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 do not consume Ammo for 2.5s after hitting an enemy with Poison Bolts.
Increase the duration of Hidden by 5s.
Increase your Movement Speed by 5% while Hidden is active.
Increase your maximum Ammo by 4.
Reduce the Cooldown of Poison Bolts by 1.6s.
Increase the damage done by Poison Bolts by 25% and the rate at which they deal damage by 75%.
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.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
Increase your maximum Health by 150.
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 100-Health Shield for 3s after falling to or below 50% Health.
Reset the Cooldown of Crouching Tigron after falling to or below 30% Health.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Increase your maximum Health by 200.
Hitting enemies with Bladed Chakrams Heals you for 60.
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 100-Health Shield for 3s after falling to or below 50% Health.
Reset the Cooldown of Crouching Tigron after falling to or below 30% Health.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Increase your maximum Health by 200.
Hitting enemies with Bladed Chakrams Heals you for 60.
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.
Gain a 100-Health Shield for 3s after falling to or below 50% Health.
Reset the Cooldown of Crouching Tigron after falling to or below 30% Health.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Increase your maximum Health by 200.
Hitting enemies with Bladed Chakrams Heals you for 60.
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 350 every 1s while channeling Restore Soul.
Regenerate 2 Ammo every 0.5s while channeling Restore Soul.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Increase the range of Restore Soul by 300% and reduce the time between Healing ticks by 20%.
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 240 for each enemy hit with Obliteration.
Reduce the Cooldown of Dark Siphon and Obliteration by 1.2000000000000002s after activating Tendril.
Increase your maximum Health by 150.
Increase your Movement Speed by 15% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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 done by Rend Soul by 16%.
Increase your maximum Health by 200.
Increase your maximum Ammo by 4.
Every Soul Charge you detonate generates 2 Ammo.
Your Movement Speed is increased by 40% while any enemy is marked with a Soul Orb stack.
Each Soul Charge you detonate with Rend Soul increases your maximum Health and weapon damage by 2% until you die. Stacks up to 12 times.
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 every 1s while channeling Restore Soul.
Regenerate 2 Ammo every 0.5s while channeling Restore Soul.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Increase the range of Restore Soul by 300% and reduce the time between Healing ticks by 20%.
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 every 1s while channeling Restore Soul.
Regenerate 2 Ammo every 0.5s while channeling Restore Soul.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Increase the range of Restore Soul by 300% and reduce the time between Healing ticks by 20%.
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 240 for each enemy hit with Obliteration.
Reduce the Cooldown of Dark Siphon and Obliteration by 1.2000000000000002s after activating Tendril.
Increase your maximum Health by 150.
Increase your Movement Speed by 15% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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.
Heal for 350 every 1s while channeling Restore Soul.
Regenerate 2 Ammo every 0.5s while channeling Restore Soul.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Increase the range of Restore Soul by 300% and reduce the time between Healing ticks by 20%.
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.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
Increase your maximum Health by 150.
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 350 every 1s while channeling Restore Soul.
Regenerate 2 Ammo every 0.5s while channeling Restore Soul.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Each Soul Charge you detonate with Rend Soul increases your maximum Health and weapon damage by 2% until you die. Stacks up to 12 times.
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 100-Health Shield for 3s after falling to or below 50% Health.
Reset the Cooldown of Crouching Tigron after falling to or below 30% Health.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Increase your maximum Health by 200.
Hitting enemies with Bladed Chakrams Heals you for 60.
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.
Heal for 350 every 1s while channeling Restore Soul.
Regenerate 2 Ammo every 0.5s while channeling Restore Soul.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Increase the range of Restore Soul by 300% and reduce the time between Healing ticks by 20%.
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 every 1s while channeling Restore Soul.
Regenerate 2 Ammo every 0.5s while channeling Restore Soul.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Each Soul Charge you detonate with Rend Soul increases your maximum Health and weapon damage by 2% until you die. Stacks up to 12 times.
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.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
Increase your maximum Health by 150.
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 350 every 1s while channeling Restore Soul.
Regenerate 2 Ammo every 0.5s while channeling Restore Soul.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Each Soul Charge you detonate with Rend Soul increases your maximum Health and weapon damage by 2% until you die. Stacks up to 12 times.
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 area of effect of all your explosions by 10%.
Heal for 90 for each use of Explosive Personality.
Increase the explosion radius of Hail of Bombs' explosives by 50%.
Increase the explosion radius of Cluster Grenade's initial explosion by 6%.
Generate 1 ammo for every -200 explosive damage done.
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.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
Increase your maximum Health by 150.
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 area of effect of all your explosions by 10%.
Heal for 90 for each use of Explosive Personality.
Increase the explosion radius of Hail of Bombs' explosives by 50%.
Increase the explosion radius of Cluster Grenade's initial explosion by 6%.
Generate 1 ammo for every -200 explosive damage done.
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 area of effect of all your explosions by 10%.
Heal for 90 for each use of Explosive Personality.
Increase the explosion radius of Hail of Bombs' explosives by 50%.
Increase the explosion radius of Cluster Grenade's initial explosion by 6%.
Generate 1 ammo for every -200 explosive damage done.
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 240 for each enemy hit with Obliteration.
Reduce the Cooldown of Dark Siphon and Obliteration by 1.2000000000000002s after activating Tendril.
Increase your maximum Health by 150.
Increase your Movement Speed by 15% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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.
Heal for 240 for each enemy hit with Obliteration.
Reduce the Cooldown of Dark Siphon and Obliteration by 1.2000000000000002s after activating Tendril.
Increase your maximum Health by 150.
Increase your Movement Speed by 15% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased by 2s.