Imperius by Demolij

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Imperius

By: Demolij
Last Updated: Aug 1, 2017
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Imperius

Archangel of Valor

Imperius, the Archangel of Valor, is the most fearless and renown of the Angels of the Angiris Council. He is the one who trains and leads the armies of Heaven, and has led countless victories against the armies of hell. He looks upon humanity disfavorably, seeing their demon blood as heresy, especially with the loss of Malthael and Tyrael as members of the Council. With the might of Heaven's Legions behind him he will purify Demonkind in the Nexus with Zeal.
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HEALTH: 2681 + 4%lvl
REGEN: 5.63 + 4%lvl
DAMAGE: 111 + 4%lvl
ATTACK SPEED: 0.91 per second
RANGE: 2.0
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Imperius is a tanky warrior with strong initiation and durability, but lacks damage and with abilities on cooldown he can't escape easily.

Combat Trait

1
Valor
Imperius has 10% reduced movement speed when not mounted. Each visible enemy hero within 8 range grants a stack of Valor up to 4 stacks, each stack granting 7 armor.

Primary Abilities

1
Solar Beam
45 mana - 9 second cooldown.

Blasts the target enemy with a stream of fire slowing by 30% and dealing 180 (+ 4%lvl) damage over 3 seconds to the target and enemies in a small cone behind them. Imperius can move, and the beam stays connected unless the target moves a long distance away or Imperius basic attacks.
2
Angelic Crash
80 mana - 15 second cooldown

Channel in place, reactivation launches Imperius into the air to crash down at a target location after .5 seconds dealing 120 (+ 4%lvl) damage to enemies in an AoE and pulling them slightly towards him. The range of the ability increases the longer it is channeled maxing after 2 seconds.
3
Heroic Charge
60 mana - 8 second cooldown (starts at the end of the effect)

Gain 20% increased movement speed for 5 seconds, empowering the next basic attack to also stun the target for .7 seconds but losing the speed boost. Valor stacks increase the movement speed by 10% as long as you are moving towards an enemy, and the stun duration by .2 seconds.

Heroic Abilities

1
Heavenly Phalanx
100 mana - 90 second cooldown

Imperius charges forwards pushing all enemies around him forwards, dealing 183 (+ 4%lvl) damage and placing them at him landing location after .75 seconds.

[Storm Talent] Forces of Heaven: Increase the area and leaves behind a tunnel increasing allies' movement speed by 30% if they're moving in the dame duration for 4 seconds.
2
Holy Bombardment
80 mana - 60 second cooldown

Bombards up to 2 nearby enemies each half second with rays of light prioritizing heroes, dealing 134 (+ 4%lvl) damage in a small AoE and stunning the target for .25 seconds with each hit. Lasts 4 seconds and has a large radius, and will not hit the same enemy twice in a row.

[Storm Talent] Holy Cleansing: Now hits 3 enemies and has a 25% longer duration and radius.

Talents

[Level 1]
- Martial Skills:

Playstyle

Imperius is a straight up tanky warrior. He has good initiation, high durability, strong cc, all that good stuff. He can charge deep into the enemy team, crash down on a priority target, and keep the enemy away from less durable members of his team. He is highly reliant on his abilities to accomplish anything though, and due to his naturally reduced movement speed he needs to be very aware of where he is in accordance to the rest of his team, especially since he has no self sustain, somewhat similarly to Johanna and Muradin. He functions in most team comps but does work better on teams that can work well with him insane engage.

Valor Stacks are pretty simple seeming but are a huge factor in keeping you alive. The more enemies there are around you the less damage you will take, which makes it most potent when there are lots of enemies around you, which is also where you are most likely to die. On the flipside it also has next to no value in 1v1 scenarios or PvE. Luckily if you have your team to back you up then it pretty much adds 30% more health and healing, especially when coupled with your very high health pool (bested only by the highest of health Tanks). This of course makes you somewhat susceptible to % health damage, but your high mobility makes it harder for them to hit you with it.

Solar Beam is a good way to keep enemies off of your squishies, while also allowing you to deal damage yourself. If an enemy is out of range of your basic attacks this ability will slow them down for you and your team to catch up to, and it also allows for a little bit of waveclear. Heroic Charge is one key component to his engagement potential with a bloody massive speed boost once you get close enough and a pretty strong stun, so use it early to offset your naturally sucky movespeed or as a way to escape if absolutely necessary. Using it in the middle of combat isn't quite as powerful but it still lets you move faster, and you especially need to be careful when using it as an escape in case the enemy decides to stun you out of it. If you want to catch up to an enemy who's faster than you then try using Solar Beam to slow then down just enough to catch up to them. Or, just use Angelic Crash, an ability that takes time to prepare but then provides a pretty great and long-ranged mobility tool. It doesn't deal raw damage but has a lot of range, and can be used as one of your few escapes.

Heavenly Hosts is another very powerful engagement tool. Using it to initiate a fight disorients the enemy and can split them up, and if in the middle of a fight it can separate and disable a large portion of the enemy team for a moment. It can also peel by pushing enemies away from your team leaving you alone in the midst of their entire team. Holy Bombardment on the other hand is effective in the middle of a battle if you already have an initiator. It deals an okay amount of damage, but repeatedly punching the enemy damage dealers with beams of light is both satisfying for you and annoying for the enemy. Use it to shut down channeled abilities like Ravenous Spirit or Strafe, or use it to prevent the enemy team from escaping.

Counters and Synergies

Works well with:

Notes

Imperius, I want you in the game so bad. We need moar angels. Yeah, a lot of people don't like him, but c'mon he's like the third most iconic angel out there. I'm a little worried that his wings will look too similar to how Blizzard portrayed Auriel's wings, and he is kind of similar to Tyrael, but if they make him big and imposing enough to make him stand out then there isn't a problem.

If you want to see more of my designs, here is a list of all the designs I've made.

EDIT 1: Reworked Solar Beam to no longer be an attack modifier, changed talents to compensate.
EDIT 2: Reworked Angelic Might into instant %health healer due to Zul'jin's ability being the same general thing.
EDIT 3: Angelic Might turned into Angelic Crash! Removed summons to be different from Valkyrie, and added emphasis on Valor.

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