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.
 * 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).


 * Deals damage every 1 second, but the slow is constant through out the duration.
 * gives Ignite AoE and also randomly casts Ignite on nearby enemies + the main target if Multicast procs. These additional Ignites do not cost any mana.
 * Multiple Ignite debuffs do not stack, just refresh the duration.


 * Bloodlust works best if you cast it onto your carry before a fight begins to give them a decent attack and movement speed boost
 * Can be cast on towers to increase the odds of them killing low health enemies who are in the radius of the tower.
 * casts it on random allies in the AoE. It also lowers the cooldown, making it easier to keep it up on everyone.


 * Gives passive changes to all of Magi's abilities minus.
 * has it's mana cost 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 gain increased damage and stun
 * can jump to nearby enemies
 * is casted on nearby allies, prioritizing heroes over creeps


 * Acts the same as but with a different mana cost and no passives given by
 * 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.
 * 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).

Starting Items:

 * and should be bought as you do not need very many items
 * gives you on demand mana 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

Early Game:

 * minimizes pretty much all harass you'll take while trading hits, making this a great early game item, but may not always be needed
 * increases the damage you do while zoning enemies and makes it harder for them to run from you
 * are mandatory on any hero, Ogre being no exception

Core Items:

 * are needed on Ogre to keep your mana up, as otherwise you would run out of mana extremely quickly.
 * gives Ogre much needed Mobility to keep with foes or escape from fights, as well as slightly increasing your mana pool
 * improves your armor and health regen even more, gives you much needed stats, and increases the damage your spells will do in fights.
 * gives you stats across the board and a stun that you can always use no matter how much mana you have.

Situational Items:

 * can be picked up in lane just to give you more mana on demand, and Ogre's tankiness lowers the risk of using this.
 * Use this before casting your abilities, as anything 150 mana or under is essentially free while Soul Ring is active.
 * should be heavily considered if getting a lot of roaming kills early on.
 * can be used to make physical carries useless against you, and your tankiness means the 40% increase in magic damage taken won't be as big of a threat.
 * gives you additional movement speed, a cheap disable, and some mana regen. Use it with your two stuns to effectively disable 3 people during a fight.
 * 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 so long as you cast spells on enemies that's more HP 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 you're behind. It can be great if you're ahead however.
 * gives you even more AoE damage in fights and increases your already high armor to phenomal levels, and the intelligence will increase your mana and total spell damage by a little bit.