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 you take by 25% for 2s after Ambush ends. This applies to each Ambush in the chain.
Heal for -7.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Reduce the damage you take by 24% for 2s after activating Shadow Bombs.
Increase your base jump height by 60%.
Increase the range of Ambush by 30%.
Increase the explosion radius of Shadow Bombs by 5 units and they now home to 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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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 your maximum Health by 150.
Increase your maximum Ammo by 2.
Reduce the damage done by any enemy you are linked to with Spirit Link by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
Increase your Movement Speed by 8% for 5s after earning a Killing Blow or Elimination.
While Envelop is active and you are Linked to an enemy, prevent them from 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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Linking to a new target reduces all your Cooldowns by 0.1s.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Heal for 20 every 1s while Spirit Linked to an ally.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Generate 5% Ultimate charge after getting Killing Blow or Elimination while Designated Sights is active.
Reduce the Movement Speed penalty of Designated Sights by 20%.
Increase your maximum Ammo by 2.
Reduce damage taken by 20% for 2.5s after activating Commanding Leap.
Increase your maximum Health by 200.
Enemies are rooted in place when they are hit by the pre fire beam and the Creeping Barrage deals 1450 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.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Heal for 20 every 1s while Spirit Linked to an ally.
Using Envelop reduces your linked friendly target's Cooldowns by 20%.
Increase the maximum amount of damage mitigated by Envelop by 35%.
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.
Reduce the Cooldown of Barricade by 1.6s.
Increase the duration of Barricade by 0.6s.
Gain a 300-Health Shield for 3s after activating Rocket Boots.
Heal for 100 every 1s while standing near any of your Turrets.
Increase the Health of Barricade by 800.
Increase the maximum Health of Barricade by 2000 and reduce its Cooldown by 3s.
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 5% Ultimate charge after getting Killing Blow or Elimination while Designated Sights is active.
Reduce the Movement Speed penalty of Designated Sights by 20%.
Increase your maximum Ammo by 2.
Reduce damage taken by 20% for 2.5s after activating Commanding Leap.
Increase your maximum Health by 200.
Enemies are rooted in place when they are hit by the pre fire beam and the Creeping Barrage deals 1450 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.
Generate 2 Ammo after activating Ice Block.
Heal for 180 every 1s while Ice Block is active.
Reduce your active Cooldowns by 40% after getting an Elimination.
Increase your Movement Speed during Soar by 21%.
Reduce the Cooldown of Soar by 60% after getting an Elimination
Ice Storm has its damage increased by 100% and its Ultimate charge decreased by 50%, but its duration is reduced to 3s.
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.
Reduce your weapon recoil by 20% while using Precision Sights.
Reduce the Cooldown of Sensor Drone by 0.24s for every enemy hit while Precision Sights is active.
Bring up Precision Sights 30% faster.
Increase your Movement Speed by 16%.
After firing continuously for 2s, gain 10% increased damage.