Magnus
From Dota 2 Wiki
Magnus the Magnoceros is a monstrous melee strength hero who is usually played as a ganker, initiator, or semi-carry. His ability to battle multiple heroes at once gives him an excellent presence in team fights. In addition to his teamfight presence, he can buff allies or himself with bonus damage and cleave, capitalizing on his ability to group up multiple enemies. As a hero who possesses multiple area-of-effect abilities with a manageable mana cost, and a very powerful ultimate that serves as both a team fight and initiation ability, Magnus is truly a force to be reckoned with.
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[edit] Bio
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[edit] Abilities
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Notes:
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[edit] Recommended items
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Explanation:
Core Items:
Situational Items:
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[edit] Tips
- Magnus is one of the few melee heroes who can solo the middle lane well, because of his skill set. It is ideal for him especially if he is needed to be a carry in the late game.
- Most of Magnus' abilities work effectively only if his targets are in front of him. When surrounded, Magnus will be forced to change directions too much, not only delaying him from casting spells in rapid succession, but also rendering his spells' area-of-effects useless. As such, place Magnus in the side lines, or until his enemies are in a manageable range in front of him. You should only place yourself in the middle when planning to cast your ultimate, Reverse Polarity, since it forces all of the targets you hit to be in front of you.
- Shockwave is Magnus's ranged nuke, one with a low mana cost:
- Shockwave is Magnus's signature laning skill, since it's perfect for both harassing heroes and last-hitting creeps. Thanks to the mana cost and low cooldown, Magnus is able to perform this skill continuously, so long as he receives a stable mana supply.
- Though usually used against disabled enemies, Shockwave can act as a great finisher to fleeing enemies. Make sure to cast it carefully, since it has a limited range.
- Take note of Shockwave's limited area-of-effect. Much like
Lion's Earth Spike, Shockwave directly affects targets in a straight path. Aim to hit multiple targets to maximize its effectiveness.
- Empower is a great buff that boosts base damage for a long duration, as well as grant cleave with each attack on melee heroes. Use it as much as you can on allies or yourself whenever possible, especially when a team fight is ensuing. Outside of team fights, Empower could be used for farming in lanes or jungles.
- Don't be afraid to cast Empower on ranged allies, especially if they are carries; ranged heroes like
Drow Ranger or
Weaver can greatly benefit from the base damage boost, since it adds more power to their already devastating auto-attacks.
- In comparison, a Battle Fury has a cleave radius of 225, and does 35% damage. Empower has a smaller radius of 200, but deals 50% damage at its highest level. This skill can, in some cases, act as a free Battle Fury.
- Don't be afraid to cast Empower on ranged allies, especially if they are carries; ranged heroes like
- Skewer is a tricky skill to use effectively:
- When the target is moving, determine its path ahead of time, since there is a short delay in deploying. The closer you are to the target, the sooner Skewer will land.
- To maximize its range, always target Skewer's landing point from a distance.
- Note that Skewer is not a disable; it does not interrupt targets from casting their spells. Skewer is more of a crippling ability used to push targets to a certain distance and slow them, making escape more difficult.
- Always try to Skewer in front of an enemy; the farther the target is pushed away from safety, the better.
- Though it is offensive in nature, Skewer can also act as a quick escape mechanism, functioning similarly to a slower Force Staff. You can charge toward cliffs to make it more difficult for your pursuers to chase you.
- During the laning phase, try to Skewer enemy heroes toward your tower; they will be forced to take tower damage, giving you additional offense while fighting them.
- Skewer placement is usually ideal when in front of a hero. This can easily be attained with a Blink Dagger, as it lets you blink in front of your enemy for an easier placement. Invisibility can also be used to your advantage, as you can easily place yourself in front of the target without their knowledge (unless of course they have methods to prevent invisibility).
- Skewer also makes a good initiation skill; you can use it to quickly dash in the middle of multiple enemy heroes, so that you can stun all of them with Reverse Polarity.
- Skewer has a long cooldown of 30 seconds, so make sure to use it only when you really need it; otherwise, you will lose either an escape ability, or an offensive cripple.
- Reverse Polarity is one of the most powerful team fight disables in the game:
- When planning to cast, place yourself in the middle of as much heroes as you can. The more heroes you disable, the more advantage you gain in the team fight.
- The enemy targets' designated landing point make it easier for your allies to land their area-of-effect spells.
- The pull also synergizes well with Magnus's frontal target spells. While your affected targets are stunned in front of you, you can cast Shockwave in a line, cleave with Empower, or trample them with Skewer. Note that only Skewer will displace them from the pulled location.
- Though very powerful, Reverse Polarity's huge drawback is its cooldown. Use it carefully.
- If possible, pave your way into an area full of enemy heroes with Skewer, then cast Reverse Polarity. Skewer's charge will help you get to the area faster, and will guarantee you stunned targets if you manage to drag heroes with you.
- Maximize Reverse Polarity's disable with a Refresher Orb; casting Reverse Polarity>Refresh>Reverse Polarity will damage your targets for a total of 300/450/600 magic damage and disable them for 4.50/6/7.50 seconds, depending on the timing of the second cast.
[edit] Unmentioned Items
- Arcane Boots are probably the better boot choice for Magnus, as it provides a much needed fix to his meager mana pool.
- Black King Bar makes it easier for Magnus to use his ultimate, as he can place himself in the middle of heroes without being interrupted. It can also be used so that he can live longer against too many disablers.
- Shiva's Guard gives Magnus an additional nuke once he's in the middle of the enemy team, much needed armor, and a large boost to his somewhat small mana pool.
[edit] Trivia
- In transition to Dota 2, Magnus's race was changed from Magnataur to Magnoceros, most likely to avoid copyright issues with Blizzard, since the Magnataur are an existing race in the Warcraft universe.[1]
- "Magnus" means "great" in Latin.
[edit] Update history
- Fixed some wave speed issues with
Crypt Swarm,
Dual Breath,
Breathe Fire,
Dragon Slave,
Illuminate,
Sonic Wave and
Shockwave.
- Fixed being able to cast and attack while using
Skewer.
- Fixed
Empower buff remaining after casting
Black King Bar.
- Fixed enemies being able to cast and attack while in
Skewer pull.
- Increased
Magnus model size.
- Added
Magnus to Captain's Mode.
- Fixed
Reverse Polarity not pulling units from the right location.
- Fixed
Reverse Polarity stunning cycloned units.
- [Undocumented] Updated textures for Magnataur, Clinkz.
[edit] Balance changelog
6.77
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Skewer
- No longer affects magic immune units.
- Cast range rescaled from 1200 to 600/800/1000/1200.
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Reverse Polarity duration decreased from 2.5/3.25/4 to 2.25/3/3.75.
6.76
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Shockwave
- Distance increased from 700 to 1000.
- Cooldown decreased from 11/10/9/8 to 10/9/8/7.
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Skewer
- AoE increased from 95 to 125.
- Range increased from 800 to 1200.
- Now only considers heroes a valid target for dragging in consideration with its unit cap.
6.75
- Agility growth increased from 1.8 to 2.5.
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Empower damage and cleave bonus increased from 15/25/35/45% to 20/30/40/50%.
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Skewer slow duration increased from 2 to 2.5 seconds.
6.74
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Skewer will now cast in the direction you targeted if you cast it beyond the max range.
6.73
6.72
- Cast point reduced.
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Empower cast range increased from 500 to 800.
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Skewer's number of enemy units dragged rescaled from 2 to 1/2/3/4.
6.71
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Skewer cooldown reduced from 45 to 35.
[edit] Gallery
[edit] References
[edit] See also
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