Argus is a Fighter who wins extended fights through repeated critical Basic Attacks, fast Malice generation, and a Death Immunity window that lets him keep attacking when most EXP laners must retreat. Pick him when the team needs side-lane pressure and a physical finisher; avoid forcing early front-to-back fights when the enemy can disengage, suppress, or wait out Eternal Evil.
| Role | Strength | Risk | Best job |
|---|---|---|---|
| Fighter / EXP lane | Sustained critical damage, split pressure, Death Immunity, strong pursuit | Control, kiting, and poor Ultimate timing can erase his damage window | Pressure a side lane, enter after key control is spent, and keep attacking through lethal damage |

Buff / Passive · Passive
At 100 Malice Energy, the next Basic Attack becomes Demonic Slash, deals 120 (+25% Total Physical Attack) Physical Damage, restores 140 HP, and ignores 30% of the target's Physical Defense. Argus gains 5 Energy each second and 25 per Basic Attack; a critical strike adds another 25. The cap is 200 and each Demonic Slash consumes 100.
When: Build Malice before committing so Demonic Slash is ready at contact.
Why: Demonic Slash ignores part of Physical Defense and sustains Argus, so the energy cycle is both offense and survival.
Do not: Do not begin a long trade with empty Malice when the opponent can burst before the first empowered hit.


Mobility / Debuff · 12.0
The first cast launches a hand that deals 125 (+60% Extra Physical Attack) Physical Damage, stuns the first enemy hero or creep hit for 0.7 seconds, pulls Argus and the target together, and slows by 40% for 2 seconds. Missing an enemy pulls Argus to the hand. Recast to dash and slash for 175 (+100% Extra Physical Attack) Physical Damage.
When: Catch a hero or creep to pull both sides together, or deliberately miss terrain-side to use it as movement; recast after the target commits to an escape line.
Why: The two-stage movement lets Argus start a trade and still follow or disengage instead of spending every mobility option at once.
Do not: Do not recast automatically; hold it if the second dash is the only route out of a gank.


Damage / Buff · 8.0
After a short charge, Argus thrusts for 120 (+100% Total Physical Attack) Physical Damage; more Attack Speed shortens the charge. Hitting an enemy hero grants 100 Malice and a 3-second enhancement with 30% Attack Speed, while Demonic Slash restores 50 Malice. The strike counts as a Basic Attack, triggers attack effects, and can critically strike.
When: Open trades with it because a hero hit immediately supplies Malice and Attack Speed for the Basic Attack sequence.
Why: It accelerates the exact Basic Attack loop that charges the passive and benefits from critical items.
Do not: Do not waste the hero-hit enhancement on minions when a lane duel or objective fight is about to begin.


Death Immunity / Buff · 42.0
Argus removes control effects, deals 150 (+50% Total Physical Attack) Physical Damage nearby, and gains Death Immunity for 4 seconds. When it ends, damage dealt to enemy heroes during the effect converts into HP. If the skill is ready, fatal damage can trigger it automatically with 3 seconds of Death Immunity.
When: Cast as lethal damage begins, remove ordinary control, then keep hitting heroes so the end-of-effect conversion restores meaningful HP.
Why: The immunity window only creates value if Argus continues dealing hero damage and exits with restored HP.
Do not: Do not treat Death Immunity as crowd-control immunity against Suppression or as permission to chase after every enemy has disengaged.

Priority: learn Meteoric Sword at level 1 and max it first, keep Demonic Grip as the backup upgrade, and level Eternal Evil whenever available. Warmonger is passive and takes no skill point. This order matches the verified Argus data lineage and keeps the Malice engine online.




Demonic Grip → Meteoric Sword → Basic Attack → Demonic Grip recast
Grip establishes contact, Meteoric Sword grants Malice and Attack Speed, the Basic Attack spends the empowered window, and the recast follows the retreat. Hold the recast if the enemy jungler is missing.






Demonic Grip → Demonic Grip recast → Meteoric Sword → Basic Attack → Eternal Evil → Basic Attack
Use both Grip stages to reach the priority target, start the Malice loop, and activate Eternal Evil when lethal damage arrives. Continue attacking heroes during immunity so the conversion produces an exit HP pool.
Manage the wave close enough to retreat with the second Demonic Grip. Trade when Meteoric Sword can hit the hero, then use the Malice burst instead of chasing through a full enemy minion wave.
Pressure the side lane and track the enemy control before joining. Argus is more reliable as the second entry: let the first control exchange happen, then connect to a damage dealer with Grip.
Force a response through split pressure but arrive before the objective is decided. Save Eternal Evil for lethal focus, keep hitting heroes during immunity, and leave when the conversion cannot outpace incoming damage.
Marksman Emblem: Swift, Weapon Master, and War Cry with Flicker. Swift starts the attack cycle faster, Weapon Master scales equipment Attack, and War Cry rewards sustained contact. Flicker corrects the angle when Grip cannot safely reach a carry and provides an exit after immunity.
Do not: use Flicker only to enter if the enemy still has every disengage skill.
Keep Marksman Emblem and replace Flicker with Inspire only when the plan is repeated side-lane duels and structure pressure. The extra Basic Attack tempo makes the Malice loop faster, but removes the emergency reposition.
Do not: take Inspire into a composition that can kite the entire immunity window.
Marksman Emblem with Swift, Weapon Master, and War Cry, plus the Flicker and Inspire split, was cross-checked against MLBBHub on August 10, 2026. ONE Esports was used to verify the account-level Battle Spell unlock context and Flicker behavior.
These rows are a dated in-game build sample. Copy the purpose of an item, not the rank number.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Windtalker | Rapid Boots | Haas' Claws | Berserker's Fury | Great Dragon Spear | Malefic Roar |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Corrosion Scythe | Windtalker | Haas' Claws | Berserker's Fury | Malefic Roar | Great Dragon Spear |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Corrosion Scythe | Windtalker | Haas' Claws | Berserker's Fury | Blade of Despair | Great Dragon Spear |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Windtalker | Great Dragon Spear | Haas' Claws | Berserker's Fury | Malefic Gun | Blade of Despair |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Corrosion Scythe | Windtalker | Haas' Claws | Berserker's Fury | Blade of Despair | Great Dragon Spear |
Current in-game build sample observed on August 9, 2026 in MLBB 2.1.88.12027. Rankings and statistics can change.
| Item | Observed purpose | When to buy | When not to buy |
|---|---|---|---|
Windtalker | Attack Speed, Critical Chance, and Movement Speed; its Typhoon proc helps wave clear and short trades. | Use for early attack tempo, movement, and faster wave clear. | Do not rely on it alone when a high-Defense target needs penetration. |
Rapid Boots | High Movement Speed, Slow reduction, and HP regeneration for rotations and disengages. | Use when rotation speed and slow reduction protect the split-push rhythm. | Replace when burst resistance is more valuable than raw movement. |
Haas' Claws | Physical Attack, Attack Speed, Critical Chance, Lifesteal, and a temporary Attack Speed reward after a critical strike. | Use as the critical sustain core for longer immunity and post-trade recovery cycles. | Do not expect Lifesteal to solve hard control or Suppression. |
Berserker's Fury | Physical Attack, Critical Chance, Critical Damage, and extra true damage after a Basic Attack critical strike. | Use after attack tempo is established to turn Demonic Slash and Basic Attacks into a kill threat. | Do not rush into armor when penetration is immediately required. |
Great Dragon Spear | Physical Attack, Cooldown Reduction, Critical Chance, and a seven-and-a-half-second Movement Speed boost after the Ultimate. | Use when post-Ultimate movement is needed to stay attached or escape. | Skip if the fight ends before its movement window matters. |
Malefic Roar | Physical Attack and Physical Penetration, with more penetration against high-Defense targets. | Use against high Physical Defense and frontliners. | Do not buy only for low-Defense targets that require reach instead. |
Corrosion Scythe | Physical Attack, Movement Speed, Attack Speed, an on-hit slow, and stacking Attack Speed for sustained contact. | Use to slow targets and stack Attack Speed through extended contact. | Skip when the enemy can disengage before stacks matter. |
Blade of Despair | Very high Physical Attack and Movement Speed, with bonus Physical Attack against targets below half HP. | Use to finish low-HP targets after the core attack cycle is ready. | Do not buy before enough tempo and access exist to deliver the damage. |
Malefic Gun | Physical Attack, Attack Speed, Physical Penetration, longer Basic Attack range, and a brief Movement Speed boost on hit. | Use when attack range and brief on-hit movement solve target access. | Do not choose it over Malefic Roar when armor is the real blocker. |
Item effects were observed in-game through true long presses. The current displayed tooltips and dated setup rows define this matrix.
Movement, healing, shielding, and control support help Argus stay attached through the immunity window. Signal the entry before spending Grip so the utility arrives during contact.
High Physical Defense and reliable control can stall the Basic Attack loop. Wait for their main control, attack a different angle, and avoid using Eternal Evil merely to stand disabled.
Limited mobility makes Grip and the recast harder to escape. Approach after their control has been baited, then keep the second dash aligned with their retreat.
| HP | HP Regen | Physical ATK | Physical DEF | Magic DEF | Attack Speed | Movement SPD |
|---|---|---|---|---|---|---|
| 2600 | 8 | 120 | 21 | 15 | 1.09 | 240 |
These are level-one values shown without skin, equipment, emblem, or in-match bonuses.
| Skin preview | Skin | Tag | Availability note |
|---|---|---|---|
![]() | Catastrophe | Elite | 599 Diamonds; Purchase visible |
![]() | Light of Dawn | Basic | 269 Diamonds; Purchase visible |
![]() | Dark Draconic | Star | 11/2017 Starlight Member |
![]() | Darth Vader | STAR WARS | Limited-time Event |
![]() | Winged Nightmare | S27 | S27 |
Shop availability was observed in-game on August 9, 2026; server time was cross-checked at 08/09/2026 14:05. Event, season, and membership labels are availability snapshots, not permanent direct-sale promises.
Argus was born alongside Rafaela but rejected under a prophecy that marked him for darkness. He rose through the Monastery of Light, fought in its name, and eventually encountered a demonic blade whose curse fed his anger. The bond to his former life broke, and the once-blessed warrior became the only Dark Angel in the world.
Flicker is the safest default because it fixes target access and provides an exit after Eternal Evil. Inspire is a split-push alternative when the enemy cannot kite.
Max Meteoric Sword first, keep Demonic Grip as the backup upgrade, and level Eternal Evil whenever available.
Use it as lethal damage begins, then keep hitting enemy heroes during Death Immunity so the end-of-effect conversion restores HP.
It is valuable when slows and stacking Attack Speed keep a target in range. It is less useful when enemies disengage before the stacks matter.
Reliable control, high Physical Defense, and teams that can disengage his immunity window are difficult. Gatotkaca and Tigreal illustrate those problems.
Argus succeeds when Malice, target access, and Eternal Evil timing line up. Prepare the passive, hit Meteoric Sword on a hero, keep a Grip recast available, enter after key control is spent, and continue attacking heroes during Death Immunity. Treat every observed setup as a dated answer to a specific access or damage problem rather than an automatic build.
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