Every battle spell with cooldowns, usage notes, and the heroes that love each one. Your battle spell choice often matters more than your fourth item.
Jungle
True damage smite on jungle/minion monsters. Mandatory for junglers to secure creeps + objectives. Upgrades to "Ice Retribution" (slow) or "Bloody Retribution" (damage to heroes).
Used by: Every jungler without exception.
Mobility
Short blink over a wall or obstacle. The universal surprise-engage / escape spell. Most versatile battle spell in the game.
Used by: Tanks, assassins, fighters, mages — anyone needing gap-close or escape.
Damage
Massive attack speed burst + basic attack ignores physical defense for the duration. Marksman teamfight game-changer.
Used by: Marksmen (especially scaling crits — Lesley, Bruno, Beatrix).
Targeted damage spell that scales with your level. Classic finisher on low-HP targets.
Used by: Fighters and assassins who need guaranteed kill secure (rare in current meta).
Defense
Grants a shield scaling with your HP. Stacks with other shields for dive-tankiness.
Used by: Off-meta — most heroes prefer Flicker or Sprint over shield.
Cleanses all debuffs + grants brief slow immunity. Counter to Franco/Kaja CC lock.
Used by: Against CC-heavy enemy drafts. Niche but powerful.
Utility
Teleports to any allied tower or minion. Global map pressure for split-pushers.
Used by: Split-push fighters — Esmeralda, Sun, Yin. Occasional surprise engage spell.
AoE stun around your hero. Emergency peel or surprise engage.
Used by: Roamers and tanks needing extra CC (rare).
Places a healing circle at your location. Sustained teamfight heal.
Used by: Supports and mages who want extended fight sustain.