Gains 20% Damage Reduction and Ethereal Spirit on the first turn. The shield-like buff prevents that HP drops below 1. This effect cannot be stolen or purged. Shield-Piercing attacks ignore the Ethereal Spirit shield.
Effects | Ethereal Spirit| Damage Reduction
Attacks first. (Heroes sharing the same Speed go in order of positioning, left to right, as chosen at the beginning of the battle.)
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
effect (Shield) A shield-piercing attack ignores any magical shield like Aegis Shield, Ethereal, Unbridled Rage, as well as Damage Reflection Shields, Unbreakable Heart and Shrouded. In result an Aegis Shield doesn't collapse, Damage Reflection doesn't hurt the attacker, full damage is dealt to the target, and the target can die.
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.
Cleanses target ally of the Doom debuff, then heals them. This Hero then does a ranged Dark attack on a random enemy. That enemy gains Doom, a debuff that prevents the target from recovering health or being resurrected for 3 turns.
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.