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 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 Charge by 2.5s for every 1000 damage your Shield takes.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 200 for each enemy hit with Fireball.
Apply a Knockback of 200 to enemies hit by Charge.
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 your maximum Health by 250.
Increase the Healing you receive by 10% while at or below 50% Health.
Heal for 70 for each enemy hit with Harpoon.
Generate 2 Ammo for each enemy hit by Broadside.
Increase your maximum Ammo by 5.
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.
Reduce the Cooldown of Tendril by 0.6s after hitting an enemy with Dark Siphon.
Increase your Movement Speed by 20% for 1s after hitting anything with Deadly Scythe.
Reduce the damage you take by 12% for 3s after activating Tendril.
Gain a 375 Shield for 5s after activating Tendril.
Reduce the cooldown of Tendril by 0.6s.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 250.
Hitting Kindle Soul increases you and your target's Movement Speed by 10% for 1.5s.
Apply a 35-Health Shield for 2s to allies affected by Kindle Soul.
Increase your maximum Ammo by 6.
Regenerate 4 Ammo every 0.5s for 1s after earning an Elimination.
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.
Gain a 500-Health Shield after activating Nullify.
Reduce your active Cooldowns by 32% after getting an Elimination.
Increase your maximum Ammo by 3.
Generate 150 Shield after using Protection.
Generate 2 Ammo for the target of your Protection.
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.
Gain a 500-Health Shield after activating Nullify.
Reduce your active Cooldowns by 32% after getting an Elimination.
Increase your maximum Ammo by 3.
Generate 150 Shield after using Protection.
Generate 2 Ammo for the target of your Protection.
Increase the damage done by allies by 10% while they are Shielded by Protection.
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.
Hitting enemies with Bladed Chakrams Heals you for 75.
Generate 3 Ammo after activating Combat Trance.
Reduce the Cooldown of Combat Trance by 0.8s for each enemy hit by Heavy Blade.
Reset the Cooldown of Crouching Tigron after falling to or below 30% Health.
Increase your maximum Ammo by 3.
Bladed Chakrams are able to bounce 2 additional times before disappearing.