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
12The 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.
- Mage

Quantum Charge
Skill damage grants movement speed and healing.
Heroes who need to stay mobile in fights.
- Fighter
- Mage

Weapon Master
Increases all attack bonuses gained from items.
Fighters whose damage comes from skills.
- Fighter

Lethal Ignition
Deals extra damage to a badly wounded target.
Carries who need to finish fights fast.
- Assassin
- Marksman
- Mage

Concussive Blast
Deals area damage based on max HP.
Initiator tanks: Tigreal, Khufra, Atlas.
- Tank

Wilderness Blessing
Increases movement speed out of combat and in bushes.
Roamers who live in the bushes, like Franco.
- Support
- Tank

Focusing Mark
Targets hit take more damage from allies.
Supports and tanks who play for their carry.
- Support
- Tank

Brave Smite
Hitting an enemy with a skill restores HP.
EXP Lane fighters.
- Fighter

Killing Spree
A takedown restores HP and grants movement speed.
Assassins who chain kills.
- Assassin

Festival of Blood
Skill damage grants lifesteal.
Mages built for extended fights.
- Mage

Bargain Hunter
Reduces the price of items.
Roamers, whose income is the lowest on the team.
- Support
- Tank

Pull Yourself Together
Reduces the cooldown of Battle Spells and active items.
Heroes whose Flicker decides fights.
- Tank
- Support
- Fighter
Attributes
10The 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.
- Support
- Tank

Swift
Increases attack speed.
Marksmen and fighters that rely on basic attacks.
- Marksman
- Fighter

Vitality
Increases max HP.
Tanks and fighters.
- Tank
- Fighter

Fatal
Increases crit chance.
Crit-based marksmen and assassins.
- Marksman
- Assassin

Firmness
Increases physical and magic defense.
Tanks facing mixed damage.
- Tank

Thrill
Increases attack damage and magic power.
Damage dealers of any type.
- Mage
- Assassin
- Marksman
- Fighter

Tenacity
Increases defenses when HP is low.
Tanks facing a burst-heavy lineup.
- Tank

Seasoned Hunter
Increases damage dealt to jungle monsters.
Junglers, to secure objectives.
- Assassin
- Fighter

Master Assassin
Increases damage against an isolated target.
Assassins looking for duels.
- Assassin

Weakness Finder
Basic attacks slow the target.
Fighters without crowd control of their own.
- Fighter
- Marksman
Battle Spells
11Only one slot: the spell should cover what the hero lacks.

Flicker
120 sTeleports the hero a short distance.
Almost everyone: initiating, escaping, animation canceling.
- Tank
- Mage
- Support
- Fighter
- Assassin
- Marksman

Execute
60 sDeals damage based on the target's missing HP.
Junglers and assassins who need to secure kills.
- Assassin
- Fighter
- Mage

Retribution
35 sDeals heavy damage to a monster and speeds up jungle clearing.
Mandatory for the jungler.
- Assassin
- Fighter
- Marksman

Purify
90 sRemoves crowd control effects and grants brief immunity.
Carries targeted by a single crowd control: against Chou, Franco, Kaja.
- Marksman
- Mage
- Fighter

Inspire
75 sGreatly increases attack speed and ignores part of the target's armor.
Marksmen that rely on basic attacks.
- Marksman

Sprint
100 sIncreases movement speed and removes slows.
Heroes without mobility who need to reposition.
- Marksman
- Mage

- Tank
- Support

Arrival
90 sTeleports the hero to an allied turret or minion.
Solo laners who need to get back quickly after recalling.
- Fighter
- Tank

- Fighter
- Tank

- Support
- Tank

- Support