Hero Discussion of this Day: Anti-Mage (18 April 2014)
Anti-Mage
To avenge the fallen monastery, I will destroy every magical alliance!
People don't apply the name 'Anti-Mage' to someone for no reason. His passive Mana Break attack allows him to deal extra damage and cripple a caster's mana supply. With a great understanding of the spiritual realm, he becomes more resilient against magical attacks using his Spell Shield, along with the ability to Blink across short distances for superb maneuverability. Seeking out weary casters, he uses Mana Void to inflict immense damage for high amounts of missing mana. Although he will be at a natural disadvantage to casters early on, as his powers grow, there is none better suited for bringing the greatest of spell casters down to their knees.
Lore
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.
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Roles: Carry, Escape
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Strength: 20 + 1.2
Agility: 22 + 2.8
Intelligence: 15 + 1.8
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Damage: 49-53
Armour: 2.08
Movement Speed: 315
Attack Range: 128 (Melee)
Missile Speed: N/A
Base Attack Time: 1.45
Sight Range: 1800 (Day) / 800 (Night)
Turn Rate: 0.5
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Spells
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Mana Break
Unique Attack Modifier
Passive
Burns an opponent's mana on each attack. Mana Break deals 60% of the mana burned as damage to the target.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | - | - | - | - | - | Burns 28 mana per hit |
| 2 | - | - | - | - | - | Burns 40 mana per hit |
| 3 | - | - | - | - | - | Burns 52 mana per hit |
| 4 | - | - | - | - | - | Burns 64 mana per hit |
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Physical damage
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Deals 0.6 damage per point of mana burnt
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Mana Burn is blocked by magic immunity
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You can lifeleech the damage dealt by this skill with a Lifesteal aura
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Mana Break is a Unique Attack Modifier (Orb effect) and cannot be stacked with others
A modified technique of the Turstarkuri monks' peaceful ways is to turn magical energies on their owner.
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Blink
Short distance teleportation that allows Anti-Mage to move in and out of combat.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 60 | 12 | Global | N/A | N/A | Teleports Anti-Mage up to 1000 range away |
| 2 | 60 | 9 | Global | N/A | N/A | Teleports Anti-Mage up to 1075 range away |
| 3 | 60 | 7 | Global | N/A | N/A | Teleports Anti-Mage up to 1150 range away |
| 4 | 60 | 5 | Global | N/A | N/A | Teleports Anti-Mage up to 1150 range away |
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If you used Blink to teleport to a distance over the maximum range, you'll be teleported 4/5 of the maximum range instead
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You can use Blink to dodge incoming projectiles
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Blink has a 0.4 seconds teleportation delay
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Blink has a minimum range of 200
In his encounter with the Dead Gods, Anti-Mage learned the value of being elusive.
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Spell Shield
Passive
Increases Anti-Mage's resistance to magic damage.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | - | - | - | - | - | Gives an additional 26% magic resistance |
| 2 | - | - | - | - | - | Gives an additional 34% magic resistance |
| 3 | - | - | - | - | - | Gives an additional 42% magic resistance |
| 4 | - | - | - | - | - | Gives an additional 50% magic resistance |
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Stacks with magic resistance items
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Total hero magic resistance for Spell shield at each level is 44.5%/50.5%/56.5%/62.5%
Years of meditation and obsession with revenge have hardened Anti-Mage's skin against mystical opponents.
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Mana Void
Ultimate
For each point of mana missing by the target unit, damage is dealt to it and surrounding enemies.
| Level | Mana Cost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 125 | 70 | 600 | 450 | 0.1 | Deals 0.6 damage to health per point of mana missing |
| 2 | 200 | 70 | 600 | 450 | 0.2 | Deals 0.85 damage to health per point of mana missing |
| 3 | 275 | 70 | 600 | 450 | 0.3 | Deals 1.1 damage to health per point of mana missing |
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Magical Damage
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Stuns target for a short while
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Has a casting delay of 0.3 seconds
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Damage is calculated based on the primary target's mana, but applied to all enemies within the radius
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Stun goes through magic immunity
After bringing enemies to their knees, Anti-Mage punishes them for their use of the arcane arts.
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Recent Changes from 6.80
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Mana Void radius increased from 300 to 450
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Added AoE targeting cursor for Mana Void
Recent Changes from 6.79
- None
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Tips:
Be aware of your enemy's movements and always be careful, blink away and don't overextend when farming. It also boosts your farming to blink to neutral camps if you're in the jungle.
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The previous Anti-Mage discussion (6.78).
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Posts are every two or four days.
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Good Silencer tip from last thread by coriamon:
"As silencer, it's very important to take part in kills. Stealing 20 int turns into 30 damage; it's a lot. Because silencer doesn't have any lockdown, it's important to draft heroes that can gank so that silencer can leech and participate. An example of this is having supports smoke gank mid if silencer is mid or having a solo nyx off lane.
If silencer is in a carry position, it's important to make the action come to him. He has no flash farming abilities, so he needs to be as efficient with his time as possible. Examples of this are pressuring tier 1s in the safe lane. "
Posted Apr 18, 2014, 9:38 PM UTC · edited