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 Healing received by 12% while Stasis Field is active.
Reduce the Cooldown of Stasis Field by 2s after hitting an enemy with Setback.
Generate 1 Ammo after hitting a fully-charged weapon shot.
Reduce the Cooldown of Second Chance by 2.5s.
Heal for an additional 750 when using Second Chance.
Setback becomes a lobbed explosive, capable of Rewinding multiple 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 Ghost Walk by 0.6s.
Increase the Chain range of Shock Pulse by 32%.
Heal for 120 for each enemy hit with Shock Pulse.
Generate 12% of your Ammo for each unique enemy hit by Shock Pulse.
Decrease the Cooldown of Healing Totem by 2.4s after activating Ghost Walk.
Increase the damage of Lightning Staff to 70, your weapon shots reduce the Cooldown of Shock Pulse by 0.5s, and Shock Pulse chains 4 additional times. Surgery (+10% 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 Ignition by 3s.
Each Soul Fragment gathered Heals you for 45.
Heal for 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce your damage taken by 15% for 3s after activating Ignition.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 140 every 1s while Earthen Guard is active.
Reduce the Cooldown of Earthen Guard by 2.5s.
Increase your maximum Health by 150.
Reduce your damage taken by 15% while standing in Warder's Field.
Reduce your active Cooldowns by 8% after getting an Elimination.
Reduce your damage taken by 15%, gain an additional 20% Bonus Healing, and gain Immunity to Crowd Control while Earthen Guard is active.
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.
Generate 10% Energy after falling to or below 50% Health.
Increase your jump height by 20% while Agility is active.
Gain 17.5% Lifesteal while in Dragon Stance.
Heal for 100 every 1s while Agility is active.
Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 Health.
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.
Generate 10% Energy after falling to or below 50% Health.
Increase your jump height by 20% while Agility is active.
Gain 17.5% Lifesteal while in Dragon Stance.
Heal for 100 every 1s while Agility is active.
Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 Health.
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.
Generate 10% Energy after falling to or below 50% Health.
Increase your jump height by 20% while Agility is active.
Gain 17.5% Lifesteal while in Dragon Stance.
Heal for 100 every 1s while Agility is active.
Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 Health.
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 Reload Speed by 28% for 3s after hitting an enemy with War.
Each stack of Piercing Momentum grants you a 40 Shield for 3s after it expires.
Increase your Movement Speed by 60% for 1s after hitting an enemy with Love.
Each stack of Sharp Momentum Heals you for 30 after it expires.
Heal for 60 after hitting an enemy with War.
Increase the Range and Damage of War, but decrease its rate of fire. War's attacks now deal an additional 20% damage to each enemy hit for each enemy hit in total with your attack.
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 250 every 1s while drifting.
Generate 2 Ammo after hitting an enemy with Defiance.
Increase the distance of each Nether Step dash by 25%.
Increase your Movement Speed by 10% for 3s after activating Nether Step.
Generate 2 Ammo after activating Nether Step.
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.
Reset the Cooldown of Commanding Leap after dropping to or below 30% Health.
Reduce the Movement Speed penalty of Designated Sights by 100%.
Reduce the time it takes to bring up Designated Sights by 20%.
Reduce damage taken by 5% for 2.5s after activating Commanding Leap.
Increase your maximum Ammo by 8.
Upon landing with the Commanding Leap ability create a small pool underneath you that will heal both you and allies for 600 health over 1.5s. Octavia's ammo is not consumed while standing inside of this field.
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 125 every 1s while Bulwark is active.
Increase your Healing received by 30% while your Bulwark is active.
Increase the recharge rate of your Bulwark by 12%.
Reduce the Cooldown of Battle Shout by 0.6s.
Reduce your active Cooldowns by 16% after getting an Elimination.
Your Shield now regenerates at 120% effectiveness, and regenerates even while it is active.
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 10% after getting an Elimination.
Increase your Movement Speed by 20% for 3s after using Charge.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Increase your Movement Speed by 40% while using Shield.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
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 the cooldown of Tendril by 2.4s.
Reduce the Cooldown of Dark Siphon and Obliteration by 0.4s after activating Tendril.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Increase your Movement Speed by 20% for 1s after hitting anything with Deadly Scythe.
Reduce the damage you take by 16% for 3s after activating Tendril.
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 the target of your Protection for 300.
Reduce your active Cooldowns by 40% after getting an Elimination.
Increase your Movement Speed by 10% during Recharge and for 3s after it ends.
Increase the Movement Speed of your Protection target by 40% for 2s.
Generate 2 Ammo for the target of your Protection.
Increase Protection's Shield Health by 300 and reduce its Cooldown by 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.
Reduce the Cooldown of Ignition by 3s.
Each Soul Fragment gathered Heals you for 45.
Heal for 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce your damage taken by 15% for 3s after activating Ignition.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 250.
Increase the explosion radius of Salvo by 45%.
Restore 20% of your maximum Booster fuel after getting a Killing Blow or Elimination.
Reduce the Cooldown of Thrust by 100% after dropping to or below 30% Health.
Increase your Reload Speed by 30% for 3s after hitting an enemy with your weapon.
Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased 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.
Increase your Reload Speed by 28% for 3s after hitting an enemy with War.
Each stack of Piercing Momentum grants you a 40 Shield for 3s after it expires.
Increase your Movement Speed by 60% for 1s after hitting an enemy with Love.
Each stack of Sharp Momentum Heals you for 30 after it expires.
Heal for 60 after hitting an enemy with War.
Increase the Range and Damage of War, but decrease its rate of fire. War's attacks now deal an additional 20% damage to each enemy hit for each enemy hit in total with your attack.
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.
Generate 10% Energy after falling to or below 50% Health.
Increase your jump height by 20% while Agility is active.
Gain 17.5% Lifesteal while in Dragon Stance.
Heal for 100 every 1s while Agility is active.
Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 Health.
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.
Generate 10% Energy after falling to or below 50% Health.
Increase your jump height by 20% while Agility is active.
Gain 17.5% Lifesteal while in Dragon Stance.
Heal for 100 every 1s while Agility is active.
Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 Health.
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 Ignition by 3s.
Each Soul Fragment gathered Heals you for 45.
Heal for 150 for each champion hit by Juggernaut.
Generate 25 Ammo after activating Ignition.
Reduce your damage taken by 15% for 3s after activating Ignition.
All your living allies are Healed for 1.5% of their maximum Health for each Soul Harvested.
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 Damage taken by 15% for 1.5s after using Blast Back.
Increase your maximum Ammo by 5.
Increase your maximum Health by 80.
Increase your Movement Speed by 6% for 2.5s after activating Blast Back.
Increase the Distance enemies are Knocked Back by from Blast Back by 20%
Blast Back now knocks enemies straight up and enemies take 20% more DMG from Saati for 1.5s.
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 30 for each enemy hit with Shock Pulse.
Heal for 100 over the duration of Ghost Walk.
Reduce the Cooldown of Ghost Walk by 3s.
Decrease the Cooldown of Healing Totem by 3s after activating Ghost Walk.
Allies inside your Healing Totem gain 18% increased Movement Speed for 1s.
Gain a third charge of Healing Totem, increase their healing by 15%, and increase their radius of 20%. Remedy(+10% Healing and +5% 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 the target of your Protection for 300.
Reduce your active Cooldowns by 40% after getting an Elimination.
Increase your Movement Speed by 10% during Recharge and for 3s after it ends.
Increase the Movement Speed of your Protection target by 40% for 2s.
Generate 2 Ammo for the target of your Protection.
Increase Protection's Shield Health by 300 and reduce its Cooldown by 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.
Heal for 250 every 1s while drifting.
Generate 2 Ammo after hitting an enemy with Defiance.
Increase the distance of each Nether Step dash by 25%.
Increase your Movement Speed by 10% for 3s after activating Nether Step.
Generate 2 Ammo after activating Nether Step.
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 your active Cooldowns by 10% after getting an Elimination.
Increase your Movement Speed by 20% for 3s after using Charge.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Increase your Movement Speed by 40% while using Shield.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.