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 Luna's Health by 900.
Increase Luna's deploy range by 40%.
Reduce the Cooldown of Luna's redeploy by 0.30000000000000004s after healing with Moonlight.
Regenerate 6% Moonlight every 1s while within 30 units of Luna and not using Moonlight.
Reduce the cooldown of Luna's initial deploy by 3.5999999999999996s.
[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.
Gain a 600-Health Shield for 3s after activating Rocket Boots.
Reduce the Cooldown of Barricade by 0.4s.
Reduce the Cooldown of Rocket Boots by 2.4000000000000004s.
Heal for 100 every 1s while standing near any of your Turrets.
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Reduce the damage done by any enemy you are linked to with Spirit Link by 4%.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
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.
Reduce the Cooldown of Seedling by 2.5s for each enemy hit by it.
Increase the Projectile Speed of Seedling by 12%.
Heal for 100 after activating Flutter.
Reduce your active Cooldowns by 24% after getting an Elimination.
Heal for 225 every 1s while standing in Dead Zone.
Increase the damage of each Seedling to 750 and reduce the time it takes for them to explode 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.
Linking to a new target reduces all your Cooldowns by 0.5s.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Reduce the damage done by any enemy you are linked to with Spirit Link by 4%.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
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.
Increase the travel speed of Hail of Bombs when deploying it by 60%.
Increase the explosion radius of Cluster Grenade's initial explosion by 6%.
Increase the area of effect of all your explosions by 6%.
Heal for 90 for each use of Explosive Personality.
Increase the explosion radius of Hail of Bombs' explosives 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.
Linking to a new target reduces all your Cooldowns by 0.5s.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Reduce the damage done by any enemy you are linked to with Spirit Link by 4%.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
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.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Heal for 100 every 1s while using Shadow Travel.
Increase the Healing done by Rend Soul by 16%.
Regenerate 2 Ammo every 0.5s while channeling Restore Soul.
Heal for 350 every 1s while channeling Restore Soul.
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 Seedling by 2.5s for each enemy hit by it.
Increase the Projectile Speed of Seedling by 12%.
Heal for 100 after activating Flutter.
Reduce your active Cooldowns by 24% after getting an Elimination.
Heal for 225 every 1s while standing in Dead Zone.
Increase the damage of each Seedling to 750 and reduce the time it takes for them to explode 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.
Reduce the Cooldown of Seedling by 2.5s for each enemy hit by it.
Increase the Projectile Speed of Seedling by 12%.
Heal for 100 after activating Flutter.
Reduce your active Cooldowns by 24% after getting an Elimination.
Heal for 225 every 1s while standing in Dead Zone.
Increase the damage of each Seedling to 750 and reduce the time it takes for them to explode 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.
Reduce the Cooldown of Overcharge by 1.5s.
Heal for 210 after activating Blitz Upper.
Reduce the Cooldown of Blitz Upper by 1.5s for each enemy hit while Overcharge is active.
Reduce your damage taken by 15% while at or below 40% Health.
Reduce the cooldown of Rune of Travel by 3s.
Reduce the Cooldown of Overcharge and Blitz Upper by 6s when you Teleport using Rune of Travel.
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 Illusion by 2s when an Illusion dies to an enemy.
Increase the Health of each of your Illusions by 100.
Increase the duration of your Illusions by 2s.
Increase the Movement Speed of Illusions by 24% during Shatter.
Reduce your active Cooldowns by 5s after getting an Elimination.
Deal an additional 200 damage to an enemy if you hit them with all 5 shots of Illusory Mirror.
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 Overcharge by 1.5s.
Heal for 210 after activating Blitz Upper.
Reduce the Cooldown of Blitz Upper by 1.5s for each enemy hit while Overcharge is active.
Reduce your damage taken by 15% while at or below 40% Health.
Reduce the cooldown of Rune of Travel by 3s.
Reduce the Cooldown of Overcharge and Blitz Upper by 6s when you Teleport using Rune of Travel.
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 225 every 1s while Combat Trance is active.
Reduce the Cooldown of Crouching Tigron by 0.8s for each enemy hit by Heavy Blade.
Reduce the Cooldown of Combat Trance by 1.6s for each enemy hit by Heavy Blade.
Hitting enemies with Bladed Chakrams Heals you for 45.
Reset the Cooldown of Crouching Tigron after falling to or below 15% Health.
Bladed Chakrams are able to bounce 2 additional times before disappearing.
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 Overcharge by 1.5s.
Heal for 210 after activating Blitz Upper.
Reduce the Cooldown of Blitz Upper by 1.5s for each enemy hit while Overcharge is active.
Reduce your damage taken by 15% while at or below 40% Health.
Reduce the cooldown of Rune of Travel by 3s.
Reduce the Cooldown of Overcharge and Blitz Upper by 6s when you Teleport using Rune of Travel.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Reduce the damage done by any enemy you are linked to with Spirit Link by 4%.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Reduce the damage done by any enemy you are linked to with Spirit Link by 4%.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
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.
Reduce the cooldown of Rune of Travel by 5s.
Increase the duration of Overcharge by 0.2s.
Reduce your damage taken by 10% while at or below 40% Health.
Reduce the Cooldown of Overcharge by 2.5s.
Increase the duration of Rune of Travel by 2s.
Reduce the Cooldown of Overcharge and Blitz Upper by 6s when you Teleport using Rune of Travel.
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 enemies with Bladed Chakrams Heals you for 75.
Heal for 45 every 1s while Combat Trance is active.
Heal for 80 for each enemy hit by Heavy Blade.
Gain a 120-Health Shield for 4s after activating Combat Trance.
Reduce the Cooldown of Combat Trance by 2s for each enemy hit by Heavy Blade.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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 enemies with Bladed Chakrams Heals you for 75.
Heal for 45 every 1s while Combat Trance is active.
Heal for 80 for each enemy hit by Heavy Blade.
Gain a 120-Health Shield for 4s after activating Combat Trance.
Reduce the Cooldown of Combat Trance by 2s for each enemy hit by Heavy Blade.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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 enemies with Bladed Chakrams Heals you for 75.
Heal for 45 every 1s while Combat Trance is active.
Heal for 80 for each enemy hit by Heavy Blade.
Gain a 120-Health Shield for 4s after activating Combat Trance.
Reduce the Cooldown of Combat Trance by 2s for each enemy hit by Heavy Blade.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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 225 every 1s while Combat Trance is active.
Heal for 40 for each enemy hit by Heavy Blade.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Hitting enemies with Bladed Chakrams Heals you for 75.
Gain a 60-Health Shield for 4s after activating Combat Trance.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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 225 every 1s while Combat Trance is active.
Heal for 40 for each enemy hit by Heavy Blade.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Hitting enemies with Bladed Chakrams Heals you for 75.
Gain a 60-Health Shield for 4s after activating Combat Trance.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Reduce the damage done by any enemy you are linked to with Spirit Link by 4%.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Reduce the damage done by any enemy you are linked to with Spirit Link by 4%.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
While Envelop is active and you are Linked to an enemy, prevent them from Healing.