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 350 for each enemy hit with Harpoon.
Heal for 100 after exiting a Shortcut.
Generate 2 Ammo for each enemy hit by Harpoon.
Gain a 450-Health Shield after dropping to or below 50% Health.
Heal for 200 every 1s while standing near a Shortcut.
Harpoon no longer has a Cooldown, but no longer Slows enemies 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.
Heal for 750 for each champion hit by Juggernaut.
Reduce the time it takes to spin up your Hellfire Gatling by 4%.
Increase your maximum Health by 300.
Reduce the Cooldown of Juggernaut by 4s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 24%.
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 Sanctuary by 3s after using Reckoning.
Using an ability above Ire threshold Heals you for 225.
Reduce the Cooldown of Sanctuary by 0.6s.
Heal for 10 for every percentage point of Ire consumed by abilities.
Reduce the Cooldown of Conviction by 1.2s after using Reckoning.
Gain 30% Lifesteal on your hits with Judgement.
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.
Second Chance sends you 1.2000000000000002s further into the past.
Increase your maximum Health by 150.
Generate 1 Ammo after hitting a fully-charged weapon shot.
Reduce the Cooldown of Second Chance by 2.5s.
Reduce the Cooldown of Stasis Field by 5s after hitting an enemy with Setback.
Greatly increase the size of Stasis Field, but its Cooldown is increased by 65%.
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 0.6s 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.
Heal for 360 every 1s while Shield is active and you are at or below 35% Health.
Gain a 150-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2s 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 maximum Health by 250.
Reduce the Cooldown of Poppy Bomb by 0.1s for each Sticky Bomb you Detonate.
Reduce your active Cooldowns by 8% after getting an Elimination.
Increase your maximum Ammo by 3.
Increase your Movement Speed by 13.75% for 3s after hitting at least one enemy with Detonate.
Increase the radius of Sticky Bombs' explosions by 20%, but reduce maximum Ammo count by 2.
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 your damage taken by 16% while Healing an ally with Mending Spirits.
Increase your Allies' and your Movement Speed by 5% while in your Gourd .
Reduce the Cooldown of Gourd by 0.8s.
Increase the Movement Speed of allies affected by Mending Spirits by 25%.
Generate 0.25% Ultimate charge every 1s for 4s after hitting an ally with Mending Spirits.
Mending Spirits immediately Heals your target for an additional 350.
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 350 for each enemy hit with Harpoon.
Heal for 100 after exiting a Shortcut.
Generate 2 Ammo for each enemy hit by Harpoon.
Gain a 450-Health Shield after dropping to or below 50% Health.
Heal for 200 every 1s while standing near a Shortcut.
Harpoon no longer has a Cooldown, but no longer Slows enemies 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.
Second Chance sends you 1.2000000000000002s further into the past.
Increase your maximum Health by 150.
Generate 1 Ammo after hitting a fully-charged weapon shot.
Reduce the Cooldown of Second Chance by 2.5s.
Reduce the Cooldown of Stasis Field by 5s after hitting an enemy with Setback.
Greatly increase the size of Stasis Field, but its Cooldown is increased by 65%.
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.
Reset the Cooldown of Transporter after dropping to or below 40% Health. This can only happen once every 30 seconds.
Hitting an enemy with a fully-charged Sniper Mode shot generates 1 Ammo.
Increase your Movement Speed by 27% for 2s after Teleporting with Transporter.
Increase your maximum Health by 200.
Increase your Movement Speed while in Sniper Mode by 100%.
Using Transporter instantly Teleports you to its target location.
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 180 every 1s while Combat Trance is active.
Increase the jump strength of Crouching Tigron by 8%.
Reset the Cooldown of Crouching Tigron after falling to or below 30% Health.
Reduce the Cooldown of Heavy Blade by 2.4s.
Generate 2.4% Ultimate charge every 1s while Combat Trance is active.
Heavy Blade now explodes on reactivation instead of recalling, but the initial throw does reduced damage.
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 Nether Step by 80% after hitting an enemy with Reversal.
Heal for 120 after activating Nether Step.
Increase your Movement Speed by 20% for 3s after activating Nether Step.
Generate 2 Ammo after activating Nether Step.
Reduce the Cooldown of Nether Step by 4.8s after hitting an enemy with Defiance.
Reversal always fires back and does an additional 800 damage.
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 0.6s 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.
Heal for 360 every 1s while Shield is active and you are at or below 35% Health.
Gain a 150-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2s 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.
Gain a 600-Health Shield for 3s after activating Rocket Boots.
Heal for 25 every 1s while standing near any of your Turrets.
When a Turret is destroyed, reduce your active Cooldowns by 25%.
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Reduce the Cooldown of Rocket Boots by 1.6s.
Increase the maximum Health of Barricade by 2000 and reduce its Cooldown by 3s.
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 0.6s 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.
Heal for 360 every 1s while Shield is active and you are at or below 35% Health.
Gain a 150-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2s 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.
You gain 15% Lifesteal against your Retribution target.
Increase your Movement Speed by 20% for 2s after Combat Slide ends.
Decrease your damage taken by 24% while using In Pursuit.
Heal for 60% of your maximum Health after getting a Killing Blow on your Retribution target.
Increase the travel distance of Combat Slide by 20%.
Your weapon shots deal 680 damage every 0.7s, but your Ammo count is reduced.
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 damage you take by 20% for 2s after Ambush ends. This applies to each Ambush in the chain.
Generate 2 Ammo after hitting at least one enemy with Shadow Bombs.
Increase your maximum Health by 120.
Reduce the damage you take by 24% for 2s after activating Shadow Bombs.
Increase the range of Ambush by 20%.
Increase the explosion radius of Shadow Bombs by 5 units and they now home to enemies.
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 the time it takes to spin up your Hellfire Gatling by 4%.
Increase your maximum Health by 300.
Reduce the Cooldown of Juggernaut by 4s after activating Soul Harvest.
Increase the distance traveled by Juggernaut by 24%.
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 Nether Step by 80% after hitting an enemy with Reversal.
Heal for 120 after activating Nether Step.
Increase your Movement Speed by 20% for 3s after activating Nether Step.
Generate 2 Ammo after activating Nether Step.
Reduce the Cooldown of Nether Step by 4.8s after hitting an enemy with Defiance.
Reversal always fires back and does an additional 800 damage.
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 180 every 1s while Combat Trance is active.
Increase the jump strength of Crouching Tigron by 8%.
Reset the Cooldown of Crouching Tigron after falling to or below 30% Health.
Reduce the Cooldown of Heavy Blade by 2.4s.
Generate 2.4% Ultimate charge every 1s while Combat Trance is active.
Heavy Blade now explodes on reactivation instead of recalling, but the initial throw does reduced damage.
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 maximum Health by 160.
Generate 2 Ammo for each enemy hit with Blast Back.
Increase your Movement Speed by 10% for 4s after getting a Killing Blow or Elimination.
Increase your Movement Speed by 18% for 2.5s after activating Blast Back.
Increase the Distance enemies are Knocked Back by from Blast Back by 40%
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.
Increase your Movement Speed by 24% for 4s after getting an Elimination.
Heal for 165 every 1s while Shell Shield is active.
Regenerate 1 Ammo every 0.5s for 0.5s after activating Dredge Anchor.
Reduce the Cooldown of Shell Shield by 0.8s for every 1000 damage Absorbed.
Reduce your damage taken by 20% for 2s after hitting an enemy with Dredge Anchor.
Shell Shield is placed on the ground instead of channeled around you, and lasts 2s 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.
Increase the travel distance of Advance by 35%.
Heal for 160 after activating Advance.
Reduce the Cooldown of Emitter by 2s.
Reduce your damage taken by 12% for 3s after activating Advance.
Increase your maximum Health by 300.
Advance gains a 3rd charge and activating Advance while standing still causes you to jet upwards.
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 maximum Health by 750.
Increase the Movement Speed of your Protection target by 50% for 2s.
Generate 2 Ammo for the target of your Protection.
Increase your Movement Speed by 10% during Recharge and for 3s after it ends.
Reduce your active Cooldowns by 24% after getting an Elimination.
Increase Protection's Shield Health by 300 and reduce its Cooldown by 1s.
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 Sanctuary by 3s after using Reckoning.
Using an ability above Ire threshold Heals you for 225.
Reduce the Cooldown of Sanctuary by 0.6s.
Heal for 10 for every percentage point of Ire consumed by abilities.
Reduce the Cooldown of Conviction by 1.2s after using Reckoning.
Gain 30% Lifesteal on your hits with Judgement.