Welcome to our Talents page for Li-Ming. Here, we give you an overview of how strong each of Li-Ming's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
1. Li-Ming's Talent Build
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2. Li-Ming's Talent Build Cheatsheet
Calamity BuildTalent calculator »
The Calamity build revolves around dealing as much burst damage as possible to trigger Ability resets through Critical Mass. Key Talents include the aforementioned Calamity, which turns Teleport into a high burst damage Ability, Illusionist, which increases the range of Teleport and allows it situationally to reset outside of Critical Mass, and Mirrorball, which makes Magic Missiles deal a devastating amount of damage and works particularly well with Critical Mass.
Orb BuildTalent calculator »
The Arcane Orb build is a peculiar one that turns Li-Ming's usual frantic Critical Mass-centered game play into an artillery-like game play. Instead of relying on her usual burst damage potential, Arcane Orb-centered builds seek to greatly reset Arcane Orb's Cooldown through Triumvirate and Zei's Vengeance, allowing for massive sustained area of effect damage. This build is generally recommended against resilient team compositions that do not have the means of pressuring Li-Ming but might live through her typical ability chain. It is also particularly potent on the Infernal Shrines Map, as the Objective allows for much safe poking.
3. Level 1 Talents for Li-Ming
Li-Ming's Mana regeneration is increased by 100% while below 25% Mana.
Regeneration Globes restore 100% more Mana and grant 10% Spell Power for 20 seconds.
When Magic Missiles damages an enemy Hero, gain 50 Spell Armor against the next enemy Ability, reducing the damage taken by 50%. Gain 1 charge per cast.
Stores up to 4 charges.
Teleport costs no Mana. If Li-Ming hasn't taken damage in the last 3 seconds, Teleport's cooldown is decreased by 2 seconds. Casting Teleport causes Li-Ming's next cast of Magic Missiles to deal 10% bonus damage.
Astral Presence provides a deceptively large amount of Mana regeneration when it matters most. In a team fight situation, particularly during a winning one, Astral Presence lets you get extra Ability rotations to further push your advantage. At all stages of the game, it allows you to use Magic Missiles on-Cooldown for sieging or other purposes without ever running out of Mana. Astral Presence is generally picked on the Battlefield of Eternity Map due how much Mana must be expended to battle the Immortal, and due to how unavailable Regeneration Globes are for Power Hungry.
Power Hungry is comparable to Astral Presence in purpose. Power Hungry, however, provides you with a small damage increase over the latter Talent at the cost of reliability. Power Hungry is generally a solid choice all-around, though it is particularly useful on Maps where Regeneration Globes are plentiful, such as Dragon Shire, Tomb of the Spider Queen, and Towers of Doom.
Force Armor is an excellent counterpick to Ability-heavy team compositions. It is notably effective against Jaina, Kael'thas and Nova, as they all rely on a few hard-hitting Abilities to take you down.
Aether Walker promotes careful play by providing you with a form of Mana conservation and a significant Cooldown reduction for Teleport, granted you are able to avoid damage. Although this Talent synergises particularly well with every other Teleport-related Talent, its effects are generally difficult to maintain in practice, as incidental damage is so prevalent. There are superior alternatives on this tier.
4. Level 4 Talents for Li-Ming
Basic Attacking a target recently hit by a Magic Missile does an extra 87 (+4% per level) damage.
If Arcane Orb hits an enemy Hero after traveling at least 50% of its base range, the cooldown is reduced by 5 seconds.
Takedowns restore 30% of Li-Ming's missing Health.
Although Charged Blast has quite the damage potential, and particularly in PvE, it requires Li-Ming to endanger herself to reliably exploit due to the Basic Attack requirement. It should be noted that this Talent synergises particularly well with Fireflies due to the Cooldown reduction it provides. Charged Blast has niche use against Tracer, who is difficult to hit with Abilities but vulnerable to Basic Attacks.
Triumvirate is a Talent with great potential that requires a very specific playstyle to exploit. Typically chosen along Arcane Orbit, Triumvirate excels in Maps that feature static Map Objectives with long-lasting team fights, such as Cursed Hollow and Infernal Shrines. Triumvirate's nature, however, makes it unrecommendable versus teams with plenty of dive potential.
Dominance exploits Li-Ming's greatest strengths to mitigate her main weakness. If Critical Mass is a compelling reason to get kills, Dominance accentuates this by vastly improving Li-Ming's team fight survivability.
5. Level 7 Talents for Li-Ming
If three Magic Missiles hit the same target, the third one deals an additional 125 (+4% per level) damage.
Increase Arcane Orb's damage increase for distance traveled by 25%. Additionally, reduce its cooldown by 1 second.
Teleport does 300 (+3% per level) damage to enemy Heroes near the destination.
Seeker provides a solid damage increase to players with pinpoint accuracy. If you cannot reliably land triple Magic Missiles hit, avoid picking this Talent. It is worth mentioning that Seeker provides Li-Ming with a considerable increase to her PvE damage, making it useful on Maps featuring two Bosses such as Cursed Hollow and Warhead Junction. However, Calamity is a powerful, time-proven alternative.
Zei's Vengeance complements Triumvirate and Arcane Orbit, and is generally picked in area of effect crowd control-heavy teams that seek to capitalize on Arcane Orb's ability to deal Heroic-like levels of damage when Talented for. This is difficult to pull off against dive-heavy teams, however.
Calamity turns Teleport, an essentially defensive Ability, into an offensive one. Calamity provides a hefty amount of damage that works very well with Critical Mass. Be careful, however, as aggressively using Teleport may spell the end for you if you do not manage to secure a kill for the reset.
6. Level 10 Talents for Li-Ming
- Mana: 80
- Cooldown: 30 seconds
Channel a powerful beam, dealing 440 (+5% per level) damage over 2.6 seconds to enemies while they are in it. The direction of the beam changes with your mouse cursor position.
- Mana: 80
- Cooldown: 20 seconds
Knock away all enemies from an area and deal 160 (+5% per level) damage.
At this level, Heroic Abilities become available. Both Heroic Abilities have already been described in the abilities section, which you may consult for more information.
Disintegrate perfectly complements Li-Ming's Ability set by providing her with one crucial things she lacks: reliable instant damage. This Ability provides Li-Ming with just enough damage to allow her to finish off the more fragile Heroes of the roster with a single Magic Missiles + Arcane Orb combo. In a pinch, Disintegrate also provides her with a respectable option for more waveclear.
Wave of Force provides Li-Ming with something else that she lacks: crowd control. Wave Of Force is usually picked as a defensive tool against aggressive team comps or as a reliable interrupt for high-value Heroic Abilities.
7. Level 13 Talents for Li-Ming
When Li-Ming uses an Ability, her next Basic Attack's damage is increased by 75% and deals Spell damage instead of Physical. Stacks up to 3 times.
Increase Li-Ming's Spell Power by 15%, but decrease her maximum Health by 15%.
If Li-Ming loses more than 20% of her Health at once, its cooldown is instantly refreshed.
This effect has a 4 second cooldown.
Passive: Increases Teleport range by 50%.
Cannoneer is only situationally recommended under the same circumstances as its Hero level 7 Basic Attack counterpart, Charged Blast: reliably weaving in Basic Attacks is generally too dangerous for Li-Ming players to do. Again, it should be stated that this Talent works well versus Tracer.
Glass Cannon is the go-to choice if you feel particularly safe against the opposing team composition, although for Li-Ming, offense is very often the best defense. Glass Cannon is also a solid choice for any Arcane Orb-based build, as they tend to promote a safer playstyle.
Illusionist is a versatile Talent that provides both offense and defense. The range increase is particularly useful when combined with Calamity, whereas the reset feature works well with Diamond Skin to provide that extra layer of protection. Pick this if you have been dying often, and generally, against Stealthed Assassins.
8. Level 16 Talents for Li-Ming
Drastically increases Magic Missiles speed. Its cooldown is reduced by 1 second, and its Mana cost is reduced by 5.
Magic Missiles fires an additional 2 missiles, but its Mana cost is increased by 5.
Arcane Orb travels 25% farther, increasing its maximum distance damage bonus from 270 (+3% per level) to 371 (+3% per level).
Teleport grants a Shield equal to 25% of Li-Ming's maximum Health for 4 seconds.
Fireflies increases the damage output of Magic Missiles by making them faster, and thus easier to hit with, and by reducing their Cooldown. Generally, the Mirrorball Talent is preferred, as it provides an equivalent damage increase in terms of pure damage-per-second output, but benefits more from Critical Mass, as resetting a longer Cooldown for more damage ends up leading to more overall value. Fireflies does benefit more from other Magic Missiles-related Talents, but Mirroball provides more burst.
Arcane Orbit complements Triumvirate and Zei's Vengeance, and is generally picked in area of effect crowd control-heavy teams that seek to capitalize on Arcane Orb's ability to deal Heroic-like levels of damage when Talented for. This is difficult to pull off against dive-heavy teams, however.
Diamond Skin is one of the strongest existing defensive Talents, and makes Li-Ming extremely difficult to take out even for dedicated Assassins, especially when combined with Illusionist for the additional cast, or simply through the resets provided by Critical Mass.
9. Level 20 Talents for Li-Ming
Disintegrate gradually slows enemies caught in its beam, to a maximum of 60%.
Increases Wave of Force knockback distance by 150% and increases its cast range by 100%.
Casting Abilities increases the damage of the next Ability by 5%, up to 20%. This bonus is reset when the same Ability is used within a chain.
Activate to enter Archon form, allowing Li-Ming to repeatedly use Disintegrate, but be unable to cast other Abilities.
Temporal Flux improves Disintegrate's already outstanding reliability by making it extremely difficult for opponents to escape its range. The excellent movement speed reduction provided by the Talent also synergises well with any other skillshot your teammates may be trying to hit with, making it very team-friendly.
Repulsion more than effectively doubles the utility provided by Wave of Force. The cast range increase is particularly valuable for pushing opponents within the range of your Abilities or that of your teammates.
Tal Rasha's Elements provides a small but reliable damage increase. There is little to this Talent; just see to rotate the way you use your Abilities so as to benefit from its effect.
Archon: Pure Power is a peculiar but ultimately ineffective Talent that does very little that Li-Ming may not already do. During sieging situations, it may be tempting to simply Disintegrate away at Structures. However, Magic Missiles would generally yield more DPS, especially when appropriately Talented. During team fighting situations, Archon: Pure Power essentially leaves you very vulnerable without synergising with Critical Mass, a key element in playing Li-Ming.
- 14 Jan. 2018: Updated Tier 5 talent assessments. Updated Orb and Calamity builds.
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