
Attributes
Combat
Resources






Win Rate by Rank
Bar scale: 40% – 60% win rate range
Herald
0–770
Guardian
770–1540
Crusader
1540–2310
Archon
2310–3080
Legend
3080–3850
Ancient
3850–4620
Divine + Immortal
5000+
Strong Against
Weak Against
Meta Insight
Meta insight unavailable.
Duration data unavailable.
Based on patch 7.41e data · Last updated: 2026-11-02
The offlaner's job is to survive the enemy's safest lane, farm safely when possible, and create space for the team to farm elsewhere. Magnus as an offlaner brings mobility and crowd control to disrupt enemy movements and set up kills. See the Fundamentals page for the full position breakdown.
Full position breakdown → FundamentalsMagnus should focus on lane presence through harassment and denies while avoiding overextension into enemy supports. The data shows a dip in win rate during the 15–20 minute window (42.8%), suggesting that early farming without a clear objective creates vulnerability. Prioritize survival and small skirmishes rather than forcing early aggression; Echo Sabre (avg 18 min) signals the first timing window when Magnus transitions from passive lane defense to active playmaking.
The 20–25 minute window (50.9% win rate) marks Magnus' critical power spike, aligning with Echo Sabre completion and early access to Blink or Yasha (both around 21 min). Once Blink is acquired, winning Magnus players tend to shift to initiating team engagements through rotation and smoke ganks (ambushing enemies with a smoke of deceit consumable), positioning themselves to catch isolated targets or enable allied damage. Avoid pure farming—the data shows Magnus thrives when creating space through active teamfight presence rather than split-push farming.
Magnus' win condition shifts to reliable initiation and crowd control in coordinated 5v5 teamfights, with Harpoon (62.3% win rate at 25 min) and Black King Bar (55.3% win rate at 27 min) providing the tools to lock down priority targets and survive enemy responses. Position slightly back during fights to maintain mobility and spell casting range, and use crowd control abilities to collapse on grouped enemies rather than splitting the team. The data shows declining win rates beyond 50 minutes (46.7% at 50–55 min), meaning Magnus must leverage his mid-game spike and early teamfight power to end the game before it reaches the ultra-late game where durability and sustained damage become more valuable.
Based on 505 pro matches — ESL One Birmingham 2026 + PGL Wallachia Season 8 + DreamLeague Season 29 + BLAST Slam VII
View full research → Research page⚠️ Item timing data reflects all game modes and skill brackets—pro matches will show significantly faster timings. Harpoon's exact mechanical function was inferred from its exceptionally high win rate correlation; ability cooldown, mana cost, and damage values were not confirmed in the provided data.