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 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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.
Gain a 150-Health Shield for 3s after you use Charge.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.45s.
Increase your maximum Health by 750.
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 duration of Emitter by 5s.
Heal for 100 every 1s while Emitter is active.
Reduce the Cooldown of Emitter by 3s.
Reduce the Cooldown of Missile Launcher by 0.7s.
Increase your maximum Health by 600.
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.
Apply a Knockback of 200 to enemies hit by Charge.
Heal for 300 for each enemy hit with Fireball.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.9s.
Increase your maximum Health by 750.
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 duration of Emitter by 5s.
Heal for 100 every 1s while Emitter is active.
Reduce the Cooldown of Emitter by 3s.
Reduce the Cooldown of Missile Launcher by 0.7s.
Increase your maximum Health by 600.
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 Emitter by 5s.
Heal for 100 every 1s while Emitter is active.
Reduce the Cooldown of Emitter by 3s.
Reduce the Cooldown of Missile Launcher by 0.7s.
Increase your maximum Health by 600.
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.
Apply a Knockback of 200 to enemies hit by Charge.
Heal for 300 for each enemy hit with Fireball.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.9s.
Increase your maximum Health by 750.
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.
Apply a Knockback of 200 to enemies hit by Charge.
Heal for 300 for each enemy hit with Fireball.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Reduce the Cooldown of Fireball by 0.9s.
Increase your maximum Health by 750.
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.
Apply a Knockback of 600 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 0.9s.
Reduce the Cooldown of Charge by 1s for every 1000 damage your Shield takes.
Increase your maximum Health by 600.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
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.
Apply a Knockback of 600 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 0.9s.
Reduce the Cooldown of Charge by 1s for every 1000 damage your Shield takes.
Increase your maximum Health by 600.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
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.
Apply a Knockback of 600 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 0.9s.
Reduce the Cooldown of Charge by 1s for every 1000 damage your Shield takes.
Increase your maximum Health by 600.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
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 Shield by 2.4000000000000004s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 1.35s.
Increase your maximum Health by 600.
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 Shield by 2.4000000000000004s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 1.35s.
Increase your maximum Health by 600.
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 Shield by 2.4000000000000004s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Fireball by 1.35s.
Increase your maximum Health by 600.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.