Imperius by beboptimusprime

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Imperius

By: beboptimusprime
Last Updated: Aug 29, 2017
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Imperius

The Aspect of Valor

"Imperius, the archangel of Valor, is the greatest warrior in all of creation. He revels in war and combat and has led the hosts of Heaven to innumerable victories. With Malthael's absence, it is Imperius who now rules over the Angiris Council, seeking always to defend the High Heavens from any foe."
— Selathiel, writing on Imperius

I designed Imperius as a dive-oriented bruiser who excels at moving into the enemy backline, creating a zone of influence, and causing havoc. While he can function as part of a balanced team, he will do best in conjunction with other dive heroes which, deliberately, makes him an ideal pairing with Tyrael. His trait empowers his Auto-Attacks as well as those of his allies the longer a fight goes on, and with Divine Fury, he is able to quickly enter (or if necessary escape) combat. Imperius is not designed to be a solo tank, although he can spec into enough durability to pass in the right composition. He has a good amount of CC which and damage which will enable him to either peel or engage depending on the team's needs. Although he is never playable in Diablo, I drew on his known quantities: Solarion, his spear, his gigantic flaming wings, and his tendency to suddenly crashland and blow demons up.

STATISTICS
HEALTH 2,275 (+4.0%)
REGEN 5.04 (+4.0%)
MANA 490 (+10)
REGEN 2.90 (+0.098)
ATK SPEED 0.85 PER SECOND
DAMAGE 135 (+4.0%)

Combat Trait

1
Aspect of Valor
Any time Imperius deals damage to enemy Heroes with Auto-Attacks, he increases the Auto-Attack damage of himself and all Allied Heroes in Aura range (about Ranged Attack range) by 1% for 5 seconds. This effect stacks up to 10 times. Each new stack resets the decay, and all stacks decay at once.

Imperius attacks with his spear, slowly. His attack range, while technically melee, is the longest of all melee heroes. His attacks always pierce in a straight line (similar to Zarya's, but not a constant beam) and will damage anything in a thin line determined by his position and the position of his target. If he hits multiple targets, each target stacks his trait.

Primary Abilities

1
Impale
Imperius' next Auto-Attack Roots all targets hit for 1 second and deals 75 additional damage.

Cooldown begins when the attack is completed (cannot be 'pre-loaded' for double the root).

Cooldown: 8 Seconds
Mana Cost: 40 Mana
2
Circle of Judgement
Imperius creates a large zone of holy energy, lasting 6 seconds. Enemies inside this zone take 40 damage per second, and heal Imperius for the same amount. This effect is doubled against heroes.

Cooldown: 12 seconds
Mana Cost: 50 mana
3
Divine Fury
Imperius targets an area. After a .5 second delay, he disappears from the field, Cleansing himself of any slows, DOTs, Blinds, or other non-stun or silence effects. He reappears 1.5 seconds later at the targeted location.

Upon arrival he deals 175 damage in a large AOE and stuns enemies hit in a smaller AOE for .5 seconds.

Cooldown: 15 seconds
Mana Cost: 60 Mana

Secondary Abilities

1
Wingbeat
Imperius dashes forward a small distance, slowing enemies he passes through by 50% for 2 seconds.

Cooldown: 1.5 seconds

Heroic Abilities

1
Wings of Valor
Imperius calls upon the full splendor of his power as the Aspect of Valor, increasing his power for 5 seconds.

While in this state, Imperius gains 25 Armor and moves 25% faster, and does not collide with enemies. Additionally, his attack range increases by 1 and gains double the effects of Aspect of Valor.

Gains the Secondary Ability, Wingbeat for the duration.

Cooldown: 40 Seconds
Mana Cost: 60 Mana
2
Banish
Imperius plunges his spear, Solarion, into the earth, unleashing a radial torrent of Divine Flame from his location. The flame makes a spiral pattern outward from Imperius over 3 seconds, dealing 350 damage each time it hits an enemy hero.

This is a rooted channel, and can be interrupted.

Cooldown: 60 seconds
Mana Cost: 80 mana

Talents

Level 1:



Solarion's Call (Quest):



Successfully impale enemy Heroes.

15 Heroes Impaled:

Reduce Impale's cooldown by 2 seconds.

3 Heroes Impaled at Once:

Increase Impale's bonus damage by an additional 75.

4 Heroes Impaled at Once:


Increase the duration of Impale's root by .5 seconds.

Angelic General (Quest):



Allies deal auto-attack damage under the effects of Aspect of Valor.

At 20,000 damage, increase the length of its decay by 1 second.

At 40,000 damage, increase its limit to 12 stacks.

Pandemonium Veteran:



Whenever Imperius successfully damages more than one target with his basic attack, he gains a charge of 50 Physical Armor. The first auto attack he receives depletes this charge, and it lasts for 3 seconds. Can carry up to 3 stacks.

Level 4:



Cower, Mortals:



Divine Fury deals 75% increased damage to Non-Heroic targets. If it does not hit a hero, it refunds 30 mana.

Furious Judgment:



Divine Fury deals 50% increased damage to targets inside of Circle of Judgment.

Heaven's Reach:



Increase the cast range of Divine Fury by 50%.


Level 7:



Grievous Injury:



Impaled enemies have their Ability Power reduced by 30% for 4 seconds.

Arena of Judgment:



Imperius heals for 75% of his Auto-Attack damage on heroes inside Circle of Judgment.

Valor's Reward:



Imperius gains 2.5 Armor per stack of Aspect of Valor.

Level 10:



Wings of Valor


Banish


Level 13:



Divine Momentum:

Each hero hit by Divine Fury increases the damage of its next cast by 5%.

Divine Judgment:

Divine Fury pulls all enemies inward. This is applied after stun (stun still does not effect outer radius, but pull does).

True Divinity:

Divine Fury Reduces Healing on targets hit by 30%.

Level 16:



Challenge Issued:

While inside Circle of Judgment, enemy heroes deal 25% reduced damage to any target other than Imperius.

Judgment's Sting:

Circle of Judgment deals 100 damage to enemies in melee range at the moment of casting.

Solarion's Bond:

Imperius's Auto-Attacks deal 10% more damage for each target they strike.


Level 20:



True Valor:


Casting Wings of Valor refreshes the cooldown of Divine Fury. While Wings of Valor is active, Divine Fury has no delay, and each hero hit reduces its cooldown by 2 seconds.

Purge Evil:

Lower Banish's cooldown by 15 seconds.

Enemy heroes hit by Banish have any buffs granted to them by allies removed. For each effect removed, lower its cooldown by 10 seconds. Its cooldown cannot be reduced in this manner below 5 seconds.

Angiris Champion:

Imperius gains 2% Attack Speed for each stack of Aspect of Valor.

Valorous Flight:

Imperius is now able to use Wingbeat outside of Wings of Valor. Can be selected regardless of ultimate choice at level 10. When Wings of Valor is inactive, Wingbeat's cooldown is increased to 12 seconds.

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