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Imperius Abilities & Talents

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Here's a full list of Imperius' abilities and talents. The Diablo Hero will hit live servers next week.

Abilities

Trait

  • Valorous Brand - Each Basic Ability marks enemy Heroes hit for 10 seconds. Basic Attacks consume the target's marks, dealing 30% bonus damage per mark.

Primary Abilities

[Q] Celestial Charge (Mana: 40, Cooldown: 10 seconds) - Lunge towards a targeted direction and stab, dealing 35 damage. If an enemy Hero is hit, Channel to Stun for 1 second and deal 70 additional damage when it fully finishes.

celestial-charge.jpg

[W] Solarion's Fire (Mana: 60, Cooldown: 8 seconds) - Release a fiery wave that deals 100 damage. Enemies hit by the center take 50 bonus damage and are Slowed by 40% for 3 seconds.

solarions-fire.jpg

[E] Molten Armor (Mana: 50, Cooldown: 12 seconds) - Shroud Imperius in flames for 3 seconds, striking a nearby enemy for 19 damage every 0.25 seconds. Imperius heals for 100% of the damage dealt, with healing doubled versus Heroes.

molten-armor.jpg

Heroic Abilities (Level 10 Talents)

[R1] Angelic Armaments (Mana: 60, Cooldown: 60 seconds) - Summon a ring of blazing swords that grant 1000 Shield for 3 seconds. If the Shield lasts the full duration, this ability can be reactivated within 5 seconds to launch 6 swords toward an area, each dealing 140 damage to the first enemy hit.

angelic-armaments.jpg

[R2] Wrath of the Angiris (Mana: 80, Cooldown: 80 seconds) - After 0.75 seconds, charge in the target direction, lifting the first enemy Hero hit into the Heavens. While in the air, Imperius can steer the landing location by moving. After 2 seconds, slam the target into te ground, dealing 375 damage and Stunning them for 1 second.

wrath-of-the-angiris.jpg

Talents

Level 1

  • [Q] Impaling Light - Celestial Charge deals 125% increased damage.
    • Quest: Stun multiple enemy Heroes with a single Celestial Charge.
    • Reward: After Stunning 2 Heroes, permanently reduce the cooldown by 2 seconds.
    • Reward: After Stunning 3 Heroes, permanently reduce the cooldown by an additional 2 seconds.
  • [W] Consuming Flame
    • Quest: Hitting Heroes with the center of Solarion's Fire increases its center damage by 10, up to 150.
    • Reward: After hitting 15 Heroes, increase Solarion's Fire Slow by 15%.
  • [W] Burn The Impure - Consuming a Solarion's Fire mark deals bonus damage equal to 3% of Hero's maximum Health.

Level 4

  • [W] Bulwark of Flame - Hitting a Hero with Solarion's Fire grants 60 Physical Armor against the next 2 enemy Hero Basic Attacks. Stores up to 4 Charges.
  • [E] Unshakable Faith - Activating Molten Armor removes Roots and Slows. If a disabling effect is removed, heal for 250.
  • [Trait] Battle Hunger - Heal for 82 Health for every Valorous Brand mark consumed.

Level 7

  • [Q] Flash of Anger - Hitting a Hero marked by Solarion's Fire with Celestial Charge deals 160 damage around the target.
  • [W] Blaze of Glory - Solarion's Fire leaves a line of scorched earth along its center, exploding after 2 seconds and dealing 125 damage.
  • [Active] Holy Fervor (Cooldown: 18 seconds) - Activate to cause the next 4 Basic Attacks to cleave for 157 damage.

Level 10

  • [R1] Angelic Armaments (Mana: 60, Cooldown: 60 seconds) - Summon a ring of blazing swords that grant 1000 Shield for 3 seconds. If the Shield lasts the full duration, this ability can be reactivated within 5 seconds to launch 6 swords toward an area, each dealing 140 damage to the first enemy hit.
  • [R2] Wrath of the Angiris (Mana: 80, Cooldown: 80 seconds) - After 0.75 seconds, charge in the target direction, lifting the first enemy Hero hit into the Heavens. While in the air, Imperius can steer the landing location by moving. After 2 seconds, slam the target into te ground, dealing 375 damage and Stunning them for 1 second.

Level 13

  • [Q] Pathetic Mortals - Stunning enemy Heroes with Celestial Charge reduces their damage by 35% for 4 seconds.
  • [E] Divine Rage - Striking an enemy Hero with Molten Armor reduces its cooldown by 0.25 seconds.
  • [E] Heat of Battle - Molten Armor heals 25% more while Imperius is below 50% Health.

Level 16

  • [Q] Celestial Swiftness - Stunning an enemy Hero with Celestial Charge grants 50% Attack Speed and 20% Movement Speed for 5 seconds.
  • [E] Melting Touch - Consuming a Molten Armor mark reduces the target's Armor by 25 for 4 seconds.
  • [E] Sovereign Armor - Molten Armor grants 50 Armor for 2.5 seconds.

Level 20

  • [R1] Heavenly Host - Nearby allied Heroes gain 600 Shield for 3 seconds. If the Shield lasts the full duration, fire a sword at the nearest enemy Hero, dealing 140 damage.
  • [R2] Unrelenting Descent - Consuming a Valorous Brand reduces the cooldown of Wrath of Angiris by 5 seconds.
  • [Active] Impervious (Cooldown: 75 seconds) - Activate to become Unstoppable and gain 75 Spell Armor for 2 seconds. Hitting Heroes with the center of Solarion's Fire reduces this cooldown by 5 seconds.
  • [Active] Valorous Pursuit (Cooldown: 15 seconds) - Activate to teleport to an enemy that has been marked by Valorous Brand.
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Seems like Q-focused build will be the most useful in majority of situations. Wrath of the Angiris is likely going to be picked more often, as other heroic requires maintaining shield for entire duration, to fully benefit from it, which might be difficult against teams with high burst damage or with abilities/talents to deal extra damage to shields.

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43 minutes ago, Arcling said:

Seems like Q-focused build will be the most useful in majority of situations. Wrath of the Angiris is likely going to be picked more often, as other heroic requires maintaining shield for entire duration, to fully benefit from it, which might be difficult against teams with high burst damage or with abilities/talents to deal extra damage to shields.

I think quite the contrary. The ult works as burst protection and damage if it survives. Even has a storm shield attached at level 20.

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The Q is quite strange, although it can stun ppl, but in the same time it also make you stand at there for that period when he stun people make you also vulnerable to other.

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9 hours ago, gerbercage said:

The Q is quite strange, although it can stun ppl, but in the same time it also make you stand at there for that period when he stun people make you also vulnerable to other.

I think it's because he is supposed to be good at dueling, so it's fine if enemy is alone, but will be a problem if he is facing more than one. It's also good in team fights, as it gives others opportunity to engage.

Edited by Arcling

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2 hours ago, Arcling said:

I think it's because he is supposed to be good at dueling, so it's fine if enemy is alone, but will be a problem if he is facing more than one. It's also good in team fights, as it gives others opportunity to engage.

Agreed. The Q build seems like focused on dueling, but might not be the most picked because your power will be limited in team fights.

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If you combine his lingering W, activate his E and R(swords) before striking with Q you basically erase most other players solo. The slow on the W is key for that usually. Who knows how long that'll last though. Damage seems high on'em so far.

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