Archimonde [Complete] by Not Archomonde

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Archimonde [Complete]

By: Not Archomonde
Last Updated: Jul 2, 2015
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Archimonde [Complete]

The Defiler

A previous leader of the world Argus, was taken in by Sargaras and was given the job of military operations. He invaded countless worlds, but was stopped by the night elves of Aserath, when they destroyed the Well of Eternity, so the demon army was forced back into the nether. Thousand years after he invaded Aserath again, by using the orcs to slay Cenarius before his arrival. He was then summoned by Kel'zuthad, with the book of Medivh. This time he tried to absorb the powers of the World Tree, to make his powers match Sargaras. He failed however because the wisps gathered around him, and detonated and Archimonde was presumed dead. Archimonde is now feared opponent in the Nexus, that uses his immence AOE and summons to control the battle field.

Combat Trait

1
Soul Harvest
Each time Archimonde is nearby a Hero takedown, he gains a charge depending on the type of hero that was taken down. Archimonde can store up to 3 charges.

Warrior: Soul of War
Support: Spirit of Peace
Specialist: Entity of Destruction
Assassin: Essence of Anger
2
Soul Burst!
Cost: 5 mana
Cooldown: 25 seconds
Archimonde sends a soul towards an area, making it burst. The burst will have an effect on the enemies hit, depending on what soul was send out.

Soul of War: 50(+4 per level)damage, increase damage taken by 10% for 5 seconds.
Spirit of Peace: 50(+6 per level)damage, silence for 1.5 seconds.
Entity of Destruction: 50(+5 per level)damage, they lose 10(+4 per level) mana.
Essence of Anger: 50(+8 per level)damage, decrease the damage they deal by 10% for 5 seconds.

The souls are send out in the order they are obtained.

Primary Abilities

1
Doomfire
Cost: 40 mana
Cooldown: 6 seconds
Archimonde summons 6 trails of fire that moves unpredictable away from the archdemon, and all hit by them is dealt 75(+14 per level)damage over 4 seconds.

The damage stacks if an enemy is hit by multiple fires.
2
Dark Portal
Cost: 45 mana
Cooldown: 35 seconds
Summon between 2 - 4 random demons, they deal 20(+4 per level)damage per basic attack. They last for 10 seconds.

Demons:
Fel Guard: 180(+18 per level) health, melee, 50% cleave damage to nearby enemies.
Fel Hound: 150(+15 per level) health, melee, casts Mana burn for 18(+4 per level) mana and damage
Doom Guard:  200(+20 per level) health, melee, casts stomp dealing 15(+3 per level) damage and stunning all enemies hit for 0.5 seconds
Voidwalker: 160(+16 per level) health, melee, casts frost armor giving a 5% damage reduction buff to allies.
Maiden of Pain:  120(+12 per level) health, ranged, casts life drain that drains 12(+2 per level) life per second.
Eredar Warlock:  140(+14 per level) health, ranged, casting Finger of Pain dealing 40(+5 per level) after a short delay.

The abilities can only be cast once per demon.
The demons will attack the same target as Archimonde, if he is nearby.
3
Tremble!
Cost: 50 mana
Cooldown: 10 seconds
Surrounding enemies run randomly around in fear for 1.5 seconds

This has double duration on minions and mercenaries.

Heroic Abilities

1
Finger of Death
Cost: 80 mana
Cooldown: 60 seconds.
After a 1.5 second delay, Aechimonde consentrates an immence amount power into one of his fingers, making a dealy beam travel with the speed of light to one taget dealing 290(+55 per level) damage.

If the target leaves the range before the spell is cast, the cooldown will become 10 seconds, and the effect is canceled.
2
Reign of Chaos
Cost: 90 mana
Cooldown: 120 seconds
Summon 2 Infernals randomly from the sky, that stuns enemies they hit on impact for 0.5 second. Each Infernal deals 10(+2 per level) per second to nearby enemies, and their basic attacks deal 52(+6 per level). Each Infernal lasts 20 seconds.

The Infernals follow Achimonde around and you can reuse the ability to target and enemy unit or structure that the Infernals shall focus.

Talents [level 1]

Block (passive)- Periodically reduce the damage recieved from Hero basic attacks by 50%. Stores up to 2 charges.
Archdemon's Might (E)- Increase the radius by 15%
Conjurer's Pursuit (passive)- Increase mana regeneration by 0.5 per second. Every 3 Regeneration Globes gathered increases this bonus by 0.25.
Return of the Burning Legion (W)- Each demon deal 4(+2 per level) damage per second to nearby enemies.

Talents [level 4]

Burn Wounds(Q)- Enemies taking damage from Doomfire have their attack speed slowed by 15%
Gathering Power (passive)- Passively grants 5% ability power. Each hero takedown increases the bonus by 2% to a maximum of 15%. This bonus ability power is reset to 5% on death.
Revenging Flames (Q)- Increase the number of trails by 2.
Superiority (passive)- Reduce damage taken from minions, mercenaries, and towers by 50%.

Talents [level 7]

Battle Momentum (passive)- Basic attacks reduces ability cooldowns by 0.5 seconds.
Untapped Power (trait)- Increase the maximum number of charges by 2.
Everything is Terrifying (E)- All enemies affected take 50% more damage from non-heroic sources.
Follow through (passive)- After using an ability, your next basic attack within 6 seconds deal 40% additional damage.

Talents [level 10]

Finger of Death (R)
Reign of Chaos (R)

Talents [level 13]

Burning Rage (passive)- Deal 10(+2 per level) damage per second to nearby enemies.
Sufference (Q)- Increase the speed of the trails by 40%.
Unstable Portal (W)- Increase the maximum number of demons by 1, but decrease the minimum number of demons by 1.
Relentless (passive)- reduce the duration of silences, stuns, slows, roots, and polymorphs against your Hero by 50%.

Talents [level 16]

Blood for Blood (activate)- Activate to steal 15% of target enemy hero's max health and slow its movement speed by 30% for 3 seconds.
The face of true fear (E)- If only one enemy is feared, double the duration.
Demonic armor (W)- 25% of the damage they take from Basic Attacks is returned to the Attacker.
Stone Skin (active)- Activate to gain 30% of your maximum health as a shield for 5 seconds.

Talents [level 20]

Hand of Death (R)- All enemies near the target takes 65% of the damage, the target took.
Demonic Chaos (R)- Decrease the damage of the Infernals basic attacks by 20, but summon 1 additional Infernal.
Rewind (activate)- Activate to reset the cooldowns of your basic abilities. (60 seconds cooldown)
Power of the World Tree (trait)- Decrease the cooldown by 15 seconds.

Stats

Health: 1020(+250 per level)
Regen: 1.944(+0.783 per level)

Mana: 500(+10 per level)
Regen: 3(+0.1 per level)

ATK speed: 1.00 per second
Damage: 40(+10 per level)

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Not Archomonde | July 1, 2015 5:26pm
I've made most of the changes suggested, and i'm happy for your feedback! The "E" was a bit too strong and the "W" was very boring, so i buffed and nerfed what was needed, and i have changed his "First Aid" Talent to a Talent for his "E". I didn't quite get what you ment with balancing "Reing of Chaos" around Nazeebo's stuff, but i've tried to balance the Ability the best i could!

And Yes! the "Q" does stack if they two or more flames hit the same target, but i can see the confusion. I've added tooltips to some Abilities that might confuse people further and i hope to get more feedback!
Thank you ^^
1
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Therrion (1) | June 23, 2015 2:01pm
I think having a 3.5 second AoE fear as an ability is over powered. 1.5 seconds with no scaling would be more in line with the balance of the game. Dark Portal sounds insanely silly, the Demons last far too long and by being immune to magic practically makes killing them impossible for a lot of Heroes. The main issue with this is that it isn't cool or anything, it's unfun. Though, I don't know their health pools, but taking more than 3 basics each would be about the point where I'd dislike this ability. Doomfire is underpowered depending on how it works. Do multiple lines hitting a person stack or reapply? Balance Reign of Chaos around Nazeebo's ultimates please as this one seems unbalanced numbers wise.

First Aid seems out of place (can't imagine Archimonde stopping to apply bandages) and Demonic Armor is again silly as immortal minions aren't fun or cool but annoying. The double duration of fear for one person is fine for 1.5s Fear, but God forbid it at this moment where you could fear someone for 7 seconds because they were the only one caught in it, then have it ready 4 seconds later.
1
[-]
Not Archomonde | June 22, 2015 12:44pm
Well, some of his abilities is simular to Azmodan yes, but you have to keep in mind, i've used what abilities he uses in Warcraft III and WoW. My version of him, is how he acts in the warcraft III campanion, where he is head on, and not afraid to do stuff himself. I've never played Warlock in WoW, when i played, but i assume that is the demon orientet Warlock. I wanted a general portrait of him, and he have some warlock-type abilities.

His passive is based on a trigger in WoW, where when a player dies, he got a Soul Charge depending on the class he killed. The reason the ability is random is that most of the effects can be pretty devastating in fights (for a trait at least). I could make it activate in the order the souls were accuired by Archimonde. I will take that into consideration.

Thanks for the Feedback.
1
[-]
Siperos (9) | June 22, 2015 10:41am
So this is basically Azmodan 2.0? This hero concept is too similar to Azmodan in my opinion. I would make Archimonde more like an Assassin type of hero who uses Destruction warlock spells (although I personally prefer Gul'dan as that kind of warlock hero).

The Trait I think is not good either because you can't decide what Soul Burst abilities you'll use basically. Its all about what hero just happens to die nearby. I think that a Trait should be a thing you can have full control over. Plus I simply don't think this whole soul gathering thing fits him. This feels more like what Malthael would do. But that's just me.
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