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Old Abilities
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Shockwave (Pre 7.20)[]

Shockwave (Pre 7.20)
Shockwave icon.png
Magnus sends out a wave of force, damaging enemy units in a line.
Cast Animation: 0.3+1.2
Cast Range: 1150 (With Aghanim's Scepter 1725)
Wave Distance: 1150 (With Aghanim's Scepter 1725)
Wave Radius: 150
Damage: 90/160/230/300 (Talent 165/235/305/375)
Movement Speed Slow: 0% (With Aghanim's Scepter 60%)
Slow Duration: 0 (With Aghanim's Scepter 2)
Cooldown: 10/9/8/7
Mana: 90
Aghanim's Scepter upgrade: Increases travel distance and speed, and causes Shockwave to come back. Return wave slows units, but deals half damage to creeps.
Debuff modifier_magnataur_shockwave: Dispellable with any dispel.
Mt. Joerlak was a somewhat unstable mass, and Magnus has learned to channel its reverberations.


  • This ability got reworked into the current Shockwave in the 7.20 gameplay patch.
  • The Shockwave travels at a speed of 1050 (Upgradable by Aghanim's Scepter. 1700), taking 1.095 (Upgradable by Aghanim's Scepter. 1.015) seconds to reach the maximum distance.
  • Can hit units up to 1300 (Upgradable by Aghanim's Scepter. 1875) range away (travel distance + radius).
  • 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 distance.
    • 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 previously already hit enemies a second time. The slow is only applied upon returning.
    • Treats creep-heroes as creeps, dealing 45/80/115/150 (Talent 82.5/117.5/152.5/187.5) damage to them upon returning.
    • The returning wave first applies the debuff, then the damage.

Empower (4.00beta2-Pre 6.67)[]

Empower (Pre 6.67)
Empower icon.png
Gives an allied unit bonus damage.
Cast Animation: 0.3+0.6
Cast Range: 500
Attack Damage Bonus: 15%/30%/45%/60%
Duration: 30
Cooldown: 7
Mana: 30
Buff Empower: Dispellable with any dispel.
With a deep bellow, Magnus displays his true power.


  • This ability got reworked into the current Empower in the 6.67 gameplay patch.
  • Only increases base damage and that given by the primary attribute of the units. Raw bonus damage is not increased.
  • The unit's current main damage is checked only once upon cast, so the bonus damage is not adapted if its damage changes.
  • Can be set to autocast.
    • When on autocast, Magnus will automatically cast this spell on an allied unit who attacks within a 500 range of Magnus.
    • Autocast can interrupt Magnus' current order and makes him forget the next queued commands.
    • Cannot occur while channeling a spell.

Frost Arrows (Pre 4.00beta2)[]

Frost Arrows
Can be disjointed. Not blocked by Linken's Sphere. Does not pierce spell immunity. II
Frost Arrows icon.png
Add a cold effect to each attack, slowing down the attack and the movement of the selected enemy unit.
Cast Range: 700
Bonus Damage: 5/10/15
Move Speed Slow: 30/50/70%
Attack Speed Slow: 30/50/70%
Hero Slow Duration: 6
Cooldown: 0
Mana: 11
Does not pierce spell immunity. Slow persists if debuff was placed before spell immunity and when not dispelled.
Debuff Frost Arrows: Dispellable with any dispel.


  • This ability belonged to Magnus when he used to be a ranged hero, but it was removed when magnus went through a concept rework.
  • The arrows travels a speed of 1500, increasing Magnus projectile speed by 600.
  • The slow from successive casts does not stack, only the duration gets refreshed.
  • The attacks first apply the debuff, then their own damage.

Mighty Swing (5.80-Pre 6.67)[]

Mighty Swing
Cannot be used by illusions. Pierces spell immunity. ET
Unknown icon.png
Magnus' halberd swings in a mighty arc, damaging all enemies in a fairly wide circle. Targets beside the primary take less damage.
Cleave Radius: 250
Cleave Damage: 12%/25%/37%/50%


  • This ability got replaced by Skewer in the 6.67 gameplay patch. It was merged together with Empower.
  • The cleave damages a circular area in front of Magnus.
  • As with all cleave, Mighty Swing stacks with Battle Fury icon.png Battle Fury.

Thorns Aura (Pre 5.80)[]

Thorns Aura
Can be used by illusions. Disabled by Break. Pierces spell immunity. EE
Retaliate icon.png
Allies / Enemies
An aura that gives friendly nearby units a damage shield, which returns a percentage of melee attacker's damage back to it
Radius: 300
Damage Return: 10/20/30/40%
Aura Linger Duration: 0.5
Buff Thorns Aura Effect: Dispellable with death only.


Stampede (Pre 4.00beta2)[]

Does not pierce spell immunity. TT
March of the Machines icon.png
Calls waves of Goblin Sappers to explode upon their enemies. Last 15 seconds
Cast Range: 500
Goblin Sapper Spawn Radius: 1000
Goblin Sapper Collision Radius: 55
Goblin Sapper Explosion Radius: 275
Goblin Sapper Explosion Damage: 100/150/200
Spawn Duration: 15
Cooldown: 180
Mana: 200
Does not pierce spell immunity. Goblin Sappers do not collide with spell immune enemies.


  • The goblins move at a speed of 400 and move a distance up to 2000 forwards, taking 5 seconds to travel the full distance.
  • The 1000 spawn radius is centered and fixed around the cast point, not on Magnus' location.
  • The spawn area is a line with 2000 length, which is centered 1000 range behind the targeted cast point.
  • So the overall affected area is rather square-shaped, with 2000 side lengths.
  • Goblins spawn in 0.3333 second intervals at a random point of the line, which is 3 goblins per second, for a total of 360 goblins.
  • Goblins do not spawn at points of the spawning line which are outside of the map boundaries.
  • When an enemy comes within 55 radius of a goblins, the goblin deals damage in 275 radius around itself and then disappears.
  • If a lone enemy stands still within the area for the full duration, they would take an average of 2844/4266/5688 damage (before reductions).
  • If each explosion could hit a single target, it would deal up to 36000/54000/72000 damage (before reductions).
  • The sound effect upon cast is not audible by enemies. The stampede sounds are.