Imperius is an aggressive melee warrior that never gives up. When the tide of battle turns against him and his allies is when he is at his best. Mercurial and headstrong, Imperius has no patience for cowardice, and allies that dare to retreat will suffer his ire.
Combat Trait
1
Valor
Imperius gains 5 Armor for each other nearby allied hero below 60% health, up to 20 Armor.
Imperius has 10 baseline Armor.
Primary Abilities
1
Rebuke
Swing your spear in a short range arc in front of you, damaging all enemies hit. Enemy heroes hit by Rebuke are slowed by an amount equal to the percentage of their missing health for 1 second.
8 second cooldown.
2
Dominion
Apply a protective aura of light to the target allied hero that damages and gradually pushes back enemies within it for 2 seconds.
10 second cooldown.
3
Advance
Activate to increase your movement speed by 30% for 3 seconds.
While moving in the direction of your team's side of the map this movement bonus is reduced to 15%.
14 second cooldown.
Heroic Abilities
1
Solarian
After a short delay cause your spear to crash to the ground at the target location, dealing damage in a very small area.
If an enemy hero is hit by the impact, Imperius teleports to that location.
If an allied hero is hit by the impact, they are teleported to Imperius.
80 second cooldown. Large range.
2
Fanaticism
Empower yourself for 4 seconds, causing basic attacks you deal to enemy heroes to mark them with Fanaticism for 1 second.
When other allied heroes deal damage to an enemy marked with Fanaticism they are granted Unkillable status for 0.75 seconds.
Passive: Your attack speed is increased by 20%.
60 second cooldown.
TALENTS
Level 1: Censure:(Quest) Hit 25 enemy heroes with Rebuke. (Reward) Rebuke deals 200% more damage if it only hits one enemy. Arbiter: Casting Dominion on yourself instead pulls nearby enemies towards you. Press Forward: Advance now grants a passive effect that always increases your movement speed by 15% while traveling towards the enemy team's side of the map. Does not stack with the active portion of Advance. Adamant Advance: Basic attacks against enemy heroes increase the duration of Advance by 0.5 seconds, up to 2 seconds.
Level 4: Unwavering Purpose: The Armor granted by Valor now fades by 1 per second instead of instantly disappearing. Stalwart Allies: Valor now grants you Armor when nearby allied heroes are below 75% health. Taxing Strike: Rebuke restores mana equal to the highest percentage slow it applied, and its duration is increased to 1.5 seconds.
Level 7: Bravery: Gain 10 Armor while outnumbered by enemy heroes. In addition you deal 25% more damage to enemy heroes that have higher health than you. Kingdom:(Quest) Increase the damage of Dominion by 1% when it pushes back an enemy hero, up to 30%. (Reward) Dominion's cooldown is reduced by 1 second for each enemy hero it pushes back, up to 4 seconds. Intrepid: Increase the movement speed bonus of Advance to 40%, but it no longer has any effect while traveling towards your side of the map.
Level 10:
See above section.
Level 13: Inner Fire: Periodically deal damage to nearby enemies. The damage of Inner Fire is increased by a percentage equal to your current Armor. Impassioned Assault: If Rebuke applies a slow that is 50% or greater its cooldown is instantly reset. Rebuke will not apply another slow for 8 seconds. Refusal: Dominion can be cast while Stunned. When cast on a Stunned target Dominion pushes enemies back 50% further.
Level 16: Weak Link: When hitting more than one enemy hero with Rebuke the slow amount for all of them is determined by the one with the lowest health. Guardian: Allied heroes gain Armor equal to your current Valor Armor for 4 seconds after Dominion ends. Strike Down: While Advance is active your basic attacks deal additional damage equal to 1% of the target's maximum health, plus 1% for each second Advance has been active.
Level 20: Holy Sanctum: Gain 5 Armor for each deceased allied hero until they respawn. Sun's Reach: Solarian now has global range. If Solarian hits no heroes its cooldown is reduced to 40 seconds. Fervor: While Fanaticism is active it increases your attack speed by an additional 20%, and basic attacks you deal to enemy heroes increase the duration of Fanaticism by 0.25 seconds, up to 6 seconds. Audacity: Activate to increase your attack speed and all damage you deal by a percentage equal to two times your current Armor for 5 seconds. Your Armor does not reduce incoming damage during Audacity.
Very nice concept. Just few things I would change:
1) I would reverse his passive, giving him armor if he got healthly allies around him. It would allow him act as tank/bruiser during team fights and force enemy to deal with his allies first. Right now passive is strange position, because team healing makes him weaker and he can be easily taken down as 1st.
2) Advance (E) should work increase movement speed if facing enemy hero, rather than team side.
3) Currently concept seems to be lacking of ability damage. Q sounds like ability you don't want to use right away. W does damage only in case if enemy approach right target in right time and E does no damage.
This is a great concept, and very interesting, just..
Adamant Advance(Level 1) and Strike Down(Level 16).
The Giant Killer, while active, goes like this:
1(0) - 2(1) - 4(2) - 8(3) - 16(4) - 32(5) - 64(6) - 128(7) - 256(8). Maybe only to 128, I might have done that wrong.
I recommend a cap on the Giant Killer at 8%, or even 4%, just so that he doesn't start one-hitting teams.
However, besides that, I love the concept. Very interesting, and looks fun.
Oh sorry, Adamant Advance is meant to be "up to 5 seconds", like if you land 4 basic attacks you can increase the duration of Advance to 5 seconds. But yea even 32% is too much. I kept messing around with that interaction and kind of published it half baked.
EDIT: reworded Adamant Advance and changed the functionality of Strike Down to prevent it from getting out of hand
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1) I would reverse his passive, giving him armor if he got healthly allies around him. It would allow him act as tank/bruiser during team fights and force enemy to deal with his allies first. Right now passive is strange position, because team healing makes him weaker and he can be easily taken down as 1st.
2) Advance (E) should work increase movement speed if facing enemy hero, rather than team side.
3) Currently concept seems to be lacking of ability damage. Q sounds like ability you don't want to use right away. W does damage only in case if enemy approach right target in right time and E does no damage.
Adamant Advance(Level 1) and Strike Down(Level 16).
The Giant Killer, while active, goes like this:
1(0) - 2(1) - 4(2) - 8(3) - 16(4) - 32(5) - 64(6) - 128(7) - 256(8). Maybe only to 128, I might have done that wrong.
I recommend a cap on the Giant Killer at 8%, or even 4%, just so that he doesn't start one-hitting teams.
However, besides that, I love the concept. Very interesting, and looks fun.
EDIT: reworded Adamant Advance and changed the functionality of Strike Down to prevent it from getting out of hand