One spell takes more than half the roster
Take Retribution when you jungle. Elsewhere, Flicker is a useful starting point for engaging, repositioning or escaping, but another spell may solve the actual threat better. Purify answers control, Vengeance helps absorb damage, and Inspire enhances basic attacks.
Our October 13 review recommends Flicker on 73 of the 133 hero pages, about 55%, and Retribution on 25, about 19%. That counts one main recommendation per character, not community usage or every build variant.
The reference table includes all twelve spells, including Arrival. Low frequency in our guides does not mean a spell has no useful application.
| Spell | Cooldown | Level | Who for | What it does | Usage |
|---|---|---|---|---|---|
| 120s | 19 | Almost everyone | Blinks you a fixed distance in the direction you aim and leaves you with a little defence for one second. | ||
| 35s | 3 | Jungle | Flat damage to a creep or minion. It is what secures the Turtle and the Lord when the bar is tight. | ||
| 75s | 23 | Tank and fighter | For three seconds you take 35% less damage and send part of it back as magic damage. | ||
| 75s | 5 | Marksman | Multiplies your attack speed by 1.5 for the next six basic attacks within five seconds and raises the cap to 500%. | ||
| 75s | 13 | Whoever engages | Petrifies nearby enemies for 0.8s and leaves them slowed by half afterwards. | ||
| 100s | 7 | Getting there and out | Up to 50% extra movement speed and slow immunity for six seconds. The speed boost decays. | ||
| 50s | 17 | Finishing from range | Fires a flaming shot where you aim. Knocks the target back and finishes from a distance. | ||
| 90s | 15 | Against crowd control | Clears every debuff except suppression and grants control immunity for 1.2 seconds. | ||
| 100s | 9 | Support | Summons a spring that heals for five seconds and boosts nearby allies' shields. | ||
| 75s | 11 | Surviving one engage | A five-second shield for you and the nearby ally with the lowest HP. | ||
| 90s | 1 | Finishing | True damage that increases with the target’s missing HP. A kill reduces its cooldown. | — | |
| 75s | 21 | Rotating and defending | After a three-second channel, teleports you to an allied structure or minion and briefly grants movement speed. | — |

Retribution is not up for debate in the jungle
Retribution is the jungler’s tool for securing neutral monsters. Its damage scales with level and its 35-second cooldown lets you prepare another contest sooner than most defensive spells.
Compare Turtle or Lord’s remaining health with Retribution’s displayed damage before casting. Using it too early leaves the final hit open to the opponent. A tier-list percentage cannot compensate for losing that objective.
Pair it with the jungle blessing and talents that fit your hero. Our emblem guide by position covers the setup, while the roles and lanes guide explains the job.
The rest is picked by what is killing you, not by your role
Purify removes debuffs except Suppression and briefly grants control immunity. Against Franco, that means it can answer the hook’s control but cannot free you from his ultimate’s Suppression. Against Khufra, save it for the control that would prevent an escape.
Vengeance reduces incoming damage by 35% for three seconds and returns part as Magic Damage. It suits fights in which you need to stay close to the opponent. It cannot replace an exit from bad positioning or stop crowd control.
Inspire enhances a short sequence of basic attacks, so use it when the target is in range and you can keep hitting. Following Patch 2.2.16’s battlefield changes, its regeneration does not trigger against turrets, although its offensive effects can still help take them down.
Arrival channels before moving you to an allied structure or minion. It can defend a lane or support side-lane pressure, but needs map awareness and a safe destination. Solo queue does not make it useless, and it is not an instant escape.

Three mistakes to avoid
First, dropping the jungle spell because the hero already has mobility. Fanny still needs Retribution when jungling. A dash also does not make Flicker redundant for every hero, since a second entry angle or escape can matter.
Second, choosing Execute simply to collect more kills. Its true damage increases with the target’s missing HP and can finish a fight, but it costs you another survival or control tool. It is not a main recommendation on our 133 pages, which is different from saying it should never be used.
Third, testing an unfamiliar spell in Ranked before learning its range and response. Practice with our beginner heroes and check the team in the draft lab. The spell should solve a team or matchup need.
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