Abilities Top
(Q) Magic Missiles
Fire three missiles toward an area, each dealing 293 (153 + 3.5% per level) damage to the first enemy hit.
(W) Arcane Orb
Fire an orb that powers up as it travels, dealing 154.50 (+3% per level) damage to the first enemy hit. The amount of damage dealt is increased the further it travels, up to 463.50 (+3% per level) damage.
(E) Teleport
Teleport a short distance instantly.
(R) Disintegrate
Channel a powerful beam, dealing 462.00 (+5% per level) damage over 2.50 seconds to enemies while they are in it. The direction of the beam changes with your mouse cursor position.
(R) Wave of Force
Knock away all enemies from an area and deal 168.00 (+5% per level) damage.
(Passive) Critical Mass
Getting a Takedown will refresh the cooldown on all of your Abilities.
Alternate Talents Top
Tier 1:
Force Armor
Good for when the enemy team has a
Jaina,
Kael'thas, and the like.
Tier 2:
Dominance
This is a great talent alternative if you think you need the sustain. Going in, bursting down a target, and getting that health could mean the difference between living or dying.
Tier 3:
Calamity
Definitely a better choice for some, seeing how
can be difficult to get the full use out of.
Tier 5:
Glass Cannon
15% HP is quite a bit, and I don't feel that the build calls for it. We want as much damage as we can fit in 1-2 seconds. This I feel is for sustain damage builds.
Illusionist
Okay, this a very good alternate choice here. If you went with
, it can be a good engage tool. You loose some core damage choosing this option though.
Tier 6:
Diamond Skin
If you're choosing every defensive alternative option so far, you're doing the wrong build. Good if you went with
.
WARNING:
Mirrorball
So, this is just inferior to Fireflies almost completely. Let's do a little math. 10 seconds, with Mirrorball you'll get 15 shots off; and Fireflies you'll also get 15 shots off, but with 5 cast instead of 3. Proccing Cannoneer more often. At 20 seconds, 30 shots with Mirrorball (6 cast), 30 with Fireflies (10 cast). At 30 seconds, 50 shots with Mirrorball (10 cast), 45 shots with Fireflies (15 cast). So as you can easily see, Mirrorball gets more shots off as time exceeds ~30 seconds in a team fight. However, since we're trying to squeeze as much as we can within a few seconds, Mirrorball falls short in this build because of our dependence on Cannoneer.
Tier 7:
Repulsion.
Turns your ult into an engage tool and a tool to split the enemy team. Synergizes well with
.
Archon: Pure Power.
Turns you into a longer range
Sgt. Hammer. Fantastic if you need that late-game tower killing power. Stand back and just melt those structures. Plus, who could say no to double ults?
Rotation/Playstyle Top
Li-Ming in this build is a full fledged assassin, who excels in bullying front line targets. Early game your killing power is not great. You can poke with
and
to get your opponent out of lane, but if your enemy is hiding behind minions a lot, it can be challenging. Play it safe and out-bully your lane opponent by getting those Missile hits in, auto-attacking, then teleporting out for a good or even free trade.
Mid-game, you'll have your ult for that extra damage and by 13 can really started putting out Nova quality burst. Open with an
, auto-attack,
, auto-attack,
teleport away from your target (Or on your target with
), then auto-attack. This is your bread and butter rotation. Hitting Arcane orb can be tough, but don't sweat it as most of the damage comes from MM/AA spamming.
Late game is where spell weaving is essential with Tal Rasha's, Cannoneer, and Charged Blast. The rotation is nearly the same, but the tempo changes up when you hit 20. The new rotation is MM, AA, AO, AA, MM, AA, WoF, AA. Save teleport for gap opening, and not closing. If you're comfortable with it though, toss in a teleport to make use of Charged Blast in between spells.
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