
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.
Base STR
21 +1.6
Base AGI
24 +2.8
Base INT
12 +1.8
Move Speed
310
Attack Range
150
Base Armor
2
Attack DMG
29–33
Projectile
Instant
Innate Abilities

Persecutor
Attacks slow enemies based on how much mana they are missing. Min slow at 50% mana, up to max slow at 0% mana. No effect if enemy is above 50% mana.
MIN MOVEMENT SLOW:
12%
MAX MOVEMENT SLOW:
24%
SLOW DURATION:
0.75
- Full effect if caused by illusions.
Abilities

Mana Break
Burns an opponent's mana on each attack and deals damage equal to a percentage of the mana burnt.
MANA BURNED AS DAMAGE:
60
MANA BURNED PER HIT:
25 / 30 / 35 / 40
MAX MANA BURNED PER HIT:
1.8 / 2.7 / 3.6 / 4.5
- Mana Break has illusion_percentage mana burn effect if caused by illusions.
A modified technique of the Turstarkuri monks' peaceful ways is to turn magical energies on their owner.

Blink
Cooldown
10.5 / 9 / 7.5 / 6s
Mana
65 / 60 / 55 / 50
Short distance teleportation that allows Anti-Mage to move in and out of combat.
DEBUFF DURATION:
0
- You can use Blink to dodge incoming projectiles.
In his encounter with the Dead Gods, Anti-Mage learned the value of being elusive.

Counterspell
Cooldown
15 / 11 / 7 / 3s
Mana
50
Passively grants magic resistance. Counterspell may be activated to create an anti-magic shell around Anti-Mage that blocks and reflects any targeted spells.
MAGIC RESISTANCE:
14 / 21 / 28 / 35
DURATION:
1.3
- Break disables the passive magic resistance.
With the proper focus, Anti-Mage turns innate resistance into calculated retaliation.

Mana Void
Cooldown
100 / 85 / 70s
Mana
100 / 150 / 200
For each point of mana missing by the target unit, damage is dealt to it and surrounding enemies. The main target is also mini-stunned.
DAMAGE PER 1 MANA MISSING:
1
STUN DURATION:
0.3
RADIUS:
400 / 450 / 500
- Damage is calculated based on the primary target's mana, but applied to all enemies within the area of effect.
- Break disables Mana Thirst vision and attack bonuses.
After bringing enemies to their knees, Anti-Mage punishes them for their use of the arcane arts.
Talents

Aghanim's Scepter

Mana Break
Increases Max Mana Burned per Hit.

Blink
After casting Blink, your next Mana Break within 0s burns an additional 0% max mana and prevents the target from regenerating or gaining mana for a short duration. This debuff is undispellable.

Aghanim's Shard

Counterspell
Creates a blinked fragment of Anti-Mage next to the enemy caster upon reflecting their unit-targeted spell while active.
Hero Performance
Median across all public matches · OpenDotaForm
49%
Win rate in recent matches
Performance
100%
KDA ratio (kills + assists / deaths)
Laning
74%
Last hits per minute over full game
Farm
79%
Average gold per minute
Fighting
35%
Average kills + assists per match
Experience
100%
Average XP per minute
Strategy
When to Pick Anti-Mage?
Pick Anti-Mage as a carry when the enemy has a lot of mana-dependent heroes and you can get safe space to farm. He’s very strong in 7.41a after the Blink cooldown reduction and Mana Break adjustments—once you hit Battle Fury + Manta, you delete supports and drain cores fast. Good against lineups full of spellcasters like Storm, Zeus, Skywrath, Puck, or Leshrac, especially when your team can stall mid-game so you can split-push and take towers.
Avoid him in heavy physical burst or silence lineups (Slardar, Earthshaker, Silencer, Orchid buyers) that jump and lock you down before you can blink out. He also feels bad if the enemy pushes early and your supports can’t protect the lane—one rough early game and you fall behind while the map burns. In this patch he still needs consistent farming, but when he gets it, he becomes very hard to stop.
Tips & common mistakes
- Don’t spam Mana Break in lane — save mana for last-hitting and only burn when you can kill or force them out.
- Blink out the second you see trouble—stop trying to fight early; you’re not ready yet.
- Level Blink first and max it fast—it's your escape, farming tool, and initiation.
- Build Battle Fury first in almost every game — the wave clear and mana regen let you farm the whole map.
- Stop building full right-click items if the enemy has heavy magic damage — sometimes Manta + Butterfly + Skadi is better than pure greed.
- Use Counterspell aggressively in fights to reflect big spells — don’t save it for nothing.
- Don’t afk farm when your team is dying — one good Blink initiation with your networth can flip the game.
- Watch enemy mana—burn supports dry so they can’t cast and take their towers while they’re useless.
Summary
Anti-Mage is the ultimate greedy mana-draining carry in 2026. Farm faster than anyone, blink around the map, drain every spellcaster, and become extremely hard to kill once you have your items. He punishes bad drafts hard, but if you feed early or play too passively, you’ll lose before you come online. Get your Battle Fury, split-push, and make the enemy regret picking mana-heavy heroes.
Just don’t pick him and hide in the jungle the whole game—be the carry who ruins their spells and takes their base.





































