
Ogre Magi
The ordinary ogre is the creature for whom the phrase 'As dumb as a bag of rock hammers' was coined. In his natural state, an ogre is supremely incapable of doing or deciding anything. Clothed in dirt, he sometimes finds himself accidentally draped in animal skins after eating lanekill. Not an especially social creature, he is most often found affectionately consorting with the boulders or tree-stumps he has mistaken for kin (a factor that may explain the ogre's low rate of reproduction). However, once every generation or so, the ogre race is blessed with the birth of a two-headed Ogre Magi, who is immediately given the traditional name of Aggron Stonebreak, the name of the first and perhaps only wise ogre in their line's history. <br><br>With two heads, Ogre Magi finds it possible to function at a level most other creatures manage with one. And while the Ogre Magi will win no debates (even with itself), it is graced with a divine quality known as Dumb Luck--a propensity for serendipitous strokes of fortune which have allowed the ogre race to flourish in spite of enemies, harsh weather, and an inability to feed itself. It's as if the Goddess of Luck, filled with pity for the sadly inept species, has taken Ogre Magi under her wing. And who could blame her? Poor things.
Base STR
25 +4.2
Base AGI
14 +1.5
Base INT
0 +0
Move Speed
290
Attack Range
150
Base Armor
4
Attack DMG
45–51
Projectile
900
Innate Abilities

Dumb Luck
Ogre Magi's max Intelligence is 0. He receives mana and mana regeneration from Strength.
MAX MANA PER STRENGTH:
6
MANA REGENERATION PER STRENGTH:
0.02
Abilities

Fireblast
Cooldown
11 / 10 / 9 / 8s
Mana
70 / 85 / 100 / 115
Blasts an enemy unit with a wave of fire, dealing damage and stunning the target.
STUN DURATION:
1.2
FIREBLAST DAMAGE:
70 / 130 / 190 / 250
- When Multicast, Fireblast hits the same target each time with a 0.6 seconds interval.
The Ogre Magi is easily amused, entertained for hours by playing with fire.

Ignite
Cooldown
17s
Mana
80 / 90 / 100 / 110
Drenches 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%
- Multicast makes this spell have a chance to cast multiple times at random enemy units in a 1400 area of effect.
- Ignite hitting an already affected unit adds to the burn duration.
Batter up!

Bloodlust
Cooldown
20 / 18 / 16 / 14s
Mana
40 / 50 / 60 / 70
Incites 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
- When multicast, nearby allies will be selected randomly in an 700 area of effect to receive Bloodlust.
'Running's not as fun as hitting... Not one bit fun.'

Multicast
Enables 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%
- Only targeted abilities and items have a chance to be multicast.
- Targeted abilities and items apply to additional enemies and neutrals in an AoE around Ogre. Fireblast and Unrefined Fireblast hit the same target multiple times.
Despite being largely incapacitated by his IQ, the Ogre Magi's success in battle is attributed to pure skill.
Talents

Aghanim's Scepter

Unrefined Fireblast
Cooldown
7s
Mana
400
Blasts 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
- When Multicast, Unrefined Fireblast hits the same target each time with a 0.6 seconds interval.
The 'who-casts-spell-first' argument between himself is solved simply by both casting at once.

Fireblast
Fireblast is refined, reducing cooldown by %bonus_AbilityCooldown%s and increasing cast speed by 0%.

Aghanim's Shard

Fire Shield
Cooldown
15s
Mana
50
Creates 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%
- When multicast, nearby allies will be selected randomly in an 1000 area of effect to receive Fire Shield.
There is immense luck involved in Aggron not just setting friends on fire.
Hero Performance
Median across all public matches · OpenDotaForm
51%
Win rate in recent matches
Performance
58%
KDA ratio (kills + assists / deaths)
Laning
21%
Last hits per minute over full game
Farm
55%
Average gold per minute
Fighting
19%
Average kills + assists per match
Experience
66%
Average XP per minute
Strategy
When to Pick Ogre Magi?
Look, nobody is picking Ogre Magi to win the meta. Nobody is theory-crafting around him. Nobody is naming him in their top three for climbing MMR. He is just... there. Sitting at a comfortable 51% winrate. Existing. Walking slowly toward things and pressing buttons.
And yet—somehow—he keeps winning games, patch after patch, meta after meta, because what he does is so fundamentally simple and so fundamentally effective that the meta almost never gets bad enough to stop him from being useful.
He is a zero-intelligence strength hero who gets mana from being big instead of being smart—dumb luck is his innate; it gives him mana and mana regeneration per point of strength, and his Fireblast now deals damage that scales with his strength attribute rather than intelligence.
This means every tank item you buy on Ogre Magi is simultaneously making him harder to kill AND increasing his Fireblast damage AND increasing his Multicast proc chance through the strength-to-Multicast bonus. The fantasy of a tanky support who waddles into the enemy team, takes everything they throw at him, and then multicasts Fireblast four times on the enemy carry is alive and well in the current patch.
He is fine in lineups that want an extremely durable early-laning support who can body-block, absorb harassment, and trade back with Fireblast damage against ranged harassers without running out of mana—because Dumb Luck's mana-per-strength regeneration means he sustains in lane longer than most aggressive ranged supports expect.
He thrives against squishy intelligence supports in the laning phase—landing a Fireblast on a Crystal Maiden or a Lich at level two feels genuinely threatening when the stun duration locks them in place long enough for the carry to walk over and convert it into a first blood.
He pairs beautifully with carries that love Bloodlust—the attack speed buff from Bloodlust on a Lifestealer, Ursa, or Juggernaut is already significant on its own, and a Multicast Bloodlust landing on multiple nearby heroes simultaneously is one of the most efficient teamwide attack speed buffs available from any support in the game.
Avoid picking him into lineups with strong mobile heroes that stay permanently out of Fireblast range—he has 285 base movement speed and no reliable gap closer, which means if the enemy team is constantly repositioning and kiting him around the map, he contributes almost nothing to fights beyond standing somewhere and looking large.
Also genuinely terrible in heavy magic damage lineups, where his lack of magic resistance becomes a real problem—a Leshrac walking through his existence dealing sustained AOE damage is not something Ogre Magi can meaningfully counterplay.
Tips & common mistakes
- Buy strength items — not because they are support items but because every point of strength increases your Fireblast damage through the 1.5x scaling, increases your Multicast chance slightly through Dumb Luck, and gives you mana and mana regen simultaneously. Vanguard, Pipe of Insight, and Crimson Guard are not just tanky—they are functional stat items that make Ogre Magi significantly more threatening offensively at the same time as they make him harder to kill. This is a hero where tank items and damage items are literally the same items.
- Bloodlust's Multicast applies to random nearby allies—which means the correct cast target when you want everyone to receive Bloodlust is the ally that has the most other allies nearby, not always your carry specifically. In a grouped teamfight where five heroes are standing close together, Bloodlust Multicast can potentially land on four different allies in a single cast. Position near your team before casting.
- Fireblast stuns for a short duration and deals damage that scales with strength—which means the longer the game goes and the more strength items you have purchased, the harder each Fireblast hit lands in absolute damage terms. Most Ogre Magi players never think about Fireblast damage late in games because they assume it stops scaling, but a high-strength Ogre Magi late hitting a Fireblast Multicast on a squishy support is doing genuinely significant burst damage that cannot be ignored.
- Spiked Carapace—wait, wrong hero. Spiked Carapace is Nyx. Ogre Magi has Ignite, and most Ogre players cast it once and forget about it. The second Ignite projectile targets a random nearby enemy automatically—in teamfights where multiple enemies are grouped, this means a single Ignite cast spreads the slow and damage to two heroes simultaneously, which is a meaningful AOE harass tool that most players are not maximizing. Cast Ignite on the enemy that has the most other enemies nearby for double value.
- Multicast chance is a pseudo-random distribution—meaning after a long sequence without a multicast proc, the next cast is increasingly more likely to proc. Track your recent cast history mentally and use more important spells like Fireblast after several non-proc casts rather than burning them. Fireblast when you know you just proc'd three in a row and the probability is temporarily lower.
- Ogre Magi has 285 base movement speed — one of the lowest in the game for any hero. Buy Phase Boots or Power Treads early and accept that you will never out-chase anything without Bloodlust active on you. Use Bloodlust self-cast proactively when rotating between lanes rather than only in fights, because getting to fights at 285 movement speed means arriving after the fight is already over.
- Fire Shield from Aghanim's Shard gives an ally a damage-absorbing shield that fires back small fireballs at attackers—in the current meta of physical damage carries right-clicking everything, Fire Shield on your carry in a fight provides both a damage barrier AND a harassment source that proc-fires off every attack the shielded hero takes. Buy Shard when the game is going reasonably well and you have extra gold.
Summary
Ogre Magi is kind of OK right now—exactly as you said, exactly as the data confirms at 51% winrate, exactly as he has been for approximately forever. He does not headline anyone's tier list. He does not get picked up in pro games as a priority. He does not break metas or get emergency nerfs.
He just waddles into the laning phase, absorbs harass that would kill other supports instantly, stuns things with Fireblast, slaps his carry with Bloodlust, and occasionally procs Multicasts on something important that wins a fight the enemy team thought was going fine. The strength scaling on Fireblast and the Dumb Luck mana sustain from tank items make him self-sufficient in a way most soft supports are not.
He is a pub hero for players who want simplicity and reliability over mechanical expression—and in the right draft, the right lane, and the right carry combination, he is absolutely good enough. Just do not expect flashy. Expect a large blue man slowly walking toward things and pressing F for multicast and somehow winning anyway.




































