Axgore the Cleaver by Porco

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Axgore the Cleaver

By: Porco
Last Updated: Jul 13, 2025
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Axgore the Cleaver

Lord of the Phasebeasts

Axgore is a unique hulking phasebeast from diablo 3.

He is designed to be a tricky tank, tanking while avoid damages and using decoys.

He's two first abilitys looks very similar : one creates a dashing decoy, the others teleports, dash, and creates a decoy at original position. So, when the ennemy see a dashing axgore appearing, its impossible to know if its axgore or a decoy.

First heroic ability pushes the concept further, increasing decoys duration and allow to exchange position with one of them (like samuro).

The second heroic ability grants damages and control, wich are the weakness in axgore's kit

Perfect decoys makes decoys perfect copies of axgore, so, every talent affect them too.

Statistics
Health 2500 (+4.0%)
Regen 6.29 (+4.0%)
Mana 500 (+10)
Regen 3 (+0.098)
Atk Speed 0.91 per second
Damage 85 (+4.0%) melee

Combat Trait

1
Unexpected presence
Cooldown : 60 seconds

Channels for 2 seconds to teleport near allied structure.
2
Perfect decoy
Axgore's decoys have exactly the same stats than axgore and last for 3 seconds.

Every talent affecting axgore also affects his decoys.

Primary Abilities

1
Deceiver charge
vectorial target
medium range, short vector
mana : 50
cooldown : 10 seconds

creates a decoy dashing on targeted vector, dealing 150 damages on its path.
2
Traitor charge
vectorial target
medium range, short vector
mana : 50
cooldown : 10 seconds

teleports and dash on targeted vector, dealing 150 damages on path.
creates a decoy at original position.
3
ethereal form
mana : 40
cooldown : 8 seconds

axgore and active decoys gain 50 armor and gain and unstopable for 1 second.

Heroic Abilities

1
illusionist
cooldown : 18 seconds
mana 0

exchange position with targeted decoy

Also grants a secondary ability to command decoys to attack a specific enemy or move to a point and wait.

Passive effect : increase decoys duration by 1 seconds
2
mortar
long range
mana : 60
cooldown : 60 seconds

shoot a mortar at targeted location (0.5 seconds delay)
mortar deals damages on a large aera and knock backs enemies.
the more enemies are close to the center, the more they take damages (from 50 to 500)
the more enemies are far from the center, the more they are knocked back

(Note : if there is active decoys, they'll also launch a false mortar, so, axgore real position is not revealed).

level 1 - tankyness

Block.
Every 10 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack.
Create a decoy instantly grants a charge.
Stores up to 2 charges.

Etheral life.
Quest : collect healing globes decrease etheral form cooldown by one second
Reward : after collect 10 globes, armor provided is now 75.
Reward : after collect 30 globes, etheral completly immunes for damages.

Life leech
basic attacks heals axgore and active decoys for 20% of damages dealt.

level 4 - tricks

Chained charges
use traitor charge less than one after deceiver charge decrease both cooldowns by 2 seconds and refund 50 mana
use deceiver charge less than one after traitor charge decrease both cooldowns by 2 seconds and refund 50 mana

etheral invisibility
etheral form grantsts stealth for 1 second.
attack or use abilities doesn't break stealth.

No safe place.
unexpected presence can be used on any allied or enemy structure, even destroyed ones.

level 7 - depush

Crushing blades
deals 50% more damages to non heroics.
this bonus is inscreased by 10% for each active decoy.

Demonic invasion
friendly non-Elite Mercenaries near axgore deal 60% more damage. deals 15% additional damage to Mercenaries for each active decoy

etheral blades
basic attack cleaves
etheral form increase basic attack range for 100% while active

level 13 - mobilty

unexpected apparition
decrease unexpected presence cooldown by 20 seconds. can now be cast on a medium radius aroud strctures.

Furious charge
increase dash distance and width by 30% for traitor and deceiver charge.

etheral walk.
Etheral form increase move speed by 30% for 2 seconds

level 16 - damages

explosive body
Axgore and his decoys explodes on death or expiration, dealing 220 damages on a small aera.

trample
Increase traitor and deceiver charge damages by 50%, and additional 25% for each active decoy

burning fury
Deal 20 damage every second to nearby enemies. each active decoy increase those damages by 10%

level 20 - storm

Vicous trickster
Kill an enemy hero refreshes illusionist cooldwn and decoys duration

ethereal mortar.
enemy heroes hit by mortar reduce its cooldown by 5 seconds and heals axgore and his decoys for 5% of his HP.
areat siege
cooldown : 40 seconds
creates a decoy at target location ( long range )
passive effect : gain 10 armor for each active decoys.

etheral persistance
etheral form lasts 2 seconds.

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[-]
Porco (1) | July 12, 2025 4:55am
PATCH NOTE :

health reduced to 2500
Mana values changed

perfect decoy duration increased

illusionist duration bonus decreased and secondary rewoeded.
charges damages decreased
ethereal form colldown increased to 8 seconds

chained charges reworded
trample reworked : base 50% increased damages
heavy mortar reworked
1
[-]
SMILE (1) | July 11, 2025 11:12pm
This concept is... strange.

Let's start with Stats:
Giving such a mobile tank as much Health as Stitches has is just too much.
Not sure why he has Mana and Mana Regen values when his basekit has no unique interactions with it. Heroes have 500 Mana/3 Mana Regen at Level 1.
What is his Attack Range? What about the model size?

His abilities and talents do not make him look like a Tank at all.
[Perfect Decoy] lasting for only 2 seconds hurts his talents and makes [Illusionist] look mandatory.
I like the idea of [Deceiver Charge] and [Traitor Charge] being both mobility and confusion tools, but it's rather boring. Also, 200 damage in AOE of movement ability is too much, especially for a Tank.
[Etheral (Ethereal?) Form] is broken for its insanely short cooldown. It should either have a much longer cooldown or be reworked into something completely different.
What exactly does the secondary ability from [Illusionist] do? Does it let you retarged the decoy you swapped with?
[Mortar] feels very out of place compared to the rest of his kit.

[Etheral Life] would be OP even if the cooldown of E was severely increased.
[Chained Charges] is weirdly worded. It sounds like it will activate regardless of how much time passed after 1 second of waiting between using the other charge. Was this intentional, which would make this talent quite strong, or did you mean that the other charge needs to be cast WITHIN 1 second of casting the first?
[Etheral Invisibility] does not fit the Tank role and makes an already absurdly strong ability even stronger.
[No Safe Place] is simply bad for the game, especially for a Level 4 talent. It not only makes it almost impossible to push against Axgore, but it is also a great tool for those who really want to lose the match, as nothing would stop them from teleporting to enemy structures and dying over and over again.
[Crushing Blades] makes what deal 50% more damage? His basic attacks? The bonus being increased by active decoys incentivizes selecting [Illusionist] over [Mortar] too.
[Demonic Invasion] has the same issue as the previous talent. Also, how big is the aura radius?
[Etheral Blades] grants what kind of Cleave? Is it like Malthael's? And how can one know the Attack Range bonus when there is no base stat for it?
[Unexpected Apparition] reducing the cooldown by 20 seconds is too much. This is an already very strong teleport.
[Trample] looks weak for a Level 16 talent, especially compared to other options.
What does (20 - number of heroes hit) from [Heavy Mortar] even mean? Does it reduce the cooldown by 20 seconds per Hero hit? Does it reduce the cooldown by 20 seconds, but this is decreased by 1 second per Hero hit?

Like I said, this kit does not feel like a Tank. Yes, he has big Health pool, strong mobility and absurd sustain every 6 seconds, but it just looks OP without feeling like a Tank. This kit fits the Bruiser role way more, especially if the balance (and wording) was adjusted.
1
[-]
Porco (1) | July 12, 2025 4:33am
Wow! dude! thats a very long commentary! i thank you for that. ill try to answer a maximum :

This concept is... strange.
good! thats exactly the aim!

Let's start with Stats:
im not a pro of balance. maybe the number looks weird, just watch the idea.

Giving such a mobile tank as much Health as Stitches has is just too much.
You're right, i wanted his big life to be a tool of tanking.

Not sure why he has Mana and Mana Regen values when his basekit has no unique interactions with it. Heroes have 500 Mana/3 Mana Regen at Level 1.
Just a copy/paste from stitches.

What is his Attack Range? What about the model size?
melee / big size

[Perfect Decoy] lasting for only 2 seconds hurts his talents and makes [Illusionist] look mandatory.
I agree but i dont think its a big problem. Second heroic ability is more situational, like many other chars. maybe decrease its cooldown?

I like the idea of [Deceiver Charge] and [Traitor Charge] being both mobility and confusion tools, but it's rather boring
i can understand.

Also, 200 damage in AOE of movement ability is too much, especially for a Tank.
once again, im really not a pro of balance. I trust you, ill cecrease it.

[Etheral (Ethereal?) Form] is broken for its insanely short cooldown. It should either have a much longer cooldown or be reworked into something completely different.
excuse the mistakes : im french
ok with that. increase cooldown.

What exactly does the secondary ability from [Illusionist] do? Does it let you retarged the decoy you swapped with?
just choose decoys target. changed to :
Command decoys to attack a specific enemy or move to a point and wait.

[Mortar] feels very out of place compared to the rest of his kit.
thats the aim : give a tool to complete his kit, in opposition to illusionist thats goes further in it.

[Etheral Life] would be OP even if the cooldown of E was severely increased.
i dont know. Medivh does almost the same thing on allies, Varian does almost the same thing with shorter cooldown.

[Chained Charges] is weirdly worded. It sounds like it will activate regardless of how much time passed after 1 second of waiting between using the other charge. Was this intentional, which would make this talent quite strong, or did you mean that the other charge needs to be cast WITHIN 1 second of casting the first?
second option. ill try to reword.

[Etheral Invisibility] does not fit the Tank role and makes an already absurdly strong ability even stronger.
I feel free to give some "non tank" abilities. Invisibility goes well with the confusion concept i think.

[No Safe Place] is simply bad for the game, especially for a Level 4 talent. It not only makes it almost impossible to push against Axgore, but it is also a great tool for those who really want to lose the match, as nothing would stop them from teleporting to enemy structures and dying over and over again.
I respect your opinion, but dehaka does better (baseline)

[Crushing Blades] makes what deal 50% more damage? His basic attacks? The bonus being increased by active decoys incentivizes selecting [Illusionist] over [Mortar] too.
every damages. sorry i dont understand the second part.

[Demonic Invasion] has the same issue as the previous talent. Also, how big is the aura radius?
same answer : i dont understand.
the aura radius is the same other similar talents. (viking's mercenary lord for exemple : radius not precised)

[Etheral Blades] grants what kind of Cleave? Is it like Malthael's? And how can one know the Attack Range bonus when there is no base stat for it?
i didn't know malthy's range was precised, but yes, something like that.

[Unexpected Apparition] reducing the cooldown by 20 seconds is too much. This is an already very strong teleport.
once again compraed to dehaka and his level 20 apex predator (50 seconds reduction), i dont think its too much.

[Trample] looks weak for a Level 16 talent, especially compared to other options.
You're right i think i forgot something there. ill reword.

What does (20 - number of heroes hit) from [Heavy Mortar] even mean? Does it reduce the cooldown by 20 seconds per Hero hit? Does it reduce the cooldown by 20 seconds, but this is decreased by 1 second per Hero hit?
you're right to, i forgot somethingtoo. ill reword. i want more reduction if few enemies are hit, making mortar a poke ability in 1v1.

Like I said, this kit does not feel like a Tank. Yes, he has big Health pool, strong mobility and absurd sustain every 6 seconds, but it just looks OP without feeling like a Tank. This kit fits the Bruiser role way more, especially if the balance (and wording) was adjusted.
i understand your opinion.
i wanted a confusion tank, that tanks with avoid damages a lot of HPs, instead of a usual fortress.


thank you ahain. i'll work it immediatly.
1
[-]
SMILE (1) | July 13, 2025 12:03am
You're right, i wanted his big life to be a tool of tanking.
I get it, but you also gave him insane mobility and survivability. It's fine for a Hero to have many strong tools if there are drawbacks and clear waknesses in their kit. This one only lacks disabling effects (Root/Silence/Stun).

melee / big size
Melee goes from 1 (Dehaka/Muradin/Uther) to 2.5 (Deathwing). Is it something in between?
Big size like Stitches and Azmodan?
You should add both values to his Statistics.

I agree but i dont think its a big problem. Second heroic ability is more situational, like many other chars. maybe decrease its cooldown?
What I meant is that it would be better if the decoys had longer base duration, and the bonus from this Heroic was decreased, which you did.

ok with that. increase cooldown.
Just increasing the cooldown will not stop it from being very unfun to play against. It should have some sort of drawback, like a delay or cast time so that it can be actually outplayed.

i dont know. Medivh does almost the same thing on allies, Varian does almost the same thing with shorter cooldown.
Medivh's Shield and Varian's Parry do not make them Unstoppable.

second option. ill try to reword.
Something like "Using deceiver charge within 1 second of using traitor charge reduces the cooldown of both by 2 seconds and refunds 50 mana. Using traitor charge within 1 second of using deceiver charge reduces the cooldown of both by 2 seconds and refunds 50 mana."

I respect your opinion, but dehaka does better (baseline)
Dehaka has a longer cooldown and cast time, can only travel to bushes, and warns enemies when emerging.

every damages. sorry i dont understand the second part.
So it makes Axgore deal 50% more damage to everything but Heroes? Does it not sound absurd?
This talent increases its bonus with each active decoy, but since they originally lasted 2 seconds, this effect became much stronger if you chose [Illusionist] over [Mortar].

the aura radius is the same other similar talents. (viking's mercenary lord for exemple : radius not precised)
You could add that talent in the description for comparison.

i didn't know malthy's range was precised, but yes, something like that.
If it is something like that, then how does it work with doubled Attack Range, which might make it go from Melee to Ranged?

once again compraed to dehaka and his level 20 apex predator (50 seconds reduction), i dont think its too much.
There is a big difference between Level 20 and Level 13. Only one of them has to be taken over Heroic Ability talents.

making mortar a poke ability in 1v1.
This is a Level 20 talent on a Tank character. You are not supposed to 1v1 at that point. It is also not really a poke ability when it has a delay and does a lot of area damage. This talent should be reworked into something else.

i wanted a confusion tank, that tanks with avoid damages a lot of HPs, instead of a usual fortress.
The issue with giving this kit to a Tank is that it brings no help to your allies. The enemy team can just ignore you, which is not what a Tank wants, and which is why this kit fits the Bruiser role way more.
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