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 200 after activating Soul Harvest.
Gain a 1250-Health Shield for 3s after dropping to or below 30% Health.
Increase your maximum Health by 750.
Heal for 300 for each champion hit by Juggernaut.
Reduce the Cooldown of Juggernaut by 1s after activating Soul Harvest.
Increase your Ultimate charge rate by 60%.
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.
Reduce the Cooldown of Heavy Blade by 2.4s.
Increase your maximum Ammo by 2.
Hitting enemies with Bladed Chakrams Heals you for 45.
Generate 2 Ammo after activating Combat Trance.
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.
Heal for 180 every 1s while Combat Trance is active.
Reduce the Cooldown of Heavy Blade by 2.4s.
Increase your maximum Ammo by 2.
Hitting enemies with Bladed Chakrams Heals you for 45.
Generate 2 Ammo after activating Combat Trance.
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.
Heal for 180 every 1s while Combat Trance is active.
Reduce the Cooldown of Heavy Blade by 2.4s.
Increase your maximum Ammo by 2.
Hitting enemies with Bladed Chakrams Heals you for 45.
Generate 2 Ammo after activating Combat Trance.
Heavy Blade now explodes on reactivation instead of recalling, but the initial throw does reduced damage.