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 150 each time one of your Spirit Lures triggers.
Heal for 105 after an enemy survives being hit with Yokai Doll or Savage Tear at maximum Curse stacks.
Increase your maximum Health by 150.
Increase your Movement Speed by 30% for 2s after Body and Soul ends.
Increase the area of effect of Spirit Lure's explosion by 15%.
Increase your Ultimate charge rate by 3% and Movement Speed by 5% per stack of Curse currently on 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.
Increase the Radius of Swarm by 6%, but increase its cost by {scale=3|3}%.
Increase extra Blood Health by 600 while decreasing base Health by {scale=125|125}.
Gain 3% of Max Health when hitting a marked enemy.
Gain a 450 Shield for 1.75s after falling to or below 75% Health. Can only happen once every 35s.
Reduce the Blood cost of Death Wings by 12% while an enemy is marked by Blood Hex.
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 damage your other allies take by 15% while they are within 35 units of the middle wall segment of your Sanctuary.
Using an ability above Ire threshold Heals you for 225.
Heal for 210 for each enemy hit with Reckoning.
Heal for 225 after activating Conviction.
Heal for 36 every 0.5s while at least one wall segment of Sanctuary is active.
Gain 30% Lifesteal on your hits with Judgement.
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 received from Dark Siphon by 150 health.
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.
Heal for 180 for each enemy hit with Obliteration.
Gain a 225 Shield for 5s after activating Tendril.
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 Healing received from Dark Siphon by 150 health.
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.
Heal for 180 for each enemy hit with Obliteration.
Gain a 225 Shield for 5s after activating Tendril.
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 Healing Spirit Links provides every 1s to your linked friendly target by 60 Health.
Increase your maximum Health by 150.
Increase your maximum Ammo by 6.
After taking -375 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Heal for 150 when you use Envelop.
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 Healing Spirit Links provides every 1s to your linked friendly target by 60 Health.
Increase your maximum Health by 150.
Increase your maximum Ammo by 6.
After taking -375 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Heal for 150 when you use Envelop.
Increase the range of Chain Heal bounces by 40%.