Li Li Abilities and Strategy
Table of Contents

General Information
Below, we give you an overview of the abilities that Li Li has access to. We also explain how to best your these abilities.
The other pages of our Li Li guide can be accessed from the table of contents on the right.
About the Author
Straften is a Grand Master ranked player in both Hero League and Team League. He has a passion for theorycrafting, and regularly tests new features early on the PTR. He explains his strategy, reasoning, and implementation in these guides.
1. Tips on Li Li's Ability Usage
- Use
Healing Brew whenever it is available to heal allies.
Cloud Serpent should be used on frontline melee Heroes when possible.
- Use
Blinding Wind to Blind Heroes; avoid liberal PvE use.
- Activate
Jug of 1,000 Cups preemptively in team fights.
2. Fast Feet


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 most of her Abilities, Fast Feet helps to define her
active (and annoying) play style.
3. Healing Brew


- Mana: 25
- Cooldown: 4 seconds
Heal lowest Health ally (prioritizing Heroes) within 6 range for 190 (+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.
4. Cloud Serpent


- Mana: 35
- Cooldown: 12 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. It is best to cast it on allies that do not already have a
Cloud Serpent; this allows you to deploy as many active serpents as possible.
This is Li Li's only Ability that impairs her movement during its cast.
5. Blinding Winds


- 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. In team fights, use it whenever it is available. You should
generally not use it on Minions, as it has a long cooldown that should be saved
for use against Heroes. Blinding Wind is most useful against Heroes that rely
on Basic Attacks, like Illidan,
or Zuljin.
6. Jug of 1,000 Cups


- Heroic
- Mana: 80
- Cooldown: 20 seconds
Channel for up to 6 seconds. Every 0.25 seconds, heal the lowest Health nearby allied Hero for 70 (+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 keep a reasonable distance from a team
fight, which you should take advantage of when you use it.
Do not stand adjacent
to your allies when using Jug of 1,000 Cups, since it 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 early if
you think an ally is going to need it soon. 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.
7. Water Dragon


- Heroic
- 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.



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- azmodan all shall burn build
- Stuck in Silver
- Can we do a tier list sorted by map?
- Heroes of the Storm Nova
- Heroes of the Storm Murky


