Aggron Stonebreak, the Ogre Magi, is a melee intelligence hero, famous for his random potential for extreme burst damage and his enormous health pool for an intelligence hero. He has good base attributes, and some of the best attributes gain in the game, having a very high base strength, as well as the highest strength gain of any intelligence hero by far. Coupled with his high base armor and high health regeneration, Ogre Magi is very hard to take down in the early game. He is a powerful ganker and disabler, slowing his enemies first with an Ignite, then proceeding to eliminate his opponents with Fireblast. Later in the game he takes on the role of a buffer/debuffer with his powerful Bloodlust buff, buffing his carry's damage potential enormously. And if you happen to be skilled enough, his ultimate Multicast gives him the opportunity to randomly cast his spells multiple times, allowing for great burst potential. Ogre Magi is a very strong disabler, requiring nothing but a bit of luck to successfully pull off his powerful Multicasts.
- 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:
- 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, chooses the closer target for the second projectile.
, launches Ignite projectiles in 0.6-second intervals at random enemy or neutral units within 1600 range of Ogre Magi.
- 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 multicast 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 avarage 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.
- Causes the target's model size to increase 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.
to be unlocked.
- This ability is not available in Ability Draft, due to its reliance on multiple non-ultimate abilities, which are limited to one ability slot.
- Ogre Magi can never be out of mana to cast this ability, since it always costs 30% of his current mana pool, rounded down.
- The tooltip shows the momentary mana cost and updates whenever the mouse cursor is moved over the ability icon.
- 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.
to be unlocked.
- This ability is not available in Ability Draft, since Multicast is unavailable and Fire Shield is bound to it.
- 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 the caster of Fire Shield, 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 1 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 does not reset the number of attacks. It only refreshes the duration.
- 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 triggering 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 multicast items is based on the item's cast range + cast range bonuses + 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.
- This ability is not available in Ability Draft.
|+240Damage||25||+20% 1.5s Bash|
|+275 Health||15||+80 Damage|
- The health talent increases maximum health capacity, and keeps the current health percentage.
- This attack damage talent is added as raw attack damage.
- Does not benefit illusions and is not affected by most percentage-based damage increasing or reducing effects.
- 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.
- Reduced damage per second from 26/34/42/50 to 20/30/40/50.
- Reduced mana cost from 125 to 75.
- Reduced cooldown from 18 to 16.
- 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.
|Roles:||Support Nuker Disabler Durable Initiator|
|Playstyle:||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. Dubbed Aggron Stonebreak, the Ogre Magi bats orbs of flame to Ignite his playthings, then chases after them in a frenzied Bloodlust. What he lacks in wits, he makes up for with luck. The Ogre Magi possesses an innate chance to Multicast his spells, allowing him to quash enemies by doubling, tripling, even quadrupling the damage from a simple Fireblast.|