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.
1. Imperius's Talent Build
|1||✘ ✔ ?|
|4||✘ ? ✔|
|7||✘ ✘ ✔|
|13||✘ ✔ ✘|
|16||✘ ✔ ✔|
|20||✔ ✘ ? ✘|
2. Imperius' Talent Build Cheatsheet
Angelic Armaments BuildTalent calculator »
The Angelic Armament Build focuses on Imperius' self-healing and team fight utility. Strong synergetic talents, such as Holy Fervor at Level 7, which works great if combined with Battle Hunger, allow Imperius to be an impactful Hero, especially in the mid-late-game phase. 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 both Melting Touch and Sovereign Armor at Level 16. 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.
3. Level 1 Talents for Imperius
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.
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%.
Consuming a Solarion's Fire mark deals bonus damage equal to 3% of the Hero's maximum Health.
Impaling Light comes with several Quest stages. While landing Celestial Charge on 2 enemy Heroes is usually done relatively quickly, stunning 3 enemy Heroes is quite unlikely to happen. Thus, we consider the other talents more reliable and thus usually more impactful throughout all stages of the game.
4. Level 4 Talents for Imperius
Hitting a Hero with Solarion's Fire grants 60 Physical Armor against the next 2 enemy Hero Basic Attacks. Stores up to 4 Charges.
Activating Molten Armor removes Roots and Slows. If a disabling effect is removed, heal for 250 (+4% per level).
Heal for 82 (+4% per level) Health for every Valorous Brand mark consumed.
Battle Hunger has great synergy with Holy Fervor at Level 7, which allows Imperius to heal tremendous amounts from multiple enemy Heroes at the same time. But even without the cleaving attacks, the additional self-healing is too good to be neglected.
Bulwark of Flame provides Physical Armor, however, removing a Slow or Root usually prevents more follow up damage than Bulwark of Flame could block. Moreover, Battle Hunger's consistent healing outshines its physical damage reduction as well.
5. Level 7 Talents for Imperius
Hitting a Hero marked by Solarion's Fire with Celestial Charge deals 160 (+4% per level) damage around the target.
Solarion's Fire leaves a line of scorched earth along its center, exploding after 2 seconds and dealing 125 (+4% per level) damage.
- Cooldown: 18 seconds
Activate to cause the next 4 Basic Attacks to cleave for 157 (+4% per level) damage.
Holy Fervor is not only a very good talent by itself, it can further enhance the efficiency of other Valorous Brand-related talents, such as Consuming Flame at Level 1 or Battle Hunger at Level 4. It also helps improve Imperius' waveclear and comes with a relatively short cooldown.
Blaze of Glory's bonus damage is not impressive for two reasons. Firstly, the damage amount is quite low, secondly, it takes too long to explode, allowing enemy Heroes to dodge it with ease.
6. Level 10 Talents for Imperius
- Mana: 60
- Cooldown: 60 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.
7. Level 13 Talents for Imperius
Stunning enemy Heroes with Celestial Charge reduces their damage by 35% for 4 seconds.
Striking an enemy Hero with Molten Armor reduces its cooldown by 0.25 seconds.
Molten Armor heals 25% more while Imperius is below 50% Health.
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 a crippling condition which requires Imperius to be below 50% of his health. Thus, this talent does not give any value while Imperius is in decent fighting condition. That makes it quite inferior to Divine Rage, which on average, thanks to its cooldown reduction, also generates more overall healing.
8. Level 16 Talents for Imperius
Stunning an enemy Hero with Celestial Charge grants 50% Attack Speed and 20% Movement Speed for 5 seconds.
Consuming a Molten Armor mark reduces the target's Armor by 25 for 4 seconds.
Molten Armor grants 50 Armor for 2.5 seconds.
Sovereign Armor can be a worthwhile alternative choice if the enemy team focuses Imperius heavily throughout the game.
Celestial Swiftness increases Imperius' Attack and Movement Speed after stunning foes using Celestial Charge. While this boosts his damage output, we find the other talents to be overall more reliable and synergetic.
9. 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.
- 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.
- Cooldown: 15 seconds
Activate to teleport to an enemy that has been marked by Valorous Brand.
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 situational choice if the enemy team focuses heavily on killing on Imperius or if, for whatever reason, Imperius ends up being the only frontliner in the team.
Valorous Pursuit is a flashy talent with very limited impact. While it provides Imperius with additional mobility, the lack of protection for both himself and nearby allied Heroes renders this talent rather weak.
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