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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
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.
Heal for 500 for each enemy hit with Fireball.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Fireball by 1.35s.
Gain a 300-Health Shield for 3s after you use Charge.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.