Imperius by Philosophical Nihilism

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Imperius

By: Philosophical Nihilism
Last Updated: Jun 4, 2017
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Imperius

Champion of the High Heavens

Leader of the Angiris Council, Champion of the High Heavens, Imperius is one of the most venerated entities in existence. Whilst powerful warrior and a great strategist, Imperius is a conqueror at heart, and upon hearing of the strange new realm from whispers in the High Heavens, he has decided to make this so-called "Nexus" apart of the glory of the High Heavens.

Imperius is an immobile, tanky specialist who focuses on lane control and domination. By himself, whilst Imperius could definitely survive a fight, he most definitely can't win one. However, Imperius excels at what other heroes have tried but failed to do: To rally up the humble minion waves and empower them to epic proportions!


Strengths: Lane Control, Mercenary Waves, Defense, Being Ludicrously Tanky

Weaknesses: AoE, CC, DOT

Excels Against: Single-Target High Damage Assassins, like Valla or Falstad

Struggles Against: AoE Assassins/Specialists, like Ragnaros or Sylvanas;


LEVEL 1 BASE STATS


Health: 3,000 (+5.0% per lvl)
Health Regen: 5 (+5.0% per lvl)
Armor: 10

Mana: 500 (+10 per lvl)
Mana Regen: 5.0 (+10.0% per lvl)
Attack Speed: 0.9-1 per second
Damage: 60 (+4.0 per lvl)

Combat Trait

1
D - Archangel of Valor
Passive - Every third basic attack against a hero, Imperius summons an Angel. Angels act like normal minions, but with increased health, damage, and will prioritize heroes and targets that Imperius is attacking.

Angels will stay in the lane they were summoned in and last until they are killed. Imperius can summon a maximum of 10 Angels.


Trait - Imperius selects a target as the Prime Adversary of the High Heavens and any Angels within a medium radius will attack the Adversary until it is killed or Imperius selects a new Adversary.
2
Angels of the High Heavens
Angels
LEVEL 1 BASE STATS

Health: 900
Health Regen: 1 (+5 per lvl)
Attack Speed: 1 per Second
Damage: 50 Damage (+10 per lvl)

Archangel
LEVEL "1" BASE STATS

Health: 1800
Health Regen: 1 (+5 per lvl)
Attack Speed: 1 per Second
Damage: 100 Damage (+10 per lvl)

Primary Abilities

1
Q - Holy Strike
Cooldown: 5 Seconds
Mana Cost: 20 mana


Imperius swiftly strikes forward with his spear, piercing through enemies and dealing moderate damage. If Holy Strike hits only one enemy hero, the enemy hero will be marked as an Adversary.
2
W - Keep Off!
Cooldown: 10 Seconds
Mana Cost: 60 Mana


Imperius strikes the ground with his spear, knocking back any enemies in a small radius around him. If Keep Off! strikes only one enemy hero, the enemy hero will be marked as an Adversary.
3
E - Rallying Cry
Cooldown: 15 Seconds
Mana Cost: 80 Mana


Imperius shouts an inspiring war cry that increases the attack damage of himself and his allies by 10% for 4 seconds.

Angels - Attack Damage and Attack Speed is increased by 20%.

Heroic Abilities

1
R - Retribution
Cooldown: 5 Seconds
Mana Cost: 100 Mana
Charges: 3


Passive - When Imperius dies, his killer will be marked as an Adversary.

Active - Imperius promotes an Angel to an Archangel, empowering them with increased Attack Damage and Health.

Angels will prioritize staying around/near an Archangel.
2
R - Divine Intervention
Cooldown: 120 Seconds
Mana Cost: 150 mana


Imperius blesses a hero for 5 seconds. If said hero takes fatal damage whilst the blessing is still active, Imperius will brace himself and switch places with them, taking the fatal damage and all subsequent for damage for 5 seconds. In this state, Imperius cannot commit any action and takes 50% reduced damage.

If Divine Intervention is triggered with only one enemy hero in a small radius around Imperius, the enemy hero will be marked as an Adversary.

Special Mount

1
Z - Grand Entrance
Cooldown: 60 Seconds
Mana Cost: None


Imperius selects an ally to fly to, and channels and flies up into the air for 5 seconds. After flying into the sky, he crashes down near an ally, stunning enemies in a small radius around him and knocking back enemies in a medium radius around him.

Think Galio Ult, but without the damage mitigation and being ACTUALLY GLOBAL.

Level 1 Talents


Holy Mission
Quest: Hit enemy heroes with Holy Strike 30 times.
Reward: Holy Strike does increased damage and now slows.

Regeneration Master
Quest: Gathering a Regeneration Globe increases your Health Regeneration by 1 per second, up to 30.
Reward: After gathering 30 Regeneration Globes, you also gain 500 Health.

Inspiring Cry
Attack Damage is increased by 20%.
Angels - Attack Damage and Attack Speed is increased by 30%.


Level 4 Talents


TBD

TBD

TBD

Level 7 Talents


TBD

TBD

TBD

Level 10 Talents


Retribution
Cooldown: 5 Seconds
Mana Cost: 100 Mana
Charges: 3


Passive - When Imperius dies, his killer will be marked as an Adversary.

Active - Imperius promotes an Angel to an Archangel, empowering them with increased Attack Damage and Health.


Divine Intervention
Cooldown: 120 Seconds
Mana Cost: 150 mana


Imperius blesses a hero for 5 seconds. If said hero takes fatal damage whilst the blessing is still active, Imperius will brace himself and switch places with them, taking the fatal damage and all subsequent for damage for 5 seconds. In this state, Imperius cannot commit any action and takes 50% reduced damage.

If Divine Intervention is triggered with only one enemy hero in a small radius around Imperius, the enemy hero will be marked as an Adversary.


Level 13 Talents


TBD

TBD

TBD

Level 16 Talents


TBD

TBD

TBD

Level 20 Talents


Glory to the High Heavens!
Imperius can now select Archangels and tell them where to go or who to target.

Divine Shield
Imperius now takes 75% reduced damage during Divine Intervention.

Commander of the High Heavens
Imperius can now have 12 Angels at once.

Conqueror of the High Heavens
Imperius gains ability power and attack damage for every destroyed enemy structure on the map.
Angels do not benefit from this Talent.

Post Script

Like with Deathwing, a lot of people have this set in stone idea that Imperius is a warrior. No ifs, ands, or buts, just a straight up melee, in your face tank that doesn't take no for an answer. Personally, whilst I don't think this idea is wrong, I don't think a conventional warrior would really do Imperius justice. After all, he may be a strong warrior, but he more-or-less is the defacto ruler of the High Heavens, and I don't think a one man army really captures that idea. So instead, my edition of Imperius is a Off-Tank Specialist who does what I felt Azmodan and Xul should've done: A hero built completely around summoning minions and being the best in-game lane bully. I'm still working on talents, but more-so want to get a second opinion on his idea and see if I should change/modify anything. After all, a hero has to be fun first before you can play them.

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TimeLord (1) | June 4, 2017 1:56pm
Awesome concept, I like all of the abilities!
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