Armor-piercing (effect): The attack pierces Armor, that is, it ignores the Damage Reduction granted by the target's Armored trait and deals full damage. ATK+ (buff): Affected target has an increased boost to ATK stats, increasing its damage and healing output of its abilities. Buff Steal (effect): A buff is stolen, transfered from the target (removed) and applied to this hero. Ethereal Spirit (buff): Health does not drop below 1. This initial effect cannot be stolen nor purged. It lasts for 1 turn. Extra energy (effect): The hero starts the dungeon with extra energy, which is required to use their special attacks/abilities. Impaired (debuff): Reduces Crit and Epic proc chance to 0%. Max Health Boost (effect): Target's max base health is boosted by a percentage. Additional application of the effect increases max health further but is capped at 200%. This effect is a side effect of some forms of Taunt, Heals and Passives (traits). Purge (effect): This instant effect removes one or more Buffs from an enemy. A 'poof/vanish' animation indicates the effect. See Cleanse for how to remove Debuffs. Remove Corpse (effect): The corpse of a dead enemy is removed, and cannot be revived. This counters resurrection. Shield-piercing (effect): A shield-piercing attack ignores any magical Shield like Aegis Shield, Ethereal, Unbridled Rage, as well as Damage Reflection Shields, and Shrouded. In result an Aegis Shield doesn't collapse, Damage Reflection doesn't hurt the attacker. Full damage is dealt vs the target, and the target can die. Silenced Immune (immunity): Can't be Silenced. Soul Tether (buff): When this hero dies, the stored soul is restored, resurrecting that ally in this Hero's position. Can't be stolen, copied or purged Soulfire Burned (debuff): Damage over time debuff that permanently reduces Max Health. Undodgeable (effect): All or specific attacks of this hero cannot be dodged. The attack always hits the target.
A Basic Armor-Piercing Melee Physical attack.
Effects | Armor-piercing
Special Attack (4 turns)
Melee physical attack on target and 3 random enemies with 100% base chance to Soulfire Burn on hit (Damage over time debuff that permanently reduces Max Health).
Effects | Soulfire Burned
Special Attack (4 turns), requires 1st Ascension
Steals 1 Buff from all enemies, then melee physical attack on single target. Damage multiplied for each buff on this hero.
Effects | Buff Steal
Special Attack (4 turns, AoE), requires 2nd Ascension
Sacrifices self, dealing shield-piercing damage to all enemies with 100% base chance to purge all buffs and add Soulfire Burn to enemies hit. Removes all enemy corpses. Can't be dodged.
Effects | Soulfire Burned| Purge| Undodgeable| Shield-piercing| Remove Corpse
Takes 25% less damage from Physical attacks.
Gains 20% Damage Reduction and HP does not drop below 1 on the first turn. This effect cannot be stolen or purged. Shield-Piercing attacks ignore this ability.
Effects | Ethereal Spirit
Attacks first. (Heroes sharing the same Speed go in order of positioning, left to right, as chosen at the beginning of the battle.)
Immune to Silence
Effects | Silenced Immune
Warrior's Soul (I/II)
Trait (Passive), upgrades with Ascensions
I: Warrior allies gain 10% Attack and Max Health. 1st Ascension: II: Warrior allies gain 25% Attack and Max Health.
Effects | Max Health Boost| ATK+
Trait (Passive), requires 1st Ascension
Melee physical attacks have a 100% base chance to Impair on hit (reduces Crit and Epic proc chance to 0%).
Effects | Impaired
Trait (Passive), requires 2nd Ascension
Starts with +1 Energy for each other Warrior or Spirit ally on the team.
Effects | Extra energy
Trait (Passive), requires 2nd Ascension
When this Hero is killed, all allies gain +10% attack buff, this Hero's corpse is removed, and the ally with the highest Attack becomes Soul-tethered. When a Soul-tethered ally is killed, this Hero is resurrected in that character's position. Soul-tether can't be stolen, copied, or purged.
Effects | Soul Tether
This hero gains 10% damage reduction for each other fire hero on the team. Attacks have a [25/50/100]% chance to burn on hit. The percentage depends on the rank (I-III) of this trait. Each Ascension increases the boost.
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Archon can be countered by making use of the following traits and special attacks:
Heals target ally and cleanses all debuffs on them. If targeted on an enemy, ranged fire attack that purges all buffs on hit. On killing blow or targeting a corpse, the corpse is removed. Ignores Taunt when targeting.
Armor-Piercing Melee Physical attack with a chance to Wound. Rage adds additional hits on random enemies.
Archon was added into the game as part of the special event Archon’s Assault on 2019-03-20. At that time he was the 3rd Spirit hero available.
Most Hated Hero: Zen. Archon simply can't understand why Zen is so relaxed all the time. Being relaxed is boring! Life is about burning brightly with passion and vigor! Why would you want to sit around on a little cloud not being expressive?!
Notes and Tips
Archon has some very unique abilities which start to come into play with his first ascension. To make full use of his potential one needs to have him fully ascended, which is quite a challenge given the fact the he needs 5 stars for that.
First of all, his trait Combat Prowess gives him the unique possibility to suppress the triggering of Epic Weapon effects. This effect currently is the only way to disable the triggering of epic weapons.
Second, with his final ascension, he gets the trait War Incarnate which makes him a new kind of revenant. Basically this means, that when Archon dies he will be removed from the battleground, however kind of possessing the strongest ally and returning in his place, if the possessed hero dies. This effect can be triggered several times and can not be dodged with the typical corpse removal strategies or by purging, buff stealing and so on. This implies, that in a worst case (or best case, depending on your position) Archon has to be killed 4 times to be done with him for good.