This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Increase your allies' Movement Speed by 25% for 4s after they are Healed by Blossom.
Increase the range of Vine by 30%.
Increase your Movement Speed by 8% for 2s after using Vine.
Increase the radius of Blossom by 20%.
Reduce your damage taken by 6% for 4s after using Blossom.
Heal for a burst of 500 and an additional 300 over 2s in a 50 unit radius at your location when you finish Vining. Curative (+20% Healing)
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 200 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 400 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 400 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 400 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 1.35s.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Increase the travel distance of Charge by 30%.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 400 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 400 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Increase your Movement Speed by 24% while using Shield.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 1.35s.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Increase the travel distance of Charge by 30%.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 1.35s.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Increase the travel distance of Charge by 30%.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 1.35s.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Increase the travel distance of Charge by 30%.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 400 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Increase your Movement Speed by 24% while using Shield.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 400 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Increase your Movement Speed by 24% while using Shield.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Increase your allies' Movement Speed by 25% for 4s after they are Healed by Blossom.
Increase the range of Vine by 30%.
Increase your Movement Speed by 8% for 2s after using Vine.
Increase the radius of Blossom by 20%.
Reduce your damage taken by 6% for 4s after using Blossom.
Heal for a burst of 500 and an additional 300 over 2s in a 50 unit radius at your location when you finish Vining. Curative (+20% Healing)
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 400 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Increase your Movement Speed by 24% while using Shield.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 400 for each enemy hit with Fireball.
Increase the travel distance of Charge by 30%.
Increase your maximum Health by 150.
Increase your Movement Speed by 24% while using Shield.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.