Tuesday, 3 May 2011

ogre magi hero guide


Aggron Stonebreaker the Ogre Magi

Two beards = Manlier than Axe


ALT+TAB MINI GUIDE



Foreword

Being inspired by a well written guide made by Kawumm and some massive forum ranting/PDGG gaming I decided it has come time for me to write a guide on one of my favorite heroes. Ogre magi. Thanks to Kawumm who let me use his template for the purpose of my guide.

I wanted to write a guide for some time but I had not thought myself ready. After getting familiar with the guide system and receiving a nice template to base it off of I decided to write it. I originally intended a different hero guide but decided Ogre Magi was a hero I knew better and that people would more likely seek information on. My goal is that this guide can act as a resource for both players new and old who want to seek information on ogre magi. If you disagree with something in this guide feel free to debate it with me. My opinions change constantly and I do accept others opinions and feedback. I will try to keep this guide updated with new versions and information. So anyways here it is! Enjoy.




The History Behind the Ogre



Pros:



Cons:



The Role(s) of Ogre:

Ogre should do the following things to sucessfully fulfill his expectations.
  • Deny when laned with carry/Lasthit when laned with non-carry or alone.
  • Gank alot early game, especially after level 6.
  • Always buy a courier or wards (or both).
  • Place wards for his team, but someone else has to do the counter-warding.
  • Be a manly man. Take some hits.
  • Gank gank gank gank gank gank gank gank gank gank gank gank. Buff your carry, gank gank gank gank gank gank.
  • Don't be afraid to farm, but don't overdo it. If their is better stuff to be doing (like ganking) then you should be doing that, save farm for those who need it most.

Why Ogre isn't a tank:
  • His strength gain is high, but Ogre isn't as good at getting attention as other heroes.
  • His armor starts out high, but his poor agility gain prevents it from scaling well.
  • He has no tanking passives or skills.
  • Spending gold on tanking items won't solve his mana problems.



Hero Stats:

Strength: 23 + 3.2
Agility: 14 + 1.55
Intelligence: 17 + 2.4


Damage: 58 - 64
Armor: 5
Movespeed: 295
Attack Range: Melee


Note: Ogre Magi is very tanky in lane. High base armor, high strength, high strength gain. His intelligence is poor which makes it your main issue throughout the game.




Skills


Fire Blast





Ignite





Bloodlust





Multi Cast





Skillbuild


Level 1:Fireblast
Level 2:Ignite
Level 3: Fireblast
Level 4:Ignite
Level 5:Fireblast
Level 6: Multi Cast
Level 7: Fireblast
Level 8: Ignite
Level 9: Ignite
Level 10: Bloodlust
Level 11: Multi Cast
Level 12: Bloodlust
Level 13: Bloodlust
Level 14: Bloodlust
Level 15: Stats
Level 16: Multi Cast
Levels 17-25: Stats



Justification:

The first skill build is the most widely used skillbuild and hardly needs justification. You may take Multicast at 9 instead of 6 to save mana on Fireblast and to get the extre level of Ignite. However the primary build is generally the best and most reliable.





Itembuild

Ogre is fairly item-independant. However he has one key issue you must address to be effective. His horrid mana pool. Once your mana is at reasonably spammable levels you should build additional support items and spend more on wards.

Starting items:

or,

This is just one set of ideal items to start with. Sometimes you may want mix this up a bit (sometimes I get a QB for example). Whatever you do though, you should get courier or wards every game.

Core:



Ogre has a very cheap but useful core. These items are the minimum he needs to play his role effectively. Although additional items are awesome this is all ogre needs.
  • [BOTTLE] The perfect item for a roaming hero like Ogre Magi. Gives mana, lets you capture runes. What else do you need?
  • [BOOTS] Start out with boots of speed, but upgrade them to arcane boots quickly. Late game you can chance them to boots of travel and use the energy booster in a bloodstone or sell it.
  • [WAND] Easy to build, simple to use. You really can't go wrong with this. If your early game is bad you can get a single Null Talisman too.
  • [ORB OF VENOM] For a low price, you get a 12% slow which stacks with ignite. Even if this isn't enough to turn you on, the fact it only costs 550g and can be bought at the sideshop very early makes it totally worth it.
  • [WARDS] Get these lots early game, this is when you roam the most and also it's the best time to use them.

Possible Extensions:



Ogre doesn't need more than his core but you often have enough gold to get some of these. Just get whichever one suits the game, if you get any of them at all.
  • [EULS] Provides some movespeed, lots of mana to keep you roaming and an ok disable. The item is mediocre, it gives ok mana, an ok disable and a little bit of movespeed. Get this if your team really needs the cyclone disable. (eg. Naga Siren + Euls combo)
  • [FORCE STAFF] A handy item. You can force yourself up cliffs or force people closer to your allies. Its uses are endless, it's cheap and has a nice build up!
  • [PIPE] Facing tons of nukes? Get this. Works well since Ogre has such high HP to abuse the magic resistance.
  • [VLADS] Get this if your team has a lot of melee heroes. Since Ogre himself is melee he also gets the benefits and it has a nice build up.
  • [MEKANSM] This item got buffed alot, it has a much better AoE now. The manacost used to make it problematic but with Arcane bootsl, and his int buff the manacost is much more affordable.
  • [GHOST SCEPTER] Perfect against a team of physical DPSers.
  • [WARDS] These babies are ALWAYS useful, keep on getting them.



Potential Luxuries:



Steal too much farm? Killsteal like mad? Game lasting over an hour? Not a problem. Ogre has many potential luxury items.

  • [ORCHID]This item is mostly gotten for the silence. Soul Burn + Multicast = Great PAIN! Also gives good regen and some physical dps.
  • [BLOODSTONE] Lots of additional mana and hitpoints, you can use the energy booster from your Arcane Boots and charges are easy to gain with fireblast.
  • [BLADEMAIL] Great when your getting focused alot. Ogre has high HP which means opponents usually suffer more than you do while this active. It's also incredibly inexpensive.
  • [GUINSOOS] A good item on virtually any hero and ogre is no exception. Hex is an extremely nice disable and the mana it gives is infinite allowing ogre to spam fireblast to an extent otherwise impossible.
  • [BOOTS OF TRAVEL] Later on when your mana is no longer a big concern switch your Arcane Boots to these.
  • [LINKENS] Great stats and the spell block is irreplacable against certain lineups. Situationally can be very game breaking and Ogre benefits well from all it gives.
  • [SHIVAS] Gives lots of int and its slow combined with ignite is very powerful. The Aura and armor bonus are good to counter physical attack carries.






Gameplay



Laning:

Ogre Magi should generally NOT solo. He is a melee hero and chunky or not he has little lane control and spamming fireblast for harassment is not possible early in the game. Side lanes are good for ogre because he can make his Arcane Boots while remaining in lane. Ogre lanes best with a ranged hero, preferably with another stun. He makes an annoying dual stun lane with somebody like VS or Lion and can help draw FB easily with allied support. However, you should not spam fireblast to liberally unless your laning with a mana battery like KotL. Save it for when your going for a kill or have lots of mana and always ensure you have enough mana to cast it again before you use it. Ogre can last hit and deny very well with a QB and unless your against serious harassment your HP and armor should keep you alive til you reach level 6. Ogre should gank alot early especially when you get multicast.

Ogre does not have alot of lane control so do not use him as a babysitter. Although ogre can go to pretty much any lane he does best in the offensive lanes (Top sentinel/Bottom scourge) Ogre is strong enough he doesn't need the easy lanes to survive and if you put him in the defensive lane its usually in place of a carry who needs it more than you do.




Good allies


The "A" Team:


These guys all have stuns (except viper but his slow is just as effective). They also all benefit extremely well from bloodlust. You want these guys and they want you. Excellent synergy.




Summary: Heroes who need attackspeed, heroes with stuns, heroes who give mana and especially heroes who can bash.







Bad enemies


Anti-Tanks:



They don't care how beefy you are. They'll just kill you anyway.




Summary: Heroes who deal high stacking/% damage, mana drainers, silencers and heroes with magic resistance are your biggest enemies. Avoid them at all costs!

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