Learn Eternals
Eternals are the deity blessings introduced in patch 1.14 (they replaced Minor Augments). They can feel cryptic, so here's the plain version: what they are, how the picks work, and a simple "pick this when…" for all 12.
What is an Eternal?
One blessing, three choicesEach Eternal gives a locked Major Blessing (its signature effect) plus 2 Minor Blessings — you pick 1 from each of two slots (3 options each).
Chosen before the matchSet them in the draft / loadout phase. They unlock at level 10 in-game.
Saved per hero & roleYour choice sticks to that hero in that role and can be changed any time.
Pick by kit fitThey're new, so there's no win-rate data yet — choose based on how the effect synergizes with your hero's stats, kit, and role.
How to choose (in 4 steps)
Name your goal. Do you want to dive, tank, burst people down, enable allies, or hyper-scale?
Pick the family (the 6 deity types below) that matches that goal.
Pick the Eternal in that family whose Major fits your damage type and playstyle.
Add 2 Minors that double down on your plan — or patch your biggest weakness.
The 6 families & when to pick each Eternal
Harbingers
Relentless damage
Reward staying on a target — grinding tanks down and bloodthirsty low-HP brawling. Choose when your damage comes from sustained pressure, not one big burst.

Vermis
Auto-Attack / Anti-TankCarry · Jungle
Pick when you auto-attack a lot and enemies stack health — every 3rd hit on the same target chunks their max HP.
MajorEvery 3rd consecutive Basic Attack on the same hero (within 2.5s) deals 3% (+0.25%/lvl) of their Max Health as bonus Physical Damage.
Good minors: Serration + Melting Point

Marrow
Lifesteal BruiserJungle · Offlane
Pick when you dive in and fight from low health — omnivamp ramps the lower you get and doubles after a kill.
MajorGain 0.5% (+0.05%/lvl) Omnivamp per 5% Missing Health. Doubles for 8s after killing an Enemy Hero.
Good minors: Blood Bank + The Maw
Primarchs
Raw strength
Dive into the fray with a healthy mix of durability and damage. Choose when you fight in the thick of it and want to come out on top.

Thraex
Sustained DuelistCarry · Offlane
Pick when you want to win drawn-out 1v1s and side-lane duels — mark a target to deal more and take less from them.
MajorMark the last hero you Basic Attacked for 3s: +3% (+0.5%/lvl) damage to them, and −1.5% (+0.4%/lvl) damage from them.
Good minors: Savage Strikes + Ferocity

Nihil
Extended-Fight FighterOfflane · Jungle
Pick when fights go long and you snowball — stack adaptive power & armor (Doom) that permanently grows on kills and level-ups.
MajorDamaging a hero grants Doom: +1 Phys / +2 Mag Power & +1/+1 Armor per 3s it persists. Kills/level-ups raise Doom's stats by 20% permanently.
Good minors: From the Abyss + Adaptive Plating
Dreadnoughts
Resilience & disruption
Boundless durability and crowd control — the immovable frontline. Choose when your job is to soak damage, peel for carries, and hold space.

Krix
Health-Stacking TankSupport · Offlane
Pick when you want to be an enormous, hard-to-kill HP frontline that anchors every fight.
MajorGain 5% (+1%/lvl) increased Maximum Health, plus bonus size equal to 0.5% of your Max Health.
Good minors: Festering Wounds + Cannibalism

Idrisil
Armor TankOfflane · Support
Pick when the enemy is heavy burst — bonus armor that converts into a big shield the moment you drop below 30% HP.
MajorAbove 30% HP, gain 15% increased Armor. Dropping below 30% consumes it for a 4s Shield = 150% of your total Armor.
Good minors: Mending + Glacier
Sovereigns
Ability power & burst
Amplify ability damage and burst potential. Choose when you do your killing with spells (or want to hyper-scale your damage).

Vesh
Ability Damage MageMidlane · Support
Pick when you're an ability-based mage — your spells leave a DoT that scales the entire game.
MajorDamaging a hero with an ability deals 6% (+0.5% per minute) of that damage again as a DoT over 3s.
Good minors: Tithe of Death + Mind Rot

Xyris
Scaling CarryCarry · Midlane
Pick when you can farm safely and want to hyper-scale — permanent bonus damage for every batch of units you kill.
MajorGain 4% Bonus Damage, increased by 0.6% per 10 Units killed.
Good minors: Furor + Bone Collector
Divines
Empower & sustain
Preservation and empowerment — sustain and buff yourself or your allies. Choose for enchanter/utility play, or when you just want a safe all-rounder.

Exarch
Empowerment SupportSupport · Midlane
Pick when you heal or shield allies — your heals/shields buff their attack speed and add on-hit magic damage.
MajorHealing or Shielding a target grants them 10% Total Attack Speed and +10% bonus Magical Damage On-Hit for 4s.
Good minors: Revelation + Fervour

Lotus
Adaptive FlexAny role
Pick when you're unsure or want a safe, flexible option — random useful stats that pile up over time and fit almost any hero.
MajorEvery 2 minutes and every Takedown, randomly gain +1.5% Damage, +4 Ability Haste, +0.75% Move Speed, or +1.5% Max Health.
Good minors: Masterpiece + Prima Donna
Anomalies
Unconventional
Rule-bending, specialized effects. Choose when you want a build-around payoff that rewards a specific playstyle.

Aion
Mana / Economy MageMidlane · Support
Pick when you spam abilities and want a gold + mana snowball off your spell damage.
MajorCasting a spell grants 1 Mana Regen for 8s (stacks 5x), and your spells grant gold equal to 8% of damage dealt to heroes.
Good minors: Philosopher + Runic Focus

Demiurge
Item ScalingCarry · Midlane
Pick when you build a full 6-item carry — weak early, but it scales harder than anything once your build is online.
MajorIncrease stats gained from Items by 12%, and damage dealt by Item Effects by 10%.
Good minors: Bloatware + Construct
Still unsure which fits your hero? Open any hero in the tool — the Eternals tab recommends the best pick for that hero and role, with the reasoning spelled out.
Open Predecessor Scout
Eternal effects current to patch 1.14.4. They're new, so this is kit-synergy guidance, not win-rate data.