Heroes of the Storm

Patch 2.57 Updated

Bruiser · Diablo

Imperius

Archangel of Valor

Role
Bruiser
Attack
Melee
Difficulty
Medium
Released
8 Jan 2019
Last patched
29 Jul 2025
Damage
6/10
Utility
6/10
Survivability
5/10
Complexity
6/10

Counters and synergies

Imperius is strong against

Score 1–100 for Imperius's net edge once both kits are weighed (50 = neutral)

  1. Nazeebo Curated
    Why? 4
    • CuratedNazeebo has no dash to escape, so Imperius stays on him while Molten Armor heals him through the poison, and Celestial Charge's stun interrupts Ravenous Spirit if Nazeebo takes it.via Celestial Charge, Ravenous Spirit, Molten Armor
    • TheoryImperius reduces enemy Armor (Melting Touch), offsetting Nazeebo's Spell Armor. Only when Imperius takes Melting Touch. Nazeebo must also take Superstition.
    • TheoryImperius can interrupt channels with stun (Celestial Charge, Wrath of the Angiris), and Nazeebo relies on channelled abilities. Only when Nazeebo takes Ravenous Spirit.
    • TheoryNazeebo reduces healing received (Annihilating Spirit), which blunts Imperius's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
  2. Why? 1
    • CuratedSgt. Hammer is stationary in Siege Mode; Celestial Charge closes the gap and stuns her, and Wrath of the Angiris, if Imperius takes it, can carry her into his team.via Celestial Charge, Wrath of the Angiris, Siege Mode
  3. Azmodan Curated
    Why? 2
    • CuratedAll Shall Burn slows Azmodan by 30% while he channels, making him an easy Celestial Charge target, and the stun cancels the channel before its finishing damage.via All Shall Burn, Celestial Charge
    • TheoryImperius can interrupt channels with stun (Celestial Charge, Wrath of the Angiris), and Azmodan relies on channelled abilities.
  4. Genji Theory
    Why? 3
    • TheoryImperius brings Spell Armor (Impervious), which blunts Genji's ability burst. Only when Imperius takes Impervious.
    • TheoryImperius's stun (Celestial Charge, Wrath of the Angiris) can stop Genji in the middle of a dive.
    • TheoryImperius reduces enemy Armor (Melting Touch), offsetting Genji's Spell Armor. Only when Imperius takes Melting Touch. Genji must also take Cyber Shield.
  5. Li-Ming Theory
    Why? 3
    • TheoryImperius brings Spell Armor (Impervious), which blunts Li-Ming's ability burst. Only when Imperius takes Impervious.
    • TheoryImperius reduces enemy Armor (Melting Touch), offsetting Li-Ming's Spell Armor. Only when Imperius takes Melting Touch. Li-Ming must also take Force Armor.
    • TheoryImperius can interrupt channels with stun (Celestial Charge, Wrath of the Angiris), and Li-Ming relies on channelled abilities. Only when Li-Ming takes Disintegrate.
16 more below the bar

Weaker mechanical edges

Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.

  1. Zeratul Score 62 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) can stop Zeratul in the middle of a dive.
  2. Greymane Score 59 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) can stop Greymane in the middle of a dive.
  3. Kharazim Score 59 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) can stop Kharazim in the middle of a dive.
  4. Kel'Thuzad Score 58 Theory Imperius brings Spell Armor (Impervious), which blunts Kel'Thuzad's ability burst. Only when Imperius takes Impervious.
  5. Li Li Score 57 Theory Imperius can interrupt channels with stun (Celestial Charge, Wrath of the Angiris), and Li Li relies on channelled abilities.
  6. Mal'Ganis Score 57 Theory Imperius reduces enemy Armor (Melting Touch), offsetting Mal'Ganis's Spell Armor. Only when Imperius takes Melting Touch.
  7. Nova Score 57 Theory Imperius brings Spell Armor (Impervious), which blunts Nova's ability burst. Only when Imperius takes Impervious.
  8. Stukov Score 57 Theory Imperius reduces enemy Armor (Melting Touch), offsetting Stukov's Physical Armor. Only when Imperius takes Melting Touch. Stukov must also take Biotic Armor.
  9. Whitemane Score 57 Theory Imperius can interrupt channels with stun (Celestial Charge, Wrath of the Angiris), and Whitemane relies on channelled abilities.
  10. Anduin Score 56 Theory Imperius can ignore or remove crowd control (Impervious), weakening Anduin's stun. Only when Imperius takes Impervious. Anduin must also take Lightbomb or Censure.
  11. Fenix Score 53 Theory Imperius can interrupt channels with stun (Celestial Charge, Wrath of the Angiris), and Fenix relies on channelled abilities.
  12. Probius Score 53 Theory Imperius brings Spell Armor (Impervious), which blunts Probius's ability burst. Only when Imperius takes Impervious.
  13. Kerrigan Score 52 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) can stop Kerrigan in the middle of a dive.
  14. Qhira Score 51 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) can stop Qhira in the middle of a dive.
  15. Tassadar Score 51 Theory Imperius brings Spell Armor (Impervious), which blunts Tassadar's ability burst. Only when Imperius takes Impervious.
  16. Xal'atath Score 51 Theory Imperius brings Spell Armor (Impervious), which blunts Xal'atath's ability burst. Only when Imperius takes Impervious.

Imperius is weak against

Score 1–100 for their net edge over Imperius's kit

  1. Ana Curated
    Why? 4
    • CuratedBiotic Grenade stops all healing for 1.75 seconds, wiping out Molten Armor's lifesteal mid-trade, and Sleep Dart removes him from a fight he has already committed to.via Biotic Grenade, Sleep Dart, Molten Armor
    • TheoryAna reduces healing received (Biotic Grenade), which blunts Imperius's self-healing in melee range.
    • TheoryAna deals damage based on maximum Health (Night Terrors), which hits high-Health heroes like Imperius hardest. Only when Ana takes Night Terrors.
    • TheoryAna can interrupt channels with stun (Sleep Dart), and Imperius relies on channelled abilities.
  2. Malthael Curated
    Why? 3
    • CuratedReaper's Mark ticks 2% of maximum Health per second on Imperius's large pool, and with Touch of Death (level 7) Malthael also halves the Molten Armor and Valorous Brand healing that keeps him alive.via Reaper's Mark, Touch of Death, Molten Armor, Valorous Brand
    • TheoryMalthael deals damage based on maximum Health (Reaper's Mark, Throwing Shade), which hits high-Health heroes like Imperius hardest.
    • TheoryMalthael reduces healing received (Touch of Death), which blunts Imperius's self-healing in melee range. Only when Malthael takes Touch of Death.
  3. Lunara Curated
    Why? 2
    • CuratedImperius's only basic gap closer is Celestial Charge on a 10-second cooldown, so Crippling Spores and Dryad's Swiftness let Lunara stack Nature's Toxin while staying out of his reach.via Celestial Charge, Crippling Spores, Dryad's Swiftness, Nature's Toxin
    • TheoryLunara deals damage based on maximum Health (Invigorating Spores), which hits high-Health heroes like Imperius hardest. Only when Lunara takes Invigorating Spores.
  4. Johanna Curated
    Why? 2
    • CuratedShield Glare Blinds Imperius, so the Basic Attacks that cash in Valorous Brand for damage and healing miss, and Iron Skin makes Johanna immune to Celestial Charge's stun.via Shield Glare, Iron Skin, Valorous Brand, Celestial Charge
    • TheoryJohanna can interrupt channels with stun (Condemn, Falling Sword), and Imperius relies on channelled abilities.
  5. Jaina Curated
    Why? 2
    • CuratedImperius must walk into melee range with Celestial Charge as his lone basic gap closer; steady Chill from Frostbolt and Cone of Cold kites him while Frostbite amplifies her damage.via Celestial Charge, Frostbolt, Cone of Cold, Frostbite
    • TheoryImperius brings Spell Armor (Impervious), which blunts Jaina's ability burst. Only when Imperius takes Impervious.
  6. Stitches Theory
    Why? 4
    • TheoryStitches deals damage based on maximum Health (Serrated Edge), which hits high-Health heroes like Imperius hardest. Only when Stitches takes Serrated Edge.
    • TheoryStitches reduces healing received (Master Hooker), which blunts Imperius's self-healing in melee range. Only when Stitches takes Master Hooker.
    • TheoryStitches reduces enemy Armor (Pulverize), offsetting Imperius's Spell Armor. Only when Stitches takes Pulverize. Imperius must also take Impervious.
    • TheoryStitches can interrupt channels with stun (Gorge), and Imperius relies on channelled abilities. Only when Stitches takes Gorge.
View 7 more
  1. Varian Score 72 Theory Varian deals damage based on maximum Health (Juggernaut), which hits high-Health heroes like Imperius hardest. Only when Varian takes Juggernaut.
    3 more reasons
    • Varian reduces healing received (Mortal Strike), which blunts Imperius's self-healing in melee range. Only when Varian takes Mortal Strike.
    • Varian reduces enemy Armor (Colossus Smash), offsetting Imperius's Spell Armor. Only when Varian takes Colossus Smash. Imperius must also take Impervious.
    • Varian can interrupt channels with silence (Taunt), and Imperius relies on channelled abilities. Only when Varian takes Taunt.
  2. Hogger Score 70 Theory Hogger deals damage based on maximum Health (Headbanger), which hits high-Health heroes like Imperius hardest. Only when Hogger takes Headbanger.
    2 more reasons
    • Hogger can interrupt channels with stun (Staggering Blow, Shockwave), and Imperius relies on channelled abilities.
    • Hogger reduces enemy Armor (Power Spike), offsetting Imperius's Spell Armor. Only when Hogger takes Power Spike. Imperius must also take Impervious.
  3. D.Va Score 69 Theory D.Va deals damage based on maximum Health (Rush-down), which hits high-Health heroes like Imperius hardest. Only when D.Va takes Rush-down.
    2 more reasons
    • D.Va reduces healing received (Aggression Matrix), which blunts Imperius's self-healing in melee range. Only when D.Va takes Aggression Matrix.
    • D.Va reduces enemy Armor (Target Locked), offsetting Imperius's Spell Armor. Only when D.Va takes Target Locked. Imperius must also take Impervious.
  4. Leoric Score 69 Theory Leoric deals damage based on maximum Health (Drain Hope, Crushing Hope), which hits high-Health heroes like Imperius hardest.
    1 more reason
    • Leoric can interrupt channels with silence (Buried Alive), and Imperius relies on channelled abilities. Only when Leoric takes Buried Alive.
  5. Gazlowe Score 66 Theory Gazlowe deals damage based on maximum Health (Hyperfocus Coils, Overklock), which hits high-Health heroes like Imperius hardest. Only when Gazlowe takes Hyperfocus Coils or Overklock.
    1 more reason
    • Gazlowe can interrupt channels with stun (Xplodium Charge, Grav-O-Bomb 3000), and Imperius relies on channelled abilities.
  6. Sylvanas Score 66 Theory Sylvanas deals damage based on maximum Health (Overwhelming Affliction), which hits high-Health heroes like Imperius hardest. Only when Sylvanas takes Overwhelming Affliction.
    1 more reason
    • Sylvanas can interrupt channels with silence (Wailing Arrow, Mind Control), and Imperius relies on channelled abilities.
  7. Tyrande Score 66 Theory Tyrande deals damage based on maximum Health (Empower), which hits high-Health heroes like Imperius hardest. Only when Tyrande takes Empower.
    1 more reason
    • Tyrande can interrupt channels with stun (Lunar Flare), and Imperius relies on channelled abilities.
38 more below the bar

Weaker mechanical edges

Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.

  1. Cho'gall Score 65 Theory Cho'gall deals damage based on maximum Health (Uppercut, Searing Shadows), which hits high-Health heroes like Imperius hardest. Only when Cho'gall takes Uppercut or Searing Shadows.
  2. Rehgar Score 65 Theory Rehgar deals damage based on maximum Health (Hunger of the Wolf), which hits high-Health heroes like Imperius hardest. Only when Rehgar takes Hunger of the Wolf.
  3. The Lost Vikings Score 65 Theory The Lost Vikings deals damage based on maximum Health (Nordic Attack Squad), which hits high-Health heroes like Imperius hardest.
  4. Xul Score 65 Theory Xul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Imperius hardest. Only when Xul takes Backlash.
  5. Dehaka Score 63 Theory Dehaka can interrupt channels with stun (Drag), and Imperius relies on channelled abilities.
  6. Garrosh Score 63 Theory Garrosh can interrupt channels with stun (Groundbreaker, Warbreaker), and Imperius relies on channelled abilities.
  7. Raynor Score 63 Theory Raynor deals damage based on maximum Health (Bounty Hunter), which hits high-Health heroes like Imperius hardest. Only when Raynor takes Bounty Hunter.
  8. Valla Score 63 Theory Valla deals damage based on maximum Health (Manticore), which hits high-Health heroes like Imperius hardest. Only when Valla takes Manticore.
  9. Zagara Score 63 Theory Zagara deals damage based on maximum Health (Corrosive Saliva), which hits high-Health heroes like Imperius hardest. Only when Zagara takes Corrosive Saliva.
  10. Deathwing Score 62 Theory Deathwing can interrupt channels with stun (Onslaught), and Imperius relies on channelled abilities.
  11. Diablo Score 62 Theory Diablo can interrupt channels with stun (Shadow Charge, Overpower), and Imperius relies on channelled abilities.
  12. Yrel Score 62 Theory Yrel deals damage based on maximum Health (Templar's Verdict), which hits high-Health heroes like Imperius hardest. Only when Yrel takes Templar's Verdict.
  13. Lúcio Score 60 Theory Lúcio reduces healing received (Mixing Fire), which blunts Imperius's self-healing in melee range. Only when Lúcio takes Mixing Fire.
  14. Maiev Score 60 Theory Maiev deals damage based on maximum Health (Vengeful Knives), which hits high-Health heroes like Imperius hardest. Only when Maiev takes Vengeful Knives.
  15. Falstad Score 59 Theory Falstad reduces enemy Armor (BOOMerang), offsetting Imperius's Spell Armor. Only when Falstad takes BOOMerang. Imperius must also take Impervious.
  16. Kael'thas Score 59 Theory Kael'thas deals damage based on maximum Health (Burned Flesh), which hits high-Health heroes like Imperius hardest. Only when Kael'thas takes Burned Flesh.
  17. Murky Score 59 Theory Murky deals damage based on maximum Health (Wrath of Cod), which hits high-Health heroes like Imperius hardest. Only when Murky takes Wrath of Cod.
  18. Anub'arak Score 57 Theory Anub'arak can interrupt channels with stun (Impale, Burrow Charge), and Imperius relies on channelled abilities.
  19. Auriel Score 57 Theory Auriel reduces enemy Armor (Wrath of Heaven), offsetting Imperius's Spell Armor. Only when Auriel takes Wrath of Heaven. Imperius must also take Impervious.
  20. Brightwing Score 57 Theory Brightwing can interrupt channels with silence (Polymorph, Hush!), and Imperius relies on channelled abilities.
  21. Cassia Score 57 Theory Cassia deals damage based on maximum Health (Martial Law), which hits high-Health heroes like Imperius hardest. Only when Cassia takes Martial Law.
  22. Mei Score 57 Theory Mei can interrupt channels with stun (Blizzard, Avalanche), and Imperius relies on channelled abilities.
  23. Muradin Score 57 Theory Muradin can interrupt channels with stun (Storm Bolt, Haymaker), and Imperius relies on channelled abilities.
  24. Sonya Score 57 Theory Sonya deals damage based on maximum Health (Giant Slammer), which hits high-Health heroes like Imperius hardest. Only when Sonya takes Giant Slammer.
  25. Uther Score 57 Theory Uther can interrupt channels with stun (Hammer of Justice, Divine Storm), and Imperius relies on channelled abilities.
  26. Orphea Score 56 Theory Orphea deals damage based on maximum Health (Bond of Anguish), which hits high-Health heroes like Imperius hardest. Only when Orphea takes Bond of Anguish.
  27. Zul'jin Score 56 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Imperius hardest. Only when Zul'jin takes No Mercy!.
  28. Valeera Score 55 Theory Valeera can interrupt channels with stun (Blade Flurry), and Imperius relies on channelled abilities.
  29. Illidan Score 54 Theory Illidan deals damage based on maximum Health (Fiery Brand), which hits high-Health heroes like Imperius hardest. Only when Illidan takes Fiery Brand.
  30. Mephisto Score 54 Theory Mephisto deals damage based on maximum Health (Static Field), which hits high-Health heroes like Imperius hardest. Only when Mephisto takes Static Field.
  31. The Butcher Score 54 Theory The Butcher deals damage based on maximum Health (Savage Charge), which hits high-Health heroes like Imperius hardest. Only when The Butcher takes Savage Charge.
  32. Hanzo Score 53 Theory Hanzo deals damage based on maximum Health (Giant Slayer), which hits high-Health heroes like Imperius hardest. Only when Hanzo takes Giant Slayer.
  33. Tychus Score 53 Theory Tychus deals damage based on maximum Health (Minigun, Titan Grenade), which hits high-Health heroes like Imperius hardest.
  34. Chromie Score 52 Theory Chromie can interrupt channels with Time Stop (Time Trap, Chronic Conditions), and Imperius relies on channelled abilities.
  35. Junkrat Score 52 Theory Junkrat reduces enemy Armor (Big As), offsetting Imperius's Spell Armor. Only when Junkrat takes Big As. Imperius must also take Impervious.
  36. Lt. Morales Score 52 Theory Lt. Morales deals damage based on maximum Health (Bedside Manner), which hits high-Health heroes like Imperius hardest. Only when Lt. Morales takes Bedside Manner.
  37. Thrall Score 51 Theory Thrall deals damage based on maximum Health (Rolling Thunder, Alpha Wolf), which hits high-Health heroes like Imperius hardest. Only when Thrall takes Rolling Thunder or Alpha Wolf.
  38. Tracer Score 51 Theory Tracer deals damage based on maximum Health (Quantum Spike), which hits high-Health heroes like Imperius hardest. Only when Tracer takes Quantum Spike.

Imperius works well with

Score 1–100 for how well the kits combine

  1. Kharazim Curated
    Why? 2
    • CuratedCelestial Charge only stuns if its short channel completes; Cleansing Touch makes Imperius Unstoppable so the channel cannot be interrupted, and Divine Palm, if Kharazim takes it, backs his all-in. Only when Kharazim takes Cleansing Touch (level 16).via Celestial Charge, Cleansing Touch, Divine Palm
    • TheoryImperius's stun (Celestial Charge, Wrath of the Angiris) lets Kharazim dive onto a target that cannot walk away.
  2. Lúcio Curated
    Why? 1
    • CuratedAmp It Up's speed lets a melee bruiser with a single gap closer actually reach his target, and High Five, if Lúcio takes it, gives Imperius a heal and a second of Unstoppable mid-channel.via High Five, Amp It Up, Celestial Charge
  3. Uther Curated
    Why? 1
    • CuratedHand of Protection makes Imperius Unstoppable to protect the Celestial Charge channel, and Devotion's Armor stacks with Sovereign Armor (level 4) while he trades in melee. Only when Uther takes Hand of Protection (level 7).via Hand of Protection, Celestial Charge, Devotion, Sovereign Armor
  4. Genji Theory
    Why? 3
    • TheoryImperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Genji's burst.
    • TheoryImperius starts fights on its own terms, giving Genji grouped targets for area burst.
    • TheoryImperius's stun (Celestial Charge, Wrath of the Angiris) lets Genji dive onto a target that cannot walk away.
  5. Why? 3
    • TheoryImperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Kael'thas's burst.
    • TheoryImperius starts fights on its own terms, giving Kael'thas grouped targets for area burst.
    • TheoryImperius holds the front line, giving Kael'thas room to deal damage from behind it.
  6. Why? 3
    • TheoryImperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Kel'Thuzad's burst.
    • TheoryImperius starts fights on its own terms, giving Kel'Thuzad grouped targets for area burst.
    • TheoryImperius holds the front line, giving Kel'Thuzad room to deal damage from behind it.
View 5 more
  1. Kerrigan Score 77 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Kerrigan's burst.
    2 more reasons
    • Imperius starts fights on its own terms, giving Kerrigan grouped targets for area burst.
    • Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Kerrigan dive onto a target that cannot walk away.
  2. Tracer Score 77 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Tracer's burst.
    2 more reasons
    • Imperius starts fights on its own terms, giving Tracer grouped targets for area burst.
    • Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Tracer dive onto a target that cannot walk away.
  3. Valeera Score 77 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Valeera's burst.
    2 more reasons
    • Imperius starts fights on its own terms, giving Valeera grouped targets for area burst.
    • Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Valeera dive onto a target that cannot walk away.
  4. Zeratul Score 77 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Zeratul's burst.
    2 more reasons
    • Imperius starts fights on its own terms, giving Zeratul grouped targets for area burst.
    • Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Zeratul dive onto a target that cannot walk away.
  5. Chromie Score 74 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Chromie's burst.
    2 more reasons
    • Imperius holds the front line, giving Chromie room to deal damage from behind it.
    • Imperius starts fights on its own terms, giving Chromie grouped targets for area burst. Only when Chromie takes Mobius Loop.
33 more below the bar

Weaker mechanical edges

Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.

  1. Alarak Score 71 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Alarak's burst.
  2. Jaina Score 71 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Jaina's burst.
  3. Junkrat Score 71 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Junkrat's burst.
  4. Murky Score 71 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Murky's burst.
  5. Orphea Score 71 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Orphea's burst.
  6. Probius Score 71 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Probius's burst.
  7. Tassadar Score 71 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Tassadar's burst.
  8. Xal'atath Score 71 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Xal'atath's burst.
  9. Hanzo Score 68 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Hanzo's burst.
  10. Li-Ming Score 68 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Li-Ming's burst.
  11. Nova Score 68 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Nova's burst.
  12. Ana Score 57 Theory Imperius holds the front line, giving Ana room to deal damage from behind it.
  13. Anduin Score 57 Theory Imperius holds the front line, giving Anduin room to deal damage from behind it.
  14. Artanis Score 57 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Artanis dive onto a target that cannot walk away.
  15. Azmodan Score 57 Theory Imperius holds the front line, giving Azmodan room to deal damage from behind it.
  16. Deckard Score 57 Theory Imperius holds the front line, giving Deckard room to deal damage from behind it.
  17. Gazlowe Score 57 Theory Imperius holds the front line, giving Gazlowe room to deal damage from behind it.
  18. Greymane Score 57 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Greymane dive onto a target that cannot walk away.
  19. Gul'dan Score 57 Theory Imperius holds the front line, giving Gul'dan room to deal damage from behind it.
  20. Illidan Score 57 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Illidan dive onto a target that cannot walk away.
  21. Lt. Morales Score 57 Theory Imperius holds the front line, giving Lt. Morales room to deal damage from behind it.
  22. Maiev Score 57 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Maiev dive onto a target that cannot walk away.
  23. Mephisto Score 57 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Mephisto dive onto a target that cannot walk away.
  24. Nazeebo Score 57 Theory Imperius holds the front line, giving Nazeebo room to deal damage from behind it.
  25. Qhira Score 57 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Qhira dive onto a target that cannot walk away.
  26. Raynor Score 57 Theory Imperius holds the front line, giving Raynor room to deal damage from behind it.
  27. Sgt. Hammer Score 57 Theory Imperius holds the front line, giving Sgt. Hammer room to deal damage from behind it.
  28. Sonya Score 57 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Sonya dive onto a target that cannot walk away.
  29. Stukov Score 57 Theory Imperius holds the front line, giving Stukov room to deal damage from behind it.
  30. The Butcher Score 57 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) lets The Butcher dive onto a target that cannot walk away.
  31. Thrall Score 57 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) lets Thrall dive onto a target that cannot walk away.
  32. Whitemane Score 57 Theory Imperius holds the front line, giving Whitemane room to deal damage from behind it.
  33. Zul'jin Score 57 Theory Imperius holds the front line, giving Zul'jin room to deal damage from behind it.

Spot a wrong or missing matchup? Suggest a correction with the mechanical reason; accepted notes land in the theory layer for everyone.

Maps

Best maps for Imperius

Score 1–100 from how the kit fits each map's layout and objective (50 = neutral)

  1. Why? 2
    • TheoryImperius can stand on Hanamura Temple's payload and absorb pressure.
    • TheoryImperius can start the fights Hanamura Temple's objective forces.
  2. Why? 2
    • TheoryImperius can start the fights Sky Temple's objective forces.
    • TheoryImperius can cover ground quickly (Valorous Pursuit) on Sky Temple's large layout. Only when Imperius takes Valorous Pursuit.
  3. Why? 2
    • TheoryImperius can reach channelling enemies quickly (Valorous Pursuit) to contest Blackheart's Bay's objective. Only when Imperius takes Valorous Pursuit.
    • TheoryImperius can cover ground quickly (Valorous Pursuit) on Blackheart's Bay's large layout. Only when Imperius takes Valorous Pursuit.
  4. Why? 2
    • TheoryImperius can reach channelling enemies quickly (Valorous Pursuit) to contest Cursed Hollow's objective. Only when Imperius takes Valorous Pursuit.
    • TheoryImperius can cover ground quickly (Valorous Pursuit) on Cursed Hollow's large layout. Only when Imperius takes Valorous Pursuit.
  5. Why? 2
    • TheoryImperius can reach channelling enemies quickly (Valorous Pursuit) to contest Warhead Junction's objective. Only when Imperius takes Valorous Pursuit.
    • TheoryImperius can cover ground quickly (Valorous Pursuit) on Warhead Junction's large layout. Only when Imperius takes Valorous Pursuit.
  6. Why? 1
    • TheoryImperius can start the fights Alterac Pass's objective forces.
View 11 more
  1. Battlefield of Eternity Score 55 Theory Imperius can start the fights Battlefield of Eternity's objective forces.
  2. Braxis Holdout Score 55 Theory Imperius can start the fights Braxis Holdout's objective forces.
  3. Braxis Outpost Score 55 Theory Imperius can start the fights Braxis Outpost's objective forces.
  4. Industrial District Score 55 Theory Imperius can start the fights Industrial District's objective forces.
  5. Infernal Shrines Score 55 Theory Imperius can start the fights Infernal Shrines's objective forces.
  6. Lost Cavern Score 55 Theory Imperius can start the fights Lost Cavern's objective forces.
  7. Silver City Score 55 Theory Imperius can start the fights Silver City's objective forces.
  8. Volskaya Foundry Score 55 Theory Imperius can start the fights Volskaya Foundry's objective forces.
  9. Dragon Shire Score 54 Theory Imperius can reach channelling enemies quickly (Valorous Pursuit) to contest Dragon Shire's objective. Only when Imperius takes Valorous Pursuit.
  10. Towers of Doom Score 54 Theory Imperius can reach channelling enemies quickly (Valorous Pursuit) to contest Towers of Doom's objective. Only when Imperius takes Valorous Pursuit.
  11. Garden of Terror Score 53 Theory Imperius can cover ground quickly (Valorous Pursuit) on Garden of Terror's large layout. Only when Imperius takes Valorous Pursuit.

All maps

Talents

Talents by level

  1. Level 1

    • Impaling Light Q

      Celestial 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.

    • Consuming Flame W

      Increase 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.

    • Burn the Impure Trait

      Consuming a Valorous Brand mark deals bonus damage equal to 2.5% of the Hero's maximum Health.

  2. Level 4

    • Sovereign Armor E

      Molten Armor grants 20 Armor for 1.5 seconds. Hitting an enemy Hero with Molten Armor extends the duration of this Armor by 0.5 seconds.

    • Battle Hunger Trait

      Increase the healing of Valorous Brand by 80%.

    • Press Forward Passive

      Gain 10 Armor while being healed by a Regeneration Globe. Damaging an enemy Hero sets the duration of an active Regeneration Globe on Imperius to 8 seconds (unless it is already higher).

  3. Level 7

    • Flash of Anger Q

      Consuming a mark from Celestial Charge deals 150 (+4% per level) damage to the target and nearby enemies and grants Imperius a 250 (+4% per level) point Shield for 4 seconds.

    • Blaze of Glory W

      Solarion's Fire leaves a line of scorched earth along its center that explodes after 1.75 seconds for 212 (+4% per level) damage, dealing bonus damage with Valorous Brand marks.

    • Holy Fervor Active

      Activate to reset Imperius's Basic Attack cooldown and cause the next 4 Basic Attacks within 10 seconds to cleave for 30% additional damage.

  4. Level 10

    • Angelic Armaments Heroic

      Summon 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.

    • Wrath of the Angiris Heroic

      After 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 250 (+4% per level) damage to them, increased by 20% for each Valorous Brand on the target when landing, and Stunning them for 1 second.

  5. Level 13

    • Pathetic Mortals Q

      Stunning enemy Heroes with Celestial Charge reduces their Movement Speed by 25% and their damage by 50% for 4 seconds.

    • Divine Rage E

      Consuming a Valorous Brand mark reduces the cooldown of Molten Armor by 1 second.

    • Heat of Battle E

      Increase Molten Armor's healing against Heroes by 2% for every 1% Health Imperius is missing.

  6. Level 16

    • Celestial Swiftness Q

      Gain 20% Movement Speed for 5 seconds after casting Celestial Charge. Gain 40% Attack Speed for 5 seconds for each Hero Stunned with Celestial Charge.

    • Melting Touch E

      Consuming a Molten Armor mark reduces the target's Armor by 25 for 4 seconds.

    • Valorous Pursuit Active

      Activate to teleport to an enemy that has been marked by Valorous Brand and gain 25 Armor for 3 seconds.

  7. Level 20

    • Heavenly Host Heroic

      Shields granted by Angelic Armaments no longer expire, and on initial activation, nearby allied Heroes gain a Shield that absorbs 600 (+4% per level) damage. If a Shield granted to an allied Hero lasts 3 seconds, it fires 1 sword at a nearby enemy, prioritizing closest Heroes, dealing 140 (+4% per level) damage.

    • Unrelenting Descent Heroic

      Descending from the Heavens restores 30% of Imperius' maximum Health and Mana. Consuming a Valorous Brand reduces the cooldown of Wrath of the Angiris by 10 seconds.

    • Molten Wrath E

      Molten Armor's radius is increased by 25%, and it always strikes 2 additional targets, even if there are Heroes in range.

    • Brand of Solarion Trait

      Reduce the duration of Valorous Brand to 5 seconds, but it is no longer consumed when triggered.

    • Impervious Active

      Activate to become Unstoppable and gain 75 Spell Armor for 3 seconds. Hitting Heroes with the center of Solarion's Fire reduces this cooldown by 5 seconds.

Abilities and mechanics

  • Valorous Brand D Trait

    Each 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.

  • Celestial Charge Q Ability

    10 s cooldown 40 Mana

    Lunge 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.

  • Solarion's Fire W Ability

    8 s cooldown 50 Mana

    Release 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.

  • Molten Armor E Ability

    12 s cooldown 75 Mana

    Shroud 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. Strikes 2 additional targets if no Heroes are in range, and restores 1 Mana for each strike on expiration.

  • Angelic Armaments R Heroic

    70 s cooldown 70 Mana

    Summon 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.

  • Wrath of the Angiris R Heroic

    80 s cooldown 80 Mana

    After 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 250 (+4% per level) damage to them, increased by 20% for each Valorous Brand on the target when landing, and Stunning them for 1 second.

Mechanics tags

What the theory layer reads from Imperius's kit. Each tag shows the ability or talent text that produced it; curated notes cover play-style traits the text cannot show.

Crowd control

Slow
Ability Solarion's Fire “Enemies hit by the center take 50% bonus damage and are Slowed by 40% for 3 seconds.”
Talent Consuming Flame “Increase the center damage of Solarion's Fire by an additional 125% and its Slow amount by 15%.”
Talent Pathetic Mortals “Stunning enemy Heroes with Celestial Charge reduces their Movement Speed by 25% and their damage by 50% for 4 seconds.”
Stun
Ability Celestial Charge “If an enemy Hero is hit, Channel to Stun for 1 second and deal 80 additional damage when it fully finishes.”
Ability Wrath of the Angiris “…damage to them, increased by 20% for each Valorous Brand on the target when landing, and Stunning them for 1 second.”
Talent Impaling Light “For each Valorous Brand on the target when Celestial Charge's Stun completes, reduce its cooldown by 1 second.”
Talent Pathetic Mortals “Stunning enemy Heroes with Celestial Charge reduces their Movement Speed by 25% and their damage by 50% for 4 seconds.”

Defense and mobility

Dash
Ability Celestial Charge “Lunge towards a targeted direction and stab, dealing 35 damage.”
Self-healing
Ability Molten Armor “Imperius heals for 50% of the damage dealt, increased to 100% against Heroes.”
Ability Valorous Brand “Basic Attacks consume the target's marks, dealing 20% bonus damage per mark and healing for 75 per mark.”
Talent Unrelenting Descent “Descending from the Heavens restores 30% of Imperius' maximum Health and Mana.”
Shields
Ability Angelic Armaments “Summon a ring of blazing swords that grants 850 Shield for 3 seconds.”
Talent Flash of Anger “…Charge deals 150 damage to the target and nearby enemies and grants Imperius a 250 point Shield for 4 seconds.”
Talent Heavenly Host “…Armaments no longer expire, and on initial activation, nearby allied Heroes gain a Shield that absorbs 600 damage.”
Spell Armor
Talent Impervious “Activate to become Unstoppable and gain 75 Spell Armor for 3 seconds.”
Teleport
Talent Valorous Pursuit “Activate to teleport to an enemy that has been marked by Valorous Brand and gain 25 Armor for 3 seconds.”
Unstoppable
Talent Impervious “Activate to become Unstoppable and gain 75 Spell Armor for 3 seconds.”

Damage and macro

Area damage
Ability Solarion's Fire “Enemies hit by the center take 50% bonus damage and are Slowed by 40% for 3 seconds.”
Talent Flash of Anger “…a mark from Celestial Charge deals 150 damage to the target and nearby enemies and grants Imperius a 250 point…”
Armor shred
Talent Melting Touch “Consuming a Molten Armor mark reduces the target's Armor by 25 for 4 seconds.”
Channeled abilities
Ability Celestial Charge “If an enemy Hero is hit, Channel to Stun for 1 second and deal 80 additional damage when it fully finishes.”

Play-style traits

Engage
Curated note Celestial Charge lunges in and stuns, and Wrath of the Angiris lifts a Hero and lets Imperius steer where they land.
Frontline
Curated note 2375 Health, Molten Armor healing for all of its damage to Heroes, and Angelic Armaments' big shield let him trade inside melee range for a whole fight.

Patch history

  1. 2 buffs, 3 other changes

    • ChangeMolten Armor: Effect changed (see Blizzard's notes)Base
    • ChangeImpaling Light: Effect changed (see Blizzard's notes)Level 1
    • BuffBlaze of Glory: Damage 205 → 212Level 7
    • ChangeHoly Fervor: Effect changed (see Blizzard's notes)Level 7
    • BuffMolten Wrath: New effect (see Blizzard's notes)Level 20
  2. 2 buffs, 2 other changes

    • ChangeMolten Armor: Effect changed (see Blizzard's notes)Base
    • BuffBlaze of Glory: Damage 205 → 212Level 7
    • ChangeHoly Fervor: Effect changed (see Blizzard's notes)Level 7
    • BuffMolten Wrath: New effect (see Blizzard's notes)Level 20
  3. 4 buffs, 1 nerf, 6 other changes

    • ChangeMolten Armor: Effect changed (see Blizzard's notes)Base
    • BuffImpaling Light: Impaling Light cooldown −2 sLevel 1
    • NerfImpaling Light: Damage −20%Level 1
    • ChangeImpaling Light: 2 effect changes (see Blizzard's notes)Level 1
    • BuffImpaling Light: Impaling Light mana cost 40 → 30Level 1
    • BuffImpaling Light: Stun −1 sLevel 1
    • BuffBlaze of Glory: Blaze of Glory delay 2 s → 1.75 sLevel 7
    • ChangeHoly Fervor: Effect removed (see Blizzard's notes)Level 7
    • ChangeHeavenly Host: Effect removed (see Blizzard's notes)Level 20
    • ChangeHeavenly Host: New effect (see Blizzard's notes)Level 20
    • ChangeMolten Wrath: New effect (see Blizzard's notes)Level 20
  4. 4 buffs, 1 nerf, 6 other changes

    • ChangeMolten Armor: Effect changed (see Blizzard's notes)Base
    • BuffImpaling Light: Impaling Light cooldown −2 sLevel 1
    • NerfImpaling Light: Damage −20%Level 1
    • ChangeImpaling Light: 2 effect changes (see Blizzard's notes)Level 1
    • BuffImpaling Light: Impaling Light mana cost 40 → 30Level 1
    • BuffImpaling Light: Stun −1 sLevel 1
    • BuffBlaze of Glory: Blaze of Glory delay 2 s → 1.75 sLevel 7
    • ChangeHoly Fervor: Effect removed (see Blizzard's notes)Level 7
    • ChangeHeavenly Host: Effect removed (see Blizzard's notes)Level 20
    • ChangeHeavenly Host: New effect (see Blizzard's notes)Level 20
    • ChangeMolten Wrath: New effect (see Blizzard's notes)Level 20

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