Superiority Complex Li Ming [Viable Rank 1 Guide] by Shen

Superiority Complex Li Ming [Viable Rank 1 Guide]

By: Shen
Last Updated: Feb 12, 2016
1 Votes
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Build 1 of 3

Li-Ming

Build: Teleport Supremacy

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Li-Ming

Build: Glasscannon complex

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Li-Ming

Build: 100% Glass, cannon!

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

About me Top

My name is Shen and I am a Youtuber. Right now I am on a bit of a hiatus from Youtube and I am enjoying myself with Li-Ming. She stands toe to toe with Kael'thas and Jaina and I think she is a great option for any team.

I myself am sitting at Rank 1 Hero league and rank 5 TL (Until I find a suitable team.) you can look up my MMR and my recent games with Li-Ming on Hotslogs

Patiently waiting for Blizzard to introduce Grand Master to the game and hopefully fix their matchmaking and ranked play issues.

I believe she is going to fit just well in to the current meta without much of a problem.

Ability Summary Top


Li-Ming is a ranged Assassin in the image of the Diablo 3 Wizard. Her talent really shines in the heat of battle much rather than in an exchange of the laning phase.

Her skill cap is extremely high. So, enjoy this build with caution.

Critical Mass (TRAIT)
Getting a Takedown will refresh the cooldown on all of your Abilities.

Magic Missiles
Fire three missiles toward an area, each dealing 152.15 (+3.5% per level) damage to the first enemy hit.
This spell uses a different spell pattern. Three missiles are spawned in front of Li Ming in a row and then they all independently travel to the cursors direction at their maximum possible range.
Mana Cost: 20 Mana
Cooldown: 3 seconds.


Arcane Orb
Fire an orb that powers up and increases in size 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.
Mana Cost: 50 Mana
Cooldown: 10 Seconds.


Teleport
Teleport a short distance instantly.
Mana Cost: 30 Mana
Cooldown: 5 seconds.


Disintegrate (Heroic Ability 1)
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.
Mana Cost: 80 Mana
Cooldown: 20 seconds.


Wave of Force (Heroic Ability 2)
Knock away all enemies from an area and deal 168.00 (+5% per level) damage.
Mana Cost: 80 Mana
Cooldown: 20 seconds.

Talents Top



Astral Presence(Optional Choice!)
Really, as Li Ming you should not have an extreme amount of mana problems. And even then, at best you are going to stay at 300ish mana if you do not pick up any health globes with this talent. It sadly is not worth it.

Power Hungry (Negative Choice)
Same deal as above, really. It was way too gimmicky than to rely on something like this.

Force Armor (Negative Choice)
I understand the appeal of this, especially early game when a gank could mean your swift death. But a good Li Ming has map awareness and should never need to overextend beyond quickly killing the creep wave.

Aether Walker (Good Choice!)
This right here, is your bread and butter. With Aethe Walker active, you can teleport every two seconds. Which not only helps you get around your lane much faster, but it is going to come in handy later on with the other teleport talents. An example would be permanent diamond skin and a low cooldown AOE damage spell.


Charged Blast(Negative Choice)
This is, quite frankly, a talent I have a hard time understanding. Not because I do not think it is a good talent, but because I think it would fit a hero such as Tychus so much better. Li Ming has little to no use for this with her fragility and her very low attack speed.

Ess of Johan (Good Choice!)
Its broken, it simply is. It pulls every enemy hit by your arcane orb together, which is too good. Blizzard has already mentioned that this ability is not working as they had envisioned, so do not get comfy with it. But until then, use it!

Triumvirate (Negative Choice)
I can see this talent working in a build completely dedicated to arcane orb. But it has no place in our build.

Dominance (Negative Choice)
As much as I like the idea of a quarter health returned for every assist/kill you achieve, it does not outperform Ess of Johan right now. It is very likely that this is the talent that moves in to Ess of Johan's place though!


Seeker (Negative Choice)
Sadly this one does not outperform anything at this stage. The additional magic missiles are wonky to control and you are not going to hit more just because you have more missiles at hand.

Zei's Vengeance (Optional Choice)
Honestly? I think this is a great talent and I would pick it if I was to experiment with an arcane orb build. But this build is more dedicated towards teleport.

Calamity(Good Choice!)
This right here is your bread and butter! Using the 2 second cooldown and some help from one of your teammates, you should be able to take out any mercenary camps, twoshot waves and actively use calamity to whittle down garden terrors or so forth. The whole trick adds up with your trait, Critical Mass! You will be able to instantly teleport, not just relocating yourself but also dealing damage instantly again.


Disintegrate (Good Choice!)
While this spell deals a lot of damage over a tiny span of time, it does leave you vulnerable and unable to use your other spells until it is cancelled or over. However, if you feel that your team can protect you or that your position is great enough, feel free to choose it! But be aware that it is extremely easy to punish you when you are using it.

Wave of Force (Good Choice!)
I am glad that Blizzard was able to come up with two viable choices this time. Wave of Force is an instantaneous knockback spell that deals quite a bit of damage and gives you a lot of utility as you can remove annoyances such as Zeratul or Sonya from your face with this spell and teleport. It is also a great way to separate enemies from one another to pick a quick kill.


Cannoneer (Negative Choice)
Li-Ming just does not have the attack speed to make up for this build. Even if you tried, you would not come out of a duel against a good Raynor player unscathed and on top.
Glass Cannon (Optional Choice)
You are very squishy as it is. However, once you use diamond skin it can be possible for you to survive teamfights AND deal a humongous amount of damage. HOWEVER this is very risky and I only advice full team comps to use this. You are not going to survive a Thrall or Kael'thas focusing you down unless your positioning is perfect AND your team looks out for you!

Illusionist (Good Choice!)
This talent is mostly picked to increase the range of your teleport, which is very important. However, the functionality to instantly have your teleport off cooldown again whenever you are taking 10% HP damage is also very useful. Please be cautious. The 10% is only accounted for when you are receiving damage that decreases your HP. Any shields temporarily disable this functionality.


Fireflies (Negative Choice)
It's just not worth it! At least not in this dedicated teleport build.

Mirrorball (Negative Choice)
Funny enough, this makes it even harder to fully achieve the potential of magic missiles even in a dedicated magic missiles build. So this is another solid No.

Arcane Orbit (Negative Choice)
Outshined by Diamond Skin.

Diamond Skin (Good Choice!)
This, much like Calamity is your bread and butter. It lasts four seconds and your teleport can be off cooldown within two seconds. This means you can have it as good as constantly up. And the moment your trait activates, you can refresh the shield for another 25% damage shield!

Tal Rasha's Elements (Good Choice!)
Honestly, a 20% flat out damage boost as long as you are using your spells in a diverse fashion is too good to pass up most of the time unless your team has sufficient damage to make up for it. Not only does this apply to your heroic ability of choice but it also applies to your teleport's calamity!

Repulsion (Good Choice!)
Remember how Tassadar gets that extra range on his wall and it makes the wall so much more useful? This is the same deal! if you feel that your team has more than enough damage to handle enemies, pick this one. It makes it very easy to pick out enemies and knock them back in to your team for an easy kill!

Archon: Pure Power (Negative Choice)
Sure, its a cool spell and all. But does it live up to the hype? Nahhhhh!

Temporal Flux (Negative Choice)
While this may appeal to some, it sadly is outshined by the other talents, easily.

A last word Top

First of, thanks a lot for reading this far, I really appreciate it.

The second build, which features the glass cannon talent, as I have said in the talents section - is only for full team comps and people who count themselves vastly experienced.

I would like to ask you to vote on this guide and maybe comment. What are your experiences? Did you experiment with different builds? Let me know! I am open to all feedback!

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