Empires and Puzzles Talent Grid Guide + Attack or Defense?
The Empires and Puzzles Talent Grid appears once you’ve finished levelling a hero. The Talent Grid allows you to attach Emblems to your hero, and in doing so, increase their core stats and abilities.
In this post, I’ll explain how the Talent Grid works, and more importantly, I’ll share my controversial opinion on which path to take.
Before we start, please consider sharing a link to this post with your alliance or on social media. It really does help.
MENU (Empires and Puzzles Talent Grid Guide)
1. What & Where is the Talent Grid?
2. Where can I find Emblems for the Talent Grid?
3. Attack, Health, Mana, or Defense?
4. How do you Reset the Talent Grid and retrieve your Emblems?
Caveat: This post contains gameplay speculation and personal opinion. It may also contain adult comedy and sarcasm. It is not advice and is solely for entertainment and informational purposes.
What & Where is the Empires and Puzzles Talent Grid?
The Talent Grid allows you to further develop your hero. Completing the Talent Grid will result in improvements to your hero’s Attack, Health, and Defense.
It will also trigger your hero’s Class Talents.
There are currently 10 Hero Classes: Cleric, Barbarian, Fighter, Wizard, Druid, Monk, Paladin, Ranger, Sorcerer, and Rogue.
Emblems also come in those 10 Classes, and can only be attached to heroes of the same Class. So, Cleric Emblems can only be attached to Cleric Class heroes.
Each Class (Cleric, Barbarian, Fighter, etc.) also has its own unique Special ability.
Lady Woolerton, for example, who is a Cleric Class, will benefit from Manashield (A chance to resist negative mana effects that prevent the use of her Special skills).
Where is the Talent Grid?
After you ‘level’ a hero, a new button will appear where “Ascend” used to be. Now it will say, “TALENT GRID” (see below).
Where are your Emblems stored?
All of your Emblems are stored in your inventory:
Related: Understanding Empires and Puzzles Hero Cards
Where can I get Emblems for the Talent Grid?
Emblems can be found in Class Quests (Trials), The Ninja Tower event, Raid Tournaments, Rare Titans, Mystic Visions, and Alliance War Chests.
Empires and Puzzles Talent Grid: Attack, Health or Defense?
First, it’s important to note that this isn’t advice, it’s simply my opinion.
So, which Talent Path should you take your hero down?
Health and Defense.
Plain and simple.
And, which heroes should you take down the Health/Defense path?
All of them.
I know the prevailing view is to take the Attack route for Offensive heroes, and the Defense route for Defensive heroes, but in my personal experience, Attack route heroes die too quickly.
For me, the entire point of having a hero in your line-up is to use their Special skills. -Not to win via tile damage. In fact, it’s rare for me to win a battle via tile damage alone.
So, if I take my hero down the Attack path, he/she will add to the tile damage inflicted and, if they manage to fire off their Special skill, it’ll hit harder (assuming it’s a strike).
However, I could substantially improve their underlying HP if I go down the Health/Defense path. Giving them the best chance of charging their mana, and firing their Special skills.
By pushing all of my heroes along the Health/Defense path, I end up with heroes who can really take a shoeing. Keeping them alive longer in any battle, and increasing the chances of them using their Special skills.
Skills, that I have faith in. Skills, I believe can turn the tide of any battle.
I took the Health/Defense path with my Freya, and as a result, she improved her Health by 256, and her Defense by 76. While taking the Attack path would have only improved her Health by 36, and Defense by 72.
That’s +220 HP difference -enough to take a few more hits, and hopefully fully charge her Special.
The Only Exception
The only exception I make to the Health/Defense rule is when a Mana-Boost is available (unless they are already very fast, as pointed out by a Redditor).
As you can see, the objective as far as I’m concerned is to keep my heroes alive long enough to fully charge their Mana. And a Mana-Boost, as is found on a Ranger’s Talent Grid, is worth grabbing, over the option of additional HP.
All that said, it’s best to listen to lots of views on this and to find a strategy that works best for you.
Related: Rainbow, Mono, or 3-2? Color Stacking Explained
How do you Reset the Talent Grid and retrieve your Emblems?
There are two ways to Reset the Talent Grid. The first involves using a Reset Emblem, and the second involves paying with Gems.
You can earn Reset Emblems in a few places including, Alliance War Chests and Raid Tournaments.
Using a Reset Emblem is the preferred way of resetting the Talent Grid because it returns ALL of the Emblems attached, and 20% of the Food and Iron previously used.
However, when using Gems to reset the Talent Grid, you only receive 95% of the Emblems previously attached. And none of the Food or Iron.
Note: When resetting with Gems, each hero type has its’ own price. For example, a 5-Star hero will cost 171 Gems to reset the Talent Grid. Whereas, a 4-Star hero will cost 57 Gems. And a 3-Star will cost 26 Gems.
Empires and Puzzles Talent Grid Guide: Sword or Shield?
That about covers it. Everything you need to know about Talent Grids.
One final point: With the addition of Limit Breakers, you now have 2 further ways to improve your hero’s stats once levelling is complete: The Talent Grid, and now, Limit Breaking.
[Please always check in-game Hero Cards to confirm details and never chase Heroes]
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I like your content. I am a lvl 73 player in a big Alliance and I just posted the link to your page. I encouraged them to subscribe to your blog and UTube Channel. I hope it helps.
Thank you T, I appreciate the support. I enjoy speculating and sharing how I do things, and I’m glad someone with your experience sees some value in it.
FYI – All talent trees have a Mana Boost Option. Barbarian, Cleric, Fighter, Paladin and Wizards have it at Level 19 and it gives a 2% permanent boost. Ranger and Rogue get it much earlier in the tree at Level 8 and it also provides a 2% permanent boost. Druid, Monk and Sorcerer’s come at level 20 (so no choice to make) but double the boost at 4%. This boost is stacked with others like Costume, Family and Special Skills. A Season 1 hero fully leveled with 20 Talents with their costume fully leveled (assuming Druid, Monk or Sorcerer Class) will have a 9% permanent Mana Boost A Fast hero that would normally need a level 29 Mana Troop to shave off a tile will only need a level 23 troop with a 2% bonus to achieve the same thing. With a 9% boost that drops the troop level needed to 5 and with 7% (costume and class bonus) the troop level needed is only 11. With how much meat it takes to level troops this can be significant. FYI!
Hi David, I hadn’t compared the different Classes so it’s useful to know. Troops do make such a difference, but I just grind away doing what I can. It is worth working up some lower Troops if you enjoy playing 3* tournaments, as well.
Thanks for sharing this information.
Troops are an often confusing and misunderstood part of the game and can have a serious impact. Troops boost stats, add power to the hero they are assigned to and are the tile damage a lot of articles speak to. Troops add power in this way: each star a troop has is multiplied by 10 to give the base power it starts with and each level adds 1 point to the base. So a 1 star troop at level 1 is 11 points worth of power added to the hero’s power. Bane, maxed with no talents has 440 as his power value. With a 1 star troop at level 1 his team power is now 451. If he had a 2 star troop at level 10 his team power would be 470 (2 star X 10 = 20 + level 10 = 30 + Bane’s 440 = 470). A maxed 4 star troop at level 30 will add 70 points of power to the hero in a team. There are, at present, three categories of troops: Mana, Critical and Ninja. Mana troops, in addition to boosting Attack, Defense and Healing also boost Mana and is the only troop to do so. Critical troops, in addition to boosting Attack, Defense and HP, also boost Critical Chance (a fancy way of saying double damage) and is the only one to do so. Ninja troops, in addition to boosting Attack, Defense and Healing, also boost chance of Bypassing Defense Buffs and is the only one to do so. Ninja troops have the highest Attack boost, Critical troops have the highest Defense boost and both Mana & Ninja have the highest Healing boost. Many people neglect their troops due to he high amounts of meat required but leveling them up can make a profound difference in every kind of battle.
David, I feel a new player would gain a lot from your input here. I tend to level Troops as I go, but you make their value very clear, thanks. Feel free to contact me (firstname.lastname@example.org) if you’d like to guest write a post about Troops, you’d be more than welcome to.
Well, i respect your opinion about Health/Defense route, but i disagree… my snipers NEED to (almost… 😉 ) instakill the target (better: finish him/her after some tile damage).
Too much times they fired off leaving them at some100ish HP, then the oppo healer cast its skill or they can counterattack…
I understand your choice for tanks and healers, but not for snipers.
Thank you btw for all your efforts in this blog! BRAVO!!!
No worries Gixu, it’s great to hear the other side, too.
New players should know that there are different schools of thought, and that they should experiment to find what works for them… that’s half the fun!
But as you can tell, I don’t play Snipers too often.
I have Khonshu and at 19 on the talent grid between mana or defense bonus. Since he is already a very fast hero should I take the defense bonus. I always take the defense path. I have level 20 mana troops. Which option would benefit Khonshu most?
Hey Johnny, I believe he can go faster (5.5 tiles), but wouldn’t want to commit without more research. I have a guest post all about mana speed and troops here, and also check out this post on the forum where they discuss top mana speeds (there’s also a great speed chart there).
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