AT A GLANCE
Strengths
- Eternal Evil removes control
- Hard control: Demonic Grip (stun)
SKILLS
Warmonger
When Argus' blade reaches 100 Malice Energy[amount unknown]. He will launch a Demonic Slash with his next Basic Attack, dealing 120 (+25% PA) physical damage and recovering 140 HP. This attack ignores 30% of the target's Physical Defense
Argus' Demonic Blade gains 5 Malice Energy per second, and each of his Basic Attacks grants 25 Malice Energy. (critical strikes grant an additional 25 energy)
The Energy cap is 200. Each Demonic Slash consumes 100 Energy.
Demonic Grip
Cooldown: 12–10 s by level
pullslowstunblinkdash
Argus streches out a demonic hand in the target direction, dealing 125–250 (+60% PA) physical damage to the first enemy hero or creep hit, stunning them for 0.7 seconds and pulling him and the target towards the other, then the target is slowed by 40% for 2s.
If no enemy is hit, Argus pulls himself toward the hand's destination instead. Use Again: Argus dashes and strikes in the target direction, dealing 175–300 (+100% PA) physical damage to enemies along the path.
Meteoric Sword
Cooldown: 8–6 s by level
After a short delay, Argus thrusts his Demonic Blade in the target direction, dealing 60–180 (+100% PA) physical damage to enemies hit. The charge time decreases as Attack Speed increases.
Argus Fighter
If an enemy hero is hit, he immediately gains 100 Malice Energy and becomes enhanced for 3s.
While enhanced, he gains 30-55% Attack Speed, and Demonic Slash restores 50 Malice Energy.
Meteoric Sword counts as a Basic Attack, can trigger Attack Effects, and can Crit.
Patch 2.2.16: Skill 2 now stuns.
Eternal Evil
Cooldown: 42 / 38 / 35 s by level
removes control
Argus draws his Meteoric Sword and removes all debuffs (excluding Suppression) on himself, dealing 150–300 (+50% PA) physical damage and gaining Death Immunity for 4s. When the state ends, he converts all damage dealt to heroes during this duration into HP. Passive: If Argus takes fatal damage while Eternal Evil is not on cooldown, Eternal Evil triggers automatically but only grants Death Immunity for 3s.
WHO COUNTERS ARGUS
Pick them when the enemy has Argus · score is their advantage
Barats11.3
Eternal Evil does not remove suppression — you hold him through the whole invincibility and kill him after.
Phoveus10.5
Every dash he takes feeds your chase, and he has to come to you.
Fredrinn9.0
You deny the engage Argus is picked for. Your control lands the moment Argus commits to the jump.
Silvanna8.9
You catch Argus the moment they commit and they cannot leave. You punish Argus long before the scaling matters.
Akai8.9
Heavy Spin holds them through their own invincibility and pushes them out of every fight.
WHO ARGUS COUNTERS
Pick Argus into them
Saber11.1
Eternal Evil makes you unkillable through the whole Triple Sweep, then you heal it back and finish him.
Valentina10.3
You can dodge the burst window Valentina needs.
Yve9.8
Yve is static and dies to a committed dive. You out-sustain the poke Yve relies on.
Faramis9.5
Faramis wants to group while you take the map somewhere else.
Nolan9.3
You can dodge the burst window Nolan needs.
BEST TEAMMATES
HOW TO PLAY ARGUS
Your Ultimate makes you immune to death and converts damage taken into health. Time it perfectly to survive fatal bursts and win 1v1 duels.
HIDDEN MECHANICS
What the in-game descriptions do not tell you: crowd-control rules and verified skill quirks. How crowd control works →
- Damage dealt from equipment Unique Passives and talents cannot charge Malice Energy.
- Warmonger's demonic slash can ignore turret defenses as well
- Stun — basic-level control: interrupts only some skills, not most channels; blocked by control immunity.
- Meteoric Sword counts as a mobility skill rendering Argus unable to use it under immobilize effects.
- As a mobility skill, it is disabled by rooted.
- Health regeneration based on damage dealt is not affected by Argus' Healing Effect and Healing Received.
- Basic attacks cannot convert HP when dealing damage to shields.
