Magnus

Magnus the Magnoceros is a monstrous melee Strength Hero who is usually played as a ganker, initiator, or semi-carry. He is able to deal solid incredible damage in an area around him. Magnus can summon a ripple of forceful energy in a line with his Shockwave. Empower grants himself or any ally bonus damage and cleave for his melee allies, making farming much easier for them. Skewer lets Magnus rushes on his enemies, bringing, impaling, and maiming his enemies with his horn. Later in the game, Magnus is a powerful initiator in teamfights. He can disable and group up multiple enemies using Reverse Polarity. One of the best initiating spells in the game, he damages and stuns all of them with a shocking blow. His powerful spells serves as an assist to his entire team, or giving him intense power to take down his helpless foes with ease, 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.
 * 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. You must 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.
 * 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 closer 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.
 * 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.