowballing.
 * However, Anti-Mage is one of the few heroes who can avoid the damage from Rupture if he does it correctly.
 * silences Anti-Mage during teamfights, preventing him from Blinking away.
 * Bloodseeker's abilities also deal pure damage, which bypasses Counterspell.


 * brings Anti-Mage back after he Blinks away.
 * stops Anti-Mage from Blinking.


 * shuts down Anti-Mage's escape capabilities with Blink. The ability also deals pure damage, which ignores the protection from Counterspell.
 * If Doom has, can hit Anti-Mage loses his Mana Break and Counterspell, weakening both his offense and defense.
 * Doom's low mana pool causes him to take little damage from Mana Void.


 * stops Anti-Mage from Blinking away.
 * stops Blink and lets allies cast abilities on the tethered target to avoid Counterspell. It cannot be reflected by Counterspell.


 * renders Anti-Mage's escape capabilities with Blink and Counterspell useless.
 * A good initiation from Legion Commander and her team is enough to effortlessly kill Anti-Mage.


 * Multiple s allows Meepo to lock down Anti-Mage almost indefinitely.
 * Meepo's clones can only use their mana for, keeping their mana pool nearly full and thus making them a bad target for a Mana Void.


 * makes Night Stalker one of the best early game gankers to shut down Anti-Mage.
 * Night Stalker's low mana pool causes him to take little damage from Mana Void.


 * 's pure damage goes through Counterspell, and deals splash damage to illusions spawned from.
 * hits Anti-Mage while he is disabled with, and forces him to take heavy damage due to his low intelligence.
 * keeps Outworld Devourer at high mana, thus greatly reducing the damage from Mana Void.


 * Phantom Assassin has an abysmal mana pool and intelligence gain, causing Mana Break and Mana Void to deal minimal damage.
 * reduces Anti-Mage's damage against Phantom Assassin, and forces him to buy a.
 * 's physical damage burst can kill Anti-Mage before he has a chance to Blink.


 * and prevent Anti-Mage from using Blink, the latter even if Anti-Mage activates.
 * allows allies to take down Anti-Mage before he has a chance to Blink, and maintains vision over him even if he does Blink away.


 * prevents Anti-Mage from using Blink, and lets him disengage from Anti-Mage if needed.
 * allows Slark to permanently steal agility from Anti-Mage.
 * stops Anti-Mage from being able to fight back in a slippery situation.


 * sets up Anti-Mage for a chain disable. The illusions will deal extra damage due to Mana Break.
 * causes Anti-Mage to take a large chunk of damage, and can hit him when he is inside from.
 * hits Anti-Mage even after he's Blinked away.


 * protects against Anti-Mage's low burst damage, and allows her to win most fights against Anti-Mage during the early game.
 * 's burst damage and armor reduction is often enough to finish off Anti-Mage before he Blinks away.


 * Troll Warlord's passive root, high attack speed, and blind from makes him an exceedingly difficult opponent for Anti-Mage to take down in a one-on-one fight.
 * Troll Warlord's low mana causes him to take little damage from Mana Void.


 * Viper's skill set makes him an effective early game ganker against Anti-Mage before he is sufficiently farmed.
 * Viper's and low mana pool causes him to take little damage from Mana Void.
 * disables Mana Break and Counterspell, weakening both his offense and defense.

Others

 * can bring Anti-Mage back with, effectively negating Blink or forcing him to wait out the debuff before Blinking.
 * 's natural reliance on health instead of mana makes him very resistant against Mana Void. He is a proficient early ganker against Anti-Mage, but struggles to deal significant damage against Anti-Mage in the late game.
 * 's low mana pool means that Mana Break and Mana Void will deal little damage to him. His quickly clears up illusions from.
 * overwhelms Anti-Mage with and  illusions, and turns Mana Break against him with.
 * Heroes with abilities or items that can silence or disable Anti-Mage for long periods of time will prevent him from Blinking away:, , , , , , ,

Items

 * restores mana lost to Mana Break in the laning stage.
 * protects against Mana Break and Mana Void.
 * blocks Mana Void, and can be used on vulnerable teammates.
 * keeps the team's mana high, reducing the damage from Mana Void.
 * prevents Anti-Mage from Blinking away.
 * prevents Anti-Mage from Blinking away.
 * prevents Anti-Mage from Blinking away.
 * breaks Counterspell's spell block, preventing Anti-Mage from blocking spells passively.

Good against...

 * Anti-Mage easily Blinks out of 's freeze radius.


 * Mana Break drains Abaddon's mana, preventing him from using to zone out enemies in lane.
 * Counterspell decreases the amount of damage received from and.


 * Anti-Mage Blinks directly into, bypassing its protection.
 * Anti-Mage's high mobility allows him to deal with while it is split-pushing.
 * Anti-Mage's cleans up Arc Warden's  summons, and Counterspell protects him from Necronomicon Warrior's Last Will.


 * Mana Break quickly eats away at Bristleback small mana pool, preventing him from spamming and s.
 * Bristleback has no innate mobility. Bristleback is easily kited by Blink, ignoring the protection from.


 * Anti-Mage can Blink into or out of, negating Clockwerk's initiation and bypassing his defenses.


 * and 's long cast times give Anti-Mage plenty of time to Blink away.


 * Anti-Mage easily destroys with Mana Break, especially once he has.
 * Anti-Mage effectively avoids with Blink, and can reinitiate after its duration is over.


 * Ogre Magi only deals magical damage, which Anti-Mage is exceptionally resistant due to Counterspell.
 * Anti-Mage dispels with.
 * Ogre Magi has a very large mana pool which means Anti-Mage can do large amounts of damage to him with Mana Break and Mana Void.


 * Anti-Mage dispels Phoenix's slows with.
 * Anti-Mage can Blink directly next to, giving him more time to destroy the egg.


 * Pugna only deals magical damage, which Anti-Mage is exceptionally resistant due to Counterspell.
 * Anti-Mage can dispel with.
 * Pugna has a very large mana pool. This allows Anti-Mage to constantly deal bonus damage to Pugna with Mana Break and devastate Pugna's entire team with Mana Void.


 * Mana Break quickly eats away at Rubick's low mana pool, preventing abilities from triggering.
 * Rubick's complete lack of mobility makes him very easy for Anti-Mage to chase down with Blink.
 * Anti-Mage dispels damage reduction debuff with  or severly reduced by Counterspell.


 * Spectre cannot chase down Anti-Mage with because of Blink, though it still grants her team vision over him.
 * Counterspell reduces much of the damage from and Spectre's.
 * Anti-Mage usually builds a, preventing Spectre from dealing any damage to him once he summons his illusions.


 * Because of the high mana cost of, Storm Spirit is often vulnerable to Mana Void.
 * Mana Break diminishes Storm Spirit's mobility with, and Anti-Mage can catch him with Blink over short distances.
 * Almost all of Storm Spirit's damage is magical, which is severely reduced by Counterspell.
 * Storm Sprit has a very large mana pool which means Anti-Mage can do large amounts of damage to him with Mana Break and Mana Void.


 * Both and  do little damage against Counterspell.
 * Blink helps Anti-Mage escape through.
 * Tidehunter's small mana pool can be eated by Mana Break, preventing to spam his abilities and ignores the protection from.


 * 's zombies rarely inhibit Anti-Mage, as he can either Blink away or onto the Tombstone and destroy it.


 * Venomancer's damage-over-time abilities do little damage against Counterspell.
 * Blink helps Anti-Mage get away from Venomancer's slows.


 * Mana Break quickly eats away at Wraith King's small mana pool, preventing from triggering.
 * Wraith King has no innate mobility. Even with, Wraith King is easily kited by Blink.
 * Anti-Mage can farm much more quickly than Wraith King, allowing Anti-Mage to overpower Wraith King once a significant farm advantage is established.


 * Zeus almost exclusively relies on magical damage, which is heavily reduced by Counterspell.
 * Zeus' complete lack of mobility makes him very easy for Anti-Mage to chase down with Blink.
 * Zeus likes to stand in the back during team fights, but Anti-Mage can easily Blink to close the distance.

Others

 * Anti-Mage can withstand magical burst damage much better than other carries, making him effective against nukers:, , , and.
 * Anti-Mage's high mobility from Blink and tendency to build makes him strong against split-pushing heroes:, , and.
 * Heroes who build mana boosting items but have low mana regeneration are especially vulnerable against Mana Break and Mana Void:, , , , ,

Works well with...

 * allows Anti-Mage to attack an enemy with impunity, and its mana drain sets Anti-Mage up for a very effective Mana Void.


 * keeps an eye on gankers, allowing Anti-Mage to avoid danger and farm safely, or pursue a dying enemy.
 * Blink helps Anti-Mage hunt down ed heroes.


 * gives Anti-Mage the extra time needed to Blink away and survive a fight or gank.


 * helps Anti-Mage hit multiple enemies with Mana Void.


 * helps Anti-Mage deal more damage with Mana Void.
 * and locks down enemies and compensates for Anti-Mage's lack of disables.


 * Magnus' early game nuke potential with and  creates space for Anti-Mage to farm.
 * helps Anti-Mage farm substantially faster and dish out more damage during teamfights.
 * can cluster enemies to set up for a devastating Mana Void.


 * Counterspell reduces 's damage, making it a very effective heal on Anti-Mage.


 * can save Anti-Mage from dangerous abilities, and creates extra illusions for Anti-Mage, which benefit from Mana Break and Counterspell. This is especially useful when pushing.


 * not only helps Anti-Mage deal more damage but also keeps vision over a target for him to pursue with Blink.


 * helps Anti-Mage split push and allows him to farm alone in lane, helping him get more experience.

Others

 * Heroes who can reduce the enemy's mana will set Anti-Mage up for a hard-hitting Mana Void:, , ,
 * Heroes who can group or keep enemies together will help Anti-Mage hit multiple targets with Mana Void:, , , ,
 * Because Anti-Mage has decent resistance to physical damage and great resistance to magical damage, he gets good value from healing heroes:, , , ,.
 * Aggressive heroes who can help create space for Anti-Mage's farming:, ,

List of heroes that counter Anti-Mage, and list of heroes that work well with Anti-Mage.

Anti-Mage/Противостоящие