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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.

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