An balanced emblem that provides Adaptive Attack, HP, and Hybrid Regen. It is suitable for a wide variety of heroes and serves as a flexible option when no specialized emblem is needed.
+16 Adaptive Attack
+10% Attack Speed
+10% move speed in jungle/river
(halved in hero combat)
+15% damage to Lord/Turtle
(halved vs creeps)
Dealing damage with skills deals 4% of target's Max HP extra Adaptive Damage and restores 2% Mana on hit. (If the hero does not use Mana, restores 1% HP instead). The extra Adaptive Damage dealt to non-hero units is up to 120. Cooldown: 5 seconds.
Dealing damage with Basic Attacks increases Movement Speed by 30% for 1.5s and restores 75-180 HP (scales with level). Cooldown: 10 seconds.
Dealing damage with skills reduces the target's Movement Speed by 30% for 1.5s and restores 75-180 HP (scales with level). Cooldown: 10 seconds.
The next Ultimate cast decreases other active skills' remaining cooldowns by 1.5 times within 4 seconds. This effect is extended by 2 seconds after getting hero kills or assists. (This only applies to the hero themselves. Cooldown: 20 seconds.)
An defensive emblem that provides high HP, Armor, and Magic Resistance. It is ideal for heroes who need to absorb damage and control fights.
Gain 225 extra max HP
When HP is below 50%, Damage Reduction is increased by 5%.
After the next Basic Attack, deal 100(+7% Total HP) Magic Damage to nearby enemies. Cooldown: 15s.
An emblem made for heroes that relies on dealing high damage, either from suprise attacks, ambushes, or pure burst damage to eliminate targets.
Gain 5 Adaptive Penetration. Gain Physical Penetration if extra Physical Attack is higher than extra Magic Power; otherwise, gain Magic Penetration.
If there is only one enemy hero nearby, damage dealt to them is increased by 7%.
When damaging heroes below 30% HP, instantly recover 15% of Lost HP and gains 20% Movement Speed. Additional Effect: Reset cooldown upon killing an enemy hero. Duration: 3 seconds. Cooldown: 30 seconds.
An emblem made for magical heroes that rely on dealing high magical damage, either through their abilities, or burst damage to eliminate targets.
Cooldown Reduction is increased by 5% and Mana Regen by 2.
Equipment can be purchased at 95% of their base price.
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 15 seconds.
An emblem made for heroes that rely on sustaining damage and engaging in close combat, while still providing good damage and still have defensive capabilities.
Gain 8 extra Physical & Magic Defense.
Gain 6% Spell Vamp. Each hero kill or assist grants an additional 0.5% Spell Vamp, up to 12 stacks.
Dealing skill damage to an enemy hero recovers 5% Max HP. CD: 6 seconds.
An emblem made for heroes that rely on supporting their teammates and controlling the battlefield, while still providing defensive capabilities for themselves.
Gain 4% extra Movement Speed.
Cooldowns of Battle Spells and equipment's active skills are reduced by 12% initially. Each hero kill or assist grants an additional 1% reduction, up to 8 stacks.
After damaging an enemy hero, allied heroes deal 6% more damage to them and gain 10% Movement Speed. Duration: 3 seconds. Cooldown: 4 seconds.
An emblem made for primarily marksmans heroes that rely on their basic attacks to deal high damage and increase their attack speed.
Gain 5% Crit Chance and 5% extra Crit Damage.
Physical Attack and Magic Power gained from equipment, emblem, talents, and skills are increased by 8%.
Basic Attacks slow enemies by 50% and reduce their Attack Speed by 30%. Duration: 1 second. Cooldown: 10 seconds (each Basic Attack reduces it by 1 seconds, down to 3 seconds).