Honestly, I'm still in the "Impa is the top of the top tier" camp. Not having great options for stunning enemies doesn't really matter when she can become her own reinforcements and pick the enemy's bones clean like a swarm of fire ants.
I didn't truly figure her out until I started grinding her up on EX: Handle the Horde. Lay down 3 runes, pick them up with her C4 (her quickest strong attack), and then you can fill up her special attack gauge in like, 3 attacks. And when you're finished dropping 3 of her bombs, it will bring your rune count back up to 3 and you can start over again. She's unbelievably overpowered when surrounded by armies of enemies.
I used her to unlock (⚠️SPOILER WARNING⚠️) sooga as the mission was just to hard for me with anyone else and she just obliterated everything used her special attack so many times I didn't even need to use normal attacks she's wicked op 😈
ah yes, Impa, aka, The Lawnmower. Seriously, she cuts down ennemies like one mows grass, it's ludicrous. I eventually stopped playing her because she was getting overlevelled compared to the rest.
You have no idea how happy I was when they added her to the game. She’s such an underrated character and usually stuck as just a side character. I’m so happy we got to finally see a Sheikah in action!
Well, she was also a playable character in the original Hyrule Warriors, so it made sense to include her here. I don't think she was AS op there though as she is here, but, I could be wrong.
@@bastienlafleur5838 I think it’s a mostly Sheikah techniques because of the runes she uses and the papers that fly around when she summons certain objects. I think the Monk is the one who utilizes the technology more than the techniques
@@bastienlafleur5838 yeah, I agree with you there. The one thing that upsets me is that we always see the Sheikah tribe in a passive state. We rarely see them being as proactive as someone like the Yiga or something like that. It took until age of calamity to see Impa in action to show the potential of a Sheikah. Otherwise the only thing we had to work on was Monk in BoTW dlc. I really wish they would’ve fleshed them out more especially seeing as we went to their village and everything.
Impa is, "Can I play, Daddy?" mode. It would be harder to take on Age of Calamity in a white tanuki suit. Not having a weak-point exposing combo doesn't even matter because she can just become completely invincible, nuke everything in sight, expose the weakpoint, stasis cancel, and then instantly drain the weakpoint with her fast combos to work up the special charge for another nuke.
Her fourth strong attack is pretty good for getting runes out of tagged enemies fast; it teleports them all to the eye and zaps them, unlike some of the others where it's possible to miss.
A Note for her C4 is that any enemies marked with a rune will be teleported in front of her when she uses it, allowing for you to tag enemies wildly and then use C4 to get a fast 3 Runes if you need the boosted damage. It only works on smaller enemies, captain types and giant bosses are a no
Stuff I missed: You can also absorb runes by finishing her regular attack string. Impa has any additional aerial attack, you can press the unique action button (ZR) while midair to use it, it's an aimed dash back down to the ground. Impa's C1 actually does benefit from clones, they do an elbow attack shortly after hers. Thanks for the tips everyone!
Add one to the list: whenever I need to force a week point out, I use either runes or (usually) magic staves to do so. During my run of the game, when I found out that magic specifically is REALLY frickin' good on her, she became my favorite character to use. Seriously, I shred week point gauges in under a second with attack speed up, clones, and magic it's almost hilarious...
Replying to say you should pin updates. Good video, keep it up. 👍 Also which series from Nintendo do you think would fit a warriros play style? If you haven't maybe you can make a video talking about which series you would like to see have a collaboration. Not just Nintendo but anything video game series and maybe comic books and anime as well.
Impa's 1X does actually benefit from clones, if you have clones out the elbow bash gets followed up by the clones circling the area in front her and exploding after a small amount of time
i just love how seriously he talks about impa just summoning a giant toad out of thin air. respect for not laughing or going like "listen, i also dont know why tf she does that"
the same. i beat the end game with her, - and everyone else was like woefully behind. i actually started all over again when i got all the DLC pieces, so i can have everyone balanced
It's probably worth mentioning, since it'll happen at least a few times if you're even barely using Impa: Her special attack doesn't necessarily add one rune. She will place a rune before the animation, and the special attack will collect all placed runes, kinda. Sometimes it misses, and I end up going from three runes to zero, but I'm also left with a marked enemy on the field. This could be confusing when it happens, so maybe worth a mention. More importantly, if you're ever in the position where you are using her special attack without three runes (say, using it to get out of a tight spot), it would be very worth it to place two runes (or three if you're a masher like me) so that you end up with full runes at the end.
I personally would say that her Special attack IS her primary Weak Point Gauge move, just due to how quickly you can build it up and the fact that if you hit an enemy with her unique action, then press X twice, you get the seal even if you didn't kill the enemy, meaning if you're careful to move around the opponent you can quickly recover all 3 seals after your first Special Attack
I’ve gotten to a point where I understand the majority of the characters to an extend. Especially during the dlc which introduced the apocalyptic difficulty mode which lets he honest is the only ‘true’ way to experience the game, not only from a lore and story perspective but when all your characters are level 100, apocalyptic mode adds an extra layer of challenge. Anyway... I’m mainly interesting in weapon builds, they matter more than you think. Whether this is seen or if it’s not, some extra guides on miscellaneous stuff like rupee farming, exp grinding or minor things like that would be a nice addition to the character guides.
Even after knowing what a bunch of other characters can do, I still think Impa is one of if not the best character in the game. It’s not by as much as I once thought, but she still excels at everything on the battlefield. Her play-style actually doesn’t take that long to master, and the speed at which she can take out any enemy is ludicrous. She singlehandedly carried every boss rush in the game for me, and allowed me to unlock Maz Koshia like 20 levels sooner than I should’ve been able to. Relying on specials for WPG isn’t really that big of a deal, because even against bosses, it takes less than 5 second for her special to fully charge when she has three symbols (and that’s with no special charge weapon bonuses). So basically, her one and only “weakness” isn’t really much of a weakness (also special attacks do so much damage in this game that I’m honestly shocked how little people use them). The only other characters who I think can compete with her for best in the game are Teba, Sidon, and Maz Koshia.
I think you missed a detail with her C2, I know she has a targetting attack while she's in the air that lets you aim for a spot on the ground to dash to. I think you only get it if you're not gliding? Like if you press X right away after getting in the air. As a Hard/Very Player I found Impa a bit harder to use than the others because she takes forever to get her third tier weapon, as well as her C6. I just felt like she wasn't taking out WPGs fast enough, but maybe I should've just used more Specials lol
Also the mid-air kunai throw will both apply and absorb a rune in the single action. Like with her other aerial normal attacks this can hit an enemy's weakpoint gauge but you have to be very precise. Its not a true expose on the weakpoint, just the critical hit ding which can stagger briefly. Useful for getting in range after Lynel explosions or if you need to avoid hits mid-air.
You are talking about her fast-special-meter-charge like it is a little add-on. Boss gets a Special attack from you-->Stasis-->Marking Boss and getting clones back-->Spamming Y-->Weakpoint-Smash-->Special attack-->Stasis... She can stunlock bosses after the first special she uses and gets 1-2 special meters afterwards
Oh to add onto that, if your attack speed is good enough you can get both of your clones back before you stasis, I personally noticed that for some reason her special attack meter charges quicker on stasis’ed enemies, granted I think it’s more notable on groups of smaller enemies than it is a single giant one.
Impa and Urbosa both have really good means of getting ult charge real fast. Get a full team of clones can get Impa her Ult pretty fast against a large group of enemies. Urbosa’s Y5X combo can get Ult charge just as, if not faster than Impa.
A good tactic with Impa is to make sure to hit bosses a buncha times when their weak-spot gauge is empty and they're stunned (with a couple clones). That way you can fill up the special gauge again easily. Her having different special attack variants and a really cool clone mechanic makes her my fav.
Something that I think you missed is that simply completing the normal string of attacks, or hitting Y seven times, also can absorb symbols. I discovered this by accident, but I feel it's kind of important.
Great video! I've really been loving this series. A few details you missed: - Her C4 and C5 will teleport any small enemies that are marked into the lasers/Sheikah rune, making them a great way to get three runes quickly, since you don't have to worry about aiming at the enemies you marked. - Her unique action can be used in the air. You enter an aiming mode where you throw a dagger that applies a rune if you aren't already at 3, and then she follows up with a slash that absorbs that rune. This can also hit some enemy weak points to expose a weakness gauge, though it doesn't seem to be as consistent as something like Link's bow.
One little thing to add on here: If you use Impa's unique action in the air, you will enter into an aiming mode were you'll fly directly to whatever enemy you choose and get a seal from them. And her first strong attack actually do benefit from having clones out. When you do it the clones will stay still in a certain formation before they make a little explosion, similar to monk Maz Koshia doge clones. Finally, her fifth strong attack, actually do damage even before the kunai goes into the ground. While impa is moving her arms she actually do damage.
Impa is definitely an interesting character. I almost played as her exclusively during my casual playthrough, but couldn't find much use for her in the short time I did level speedruns. Her ability to charge special, as well as being the best material farming character with her Faithful Kodachi, is unmatched though. I think it's also important to note for her build that attack speed also indirectly works as a special charge, since faster attacks means special charges faster, and being able to get clones more quickly also plays into that. But I'm sure it gets a little monotonous recommending attack speed for nearly every character lol
:This comment technically has light spoilers, mainly towards the end: I noticed you missed a few specific details surrounding Impa’s move set, so I listed them here, and at the end I’m including a really strong stunlock you can do on most bosses, that I feel is important enough to share. I’ve seen other comments say a few of these points, but I’m gonna reiterate them because they’re also things I thought of before I checked the comments. Faithful Kodachi: It’s not a move but I think it’s good to mention that her faithful kodachi’s level 25 and 30 skills are fantastic for grinding items off guardians and basically anything you want (and considering the unbelievable number of special attacks you can and should throw out, the less damage doesn’t really matter too much). C1: Impa’s C1 can change depending on whether or not the enemy is really high in the air (usually from being juggled by a unique action spam), and instead she’ll teleport up into the air with them and then do a single slash, that immediately snags the seal without doing a follow up. Secondly, Impa’s C1 actually changes if you use it on an enemy that doesn’t have a seal, and you already have clones out, the clones will teleport in front of where Impa does her follow up stab, and will explode (the range of the explosion increases with more clones). Unique Action: If you use her ZR midair, she enters a targeting mode similar to link’s arrows where she throws a kunai. If it hits a target, then it will instantly place a seal on them, followed up by impa teleporting and reappearing on the enemy with a slash, instantly collecting the seal. This move doesn’t change other than not producing a seal if you already have 3 seals collected already. Stasis: You did cover her stasis, but I really need to emphasize just how great her stasis works with her gameplay style. If you can get 3 seals and then stasis a decent group of enemies (probably at least like 8-10 or more) and position her and her clones to surround them, doing the first half of her regular attack string (up until about the whirlwind) and then dodge cancelling then repeating, you charge so much special attack that it’s not even funny. Like it’s somehow waaaaaay more efficient that doing a regular attack string to a larger group on enemies. (Bonus points if the group of enemies is so large that you can stasis them and not get all of them) also her stasis has one more incredibly important role to play into her style. The Infinite: One more thing that I think is good to note is that Impa with an attack speed buffed kodachi (of any kind but the devoted kodachi is best obviously) and having unlocked the stasis buff on the overworld, and either her second or (more preferably) her third special attack bar can infinite most large enemies with somewhat strict timing. As far as I can tell, this works on guardians, hinoxes, lynels, taluses, the ganonblights, and even Harbinger Ganon. This doesn’t work on *every* strong enemy, namely those who have a notably short WPG exposure after a special attack (like final boss Calamity Ganon or Master Kohga). I want make it clear ahead of time that this combo does work on every strong enemy that doesn’t have a shortened special attack WPG exposure, it’s just that it IS infinitely renewable on large enemies such as hinoxes, and since it’s harder to grind special attack gauge with 9 Impas on a regular sized character, you end up with a net loss of special attack gauge every time you get the stun. > The Setup: Impa’s natural ability to charge her special attack really is the key here. You want to get at least 1 if not 2 special attack bars full before you do anything. This shouldn’t be a problem, even if you’re only fighting 1 larger enemy. Just max your seals ASAP, and then abuse stasis to pummel away at the enemy until you have enough special attack charge. > The Execution: There are variations to executing the stunlock, depending on how many seals you have, but for now let’s assume you have 3 seals because you just finished grinding up your special attack. Before you start, be sure your sheikah slate is fully charged, if not then around 3/4 charged for safety. First, use your special attack. That will set you to one seal, and the enemy’s WPG will be exposed. Quickly tag your foe, then do a full C1, buffer a second tag, and buffer a second full C1, then the moment the third seal is acquired, buffer stasis (and then dodge cancel it of course). Assuming your attack speed is high enough, you should now have 3 seals, and if you were fast enough, the WPG should still be exposed. Now you can do whatever combo you feel is best for depleting the WPG, but I personally have found that the first half of her attack string until the whirlwind being repeatedly dodge cancelled into itself works just fine in most cases, and it’s great for recharging the special attack gauge, which you will need to do a lot of. Depending on how strong the enemy is, you should be able to completely destroy the WPG or depleted of most of it. If you only depleted half or more but not all, I would recommend you wait a moment for stasis to recharge to approximately 2/3-3/4, and then use another special attack to repeat the previously mentioned combo until the WPG is destroyed. One more thing to mention is that depending on the enemy you fight (especially hinoxes and taluses) actually chill out for a few moments after their WPG disappears, which usually can grant you enough time to wait for stasis to recharge. Alright so after the WPG breaks, DON’T immediately do the weak point smash, instead do a few more strings of Impa’s regular attacks, as they hit a lot and more importantly, don’t trigger the weak point smash. This is where you really wanna grind up your special attack again so you can continue the stunlock, when you have enough charge, feel free to do the weak point smash to be able to take out the enemy even quicker, as it does more than the special attacks, but the special attacks are more important to grind for. I have never really had an issue with replenishing my special attack gauge here, usually even having a net gain and being able to activate the weak point smash at the same time. If you previously had to use 2 special attacks to get to this part, you may just want to continue to grind and skip the weak point smash (it’s slower overall for sure, but it can be a lot safer, as you will need more special attacks to continue the stun) Now at this point, stasis should be recharged and you can just rinse and repeat this combo and kill basically any massive enemy quickly. This stunlock is not perfect and requires a lot of slight adjustments and you need to make sure you don’t make any mistakes, or you will miss certain opportunities like the window to stasis after the special attack or if you wait too long you can accidentally miss the weak point smash during the special attack charge grind after the stasis, but it’s really versatile and a non-renewable version can really be used on any major enemy you fight, it’s just that it’s renewable on 1v1 fights with large enemies. This strategy is *incredibly* useful in the ganonblight missions in post game where you have to fight them one at a time without healing items. Same for the calamity Ganon unlock mission. > The 2 Seal Variation: You can do a much simpler variation of this combo that only works for a single use of stasis because of how long it takes for stasis to recharge, however it lets you get in more attacks in a single combo than the 3 seal variant of this combo, which can be beneficial in certain circumstances for reasons I’ll explain after I explain how to do the combo. So for the 2 seal variant, you obviously need 2 seals ahead of time, 1 special attack bar, and stasis needs to be fully charged ahead of time. Once you have this, launch the special attack off at any time which will bump you to 3 seals immediately, and you can stasis (and dodge cancel) the moment you’re able to, and then you can wail on the enemy with her basic string using all 9 impas for a bit longer than if you used the 3 seal variant. This means that if you were only able to take you ~3/4-7/8 of their WPG before, you in theory should be able to take out the rest now, which means you will get extra time to be able to grind special attacks on a broken WPG. This is a solid way to start a fight with a larger enemy, as it lets you grind up a ton of special attack gauge while the enemy is stunned for a while, assuming it’s the beginning of the level and you had no symbols and no special attack in the first place. Here I would personally reccomend not using the weak point smash and just constantly attacking right up until either your seal timer about to run out, or the enemy snaps out of its stun and is *just* about to attack you, in which then you should launch a new special attack and flow this combo into the 3 seal variant. Sorry this comment is so long winded but if you have any questions or need any clarifications just let me know in a reply
I haven't yet unlocked the Future Champions, but so far Impa is also my favorite - whenever possible I use her on missions to breeze through the level. I think her Special charge is the compromise for the lack of Weak Point-triggering attacks. Definitely an unexpected favorite!
The devoted kodachi should have had a star and square seal as its hidden skills. Impa is the only character who really benefits from the special attack damage seal and combining that with special attack charge would've been insane. But also maybe too linear, but that hexagon seal just nerfs her potential.
I know some have pointed out that you missed her unique action in the air, but I want to stress that it works like Link's bow too, which is a weakpoint revealing attack.
Another thing to note for her unique action If done in midair she will enter an aiming mode slowing time (I think) and pressing x will make her throw her weapon and marking any enemy hit by it
Did you know that kunais wasn’t actually made for attacking They were made to dig holes or slid in walls to be used as leverage for climbing Ninjas also never used shurikens, they are to noisy They also were never used for any combat unless they were using self defense The “naruto run” is a running style for moving long distances with less effort (Ninjas were used to deliver messages and spy so they need to) The out stretched arms comes from them running with sword to hold it still On hand behind them at the base and one at the handle
From what I can tell, between upgraded stasis and having just two special bars available, you can ininitely combo with her. Just charge up your initial specials on trash as well as your marks and then initiate the fight with any boss with your special. Proceed to do the strong attack 4 twice after marking to get back up to three marks. You can then stasis the moment the enemy is out of stun from your special and dodge cancel the animation to begin super stacking the stasis with your clones. Once it ends it deals massive damage like that of your special all while charging your next special. Use your special again and rinse and repeat. There is the potential to possibly stasis right after the combos while the weak point gauge is still up with some attack speed but this is uncomfirmed. Besides, you charge your special so well (and would even more so with the runes for special charge rate) that you will be stunlocking them over and over again to the point that I have not found a health bar big enough to last until the combo may end. This means that you just keep any boss permanently stunlocked (also works on multiple at a time one should note) and do it all in a very short timeframe due to the dps.
I must say I disagree with your weapon build, as faster attacks equal faster charge of the special meter, plus more attacks equals more damage. In other words, I'd prefer the first you proposed. Other than that, I love your guides! They're the best in my opinion!
Impa also points out one very large, glaring weakness with the game as a whole: lack of cosmetic options for other characters! The fact that there is no Shiekah armor alt for her is criminal, and hopefully she gets it in the season pass lol.
During the 2nd strong attack, while in midair, press ZR makes you throw a Kunai at your enemy to either get a shadow clone or not. P.S she can also expose the life gauge when she throws a kunai at an enemy’s face when she’s in midair.
I think BoTW should've brought back older characters. Because the only recurring characters besides the Triforce users are Impa and Beedle. No Skull Kid,Tingle,Maple,Yeta,Ledd or ect. BoTW was lacking in this and unique enemies that aren't Elemental,Tiered or Stal Variants. And that basically effected Age of Calamity.
Warrior’s Dojo: Hey, I recommend Special Attack Charge Rate Seals! Impa: FINALLYREADYFINALLYREADYFINALLYREADY. In all seriousness, Impa is probably one of the most overpowered characters in the game. Able to take down enemy weak points with 3 runes very easily so in my initial playthrough I was using her whenever she was available. On the other hand, Bow Zelda is now my main choice for gameplay because her mechanics are good to use also.
So been playing this game for about a week and all i have to say is Impa is sooo much fun to play. She is so seemless when it comes to dodge cancelling light attacks to take out swarms of enemies... Her DPS is also insane. Love Impa she is so much better than her Definitive Edition version. However... Ganondad from Definitive was my favorite... Also want to say that with the new DLC her large Kunai attack now has an Enhancement which shoots down a Giant laser beam and auto Procs Weakpoint so i guess that fixes her lack of Weakpoint moves slightly. It also stunlocks and if done correctly you can also attack while the move is still going only if the enemy manages to stay in the center of it.
Also if anyone wants a cool tech with urbosa, if you hold a rod while she is summoning lightning during her c6, you don’t use the lightning gauge, slow the enemy down, and it’s a pretty much guaranteed WPS. It’s possible to beat unnatural diaaater in under a minute with it
One thing I wonder about Impa is how it is that in her first appearance in the game, she’s running from a horde and calls out to Link for help, yet she’s clearly more than capable of holding her own.
Here she is everyone, the S class character of this game, a bulldozer seen in action since the demo was released. Also, she gets rusted weapons from Unnatural Disaster at 74 base damage allowing her kunai to reach 170 lol
@@swift7842 In terms of dps she's really strong but the Great Fairy has by far the strongest potential in the game but the size difference is a massive problem in small areas.
Impa has a lot of upsides and downsides imo, she's absolutely brutal against a crowd and the base speed she can go from 0 to a full 3 bars of Special Charge is absolutely insane, her special itself being quite powerful, nearly unstoppable and very useful against quick or hard to hit enemies, or even just to clear away a crowd for better visibility, especially since she can so much more easily get back to her specials compared to others. Oftentimes I've used up all 3 specials just to get back to 3 absorbed runes and then immediately build them all back up without hesitation. But, at least imo, she can sometimes struggle against enemies like Lynels or Wizrobes in a one on one fight with no pre-existing runes built up due to their overall more speedy and reactive nature. She's a very easy to latch onto character early game that can carry you to late game without question, but obviously she isn't suited for absolutely every fight. Personally, I pair her up with Mipha or Revali quite often and feel she's overall an essential character to learn if you're maybe not as good at making the most of individual combos and techniques for a character and just wanna special spam a bunch to get the job done.
Most people would tell you that Teba is by far the best crowd clearer in the game, but I wouldn't say it's "by far." Impa is definitely up there with him.
I like Impa, but the one issue I have with her is I have no idea what to do with weak point gauges. Do I just spam her Y combo with full clones? Or is one of her X finishers good at depleting the meter?
I often see others stating that Impa is OP and in tier list she is an S. Sometimes even alone. But i cant figure out why. She always seemed so weak to me. Yeah her clones let her charger her meter faster than anyone else, but killing just seems so slow. And unfortunately as much as I was waiting for this guide to help me understand, im still clueless. I think its just my play style. Everyone seems to not like the Great Faeries, but they have become my main and I clear adds and bosses so quickly with her. Faster than any other character. And I dont even use their special ability, ever. She can mass clear and almost every move she has reveals a weak point gauge. She seems like the most broken one to me.
If you learn how to manage your clones, and use the special attack when your clones are about to expire, she does a ridiculous amount of damage. Just spam the regular Y chain to charge the special meter after you've collected the three runes. To quickly obtain three runes, place three of them (with ZR) on small enemies and use C4 (YYYX). If there are no small enemies around, and you're fighting a boss, just use the special attack to get a rune. Place a rune when the boss is stunned, use XX to absorb it, and then do it again to get the third rune while the boss is still stunned. As said, when you have all runes, just spam Y to charge the special meter, and when it's full/your clones are about to expire, use special attack again. Rinse and repeat. Recipe for demolition!
@@magnus1043 that's what i do. She still feels under powered. My time to kill with her is slower than most. Like I said, it must be my play style. I have an easier time clearing mods and killing bosses with other heroes.
@@Kit2KatBar That's odd. But as you said, you might somehow utilize a playstyle that make her ineffective. Most people, including me, shreds as her with some training. I can't really explain it otherwise 🤷🏼♂️ Your main is Great Fairies, and I have barely touched them, but I definitely see their potential.
Also Impa seems to do A LOT more damage to people who are stuck in Stasis when all the clones are hitting as well. Like, more damage than a special attack and as much as a WPG break sometimes.
I found her really fun early on but upon getting the champions and links two handed weapons. She kinda just...sat there. I had to majorly grind to get her caught back up. Mipha was fun for her fast attacks, revali cause he can just clear house, urbosa cause she felt fluid and fun plus daruke cause well. Can't touch em. The two handed one provides a play style I am a fan of. Risk vs reward. So I forgot about her rly till I beat the final boss
I personally prefer taking a few weapon damage points down in my impa weapon build to get some special attack damage up seals considering how often I'm going to be using them even if I wasn't using any special attack charge rate up seal. The time it takes some boss enemies to recover from a stunned state is sometimes plenty enough to get a full special attack bar even if they're the only target available to hit.
5:36 Untrue. If you have all clones, Impa's C1 will extend and all her clones will come in front of her and explode. Its Moderately good Also, you probably missed that Impa's ZR, when she is Mid Air, will throw a kunai which will put Seal on the Enemy P.S: Also, I probably wrote this on your Spear Link one, but I think you missed that Block Cancelling C6 in Mid Air for Spear Link will do massive damage to enemies in front, making it pretty hand with One on One bosses
@@bastienlafleur5838 I think most of her moves are magic-based because she's a ninja, and the Koga tribe seems to be able to perform similar techniques
Impa is really fun, just running in, building up her clones, and then just annihilating everything around me. But I should mention, from personal experience (I'm not a pro player, so there may be something I'm missing) there is one enemy she is a poor choice to fight with (slight spoiler warning for the midgame): Thunderblight Ganon I get he's a pain in any fight, because he's so ridiculously fast, but I've found that even worse for Impa. When I first fought him, I choose to use Impa and quickly realized the problem with that. Playing as Impa well usually needs you to set, and then absorb seals to make her clones, so you can do more damage and cover more attack area. But because of Thunderblight's speed, in a one-on-one fight, while setting the seal isn't too hard, absorbing it is a true pain. You have to hit him with a strong attack, but Thunderblight will usually dash away before you can even hit him with one. Her first strong attack requires two button presses to even connect, and the others, of course, need you to go through some regular attacks to use them as a combo finisher. They may be fast, but not fast enough to set and absorb a seal on Thunberblight before he starts his rapid dashes and you start missing your attacks. My first fight against Thunderblight in Age of Calamity was a true pain because of my choice to use Impa. She wasn't doing enough damage to him without her clones, but he wouldn't stay still long enough to let me get those clones consistently. Eventually, I found a way around this issue, by using Statis on Thunderblight to force him to stop, but I find I only have enough time to set and absorb one seal on him per use of Stasis... assuming you don't miss with Statis due to his incredible evasive prowess. Not to mention that this is not the best use for Stasis, but it is the only way to make fighting Thunderblight very effective as Impa. If you're going to fight Thunderblight, I'd recommend you use anybody BUT Impa to fight him.
I think there may be a major issue with this video? You completely skipped one of her attacks. If you press ZR while in the air, she enters bullet-time, and you can aim a kunai to throw at an enemy. If it hits, Impa will teleport to the enemy and preform a downwards strike from midair. This will always fill up one of Impa's three symbols, even if you did not previously give the enemy in question a symbol.
What do you think about special attack damage seals? It seems like even without extra charge rate seals, her special charges in seconds on any decent sized mob. At that point, the extra charge rate may be wasted and the damage might be more valuable.
I would probably even go for 2 Damage per 100 KOs and only 2 SpA Charge Rate seals. As she's a weapon of mass destruction this is something I would consider.