Learn the Basics
Battle Spells
What are Battle Spells?
Battle Spells are extra abilities you bring into a match, on top of your hero's own skills. You equip one before the game starts, and it gives a powerful active effect — like blinking a short distance, healing, or dealing bonus damage to jungle monsters. Pick the spell that fits your hero's role and lane.
Every battle spell
All Battle Spells

Retribution
Deal 520 (+80*Hero Level) True Damage to the target Creep or Minion.
Passive: Increases Creep rewards by 60% and reduces damage taken from basic Creeps by 40%. Also grants 15% additional Damage Reduction in the allied jungle during the first 2 min. Cannot share Minion rewards with allied heroes in the first 5 min.
Blessing: Accumulate 5 Creep kills, hero kills, or assists to upgrade the spell according to the Jungling Boots' Blessing, and

Inspire
For up to 8 Basic Attacks within the next 5s, increase Attack Speed to 1.5 times and the Attack Speed cap to 500%.
The Basic Attacks also ignore 8 (+1*Hero Level) of the target's Physical Defense and restore 60(+15% Total Physical Attack) (+15% Total Magic Power) HP on hit.

Sprint
Gain 50% extra Movement Speed and Slow Immunity for 6s.

Revitalize
Summon a Healing Spring that surrounds the hero and lasts 4s, restoring 2.5% Max HP every 0.4s to affected allied heroes (including self), and increasing Shield and HP Regen effects received by 25% (this effect cannot stack).

Aegis
Gain a 750 (+90*Hero Level) shield for 5s.

Petrify
Deal 100 (+15*Hero Level) Magic Damage to nearby enemies, petrify them for 0.8s, and slow them by 50% for 0.8s afterward.

Purify
Remove all debuffs (excluding Suppression) and gain Control Immunity and 15% Movement Speed for 1.2s.

Flicker
Blink a fixed distance in the target direction and gain 5 (+1*Hero Level) extra Physical & Magic Defense afterward for 1s.

Flameshot
Fire a Flaming Shot in the target direction, knocking back nearby enemies and dealing 200 (+50% Total Magic Power)-680 (+170% Total Magic Power) Magic Damage (scales with flying distance) to the first enemy hero or creep hit.

Execute
Deal 100 (+10*Hero Level) plus 13% of the target's lost HP as True Damage to the target enemy hero.
This damage ignores shields. If the target is slain by this skill, the cooldown will be reduced by 40%.

Arrival
After channeling for 3s, teleport to the target allied Turret, Base, Minion, or trap and gain 60% extra Movement Speed (decays over 3s) afterward.
If the channeling is canceled or interrupted, 30s of the spell cooldown will be refunded.

Vengeance
For 3s, gain 35% Damage Reduction and deal 35% Magic Damage back to the attacker each time you receive damage.