Extract
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)!
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)!