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 250 health.
Heal for 180 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the effect of the Knockback applied by Obliteration by 40% of its base value.
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 your jump height by 100% while Agility is active.
Reduce the rate of Energy consumption while in Dragon Stance by 6%.
Increase your maximum Health by 50.
Heal for 480 after hitting at least one enemy with Skewer.
Reduce the time it takes to enter and exit Dragon Stance by 50%.
Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 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 your jump height by 100% while Agility is active.
Reduce the rate of Energy consumption while in Dragon Stance by 6%.
Increase your maximum Health by 50.
Heal for 480 after hitting at least one enemy with Skewer.
Reduce the time it takes to enter and exit Dragon Stance by 50%.
Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 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 your jump height by 100% while Agility is active.
Reduce the rate of Energy consumption while in Dragon Stance by 6%.
Increase your maximum Health by 50.
Heal for 480 after hitting at least one enemy with Skewer.
Reduce the time it takes to enter and exit Dragon Stance by 50%.
Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 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 Projectile Speed of Gourd by 40%.
Generate 0.25% Ultimate charge every 1s for 1s after hitting an ally with Mending Spirits.
Increase the travel distance of Slither by 10%.
Reduce the Cooldown of Slither by 3s.
Reduce the Cooldown of Gourd by 3.2s.
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 the Projectile Speed of Gourd by 40%.
Generate 0.25% Ultimate charge every 1s for 1s after hitting an ally with Mending Spirits.
Increase the travel distance of Slither by 10%.
Reduce the Cooldown of Slither by 3s.
Reduce the Cooldown of Gourd by 3.2s.
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 210 for each enemy hit with Reckoning.
Reduce the damage your other allies take by 10% while they are within 35 units of the middle wall segment of your Sanctuary.
Reduce the damage you take by 6% while at least one wall segment of Sanctuary is active.
Increase the distance traveled by Conviction by 18%.
Reduce the Cooldown of Conviction by 1.5s after using Reckoning.
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.
Reduce the Cooldown of Commander's Grab by 0.6s.
Reduce the Cooldown of Battle Shout by 1.7999999999999998s.
Increase your maximum Health by 600.
Increase your maximum Ammo by 12.
Generate 12 Ammo after activating Battle Shout.
Increase your Attack Speed by 40%, but reduce your damage-per-shot 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.
Increase the distance traveled by Juggernaut by 40%.
Gain a 150-Health Shield for 3s after activating Juggernaut.
Heal for 150 for each champion hit by Juggernaut.
Increase the potency of Juggernaut's Knockup by 28%.
Reduce the Cooldown of Juggernaut by 4s after activating Soul Harvest.
Reduce your damage taken by 40% while using Juggernaut.
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 Thrust by 6s for each enemy hit with Fire Spit.
Restore 20% of your maximum Booster fuel after getting a Killing Blow or Elimination.
Reduce the Cooldown of Thrust by 26% after getting an Elimination.
Increase the size of your Fire Spit by 48%.
Reduce the Cooldown of Fire Spit by 2.5s for each enemy hit by it.
Fire Spit applies a Knockback and deals an additional 300 damage over 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.
Hitting an enemy with Presence reduces its Cooldown by 5s.
Reduce the Cooldown of Presence by 0.8s for each enemy hit by Valor.
Each enemy hit by Presence reduces Valor’s Cooldown by 0.6s.
Reduce your active Cooldowns by 16% after getting an Elimination.
Generate 5 Ammo for each enemy hit with Valor.
Hitting an enemy with Heirloom Rifle increases your Heirloom Rifle damage against that enemy by 7% for 3s, stacking up to 5 times.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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.
Increase the radius of Pyre Strike by 50%.
Increase the travel distance of Wings of Wrath by 10%.
Generate 15% Wrath after hitting an enemy with Pyre Strike.
Decrease the rate of Wrath decay by 30%.
Reduce the Cooldown of Pyre Strike by 4s for each successful hit by Wings of Wrath.
Refiring Pyre Strike stops it in place. Any ally in its beam is Healed for 150 every 0.1s for 1.5s. Additional hits refresh the effect. Remedy (+5% Damage +10% 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 Cooldown of Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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 Charge by 3s after hitting an enemy with Fireball.
Increase the travel distance of Charge by 30%.
Apply a Knockback of 200 to enemies hit by Charge.
Reduce the Cooldown of Fireball by 1.8s.
Heal for 300 for each enemy hit with Fireball.
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.
Increase the distance traveled by Juggernaut by 40%.
Gain a 150-Health Shield for 3s after activating Juggernaut.
Heal for 150 for each champion hit by Juggernaut.
Increase the potency of Juggernaut's Knockup by 28%.
Reduce the Cooldown of Juggernaut by 4s after activating Soul Harvest.
Reduce your damage taken by 40% while using Juggernaut.