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.
Your Savage Tear deals an additional 10% base damage per stack of Curse on your target.
Increase the area of effect of Spirit Lure's explosion by 10%.
Decrease the Cooldown of Body and Soul by 1.2s.
Increase the duration of Curse stacks by 1.2s.
Reduce the Cooldown of Savage Tear by 2s.
Extend the duration of your Body and Soul by 1s. After the ability ends, Heal for 70% of the damage your body took (minimum of 15% max health) while traveling, unaffected by Cauterize
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 Fireball by 2.25s.
Reduce the Cooldown of Charge by 0.5s for every 1000 damage your Shield takes.
Increase your Healing received from others by 15% while at or below 50% Health.
Reduce the Cooldown of Shield by 2.4000000000000004s. This card also increases the rate of Shield gain when using Aegis.
Increase your maximum Ammo by 45.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 Fireball by 2.25s.
Reduce the Cooldown of Charge by 0.5s for every 1000 damage your Shield takes.
Increase your Healing received from others by 15% while at or below 50% Health.
Reduce the Cooldown of Shield by 2.4000000000000004s. This card also increases the rate of Shield gain when using Aegis.
Increase your maximum Ammo by 45.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 Fireball by 2.25s.
Reduce the Cooldown of Charge by 0.5s for every 1000 damage your Shield takes.
Increase your Healing received from others by 15% while at or below 50% Health.
Reduce the Cooldown of Shield by 2.4000000000000004s. This card also increases the rate of Shield gain when using Aegis.
Increase your maximum Ammo by 45.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 Fireball by 2.25s.
Reduce the Cooldown of Charge by 0.5s for every 1000 damage your Shield takes.
Increase your Healing received from others by 15% while at or below 50% Health.
Reduce the Cooldown of Shield by 2.4000000000000004s. This card also increases the rate of Shield gain when using Aegis.
Increase your maximum Ammo by 45.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.