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 Shell Shield by 0.8s for every 1000 damage Absorbed.
Increase the travel distance of Shell Spin by 10%.
Heal for 220 every 1s while Shell Shield is active.
Increase your Healing received from other players by 30% while at or below 50% Health.
Increase the Health of Shell Shield by 200.
Shell Shield is placed on the ground instead of channeled around you, and lasts 2s 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.
Reduce the Cooldown of Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Increase your Healing received from others by 15% while at or below 50% Health.
Gain a 450-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2s for every 1000 damage your Shield takes.
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 damage done by any enemy you are linked to with Spirit Link by 20%.
Grant 0.17% Ultimate Charge to each player to which Chain Heal bounces.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 80 Health.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Reduce the Cooldown of your next Chain Heal by 0.4s after hitting an enemy with Sigil. This effect stacks.
Increase the range of Chain Heal bounces by 40%.
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 Movement Speed of allies affected by Mending Spirits by 20%.
Generate 0.25% Ultimate charge every 1s for 1s after hitting an ally with Mending Spirits.
Reduce the Cooldown of Gourd by 3.2s.
Reduce your damage taken by 16% while Healing an ally with Mending Spirits.
Reduce your active Cooldowns by 20% after getting an Elimination.
Mending Spirits immediately Heals your target for an additional 350.
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.
Grants Marked ally 7.5% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Grant a 80-Health Shield to an ally for 2s when you Mark them.
Reduce the damage taken by an ally Healed by Abyssal Reconstruction by 4% for 0.8s after being Healed.
Heal for 320 over 1s after Healing an ally with Abyssal Reconstruction.
Mark of Fate now provides to its target an additional 25% of the Healing done to other allies with Abyssal Reconstruction.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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.
Grants Marked ally 7.5% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Grant a 80-Health Shield to an ally for 2s when you Mark them.
Reduce the damage taken by an ally Healed by Abyssal Reconstruction by 4% for 0.8s after being Healed.
Heal for 320 over 1s after Healing an ally with Abyssal Reconstruction.
Mark of Fate now provides to its target an additional 25% of the Healing done to other allies with Abyssal Reconstruction.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 3.2s. This card also increases the rate of Shield gain when using Aegis.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Increase your Healing received from others by 15% while at or below 50% Health.
Gain a 450-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2s for every 1000 damage your Shield takes.
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 3.2s. This card also increases the rate of Shield gain when using Aegis.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Increase your Healing received from others by 15% while at or below 50% Health.
Gain a 450-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2s for every 1000 damage your Shield takes.
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 Movement Speed of allies affected by Mending Spirits by 20%.
Generate 0.25% Ultimate charge every 1s for 1s after hitting an ally with Mending Spirits.
Reduce the Cooldown of Gourd by 3.2s.
Reduce your damage taken by 16% while Healing an ally with Mending Spirits.
Reduce your active Cooldowns by 20% after getting an Elimination.
Mending Spirits immediately Heals your target for an additional 350.
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 Astral Mark by 2s.
Heal for 40 every 1s for 10s after applying Astral Mark.
Increase the range at which you can use Void Grip by 10%.
Increase the range of Astral Mark by 16%.
Increase the duration of Astral Mark by 1.6s.
All allies already affected by Astral Mark are Healed for an additional 285 when you use Astral Mark.
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 Astral Mark by 2s.
Heal for 40 every 1s for 10s after applying Astral Mark.
Increase the range at which you can use Void Grip by 10%.
Increase the range of Astral Mark by 16%.
Increase the duration of Astral Mark by 1.6s.
All allies already affected by Astral Mark are Healed for an additional 285 when you use Astral Mark.
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 Movement Speed by 10% while Hunter's Mark is active.
Increase your Movement Speed by 32% for 4s after using Fire Bomb.
Activating Fire Bomb heals you for 100 over 2s.
Reduce the Cooldown of Fire Bomb by 3s.
Reduce your active Cooldowns by 30% after getting an Elimination.
Fire Bomb deals 30% increased damage and applies a 60% reduce healing effect.
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.
Grants Marked ally 7.5% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Grant a 80-Health Shield to an ally for 2s when you Mark them.
Reduce the damage taken by an ally Healed by Abyssal Reconstruction by 4% for 0.8s after being Healed.
Heal for 320 over 1s after Healing an ally with Abyssal Reconstruction.
Mark of Fate now provides to its target an additional 25% of the Healing done to other allies with Abyssal Reconstruction.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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.
Grants Marked ally 7.5% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Grant a 80-Health Shield to an ally for 2s when you Mark them.
Reduce the damage taken by an ally Healed by Abyssal Reconstruction by 4% for 0.8s after being Healed.
Heal for 320 over 1s after Healing an ally with Abyssal Reconstruction.
Mark of Fate now provides to its target an additional 25% of the Healing done to other allies with Abyssal Reconstruction.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 an enemy with Crippling Throw reduces the Cooldown of Blossom by 1.7999999999999998s.
Reduce the Cooldown of Vine by 4s after hitting an enemy with Crippling Throw.
Increase the radius of Blossom by 12%.
Reduce your active Cooldowns by 30% after getting an Elimination.
Increase your Movement Speed by 16% for 2s after using Vine.
Heal for a burst of 500 and an additional 300 over 2s in a 50 unit radius at your location when you finish Vining. 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.
Reduce the damage done by any enemy you are linked to with Spirit Link by 20%.
Grant 0.17% Ultimate Charge to each player to which Chain Heal bounces.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 80 Health.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Reduce the Cooldown of your next Chain Heal by 0.4s after hitting an enemy with Sigil. This effect stacks.
Increase the range of Chain Heal bounces by 40%.
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 Movement Speed of allies affected by Mending Spirits by 20%.
Generate 0.25% Ultimate charge every 1s for 1s after hitting an ally with Mending Spirits.
Reduce the Cooldown of Gourd by 3.2s.
Reduce your damage taken by 16% while Healing an ally with Mending Spirits.
Reduce your active Cooldowns by 20% after getting an Elimination.
Mending Spirits immediately Heals your target for an additional 350.
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 3.2s. This card also increases the rate of Shield gain when using Aegis.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Increase your Healing received from others by 15% while at or below 50% Health.
Gain a 450-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2s for every 1000 damage your Shield takes.
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 Movement Speed by 10% for 3s after using Charge.
Reduce the Cooldown of Charge by 0.6s after hitting an enemy with Fireball.
Gain a 450-Health Shield for 3s after you use Charge.
Increase your Movement Speed by 40% for 3s after hitting an enemy with Fireball.
Reduce the Cooldown of Fireball by 2.25s.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
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 Movement Speed by 10% for 3s after using Charge.
Reduce the Cooldown of Charge by 0.6s after hitting an enemy with Fireball.
Gain a 450-Health Shield for 3s after you use Charge.
Increase your Movement Speed by 40% for 3s after hitting an enemy with Fireball.
Reduce the Cooldown of Fireball by 2.25s.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
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 Movement Speed of allies affected by Mending Spirits by 20%.
Generate 0.25% Ultimate charge every 1s for 1s after hitting an ally with Mending Spirits.
Reduce the Cooldown of Gourd by 3.2s.
Reduce your damage taken by 16% while Healing an ally with Mending Spirits.
Reduce your active Cooldowns by 20% after getting an Elimination.
Mending Spirits immediately Heals your target for an additional 350.
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 Movement Speed of allies affected by Mending Spirits by 20%.
Generate 0.25% Ultimate charge every 1s for 1s after hitting an ally with Mending Spirits.
Reduce the Cooldown of Gourd by 3.2s.
Reduce your damage taken by 16% while Healing an ally with Mending Spirits.
Reduce your active Cooldowns by 20% after getting an Elimination.
Mending Spirits immediately Heals your target for an additional 350.
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.
Grants Marked ally 7.5% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Grant a 80-Health Shield to an ally for 2s when you Mark them.
Reduce the damage taken by an ally Healed by Abyssal Reconstruction by 4% for 0.8s after being Healed.
Heal for 320 over 1s after Healing an ally with Abyssal Reconstruction.
Mark of Fate now provides to its target an additional 25% of the Healing done to other allies with Abyssal Reconstruction.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 Movement Speed by 10% while Hunter's Mark is active.
Increase your Movement Speed by 32% for 4s after using Fire Bomb.
Activating Fire Bomb heals you for 100 over 2s.
Reduce the Cooldown of Fire Bomb by 3s.
Reduce your active Cooldowns by 30% after getting an Elimination.
Fire Bomb deals 30% increased damage and applies a 60% reduce healing effect.
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 3.2s. This card also increases the rate of Shield gain when using Aegis.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Increase your Healing received from others by 15% while at or below 50% Health.
Gain a 450-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2s for every 1000 damage your Shield takes.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.