Effect: Chance to deal 2 Armor-Piercing Melee Physical attacks dealing 2x damage with 100% chance to Wound. If the enemy is killed, this attack is repeated on a random enemy.
Epic Passive:Epic Combat Prowess
Epic
Part 2
Part 3
Molten Sword
Magma Blade
Incandescent Fury
If you have Archon at level 50 or higher and fully ascended, you can make this hero Epic.
Doing this raises it's Attack/Defense/Max Health by a set percentage, as well as adding a special effect to it's Basic Attack.
A Basic Armor-Piercing Melee Physical attack.
Effects | Armor-Piercing
Burning Berserk
Special Attack (4 turns)
Melee Physical attack on target and 3 random enemies that inflicts Soulfire Burn on hit.
Effects | Soulfire Burned
Siphoning Sunder
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
Cataclysmic Conflagration
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
Armored
Trait (Passive)
Takes 25% less damage from Physical attacks.
Effects | Damage Reduction
Ethereal
Trait (Passive)
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
Fast
Trait (Passive)
Attacks first, but Attack is reduced by 20% and Skill is boosted by 20%. (Heroes sharing the same Speed go in order of positioning, left to right, as chosen at the beginning of the battle. See Attack Speed for details.)
Melee physical attacks have a 100% base chance to Impair on hit (reduces Crit and Epic proc chance to 0%).
Effects | Impaired
Primordial Vigor
Trait (Passive), requires 2nd Ascension
Starts with +1 Energy for each other Warrior or Spirit ally on the team.
Effects | Extra Energy
War Incarnate
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
Epic Combat Prowess
Trait (Passive), requires Epic "Molten Sword"
Allied warriors gain 100% chance to apply Impair debuff on hit (This trait replaces 'Combat Prowess' when the Epic is unlocked.)
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.
Recovers health split between all allies, applies Cleansing Regeneration to all allies for 3 turns, and all Spirit allies gain another turn of Ethereal Spirit (shield buff).
Cleanses 3 Debuffs on all Demon and Fire allies at the start of this Hero's turn. (This trait replaces the trait 'Scourge Hide III' when the Epic is unlocked.)
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.
Increase Health by [15%/20%/25%] for all Warrior allies and this character's Attack increases 10% for each other Warrior ally on the team. (Health boost increases with each Ascension.)
Melee Physical attack on target and 1 random enemy, plus additional attacks on random enemies equal to the number of Beast and/or Warrior allies on the team.
Warrior's Soul (Trait) by Archon
Warrior allies gain [5%/10%/25%] Attack and Max Health.
Primordial Vigor (Trait) by Archon
Starts with +1 Energy for each other Warrior or Spirit ally on the team.
If there is a Legendary Fire Warrior ally on the team, Astrid becomes Fast and other Warrior and Honorbound allies start dungeons with an Aegis Shield.
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+.)
Self and allies are immune to Exhaustion (=Energy Loss that is caused by use of abilities). Note: Passive traits like epic Malice "All Hope is Lost" can still drain energy.
Heals allies when Venom is applied on the enemies by Cobressa. The heal amount increases with the rank (I/II) of this trait. Enemies immune to Venom prevent the heal effect.
All allies and self gain an additional [5%/10%/15%] Chaos Damage Reduction (max 50%), depending on the rank of this trait (I/II/III). Skill increases the percent value.
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.)
Counters:
Archon can be countered by making use of the following traits and special attacks:
Immune to Spirit, Lightning, and Light attacks. High resistance (75%) to Paralysis. [Light allies start Dungeons with +1 extra energy]. The text in [brackets] is of rank II of this trait (I/II).
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.
Ranged Dark attack that purges all Buffs, heals self and allied Undead and buffs their Max HP. When dealing a killing blow or targeting an enemy corpse, the corpse is removed.
Ranged Spirit attack on all enemies. Enemies who have the Doom debuff receive additional Chaos Damage. All enemies gain the Doom debuff. Starts Powered.
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 Ranged Physical attack for [92.5% ATK] base damage that Blinds the target (lowering their attack and defense, 73%@lvl 80) and reduces the target's energy by 1. Starts Powered.
Self and allied Constructs gain 1 Energy, then does a Ranged Lightning attack on all enemies with a chance to Fear. Deals boosted damage to Armored targets.
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.
Background Story[]
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.
HOWEVER, Doom can prevent the resurrection from Archon soul tethering back to life.