Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
While Holy Shock is hilarious and fun (and hence an insta-pick in ARAM), one of Uther's main weaknesses are his long cooldowns. So using Holy Shock means you no longer have Q to save someone who is getting focused down.
It's also worth noting that Uther's passive is a huge part of his kit, so if you burn Holy Shock on offense, it means you are losing a good portion of his value in not being able to use both Q and W on the same target (i.e., grant armor with one heal, then heal the armored target). This is, coincidentally, part of why Uther is so common in double-healer comps - his passive gets even more value because the second healer's value is effectively multiplied.
Holy Shock gets more value when you want to play more like a tank and eat damage that would otherwise go to higher-priority targets. By using Q offensively, Uther also heals himself on a much lowered cooldown and can bait the opposing team into walking up and trying to kill him when he has a bunch of armor and stuns.
I was on a huge Auriel streak for a while. I posted a few months ago on why I thought she was a lackluster healer.
That change they made to her base Q sweep speed increase helped a lot. I'm still not sure how effective she is, but there's just something satisfying about playing her. You feel like a little fist pump every time you catch multiple enemies in your sweep.
Speaking of which....
No Brainer Talent Picks: Vol 4
Auriel's level 1: Righteous Assault
First off, no clue why anyone would ever choose Searing Light. The amount of times you're going to catch multiple enemies along with the multiple allies you're healing??? And even when you do, it's only 30% damage? Whoop dee?
Increasing Clarity is good when you finish the quest, but Righteous Assault is just a more flexible version of that. It's already more damage output with the decreased cooldown. Then you factor in all the on-hit effects you can stack into the Q, and the reduced hit cooldown becomes way more valuable. It also runs less risk of energy overflow since you're spacing your damage out more evenly instead of huge spikes.
You would pick Clarity for when...you're facing a team of squishies with tons of escapes so you have to burst them in one hit???? That's really all I can think of.
Is pulling off Ana grenade on ancestral the most rewarding feeling?
Deckard emerald is prob a lot easier since it has a 4s window, which also works vs palm.
Ana grenade on an Alexstraza circle is pretty good too. With the level 4 grenade talent, you have even cooldown on the abilities.
MNC Dover on
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
+1
Options
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
I was going to comment on Alexstraza after Auriel.
She's been the Nova/Butcher of healers lately because I know my team is in trouble at that point.
The main thing is she feels like a "win more" healer that doesn't help you get to winning. If you're landing great heal circles, the enemy team is too bad to disrupt it and your team is good enough to jump on and screen it.
+2
Options
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Alexstraza’s big problems stem from the fact that her kit is dogshit.
Humor can be dissected as a frog can, but dies in the process.
I was on a huge Auriel streak for a while. I posted a few months ago on why I thought she was a lackluster healer.
That change they made to her base Q sweep speed increase helped a lot. I'm still not sure how effective she is, but there's just something satisfying about playing her. You feel like a little fist pump every time you catch multiple enemies in your sweep.
Speaking of which....
No Brainer Talent Picks: Vol 4
Auriel's level 1: Righteous Assault
First off, no clue why anyone would ever choose Searing Light. The amount of times you're going to catch multiple enemies along with the multiple allies you're healing??? And even when you do, it's only 30% damage? Whoop dee?
Increasing Clarity is good when you finish the quest, but Righteous Assault is just a more flexible version of that. It's already more damage output with the decreased cooldown. Then you factor in all the on-hit effects you can stack into the Q, and the reduced hit cooldown becomes way more valuable. It also runs less risk of energy overflow since you're spacing your damage out more evenly instead of huge spikes.
You would pick Clarity for when...you're facing a team of squishies with tons of escapes so you have to burst them in one hit???? That's really all I can think of.
I have been happy picking Searing Light when both comps are melee heavy and I can both heal and damage a ton just by firing into the scrum.
EDIT: Particularly because I'm usually picking Auriel in a spot where I will be firing off full heals very regularly and taking the bigger heals at 16. It's niche, but I've gotten substantial value out of it in 3 frontline comps with a Gul'dan or Valla as ranged battery.
Invictus on
Generalísimo de Fuerzas Armadas de la República Argentina
Alexstraza’s big problems stem from the fact that her kit is dogshit.
Yeah but you get to be a dragon.
When you see Deathwing go for the Dragon Knight, get blocked by Alex, who turns into a dragon to duel him, she backs off, he grabs DK to become a dragon inside a dragon, quickly gets reduced to zero health, and exits dragon form at almost the same time Alex does.
I was on a huge Auriel streak for a while. I posted a few months ago on why I thought she was a lackluster healer.
That change they made to her base Q sweep speed increase helped a lot. I'm still not sure how effective she is, but there's just something satisfying about playing her. You feel like a little fist pump every time you catch multiple enemies in your sweep.
Speaking of which....
No Brainer Talent Picks: Vol 4
Auriel's level 1: Righteous Assault
First off, no clue why anyone would ever choose Searing Light. The amount of times you're going to catch multiple enemies along with the multiple allies you're healing??? And even when you do, it's only 30% damage? Whoop dee?
Increasing Clarity is good when you finish the quest, but Righteous Assault is just a more flexible version of that. It's already more damage output with the decreased cooldown. Then you factor in all the on-hit effects you can stack into the Q, and the reduced hit cooldown becomes way more valuable. It also runs less risk of energy overflow since you're spacing your damage out more evenly instead of huge spikes.
You would pick Clarity for when...you're facing a team of squishies with tons of escapes so you have to burst them in one hit???? That's really all I can think of.
I have been happy picking Searing Light when both comps are melee heavy and I can both heal and damage a ton just by firing into the scrum.
EDIT: Particularly because I'm usually picking Auriel in a spot where I will be firing off full heals very regularly and taking the bigger heals at 16. It's niche, but I've gotten substantial value out of it in 3 frontline comps with a Gul'dan or Valla as ranged battery.
Even in that case, I would take the reduced Q cooldown at 1 then the blind talent. Completely shuts down a huge swath of melee heroes.
I guess in cases when the enemy team is full of melee who don't rely on auto attacks? Not sure how often you'd see that roster.
MrBody on
0
Options
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Alex is incredible in ARAM, and Dragon cooldown is basically a second ult that can force control of a point in competitive. I agree that her kit feels jank, but I disagree that she's dog shit.
It's Imperius free week, and once again I'm trying to get a hang of him.
I keep falling flat on my face every single time I try him. I can't notice any kind of logic as to what makes his Q land. Half the time I swear it lands dead on a hero, only to pass right through them. Half the time I land one, I swear it was nowhere close. Even worse, his leap ult is the exact same thing, so with that I get to whiff on an 80 second cooldown.
His skill hotkey layout also doesn't help. On every...single other hero, their damaging aura skill is W while their ranged CC shot is on E. Imperius swaps those and I've lost track of the number of times I've screwed up and hit the wrong one. It's practically at the point where I have to go in and change my hotkey settings just for this hero.
His brand system and talents make it hard to calculate just how effective and tanky you're making him. Should I only be striking at max marks? Every chance I get? Is this mark talent worth it? I have no clue.
It's Imperius free week, and once again I'm trying to get a hang of him.
I keep falling flat on my face every single time I try him. I can't notice any kind of logic as to what makes his Q land. Half the time I swear it lands dead on a hero, only to pass right through them. Half the time I land one, I swear it was nowhere close. Even worse, his leap ult is the exact same thing, so with that I get to whiff on an 80 second cooldown.
His skill hotkey layout also doesn't help. On every...single other hero, their damaging aura skill is W while their ranged CC shot is on E. Imperius swaps those and I've lost track of the number of times I've screwed up and hit the wrong one. It's practically at the point where I have to go in and change my hotkey settings just for this hero.
His brand system and talents make it hard to calculate just how effective and tanky you're making him. Should I only be striking at max marks? Every chance I get? Is this mark talent worth it? I have no clue.
I'm clueless
I'm not that great with Imp, but I do have a few tips to help.
-For his Q, only the tip of the spear has a hitbox. Because of that, I highly recommend using the "on release" hotkey to better aim your shot.
-His Molten Armor is great for 1v1 and team fights. The tricky part is to weave in auto-attacks to maximize healing/damage.
-Burn the Impure is the go-to level 1 talent. That damage really adds up quickly.
-Press Forward at 4 makes you a monster in team fights. Grab a globe before the fight begins and just keep attacking. You'll have perma-10 armor and will be constantly healing. Unless the enemy team focuses you down, you'll be virtually unkillable. Sovereign Armor is really good too though, especially with the 13/16 talents.
-Holy Fervor at 7 is solid. Gives you some ok wave clear (as opposed to basically none), and some great team fight power. The AoE swing can be used to activate marks on multiple foes hit by your Molten Armor.
-I almost always take his Shield Ult over the spear Ult. The Shield provides survivability and some finishing burst damage. The spear ult leaves you vulnerable if you miss, and even if you do, doesn't help that much in taking out an enemy. It would be vastly better if it let you travel over terrain.
-Both E talents are great at 13. I prefer Divine Range to get your Armor back up faster (12 seconds is a long time to wait).
-Melting Touch at 16 allows you to shred a single target or group down. If you're fighting a lot of slippery heroes or foes without many escapes, Valorous Pursuit can get some surprise kills.
-Brand of Solarion at 20. You're now an unstoppable killing machine that requires 100% of the enemy team CCs to stop. Get your Globe, Q in, activate Armor, and go go go!
Again, I'm not that great at Imp, so others like @milk ducks might be able to give better advice for more specific gameplay. I typically don't focus that much on going for activating 3 Brands at a time. That might be wrong, but every situation is different, and not Auto Attacking in order to get more stacks feels wrong.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
+1
Options
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Set Imperius Q to on release. It makes a huge difference.
Humor can be dissected as a frog can, but dies in the process.
His skill hotkey layout also doesn't help. On every...single other hero, their damaging aura skill is W while their ranged CC shot is on E. Imperius swaps those and I've lost track of the number of times I've screwed up and hit the wrong one. It's practically at the point where I have to go in and change my hotkey settings just for this hero.
I never really thought about it before, but yeah that's weird. It's a shame the HotS team is dead so we'll never be able to find out why he's set up differently than similar heroes.
Has their ever been a lot of uniformity in ability layouts?
Skillshot on Q: Jaina, Raynor, Gul'dan, Muradin, Probius, Falstad
Skillshot on W: Thrall, Arthas
Skillshot on E: Kael'thas, Malthael, Imp
Heal on Q: LiLi, Anduin, Deckard, Ana
Heal on W: Auriel, Khara
AoE on W: Jaina, Murky, Mei, Muradin, Probius
AoE on Q: Kael'thas, Lunara
AoE on E: Stukov
There are a few heroes that go outside the trend based on their kits. But yeah, some are just weird like Kael and Imp. Perhaps they felt that Imp's E Armor was more of an aggressive movement ability like Anub, Sonya, Arthas. That or the intern reversed the W and E inputs and they didn't catch it until it was too late.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
0
Options
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited April 2022
Movement abilities are on E, poke is on Q, passive on W. That's pretty standard. Longer distance abilities go on Q.
Imperius' kit is set up the way it is because it's a mix of tank and bruiser.
EDIT: The different things are different based on role, Dover. Q for healers is their primary heal. E is aoe/CC. W is variable, usually a form of sustain or an expansive part of the kit. I think Malfurion is one of the bigger exceptions, but that's because you his Q to poke AND heal.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
Movement abilities are on E, poke is on Q, passive on W. That's pretty standard. Longer distance abilities go on Q.
Imperius' kit is set up the way it is because it's a mix of tank and bruiser.
EDIT: The different things are different based on role, Dover. Q for healers is their primary heal. E is aoe/CC. W is variable, usually a form of sustain or an expansive part of the kit. I think Malfurion is one of the bigger exceptions, but that's because you his Q to poke AND heal.
Don't try your logic on me Munkus! There's too many bizarro kits that buck the trends.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited April 2022
Oh is regrowth on Q and not W?
Dunno why I thought that.
EDIT: At any rate. That means malf isn't even an exception at all.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
EDIT: At any rate. That means malf isn't even an exception at all.
Your confusion further proves my point. I believe the idea was there from the start (Q for heals/skillshots, W for AoE, etc), but that system just got forgotten about after a while.
MNC Dover on
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
my confusion is because i don't play malfurion at all because i'm dogshit at him
Humor can be dissected as a frog can, but dies in the process.
Imperius has decent talent diversity @MrBody , but I'll tell you what I tend to use and why, and hopefully that'll help you feel a bit more confident with him.
Burn the Impure at level 1 feels pretty mandatory to me, personally. It allows you to absolutely chunk people, and its a big part of why he trades so well in lane. You want to combine this with Press Foward at level 4, and at that point, you're essentially invincible. I'm of the opinion that, once Press Forward's online, he wins any 1v1 matchup in lane and especially with regard to point control. However, I have seen people fuck it up, so I don't really know what to say about that, lol.
Press Forward gives Imperius constant, powerful health and mana regeneration for as long as he can continue to be aggressive. You have to control the Globes, and pick your fights within your regen windows. So, let's say you know you're about to contest the point on Braxis Holdout -- just prior to jumping in on the capture zone, grab a Globe from the lane and there's almost no scenario in which you'd lose. So long as Imperius has that regen and armor rolling, it's very difficult to deal with him. He tends to have mana issues, as well, and Press Forward additionally completely alleviates them.
A tip for landing your Impales that will also assist with globe control -- don't just throw your Q raw; instead, wait for the moments when you know exactly where your opponent is going to be. The best example I can give is when they kill a Mage Minion and a health globe spawns. When they step up to grab it, you Impale the globe. This puts them in a position where, if they pick up the globe, you land an Impale combo and burst them down with Burn the Impure, essentially negating any health benefits they would have gained, or they sidestep out and you get the Globe.
Imperius has poor waveclear and can't improve it much with talents, so you have to play forward, like you would with Thrall, and box the enemy player out of experience. In this way, it doesn't matter if the other player has better waveclear than you, because they can't get to the minions. If they do get in, like I said before, you just punish the Globe. You'll win the trades with time because you can chunk their health and the only healing they're going to have access to is their Well.
Holy Fervor's been buffed and I can't say I've worked with it much. But it's good on paper, for sure, now that Molten Armor procs two cleaves. I feel like they want you to pop Molten Armor in this way to help clear lanes, but that feels like an error to me. Molten Armor costs a lot of mana, and it has a fair amount more utility that you'd want off cooldown if things ever went sideways. I feel like, I mean you just don't draft Imperius for waveclear. If you're drafting in for that, you've probably already lost. He isn't going to compete with any proper waveclear hero. Instead, you have to play forward like I described before and box those heroes out of their comfort zones.
So I go Flash of Anger at 7. It further amplifies Imperius' pick potential by adding even more damage to his Impales, while providing a shield that helps him survive after jumping in on a target. Just smooths out every element of the process.
Angelic Armaments is fantastic, and I wouldn't pick Wrath of Angiris with a gun to my head.
I typically either grab Divine Rage / Melting Touch (for scenarios where I need to teamfight more) or Pathetic Mortals / Celestial Swiftness (if I need a stronger movement speed advantage) at 13 and 16.
At level 20, I almost always take Heavenly Host. It's essentially a Storm Shield. This is a ton of group support on a Bruiser, and I find it very difficult to pass up.
Posts
It's also worth noting that Uther's passive is a huge part of his kit, so if you burn Holy Shock on offense, it means you are losing a good portion of his value in not being able to use both Q and W on the same target (i.e., grant armor with one heal, then heal the armored target). This is, coincidentally, part of why Uther is so common in double-healer comps - his passive gets even more value because the second healer's value is effectively multiplied.
Holy Shock gets more value when you want to play more like a tank and eat damage that would otherwise go to higher-priority targets. By using Q offensively, Uther also heals himself on a much lowered cooldown and can bait the opposing team into walking up and trying to kill him when he has a bunch of armor and stuns.
Kinda like a fake tank with fake big HP?
Witty signature comment goes here...
wra
Also possibly divine storm.
I was on a huge Auriel streak for a while. I posted a few months ago on why I thought she was a lackluster healer.
That change they made to her base Q sweep speed increase helped a lot. I'm still not sure how effective she is, but there's just something satisfying about playing her. You feel like a little fist pump every time you catch multiple enemies in your sweep.
Speaking of which....
No Brainer Talent Picks: Vol 4
Auriel's level 1: Righteous Assault
First off, no clue why anyone would ever choose Searing Light. The amount of times you're going to catch multiple enemies along with the multiple allies you're healing??? And even when you do, it's only 30% damage? Whoop dee?
Increasing Clarity is good when you finish the quest, but Righteous Assault is just a more flexible version of that. It's already more damage output with the decreased cooldown. Then you factor in all the on-hit effects you can stack into the Q, and the reduced hit cooldown becomes way more valuable. It also runs less risk of energy overflow since you're spacing your damage out more evenly instead of huge spikes.
You would pick Clarity for when...you're facing a team of squishies with tons of escapes so you have to burst them in one hit???? That's really all I can think of.
Deckard emerald is prob a lot easier since it has a 4s window, which also works vs palm.
Witty signature comment goes here...
wra
Ana grenade on an Alexstraza circle is pretty good too. With the level 4 grenade talent, you have even cooldown on the abilities.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
If you are picking Alexstraza in h year of our Lord 2022 you are asking for a bad time
She's been the Nova/Butcher of healers lately because I know my team is in trouble at that point.
The main thing is she feels like a "win more" healer that doesn't help you get to winning. If you're landing great heal circles, the enemy team is too bad to disrupt it and your team is good enough to jump on and screen it.
I have been happy picking Searing Light when both comps are melee heavy and I can both heal and damage a ton just by firing into the scrum.
EDIT: Particularly because I'm usually picking Auriel in a spot where I will be firing off full heals very regularly and taking the bigger heals at 16. It's niche, but I've gotten substantial value out of it in 3 frontline comps with a Gul'dan or Valla as ranged battery.
Yeah but you get to be a dragon.
3DS Friend Code: 3110-5393-4113
Steam profile
When you see Deathwing go for the Dragon Knight, get blocked by Alex, who turns into a dragon to duel him, she backs off, he grabs DK to become a dragon inside a dragon, quickly gets reduced to zero health, and exits dragon form at almost the same time Alex does.
Even in that case, I would take the reduced Q cooldown at 1 then the blind talent. Completely shuts down a huge swath of melee heroes.
I guess in cases when the enemy team is full of melee who don't rely on auto attacks? Not sure how often you'd see that roster.
Only some of the time.
You wanna be a dragon? Play Deathwing.
I mean I do that too yes :P
3DS Friend Code: 3110-5393-4113
Steam profile
https://www.youtube.com/shorts/EC7xWijhOkE
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Witty signature comment goes here...
wra
Toads to the left of me!
Spiders to the right!
Here I am stuck in the Zombies with you.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I keep falling flat on my face every single time I try him. I can't notice any kind of logic as to what makes his Q land. Half the time I swear it lands dead on a hero, only to pass right through them. Half the time I land one, I swear it was nowhere close. Even worse, his leap ult is the exact same thing, so with that I get to whiff on an 80 second cooldown.
His skill hotkey layout also doesn't help. On every...single other hero, their damaging aura skill is W while their ranged CC shot is on E. Imperius swaps those and I've lost track of the number of times I've screwed up and hit the wrong one. It's practically at the point where I have to go in and change my hotkey settings just for this hero.
His brand system and talents make it hard to calculate just how effective and tanky you're making him. Should I only be striking at max marks? Every chance I get? Is this mark talent worth it? I have no clue.
I'm clueless
I'm not that great with Imp, but I do have a few tips to help.
-For his Q, only the tip of the spear has a hitbox. Because of that, I highly recommend using the "on release" hotkey to better aim your shot.
-His Molten Armor is great for 1v1 and team fights. The tricky part is to weave in auto-attacks to maximize healing/damage.
-Burn the Impure is the go-to level 1 talent. That damage really adds up quickly.
-Press Forward at 4 makes you a monster in team fights. Grab a globe before the fight begins and just keep attacking. You'll have perma-10 armor and will be constantly healing. Unless the enemy team focuses you down, you'll be virtually unkillable. Sovereign Armor is really good too though, especially with the 13/16 talents.
-Holy Fervor at 7 is solid. Gives you some ok wave clear (as opposed to basically none), and some great team fight power. The AoE swing can be used to activate marks on multiple foes hit by your Molten Armor.
-I almost always take his Shield Ult over the spear Ult. The Shield provides survivability and some finishing burst damage. The spear ult leaves you vulnerable if you miss, and even if you do, doesn't help that much in taking out an enemy. It would be vastly better if it let you travel over terrain.
-Both E talents are great at 13. I prefer Divine Range to get your Armor back up faster (12 seconds is a long time to wait).
-Melting Touch at 16 allows you to shred a single target or group down. If you're fighting a lot of slippery heroes or foes without many escapes, Valorous Pursuit can get some surprise kills.
-Brand of Solarion at 20. You're now an unstoppable killing machine that requires 100% of the enemy team CCs to stop. Get your Globe, Q in, activate Armor, and go go go!
Again, I'm not that great at Imp, so others like @milk ducks might be able to give better advice for more specific gameplay. I typically don't focus that much on going for activating 3 Brands at a time. That might be wrong, but every situation is different, and not Auto Attacking in order to get more stacks feels wrong.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Skillshot on Q: Jaina, Raynor, Gul'dan, Muradin, Probius, Falstad
Skillshot on W: Thrall, Arthas
Skillshot on E: Kael'thas, Malthael, Imp
Heal on Q: LiLi, Anduin, Deckard, Ana
Heal on W: Auriel, Khara
AoE on W: Jaina, Murky, Mei, Muradin, Probius
AoE on Q: Kael'thas, Lunara
AoE on E: Stukov
There are a few heroes that go outside the trend based on their kits. But yeah, some are just weird like Kael and Imp. Perhaps they felt that Imp's E Armor was more of an aggressive movement ability like Anub, Sonya, Arthas. That or the intern reversed the W and E inputs and they didn't catch it until it was too late.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Imperius' kit is set up the way it is because it's a mix of tank and bruiser.
EDIT: The different things are different based on role, Dover. Q for healers is their primary heal. E is aoe/CC. W is variable, usually a form of sustain or an expansive part of the kit. I think Malfurion is one of the bigger exceptions, but that's because you his Q to poke AND heal.
Don't try your logic on me Munkus! There's too many bizarro kits that buck the trends.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
If you're not effectively poking with Regrowth, you're not even really playing Malfurion.
3DS Friend Code: 3110-5393-4113
Steam profile
Dunno why I thought that.
EDIT: At any rate. That means malf isn't even an exception at all.
Your confusion further proves my point. I believe the idea was there from the start (Q for heals/skillshots, W for AoE, etc), but that system just got forgotten about after a while.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Burn the Impure at level 1 feels pretty mandatory to me, personally. It allows you to absolutely chunk people, and its a big part of why he trades so well in lane. You want to combine this with Press Foward at level 4, and at that point, you're essentially invincible. I'm of the opinion that, once Press Forward's online, he wins any 1v1 matchup in lane and especially with regard to point control. However, I have seen people fuck it up, so I don't really know what to say about that, lol.
Press Forward gives Imperius constant, powerful health and mana regeneration for as long as he can continue to be aggressive. You have to control the Globes, and pick your fights within your regen windows. So, let's say you know you're about to contest the point on Braxis Holdout -- just prior to jumping in on the capture zone, grab a Globe from the lane and there's almost no scenario in which you'd lose. So long as Imperius has that regen and armor rolling, it's very difficult to deal with him. He tends to have mana issues, as well, and Press Forward additionally completely alleviates them.
A tip for landing your Impales that will also assist with globe control -- don't just throw your Q raw; instead, wait for the moments when you know exactly where your opponent is going to be. The best example I can give is when they kill a Mage Minion and a health globe spawns. When they step up to grab it, you Impale the globe. This puts them in a position where, if they pick up the globe, you land an Impale combo and burst them down with Burn the Impure, essentially negating any health benefits they would have gained, or they sidestep out and you get the Globe.
Imperius has poor waveclear and can't improve it much with talents, so you have to play forward, like you would with Thrall, and box the enemy player out of experience. In this way, it doesn't matter if the other player has better waveclear than you, because they can't get to the minions. If they do get in, like I said before, you just punish the Globe. You'll win the trades with time because you can chunk their health and the only healing they're going to have access to is their Well.
Holy Fervor's been buffed and I can't say I've worked with it much. But it's good on paper, for sure, now that Molten Armor procs two cleaves. I feel like they want you to pop Molten Armor in this way to help clear lanes, but that feels like an error to me. Molten Armor costs a lot of mana, and it has a fair amount more utility that you'd want off cooldown if things ever went sideways. I feel like, I mean you just don't draft Imperius for waveclear. If you're drafting in for that, you've probably already lost. He isn't going to compete with any proper waveclear hero. Instead, you have to play forward like I described before and box those heroes out of their comfort zones.
So I go Flash of Anger at 7. It further amplifies Imperius' pick potential by adding even more damage to his Impales, while providing a shield that helps him survive after jumping in on a target. Just smooths out every element of the process.
Angelic Armaments is fantastic, and I wouldn't pick Wrath of Angiris with a gun to my head.
I typically either grab Divine Rage / Melting Touch (for scenarios where I need to teamfight more) or Pathetic Mortals / Celestial Swiftness (if I need a stronger movement speed advantage) at 13 and 16.
At level 20, I almost always take Heavenly Host. It's essentially a Storm Shield. This is a ton of group support on a Bruiser, and I find it very difficult to pass up.
Gotta leave for work, hope that helps!
what an odd design
Witty signature comment goes here...
wra
You mean with W, which would be the E on any other hero?
Witty signature comment goes here...
wra