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To-do List:

~ Expand skills section further with additional in-depth discussions about each individual skill
~ Expand the Tips and Tricks/Game Strategy section
~ Add images discussing the usage of blink as well as icons for heroes
~ Add replays (if you have any that could be beneficial to this guide, by all means, please do send them to me via PM. Full credit will be given if the replay is included in this guide)



Skills Overview



Mana Break (Passive)

[Level 1] Burns 28 mana per hit
[Level 2] Burns 40 mana per hit
[Level 3] Burns 52 mana per hit
[Level 4] Burns 64 mana per hit

Notes:
Orb Effect Skill
Quelling Blade will stack with Mana Break.
Deals 0.6 damage per point of mana burnt.
Mana Burn is blocked by magic immunity.
You can life leech the damage dealt by this skill with a Life steal aura.


Blink

[Level 1] 200 - 1000 Range Teleportation
[Level 2] 200 - 1075 Range Teleportation
[Level 3] 200 - 1150 Range Teleportation
[Level 4] 200 - 1150 Range Teleportation

Notes:
If Blink was used to teleport to a distance over the maximum range, teleportation will be 4/5 of the maximum range instead.
Blink can dodge incoming projectiles.
0.33 seconds teleportation delay


Spell Shield (Passive)

[Level 1] Reduces magic damage by 10%
[Level 2] Reduces magic damage by 20%
[Level 3] Reduces magic damage by 30%
[Level 4] Reduces magic damage by 40%

Notes:
Stacks with other spell resistance items.



Mana Void

[Level 1] Deals 0.6 damage per mana point missing
[Level 2] Deals 0.85 damage per mana point missing
[Level 3] Deals 1.1 damage per mana point missing

Notes:
Damage type: magical
Is also a mini-stun
Damage is calculated based on the primary target's mana, but applied to all enemies within the AoE.
Stun works on magic immune units.




Skill Build


1. Blink
2. Mana Break
3. Mana Break
4. Blink
5. Mana Break
6. Mana Void
7. Mana Break
8. Blink
9. Blink
10. Spell Shield
11. Mana Void
12. Spell Shield
13. Spell Shield
14. Spell Shield
15. Attribute Bonus
16. Mana Void
17 -> 25. Attribute Bonus

Note: If needed, Blink can be opted out for Spell Shield at level 4, 8 and 9 depending on the enemy hero line-up and how caster intensive it is.



Viable Item Builds


Disclaimer: These item builds are not set in stone and are subject to change. It is up to the individual’s discretion to choose a viable build as every individual match is different.



I tend to find that a mix between the Durability and Agility Builds give Anti-Mage the optimal HP-to-DPS ratio to effectively perform his job.

One of the worst problems Magina has is survivability. It is generally wise to concentrate on survivability to an extent, especially for less experienced Anti-Mage users. Yes, it is true that blink allows excellent positioning in team fights and one may argue against survivability items because of this. But if you suddenly get chain-stunned or disabled, blink will not help you out of that situation. Raw HP or Evasion coupled with Spell Shield will allow you to survive.


Situational Items (not mentioned in above "core" builds)


Ethereal Blade is a potential replacement for The Butterfly as Eaglehorn is included within each item for a nice agility boost. The Ether Blast (active) attached to this item is extremely nice when your team has one or two high damage nukes such as Lucent Beam.


Monkey King Bar provides a much welcomed boost to damage as well as attack speed. The True Strike (passive) is extremely beneficial when fighting enemies that have evasion (particularly nice counter to Rikimaru's Smoke Screen)


Assault Cuirass provides +40 attack speed which is extremely beneficial in assisting Magina to burn mana at a faster rate. The negative armor aura effectively increases your potential damage output as well.

Magic Resistance Items?

Calculating AM's Spell Shield with base hero magic resistance and Hood of Defiance:

Code:
(1-0.25)*(1-0.3)*(1-0.4)= 68.5% Magic Resistance in total.
68.5% is the largest percent of Magic Resistance that can be achieved with Anti-Mage. Attempting to stack other Magic Resistance items will not increase this.



Game Strategy


Early Game

Preferably start farming on the bottom lane (Sentinel) or top lane (Scourge) with a babysitter/supporter to assist you. If you attempt to solo the middle lane, you will often get outlaned by an aggressive ranged hero. A good early game will set you up for a great late game and you need to play with this in mind at all times. Hopefully, you will have skilled Blink at Level 1 so that you can escape any First Blood attempts by the opposite team.

Items such as Poor Man's Shield, Ring of Health and Magic Stick give greater lane staying power. Try get these as early as possible.

If you are encountering a lane that has far better lane control then you, and you are being harassed and kept away from the creeps. Never make the mistake of blinking in for a last hit! This will leave you open to stuns and other disables that could potentially lead to your death as you run back towards the safety of your tower with no escape mechanism.

If possible, try land regular hits on the enemy primary spellcaster. As well as the damage you are dishing out, their mana is also being burnt which will effectively allow you to control the lane with less risk as their spellcasting capabilities become impaired due to lack of mana.

The main goal in this early game stage is to stay alive and get as much farm as possible. Dying needlessly at this stage will impair your effectiveness in the mid-game and your ganking phase will become delayed. Only towerdive at this stage if your blink is not on cooldown. Towers will make short work of your measly HP this earlier in the game.

Mid Game

At this point, your core items should start taking shape if all went well in the initial laning phase. I recommend you to concentrate on continuing to farm at bottom lane (Sentinel) or top lane (Scourge). These lanes are harder to gank and give you more farming options. First farm the lane until it is pushed to the enemy tower. Then head towards the jungle and kill a few creep camps until the lane has pushed back closer to your tower. Repeating this procedure over and over will give you a very steady income.

The added benefit of lurking near the jungle and farming is the ability for you to be terribly hard to gank with the use of blink and juking in the fog. The worst thing possible is to find yourself in the middle of a pushed lane with enemies coming to gank you and this scenario is the one we are trying to eliminate by farming bot lane.

Near the end of mid-game, it is an ideal time to start participating in ganks to provide a steady cash flow that will contribute to your final luxury items. Do not hesitate to kill-steal using Mana Void! Only negate a kill if there is a more optimal carry on the team that needs the gold more then you do.

Late Game

... content related to Late Game coming soon



General Tips and Tricks

Do not blink in to initiate a fight unless you are positive you will not be decimated immediately. This often results in you being focus fired with no escape mechanism.

Try blink behind the enemy line near a mana dependent target to focus. Do not attempt to rival/duel the opposite team carries head on such as Mortred who can quite easily make short work of your low HP.

Pay attention to heroes that are getting low on mana due to heavy spell usage in team fights. The worst mistake you can make is casting Mana Void on a hero that is on low HP and looks like a good target when in reality, their mana pool is full. This will basically turn you into a mediocre DPS, mana burning hero for the remainder of the team fight with minimal threat.

Keep in mind that Mana Void can be used to cancel the use of TP scrolls due to the mini-stun that is included with the damage.





Keep your allies close ...


Mana Drainers:


These heroes allow Anti-Mage to became far more dangerous as more targets become prime candidates for Mana Void rather then the single target you were focusing.

Steroid Skills:


Increased attack speed allows the Anti-Mage to burn mana at a faster rate.



Keep your enemies closer ...

Mana Fountains:


The more mana that the enemy has, the harder it is for the Anti-Mage to effectively fulfil his role.

Silencers:


Any of the heroes capable of silencing Anti-Mage mean trouble. Without the mobility offered by Blink, Anti-Mage will quickly be focus fired and dispatched. Natural Orchid Malevolence users are also quite a pain to face.



Replays

... coming soon





Magina the Anti-Mage
Author: Distracting
Map Vers.: 6.66b

Anti-Mage

Magina, The Anti-Mage

Date Posted: 03/22/10
Last Comment:05/07/2010
Total Votes: 0
Current Rating: 0.00
Views: 13380



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