Ogre Magi Guide Dota 2 (2026): Build & Multicast Midas
Ogre Magi is the luckiest hero in Dota 2 — and in patch 7.41e, that luck has never been more profitable. With Hand of Midas now appearing in over 525,000 matches per week across all skill brackets, the two-headed ogre has become one of the most gold-efficient supports in the game. His passive Multicast ability can trigger Midas multiple times per use, letting him snowball faster than most cores while still providing top-tier stuns and utility for his team.
This updated guide covers the full Ogre Magi build for 7.41e: best skill order, optimal item progression, talent tree choices, and — most importantly — a thorough explanation of exactly how Multicast interacts with Hand of Midas. Whether you are asking “does Ogre Magi multicast Hand of Midas” or trying to understand how many charges fire and what range they hit, this guide answers everything with mechanics verified directly from the Dota 2 wiki and live Dotabuff data from the current patch.
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Table of Contents
Ogre Magi Hero Overview (Patch 7.41e)
Ogre Magi (Aggron Stonebreak) is a Strength hero with one of the highest starting health pools in the game. He plays as a lane support (safe lane) or offlaner and is widely considered one of the most beginner-friendly heroes in Dota 2, yet scales surprisingly well into late game because of his passive Multicast ultimate and unique Dumb Luck innate ability.
| Stat | Value (Base) | Notes |
|---|---|---|
| Primary Attribute | Strength | 23 base + 4.2 per level |
| Agility | 14 + 1.5 | Secondary stat |
| Intelligence | 0 + 0 | Set to 0 permanently by Dumb Luck innate |
| Move Speed | 290 | Below average; Bloodlust or Boots required to keep up in fights |
| Attack Range | 150 (melee) | Short range requires positioning |
| Base Armor | 6.33 at level 1 | Decent early tankiness for a support |
| Mana per Strength | 6 | Via Dumb Luck innate — Strength grows your mana pool |
| Roles | Support, Offlane, Nuker | Complexity: Low |
The stat that defines Ogre Magi’s entire build path is the Intelligence lock. Dumb Luck permanently zeros out his intelligence and replaces it with 6 mana per Strength. This means every point of Strength you gain — from leveling, items, or talents — simultaneously increases your health and your mana pool. Strength items that would normally be pure HP on other heroes become dual-purpose on Ogre, which is why Heart of Tarrasque has the highest win rate (64.87%) of any item on this hero.
Ogre Magi Ability Breakdown
Fireblast (Q) — Primary Damage and Stun
Fireblast is your core burst and disable. It deals magical damage and applies a 1.2-second stun to a single enemy unit. The damage is not exceptional at level 1, but the reliable 1.2-second stun makes it one of the best kill-setup abilities in the lane phase. Fireblast’s value explodes at level 6 when Multicast unlocks — every cast has a chance to stun the same target multiple times in sequence, extending the effective crowd control duration.
| Skill Level | Damage | Stun Duration | Cooldown | Mana Cost |
|---|---|---|---|---|
| 1 | 70 | 1.2s | 11s | 70 |
| 2 | 130 | 1.2s | 10s | 85 |
| 3 | 190 | 1.2s | 9s | 100 |
| 4 | 250 | 1.2s | 8s | 115 |
With a 4x Multicast proc, Fireblast can deal up to 1000 magical damage and stun for 3 full seconds at max level. Even a 2x proc at max level deals 500 damage — enough to burst most supports and off-carries who have not invested in magic resistance. Consecutive Fireblast hits land 0.6 seconds apart, making the stun nearly continuous.
Ignite (W) — DoT and Movement Slow
Ignite is a targeted damage-over-time ability that launches two projectiles per cast — one at your primary target and one at a random nearby enemy. It deals physical damage per second and applies a movement speed slow for the duration. Ignite is your strongest lane harassment tool at level 1 and gains significant value from Multicast in teamfights, where multicasted procs launch additional projectiles at up to 1400 range around Ogre Magi.
| Skill Level | DPS | Move Slow | Duration | Cooldown |
|---|---|---|---|---|
| 1 | 20 | 20% | 5s | 17s |
| 2 | 30 | 23% | 6s | 17s |
| 3 | 40 | 26% | 7s | 17s |
| 4 | 50 | 29% | 8s | 17s |
Without Multicast, max level Ignite deals 400 total damage over 8 seconds. With a 4x Multicast proc, the same cast can deal up to 1650 damage across multiple targets. In a crowded teamfight where you hit 3-4 heroes with multicast Ignite procs, the DPS output easily surpasses most dedicated damage carries at the same item level.
Bloodlust (E) — Attack and Move Speed Buff
Bloodlust buffs any ally unit (including buildings and towers) with bonus movement speed and attack speed. Ogre Magi receives a higher attack speed bonus when he casts it on himself. The buff lasts 30 seconds, making it worth maintaining on autocast throughout teamfights. When Multicast procs, Bloodlust instantly spreads to random allies within 700 range — an extremely powerful effect in grouped 5v5 fights where a single cast can buff your entire team simultaneously.
| Skill Level | Move Speed Bonus | Ally Attack Speed | Self Attack Speed | Cooldown |
|---|---|---|---|---|
| 1 | +7% | +30 | +40 | 20s |
| 2 | +9% | +45 | +60 | 18s |
| 3 | +11% | +60 | +80 | 16s |
| 4 | +13% | +75 | +100 | 14s |
Dumb Luck (Innate) — The Stat Anomaly
Dumb Luck is Ogre Magi’s innate passive. It permanently locks his intelligence at 0 and provides 6 mana per Strength and 0.03 mana regen per Strength instead. Every point of Strength directly translates into 6 mana — so a +30 Strength talent gives 180 bonus mana on top of the HP. Heart of Tarrasque alone adds over 400 mana when purchased on Ogre Magi, compared to zero mana on a normal hero.
Dumb Luck also passively increases Ogre Magi’s Multicast proc chances by 0.05% per point of Strength. This means the more Strength you build, the higher your chance to proc Multicast on every cast. At hero level 30 with high Strength investment, the 4x Multicast chance can exceed 24% — nearly one in four casts at the highest roll.
Multicast (R) — The Ultimate
Multicast is Ogre Magi’s passive ultimate. It adds a percentage chance for every ability and qualifying item active to fire multiple times per cast. Additional casts on targeted spells (Fireblast) hit the same target with a 0.6-second delay; additional casts on area spells (Ignite, Bloodlust) hit different valid targets within range automatically.
| Multicast Level | Hero Level | 2x Proc Base | 3x Proc Base | 4x Proc Base | Avg Casts |
|---|---|---|---|---|---|
| 1 | 6 | 75% | 0% | 0% | 1.75x |
| 2 | 11 | 75% | 30% | 0% | 2.05x |
| 3 | 16 | 75% | 30% | 15% | 2.2x |
The actual outcome distribution at Multicast level 3 (resolved with a single roll) is: 25% cast once, 45% cast twice, 15% cast three times, 15% cast four times. With Dumb Luck Strength bonuses at hero level 18, the 2x proc chance climbs to approximately 79.8%, the 3x to 34.8%, and the 4x to 19.8%. By level 30, those numbers reach approximately 84.4%, 39.4%, and 24.4% respectively.

Ogre Magi Skill Order (7.41e)
The most popular skill order according to current Dotabuff data prioritizes Ignite and Fireblast in the first five levels, delays Bloodlust to the mid-game, and takes Multicast at the earliest opportunity (levels 6, 11, 16).
| Hero Level | Ability | Reasoning |
|---|---|---|
| 1 | Ignite (W) | Level 1 Ignite wins most lane trades — the 20% slow keeps enemies in range for your carry’s follow-up attacks |
| 2 | Fireblast (Q) | Stun available for first kill attempt; pairing Ignite slow into Fireblast stun is your core kill setup |
| 3 | Fireblast (Q) | Higher damage and lower cooldown increase kill threat |
| 4 | Ignite (W) | More DPS output and longer slow duration; the W-Q combo gets stronger |
| 5 | Fireblast (Q) | Near max Fireblast damage before level 6 |
| 6 | Multicast (R) | 75% chance to double every spell — the most important power spike in your early game |
| 7 | Ignite (W) | Continue maxing W for DPS |
| 8-10 | Bloodlust (E) | Attack speed buff for carries; maxed last since it does not kill enemies |
| 11 | Multicast (R) | 3x Multicast unlocked — massive power spike in the mid-game |
| 12-15 | Remaining levels | Max out Fireblast if not done; finish Bloodlust |
| 16 | Multicast (R) | 4x Multicast — the complete version of Ogre’s ultimate power |
In some matchups where your carry is highly attack-speed dependent (Phantom Assassin, Troll Warlord), leveling Bloodlust at level 4 instead of a second Ignite is justifiable. The +30 attack speed at level 1 Bloodlust is immediately useful and can accelerate early tower trades on these carries.
Ogre Magi Facet Choice
Like all heroes since patch 7.36, Ogre Magi has two facet options that modify his playstyle. Both facets interact with his Multicast mechanic in different ways — one pushes offensive damage, one enhances his support and survival toolkit. Always check the current in-game tooltip for exact values, as Valve adjusts facet numbers each patch.
For a farming support build centered on Hand of Midas, the offensive Multicast-amplifying facet tends to generate more value — you are already spending time in the creep wave, and higher Multicast damage during that farming time translates into more fight impact when you rotate. For a pure defensive support or pos-5 style, the utility-focused facet is better when your job is to protect your carry rather than generate kills independently.
At Herald through Archon brackets, facet choice has minimal impact compared to correct item timing and spell casting during fights. Focus on buying Midas early and using your abilities at the right moments — the facet is a secondary optimization you can revisit once you are comfortable with the hero fundamentals.
Ogre Magi Talent Tree (7.41e)
| Level | Left Talent | Right Talent | Best Pick |
|---|---|---|---|
| 10 | +80 Attack Damage | +15 Ignite DPS | +15 Ignite DPS — the ongoing DoT damage beats a one-time attack damage bonus in every teamfight scenario |
| 15 | -1s Fireblast Cooldown | +2/0.01 Dumb Luck Mana/Regen per Strength | Dumb Luck bonus — more mana per Strength means more casts, more Multicast procs, more impact; cooldown reduction is minor |
| 20 | +30 Strength | +25 Bloodlust Attack Speed | +30 Strength — raises HP, mana pool (via Dumb Luck), and Multicast proc chance simultaneously; best scaling talent on the tree |
| 25 | 17% Fireblast Chance on Attack | +240 Fireblast Damage | Situational — high attack speed builds (with Bloodlust autocasting) favor the proc talent; lower attack speed builds favor +240 burst damage per cast |
The level 20 +30 Strength talent is the most impactful option in the tree. At that point in the game, you typically have Heart of Tarrasque (or Aghanim’s Scepter plus other Strength items) already — the extra 30 Strength adds 300 HP, 180 mana, and a small Multicast chance boost all at once. It is the correct choice in almost every game.
Ogre Magi Item Build (7.41e)
Ogre Magi’s item build centers on two objectives: enough mana to cast abilities throughout fights, and a farming item that benefits from Multicast. Hand of Midas is the answer to both. Below is the full item progression based on verified win rate data from Dotabuff (this week, all brackets).
Starting Items
- Tango — lane sustain; share one tango with your carry for goodwill and early gold generation
- Clarity Potion — extra mana for multiple Fireblast and Ignite casts in the first five minutes
- Enchanted Mango — one-time 100 mana burst; saves lives in early fights when you need Fireblast and your mana bar is low
- Iron Branch — cheap stat; pair with Tango for bonus regen charges
- Magic Stick — buy early in spell-heavy lanes; converts enemy spell casts into emergency mana when you need Fireblast the most
Early Game (Minutes 5-15)
- Magic Wand — upgrade Magic Stick as soon as possible; the extra charges are critical for mana-hungry early fights
- Boots of Speed — 290 move speed is below average; boots help you stay on targets after Ignite lands
- Hand of Midas — your primary farming item; buy as early as minute 7-10 for maximum value (see the dedicated section below)
Core Items
| Item | Dotabuff Win Rate | Why Buy It |
|---|---|---|
| Hand of Midas | 50.88% | Most purchased item on Ogre this week — Multicast amplifies gold per cast above any other hero; see full section below |
| Arcane Boots | 48.86% | Team mana regen; essential in 5-push drafts and when your team runs mana-hungry cores |
| Blink Dagger | 54.03% | Closes the gap for Fireblast stuns; lets you initiate from trees rather than walking into the fight and dying before you cast |
| Aghanim’s Scepter | 57.72% | Second-highest win rate — unlocks Unrefined Fireblast which scales with Strength and costs 35% of current mana; a major mid-game power spike |
| Aghanim’s Shard | 57.60% | Unlocks Fire Shield — absorbs 85% of the next 3 hero attacks on an ally; exceptional for protecting carries against dive-heavy lineups |
Late Game Luxury Items
- Heart of Tarrasque — 64.87% win rate, the single highest win rate of any Ogre Magi item. Massive Strength gain boosts HP, mana via Dumb Luck, and Multicast proc chance. Buy this when you need to survive longer in teamfights.
- Scythe of Vyse — 58.95% win rate. When Scythe multicasts, you can hex multiple enemies in a single cast. Provides strong attributes and mana regeneration.
- Aether Lens — 55.72% win rate. Extends the cast range on all abilities and items. Pairs well with Blink Dagger — the extra range lets you cast Fireblast after blinking to create safe distance.
Situational Items
- Eul’s Scepter of Divinity — emergency escape with self-cyclone; the movement speed and mana regen are also excellent
- Octarine Core — reduces cooldowns and adds spell lifesteal; strong in long games where the reduced Fireblast cooldown generates many more Multicast opportunities per minute
- Shiva’s Guard — AoE slow and high armor; best purchased against heavy physical damage right-clicker lineups
- Ghost Scepter — survivability against right-clickers; buy situationally if you are repeatedly getting focused in fights before you can cast
For a comprehensive look at how item efficiency affects your MMR gains, see our Dota 2 MMR boosting guide which covers the mechanics behind net worth advantages and how professional boosters approach item timing.
Midas & Multicast Gold Strategy — The Full Breakdown
This section answers the most searched questions about Ogre Magi: exactly how Hand of Midas interacts with Multicast, how many targets it hits, and what the realistic gold gain looks like over a game. This is the core reason Ogre Magi is one of the most popular Midas buyers in Dota 2 at every skill bracket.
Does Ogre Magi Multicast Hand of Midas?
Yes, confirmed. The Dota 2 wiki explicitly states: “Hand of Midas benefits from Multicast, helping Ogre Magi earn gold and experience.” Ogre Magi’s Multicast passive applies to unit-targeted active item abilities including Hand of Midas. When you use Midas and the Multicast roll succeeds, the item fires additional times automatically at other nearby enemy units within 600 range of your primary target.
The same Multicast roll that governs your spells applies identically to items. At Multicast level 3, there is a 75% base chance for the item to activate at least one more time. With Dumb Luck Strength bonuses at hero level 18, this rises to approximately 79.8%.

How Many Targets Does Midas Multicast Hit?
Each additional Multicast proc fires one additional Midas cast at a different target. The game automatically finds valid targets within a 600-radius buffer around your primary target (Item Multicast Buffer Range = 600). The number of targets depends entirely on how many valid enemy units are nearby.
Critical restriction: Hand of Midas can only target non-hero units. Because Multicast respects the targeting rules of the original item, the additional Midas procs also only fire at non-hero units — creeps, neutral creeps, summons, and illusions (depending on game state). You cannot Midas an enemy hero even with Multicast procs.
| Multicast Result | Probability at Max Level | Midas Activations | Approximate Gold Gain* |
|---|---|---|---|
| No proc (1x) | 25% | 1 | ~160 gold |
| 2x Proc | 45% | 2 | ~320 gold |
| 3x Proc | 15% | 3 | ~480 gold |
| 4x Proc | 15% | 4 | ~640 gold |
*Gold based on Midas cast on a standard melee lane creep (160 gold). Actual values vary by creep type. Neutral creeps give different amounts.
The weighted average gold per Midas use at Multicast level 3 is approximately 352 gold per cast — 2.2 times the gold of a single Midas activation. With a 90-second Midas cooldown, over 35 minutes of play that translates to roughly 23 uses, generating approximately 8,000 gold compared to 3,680 gold from a hero without Multicast using the same item. That is over 4,000 additional gold purely from the Multicast interaction.
Maximizing Midas Multicast Efficiency
Because the extra Midas procs need valid targets within 600 range, you must position yourself near multiple creeps when casting:
- Cast in full creep waves: a standard lane wave with 6 units guarantees all 4 Multicast procs can connect to different targets
- Cast at neutral camps: at the camp’s 70-second respawn mark, a full camp of 3-5 neutrals provides multiple targets for Midas procs
- Do not cast on lone creeps: if no secondary units are within 600 range, extra procs generate zero gold — you are wasting the Multicast value
- Time Midas around sieges: when pushing towers, an enemy creep wave usually collides with your wave, creating a dense cluster of targets near the tower for maximum proc coverage
Can Ogre Magi Midas Two Heroes?
No. Midas is restricted to non-hero units by Dota 2’s targeting rules. The Multicast item proc fully respects this restriction — additional Midas casts will never fire at enemy heroes regardless of Multicast level, Dumb Luck bonuses, or any other modifiers. This is intended behavior that prevents the Multicast gold farming from becoming game-breaking.
Arc Warden and Ogre Magi Midas Multicast
Arc Warden’s Tempest Double is an independent unit that can use its own copy of Hand of Midas. This gives Arc Warden effectively double Midas charges per cooldown cycle — completely separate from Ogre Magi. If both heroes are in the same draft and both purchase Midas, their gold generation is additive but fully independent: Ogre Magi Multicasts his own Midas casts, and Arc Warden’s Tempest Double uses its own Midas separately.
There is no cross-hero Multicast interaction. Ogre Magi’s Multicast passive only applies to his own cast uses — it cannot proc on Arc Warden’s item activations or vice versa. The two heroes simply synergize well together in a gold-heavy lineup because both generate significantly above-average net worth for their respective item slots. If you are running a gold-push strategy with both heroes, coordinate Midas timing to maximize the number of creep waves each hero individually farms.
Ogre Magi Laning Phase
Ogre Magi is a strong laner across all brackets. His level 1 Ignite wins most lane trades against both supports and offlaners — 20 DPS and a 20% movement slow combined with your carry’s right-clicks forces enemies to either back off or spend significant regeneration to stay. Most carries benefit immediately from having Ogre Magi as their lane partner because every kill setup requires the same simple pattern: land Ignite, follow with Fireblast stun, carry finishes.
In the safe lane, focus on zoning the enemy support out of the creep range with Ignite and securing kills with Fireblast when the enemy carry overextends. You do not need to be aggressive every wave — a well-timed harassment pattern that forces the enemy carry to B twice in the first 10 minutes is worth more than a failed kill attempt that leaves you out of position for five minutes.
After Multicast unlocks at level 6, every Fireblast has a 75% chance to fire twice. Play more aggressively — if an enemy support steps up to ward or dewould, a random 2x Fireblast will chunk 500 health and force an immediate recall. This is the window to take first blood or a tower trade with your carry.
Priority for the first 15 minutes: secure Midas as early as possible (ideally before minute 10), use every Midas cooldown without fail, and join kill rotations to the mid lane when your carry has a comfortable farm lead. Read our full overview of Dota 2 boosting strategies to understand how professional players approach the first 15-minute decision matrix.
Mid and Late Game
Mid Game (Minutes 15-30)
At hero level 11 with Multicast level 2 unlocked, Ogre Magi becomes a genuine teamfight threat. The 30% chance for a 3x Fireblast means a potential 570 magical damage on a single enemy — before Multicast proc, that is already high enough to delete most supports, and a full 3x proc is often a one-shot. Pair this power spike with Blink Dagger and you have a reliable rotation hero who can solo-kill most squishy targets with one successful blink-stun combo.
In the mid game your rotation pattern is: buy TP scrolls, watch the map for kill opportunities, and rotate with Blink Dagger whenever you see an enemy out of position. Do not stay on the safe lane farming — that is your carry’s job. You are a support. Use Midas in every wave you pass through, but your primary job is creating space through kills and presence.
After Aghanim’s Scepter, add Unrefined Fireblast to your casting rotation. The ability costs 35% of your current mana but deals massive damage based on Strength. Cast Fireblast first to stun the target, then Unrefined Fireblast for maximum damage on the stunned target. At 160 Strength (level 20 with the talent), Unrefined Fireblast deals 150 + 240 (150% of 160) = 390 damage per cast — and it multicasts with the same probability as your other spells.
Late Game (Minutes 30+)
In the late game your role transitions to protecting your carry and providing Aghanim’s Shard utility. Fire Shield (from Shard) absorbs 85% of the next 3 hero attacks on any ally — during a dive by PA or Anti-Mage, one well-timed Fire Shield can absorb 3 critical strikes or Blink attacks, effectively negating thousands of damage. Cast it on your carry before every major fight.
Keep Bloodlust on autocast so it continuously refreshes on your carry during fights. At level 4 Bloodlust your carry gains +75 attack speed and 13% movement speed — on top of their own late-game items, this is a substantial DPS and chase amplification. Multicasted Bloodlust can apply to 2-4 teammates simultaneously, providing a team-wide attack speed buff in critical fight moments.
Late game Ogre Magi with Heart of Tarrasque, Aghanim’s Scepter, and Scythe of Vyse is a durable spell caster who can survive the frontline, continue casting, and Multicast Scythe hexes onto multiple enemies. If you want to reach the MMR bracket where you comfortably execute this late-game pattern, our MMR boost service from real Dota 2 specialists can accelerate that progression.
Ogre Magi Matchups (Current Patch)
Matchup data from Dotabuff this week. All advantage values reflect the percentage win rate difference from Ogre Magi’s baseline across all games.
Best Matchups — Heroes Ogre Counters
| Hero | Ogre Advantage | Why Ogre Wins |
|---|---|---|
| Night Stalker | +2.12% | Fireblast stun stops Night Stalker mid-dive; Ignite prevents chase after his Dark Ascension ends; Ogre out-sustains NS in lane with his higher HP pool |
| Phantom Assassin | +2.05% | Fire Shield (Shard) absorbs critical strikes — PA’s main damage source; Fireblast into Ignite provides reliable PA kill setups in the lane; Bloodlust on PA amplifies attack speed which is her primary damage scaling |
| Troll Warlord | +1.99% | Troll’s kit does not have a reliable gap-closer vs a stunlocked state; Bloodlust on your carry out-scales Troll’s Battle Trance in most non-Trance windows; Fireblast interrupts Trance if Multicast procs at the right time |
| Bloodseeker | +1.98% | Fireblast interrupts Rupture chases; Ignite slow prevents Bloodseeker from re-engaging after the stun; Ogre’s HP pool means Bloodseeker’s damage does not one-shot him |
| Ursa | +1.82% | Ursa needs melee range to stack Fury Swipes; Fireblast keeps him stunned and out of range; Ignite slow prevents re-engagement; Bloodlust on your carry provides fighting ability even under Ursa pressure |
Worst Matchups — Heroes That Counter Ogre
| Hero | Ogre Disadvantage | Why Ogre Struggles |
|---|---|---|
| Meepo | -3.03% | Multiple Meepo clones overwhelm single-target Fireblast; Poof micro allows Meepo to escape the stun window and re-engage from a safe position before Fireblast cooldown resets |
| Phantom Lancer | -3.00% | Illusions split Fireblast targeting; PL scales net worth faster than Ogre can generate kills; Juxtapose makes Midas less effective per cast since illusions are valid targets but give no gold |
| Broodmother | -2.72% | Spiderlings zone Ogre out of creep waves, delaying Midas; Brood pressures the lane so consistently that Ogre cannot farm or rotate; Insatiable Hunger makes Brood hard to duel |
| Naga Siren | -2.70% | Song of the Siren cancels Fireblast combos; illusions dilute targeted spell efficiency; Naga’s strong early lane negates Ogre’s lane dominance |
| Anti-Mage | -2.63% | Mana Void deals damage proportional to Ogre’s missing mana — and Ogre builds a huge mana pool through Dumb Luck; AM Blink makes him nearly impossible to land Fireblast on without Blink Dagger of your own; Spell Shield reduces the impact of all your abilities |
Against Anti-Mage specifically: do not build more Strength than necessary in games where AM is fed. The larger your mana pool, the more Mana Void damage you take. Prioritize Blink Dagger over Heart of Tarrasque in AM games so you can stun him before he Blinks away. Our guide on how Dota 2 boosting works and what to look for covers the kind of game-sense adjustments pro players make in difficult matchups like this one.
Frequently Asked Questions
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