- Facets removed in 7.41
- Talent points at 10–30
- All 8 talents by level 30
- Innates stand alone since 7.41
Facets are gone. The tree is what's left.
Since 7.40 the tree has its own points, since 7.41 there are no Facets to pick, and every hero still has an innate ability from the first second. Below: Juggernaut's tree as Valve's live data lists it.
JuggernautAgility · innate: BladeformTalent points by hero level
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
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- 22
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- 24
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- 26
- 27
- 28
- 29
- 30
- 8talents, two per row at 10 · 15 · 20 · 25
- 8talent points — none cost an ability point (7.40)
- 0Facets — “removed from the game” (7.41)
Talents: Valve's hero data for Juggernaut, patch 7.41f, read 8 November 2026 (the in-game tree may draw the two sides the other way round). Talent-point levels: Valve's 7.40 notes. Ultimate levels are the usual 6 / 12 / 18; some heroes differ.
Two patches changed how a Dota 2 hero grows. Patch 7.40 gave talents their own points, so you never again trade an ability level for a talent, and patch 7.41 deleted Facets, the per-match hero variants that arrived in 2024. Innate abilities survived both and became simpler. This guide explains the system as it stands on patch 7.41f, the live patch on 8 November 2026: how the talent tree works, how to choose a side at each level, what innates do now, and how all of it sits next to Aghanim's Shard and Scepter.
- No Facets since 7.41. Ignore Facet advice in guides and videos older than 24 March 2026.
- Talents are free extras. Since 7.40 they don't cost a skill point, and the +2 attribute bonus is finished by level 22.
- The choice is temporary. Levels 27–30 give four more points, so a level-30 hero owns all eight talents.
- Level 10 and 15 picks matter most because most games are decided before anyone reaches 27 — that takes 43,400 XP.
- Innates are always on and no longer scale with another ability; twelve heroes got new ones in 7.41.
From Facets to talent points: what changed
If you came back to Dota after a break, three dates explain the hero screen you see now. Each line below is from Valve's own patch notes; the newest letter patch, 7.41f, changed numbers but not the system.
- 7.3622 May 2024
Innates and Facets arrive
Every hero gets an innate ability, and each player picks a Facet during strategy time; Facets lock for the match and stay hidden from the enemy until the game begins.
- 7.4015 Dec 2025
Talents get their own points
Talents no longer cost a skill point. Talent points arrive at levels 10, 15, 20, 25, 27, 28, 29 and 30, and the attribute bonus is finished by level 22.
- 7.4124 Mar 2026
Facets removed
“Facets removed from the game.” Innates no longer scale with other abilities; twelve heroes get new innates and Lion's is reworked.
- 7.41f15 Sep 2026
Live patch
The newest entry in Valve's patch list on 8 November 2026. Talent and innate values on this page are its live data.
Facets were Valve's attempt to give each hero two or more playstyles: in 7.36 they were described as “a hero customization choice that provide the ability to better align the playstyle of a hero”, picked during strategy time, locked for the match and hidden from the enemy until the game began. Twenty-two months later 7.41 removed them in five words. What that means for you is practical: build guides, replays and tier lists from that period often assume a Facet that no longer exists, so read anything older than 24 March 2026 with that in mind. The patch 7.41f guide covers the rest of that patch.
How talent points work since 7.40
Before 7.40 a talent cost the same skill point as an ability level, so taking a talent at level 10 meant delaying a spell. Valve's 7.40 notes (15 December 2025) changed that: “Talents no longer require a skill point to level”, and talents are now “learned by using their own talent points available at levels 10, 15, 20, 25, 27, 28, 29, and 30.” Your ordinary ability points go to your abilities and to the attribute bonus, which Valve says now finishes “by level 22”.
Choose a side
One point per row. You see both options and take one; the other stays locked for now.
Fill the gaps
Four more points take the sides you skipped. A level-30 hero has all eight talents.
Abilities stay on schedule
Ability points are never spent on talents, so a talent no longer delays your next spell level.
How far is level 27? OpenDota's game constants put it at 43,400 total experience, against 34,400 for level 25 and 63,900 for level 30. In a normal-length ranked game only the farmed cores get there, and usually in the final fights. Treat the late points as a bonus for long games, not as part of your plan. The gold and XP guide shows the whole curve.
Reading a talent tree
Open the tree from the icon next to your hero portrait, or hover it before the game in the hero's page. Each row is two upgrades that usually pull the hero in different directions. Juggernaut's tree in patch 7.41f (Valve's live hero data) shows the pattern:
- 10−12s Healing Ward Cooldown or −1s Bladeform Stack Gain Interval
- 15−15s Omnislash Cooldown or +45 Movement Speed During Blade Fury
- 20+15% Blade Dance Crit Damage or +120 Blade Fury Damage Per Second
- 25+1s Omnislash Duration or +40% Blade Dance Lifesteal
Read it as questions. At 10: do you need Healing Ward more often for your team, or Bladeform stacks faster for yourself? At 15: a shorter Omnislash cooldown for more fights, or more speed in Blade Fury to chase and escape? At 20 and 25 the tree asks whether you are a crit-and-lifesteal right-clicker or a spell-damage Juggernaut. Three of those eight lines are new: Valve's 7.41 notes replaced the level-10 Duelist talent with the Bladeform one and the level-15 Healing Ward talent with the Omnislash cooldown, and a later letter patch raised the Blade Fury damage talent from the +100 the 7.41 notes list to the +120 in today's data. Talents move every patch, which is why you check the tree in the client rather than trusting a months-old build.
How to choose a talent (BoostPirate's method)
Build guides tend to show one fixed path. In practice the right side depends on the game you are in. This is the order of questions we use when coaching — advice, not a game rule:
- Am I dying before I do my job?
Take survivability or utility: armour, magic resistance, a dispel, extra range or a shorter escape cooldown. Primal Beast's level-20 “Basic Self-Dispel on Uproar Cast” is the kind of talent that wins a game against heavy disables.
- Does my item build already cover it?
If you're buying Black King Bar, a magic-resistance talent is partly redundant; if you skipped damage items, a raw damage talent fills the gap.
- What does the enemy draft punish?
Against illusions or summons, area damage beats single-target. Against one big carry, the single-target or cooldown side usually wins. The counter-picking guide lists the mechanics that matter.
- Am I ahead or behind?
Ahead: take the talent that ends fights faster. Behind: take the one that keeps you alive to farm and catch up.
- Will I reach 27?
If you're a support, assume not — so the four talents you pick may be the only four you get. Cores in long games will eventually own both sides.
- Copy a talent path from a video made before 7.41.
- Skip the tree at level 10 — the point waits, but the fight doesn't.
- Take a damage talent while you're the first hero to die in every fight.
- Open the tree in strategy time and decide the level-10 pick for this lane.
- Re-read the enemy's items before each talent level.
- Check the hero's patch notes after every letter patch.
A second example: Primal Beast
Primal Beast is a complexity-1 Strength hero in Valve's data and a good example of a tree that changes the hero's role in a game. His innate, Colossal, gives base slow resistance and grows his area of effect and slow resistance as his maximum health grows.
Level 10 asks whether you want +25 damage or 25% magic resistance during Trample — the second is what keeps you alive diving into a caster line-up. Level 20 is the classic split between more Trample damage and a self-dispel when you cast Uproar. Level 25 doubles Colossal's bonuses during Trample or makes Pulverize last 67% longer; one makes you a better front-liner, the other a better pick-off hero.
Innate abilities after 7.41
Valve introduced innates in 7.36 as “abilities that are present on the hero for the entire game, from the very beginning of every match.” You never spend a point on them. Some are passives, some change how another ability works, and a few are actives. 7.41 changed two things: innates “no longer scale with other abilities' levels” — those that did now give fixed values or improve with your hero level — and twelve heroes got brand-new innates, with Lion's reworked. These are innates as Valve's live hero data describes them:
Immaterial · Phantom Assassin
Passive evasion: 25% rising to 55%, stacking diminishingly with other evasion.
Mana Shield · Medusa
Absorbs 98% of incoming damage at 2 mana per point of damage.
Weave · Dazzle
His abilities stack Weave: +1 armour per stack on allies, −1 on enemies, for 6.9 seconds.
Bladeform · Juggernaut
Builds stacks while he isn't taking damage, for bonus Agility and movement speed. New in 7.41.
Colossal · Primal Beast
Base slow resistance, and more area and slow resistance as his maximum health grows.
Persecutor · Anti-Mage
Attacks slow enemies below 60% mana: 12% rising to 24% as their mana runs out.
Galvanized · Storm Spirit
Permanent mana regeneration charges from kills; a death costs two charges, and Break stops new ones.
To Hell and Back · Lion
Spell amplification after respawning, and longer debuffs after a kill or assist. Reworked in 7.41.
Why it matters for counter-play: an innate is part of the hero from level 1, so it is often the thing you have to answer. Phantom Assassin's Immaterial is evasion, which Monkey King Bar pierces; Medusa's Mana Shield runs on mana, which mana burn removes. The twelve heroes with new innates in 7.41:
Aghanim's Shard and Scepter: the third layer
Talents and innates are free. The other upgrades cost gold: Aghanim's Shard (1,400 gold) “upgrades an existing ability or adds a new ability to your hero”, and Aghanim's Scepter (4,200 gold) is the larger upgrade, usually to the ultimate. Phantom Assassin's Fan of Knives, for example, is an ability granted only by her Scepter. Plan the three together: if a talent already gives the effect you wanted from Shard, you can skip the Shard, and a Tormentor kill can hand your team a Shard for free. 7.41 trimmed that reward: the Shard holder no longer gets 175 gold, and the team gold when every player already has a Shard fell from 455 to 415.
Item choices are covered in depth in the itemization guide, and the neutral item you craft — a separate, free slot — in the neutral items guide.
Talents move every patch
Valve rewrites talents more often than abilities. A sample from the 7.41 notes, each one a talent that changed what the hero does, not just a number:
Letter patches change talents too — 7.41f itself cut Shadow Fiend's level-15 Presence talent from +2 to +1.5 armour reduction. The habit that saves you: when a patch drops, read the notes for the three heroes you play most, then open their trees in a demo game.
Common mistakes
- Playing a Facet that no longer exists. If a guide tells you to “pick the second Facet”, it predates 7.41.
- Treating level 10 as automatic. It is the talent you'll own for the most minutes; make it fit this game.
- Forgetting your innate. Juggernaut's Bladeform only builds stacks while he isn't taking damage — retreating for a few seconds is part of his kit.
- Counting on levels 27–30 as a support. You'll rarely get there; pick the four talents you need.
- Buying an upgrade a talent already gives. Compare your tree with the Shard and Scepter text before you spend.
Want someone to go through your talent and item choices with you? One-on-one coaching (from $14.90 an hour) with an Immortal player reviews your replays and builds for your position. For the positions themselves, start with Dota 2 positions explained and the carry guide.
- Valve — patch list (datafeed, read 8 November 2026: 7.41f of 15 September 2026 is the newest entry) · notes for 7.36 (Facets and innates, 22 May 2024), 7.40 (talent points, 15 December 2025), 7.41 (Facets removed, innates, talent swaps, Tormentor, 24 March 2026), 7.41f
- Valve hero data, live 7.41f: Juggernaut · Primal Beast · Phantom Assassin · Medusa · Dazzle · Anti-Mage · Storm Spirit · Lion · item data: Aghanim's Shard, Aghanim's Scepter
- OpenDota — game constants, experience per level (read 8 November 2026)
- Checked 8 November 2026. Talent and innate values are Valve's live data for 7.41f; the method for choosing talents is BoostPirate's advice.
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Common questions
Are Facets still in Dota 2?
Do talents cost a skill point in Dota 2?
Can you get both talents in Dota 2?
What is an innate ability in Dota 2?
Which talent should I take at level 10?
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