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 Radius and Effective Radius of the damage from Ambush by 75%.
Increase your base jump height by 30%.
Increase the range of Ambush by 50%.
Reduce the damage you take by 10% for 2s after Ambush ends. This applies to each Ambush in the chain.
Heal for 140 after activating Ambush. This applies to each Ambush in the chain.
Your Ambush gains an additional charge and can now be used on allies.
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 Abyssal Rift's pulse area of effect by 24%.
Increase the speed Rift Slash travels at by 20%.
Increase the max health damage of Royal Presence's Poison aura by 8%.
Increase the radius of Royal Presence's Poison aura by 60%.
Increase allies and decrease enemies' Movement Speed by 35% for 4 seconds when passing through Abyssal Fortress.
Rift Slash Cripples enemies it hits for 2s, and the resulting Abyssal Rift lasts 1s longer.
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 300 over 2s for each enemy hit by Kinetic Burst.
Gain 30% Lifesteal.
Reduce the Cooldown of Siege Shield by 1s for each enemy hit with Kinetic Burst.
Increase the Knockback distance of Kinetic Burst by 40%.
Reduce the Cooldown of Kinetic Burst by 2.4s.
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 125 every 1s while standing near any of your Turrets.
Increase your maximum Health by 600.
Heal for 40 each time one of your base Turrets hits an enemy.
Increase the Health of all your Turrets by 420.
Heal all of your Turrets for 90 every 1s while you are standing near them.
Increase the maximum Health of Barricade by 2000 and reduce its Cooldown by 3s.
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.
Generate 2 Ammo after activating Combat Trance.
Reduce the Cooldown of Combat Trance by 0.8s for each enemy hit by Heavy Blade.
Hitting enemies with Bladed Chakrams Heals you for 30.
Increase your maximum Ammo by 4.
Generate 3% Ultimate charge 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.
Heal for 40 each time one of your base Turrets hits an enemy.
Increase the duration of Barricade by 1.7999999999999998s.
Reduce the Cooldown of Barricade by 1.2000000000000002s.
Increase the Health of Barricade by 600.
Heal for 100 every 1s while standing near any of your Turrets.
Increase the maximum Health of Barricade by 2000 and reduce its Cooldown by 3s.
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 effect of the Knockback applied by Obliteration by 24% of its base value.
Increase your Movement Speed by 8% for 1s after hitting anything with Deadly Scythe.
Increase your Movement Speed by 25% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Heal for 180 for each enemy hit with Obliteration.
Increase your maximum Health by 100.
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 the Knockback distance of Kinetic Burst by 40%.
Heal for 300 over 2s for each enemy hit by Kinetic Burst.
Increase the duration of Siege Shield by 2.4s.
Increase the Health of Siege Shield by 750.
Reduce the Cooldown of Siege Shield by 1s for each enemy hit with Kinetic Burst.
Reduce your damage taken by 75% while using Shoulder Bash.
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 225 Shield for 5s after activating Tendril.
Increase your Movement Speed by 8% for 1s after hitting anything with Deadly Scythe.
Reduce the Cooldown of Dark Siphon and Obliteration by 1.6s after activating Tendril.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Reduce the cooldown of Tendril by 2.4s.
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 the effect of the Knockback applied by Obliteration by 24% of its base value.
Increase your Movement Speed by 8% for 1s after hitting anything with Deadly Scythe.
Increase your Movement Speed by 25% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Heal for 180 for each enemy hit with Obliteration.
Increase your maximum Health by 100.
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.
Gain a 225 Shield for 5s after activating Tendril.
Increase your Movement Speed by 8% for 1s after hitting anything with Deadly Scythe.
Reduce the Cooldown of Dark Siphon and Obliteration by 1.6s after activating Tendril.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Reduce the cooldown of Tendril by 2.4s.
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 the Knockback distance of Kinetic Burst by 40%.
Heal for 300 over 2s for each enemy hit by Kinetic Burst.
Increase the duration of Siege Shield by 2.4s.
Increase the Health of Siege Shield by 750.
Reduce the Cooldown of Siege Shield by 1s for each enemy hit with Kinetic Burst.
Increase Siege Shield's maximum Health by 2500 and its size by 50%, but reduce its Movement Speed by 80%.
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 140 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 15% for 2s after Ambush ends. This applies to each Ambush in the chain.
Heal for -7.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 40%.
Increase the Radius and Effective Radius of the damage from Ambush by 75%.
Your Ambush gains an additional charge and can now be used on allies.
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 200-Health Shield for 3s after falling to or below 50% Health.
Increase your maximum Health by 200.
Heal for 90 every 1s while Combat Trance is active.
Gain a 75-Health Shield for 3s after activating Crouching Tigron.
Gain a 240-Health Shield for 4s after activating Combat Trance.
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.
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.
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 40 each time one of your base Turrets hits an enemy.
Increase the duration of Barricade by 1.7999999999999998s.
Reduce the Cooldown of Barricade by 1.2000000000000002s.
Increase the Health of Barricade by 600.
Heal for 100 every 1s while standing near any of your Turrets.
Increase the maximum Health of Barricade by 2000 and reduce its Cooldown by 3s.
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 Combat Trance by 0.4s for each enemy hit by Heavy Blade.
Hitting enemies with Bladed Chakrams Heals you for 75.
Heal for 225 every 1s while Combat Trance is active.
Heal for 120 for each enemy hit by Heavy Blade.
Reduce the Cooldown of Heavy Blade by 0.6s.
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.
Your Movement Speed is increased by 8% while any enemy is marked with a Soul Orb stack.
Reduce the Cooldown of Shadow Travel by 1.6s.
Reduce the Cooldown of Shadow Travel by 1.6s after activating Restore Soul. This can only occur once every 5s.
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.
Increase the Knockback distance of Kinetic Burst by 40%.
Heal for 300 over 2s for each enemy hit by Kinetic Burst.
Increase the duration of Siege Shield by 2.4s.
Increase the Health of Siege Shield by 750.
Reduce the Cooldown of Siege Shield by 1s for each enemy hit with Kinetic Burst.
Reduce your damage taken by 75% while using Shoulder Bash.
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 140 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 15% for 2s after Ambush ends. This applies to each Ambush in the chain.
Heal for -7.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 40%.
Increase the Radius and Effective Radius of the damage from Ambush by 75%.
Your Ambush gains an additional charge and can now be used on allies.
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 36% Lifesteal against targets Slowed by Net Shot.
Increase the duration of Net Shot's Slow by 0.6s.
Increase the jump strength of Heroic Leap by 10%.
Increase your Movement Speed by 40% for 3s after using Net Shot.
Reduce the Cooldown of Net Shot by 4s.
Increase the damage you deal to targets Slowed by Net Shot by 20% and increases the duration of Net Shot's Slow by 0.5s. The damage increase lasts a minimum of 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 140 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 15% for 2s after Ambush ends. This applies to each Ambush in the chain.
Heal for -7.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 40%.
Increase the Radius and Effective Radius of the damage from Ambush by 75%.
Your Ambush gains an additional charge and can now be used on allies.
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 60.
Increase your maximum Health by 200.
Heal for 135 every 1s while Combat Trance is active.
Generate 2 Ammo after activating Combat Trance.
Increase your maximum Ammo by 2.
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 300 over 2s for each enemy hit by Kinetic Burst.
Gain 30% Lifesteal.
Reduce the Cooldown of Siege Shield by 1s for each enemy hit with Kinetic Burst.
Increase the Knockback distance of Kinetic Burst by 40%.
Reduce the Cooldown of Kinetic Burst by 2.4s.
Reduce your damage taken by 75% while using Shoulder Bash.
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 140 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 15% for 2s after Ambush ends. This applies to each Ambush in the chain.
Heal for -7.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 40%.
Increase the Radius and Effective Radius of the damage from Ambush by 75%.
Your Ambush gains an additional charge and can now be used on allies.