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 8%, but increase its cost by {scale=3|3}%.
Increase the damage and Healing of Swarm by 16%, but reduce its duration by {scale=0.35|0.35}s.
Gain a 300 Shield for 1.75s after falling to or below 75% Health. Can only happen once every 35s.
Increase extra Blood Health by 600 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Swarm is now cast on yourself and follows you around instead of being placed on the ground, its ability cost is decreased by 25%, and its radius is increased by 30%.
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 Crippling Throw reduces the Cooldown of Blossom by 0.6s.
Reduce your active Cooldowns by 20% after getting an Elimination.
Gain a 300-Health Shield for 3s after dropping to or below 50% Health.
Reduce the Cooldown of Blossom by 2s.
Increase the radius of Blossom by 20%.
Increase your maximum damage scaling over distance by 60%. Surgery (+10% 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.
Increase the Radius of Swarm by 8%, but increase its cost by {scale=3|3}%.
Increase the damage and Healing of Swarm by 16%, but reduce its duration by {scale=0.35|0.35}s.
Gain a 300 Shield for 1.75s after falling to or below 75% Health. Can only happen once every 35s.
Increase extra Blood Health by 600 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Swarm is now cast on yourself and follows you around instead of being placed on the ground, its ability cost is decreased by 25%, and its radius is increased by 30%.
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 all of your Turrets for 180 every 1s while you are standing near them.
Increase the Health of Barricade by 400.
Heal for 60 each time one of your base Turrets hits an enemy.
Heal for 125 every 1s while standing near any of your Turrets.
Increase the Health of all your Turrets by 420.
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.
Heal all of your Turrets for 180 every 1s while you are standing near them.
Increase the Health of Barricade by 400.
Heal for 60 each time one of your base Turrets hits an enemy.
Heal for 125 every 1s while standing near any of your Turrets.
Increase the Health of all your Turrets by 420.
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 the Radius of Swarm by 8%, but increase its cost by {scale=3|3}%.
Increase the damage and Healing of Swarm by 16%, but reduce its duration by {scale=0.35|0.35}s.
Gain a 300 Shield for 1.75s after falling to or below 75% Health. Can only happen once every 35s.
Increase extra Blood Health by 600 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 10% while an ally 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.
Increase the Healing allies receive from Swarm by 20%, but increase its cost by {scale=4|4}%.
Increase the Radius of Swarm by 4%, but increase its cost by {scale=3|3}%.
Gain 2% of Max Health when hitting a marked enemy.
Reduce the Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Increase the damage and Healing of Swarm by 16%, but reduce its duration by {scale=0.35|0.35}s.
Swarm is now cast on yourself and follows you around instead of being placed on the ground, its ability cost is decreased by 25%, and its radius is increased by 30%.
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 88 every 1s while standing in Warder's Field.
Heal for 450 after activating Impasse.
Increase your maximum Health by 300.
Heal for 112 every 1s while Earthen Guard is active.
Reduce your active Cooldowns by 16% after getting an Elimination.
The radius of Warder's Field is increased by 50% and it Cripples enemies within it.
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.
When a Turret is destroyed, reduce your active Cooldowns by 15%.
Increase the Health of Barricade by 400.
Heal for 60 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Increase the Health of all your Turrets by 420.
Modify your Blunderbuss to fire a single slug that deals 600 damage.