Learn how to effectively use The Imp in Pyre! Discover its strengths, weaknesses, and the best Masteries to unlock for this unique character.
Hey there! So you're looking to get a handle on The Imp, huh? This guy can be a real powerhouse once you get the hang of him, but he's got a bit of a learning curve. Think of him as a character who really rewards knowing his kit inside and out.
The Imp's Abilities & Controls
Let's break down what The Imp can do:
- Cast (Implode): This is his big move. The Imp blows himself up, sending out a massive aura that banishes enemies. It's great for clearing out a big area, but remember, he gets banished too when he does this!
- Jump (Flutter): He does a little hop that can be sustained by holding the button. It's not the highest jump, making him a bit easier to block, but it's useful for quick adjustments.
- Sprint (Zip): This is his signature move. He does a quick, skipping dash, making short hops. You can keep zipping as long as you hold the button. It's fantastic for covering ground quickly, but it can be tricky to control at first.
Strengths & Weaknesses
Here's the lowdown on The Imp:
- Strengths: Huge circular aura with Implode, good movement with zip and flutter, can clear large areas.
- Weaknesses: A bit slow without using his special moves, Imploding removes him from play temporarily (unless you have specific abilities or talismans), his basic flutter jump is weaker and lower than many others, making him easier to block. He also doesn't do much damage to enemy Pyres directly.
Masteries: Secrets of the Accursed Imp
This is the path you'll want to focus on for The Imp. It really boosts his offensive and movement capabilities.
- Tier 1 - Elusive Nature: While fluttering or zipping, The Imp moves way faster. This makes his mobility even more potent.
- Tier 2 - Safe Return: After you use Implode, The Imp comes back much quicker. This lessens the downtime after his big move.
- Tier 2 - Titan’s Rage: Makes his Implode ability affect a much wider area. More enemies banished at once!
- Tier 3 - Inner Glory: The Imp gets an extra 10 damage when he's dousing the enemy Pyre. A nice little damage boost for when it counts.
Masteries: Flights of the Swallow
This tree is more focused on what happens when The Imp gets banished, particularly with the Moon Sign mechanic. It's generally considered less useful than the other tree.
- Tier 1 - Moon Sign: If banished, The Imp drops a Moon Sign that allies can teleport to from their Pyre.
- Tier 2 - Last Laugh: If banished and he doesn't have the Orb, he automatically uses Implode.
- Tier 2 - Wild Heart: Lets him transform into a fast-moving Howler when saluting enemies, and back.
- Tier 3 - Star Sign: An improved Moon Sign that boosts allies' speed and Stamina if he's banished.
Summary & Strategy
The Imp is all about learning his rhythm. His zip can feel a bit wild at first, and you need to get used to the trade-off of using Implode (you get banished too). But once you unlock his Masteries, especially from the 'Secrets of the Accursed Imp' tree, he becomes a really strong contender.
His mobility is great for running the Orb, and the combination of his wide aura and movement abilities lets him easily banish enemies. Imploding is a solid strategy when you need to grab a fast Orb runner or if the enemy team is all bunched up. Some builds can even get him infinite stamina for zipping!
Recommendation: Stick with the 'Secrets of the Accursed Imp' tree. It directly enhances his core strengths and makes him a more consistent threat. The 'Flights of the Swallow' tree is a bit too situational, relying heavily on the Moon Sign mechanic, which isn't always the most useful.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content