Archimonde (Complete Concept 2.0) by Digman14

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Archimonde (Complete Concept 2.0)

By: Digman14
Last Updated: Oct 17, 2017
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Archimonde (Complete Concept 2.0)

The Defiler

Archimonde is a melee multiclass hero. A assassin-specialist hybrid with multiple active abilities and a powerful trait mechanic that make him a terror on the battlefield. His high health pool and utility make up for his lack of sustainability and escapes. The key to playing Archimonde is mastery of his Soul Charge. Which can quickly turn the tide of battle in his team's favor. Strategic choice of one of his three Heroic abilities is also important, as they each offer highly differing utility in team fights.

For those facing Archimonde, highly defensive and mobile play is rewarded, as Archimonde is slower than other heroes and must secure a hero takedown or grind through minions to activate his trait and heroic abilities. Good support play is also helpful to deny Archimonde hero takedowns, as well as additional Soul Charges. However, if Archimonde is able to consistently kill enemy heroes, then the match could very well be decided by him alone.

This concept is always subject to change and balancing. Any and all comments are welcome. If you love it or think it's garbage, please tell me why!

-Level 1 Stats-
HP 2427
Regen 4.04
MP 500
Regen 3
A/S 1
Range 1.25 (Melee)
AP 81.12

-Level 10 Stats-
HP 3475
Regen 5.97
MP 590
Regen 3.88
A/S 1
Range 1.25 (Melee)
AP 115.46

-Level 20 Stats-
HP 5144
Regen 8.84
MP 690
Regen 4.85
A/S 1
Range 1.25 (Melee)
AP 170.91

Combat Trait

1
Soul Charge
! Quest Kill enemies to gain Soul Charges.

Every Minion killed near you grants 0.1 Soul Charges
Each Hero Takedown grants 1 Soul Charge

Every time Archimonde gains a Soul Charge, his attack power is permanently increased by 2.

Talents chosen at level 1 determine the effect of an active Soul Charge use.
2
Scorch Soul (D)
Tier 1 Talent

Range 5.5
Cooldown 28 Seconds

Active - Use a soul charge to empower your next basic ability, dealing an extra 70(+4% per level) damage to enemies and making them vulnerable for 2 seconds.
3
Defile Soul (D)
Tier 1 Talent

Range 5.5
Cooldown 24 Seconds

Active - Use a soul charge to empower your next basic ability, silencing enemies hit by it for 2 seconds.
4
Befoul Soul (D)
Tier 1 Talent

Range 5.5
Cooldown 18 Seconds

Active - Use a soul charge to empower your next basic ability, slowing enemies hit by 30% and preventing them from being healed or regenerating mana for 4 seconds.

Primary Abilities

1
Doomfire (Q)
Cost 50 Mana
Range 7
AoE Range 5.5
Duration 4 Seconds
Cooldown 10 Seconds

Summons an AoE circle that applies defile, a DoT effect, to enemies. Defile ticks for 44(+4% per level) damage per second for 3 seconds. Defile is applied once per second the enemy is in the circle. Defile can stack up to 3 times, and the duration will refresh with each application.
2
Death Brand (W)
Cost 85 Mana
Range 7
Cooldown 14 Seconds

Spawns a Doom Guard minion spawns on target hero. Inflicting 65(+4% per level) damage and having the Doom Guard fixate on target hero.

Doom Guard
HP
578(+4% per level)
Range 1.25 (Melee)
AP 142(+4% per level)
Duration 10.5 seconds
3
Finger of Death (E)
Cost 40 Mana
Range 5.5
Cooldown 6 Seconds

Deals 320(+4% per level) damage to the first enemy hit and 110 damage to other enemies hit. Skillshot.

Secondary Abilities

1
Hammer of Argus (Active)
Tier 2 Talent

Cooldown 30 seconds
Active - Increases Archimonde's basic attack damage by 20% for 8 seconds.
2
Might of the Legion (Active)
Tier 3 Talent

Range 2.25
Cooldown 30 seconds
Active - Summons a Felguard minion at target location near Archimonde. Use the Active key to order the Felguard to move or attack a target.

Felguard
HP 370(+4% per level)
Range 1.25 (Melee)
AP 165(+4% per level)
Duration 10.5 Seconds
3
Demonic Feedback (Active)
Tier 5 Talent

Cooldown 50 Seconds
Active - 50% of damage dealt to Archimonde is also dealt to the damage dealer for 3 seconds.
4
Black Gate (Active)
Tier 6 Talent

Range 2.25
Cooldown 30 seconds
Active - Summons two Terrorguards at target location near Archimonde. Use the Active key to order the Terrorguards to move or attack a target.

Terrorguard
HP 296(+4% per level)
Range 5.5 (Ranged)
AP 87(+4% per level)
Duration 10.5 Second

Heroic Abilities

1
Rain of Chaos (R)
Cost: 90 Mana
Range 8
Cooldown 100 Seconds

Drops three large fel meteors over that each deal 220(+4% per level) damage. Each meteor transforms into an Infernal minions that fixate on the nearest enemy hero. Infernals radiate Hellfire, dealing 42(+4% per level) damage per second to nearby enemies.

Infernal
HP 588(+4% per level)
Range 1.25 (Melee)
AP 93(+4% per level)
Duration 10.5 Seconds
2
Shackled Torment (R)
Cost 90 Mana
Range 7
Cooldown 100 Seconds

Shackles an enemy hero in an area, dealing 430(+4% per level) damage over four seconds. If the hero leaves the shackle area, they explode, dealing 1000(+4% per level) damage split among all nearby heroes.
3
Curse of Death (R)
Cast Time 5 Seconds
Range 7
Cost 90 Mana
Cooldown 100 Seconds

Deals 2000(+4% per level) damage over 10 seconds to target hero.

Special Mount

1
No Mount
Archimonde cannot use mounts. He is passively 10% slower than all other heroes.

Talents

Tier 2 Talents (Level 4)

Desecrate (Q) - ! Quest Apply defile to heroes 100 times.
- ! Reward After 25 Stacks, increase the size of Doomfire by 20%
- ! Reward After 50 Stacks, Defile now stacks up to 5 times.
- ! Reward After 100 stacks, Archimonde now passively applies Defile to nearby enemies every second.
Seething Corruption (E) - Finger of Death applies one stack of the Defile DoT to its target.
Legion Commander (Passive) - Nearby non-boss mercenaries and minions deal 20% more damage.
Hammer of Argus (Active) - Increases Archimonde's basic attack damage by 30% for 8 seconds. (See Secondary Abilities)

Tier 3 Talents (Level 7)

Nether Storm (Q) - Doomfire gains a second charge.
Shadow Blast (W) - Doom Guards basic attacks become ranged.
Wrought Chaos (E) - Finger of Death now bounces for 50% damage to a nearby enemy. Prefers heroes.
Might of the Legion (Active) - Summons a Felguard minion at target location near Archimonde. (See Secondary Abilities)

Tier 5 Talents (Level 13)

Allure of Flames (Q) - Doomfire now chases after enemy heroes, but it's cooldown is increased by 2 seconds.
Death is Eternal (E) - Finger of Death gains a second charge.
Demonic Feedback (Active) - 50% of damage dealt to Archimonde is instead dealt to the damage dealer for 3 seconds. (See Secondary Abilities)
Overwhelming Power (Trait) - Minions killed near Archimonde now grant .1 of a Soul Charge.

Tier 6 Talents (Level 16)

Fel Corruption (Q) - Heroes afflicted with Defile now spread it to nearby allies.
Hand of Sargeras (E) - Increases the width of Finger of Death by 80%, and damage by 30%, but also increases it's cooldown by 2 seconds.
Black Gate (Active) - Summons two Terrorguards at target location near Archimonde. (See Secondary Abilities)

Tier 7 Talents (Level 20)

INFERNO! (Heroic R) - Rain of Chaos now spawns 6 Infernals, and their duration is increased by 100%.
Dragging Grip (Heroic R) - Shackled Torment affected area moves towards Archimonde.
Doom (Heroic R) - Curse of Death now deals it's damage over 5 seconds.
Nether Ascension (Passive) - Archimonde's soul returns to the nether upon death. Reducing his death timer to 3 seconds.

Changelog

- 4/18/17 -
- Complete Overhaul

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2
[-]
Tacobreaker | April 16, 2016 1:48pm
Could you make skins for Archimonde? if so how would they look like? This has nothing to do with your concept which frankly is pretty cool but i like to see like a complete kit for a character. Just saying. =)
1
[-]
Digman14 | April 17, 2016 12:04am
Archimonde
-- Simple enough. Archimonde from the Mount Hyjal Instance

Master Skin Archimonde
-- Archimonde's new model from Hellfire citadel. Also, I would add his WC3 cape.

Fel Reaver Archimonde
-- This would be a basic framework to inspire design. He would be wearing a lot of the pieces of the armor, but not the whole thing, and not an exact copy of the design.
2
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Koetetsu (4) | March 31, 2016 11:27pm
I don't think not having a mount warrants the use of 4 heroics to choose from. But if I were to choose the best two it would be rain of chaos and grip of the legion. Will he also be as big as he is in WCIII?
1
[-]
Digman14 | April 1, 2016 3:51am
His utility is there to make up for nearly zero mobility and sustain. His only defensive talent is a high cooldown Spell Shield. If an Archimonde player gets caught out of position, his only real option would be to fight unless his teammates are right around the corner. Archimonde is built around a balance between offense and defense. Be too aggressive and you'll get ganked easily, but without aggression you'll never get the Soul Charges to deal out that sweet, sweet damage he is ultimately capable of.

When facing a master Archimonde player, the way to beat them is to try and bait them as hard as you can. Make them waste their mana and souls. Deny his offensive capabilities at high risk to yourself.

I gave him for Heroics because it just wouldn't feel right for Archimonde, Supreme Commander of the Burning Legion, to have a mere pittance of abilities to choose from. He's ******* Archimonde. He's about defiling worlds with his fire and summoning hoards of demons to give you hell. I wanted to fulfill his lore fantasy more than anything, and then attempt to balance a Hero around that.

I imagine his model would be significantly sized, yes.
2
[-]
Koetetsu (4) | April 4, 2016 11:42pm
Too bad he got owned by a gang of wisps :v anyway good concept.
2
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Korthrax (6) | March 31, 2016 3:01am
Interesting hero, lot's of thought has been put into this, and it shows. One suggestion i have is the damage of his primary abilities. Finger of DEATH, and it only deals 120 damage? Stiches SLAM deals more! So FoD defiantly needs a number tweak, probably even doubled, or more. And doomfire, only 10 damage? Even if you stack it 3 times, that's only 90 damage over 9 seconds? Once again, needs a big buff. Example, At level 1 Naz's poison deals 24 damage/s, and Lunara's deals 71 damage/s! Another number problem, Doom Guard hits for only 50 damage, another example is Zagara's Mutalisk, 161 damage, and that's ranged! Many of the other minions also deal too little and Scorch Soul should also do a little more. Once those numbers are tweaked, will be a fantastic concept. Once again, lot's of thought you've put into this, and i love it
1
[-]
Digman14 | April 4, 2016 7:59pm
I've done quite a few number tweaks. Let me know more, feedback is loved!
2
[-]
Korthrax (6) | April 5, 2016 8:26am
Just read the changes, and i will say that i love the Defile number buff (Also, change the abilitie's name to Doomfire!), as well as the FoD buff. Doom Guard buff might be a bit too much, So i just want to put this down to compare;
Zagara: Hunter Killer - 471 HP, 161 DPS, 8 Duration, 14 CD
Archimonde: Doom Guard - 700 HP, 200 DPS, 12,5 Duration, 15 CD
So i feel like the Doom Guard should look a bit more like this
Archimonde: Doom Guard - 582 HP, 138 DPS, 10 Duration, 15 CD
I feel like this is much better because it has more HP than Hunter because it's meele, but it's damage is lower because of it.

Another thing i would change is the Infernal's damage, as they already have quite large health pools and AoE damage.

Also the Wrathguards damage and HP should be reduced to a more "minor" summon, as they already come although with the Doomguard

Archimonde's AA could see a nice little buff too.

Anyway, looking forward to more changes and replies :)
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2
[-]
Kaplanko | March 27, 2016 2:45pm
Nice concept!
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