Anti-Mage/Counters

Bad against...

 * prevents Anti-Mage from escaping with Blink, and works well with against Anti-Mage's relatively low health.
 * often triggers even if Axe's depleted of mana, which will make Anti-Mage take more damage than he's dealing and deals pure damage, ignoring the protection from Counterspell.
 * 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.


 * prevents Anti-Mage from Blinking away or using Manta Style. 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.


 * 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.
 * However, a well-timed Counterspell can reflect it back.
 * If Doom has, can break Mana Break and Counterspell, weakening both his offense and defense.
 * Doom's low mana pool causes him to take little damage from Mana Void.


 * Faceless Void can lock down Anti-Mage in his, prevent Anti-Mage from blinking away.
 * can be annoying to Anti-Mage before he can farm up to dispel the debuff. The extended cooldown on blink will make it harder for Anti-Mage to disengage.
 * Anti-Mage has no answer for high physical damage output, which what Faceless Void is excel at, especially in the late game.
 * Although Faceless Void should not attempt to fight Anti-Mage without his ult, Anti-Mage can burn mana and prevent void from using to escape.


 * A combination of and  can prevent Anti-Mage from casting spells.
 * If Grimstroke has, can reflect Anti-Mage's Mana Break making useful in team fights.


 * renders Anti-Mage's escape capabilities with Blink and Counterspell useless. and  work well against Anti-Mage's relatively low health.
 * 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, making Counterspell ineffective.
 * will hit Anti-Mage while he is disabled from, and forces him to take heavy damage due to his low intelligence.
 * keeps Outworld Destroyer at high mana, thus greatly reducing the damage from Mana Void.


 * silences Anti-Mage, preventing him from blinking away.
 * However, can be dispelled by Manta Style.
 * stops Anti-Mage from blinking, with  also locks down Anti-Mage for long duration.


 * Anti-Mage's low health pool making vulnerable to Phantom Assassin's burst damage and critical strike, while Blink is on cooldown.
 * makes Anti-Mage unable to deal Mana Break to her.
 * Phantom Assassin has low intelligence and low mana pool, making Mana Void do minimal damage.


 * Anti-Mage's lack of burst damage and any form of wave clearing make him ill-suited to fight Phantom Lancer. doesn't help much either due to his lack of burst damage.
 * Phantom Lancer's many illusions, coupled with, can quickly deplete Anti-Mage's mana, prevent him from blinking away.
 * offers the same amount of mobility to Anti-Mage's, when used with , can quickly chase Anti-Mage after he blinked (given Phantom Lancer still has vision over him).


 * 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.
 * If Shadow Demon has, can break Mana Break and Counterspell, weakening both his offense and defense.


 * 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

 * does not need any mana to fight Anti-Mage as most of his skills cost HP instead. He is good counter to take away Anti-mage's farm in early to mid game. Huskar, however, struggle to kill Anti-Mage in the late game. So it is a good idea to finish the game early before Anti-Mage can farm up.
 * can bring Anti-Mage back with, effectively negating Blink or forcing him to wait out the debuff before Blinking.
 * 's can clear Anti-Mage's illusions from Manta Style and his high health pool and low mana making Mana Void very ineffective, although keep in mind that  is extremely easy to reflect with a well timed Counterspell.
 * 's turns Mana Break against Anti-Mage draining his mana making it useful during team fights.
 * Heroes with abilities or items that can silence or disable Anti-Mage for long periods of time will prevent him from Blinking away:, , , , , , ,.

Items

 * Is a great item for supports who wanna survive Anti-Mage's initiation with   and Mana Void icon.png Mana Void
 * protects against Mana Break and Mana Void.
 * blocks Mana Void, and can be used on vulnerable teammates.
 * and keep the team's mana high, reducing the damage from Mana Void.
 * prevents Anti-Mage from Blinking away.
 * gives evasion against Mana Break.
 * prevents Anti-Mage from Blinking away.
 * Drain's Anti Mage mana preventing him from blinking away
 * breaks Mana Break and Counterspell's magic resistance.

Good against...

 * Anti-Mage easily Blinks out of 's freeze radius.
 * Ancient Apparition lacks mobility, thus making him fall easily to Mana Void.
 * Counterspell reduces all Ancient Apparition's spell damage.


 * 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.


 * Mana Break quickly eats away at Bristleback's 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.


 * Juggernaut is very dependent on mana and casting his spells in fight. With no mobility, he is exceptionally vulnerable to Anti-Mage's.
 * allows Anti-Mage to disengage and waste completely.  also offer substantial protection against 's magic damage.
 * Although Anti-Mage should be careful as is no salvation against  physical damage.


 * 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 Spirit 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 before he gets aghanimshard.
 * 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:, , , , ,
 * Abilities with poor cast time are easily dodged with Blink or blocked by Counterspell:, , ,.

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