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02-08-2011, 06:09 PM
Magebane


http://www.heroesofnewerth.com/images/heroes/37/icon_128.jpg

As we all know, there is this blue blinking derp in the AGI hero pool. Everybody consider him to be an underpowered pubstomping carry, just like BH, NH or Scout. But, is he?
This guide is going to teach you how to roflstomp the enemies with a Magebane, np, even in the highest tiers.



Table of Content


Picking Strategy
Picking conditions
Countered Heroes

Hero Details
Hero Stats
Hero Skills

Skill Builds

Item Builds

Playing Strategy
Laning
General Tactics
Advanced Tips
Replays




Picking Strategy

http://img573.imageshack.us/img573/9119/pick.gif

Picking conditions


I usually don't start my guides with this. However, Magebane is an extremely situational pick, and you by no means should just pick him whenever you need a carry.
The main advantage Magebane has is being a blinker - the only full melee AGI blinker, if you don't count Chronos with his ridiculous 12 second CD blink.
The problem, however, is that if the enemy team has enough crowd control, you're going to be in a huge trouble throughout all the game, and being the fragile hero Magebane is, you're gonna drop like a fly time and time again, until you're nothing but a 170 gpm would-be carry 40 minutes into the game.
So, I've created a little system to let you know when you can pick Magebane. I'll list every hero with a CC spell, and rate him. As a rule of thumb, if the total worth of points on the enemy team is 10 or above, Magebane was probably a bad pickup. If it's close to 10, mage wasn't that good either. I wont mention heroes with 0 CC.

:myrm: 2~3 - Not much of a threat. You can dodge his fish quite easily with 1 blink, as well as his field of weed. The latter can follow up quite well, though.
:fayd: 2 - Generally a trash hero. You shouldn't be standing that close to your teammates to let her stun you and some1 else. If she initiates on you only, she wasted an ult.
:witc: 6 - The counter to generally every blinking hero. 2 retardedly long CC skills, which will alllow the rest of the enemy team to rape you. Only reason he isn't rated as more than 6 is because your passive damages him quite greatly if he ults.
:elec: 4 - A good elec will first purge you of your magic armor buff after you blink, and than grab you while his team rapes you. Quite dangerous opponent.
:mora: 1.5 - With only 1 CC skill, only near him, he poses little threat to you.
:bubb: 2~4 - The hero itself is great, yet unless he first hits his silence on you, he can't do much. If he does hit it, and follow up with an ult, you're gonna be ****ed for a few seconds though.
:wild: 5 - This hero, not considered too good himself, is still a very good counter to mage. Why? The bear snares and snares and snares you, while his auto-attacks bone you in the butt. And that is without his team helping..
:andr:1.5 - Her swap hardly traps a blinking hero like yourself, and her stun is extremely short. Not much of a worry.
:pest: 5 - His ulti is lethal to you. A big advantage of your blink during teamfights is sidestepping the main enemy focus, and coming back to finish an easy prey. It also helps you wood-juke ganks. Pesti's ult takes that away. The armor reduction will make you easily rapeable by autoattacks after 2 seconds of stun, and pretty raped after more than 4 seconds (both in teamfights ofc, or whenever the whole enemy team focuses you).
:flin: 3 - During laning phase, he's clearly better than you. His slows are also extremely annoying, and his flare can scout you sometimes when you juke enemies by blinking into the woods.
:vood: 2~5 - Depends on enemy lineup. Alone, he can do little, since his stun is easily dodgeable by you.. But if the enemies have 1 initiation stun and 1 follow-up stun, he can Curse you and than stun you for 1 more second.. Than, you're surely dead, even if you still have some hp to blink out.
:defi: 2~4 - By itself her silence isn't very dangerous, but if it is a follow-up to a stun, it practically makes you highly susceptible to slows for 6 (or a bit less?) seconds.
:pand: 3~7 - You can outrun him quite easily, but whenever he charges at you during fights all you can do is try to switch to some far-away enemy, or be stun-locked to death by him. If he has someone that can stun you, he'll get to you himself yo finish you for good.
:vind: 2 - Annoying silence.
:dark: 4 - Much more annoying silence.
:sand: 8 - An extreme problem, in many ways. First of all, Sand Curse directly counters you since it both give him vision of you and enables him (and his allies probably) to chase you efficiently.
Second, he counters you as a hero. You both have around the same level of usefulness at laning phase. You're a hard carry, and you can actually outfarm easily him an win 1v1's with him even with equal farm. However, in teamfights, he'd outdo you greatly, since his ult+damage reflect is way better than you jumping on some enemy Glacius and gibbing him while all your team dies behind you.
:valk: 1-5 - If she has allies that would somehow insure she hits her arrow on you, she's a great problem. If no, she's nothing.
:ramp: 7 - A huge problem. This hero stunlocks you for so long you can die of age. Can also keep you revealed while he charges.
:tund: 2 - Annoying ulti, but can be easily countered by a Nullstone. Bird a bit annoying, but just a bit.
:chro: 0~3 - If he manages to stun you, and his team follows up well (aka focuses you and mainly you), he can kill you. Otherwise, it's not hard for you to outcarry him.
:nigh: 3~6 - Very annoying silence, especially deadly if followed up by a slow (or a few). He can greatly follow up on any stun cast on you.
:hamm: 2 - Annoying stun, can't do much without a follow up though.
:dead: 4 - Pk+ult+roots+team follow up. Only efficient if he can initiate on you though, so if position yourself well and force him to initiate on an ally, you're safe from him.
:thun: 3 - Stomps you pretty hard early game, and gives vision of you. Not much of a threat later, due to no stuns.
:pupp: 8 - Forces you to attack an ally for 4.75 seconds, than snares you for the same duration. During all this he ults you and auto-attacks you to death. Your passive does little damage to him, or at least not nearly enough.
:doct: 7 - Your passive doesn't damage him for the mana he uses while ulting. As long as he has mana, he can follow you and slow you with auto-attacks, while roflstomping you. Also has a disable. Once he get his first item (which would be nullstone against you), your ulti is useless. AND Sheepstick is on of his possible late-game items, core against you.
:blac: 1.5 - Honorable mention. Multicast has a chance to hurt, but.. chases are low, and even x4 multicast doesn't do much to you after blink.
:behe: 2 - Some ok CC, but not much without a good follow up.
:poll: 5 - His stunlocks are a huge problem to you. Nothing to add.
:magm: 3 - Great initiator with a total 2.25 disable time. If he initiates on you with his ult before you blink, you'll drop very pretty low and probably die if his team follows up.
:succ: 6 - She counters every single carry, especially you. Smite lowers damage, her disable will render you useless for 7 seconds every 15 seconds (half of the time), and her ult will make you a sitting duck, ready to get trashed by the enemy team.

So, as you see, Magebane requires the enemy to lack many stuns - otherwise, he'd get stunned to death. Of course, low level pubs luck the coordination to actually follow up stuns correctly, so some of the heroes aren't very scary. Other, however, are.
You don't have to learn the exact values on this list, since the list itself is based on simple logic: The more ways a hero has to disable Magebane, the more dangerous he is for him. Know how dangerous each hero is to Magebane, and avoid picking him if too many of those are on the same enemy team (or if it has an extreme counter like Puppet/Sand/etc, and at least 1 other CC to help).



Countered Heroes


What heroes does Magebane counter? First, practically every INT caster apart from those mentioned above. Actually, even most of the above casters are food for Magebane after a certain point. Being the amazing carry that he is, he practically counters every other carry - Mage can outcarry nearly anyone late game (not :sand: though). Specific heroes he counters most hard, casters excluded:
:swif: - Countered hard by Mage. Blink screws both his ulti and his spin, and 1v1 Magebane reaps him to shreds if swift has mana (and later, even if he doesn't).
:phar: - He is pretty useless against Magebane, who just blinks out and around his mummies.
:krak: - Everyone with some kind of blink counters Krakens ult, and Mage can easily dodge his torrent.
:chro: - Mage outdoes him on a lane, has better farming ability, and a twice faster blink. He can also avoid a Chronos initiation (by blinking away when he sees an incoming Chronos). Apart from Chronos having his ult for team-fights, Mage is better at everything.

That's pretty much all you need to know about picking him.
If the score of the other team isn't nearing 10, and especially if you have one of the heroes Mage counters on that team, feel free to pick him as your main carry (Not against all lanes, though. Will talk about lanes, but much later).






Hero Details



http://img37.imageshack.us/img37/3889/details.gif



Hero Stats


As the picture above suggests, in less desperate times heretics such as Magebane would have been burned at the stake. This testifies to how powerful this hero is, since people usually try to destroy what they fear and can't control.
His STR stat is decent. In the long forgotten past, it used to be around 20, but the gods found it to be way too powerful and lowered it to 17. The STR is fine, and the gain isn't that terrible, especially if you gain some STR/HP items as well by farming.
His AGI stat and gain is pretty much standard for any AGI carry, so no problems here.
The INT stat is irrelevant, since you only have a 60 mana blink early on, and later one ulti with not too high of a mana cost and a quite big cooldown.
His armor is decent.
Now, we come to his 2 strongest points: Attack Speed (and animation), and Movement Speed.
Magebane has the highest movement speed in the game, on the par with Moon Queen. 320 movement speed, with his blink, makes him the most mobile hero in the game.
His attack speed is even better news than his movement speed. Apart from the best attack animation in the game, he also has the lowest BAT (http://forums.heroesofnewerth.com/showthread.php?t=12545) in the game. This means he'll make more attacks per second than other heroes with the same attack speed. Follow the link above and scroll down to Attack Speed mechanics for a more detailed explanation.

In short, lets sum him up:
Decent early game stats, highest potential attack speed in the game, highest movement speed. Sounds good? It should.





Hero Skills



Mana Combustion
http://www.heroesofnewerth.com/images/heroes/37/ability1_128.jpg
Magebane can brain**** enemies with his weapon, lowering their IQ with every hit (thus making them forget they had some mana) and damaging them whenever he does that. Doesn't work on people who have no brains (or mana) left.

Passive
Required Level: 1 / 3 / 5 / 7
On Attack
Takes 16 / 32 / 48 / 64 of the targets Mana and deals Physical damage equal to 60% of the Mana taken.

This skill is the first of your signature bread and butter skills.
It does 2 things:
1) Take mana from the target you attack, thus making it unable to cast spells. Greatly helps in the lane early, against low mana-pool heroes mid-late game, and also synergizes with your ultimate.
2) Makes your auto-attacks hit extremely hard, as long as your target has mana. This makes early game squishies cry.


Flash
http://www.heroesofnewerth.com/images/heroes/37/ability2_128.jpg
Makes the enemy heroes even more retarded. After that, they aren't focused enough to see where Magebane actually is. One second he's there, the other second he's somewhere else.

Range: 1,000 / 1,075 / 1,150
Cast Time: 0.7 Seconds
Mana Cost: 60
Cooldown: 12.0 / 10.0 / 8.0 / 6.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Teleport self to target position. Adds 3 / 6 / 10 / 15 Magic Armor to self for 10 seconds and 2 / 3 / 4 / 5 Magic Armor to allies within 500 units of target position for 7 seconds.

This skill again combines two elements in itself, both of which are immense:
1) As you can see, it's a very long instant blink with an extremely short cooldown, 6 seconds. This, combined with your huge movement speed, makes you the most mobile hero in the game (:doct: doesn't count). This is one of the reasons you are also the best farmer in the game, since you can nearly instantly move from one creep stack to another, and can usually switch between neighbor lanes in less than 20 seconds, even around 12 if you're already in your jungle. Also makes you the best chaser and follow-up hero in the game.
2)Magic Armor. By no means disregard the magic armor. Other heroes spend hundreds and thousands of gold coins just to get what you get from one simple blink. It helps you both at your lane (3 magic armor at levels 1-3, and 6 at level 4+, help you negate nearly 1/2 of the enemy nuke damage) and later on. It also gives a small magic armor bonus to your allies, which is quite notable when the skill is maxed (5 magic armor for free, no mystic vestments to take a slot).
This skill is one of the main 2 things that turn you into the 2nd strongest melee AGI carry after Sand Wraith. The second is the BAT (http://forums.heroesofnewerth.com/showthread.php?t=12545), as mentioned above.


Master of the Mantra
http://www.honwiki.net/w/images/c/c1/Magebaneskill3.gif
After Magebane's first skill, the enemies head hurts. Whenever they use what remained of their brains to cast a spell or use an item, their head hurts even more.

Aura
Radius: 500
Required Level: 1 / 3 / 5 / 7
Effects: -15/20/25/30 Cast Speed, damaged for 35/50/65/80% of abilities' and items' manacost when cast.

The description pretty much sais it all. While the cast speed doesn't change much, the other part proves lethal to every caster with high mana cost spells or spamable spells, both earlier and later in the game.
Generally though, this skill isn't as useful as the other skills, so it's maxed out last. Rarely, against some teams, even stats might be better.


Mana Rift
http://www.heroesofnewerth.com/images/heroes/37/ability4_128.jpg
When Magebane brain****ed the enemies using him first skill, their brain actually becames pregnant with a baby. This skill detonates the baby, mini-stunning the target and damaging the enemy and all enemies around him based on how low his IQ was at that moment.

Type: SuperiorMagic
Range: 600
Radius: 325
Cast Time: 1.0 Seconds
Mana Cost: 125 / 200 / 275
Cooldown: 120.0 / 100.0 / 80.0 Seconds
Required Level: 6 / 11 / 16
Activation
Damages enemy units in radius around target for 0.6 / 0.85 / 1.10 Magic damage per point of mana that the primary target is missing. Stuns the primary target for 0.1 / 0.2 / 0.3 seconds.

This skill is simple - a huge nuke if applied to manaless casters, a small nuke if applied to most manaless STR/AGI heroes, and sometimes when you see a few enemies stunned very close to each other, you can use it on one of them to damage them all.





Skill Builds

http://img155.imageshack.us/img155/2250/skillsw.gif





Flash (1)

Mana Combustion(1)

Mana Combustion (2)

Flash (2)

Mana Combustion (3)

Mana Rift (1)

Mana Combustion(4)

Flash (3)

Flash (4)

Master of the Mantra (1)

Mana Rift (2)

Master of the Mantra (2)

Master of the Mantra (3)

Master of the Mantra (4)

stats

Mana Rift (3)

statssss



That's pretty much it. Sometimes you may replace too many than one mana heavy casters and you crucially need survivability. Apart from that, this is clearly the most viable build. You need the early flash, simply because if you wont have much use for Mana Combustion if you aren't able to even get close to the enemies (not to mention that without Flash you're quite easy to nuke down to hell).
Mana Combustion is your bread and butter skill, as I've already mentioned. It makes you hit amazingly hard on the lane, and don't forget that it also prevents the disablers on the lane to spam you with their disables - at least after you've burned their mana away in the first lane clash (and probably killed one of them, but I'll get to it much later)!

Extract
02-08-2011, 06:09 PM
Item Builds

http://www.heroesofnewerth.com/images/items/Item_Nuke.jpg



Starting Items


Magebane has a few good options on which items to start with:

The lazy man's build: (Recommended)
:LoggersHatchet: :MinorTotem:x2 :RunesOfTheBlight:x9
My personal favorite. The hatchet will greatly help you with last hitting any creep that doesn't have mana - you might have one of the best attack animations in the game, but your base damage is still a bit low at start. Hatchet also helps with juking when your low level blink is on CD.

The early defensive build: (possible)
:IronBuckler: :MinorTotem:x3 :RunesOfTheBlight:x6
If you don't mind last hitting without an axe, and don't think you'd ever need to juke in the trees, this build suits you as well. The earlier shield partially makes up for the fewer HP regen items, and is totally cheaper for your item build if you don't plan on going hatchet at all. You wont have an easy time last hitting, though.





Early-game Items



http://www.heroesofnewerth.com/images/items/Item_IronShield.jpg


The item for magebane. Apart from the slight DPS gain, it also gives you a very very significant survivability boots. This item is a must for you early on, for it is the tie turner in early lane clashes.





http://www.heroesofnewerth.com/images/items/Item_BlessedArmband.jpg (Or :Marchers:)


After your shield, you're gonna need one of those items. You usually get the STR Armand first, cause you need more survivability. But sometimes, when your opposing lane is clearly weaker, and you don't want them to escape from your lvl1/lvl2 blink, you can get the boots as well.






http://www.heroesofnewerth.com/images/items/Item_Lifetube.jpg


This is your 3rd item. You'll need it, whether to withstand the enemy harass or to jungle more efficiently. It's a part of both your possible mid-game items.





Early mid-game Items



http://www.heroesofnewerth.com/images/items/Item_Splash.jpg


This is the first of two things you can turn your Life tube into.
In my personal oppinion, this is the best thing you can get, and is basically core. You need it both for farming and for dealing considerable damage early on.






OR


http://www.heroesofnewerth.com/images/items/Item_Protect.jpg (Followed by :WhisperingHelm:)


I know people sometimes get this item as the first major pickup, because it gives them regen like Runed Axe (even a bit more) and more survivability, to be able to sustain more enemy punishment early on. If you decide to get it, get a :WhisperingHelm: right after it.
I personally dislike this, because doesn't help farming nearly as much as Runed Axe, and the 60 damage from the Axe exceeds the survivability from the null in my opinion.
However, for whoever wants it, it's not completely un-viable.



http://www.heroesofnewerth.com/images/items/Item_Steamboots.jpg


Time to finish your boots. Dont forget it.






Late mid-game Items



http://www.heroesofnewerth.com/images/items/Item_Immunity.jpg


Had you gotten that Runed Axe, like you should've, you can get this amazing item. This is what adds you just enough survivability to steamroll through enemies during teamfights, picking usually at least one enemy squishy and than blinking out/continuing to rape. depanding on the situation.




http://www.heroesofnewerth.com/images/items/Item_Protect.jpg


Also a viable item to get streight after your Runed Axe, if the enemy team doesn't have too much magic stuns. The regen you'll have will turn you into this (http://www.italianbusinessguide.com/images/machines_agriculture_farming_machine_manufacturing _suppliers_usa.jpg). It also adds quite some survivability, and is extremely good against some one-skill heroes (and that %!@$!@ Pestilence).




http://i55.tinypic.com/wtit4x.jpg or http://www.heroesofnewerth.com/images/items/Item_Weapon3.jpg


If you have gotten Nullstone first, you.. well, should be ashamed. Also, need some DPS.
Get Riftshards for supreme DPS, or the Savage Mace to interrupt channeling or counter evasion.




Late-game Items



http://i55.tinypic.com/wtit4x.jpg


Always a viable item to a carry without in-built crit. Gives you the most DPS.




http://www.heroesofnewerth.com/images/items/Item_Weapon3.jpg


Enemy building a Windbow? You're facing a Night hound? Get it, get it now.




http://www.heroesofnewerth.com/images/items/Item_LifeSteal4.jpg


At a certain point, this items makes you immortal. In every sense.


http://www.heroesofnewerth.com/images/items/Item_ManaBurn2.jpg

Your first skill propagates to every illusion. Hits quite hard.


http://www.heroesofnewerth.com/images/items/Item_Damage9.jpg

After you've gotten a token, and have enough money for both this and a buyback, this is the way to go.

Extract
02-11-2011, 04:13 PM
General Strategy



Laning



In all of the bellow cases, your main goal is too keep farming and farming, until you get your Axe/Null. That's what you need to do during the whole laning phase.



Dual Lane


The good old dual lane. Until you're in the 1750+ mmr tier, you'll rarely see any other type of side lane in pubs. Even at higher tiers, dual lanes are still played sometimes, even though much more rarely. Anyhow, at some point you ought to find yourself in a dual lane as mage.
Before I say anything else, I should say you MUST be in the short lane, unless you go to the long one to counter a :swif:.
Now, the first thing you'll need is a lane partner with high range and either a reliable nuke/disable or great harass capabilities. There aren't many that fall under those categories, so the short list consists of :slit:, :vood:, :hell:, :glac:, :plag:, :pupp:, :pyro: and :witc:.
Another note is that you cannot go against a strong double stun combination - they will simply rip either you or your support the second you try initiate on them, and there is nothing you can do about it but run (or let the support die, if he's the one they initiate on). If you see something like myrm+hammer, mag+engi, elec+vj or others on the other team, simply do not pick Magebane unless you're planning to 3lane, to which I'll get soon.
Anyhow, here is what you and your partner need to do in the lane, depending on who you're laning with:
*):slit:, :hell:, :plag:, :glac:: Those heroes should have no problems out harassing most enemy lanes, or at least keeping on the par with them. You should farm on, until you get both your :IronShield: and :BolsteringArmband:. You have a great attack animation, so you should have no problems last-hitting. The enemy heroes should be harassed by your lane partner to the point where they do not have a significant HP advantage over your lane, and preferably your support should have mana for one nuke by level 5. At the above mentioned level, you should be at the point where you and your support can easily pick off the squishy hero of that lane, or at least drive or both of them on the lane after a team clash.
If they waste their only stun to initiate (if they have one), you will probably be able to counter-initiate on the squishiest of them and (as in the previous case) drive back or kill one or both of them.
*):vood:, :witc: (in a much worse case, :pyro:): Both those heroes have 600 range, so they should stay on part with the enemy lane, unless they're double ranged. Though if they are, they're both squishy, which is good considering you only need to play the harass game until level 3.
With those heroes, you can play more aggressively right from level 3. Your lane partner should hit his stun on the squishiest enemy hero; Than, you immediately blink in on him and start auto-attacking. You partner follows up with either a nuke (:pyro:), a curse (:vood:), an auto-attack and a snare(:pupp:) or another disable (:witc:), and you keep auto-attacking the target. You should be able to kill the target, or at least chase both enemies him off the lane with nearly 0 HP. Again, this wont work well against strong dual stun lanes.


Tri-Lane

Eventually, those are the most efficient lanes you're gonna see. You yourself should be in a 3lane as well, for the highest efficiency of the hero.
Now, in this case you need to be in the short lane as well, since there is no carry other than Sand Wraith that can outcarry you with similar farm, and if the enemy has Sand you shouldn't be picking Magebane in the first place.
First, I'll assume you're facing an enemy 3lane as well, since they'll be fools not to send a 3lane to try to shut down Magebane early, and if they don't than you really don't need a guide on winning a 3v2 or 3v1 lane.
As for your lane partners, your hope in a 3lane is to have 2 heroes that can both harass the enemy 3lane and have strong enough spells to focus down one of the enemy squishy supports (or carry) and kill him with your help.
This being said, your first partner should have 600+ range, and a NUKE+Stun (or very, very good harassing capabilities). The list, therefore, is :hell:, :witc: and :glac:. One has extremely good disables+a nuke, and one has a great harass tools (+slow) and an ensnare, and the last one is a great harasser. Note though that in this 3lane Glacius can't afford to level the Aura, since it costs him his lane presence, which is crucial for a Magebane tri-lane.
Your second partner should also be ranged, and depends on your first one. If you've gotten :witc: or :glac:, the best 2nd partner would be :myrm: since he can follow up their stuns. Otherwise, get another guy from the list above, or if they are all banned\taken you could get :plag: or :vood:, or in the worst cases :pyro:\:tort:.
*):witc:,:glac:,:myrm: (optionally one of those:pyro:\:tort:\:vood:): If you have 2 of those 3 heroes in the 3lane (or WS/Glac + Pyro/Tort), you should play passively until level 3. At that point, WS or Glac hits his sure disable on the squishiest enemy 3lane hero, Mage blinks on him and Myrm/Pyro/Tort/VJ follows up with his own stun and nuke (Or heal, which VJ can place right on you since you'd surely get initiated on in moments). Even if one of you gets disabled, you're most likely to get one kill from it, or a 2 for 1 exchange in your favor.
Note that you should always focus the enemy squishy stunner first, cause if you disable the enemy stunner he wouldn't be able to disable Magebane while he blinks in and lands a few auto-attacks.
*):hell:,:plag: + Anything: If you don't have dual stun (or Glac Imprisonment+stun) on your tri-lane, don't even try to be aggressive. Your best bet is to play the harass game with the enemy 3lane. If you win it, you'd probably be able to snatch a kill and win the lane at some point. If you loose it, you should just continue playing passive until one of the soloes ganks the short lane.

A very important note, that in both cases, if you're losing the lane your solo must gank it ASAP at level 6.




General Strategy


Magebane has a pretty simple job - farm his first core items, and than either turtle it until he gets another luxury item (since the Magebane team will have the late-game advantage in most cases), or switch between farming and ganking-followed-up-by-pushing.
While farming, you should do nothing but farm, avoid incoming ganks (easy with your blink) and teleport to your tower if your team needs to defend. Even with your Runed Axe alone, you'll have a considerable presence in teamfights, doing huge damage for that game phase.
The strategy I best know is farming up that early Runed Axe, and than farm on until you have a :Nullstone: or a :ShrunkenHead:. Once you have one of those, you and your team can start pushing the towers of the first 2 tiers even 5v5.
You can also wait for your teammates to gank somebody, and than teleport to help them push a tower. Magebane, being the mobile hero he is, would have no problem coming to the pushed tower with some time before the ganked hero respawns.
By the way, if you've gotten a savage mace as your first item it'd become extremely easy to kill kong with even 1 tank. You can solo him once you have your 2nd DPS item and lifesteal (and of course the survivability item, you must have it before the 2nd DPS item).




More Tips


In teamfights early on, you must not initiate by any means. Your role is either to go in once all/most of the enemy nukes have been thrown, or go sidestep one poor supporter while his team is busy throwing nukes in the other direction, aka at the place where most of your team is. This doesn't apply once you get :ShrunkenHead:, but if you only get :Nullstone: it's still the best tactic.

Once you get :ShrunkenHead:, you should actually be in the midst of your teamfight to get the full effect from your aura.

Remember not to waste your blink in some situations where you know you might need it. For example, do not initiate on :swif: with a blink cause he'll have 6 seconds to ulti you, same applies to :arac: and :krak:. Also try to kite :chro: until he has used his ult. Than, you can eat him alive (unless he's greatly outfarming you).

Always keep your distance from the enemy team before a teamfight. You can always blink in easily, no need for you to get caught in a Pitfall/Malphas/Fissure/Any other form of nuke or initiation from afar.

Later, if you're farmed enough to solo kong, and if you're on HB (Nerf them S2, PLEASE!!), you can just blink into kong and ninja it.




Replays


Magebane - Comeback Potential
28680497
In this replay, you'll see the Nagebane starting pretty bad, but slowly making it from 130 gpm to the eventual 450+ and out-carrying a Flint Swiftblade, who was owning early game so hard that he has gotten a Portal Key.
This replay shows the power of the Runed Axe build.

Magebane - Tri-lane Performance
29328151

This replay features what becomes a 3v3 lane, which consists of HB+Mag+Myrm vs Magebane+WS+Pyro. Just ignore the retarded Valk in chat, watch it from spectator and see how a Magebane 3lane works.








That's it for this guide.
Hope it helped you, and perhaps that it one day inspires some teams to finally utilize this amazing carry in tournies.
Peace
http://t2.gstatic.com/images?q=tbn:ANd9GcSYLAGwvH084X6QTBn9CY8RDsUPmhVi8 5IiGvSE0njFCqBuwP01