|Slashes his foes with mana-draining attacks.|
|Among the ascetic monks of Turstarkuri, only a young acolyte was fortunate enough to escape the fallen legion's assault on the monastery. Now, vowing to eliminate not only the magic of the Dead God, the Anti-Mage returns to eradicate magic altogether. Protected by a Counterspell shield, he shrugs off sorcery that would end lesser heroes. No wizard's trick is enough to contain or elude the Anti-Mage, as he Blinks out of traps, send Fragments of himself, to pursue targets to the ends of the world. With each swing of his unorthodox blades, the Anti-Mage erodes his opponent's mana, setting up the depleted caster to perish in a crushing Mana Void.|
|Roles:||Carry Escape Nuker|
- Deals 14/20/26/32 extra damage + 0.5%/0.9%/1.3%/1.7% ( ) of the target's max mana as damage (before reductions).
- Burned mana as damage is considered as a conditional attack damage bonus.
- Although the attack damage bonus values are not displayed in the HUD, it is still considered and directly added to Anti-Mage's attack damage.
- The attack damage bonus values are not considered by critical strike.
- However, it is considered by lifesteal and cleave, and it can be reduced only by flat reductions (e.g. damage block).
- Since it is considered bonus attack damage, it is not affected by percentage-based attack damage bonuses or reductions.
- Illusions burn a reduced amount of 14/20/26/32 mana + 0.5%/0.9%/1.3%/1.7% max mana per hit.
- Illusions also deal a reduced amount of bonus damage; 7/10/13/16 extra damage + 0.25%/0.45%/0.65%/0.85% ( ) of the target's max mana as damage (before reductions)
- Applies the mana loss first, and then the damage, and then, if the target has no mana left, the slow debuff.
- Does not work against allied units when attacking them.
- Fully stacks with other sources of Mana Break.
- Blink disjoints projectiles upon cast.
- Attempting to blink less than the min distance will blink for 200 range instead.
- Does not blink for the full distance when targeting closer than the max distance.
- When targeting beyond the max blink distance, Anti-Mage blinks for the max distance towards the targeted point.
- Interrupts Anti-Mage's channeling abilities on cast.
- Stacks multiplicatively with other sources of magic resistance.
- , , and do not trigger for Anti-Mage while Counterspell is active.
- Unlike other sources of spell reflection, Counterspell does not reflect and . They do get blocked still.
, Counterspell provides two auras. Both auras linger for seconds.
- The first aura has a radius of and reduces enemy spell damage by .
- The second aura has a radius of and increases the spell damage reduction of the first aura to .
- Applies generic outgoing damage reduction on enemies within range. Stacks additively with other sources of generic outgoing damage manipulation.
- The reduction affects only spell damage enemies deal that is not flagged as HP removal. Attack damage is not reduced.
- Requires to be unlocked.
- The illusion is created facing the same direction as the caster, along with 's particles and sounds.
- The illusion cannot act, so it is completely uncontrollable.
- The illusion is not invulnerable, and can be attacked and killed normally.
- When targeting an enemy, the illusion attacks that enemy.
- When targeting the ground, the illusion relies on ◉ Standard auto-attack rules.
- The illusion ignores the player's auto-attack settings and is always in auto-attack mode.
- When no enemies are nearby, the illusion just idles in place, only moving when getting aggro'd.
- The illusion is permanently phased.
- is cast simultaneously by the illusion whenever Anti-Mage casts it.
- The targeting reticule must be centered over an enemy unit.
- The damage is calculated based on the primary target's mana, but applied to all enemies within the radius.
- Mana Void first applies the debuff, then the damage.
- Only the primary target gets stunned.
- Can be cast on units without a mana pool, applying the mini-stun only.
- Plays a sound effect during the cast time, which is audible to everyone.
|+250Cast Range||20||+0.1Damage Multiplier|
|+0.7sStun||15||+0.6% Max Mana|
Main Article: Anti-Mage/Changelogs
- Increased strength gain from 1.3 to 1.6.
- now has 3 charges with a 25-second replenish time, instead of a 20-second cooldown.
- Old: Increases max blink distance by 300 and reduces cooldown by 2 seconds.
- New: Adds a passive aura to that reduces the outgoing spell damage of enemies within 900 radius by 10%, and by 30% for enemies within 300 radius.
- Increased base armor from -1 to 0.
- provides Anti-Mage with health regeneration in the early game.
- gives Anti-Mage a massive boost of health restoration.
- gives Anti-Mage an additional attribute boost in the lane. Buy 3 of these, and plant them down and use a tango to double the healing, or, against a lane which spams spells (e.g. bristleback), build it into magic wand.
- provides bonus damage against creeps to help Anti-Mage get last hits. It builds into Battle Fury, your main farming item.
- provides Anti-Mage with decent health regeneration in the early game, and later builds into . This should be the first item you get early game because it's essentially having the tango buff on you at all times, and you can get tangoes if you still need more regen.
- give Anti-Mage a speed boost and builds into power treads.
- is a good idea to pick up if the enemy is using a lot of spells since that gives Anti-Mage a lot of regeneration in case of emergency. However, unlike most other carries, it's not required on anti mage, since your battle fury timing is everything when playing this hero.
- provide Anti-Mage with attack speed and attributes switch, keeping him alive with strength, or sustaining his abilities usage with intelligence. Also, the +25 attack speed and +10 agility is invaluable when farming. Battle fury provides +60 damage, so you need some attack speed to further boost that, even though your base attack time is already pretty good.
- provides Anti-Mage with HP and mana regeneration, and gives Anti-Mage a cleave that allows Anti-Mage to farm and push much faster. Also gives +60 damage which makes farming a lot faster.
- provides attributes that benefit Anti-Mage well. The illusions benefit from Mana Break, greatly improving Anti-Mage's damage and pushing potential. If you feel that a lane is unsafe to push (if no heroes are showing), send illusions to push it out and blink away from it as fast as possible while farming. Additionally, the split allows Anti-Mage to dodge and remove spell effects, which can be useful for removing silences and blinking away.
- grants a lot of attributes, and grants 40% hp reduction and a slow. Should be the first item after manta as the extra stats are absolutely needed on anti mage who has one of the lowest strength/intelligence gains in the game, and somewhat mediocre agility gain. You can take basher instead, however make sure to take skadi after that, and only then upgrade into abyssal blade.
- gives Anti-Mage a damage boost, a chance to bash enemies when attacking, and a guaranteed stun that goes through spell immunity. It also gives Anti-Mage some strength and health that will increase his health pool.
- offers a very substantial damage boost as Anti-Mage is an agility hero, it also gives Anti-Mage armor, evasion, and additional attack speed on top of the attack speed gained from the agility on the item. Now, you're not only taking reduced magical damage thanks to counterspell, but also reduced physical damage thanks to the armor and evasion, be it through right clicks or spells.
- grants spell immunity so Anti-Mage can attack without worrying about enemy disables. Take this over butterfly against a very crowd control-heavy matchup.
- increases strength and lifesteal, giving Anti-Mage much more survivability.
- provides an ultimate tankiness boost so that Anti-Mage can lead pushes and manfight the enemies in the late game.
- Gives additional damage and attack speed, and also allows you to pierce evasion, since anti mage is useless if he can't get off right clicks.
- In DotA, Anti-Mage's full name and title was "Magina, the Anti-Mage"; in Dota 2, his name was removed for unspecified reasons.
- In DotA, Anti-Mage has a chance to spawn with "BurNIng" as name, instead of Magina, which is a tribute to the professional DotA player BurNIng.
- In DotA, Anti-Mage and were brothers. This was to be kept in Dota 2 based on certain responses Anti-Mage made in Terrorblade's presence, but upon Terrorblade's release, these relations were severed and thus the lines went unused.
- In DotA, Anti-Mage was blind, due to the model of the Warcraft III character he used, Illidan Stormrage, who was blind.
- uses the same ability icon as the ability from the now removed .