Magnus

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. His first ability, Shockwave, is a ripple of energy that damages multiple units in a straight line. His second ability, Empower, is an offensive buff that grants him or any ally bonus base damage as well as cleave upon every attack. His third ability, Skewer, is an offensive charging skill that enables him to maim and impale his targets with his horn, dragging them along his path. His fourth and final ability, Reverse Polarity, is a powerful ability that enables Magnus to stun multiple enemy heroes around him, as well as pull all of them in the area in front of him. 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.

Tips

 * Magnus is one of the few melee heroes who can solo the middle lane well, thanks to his devastating skill set. It is ideal for him as a carry, especially if he is able to last-hit often, since it brings him closer to his items.
 * 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 when they're close by, since there is a short delay in casting, and its range is limited.
 * Make sure to note Shockwave's limited area-of-effect. Much like Lion's Earth Spike, Shockwave directly affects targets in a straight path. Carefully aim to hit multiple targets to maximize its effectiveness.
 * Empower is a great buff that boosts damage for a long duration, as well as grant cleave with each attack. 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 be Empower on ranged allies! They might not recieve the cleave benefits, but the large boost to damage can still turn the tide of battle if placed of a strong ranged carry, like Drow Ranger or Weaver.
 * 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 much like a slower Force Staff. You can charge toward cliffs to make it more difficult for your pursuers to catch up to you.
 * Skewer also makes a good initiation skill; you can use it to place yourself 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 straight-line 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. Make sure to use it sparingly, only when it is needed.
 * 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>Refresher Orb cooldown reset>Reverse Polarity will damage your targets for a total of 300/450/600 magic damage and disable them for 5/6.50/8 seconds, depending on the timing of the second cast.