Archmage Vargoth by Nortin

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Archmage Vargoth

By: Nortin
Last Updated: Jun 18, 2019
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Archmage Vargoth

Archmage of the Kirin Tor

Current version: 1.0

Archmage Vargoth is a ranged mage who is not actually present on the battlefield, but can assist his allies from anywhere on the map by spawning and controlling weaker projections of himself.

Pros:
    Global fight presence at a moment's notice
    Suffers less from deaths in general
    Health and Mana sustain are not issues
Cons:
    Provides no map presence on his own; cannot split push or soak experience
    Bad play can feed lots of experience to the enemy team
    Weak at long range despite being fragile
Statistics:
Health: 1,140 (+4% per level)
Regen: 2.38 (+4% per level)
Mana: 500
Regen: 25.00
Atk Speed: 0.98 per second
Atk Range: 5.5 (standard ranged hero)
Damage: 83 (+4% per level)

Combat Trait

1
Archmage's Projection
Passive:
Archmage Vargoth himself is actually locked in a tower somewhere completely separate from the battlefield. To assist his team, he can project an arcane image of himself near an allied hero. Upon selecting a hero for projection, it will appear after a 1.25 second delay; the projection lasts for up to 30 seconds and has a 60 second cooldown per allied hero. If the projection dies before its duration is up, it awards 0.5 of a takedown and the cooldown for that hero is increased to 120 seconds instead. The projection cannot leave a 10 unit range of the allied hero it is projected on; if it is too far away for 3 seconds, its duration ends early without penalty.

Active:
Select an allied hero to create a projection of Archmage Vargoth near them.

Note - Vargoth's Mana doesn't scale with level, and he has a high base Mana regeneration.

Primary Abilities

1
Arcane Missiles
Cooldown: N/A
Cost: 50 Mana

Vargoth channels for 0.8 seconds, then launches a trio of fast-moving Arcane Missiles in a target direction, dealing 124 (+4% per level) damage in a small area around the first enemy hit. Multiple casts of Arcane Missiles can be queued up (with different or same direction), simulating a channeled ability. Arcane Missiles’ channel and this queue can be interrupted at any point by performing another action, and Mana is only consumed when a channel completes.

Note - the group of missiles count as one projectile total. Also, the missiles start wider and narrow as they travel, giving the projectile a larger hitbox in close range.
2
Explosive Rune
Cooldown: 3 seconds
Cost: 100 Mana

Vargoth immediately inscribes an arcane rune at his feet with a small area, storing 320 (+4% per level) damage and lasting for up to 8 seconds. While Vargoth stands on the rune, his casts of Arcane Missiles will remove 40 (+4% per level) damage from the rune and add it to Arcane Missiles’ damage.

When Vargoth has not been standing on the rune for 1.2 seconds, it arms, detonating when an enemy steps on it. This deals all of its remaining damage to all enemies in a medium area around the rune.
3
Shimmer
Cooldown: 4 seconds
Cost: 50 Mana

Vargoth teleports a fixed short distance in a target direction. Additionally, two illusions of Vargoth are projected at 120 degree angles to either side from Vargoth’s original location at the same distance. These illusions mimic Vargoth’s spell casts but deal no damage, die upon taking damage from any source, and last for 4 seconds.

Heroic Abilities

1
Nether Tempest
Cooldown: 50 seconds
Cost: 250 Mana

After a 0.5 second delay, Vargoth unleashes an arcane rift on a small target area, applying a Nether Tempest to the enemy hero the closest to the center. Every time Nether Tempest is successfully applied to an enemy not already affected, Vargoth gets a free cast he can use within 4 seconds.

Enemies affected by Nether Tempest take 272 (+4% per level) damage over 6 seconds, and every second arcane projectiles pulse from them to deal 32 (+4% per level) damage to all enemies in a medium area around them (not including themself).
2
Mirror Image
Cooldown: 80 seconds
Cost: N/A

Vargoth immediately dispels his current projection, then after a 2 second delay (during which no more projections can be created) spawns a weaker projection at every single allied hero. These projections have 60% of Vargoth’s Health, the same Mana, and deal 50% less damage.

Mirror Images are controlled by AI by default, following the hero they spawned at if no targets are nearby. Vargoth can recast Mirror Image on any projection to take direct control, reducing its damage penalty to 25% until he chooses another to control. Mirror Images last 15 seconds total, and do not reward any experience upon dying.

Talents

Coming soon

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