Warmonger (Passive): Taking or dealing damage will charge the demonic
blade (the lower the health is, the faster the blade charges), when
fully charged Argus’s next basic attack will be two quick basic attacks.
- Because of this ability, we are able to abused it by building a lot of damage items with critical strikes.
- More attack speed = more procs = more damage
Demonic
Grip: Pulls out a demonic hand at the targeted direction, dealing 175
physical damage to an enemy hero and moving to the front of target on
hit, then he is able to make a quick slash towards the enemy, dealing
125 physical damage. If it doesn’t hit the enemy hero, he pulls himself
to the location.
- Manual aiming is recommended, especially when not in a straight direction, the ability tends to miss without manual aiming.
- You can use this ability to move around the map quickly, this ability purpose is for gap-closing and mobility, then damage.
- Max this first for lesser cooldown if you want more mobility and gap closing.
Demonic
Blade: After a short period of charging, Argus strikes the enemy with
his demonic blade, dealing 400 physical damage and cursing the enemy for
5s. Moving enemy under curse effect leaves a curse trail that grants
Argus extra movement speed while he is moving on it.
- Manual aiming is recommended, especially when not in a straight direction, the ability tends to miss without manual aiming.
- This ability base damage is very high, it deals a lot of damage, way more than I expected.
- It’s important to hit with this ability for the movement speed for gap-closing and chasing.
Eternal
Evil (Ultimate): Transform into a fallen angel, becoming immune to
death for 5s. 40% damage dealt under spell effect is converted to
Argus’s HP after the duration ends.
- This is very powerful ultimate, because of the game’s nature, people
auto-aims low HP targets (especially newbies or people who don’t change
their settings). Which means everyone in the teamfight is going to aim
you while you soaks all damage, protecting your team and heals back to
full HP.
- This ability grants you a safe passage to diving enemy under turrets, tank first if you are with a teammate or teammates.
- The damage from turrets doesn’t heal you! Beware of that.
- It’s important to use in a perfect timing. Use too quick, and it
won’t be much effective. Use too late, and you might die, getting
stunned and/or crowd controlled, unable to use your ultimate.