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.
Each Soul Fragment gathered Heals you for 60.
Increase your Reload Speed by 7%.
Increase your maximum Health by 750.
Gain a 500-Health Shield for 3s after dropping to or below 30% Health.
Reduce your damage taken by 15% for 3s after activating Soul Harvest.
Increase your Ultimate charge rate by 60%.
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.
Each Soul Fragment gathered Heals you for 60.
Increase your Reload Speed by 7%.
Increase your maximum Health by 750.
Gain a 500-Health Shield for 3s after dropping to or below 30% Health.
Reduce your damage taken by 15% for 3s after activating Soul Harvest.
Increase your Ultimate charge rate by 60%.
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.
Each Soul Fragment gathered Heals you for 60.
Increase your Reload Speed by 7%.
Increase your maximum Health by 750.
Gain a 500-Health Shield for 3s after dropping to or below 30% Health.
Reduce your damage taken by 15% for 3s after activating Soul Harvest.
Increase your Ultimate charge rate by 60%.
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.
Each Soul Fragment gathered Heals you for 60.
Increase your Reload Speed by 7%.
Increase your maximum Health by 750.
Gain a 500-Health Shield for 3s after dropping to or below 30% Health.
Reduce your damage taken by 15% for 3s after activating Soul Harvest.
Increase your Ultimate charge rate by 60%.
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 duration of your Illusions by 5s.
Reduce your active Cooldowns by 2s after getting an Elimination.
Heal your Illusions for 40% of their maximum Health after activating Shatter.
Generate 1 Ammo after activating Illusion.
Reduce the Cooldown of Shatter by 2.5s.
Shatter instantly Heals your target for 800, but its Cooldown is increased by 1s and it no longer explodes your Illusions. Reduce the Cooldown of Shatter by 2s if you miss.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Increase your Healing received from others by 25% while at or below 50% Health.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase the travel distance of Charge by 15%.
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.
Heal for 200 every 1s while Emitter is active.
Heal 60 health for each player hit by Missile Launcher.
Generate 10 Ammo every 1s while Emitter is active.
Increase the duration of Emitter by 3s.
Reduce the Cooldown of Emitter by 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.
Heal for 270 every 1s while Shield is active and you are at or below 35% Health.
Increase your Healing received from others by 25% while at or below 50% Health.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase the travel distance of Charge by 15%.
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 the duration of your Illusions by 5s.
Reduce your active Cooldowns by 2s after getting an Elimination.
Heal your Illusions for 40% of their maximum Health after activating Shatter.
Generate 1 Ammo after activating Illusion.
Reduce the Cooldown of Shatter by 2.5s.
Shatter instantly Heals your target for 800, but its Cooldown is increased by 1s and it no longer explodes your Illusions. Reduce the Cooldown of Shatter by 2s if you miss.
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 1s for each enemy hit by it.
Reduce the Cooldown of Dead Zone by 0.8s.
Increase the duration of Dead Zone by 3s.
Heal for 375 every 1s while standing in Dead Zone.
Reduce your active Cooldowns by 16% after getting an Elimination.
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 120 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the cooldown of Tendril by 2.4s.
Gain a 300 Shield for 5s after activating Tendril.
Increase the Healing received from Dark Siphon by 200 health.
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.
Heal for 270 every 1s while Shield is active and you are at or below 35% Health.
Increase your Healing received from others by 25% while at or below 50% Health.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase the travel distance of Charge by 15%.
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.
Heal for 270 every 1s while Shield is active and you are at or below 35% Health.
Increase your Healing received from others by 25% while at or below 50% Health.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase the travel distance of Charge by 15%.
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 your damage taken by 15% for 2s after activating Elemental Shift.
Increase your Movement Speed while casting Inferno Cannon by 20%.
FrostFire Glide travels 10% faster.
Increase the duration of FrostFire Glide by 2s.
Heal for 250 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.
Heal for 120 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the cooldown of Tendril by 2.4s.
Gain a 300 Shield for 5s after activating Tendril.
Increase the Healing received from Dark Siphon by 200 health.
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 44% while Billow is active.
Increase the travel distance of Whirl by 24%.
Regenerate 2 Ammo every 0.5s for 1s after activating Billow.
Reduce the Cooldown of Billow by 42% after getting an Elimination.
Increase your maximum Ammo by 3.
Heal for 15% of your maximum Health per second while using Billow.
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 120 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the cooldown of Tendril by 2.4s.
Gain a 300 Shield for 5s after activating Tendril.
Increase the Healing received from Dark Siphon by 200 health.
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.
Heal for 120 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the cooldown of Tendril by 2.4s.
Gain a 300 Shield for 5s after activating Tendril.
Increase the Healing received from Dark Siphon by 200 health.
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.
Heal for 120 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the cooldown of Tendril by 2.4s.
Gain a 300 Shield for 5s after activating Tendril.
Increase the Healing received from Dark Siphon by 200 health.
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 Seedling by 1s for each enemy hit by it.
Reduce the Cooldown of Dead Zone by 0.8s.
Increase the duration of Dead Zone by 3s.
Heal for 375 every 1s while standing in Dead Zone.
Reduce your active Cooldowns by 16% after getting an Elimination.
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 120 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the cooldown of Tendril by 2.4s.
Gain a 300 Shield for 5s after activating Tendril.
Increase the Healing received from Dark Siphon by 200 health.
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 lateral movement from each use of Explosive Personality by 120%.
Increase the area of effect of all your explosions by 8%.
Increase the explosion radius of Hail of Bombs' explosives by 30%.
Heal for 120 for each use of Explosive Personality.
Increase the vertical movement from each use of Explosive Personality 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.
Heal for 120 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the cooldown of Tendril by 2.4s.
Gain a 300 Shield for 5s after activating Tendril.
Increase the Healing received from Dark Siphon by 200 health.
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.
Heal for 120 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the cooldown of Tendril by 2.4s.
Gain a 300 Shield for 5s after activating Tendril.
Increase the Healing received from Dark Siphon by 200 health.
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.
Heal for 120 for each enemy hit with Obliteration.
Increase your maximum Health by 50.
Reduce the cooldown of Tendril by 2.4s.
Gain a 300 Shield for 5s after activating Tendril.
Increase the Healing received from Dark Siphon by 200 health.
Tendril gains a second charge, but its Cooldown is increased by 2s.