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 1s for every 1000 damage Absorbed.
Reduce the Cooldown of Shell Spin by 20% after falling to or below 40% Health.
Heal for 55 every 1s while Shell Shield is active.
Increase the duration of Shell Shield by 1.7999999999999998s.
Increase the Health of Shell Shield by 1000.
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.
Generate 75 Shield after using Protection.
Increase your maximum Health by 750.
Reduce the Cooldown of Nullify by 5s.
Gain a 300-Health Shield after activating Nullify.
Gain a 100-Health Shield after getting an Elimination.
Double the range at which you can use Nullify.
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 250 every 1s while standing near a Shortcut.
Reduce the Cooldown of Harpoon by 0.4s for each enemy hit by Broadside.
Increase your maximum Ammo by 1.
Gain a 300-Health Shield after dropping to or below 50% Health.
Reduce the Cooldown of Harpoon by 6s.
Harpoon lodges into terrain and explodes when an enemy comes within 20 units, dealing 1000 damage in a 35-unit-radius area.
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 15%.
Reduce the Cooldown of In Pursuit by 2.4s.
Decrease your damage taken by 6% while using In Pursuit.
Reduce the Cooldown of Combat Slide by 10% for each enemy hit by your weapons.
Increase your Reload Speed by 25%.
Gain Immunity to Crowd Control and reduce your damage taken by 90% while using Combat Slide.
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 a weapon shot has a 60% chance to not consume Ammo.
Increase the duration of Deflector Shield by 1.6s.
Increase Deflector Shield's Health by 250.
Gain 20% Lifesteal.
While Deflector Shield is active 8% of damage dealt to you is instead dealt to the Shield.
After firing continuously for 2s, gain 10% increased 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.
Increase the Health of all your Turrets by 700.
Increase the Health of Barricade by 1000.
Heal all of your Turrets for 180 every 1s while you are standing near them.
Heal for 50 every 1s while standing near any of your Turrets.
Heal for 20 each time one of your base Turrets hits an enemy.
Dome Shield now costs 40% Ultimate charge and places a Flamethrower Turret with modified values and no Shield. Can have two active at once.
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 maximum Ammo count of both your weapons by 2.
Heal for 200 after entering Stealth at or below 65% Health.
Reduce the time it takes to Quick Switch to your Pistol by 10%.
Reduce the maximum inaccuracy of your Pistol by 40%.
Reduce the recoil of your Pistol by 30%.
Flare deals 250% base damage, has significantly increased Projectile Speed, and has its Cooldown reduced by 10s, but no longer Reveals enemies.
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 Blood cost of Swarm by 15% while an ally is marked by Blood Hex.
Increase extra Blood Health by 1000 while decreasing base Health by {scale=125|125}.
Increase the Radius of Swarm by 6%, but increase its cost by {scale=3|3}%.
Reduce your damage taken by 5% for 1.5s after activating Death Wings.
Gain 3% of Max Health when hitting a marked enemy.
Swarm is now cast on yourself and follows you around instead of being placed on the ground, its ability cost is decreased by 25%, and its radius is increased by 30%.
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 of Swarm by 6%, but increase its cost by {scale=3|3}%.
Reduce the Blood cost of Swarm by 5% while an ally is marked by Blood Hex.
Increase your ally's Movement Speed by 4% while they are marked by Blood Hex.
Increase extra Blood Health by 1000 while decreasing base Health by {scale=125|125}.
Increase the Healing allies receive from Swarm by 20%, but increase its cost by {scale=4|4}%.
Decrease the Blood cost of your abilities by 35% and increase your Healing done by 15%, but reduce the damage you do by 25%.
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 Warder's Field by 5s.
Heal for 22 every 1s while standing in Warder's Field.
Heal for 28 every 1s while Earthen Guard is active.
Reduce your damage taken by 15% while standing in Warder's Field.
Reduce the Cooldown of Earthen Guard by 2.5s.
The radius of Warder's Field is increased by 50% and it Cripples enemies within it.
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 2.4s.
Reduce the Cooldown of Vine by 3s after hitting an enemy with Crippling Throw.
Reduce your active Cooldowns by 20% after getting an Elimination.
Increase the radius of Blossom by 4%.
Reduce the Cooldown of Crippling Throw by 3s.
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.
Increase your maximum Ammo by 25.
Increase the Movement Speed boost of Agility by 8%.
Heal for 60 every 1s while Agility is active.
Increase your Healing received by 5% while firing your SMGs.
Regenerate 16 Ammo every 1s while Agility is active.
Generate 1 Energy for every 80 damage done with your Submachine Guns.
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.
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.
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 Shatterfall by 0.8999999999999999s for every 1s spent channeling Power Siphon.
Reduce your damage taken by up to 20% based on the number of Calamity Blast charges you have stored.
Generate 3% Power Siphon charge for each enemy hit with Massacre Axe.
Increase your Movement Speed by 10% for each Calamity Charge you have.
Heal for 5% of the damage Absorbed by Power Siphon.
Reduce the damage you take by 20% while at or below 50% Health.
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%.
Increase the explosion radius of Hail of Bombs' explosives by 40%.
Increase the explosion radius of Cluster Grenade's initial explosion by 24%.
Increase the lateral movement from each use of Explosive Personality by 40%.
Increase the vertical movement from each use of Explosive Personality by 40%.
Explosive damage sets enemies on fire for 0.3% of their maximum Health every 0.1s for 1.5s. Additional hits refresh the duration.
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 20 every 1s while Deflector Shield is active.
Gain 4% Lifesteal.
While Deflector Shield is active 32% of damage dealt to you is instead dealt to the Shield.
Increase Deflector Shield's Health by 625.
Increase the duration of Deflector Shield by 3.2s.
The Health of Deflector Shield is increased by 350 and its Cooldown is reduced by half if it is destroyed by an enemy.
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.
Decrease the recoil of Mag Dump by 50%.
Reduce the cooldown of Explosive Dodge by 1s after activating Grappling Hook.
Reduce the Cooldown of Grappling Hook by 1s after activating Explosive Dodge.
Heal for 100 after hitting an enemy with Grappling Hook. Heal for {scale=200|100} if the enemy is a Frontline.
Increase your Reload Speed by 25%.
Heavy SMG has three elemental effects: Fire imbued Mag Dump -- dealing damage over time, Electrically charged burst mode -- dealing AOE damage on stacks, and Ice infused Automatic -- shots slows enemies.
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 Rogue's Tempo grants you 4 stacks of Piercing Momentum and Sharp Momentum.
Extend the duration of Sharp Momentum stacks gained by hitting with War by 24%.
Each stack of Piercing Momentum grants you a 120 Shield for 3s after it expires.
Increase your Movement Speed by 60% for 1s after hitting an enemy with Love.
Reduce the Cooldown of Deadly Momentum by 1s after hitting at least one enemy with Rogue's Tempo.
Fire a weaker copy of Rogue's Tempo forward from your crosshairs for every 6 Ammo consumed.
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 distance of each Nether Step dash by 25%.
Generate 1% Ultimate charge after hitting at least one enemy with Defiance.
Heal for 20% of the damage Absorbed by Reversal.
Reduce all active Cooldowns by 20% after getting an Elimination.
Reduce the Cooldown of Nether Step by 100% after hitting an enemy with Reversal.
Nether Step now has 3 separate charges and is no longer linked.
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 Reload Speed by 21%.
Reduce your damage taken by 6% for 2s after using Recovery.
Gain 48% Lifesteal against targets Slowed by Net Shot.
Reduce the Cooldown of Net Shot by 5s.
Reduce the Cooldown of Heroic Leap by 1s.
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.
Increase your Movement Speed by 15%.
Reduce the Cooldown of In Pursuit by 2.4s.
Decrease your damage taken by 6% while using In Pursuit.
Reduce the Cooldown of Combat Slide by 10% for each enemy hit by your weapons.
Increase your Reload Speed by 25%.
Increase the damage you deal to your Retribution target by 25%.
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 2.4s.
Reduce the Cooldown of Vine by 3s after hitting an enemy with Crippling Throw.
Reduce your active Cooldowns by 20% after getting an Elimination.
Increase the radius of Blossom by 4%.
Reduce the Cooldown of Crippling Throw by 3s.
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.
Standing in your Gourd grants yourself and allies 40% Lifesteal.
Increase your Movement Speed by 8%.
Reduce your active Cooldowns by 20% after getting an Elimination.
Increase your Allies' and your Movement Speed by 5% while in your Gourd .
Reduce the Cooldown of Gourd by 4s.
Tossing your snake after reloading is faster and deals an additional 500 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.
Reduce the Cooldown of Emitter by 1s.
Reduce your damage taken by 3% for 3s after activating Advance.
Heal 300 health for each player hit by Missile Launcher.
Increase the duration of Emitter by 3s.
Heal for 250 every 1s while Emitter is active.
Increase the Shield granted by Emitter by 1300.