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 while in Sniper Mode by 125%.
Activating Oppressor Mine generates 3 Ammo.
Increase your maximum Health by 100.
Increase your Movement Speed by 81% for 2s after Teleporting with Transporter.
Hitting an enemy with a fully-charged Sniper Mode shot generates 4 Ammo.
Using Transporter instantly Teleports you to its target location.
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 Soar by 100% after getting an Elimination
Generate 2 Ammo after activating Ice Block.
Increase the duration of Soar by 0.55s.
Generate 3 Ammo after activating Soar.
Increase your Movement Speed during Soar by 35%.
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 Shell Spin by 5s for each enemy it hits.
Regenerate 1 Ammo every 0.5s for 0.5s after activating Dredge Anchor.
Reduce the Cooldown of Shell Spin by 20% after falling to or below 40% Health.
Reduce your damage taken by 15% for 2s after hitting an enemy with Dredge Anchor.
Reduce the Cooldown of Dredge Anchor by 3s.
For 4s after hitting an enemy with Dredge Anchor, your next weapon shot against that enemy deals 75% increased 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 Shell Spin by 5s for each enemy it hits.
Regenerate 1 Ammo every 0.5s for 0.5s after activating Dredge Anchor.
Reduce the Cooldown of Shell Spin by 20% after falling to or below 40% Health.
Reduce your damage taken by 15% for 2s after hitting an enemy with Dredge Anchor.
Reduce the Cooldown of Dredge Anchor by 3s.
Increase your Ultimate charge rate by 25% and Health by 500. Activating Ancient Rage resets the Cooldown of Dredge Anchor and Shell Spin, and increases Movement Speed by 20%.
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 Soar by 100% after getting an Elimination
Generate 2 Ammo after activating Ice Block.
Increase the duration of Soar by 0.55s.
Generate 3 Ammo after activating Soar.
Increase your Movement Speed during Soar by 35%.
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 Hardening by 1.5s after hitting an enemy with Piercing Quills.
Hitting an enemy with Piercing Quills grants 20% Lifesteal for 0.6s.
Generate 2% of your maximum acid after hitting an enemy with Piercing Quills.
Increase the additional Damage Reduction benefit of Hardening by 80% but reduce its duration by {scale=10|10}%.
Reduce the additional Damage Reduction given by Hardening by half. For 2s after using Hardening, gain its benefits.
Heal for 25 every 0.25s while on an objective and for 1s after leaving the objective. This effect increases the longer you maintain it, up to 65 every 0.25s.
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 Warder's Field by 4s.
Increase your maximum Ammo by 1.
Generate 2 Ammo after activating Warder's Field.
Reduce your active Cooldowns by 40% after getting an Elimination.
Reduce your damage taken by 20% while standing in Warder's Field.
The radius of Warder's Field is increased by 50% and it Cripples enemies within it.
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 Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Apply a Knockback of 200 to enemies hit by Charge.
Increase the travel distance of Charge by 15%.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Increase your Movement Speed by 40% while using Shield.
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 your maximum Health by 750.
Generate 4 Ammo after activating Battle Shout.
Generate 5 Ammo after activating Commander's Grab.
Increase your Healing received by 24% while your Bulwark is active.
Increase your maximum Ammo by 12.
Targets hit by Commander's Grab are Stunned for an additional 1.4s.
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 750.
Generate 4 Ammo after activating Battle Shout.
Generate 5 Ammo after activating Commander's Grab.
Increase your Healing received by 24% while your Bulwark is active.
Increase your maximum Ammo by 12.
Targets hit by Commander's Grab are Stunned for an additional 1.4s.
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 Soar by 100% after getting an Elimination
Generate 2 Ammo after activating Ice Block.
Increase the duration of Soar by 0.55s.
Generate 3 Ammo after activating Soar.
Increase your Movement Speed during Soar by 35%.
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.
Heal for 25 for every percentage point of Ire consumed by abilities.
Increase your maximum Health by 150.
Reduce the damage you take by 4% for 2s after activating Conviction.
Heal for 210 for each enemy hit with Reckoning.
Using an ability above Ire threshold Heals you for 375.
Gain 30% Lifesteal on your hits with Judgement.
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 Soar by 100% after getting an Elimination
Generate 2 Ammo after activating Ice Block.
Increase the duration of Soar by 0.55s.
Generate 3 Ammo after activating Soar.
Increase your Movement Speed during Soar by 35%.
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.
Hitting an enemy with Yokai Doll applies one extra stack of Curse once every -25s.
Increase your maximum Health by 50.
Apply 3 stacks of Curse to the target hit by your Savage Tear. This effect can occur once every -5s.
Heal for 200 each time one of your Spirit Lures triggers.
Decrease the Cooldown of Spirit Lure's reactivation by 2.4s.
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 -25s.
Increase your maximum Health by 50.
Apply 3 stacks of Curse to the target hit by your Savage Tear. This effect can occur once every -5s.
Heal for 200 each time one of your Spirit Lures triggers.
Decrease the Cooldown of Spirit Lure's reactivation by 2.4s.
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.
Reduce the Cooldown of Savage Tear by 2.5s.
Hitting an enemy with Yokai Doll applies one extra stack of Curse once every -5s.
Apply 3 stacks of Curse to the target hit by your Savage Tear. This effect can occur once every -5s.
Heal for 140 after an enemy survives being hit with Yokai Doll or Savage Tear at maximum Curse stacks.
Increase the duration of the Disarm applied by Savage Tear on hitting an enemy with maximum Curse stacks by 40%.
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 Shield by 3.2s. This card also increases the rate of Shield gain when using Aegis.
Apply a Knockback of 200 to enemies hit by Charge.
Increase the travel distance of Charge by 15%.
Reduce the Cooldown of Charge by 2s for every 1000 damage your Shield takes.
Increase your Movement Speed by 40% while using Shield.
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 25 for every percentage point of Ire consumed by abilities.
Increase your maximum Health by 150.
Reduce the damage you take by 4% for 2s after activating Conviction.
Heal for 210 for each enemy hit with Reckoning.
Using an ability above Ire threshold Heals you for 375.
Gain 30% Lifesteal on your hits with Judgement.
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 25 for every percentage point of Ire consumed by abilities.
Increase your maximum Health by 150.
Reduce the damage you take by 4% for 2s after activating Conviction.
Heal for 210 for each enemy hit with Reckoning.
Using an ability above Ire threshold Heals you for 375.
Gain 30% Lifesteal on your hits with Judgement.
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 25 for every percentage point of Ire consumed by abilities.
Increase your maximum Health by 150.
Reduce the damage you take by 4% for 2s after activating Conviction.
Heal for 210 for each enemy hit with Reckoning.
Using an ability above Ire threshold Heals you for 375.
Gain 30% Lifesteal on your hits with Judgement.
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 25 for every percentage point of Ire consumed by abilities.
Increase your maximum Health by 150.
Reduce the damage you take by 4% for 2s after activating Conviction.
Heal for 210 for each enemy hit with Reckoning.
Using an ability above Ire threshold Heals you for 375.
Gain 30% Lifesteal on your hits with Judgement.
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 750.
Generate 25 Ammo after activating Ignition.
Each Soul Fragment gathered Heals you for 15.
Reduce your damage taken by 15% for 3s after activating Soul Harvest.
Gain a 1250-Health Shield for 3s after dropping to or below 30% Health.
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.
Reduce the Cooldown of Shatter by 2.5s.
Heal your Illusions for 20% of their maximum Health after activating Shatter.
Spawn an Illusion with 20% Health when you swap to the spot of a dead Illusion.
Reduce the Cooldown of Illusion by 1.5s when an Illusion dies to an enemy.
Increase the duration of your Illusions by 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 25 for every percentage point of Ire consumed by abilities.
Increase your maximum Health by 150.
Reduce the damage you take by 4% for 2s after activating Conviction.
Heal for 210 for each enemy hit with Reckoning.
Using an ability above Ire threshold Heals you for 375.
Gain 30% Lifesteal on your hits with Judgement.
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 25 for every percentage point of Ire consumed by abilities.
Increase your maximum Health by 150.
Reduce the damage you take by 4% for 2s after activating Conviction.
Heal for 210 for each enemy hit with Reckoning.
Using an ability above Ire threshold Heals you for 375.
Gain 30% Lifesteal on your hits with Judgement.