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Ogre Magi · Soft Support (pos. 4)

Ogre Magi as Soft Support (pos. 4)

Alternative roleData-drivenMediumPatch 7.41
8.8KUpdated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

Ogre Magi is a melee Strength hero that Valve tags as Support, Nuker and Disabler. It is played mainly as Hard Support (pos. 5): 53% of the public matches we measured, by starting lane and starting items. Its main role is Hard Support (pos. 5), but it is also played as Soft Support (pos. 4) in 26% of the public matches we measured. In this guide you play it as Soft Support (pos. 4): your job is to help your offlaner win the hard lane, rotate for kills and make space with your spells.

Strengths

  • Reliable stun: Fireblast sets up kills and interrupts enemy channels.
  • Keeps allies alive with Fire Shield.
  • Valve tags Ogre Magi as Durable: it stays in fights longer than most heroes.

Weaknesses

  • Off-role pick: expect less support from guides and teammates than on Hard Support (pos. 5).
  • Melee: has to walk up to its target, which makes the lane harder against ranged heroes.
  • No escape in the kit: without good positioning and vision, Ogre Magi is easy to catch.

Builds

Team utility build

UtilityRecommended
Open build

When to use it

Built around the popular items that help your allies — Pavise and Solar Crest. Choose it when your team needs saves and auras more than your damage. Built from what Ogre Magi players buy in the public matches we measured.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Seen from RadiantRadiant · bottom leftDire · top right
  1. OfflaneMain30% of matchesOff lane next to your offlaner, as Soft Support (pos. 4).

Starting items

TangoObserver and Sentry WardsGauntlets of StrengthBlood GrenadeIron BranchSentry Ward

Core items

  1. 1Pavise+3 Armor, +175 Mana, +175 Health. Active: Protect.
  2. 2Solar Crest+7 Armor, +25 Movement Speed, +200 Mana. Active: Shine.
  3. 3Aether Lens+300 Mana, +2.5 Mana Regeneration, +225 Cast Range.
  4. 4Glimmer Cape+20% Magic Resistance. Active: Glimmer.

Boots

Arcane Boots

Late game

Drum of Endurance+8 Strength. Active: Endurance.Vladmir's Offering+1 Armor, +0.75 Mana Regeneration.Pipe of Insight+14 Health Regeneration, +20% Magic Resistance. Active: Barrier.

Skill order

Max order:Ignite›Bloodlust›Fireblast

Ability1234567891011121314151617
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Talents by level

  1. 17% Fireblast chance on attack
    +10% Multicast Chance
    25
  2. +30 Strength
    +175 Fireblast Damage
    20
  3. +80 Damage
    +20/35 Bloodlust / Self Attack Speed
    15
  4. +2/0.01 Dumb Luck Mana/Mana Regen Per Strength
    +10 Ignite Burn Damage
    10

Abilities

  • Fireblast11 / 10 / 9 / 8s70 / 85 / 100 / 115 mpBlasts an enemy unit with a wave of fire, dealing damage and stunning the target.
    Stun duration
    1.2
    Fireblast damage
    70·130·190·250
    Basic ability — applies a stun. Save it for priority targets or to interrupt a channel.
  • Ignite17s80 / 90 / 100 / 110 mpDrenches the target and another random unit in volatile chemicals, causing it to burst into flames. The target is in immense pain, taking damage and moving more slowly.
    Duration
    5·6·7·8
    Burn damage
    20·30·40·50
    Slow
    -25%
  • Bloodlust20 / 18 / 16 / 14s40 / 50 / 60 / 70 mpIncites a frenzy in a friendly unit, increasing its movement speed and attack speed. Gives bonus attack speed if cast on Ogre himself. Can be cast on towers.
    Bonus move speed
    6%·8%·10%·12%
    Bonus attack speed
    35·50·65·80
    Self bonus attack speed
    40·60·80·100
    Duration
    30
  • Unrefined Fireblast7s400 mpBlasts an enemy unit with a wave of fire, dealing 150 + 1.5x Ogre's Strength in damage and stunning the target. Its mana cost is 35% of Ogre Magi's current mana.
    Stun duration
    1.2
  • Fire Shield15s50 mpCreates a shield around the target ally, absorbing a percentage of the damage of next 3 attacks from enemy heroes. When damage is absorbed, a fireball is launched at the attacker. Can be cast on towers.
    Fireball damage
    160
    Shield duration
    25
    Damage absorbed
    85%
  • Dumb LuckPassive
    Max mana per strength
    6
    Mana regeneration per strength
    0.02
  • MulticastPassiveEnables Ogre Magi to cast his abilities and items multiple times with each use. Each point of Strength adds to Multicast chance. Every 16 Strength adds 1%.
    2x cast chance
    75%
    3x cast chance
    0%·30%·30%
    4x cast chance
    0%·0%·15%

Most played skill order

The most played order in the last 100 professional matches with this hero. Highlighted levels are the points spent on talents.

Max order:Ignite›Bloodlust›Fireblast

Ability1234567891011121314151617
●·●·●·●··········
·●·········●·●●··
···●···●●●·······
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Strategy

1Early game

Position 4 starts in the off lane with your offlaner: harass the enemy carry, block or pull their camp when it helps and look for the first rotation to mid once the runes spawn. Harass when the enemy core walks up to last hit: every hit you land is gold your carry keeps.

2Mid game

Rotate to the lanes where you can get kills, smoke with your cores to catch heroes out of position and keep vision around the next objective.

3Late game

Late, your death costs little gold but your spells are worth a lot: stay behind the team, keep your save items ready and ward before the fight, not during it.

4Team fights

Stay behind your cores, use Fireblast on whoever jumps on your carry and keep Fire Shield for the moment the enemy commits.

Tips

  • Land Fireblast on the enemy core first: a disabled carry doesn't hit back.
  • Keep Fire Shield for the moment the enemy commits, not to top up health.
  • Buy and place wards every time they are available: vision is your first job.
  • Your key purchases are Hand of Midas and Pavise: they give your team the saves it needs.
  • Vision: a ward in the right place saves more lives than any spell.

Changelog

  1. Guide created for patch 7.41.

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