Archimonde (Warcraft III) by Tenkz

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Archimonde (Warcraft III)

By: Tenkz
Last Updated: Dec 11, 2015
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Archimonde (Warcraft III)

The Defiler

Archimonde is a strong map presence, able to cast from anywhere. He can be played aggressively, or he can be played in a more abathur-like style. His spells drain mana quickly, so it may be wise to stay within the fountain.

Health : 1870 + 4% per level
Health Regen : 6 + 4% per level
Mana : 500 + 10 per level
Mana Regen : 3 + 0.1 per level
Attacks Per Second : 0.91
Attack Damage : 168 + 4% per level
Attack Range : 4.5

Level 20 Stats

Health : 3940
Health Regen : 12.6
Mana : 690
Mana Regen : 4.9
Attacks Per Second : 0.91
Attack Damage : 354
Attack Range : 4.5

Combat Trait

1
Visage of Doom
Archimonde's spells have global cast range, provided he has vision of the area. Spells cast within 4.0 of Archimonde cost 60% less mana.

Primary Abilities

1
Finger of Death
Mana Cost : 50
Cooldown : 6 seconds

Instantly deals 232 + 4% per level damage to the target. Deals 200% more damage to non-heroes and non-structures. 
2
Doom
Mana Cost : 65
Cooldown : 12

Deals 299 + 4% per level damage over 4 seconds to the target. Any target killed by this effect causes it to instantly be cast for free on a nearby enemy. Does not grant vision.
3
Dark Rift
Mana Cost : 140
Cooldown : 14 seconds

Summons 4 felhounds which drain 5 mana per second from their targets. Felhounds have 650 + 4% per level health and deal 20 + 4% per level damage per second. Felhounds last for 5 seconds.

Heroic Abilities

1
Rain of Chaos
Mana Cost : 150
Cooldown : 80 seconds

Calls down six infernals which deal 120 + 4% per level damage upon landing. Infernals have the following stats :
DPS : 62 + 4% per level
Health : 1200 + 4% per level
Duration : 8 seconds
2
Apocalypse
Mana Cost : 175
Cooldown : 70 seconds
Casting Time : 0.5 seconds

Releases a nova of fire from Archimonde, which expands far from his body. The wave of fire deals 452 + 4% per level damage per second. Any hero killed by this ability reduces the cooldown by 15 seconds.

Special Mount

1
Death's Steed
Cooldown: 10 seconds
Duration: 5 seconds

Archimonde moves 10% faster by default. While mounted, he reduces his speed to 60%, but gains 80% faster mana regeneration.

Talents

Level 1 Talents

(W+) Increases Doom's duration by 2 seconds. The damage per second remains the same.
(E+) Felhounds drain 40% more mana.
(E+) Felhounds are now ranged.
(Passive) Conjurer's Pursuit

Level 4 Talents

(Q+) Finger of Death now deals 25% of its damage in an area around the target.
(Q+) Finger of Death now instantly kills minions and deals 30% more damage to heroes.
(D+) Archimonde's cooldowns refresh 25% faster when they are casted from more than 10 range away.
(Active) Envenom

Level 7 Talents

(W+) Doom now recasts itself indefinitely, until someone survives its effects. May not affect the same target twice.
(E+) Spawns two additional felhounds.
(E+) Felhounds last 50% longer.
(D+) Spells cast within 5.0 of Archimonde cost no mana.
(Q+) Finger of Death now hits two random enemies, rather than one target.

Level 13 Talents

(Q+) Finger of Death hits an additional enemy for each enemy hit, dealing 25% of its original damage.
(D+) Any hero damaged by Archimonde's spells are revealed for 8 seconds.
(E+) Spawns two additional felhounds.
(E+) Spawns an additional doomguard, which deals 40 + 4% per level damage per second, but cannot be killed, and lasts six seconds.

Level 16 Talents

(Q+) Any unit killed by Finger of Death spawns a felhound.
(Q+) Finger of Death instantly casts Doom on the target for free.
(W+) Doom deals 50% additional damage.
(W+) Every tick of Doom reduces its cooldown by 1 second.

Level 20 Talents

(R1+) Rain of Chaos spawns 4 additional infernals. Any unit struck by a landing infernal is stunned for 0.5 seconds.
(R2+) Apocalypse's wave of fire now returns to Archimonde.
(D+) Archimonde's vision range is increased by 50%.
(Active) The Burning Legion - Instantly spawns four doomguards and two felhounds. Has a cooldown of 60 seconds.

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Mermeoth | December 13, 2015 4:28am
Hmmm I like idea of global casting Archimonde. It would certainly make him look very powerful.

On other side all his abilities are targeted and since they are global, it will leave enemy with zero counter play.
Also it wouldn't require any skill to play him, because he is pretty much click to win. You don't even have to single step.
You can pretty much sit where you start a help your team with infinite mana supply and impossible to being kill.
1
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Tenkz (2) | December 14, 2015 1:01pm
Yeah in hindsight his mana costs should be much higher, or he should not be affected by the altar's mana regeneration.

Regardless, as he currently is, they will be losing soak, similarly to abathur play, unless the archimonde is able to properly use his felhounds.
1
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Mermeoth | December 14, 2015 2:08pm
Mana cost doesnt change anything. Imho his abilities should be ground targeted with delay growing slightly by distance, so he has to move close to fights to be more effective, also to give opportunity for counter play.
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