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 750 for each champion hit by Juggernaut.
Reduce your damage taken by 9% for 3s after activating Ignition.
Reduce the Cooldown of Juggernaut by 2s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 32%.
Increase the potency of Juggernaut's Knockup by 7%.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 750 for each champion hit by Juggernaut.
Reduce your damage taken by 9% for 3s after activating Ignition.
Reduce the Cooldown of Juggernaut by 2s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 32%.
Increase the potency of Juggernaut's Knockup by 7%.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce the Cooldown of Juggernaut by 5s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 24%.
Increase the potency of Juggernaut's Knockup by 35%.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Gain 3% of Max Health when hitting a marked enemy.
Increase the Healing allies receive from Swarm by 12%, but increase its cost by {scale=4|4}%.
Reduce your damage taken by 15% for 1.5s after activating Death Wings.
Increase your ally's Movement Speed by 16% while they are marked by Blood Hex.
Decrease the Blood cost of your abilities by 35% and increase your Healing done by 15%, but reduce the damage you do by 25%.
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 Distance enemies are Knocked Back by from Blast Back by 40%
Increase your Ultimate charge rate by 6%.
Increase your maximum Ammo by 2.
Increase your Movement Speed by 18% for 2.5s after activating Blast Back.
Reduce Damage taken by 12% for 1.5s after using Blast Back.
Blast Back now knocks enemies straight up and enemies take 20% more DMG from Saati for 1.5s.
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 Healing Potion by 0.5s after hitting an enemy with your weapon.
Heal yourself for 40% of Healing Potion's effect if you hit an ally but not yourself.
Reduce the Cooldown of Healing Potion by 1.7999999999999998s for each ally it hits.
Increase the radius of Healing Potion by 32%.
Heal for 60 every 1s while Weightless is active.
Healing Potion's Healing is increased by 100% and now provides a Stacking 200 Shield. Remedy (+5% Damage and +10% Healing Done)
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 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce the Cooldown of Juggernaut by 5s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 24%.
Increase the potency of Juggernaut's Knockup by 35%.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce the Cooldown of Juggernaut by 5s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 24%.
Increase the potency of Juggernaut's Knockup by 35%.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce the Cooldown of Juggernaut by 5s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 24%.
Increase the potency of Juggernaut's Knockup by 35%.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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.
Gain a 750-Health Shield for 3s after you use Charge.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Increase your Movement Speed by 30% for 3s after using Charge.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Apply a Knockback of 200 to enemies hit by Charge.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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.
Hits with Talon Rifle generate 5% Ultimate charge.
Increase the maximum Ammo count of both your weapons by 2.
Reduce the time it takes to Quick Switch to your Pistol by 30%.
While you have your Talon Rifle equipped, the Cooldown of Flare is reduced by 0.4s every 1s.
Generate 45 Energy after getting an Elimination.
Talon Rifle gains non-scoped Accuracy, but deals 900 Damage, its Effective Range reduced to 200, and applies a 50 damage Burn over 1.5s. Stackable 3 times and refreshes on hit.
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.
Hits with Talon Rifle generate 5% Ultimate charge.
Increase the maximum Ammo count of both your weapons by 2.
Reduce the time it takes to Quick Switch to your Pistol by 30%.
While you have your Talon Rifle equipped, the Cooldown of Flare is reduced by 0.4s every 1s.
Generate 45 Energy after getting an Elimination.
Reduce the rate of Stealth Energy consumption by 50% and increase your Movement Speed by 20% while in Stealth.
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 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce the Cooldown of Juggernaut by 5s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 24%.
Increase the potency of Juggernaut's Knockup by 35%.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 Emitter by 5s.
Generate 15 Ammo after using Advance.
Increase the travel distance of Advance by 7%.
Increase the duration of Emitter by 4s.
Generate 20 Ammo every 1s while Emitter is active.
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 duration of your Illusions by 2s.
Increase your maximum Health by 100.
Reduce your active Cooldowns by 2s after getting an Elimination.
Increase your Movement Speed by 35% while Out of Combat.
Reduce the Cooldown of Shatter by 2s.
Deal an additional 200 damage to an enemy if you hit them with all 5 shots of Illusory Mirror.
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 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce the Cooldown of Juggernaut by 5s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 24%.
Increase the potency of Juggernaut's Knockup by 35%.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.5s.
Heal for 40 every 1s while Spirit Linked to an ally.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Using Envelop reduces your linked friendly target's Cooldowns by 8%.
Increase the range of Chain Heal bounces by 40%.
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 250 every 1s while drifting.
Increase your Movement Speed by 50% for 3s after activating Nether Step.
Increase the distance of each Nether Step dash by 5%.
Heal for 30% of the damage Absorbed by Reversal.
Generate 1 Ammo after activating Nether Step.
Nether Step now has 3 separate charges and is no longer linked.
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 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce the Cooldown of Juggernaut by 5s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 24%.
Increase the potency of Juggernaut's Knockup by 35%.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Gain 3% of Max Health when hitting a marked enemy.
Increase the Healing allies receive from Swarm by 12%, but increase its cost by {scale=4|4}%.
Reduce your damage taken by 15% for 1.5s after activating Death Wings.
Increase your ally's Movement Speed by 16% while they are marked by Blood Hex.
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.
Healing an ally with Abyssal Reconstruction reduces the Cooldown of Projection by 2s. This effect can only occur once every 5s.
Increase the Movement Speed of any ally Marked by Mark of Fate by 15%.
Mark of Fate now provides to its target an additional 10% of the Healing done to other allies with Abyssal Reconstruction.
Reduce the damage taken by an ally Healed by Abyssal Reconstruction by 4% for 1.6s after being Healed.
Increase the Healing you do by 10% while at or below 70% Health.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 Healing Potion by 0.5s after hitting an enemy with your weapon.
Heal yourself for 40% of Healing Potion's effect if you hit an ally but not yourself.
Reduce the Cooldown of Healing Potion by 1.7999999999999998s for each ally it hits.
Increase the radius of Healing Potion by 32%.
Heal for 60 every 1s while Weightless is active.
Potion Launcher also Heals allies hit for 750 and your Potion Launcher fire rate is increased by 10%. You no longer take damage from your weapon shots. 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.
Increase the duration of your Illusions by 2s.
Increase your maximum Health by 100.
Reduce your active Cooldowns by 2s after getting an Elimination.
Increase your Movement Speed by 35% while Out of Combat.
Reduce the Cooldown of Shatter by 2s.
Shatter instantly Heals your target for 800, but its Cooldown is increased by 1s and it no longer explodes your Illusions. Reduce the Cooldown of Shatter by 2s if you miss.
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.
Gain a 750-Health Shield for 3s after you use Charge.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Increase your Movement Speed by 30% for 3s after using Charge.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Apply a Knockback of 200 to enemies hit by Charge.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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.
Gain a 750-Health Shield for 3s after you use Charge.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Increase your Movement Speed by 30% for 3s after using Charge.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Apply a Knockback of 200 to enemies hit by Charge.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.