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 Dash by NaN after hitting at least one enemy with Shadow Bombs.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 10%.
Reduce the damage you take by 30% for 2s after activating Shadow Bombs.
Generate 1 Ammo after hitting at least one enemy with Shadow Bombs.
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.
Reduce the Cooldown of Dash by NaN after hitting at least one enemy with Shadow Bombs.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 10%.
Reduce the damage you take by 30% for 2s after activating Shadow Bombs.
Generate 1 Ammo after hitting at least one enemy with Shadow Bombs.
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.
Reduce the Movement Speed penalty of Scope by 40%.
Reduce the time it takes to Quick Switch to your Pistol by 50%.
Generate 45 Energy after getting an Elimination.
Increase the maximum Ammo count of both your weapons by 1.
Increase your Movement Speed by 40% for 2s after entering Stealth.
Reduce the rate of Stealth Energy consumption by 50% and increase your Movement Speed by 20% while in Stealth.
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 Spin by 80% after falling to or below 40% Health.
Heal for 110 every 1s while Shell Shield is active.
Increase your Healing received from other players by 18% while at or below 50% Health.
Reduce the Cooldown of Shell Shield by 1s for every 1000 damage Absorbed.
Increase the Health of Shell Shield by 200.
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.
Increase your maximum Health by 250.
Reduce your active Cooldowns by 8% after getting an Elimination.
Heal for 300 after using Presence.
Increase the travel distance of Grace by 5 units.
Hitting an enemy with Presence reduces its Cooldown by 5s.
Increase the damage of Presence by up to 50% based on the range at which it hits and reduce its Cooldown by 4s.
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 all active Cooldowns by 50% after getting an Elimination.
Reduce the Cooldown of Reversal by 1.2s.
Generate 1 Ammo after activating Reversal.
Hitting a player with Revolver Heals you for 45.
Increase the distance of each Nether Step dash by 25%.
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.
Heal for 125 every 1s while standing near any of your Turrets.
Increase the Health of all your Turrets by 140.
Increase your maximum Health by 300.
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Gain a 600-Health Shield for 3s after activating Rocket Boots.
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.
Increase extra Blood Health by 1000 while decreasing base Health by {scale=125|125}.
Increase the damage and Healing of Swarm by 12%, but reduce its duration by {scale=0.35|0.35}s.
Reduce the Blood cost of Swarm by 20% while an ally is marked by Blood Hex.
Increase the lateral movement of Death Wings by 6%.
Increase the Healing allies receive from Swarm by 8%, but increase its cost by {scale=4|4}%.
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 vertical movement from each use of Explosive Personality by 160%.
Heal for 10 for each enemy hit by the initial and secondary explosions of Cluster Grenade.
Increase your Air Control for 2s after using Explosive Personality by 20%.
Heal for 150 for each use of Explosive Personality.
Increase the lateral movement from each use of Explosive Personality by 160%.
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 250.
Reduce your active Cooldowns by 8% after getting an Elimination.
Heal for 300 after using Presence.
Increase the travel distance of Grace by 5 units.
Hitting an enemy with Presence reduces its Cooldown by 5s.
Increase the damage of Presence by up to 50% based on the range at which it hits and reduce its Cooldown by 4s.
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 750.
Increase the time until Ire starts to decay by 0.25s.
Reduce the Cooldown of Conviction by 0.4s.
Increase the distance traveled by Conviction by 18%.
Heal for 25 for every percentage point of Ire consumed by abilities.
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 Dash by NaN after hitting at least one enemy with Shadow Bombs.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 10%.
Reduce the damage you take by 30% for 2s after activating Shadow Bombs.
Generate 1 Ammo after hitting at least one enemy with Shadow Bombs.
Your Ambush gains an additional charge and can now be used on allies.
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 Movement Speed penalty of Designated Sights by 100%.
Increase your maximum Ammo by 2.
Increase your maximum Health by 50.
Reset the Cooldown of Commanding Leap after dropping to or below 30% Health.
Reduce the Cooldown of Distortion Field by 3s after activating Commanding Leap.
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.
Reduce the Movement Speed penalty of Designated Sights by 100%.
Increase your maximum Ammo by 2.
Increase your maximum Health by 50.
Reset the Cooldown of Commanding Leap after dropping to or below 30% Health.
Reduce the Cooldown of Distortion Field by 3s after activating Commanding Leap.
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.
Heal for 200 after activating Shadow Step.
Increase your Healing received by 5% while firing your SMGs.
Regenerate 8 Ammo every 1s while Agility is active.
Increase your maximum Health by 150.
Generate 20 Ammo after activating Shadow Step.
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.
Heal for 200 after activating Shadow Step.
Increase your Healing received by 5% while firing your SMGs.
Regenerate 8 Ammo every 1s while Agility is active.
Increase your maximum Health by 150.
Generate 20 Ammo after activating Shadow Step.
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.
Generate 1 Ammo after using Seedling.
Generate 1 Ammo after activating Flutter.
Reduce your active Cooldowns by 32% after getting an Elimination.
Increase your maximum Health by 200.
Reduce your damage taken by 25% for 3s after activating Flutter.
Hitting an enemy with your weapon shots increases the damage they take from weapon shots by 80 for 3s, stacking up to 3 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 2.5s for every 1000 damage your Shield takes.
Increase your Healing received from others by 5% while at or below 50% Health.
Increase your Movement Speed by 20% for 3s after using Charge.
Reduce your active Cooldowns by 20% after getting an Elimination.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
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 Blink by 12%.
Heal for 120 after using Blink.
Increase your Movement Speed during Soar by 28%.
Generate 1 Ammo after activating Soar.
Reduce the Cooldown of Soar by 80% 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.
Reduce the Cooldown of Crippling Arrow by 3s.
Each arrow of Rapid Shot reduces the Movement Speed of any enemy hit by 10% for 2s.
Increase your maximum Health by 50.
Reset the Cooldown of Withdraw after dropping to or below 45% Health.
Reduce your active Cooldowns by 40% when you get an Elimination.
Crippling Arrow now explodes in a 20-unit-radius area on contact, dealing 300 additional damage to enemies hit, but the Cripple applied by Crippling Arrow has its duration reduced by 1s and its Cooldown is increased by 1s.
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.
Gain 20% Lifesteal against enemies Slowed by your Explosive Flask.
Gain 3% Movement Speed.
Generate 2 Ammo for each enemy hit by Explosive Flask.
Increase your Healing received by 30% while at or below 50% Health.
Reduce the Cooldown of Explosive Flask by 3s.
Enemies hit with Explosive Flask take 35% increased damage from your weapon shots for 4s. Surgery (+10% Damage Done)
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 Dash by NaN after hitting at least one enemy with Shadow Bombs.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 10%.
Reduce the damage you take by 30% for 2s after activating Shadow Bombs.
Generate 1 Ammo after hitting at least one enemy with Shadow Bombs.
Your Ambush gains an additional charge and can now be used on allies.
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 Blink by 12%.
Heal for 120 after using Blink.
Increase your Movement Speed during Soar by 28%.
Generate 1 Ammo after activating Soar.
Reduce the Cooldown of Soar by 80% 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.