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 Ammo by 1.
Heal for 135 every 1s while Combat Trance is active.
Reset the Cooldown of Crouching Tigron after falling to or below 45% Health.
Reduce the Cooldown of Crouching Tigron by 2s for each enemy hit by Heavy Blade.
Increase your maximum Health by 150.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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.
Generate 45 Energy after getting an Elimination.
Increase the maximum Ammo count of both your weapons by 2.
Your inactive weapon generates 4 Ammo every 2s.
Heal for 300 after entering Stealth at or below 65% Health.
Hits with Talon Rifle generate 5% Ultimate charge.
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.
Reduce your active Cooldowns by 40% after getting an Elimination.
Standing in your Gourd grants yourself and allies 16% Lifesteal.
Increase your Allies' and your Movement Speed by 10% while in your Gourd .
Reduce the Cooldown of Gourd by 4s.
Gain a 150-health Shield for 3s after Slither ends.
Tossing your snake after reloading is faster and deals an additional 500 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 extra Blood Health by 1000 while decreasing base Health by {scale=125|125}.
Gain a 300 Shield for 1.75s after falling to or below 75% Health. Can only happen once every 35s.
Reduce the Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Hitting an enemy with Blood Hex will Reveal them to your team for 1.5s.
Increase the damage and Healing of Swarm by 12%, but reduce its duration by {scale=0.35|0.35}s.
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.
Heal for 320 over 1s after Healing an ally with Abyssal Reconstruction.
Healing an ally with Abyssal Reconstruction reduces the Cooldown of Projection by 1.5s. This effect can only occur once every 5s.
Grant a 120-Health Shield to an ally for 2s when you Mark them.
Reduce your damage taken by 12% while Projection is out.
Increase the Healing you do by 15% while at or below 70% Health.
Your Marked ally gains 15% Crowd Control reduction, 15% Cooldown reduction, 15% Reload Speed increase, and they are Healed for 75 every 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.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
Heal for 60 every 1s while Spirit Linked to an ally.
Heal for 150 when you use Envelop.
Reduce the Cooldown of your next Chain Heal by 0.1s after hitting an enemy with Sigil. This effect stacks.
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 300 after hitting an enemy with Grappling Hook. Heal for {scale=200|100} if the enemy is a Frontline.
Generate 12 Ammo when you activate Trigger Discipline.
Increase the distance traveled by Explosive Dodge by 15%.
Increase the Area of Effect of Explosive Dodge bombs by 30%.
Increase your Reload Speed by 15%.
Overcharge your Grappling Hook to now pull non-Frontline Champions to VII. Reduce Grappling Hook’s damage by 100, its Charges by 1, and its Cooldown by 2s.
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 Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
Heal for 60 every 1s while Spirit Linked to an ally.
Heal for 150 when you use Envelop.
Reduce the Cooldown of your next Chain Heal by 0.1s after hitting an enemy with Sigil. This effect stacks.
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 320 over 1s after Healing an ally with Abyssal Reconstruction.
Healing an ally with Abyssal Reconstruction reduces the Cooldown of Projection by 1.5s. This effect can only occur once every 5s.
Grant a 120-Health Shield to an ally for 2s when you Mark them.
Reduce your damage taken by 12% while Projection is out.
Increase the Healing you do by 15% while at or below 70% Health.
Your Marked ally gains 15% Crowd Control reduction, 15% Cooldown reduction, 15% Reload Speed increase, and they are Healed for 75 every 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 damage done by any enemy you are linked to with Spirit Link by 20%.
Heal for 150 when you use Envelop.
Increase your maximum Health by 100.
Increase your maximum Ammo by 6.
Reduce the damage you take by 2% for 2s for each ally hit with Chain Heal. This effect stacks.
While Envelop is active and you are Linked to an enemy, prevent them from 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 Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
Heal for 60 every 1s while Spirit Linked to an ally.
Heal for 150 when you use Envelop.
Reduce the Cooldown of your next Chain Heal by 0.1s after hitting an enemy with Sigil. This effect stacks.
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.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
Heal for 60 every 1s while Spirit Linked to an ally.
Heal for 150 when you use Envelop.
Reduce the Cooldown of your next Chain Heal by 0.1s after hitting an enemy with Sigil. This effect stacks.
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 320 over 1s after Healing an ally with Abyssal Reconstruction.
Healing an ally with Abyssal Reconstruction reduces the Cooldown of Projection by 1.5s. This effect can only occur once every 5s.
Grant a 120-Health Shield to an ally for 2s when you Mark them.
Reduce your damage taken by 12% while Projection is out.
Increase the Healing you do by 15% while at or below 70% Health.
Your Marked ally gains 15% Crowd Control reduction, 15% Cooldown reduction, 15% Reload Speed increase, and they are Healed for 75 every 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.
Increase your maximum Ammo by 2.
Hitting Kindle Soul increases you and your target's Movement Speed by 25% for 1.5s.
Increase the Stun duration of Pyre Strike by 0.75s.
Increase the radius of Pyre Strike by 20%.
Reduce the Cooldown of Pyre Strike by 1.6s for each successful hit by Wings of Wrath.
Kindle Soul's range is increased by 300% and now applies additional healing to your ally for 15% of their maximum Health. 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 your active Cooldowns by 40% after getting an Elimination.
Reduce the Cooldown of Battle Shout by 0.6s.
Generate 10 Ammo after activating Commander's Grab.
Increase your maximum Health by 300.
Reduce the Cooldown of Commander's Grab by 3s.
Targets hit by Commander's Grab are Stunned for an additional 1.4s.
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 allies and decrease enemies' Movement Speed by 35% for 4 seconds when passing through Abyssal Fortress.
Increase your Movement Speed by 8% for 5s after casting Rift Slash.
Gain a 60 health Shield for each enemy hit by Royal Presence's chain grab.
Reduce the Health reduction from placing Abyssal Fortress >30 units away by 80%.
Increase your maximum Health by 300.
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.
Heal the target of your Protection for 300.
Increase your Movement Speed by 20% during Recharge and for 3s after it ends.
Increase the Movement Speed of your Protection target by 40% for 2s.
Generate 225 Shield after using Protection.
Reduce the Cooldown of Nullify by 2s.
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.
Increase your maximum Health by 150.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 18%.
Reduce the Cooldown of Rend Soul by 1.0499999999999998s.
Heal for 100 every 1s while using Shadow Travel.
Heal for 280 every 1s while channeling Restore Soul.
For each stack of Soul Orb detonated by Rend Soul, your next Restore Soul ignores 5% of Antihealing (excluding Healing disable effects) up to 25% (5 stacks) for up to 10s.
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 Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
Heal for 60 every 1s while Spirit Linked to an ally.
Heal for 150 when you use Envelop.
Reduce the Cooldown of your next Chain Heal by 0.1s after hitting an enemy with Sigil. This effect stacks.
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 25 for every percentage point of Ire consumed by abilities.
Increase the time until Ire starts to decay by 0.25s.
Reduce the Cooldown of Conviction by 0.4s.
Increase the distance traveled by Conviction by 18%.
Increase your maximum Health by 750.
Your Ire no longer decays due to not taking or dealing damage, but you no longer gain the passive damage increase while above Ire threshold.
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 12% Lifesteal.
Reduce your active Cooldowns by 16% after getting an Elimination.
Reduce the Cooldown of Battle Shout by 2.4s.
Heal for 50 every 1s while Bulwark is active.
Increase your maximum Health by 600.
Targets hit by Commander's Grab are Stunned for an additional 1.4s.
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 12% Lifesteal.
Reduce your active Cooldowns by 16% after getting an Elimination.
Reduce the Cooldown of Battle Shout by 2.4s.
Heal for 50 every 1s while Bulwark is active.
Increase your maximum Health by 600.
Targets hit by Commander's Grab are Stunned for an additional 1.4s.
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 12% Lifesteal.
Reduce your active Cooldowns by 16% after getting an Elimination.
Reduce the Cooldown of Battle Shout by 2.4s.
Heal for 50 every 1s while Bulwark is active.
Increase your maximum Health by 600.
Targets hit by Commander's Grab are Stunned for an additional 1.4s.
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.
Extend the duration of Sharp Momentum stacks gained by hitting with War by 48%.
Heal for 15 after hitting an enemy with War.
Hitting an enemy with Rogue's Tempo grants you 3 stacks of Piercing Momentum and Sharp Momentum.
Reduce the Cooldown of Deadly Momentum by 2.0999999999999996s for each enemy hit by it.
Extend the duration of Piercing Momentum stacks gained by hitting with Love by 48%.
Fire a weaker copy of Rogue's Tempo forward from your crosshairs for every 6 Ammo consumed.
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.
Gain a 300-Health Shield after dropping to or below 50% Health.
Increase your maximum Health by 150.
Heal for 200 after exiting a Shortcut.
Heal for 150 every 1s while standing near a Shortcut.
Harpoon no longer has a Cooldown, but no longer Slows enemies hit.