Ice
Heroes Never Die
- Joined
- Sep 20, 2015
The Archon
A Medium ranged Caster/Rogue hybrid. Capable of dealing very high amounts of DPS but with high costs and warmups. Very squishy with some self peel skills.
Level 60: HP: 935 Mana: 1050 Stam: 1000
Attributes-T1
Str-9 Con-11 End-11 Dex-16 Int-30 Wis-21 Cha-14
Armor;
Helm- Leather
Chest- Leather
Leggings- Leather
Boots- Leather, Gold
Main Tool Damage:
Bow; 0.0(Damage determined by ArcaneArrows;Not sure if this affects it
Diamond Sword; 65
Gold Sword; 68
Level 1-Sneak
Level 1-Tumble
Level 1-Potion
Level 1-Passive-ArcaneArrows; The Archon's arrows fired are magical. They deal magic damage, and scale with Intellect. 75+1 per Int point of magic damage per arrow. The bolts fired are weak at first but gain full power after traveling 10 blocks. 9 blocks and below, the bolts only deal 10+1 per Int point of damage. (To prevent arrow spam)
Level 10-Active-Charge; You fire more powerful arrows for the next 5 seconds. Damage: 10 CD: 15 Mana: 20
Level 15-Active-IcyShot; The next arrow the Archon fires freezes the area in a 4x4 area it lands at, dealing 35+1 per Int damage in the impact and applying Slow2 to enemies caught in the area for 1+0.15 per Cha point
seconds. Mana: 105 CD: 20
Level 20-Toggle-SoulArrows; Upon Toggle, the Archon shoots Soul Arrows instead of Arcane Arrows. Soul Arrows deal a flat 35 magic damage, and knocks enemies hit back. Mana: 25 per shot CD: 2
Level 25-Active-Foresight; You are alerted to any player's presence within 150 blocks of you. It will not give coords, nor a name, but it will tell you there is a player(s) within the range. CD: 30 seconds. Mana: 100
Level 30-Toggle-Firebolts- You launch fiery bolts instead of Arcane Arrows. These bolts deal flat 55 fire damage, light the target on fire for 1 second, and Sear them, reducing incoming healing by 50% for 3 seconds. Mana: 55 per shot CD: 2
Level 35-Active-MagicMissile-Your next arrow launched will pulse in a 5x5 area on landing, dealing 80+0.5 per point of Int magic damage and siphoning 50 mana from each target hit. Mana: 35 CD: 25
Level 40-Toggle-Flurry-You fire flurries of arcane arrows, but they deal flat 30 magic damage. Flurries are 4 arrows launched in quick succession, with no correlation to each other. Mana:85 per shot CD: 2
Level 45-Active-SealingStrike-The Archon slashes the target with their sword, dealing 50 flat magic damage and silencing them for 1+0.05 per point of Cha seconds. Mana: 80 Stamina: 200 CD: 25
Level 50-Active-Barrage-The Archon channels magic into his bow, being rooted in place and warming up for 3.5 seconds. After the warmup, they unleash a torrent of magic, dealing 150+1.5 per Int point of magic damage 10x2 blocks in front of them. Mana: 280 Stamina: 300 CD: 30
Level 55-Active-Kinesis-You fade from view for 4 seconds. You regen 4%+0.1 per Wis point mana per second while in Kinesis. Kinesis can be broken like Fade/Camoflauge, by moving, casting skills, or having players walk within 1 block of you. Stamina: 200 Mana: 20 CD: 35
Level 60-Active-SoulSpears-The Archon warms up for 2 seconds then channels, and can fire up to 3 Soul Spears. These Spears deal 80+2.25 per Int point of magic damage, travel 15 blocks, and can pass through targets. The Archon cannot move during this channel, and the channel can be interrupted like a regular warmup. The channel lasts for 5 seconds, or until all Spears are fired. Mana: 400 Stamina: 450 CD: 35
Values represent a rough layout of the class' stats. They are always subject to change.
Theory; Archon Playstyle
The Archon is a versatile class. With it's toggles it can switch between a DoT arrow, a peeling arrow, and high DPS, but high costing arrow. However, that's only scratching the surface.
Teamfights is where it shines. By finding a spot to set up and channel SoulSpears, it becomes capable of dishing out a lot of AoE damage. However, the channel makes the Archon very vulnerable, and can be quickly assassinated by a Ninja or Pyro, as it has no mobility with limited peels, and is very squishy. Barrage only adds to the carnage, but again, at the cost of being vulnerable during the warmup. These two skills also spend a high amount of energy, but that's where MagcMissile comes into play, and the Archon can deal more AoE damage while sustaining itself slightly. And, even after all that, it can cast Kinesis to hide from enemies and regen some more mana. It's also capable of providing slight utility to a party with Foresight and IcyShot.
While it is capable of dueling, it is hard to get off it's main skills, Barrage and SoulSpears due to the long warmups and channel times. It can hold it's own by using Flurry for high DPS, and using SoulArrows and IcyShot for self peels. Spamming Flurry will quickly drain you of mana, and it'll be difficult to find a spot to safely use Kinesis. MagicMissile is only efficient to be used against more than 1 person. With that, it comes down to if the Archon can land enough arrows, and be far away enough from their opponent to win that fight.
Countered by-
Ninja; With it's high mobility and burst, it's perfectly capable of killing the Archon while they attempt to set up for a fight.
Pyro; Just like Ninja, it's capable of blinking to the backline and bursting it down. It also has hard CC and a slow, so there's no getting away.
Wizard; While it's a battle of casters, wizard would win this matchup. More consistent DPS on shorter warmup times as well as Entangle.
Counters-
Dreadknight; The Archon is perfectly capable of keeping the Dreadknight at bay as long as arrows are landed. SoulArrows can be used to keep them at bay. Firebolts can be used to reduce healing from SoulLeech. And if they try running, the Archon can channel and shoot them down with Soul Spears.
Samurai; Using SoulArrows and IcyShot, the Archon can slow the Samurai's approach and shoot them down with Flurry. Just like the Dreadknight matchup, as long as the Archon is consistent with arrows, they will come out on top.
Necromancer; The Archon outranges the Necromancer, and can also kite much better. While BoneSpears would pack a punch, the Necro would have to get close to the Archon, and with SoulArrows and IcyShot, they would be shot down before being finished by SoulSpears.
A Medium ranged Caster/Rogue hybrid. Capable of dealing very high amounts of DPS but with high costs and warmups. Very squishy with some self peel skills.
Level 60: HP: 935 Mana: 1050 Stam: 1000
Attributes-T1
Str-9 Con-11 End-11 Dex-16 Int-30 Wis-21 Cha-14
Armor;
Helm- Leather
Chest- Leather
Leggings- Leather
Boots- Leather, Gold
Main Tool Damage:
Bow; 0.0(Damage determined by ArcaneArrows;Not sure if this affects it
Diamond Sword; 65
Gold Sword; 68
Level 1-Sneak
Level 1-Tumble
Level 1-Potion
Level 1-Passive-ArcaneArrows; The Archon's arrows fired are magical. They deal magic damage, and scale with Intellect. 75+1 per Int point of magic damage per arrow. The bolts fired are weak at first but gain full power after traveling 10 blocks. 9 blocks and below, the bolts only deal 10+1 per Int point of damage. (To prevent arrow spam)
Level 10-Active-Charge; You fire more powerful arrows for the next 5 seconds. Damage: 10 CD: 15 Mana: 20
Level 15-Active-IcyShot; The next arrow the Archon fires freezes the area in a 4x4 area it lands at, dealing 35+1 per Int damage in the impact and applying Slow2 to enemies caught in the area for 1+0.15 per Cha point
seconds. Mana: 105 CD: 20
Level 20-Toggle-SoulArrows; Upon Toggle, the Archon shoots Soul Arrows instead of Arcane Arrows. Soul Arrows deal a flat 35 magic damage, and knocks enemies hit back. Mana: 25 per shot CD: 2
Level 25-Active-Foresight; You are alerted to any player's presence within 150 blocks of you. It will not give coords, nor a name, but it will tell you there is a player(s) within the range. CD: 30 seconds. Mana: 100
Level 30-Toggle-Firebolts- You launch fiery bolts instead of Arcane Arrows. These bolts deal flat 55 fire damage, light the target on fire for 1 second, and Sear them, reducing incoming healing by 50% for 3 seconds. Mana: 55 per shot CD: 2
Level 35-Active-MagicMissile-Your next arrow launched will pulse in a 5x5 area on landing, dealing 80+0.5 per point of Int magic damage and siphoning 50 mana from each target hit. Mana: 35 CD: 25
Level 40-Toggle-Flurry-You fire flurries of arcane arrows, but they deal flat 30 magic damage. Flurries are 4 arrows launched in quick succession, with no correlation to each other. Mana:85 per shot CD: 2
Level 45-Active-SealingStrike-The Archon slashes the target with their sword, dealing 50 flat magic damage and silencing them for 1+0.05 per point of Cha seconds. Mana: 80 Stamina: 200 CD: 25
Level 50-Active-Barrage-The Archon channels magic into his bow, being rooted in place and warming up for 3.5 seconds. After the warmup, they unleash a torrent of magic, dealing 150+1.5 per Int point of magic damage 10x2 blocks in front of them. Mana: 280 Stamina: 300 CD: 30
Level 55-Active-Kinesis-You fade from view for 4 seconds. You regen 4%+0.1 per Wis point mana per second while in Kinesis. Kinesis can be broken like Fade/Camoflauge, by moving, casting skills, or having players walk within 1 block of you. Stamina: 200 Mana: 20 CD: 35
Level 60-Active-SoulSpears-The Archon warms up for 2 seconds then channels, and can fire up to 3 Soul Spears. These Spears deal 80+2.25 per Int point of magic damage, travel 15 blocks, and can pass through targets. The Archon cannot move during this channel, and the channel can be interrupted like a regular warmup. The channel lasts for 5 seconds, or until all Spears are fired. Mana: 400 Stamina: 450 CD: 35
Values represent a rough layout of the class' stats. They are always subject to change.
Theory; Archon Playstyle
The Archon is a versatile class. With it's toggles it can switch between a DoT arrow, a peeling arrow, and high DPS, but high costing arrow. However, that's only scratching the surface.
Teamfights is where it shines. By finding a spot to set up and channel SoulSpears, it becomes capable of dishing out a lot of AoE damage. However, the channel makes the Archon very vulnerable, and can be quickly assassinated by a Ninja or Pyro, as it has no mobility with limited peels, and is very squishy. Barrage only adds to the carnage, but again, at the cost of being vulnerable during the warmup. These two skills also spend a high amount of energy, but that's where MagcMissile comes into play, and the Archon can deal more AoE damage while sustaining itself slightly. And, even after all that, it can cast Kinesis to hide from enemies and regen some more mana. It's also capable of providing slight utility to a party with Foresight and IcyShot.
While it is capable of dueling, it is hard to get off it's main skills, Barrage and SoulSpears due to the long warmups and channel times. It can hold it's own by using Flurry for high DPS, and using SoulArrows and IcyShot for self peels. Spamming Flurry will quickly drain you of mana, and it'll be difficult to find a spot to safely use Kinesis. MagicMissile is only efficient to be used against more than 1 person. With that, it comes down to if the Archon can land enough arrows, and be far away enough from their opponent to win that fight.
Countered by-
Ninja; With it's high mobility and burst, it's perfectly capable of killing the Archon while they attempt to set up for a fight.
Pyro; Just like Ninja, it's capable of blinking to the backline and bursting it down. It also has hard CC and a slow, so there's no getting away.
Wizard; While it's a battle of casters, wizard would win this matchup. More consistent DPS on shorter warmup times as well as Entangle.
Counters-
Dreadknight; The Archon is perfectly capable of keeping the Dreadknight at bay as long as arrows are landed. SoulArrows can be used to keep them at bay. Firebolts can be used to reduce healing from SoulLeech. And if they try running, the Archon can channel and shoot them down with Soul Spears.
Samurai; Using SoulArrows and IcyShot, the Archon can slow the Samurai's approach and shoot them down with Flurry. Just like the Dreadknight matchup, as long as the Archon is consistent with arrows, they will come out on top.
Necromancer; The Archon outranges the Necromancer, and can also kite much better. While BoneSpears would pack a punch, the Necro would have to get close to the Archon, and with SoulArrows and IcyShot, they would be shot down before being finished by SoulSpears.
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