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 a great team fight initiation ability, Magnus is truly a force to be reckoned with.
|Magnus, the Magnoceros|
|Play "No, I blame no one who covets my horn. But to desire more than sight of it is a guarantee of death."|
|Role:||Initiator / Disabler / Nuker / Escape|
|Lore:||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. 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. 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.|
|Voice:||Dempsey Pappion (Responses)|
- Plays an initial sound and particles upon start casting.
- When upgraded, the shockwave travels back to where the caster was upon cast, and not to where the caster currently is, or is upon reaching max disatnce.
- The returning shockwave acts like a separate cast, cast by an invisible dummy. Therefore, enemies at the very tip may be hit only once.
- This is because Shockwave does not hit units behind the caster, so units hit by it 150 range beyond its max travel distance do not get hit upon returning.
- On the other side, units 150 range beyond the original cast point do get hit.
- On its way back, the shockwave can hit already previously hit enemies a second time. The slow is only applied upon returning.
- Treats creep-heroes as creeps, dealing half damage to them upon returning.
- Only increases base damage and that given by the primary attribute of affected units. Raw bonus damage is not increased.
- The unit's current main damage is periodically checked, and the bonuses adapted instantly.
- Grants melee targets cleave and attack damage, and ranged targets only attack damage.
- Cleave damage is reduced by armor type but not by armor value.
- Cleave damage is reduced by Damage Block.
- Cleave damage depends on the attack damage value of the cleaving unit, not on how much their primary attack target took.
- The complete cleave area is shaped like an isosceles trapezoid in front of the attacking unit.
- Fully stacks with other sources of cleave. Each source of cleave works completely independent.
- Does not cleave upon attacking wards, buildings or allied units. Wards and buildings are unaffected by cleave.
- Despite the visual effect, cleave damage is applied instantly in the whole area.
- Magnus charges at a speed of 950.
- Cannot be cast while rooted. However, getting rooted while already charging does not cancel the charge.
- Moves Magnus in 31.6 range instances. When targeting any distance which is not a multiplier of that number, it gets rounded down.
- During the Skewer, Magnus is fully disabled.
- Enemy heroes within 125 radius around Magnus get moved in front of him and dragged along.
- Dragged heroes are fully disabled during the drag.
- Dragged heroes land 200 range away in front of Magnus at the end of the charge.
- Can charge through and drag enemies over impassable terrain.
- Destroys trees within 200 radius during the charge, and 400 radius at the destination point.
|+15 Armor||25||+500 Skewer Range|
|+40 Movement Speed||20||+10% Empower Damage/Cleave|
|+12 Strength||15||+90 Gold/Min|
|+15% Spell Amplification||10||+25 Attack Speed|
- Gold granted from the talent is unreliable gold.
- Bracer provides additional Strength and damage.
- Bottle can save Magnus trips to the fountain, since its mana rejuvenation works well with his low-mana cost abilities. It is crucial if soloing the middle lane, allowing for rune control.
- Magic Wand will not only provide him bonus attributes, but also more regeneration.
- Power Treads give slight attribute buffs for damage/attack speed/mana regen depending on what you set them on (strength/agility/intelligence respectively). Recommended to get set on Strength.
- Blink Dagger will help Magnus initiate with Reverse Polarity, as well as give him more mobility. Shockwave and Skewer can also be efficiently used after blinking in front of the enemy.
- Drum of Endurance gives him additional strength and intelligence for his health and mana pool, as well as give him a small boost to his attack and movement speed.
- Battle Fury gives Magnus more regeneration, additional attack damage, and a permanent cleave that stacks with Empower.
- Refresher Orb gives Magnus more regeneration and the ability to cast his ultimate in a shorter period of time.
- Heart of Tarrasque helps him tank more damage, as well as give him additional attack damage.
- Mask of Madness will give him a quick boost in attack speed, which could help when he is buffed with Empower.
- Daedalus gives Magnus critical strike, enabling him to deal huge damage without relying on his spells.
- Assault Cuirass gives Magnus additional attack speed as well as armor, and also debuff his enemies' armor.
- 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.
- In the 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.
- "Magnus" means "great" in Latin.
- Magnus' lore was written by Greg Kasavin of Supergiant Games. In Greg's original draft, the Magnoceri were a dying race due to the males having the tendency of killing the females after mating, leading Magnus to go on a search for a new mate that could please him. Magnus still has many rivalry lines directed towards female heroes referencing that original draft.
- Magnus is named after Gustav Magnus, a German physicist who discovered the Magnus effect, an effect in which a spinning ball/cylinder curves away from its principle flight path.
- Reverse Polarity acts similarly in this regard, moving everyone around himself to a position in front of him.
- Dota Today Podcast Ep. 6