
Shockwave
Magnus sends out a wave of force, damaging enemy units in a line, pulling them towards him, and slowing them for a brief period.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI boost an allied core’s farm and set up a fight with a well-placed RP or repositioning with Skewer.
Enemies who are foolish enough to gather learn to fear the horn of Magnus. Able to pull nearby foes together, he can batter them with empowered attacks or skewer them with his horn to bring them before his merciless allies.
My recommendation is a starting point. We choose another position together with the team and for its needs.
My resource is the team's space: I hold the lane and build for initiation or team protection.
Levels, lane control and joining the team at the right moment matter.
This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.
Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

Provide mana for laning and regular ability use.

Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

Moves me or an ally out of danger; direction depends on the target's facing.

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

Lets you repeat your main power window. Before buying, I consider whether I will have enough mana for both casts.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.
Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Magnus sends out a wave of force, damaging enemy units in a line, pulling them towards him, and slowing them for a brief period.

Grants the selected ally’s attacks bonus damage and cleave.
When cast on an ally, grants them bonus damage and cleave on attack. Empower is always on Magnus with 30% larger bonus.

The hero charges forward, skewering enemies with his massive horn. Enemy heroes in his path are dragged to the destination, then take damage based on the distance traveled and have their movement speed reduced…
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.
Increases range and deals additional damage when skewering enemies into trees or cliffs.

Magnus changes properties of matter, pulling all nearby enemies in front of him and stunning them with a damaging slam.
These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

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.
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.

Magnus has increased slow resistance and suffers less knockback from enemy's abilities and items.
Magnus has increased slow resistance and suffers less knockback from enemy's abilities and items.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.