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 extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce your damage taken by 10% for 1.5s after activating Death Wings.
Increase the damage and Healing of Swarm by 16%, but reduce its duration by {scale=0.35|0.35}s.
Reduce the Blood cost of Swarm by 15% while an ally is marked by Blood Hex.
Reduce the Blood cost of Death Wings by 8% while an enemy is marked by Blood Hex.
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.
Hitting an enemy with Yokai Doll applies one extra stack of Curse once every -5s.
Reduce the Cooldown of Savage Tear by 2.5s.
Increase the area of effect of Spirit Lure's explosion by 5%.
Decrease the Cooldown of Body and Soul by 3s.
Increase the duration of Body and Soul by 0.30000000000000004s.
Spirit Lures become timed mines and can no longer be reactivated, exploding a small duration after being triggered to deal damage, Fear, and apply Curse stacks. Your trap placement now has increased 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.
Hitting an enemy with Yokai Doll applies one extra stack of Curse once every -5s.
Reduce the Cooldown of Savage Tear by 2.5s.
Increase the area of effect of Spirit Lure's explosion by 5%.
Decrease the Cooldown of Body and Soul by 3s.
Increase the duration of Body and Soul by 0.30000000000000004s.
Spirit Lures become timed mines and can no longer be reactivated, exploding a small duration after being triggered to deal damage, Fear, and apply Curse stacks. Your trap placement now has increased 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 extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce your damage taken by 10% for 1.5s after activating Death Wings.
Increase the damage and Healing of Swarm by 16%, but reduce its duration by {scale=0.35|0.35}s.
Reduce the Blood cost of Swarm by 15% while an ally is marked by Blood Hex.
Reduce the Blood cost of Death Wings by 8% while an enemy is marked by Blood Hex.
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.
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.
Heal for 150 after using Elemental Shift.
Elemental Shift reduces the Cooldown of Frost Bomb and Inferno Cannon by 1.7999999999999998s.
Dealing damage with Pyre Ball reduces the Cooldown of Frost Bomb by 2.4000000000000004s.
Elemental Shift reduces the Cooldown of Frostfire Glide by 1.7999999999999998s.
Each of your Pyre Balls explodes in a 20-unit-radius area on hit and generate more Mana, but the damage of Pyre Ball when fully charged is reduced to 800.
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 extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce your damage taken by 10% for 1.5s after activating Death Wings.
Increase the damage and Healing of Swarm by 16%, but reduce its duration by {scale=0.35|0.35}s.
Reduce the Blood cost of Swarm by 15% while an ally is marked by Blood Hex.
Reduce the Blood cost of Death Wings by 8% while an enemy is marked by Blood Hex.
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 300-Health Shield for 3s after activating Juggernaut.
Increase the distance traveled by Juggernaut by 8%.
Increase your maximum Health by 750.
Gain a 1000-Health Shield for 3s after dropping to or below 30% Health.
Each Soul Fragment gathered Heals you for 45.
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 extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce your damage taken by 10% for 1.5s after activating Death Wings.
Increase the damage and Healing of Swarm by 16%, but reduce its duration by {scale=0.35|0.35}s.
Reduce the Blood cost of Swarm by 15% while an ally is marked by Blood Hex.
Reduce the Blood cost of Death Wings by 8% while an enemy is marked by Blood Hex.
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.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 30%.
Increase your Ultimate charge rate by 21%.
Reduce the cast time of Shadow Travel by 20%.
Heal for 140 every 1s while channeling Restore Soul.
Reduce the Cooldown of Shadow Travel by 2.4000000000000004s after activating Restore Soul. This can only occur once every 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.
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.
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.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 40 Health.
Heal for 40 every 1s while Spirit Linked to an ally.
Increase the maximum amount of damage mitigated by Envelop by 14%.
Reduce the damage you take by 5% for 2s for each ally hit with Chain Heal. This effect stacks.
Increase the range of Chain Heal bounces 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.
Hitting an enemy with Yokai Doll applies one extra stack of Curse once every -5s.
Reduce the Cooldown of Savage Tear by 2.5s.
Increase the area of effect of Spirit Lure's explosion by 5%.
Decrease the Cooldown of Body and Soul by 3s.
Increase the duration of Body and Soul by 0.30000000000000004s.
Increase your Ultimate charge rate by 3% and Movement Speed by 5% per stack of Curse currently on 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.
Reduce the Cooldown of Emitter by 5s.
Reduce your damage taken by 9% for 2s after using Missile Launcher.
Increase your maximum Health by 450.
Increase your Movement Speed while firing by 5%.
Increase the duration of Emitter 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.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 40 Health.
Heal for 40 every 1s while Spirit Linked to an ally.
Increase the maximum amount of damage mitigated by Envelop by 14%.
Reduce the damage you take by 5% for 2s for each ally hit with Chain Heal. This effect stacks.
Increase the range of Chain Heal bounces 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.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 60 Health.
Reduce the Cooldown of Envelop by 0.8999999999999999s.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase the range of Chain Heal bounces 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.
Hitting an enemy with Yokai Doll applies one extra stack of Curse once every -5s.
Reduce the Cooldown of Savage Tear by 2.5s.
Increase the area of effect of Spirit Lure's explosion by 5%.
Decrease the Cooldown of Body and Soul by 3s.
Increase the duration of Body and Soul by 0.30000000000000004s.
Increase your Ultimate charge rate by 3% and Movement Speed by 5% per stack of Curse currently on 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.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 60 Health.
Reduce the Cooldown of Envelop by 0.8999999999999999s.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase the range of Chain Heal bounces 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.
Hitting an enemy with a fully-charged Sniper Mode shot Heals you for 200.
Increase the Flight Speed of Transporter by 40%.
Increase your Movement Speed while in Sniper Mode by 75%.
Hitting an enemy with a fully-charged Sniper Mode shot generates 1 Ammo.
Reduce scope-in and scope-out time by 60%.
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 damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Increase the maximum amount of damage mitigated by Envelop by 7%.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 60 Health.
Reduce the Cooldown of Envelop by 0.8999999999999999s.
After taking -625 damage, your next use of Chain Heal does not cause it to go on Cooldown.
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.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 40 Health.
Heal for 40 every 1s while Spirit Linked to an ally.
Increase the maximum amount of damage mitigated by Envelop by 14%.
Reduce the damage you take by 5% for 2s for each ally hit with Chain Heal. This effect stacks.
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.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 40 Health.
Heal for 40 every 1s while Spirit Linked to an ally.
Increase the maximum amount of damage mitigated by Envelop by 14%.
Reduce the damage you take by 5% for 2s for each ally hit with Chain Heal. This effect stacks.
Increase the range of Chain Heal bounces 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.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 40 Health.
Heal for 40 every 1s while Spirit Linked to an ally.
Increase the maximum amount of damage mitigated by Envelop by 14%.
Reduce the damage you take by 5% for 2s for each ally hit with Chain Heal. This effect stacks.
Increase the range of Chain Heal bounces 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.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 40 Health.
Heal for 40 every 1s while Spirit Linked to an ally.
Increase the maximum amount of damage mitigated by Envelop by 14%.
Reduce the damage you take by 5% for 2s for each ally hit with Chain Heal. This effect stacks.
Spirit Link's Cooldown is increased to 7s and it now only lasts for 4s, but its base effects are tripled.