
The Basic Common Emblem is the flexible default: hybrid regen, extra HP, adaptive attack, and the widest talent pool in the game.
The 3-talent setup most Basic Common users will pick by default.
Gain 16 Adaptive Attack
Extra Movement Speed in Jungle and River Movement Speed in the Jungle and Rive is increased by 10%. This bonus is halved when in combat wih enemy heroes, Lord or Turtle
Extra Skill Damage & Restore Mana on Hit 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: 5s.
Thrill pushes early wave clear. Wilderness Blessing speeds up jungle rotations and river fights. Impure Rage turns tanky targets into percent-HP meat for mana-heavy or hybrid heroes that don't cleanly fit a role emblem.
4 talents available. Pick up to 2 for your loadout.
Gain 16 Adaptive Attack
Gain 10% extra Attack Speed
Extra Movement Speed in Jungle and River Movement Speed in the Jungle and Rive is increased by 10%. This bonus is halved when in combat wih enemy heroes, Lord or Turtle
Increase Jungling Speed Damage against Lord and Turtle is increased by 15%. This bonus is halved against regular Creeps and doesn't affect the damage of Retribution.
4 game-defining passives. Pick 1 for your loadout.
Extra Skill Damage & Restore Mana on Hit 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: 5s.
Basic Attacks Grant HP Regen & Speed Up Dealing damage with Basic Attacks increases Movement Speed by 30% for 1.5s and restores 75-180HP (scales with level). Cooldown: 8s.
Increase Sustained Dmaage After every 3 Separate Basic Attacks or skill hit an enemy hero, all damage dealt increases by 8% for 6s. A single Basic ATtack or skill that deals damage multiple times only count as 1 Cooldown: 6s.
Non-Ultimate Skills Cooldown Reduction The next Ultimate cast decreases other active skills' remaining cooldowns by 1.5 times within 4s. This only applies to the hero themselves Cooldown: 20s.
Hand-picked heroes whose kit and playstyle extract the most value from this emblem.
Decision cues for when this emblem beats the alternatives.
Use this on heroes whose kits pull in multiple directions. Mana drinkers like Uranus and Alice live on the Hybrid Regen. Junglers who want Wilderness Blessing without giving up Impure Rage slot it here. If a hero's ratios reward raw stats more than a role-specific passive, Common is the safest call.
Avoid it on pure burst heroes (Assassin emblem wins), pure tanks (Tank emblem's +500 HP wins), and anyone who scales hard off a role-specific core talent like Lethal Ignition or Killing Spree.
The meta loadout is Thrill, Wilderness Blessing, Impure Rage. Thrill pushes early wave clear. Wilderness Blessing speeds up jungle rotations and river fights. Impure Rage turns tanky targets into percent-HP meat for mana-heavy or hybrid heroes that don't cleanly fit a role emblem.
The Basic Common Emblem is designed for Versatile, Jungler, Off-Meta. It provides +12 Hybrid Regen, +275 HP, +22 Adaptive Attack as base stats.
Three talents total. You mix Standard and Core talents from this emblem's pool. You cannot pick more than three, and you cannot mix talents from other emblems.
Standard talents give straightforward stat bonuses and utility passives. Core talents are the headline combat passives that define the emblem's identity. Liquipedia groups them this way to reflect the in-game talent pool structure.