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Li-Ming Abilities

Last updated on Mar 15, 2016 at 06:30 by Oxygen 16 comments

Table of Contents

Li-Ming Image

General Information

Below, we give you a brief overview of the abilities that Li-Ming has access to. You should read these ability descriptions before reading further, because the other pages of the guide assume that you have a basic knowledge of Li-Ming's abilities.

The other pages of our Li-Ming guide can be accessed from the table of contents on the right.

About the Author

Oxygen is a veteran of the MOBA genre, which he has been playing for nearly 15 years. He has coached some of Heroes of the Storm's most prominent North American players and teams alike, including Team Liquid. As a Rank 1 Flex player, he enjoys playing all Heroes and roles.

1. Magic Missiles

Li-Ming Magic Missiles
Magic Missiles (Q) Diablo Li-Ming
  • Mana: 20
  • Cooldown: 3 seconds

Fire three missiles toward an area, each dealing 266 (152 + 3% per level) damage to the first enemy hit. These missiles do 50% damage to Structures.

Magic Missiles Icon Magic Missiles launches 3 projectiles towards the targeted location. The first projectile is created slightly behind Li-Ming herself, whereas the second and third projectiles are created a small distance to her left and right. This offset in launching points causes the projectiles to "merge" towards your cursor, allowing you to fine-tune their fanning and spread depending on how far you click from Li-Ming. The projectiles each deal damage to enemies they contact, and individual enemies may be damaged by more than one projectile. Structures take 50% less damage from this ability.

Magic Missiles is Li-Ming's bread and butter. The ability's extremely short cooldown, insignificant Mana cost and long range means that it is typically used on-cooldown whenever enemies are within range — whether it be Minions, Structures, Mercenaries, or Heroes.

One peculiar yet key aspect of Magic Missiles is that it is by far the game's strongest ability in terms of raw damage per second, being able to deal more sustained damage than a typical Assassin delivering uninterrupted Basic Attacks. This makes Magic Missiles incredibly potent against stationary targets such as Mercenaries, Structures, and certain Map Objectives. This potential is offset by the ability's skillshot nature: whereas hitting moving opponents with one projectile is usually as simple as aiming in their general direction, reliably landing double or triple hits requires crowd control, much practice, or sheer luck. Magic Missiles is the reason Li-Ming is considered such a difficult yet rewarding character to play, and its mastery goes a long way towards greatly increasing your damage output.

2. Arcane Orb

Li-Ming Arcane Orb
Arcane Orb (W) Diablo Li-Ming
  • Mana: 40
  • Cooldown: 8 seconds

Fire an Orb that powers up as it travels, dealing 244 (140 + 3% per level) damage to the first enemy hit. The amount of damage dealt is increased the further it travels, up to 732 (418 + 3% per level) damage.

Arcane Orb Icon Arcane Orb launches a slow-moving projectile towards the targeted location. The projectile increases in size, damage, and area of effect as it travels, doubling in size and area, and dealing up to 300% more damage as it reaches the end of its course. The projectile detonates as it contacts an enemy or reaches its maximum range, dealing damage in a large area around it.

Arcane Orb is Li-Ming's main source of burst and area of effect damage. When no opponents are around, the ability provides you with potent waveclearing and sieging potential. When using Arcane Obs against Heroes, however, there are three main principles that you need to account for.

First, the projectile created by the ability moves very slowly in comparison to that of most abilities, meaning that the movement and potential dodging attempts of opponents has to be taken into account for successful hits. In general, this simply means "leading" your target by using your ability in such a way that they will run into its area of effect. Alternatively, capitalising on crowd control makes the projectile speed a non-issue.

Second, as with so many skillshot abilities, Arcane Orb can be wasted against undesirable targets such as Minions, Summons or Tanks. This issue can be alleviated by flanking or looking for fragile isolated targets.

Third, Arcane Orb deals significantly more damage when it is allowed to travel. Although it is unnecessary to look for perfect maximum range hits, one should avoid using Arcane Orb from melee or near-melee range, even if this means not using the ability on cooldown. Arcane Orb's long range allows you to fire over terrain, not only making the ability less predictable and therefore more difficult to avoid or block, but also allowing you to reliably benefit from the bonus damage clause.

Although Arcane Orb is an area of effect ability, it is better to try and use the ability to burst down a single target as opposed to try and maximise its area of effect damage so as to be able to benefit from Critical Mass Icon Critical Mass.

3. Teleport

Li-Ming Teleport
Teleport (E) Diablo Li-Ming
  • Mana: 30
  • Cooldown: 5 seconds

Teleport a short distance instantly.

Teleport Icon Teleport causes Li-Ming to instantly move to the targeted location.

Teleport is the quintessential gap-closer. Although it is extremely short-ranged, it has the shortest cooldown of all gap-closers in the game, which is only accentuated by the properties of Critical Mass Icon Critical Mass. Due to this fact, Teleport's instantaneity, and Li-Ming's obvious fragility, it is advisable to vigorously use the ability to avoid dangerous skillshots and create space between yourself and melee attackers whenever possible. Very small walls and terrain barriers can also be passed through with Teleport.

Offensively, Teleport can be used to quickly allow yourself to come in range of a Hero that is otherwise too far away to hit. Critical Mass is particularly useful then as the cooldown refreshment clause allows you to Teleport right back to safety afterwards.

4. Disintegrate

Li-Ming Disintegrate
Disintegrate (R) Diablo Li-Ming
  • Mana: 80
  • Cooldown: 30 seconds

Channel a powerful beam, dealing 1168 (462 + 5% per level) damage over 2.5 seconds to enemies while they are in it. The direction of the beam changes with your mouse cursor position.

Disintegrate Icon Disintegrate causes Li-Ming to immobilize herself to channel for up to 2.5 seconds, dealing damage every 0.0625 seconds in a thin line in front of her. For the duration, Li-Ming will face your cursor, allowing you to adjust the ability's area of effect. Disintegrate can be stopped early by recasting it.

Disintegrate has a distinctly short cooldown. Unlike many Heroic Abilities, Disintegrate becomes part of Li-Ming's casual ability chain as soon as it is acquired. Its instant effect and very long range make it an extremely reliable way of attempting to finsh off fleeing opponents. This reliabiity is offset by relatively low damage — Magic Missiles Icon Magic Missiles and Arcane Orb Icon Arcane Orb both deal more damage — and the detrimental self-immobilization associated with channeled abilities.

Outsite of team fights, Disintegrate is an excellent waveclearing tool, especially against lined-up Minions that have yet to engage your own team's Minions. In a pinch, it is also useful for revealing nearby cloaked Heroes by rapidly spinning in a 360 degree motion.

5. Wave Of Force

Li-Ming Wave Of Force
Wave Of Force (R) Diablo Li-Ming
  • Mana: 80
  • Cooldown: 20 seconds

Knock away all enemies from an area and deal 425 (168 + 5% per level) damage.

Wave Of Force Icon Wave Of Force pushes enemies away from the centre of the targeted location, damaging and very briefly stunning them.

Whereas Disintegrate Icon Disintegrate is used for its damage, Wave Of Force's power lies in its versatility. The ability's first and foremost purpose is to provide Li-Ming with a form of crowd control, for she otherwise has no such tools as part of her Basic Abilities and talents.

Wave Of Force is excellent for peeling for oneself or for allies, as the knockback effect instnatly creates distance between your target and whomever you may be trying to protect. Wave Of Force also has a very respectable cast range and area of effect, making it a prime means of unconditionally interrupting important channeled abilities such as Kael'thas' Pyroblast Icon Pyroblast or Li Li's Jug of 1,000 Cups Icon Jug of 1,000 Cups.

6. Critical Mass

Li-Ming Critical Mass
Critical Mass Diablo Li-Ming
  • Trait

Getting a Takedown will refresh the cooldown on all of your Abilities.

Critical Mass Icon Critical Mass causes all of Li-Ming's Basic and Heroic Ability cooldowns to be completely refreshed and ready to use whenever you kill a Hero or participate in killing a Hero.

Critical Mass defines Li-Ming's playstyle. The raw power of this particular trait means that for any given engagement, your primary goal is to cause at least one enemy Hero to die so that you may exploit consecutive volleys of abilities. Although focusing on damaging as many opponents as possible may seem like the natural thing to do for a typical Assassin, it is particularly important for Li-Ming players to avoid trying to play the "value game"; focus on taking down one specific target as opposed to trying to maximise the number of targets hit by your area of effect abilities. Should you succeed, you will end up dealing more incidental damage by throwing out second and third rounds of your abilities, and will even increase your own survivability.

It should be emphasized that without the "resets" provided by Critical Mass (commonly known by players as "snowballing"), Li-Ming is an underwhelming Hero that provides little more than damage. It is absolutely capital to be able to reliably secure kills by improving your skillshot accuracy, offensive decision making, and general APM.

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