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 Health of Barricade by 200.
Heal for 100 every 1s while standing near any of your Turrets.
Increase the Health of all your Turrets by 280.
Heal all of your Turrets for 450 every 1s while you are standing near them.
Heal for 60 each time one of your base Turrets hits an enemy.
Dome Shield now costs 40% Ultimate charge and places a Flamethrower Turret with modified values and no Shield. Can have two active at once.
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 10% for 2s after Combat Slide ends.
Heal for 50 for each shot hit while using In Pursuit.
Increase your Movement Speed by 15%.
Reduce the Cooldown of Combat Slide by 25% for each enemy hit by your weapons.
Increase the travel distance of Combat Slide by 20%.
Gain Immunity to Crowd Control and reduce your damage taken by 90% while using Combat Slide.
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 150.
Gain a 225 Shield for 5s after activating Tendril.
Increase your Movement Speed by 15% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Increase your Movement Speed by 12% for 1s after hitting anything with Deadly Scythe.
Heal for 180 for each enemy hit with Obliteration.
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 90 after using Blink.
Reduce the Cooldown of Soar by 60% after getting an Elimination
Generate 1 Ammo after activating Soar.
Reduce your active Cooldowns by 32% after getting an Elimination.
Increase your Movement Speed during Soar by 28%.
Increase the damage you deal with your weapon shots by 25% for 3s after Soar ends.
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 Gourd by 3.2s.
Increase the travel distance of Slither by 30%.
Standing in your Gourd grants yourself and allies 24% Lifesteal.
Increase the Projectile Speed of Gourd by 20%.
Increase your Allies' and your Movement Speed by 15% while in your Gourd .
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 an enemy with a fully-charged Sniper Mode shot Heals you for 100.
Hitting an enemy with your Sniper Rifle in Carbine mode lowers the Cooldown of Transporter by 0.3s.
Heal for 24% of your maximum Health after Teleporting with Transporter.
Reduce scope-in and scope-out time by 80%.
Increase your Movement Speed while in Sniper Mode by 75%.
For 4s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 20% 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.
Reduce your active Cooldowns by 40% after getting an Elimination.
Heal for 60 every 1s while Weightless is active.
Generate 1 Ammo for each enemy hit by Explosive Flask.
Gain 30% Lifesteal against enemies Slowed by your Explosive Flask.
Heal yourself for 100% of Healing Potion's effect if you hit an ally but not yourself.
Enemies hit with Explosive Flask take 35% increased damage from your weapon shots for 4s. Surgery (+10% Damage Done)
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 an enemy with a fully-charged Sniper Mode shot Heals you for 100.
Hitting an enemy with your Sniper Rifle in Carbine mode lowers the Cooldown of Transporter by 0.3s.
Heal for 24% of your maximum Health after Teleporting with Transporter.
Reduce scope-in and scope-out time by 80%.
Increase your Movement Speed while in Sniper Mode by 75%.
For 4s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 20% 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.
Hitting an enemy with a fully-charged Sniper Mode shot Heals you for 100.
Hitting an enemy with your Sniper Rifle in Carbine mode lowers the Cooldown of Transporter by 0.3s.
Heal for 24% of your maximum Health after Teleporting with Transporter.
Reduce scope-in and scope-out time by 80%.
Increase your Movement Speed while in Sniper Mode by 75%.
For 4s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 20% 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 Movement Speed by 24% while Rune of Travel is active.
Increase your Movement Speed by 30% for 3s after hitting an enemy with Blitz Upper.
Reduce the Cooldown of Blitz Upper by 1.5s for each enemy hit while Overcharge is active.
Reduce the cooldown of Rune of Travel by 3s.
Increase your maximum Ammo by 12.
Rune of Travel no longer automatically activates, and if the Rune is not used the Cooldown is reset.
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 distance of each Nether Step dash by 10%.
Increase your Movement Speed by 20% for 3s after activating Nether Step.
Hitting a player with Revolver Heals you for 30.
Reduce the Cooldown of Nether Step by 80% after hitting an enemy with Reversal.
Reduce all active Cooldowns by 50% after getting an Elimination.
Nether Step now has 3 separate charges and is no longer linked.
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 Pounce by 2.5s.
Heal for 80 every 1s while Prowl is active.
Increase your maximum Health by 50.
Reduce the Cooldown of Nine Lives by 5s.
Heal for 140 after using Pounce.
Increase the damage of each of your daggers from your first dagger sets within 5s of Prowl ending 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.
Reduce your active Cooldowns by 40% after getting an Elimination.
Heal for 60 every 1s while Weightless is active.
Generate 1 Ammo for each enemy hit by Explosive Flask.
Gain 30% Lifesteal against enemies Slowed by your Explosive Flask.
Heal yourself for 100% of Healing Potion's effect if you hit an ally but not yourself.
Enemies hit with Explosive Flask take 35% increased damage from your weapon shots for 4s. Surgery (+10% Damage Done)
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 Pounce by 2.5s.
Heal for 80 every 1s while Prowl is active.
Increase your maximum Health by 50.
Reduce the Cooldown of Nine Lives by 5s.
Heal for 140 after using Pounce.
Increase the damage of each of your daggers from your first dagger sets within 5s of Prowl ending 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.
Increase the Health of Barricade by 200.
Heal for 100 every 1s while standing near any of your Turrets.
Increase the Health of all your Turrets by 280.
Heal all of your Turrets for 450 every 1s while you are standing near them.
Heal for 60 each time one of your base Turrets hits an enemy.
Dome Shield now costs 40% Ultimate charge and places a Flamethrower Turret with modified values and no Shield. Can have two active at once.
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 Pounce by 2.5s.
Heal for 80 every 1s while Prowl is active.
Increase your maximum Health by 50.
Reduce the Cooldown of Nine Lives by 5s.
Heal for 140 after using Pounce.
Increase the damage of each of your daggers from your first dagger sets within 5s of Prowl ending 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.
Hitting an enemy with a fully-charged Sniper Mode shot Heals you for 100.
Hitting an enemy with your Sniper Rifle in Carbine mode lowers the Cooldown of Transporter by 0.3s.
Heal for 24% of your maximum Health after Teleporting with Transporter.
Reduce scope-in and scope-out time by 80%.
Increase your Movement Speed while in Sniper Mode by 75%.
For 4s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 20% 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.
Reduce the Cooldown of Gourd by 3.2s.
Increase the travel distance of Slither by 30%.
Standing in your Gourd grants yourself and allies 24% Lifesteal.
Increase the Projectile Speed of Gourd by 20%.
Increase your Allies' and your Movement Speed by 15% while in your Gourd .
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 Gourd by 3.2s.
Increase the travel distance of Slither by 30%.
Standing in your Gourd grants yourself and allies 24% Lifesteal.
Increase the Projectile Speed of Gourd by 20%.
Increase your Allies' and your Movement Speed by 15% while in your Gourd .
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 Knockback applied to enemies by Disengage by 40%.
Reset the Cooldown of Dodge Roll after dropping to or below 30% Health.
Activating Dodge Roll heals you for 150.
Reduce the Cooldown of Disengage by 4s.
Heal for 250 after hitting an enemy with Disengage.
For 8s after using Dodge Roll, your next weapon shot's damage 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.
Increase the Health of Barricade by 200.
Heal for 100 every 1s while standing near any of your Turrets.
Increase the Health of all your Turrets by 280.
Heal all of your Turrets for 450 every 1s while you are standing near them.
Heal for 60 each time one of your base Turrets hits an enemy.
Dome Shield now costs 40% Ultimate charge and places a Flamethrower Turret with modified values and no Shield. Can have two active at once.
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 90 after using Blink.
Reduce the Cooldown of Soar by 60% after getting an Elimination
Generate 1 Ammo after activating Soar.
Reduce your active Cooldowns by 32% after getting an Elimination.
Increase your Movement Speed during Soar by 28%.
Increase the damage you deal with your weapon shots by 25% for 3s after Soar ends.
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 150.
Gain a 225 Shield for 5s after activating Tendril.
Increase your Movement Speed by 15% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Increase your Movement Speed by 12% for 1s after hitting anything with Deadly Scythe.
Heal for 180 for each enemy hit with Obliteration.
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 an enemy with a fully-charged Sniper Mode shot Heals you for 100.
Hitting an enemy with your Sniper Rifle in Carbine mode lowers the Cooldown of Transporter by 0.3s.
Heal for 24% of your maximum Health after Teleporting with Transporter.
Reduce scope-in and scope-out time by 80%.
Increase your Movement Speed while in Sniper Mode by 75%.
For 4s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 20% 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.
Hitting an enemy with a fully-charged Sniper Mode shot Heals you for 100.
Hitting an enemy with your Sniper Rifle in Carbine mode lowers the Cooldown of Transporter by 0.3s.
Heal for 24% of your maximum Health after Teleporting with Transporter.
Reduce scope-in and scope-out time by 80%.
Increase your Movement Speed while in Sniper Mode by 75%.
For 4s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 20% damage.