Archmage | |
---|---|
Race: | Human |
Class: | Intelligence |
Type: | AoE/Support |
Strength: | 14 (+1.8 per level) |
Agility: | 17 (+1 per level) |
Intelligence: | 19 (+3.2 per level) |
Mystical Hero, adept at ranged assaults. Can learn Blizzard, Summon Water Elemental, Brilliance Aura and Mass Teleport. Attacks land and air units.
Spells[]
Blizzard[]
Calls down waves of freezing ice shards, note that they do not slow units. These shards do significant damage to units and heroes in a circular AoE. This spell always costs 150 mana and has a range of 800.
Level | DMG/Wave | Cooldown | Area |
---|---|---|---|
1 | 40 dmg x 5 waves | 6 seconds | 200 AoE |
2 | 55 dmg x 5 waves | 7 seconds | 225 AoE |
3 | 70 dmg x 6 waves | 8 seconds | 250 AoE |
4 | 85 dmg x 6 waves | 9 seconds | 275 AoE |
5 | 100 dmg x 8 waves | 10 seconds | 300 AoE |
6 | 150 dmg x 10 waves | 11 seconds | 350 AoE |
Water Elemental[]
Water Elementals are summoned to fight for the Archmage. Water Elementals always last for 35 seconds.
Level | Unit(s) | Cooldown | Damage | Hitpoints |
---|---|---|---|---|
1 | 1 Level 1 Elemental | 25 seconds | 34-44 dmg | 675 Hp |
2 | 2 Level 1 Elementals | 25 seconds | 34-44 dmg | 675 Hp |
3 | 2 Level 3 Elementals | 25 seconds | 47-55 dmg | 900 Hp |
4 | 2 Water Elementals | 25 seconds | 57-65 dmg | 1200 Hp |
5 | 3 Water Elementals | 25 seconds | 57-65 dmg | 1200 Hp |
6 | 3 Water Elementals | 15 seconds | 77-85 dmg | 1200 Hp |
Brilliance Aura[]
Gives additional mana regeneration to nearby friendly heroes.
Level | Regeneration | Area |
---|---|---|
1 | +0.7 mana/sec | 900 AoE |
2 | +2.7 mana/sec | 1000 AoE |
3 | +3.7 mana/sec | 1100 AoE |
4 | +5 mana/sec | 1200 AoE |
5 | +7 mana/sec | 1300 AoE |
6 | +9 mana/sec | 1400 AoE |
Mass Teleport[]
Teleports the Archmage and your nearby units to a friendly ground unit or structure. Number of units teleported and cooldown improve with each level. There is a 5 second cast time for all levels of Mass Teleport.
Level | Units | Cooldown | Mana | Area |
---|---|---|---|---|
1 | 12 units | 20 seconds | 75 | 700 AoE |
2 | 25 units | 15 seconds | 20 | 800 AoE |
3 | 50 Units | 12 seconds | 1 | 900 AoE |
Strategy[]
The Archmage is a relatively weak hero often driven out of combat. Generally, most players chose to max out Blizzard, Water Elemental and Brilliance Aura, leaving out Mass Teleport, or get MT to level 2, taking from BA. Leaving out MT is done for two reasons. First, the map is not that large, and saving the time by teleporting one's units is not really productive. Second, Mass Teleport can not really be used to save the Archmage from battle do to its 5 second cast time, rendering the main reason people teleport in the first place useless. Some do select Mass Teleport to level 3 in leu of Water Elemental [levels 4, 5, and 6] as a hit and run strategy. That is, one easily can teleport the Archmage into an enemies base with a wall of units around him, Blizzard a few times, then exit.
With Other Heroes[]
The Archmage is particularly useful as a support hero when working with mana dependent heroes like the Cattle Bruiser. In this respect, the Archmage is used as a sort of 'mana pool,' constantly feeding his ally heroes mana, increasing their potency. Also, due to the Archmage's AoE spell, he is able to tech his base, allowing many strength heroes to pursue the 'iteming up' strategy.
Hero Guide[]
The archmage guide written by Darmanius that focuses on a 6 6 4 2 build.