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 Blossom by 2s.
Increase your maximum Health by 375.
Reduce your active Cooldowns by 10% after getting an Elimination.
Hitting an enemy with Crippling Throw reduces the Cooldown of Blossom by 0.6s.
Increase the radius of Blossom by 12%.
Heal for a burst of 500 and an additional 300 over 2s in a 50 unit radius at your location when you finish Vining. 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.
Heal for 250 every 1s while standing near a Shortcut.
Increase your maximum Health by 200.
Increase the Healing you receive by 5% while at or below 50% Health.
Gain a 600-Health Shield after dropping to or below 50% Health.
Heal for 100 after exiting 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 250 every 1s while standing near a Shortcut.
Increase your maximum Health by 200.
Increase the Healing you receive by 5% while at or below 50% Health.
Gain a 600-Health Shield after dropping to or below 50% Health.
Heal for 100 after exiting 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 250 every 1s while standing near a Shortcut.
Increase your maximum Health by 200.
Increase the Healing you receive by 5% while at or below 50% Health.
Gain a 600-Health Shield after dropping to or below 50% Health.
Heal for 100 after exiting 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.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Increase your maximum Health by 250.
Gain a 50-Health Shield for 3s after falling to or below 50% Health.
Reduce the Cooldown of Combat Trance by 0.4s for each enemy hit by Heavy Blade.
Heal for 225 every 1s while Combat Trance is active.
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.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Increase your maximum Health by 250.
Gain a 50-Health Shield for 3s after falling to or below 50% Health.
Reduce the Cooldown of Combat Trance by 0.4s for each enemy hit by Heavy Blade.
Heal for 225 every 1s while Combat Trance is active.
Bladed Chakrams are able to bounce 2 additional times before disappearing.
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 180-Health Shield for 4s after activating Combat Trance.
Increase your maximum Health by 250.
Gain a 50-Health Shield for 3s after falling to or below 50% Health.
Reduce the Cooldown of Combat Trance by 0.4s for each enemy hit by Heavy Blade.
Heal for 225 every 1s while Combat Trance is active.
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.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Increase your maximum Health by 250.
Gain a 50-Health Shield for 3s after falling to or below 50% Health.
Reduce the Cooldown of Combat Trance by 0.4s for each enemy hit by Heavy Blade.
Heal for 225 every 1s while Combat Trance is active.
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.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Increase your maximum Health by 250.
Gain a 50-Health Shield for 3s after falling to or below 50% Health.
Reduce the Cooldown of Combat Trance by 0.4s for each enemy hit by Heavy Blade.
Heal for 225 every 1s while Combat Trance is active.
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.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Increase your maximum Health by 250.
Gain a 50-Health Shield for 3s after falling to or below 50% Health.
Reduce the Cooldown of Combat Trance by 0.4s for each enemy hit by Heavy Blade.
Heal for 225 every 1s while Combat Trance is active.
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.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Increase your maximum Health by 250.
Gain a 50-Health Shield for 3s after falling to or below 50% Health.
Reduce the Cooldown of Combat Trance by 0.4s for each enemy hit by Heavy Blade.
Heal for 225 every 1s while Combat Trance is active.
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.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Increase your maximum Health by 250.
Gain a 50-Health Shield for 3s after falling to or below 50% Health.
Reduce the Cooldown of Combat Trance by 0.4s for each enemy hit by Heavy Blade.
Heal for 225 every 1s while Combat Trance is active.
Bladed Chakrams are able to bounce 2 additional times before disappearing.
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.
Increase your maximum Health by 750.
Increase your Healing received from others by 5% while at or below 50% Health.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
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.
Increase your maximum Health by 450.
Increase your maximum Ammo by 15.
Reduce your active Cooldowns by 10% after getting an Elimination.
Reduce the Cooldown of Fireball by 2.25s.
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 500 for each enemy hit with Fireball.
Increase your maximum Health by 450.
Increase your maximum Ammo by 15.
Reduce your active Cooldowns by 10% after getting an Elimination.
Reduce the Cooldown of Fireball by 2.25s.
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 500 for each enemy hit with Fireball.
Increase your maximum Health by 750.
Increase your Healing received from others by 5% while at or below 50% Health.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
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.
Increase your maximum Health by 450.
Increase your maximum Ammo by 15.
Reduce your active Cooldowns by 10% after getting an Elimination.
Reduce the Cooldown of Fireball by 2.25s.
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.
Reduce the Cooldown of Charge by 0.6s after hitting an enemy with Fireball.
Increase your maximum Health by 450.
Reduce the Cooldown of Charge by 0.5s for every 1000 damage your Shield takes.
Apply a Knockback of 1000 to enemies hit by Charge.
Gain a 750-Health Shield for 3s after you use 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.
Heal for 500 for each enemy hit with Fireball.
Increase your maximum Health by 750.
Increase your Healing received from others by 5% while at or below 50% Health.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
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.
Increase your maximum Health by 450.
Increase your maximum Ammo by 15.
Reduce your active Cooldowns by 10% after getting an Elimination.
Reduce the Cooldown of Fireball by 2.25s.
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 500 for each enemy hit with Fireball.
Increase your maximum Health by 750.
Increase your Healing received from others by 5% while at or below 50% Health.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
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.
Increase your maximum Health by 450.
Increase your maximum Ammo by 15.
Reduce your active Cooldowns by 10% after getting an Elimination.
Reduce the Cooldown of Fireball by 2.25s.
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 500 for each enemy hit with Fireball.
Increase your maximum Health by 450.
Increase your maximum Ammo by 15.
Reduce your active Cooldowns by 10% after getting an Elimination.
Reduce the Cooldown of Fireball by 2.25s.
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 500 for each enemy hit with Fireball.
Increase your maximum Health by 750.
Increase your Healing received from others by 5% while at or below 50% Health.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
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.
Increase your maximum Health by 750.
Increase your Healing received from others by 5% while at or below 50% Health.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.