GUIDE RATING

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Ogre Magi - Support

October 2, 2012 by catch22
Comments: 9    |    Views: 14742    |   

Build 1

Build 1: Support

DotA2 Hero: Ogre Magi

Offense

Damage 58-64

Defense

Armor 4.96

Other

Movement Speed 295

Attributes

Strength 103
Agility 52.75
Intelligence 77

Basic Stats

Health 2441
Mana 1222

Purchase Order

Start Items

Early Game

Core

Situational

Late Game - Situational



Hero Skills

Fireblast

1 3 5 7

Ignite

2 4 9 10

Bloodlust

8 12 13 14

Multi Cast

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25

Intro & Considerations

I play Ogre pretty frequently, and I tend to prefer to use him as a main support rather than a roaming/ganker/semi-carry like some people play him. Both are valid, I just find he's strongest behind carry or teamed with another nuker. This guide will focus on the supportive Ogre Magi. I will write another guide shortly focusing on a more mutant build style -- playing Ogre like an Initiator/Carry.

Ogre is one of my favorite heroes in the game, and particularly one of my favorite supports to play. The reason for this is mainly because he is goofy and says funny **** throughout the game (and I play intoxicated frequently) but aside from that, his randomness makes for interesting encounters -- huge lols can occur. Because I play pubs mostly, this works out. For competitive play, I'm not sure how he would hold up, but to be honest, I'm surprised he isn't used more.

Here's where consideration comes in. Ogre Magi has among the best starting and growth stats of any other hero. He gains strength at a rate greater than most Str heroes and gains INT on par with INT heroes. His starting armor is high, his starting right click damage is very solid as well. His cons, however, is low starting Int and thus poor mana pool (even though it's offset fairly rapidly) and low agility gain per level. That really only affects attack speed and armor, but considering Bloodlust offsets both move and attack speed, and Ogre starts out with nearly 5 armor, it doesn't really matter.

The only real annoyance playing Ogre, stat-wise, is his early-mid mana pool and regen. Otherwise, you're looking at more HP, more armor, and more damage at the start than other heroes in your role.

Early Game / Laning

The starting items should be 599 gold if I can add. Either case, you have flexibility on if you buy courier or not. I usually just do. It's one of the best contributions a support can provide early on. If you don't have to buy a courier, consider str gloves or a mantle of int, or perhaps an extra salve/tango/clarity.

For your early game, you should top or bottom with a partner -- opt to give middle and a solo lane to better heroes for that, Ogre is not a strong lane farmer. Since Ogre is melee, you will be moving around a lot and likely will not have as much success with denying -- but it depends on if your enemies are ranged and harass. Do not CS away from the carry, unless for some reason they are out of range for the last hits (died, shopping, being a noob). If you're not getting harassed for denying, then have at it. Like any support, do your best here -- the only thing that makes it Ogre specific is that it's melee rather than ranged, but you're base damage is solid so in some ways it can be easier. Ogre is durable and has stat advantage early on, so you're not as likely of a target for an early gank.

I do not typically harass with Fireblast or Ignite until Fireblast is level 3, unless there's a solid amount of mana regen (extra clarity, laning partner has basilius, CM is on your team, etc). Until then, I use it defensively only to protect myself and my carry against aggression.

The main goal is to level Fireblast ASAP with Ignite, because one is a hard disable/nuke and the other is an effective slow/DoT. This puts Ogre and his partner in a good position for early gank if the opportunity arises (roaming mid, solo enemy, good partner). Since your mana pool is limited, you should defer level 1 Ignites and Fireblasts and wait for them to rank up. They do little damage, and should only be used to save yourself, your laning partner, or to finish a gank if your partner is aggressive and determined to kill.

I can think of few comps when grabbing a rank of Bloodlust would serve better than more Ignite or Fireblast. With a frost arrow Drow, maybe? It's hard to say, but generally, I've found FB/Ignite a better early option (cooldown on lust sucks until Multi-cast, anyway).

Try to keep clarity on you at all times until mana boots. Ogre mana pool is pretty terrible and his regen is greatly lacking if he has no boost (your own build does not usually contain boost until mid-late game).

Mid-Game

Once laning has ended, you primarily will be providing strong stun/nuke and slow for team fights/tower pushing. Depending on the pace of your particular game, this can be severely taxing on your limited mana.

Ideally, you'll build Wand, Arcane Boots, and Mek for mid-game. At this point, you're pretty much a boost bot. Wand should be saved for pinch moments when you need to survive or to provide a crutch stun/slow.

Depending on the enemy comp, your attack (right click) will either be used a lot, or used very little. In the event it's not being used, just be sure to stay within casting range for your stun. If you're forced into staying back and being really defensive (rare, but it happens), LoS on trees/cliffs when you can to stay off the enemy team's radar. This way you won't get unwanted focus, but you'll still be supporting with your spells as needed. Keep Bloodlust on yourself at all times if you find yourself in this situation. If you need to run to safety, it will give you a huge speed advantage -- and casting it while backing, you will stop to cast, which can get you killed. It lasts a long time, there's no reason not to have it up before you need to back.

If the enemy team is easily harassed by right clicks and they're playing conservatively and backing up often, you might find yourself in the front trying to grab their attention so your carry can do their thing (baiting). You'll know best where you should be, as this depends on how favorable (or not) the game has been for your team.

Essentially, you can semi-init with Ogre because of his stat advantage and his unusually large model (especially with blood lust). If you don't have a real initiator on your team, you can fill a semi-initiator role by stunning/igniting, and running up with Blood Lust. Yeah, this can get you killed against a good team, but it can be a solid strat in public games (I primarily play pubs). Do not do this without some or all of your team nearby, obviously, and only if there really is no other initiator role available in your comp. I don't recommend 1v1 with Ogre. He simply does not have enough right-click power to finish without a solid item or health advantage, and you can never rely on multi-cast (but if it procs hard you can easily win).

If you find they are focusing you because you are annoying the piss out of them with stuns and slows, or they are baddies and click the biggest thing they see -- don't fret; you're likely far more durable than your carry at this point, and if you die, the carry (hopefully) won't and it's a favorable exchange. Ogre is rarely a good focus target for the enemy because he isn't seen as a DPS threat (he's not), and his armor and health are too high for a lolstomp.

If you're getting an obnoxious amounts of multi-casts on Fireblast, you will be flagged erroneously as the main nuker/carry/dps on the team. That changes from cast to cast, so don't get cocky and don't get greedy. Take it when it's there, but don't expect it.

Situational Item Alternatives

If you're being extremely mana taxed, which often I am, sometimes you'll consider taking an Eul's before Scepter. There's no reason to get Scepter if you're out hard on mana because of farm or a team disadvantage, so it's more important to have the extra movement speed, mana regen, and CC -- that overall improves your support role tremendously. If you're finding your team is cleaning up nicely and money is not such an issue, go for the Scepter for extra stats, stun, and nuke damage. If that is the case, the bad mana regen won't be too relevant, because you'll have downtime between successful engagements.

Drums I've done just a few times when I took an earlier bracer because I was being focused a lot or our team comp was stronger and chasing was having an impact on finishing fights / cleanup. Usually someone picks up drums, but if no one does (ask your team), it can be a good support item for your team, especially if it's a right-click heavy comp and there's no blink daggers/heroes. It's very situational, but at times I've found it was the right item for my team comp -- it can make a big impact on clutch fights (both surviving and cleaning up).

If there's another Mek in game from another support, take a Pipe if you're up against Luna, Leshrac, Lina, Zeus or some other AoE magic nuker that has really big impact on team fights (or especially if you're being focused down by magic attacks). If that's not the case, another Mek is preferred. I almost always have a Mek, and if I don't, I probably have a Pipe.

Late Game

For late game, I frequently opt for a Bloodstone. This is because with max rank Multicast, your Fireblast is on a 6 second cooldown and costs 215 mana. With Scepter, you get an extra Fireblast, but it costs 400ish mana on a longer cooldown (same damage/stun duration). This means you can, and probably will, be spamming nukes and Bloodlust (now on 5 sec cooldown). The Bloodstone gives you the ability to stay in the fight much longer. If for some reason I had not built an Aghanim's Scepter earlier, I will do Scepter then go Bloodstone.

If the game hasn't ended by Bloodstone, consider a Linken's or an Orchid. The Orchid is mainly a "lol ogre carry" item. From a supportive role it's valid though -- it adds minor CC and +dmg with the Silence. This can make a big impact depending on the enemy composition (if they are semi-carrying through Zeus, Lina, Leshrac for example).

My favored option is probably the Linken's though, as it provides more longevity in all areas of your play (armor, hp, mana/damage), and it will eat huge nuke ultimates like Wrath, Finger, and Laguna. It also provides passive avoidance against pre-emptive disable, where as a BKB requires you to hit the button, which if you get disabled first, won't happen. Usually, you'll be focused for sheep stick or an enemy stun/nuke in order to stop you from dishing it out to their team. Alternatively, BKB will serve you better for avoidance if you can get it off prior their disable on you. BKB is a lot cheaper, but doesn't provide nearly as much stat advantage. Ultimately, it depends on your playstyle and if you're getting boned by just one or two spells, or facing the entire enemy team's arsenal of spells.

Another way to avoid heavy focus is to Eul's yourself if you haven't got the BKB or Linken's, which is very possible in a tight game where farm and kills are low. It's not the best option ever, but it works in a pinch.

I really like +all stat items on Ogre since everything benefits him. More HP, more armor, more mana/damage all plays a vital role for his style. He's one of the few pure hybrids in my opinion where all of these are a factor. You could argue agility is weak, and there's merit to that (I wouldn't stack it, for example), but being melee makes Ogre more prone to right click, since if he wants to do more than hit Q, he has to close the gap because of his melee attack. And you'd be surprised how many people just right click you (ignoring the rest of your team) because you don't try to run from them. Ogre can be crucial in enemy player psychology (target acquisition), and often you're the hero they don't even want to bother with. You're more threatening in your size and appearance than your actual damage output and contribution to team fight. If the semi-init is working out for you, you absolutely need armor in contribution to HP, as health is easily spent without some kind of armor to back it up. It's ALWAYS better to have a healthy amount of both (I'm looking at you, Desolator).

Unless I go Shiva's, I don't have armor boosting items, so Ogre's strong starting armor and agility are what you've got to work with.

If you're good with micro/hotkeys, sheep stick, Euls, and other activated items can be stronger for you. After adding the D key with scepter, Mek/Pipe, Arcane Boots; I find I have enough active cooldowns to track, and prefer the passive bonus of Linkens with it's solid stat gains.

If for late game you are having slot issues, don't hesitate to dump your wand. After Bloodstone, it's mostly useless and the slot can be filled with much better options, money provided.

Final Words

Ogre is a versatile, hybrid hero that can fill many roles depending on how you decide to play him. But aside from deciding between carry items or support items, keep in mind the following, which is true for any hero in DOTA.

- Don't feed.
- Play smart.
- Work with your team, not against them.
- Always stay busy -- there's XP and gold to earn, get out there and get it.

And remember: Go north. No, south!

Guide Discussion
Quote | PM | +Rep by Hades4u » October 2, 2012 12:29pm | Report
Add bold text and some color, it will make your guide easier to read.

Also, Aghanim's Scepter is not worth for Ogre Magi support build, the Unrefined Fireblast costs way too much mana.

Aghanim's Scepter is 4200 gold, that is 4200 gold out of 5675 gold, with which you can get a Scythe of Vyse, which is a great item for your team.

Hades4u
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Quote | PM | +Rep by DirtGrub » October 2, 2012 12:44pm | Report
Hades4u wrote:

Add bold text and some color, it will make your guide easier to read.

Also, Aghanim's Scepter is not worth for Ogre Magi support build, the Unrefined Fireblast costs way too much mana.

Aghanim's Scepter is 4200 gold, that is 4200 gold out of 5675 gold, with which you can get a Scythe of Vyse, which is a great item for your team.

Agreed. If you are supporting, the hex is too good to pass up. Plus you have euls too, so you are a teamfight controller. No one escapes the magi :/

DirtGrub
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Quote | PM | +Rep by catch22 » October 2, 2012 3:34pm | Report
Thanks for the feedback, this is my first guide. I'll look into making links in the fashion you use them for easier to read.

I figured I'd get the Scythe argument -- and it's a totally acceptable late game option. I have some thoughts on it, so I will update with that and the cosmetic changes. Like I said, my first article! Thanks for your thoughts and suggestions.

catch22


Posts: 4
Quote | PM | +Rep by wilddeonpwn » October 2, 2012 3:52pm | Report
Quoted:
Also, Aghanim's Scepter is not worth for Ogre Magi support build, the Unrefined Fireblast costs way too much mana.


In the 6.75 patch,the mana cost is halved, making it a hell good skill on this homie.

Yes, add some color and highlights, scyth if vase is a good item, especially as a support

wilddeonpwn


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Quote | PM | +Rep by catch22 » October 2, 2012 4:58pm | Report
I'm not sure about the mana cost, but the cast duration is 10seconds instead of 20 seconds according to the list I referenced. If the mana is indeed reduced, then that really does solidify Aghanim's Scepter as a core item, hands down.

That said, in either case, I still prefer Aghanim's Scepter over Scythe of Vyse. The chance to Multicast on two stuns is superior, and the extra gold you save from the Scythe goes to Bloodstone, which really puts the mana issue to rest.

End game is fast and hard, the disable potential is roughly the same, so it comes down to boom boom. This is the way I play Ogre Magi, though.

catch22


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Quote | PM | +Rep by jaslam » October 3, 2012 3:30am | Report
Haha I love this magi debate - personally --
If you can get a Scythe of Vyse get it - but good luck saving 2700 then 2100 for the components.
whereas with Aghanim's Scepter you can build it in parts, and it still gives you another disable like hex + the fact it can multi cast and has damage (and soon to be spammable with a 10 sec cd)

Don't forget fireblast also cd faster with every level of multicast. I wouldn't be surprised if Magi soons finds himself a mid/ganker (bottle/rune *****) with rush aganims as a build. Solid tank, great disables and by being mid, faster levels.

Magi's limitation will be mana regen - so a simple arcane boots, aghanims, bloodstone (then probably travel after you break arcane) would be a solid build.. SOLID.. 6.75, mid magi will have the same gank potential as tiny/balanar and others..

jaslam


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Quote | PM | +Rep by Dr Kramshaw » October 4, 2012 11:45am | Report
I play OG fairly similarly as a support/ganker hybrid with most of the emphasis on support, and I tend to disagree with your build of Ignite over Bloodlust. Bloodlust is good for escaping or chasing and you can cast it on yourself or allies. You can make saves on your teammates repeatedly simply by giving them a quick buff. Alternatively you can use it to turn the tables and buff them to chase and secure that kill that they otherwise might lose (then they can turn around quickly and leave as well). The slow is not that good and the mana cost increases compared to Bloodlust.

Don't necessarily disagree with Arcane Boots but Power Treads kept on int are pretty solid, it lets you attack faster with more damage with a bigger mana pool which is great when coupled with Bloodlust. You can easily spam your skills building from these boots.

I know that OG is getting buffed (yay!) in the new update and I expect that might change some things.

Dr Kramshaw


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Quote | PM | +Rep by catch22 » October 4, 2012 2:16pm | Report
That's fine. But keep in mind Bloodlust is flatly better after Multi Cast. I'm not sure the advice is sound that it's better for chasing or escaping early game, since it gives less movement bonus than Ignite does debuff -- the only case would be you being outnumbered for early gank. I did note in the guide I take it early (level 4) sometimes, but that would depend solely on if I have a good laning partner where the slow and damage Ignite offers is completely mitigated by that hero (a drow ranger, for example) or the tempo of the game might demand it (you are being actively engaged and outnumbered). It's a rare case, but not a general rule of thumb.

Otherwise, it's nominal until it's more readily available due to cooldown reduction and the chance it hits you and a teammate. And it's much better after boots and/or attack speed modifying item as the bonus is percentage based. All of these things are more optimized late-lane phase and mid-game, hence why, in general, it's delayed until then.

As for boots, most people use Arcane Boots earlier on for low mana and then disassemble it for Bloodstone later on. In which case you can turn your boots into Boots of Travel or yeah, Power Treads if you're wanting to be more carry-ish on a budget. In my next guide, I recommend Power Treads for carry and initiator/tank builds. I will continue to streamline this guide so it's more readable -- it was kind of a brain dump :)

Thanks for your feedback.

catch22


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Quote | PM | +Rep by Stank » January 2, 2013 3:45pm | Report
Hades4u wrote:

Add bold text and some color, it will make your guide easier to read.

Also, Aghanim's Scepter is not worth for Ogre Magi support build, the Unrefined Fireblast costs way too much mana.

Aghanim's Scepter is 4200 gold, that is 4200 gold out of 5675 gold, with which you can get a Scythe of Vyse, which is a great item for your team.

I agree that you should get more items to help your team out, but Scythe is not the answer. As someone else stated good luck getting that much money as a support ogre. Build cheaper items like Veil, Pipe, Drums or even Vlads, and of course wards.

EDIT: Unless you do somehow get a ****-ton of money or its just luxury late game, then of course Scythe is probably the best items for Ogre.

Stank


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