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Arena Academy
Academy

Emblem Talents

26 emblem talents.

Tier 1

8
  • Fatal

    Gain 5% extra Crit Chance and 10% extra Crit Damage.

  • Agility

    Gain 4% extra Movement Speed.

  • Firmness

    Gain 6 extra Physical & Magic Defense.

  • Inspire

    Gain 5% extra Cooldown Reduction.

  • Rupture

    Gain 5 Adaptive Penetration.

    Gain Physical Penetration if extra Physical Attack is higher than extra Magic Power; otherwise, gain Magic Penetration.

  • Vitality

    Gain 225 extra Max HP.

  • Thrill

    Gain 16 Adaptive Attack.

  • Swift

    Gain 10% extra Attack Speed.

Tier 2

8
  • Weapons Master

    Physical Attack and Magic Power gained from equipment, emblem, talents, and skills are increased by 5%.

  • Festival of Blood

    Gain 6% Spell Vamp. Each hero kill or assist grants an additional 0.5% Spell Vamp, up to 8 stacks.

  • Pull Yourself Together

    Cooldowns of Battle Spells and equipment's active skills are reduced by 15%.

  • Bargain Hunter

    Equipment can be purchased at 95% of their base price.

  • Master Assassin

    If there is only one enemy hero nearby, damage dealt to them is increased by 7%.

  • Tenacity

    When HP is below 50%, Physical & Magic Defense are increased by 15.

  • Wilderness Blessing

    Movement Speed in the Jungle and River is increased by 10%. This bonus is halved when in combat with enemy heroes, Lord or Turtle.

  • Seasoned Hunter

    Damage against Lord and Turtle is increased by 15%. This bonus is halved against regular Creeps and doesn't affect the damage of Retribution.

Tier 3

10
  • Weakness Finder

    Basic Attacks slow enemies by 50% and reduce their Attack Speed by 30%.

    Duration: 1s.
    Cooldown: 10s (each Basic Attack reduces it by 1s, down to 3s).

  • Focusing Mark

    Dealing damage to an enemy hero increases allied heroes' damage to them by 6% for 3s.

    Cooldown: 4s.

  • Brave Smite

    Dealing skill damage to an enemy hero recovers 5% of Max HP.

    Cooldown: 6s.

  • Lethal Ignition

    Dealing damage greater than 7% of an enemy hero's Max HP 3 times within 5s will scorch the target for an additional 162-750 Adaptive Damage (scales with level).

    Cooldown: 15s.

  • Killing Spree

    After killing an enemy hero, instantly recover 15% of Lost HP and gain 20% Movement Speed.

    Duration: 3s.

  • Concussive Blast

    After the next Basic Attack, deal 100(+0.07 Total HP) Magic Damage to nearby enemies.

    Cooldown: 15s.

    With Emblem

    After the next Basic Attack, deal 100(+7% Total HP) Magic Damage to nearby enemies.

    Cooldown: 15s.

  • Temporal Reign

    The next Ultimate cast decreases other active skills' remaining cooldowns by 1.5 times within 4s.

    This only applies to the hero themselves.
    Cooldown: 20s.

  • Quantum Charge

    Dealing damage with Basic Attacks increases Movement Speed by 30% for 1.5s and restores 75-180 HP (scales with level).

    Cooldown: 8s.

  • War Cry

    After every 3 separate Basic Attacks or skills hit an enemy hero, all damage dealt increases by 8% for 6s.

    A single Basic Attack or skill that deals damage multiple times only counts as 1.
    Cooldown: 6s.

  • Impure Rage

    Dealing damage with skills deals 4% of target's Max HP as extra Adaptive Damage and restores 2% Mana on hit.

    If the hero does not use Mana, recovers 1% HP instead. The extra Adaptive Damage dealt to non-hero units is up to 120.

    Cooldown: 5s