Welcome to our Talents page for Imperius. Here, we give you an overview of how strong each of Imperius' talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
Imperius's Talent Build
|1||✔ ✔ ✔|
|4||✔ ✔ ?|
|7||✔ ✔ ✘|
|13||✘ ✔ ✔|
|16||✔ ✔ ✔|
|20||✔ ✘ ✘ ✔|
Imperius' Talent Build Cheatsheet
Angelic Armaments BuildTalent calculator »
The Angelic Armament Build focuses on Imperius' self-healing and team fight utility. His first major power spike arrives after unlocking Angelic Armaments at Level 10. This Heroic Ability protects Imperius with a massive shield, allowing him to charge right into the enemy team's ranks. At Level 13, Divine Rage significantly lowers Molten Armor's cooldown, which greatly increases Imperius' survivability. Furthermore, it possesses great synergy with Melting Touch at Level 16. Alternatively, Valorous Pursuit is a good choice if there is need for additional mobility. This is usually the case when the enemy team features a lot of crowd control and/or slow nimble targets that otherwise could not be chases. Imperius' second major power spike comes with Level 20. Heavenly Host turns Angelic Armaments into an amazing team fighting ability protecting all nearby allied Heroes with a potent shield.
Celestial Charge BuildTalent calculator »
The Celestial Charge Build aims to maximize Imperius' burst damage after successfully landing Celestial Charge. This comes with a somewhat great risk great reward playstyle, which can be extremely rewarding if working out fine, but can also feel slightly underwhelming if the enemy team has several nimble Heroes that can dodge Imperius' Celestial Charge easily. Thus, we advise to carefully analyze the enemy team composition first, before committing to this Build.
After the obvious Level 1 choice, Impaling Light, to increase Imperius' damage, Sovereign Armor at Level 4 is a great follow-up, as it boosts Imperius' durability significantly. At Level 7, Flash of Anger syngergizes well with Impaling Light to further increase damage dealt. For Level 13 we recommend Divine Rage, as it is exceptionally strong if combined with Sovereign Armor. Level 16 remains completely situational and thus we do not have a clear favorite for this tier. At Level 20, Impervious' Unstoppable effect makes this talent a golden one that eliminates one of the greatest weaknesses of this Build, which is enemy crowd control that can prevent Imperius from using Celestial Charge in the first place.
Level 1 Talents for Imperius
Celestial Charge's final damage is increased by 100% and cooldown is reduced by 1.25 seconds for each Valorous Brand on the target when the Stun completes.
Increase the center damage of Solarion's Fire by an additional 125% and its Slow amount by 15%. The first enemy Hero hit with Solarion's Fire restores 30 Mana.
Consuming a Valorous Brand mark deals bonus damage equal to 2.5% of the Hero's maximum Health.
Consuming Flame helps Imperius fight one of his greatest weaknesses in the early game, which is waveclear. The increased Movement Speed Slow amount after its completion is quite noticeable as well while the additional Mana Regeneration is a nice-to-have bonus.
Burn the Impure amplifies Imperius' early game damage output tremendously. The additional percentage damage works particularly well with Molten Armor if Imperius maintains a consistent Basic Attack sequence after each tick.
Impaling Light is a core choice for a Celestial Charge-centric Build. The extra damage and cooldown reduction it provides synergizes very well with follow-up talents such as Flash of Anger at Level 7 or Celestial Swiftness at Level 16.
Level 4 Talents for Imperius
Molten Armor grants 25 Armor for 1.5 seconds. Damaging an enemy Hero with Molten Armor increases the duration of the Armor by 0.5 seconds.
Increase the healing of Valorous Brand by 60%.
Damaging an enemy Hero sets the duration of an active Regeneration Globe on Imperius to 8 seconds (unless it is already higher).
Battle Hunger allows Imperius to heal tremendous amounts from enemy Heroes, which proves to be a valuable asset at any stage of the game.
Press Forward is a very useful talent during duels in the laning phase, but with almost zero value during team fights, where Regeneration Globes are rarely found, which makes it a situational choice at best.
Level 7 Talents for Imperius
Consuming a mark from Celestial Charge deals 180 (+4% per level) damage around the target and grants Imperius 300 (+4% per level) point Shield for 4 seconds.
Solarion's Fire leaves a line of scorched earth along its center, exploding after 2 seconds and dealing 125 (+4% per level) damage. This explosion benefits from and consumes Valorous Brand marks.
- Cooldown: 30 seconds
Activate to cause the next 4 Basic Attacks within 10 seconds to cleave for 30% additional damage.
Holy Fervor's duration is a bit too short and its cooldown a bit too long for it to become a recommended talent.
Level 10 Talents for Imperius
- Mana: 70
- Cooldown: 70 seconds
Summon a ring of blazing swords that grants 1000 (+4% per level) 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 (+4% per level) damage to the first enemy hit.
- 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 the ground, dealing 375 (+4% per level) damage and Stunning them for 1 second.
Angelic Armaments comes with everything an aggressive Bruiser like Imperius needs. Its massive shield prevents enemies from bursting him down. The activatable damage component can wreak havoc on the enemy team's backline, making him an even scarier foe to face.
Wrath of the Angiris is too unreliable and can be dodged too easily due to its channeled activation animation. It is a high risk high reward talent with an even higher cooldown than Angelic Armaments.
Level 13 Talents for Imperius
Stunning enemy Heroes with Celestial Charge reduces their damage by 40% for 4 seconds.
Consuming a Valorous Brand mark reduces the cooldown of Molten Armor by 1 second.
Increase Molten Armor's healing against Heroes by 2% for every 1% Health Imperius is missing.
Divine Rage significantly lowers Molten Armor's cooldown, which greatly increases Imperius' survivability. Furthermore, it possesses great synergy with both Melting Touch and Sovereign Armor at Level 16.
Heat of Battle comes with stronger healing the lower Imperius' health pool is, making it a strong sustaining tool that could also trick opponents into overextending on Imperius.
Pathetic Mortals's damage reduction is not bad per se, however, we consider this talent a bit underwhelming, especially since both of the other Level 13 talents are really strong.
Level 16 Talents for Imperius
Gain 25% Movement Speed for 5 seconds after casting Celestial Charge. Gain 40% Attack Speed for 5 seconds for each Hero stunned with Celestial Charge.
Consuming a Molten Armor mark reduces the target's Armor by 25 for 4 seconds.
- Cooldown: 20 seconds
Activate to teleport to an enemy that has been marked by Valorous Brand and gain 25 Armor for 3 seconds.
Celestial Swiftness increases Imperius' Attack and Movement Speed after stunning foes using Celestial Charge. While this boosts his damage output, we usually only recommend this talent if other Celestial Charge-related talents were picked.
Valorous Pursuit is a flashy talent that can be used in a variety of ways. If used offensively, Imperius can efficiently chase down fleeing enemies. If used defensively, it can be a great tool to help allies in need or evacuate Imperius out of a dangerous situation.
Level 20 Talents for Imperius
Nearby allied Heroes gain 600 (+4% per level) Shield for 3 seconds.
If the Shield lasts the full duration, fire a sword at the nearest enemy Hero, dealing 140 (+4% per level) damage.
Consuming a Valorous Brand reduces the cooldown of Wrath of the Angiris by 5 seconds.
Reduce the duration of Valorous Brand to 3 seconds, but it is no longer consumed when triggered.
- Cooldown: 75 seconds
Activate to become Unstoppable and gain 75 Spell Armor for 3 seconds. Hitting Heroes with the center of Solarion's Fire reduces this cooldown by 5 seconds.
Heavenly Host turns Angelic Armaments into an amazing team fighting ability. Similar to Storm Shield, it protects every allied Hero in Imperius' vicinity every 60 seconds, which is too good to be neglected.
Impervious can be a great choice if the enemy team focuses heavily on killing on Imperius or if a Celestial Charge centric Build was chosen. Then, the Unstoppable effect makes it much easier for Imperius to approach his opponents and set up a strong Celestial Charge combo.
Brand of Solarion offers great utility, however, we found the other Level 20 choices to be slightly more impactful.
- 12 Jul. 2019: Updated Imperius' Talents and Builds in accordance with the latest Balance Update.
- 10 Jun. 2019: Revised the Imperius guide and applied several minor updates.
- 28 Jan. 2019: Changed Burn the Impure from from Situational to Recommended and updated the Build accordingly.
- 10 Jan. 2019: Changed Sovereign Armor from Situational to Recommended.
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