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-Health Shield for 3s after you use Charge.
Increase your maximum Health by 600.
Apply a Knockback of 200 to enemies hit by Charge.
Heal for 300 for each enemy hit with Fireball.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Spirit Link's Cooldown is increased to 7s and it now only lasts for 4s, but its base effects are tripled.
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 for every -200 explosive damage done.
Increase the explosion radius of Hail of Bombs' explosives by 30%.
Increase the explosion radius of Cluster Grenade's initial explosion by 18%.
Reduce the Cooldown of Cluster Grenade by 0.30000000000000004s for each enemy hit by the initial and secondary explosions.
Increase the area of effect of all your explosions by 10%.
Reduce the Cooldown of Explosive Personality by 5s, but reduce your Movement Speed by 15%.
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 after activating Recharge.
Generate 150 Shield after using Protection.
Heal for 200 after activating Nullify.
Regenerate 6 Ammo every 1s while using Nullify.
Gain a 300-Health Shield after getting an Elimination.
Increase the damage done by allies by 10% while they are Shielded by Protection.
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-Health Shield for 3s after you use Charge.
Increase your maximum Health by 600.
Apply a Knockback of 200 to enemies hit by Charge.
Heal for 300 for each enemy hit with Fireball.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 active Cooldowns by 40% after getting an Elimination.
Reduce the Cooldown of Flutter by 2.4s.
Reduce your damage taken by 10% for 3s after activating Flutter.
Reduce the Cooldown of Seedling by 1s for each enemy hit by it.
Heal for 150 after using Seedling.
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.
Heal for 225 after activating Recharge.
Generate 150 Shield after using Protection.
Heal for 200 after activating Nullify.
Regenerate 6 Ammo every 1s while using Nullify.
Gain a 300-Health Shield after getting an Elimination.
Increase the damage done by allies by 10% while they are Shielded by Protection.
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 after activating Recharge.
Generate 150 Shield after using Protection.
Heal for 200 after activating Nullify.
Regenerate 6 Ammo every 1s while using Nullify.
Gain a 300-Health Shield after getting an Elimination.
Increase the damage done by allies by 10% while they are Shielded by Protection.
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 for every -200 explosive damage done.
Increase the explosion radius of Hail of Bombs' explosives by 30%.
Increase the explosion radius of Cluster Grenade's initial explosion by 18%.
Reduce the Cooldown of Cluster Grenade by 0.30000000000000004s for each enemy hit by the initial and secondary explosions.
Increase the area of effect of all your explosions by 10%.
Reduce the Cooldown of Explosive Personality by 5s, but reduce your Movement Speed by 15%.
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-Health Shield for 3s after you use Charge.
Increase your maximum Health by 600.
Apply a Knockback of 200 to enemies hit by Charge.
Heal for 300 for each enemy hit with Fireball.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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-Health Shield for 3s after you use Charge.
Increase your maximum Health by 600.
Apply a Knockback of 200 to enemies hit by Charge.
Heal for 300 for each enemy hit with Fireball.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 active Cooldowns by 40% after getting an Elimination.
Reduce the Cooldown of Flutter by 2.4s.
Reduce your damage taken by 10% for 3s after activating Flutter.
Reduce the Cooldown of Seedling by 1s for each enemy hit by it.
Heal for 150 after using Seedling.
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.
Generate 1 ammo for every -200 explosive damage done.
Increase the explosion radius of Hail of Bombs' explosives by 30%.
Increase the explosion radius of Cluster Grenade's initial explosion by 18%.
Reduce the Cooldown of Cluster Grenade by 0.30000000000000004s for each enemy hit by the initial and secondary explosions.
Increase the area of effect of all your explosions by 10%.
Reduce the Cooldown of Explosive Personality by 5s, but reduce your Movement Speed by 15%.
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.
Mark of Fate now provides to its target an additional 15% of the Healing done to other allies with Abyssal Reconstruction.
Heal for 320 over 1s after Healing an ally with Abyssal Reconstruction.
Reduce the damage taken by an ally Healed by Abyssal Reconstruction by 4% for 1.6s after being Healed.
Regenerate 10 Ammo every 0.5s for 1s after using Projection.
Grants Marked ally 10% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Your Marked ally gains 15% Crowd Control reduction, 15% Cooldown reduction, 15% Reload Speed increase, and they are Healed for 75 every 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 1 ammo for every -200 explosive damage done.
Increase the explosion radius of Hail of Bombs' explosives by 30%.
Increase the explosion radius of Cluster Grenade's initial explosion by 18%.
Reduce the Cooldown of Cluster Grenade by 0.30000000000000004s for each enemy hit by the initial and secondary explosions.
Increase the area of effect of all your explosions by 10%.
Reduce the Cooldown of Explosive Personality by 5s, but reduce your Movement Speed by 15%.
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-Health Shield for 3s after you use Charge.
Increase your maximum Health by 600.
Apply a Knockback of 200 to enemies hit by Charge.
Heal for 300 for each enemy hit with Fireball.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 active Cooldowns by 40% after getting an Elimination.
Reduce the Cooldown of Flutter by 2.4s.
Reduce your damage taken by 10% for 3s after activating Flutter.
Reduce the Cooldown of Seedling by 1s for each enemy hit by it.
Heal for 150 after using Seedling.
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.
Heal all of your Turrets for 180 every 1s while you are standing near them.
Increase your maximum Health by 300.
When a Turret is destroyed, reduce your active Cooldowns by 25%.
Heal for 60 each time one of your base Turrets hits an enemy.
Heal for 75 every 1s while standing near any of your Turrets.
Modify your Blunderbuss to fire a single slug that deals 600 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.
Gain a 300-Health Shield for 3s after you use Charge.
Increase your maximum Health by 600.
Apply a Knockback of 200 to enemies hit by Charge.
Heal for 300 for each enemy hit with Fireball.
Heal for 450 every 1s while Shield is active and you are at or below 35% Health.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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.
Heal for 225 after activating Recharge.
Generate 150 Shield after using Protection.
Heal for 200 after activating Nullify.
Regenerate 6 Ammo every 1s while using Nullify.
Gain a 300-Health Shield after getting an Elimination.
Double the range at which you can use Nullify.
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 Projection by 2s for each enemy hit by it.
Gain a 390-Health Shield for 3s after dropping to or below 35% Health.
Increase your maximum Ammo by 12.
Increase your Movement Speed by 12% for 3s after activating Projection.
Regenerate 10 Ammo every 0.5s for 1.5s after using Projection.
Your Marked ally gains 15% Crowd Control reduction, 15% Cooldown reduction, 15% Reload Speed increase, and they are Healed for 75 every 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.
Increase the Movement Speed of any ally Marked by Mark of Fate by 12%.
Generate 15 Ammo after Healing an ally with Abyssal Reconstruction.
Grant a 80-Health Shield to an ally for 2s when you Mark them.
Mark of Fate now provides to its target an additional 15% of the Healing done to other allies with Abyssal Reconstruction.
Grants Marked ally 2.5% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Your Marked ally gains 15% Crowd Control reduction, 15% Cooldown reduction, 15% Reload Speed increase, and they are Healed for 75 every 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 1 ammo for every -200 explosive damage done.
Increase the explosion radius of Hail of Bombs' explosives by 30%.
Increase the explosion radius of Cluster Grenade's initial explosion by 18%.
Reduce the Cooldown of Cluster Grenade by 0.30000000000000004s for each enemy hit by the initial and secondary explosions.
Increase the area of effect of all your explosions by 10%.
Reduce the Cooldown of Explosive Personality by 5s, but reduce your Movement Speed by 15%.
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 damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Increase your maximum Ammo by 4.
Increase your maximum Health by 100.
Grant 0.51% Ultimate Charge to each player to which Chain Heal bounces.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Spirit Link's Cooldown is increased to 7s and it now only lasts for 4s, but its base effects are tripled.