Anti-Mage/Counters

Bad against...

 * is a long-duration disable that pierces spell immunity and can't be purged. Not only does it lock Anti-Mage in place for the enemy team to wreak havoc on him, but it also has the potential to turn his farm and damage against him if the Axe uses.
 * deals pure damage. Anti-Mage, being a hero with heavy magic resistance and acceptable physical resistance, is especially vulnerable to pure damage.
 * Axe is infamous for his ability to dominate lanes alone due to his early damage potential, tankiness, and sustainability. Anti-Mage will always have a hard time to farm in a lane against Axe, even with a good support to help him.


 * Anti-Mage relies on his to escape and initiate, but  stops him from blinking or moving which can render him useless early game and greatly cripple him in the late game, both while Anti-Mage tries to farm or fight.
 * Bloodseeker's abilities also deal pure damage, which bypasses Anti-Mage's.


 * shuts down Anti-Mage's escape capabilities with . The ability also prevents Anti-Mage from casting, which Anti-Mage relies on casting during teamfights to deal heavy damage. The ability also deals pure damage, the damage type that Anti-Mage is most vulnerable to.
 * With, Anti-Mage loses his and , weakening his right-clicks and effective health pool.
 * Doom also has a very small mana pool, and does not rely on using mana after casting his spells, which he only uses once per teamfight (with the exception of and some abilities stolen from neutral creeps).


 * renders Anti-Mage's escape capabilities with useless. A good initiation from Legion Commander and her team is enough to kill Anti-Mage without trouble.
 * After some successful s, Legion gains a high physical damage burst, causing a situation similar to 's.


 * and allow Meepo to gain a high experience and gold advantage over Anti-Mage. Meepo also has the third lowest average match duration, leaving Anti-Mage little time to play his usual farming game.
 * Meepo can permantnetly disable with constant s.
 * Meepo's Clones can only use their mana for, keeping their mana pool nearly full and thus making a bad target for a.


 * Despite his constant use of mana with, Outworld Devourer will almost always be with full mana due to his , making him an unlikely target for.
 * Outworld Devourer's deals pure damage, which is especially effective for a hero like Anti-Mage, who has a respectable amount of armor and a high amount of magic resistance.
 * Furthermore, deals massive extra damage to illusions, allowing Outworld Devourer to dispatch Anti-Mage's  illusions with ease.


 * Anti-Mage can easily withstand heavy magical burst due to, but he is still somewhat vulnerable to physical damage. Phantom Assassin's burst physical damage can destroy Anti-Mage while is on cooldown or while he is stunned or hexed.
 * Phantom Assassin's makes Anti-Mage unable to deal significant damage to her until one of the following:
 * Anti-Mage gains True Strike by buying a.
 * He or an ally obtains a form of Break, e.g. or  upgraded with an.
 * He or an ally obtains means to gain accuracy (currently the only way to do this is by purchasing a ).
 * Phantom Assassin has an abysmal mana pool and intelligence gain, making and  deal minimal damage.

Others

 * Anti-Mage is a very farm-dependent hero, but 's allows Clinkz to gank Anti-Mage during his late laning and farming stages of the game, harassing him away from potential earnings.
 * 's prevents  from affecting an important target.  prevents Anti-Mage from dealing damage with his auto-attacks, his most prevalent source of damage, on potentially the entire enemy team.
 * Although Anti-Mage typically builds, it is not enough for him to fight off swarms of powerful units. This makes Anti-Mage unable to fight heroes like , (see above),  and.
 * Not only does overwhelm Anti-Mage with  and  illusions, but he also turns Anti-Mage's  against him with.
 * Anti-Mage has trouble man-fighting high physical burst damage from heroes like, or.
 * Anti-Mage can easily get caught in a or  from  or, crippling his fighting power.

Items

 * , like, disables and.
 * and prevent Anti-Mage from using, allowing him to be bursted down.
 * silences Anti-Mage, preventing him from using Blink and Mana Void, spells he relies on during crucial moments. both silences and causes physical attacks to do bonus damage against Anti-Mage.
 * prevents, a powerful high-cooldown spell.

Good against...

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


 * Storm Spirit tends to run out of mana rather quickly when either initiating or running away with his . A well timed often won't just take out the Storm Spirit, but any of his nearby teammates as well.
 * Storm is a high-mobility hero, but with the short cooldown on, Anti-Mage will be able to chase Storm down quite well compared to most heroes.
 * Most of Storm Spirit's damage is magical, which Anti-Mage is exceptionally resistant to due to.


 * Skywrath Mage only deals magical damage, which Anti-Mage is exceptionally resistant to due to.
 * Anti-Mage can purge with.
 * Skywrath Mage has a very large mana pool, similar to . This allows Anti-Mage to constantly deal bonus damage to him with and devastate Skywrath's entire team with.


 * Anti-Mage easily destroys with, especially when Anti-Mage obtains.
 * Medusa also tends to build items that increase her mana pool to make more effective. However, once Anti-Mage destroys the Mana Shield, he can follow it up with a devastating.
 * Anti-Mage can effectively kite Medusa with . Using Blink to temporarily escape while is active and then re-initiate will render the Stone Gaze useless.


 * Wraith King needs a significant amount of mana for to trigger. Because Wraith King has a low mana pool,  can dissolve all of Wraith King's mana before he has any chance of Reincarnating.
 * Wraith King has no innate mobility. Even with, Wraith King is easily kited by.
 * Against Anti-Mage, Wraith King tends to build an item that gives burst mana to be able to trigger . This item takes up a slot in Wraith King's inventory, drastically limiting his carry potential.
 * Anti-Mage can farm much more quickly than Wraith King, allowing Anti-Mage to overpower Wraith King once a significant farm advantage is established.


 * Anti-Mage has high mobility from, allowing him to deal with the while it is split-pushing.
 * Arc Warden has an above-average mana pool but little mana regeneration, which Anti-Mage can take advantage of with and.
 * Arc Warden tends to build . With, Anti-Mage can easily deal with the Necronomicon's summons, and Anti-Mage will take minimal damage from due to.


 * Anti-Mage can outmatch Queen of Pain's with his own  combined with his higher base movement speed., a typical item in Anti-Mage's build, can further increase his chase potential.
 * Queen of Pain has little armor and a relatively high mana pool, so Anti-Mage can target her with for a devastating effect compared to most heroes.
 * Anti-Mage's high magic resistance from will make him hurt less from  and.

Others

 * Anti-Mage can withstand magical burst damage much better than other carries, making him effective against nukers like, , , and.
 * Anti-Mage's high mobility from Blink and tendency to build makes him strong against split-pushing heroes like  and.
 * Generally, heroes who either have a large intelligence gain or like to build mana or intelligence-giving items while having rather low mana regeneration are susceptible to and . Examples include, , , ,  (be careful of his ), , , , and.

Works well with...

 * will give Anti-Mage extra gold and, more importantly, help Anti-Mage keep track of enemies trying to gank him, allowing him to prepare for farming other area of the map.


 * can save Anti-Mage from dangerous abilities. It also creates extra illusions for Anti-Mage, which benefit from and.
 * gives Anti-Mage time to wreak havoc on an enemy, especially when combined with.
 * With, Demonic Purge will be constantly available. It will disable enemies' passives through spell immunity, which is especially useful when fighting enemy carries. In particular, an upgraded Demonic Purge becomes an alternative for dealing with 's.


 * will give Anti-Mage all the mana he needs in the early-game for using his abilities.
 * and disable the enemy long enough for Anti-Mage to do a lot of damage. This is especially useful during ganks.

Others

 * Because Anti-Mage has decent resistance to physical damage and great resistance to magical damage, Anti-Mage gets good value from healing heroes, like or . In particular, Anti-Mage's high magic resistance makes 's  a very effective heal. Healers will also help mitigate early harassment that Anti-Mage receives while laning.
 * Armor reduction from heroes like and  can allow Anti-Mage to deal a lot of damage with right-clicks.
 * Anti-Mage needs some time to farm his first one or two items before becoming active. An active midlaner or offlaner can help create space for Anti-Mage's farming.
 * Anti-Mage struggles a lot with the item as he cannot effectively use, so if the case is that someone buys one, he can rely on a teammate to help him disable it; in the worst case, he can use  to disable it once he farms it, which is not ideal.

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