Argus: Best build, Counters
Role: Fighter · Lane: Exp Lane
The angel who fell from light into darkness.
Argus – Best build
Items
Windtalker
Corrosion Scythe
Haas' Claws
Berserker's Fury
Great Dragon Spear
Blade of Despair
Emblem
Marksman
Talents
Fatal
Weapon Master
War Cry
Battle spell
Inspire
Petrify
Argus – Pro build
Lingg · Galaxy Phoenix
Malefic Roar
Sea Halberd
Haas' Claws
Berserker's Fury
Windtalker
Corrosion Scythe
Custom Marksman Emblem
Fatal
Bargain Hunter
War Cry
Petrify
Lingg · Galaxy Phoenix
Demon Hunter Sword
Sea Halberd
Haas' Claws
Berserker's Fury
Windtalker
Corrosion Scythe
Custom Marksman Emblem
Fatal
Bargain Hunter
Concussive Blast
Petrify
Lingg · Galaxy Phoenix
Sea Halberd
Demon Hunter Sword
Berserker's Fury
Great Dragon Spear
Corrosion Scythe
Windtalker
Custom Marksman Emblem
Fatal
Master Assassin
War Cry
Petrify
Lingg · Galaxy Phoenix
Blade of Despair
Great Dragon Spear
Berserker's Fury
Haas' Claws
Corrosion Scythe
Windtalker
Custom Marksman Emblem
War Cry
Weapon Master
Fatal
Inspire
Petrify
Argus – Counters
Weak against (counters)
Argus is countered by Tanks with high Physical Defense, like Gatotkaca and Tigreal, because a lot of his damage comes from Basic Attacks.
Strong against
Argus counters heroes with poor mobility who cannot escape his attacks once he closes in, such as Gord and Aurora.
Argus – Skills
Warmonger
Malice Energy grants Argus an initial Crit Chance of 30%. Argus's Crits are converted into Demonic Slash, which ignores 30% of the target's Physical Defense, deals 90 (+25% Total Physical Attack) Physical Damage, and recovers 140 HP.
Demonic Slash cannot Crit, but can still trigger Crit-related effects.
Demonic Grip
CD: 12
First Cast: Argus stretches out a demonic hand in the target direction, dealing 125 (+60% Extra Physical Attack) Physical Damage to the first enemy hero or creep hit, stunning them for 0.7s. Both Argus and the target are pulled toward each 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 performs a wide slash, dealing 175 (+100% Extra Physical Attack) Physical Damage.
Meteoric Sword
CD: 8
After a short charge, Argus thrusts his Meteoric Sword in the target direction, dealing 120 (+100% Total Physical Attack) Physical Damage. If this hits an enemy hero, Argus briefly stuns them and gains 30% Attack Speed for 3s. Meteoric Sword's damage also gains a 40% boost to Crit Chance and Crit Damage.
Meteoric Sword counts as a Basic Attack and can trigger Attack Effects. Attack Speed shortens the charge time.
Eternal Evil
CD: 45
Argus removes all control effects, gains Death Immunity for 4s, and deals 300 (+180% Extra Physical Attack) Physical Damage to nearby enemies. This damage scales with Argus's lost HP, dealing up to 50% extra damage when his HP falls below 30%.
When Death Immunity ends, Argus recovers HP equal to all damage dealt to enemy heroes during its duration.
Passive: If Argus takes fatal damage while Eternal Evil is not on cooldown, he automatically enters Death Immunity.
Combo
TEAMFIGHT COMBOS
In teamfights, use Argus's 1st Skill to pull himself towards the enemy formation, then use the skill again to dash into their backline. Next, slow the enemy with his 2nd Skill and use Basic Attacks until his HP is low, then pop his Ultimate and continue the assault with Basic Attacks.
LANING COMBOS
In the laning phase, use Argus's 1st Skill to close in on the opponent and slow them with his 2nd Skill while hitting with Basic Attacks. If the enemy tries to run, use the second cast of his 1st Skill to chase.











