For the neutral ogre creeps, see Ogre Camp.
|Uses a touch of luck to amplify his skills.|
|Ogres were not known for their intelligence. Thankfully, a two-headed ogre is born once every generation, a blessed individual whose combined brainpower puts him on par with the dullest of single-headed creatures. What he lacks in wits, he makes up for with luck. The Ogre Magi possesses an innate chance to Multicast each ability they cast, Ignite enemies to cinder, quashing enemies by doubling, tripling, even quadrupling the damage from an Unrefined and simple Fireblast, boosting the power of his allies in a frenzied Bloodlust or protecting them in Orbs of Fire. Of course, luck can be difficult to rely upon...|
|Roles:||Support Nuker Disabler Durable Initiator|
- Fireblast first applies the damage, then the debuff.
- When , Fireblast hits the same target several times in 0.6-second intervals.
- This is how much damage a multicast Fireblast deals (before reductions) and how long it stuns on each level:
- With the talent, Fireblast gains a chance to passively proc on regular attacks.
- These procs do not trigger the cooldown and work while on cooldown, and do not cost mana.
- They do not proc on-cast effects either, and they can Multicast.
- The procs use pseudo-random distribution.
- In average, adds the following damage values to every attack (considering average chances on each level).
- Ignite travels at a speed of 1000.
- The second projectile only targets enemies which do not have the Ignite debuff yet.
- If multiple enemies which are not ignited yet are within range, it chooses the closer target for the second projectile.
, Ogre Magi launches Ignite projectiles in 0.6-second intervals at random enemy or neutral units within 1400 range.
- The multicasts launch 2 projectiles per cast as well, just like a regular cast.
- Cannot target invisible, invulnerable, or hidden units, or units inside the Fog of War.
- Prioritizes units which do not have the Ignite debuff already.
- Can hit the same unit multiple times.
- The debuff from Ignite does not stack with itself. However, a new instance adds its duration to the existing debuff, instead of refreshing it.
- Deals damage in 1-second intervals, starting immediately as the debuff is placed.
- When onto the same target, each projectile applies a damage tick on impact.
- However, the tick timer gets reset on each impact as well, so that all but 1 of the ticks on impact get canceled out, resulting in average up to:
- No Multicast: 6/7/8/9 damage instances.
- 2x Multicast: 11/13/15/17 damage instances.
- 3x Multicast: 16/19/22/25 damage instances.
- 4x Multicast: 21/25/29/33 damage instances.
- This is how much damage Ignite can deal with and without Multicast (before reductions):
- Despite the visual effect, the buff is applied instantly on the target upon cast. The projectile has only a visual purpose.
- Can be cast on any allied, including buildings and invulnerable allies, excluding wards.
- ↓↓ Double-tapping automatically targets self.
- When , instantly applies the Bloodlust buff on random allies within the radius.
- Increase the targets' model by 25% for its duration. This has no impact on its collision size.
- With Autocast, Ogre Magi automatically casts this ability on the closest ally hero that does not have the Bloodlust buff on.
- Requires to be unlocked.
- Ogre Magi can never be out of mana to cast this ability, since it always costs 35% of his current mana pool, rounded down.
- The tooltip shows the momentary mana cost based on Ogre Magi's current mana, and updates whenever the tooltip is called.
- Unrefined Fireblast first applies the damage, then the debuff.
- When , Unrefined Fireblast hits the same target several times in 0.6-second intervals.
- This is how much damage a multicast Unrefined Fireblast deals (before reductions) and how long it stuns on each level:
- 2x Multicast: 550 damage, 2.1 seconds stun.
- 3x Multicast: 825 damage, 2.7 seconds stun.
- 4x Multicast: 1100 damage, 3.3 seconds stun.
- Requires to be unlocked.
- Can be cast on any allied, including buildings, excluding wards.
- When , instantly applies the Fire Shield buff on random allies within the radius.
- The shield only reacts on attacks, meaning the damage reduction only applies to the attack damage dealt from attacks it reacts to.
- The fireballs travel at a speed of 1400.
- The damage source of the fireballs is always Ogre Magi, and not the buffed unit.
- All fireballs together can deal 375 damage (before reductions).
- The number of remaining attacks is visualized by the visual effect, with one fire orb orbiting the unit for each remaining instance.
- A number on the status buff shows the remaining charges as well.
- Recasting Fire Shield on the same target refreshes the duration and resets the number of instances.
- Besides his own abilities, Multicast can only proc on single-target items when targeting enemies, including neutral items.
- Multicast only triggers if the targeted unit is an enemy, even for items that can target allies or trees.
- Multicast items only target enemies, even when the item itself can target allies by default.
- Does not trigger for and .
- Although it triggers for and , they do not get their effects multiplied by Multicast.
- If no other enemies are nearby, Multicast does nothing. It cannot target the same units multiple times.
- The items are still restricted to their own targeting rules. For example, an item that only targets creeps cannot multicast onto enemy heroes.
- The range of items Multicast is the total of the item's cast range, Ogre Magi's current cast range and the 600 buffer range.
- Multicast is resolved in a single roll, rolling from the highest chance to the lowest. This results in the following distribution for each level:
- No Multicast: 25%/25%/25%
- 2x Multicast: 75%/45%/45%
- 3x Multicast: 0%/30%/15%
- 4x Multicast: 0%/0%/15%.
- This means each ability is cast 1.75/2.05/2.2 times on average.
|+240Damage||25||17%chance on attack|
|+250 Health||15||+80 Damage|
- The health talent increases maximum health capacity, and keeps the current health percentage.
- This attack damage talent is added as bonus attack damage.
- Does not benefit illusions and is not affected by most percentage-based damage increasing or reducing effects.
Main Article: Ogre Magi/Changelogs
- Increased mana cost from 70/80/90/100 to 70/85/100/115.
- Reduced multicast radius from 1600 to 1400.
- Increased cooldown from 15 to 17.
- Reduced strength gain from 3.5 to 3.3.
- Increased damage from 60/120/180/240 to 70/130/190/250.
- Reduced mana cost from 110 on each level to 80/90/100/110.
- Increased current mana as mana cost from 30% to 35%.
- no longer triggers on non-hero attacks.
- Level 20 left talent: +30 attack speed reduced to +25.
- Reduced cast time from 0.45 to 0.35.
- Reduced mana cost from 65 on each level to 50/55/60/65.
- Increased incoming damage reduction from 70% to 85%.
- Reduced mana cost from 75 to 50.
- 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.
- increases movement speed so Ogre Magi can catch up to enemies.
- helps to supplement your low mana pool for more spell casts; it can also be turned into Magic Wand later on.
- 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.
- 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.
- protects Ogre Magi from physical attacks later in the game, and also gives bonus attributes.
- 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.
- benefits from Multicast, helping Ogre Magi earn gold and experience.
- 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 an additional disable, plenty of attributes, and great mana regeneration. The hex works great with Multicast to disable multiple enemies at once.