Magina, the Anti-Mage, is an exceptionally agile, high-mobility Agility-based melee carry whose primary directive is the systematic eradication of spellcasters. Boasting an incredible Agility growth and an unrivaled Base Attack Time (BAT), Magina tears through enemy mana pools at blinding speeds, converting a target's lack of mana into explosive magical damage. His signature short-range teleportation ensures unrivaled farm efficiency and slippery positioning, while his built-in magical defenses allow him to withstand high-impact spell setups and turn the enemies' own tools against them.
Base Stats & Attributes
Hero Attributes
| Attribute |
Base Value |
Growth (per level) |
| Strength |
23 |
+1.3 |
| Agility |
24 |
+3.0 |
| Intelligence |
12 |
+1.8 |
Statistics & Mechanics
| Statistic |
Value |
Mechanic |
Value |
| Damage |
53-57 |
Base HP Regen |
0.25/s |
| HP |
660 |
HP Regen |
+2.55/s |
| MP |
194 |
MP Regen |
+0.61/s |
| Armor |
2.4 |
Turn Rate |
0.5 |
| Move Speed |
310 |
Base Attack Time (BAT) |
1.4 |
| Attack Range |
150 (melee) |
Attack Animations |
0.3 / 0.6 |
Hero Skills Breakdown
1. Manabreak
Every basic attack burns a portion of the enemy's mana pool. This ability passively increases Anti-Mage's physical attack damage by an amount proportional to the mana burned. The effect is heavily reduced when utilized by standard illusions.
- Damage Type: Physical (from the bonus attack damage)
- Orb Effect / Unique Modifier: Overrides Diffusal Blade's Manabreak effect.
- Illusion Penalty: Has halved effect when used by illusions.
| Level |
Flat Mana Burn |
Max Mana Percentage Burn |
Damage Conversion Rate |
Cooldown |
Manacost |
| 1 |
28 |
1% |
50% of burned mana |
Passive |
0 |
| 2 |
40 |
2% |
50% of burned mana |
Passive |
0 |
| 3 |
52 |
3% |
50% of burned mana |
Passive |
0 |
| 4 |
64 |
4% |
50% of burned mana |
Passive |
0 |
2. Blink
A short-distance teleportation that allows Anti-Mage to instantaneously move in and out of active combat zones.
- Mechanic Type: Instant Teleportation
- Unique Behavior: Can be used to dodge certain projectile spells if timed perfectly during the projectile's mid-air travel. Allows for crossing impassable terrain and trees seamlessly.
| Level |
Max Teleportation Range |
Cooldown |
Manacost |
| 1 |
925 |
15 sec |
60 |
| 2 |
1000 |
12 sec |
60 |
| 3 |
1075 |
9 sec |
60 |
| 4 |
1150 |
6 sec |
60 |
3. Counterspell
Passively increases resistance to all incoming magic damage. Can be manually activated to temporarily manifest an anti-magic shell around Anti-Mage that fully blocks and reflects any single-target targeted spells back toward the original enemy caster instead of affecting him.
- Damage Type (Passive): Magic Resistance
- Active Protection Duration: 1.2 seconds
- Unique Behavior: Targeted spells are redirected back to the source hero, utilizing their own spell parameters against them while entirely sparing Anti-Mage from the debuff or damage.
| Level |
Passive Magic Resistance |
Active Shell Duration |
Cooldown |
Manacost |
| 1 |
15% |
1.2 seconds |
15 sec |
45 |
| 2 |
25% |
1.2 seconds |
11 sec |
50 |
| 3 |
35% |
1.2 seconds |
7 sec |
55 |
| 4 |
45% |
1.2 seconds |
3 sec |
60 |
4. Mana Void
Creates a powerful, destructive void in an enemy unit caused by their lack of mana. For every point of mana missing from the target's pool, the unit takes significant magical damage. This ability also briefly stuns the primary target. The resulting damage blast expands and ripples outward, hitting all surrounding units in an area, with the blast damage always calculated strictly from the primary target's missing mana pool.
- Damage Type: Magical
- Area of Effect (AoE): 500 radius around the primary target
- Aghanim's Scepter Upgrade: Increases the base stun duration. Additionally, if an affected enemy hero dies during or within the window of this stun duration, a heavy cooldown penalty is applied to their ability that currently possesses the longest baseline cooldown.
| Level |
Damage Per Missing Mana Point |
Base Stun Duration |
Scepter Cooldown Penalty |
Cooldown |
Manacost |
| 1 |
0.80 |
0.3 seconds |
100 seconds |
70 sec |
125 |
| 2 |
0.95 |
0.3 seconds |
100 seconds |
70 sec |
200 |
| 3 |
1.10 |
0.3 seconds |
100 seconds |
70 sec |
275 |
Item Build Guide
| Phase |
Recommended Items |
Strategic Purpose |
| Early Game |
Power Treads, Battle Fury, Poor Man's Shield |
Power Treads perfectly complement his low BAT with attack speed, while Poor Man's Shield mitigates lane harassment. Battle Fury is essential, granting the cleave required to rapidly clear jungle camps using Blink. |
| Core Items |
Manta Style, Abyssal Blade, Butterfly |
Manta Style spawns two illusions that inherit a halved portion of Manabreak, multiplying mana-burn velocity. Abyssal Blade offers a hard, un-degable lockdown to trap targets, and Butterfly provides massive raw Agility and evasion. |
| Late Game |
Aghanim's Scepter, Heart of Tarrasque, Black King Bar |
Aghanim's Scepter punishes dead casters by freezing their ultimate abilities for an extra 100 seconds. Heart of Tarrasque provides a massive health buffer, and Black King Bar guarantees immunity to continuous area control. |
Quick Gameplay Tips
- The Manta Style Mana Melt: Because your illusions inherit the flat and percentage-based values of Manabreak, activating Manta Style immediately after blinking onto a high-mana target (such as an enemy Intelligence spellcaster) will empty their entire mana reservoir in a matter of seconds. Follow up immediately with Mana Void once their pool is entirely depleted to trigger a massive area-of-effect execution blast.
- Aggressive Blink Blind-Spots: To maximize farming efficiency or execute flawless ambushes, do not blink directly into visible lane paths. Utilize Blink to cross directly over deep neutral camp cliffs and tree structures, hiding your arrival vector from lane wards and catching over-extended heroes entirely off-guard.
- Counterspell Baiting: Keep a close eye on the cast animations of enemy initiators. Since Counterspell has an active window of only 1.2 seconds, activating it prematurely allows enemies to cancel their spell animations. Wait until a high-impact single-target projectile (like a stun) is mid-air before pressing the button to guarantee a successful reflect.