- For lore, see archmage.
- "Andromath" redirects here. For the Stormwind NPC, see High Sorcerer Andromath.
|Race||Human and unicorn|
|Hit point regeneration||Always|
|Hit point regeneration rate||0.95 HP/sec.|
|Mana Regeneration rate||0.96 Mana/sec.|
|Unit Classified As||Ground|
|Gold||425 (0, if hired first)|
|Lumber||135 (0, if hired first)|
|Produced at||Altar of Kings|
|Build time||55 sec.|
|Normal attack||21-27 (24 avg)|
|Can attack||Ground, Structure, Debris, Air, Item, Ward|
|Cooldown||1.59 (Basic 2.13) 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||Strength||Hit Points||HP Regen Rate||Agility||Armor||Cooldown||Intelligence||Mana||Mana Regen Rate||Attack (Ground/Air)|
|1||14||450||0.95 HP/sec.||17||3||1.59 sec.||19||285||0.96 Mana/sec.||21-27 (24 avg)|
|2||15.8||475||1 HP/sec.||18||3.33||1.57 sec.||22.2||330||1.11 Mana/sec.||24-30 (27 avg)|
|3||17.6||525||1.1 HP/sec.||19||3.67||1.54 sec.||25.4||375||1.26 Mana/sec.||27-33 (30 avg)|
|4||19.4||575||1.2 HP/sec.||20||4||1.52 sec.||28.6||420||1.41 Mana/sec.||30-36 (33 avg)|
|5||21.2||625||1.3 HP/sec.||21||4.33||1.5 sec.||31.8||465||1.56 Mana/sec.||33-39 (36 avg)|
|6||23||675||1.4 HP/sec.||22||4.67||1.48 sec.||35||525||1.76 Mana/sec.||37-43 (40 avg)|
|7||24.8||700||1.45 HP/sec.||23||5||1.46 sec.||38.2||570||1.91 Mana/sec.||40-46 (43 avg)|
|8||26.6||750||1.55 HP/sec.||24||5.33||1.44 sec.||41.4||615||2.06 Mana/sec.||43-49 (46 avg)|
|9||28.4||800||1.65 HP/sec.||25||5.67||1.42 sec.||44.6||660||2.21 Mana/sec.||46-52 (49 avg)|
|10||30.2||850||1.75 HP/sec.||26||6||1.4 sec.||47.8||705||2.36 Mana/sec.||49-55 (52 avg)|
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.
- Skill spending
When used for harassing, most players typically choose Blizzard because it deals enough damage, as it deals a good amount of damage towards workers, with a second cast killing them off if they do not move. Blizzard can also be used against weak ranged units like Archers, especially at night where ranged units will have difficulty dealing with them, along with the fact that they may hide themselves if they begin taking too much damage.
Water Elementals aren't as good at harassing the enemy compared to Blizzard. Players who typically invest into this skill first generally send the Archmage out with a few Footmen and Militia to take a moderately strong creep camp quickly and gain extra experience. Water Elementals also deal impressive damage as they level up and provide additional damage in the long run. However, they do cost a fair amount of mana to conjure.
Brilliance Aura should always be the Archmage's second spell learned regardless of which starting spell is given, because it helps your units and allies in battle - Shamans can cast more Bloodlust, and Necromancers can raise more skeletons, just to name a few. This aura also benefits himself; with a high-level Brilliance Aura, the Archmage can continually cast Blizzard without having to run out of mana, and also allows him to conjure more Water Elementals, which take up a considerable amount of his mana.
Mass Teleport should be unlocked when possible, as it's essentially a free Scroll of Teleport, cheaper, and faster - it saves a single inventory slot, the Archmage doesn't have to visit a shop and allows him to move anywhere across the map as long as a friendly unit is there.
As a low level, the Archmage should carry a single mana boosting item. This can be traded to one of your other heroes once he has a level 2 Brilliance Aura as his high Intelligence coupled with the aura's gradually increasing mana regeneration should mean he shouldn't run out of mana very quickly.
- 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.
As an Intelligence-based Hero, the Archmage has very little health and it should not be too hard to focus him down especially with a Mountain King or aerial units. You should try to take him down when possible, to remove his aura and offensive spells as soon as possible.
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 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.
Blizzard will not hurt units with Spell Immunity or protection.
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||500 hit points, light damage||1|
|2||625 hit points, moderate damage||3|
|3||825 hit points, heavy damage||5|
Water Elementals become larger and darker as the spell potency is increased.
For solo gameplay or 2 vs. 2s, a common strategy is Archmage and Water Elementals to start out with. This works very well with Brilliance. Try to have enemy Creeps focus on the elemental, although this should not be done if the creep camp contains units capable of using Purge.
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.
|Area of Effect||Allowed Targets|
|90||Air, Ground, Friend, Self|
|Level||Effect||Hero Level Req|
|1||Adds 0.75 Mana per sec.||1|
|2||Adds 1.25 Mana per sec.||3|
|3||Adds 2 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||Casting Delay||Range||Area of Effect||Allowed Targets||Effect||Hero Level Req|
|20 sec.||100||3 sec.||Unlimited||80||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 or structure. 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 an enemy is attacking an allied base, a player can use a teleport scroll to head there. If the enemy attack isn't strong enough and can be easily repelled, then the player can easily return to the battlefield with Mass Teleport.
Note that the target the Archmage is focused on will be disabled for the duration of the teleport. Try not to use it on a summoned unit or a Hero, as if the former dies too fast, the teleport is cancelled, and using it on the latter will turn them into sitting ducks.
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.
Alternatively if the Archmage is attempting to teleport an army to a location, killing the unit or destroying the building the Archmage is focused on will stop the teleport. This can be risky as there is a very small gap before the Archmage arrives with any units under his command, but can stop reinforcements from arriving if it is pulled off.
The manual description is the same than the Battle.net description, with the only difference 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 (2004-05-10):
- Mass Teleport cooldown increased to 20 seconds from 15 seconds.
- Level 1 water elemental damage reduced to 1d5 + 17 from 2d5 + 19, but hit points increased to 525 from 450.
- Patch 1.13 (2003-12-16): Blizzard is now damage capped. This damage cap is invoked when Blizzard hits more than 5 targets per wave.
- 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.