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 all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 the Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 maximum Health by 100.
Heal for 50 for each enemy hit by Broadside.
Gain a 750-Health Shield after dropping to or below 50% Health.
Generate 2 Ammo for each enemy hit by Broadside.
Heal for 250 every 1s while standing near a Shortcut.
Harpoon no longer has a Cooldown, but no longer Slows enemies 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.
Increase your maximum Health by 100.
Heal for 50 for each enemy hit by Broadside.
Gain a 750-Health Shield after dropping to or below 50% Health.
Generate 2 Ammo for each enemy hit by Broadside.
Heal for 250 every 1s while standing near a Shortcut.
Harpoon no longer has a Cooldown, but no longer Slows enemies 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.
Increase your maximum Health by 100.
Heal for 50 for each enemy hit by Broadside.
Gain a 750-Health Shield after dropping to or below 50% Health.
Generate 2 Ammo for each enemy hit by Broadside.
Heal for 250 every 1s while standing near a Shortcut.
Harpoon no longer has a Cooldown, but no longer Slows enemies 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.
Increase your maximum Health by 100.
Heal for 50 for each enemy hit by Broadside.
Gain a 750-Health Shield after dropping to or below 50% Health.
Generate 2 Ammo for each enemy hit by Broadside.
Heal for 250 every 1s while standing near a Shortcut.
The projectile launched by reloading your Cursed Howitzer explodes in a 20-unit-radius area on contact.
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 100.
Heal for 50 for each enemy hit by Broadside.
Gain a 750-Health Shield after dropping to or below 50% Health.
Generate 2 Ammo for each enemy hit by Broadside.
Heal for 250 every 1s while standing near a Shortcut.
The projectile launched by reloading your Cursed Howitzer explodes in a 20-unit-radius area on contact.
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 Dark Siphon and Obliteration by 1.6s after activating Tendril.
Increase your maximum Health by 50.
Reduce the damage you take by 12% for 3s after activating Tendril.
Reduce the Cooldown of Tendril by 1.7999999999999998s after hitting an enemy with Dark Siphon.
Reduce the cooldown of Tendril by 2.4s.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 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.
Reduce the Cooldown of Dark Siphon and Obliteration by 1.6s after activating Tendril.
Increase your maximum Health by 50.
Reduce the damage you take by 12% for 3s after activating Tendril.
Reduce the Cooldown of Tendril by 1.7999999999999998s after hitting an enemy with Dark Siphon.
Reduce the cooldown of Tendril by 2.4s.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 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.
Reduce the Cooldown of Dark Siphon and Obliteration by 1.6s after activating Tendril.
Increase your maximum Health by 50.
Reduce the damage you take by 12% for 3s after activating Tendril.
Reduce the Cooldown of Tendril by 1.7999999999999998s after hitting an enemy with Dark Siphon.
Reduce the cooldown of Tendril by 2.4s.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 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.
Reduce the Cooldown of Fire Bomb by 3s.
Increase the duration of Hunter's Mark by 0.6s.
Reduce the Cooldown of Nade Launcher by 2.5s.
Reduce your active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Hunter’s Mark by 1s.
Fire Bomb deals 30% increased damage and applies a 60% reduce healing effect.
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 10% for 4s after using Blink.
Reduce the Cooldown of Ice Block by 1.25s.
Increase your Movement Speed during Soar by 21%.
Reduce your active Cooldowns by 40% after getting an Elimination.
Increase the distance traveled by Blink by 30%.
Ice Storm has its damage increased by 100% and its Ultimate charge decreased by 50%, but its duration is reduced to 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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
Modify your Blunderbuss to fire a single slug that deals 600 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 the Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 the Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 Health of all your Turrets by 700.
Heal for 20 each time one of your base Turrets hits an enemy.
Heal for 100 every 1s while standing near any of your Turrets.
Heal all of your Turrets for 270 every 1s while you are standing near them.
Reduce your active Cooldowns by 20% after getting an Elimination.
Increase the maximum Health of Barricade by 2000 and reduce its Cooldown by 3s.