
Hi! Today I’m looking at Anti-Mage in patch 7.41f, and the reason is very simple: the hero got touched again through his main pressure tool, Mana Break. After changes like that, I always look not just at the numbers, but also at how his place in the bigger picture changes: he still remains a hero who plays off farm, mobility, and punishing mana mistakes.
Role and abilities
Anti-Mage is an Agility melee hero with a difficulty rating of 1 out of 3. In terms of roles, he has a high priority as Carry and Escape, while Nuker sits noticeably lower, and that describes his style pretty well. He’s not about long trades for the sake of trading; he’s about tempo, space, and finding the moment when the enemy runs out of mana.
- Mana Break — every attack burns the target’s mana and deals damage based on the mana burned; with Aghanim’s Scepter, the effect is strengthened by burning more max mana.
- Blink — a short movement spell that helps both to jump in and to get out; with Aghanim’s Scepter, the debuff cannot be dispelled.
- Counterspell — passively grants magic resistance, and when activated creates a shield that blocks and reflects targeted spells; with Aghanim’s Shard, a fragment of the owner appears near the enemy after a spell is reflected.
- Persecutor — innate ability: attacks slow targets depending on how much mana they’re missing.
- Mana Void — briefly stuns the target and deals damage to them and around them based on the missing mana.
By feel, Anti-Mage’s entire kit is still very cohesive: he likes long games, but he likes it even more when the opponent gives him a window to burn through resources. And that’s exactly why any buffs to Mana Break immediately look more important than they might seem at first glance.
Changes in recent patches
- 7.41f: Mana Break now deals more damage from burned mana — up from 60% to 65%.
- 7.41d: base Agility increased from 24 to 25; level 1 damage increased by 1, from 53–57 to 54–58; Blink mana cost reduced from 65/60/55/50 to 60/55/50/45.
- 7.41c: Persecutor’s mana threshold for minimum slow was increased from 50% to 60%.
- 7.41b: max mana burned per attack on Mana Break increased from 1.6/2.4/3.2/4% to 1.8/2.7/3.6/4.5%; the level 20 Blink range talent was reduced from 150 to 125.
- 7.41a: base movement speed increased from 310 to 315; base health regen increased by 0.5; Mana Break’s damage from burned mana was increased from 50% to 60%.
- 7.41: base armor increased by 1; Persecutor no longer improves with Mana Void; Blink had its cast range, cooldown, and mana cost changed; Counterspell became weaker in magic resistance but lasts longer; Mana Void received a longer cooldown, a changed radius, and damage per point of missing mana; Mana Break gained a working Aghanim’s Scepter effect for burning max mana, while illusion proc effectiveness was reduced from 50% to 25%.
Looking at the whole chain of changes, it seems to me the hero is still being pushed toward a more honest but more stable carry: fewer extreme swings, more clear value from every attack and every successful exit from a fight.
Statistics
According to OpenDota over the last 7 days, Anti-Mage had 525,771 public games, with a win rate of 50.7%. Out of 127 heroes, that’s 37th by win rate and 25th by number of games.
- Herald — 50.1%
- Guardian — 50.6%
- Crusader — 51.1%
- Archon — 51.0%
- Legend — 50.5%
- Ancient — 50.4%
- Divine — 51.3%
By the numbers, he doesn’t look either underperforming or especially outstanding: the win rate is steady, and the spread across ranks is small. To me, that suggests the hero is currently living off a clear set of strengths, but doesn’t force himself into the stats as a must-pick.
Items and opponents
In pro matches, Anti-Mage has a pretty predictable set of popular items by stage of the game. Early on he leans on economy, farm speed, and extra damage, while in the late game he picks up control and survivability.
- Start: Iron Branch, Quelling Blade, Tango, Circlet, Magic Stick, Faerie Fire.
- Early game: Boots of Speed, Ring of Health, Power Treads, Broadsword, Wraith Band, Void Stone.
- Mid game: Broadsword, Blade of Alacrity, Battle Fury, Yasha, Diadem, Manta Style.
- Late game: Ultimate Orb, Skull Basher, Butterfly, Eaglesong, Sange, Abyssal Blade.
The matchup picture is also quite revealing. Anti-Mage feels best against Sven, Tinker, and Ringmaster, while he struggles more against Weaver, Spirit Breaker, and Tiny — and that, in my opinion, lines up well with how much the hero values space, tempo control, and the ability to avoid constant pressure.
- Best against: Sven — 25 games, 68.0% win rate; Tinker — 31 games, 67.7%; Ringmaster — 36 games, 66.7%.
- Worst against: Weaver — 25 games, 28.0% win rate; Spirit Breaker — 33 games, 30.3%; Tiny — 39 games, 30.8%.
Conclusion
After 7.41f, Anti-Mage looks like a hero that was gently buffed again in the most important part of his kit. I wouldn’t call this a drastic meta shift, but the Mana Break buff is definitely nice: it makes the hero more noticeable where he’s supposed to be strong — in drawn-out trades and over time. If the patch keeps nudging him toward a stable carry style, I think we’ll keep seeing him quietly get his value through farm, mobility, and constant pressure on mana.
Source: official Dota 2 and OpenDota data.
Discuss on the forum (1 reply)



Меня больше всего веселит, что у него хорошие матчапы против Тинкера и Свена, а тяжко именно против тех, кто не дает просто уйти в лес. То есть снова герой про дисциплину соперника, а не про магию сборки.
Не тільки дисципліна, просто без простору він реально слабшає. Але якщо йому дозволити розігнати темп, то і Тінкер, і Свен вже не такі смішні мішені.
А против Тайни прям настолько плохо? Мне казалось, если пережить старт, то он уже не так страшен. Или там дело именно в том, что АМу нельзя долго стоять на месте?
Його бафи вже зайві
Зайві для кого? Для ворога, який не встигає по темпу?
Та ти серйозно хочеш ще більше АМа?
Had an AM blink out of 3 ganks yesterday 🙂
classic AM stuff, one clean escape and the whole lane tilts.
50,7% – вообще ровно
Ну от, рівно і є рівно
Ровно, пока в твоей тиме не ам
ну это уже другая история)))
illusion nerf was real huh
Did it hit Manta that hard, or mostly the late game clone fights?
25% на ілюзіях – нарешті
Бабочка йому пасує
А не занадто пізно?
What do you even build first on him now?
BF if the lane is free, otherwise just survive.
Treads into BF, same old
yeah, simple enough
На тыринке против АМа норм так бегать, пока у него бф нет
Если не закрыли до бф, то проблема уже не в АМе, а в темпе команды. ОН просто забирает свободные минуты.
А потом он приходит с блинком и ты внезапно понимаешь, что карта была не твоя. Классика, ничего нового с 2012.
ну да, у нас обычно именно так и выходит, он приходит, а мы уже без тп и без идей)
Пока ты бегал, он уже на 2 слота выше
У нас колись АМ просто пережив ранню агресію і потім почав різати всіх по мапі. Найбільш бісить, коли на нього вже витратили купу ресурсів, а він все одно спокійно добирає свої слоти.