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.
Regenerate 5% Mana every 1s while using FrostFire Glide.
Elemental Shift reduces the Cooldown of Frost Bomb and Inferno Cannon by 3s.
Elemental Shift reduces the Cooldown of Frostfire Glide by 3s.
Increase your Movement Speed while casting Inferno Cannon by 60%.
Heal for 50 every 1s while using FrostFire Glide.
Frost Bolt Chains to a nearby enemy within 30 units, dealing 225 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.
Regenerate 5% Mana every 1s while using FrostFire Glide.
Elemental Shift reduces the Cooldown of Frost Bomb and Inferno Cannon by 3s.
Elemental Shift reduces the Cooldown of Frostfire Glide by 3s.
Increase your Movement Speed while casting Inferno Cannon by 60%.
Heal for 50 every 1s while using FrostFire Glide.
Frost Bolt Chains to a nearby enemy within 30 units, dealing 225 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 your maximum Health by 750.
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Heal all of your Turrets for 90 every 1s while you are standing near them.
Heal for 125 every 1s while standing near any of your Turrets.
Increase the Health of all your Turrets by 140.
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 your maximum Health by 750.
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Heal all of your Turrets for 90 every 1s while you are standing near them.
Heal for 125 every 1s while standing near any of your Turrets.
Increase the Health of all your Turrets by 140.
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 for 100 every 1s while Agility is active.
Increase your maximum Ammo by 5.
Increase the Movement Speed boost of Agility by 16%.
Increase your jump height by 20% while Agility is active.
Regenerate 16 Ammo every 1s while Agility is active.
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.
Reduce the Cooldown of Luna's redeploy by 0.1s after healing with Moonlight.
Regenerate 5% Moonlight every 1s while not using Moonlight.
Reset the Cooldown of Lunar Leap after dropping to or below 45% Health.
Increase your maximum Moonlight capacity by 40%.
Increase your maximum Health by 50.
[Guardian Spirit] Luna Heals allies around her for 320 per second. Reduce Moonlight's Healing to 135 every 0.15s.
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 the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 30 per stack.
Increase the Healing received from Dark Siphon by 50 health.
Reduce the damage you take by 20% for 3s after activating Tendril.
Tendril gains a second charge, but its Cooldown is increased by 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.
Reduce the Cooldown of Conviction by 2s.
Increase your maximum Health by 150.
Using an ability above Ire threshold Heals you for 75.
Increase the distance traveled by Conviction by 18%.
Reduce the damage you take by 20% for 2s after activating Conviction.
Your Ire no longer decays due to not taking or dealing damage, but you no longer gain the passive damage increase while above Ire threshold.
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 Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Increase your Healing received from others by 5% while at or below 50% Health.
Increase your maximum Health by 600.
Reduce the Cooldown of Charge by 2s for every 1000 damage your Shield takes.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
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 Conviction by 2s.
Increase your maximum Health by 150.
Using an ability above Ire threshold Heals you for 75.
Increase the distance traveled by Conviction by 18%.
Reduce the damage you take by 20% for 2s after activating Conviction.
Your Ire no longer decays due to not taking or dealing damage, but you no longer gain the passive damage increase while above Ire threshold.
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 Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Increase your Movement Speed by 24% while using Shield.
Increase your Movement Speed by 30% for 3s after using Charge.
Reduce the Cooldown of Charge by 1s for every 1000 damage your Shield takes.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
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 Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Increase your Healing received from others by 5% while at or below 50% Health.
Increase your maximum Health by 600.
Reduce the Cooldown of Charge by 2s for every 1000 damage your Shield takes.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
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 the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 30 per stack.
Increase the Healing received from Dark Siphon by 50 health.
Reduce the damage you take by 20% for 3s after activating Tendril.
Tendril gains a second charge, but its Cooldown is increased by 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 Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Increase your maximum Health by 50.
Heal for 20 every 1s while Spirit Linked to an ally.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
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 250.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 30 per stack.
Increase the Healing received from Dark Siphon by 50 health.
Reduce the damage you take by 20% for 3s after activating Tendril.
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 the Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Increase your maximum Health by 50.
Heal for 20 every 1s while Spirit Linked to an ally.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
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 your damage taken by 20% while Healing an ally with Mending Spirits.
Heal for 15 every 1s while Healing an ally with Mending Spirits.
Reduce the Cooldown of Gourd by 4s.
Increase your maximum Health by 50.
Generate 0.25% Ultimate charge every 1s for 3s after hitting an ally with Mending Spirits.
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 the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 30 per stack.
Increase the Healing received from Dark Siphon by 50 health.
Reduce the damage you take by 20% for 3s after activating Tendril.
Tendril gains a second charge, but its Cooldown is increased by 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 your Movement Speed by 30% for 2.5s after activating Blast Back.
Reduce Damage taken by 15% for 1.5s after using Blast Back.
Increase your maximum Ammo by 1.
Increase your maximum Health by 120.
Increase the duration of Saati's invisibility by 0.125s after deployment of Dead Ringer.
Blast Back now knocks enemies straight up and enemies take 20% more DMG from Saati for 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 the Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Increase your maximum Health by 50.
Heal for 20 every 1s while Spirit Linked to an ally.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
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 Movement Speed by 15% for 2s after Dash ends.
Generate 1 Ammo after hitting at least one enemy with Shadow Bombs.
Increase your maximum Health by 40.
Reduce the damage you take by 30% for 2s after activating Shadow Bombs.
Heal for -37.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
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.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Increase your maximum Health by 50.
Heal for 20 every 1s while Spirit Linked to an ally.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
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 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.
Increase your maximum Health by 250.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 30 per stack.
Increase the Healing received from Dark Siphon by 50 health.
Reduce the damage you take by 20% for 3s after activating Tendril.
Tendril gains a second charge, but its Cooldown is increased by 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 your Movement Speed by 20%.
Increase Deflector Shield's Health by 375.
While Deflector Shield is active 24% of damage dealt to you is instead dealt to the Shield.
Gain 12% Lifesteal.
Hitting an enemy with a weapon shot has a 12% chance to not consume Ammo.
After firing continuously for 2s, gain 10% increased damage.