Archmage (Warcraft III)
- For lore, see archmage.
|Race||Human and unicorn|
|Hit points||450 (850*)|
|Hit point regeneration||Always|
|Hit point regeneration rate||0.95 (1.76*) HP/sec.|
|Mana Regeneration rate||0.96 (2.40*) Mana/sec.|
|Unit Classified As:||Ground|
|Produced at||Altar of Kings|
|Build time||55 sec.|
|Normal attack:||24 avg (52 avg*)|
|Can attack:||Ground Structure, Debris, Air, Item, Ward|
|Cooldown||1.79 (1.27*) sec.|
|Movement Speed||Fast (320)|
Hailing from the magical kingdom of Dalaran, the Archmagi represent the pinnacle of magical power. Weaving their intricate enchantments, these crotchety old wizards are called upon to defend humanity with all the magical powers at their disposal. Mounted atop their trusty steeds, the Archmagi brandish ancient staves that serve to channel their fierce energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon any battlefield where the fate of humanity lies in peril.
|Level||Attack (Ground/Air)||Armor||Strength||Agility||Intelligence||Hit Points||Mana|
|1||21-27 [24 avg]||3||14||17||19||450||285|
|2||24-30 [27 avg]||3||15||18||22||475||330|
|3||27-33 [30 avg]||4||17||19||25||525||375|
|4||30-36 [33 avg]||4||19||20||28||575||420|
|5||33-39 [36 avg]||4||21||21||31||625||465|
|6||37-43 [40 avg]||5||23||22||35||675||525|
|7||40-46 [43 avg]||5||24||23||38||700||570|
|8||43-49 [46 avg]||5||26||24||41||750||615|
|9||46-52 [49 avg]||6||28||25||44||800||660|
|10||49-55 [52 avg]||6||30||26||47||850||705|
Tenn Flamecaster, Nilas Arcanister, Andromath, Shal Lightbinder, Aran Spellweaver, Manath Magesinger, Landazar, Doril Magefont, Peril Spellbinder, Conjurus Rex, Fordred Aran, Dalar Dawnweaver, Kelen the Seeker.
The Archmage is one of the most popular Human Heroes. Most Human players choose the Archmage as their first Hero, because he helps out significantly with early creeping and harassment thanks to his Water Elementals and Blizzard.
In team matches, Brilliance Aura is especially powerful for mana-reliant units and heroes because it increases the mana regeneration of all friendly units in range, especially spellcasters like Shamans for their Bloodlust. Even in small or free-for-all matches, Brillance Aura allows the Mountain King and Paladin extra regeneration for their spells, and can save gold in the long run.
Mass Teleport allows the Archmage to teleport units anywhere around the map as long as a unit is there. This allows Human players to essentially defend any expansion if it comes under attack, and launch surprise attacks thanks due to the Sorceress' Invisibility if the enemy lacks the means to detect enemy units.
- The Archmage is Very Fragile
The Archmage is very easy to kill. Like the Undead Lich, the Archmage can be killed in 1–2 seconds when surrounded, sometimes before he can even think about Teleporting away. Whenever possible give the Archmage items that increase his Health, which will allow him to last long enough to get away. Always keep the Archmage away from the enemy and run whenever melee units attack or attempt to surround him. Players with poor control will find they lose the Archmage a lot when facing good players.
- Skill Spending
There are typically two options: Water Elemental and then Brilliance Aura followed by Mass Teleport or Blizzard and then Brilliance Aura followed by Mass Teleport. The only question is which do you want: Blizzard or Water Elementals?
- Water Elementals vs. Blizzard
Water Elementals are great but they can be dispelled. Some races can easily dispel Water Elementals such as Night Elf Dryads using Abolish Magic. Water Elementals also give the enemy Heroes good experience. When you suicide Water Elementals into an army or use them to scout they just hand over big chunks of experience to the enemy Heroes. Water Elementals can be very good warriors however if the enemy is not dispelling them.
Blizzard is useful against large packs of enemies, especially in team games. Blizzard is very useful against low hit point units such as ranged units including spells casters. A Blizzard can easily kill a large group of Archers, Footmen, or Ghouls. With the Brilliance Aura Archmages can almost always cast Blizzard. Blizzard also scares the enemy into running. It wouldn't be smart for them to stand in the Blizzard but when they run you can often take free shots on the enemy as they run away. Blizzard can also force the enemy to separate as they are trying to run away which will allow you to swarm pockets of the enemy army with superior numbers. On some maps and in some player's towns you can set up a situation where the enemy cannot retreat. In that case you can Blizzard them and they just have to take it since they can't run. In those situations Blizzard is much more useful than Water Elementals. Blizzard can be a game winner.
Typically players use Water Elementals in 1 vs. 1 and 2 vs. 2 and use Blizzard in 3 vs. 3 and 4 vs. 4. Some players use Blizzard AND Water Elemental if there is another player to give the Brilliance Aura or give Mana to the Archmage.
- Archmage Counters
It usually isn't hard to kill an Archmage unless it is a large team game or the player is VERY good at controlling him. Simply surround and kill with melee units or ranged units. Use Mana Burn with a Demon Hunter, Entangling Roots with a Keeper of the Grove, Focused Fire with Priestess of the Moon and Searing Arrows, Sleep with a Dreadlord, Stun with Tauren Chieftain or Mountain King.
Spells and abilities
- Calls down waves of freezing ice shards that damage units in a target area.
|Cooldown||Mana Cost||Range||Area of Effect|
|Level||Duration||Effect||Hero Level Req|
|1||6 sec.||6 waves at 30 damage each, 150 max damage||1|
|2||8 sec.||8 waves at 40 damage each, 200 max damage||3|
|3||10 sec.||10 waves at 50 damage each, 250 max damage||5|
Blizzard has a damage cap that is invoked when Blizzard hits more than 5 targets per wave.
Blizzard is an area effect spell. This spell will damage all units including friendly units.
Blizzard will hurt your own troops so don't Blizzard your own units or allied units. Be sure to prevent your units from running into a Blizzard after your enemy steps out of it. Whenever possible aim Blizzard on low hit point units such as ranged units and spellcasters. Try to move the enemy into areas where their retreat is cut off so you can Blizzard them. Cast Blizzard on any enemy units that can't run away. If you see that you are casting Blizzard on friendly troops immediately cancel it.
Blizzard does 50% damage to buildings. Blizzard is not that effective against buildings but it can work.
This spell must be maintained to get the full effect. If the Archmage moves, the spell will not do its full damage. The ice shards will stack their effects on the area of effect. Force the Archmage to move from his location. This will stop the Blizzard.
Summon Water Elemental
- Summons a Water Elemental to attack the Archmage's enemies.
|60 sec.||20 sec.||125|
|Level||Effect||Hero Level Req|
|1||525 hit points, light damage||1|
|2||675 hit points, moderate damage||3|
|3||900 hit points, heavy damage||5|
Water Elementals become larger and more darker as the spell potency is increased.
For solo game play or 2 vs. 2s, a common strategy is Archmage and Water Elementals to start out with. This works very well with Brilliance. Try to get the enemy Creeps and units to focus their attention on the Water Elemental since it will disappear after a period of time anyway.
If dispellers are available use them to kill the Water Elemental, such as Dryads.
Brilliance Aura (Passive)
- Gives additional mana regeneration to nearby friendly units.
|Level||Effect||Hero Level Req|
|1||Adds 0.75 mana per sec.||1|
|2||Adds 1.5 mana per sec.||3|
|3||Adds 2.25 mana per sec.||5|
This aura does increase the Mana Regeneration of the Archmage, so it is useful even when the Archmage doesn't have a lot of other spell casters under his command. This aura is especially useful in allied games because the Archmage can help regenerate mana of other heroes and spell casters.
Mass Teleport (Ultimate)
- Teleports 24 of the player's nearby units, including the Archmage, to a friendly ground unit or structure.
|Cooldown||Mana Cost||Range||Area of Effect||Allowed Targets||Effect||Hero Level Req|
|20 sec.||100||Unlimited||70||Friendly Ground Units, Friendly Buildings||Teleports up to 24 units||6|
This spell is useful because, unlike Town Portal Scrolls, you can teleport to any location where there is a friendly ground unit. Town Portal Scrolls can only teleport you to a friendly town hall. The cooldown is fairly short, so the Archmage can teleport to a location, engage in battle, then quickly teleport to the next location.
Mass Teleport is very powerful. It can allow you to teleport all around the map responding to enemy attacks and offensively attacking the enemy. It is especially useful in FFA games and large team games. If one enemy is attacking an ally in a Team Game the Archmage can teleport back to save it, then can Mass Teleport right back to where their ally is attacking once the enemy attack has been repelled.
You can use Mass Teleport to go anywhere, and invisible units can be targeted to allow for surprise attacks. It does not work on wards for balancing reasons.
Like the Staff of Teleportation offered by Goblin Merchants, casting Mass Teleport does not make the Archmage invulnerable. As it is a channeled spell, forcing the Archmage to move or killing him will prevent him and his units from teleporting away to safety.
The manual description is the same than the Battle.net description, with the only diference that in the manual, it is said that their trusty steeds are "unicorns".
World Editor description
- Mystical Hero, adept at ranged assaults. Can learn Blizzard, Summon Water Elemental, Brilliance Aura and Mass Teleport.
|Patch 1.15 (05/11/2004)|
|Patch 1.13 (12/17/2003)|
- Patch 1.03 (2002-10-09):
- Fixed Mass Teleport crash that could result from a target unit's dying before spell completes.
- Brilliance Aura has been reworked, and is no longer % based. It now adds a fixed amount of mana per second to units under its power -- .75, 1.5, and 2.25 respectively by level. While it's just as effective with mass spell-casters, players will find it is less powerful (though still exceedingly useful) with Heroes.
- Blizzard no longer goes up in radius as the level of the ability increases.
- Water elementals now last 60 seconds, down from 75.