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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 Siege Shield by 4s.
Increase your maximum Health by 750.
Reduce the Cooldown of Kinetic Burst by 1.7999999999999998s.
Increase the Knockback distance of Kinetic Burst by 8%.
Reduce the Cooldown of Siege Shield by 1s for each enemy hit with Kinetic Burst.
Increase Siege Shield's maximum Health by 2500 and its size by 50%, but reduce its Movement Speed by 80%.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 75 every 1s while standing near any of your Turrets.
Reduce your active Cooldowns by 30% after getting an Elimination.
When a Turret is destroyed, reduce your active Cooldowns by 25%.
Heal for 60 each time one of your base Turrets hits an enemy.
Heal all of your Turrets for 90 every 1s while you are standing near them.
Dome Shield now costs 40% Ultimate charge and places a Flamethrower Turret with modified values and no Shield. Can have two active at once.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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.
Increase the slow strength of the rift's pulses by 10%.
Increase allies and decrease enemies' Movement Speed by 14% for 4 seconds when passing through Abyssal Fortress.
Increase the max health damage of Royal Presence's Poison aura by 4%.
Increase your maximum Health by 750.
You can miss 4 attacks before your chain resets. Increase the window to progress the chain by {scale=0.05|0.05}s.
Rift Slash Cripples enemies it hits for 2s, and the resulting Abyssal Rift lasts 1s longer.
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 Siege Shield by 4s.
Increase your maximum Health by 750.
Reduce the Cooldown of Kinetic Burst by 1.7999999999999998s.
Increase the Knockback distance of Kinetic Burst by 8%.
Reduce the Cooldown of Siege Shield by 1s for each enemy hit with Kinetic Burst.
Increase Siege Shield's maximum Health by 2500 and its size by 50%, but reduce its Movement Speed by 80%.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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.
Heal for 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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.
Heal for 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 0.9s.
Reduce your active Cooldowns by 40% after getting an Elimination.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.