LEVEL 1

Blessing of the Khala (Active)

A stacking talent that has 2 power spikes for allies that actively spend mana. The mana is most useful for your healer to assist them recover mana after spending their healing on multiple allies due to more spread damage in exchange for single target durability brought by one within the Khala. On 40 stacks, it benefits everyone as a in-teamfight utility.

Greater Unity (Trait)

Increase single target durability even further. This helps in the laning phase to help survive gank attempts. A good talent all the way to late game.

For in our Darkest (Active)

Ultimate late game talent that locks down a single lane while also putting enemies on a timer. However, it trades off having no level 1 talent until level 20 is reached.

Be careful not to die when you're almost level 20 as it cannot be activated while dead.

LEVEL 4

Harmony within the Khala (Trait)

A simple and safe supportive talent that doesn't require any sacrifices.

Has anti-synergy with the Level 20 talent, Sever Nerve Chords.

Mastery with the Khala (Active)

A self preservation talent. Especially useful when performing as a solo laner/split soaker. It also works as her only active healing ability due to Trait redirecting a portion of the healing she receives to all allies.

Wisdom from Great Engineers (W)

A damage stacking talent to improve performance as a zoning mage.

War Councilor’s Guidance (Active)

A powerful scouting tool that may provide crucial information.

LEVEL 7

Hierarchy (Passive)

A carry empowering talent that allows allies to snowball out of control if they perform extremely well. A supportive talent that hurts Rohana less than other choices. However, this comes at the cost of Hurting allies as well which can potentially be tilting. It however does not have any effect when the team is falling behind. Careful, calculated and confident use is advised.

Grace (Passive)

A self sacrificing talent that revolves more on healing than damage prevention.

Preserver’s Purpose (Q)

A late game talent that turns Rohana to a damage redirecting monster.

Static Momentum (Passive)

A talent that is mostly aimed to the (Self-casting Stasis Cell + Sacrifice) combo. A combo that allows her to be immune to the damage she will take from Sacrifice. It also comes with the added benefit of improving Rohana's ability to lock down enemies which is useful both offensively and defensively. However, it requires more skill to play than other choices.

Especially effective in maps where fights occur near minions, mercenaries and/or monsters.



LEVEL 10

Grand Sacrifice (R1)

Works like Tyrael's Sactification but Global, has longer duration and shorter cooldown. However, this comes at the cost of redirecting everything to herself. The danger of its duration can result in Rohana's death.

Legendary Weapon (R2)

A Utility talent that allows Rohana to protect her allies in a niche way without hurting herself. However, the protection it provides is not absolute. This is can also be used to cast stasis on enemies with its basic attacks but doing so can expose it to enemy attacks. It also has the added bonus of safer and smarter reinforcement with Rohana being able to recall to it as well instead of just allies. Being able to recall to it also allows Rohana to use it as a less restricted Global Mobility. It also costs less mana and has a shorter cooldown than Grand Sacrifice.

LEVEL 13

Ways of the Past (Passive)

A talent that seeks to set up an eventual comeback. The better the enemies perform, the weaker they become. However, if the kills are spread evenly between the enemy team's heroes, this skill has a weaker effect. When Rohana's team is overpowering the enemy, this talent has little to no effect.

Vengeance of the Khalai (Trait)

A safe offensive talent that buffs the whole team. However, its duration is extremely short so the team must react quickly.

Has anti-synergy with the Level 20 talent, Sever Nerve Chords.

See through them (Q)

A powerful, bold and risky talent that can make whole enemy teams disappear in a second. However, because Rohana is required to use Sacrifice and be close to the enemies at the same time, it can result to her death as she not only redirects all damage to herself, she also exposes herself directly especially to crowd control.

Will of the Preserver (Q)

A powerful self-preservation talent. Take it if you love yourself. With the added benefit of delaying healing, it can help your healer sustain you well.

Level 16

With the Sealed Ones (Active)

A lockdown talent that creates traps and provides vision in places it is placed on. Due to its low arming delay, it can also be used as a teamfighting ability. One that is powerful for its respectable AoE. Additionally, it grants Rohana access to her burst combo without using her E as the stasis last long enough for a scarab to arm up like her E. Except that it applies stasis in an AoE.

With the Honorless Ones (W)

Allows Scarabs to be more reliable and deal damage in a wider AoE. Turning it to a very effective zoning tool.

With the Heretics (Active)

Grants Rohana access to instant healing but she loses some benefits for passive durability and healing. It however has a drawback which might hurt if one is looking to benefit from the added protection and a bit of sustain of One within the Khala. This drawback however becomes invalid if one chooses to Sever Nerve Chords[Lv 20 Trait].

With the Primitives (Active)

Rebuild structures and repair them faster than Mules can ever imagine. A tool to prevent a loss. Especially useful for large maps.

However, rebuilding keeps does not stop catapult production thus catapult pressure remains a threat.

With the Swarm (Active)

A late game pressure tool that seeks to safely push back lanes, deal structure damage and set up for a comeback. Especially useful for large maps where it's hard to personally push lanes safely.

Additionally, if the infested minions deal the last hit, experience is awarded to Rohana and her team.

LEVEL 20

"The Final Decision"

Choose between 2 Level 20 talents that completely alters the way you play the game. Gaining access to new strengths in exchange for some weaknesses.

Path of Ascension

Bound by Khala

- Lock Rohana inside the Hall of Storms and gain global range. A portion of the Healing Rohana receives from the Hall of Storms will also be redirected to allies, granting them free sustained healing that can help the support conserve their mana or keep the allies pushing even when the support is out of mana. A talent that provides team wide healing at the exchange of pseudo losing 1 body.



- Being in the Hall of Storms allows Rohana to be nearly unkillable but still can be pressured. By dealing a lot of damage while Sacrifice is up, Rohana can be shut down and be unable to use her Sacrifices for some time due to the lack of burst healing. Unless she took self-healing talents.



- With less bodies, flanking is easier, exposing the backlines.



- Having 1 less body also causes Rohana to be unable to soak lanes without using her W skill which has a relatively long charge cooldown. Using it to clear lanes can potentially weaken her ability to deal damage in teamfights.



- Another weakness is her Mount is now more restricted as allies can now only teleport from the hall of storms to a target ally. However, it is still very effective when planning for stealthy map maneuvers throught the Arbiter and/or cloaked allied heroes.

Sever Nerve Chords

Unity in Trust

- A safer talent that doesn't massively alter Rohana's playstyle.



- Instead of sustain, it provides teamwide durability unlike Path of Ascension's team wide sustain. It improves Rohana's ability to provide passive durability to allies but it now requires them to be close to another.



- Due to Rohana not being locked away in Hall of Storms, she is also less self sufficient and still relies on the team's healer for healing. However, with redirection changed to armor, the durability her team gains now synergizes with the healing the healer provides. As healing is no longer redirected, every point of healing actually heals more. However, all this is limited by the support's mana.



- Although this talent is safer, it has anti-synergy with several talents that revolves around the "Khala". Keep this in mind when planning to pick this talent.

[New Trait][New Trait]