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Talent Guide

by GamerHub
Jan 11, 2018
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What is Talent?

Talent is an ability that every hero are able to choose before entering the battlefield. There are 10 different choices of Talent currently and every each of one them has different purposes such as offensive, defensive and utilities. You can find your Talents in the menu by entering the Armory > Talents. Every talent requires a specific account level to unlock and each talent has a cooldown from 30-second to 120-second. The cooldown on each Talent does not get affected by the cooldown speed reduction gained from items. You can learn more about Talents below.


Talents & How To Use


 Sprint (Unlock at Level 1)

100-second cooldown: Increases movement speed by 30% for 10 seconds.

Sprint is the first Talent you would use when you started out the game. Overall Sprint is a bad choice of Talent because the movement speed are too slow to make it effective. It will be useful when you are chasing down targets and kiting around an enemy target. No one actually uses this Talent as a main choice for any heroes.


Execute (Unlock at Level 3)

90-second cooldown: Instantly attacks a nearby enemy hero and deals damage equal to 16% of the HP the enemy hero has lost as true damage.

Execute is one of a good early account levels Talent. It is very useful especially in lane where you could try and cheese the enemies. Execute are usually taken by high damage assassins or warriors. Don't use them when the enemy health points are still high, only use Execute when they are around 10%-20% health which would maximizes the true damage dealt. Don't let the text fool you! It actually deals damage to all enemies' hero in the area instead of one.


Punish (Unlock at Level 5)

30-second cooldown: Deals 800 true damage to nearby minions and monsters and stun them for 1 second.

Punish is usually a jungler's Talent. Every jungler needs Punish to clear the camps quicker and secures it. It's also very crucial when it comes to a crossfire between Dark Slayer/Abyssal Dragon and the enemy team, where you could try and use Punish to secure the objective. There's only some laner who takes Punish, to abuse and take advantage of the jungle item - Soulreaver. Also, it can be upgraded to Frostbite Talent by purchasing Tier 2 Jungle Items. Frostbite can deal true damage on enemies' hero and reduces their movement speed.


Roar  (Unlock at Level 7)

60-second cooldown: Increases attack speed by 60% and attack damage by 10% for 5 seconds.

Not a very useful spell, the attack speed and attack damage gained from the spell isn't really huge enough to make an impact. Thus, you would sacrifice a lot of survivability by not taking defensive Talent. A bad choice, no one actually uses this Talent.


Heal (Unlock at Level 9)

120-second cooldown: You and nearby teammates instantly recover 15% HP and gain 15% movement speed for 2 seconds.

Heal is actually a very good Talent to be taken by tanks and supports. It heals 15% of the health in a radius and most important it can stack among your team! Which means if your team has 3 heals, they can be used together to heal a total of 45% HP. Definitely a great Talent.


Disrupt (Unlock at Level 11)

60-second cooldown: Silences a structure for 5 seconds.

A decent Talent to take for diving and taking down towers. Otherwise, it's pretty useless in teamfights where you couldn't take any advantage from the Talent. Only taken by supports and tanks.


Daze (Unlock at Level 13)

90-second cooldown: Stuns nearby enemies for 0.5 seconds, then reduces their movement speed for 1 second.

Bad Talent, period. The stun and movement speed reduction are unreliable and unnoticeable. Long cooldown as well. You are better off by choosing some other Talent.


Purify (Unlock at Level 15)

120-second cooldown: Removes all debuffs and control effects on yourself and gains immunity to them for 1.5 seconds.

Very situational Talent but 99.99% of the time you wouldn't need it. There's only one hero in the game which actually needs this Talent in every single game - Superman.


Endure (Unlock at Level 17)

120-second cooldown: Immobilizes your hero to become invulnerable for 1.5 seconds.

Situational Talent again but it's only useful on certain mages such as Jinna, Krixi, Ilumia and Lauriel which they can combo together with their abilities or has great impact with this Talent.


Flicker (Unlock at Level 19)

120-second cooldown: Teleports your hero a short distance.

One of the best defensive/utility Talent to take on squishy carries. Helps you escape from dangerous zones, dodges abilities and chasing down enemy targets. You can change the direction of the teleports by holding the Talent, then uses the wheel to select the direction.


Roles & Talent Tier

Tier A (These Talents can be found in almost every single game, the highest pick rate)

  • Punish
  • Heal
  • Execute
  • Flicker

Tier B (Situational Talents, can be effective on certain heroes)

  • Endure
  • Purify
  • Disrupt

Tier C (Ineffective Talents, no heroes can actually make great use of them)

  • Daze
  • Roar
  • Sprint


Roles - Talent Choices

Tank - Heal

Your job is to protect your carries and stay alive in the front line, heal is the best choice you can do so.


Warrior - Execute, Heal or Punish

For Warriors who basic attacks a lot, you can use Punish to purchase Soulreaver. If you are a caster warrior, Execute or Heal is a good bet.


Assassin - Execute or Punish

Most assassins roams and jungles, Punish is for all sort of junglers. Otherwise, Execute if you are staying in lane or roaming.


Mage - Flicker, Heal, Execute or Endure.

Only Krixi, Jinna, Lauriel and Ilumia can use the Endure effectively, otherwise Heal or Flicker for other mages. The only mage that would take Execute is Raz.


Marksman - Punish or Flicker

Punish for Soulreaver and farming, Flicker for laning and more survivability.


Support - Heal or Disrupt

Disrupt is not required on supports, the safe decision would be taking Heal. Disrupt are used mostly for diving enemies under towers.


Jungler - Punish

If you are jungling, always take Punish at all cost. No excuses or reason not to do so.

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