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January 8, 2019

Pokey Combo-Tank Imperius

As an Arthas main who likes to poke a lot and choose the right, high-value moment to go in with the backup of the team, I will be building and playing Imperius more like I would play main tank Arthas. I like an even-keeled, balanced style where I can pay more attention to what my teammates and enemies are doing and keep providing steady advantages throughout a team fight rather than trying to force a big play as a bruiser who half expects to die if things don't go well. Imperius is already naturally strong at dueling and being aggressive to secure kills so I don't feel there is a need to accentuate it except strictly off of his combos. There are a lot of bruiser, Sonya/Win-Blades-Varian style builds for Imperius which I certainly would direct you to if enjoy that playstyle (Fury and McIntyre's are both really good for that).

I purposely picked talents that put forward your tankiness and make sure that you are the most survivable at the time you engage more as a main tank. With this build you need to mostly practice combos and getting the maximum value from your own armor and putting damage reduction on your enemies.
1
Impaling Light
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.
The build depends on getting good value with Q and having it up often enough that you can use it to engage, peel or escape as needed. You have to be with the team in order to complete this talent early realistically so do make sure there is a separate offlaner on the team. Because we don't take the 16 movement speed talent later in the build, this is our primary method of gap closing besides slowing and walking up to enemies. *Tip: if you move your mouse closer to your character model when casting, you can Q at point blank range.
4
Bulwark of Flame
Hitting a Hero with Solarion's Fire grants 60 Physical Armor against the next 2 enemy Hero Basic Attacks. Stores up to 4 Charges.
Fights that you have the luxury of picking should be primed with 4 stacks of block from a steady poking phase. Poke plenty with your W and don't be afraid to juke with Q once in a while as you stack up block and Brands on key enemies. This allows your allies do their poke as well and to help to determine a kill target (as you get more survivability talents you can become more and more aggressive). Once you've got your stacks and Q is back up, look for your opportunity to go in.
Unshakable Faith can definitely be the stronger choice depending on the enemy comp.
7
Flash of Anger
Hitting a Hero marked by Solarion's Fire with Celestial Charge deals 160 damage around the target.
With a potential 6 second cooldown on Q, this will be proccing quite often. In fact you are more limited by your W cooldown than anything so be sure to keep stacking up block charges prior to going in. It does a circle of damage around each target that is hit by W+Q. You do not need to worry about getting out of position by chasing cleave value with Holy Fervor and the Alpha-strike potential (ability to dump damage on the target of the engage) is better than Blaze of Glory. Your waveclear will somewhat suck - just pretend you're playing Garrosh and focus on killing heroes.
10
Angelic Armaments
Summon a ring of blazing swords that grants 1000 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 damage to the first enemy hit.
When you for sure know the moment of truth for going in - hit them with W, then press R, then Q in. If you need the shield to survive, use Molten Armor post 16 to increase the shield's effectiveness so that you can get the sword damage off. For all other engages you will likely just use Molten Armor when it is up. The standard combo is W, Q, E.
13
Pathetic Mortals
Stunning enemy Heroes with Celestial Charge reduces their damage by 35% for 4 seconds.
We purposely go Q here because it is a short cooldown if we completed the quest. Also, we want to discourage ourself from chasing Molten Armor value as we want to be focused on our positioning as the main tank. If you land a good Q - the survivability of you and your team just went way up.
16
Sovereign Armor
Molten Armor grants 50 Armor for 2.5 seconds.
This talent is essential for main tanking. Because you self-stun when you use Q, you are a sitting duck. This is the answer to starting the fight off right. W + Q in and then pop E the moment it looks scary (if not instantly). As mentioned on the 10 tier, this can also be used to help ensure that your Angelic Armaments shield survives and you are able to use your swords on the kill target (but keep in mind that doing that at full health is suboptimal as you give up E self-sustain value).
Melting touch is a really great talent if your team needs help securing kills or you're trying to one-shot an enemy hero to win fights. To get max value out of melting touch you either want to proc it before your combo or activate it late in your combo so that you can get plenty of AA's in during your E duration and fire your swords at them while their armor is reduced if possible.
20
Heavenly Host
Nearby allied Heroes gain 600 Shield for 3 seconds. If the Shield lasts the full duration, fire a sword at the nearest enemy Hero, dealing 140 damage.
Imperius doesn't have great peel but he does have this. If you can't peel well for your allies at least throw them a big old shield when they need it.
Impervious would be a great choice as main tank as well to ensure that you land your Q (for an important engage or a Mosh interrupt) and as yet another way to link up some defenses with your short Q cooldown in general.
Balance Patch - 01/03/19
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