Li Li Abilities and Strategy
Welcome to our Abilities page for Li Li. Here, we give you an overview of every ability in Li Li's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Li Li's other abilities. We also give you strategy tips to play Li Li efficiently.
Li Li's Tips and Tricks
- Use Healing Brew whenever it is available to heal allies.
- Cloud Serpent should be used on frontline melee Heroes as they engage.
- Use Blinding Wind to Blind Heroes; avoid PvE use.
- Activate Jug of 1,000 Cups preemptively in team fights.
Upon taking damage, your Basic Ability cooldowns refresh 50% faster and you gain 10% Movement Speed for 1 second.
Fast Feet is triggered when Li Li takes damage from any source. This makes Li Li very hard to kill without burst damage or crowd control. Because she can move while casting her Abilities, Fast Feet helps to define her active (and annoying) play style.
- Mana: 25
- Cooldown: 4 seconds
Heal lowest Health ally (prioritizing Heroes) within 6 range for 175 (+4% per level) Health.
Healing Brew is a powerful (and easy to use) single-target healing Ability. You can instantly cast Healing Brew when it comes off of cooldown by holding down "Q". This is the best way to use Healing Brew during combat. Although Healing Brew is exceptionally Mana efficient, it will drain your Mana reserves when used constantly. Li Li has several Talents that provide Mana sustain, and it is recommended that you take at least one each game. Casting Healing Brew does not impede movement, which allows you to constantly reposition while using it.
Healing Brew has some weaknesses that should be recognised. There is a significant travel time of the brew once it is cast. If a teammate needs healing immediately, they can die before Healing Brew reaches them. In addition to this flaw, the lowest Health ally is not always your highest priority. An ally that is being attacked by several enemies needs healing more urgently than a low Health ally who is safely out of the fight. Unfortunately, Healing Brew will always be delivered to the ally with the lowest percent Health within range. If you have the lowest percent Health on your team, Healing Brew can only be used on you. The best way to play around these weaknesses, is to keep your team at (or near) full Health whenever possible. This is why it is best to constantly cast Healing Brew during combat.
- Mana: 35
- Cooldown: 11 seconds
Summon a Cloud Serpent on an allied Hero that attacks nearby enemies every second. Each attack deals 26 (+4% per level) damage and heals the ally for 20 (+4% per level). Lasts for 8 seconds.
Cloud Serpent provides damage, and heals a small amount with each attack. It is a great way to help a teammate win trades, even without Talents invested into it. It should be cast on Heroes who are within range of enemies, or who are about to engage. This is generally the tank, but it can also be cast on allied damage-dealing Heroes if they are pursuing (or are being pursued by) enemies. Use Cloud Serpent whenever you think it will deliver several attacks.
- Mana: 30
- Cooldown: 12 seconds
Throw a cloud of wind at the 2 nearest enemies (prioritizing Heroes), dealing 133 (+4% per level) damage. Affected targets are Blinded for 1.5 seconds, causing their Basic Attacks to miss and deal no damage.
Blinding Wind simultaneously damages enemies and reduces the damage that they can deal. Use it whenever it is available in team fights, but prioritize enemy Heroes that are positioned to deliver Basic Attacks. Blinding Wind should not be used on Minions, as it has a long cooldown that should be saved for use against Heroes. Blinding Wind is most useful against Heroes that are designed around Basic Attacks, like Illidan or Zuljin.
Jug of 1,000 Cups
- Mana: 80
- Cooldown: 20 seconds
Channel for up to 6 seconds. Every 0.25 seconds, heal the lowest Health nearby allied Hero for 66 (+4% per level) Health and increase the cooldown of Jug of 1,000 Cups by 2 seconds, up to 50.
Jug of 1,000 Cups provides a massive amount of healing for you and your team. The range is long enough that you can remain in the backline during team fights. Do not stand adjacent to your allies when using Jug of 1,000 Cups; doing so increases the likelihood that it will be interrupted by enemy crowd control. Some Abilities (like Cocoon and Judgment) are targeted and have a long range, making them impossible to avoid. The only counterplay to these Abilities is to either wait until they have been used, or to position yourself so that your team can punish their use. There is a short delay between using Jug of 1,000 Cups and the delivery of the first heal, so it is important to use the Ability preemtively if you think an ally is going to need it. You should cancel Jug of 1000 Cups as soon as it is no longer needed, in order to reduce its cooldown.
If your team is very low on Health after a favourable teamfight and there are objectives available nearby, you can use Jug of 1,000 Cups to heal them. This can save your team the valuable time of having to recall back to base, or retreating to tap a Well. It is important to only do this if several of your allies are low, as Healing Brew can heal one or two allies to full health in a short time. In the event that no objectives are available for your team to take, save your cooldown and Hearth back instead.
- Mana: 50
- Cooldown: 45 seconds
Li Li channels for 2 seconds, summoning a Water Dragon that hits the nearest enemy Hero within 12 range and all enemies near them, dealing 300 (+4% per level) damage and slowing their Movement Speed by 70% for 4 seconds.
Water Dragon is best taken when there are two Heroes on your team who are capable of healing. If you are the only healer, it is usually best to take Jug of 1000 Cups. Although Water Dragon deals damage, it should be used primarily for the massive AoE Slow that it provides. Use the Slow to kite or chase enemy Heroes, allowing you (and your team) to gain or reduce distance as needed.
- 23 Aug. 2018: Updated Cloud Serpent discussion to reflect changes in balance patch.
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