
Magnus
The master-smiths of Mt. Joerlak agree on only a single point: that the horn of a magnoceros is more precious than any alloy. And of all such horns, the largest and sharpest belongs to the beast they call Magnus. For half a generation, Magnus took easy sport goring hunters come to claim the treasures of his kin. Each time he would return to his cave with hooves and horns stained red, until his Matriarch urged him and all their kin to seek refuge to the north beyond the shadow of the mountain. But Magnus scoffed, having never failed to defend his people. The magnoceroi would stay, he decided, for a magnoceros does not believe in chance... nor does it ever change its mind. <br><br>But when Mt. Joerlak erupted without warning, and half his kin perished in the fire and ash, Magnus changed his mind after all. The survivors pushed north, until they reached a blockade watched over by a hundred hunters armed with bow and steel. Magnus expected no less. He led his fiercest brothers and sisters in a charge against their enemies, and fought with a ferocity matched only by the fire-spewing mountain at his back. Meanwhile the magnoceros elders, mothers, and calves vanished into the drifts. The master-smiths are divided about what happened next. <br><br>Some say Magnus reunited with his kin, while others claim he suffered mortal injuries and expired alongside the body of his Matriarch. Neither theory is correct. Magnus did vow to rejoin his kin...but only after seeking out those responsible for the eruption of Mt. Joerlak and watching them die upon his horn, for a magnoceros does not believe in chance.
Base STR
23 +3.1
Base AGI
14 +2
Base INT
20 +2.1
Move Speed
305
Attack Range
200
Base Armor
1
Attack DMG
31–39
Projectile
900
Innate Abilities

Solid Core
Magnus has increased slow resistance and suffers less knockback from enemy's abilities and items.
KNOCKBACK RESISTANCE:
50%
SLOW RESISTANCE:
24%
Abilities

Shockwave
Cooldown
13 / 12 / 11 / 10s
Mana
85 / 90 / 95 / 100
Magnus sends out a wave of force, damaging enemy units in a line, pulling them towards him, and slowing them for a brief period.
DAMAGE:
75 / 150 / 225 / 300
MOVEMENT SLOW:
75%
SLOW DURATION:
0.4 / 0.6 / 0.8 / 1
DISTANCE:
1200
Mt. Joerlak was a somewhat unstable mass, and Magnus has learned to channel its reverberations.

Empower
Cooldown
8s
Mana
45 / 55 / 65 / 75
When cast on an ally, grants them bonus damage and cleave on attack. Empower is always on Magnus with 30% larger bonus.
DURATION:
30 / 33 / 36 / 39
BONUS DAMAGE:
16 / 24 / 32 / 40%
CLEAVE DAMAGE:
16 / 24 / 32 / 40%
- The bonus damage is based only on base damage and damage from primary attributes.
- Cleave damage goes through spell immunity.
- Ranged units cannot Cleave.
With a deep bellow, Magnus displays his true power.

Skewer
Cooldown
22 / 20 / 18 / 16s
Mana
80
Magnus rushes forward, goring enemy units on his massive tusk. Heroes hit on the way will be dragged to the destination, then damaged and affected by slowed movement speed. The damage is increased based on distance traveled.
SPEED:
900
DISTANCE:
800 / 900 / 1000 / 1100
SLOW:
20 / 30 / 40 / 50%
SLOW DURATION:
3.25
DAMAGE:
80 / 160 / 240 / 320
DISTANCE AS DAMAGE:
6 / 9 / 12 / 15%
TREE HIT DAMAGE:
0
CLIFF HIT DAMAGE:
0
- Skewer is interrupted if Magnus is stunned, hexed or banished.
Magnoceros horns are valuable in direct proportion to their danger to prospective merchants.

Reverse Polarity
Cooldown
115s
Mana
150 / 225 / 300
Magnus changes properties of matter, pulling all nearby enemies in front of him and stunning them with a damaging slam.
PULL RADIUS:
430
DAMAGE:
100 / 200 / 300
STUN DURATION:
2.5 / 3 / 3.5
Magnus fights with the fury of the erupting Mt. Joerlak.
Talents

Aghanim's Scepter

Horn Toss
Cooldown
30s
Mana
100
Magnus tosses any enemies in front of him, launching them to his rear. Enemies take damage, spend 0.6 seconds in the air, and are stunned while in the air and an additional amount of time after landing.
DAMAGE:
300
AIR DURATION:
0.6
STUN DURATION:
0.75
Survivors of Joerlak will never forget the sight of Magnus tossing countless enemies into rivers of fire and clouds of ash.

Aghanim's Shard

Skewer
Increases range and deals additional damage when skewering enemies into trees or cliffs.
Hero Performance
Median across all public matches · OpenDotaForm
48%
Win rate in recent matches
Performance
67%
KDA ratio (kills + assists / deaths)
Laning
32%
Last hits per minute over full game
Farm
53%
Average gold per minute
Fighting
21%
Average kills + assists per match
Experience
72%
Average XP per minute
Strategy
When to Pick Magnus?
You know, there are heroes in Dota 2 that you pick because they are consistently reliable across a wide variety of situations—and then there are heroes that you pick because if ONE thing goes right, the entire game is over for the enemy team before they have time to process what just happened.
Magnus is very firmly in the second category, and right now in this meta he is meh as an offlaner in the general priority order—he does not appear in DM's S-tier or A-tier for the current meta; the S-tier is Bristleback, Doom, Tidehunter, Enigma, and Batrider—but the thing about Magnus that will never change regardless of what the meta looks like is this: a five-man Reverse Polarity into the right follow-up from your team is one of the most game-deciding moments available in all of Dota 2.
Full stop. The enemy team is stunned for 3.5 seconds, grouped together in a tiny area, completely unable to do anything, while your carry and your mid pour every cooldown they own into the pile simultaneously.
Even Collapse—one of the greatest Magnus players the professional scene has ever seen—was asked about the patch 7.41 changes, and he offered his perspective because Magnus is the kind of hero that professional players at the very highest level always have strong opinions about regardless of the meta.
The patch gave him a minor cooldown reduction on Reverse Polarity from 120 down to 115 seconds, and Empower now passively affects Magnus with a 1.3 factor at all times instead of requiring self-cast—small buffs that add up to a slightly smoother gameplay loop.
He is disgusting in lineups with strong single-target or AOE follow-up that can pour damage into a grouped Reverse Polarity—Leshrac, Jakiro, Lina, Zeus—heroes that deal enormous AOE damage and just need the enemy team to stand still for three seconds to completely delete everyone caught in the stun.
He thrives when the enemy team loves to group and fight as a five-man unit — because five heroes running at your team in a tight cluster is five heroes about to be pulled into a Reverse Polarity that they cannot avoid once Blink Dagger is in Magnus's inventory.
He pairs beautifully with empower-hungry melee carries—Luna, Juggernaut, Kez, and Phantom Assassin—because Empower giving bonus cleave and attack damage transforms their right-click output into something dramatically more threatening than their base stats suggest, and a carry with Empower active essentially hits for 30-40% more damage on every single auto attack for its entire duration without spending a single gold on damage items.
Avoid picking him into lineups that spread out and never group—Clinkz, Nature's Prophet, Tinker—heroes that are always in completely separate parts of the map simultaneously, because a Reverse Polarity that hits one hero in an empty area of the jungle is not a game-winning teamfight; it is an expensive Blink Dagger activation that achieves one kill and then sits on a two-minute cooldown accomplishing absolutely nothing for the next several fights.
Also feels genuinely terrible in lineups with a lot of reliable stuns that can interrupt him before Reverse Polarity comes out—Lion, Shadow Shaman, Bane—because a Magnus who gets disabled before RP fires is just a tanky strength hero with a wave and a knockback standing in the middle of five enemies with no cooldowns and no way to turn the situation around.
Tips & common mistakes
- Blink Dagger is not an item you rush and then forget about—it is the entire reason Magnus is threatening, and every single decision you make in the laning phase should be evaluated against whether it gets you to Blink Dagger faster or slower. Dying twice to buy one extra salve is losing the timing that makes Magnus relevant. Farm efficiently, avoid unnecessary deaths, and hit blink timing as fast as possible.
- The perfect reverse polarity is not always the five-man RP that pulls the entire enemy team—sometimes the game-winning play is a two-man RP on the enemy carry and one of their cores in the backline that your team can instantly delete before the fight even properly begins. Do not hold RP waiting for the perfect five-man scenario that never comes when a two-man RP on the right target would end the game just as decisively.
- Empower is your most underused ability, and most Magnus players forget to reapply it constantly. The buff lasts a limited duration—develop the habit of casting it on your carry at the START of every fight AND keeping it active during the laning phase when your carry is last hitting, because the cleave during farming in the lane helps your carry deny and push, not just during teamfights.
- Skewer is more versatile than most Magnus players realize—you can use it to drag isolated enemies under your tower for easy kills, escape dangerous situations by pushing yourself away from danger, reposition enemies into worse positions before Reverse Polarity, or extend an already happening RP by skewering grouped heroes even further away from safety after the stun. Practice its offensive and defensive applications because treating it as just a wave-clear tool wastes half its kit value.
- Reverse Polarity now has a 115-second cooldown—slightly better than before, but still an enormous window between uses. This means the fight AFTER the one where you use RP is a fight where you are essentially a tanky melee hero with a slow and a knockback. Always account for this when deciding when to use RP and never waste it on a fight that was already won without it.
- Stop standing in obvious positions before you Blink RP. The enemy team knows you have Blink Dagger. They know you want to pull them together. The moment they see you, they spread out, they run, and they disengage. Use the blink from unexpected angles, from behind trees, from positions the enemy has no vision of. The best reverse polarity catches the enemy team flat-footed in a position they never expected the initiation to come from.
- Empower's passive component now permanently affects Magnus with 1.3x ability values after the patch changes—this means your own Shockwave damage, Skewer damage, and overall combat effectiveness passively scale upward without requiring you to spend a spell slot on a self-cast. This is a subtle but real buff that makes Magnus slightly more self-sufficient in early laning trades than before—abuse it by trading more aggressively in lane than the enemy expects from a hero historically known as passive.
Summary
Magnus is meh right now in the overall offlane priority order—not in DM's top tiers; the current S-tier offlaners are simply more reliable and consistent choices for most drafts—but meh is not the same as unplayable, and no amount of meta analysis changes the fundamental truth that a perfectly timed five-man Reverse Polarity into the right follow-up still wins Dota 2 games that had no business being won.
He is a high-skill-expression hero in a meta that rewards more straightforward tankiness and teamfight utility from the position three, which means the gap between a Magnus who lands his RPs correctly and a Magnus who misses them consistently is enormous and completely determines whether he is a carry-defining asset or a wasted draft slot.
Pick him when the enemy team loves to group, when your draft has the follow-up damage to convert every RP into multiple dead heroes, and when you are willing to accept that the game will be decided almost entirely by whether or not you land the big ones. Hit the RP, win the game. Miss the RP; wonder why you did not just pick Tidehunter instead.
Strong Against
Pro Players Known For This Hero









































