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Imperius · Bruiser

Imperius Matchups and Counters

ConfrontosBaseado em dadosMédiaPatch 2.57.0.98304
160Atualizado

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Introdução

This guide covers Imperius's matchups and how to adapt to them. Blizzard publishes no matchup statistics, so the matchups below come from each hero's role, range and kit: crowd control, mobility and sustain. They describe an advantage on paper, not a measured result.

Pontos fortes

  • Can hold a lane alone.
  • Crowd control: Celestial Charge applies a stun.
  • Strong gank potential around the map.

Pontos fracos

  • Mana-hungry: Blizzard flags its energy as important, so manage it early.
  • Low damage by itself: it needs its team to finish kills.

Builds

Against dive

DefensivoRecomendada
Abrir build

Quando usar

When the enemy has several heroes who jump on you: the survival picks at every level.

Função no mapa

Os campos de batalha mudam a cada partida: esta é a função em qualquer um deles.

  • Rota soloPrincipalHolds a lane alone so the rest of the team can rotate.
  • Absorção duplaAbsorve experiência em duas rotas ao mesmo tempo.
  • RotacionarVai de uma rota a outra para emboscar e ajudar.
  • Acampamentos de mercenáriosPega os acampamentos de mercenários quando é seguro.
  • Com o timeAcompanha o time nas lutas e nos objetivos.

Talentos por nível

  • Impaling LightCelestial Charge deals 150% more damage to Heroes, reduced by 25% for each additional Hero hit. For each Valorous Brand on the target when Celestial Charge's Stun completes, reduce its cooldown by 1 second. Passive: Reduce Celestial Charge's cooldown by 1.5 seconds, and its Mana cost from 40 to 30.Q
  • Consuming FlameIncrease 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.W
  • Burn The ImpureConsuming a Valorous Brand mark deals bonus damage equal to 2.5% of the Hero's maximum Health.Traço
  • 1Upgrades Valorous Brand for more survivability.
  • 4Upgrades Molten Armor for more survivability.
  • 7Upgrades Celestial Charge for more survivability.
  • 10Heroic ability focused on survivability.
  • 13Upgrades Molten Armor for more survivability.
  • 16Upgrades Molten Armor for more survivability.
  • 20Upgrades Angelic Armaments for more survivability.

Habilidades

  • QCelestial Charge10s40 mpLunge towards a targeted direction and stab, dealing 35 (+4% per level) damage. If an enemy Hero is hit, Channel to Stun for 1 second and deal 80 (+4% per level) additional damage when it fully finishes.
  • WSolarion's Fire8s50 mpRelease a fiery wave that deals 110 (+4% per level) damage. Enemies hit by the center take 50% bonus damage and are Slowed by 40% for 3 seconds.
  • EMolten Armor12s75 mpShroud Imperius in flames for 3 seconds, striking a nearby enemy for 19 (+4% per level) damage every 0.25 seconds. Imperius heals for 50% of the damage dealt, increased to 100% against Heroes.
  • RAngelic ArmamentsHeroica70s70 mpSummon a ring of blazing swords that grants 850 (+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.
  • RWrath of the AngirisHeroica80s80 mpAfter 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.
  • Valorous BrandTraçoEach Basic Ability marks enemy Heroes hit for 10 seconds. Basic Attacks consume the target's marks, dealing 20% bonus damage per mark and healing for 75 (+4% per level) per mark.

Estratégia

1Good matchups

Imperius does well against these:

  • Genji: Blizzard classifies Genji as a Ranged Assassin: once Imperius is on top of them, that distance stops mattering.
  • Greymane: Blizzard classifies Greymane as a Ranged Assassin: once Imperius is on top of them, that distance stops mattering.
  • Gul'dan: Blizzard classifies Gul'dan as a Ranged Assassin: once Imperius is on top of them, that distance stops mattering.

2Tough matchups

Imperius struggles against these:

  • Thrall: Imperius has to walk up to start a fight, and Feral Spirit (root) stops that engage before it lands.
  • D.Va: Imperius has to walk up to start a fight, and Bunny Hop (stun) stops that engage before it lands.
  • Dehaka: Imperius has to walk up to start a fight, and Drag (stun) stops that engage before it lands.

3Synergies

Imperius works well alongside these, because their kits fit together:

  • Johanna: Celestial Charge from Imperius holds enemies in place for Blessed Shield from Johanna.
  • Auriel: Celestial Charge from Imperius holds enemies in place for Crystal Aegis from Auriel.
  • Jaina: Celestial Charge from Imperius holds enemies in place for Ring of Frost from Jaina.

4Adapting the build

The situational builds in this guide answer specific threats: Against dive and Against mobile heroes.

5Playing against Imperius

If you're on the other side, this is what to exploit:

  • Mana-hungry: Blizzard flags its energy as important, so manage it early.
  • Low damage by itself: it needs its team to finish kills.

Dicas

  • Look at the enemy team before choosing your build: the situational builds below answer the most common threats.
  • Good matchup: Genji. Play forward when you face them.
  • Tough matchup: Thrall. Play safer and wait for your team.
  • Against teams with a lot of dive, save Celestial Charge for the first jump.
  • Against slippery heroes, hold Celestial Charge until their escape is used.

Confrontos

Forte contra

  • Blizzard classifies Genji as a Ranged Assassin: once Imperius is on top of them, that distance stops mattering.

  • Blizzard classifies Greymane as a Ranged Assassin: once Imperius is on top of them, that distance stops mattering.

  • Blizzard classifies Gul'dan as a Ranged Assassin: once Imperius is on top of them, that distance stops mattering.

Fraco contra

  • Imperius has to walk up to start a fight, and Feral Spirit (root) stops that engage before it lands.

  • Imperius has to walk up to start a fight, and Bunny Hop (stun) stops that engage before it lands.

  • Imperius has to walk up to start a fight, and Drag (stun) stops that engage before it lands.

Combina bem com

  • Celestial Charge from Imperius holds enemies in place for Blessed Shield from Johanna.

  • Celestial Charge from Imperius holds enemies in place for Crystal Aegis from Auriel.

  • Celestial Charge from Imperius holds enemies in place for Ring of Frost from Jaina.

Mudanças

  1. Updated for patch 2.57.0.98304.
  2. Updated for patch 2.57.0.98297.
  3. Updated for patch 2.57.0.98285.
  4. Guide created for patch 2.55.17.98025.

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