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 Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Increase the Healing allies receive from Swarm by 16%, but increase its cost by {scale=4|4}%.
Increase extra Blood Health by 200 while decreasing base Health by {scale=125|125}.
Increase the Radius of Swarm by 6%, but increase its cost by {scale=3|3}%.
Increase the damage and Healing of Swarm by 20%, 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.
Gain a 200-Health Shield for 3s after activating Ignition.
Gain a 1250-Health Shield for 3s after dropping to or below 30% Health.
Heal for 300 after activating Soul Harvest.
Each Soul Fragment gathered Heals you for 60.
Heal for 150 for each champion hit by Juggernaut.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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.
Decrease the recoil of Mag Dump by 30%.
Reduce the cooldown of Explosive Dodge by 0.5s after activating Grappling Hook.
Reduce the Cooldown of Grappling Hook by 2s after activating Explosive Dodge.
Heal for 50% of your maximum Health over 5s after latching to a wall with Grappling Hook.
Increase your maximum Health by 100.
Heavy SMG has three elemental effects: Fire imbued Mag Dump -- dealing damage over time, Electrically charged burst mode -- dealing AOE damage on stacks, and Ice infused Automatic -- shots slows 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.
Heal for 84 every 1s while Earthen Guard is active.
Increase the Health of Impasse by 750.
Reduce the Cooldown of Warder's Field by 3s.
Heal for 66 every 1s while standing in Warder's Field.
Reduce your damage taken by 15% while standing in Warder's Field.
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.
Reduce your damage taken by 20% while standing inside of your Distortion Field.
Reduce damage taken by 10% for 2.5s after activating Commanding Leap.
Increase your maximum Health by 100.
Generate 3% Ultimate charge after getting Killing Blow or Elimination while Designated Sights is active.
Increase the radius of your Distortion Field by 16%.
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 using Grace.
Reduce the Cooldown of Grace by 1.5s for each enemy hit with Valor. Can only happen once every 3s.
Hitting an enemy with Presence reduces its Cooldown by 4s.
Heal for 300 after using Presence.
Heal for 180 for each enemy hit with Valor.
Grace now hits all enemies in front of you instead of only one, but 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.
Reduce the Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Increase the Healing allies receive from Swarm by 16%, but increase its cost by {scale=4|4}%.
Increase extra Blood Health by 200 while decreasing base Health by {scale=125|125}.
Increase the Radius of Swarm by 6%, but increase its cost by {scale=3|3}%.
Increase the damage and Healing of Swarm by 20%, 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.
Gain a 200-Health Shield for 3s after activating Ignition.
Gain a 1250-Health Shield for 3s after dropping to or below 30% Health.
Heal for 300 after activating Soul Harvest.
Each Soul Fragment gathered Heals you for 60.
Heal for 150 for each champion hit by Juggernaut.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 84 every 1s while Earthen Guard is active.
Increase the Health of Impasse by 750.
Reduce the Cooldown of Warder's Field by 3s.
Heal for 66 every 1s while standing in Warder's Field.
Reduce your damage taken by 15% while standing in Warder's Field.
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.
Heal for 84 every 1s while Earthen Guard is active.
Increase the Health of Impasse by 750.
Reduce the Cooldown of Warder's Field by 3s.
Heal for 66 every 1s while standing in Warder's Field.
Reduce your damage taken by 15% while standing in Warder's Field.
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.
Decrease the recoil of Mag Dump by 30%.
Reduce the cooldown of Explosive Dodge by 0.5s after activating Grappling Hook.
Reduce the Cooldown of Grappling Hook by 2s after activating Explosive Dodge.
Heal for 50% of your maximum Health over 5s after latching to a wall with Grappling Hook.
Increase your maximum Health by 100.
Heavy SMG has three elemental effects: Fire imbued Mag Dump -- dealing damage over time, Electrically charged burst mode -- dealing AOE damage on stacks, and Ice infused Automatic -- shots slows 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.
Gain a 300 Shield for 5s after activating Tendril.
Increase your Movement Speed by 25% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the damage you take by 12% for 3s after activating Tendril.
Heal for 60 for each enemy hit with Obliteration.
Reduce the cooldown of Tendril by 1.2s.
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.
Gain a 200-Health Shield for 3s after activating Ignition.
Gain a 1250-Health Shield for 3s after dropping to or below 30% Health.
Heal for 300 after activating Soul Harvest.
Each Soul Fragment gathered Heals you for 60.
Heal for 150 for each champion hit by Juggernaut.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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.
Decrease the recoil of Mag Dump by 30%.
Reduce the cooldown of Explosive Dodge by 0.5s after activating Grappling Hook.
Reduce the Cooldown of Grappling Hook by 2s after activating Explosive Dodge.
Heal for 50% of your maximum Health over 5s after latching to a wall with Grappling Hook.
Increase your maximum Health by 100.
Heavy SMG has three elemental effects: Fire imbued Mag Dump -- dealing damage over time, Electrically charged burst mode -- dealing AOE damage on stacks, and Ice infused Automatic -- shots slows 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.
Heal for 84 every 1s while Earthen Guard is active.
Increase the Health of Impasse by 750.
Reduce the Cooldown of Warder's Field by 3s.
Heal for 66 every 1s while standing in Warder's Field.
Reduce your damage taken by 15% while standing in Warder's Field.
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.
Decrease the recoil of Mag Dump by 30%.
Reduce the cooldown of Explosive Dodge by 0.5s after activating Grappling Hook.
Reduce the Cooldown of Grappling Hook by 2s after activating Explosive Dodge.
Heal for 50% of your maximum Health over 5s after latching to a wall with Grappling Hook.
Increase your maximum Health by 100.
Heavy SMG has three elemental effects: Fire imbued Mag Dump -- dealing damage over time, Electrically charged burst mode -- dealing AOE damage on stacks, and Ice infused Automatic -- shots slows 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.
Generate 2 Ammo after using Grace.
Reduce the Cooldown of Grace by 1.5s for each enemy hit with Valor. Can only happen once every 3s.
Hitting an enemy with Presence reduces its Cooldown by 4s.
Heal for 300 after using Presence.
Heal for 180 for each enemy hit with Valor.
Grace now hits all enemies in front of you instead of only one, but 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.
Generate 2 Ammo after using Grace.
Reduce the Cooldown of Grace by 1.5s for each enemy hit with Valor. Can only happen once every 3s.
Hitting an enemy with Presence reduces its Cooldown by 4s.
Heal for 300 after using Presence.
Heal for 180 for each enemy hit with Valor.
Grace now hits all enemies in front of you instead of only one, but 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 a 200-Health Shield for 3s after activating Ignition.
Gain a 1250-Health Shield for 3s after dropping to or below 30% Health.
Heal for 300 after activating Soul Harvest.
Each Soul Fragment gathered Heals you for 60.
Heal for 150 for each champion hit by Juggernaut.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Increase the Healing allies receive from Swarm by 16%, but increase its cost by {scale=4|4}%.
Increase extra Blood Health by 200 while decreasing base Health by {scale=125|125}.
Increase the Radius of Swarm by 6%, but increase its cost by {scale=3|3}%.
Increase the damage and Healing of Swarm by 20%, 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.
Gain 14% Lifesteal while in Dragon Stance.
Heal for 120 after activating Shadow Step.
Reduce the time it takes to enter and exit Dragon Stance by 10%.
Heal for 80 every 1s while Agility is active.
Increase your Healing received by 15% while firing your SMGs.
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 2 Ammo after using Grace.
Reduce the Cooldown of Grace by 1.5s for each enemy hit with Valor. Can only happen once every 3s.
Hitting an enemy with Presence reduces its Cooldown by 4s.
Heal for 300 after using Presence.
Heal for 180 for each enemy hit with Valor.
Grace now hits all enemies in front of you instead of only one, but 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 14% Lifesteal while in Dragon Stance.
Heal for 120 after activating Shadow Step.
Reduce the time it takes to enter and exit Dragon Stance by 10%.
Heal for 80 every 1s while Agility is active.
Increase your Healing received by 15% while firing your SMGs.
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 2 Ammo after using Grace.
Reduce the Cooldown of Grace by 1.5s for each enemy hit with Valor. Can only happen once every 3s.
Hitting an enemy with Presence reduces its Cooldown by 4s.
Heal for 300 after using Presence.
Heal for 180 for each enemy hit with Valor.
Grace now hits all enemies in front of you instead of only one, but 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.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Increase your Movement Speed by 20% for 3s after using Charge.
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 20% while at or below 50% Health.
Increase your Movement Speed by 16% while using Shield.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.