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.
Decrease your damage taken by 20% for 3s after using Nade Launcher.
Increase the duration of Hunter's Mark by 0.6s.
Reduce your active Cooldowns by 30% after getting an Elimination.
Increase your maximum Health by 50.
Reduce the Cooldown of Fire Bomb by 3s.
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.
Apply a Knockback of 400 to enemies hit by Charge.
Reduce the Cooldown of Charge by 1s for every 1000 damage your Shield takes.
Increase your maximum Health by 750.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
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 the Healing done by Rend Soul by 40%.
Reduce the Cooldown of Rend Soul by 1.75s.
Your Movement Speed is increased by 8% while any enemy is marked with a Soul Orb stack.
Increase the range from the main target at which Restore Soul's secondary Healing can target allies by 12%.
Increase your Movement Speed by 16% while Shadow Travel is active.
Each Soul Charge you detonate with Rend Soul increases your maximum Health and weapon damage by 2% until you die. Stacks up to 12 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.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Ammo by 2.
Increase your maximum Health by 100.
After taking -500 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.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Ammo by 2.
Increase your maximum Health by 100.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
While Envelop is active and you are Linked to an enemy, prevent them from Healing.
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.
Apply a Knockback of 400 to enemies hit by Charge.
Reduce the Cooldown of Charge by 1s for every 1000 damage your Shield takes.
Increase your maximum Health by 750.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
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 Blossom by 2s.
Increase the radius of Blossom by 12%.
Reduce your active Cooldowns by 10% after getting an Elimination.
Hitting an enemy with Crippling Throw reduces the Cooldown of Blossom by 3s.
Increase the range of Vine by 10%.
Heal for a burst of 500 and an additional 300 over 2s in a 50 unit radius at your location when you finish Vining. Curative (+20% Healing)
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.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Ammo by 2.
Increase your maximum Health by 100.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
While Envelop is active and you are Linked to an enemy, prevent them from Healing.
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.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Ammo by 2.
Increase your maximum Health by 100.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
While Envelop is active and you are Linked to an enemy, prevent them from Healing.
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.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Ammo by 2.
Increase your maximum Health by 100.
After taking -500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
While Envelop is active and you are Linked to an enemy, prevent them from Healing.
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 duration of Shell Shield by 3s.
Reduce the Cooldown of Shell Shield by 0.4s for every 1000 damage Absorbed.
Increase your Reload Speed by 14%.
Reduce the Cooldown of Dredge Anchor by 3s.
Increase your Movement Speed by 6% for 3s after using Shell Spin.
Shell Shield is placed on the ground instead of channeled around you, and lasts 2s longer.
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.
Apply a Knockback of 400 to enemies hit by Charge.
Reduce the Cooldown of Charge by 1s for every 1000 damage your Shield takes.
Increase your maximum Health by 750.
Reduce the Cooldown of Fireball by 2.25s.
Heal for 90 every 1s while Shield is active and you are at or below 35% Health.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.