Ogre Magi/Guide

Generic/Lane support Ogre Magi
In your average game, will deal more damage than  before you get two levels in. Before you get any levels in multicast, Ignite deals more damage at level 1 and scales better at every level (130/204/294/400 compared to 55/110/165/220). With a single level in multicast, a level 4 Fireblast will deal on average 220*(1 + 0.4) = 308 damage which is still worse than Ignite. With two points in multicast, it will deal on average 220*(1 + 0.5 + 2*0.2) = 418 damage which is finally better than Ignite. Maxing Ignite with a point in Multicast will also help you farm thanks to the added AOE effect, and you also have the chance of hitting multiple enemy heroes at once, although the added targets are random, or they need to be very clumped up.

Therefore, in an average game where no one tries to outplay your Ogre Magi, and you're just trading hits with an offlaner, it is better to max Ignite first.

Useless ignite Ogre Magi
Ignite's downside is that it a fully purgeable DoT, and it's also easy to disjoint. If you're playing against heroes with plenty of purges and/or heals and/or disjoints such as, , or ,  or , Ignite becomes a very bad spell, and you're much better off with the reliable stun and burst of Fireblast, so you might as well max that and  first. Still, the 5 second slow makes a good value point.

General

 * Take advantage of Ogre's tankiness early on. Trade hits with enemies while taking very little damage yourself
 * Once your lane partner is safe for a little bit, go gank other lanes. Your stun and slow should make getting kills really easy
 * Manage your mana. Ogre can run out really quickly if you're not careful, so try not to use more than is needed.

Abilities

 * Use this to stop foes from escaping or channeling spells. Follow up with to ensure your allies can catch up to the target.
 * Alternatively, consider casting Ignite first to slow you opponents down in order for you to catch up and follow-up with Fireblast, as Ignite has a much greater cast range than Fireblast.
 * If procs, it increases the damage and the stun duration. At 4x multicast it essentially doubles the stun from 1.5 seconds to 3 seconds.
 * With 0/1/2/3 points in Multicast, Fireblast will deal on average 220/308/418/544.5 damage (before spell amp and magic resistance).
 * Be wary of your mana consumption once you start having levels in Multicast, as each level of Multicast increases the manacost of Fireblast.


 * Do not discount the damage done by Ignite, as it has the potential to deal heavy damage (400 at maximum level) in an area once Multicast is learnt, making it a very good pushing/counter-pushing skill.
 * Unlike many other damage-over-time spells, Ignite deals its damage in fixed 1-second intervals.
 * Although the damage is dealt in 1-second intervals, the slow is applied constantly throughout the duration of the spell.
 * gives Ignite an area-of-effect aspect and also randomly casts Ignite on nearby enemies along with the main target if Multicast procs. These additional Ignites do not cost any additional mana.
 * Multiple Ignite debuffs do not stack, it just refreshes the duration.
 * Ignite has a much greater cast range than Fireblast. Cast Ignite first to slow you opponents down in order for you to catch up and follow-up with Fireblast.


 * Bloodlust works best if you cast it onto your carry before a fight begins to give them a decent attack and movement speed boost.
 * Bloodlust can be used to help you and your allies escape with the bonus movement speed.
 * Bloodlust can be cast on towers to increase the odds of them killing low health enemies who are in the radius of the tower.
 * Bloodlust will be cast on random allies in the vicinity if procs. Additionally, each point in Multicast also lowers the cooldown, making it easier to keep it up on everyone.
 * Targets are chosen at random, so Heroes are not prioritised when Multicast procs.
 * Bloodlust will target nearby Heroes automatically if set on autocast. Be careful of your mana usage, as with the low cooldown period, you may inadvertently find yourself out of mana in a crucial moment.
 * Bloodlust will only be automatically cast is your allies do not currently have the Bloodlust buff on them.
 * Autocast will interrupt your current queue order, but will not cause you to disengage a channeling ability.


 * Gives passive changes to all of Magi's abilities minus.
 * has its manacost increased by 20/40/60 and cooldown lowered by 2/4/6 per level.
 * is given 150/300/450 AoE and casting range increase.
 * gets a 5/10/15 second cooldown reduction.
 * Gives additional effects to all of Ogre's abilities that stack based on how much Multicast procced.
 * and both indirectly gain increased damage and stun through multiple cast of the spell.
 * can jump to nearby enemies.
 * is cast on nearby allies.


 * Essentially the same as but with a different manacost mechanic.
 * Unrefined Fireblast has a naturally higher damage and lower cooldown than Fireblast.
 * Does not need leveled, but does need  to unlock and use.
 * Always uses 60% of your current mana, meaning it's most effective when used when almost out of mana instead of when you're nearly at full mana.
 * Because of this, you can also always use this ability no matter how low your mana is.
 * Be careful of your mana usage when you cast this at full mana, as it will severely deplete your mana pool and limit your other spellcasting and item usage.
 * With 0/1/2/3 points in Multicast, Unrefined Fireblast will deal on average 275/385/522.5/680.6 damage (before spell amp and magic resistance).

Items
Starting items:
 * should be bought as you do not need very many items.
 * gives you mana on demand and a slight increase in health regen to keep you healthy in the lane.
 * gives you additional regen so you don't have to leave lane as often.
 * potions allow for a few extra casts of your spells.

Early items:
 * increases the damage you do while zoning enemies and makes it harder for them to run away from you.
 * are mandatory on any hero, Ogre being no exception.
 * helps to supplement your low mana pool for more spell casts; it can also be turned into a later on.
 * Your relative independence from reliance on items to be effective makes you a good candidate for buying s.

Core items:
 * give you plenty of mana for all of your spells, and also help more mana-hungry teammates.
 * improves your armor and health regen even more, gives you much needed stats, and amplifies your as well as your teammates' spell damage.
 * not only gives you a good attribute increase, but also increases your nuking and disabling power in the form of.

Situational items:
 * can be picked up in lane to provide additional mana on demand, and Ogre's high health pool for an intelligence hero lowers the risk of using this.
 * should be heavily considered if getting a lot of roaming kills early on.
 * gives decent attributes for its low cost. The extra movement speed also stacks with.
 * gives Ogre much needed mobility to keep with foes or escape from fights, as well as slightly increasing your mana pool.
 * gives you additional movement speed, good intelligence and mana regen, and an active that can be used for chasing, escaping, or locking someone out of a fight.
 * lets you avoid dying quickly to heavily physical attack-reliant enemies later on in the game, and also gives some minor attributes.
 * increase the casting range of all of your abilities and items, meaning you can stay in the back of fights and cast spells, gives you even more mana, and increases your spell damage slightly.
 * , while expensive, will make Ogre a beast to take down. The spell lifesteal means as long as you cast spells on enemies that's more health they have to go through, it gives you a huge amount of health and mana, and it lowers the cooldown on your abilities even more.
 * pretty much makes mana a non-issue on Ogre and tanks him up, but it is really hard to build quickly on him, especially if played as a support.
 * gives you even more AoE slow in fights and increases your already high armor to phenomenal levels. In addition, the bonus intelligence increases your mana and spell damage by a decent amount.
 * gives you an additional disable, plenty of attributes, and plenty of mana regeneration.