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 Movement Speed of any ally Marked by Mark of Fate by 15%.
Increase your maximum Health by 50.
Heal for 240 over 1s after Healing an ally with Abyssal Reconstruction.
Gain a 130-Health Shield for 3s after dropping to or below 35% Health.
Mark of Fate now provides to its target an additional 25% of the Healing done to other allies with Abyssal Reconstruction.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 time it takes to bring up Iron Sights by 15%.
Increase your maximum Health by 200.
Gain 20% Lifesteal while using Iron Sights.
Increase your Movement Speed by 50% while using Iron Sights.
Reduce your weapon recoil by 20% while using Iron Sights.
Switch your rifle to Three-Shot-Burst mode, increasing your effective range and firing three 210-damage shots every 0.4s.
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.
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.
Generate 3% Ultimate charge every 1s while Combat Trance is active.
Increase your maximum Health by 50.
Increase your maximum Ammo by 2.
Heal for 225 every 1s while Combat Trance is active.
Gain a 120-Health Shield for 4s after activating Combat Trance.
Heavy Blade now explodes on reactivation instead of recalling, but the initial throw does reduced 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 Crippling Throw reduces the Cooldown of Blossom by 2.4s.
Reset the Cooldown of Vine after dropping to or below 45% Health.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase the radius of Blossom by 20%.
Reduce the Cooldown of Vine by 2s after hitting an enemy with Crippling Throw.
Crippling Throw chains to nearby enemies up to 2 times, causing a Healing aura to manifest around the nearby enemies and the original one, Healing nearby allies for 50 every 0.5s. Remedy (+10% Healing +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.
Reduce the Cooldown of Charge by 2.4s after hitting an enemy with Fireball.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase your Movement Speed by 30% for 3s after using Charge.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Gain a 600-Health Shield for 3s after you use Charge.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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.
Generate 3 Ammo for each enemy hit with Valor.
Generate 1 Ammo after using Grace.
Increase your maximum Ammo by 3.
Increase your maximum Health by 200.
Reduce your active Cooldowns by 32% after getting an Elimination.
Hitting an enemy with Heirloom Rifle increases your Heirloom Rifle damage against that enemy by 7% for 3s, stacking up to 5 times.
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 50% for 3s after activating Counter.
Increase your maximum Health by 100.
Increase the travel distance of Whirl by 8%.
Reduce the Cooldown of Counter by 75% after successfully hitting an enemy with Counter.
Heal for 200 after using Counter.
Spite deals 20% of its target's maximum Health with each hit.
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 Smoke Screen by 1.5s for each enemy hit by Poison Bolts.
Increase your Movement Speed by 32% for 2s after entering Smoke Screen.
Reduce the Cooldown of Poison Bolts by 1.6s.
Heal for 625 over 2s while in Smoke Screen.
Automatically enter Stealth after dropping to or below 30% Health. This can happen once every -5s.
Benefits from your Smoke Screen cards also benefit allies who enter Smoke Screen and allies are Healed for 100 every 1s while in your Smoke Screen, but Smoke Screen no longer applies Stealth to you.
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 Dredge Anchor by 2.4s.
Reduce the Cooldown of Shell Spin by 40% after falling to or below 40% Health.
Heal for 220 every 1s while Shell Shield is active.
Increase the travel distance of Shell Spin by 10%.
Reduce your damage taken by 20% for 2s after hitting an enemy with Dredge Anchor.
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 Charge by 2.4s after hitting an enemy with Fireball.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase your Movement Speed by 30% for 3s after using Charge.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Gain a 600-Health Shield for 3s after you use Charge.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 20% while standing in Warder's Field.
Heal for 28 every 1s while Earthen Guard is active.
Reduce the Cooldown of Warder's Field by 1s.
Increase your maximum Health by 600.
Reduce the Cooldown of Earthen Guard by 2.5s.
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 600.
Heal for 150 every 1s for 3s after activating Rocket Boots.
Gain a 300-Health Shield for 3s after activating Rocket Boots.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Increase the maximum Health of Barricade by 2000 and reduce its Cooldown 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.
Increase the area of effect of all your explosions by 10%.
Increase the lateral movement from each use of Explosive Personality by 40%.
Reduce the Cooldown of Cluster Grenade by 0.30000000000000004s for each enemy hit by the initial and secondary explosions.
Increase the explosion radius of Cluster Grenade's initial explosion by 30%.
Increase the explosion radius of Hail of Bombs' explosives by 10%.
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 5% Lifesteal.
Heal for 120 every 1s for 10s after applying Astral Mark.
Reduce your active Cooldowns by 20% if a victim of your Void Grip dies within 4s of being hit by the ability.
Increase the duration of Astral Mark by 2s.
Increase the range of Astral Mark by 20%.
All allies already affected by Astral Mark are Healed for an additional 285 when you use Astral Mark.
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 Radius of Swarm by 10%, but increase its cost by {scale=3|3}%.
Reduce the Blood cost of Swarm by 25% while an ally is marked by Blood Hex.
Reduce your damage taken by 5% for 1.5s after activating Death Wings.
Reduce the Cooldown of Blood Hex by 0.5s after activating Death Wings.
Increase the damage and Healing of Swarm by 12%, but reduce its duration by {scale=0.35|0.35}s.
Decrease the Blood cost of your abilities by 35% and increase your Healing done by 15%, but reduce the damage you do 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.
Reduce your damage taken by 20% while standing in Warder's Field.
Heal for 28 every 1s while Earthen Guard is active.
Reduce the Cooldown of Warder's Field by 1s.
Increase your maximum Health by 600.
Reduce the Cooldown of Earthen Guard by 2.5s.
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.
Reduce your damage taken by 20% while standing in Warder's Field.
Reduce your active Cooldowns by 8% after getting an Elimination.
Reduce the Cooldown of Warder's Field by 1s.
Increase your maximum Health by 600.
Reduce the Cooldown of Earthen Guard by 2.5s.
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.
Reduce the Cooldown of Charge by 2.4s after hitting an enemy with Fireball.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase your Movement Speed by 30% for 3s after using Charge.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Gain a 600-Health Shield for 3s after you use Charge.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 your Movement Speed by 20% for 2s after Combat Slide ends.
Generate 2 Ammo after activating Combat Slide.
You gain 20% Lifesteal against your Retribution target.
Reduce the Cooldown of Combat Slide by 15% for each enemy hit by your weapons.
Your weapon shots deal 680 damage every 0.7s, but your Ammo count is reduced.
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 Charge by 2.4s after hitting an enemy with Fireball.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase your Movement Speed by 30% for 3s after using Charge.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Gain a 600-Health Shield for 3s after you use Charge.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
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 20% while standing in Warder's Field.
Reduce your active Cooldowns by 8% after getting an Elimination.
Reduce the Cooldown of Warder's Field by 1s.
Increase your maximum Health by 600.
Reduce the Cooldown of Earthen Guard by 2.5s.
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.
Heal for 400 every 1s for 3s after activating Stasis Field.
Reduce the Cooldown of Stasis Field by 1s after hitting an enemy with Setback.
Reduce the Cooldown of Second Chance by 0.5s.
Increase your maximum Health by 600.
Gain a 400-Health Shield for 3s after hitting an enemy with Setback.
Greatly increase the size of Stasis Field, but its Cooldown is increased by 65%.
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 20% while standing in Warder's Field.
Reduce your active Cooldowns by 8% after getting an Elimination.
Reduce the Cooldown of Warder's Field by 1s.
Increase your maximum Health by 600.
Reduce the Cooldown of Earthen Guard by 2.5s.
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.
Reduce the Cooldown of Fireball by 2.25s.
Increase your Movement Speed by 20% for 3s after using Charge.
Reduce your active Cooldowns by 10% after getting an Elimination.
Reduce the Cooldown of Charge by 1.2s after hitting an enemy with Fireball.
Increase your Movement Speed by 40% for 3s after hitting an enemy with Fireball.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.