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Mage Slayer
Stats
Abilities
Mage Slayer
Places a debuff when you attack enemies, dealing 40 physical damage per second and causing them to do 40% less spell damage for 3 seconds.
Strategy
Why Buy Mage Slayer?
Most of the time when you are trying to survive a spell-heavy enemy, you are solving one half of the problem at a time—either you build magic resistance so spells hurt you less, or you hope to kill the caster before they fire. Mage Slayer solves both simultaneously and then adds a third thing on top: every time you attack the enemy caster, their spells get 40% weaker for 3 seconds, meaning your whole team benefits from the debuff, not just you.
That 40% spell damage reduction on the target is the number that defines the item and the number most people underestimate. Let us actually do the math. A hero with base 25% magic resistance already reduces a 1000-damage nuke to 750. You hit that hero with Mage Slayer, and now your own 18% magic resistance stacks on top, while their outgoing spell damage drops 40%. That 1000-damage nuke is now dealing roughly 360 damage to you instead of 750. You have more than halved their primary offensive output by right-clicking them once. That is not a small thing—that is the difference between a Leshrac being dangerous and a Leshrac being a tickle machine for 3 seconds, and if you keep attacking, you keep refreshing that debuff indefinitely.
The 7.41 rework changed the Mage Slayer debuff damage from magical to physical and simultaneously doubled the DPS from 20 to 40. This is a meaningful shift for two reasons. Physical damage is reduced by armor, which makes it slightly less effective against high-armor targets—but 40 DPS on a 3-second debuff is 120 bonus physical damage per application, and since the debuff refreshes on every attack, a hero with high attack speed is dealing a continuous stream of bonus damage on top of their normal attacks. For a hero stacking attack speed, this creates legitimate DPS pressure, not just a stat stick for the magic resistance.
When to Buy Mage Slayer?
The second or third item on right-clicking cores who are spending the majority of their mid-game fighting in close proximity to spellcasters—offlaners and melee carries, specifically. The heroes who justify Mage Slayer are the ones who are both the primary target of enemy spells AND in a position to keep attacking the caster long enough for the debuff to matter. Ember Spirit, Bristleback, Dragon Knight, Axe, Legion Commander, and Lifestealer—heroes who are planted in the middle of a fight and hitting things constantly.
The draft signal is an enemy lineup with frontline casters. This is the critical distinction that most players get wrong. Mage Slayer is not an answer to a Lina who blinks in, fires her rotation, and blinks out before you can touch her. You will apply the debuff after her damage is already dealt. Mage Slayer is an answer to Leshrac, who is running around inside your team dealing Pulse Nova damage every second; to Timbersaw, who needs to stay in the fight to use Whirling Death and Reactive Armor; to Necrophos, who stands on top of you draining your HP continuously; and to Bristleback, who is in your face the entire fight. Heroes who need sustained proximity to deal their damage and whom you can keep attacking long enough to maintain the debuff.
Where you skip it: against burst casters who deal damage from range and disengage immediately. Skywrath Mage, Zeus, Ancient Apparition—these heroes fire from a distance; you never get close enough to apply the debuff before the damage lands. Against those heroes, BKB or a straight magic resistance item solves the problem more cleanly because you do not need the debuff — you need the immunity window or the raw damage reduction before they cast, not after.
Tips & common mistakes
- · The Mage Slayer debuff reduces ALL spell damage the target deals — not just magical, not just targeted. It reduces magical, physical, and pure damage from spells equally. This is why it is specifically punishing against heroes like Timbersaw (pure damage), Bristleback (physical damage spells via Quill Spray), and Bloodseeker (pure damage Rupture). The debuff does not know or care about damage type—it reduces the output of the SPELL, whatever type that spell deals.
- · The debuff does NOT stack from multiple Mage Slayer attacks on the same target — it refreshes the 3-second timer. This means your team cannot all hit the target once each for stacked 40% reductions. Only one instance of the 40% reduction is active on a target at any time, refreshed by the last person who attacked them with a Mage Slayer. Coordinate in team fights—the person who maintains the highest attack rate on the primary caster is the one keeping the debuff up.
- · The 40 physical DPS was changed from magical to physical in 7.41. This means it is now reduced by the target's armor. Against a high-armor target—Dragon Knight in dragon form, Bristleback with stacked Reactive Armor—the bonus physical damage is partly absorbed. Against squishy intelligence heroes with low armor, it hits at close to full value. Factor in the target's armor when evaluating how much of that 40 DPS is actually landing.
- · Mage Slayer does NOT work on buildings or wards. You cannot use it to push towers faster or to slow down an enemy ward from providing vision. It is purely a combat debuff against units. Do not buy it expecting any objective pressure contribution from the debuff component—the 15 damage and other stats are your only tower-relevant contribution.
- · The magic resistance from Mage Slayer stacks multiplicatively with other sources. With a base 25% magic resistance hero and Mage Slayer's 18%, your total magic resistance becomes approximately 38.5%, not 43%. More magic resistance items continue to add diminishing returns in the same multiplicative formula. This is important to know when deciding whether a second magic resistance item is worth buying after Mage Slayer, as the marginal value decreases with each additional source.
- · Items built from Perseverance — one of Mage Slayer's new components — include Refresher Orb as a potential upgrade path that some players attempt. Mage Slayer itself does not upgrade into anything beyond Bloodthorn if you go that route. Know your intended build path before completing it — if Bloodthorn is the plan, Mage Slayer is a legitimate stepping stone. If not, evaluate whether the item slot is better served by something with its own upgrade path.
Summary
Mage Slayer is the right-clicker's answer to the enemy team's frontline caster problem—it cuts their spell output by 40% every time you maintain contact with them, stacks your own magic resistance to nearly 40%, and now deals meaningful physical DPS on top.
Buy it on heroes who are in the fight long enough to keep the debuff up against casters who need proximity to deal their damage, and understand that it is completely wasted gold against a ranged mage who fires from 900 range and never lets you get close. The debuff is a sustained pressure tool, not a burst counter.
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Lore
Forged by a secret order in The Third Age of Praxa'cia to fell the False King.











