
Imp
Description
Size: 9 man
Flyer: Yes
Faction: Inferno
Role: Defensive
Hero Bonus: Mephala
Awakening: Familiar (not yet available)
Altar: Silver
Barracks: Starsilver
Shard Locations: Underground 9-1, Underground 10-1
Skin(s) : 1
Tier List Ranking: F Tier, 54 Overall
Heros to Pair With: Rahks
Awakening
Mission 1: (not yet available)
Mission 2: (not yet available)
Mission 3: (not yet available)
Mission 4: (not yet available)
Abilities

Impulse (Ultimate)
Type: Trigger
Gear Requirement: White
When an Imp is downed it has a {10%-24%} chance to revive with full HP.

Smite
Type: Trigger
Gear Requirement: Blue
The Imp's normal attack has a chance to deal {150%-360%} damage to its target and may [Stun] them for 2s.

Agility
Type: Passive
Gear Requirement: Purple
Imp's dodge increased by {150-430}. When Imp dodges an enemy's damage, has 20% will reduce enemy hero's 5 mana, this skill will has 5s CD

Inferno Minion
Type: Passive
Gear Requirement: Orange
Imp's HP increased by {15%-57%}. Healing increases by 30%.
Evaluation
You will look at Imp's kit, especially early game, and think this is a decent minion. He isn't, don't do it! His passive revive is unreliable, and being a 9-man unit and a tank is an oxymoron. You might think you will want his stun for certain game modes, you don't, other units can do the same thing and actually be useful elsewhere. Do not invest in this unit currently.