Ogre Magi/Guide

Support Ogre Magi
In your average game, Ignite will deal more damage than Fireblast before you get two levels in Multicast. 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 before Fireblast. Otherwise, maxing Bloodlust first will help out your allies more with attack spped and movement speed, allowing them to fight enemy heroes and jungle creeps much better.

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.
 * Fireblast gives the full 1.5s of stun from the first level, whereas Ignite gains significant additional slow and duration with levels. However, Fireblast can deal high damage if it is leveled and Multicast occurs, so choose your ability build wisely.
 * It may seem wise to delay leveling Multicast to preserve the mana efficiency of Fireblast, but remember that Ignite has no area-of-effect until there is at least one level in your ultimate. This makes farming and pushing creep waves much more difficult. By delaying Multicast, you are delaying your farming effectiveness which can put you behind for the rest of the game. For most games, the utility of AoE damage makes higher mana costs an acceptable trade-off. Consider the state of the game and your situation when deciding whether to level Multicast at 6.
 * When you have at least 1 point in Multicast, use Ignite when the enemies get clumped to affect them all in a short radius.
 * Bloodlust is a rather versatile ability, allowing you or anyone you cast it on to make a swift escape or entrance during teamfights, as well as being a powerful steroid for any carry. Consider keeping your Bloodlust always on a carry during a teamfight.
 * You are a good chaser: your Fireblast can stun an enemy to keep them in place, while your Ignite damages and slows the target. Use these abilities to help your teammates get kills.
 * Ogre Magi has the second highest effective hit point total at level 1 in the game (behind Spirit Breaker), while also being one of the few heroes with exceptionally high base health regeneration. You should use this along with your powerful right click damage to harass enemies out of the lane early on, as almost any hero trading hits with you comes off worse.


 * Use this to stop foes from escaping or channeling spells. Follow up with Ignite 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 Multicast procs, it increases the damage and the stun duration. At 4x multicast it essentially doubles the stun duration.
 * Be wary of your mana consumption once you start having levels in Multicast, as each level of Multicast increases the mana cost of Fireblast.


 * Do not discount the damage done by Ignite, as it has the potential to deal heavy damage 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.
 * Multicast 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 Multicast 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 to 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 Unrefined Fireblast.
 * Gives additional effects to all of Ogre's abilities that stack based on how much Multicast procced.
 * Fireblast and Unrefined Fireblast both indirectly gain increased damage and stun through multiple cast of the spell.
 * Ignite can jump to nearby enemies.
 * Bloodlust is cast on nearby allies.


 * Essentially the same as Fireblast but with a different mana cost mechanic.
 * Unrefined Fireblast has a naturally higher damage and lower cooldown than Fireblast.
 * Does not need Multicast 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.

Items
Starting items:
 * gives you mana on demand and a slight increase in health regen to keep you healthy in the lane.
 * gives you additional regeneration so you don't have to leave lane as often, you can also share it with teammates.
 * potions allow for a few extra casts of your spells.
 * gives attribute bonuses, increasing a little bit of health, mana, and damage; use with Tango to gain more health restoration.
 * should be bought as you do not need very many items.

Early game:
 * 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 Magic Wand later on.

Mid game:
 * offers more burst health and mana than Magic Stick, a direct upgrade.
 * give you plenty of mana for all of your spells, and also help more mana-hungry teammates.
 * gives Ogre much needed mobility to keep with foes or escape from fights, as well as slightly increasing your mana pool.

Late game:
 * not only gives you a good attribute increase, but also increases your nuking and disabling power in the form of Unrefined Fireblast.
 * increase the casting range of all of your abilities and items, meaning you can stay in the back of fights and cast spells, and gives you even more mana.
 * lets you avoid dying quickly to heavily physical attack-reliant enemies later on in the game, and also gives some minor attributes.

Situational items:
 * increases the damage you do while zoning enemies and makes it harder for them to run away from you.
 * 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 Bloodlust.
 * improves your armor and health regen even more, gives you much needed stats, and amplifies your as well as your teammates' spell damage.
 * 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.
 * , 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.
 * 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.

Ogre Magi/Руководство