Faction Talents

Guides

Faction Talents are special buffs replacing Faction Bonuses in certain game modes. They provide stat boosts to all heroes and create Talent Buff Tiles, turning placed heroes into Prime Carriers with additional skills. At least 3 heroes from the same faction are needed to activate the Talent bonus, but Celestial and Hypogeans heroes don't count as they have their own Faction Talent tree - so you're not able to bypass the requirements like with the normal Faction bonuses.

How to upgrade Talents?

As you advance through your Season Resonance Levels and AFK Stages, you earn Talent Orbs and Talent Essences. The first two upgrades of each Faction Talent are free - then Stage 1 and 2 require Talent Orbs, and Stage 3 and 4 need Talent Essences.

To unlock the next Stage, you must accumulatively activate a set number of Talents from all faction groups - this means that you can't just hyper-invest into a single faction and need to split your focus between them.

Are the Talents active everywhere?

No. The new Talent system can be used only in those modes:

  • Talent Challenge AFK Stages,
  • Legend Trials,
  • Supreme Arena,
  • Dura Trials,
  • Battle Drill.

So Arena and Dream Realm still use the old talent system, not the new one.

Can I change the Prime Carrier slot tile?
Guides

No. The Prime Carrier slot always appears in the same slot (check picture above for a backline placement example).

So only the Prime Carrier benefits from the tree buffs?

All team members benefit from the 'smaller' nodes bonuses that give passive stats like Haste or ASPD, but only the Prime Carrier can make use of the 'big' talent.

Also, at later Stages, you will unlock a secondary Prime Carrier slot, allowing two characters to benefit from the 'big' talent.

Can I reset the tree if I make an mistake?

Yes! You can reset Faction Talents for free every 7 days or use a Talent Reshaper and it will refund all of your spent Talent Orbs and Talent Essences used.

Big Faction Talents - Season 4

Lightbearers
Lightbearers

Big Talent: When a battle starts, conjures a magic bow infused with Divine Light, reducing the prime carrier's Ultimate damage by 40%. Each time the prime carrier and their summons land 4 normal attacks on enemies, the bow fires an arrow at the target (can trigger once every 1s). This arrow deals 40% true damage (up to the prime carrier's 800%), knocks the target back up to 5 tiles, and immobilizes them for 2s. But the knockback will not push the target out of the prime carrier's normal attack range.

Upgrades:

  • Stage 1: Increases the prime carrier's ATK SPD by 60, and reduces the number of normal attack hits needed to fire an arrow to 3.
  • Stage 2: Increases the prime carrier's damage dealt against enemies at least 2 tiles away by 35%.
  • Stage 3: After the prime carrier's magic bow fires 4 arrows, the prime carrier forms a deeper bond with the Divine Light. This increases the prime carrier's normal attack damage by 80% and allows each subsequent shot to fire 1 extra arrow at the nearest enemy other than the current target.
Mauler
Maulers

Big Talent: Creates a 1-tile duel zone around the prime carrier, reducing their damage dealt to enemies outside the zone by 50% and damage taken from outside enemies by 50%. Every 2s, the prime carrier strikes enemies within the duel zone, dealing physical damage to each enemy equal to 12% of their HP. This damage cannot exceed the prime carrier's 180% ATK.

Upgrades:

  • Stage 1: Heals the prime carrier for 35% of the actual damage dealt to enemies within the duel zone.
  • Stage 2: Gains a 30% shield for 6s the first time the prime carrier's HP falls below 50%.
  • Stage 3: After an enemy takes damage from the prime carrier's duel zone effects 3 times, strikes that enemy with a battle axe, dealing 100% damage, knocking them down for 0.5s, and reduces their Phys & Magic DEF by 15% for 6s.
Wilder
Wilders

Big Talent:3s into the battle, sacrifices 30% of each ally's HP to summon a massive lightning circle in 16s, during which all allies gain 7 Haste. Once the summoning is complete, deals magic damage equal to the prime carrier's 60% to all enemies, stuns them for 0.5s, and reduces their Haste by 7 for 16s.

Upgrades:

  • Stage 1: When summoning the lightning circle, restores 1.5% of max HP every 2s to any prime carrier and increases their ATK by 4% for 16s.
  • Stage 2: When summoning the lightning circle, deals magic damage equal to the prime carrier's 10% ATK to all enemies every 2s for 16s.
  • Stage 3: Summons a second lightning circle 16s after the start of the first summoning, without consuming HP.
Graveborn
Graveborn

Big Talent:When a battle starts, the prime carrier sacrifices 60% HP to gain a 80% soul barrier that lasts until the end of the battle. While the soul barrier is active, it increases the prime carrier's damage dealt by 20% and reduces their damage taken by 10%. Damage taken prioritizes depleting shields other than the soul barrier.

Upgrades:

  • Stage 1: While the soul barrier is active, the prime carrier absorbs scattered life force from the battlefield every 3s, restoring the soul barrier's shield value by 25% of all enemies' HP lost over the past 3s. The shield value restored through this effect cannot exceed the prime carrier's 5000% ATK per battle.
  • Stage 2: When the prime carrier assists or defeats a non-summoned enemy while the soul barrier is active, restores the soul barrier's shield value by 40% of that enemy's max HP and increases the prime carrier's ATK by 25% and Haste by 25 for 12s.
  • Stage 3: While the soul barrier is active, every time the prime carrier deals a total of 1000% damage to an enemy, triggers a soul blast on that enemy, dealing 100% damage and interrupting them with 3 consecutive hits. Soul blast also reduces the affected enemy's Vitality by 40 for 6s.
Celestial
Celestials + 
Hypogean
Hypogeans

Big Talent: When a battle starts, the prime carrier channels the strength of light, sacrificing 30% of their ATK to boost their Energy recovery rate by 50%. Each time the prime carrier casts their Ultimate, they embrace the power of darkness, sacrificing 25% of their current HP to increase their ATK by 32% for 8s.

Upgrades:

  • Stage 1: When the prime carrier assumes the power of light, gains a 10% shield.
  • Stage 2: When the prime carrier assumes the power of darkness, becomes unaffected for 6s.
  • Stage 3: After the prime carrier casts their Ultimates 2 times, releases a burst of chaotic energy that jumps to a nearby unit. If the chaotic energy hits an ally, heals the ally for the prime carrier's 320% ATK; if it hits an enemy, deals magic damage equal to the prime carrier's 320%. Each burst from each prime carrier can only affect a unit once.