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[Hero] Anti-Mage

Forum Index > Dota 2 Strategy
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Firebolt145
Profile Blog Joined May 2010
Lalalaland34487 Posts
Last Edited: 2014-03-19 17:51:09
November 01 2011 19:12 GMT
#1
[image loading]

Anti-Mage

The monks of Turstarkuri watched the rugged valleys below their mountain monastery as wave after wave of invaders swept through the lower kingdoms. Ascetic and pragmatic, in their remote monastic eyrie they remained aloof from mundane strife, wrapped in meditation that knew no gods or elements of magic. Then came the Legion of the Dead God, crusaders with a sinister mandate to replace all local worship with their Unliving Lord's poisonous nihilosophy. From a landscape that had known nothing but blood and battle for a thousand years, they tore the souls and bones of countless fallen legions and pitched them against Turstarkuri. The monastery stood scarcely a fortnight against the assault, and the few monks who bothered to surface from their meditations believed the invaders were but demonic visions sent to distract them from meditation. They died where they sat on their silken cushions. Only one youth survived—a pilgrim who had come as an acolyte, seeking wisdom, but had yet to be admitted to the monastery. He watched in horror as the monks to whom he had served tea and nettles were first slaughtered, then raised to join the ranks of the Dead God's priesthood. With nothing but a few of Turstarkuri's prized dogmatic scrolls, he crept away to the comparative safety of other lands, swearing to obliterate not only the Dead God's magic users—but to put an end to magic altogether.

For abilities, stats, and other information, visit this hero's Liquipedia page here: http://wiki.teamliquid.net/dota2/Antimage



Sadly a little out of date, but still amazing and well worth a long read: + Show Spoiler [Guide by Flamewheel] +

Banner made by the estimable disciple.

Hello everybody! Dota 2, the upcoming successor to Warcraft III's DotA, is in beta right now. And as with any new game, alongside the veteran players there are going to be a lot of new gamers looking to jump right in. Unfortunately, DotA (for the most part I'll use this term to synonymously define both WCIII DotA and Valve's new Dota 2) has quite a steep learning curve. Even if you know the basics and have a general knowhow of gameplay, such as how laning works, what general items to buy, and how to gank, etc., there's still a major part you are missing before you can jump on in. Namely, you need to learn the heroes... and there are quite a few of them. The Dota 2 pool is still missing a few heroes, but they are being ported over in time. That being said, to effectively play the game you need to know about not only the hero you are playing with... but more importantly the heroes your allies and enemies are controlling.

And that can be a daunting task, one that's turned many people away from DotA. To help lessen the severity of the learning curve, I will create a series of basic hero guides. These will be styled for newer players but will have a basis in competitive play. I'll be mostly talking about skill and skill builds, item builds, hero role(s), and the mentality you should be playing with for the hero in question. In writing this, I'm going to assume you either know about or have done a bit of research on the basics of DotA, such as last-hitting/denying, buying items, etc. And if you're seeing this blog and you have absolutely no clue what DotA is, Bumblebee has written three nice general blogs that can get you started. Additionally, r.Evo maintains the Welcome to Dota 2 thread. BurningSera has also written a more in-depth guide on how to support. Check out TL's Dota 2 Strategy section for more.

Obviously, with so many heroes there won't be enough time for me to write a guide on every single one, but every little bit helps. If you guys like these, you can request heroes to be written about and I will try to oblige. For now though, I'll be writing about heroes that I find interesting and/or like to play. Please note that I'm not a "competitive" (as in I don't really play on a dedicated team and I don't spend time grinding on ladders) player--I enjoy playing inhouses, watching the competitive scene, theorycrafting, and arguing with my roommate over DotA mechanics. Still though, I'm fairly confident that what I write will be useful for anybody looking to get started/learn more about a specific hero. And if you do happen to be an experienced veteran (or you just happen to completely disagree with what I'm saying) with more insight than I, please let me know! Feedback is welcome and appreciated.



For my first hero guide, I'm going to start with Anti-Mage, one of my favorite carries. This hero guide will introduce to you the skills of Anti-Mage (and how to properly utilize them), the mentality you need when playing him, and the items that you should be looking to acquire.

[image loading]
Formerly a tattoo-laden, vision-impaired elf, now a mohawk-wielding, magic-hating monk.

Table of Contents
I. Introduction
II. When to Pick?
III. Mentality and Gameplay
IV. Stats, Pros, and Cons
V. Skills
VI. Skill Builds
VII. Item Builds
VIII. Special Tactics
IX. Friends, Foes, and Food

I. Introduction
Take a stab at the meaning behind Anti-Mage's name. What is he good at? If you answered with something similar to "it sounds like he is good at countering spellcasters", then you get a cookie. But that's not all! Anti-Mage is also very adept against low-mana support heroes. Anti-Mage's skill set naturally lends itself to quickly evaporating the mana pools of enemies while mitigating their magic damage against him, and lategame he is a very strong carry. In the early days of beta, Anti-Mage was easily the most successful carry. With the continuing expansion of the hero pool, Anti-Mage isn't as dominant as he once was, but he's still an extremely powerful carry. Your team should deal with adept enemy Anti-Mages cautiously and quickly. Anti-Mage doesn't really function well in other roles besides as a carry.

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II. When to Pick?
So, aside from the fact that he has a cool mohawk, why do want to pick Anti-Mage? And even if he is your best friend for life, when do you choose him? When hero selections are taking place, remember and contemplate the questions below in order to make the informed decision.

Does your team lack a stable carry? Are there lots of mana-dependent heroes on the opposing team? Is your team's strategy based upon high mobility? Does your team have enough inherent disables? Is the opposing team very nuke-heavy? Can you last hit well?

If the answer to a majority of questions is yes, then Anti-Mage is a viable pick.

Does your team already have enough lategame heroes that need farm? Does the opposing team not care (to a certain extent) if their mana is burnt? Does your team lack stuns, crippling slows, and other disables? Are there plenitudes of disables, notably silences and hexes, on the other team? Do you farm like my 99-year-old great-grandmother playing Crystal Maiden?

If you answered a significant number of the above queries with an affirmative, do not pick the blade-wielding monk.

Remember, Anti-Mage has no nuke (aside from his ultimate, Mana Void), no slow, no stun, no silence, no auras, no heals--simply put, he's not meant to be a team player early on. However, given farm, Anti-Mage can put the team on his back. Now that you have a better idea of when and when not to choose Anti-Mage, let's delve deeper into the abyss and discuss what you need be prepared for should Anti-Mage be your hero.

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III. Mentality and Gameplay
Anti-Mage is played as a hard carry. If you want to play a semi-carrying/ganking role, there are much better heroes to choose. 95% of the time in professional matches and semi-organized pub games, you'll see Anti-Mage being supported in the safe lane.

Should you find yourself playing Anti-Mage in a team without alternative stable carries, know that your team is relying on you to become strong if the game goes late. You have three goals: farm, farm, farm. Don't forget that now. Remember, monks are very good at being solitary, and the Anti-Mage is no exception.

Assess your team. Do you have an aggressive lineup that can gank or apply pressure while you farm up your items? Or is your team more farming oriented, maximizing potential mid- to lategame? In any case, generally you'll want the safe lane: bottom for Radiant and top for Dire. Ask for a babysitter, potentially two to make a trilane if you think you'll be facing staunch opposition. For the first 20-25 minutes, your primary concern is farming. Let your supports win the lane for you. Participate in small clashes in lane, but don't stick your neck out too far. Ask for wards (in pubs oftentimes nobody will buy any), and call for ganks from your solo mid to get your lane overleveled compared to the opposition if the lanes are approximately even in strength. If you're not farming exceptionally, fret not. Just make sure you're not dying early game! Without items, you are extremely weak. Don't dive towers to get kills unless you have support from teammates and the creep wave. Basically, if you can get kills do your best to get them, since the experience and gold from hero kills is nice. However, don't try to be the ganker. You don't have a disable, you don't have much HP, and your blades don't really hurt until later on.

When the laning phase ends and your laning partners leave you, create a safe zone; ask for defensive wards to protect your lane and jungle to spot any unwelcome entry. Farm. Always be prepared to blink to safety. Carry a teleportation scroll at all times. Mow down neutral camps if the lane is too pushed. Farm. Do not jump into team fights that could go either way; only come in if you think your team will sweep the opposition, allowing you to pick up gold and experience. Be greedy: take last hits, both on enemy creeps and heroes, from your teammates. Farm. You can push your lane, but don't push too far. If you see a juicy creep wave halfway around the map, teleport to it. If your enemies are constantly in your face, avoid them by going to another lane. Make smart item choices. There's a pretty established item order that Anti-Mage gets, and I'll discuss that below. Keep your health high, and don't needlessly expend your mana on blinking.

Again, keep in mind: you are not a team player. You leave your team fighting the uphill 4v5 battle, in the hopes that you will return from your meditativefarming retreat with wisdomgame-ending items. And assuming you last hit well and followed the general guidelines I stated above, you should be ready to join the battle at or a little bit before the 30 minute mark. If your team, despite the numerical disadvantage, has been doing well up till now, you should be ready to help them drive the nail home. And if they haven't... well, Anti-Mage is a very good hero for attempting to turn the tide. When lategame rolls around, your primary focus should be on winning (taking down the opponents' barracks and pushing their Ancient), not farming. However, in the more peaceful lulls keep up the killing of creep. Just don't ignore your team any longer, and be prepared to push, defend, and jump into team fights.

Remember, despite your ridiculous magic reduction, you are not invulnerable. Despite defensive HP-boosting items, with your low strength gain, you are frail to concentrated fire. Do not roleplay as John Rambo. Do not dive headlong into overwhelming numbers. Wait for the rest of your team to engage (or to be engaged upon), and jump in after the initial chaos is over. Target heroes that rely on spells, either for dealing damage or for staying alive. They will generally be the opposing team's supports--take them down with your anti-magic prejudice. Blink to chase: do all in your power to kill that enemy at low HP. Blink to stay alive: should you find yourself at low HP/mana and in dire straits, get out. However, through the chaos you should try to spend as much time as possible attacking. Generally speaking, if you are alive and well at the conclusion of a team fight and aren't alone, your team will have emerged victorious. Purchase the bigger-ticket items while prudently saving for buyback, and always be on the lookout for a chance to win. If your team ends up killing Roshan, take the Aegis. You are one of the best heroes to carry it.

While the paragraphs above detail what will probably be your battle plan for a vast majority of the games you play as Anti-Mage, there are always exceptions. On rare occasion, such as when there are multiple other suitable carries on your team, Anti-Mage can play more of a ganker role: supplementing your income from last hitting creeps, a portion of your gold will come from the corpses of enemy heroes. With a built-in blink and mana break, Anti-Mage can be very deadly in the early- and midgame as well with good positioning and game sense. However, you cannot do this alone. With no natural disable, you will have to rely on teammates to provide the necessary slows, stuns, and/or silences to bog down your enemies. However, should a teammate land a sufficient stun that should be enough for you to blink in, whack the unfortunate enemy hero a few times to burn their mana, use your ultimate (Mana Void) to deal more damage, and then pursue with Blink for the kill. Just remember, this is a much riskier way to play Anti-Mage. Before Blink is maxed out, it has a relatively long cooldown; as a ganker you will be maxing out your Mana Break before Blink. And even then, blinking in always invites retaliation. Ganks can go sour: enemy reinforcements may be laying in wait in the shadows, and inbound teleportations may be only seconds away. Once again, you are not Rambo. Do not charge in on your own, and get out if the situation looks dire. You are most definitely not a dedicated ganker. Remember to farm when you get the chance. A ganking Anti-Mage can still transition into the lategame phase decently enough.

Since the chance of you playing a ganking Anti-Mage is very slim, I'm not going to write more about this. If you want to know specifics, PM me.

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IV. Stats, Pros, and Cons
Anti-Mage | Strength: 20 + 1.2 | Agility: 22 + 2.8 | Intelligence: 15 + 1.8

Starting Hit Points: 530
Starting Mana: 195
Starting Damage: 49-53
Starting Armor: 2.08
Base Movespeed: 315
Attack Range: 128 (melee)
Base Attack Time: 1.35
Sight Range (Day): 1800
Sight Range (Night): 800
Pros
Cons
  • Above-average starting STR for AGI hero
  • High base movespeed
  • Great attack animation
  • High mobility with Blink
  • Highest natural spell damage reduction
  • Lowest natural BAT of any hero
  • Second-lowest STR gain of any hero
  • No natural disable
  • Melee (bad for laning)
  • Highly item-dependent
  • No team synergy
  • Very item-dependent

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V. Skills
Anti-Mage's skill set is built around blinking in, burning mana, tanking reduced spell damage, and killing high-mana pool, low-HP pool heroes with his ultimate. In this section, we will cover the basics of Anti-Mage's two active skills and two passive abilities, leaving the [slightly] more advanced techniques for a later section. Also, the highlighted red letter in each skill name represents the hotkey from WCIII DotA that was used in conjunction with the skill. DotA 2 defaults all skills to qwer, but if you choose to use Legacy hotkeys you'll be wanting to hit the letters marked in red.

Skill #1: Mana Break | Passive
LevelMana burned per hit
128
240
352
464

Anti-Mage's first ability is his passive orb effect, Mana Break, which burns mana from enemy units with each attack. When mana is burnt, physical damage equal to 60% of the mana burnt is dealt to the target in question. This translates into an extra 17, 24, 31, and 38 damage per attack at levels 1, 2, 3, and 4, respectively. Make full use of this. When farming in lane, utilize the extra damage yielded by Mana Break to last hit the enemy ranged creep a bit sooner. Hit neutrals with mana pools first to decrease a creep camp's overall DPS. Harass enemy heroes and drop their mana pools, rendering them unable or less able to cast spells. One important note: even though Mana Break does physical damage, the ability is blocked by magic immunity, such as that granted through a Black King Bar (BKB). Furthermore,do not purchase items granting orb effects on Anti-Mage since he already has Mana Break, and it is a very powerful orb till the late stages of the game.

Skill #2: Blink | Active: Point
LevelCooldownTeleportation Range
112 seconds200-1000 units
29 seconds200-1075 units
37 seconds200-1150 units
45 seconds200-1150 units

Blink grants Anti-Mage amazing mobility, allowing him to quickly teleport short distances for a constant mana cost of 60 at all levels. Note that here is both a minimum and maximum range. As an ability, Blink is probably the most-sought after skill in DotA because of its versatility. With this ability, Anti-Mage can blink into combat and out of it again in a matter of seconds, evade ganks, and speed up his movement across the map. If done properly, Blinking can also avoid projectiles, though if attempting to do so remember to take into account the .4 second teleportation delay.

Skill #3: Spell Shield | Passive
LevelMagic Damage Reduction
126%
234%
342%
450%

Spell Shield makes Anti-Mage shrug off magical damage from spells like no other. Combined with the innate 25% magic resistance inherent in all heroes, Anti-Mage will reduce hostile magic damage by 32.5%, 42.5%, 52.5, and 62.5% at levels 1, 2, 3, and 4 respectively. Think about it this way: Lion's level 1 ultimate, Finger of Death, deals a whopping 600 magical damage to a single unfortunate target. An Anti-Mage with maxed spell shield and no other magical resistance-affecting conditions/items will only take 225 damage. With this in perspective, it's easy to see that Anti-Mage is amazing at surviving spell-based damage. Just keep in mind that because his HP pool is so low through his pitiful strength, it doesn't matter if 100 extra damage is mitigated if you have 500 HP less than the rest of the heroes in the game.

Skill #4: Mana Void | Active: Unit
LevelMana CostStunDamage Dealt per Mana Point Missing
11250.1 seconds0.6
22000.2 seconds0.85
32750.3 seconds1.1

Rounding out Anti-Mage's skill set is his ultimate, Mana Void. This single-target spell with a constant casting range of 600 units and cooldown of 70 seconds at all levels deals magical damage based upon the amount of mana the enemy target is missing. And because of this variability, Mana Void can either be very damaging or very weak. For example, assume there are two enemy heroes, Crystal Maiden and Doom Bringer, that Anti-Mage is contemplating targeting with a level 1 Mana Void. The Crystal Maiden has a total mana pool of 650 and is missing 500 of that, either through casting spells or being burned by Mana Break. Should Anti-Mage choose to use Mana Void on the unfortunate Maiden, the level 1 Mana Void would deal 500 x .6 = 300 magical damage. However, against the Doom Bringer with 150/300 mana, Mana Void only deals 150 x .6 = 90 damage. From this, it can easily be seen that Mana Void isn't simply point-and-click. When using Mana Void, make sure you're targeting a hero that's missing most of its large mana pool. Mana Void also has a few other noteworthy points. When Mana Void is cast, there is a mini-stun inflicted upon the target (useful for canceling channeling spells or teleportation scrolls). Secondly, even though Mana Void is a single-target spell, damage dealt is inflicted equally within a 300 AoE. To avoid this mini-section becoming too long, implications of both these effects will be covered below, in the advanced usage section.

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VI. Skill Builds
Your skill build may vary based on the opposition. I will provide two basic skill builds. Remember, these are not set in stone: each game is unique and there may be outstanding circumstances in which you will need to deviate from a preset path. Use these builds as guidelines, not as absolutes.

+ Show Spoiler [Regular Skill Build] +
1. Blink
2. Mana Break
3. Spell Shield
4. Blink
5. Mana Break
6. Mana Void
7. Blink
8. Mana Break
9. Blink
10. Mana Break
11. Mana Void
12. Spell Shield
13. Spell Shield
14. Spell Shield
15. Stats
16. Mana Void
17-25. Stats

Justification: You take Blink at level 1 for survivability, and Mana Break/Spell Shield on level 2 and the one not chosen on level 3. Take Mana Break the majority of the time at level 2, only taking Spell Shield if you think the enemies will be able to kill you in one concentrated lockdown session. After this, max out Blink and Mana Break, pausing to take Mana Void at level 6 because Anti-Mage's ultimate is too useful to be passed up on. While maxing Spell Shield first allows you to survive much better in the midgame ganking phase, where chained magical spells are prevalent, you will find that being able to Blink away faster is useful. You can take more points in Spell Shield early if the enemy is extremely nuke-heavy and is always in your face. Max Spell Shield after Blink and Mana Break are both at level 4, remembering to take Mana Void when you can.

+ Show Spoiler [1/1/1 (Burning) Build] +
1. Blink
2. Mana Break/Spell Shield
3. Spell Shield/Mana Break
4. Stats
5. Stats
6. Mana Void
7. Blink
8. Blink
9. Blink
10. Mana Break/Spell Shield
11. Mana Void
12. Mana Break/Spell Shield
13. Mana Break/Spell Shield
14. Spell Shield/Mana Break
15. Spell Shield/Mana Break
16. Mana Void
17. Spell Shield/Mana Break
18-25. Stats

Justification: This build, first coined by professional Chinese player and captain, DK.BurNIng, is useful when you can grab a very safe lane for farming. The two extra points in stats early on give you desperately-needed HP. You max out Blink after taking Mana Void at 6, since it'll coincide with your Battle Fury timing--which allows you to move around and clear neutral camps very quickly. Depending on the enemy team, you can choose to max Mana Break or Spell Shield, or take levels of each equally. Anti-Mage still won't be joining fights early. Unless team DK was extremely pressed, BurNIng didn't come to the battlefront without Battle Fury and Manta Style, and sometimes not without another big item.

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VII. Item Builds
There are currently 129 purchasable items in DotA. That is a lot of items. Of course, as a carry Anti-Mage wouldn't be touching most of them, but there are still enough items that Anti-Mage can effectively use to make item builds not completely cookie-cutter. As with everything else in this guide, you can deviate from what I suggest. My builds are those elicited from watching professional games and my own personal games, but what works for me doesn't necessarily have to work for you.

After talking about starting and early game items, I'll discuss the general item pool for a farming hard carry Anti-Mage. The first two big items will almost always be the same, but after that you have some choices to make. Situational and rejected items for Anti-Mage will be covered as well.

Starting Items
Anti-Mage is not a support. Don't feel the need to buy a courier or wards. Your money should go toward regeneratives, stat-boosting items, and the beginnings of your core items. In very organized (inhouse/competitive) games your supports may even buy your regeneratives for you, but generally in public games that won't happen. Since this guide assumes you didn't random Anti-Mage, you start out with 603 gold. I'll provide some item suggestions below.

Option 1: Stout Shield (250), Ironwood Branch (53), Healing Salve (100), Tangoes x2 (180)
[image loading][image loading][image loading][image loading][image loading]

Option 2: Stout Shield (250), Ring of Protection (175), Tangoes (90)
[image loading][image loading][image loading]

Always grab a Stout Shield. Early on for melee heroes the item is amazing--as a low-HP melee hero with poor starting armor, Anti-Mage will be feeling every enemy blow. Stout Shield really cuts down on that harassment, since a 60% chance to block 20 damage means on average every attack that lands on you is reduced by 12. And if you happen to accidentally draw creep aggression, with a stout shield you'll barely feel a thing since melee creep do only 21-23 damage. The Stout Shield can be upgraded into the Poor Man's Shield or Vanguard, both of which can be useful but not necessary on Anti-Mage. The healing salve and tangoes serve nicely in patching up any damage that the Stout Shield couldn't block. The last little bit of money you have can be sunk into an Ironwood Branch for just a tiny bit of stats padding.

The second option trades a bit of regeneration for a Ring of Protection. This build is good if you want to go for a quick Tranquil Boots. Despite only have one set of Tangoes to start out with, if you wait just a little bit you can ferry yourself an extra Salve or set of Tangoes with the courier.

If you know you are going against enemy heroes that spam their spells a lot, such as Batrider or Lich, grab an early Magic Stick. The early burst heal is invaluable, and it goes nicely into your magic wand. Still though, in general the benefits granted through that the Stout Shield is better than the Magic Stick to start out with. Consider upgrading your Stick to a Magic Wand if it behooves you; sell it later on if not.

Early Game Items
Anti-Mage isn't a very versatile hero, and again isn't a team player. As such, he'll be getting items that benefit himself (and not his team). Here are some of the early game items that you should be looking for if you're playing Anti-Mage.

[image loading][image loading][image loading][image loading]
Pictured: Ring of Health, Boots of Speed, Magic Wand

Stout Shield and Ring of Health should be obtained first. If you follow my instructions, you'll start out with the Stout Shield. If not, you can buy both of these items from the side shop. The damage block from Stout Shield is very useful on a melee hero like Anti-Mage with low HP, and Ring of Health will allow you to regenerate damage done from harassment quickly. If you are farming really well or get a first blood kill, buy that Ring of Health quickly. These two useful items can either be upgraded into Poor Man's Shield / Perseverance or used together to make a Vanguard. These upgrades will be discussed in the Core Items section.

I hold the belief that pretty much every hero in the game should get a Magic Stick. The maximum burst heal of 150 HP / 150 MP isn't as as good as a Mekansm, but having one of these can provide Anti-Mage the extra bit of HP he needs to escape from ganks. Oftentimes you'll be finding yourself chain-stunned, and you'll be just able to blink away as soon as the last stun ends... but then you die. A Magic Stick can help to solve that problem. On Anti-Mage, I don't really feel the need to upgrade it into the Magic Wand.

Almost every hero should get Boots of Speed sooner than later. Anti-Mage is no exception, since with Boots and Blink your mobility is amazing. You can chase very aggressively with Boots and Blink, and in the same way you can escape enemies looking to kill you. In general, purchase Boots after your Ring of Health. In some professional games, you'll see Anti-Mage players finishing Battle Fury before buying Boots, but I wouldn't recommend that for a public game. Eventually, the boots should be upgraded, and there are five options. Before moving onto the discussion about core items, let's talk about the boots dilemma.

[image loading] VS [image loading] VS [image loading] VS [image loading] VS [image loading]
Phase Boots ---- Power Treads ---- Arcane Boots ---- Tranquil Boots ---- Boots of Travel
Which pair of boots do I buy?

Of these four choices, three are inferior. Arcane Boots grant you nice burst mana regeneration, but Anti-Mage doesn't really need much mana... Blink costs 60 mana and Mana Void isn't used too frequently. Remember: you are a farmer. In any sense, Anti-Mage needs to focus on two things: damage and survivability. Arcane Boots provide neither. Do not buy them.

Boots of Travel provide a huge movespeed increase of 100, but the recipe is very expensive. Buy these only after you've maxed out every other item slot late, late into the game.

Phase Boots help you chase and grant more damage, but since you're looking to farm don't bother buying these as they don't scale as well later on.

Now then, the choice is between Power Treads and Tranquil Boots. Both are viable choices on Anti-Mage, though depending on the situation one will be better than the other. The majority of the time, you'll want to get Power Treads. They are versatile: the ability to switch between modes means Anti-Mage can buff his ridiculously low HP pool, increase his armor/damage, or have that extra bit of mana for Blink or Mana Void. Power Treads are very useful since they increase your attack speed and allow you to clear neutral camps quickly.

You should really only go for Tranquil Boots if the laning phase is tough. The passive and active regeneration granted from Tranquil Boots add up to more than what you would get from a Ring of Health, and the cost is similar. You can later disassemble these Tranquil Boots for Treads or Travels and use the Ring of Protection and Ring of Regeneration for a Vladimir's Offering. Remember though that you should be aiming for Treads over Tranquil Boots if possible.

Core (Midgame) Items
After purchasing your early items, look to upgrade them into bigger-ticket items. The first three 'big' items you want to get are going to be the same. The order may vary a bit, and you can choose to pick up other items if needed.

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The golden item you want to go for is the Battle Fury. Get this as quickly as possible. Once you grab this item, your farming speed will increase to an alarming rate. The cleave allows you to mow down creep waves (or neutral creep camps) quickly, and the +6 HP regeneration, +65 damage, and +150% mana regeneration all help Anti-Mage quite well. In the midgame, Anti-Mage is one of the best junglers with Vanguard and Battle Fury finished since he can blink to a neutral camp, clear it out quickly, and move on to the next. And with the increased HP and MP regeneration granted through Battle Fury, he can stay in the jungle for quite some time. Battle Fury is an amazing item if completed early, since it expedites Anti-Mage's farm in the midgame.

Battle Fury has a decently expensive buildup. You'll want the Ring of Health early almost always, and then either finish the Perseverance or pick up the two sword parts. Generally, pick up Boots after your Ring of Health, but don't upgrade them till you finish your Battle Fury.

At some point before finishing Battle Fury (after either the Perseverance or one of the sword parts), pick up a Quelling Blade. The 32% increase in damage output will help your farming immensely.

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If you are in a tough lane, get your Tranquil Boots before Ring of Health, the continue into the Battle Fury. If you aren't being horribly pressured, finish Battle Fury before upgrading to Treads.

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After picking up your Battle Fury and upgrading your Boots, work towards the Manta Style. The Ultimate Orb and Yasha make up the Manta Style, and cost roughly the same amount. Which one you pick up first depends on the state of the game. The increased attack speed from Yasha helps you clear camps much faster, and the +10 to all stats from the Ultimate Orb help you to survive. If your enemies are held at bay by your teammates, grab Yasha first. If they're still up in your face (or seem very eager to chase you around the map), grab the Ultimate Orb first. Complete the Manta Style as quickly as possible. After that item is done, generally you are ready to fight.

Oh, and how could I forget... Always have one of these.

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Pictured: The single most important item in all of DotA

Always have a Teleportation Scroll on hand. Use it to jump to a lane with a lot of enemy creeps, escape back to the fountain, or more generally as a quicker form of transportation. It doesn't matter what hero you are playing: always carry one of these.

Lategame Items
As stressed above multiple times, Anti-Mage is not a team player. Quite the opposite: he is a selfish monk. For the early- and mid-game, your teammates will be protecting you through wards and their bodies, and come 30 or 40 minutes into the game, it's time to pay back the favor. Remember, don't stop farming altogether... Just be prepared to lead (or second) the charge into enemy territory. Anti-Mage is a hard carry, but he isn't the hardest--given equal farm, Spectre and Faceless Void will beat Anti-Mage, and against Sniper or Drow it can go either way. After you finish your Manta Style, be prepared to fight.

When you join your team, have something like this:

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Pictured: Manta Style, Magic Stick, Quelling Blade, Power Treads, Battle Fury, Teleportation Scroll


You'll have damage through Battle Fury and Manta, attack speed from Treads and Manta, and survivability through your natural abilities (Blink, Spell Shield), Manta Style illusions, and in general just being higher-leveled than the opposition (after all, you've been getting solo experience for the last 15 minutes). If your team has been doing well before you joined them, then your arrival with an item set akin to this should many times be enough to win the game. Of course, this is not an end-all set: there are still other items you should go for in between your pushes and team fights. Before we talk about them though, let us take a look at the beautiful Manta Style.

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Pictured: Manta Style

Unless severely pressed, do not fight before finishing Manta Style. While it doesn't provide any additional stats/AS/MS bonuses that the Ultimate Orb and Yasha grant, it does provide you the infinitely valuable Mirror Image ability. As a melee hero with a natural feedback (mana burn) orb, Anti-Mage benefits immensely from Manta Style. Let's do some simple mathcraft.

Popping Manta Style grants you two illusions that move at the same speed you do, attack at the same speed you do, and burn the same amount of mana per hit as you do. Assume you blink up to a hero, pop Manta, and start attacking him. Between you and your illusions, swiping once each burns 64 x 3 = 192 mana. That translates into 192 x 0.6 = 115 physical damage through feedback alone, or 77 damage through illusions. At this point, attacking an enemy with your hero and two images generally spells the doom of that hero. At the very least, they will quickly be rendered unable to cast spells. What good is a support that can't cast? He or she is no better than an above-average creep.

Popping Manta Style also rids Anti-Mage of many crippling debuffs. Despite the 50% reduction from Spell Shield, Anti-Mage is still very vulnerable to burst damage and chain stuns because of his low HP pool (even if you grabbed a Vanguard). Manta Style gets rid of those nasty slows and silences, and suddenly the enemy team finds themselves facing not one, but three blade-wielding monks. Panic will ensue.

Know though that illusions do not benefit from raw plus damage, meaning they do not gain the +65 damage from Battle Fury. After completing Manta Style, if you're looking to make your illusions stronger, try to add Agility, not pure plus damage.

Now, I will talk about the other items that Anti-Mage generally gets in the lategame. I will divide the item choices into two groups: offensive and defensive. Let us look at the more offensive-based items first.

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Pictured: Butterfly, Skull Basher, Monkey King Bar, Vladimir's Aura, Crystalys, Daedalus

Butterfly is every Agility carry hero's dream. +60 damage (30 through agility and 30 through raw), +60 AS (30 through agility and 30 through raw), and 30% evasion? Yes, yes please. With this item, Anti-Mage and his illusions will attack at close to maximum Attack Speed, dealing whopping amounts of damage per blow as well. Being able to evade 30% of physical attacks is invaluable as well, especially if you are going toe to toe with the opposing carry. You will almost always want this item: it comes down to when you can buy this, since Butterfly is quite expensive to make. I normally go straight for Butterfly as my next item after Manta, but in some cases you may want either a different item, either offensively, such as a Basher or Monkey King Bar, or defensively, such as a Black King Bar or Heart of Tarrasque.

Skull Basher provides decent plus damage and a good disable. While you can't permanently stun an enemy anymore since the stun lasts 1.4 seconds while the cooldown is two seconds, since Anti-Mage attacks so quickly it's still very close to being a perma-stun. If your team is lacking stable disables and/or your opponents are escaping through Force Staffs, blinks, or other mobility-shifting skills or items, consider getting one of these. Just remember that your illusions do not benefit from either the plus damage or the bash ability.

Monkey King Bar provides even more plus damage than Skull Basher and is useful against enemy heroes with powerful channeling spells, such as Enigma or Shadow Shaman. Unlike with Skull Basher, your illusions do gain the mini-bash (which also adds +100 damage) ability, so channeling enemies won't be able to keep their spells going. However, this isn't the main reason you get this item: you get it for the true strike if the enemy carries go for Butterfly. Compared to Butterfly, Monkey King Bar is inferior. Only get it if before Butterfly you really need to deal with the enemy carry's evasion.

Vladimir's Offering gives a plus damage aura and a lifesteal aura, allowing Anti-Mage the ability to lifesteal that he otherwise wouldn't be able to get. This can increase his survivability on the battlefield, but only if he can attack. This item is great if your team can keep the enemy in place and off your back for you to chop them to pieces, but if this is the case you can still consider asking a support or another hero on your team to buy it. The aura benefits do not help the bearer any more than they help anybody affected by the aura. If you made Tranquil Boots earlier in the game, you can use the Ring of Protection and Ring of Regeneration for the Vlad's.

Crystalys (lesser crit) and its bigger brother Daedalus (greater crit) are gotten after you already have a massive amount of damage, and want to ramp it up even more. I rarely see this item on Anti-Mage though. Generally heroes who get a critical strike item already have good survivability, either through positioning, such as Drow Ranger, Weaver, and Sniper, or natural tankiness, such as Faceless Void, Slardar, and Night Stalker. Anti-Mage has to dedicate a portion of his farm to attack speed and tankiness, so critical strike would be gotten very late in the game, after, say, Butterfly and Heart are finished.

So the items listed above are really good for taking down enemies quickly. But what if you find yourself constantly dying or blinking away at low health? Consider tanking up through more defensive items.

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Pictured: Black King Bar, Heart of Tarrasque

Black King Bar grants a bit of strength, a bit of damage, and most importantly, the magic immunity-granting avatar. Despite Spell Shield and HP increase through Vanguard, Anti-Mage is still very much so at risk of being nuked down since his HP pool is still so low. BKB prevents people from disabling you for 5 to 10 seconds, allowing you to burn away all your enemies' mana and take them down. I don't normally get this on Anti-Mage, but if the enemy is packing many stuns, consider getting one of these.

There are two cases where you really don't want to get a BKB though. The first is if the enemy has many BKB-ignoring ultimate disables. Think Enigma's Black Hole, Bat Rider's Flaming Lasso, and Faceless Void's Chronosphere. They won't care if you have BKB--you'll still be disabled. The second case is if the enemy team relies heavily on physical damage, either through hard-hitting heroes (enemy carries) or from minus-armor strategies. In these cases, if you find yourself at a lack of health, consider getting the ultimate tanking item, the Heart of Tarrasque. Between the strength gain and the raw HP boost, you'll find yourself an extra 1060 HP to work with. This is heaven for Anti-Mage: blink in, Manta up, and go hog wild. If you find yourself low, blink out, wait for a few seconds, and let the 2%/second regeneration of Heart heal you back up to full HP in no time. After getting a Heart, you can generally get rid of your Vanguard if you had one.

And if the game goes very, very late, there are two final items that should be considered.

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Pictured: Boots of Travel and Divine Rapier

Swap your Power Treads out for Boots of Travel after you have four other big-ticket items and need that slot that the Teleportation Scroll is taking up. This makes you even faster and allows you to travel the map quickly.

Ah, the Divine Rapier. This should be the very, very last item you should get. If the game goes very late, generally there should be a stronger carry on the other side. Divine Rapier provides the +300 damage that can instantly wipe a team fight... or get you wiped in the next team fight should you die. This is definitely the end-all item. Be very careful when purchasing this, for it can either instantly bring about victory... or spell your certain defeat. Later on, Anti-Mage is a very good candidate for a Divine Rapier through tankiness granted by the Heart and Spell Shield, and his naturally high attack speed and low base attack time allow him to make full use of the damage.

Situational Items
So I've now gone over most of the lategame items Anti-Mage will be looking to get in a normal game. There are, however, situational items that you may get once in a while should the situation demand it.

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Poor Man's Shield versus Vanguard

Both of these items provide Anti-Mage a comparable damage block, and they don't stack. So which one should you get? Poor Man's Shield is better against physical hero harassment early on since it will always block 20 damage off every enemy hero attack, and it keeps the 60% chance to block creep damage. It's also relatively cheap to assemble: add two Slippers of Agility on top of the Stout Shield and you've got it. It's a nice early game source of Agility and damage block for Anti-Mage, but this doesn't scale well later on: blocking 20 of 50 damage is nice, but blocking 20 of 150 damage is relatively trivial.

Vanguard can be made by adding a Vitality Booster to your Ring of Health and Stout Shield. Two years ago, this was considered a must-have on Anti-Mage. It greatly increase his HP pool, has a good damage block, and adds a bit more regeneration than what Ring of Health provides. However, these days almost nobody gets Vanguard on Anti-Mage. We'll discuss later below.

Poor Man's Shield is cheaper, and I find it better than Vanguard. By getting the Poor Man's Shield, you can use your Ring of Health for the Battle Fury. Note that neither Poor Man's Shield or Vanguard is required on Anti-Mage--I won't get them unless I'm extremely pressured.

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Pictured: Scythe of Vyse, Necronomicon, Gem of True Sight, Linken's Sphere, Assault Cuirass

Scythe of Vyse, also known as Sheepstick/Hexstick is generally got on other heroes or supports. But should you need an extra disable, Anti-Mage can carry one as well. Blink in, hex somebody, Manta Style, and that unfortunate hero cannot escape and should be dead.

Necronomicon provides two minions with a wide range of useful benefits, such as movespeed aura, attack speed aura, true sight, even more mana burn... And the +STR helps make Anti-Mage more tanky. Consider getting this if you're dealing with invisible heroes such as Rikimaru, Brood Mother, or heroes with Shadow Blade such as Drow Ranger or Sniper. If you don't feel like sinking a lot of gold into this item, just get a Gem of Truesight. Anti-Mage is very good at carrying this gem, but it does take up a valuable item slot.

Linken's Sphere allows you to perhaps survive that critically dooming spell, be it a hex, Mirana's arrow, or even Doom itself. However, this is an expensive item to farm up and if you're going to get it, and is almost always worse than a BKB. You may consider this if the opponent is ganking you with, say, one extremely long-range spell (such as Beastmaster's Roar) that goes through BKB. I've never gotten Linken's Sphere in any of my Anti-Mage games, but it's worth documenting.

Assault Cuirass provides you extra armor, Attack Speed, and a minus armor aura to the enemy team. Very good for dealing extra damage to opposing heroes, but Anti-Mage already has nearly maxed attack speed with regular items. If another hero on your team can get this item, it's much better since you already have the attack speed and can get comparable armor through agility-boosting items.

Rejected Items
There are some items that Anti-Mage just shouldn't get. Either he gets no benefits from them, or the benefits are far outweighed by the costs. We'll look at a few of them now.

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Pictured: Diffusal Blade, Helm of the Dominator, Satanic, Mask of Madness, Maelstrom, Mjollnir

What do these items have in common? They're all orbs. Anti-Mage's Mana Break is already a very powerful orb. These orbs are not needed. Eye of Skadi isn't listed since it is a very powerful orb, as it helps your survivability through more HP and it can slow down the enemy carry's attack speed. If you are adamant about replacing Mana Break in the lategame, get Skadi. Do not get any of the other orbs, for reasons detailed below.

I once saw an Anti-Mage on my team get a Diffusal Blade. All other players in the game starting flaming him. He said it was for the purge. What? Just don't get this item. You already have a better mana break, and the purge is trivial: an ally's hexstick or disable will do just the same thing. If you really need the purge (against Omniknight's Repel, for example), let somebody else get it.

Lifesteal through Helm of the Dominator, its big brother Satanic, and its crazy second cousin Mask of Madness should be avoided. If you really want lifesteal, either get or ask somebody to get a Vladimir's Offering. Of the three, Satanic is the least unacceptable since it at least gives you tanking ability and survivability through the +25 STR and the active three second 175% lifesteal.

Maelstrom and Mjollnir randomly send out chain lightning blasts that deal 150/160 magical damage. You do more per shot with Mana Break and illusions (images don't benefit from Maelstrom or Mjollnir). The attack speed increase is negligible since Anti-Mage already has a very high attack speed.

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Pictured: Armlet of Mordiggian, Ethereal Blade, Soul Ring, Refresher Orb, Shadow Blade, Blink Dagger, Force Staff

Armlet of Mordiggian provides you a temporary strength boost but drains your health. The attack speed increase is trivial. Anti-Mage doesn't have the HP pool to support this and the buildup doesn't suit him at all.

Anti-Mage only has one nuke: his ultimate. And that's pretty much a one-shot thing. Ethereal Blade can amplify the damage of that and provides nice stats overall, but at the cost of not being able to attack for three seconds? Anti-Mage is a right-click DPS hero. Do not get this item.

Soul Ring sacrifices much-needed HP, and your only real active skill has a five second cooldown. No need. The same line of reasoning holds for the Refresher Orb. It might be tempting to be able to knock off two heroes at once with ultimate, refresh, ultimate, but that is very mana-intensive (375 for refreshing and 550 to use Mana Void twice for a total mana cost of 925). Aside from that, it doesn't offer Anti-Mage anything else really for its exorbitant cost.

Shadow Blade, Blink Dagger, and Force Staff are positional items. With a cheap, five second cooldown Blink, why do you need these items?

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VIII. Special Tactics
Here I will talk about some of the more advanced uses and notes for Anti-Mage's skills, as well as give a more detailed breakdown of what you should do in a typical team fight. I apologize in advance for the lack of screenshot pictures--I'm a bit lazy at this point!

Mana Break
  • Harass enemy heroes when you get a chance. Burning their mana means extra damage for them and a reduced ability to cast spells. Even if you trade hits early on, you have restoratives and will be purchasing a Ring of Health. Just be careful not to jump into too many enemies at once. Against melee heroes you should have a really easy time.
  • When farming in the lane, remember that after Mana Break is skilled it becomes much easier to last hit the ranged creep, since it has a mana pool. Remember though that this doesn't work on allied creep.
  • Similarly, when farming the jungle targeting a neutral creep with a mana pool means you can do more damage to it. Satyr camps are your best friends, since all four creeps spawned have a mana pool. However, it's a trade off: generally the creep in a camp with a mana pool is the stronger/strongest one, so it might be faster to take out the smaller creep first.
  • After purchasing Battle Fury, definitely hit the creep with a mana pool. The extra damage through feedback hits the other creep as well.
  • Manta illusions do full mana burn. Sometimes in team fights you can send your illusions to harass an enemy support, forcing them to run around to avoid losing mana instead of casting spells.
  • Mana Break does not work on magic immune units. So if you're trying to burn the mana off a unit with BKB, it doesn't do anything for the duration of the BKB avatar.
Blink
  • You can only blink to territory previously explored by your team. Make sure in your idle/transit time to cover potential paths you might want to blink to. This includes areas in the border trees. Blinking there can sometimes save your life when the other team can't follow!
  • Know your Blink range. If you try to Blink more than your allotted maximum range, you'll only go 4/5s of the distance instead. This seems trivial since that's at most 230 units, but when you're being chased by five enemy heroes that can make or break you!
  • There is a minimum range on Blink. While this usually isn't a problem, keep that in mind if you're trying to make "micro jumps" in order to avoid enemy projectiles while still staying in the same general area.
  • Speaking of dodging projectiles, you can use Blink to dodge certain enemy stuns. This takes timing and practice though, and the .33 second delay on Blink can often get you killed early on. No matter how good you become at blink-dodging, don't become overconfident. Best to not have a stun thrown at you whenever possible.
  • When chasing another hero with Blink or a Blink-like spell (such as Morphling's Waveform or Mirana's Leap), don't jump the gun and Blink too early. Wait for them to use their spell, and follow them. Anti-Mage has the shortest Blink cooldown in the game, and combined with Mana Break and dogged persistence you can bring down an enemy hero with good prediction.
  • Another thing about chasing: whenever possible blink in front of a fleeing hero. This allows you to get a few more hits in while they run around you.
Spell Shield
  • While you want to mitigate damage done to you, remember that you take less damage from spells than your teammates do. If you are relatively healthy in terms of HP, bait some nukes out to save a fleeing teammate.
  • Similarly, early- to mid-game you can act as some sort of bait if you have high levels of Spell Shield. Have your teammates stay back in the shadows, and have them jump when enemy heroes try to instantly kill you with massive amounts of nukes. After the enemy spells go on cooldown, your team should be able to clean up. Don't die in the process!
Mana Void
  • There are two trains of thought: Mana Void has a short cooldown (60 seconds), so use it to get isolated kills quite liberally. Besides this, Blink, and Manta Style, Anti-Mage doesn't use much mana for anything else.
  • In team fights, be careful about who you use this on. Since it's dependent upon the pure total of missing mana, hitting somebody who's missing 200 mana doesn't do much damage. As I said earlier, it doesn't matter if you burned an enemy's mana or they expended it on spells; Mana Void hurts just the same.
  • There are two main ways to use Mana Break in team fights. Since you don't have a short enough cooldown on it to use it twice generally, you can either pop it early or later on. As a single target spell, you can easily take out a hero early on with Mana Break and Mana Void. However, keeping it in reserve will make enemies more wary to expend mana on big spells. I generally prefer the early assassination option.
  • Mana Void has a mini-stun. You can use this to cancel a teleportation scroll or a channeling spell. However, this doesn't go through BKB, so don't bother trying.
  • Most importantly: Mana Void has an AoE effect. Damage is calculated based on how much mana the primary target is missing, but it deals the same damage to all enemies in a 300 radius circle. This can be very powerful if cast on, say, a Storm Spirit missing most of his mana in the middle of three other enemy heroes.
What to do in Team Fights
Unless your team is running a "let's use this super tanky Anti-Mage as bait" strategy, you should not be the first to leap into a team fight. Blinking in may cause your enemies a slight amount of confusion, but after a short bit they will start lobbing all their nukes and disables on you... Which isn't necessarily what you want. Even worse, a more experienced team will just coolly react and take you out with chain stuns before your team can bail you out. In short, you don't initiate. However, after the battle has broken, do blink in. Don't blink in randomly though--blink on top of your target of choice. Anti-Mage excels at taking out supports first, so generally you'll want to blink on one of the enemy supports. They'll be lower-leveled and under-farmed, and as such will be food for you and your Manta illusions. Take them out quickly (using Mana Void if you deem them important enough to the team fight to have to take out early) and move on to the next target. Don't waste time running around though--Blink if the next target is sufficiently far away, and oftentimes they will be since the first support will try to run. Whatever the case is, send your illusions to attack other supports or mana-dependent heroes, just to mess up their positioning and burn a bit of mana. If you find yourself low on health, blink out. Try to predict when dodgeable enemy spells such as Earthshaker's Fissure or Queen of Pain's Sonic Wave will hit you, and blink to dodge. After taking out supports and powerful, mana-dependent spellcasters, go after the enemy carries. Of course, if the enemy carry is dependent on casting spells to deal damage or increase their survivability/mobility, such as Slardar or Night Stalker, drain their mana since they have low mana pools. Don't waste your time taking their health after their mana is depleted though--go kill those supports.

If you are initiated on, assess how severe it is. As long as you aren't hexed, you can break disables with Manta Style. Pop it, and either stand your ground to fight if you feel your team's counter-initiation will win the game, or blink out while leaving your illusions to act as a bit of distraction.

If and when you get the Aegis, you can afford to be more aggressive. Go down swinging--don't give your life up needlessly--and be prepared to fight or flight when the respawn happens. With an Aegis, I generally prefer using Mana Void early, since the team fights can be a bit more extended. You may have a chance to use a second Mana Void in here, so blow it early to kill an important hero (or even a support), and if it comes off cooldown that's just a nice bonus.

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IX. Friends, Foes, and Food
Lastly, let's talk about some good allies and powerful foes Anti-Mage has, as well as heroes that he absolutely eats for breakfast.

The Friends: Earthshaker, Clockwerk Goblin, Vengeful Spirit, Nature's Prophet, Jakiro


Really, any hero with a stun is Anti-Mage's friend. Since he lacks a disable anybody who can set up a disable on an enemy hero so that Anti-Mage can cut him/her down is an ally. In particular, Earthshaker, Clockwerk Goblin, and Nature's Prophet are extremely good for Anti-Mage. Earthshaker's Fissure blocks off travel, restricting Anti-Mage's prey from running away. Clockwerk and Prophet are even better. Power Cogs and Sprout, respectively, create a ring around enemies, trapping them in. Normally other melee heroes wouldn't be able to hit enemies trapped in Cogs or Sprout, but Anti-Mage can blink in and go to town. Vengeful Spirit gets a special mention since she has a nice stun early on and can swap Anti-Mage out of a team fight if need be... and oftentimes Anti-Mage finds himself in way too deep. Heroes with AoE stuns such as Jakiro are extremely useful to Anti-Mage, as he can have his pick on who to kill and is less likely to be stopped during his rampage through the enemy lines.

The Foes: Night Stalker, Faceless Void, Drow Ranger, Rikimaru, Shadow Fiend, Bloodseeker, Lion, Omniknight



In general, heroes with silences, strong disables, and other lategame carries with farming potential can be a threat to Anti-Mage. Night Stalker, Drow Ranger, Bloodseeker, and Rikimaru all have silences, which prevent you from Blinking away. These are also heroes that are more effective than you are early on, and heavily rely on physical damage to kill you. In the beginning, run away from these guys. Bloodseeker, Drow Ranger, and Rikimaru also have ways to keep you from moving through slows (Drow and Rikimaru) or Rupture.

Heroes such as Faceless Void and Shadow Fiend have the potential to aid the team more early on and exert midgame presence. Given equivalent amounts of farm, they can also stand toe to toe with you in the late stages of the game while still providing more to their teams in large-scale engagements.

Heroes such as Lion are also dangerous due to their long-duration disables. Particularly noteworthy are Lion and Shadow Shaman, who both have the Hex ability which will remove any evasion you have. Once you turn into a chicken, your life may be quite short. Beastmaster's Roar is another ability that can catch you off guard from afar. In general, be wary of people with long-range (or Blink Dagger-assisted) single-target initiation.

Omniknight gets a special mention because his ultimate, Guardian Angel, shields his team from your powerful auto-attacks. Repel also makes it so that you can't burn somebody's mana. He can't really kill you on his own without assistance, though be careful early on to not get nuked by the pure damage Purification.

Going to note here that enemy lineups that excel at pushing can spell doom for an Anti-Mage. As Anti-Mage, you want to farm for the first 25-30 minutes of the game, but you can't do so if your team has lost all the outer towers. However, should the enemy team not gain too insurmountable of an advantage through their pushing, you can take the game when it gets later.

The Food: Vengeful Spirit, Venomancer, Chen, Zeus, Crystal Maiden, Necrolyte, Ancient Apparition, Lich



Though these heroes may annoy you during the laning and midgame phases, later on they just become food. Of the heroes listed, only Vengeful Spirit and Crystal Maiden have a way to defend themselves adequately. These heroes are all very mana-dependent and lack armor, so you can rip them to shreds before Mana Voiding them (should you so desire). For heroes such as Zeus, who can still hurt early on when you have a low HP pool, once you start bulking up their magic-based damage will barely tickle. Ask yourself: what's more satisfying than slicing open a Lich that had been constantly using Frost Nova on you during the laning phase?

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Final Words
If you managed to read this whole thing, there's something wrong with you. But if you did do so, I thank you. Hopefully this guide provided some insight into the workings of Anti-Mage, and more generally how one should approach a hero when starting to play Dota 2. Once again, suggestions and feedback comments (whether positive or negative) are welcome, and if you have questions I'll try to answer them.


Previous Versions
+ Show Spoiler [Version 1.0, November 2011] +

Banner made by the estimable disciple.

Hello everybody! So as you may or may not know, DotA 2, the upcoming successor to Warcraft III's DotA, is in beta right now. And as with any new game, alongside the veteran players there are going to be a lot of new gamers looking to jump right in. Unfortunately, DotA (for the most part I'll use this term to synonymously define both WCIII DotA and Valve's new DotA 2) has quite a steep learning curve. Even if you know the basics and have a general knowhow of gameplay, such as how laning works, what general items to buy, and how to gank, etc., there's still a major part you are missing before you can jump on in. Namely, you need to learn the heroes... and there are quite a few of them. Currently the DotA 2 pool has roughly 50, with more being ported over from the DotA 1 pool of 104 heroes each week. To effectively play the game you need to know about not only the hero you are playing with... but more importantly the heroes your allies and enemies are wielding!

And that can be a daunting task, one that's turned many people away from DotA games. So what I'm going to do is start a series of basic hero guides, styled for newer players but with a basis in competitive play. I'll be mostly talking about skill and skill builds, item builds, hero role(s), and the mentality you should be playing with for the hero in question. In writing this, I'm going to assume you either know about or have done a bit of research on the basics of DotA, such as last-hitting/denying, buying items, etc. And if you're seeing this blog and you have absolutely no clue what DotA is, Bumblebee has written three nice general blogs that can get you started, and we plan to write more in the future... so be on the lookout for those as well.

Obviously, with so many heroes there won't be enough time for me to write a guide on every single one, but every little bit helps. If you guys like these, you can request heroes to be written about and I will try to oblige. For now though, I'll be writing about heroes that I find interesting and/or like to play. Please note that I'm not a "competitive" (as in I don't really play on a dedicated team and I don't spend time grinding on ladders) player--I enjoy playing inhouses, watching the competitive scene, theorycrafting, and arguing with my roommate over DotA mechanics. Still though, I'm fairly confident that what I write will be useful for anybody looking to get started/learn more about a specific hero. And if you do happen to be one of those gosu experienced veterans (or you just happen to completely disagree with what I'm saying) with more insight than I, please let me know! I'm new to writing this kind of stuff, so feedback is welcome and appreciated.

Oh, and there will be a competition-styled giveaway for a Beta key... Details at the bottom!



For my first hero guide, I'm going to start with Anti-Mage, one of my favorite carries. This hero guide will introduce to you the skills of Anti-Mage (and how to properly utilize them), the mentality you need when playing him, and the items that you should be looking to acquire.

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Formerly a tattoo-laden, vision-impaired elf, now a mohawk-wielding, magic-hating monk.

Table of Contents
I. Introduction
II. When to Pick?
III. Mentality and Gameplay
IV. Stats, Pros, and Cons
V. Skills
VI. Skill Builds
VII. Item Builds
VIII. Special Tactics
IX. Friends, Foes, and Food

I. Introduction
Take a stab at the meaning behind Anti-Mage's name. What is he good at? If you answered with something similar to "it sounds like he is good at countering spellcasters", then you get a cookie. But that's not all! Anti-Mage is also very adept against low-mana support heroes. Anti-Mage's skill set naturally lends itself to taking down the mana pools of enemies while mitigating their magic damage against him, and lategame he can become quite powerful. With the DotA 2 hero pool as of right now, Anti-Mage is one of the best hard carries. Your team should deal with adept enemy Anti-Mages cautiously and quickly. Anti-Mage can also function quite well as a semi-carry/ganker, though to be effective in this role he needs teammate support, as he has no natural disable of his own.

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II. When to Pick?
So, aside from the fact that he has a cool mohawk, why do want to pick Anti-Mage? And even if he is your best friend for life, when do you choose him? When hero selections are taking place, remember and contemplate the questions below in order to make the informed decision.

Does your team lack a stable carry? Are there lots of mana-dependent heroes on the opposing team? Is your team's strategy based upon high mobility? Does your team have enough inherent disables? Is the opposing team very nuke-heavy? Can you last hit well?

If the answer to a majority of questions is yes, then Anti-Mage is a very viable pick.

Does your team already have enough lategame heroes that need farm? Does the opposing team not care (to a certain extent) if their mana is burnt? Does your team lack stuns, crippling slows, and other disables? Are there plenitudes of disables, notably silences and hexes, on the other team? Do you farm like my 99-year-old great-grandmother playing Crystal Maiden?

If you answered a significant number of the above queries with an affirmative, do not pick the blade-wielding monk.

Remember, Anti-Mage has no nuke (aside from his Ultimate), no slow, no stun, no silence, no auras, no heals--simply put, this monk is not a team player. However, given farm, Anti-Mage can put the team on his back. Now that you have a better idea of when and when not to choose Anti-Mage, let's delve deeper into the abyss and discuss what you need be prepared for should Anti-Mage be your hero.

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III. Mentality and Gameplay
There are two standard ways to play Anti-Mage: as the more common hard carry, or as the less-seen semi-carry/ganker. I will discuss the mindset you should (generally) take when playing as each role, though since the farming carry Anti-Mage is much more prevalent, that will be the main focus.

Should you find yourself playing Anti-Mage in a team without alternative stable carries, know that your team is relying on you to become strong if the game goes late. You have three goals: farm, farm, farm. Don't forget that now. Remember, monks are very good at being solitary, and the Anti-Mage is no exception.

Assess your team. Do you have an aggressive lineup that can gank while you farm? Is your team more farming oriented, maximizing potential mid- to lategame? In any case, generally you'll want the safe lane: bottom for Radiant and top for Dire. Ask for a babysitter, potentially two to make a trilane if you think you'll be facing staunch opposition. Early on, your primary concern is farming. Let your supports win the lane for you. Ask for wards (in pubs oftentimes nobody will buy any), and call for ganks from your solo mid to get your lane overleveled compared to the opposition. If you're not farming exceptionally, fret not. Just make sure you're not dying early game! Without your vanguard, you are extremely weak. Don't dive towers to get kills unless you have support from teammates and the creep wave. Basically, if you can get kills do your best to get them, since the experience and gold from hero kills is nice. However, don't try to be the ganker. You don't have a disable, you don't have much HP, and you don't have the movespeed to run circles around your enemies.

When the midgame rolls around and your laning partner(s) leave(s) you, create a safe zone; ask for defensive wards to protect your short lane (bottom for Radiant and top for Dire) and jungle. Farm. Always be prepared to blink to safety. Carry a teleportation scroll at all times. Mow down neutral camps. Farm. Do not jump into team fights that could go either way; only come in if you think your team will sweep the opposition, allowing you to pick up gold and experience. Be greedy: take last hits, both on enemy creeps and heroes, from your teammates. Farm. You can push your lane, but don't push too far. Make smart item choices, as there is no set-in-stone item build for Anti-Mage. Keep your health high, and don't needlessly expend your mana on blinking.

Keep in mind: for the first, say, thirty minutes of the game, you are not a team player. You leave your team fighting the uphill 4v5 battle, in the hopes that you will return from your meditativefarming retreat with wisdomgame-ending items. And assuming you last hit well and followed the general guidelines I stated above, at this point you should be ready to join the battle. If your team, despite the numerical disadvantage, has been doing well up till now, you should be ready to help them drive the nail home. And if they haven't... well, Anti-Mage is a very good hero for attempting to turn the tide. When lategame rolls around, your primary focus should be on winning (taking down the opponents' barracks and pushing their Ancient), not farming. However, in the more peaceful lulls keep up the killing of creep. Just don't ignore your team any longer, and be prepared to push, defend, and jump into team fights.

Remember, despite your ridiculous magic reduction, you are not invulnerable. Despite defensive HP-boosting items, with your low strength gain, you are frail to concentrated fire. Do not roleplay as John Rambo. Do not dive headlong into overwhelming numbers. Wait for the rest of your team to engage (or be engaged upon), and jump in after the initial chaos is over. Target heroes that rely on spells, either for dealing damage or for staying alive. They will generally be the opposing team's supports--take them down with your anti-magic prejudice. Blink to chase: do all in your power to kill that enemy at low HP. Blink to stay alive: should you find yourself at low HP/mana and in dire straits, get out. However, through the chaos you should try to spend as much time as possible attacking. Generally speaking, if you are alive and well at the conclusion of a team fight and aren't alone, your team will have emerged victorious. Purchase the bigger-ticket items while prudently saving for buyback, and always be on the lookout for a chance to win. If your team ends up killing Roshan, take the Aegis. You are one of the best heroes to carry it.

While the paragraphs above detail what will probably be your battle plan for 90% of the games you play as Anti-Mage, there are always exceptions. In some cases, when there is another suitable carry on your team, Anti-Mage can play more of a ganker role: supplementing your income from last hitting creeps, a portion of your gold will come from the corpses of enemy heroes. With a built-in blink and mana break, Anti-Mage can be very deadly in the early- and midgame as well. However, you cannot do this alone. With no natural disable, you will have to rely on teammates to provide the necessary slows, stuns, and/or silences to bog down your enemies. However, should a teammate land a sufficient stun that should be enough for you to blink in, whack the unfortunate enemy hero a few times to burn their mana, use your ultimate (Mana Void) to deal more damage, and then pursue with Blink for the kill. Just remember, this is a much riskier way to play Anti-Mage. Before Blink is maxed out, it has a relatively long cooldown, and as a ganker you will be maxing out your Mana Break before Blink. And even then, blinking in always invites retaliation. Ganks can go sour: enemy reinforcements may be laying in wait in the shadows, and inbound teleportations may be only seconds away. Once again, you are not Rambo. Do not charge in on your own, and get out if the situation looks dire. You are also not a dedicated ganker. Remember to farm, when you get the chance.

With more gank-based Anti-Mage play, you will be comparatively not as strong in the lategame had you chosen the farming route. Assuming your ventures into enemy territory were relatively successful, you will have some decent items to enter the ending phases of the game. And even if your items aren't as awesome as that of a farming Anti-Mage, as a successful ganking Anti-Mage your presence and actions should have kept down your opponents, meaning they are relatively weaker as well. At this point, look to win the game through big pushes. Farm in the downtime, and be prepared for the game going longer than expected. For teamfights, the same advice as detailed above pertains.

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IV. Stats, Pros, and Cons
Anti-Mage | Strength: 20 + 1.2 | Agility: 22 + 2.8 | Intelligence: 15 + 1.8

Starting Hit Points: 530
Starting Mana: 195
Starting Damage: 49-53
Starting Armor: 3.08
Base Movespeed: 320
Attack Range: 128 (melee)
Base Attack Time: 1.35
Sight Range (Day): 1800
Sight Range (Night): 800
Pros
Cons
  • Above-average starting STR for AGI hero
  • Fastest-moving hero in Beta thus far
  • Great attack animation
  • High mobility with Blink
  • Highest natural spell damage reduction
  • Lowest BAT of any hero
  • Second-lowest STR gain of any hero
  • No natural disable
  • Melee (bad for laning)
  • No farming ability
  • No team synergy
  • Very item-dependent

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V. Skills
Anti-Mage's skill set is built around blinking in, burning mana, tanking reduced spell damage, and killing high-mana pool, low-HP pool heroes with his ultimate. In this section, we will cover the basics of Anti-Mage's two active skills and two passive abilities, leaving the [slightly] more advanced techniques for a later section. Also, the highlighted red letter in each skill name represents the hotkey from WCIII DotA that was used in conjunction with the skill. DotA 2 defaults all skills to qwer, but if you choose to use Legacy hotkeys you'll be wanting to hit the letters marked in red.

Skill #1: Mana Break | Passive
LevelMana burned per hit
128
240
352
464

Anti-Mage's first ability is his passive orb effect, Mana Break, which burns mana from enemy units with each attack. When mana is burnt, physical damage equal to 60% of the mana burnt is dealt to the target in question. This translates into an extra 17, 24, 31, and 38 damage per attack at levels 1, 2, 3, and 4, respectively. Make full use of this. When farming in lane, utilize the extra damage yielded by Mana Break to last hit the enemy ranged creep a bit sooner. Hit neutrals with mana pools first to decrease a creep camp's overall DPS. Harass enemy heroes and drop their mana pools, rendering them unable or less able to cast spells. One important note: even though Mana Break does physical damage, the ability is blocked by magic immunity, such as that granted through a Black King Bar (BKB). Furthermore,do not purchase items granting orb effects on Anti-Mage since he already has Mana Break, and it is a very powerful orb.

Skill #2: Blink | Active: Point
LevelCooldownTeleportation Range
112 seconds200-1000 units
29 seconds200-1075 units
37 seconds200-1150 units
45 seconds200-1150 units

Blink grants Anti-Mage amazing mobility, allowing him to quickly teleport short distances for a constant mana cost of 60 at all levels. Blinking is only allowed to areas previously explored, and there is both a minimum and maximum range. As an ability, Blink is probably the most-sought after skill in DotA because of its versatility. With this ability, Anti-Mage can blink into combat and out of it again in a matter of seconds, evade ganks, and speed up his movement across the map. If done properly, Blinking can also avoid projectiles, though if attempting to do so remember to take into account the .33 second teleportation delay.

Skill #3: Spell Shield | Passive
LevelMagic Damage Reduction
126%
234%
342%
450%

Spell Shield makes Anti-Mage shrug off magical damage from spells like no other. Combined with the innate 25% magic resistance inherent in all heroes, Anti-Mage will reduce hostile magic damage by 32.5%, 42.5%, 52.5, and 62.5% at levels 1, 2, 3, and 4 respectively. Think about it this way: Lion's level 1 ultimate, Finger of Death, deals a whopping 500 magical damage to a single unfortunate target. An Anti-Mage with maxed spell shield and no other magical resistance-affecting conditions/items will only take 188 damage. And with a Hood of Defiance granting 30% additional magic resistance, the damage from Finger of Death is mitigated further to a paltry 131 damage. With this in perspective, it's easy to see that Anti-Mage is amazing at surviving spell-based damage. Just keep in mind that because his HP pool is so low through his pitiful strength, it doesn't matter if 100 extra damage is mitigated if you have 500 HP less than the rest of the heroes in the game.

Skill #4: Mana Void | Active: Unit
LevelMana CostStunDamage Dealt per Mana Point Missing
11250.1 seconds0.6
22000.2 seconds0.85
32750.3 seconds1.1

Rounding out Anti-Mage's skill set is his ultimate, Mana Void. This single-target spell with a constant casting range of 600 units and cooldown of 70 seconds at all levels deals magical damage based upon the amount of mana the enemy target is missing. And because of this variability, Mana Void can either be very damaging or very weak. For example, assume there are two enemy heroes, Crystal Maiden and Doom Bringer, that Anti-Mage is contemplating targeting with a level 1 Mana Void. The Crystal Maiden has a total mana pool of 650 and is missing 500 of that, either through casting spells or being burned by Mana Break. Should Anti-Mage choose to use Mana Void on the unfortunate Maiden, the level 1 Mana Void would deal 500 x .6 = 300 magical damage. However, against the Doom Bringer with 150/300 mana, Mana Void only deals 150 x .6 = 90 damage. From this, it can easily be seen that Mana Void isn't simply point-and-click. When using Mana Void, make sure you're targeting, in general, a high-mana pool, low-health pool hero that is missing a good portion of mana. Mana Void also has a few other noteworthy points. When Mana Void is cast, there is a mini-stun inflicted upon the target. Secondly, even though Mana Void is a single-target spell, damage dealt is inflicted equally within a 300 range Area of Effect. To avoid this mini-section becoming too long, implications of both these effects will be covered below, in the advanced usage section.

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VI. Skill Builds
Depending on what role (carry or ganker) you choose to take with Anti-Mage, your skill build may vary. Here I will provide basic skill builds for either. Remember, these are not set in stone: each game is unique and there may be outstanding circumstances in which you will need to deviate from a preset path. Use these builds as guidelines, not as absolutes. Pirate code?

+ Show Spoiler [Balanced Carry] +
1. Blink
2. Mana Break/Spell Shield
3. Spell Shield/Mana Break
4. Blink/Mana Break
5. Mana Break/Blink
6. Mana Void
7. Spell Shield/Blink
8. Blink/Spell Shield
9. Mana Break/Spell Shield
10. Spell Shield/Blink
11. Mana Void
12. Blink/Mana Break/Spell Shield
13. Mana Break/Blink/Spell Shield
14. Spell Shield/Blink/Mana Break
15. Stats
16. Mana Void
17-25. Stats

Justification: This build is the one I'd recommend for newer players starting out. It emphasizes survivability over damage, while still allowing for the typical lane and jungle farming Anti-Mage should be doing. For all heroes, generally at level 1 the skill chosen is either a disable or an escape spell. Anti-Mage does not have a disable, so Blink is taken at level 1 in order to survive those nasty first blood attempts. Depending on the lane, Mana Break or Spell Shield is taken at level 2, with Mana Break chosen if you and your teammates are looking to dominate the lane (especially if the enemy lane has any melee heroes) and Spell Shield taken if you feel the enemy is going to be very active in harassing you with spells. Whatever the case, take whatever you didn't take at level 2 when you reach level 3. Take your ultimate when you can at levels 6, 11, and 16. The key part of this build is to level up one level of each of the first three skills at a time, and cycle through them. This will grant you killing power through a more powerful Mana Break, mobility through a Blink with a shorter cooldown, and survivability through improved magic resistance with Spell Shield. All of Anti-Mage's skills are so good, so don't pick up Stats until nothing else is left. Of course, I'm a bit more defensively-oriented than most people: it may suit your tastes to pick up extra levels of Mana Break early on since the best defense may well be pure offense. Burning away more mana in fewer hits early on means that enemy heroes will have less opportunities to cast harmful spells upon you.

For a more organized game though (meaning both teams are relatively coordinated), I'd recommend the build listed directly below this one.

+ Show Spoiler [Defensive Farming Carry] +
1. Blink
2. Mana Break/Spell Shield
3. Spell Shield/Mana Break
4. Spell Shield
5. Spell Shield
6. Mana Void
7. Spell Shield
8. Blink/Mana Break
9. Mana Break/Blink
10. Blink/Mana Break
11. Mana Void
12. Mana Break/Blink
13. Blink/Mana Break
14. Mana Break/Blink
15. Stats
16. Mana Void
17-25. Stats

Justification: Blink at level 1 for survivability, and Mana Break/Spell Shield on level 2 and the one not chosen on level 3 for reasoning similar to what was listed above. After this, max Spell Shield out first, pausing to take Mana Void at level 6 because Anti-Mage's ultimate is too useful to be passed up on. Maxing Spell Shield first allows you to survive much better in the midgame ganking phase, where chained magical spells are prevalent. Since you will not be participating in team fights or ganks due to your primary duty as a farmer, there's no need to have a shorter cooldown on Blink, and the extra 7 damage granted through each level of Mana Break is not as marginally useful as being able to survive coordinated enemy ganks... especially in public games, where wards are lacking. After Spell Shield is maxed, unless there are extenuating circumstances (you manage to farm up 20000 gold worth of items by level 7 and are ready to join the fight, dealing 300 damage a hit) alternate between leveling up Blink and Mana Break. I generally favor leveling up Blink first, since it helps with lessening the travel time between neutral creep camps, and the reduced cooldown means I can be a bit more liberal in my teleporting without worrying about enemy ganks coming in the downtime between Blinks. Again, Mana Void is taken as soon as possible at level 11, and Stats are only taken when there is nothing left to take. Anti-Mage's skills are amazing, and an extra 2 STR, AGI, and INT are not worth it. To talk a bit more about the efficacy of this particular skill build, this is what the professional DotA farmer ZSMJ, of the Chinese team iG uses. While there might be some variance in his builds from game to game, the core is the same: max Spell Shield by 7, farm away, and carry lategame. Did I mention that even among professional DotA players, ZSMJ is one of the best, if not the best?

+ Show Spoiler [Neutral Farming Carry] +
1. Blink
2. Mana Break/Spell Shield
3. Spell Shield/Mana Break
4. Blink/Mana Break
5. Mana Break/Blink
6. Mana Void
7. Mana Break
8. Mana Break
9. Blink
10. Blink
11. Mana Void
12. Spell Shield
13. Spell Shield
14. Spell Shield
15. Stats
16. Mana Void
17-25. Stats

Justification: The word "neutral" has two connotations. The first involves the literal definition of neutral: it is not as defensive in nature as the first build, allowing Anti-Mage some killing power should your team be forced into a teamfight involving Anti-Mage during the early/midgame. The second involves the actual neutral camps residing in the jungle. After a certain level, when Anti-Mage is strong enough he can just blink between neutral camps to supplement his farming when the lane is pushed. Of course, you would prefer to have the lane stay relatively in the same spot... but nobody's perfect! The first three levels follow similarly to the Defensive Farming Carry build, but after that a second level of Blink is taken before the midgame. Mana Break is then maxed by level 8, so as to better kill neutrals with mana pools (and the occasional hero that Anti-Mage can get his hands on in forced teamfights). Blink is then maxed by level 10, since with proper farm around that time Anti-Mage will be able to blink to a camp, kill it in 5 or 6 seconds, and then blink to the next camp if he so chooses. Spell Shield is maxed last, and again Mana Void is taken as soon as it becomes available. A warning label comes attached to this build though: because you will oftentimes be expending a lot of mana on Blink and losing a good deal of HP from neutrals' attacks early on while farming in the jungle; since your magic resistance through Spell Shield isn't comparably as good, you must be very careful not to be caught with your pants down in an enemy gank. Always leave enough mana to be able to Blink away twice from pursuers (which will leave you enough to teleport away as well in the event that you get ganked by enemies that only have slows for disables). With proper warding, you can farm slightly faster using this build than with the Defensive Farming Build through the extra damage granted through Mana Break.

+ Show Spoiler [Ganker/Semi-Carry] +
1. Mana Break/Blink
2. Blink/Mana Break
3. Spell Shield
4. Mana Break
5. Mana Break
6. Mana Void
7. Blink
8. Mana Break
9. Blink
10. Blink
11. Mana Void
12. Spell Shield
13. Spell Shield
14. Spell Shield
15. Stats
16. Mana Void
17-25. Stats

Justification: If you plan to play more of the hero-killing role, this is the build for you. Though the first three levels look similar to that of the farming carry builds, you may choose to take Mana Break at level 1 if you think your team will be able to pull off an aggressive first blood in lane. The basis of this build is to max Mana Break by 8, with two levels of Blink and one level in Spell Shield taken before then. Throughout midgame, as long as there is another hero (or two) to disable an enemy, you can blink in, chop their mana down to zero, Mana Void them, and chase for the kill if needed. Blink is maxed after Mana Break, and Spell Shield last. Of course, this can be changed: if you find your enemies packing very heavily in nuking power, consider swapping levels of Mana Break for Blink and Spell Shield early on. Remember: Mana Void does damage based on how much mana is missing. It matters not whether mana was burned away through mana break or expended on spells, and you can bet that you'll be seeing a fair number of nukes and stuns dropped on your head when you blink in. Exercise temperance with your aggression, or you will oftentimes find yourself staring at the respawn counter.

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VII. Item Builds
There are currently 123 purchasable items in DotA. That is a lot of items. Of course, as a carry Anti-Mage wouldn't be touching most of them, but there are still enough items that Anti-Mage can effectively use to make item builds not cookie-cutter. As with everything else in this guide, you can deviate from what I suggest. My builds are those elicited from watching professional games and my own personal games, but what works for me doesn't necessarily have to work for you.

After talking about starting and early game items, I'll discuss the general item pool for a farming hard carry Anti-Mage since that is the more common route to take. Ganking Anti-Mage items will also be covered. Since both routes go toward the same lategame result, I will talk about the general items you want to purchase as an Anti-Mage when the game goes late after the two disparate tracks are covered. Situational items and rejected items for Anti-Mage will be covered as well.

Starting Items
Anti-Mage is not a support. Don't feel the need to buy a courier or wards. Your money should go toward regeneratives, stat-boosting items, and the beginnings of your core items. In very organized (inhouse/competitive) games your supports may even buy your regeneratives for you, but generally in public games that won't happen. Since this guide assumes you didn't random Anti-Mage, you start out with 603 gold. Regardless of whether you plan to farm heavily or be more of a ganker, there are two main starting options for Anti-Mage.

Option 1: Stout Shield (250), Ironwood Branches x3 (159), Healing Salve (100), Tangoes (90)
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Option 2: Quelling Blade (250), Ironwood Branches x3 (159), Healing Salve (100), Tangoes (90)
[image loading][image loading][image loading][image loading][image loading][image loading]

The first option is the one I get when playing pubs. Stout Shield early on for melee heroes is amazing--as a low-HP melee hero, you'll be feeling every enemy blow. Stout Shield really cuts down on that harassment, since a 60% chance to block 20 damage means on average every attack that lands on you is reduced by 12. And if you happen to accidentally draw creep aggression, with a stout shield you'll barely feel a thing since melee creep do barely over 20 damage. The Stout Shield also goes into the Poor Man's Shield or Vanguard, both of which are amazing on Anti-Mage and are part of his core. The three Ironwood Branches provide some nice early stats. The extra HP is always nice and the extra mana means you'll have more to work with when blinking, and they go nicely into a Magic Wand... which is useful on any and every hero. The healing salve and tangoes serve nicely in patching up any damage that the Stout Shield couldn't block.

The second option with a Quelling Blade is preferable when you're working in a trilane or have an extremely good babysitter for a dual lane. Of course, the defensive capability of the Stout Shield is foregone, but the 32% increase in damage against creeps makes it a lot easier to last-hit. Anti-Mage's starting damage is already respectable, and with a Quelling Blade last-hitting is a breeze. Quelling Blade also synergizes well with Battle Fury, so if you plan to go that route this is a good way to start. The rest of your starting items are the same as in the first option. Just a warning though: this is only useful if you are in a position to last-hit creep. Obviously, don't try this if you don't have a decent babysitting support since you'll just find yourself sitting back behind the creep wave, unable to use your higher damage to obtain gold.

If you find yourself against enemy heroes that spam their spells a lot, such as Batrider, Lich, Broodmother, etc., consider getting a Magic Stick instead. The early burst heal is invaluable, and it goes nicely into your magic wand. Still though, in general the benefits granted through Stout Shield or Quelling Blade (or both if you have supports kind enough to buy you restoratives!) are better than the Wand to start out with. Consider upgrading it to a Magic Wand if it behooves you, sell it later on if not.

Early Game Items
Anti-Mage isn't a very versatile hero, and isn't a team player. As such, he'll be getting items that benefit himself (and not his team). Here are some of the early game items that you should be looking for if you're playing Anti-Mage.

[image loading][image loading][image loading][image loading]
Pictured: Ring of Health, Boots of Speed, Magic Wand

Stout Shield and Ring of Health should be bought first. The order can vary, but 95 times out of 100 you'll want both. The damage block from Stout Shield is very useful on a melee hero like Anti-Mage with low HP, and Ring of Health will allow you to regenerate damage done from harassment quickly. If you didn't buy your Stout Shield right off the bat, get it from the side shop. And if you're farming very, very well... buy that Ring of Health quickly. These two useful items can either be upgraded into Poor Man's Shield / Perseverance or used together to make a Vanguard. These upgrades will be discussed in the Core Items section.

I hold the belief that pretty much every hero in the game should get a Magic Stick. The maximum burst heal of 150 HP / 150 MP isn't as as good as a Mekansm, but having one of these can provide Anti-Mage the extra bit of HP he needs to escape from ganks. Oftentimes you'll be finding yourself chain-stunned, and you'll be just able to blink away as soon as the last stun ends... but then you die. A Magic Stick can help to solve that problem.

Almost every hero should get Boots of Speed early on. Anti-Mage is no exception, since with Boots and Blink your mobility is amazing. You can chase very aggressively with Boots and Blink, and in the same way you can escape enemies looking to kill you. In general, purchase Boots after your Ring of Health, or in some cases after Vanguard is completed. Eventually, the boots should be upgraded, and there are four options. Before moving onto the discussion about core items, let's talk about the boots dilemma.

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Phase Boots ---- Power Treads ---- Arcane Boots ---- Boots of Travel
Which pair of boots do I buy?

Of these four choices, two are inferior. Arcane Boots grant you nice burst mana regeneration, but Anti-Mage doesn't really need much mana... Blink costs 60 mana and Mana Void isn't used too frequently. Remember: you are a farmer. In any sense, Anti-Mage needs to focus on two things: damage and survivability. Arcane Boots provide neither. Do not buy them.

Boots of Travel provide a huge movespeed increase of 95, but the recipe is very expensive. Buy these only after you've maxed out every other item slot late, late into the game.

Now then, the choice is between Power Treads and Phase Boots. Both are viable choices on Anti-Mage, though depending on the situation one will be better than the other. Power Treads are versatile: the ability to switch between modes means Anti-Mage can buffer his ridiculously low HP pool, increase his armor/damage, or have that extra bit of mana for Blink or Mana Void. Power Treads are very useful on a defensive farming Anti-Mage, and the attack speed increase never hurts. Phase Boots are bought on a more aggressive Anti-Mage, perhaps one that is looking more to gank. They boost Anti-Mage's damage by 24, which is quite a bit in the early game. They also allow Anti-Mage to chase even more aggressively: between Blink and the Phase ability of Phase Boots, enemy heroes are not getting away. However, Phase Boots do not provide survivability, and don't scale as well into the late game. Buy these if your team is able to back you up with stuns, slows, and other disables when you're ganking. Anti-Mage with Phase Boots generally signifies a desire to end the game relatively early.

Core (Midgame) Items
After purchasing your early items, look to upgrade them into bigger-ticket items, and there are a few paths you can take. For instance, don't buy both Phase Boots and Power Treads. The movespeed bonus doesn't stack, even though you have two feet. When applicable, I'll pair off core items and talk about when to get what. We'll begin by talking about the defensive items that can be made from a Stout Shield.

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Poor Man's Shield versus Vanguard

Both of these items provide Anti-Mage a comparable damage block, and they don't stack. So which one should you get? Poor Man's Shield is better against physical hero harassment early on since it will always block 20 damage off every enemy hero attack, and it keeps the 60% chance to block creep damage. It's also relatively cheap to assemble: add two Slippers of Agility on top of the Stout Shield and you've got it. It's a nice early game source of Agility and damage block for Anti-Mage, but this doesn't scale well later on: blocking 20 of 45 damage is nice, but blocking 20 of 150 damage is relatively trivial. Poor Man's Shield is cheaper, but I almost always find it inferior to Vanguard. Of course, if you're rushing a Battle Fury, then you don't have to get an extra Ring of Health.

Vanguard can be made by adding a Vitality Booster to your Ring of Health and Stout Shield. In addition to the increased damage block (60% chance to block 40 damage works out to equivalently blocking 28 damage per enemy attack) It provides Anti-Mage, the regeneration is nice as well and the increase to Anti-Mage's pitiful HP pool is most welcome. Vanguard allows Anti-Mage to play more aggressively, and makes him much harder to kill. Jungling becomes a breeze with Vanguard, as neutral creeps will barely scratch Anti-Mage. I recommend buying Vanguard on Anti-Mage over Poor Man's Shield 99% of the time: the buildup is nice, the increased HP pool allows you to fight more aggressively, and the damage block is better.

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Phase Boots versus Power Treads

After finishing one of the two (hint: get Vanguard) shield items above, upgrade your Boots. Either get Power Treads or Phase Boots. I recommend Power Treads.

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Battle Fury versus Yasha versus Ultimate Orb

After completing Vanguard or Poor Man's Shield, you will want some damage. There are three generally accepted first items to go for: Battle Fury, Yasha, and Ultimate Orb. Now, this isn't like Phase Boots/Power Treads or Poor Man's Shield/Vanguard. You will always want the Yasha and Ultimate Orb to make a Manta Style--the Battle Fury is optional, and if you're going to get it get it first.

Battle Fury is an amazing farming item. The cleave allows you to mow down creep waves (or neutral creep camps) quickly, and the +6 HP regeneration, +65 damage, and +150% mana regeneration all help Anti-Mage quite well. In the midgame, Anti-Mage is one of the best junglers with Vanguard and Battle Fury finished since he can blink to a neutral camp, clear it out quickly, and move on to the next. And with the increased HP and MP regeneration granted through Battle Fury, he can stay in the jungle for quite some time. Battle Fury is an amazing item if completed early, since it expedites Anti-Mage's farm in the midgame.

If there is one core item on Anti-Mage, it would be Yasha. Increased attack speed, agility, and movespeed... it's everything Anti-Mage wants, and it goes into the Manta Style. Hands down, Anti-Mage is the best wielder of Manta Style, and I'll explain that below in the late game item section.

If you are farming well, get a Battle Fury early on after Vanguard. By staying in the safe lane and safe jungle (top for Dire and bottom for Radiant), you can move between the neutral creep camps and the lane to farm extremely quickly. In no time, you'll find yourself with the gold to buy a Yasha. I generally recommend going for a Battle Fury first, but if you're not farming very well, get a Yasha first since it scales into lategame better... and almost always your number one priority with Anti-Mage should be to finish a Manta Style.

The Ultimate Orb and Yasha make up the Manta Style, and cost roughly the same amount. If you can farm well, get the Ultimate Orb first. The +10 to all stats will be very noticeable in the early/mid-game, especially in the survivability department. Yasha can be made up of smaller components, so you don't have to save up 2100 gold at once.

Note: As a ganking Anti-Mage, do not buy a Battle Fury, since the cleave is mostly irrelevant if you're going to spend most of your time hunting individual heroes. Get that Ultimate Orb or Yasha first, and work toward that Manta Style as quickly as possible. As a ganking Anti-Mage, getting a Vladimir's Offering is also viable, and I will cover that in the lategame section.

Oh, and how could I forget... Always have one of these.

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Pictured: The single most important item in all of DotA

Always have a Teleportation Scroll on hand. Use it to jump to a lane with a lot of enemy creeps, escape back to the fountain, or more generally as a quicker form of transportation. It doesn't matter what hero you are playing: always carry one of these.

Lategame Items
As stressed above multiple times, Anti-Mage is not a team player. Quite the opposite: he is a selfish monk. For the early- and mid-game, your teammates will be protecting you through wards and their presences, and come 30 or 40 minutes into the game, it's time to pay back the favor. Remember, don't stop farming altogether... Just be prepared to lead (or second) the charge into enemy territory. Anti-Mage is a hard carry, but he isn't the hardest--given equal farm, Spectre and Faceless Void will beat Anti-Mage, and against Sniper it can go either way. After you finish your Manta Style, be prepared to fight.

At the time I join my team, this is generally my item set:

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Pictured: Manta Style, Magic Wand, Power Treads, Vanguard, Battle Fury, Teleportation Scroll


This item set is pretty balanced. It offers survivability (+STR from Manta and Strength Treads, damage block from Vanguard, and burst heal through Magic Wand), attack speed (from Manta and Power Treads) and damage (from Manta and Battle Fury). If your team has been doing well before you joined them, then your arrival with an item set akin to this should many times be enough to win the game. Of course, this is not an end-all set: there are still other items you should go for in between your pushes and team fights. Before we talk about them though, let us take a look at the beautiful Manta Style.

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Pictured: Manta Style

Do not fight before finishing Manta Style. Conversely, as soon as you finish Manta Style, fight. While it doesn't provide any additional stats/AS/MS bonuses that the Ultimate Orb and Yasha grant, it does provide you the infinitely valuable Mirror Image ability. As a melee hero with a natural feedback (mana burn) orb, Anti-Mage benefits immensely from Manta Style. Let's do some simple mathcraft.

Popping Manta Style grants you two illusions that move at the same speed you do, attack at the same speed you do, and burn the same amount of mana per hit as you do. Assume you blink up to a hero, pop Manta, and start attacking him. Between you and your illusions, swiping once each burns 64 x 3 = 192 mana. That translates into 192 x 0.6 = 115 physical damage through feedback alone, or 77 damage through illusions. At this point, attacking an enemy with your hero and two images generally spells the doom of that hero. At the very least, they will quickly be rendered unable to cast spells. What good is a support that can't cast? He or she is no better than an above-average creep.

Popping Manta Style also rids Anti-Mage of many crippling debuffs. Despite the 50% reduction from Spell Shield, Anti-Mage is still very vulnerable to burst damage and chain stuns because of his low HP pool (even with Vanguard). Manta Style gets rid of those nasty stuns and silences, and suddenly the enemy team finds themselves facing not one, but three blade-wielding monks. Panic will ensue.

Know though that illusions do not benefit from raw plus damage, meaning they do not gain the +65 damage from Battle Fury. After completing Manta Style, if you're looking to make your illusions stronger, try to add Agility, not pure plus damage.

Now, I will talk about the other items that Anti-Mage generally gets in the lategame. I will divide the item choices into two groups: offensive and defensive. Let us look at the more offensive-based items first.

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Pictured: Butterfly, Skull Basher, Monkey King Bar, Vladimir's Aura, Crystalys, Daedalus

Butterfly is every Agility carry hero's dream. +60 damage (30 through agility and 30 through raw), +60 AS (30 through agility and 30 through raw), and 30% evasion? Yes, yes please. With this item, Anti-Mage and his illusions will attack at close to maximum Attack Speed, dealing whopping amounts of damage per blow as well. Being able to evade 30% of physical attacks is invaluable as well, especially if you are going toe to toe with the opposing carry. You will almost always want this item: it comes down to when you can buy this, since Butterfly is quite expensive to make. I normally go straight for Butterfly as my next item after Manta, but in some cases you may want either a different item, either offensively, such as a Basher or Monkey King Bar, or defensively, such as a Black King Bar or Heart of Tarrasque.

Skull Basher provides decent plus damage and a good disable. While you can't permanently stun an enemy anymore since the stun lasts 1.4 seconds while the cooldown is two seconds, since Anti-Mage attacks so quickly it's still very close to being a perma-stun. If your team is lacking stable disables and/or your opponents are escaping through Force Staffs, blinks, or other mobility-shifting skills or items, consider getting one of these. Just remember that your illusions do not benefit from either the plus damage or the bash ability.

Monkey King Bar provides even more plus damage than Skull Basher and is useful against enemy heroes with powerful channeling spells, such as Enigma or Shadow Shaman. Unlike with Skull Basher, your illusions do gain the mini-bash (which also adds +100 damage) ability, so channeling enemies won't be able to keep their spells going. However, this isn't the main reason you get this item: you get it for the true strike if the enemy carries go for Butterfly. Compared to Butterfly, Monkey King Bar is inferior. Only get it if before Butterfly you really need to deal with the enemy carry's evasion.

Vladimir's Offering gives a plus damage aura and a lifesteal aura, allowing Anti-Mage the ability to lifesteal that he otherwise wouldn't be able to get. This can increase his survivability on the battlefield, but only if he can attack. This item is great if your team can keep the enemy in place and off your back for you to chop them to pieces, but if this is the case you can still consider asking a support or another hero on your team to buy it. The aura benefits do not help the bearer any more than they help anybody affected by the aura.

Crystalys (lesser crit) and its bigger brother Daedalus (greater crit) are gotten after you already have a massive amount of damage, and want to ramp it up even more. I rarely see this item on Anti-Mage though. Generally heroes who get a critical strike item already have good survivability, either through positioning, such as Drow Ranger, Weaver, and Sniper, or natural tankiness, such as Faceless Void, Slardar, and Night Stalker. Anti-Mage has to dedicate a portion of his farm to attack speed and tankiness, so critical strike would be gotten very late in the game, after, say, Butterfly and Heart are finished.

So the items listed above are really good for taking down enemies quickly. But what if you find yourself constantly dying or blinking away at low health? Consider tanking up through more defensive items.

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Pictured: Black King Bar, Heart of Tarrasque, Blade Mail

Black King Bar grants a bit of strength, a bit of damage, and most importantly, the magic immunity-granting avatar. Despite Spell Shield and HP increase through Vanguard, Anti-Mage is still very much so at risk of being nuked down since his HP pool is still so low. BKB prevents people from disabling you for 5 to 10 seconds, allowing you to burn away all your enemies' mana and take them down. I don't normally get this on Anti-Mage, but if the enemy is packing many disables, consider getting one of these.

There are two cases where you really don't want to get a BKB though. The first is if the enemy has BKB-ignoring ultimate disables. Think Enigma's Black Hole, Bat Rider's Flaming Lasso, and Faceless Void's Chronosphere. They won't care if you have BKB--you'll still be disabled. The second case is if the enemy team relies heavily on physical damage, either through hard-hitting heroes (enemy carries) or from minus-armor strategies. In these cases, if you find yourself at a lack of health, consider getting the ultimate tanking item, the Heart of Tarrasque. Between the strength gain and the raw HP boost, you'll find yourself an extra 1060 HP to work with. This is heaven for Anti-Mage: blink in, Manta up, and go hog wild. If you find yourself low, blink out, wait for a few seconds, and let the 2%/second regeneration of Heart heal you back up to full HP in no time. After getting a Heart, you can generally get rid of your Vanguard.

Blade Mail is the item you get when your enemies consistently find a way to target you to bring you down. The big spikes scream "target me and take your own damage back" at you: if the enemy team is consistently trying to focus fire you down at the start of a team fight, get this item to make them think twice before unloading all their nukes at you. The +10 INT, +5 armor, and overall +32 damage are nice as well, especially since Blade Mail is a relatively cheap item at 2200 gold. I generally don't get this on Anti-Mage though. It's better used on heroes with larger HP pools since then you can reflect more damage, and Anti-Mage, as said so many times in this guide, doesn't have the HP to work with.

And if the game goes very, very late, there are two final items that should be considered.

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Pictured: Boots of Travel and Divine Rapier

Swap your Power Treads out for Boots of Travel after you have four other big-ticket items and need that slot that the Teleportation Scroll is taking up. This makes you even faster and allows you to travel the map quickly.

Ah, the Divine Rapier. This should be the very, very last item you should get. If the game goes very late, generally there should be a stronger carry on the other side. Divine Rapier provides the +250 damage that can instantly wipe a team fight... or get you wiped in the next team fight should you die. This is definitely the end-all item. Be very careful when purchasing this, for it can either instantly bring about victory... or spell your certain defeat. Later on, Anti-Mage is a very good candidate for a Divine Rapier through tankiness granted by the Heart and Spell Shield, and his naturally high Attack Speed makes full use of the damage.

Situational Items
So I've now gone over most of the lategame items Anti-Mage will be looking to get in a normal game. There are, however, situational items that you may get once in a while should the situation demand it.

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Pictured: Scythe of Vyse, Necronomicon, Gem of True Sight, Linken's Sphere, Hood of Defiance, Pipe of Insight, Assault Cuirass

Scythe of Vyse, also known as Sheepstick/Hexstick is generally got on other heroes or supports. But should you need an extra disable, Anti-Mage can carry one as well. Blink in, hex somebody, Manta Style, and that unfortunate hero cannot escape and should be dead.

Necronomicon provides two minions with a wide range of useful benefits, such as movespeed aura, attack speed aura, true sight, even more mana burn... And the +STR helps make Anti-Mage more tanky. Consider getting this if you're dealing with invisible heroes such as Rikimaru, Brood Mother, or heroes with Shadow Blade such as Drow Ranger or Sniper. If you don't feel like sinking a lot of gold into this item, just get a Gem of Truesight. Anti-Mage is very good at carrying this gem, but it does take up a valuable item slot.

Linken's Sphere allows you to perhaps survive that critically dooming spell, be it a hex, Mirana's arrow, or even Doom itself. However, this is an expensive item to farm up and if you're going to get it, get it early. You can consider turning your Perseverance into this instead of a Battle Fury, but it will slow down your farm. The plus stats and regeneration are nice as well.

In very extreme cases, your 62.5% reduction through Spell Shield and natural magic resistance isn't enough. Get a Hood of Defiance or its upgrade, the Pipe of Insight for a whopping magic resistance of 74%. Laugh maniacally at nukes.

Assault Cuirass provides you extra armor, Attack Speed, and a minus armor aura to the enemy team. Very good for dealing extra damage to opposing heroes, but Anti-Mage already has nearly maxed attack speed with regular items. If another hero on your team can get this item, it's much better since you already have the attack speed and can get comparable armor through agility-boosting items.

Rejected Items
There are some items that Anti-Mage just shouldn't get. Either he gets no benefits from them, or the benefits are far outweighed by the costs. We'll look at a few of them now.

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Pictured: Diffusal Blade, Helm of the Dominator, Satanic, Mask of Madness, Maelstrom, Mjollnir

What do these items have in common? They're all orbs. Anti-Mage's Mana Break is already a very powerful orb. These orbs are not needed. Eye of Skadi isn't listed since it is a very powerful orb, as it helps your survivability through more HP and it can slow down the enemy carry's attack speed. If you are adamant about replacing Mana Break in the lategame, get Skadi. Do not get any of the other orbs, for reasons detailed below.

I once saw an Anti-Mage on my team get a Diffusal Blade. All nine other players in the game starting flaming him. He said it was for the purge. What? Just don't get this item. You already have a better mana break, and the purge is trivial: an ally's hexstick or disable will do just the same thing.

Lifesteal through Helm of the Dominator, its big brother Satanic, and its crazy second cousin Mask of Madness should be avoided. If you really want lifesteal, either get or ask somebody to get a Vladimir's Offering. Of the three, Satanic is the least unacceptable since it at least gives you tanking ability and survivability through the +25 STR and the active three second 175% lifesteal.

Maelstrom and Mjollnir randomly send out chain lightning blasts that deal 150/160 magical damage. You do more per shot with Mana Break and illusions (images don't benefit from Maelstrom or Mjollnir). The attack speed increase is negligible since Anti-Mage already has a very high attack speed.

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Pictured: Armlet of Mordiggian, Ethereal Blade, Soul Ring, Refresher Orb, Shadow Blade, Blink Dagger, Force Staff

Armlet of Mordiggian provides you a temporary strength boost but drains your health. The attack speed increase is trivial. Anti-Mage doesn't have the HP pool to support this and the buildup doesn't suit him at all.

Anti-Mage only has one nuke: his ultimate. And that's pretty much a one-shot thing. Ethereal Blade can amplify the damage of that and provides nice stats overall, but at the cost of not being able to attack for three seconds? Anti-Mage is a right-click DPS hero. Do not get this item.

Soul Ring sacrifices much-needed HP, and your only real active skill has a five second cooldown. No need. The same line of reasoning holds for the Refresher Orb. It might be tempting to be able to knock off two heroes at once with ultimate, refresh, ultimate, but that is very mana-intensive (375 for refreshing and 550 to use Mana Void twice for a total mana cost of 925). Aside from that, it doesn't offer Anti-Mage anything else really for its exorbitant cost.

Shadow Blade, Blink Dagger, and Force Staff are positional items. With a cheap, five second cooldown Blink, why do you need these items?

Item Build Progression Examples
Below I'll list a few sample item build progressions. I won't bother with timings since that the time at which you get specific items is dependent on factors such as your farming skill, warding, the prevalence of enemy ganks, etc. Do remember that these are still guidelines. You don't have to follow the item progression to a T but if you want to, be my guest. They're all certainly feasible.

+ Show Spoiler [My Typical Item Progression] +
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+ Show Spoiler [ZSMJ Build] +
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VIII. Special Tactics
Here I will talk about some of the more advanced uses and notes for Anti-Mage's skills, as well as give a more detailed breakdown of what you should do in a typical team fight. I apologize in advance for the lack of screenshot pictures--I'm a bit lazy at this point!

Mana Break
  • Harass enemy heroes when you get a chance. Burning their mana means extra damage for them and a reduced ability to cast spells. Even if you trade hits early on, you have restoratives and will be purchasing a Ring of Health. Just be careful not to jump into too many enemies at once. Against melee heroes you should have a really easy time.
  • When farming in the lane, remember that after Mana Break is skilled it becomes much easier to last hit the ranged creep, since it has a mana pool. Remember though that this doesn't work on allied creep.
  • Similarly, when farming the jungle targeting a neutral creep with a mana pool means you can do more damage to it. Satyr camps are your best friends, since all four creeps spawned have a mana pool. However, it's a trade off: generally the creep in a camp with a mana pool is the stronger/strongest one, so it might be faster to take out the smaller creep first.
  • After purchasing Battle Fury, definitely hit the creep with a mana pool. The extra damage through feedback hits the other creep as well.
  • Manta illusions do full mana burn. Sometimes in team fights you can send your illusions to harass an enemy support, forcing them to run around to avoid losing mana instead of casting spells.
  • Mana Break does not work on magic immune units. So if you're trying to burn the mana off a unit with BKB, it doesn't do anything for the duration of the BKB avatar.
Blink
  • You can only blink to territory previously explored by your team. Make sure in your idle/transit time to cover potential paths you might want to blink to. This includes areas in the border trees. Blinking there can sometimes save your life when the other team can't follow!
  • Know your Blink range. If you try to Blink more than your allotted maximum range, you'll only go 4/5s of the distance instead. This seems trivial since that's at most 230 units, but when you're being chased by five enemy heroes that can make or break you!
  • There is a minimum range on Blink. While this usually isn't a problem, keep that in mind if you're trying to make "micro jumps" in order to avoid enemy projectiles while still staying in the same general area.
  • Speaking of dodging projectiles, you can use Blink to dodge certain enemy stuns. This takes timing and practice though, and the .33 second delay on Blink can often get you killed early on. No matter how good you become at blink-dodging, don't become overconfident. Best to not have a stun thrown at you whenever possible.
  • When chasing another hero with Blink or a Blink-like spell (such as Morphling's Waveform or Mirana's Leap), don't jump the gun and Blink too early. Wait for them to use their spell, and follow them. Anti-Mage has the shortest Blink cooldown in the game, and combined with Mana Break and dogged persistence you can bring down an enemy hero with good prediction.
  • Another thing about chasing: whenever possible blink in front of a fleeing hero. This allows you to get a few more hits in while they run around you.
Spell Shield
  • While you want to mitigate damage done to you, remember that you take less damage from spells than your teammates do. If you are relatively healthy in terms of HP, bait some nukes out to save a fleeing teammate.
  • Similarly, early- to mid-game you can act as some sort of bait if you have high levels of Spell Shield. Have your teammates stay back in the shadows, and have them jump when enemy heroes try to instantly kill you with massive amounts of nukes. After the enemy spells go on cooldown, your team should be able to clean up. Don't die in the process!
Mana Void
  • There are two trains of thought: Mana Void has a short cooldown (60 seconds), so use it to get isolated kills quite liberally. Besides this, Blink, and Manta Style, Anti-Mage doesn't use much mana for anything else.
  • In team fights, be careful about who you use this on. Since it's dependent upon the pure total of missing mana, hitting somebody who's missing 200 mana doesn't do much damage. As I said earlier, it doesn't matter if you burned an enemy's mana or they expended it on spells; Mana Void hurts just the same.
  • There are two main ways to use Mana Break in team fights. Since you don't have a short enough cooldown on it to use it twice generally, you can either pop it early or later on. As a single target spell, you can easily take out a hero early on with Mana Break and Mana Void. However, keeping it in reserve will make enemies more wary to expend mana on big spells. I generally prefer the early assassination option.
  • Mana Void has a mini-stun. You can use this to cancel a teleportation scroll or a channeling spell. However, this doesn't go through BKB, so don't bother trying.
  • Most importantly: Mana Void has an AoE effect. Damage is calculated based on how much mana the primary target is missing, but it deals the same damage to all enemies in a 300 radius circle. This can be very powerful if cast on, say, a Storm Spirit missing most of his mana in the middle of three other enemy heroes.
What to do in Team Fights
Unless your team is running a "let's use this super tanky Anti-Mage as bait" strategy, you should not be the first to leap into a team fight. Blinking in may cause your enemies a slight amount of confusion, but after a short bit they will start lobbing all their nukes and disables on you... Which isn't necessarily what you want. Even worse, a more experienced team will just coolly react and take you out with chain stuns before your team can bail you out. In short, you don't initiate. However, after the battle has broken, do blink in. Don't blink in randomly though--blink on top of your target of choice. Anti-Mage excels at taking out supports first, so generally you'll want to blink on one of the enemy supports. They'll be lower-leveled and under-farmed, and as such will be food for you and your Manta illusions. Take them out quickly (using Mana Void if you deem them important enough to the team fight to have to take out early) and move on to the next target. Don't waste time running around though--Blink if the next target is sufficiently far away, and oftentimes they will be since the first support will try to run. Whatever the case is, send your illusions to attack other supports or mana-dependent heroes, just to mess up their positioning and burn a bit of mana. If you find yourself low on health, blink out. Try to predict when dodgeable enemy spells such as Earthshaker's Fissure or Queen of Pain's Sonic Wave will hit you, and blink to dodge. After taking out supports and powerful, mana-dependent spellcasters, go after the enemy carries. Of course, if the enemy carry is dependent on casting spells to deal damage or increase their survivability/mobility, such as Slardar or Night Stalker, drain their mana since they have low mana pools. Don't waste your time taking their health after their mana is depleted though--go kill those supports.

If you are initiated on, assess how severe it is. As long as you aren't hexed, you can break disables with Manta Style. Pop it, and either stand your ground to fight if you feel your team's counter-initiation will win the game, or blink out while leaving your illusions to act as a bit of distraction.

If and when you get the Aegis, you can afford to be more aggressive. Go down swinging--don't give your life up needlessly--and be prepared to fight or flight when the respawn happens. With an Aegis, I generally prefer using Mana Void early, since the team fights can be a bit more extended. You may have a chance to use a second Mana Void in here, so blow it early to kill an important hero (or even a support), and if it comes off cooldown that's just a nice bonus.

Back to top

IX. Friends, Foes, and Food
Lastly, let's talk about some good allies and powerful foes Anti-Mage has, as well as heroes that he absolutely eats for breakfast.

The Friends: Earthshaker, Clockwerk Goblin, Vengeful Spirit, Nature's Prophet


Really, any hero with a stun is Anti-Mage's friend. Since he lacks a disable anybody who can set up a disable on an enemy hero so that Anti-Mage can cut him/her down is an ally. In particular, Earthshaker, Clockwerk Goblin, and Nature's Prophet are extremely good for Anti-Mage. Earthshaker's Fissure blocks off travel, restricting Anti-Mage's prey from running away. Clockwerk and Prophet are even better. Power Cogs and Sprout, respectively, create a ring around enemies, trapping them in. Normally other melee heroes wouldn't be able to hit enemies trapped in Cogs or Sprout, but Anti-Mage can blink in and go to town. Vengeful Spirit gets a special mention since she has a nice stun early on and can swap Anti-Mage out of a team fight if need be... and oftentimes Anti-Mage finds himself in way too deep.

The Foes: Slardar, Doom Bringer, Night Stalker, Sniper, Faceless Void, Spectre, Drow Ranger, Rikimaru, Bloodseeker, Puck, Lion


Slardar, Doom Bringer, and Night Stalker fall into the category of "don't really need that much mana to bring you down and are really tanky due to be being strength heroes." Slardar's Amplify Damage reduces your armor to nil, making physical attacks hurt so much more. Midgame, Night Stalker's Crippling Fear (silence) and Void (slow and nuke) hurts quite a bit, and the silence lasts forever at night. A silenced Anti-Mage is a dead Anti-Mage. He can be chased down and curb stomped to death by five ravenous enemies. Doom Bringer's silence is even worse, considering it's the single most deadly single-target spell. Not only does it silence your Blink, it also silences your items... and even Mana Break. That's right. For the duration of Doom, you are pretty much a fast-attacking melee creep. A Doomed Anti-Mage is pretty much a dead Anti-Mage. Either get a Linken's against Doom or wait till he casts it on somebody else.

Sniper and Faceless Void can outcarry you. Sniper hits you from afar, and doesn't care too much if you blink up on him. He has a Manta of his own, can match you in damage output, and doesn't care if his mana is burned away. Void is even worse. A quarter of the time you can't even hit him due to Backtrack, and his ultimate Chronosphere completely locks you away for five seconds, allowing his team to whack you to pieces. He easily outclasses you by hitting harder, having a permastun through Timelock, and in general better survivability, and is one of the hardest carries in the game. Spectre tanks all your damage, and even though she'll have no mana you'll have no life.

Drow Ranger, Rikimaru, and Bloodseeker are other semi-carries/carries with a built-in silence. Remember, a silenced Anti-Mage is a dead Anti-Mage. None of the three care about getting their mana burned away. Drow will hit harder than you and will have lifesteal. Rikimaru only needs to just get behind you once with a cloud. Bloodseeker hits just as hard or harder than you, and heals by killing your allies. You'll need to either be much tankier or have much higher damage to beat these guys. Otherwise it comes down to whose team supports the carry better.

Rounding out the foes list, Puck and Lion can pop out of nowhere with Blink daggers, silence you, hex you, and generally just set it up so that their team can nuke you to death. Not a fun prospect, though you become less afraid of them as the game draws later.

The Food: Vengeful Spirit, Venomancer, Chen, Zeus, Lina, Crystal Maiden, Shadow Priest, Pugna, Necrolyte, Witch Doctor, Ancient Apparition


These listed heroes have something in common: with the exceptions of Vengeful Spirit and Venomancer, the rest are Intelligence-based heroes that rely on their spells to do damage or help their teammates. Vengeful Spirit and Venomancer also rely on spells as well. None of them are tanky. Anti-Mage simply rips them to pieces. Blink, Manta, a few hits, and Mana Void will kill any of them, and because the main source of damage comes from spells, they barely tickle a farmed Anti-Mage. Of course, their stuns can still be dangerous... Just because they're food doesn't mean they can't fight back.

Back to top

Final Words
If you managed to read this whole thing, there's something wrong with you. But if you did do so, I thank you. Hopefully this guide provided some insight into the workings of Anti-Mage, and more generally how one should approach a hero when starting to play DotA. Once again, suggestions and feedback comments (whether positive or negative) are welcome, and if you have questions I'll try to answer them.

And now to the part people actually care about.

Interested in getting access to the DotA2 beta?
Bumblebee, the generous man with the keys, is looking to share the happiness! For a chance to get into the DotA 2 beta, simply write a short blurb about your favorite hero, and the item build / skill build you generally go for. For bonus points, talk about a humorous/memorable game you played with said hero. Deadline is November 4th, 4:12 (48 hours after this was originally posted) KST.

Edit: Contest is now over! Sorry this is a bit late but congratulations to EchelonTee and SilentchilL! You both win a nice shiny Beta Key courtesy of Bumblebee, and I hope you enjoy your escapades in DotA 2. There were many great posts, so this was definitely a hard choice to make, but there will be more key giveaways in the future so keep an eye out for any future DotA blogs by either Bumblebee or myself.
Moderator
FinestHour
Profile Joined August 2010
United States18466 Posts
November 01 2011 19:21 GMT
#2
About your closing words, should that blurb be in a seperate new blog entry?
thug life.                                                       MVP/ex-
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
November 01 2011 19:22 GMT
#3
Nah, put it in this one.

Very great guide, nice resource and incredibly comprehensive
@RealHeyoka | ESL / DreamHack StarCraft Lead
FinestHour
Profile Joined August 2010
United States18466 Posts
Last Edited: 2011-11-01 19:58:08
November 01 2011 19:24 GMT
#4
My favorite hero is the Queen of Pain.

[image loading]
Die...smiling

For my skill build: blink, scream, scream, shadow strike, scream, sonic wave, then max scream and mix up blink and shadow strike.
My starting items are one tango, one salve, two branches, and two mantles of intelligence. This gives me great regen to stay in lane and good last hit potential.

I like to play QOP solo mid. As the game goes on, I get a bottle with the first 600 gold, then boots, and then I start roaming around for kills. QOP is one of the most mobile gankers in the whole game, and has some of the strongest burst potential as well. Not calling mia on QOP can lead to some disastrous consequences. A simple combo of blink in/shadow strike/ult/scream is usually enough to take out an enemy hero, or even two if they are not prepared.
As the game progresses, she becomes one of the strongest intelligence teamfighters there is, with sonic wave and scream doing massive amounts of damage and staying out of range of enemy heroes with her blink.
As the gold ramps up, one of my favorite key items for QOP is linkens. It provides her with much needed regen and stats as she is extremely squishy, and making her even more elusive and unkillable. After that, sheepstick is usually the next item and then a skadi if the game goes on that long. With her very large agility gain per level, QOP can easily be built as a semi carry with the right items. I do not suggest getting aghanim's unless you have had an extremely good early game, it scales fairly poorly as the game goes on.
Being the glass cannon that she is, QOP has a fairly high skill cap and is one of the more difficult heroes to master. With the right experience, she can be one of the most feared gankers and teamfighters in the game.

We could talk more...in the champagne room.
thug life.                                                       MVP/ex-
MaKfejA
Profile Joined November 2010
Canada117 Posts
Last Edited: 2011-11-01 19:31:02
November 01 2011 19:30 GMT
#5
Dude, you just beat the living hell out of every guide I've ever seen written. For any hero. Ever. Quite an impressive read, glad I read the whole thing! AM is definitely my favourite carry in DotA, Void is a close second.

But my favourite hero? Definitely Storm Spirit. Max Overload first, then Electric Vortex. Then get Dagon 5 as quickly as you possibly can. At that point you can just run around zapping people to death. So much fun to be had ^.^ Of course, this only really works in pubs
BadAim
Profile Joined September 2011
Norway879 Posts
November 01 2011 19:35 GMT
#6
Holy s**t my friend, nice write-up, an absolute joy to read!

Can we expect you to give us extensive guides to on *all* the dota2 heroes :D?
My esports soul belongs to: Boxer | White-Ra | Daigo Umehara | Nazgul | IceFrog
noobcakes
Profile Blog Joined May 2010
United States526 Posts
Last Edited: 2011-11-01 19:42:05
November 01 2011 19:41 GMT
#7
Flame wheel, for anti-mage's ult you said it was blink again by the way.

So my favorite hero would have to be rhasta. One of the funniest things that ever happened while I was playing was when I trapped vengeful spirit in the wards and she swapped with pudge. Fatty trying to get out of ward trap, along with the user on vent, yelling "FUCK YOU FUCK YOU FUCK YOU". greaaaat times.

Depends who i have laning with for skill build, if I'm laning with juggernaut, then both cc's still lvl 7, then I go for nuke.
Professional BattleCraft Player
maoiste
Profile Joined March 2011
Germany20 Posts
November 01 2011 19:41 GMT
#8
Anti mage ulti in the section where skills are shown is wrong. it has the blink caption.
Mattchew
Profile Blog Joined December 2010
United States5684 Posts
November 01 2011 19:43 GMT
#9
That is way too much for a mere mortal such as myself to read. However you did say "put the team on his back"...
Anti-mage = greg jennings?
There is always tomorrow nshs.seal.
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
November 01 2011 19:44 GMT
#10
I really don't know what my favourite hero is... It often changes based on what I'm doing. Though probably my favourite hero atm is probably beastmaster. Skill build I just max axes/call, maxing axes and grabbing ulti whenever and then getting the passive after. Item is bottle, if I'm mid grab boots, go straight for vanguard if farm is good or upgrade boots, most likely to treads if farm isn't thaaat good. I may or may not get a portal key and depending on their team I mostly go tanky items unless they have an invis like riki or something and I'll probably get a necrobook...
Dota 3hard5me
Slardar
Profile Joined April 2010
Canada7593 Posts
Last Edited: 2011-11-03 04:17:05
November 01 2011 19:46 GMT
#11
Amazing guide! Magebane is one of my favorite carries to play, carry through tanking like a boss. I universally agree with the written guide. Magic Wand is a must, almost no reason not to pick up this item on any hero.

Bumblebee is a gentleman and a scholar. Props to that man.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
November 01 2011 19:47 GMT
#12
isn't the troll build sufficient for any AM game? Troll it up with some good quality headphones and right click on heroes and profit!

seriously tho, why write a guide for this guy, you shouldn't be encouraging people to pick him. Just played a game where i picked drow, we had a night stalker, no good stuns, and the 5th pick was an AM. we played against a good balanced team and got raped even tho me and the AM got decent farm. AM is the scourge of dota2 atm, people see him rape in pro games and are like I CAN DO THAT TOO and pick him even tho he doesn't suit the team at all.

All i can ask is, if you DO pick AM, pick him in good situations (like described in the OP) or pick him first so the rest of us can make up for your selfishness
Writer
MonkTheBong
Profile Joined June 2011
Czech Republic84 Posts
Last Edited: 2011-11-01 19:54:14
November 01 2011 19:47 GMT
#13
OH MY GOD! This is sooo much better than 99% guides on playdota.Huge props man.Short blurb huh?Alrighty then....

Stay awhile and listen,
there once was a blondie,
his powers were were holy,
he had a pal who was a centaur,
they would partake in every brawl,
some say they once fought a troll.

The troll was swift and cunning,
but the centaur's spell was STUNNING,
and with the blondie healing,
the troll was sent back running.
But it wasn't the last they saw of him,
he came back with the whole team.

Who do you think you are,troll?
It's me who is iNcontroL!
Suddenly we weren't alone,
there was a strange clinking of bone,
when troll realized he was close to death,
Bone Clinkz popped out of stealth.

Only a few arrows did he need,
to cause the troll to severely bleed,
Sometimes being swift doesn't mean you're a hard prey,
when you're enemy is blond and gay,
but they didn't manage to kill the troll,
for he was the Troll Warlord.
ugapa
Profile Joined September 2010
United States153 Posts
November 01 2011 19:47 GMT
#14
Nice Guide, I enjoyed reading it

my favorite hero from dota is probably earthshaker, because his fissure is so good and he punishes teams that clump up. If we're massively ahead an I feel like trolling, I can go Lothar's and buriza and do massive crits :D
http://www.lolking.net/summoner/na/10841
SgtSater
Profile Joined September 2010
United States59 Posts
November 01 2011 19:49 GMT
#15
I used to love Akasha>
Used to go for some rush core i forget the name of for first items...goologs rush core maybe?
Quite damned strong of a hero if you get a good farm midgame, picking up luxuries and stuff. erley late game can be so ezpz, I remember a few occasions where i blinked in and dropped ult during late game team battles and it was just unfair ^.^
EG.IdrA | LG.IM NesTea | Na'Vi Puppey
KtheZ
Profile Blog Joined October 2009
United States813 Posts
Last Edited: 2011-11-01 22:48:29
November 01 2011 19:50 GMT
#16
Wow this guide is of utmost highest quality, kudos to you sir.

My favorite hero is silencer. It varies depending on the lane, but against high manacost heroes I usually go: Curse - Glaives - Curse- Last Word - Curse - Ult - Max Last word - ult - Glaives - ult - stats

I get one level in glaives early because then I can orbwalk and hit the enemy hero without dragging creeps to me.
My usual item build is usually mantle salve tango then branches/mantle/courier/wards depending on the situation.
My first item is usually force staff, for the invaluable utility and escape mechanism it provides to silencer, who really needs it.
I usually play support silencer, so I spend a ton of money getting wards, and I might also buy a euls or guinsoo if i have the money.
If im going carry, I try to build an orchids and guinsoo.
This strategy works pretty well for me in dotacash, but I usually encounter problems when confronting heroes with blink. Silencer's lack of escape makes him very very easy to gank.

EDIT: The funniest game I played had me multikill a sven so much that he didnt have the mana to cast spells. Lol
Arachne
Profile Blog Joined December 2010
South Africa426 Posts
Last Edited: 2011-11-01 19:54:34
November 01 2011 19:50 GMT
#17
Epic write up. Nice detail, and well done


Puck. For the win

Start off with double sobi and double regen ring, into phaseboots and reaver. get heart (or vanguards after the many heart nerfs ) asap and then make an orchids and hood. Once thats done, who needs phase shift, pretty much anything that can catch u u can kill, like a friendly blinking anti mage, and anything that can kill u, like niax, needs a friend else u can get away quite nicely ;D

Also, since you;re a support hero with a great initiation combo, this lets you live beyond the initial orb in, coil waning rift combo, and lets u orb out/after ppl .

I actually ignore phase shift in the beginning for the early stats HP/MP regen coz my con was never really that good to pull off the epic phase shift dodges that 0.25 seconds allow for. I go orb and stats pretty much until lvl 8, with coil as the exception, and then get waning rift and max out stats b4 shift. If i'm laning mid (in the level of games i played) i also managed to get a double kill mid at lvl 6 (if they were 2 there ofc) and i was solo. Else just try to stay alive and support as much as possible after heart is finished.

Um... Fun game, lets go with my mate and I were playing some of the better dota players on our war 3 server in a 2v2. I randomed Potm, and he randomed puck. Which we had both been playing pretty much exclusively for a while. The other two got some heroes they were pretty confident in. One swap later, I think we won in like 15 minutes :D :D :D. They never knew what hit them
If I were a rich man, I wouldn't be here
myopia
Profile Blog Joined June 2009
United States2928 Posts
November 01 2011 19:51 GMT
#18
I would cheat at the contest and just copy-paste the guide to end all guides but it would be a terrible lie


Favorite hero is Clinkz, easy. Typically open stat items into a few wraith bands, treads, manta/orchid into the inevitable butterfly. I really like stat items in general on Clinkz as his skills naturally give him insane damage output, and he can't use orbs. Manta is core because max movespeed with windwalk is awesome. I like to run him with a ranged stun bro top/bot, for the close shop and because 2v2 lane is more fun than 1v1lane.

My most memorable Clinkz game was a bnet pub game some years back, going 8-0-12 and still losing in 25 minutes because it was a 4v5 and I was still new to DotA. I was so proud of that kdr though
it's my first day
RonNation
Profile Blog Joined April 2010
United States385 Posts
November 01 2011 19:54 GMT
#19
My favorite hero is Kunkka cuz he has it all. 2 different ways to stun/disable mass dmg with his passive and cc like no other.

Generally I go with with the passive and torrent maxed out first since you have such a low mana pool early and my not be able to combo your ult in.

I personally enjoy playing kunkka with a friend as I find solo mid pretty boring. Side lane solo can be really fun if the jungler is ganking a lot.

Kznn
Profile Joined March 2011
Brazil9072 Posts
November 01 2011 19:57 GMT
#20
Good job friend
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