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Emblems and talents

The real question isn't which talents exist, but which ones to take for the role you play. Pick your emblem: the rest of the page reorganizes around it.

Key talents

12

The final tier: this is the one that changes a game.

  • Impure Rage

    The next skill deals extra damage and restores mana.

    Mages who cast skills often.

  • Quantum Charge

    Skill damage grants movement speed and healing.

    Heroes who need to stay mobile in fights.

  • Weapon Master

    Increases all attack bonuses gained from items.

    Fighters whose damage comes from skills.

  • Lethal Ignition

    Deals extra damage to a badly wounded target.

    Carries who need to finish fights fast.

  • Concussive Blast

    Deals area damage based on max HP.

    Initiator tanks: Tigreal, Khufra, Atlas.

  • Wilderness Blessing

    Increases movement speed out of combat and in bushes.

    Roamers who live in the bushes, like Franco.

  • Focusing Mark

    Targets hit take more damage from allies.

    Supports and tanks who play for their carry.

  • Brave Smite

    Hitting an enemy with a skill restores HP.

    EXP Lane fighters.

  • Killing Spree

    A takedown restores HP and grants movement speed.

    Assassins who chain kills.

  • Festival of Blood

    Skill damage grants lifesteal.

    Mages built for extended fights.

  • Bargain Hunter

    Reduces the price of items.

    Roamers, whose income is the lowest on the team.

  • Pull Yourself Together

    Reduces the cooldown of Battle Spells and active items.

    Heroes whose Flicker decides fights.

Attributes

10

The first tiers fine-tune your stats. They matter, but they don't decide.

  • Agility

    Increases movement speed.

    Roamers and heroes who need to rotate quickly across the map.

  • Swift

    Increases attack speed.

    Marksmen and fighters that rely on basic attacks.

  • Vitality

    Increases max HP.

    Tanks and fighters.

  • Fatal

    Increases crit chance.

    Crit-based marksmen and assassins.

  • Firmness

    Increases physical and magic defense.

    Tanks facing mixed damage.

  • Thrill

    Increases attack damage and magic power.

    Damage dealers of any type.

  • Tenacity

    Increases defenses when HP is low.

    Tanks facing a burst-heavy lineup.

  • Seasoned Hunter

    Increases damage dealt to jungle monsters.

    Junglers, to secure objectives.

  • Master Assassin

    Increases damage against an isolated target.

    Assassins looking for duels.

  • Weakness Finder

    Basic attacks slow the target.

    Fighters without crowd control of their own.

Battle Spells

11

Only one slot: the spell should cover what the hero lacks.

  • Flicker

    120 s

    Teleports the hero a short distance.

    Almost everyone: initiating, escaping, animation canceling.

  • Deals damage based on the target's missing HP.

    Junglers and assassins who need to secure kills.

  • Deals heavy damage to a monster and speeds up jungle clearing.

    Mandatory for the jungler.

  • Purify

    90 s

    Removes crowd control effects and grants brief immunity.

    Carries targeted by a single crowd control: against Chou, Franco, Kaja.

  • Greatly increases attack speed and ignores part of the target's armor.

    Marksmen that rely on basic attacks.

  • Sprint

    100 s

    Increases movement speed and removes slows.

    Heroes without mobility who need to reposition.

  • Slows, then immobilizes nearby enemies.

    Tanks without reliable crowd control.

  • Teleports the hero to an allied turret or minion.

    Solo laners who need to get back quickly after recalling.

  • Reflects part of the damage taken for the duration.

    EXP Lane fighters.

  • Aegis

    75 s

    Grants a shield to yourself and nearby allies.

    Supports and protective tanks.

  • Creates an area that heals allies inside it.

    Supports facing damage spread over time.