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 135 every 1s while Combat Trance is active.
Reduce the Cooldown of Heavy Blade by 1.2s.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Generate 2.4% Ultimate charge every 1s while Combat Trance is active.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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 225 after activating Conviction.
Increase the time until Ire starts to decay by 0.75s.
Heal for 15 for every percentage point of Ire consumed by abilities.
Reduce the damage your other allies take by 15% while they are within 35 units of the middle wall segment of your Sanctuary.
Heal for 210 for each enemy hit with Reckoning.
Your Ire no longer decays due to not taking or dealing damage, but you no longer gain the passive damage increase while above Ire threshold.
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 225 after activating Conviction.
Increase the time until Ire starts to decay by 0.75s.
Heal for 15 for every percentage point of Ire consumed by abilities.
Reduce the damage your other allies take by 15% while they are within 35 units of the middle wall segment of your Sanctuary.
Heal for 210 for each enemy hit with Reckoning.
Your Ire no longer decays due to not taking or dealing damage, but you no longer gain the passive damage increase while above Ire threshold.
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 225 after activating Conviction.
Increase the time until Ire starts to decay by 0.75s.
Heal for 15 for every percentage point of Ire consumed by abilities.
Reduce the damage your other allies take by 15% while they are within 35 units of the middle wall segment of your Sanctuary.
Heal for 210 for each enemy hit with Reckoning.
Your Ire no longer decays due to not taking or dealing damage, but you no longer gain the passive damage increase while above Ire threshold.
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 225 after activating Conviction.
Increase the time until Ire starts to decay by 0.75s.
Heal for 15 for every percentage point of Ire consumed by abilities.
Reduce the damage your other allies take by 15% while they are within 35 units of the middle wall segment of your Sanctuary.
Heal for 210 for each enemy hit with Reckoning.
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 Reload Speed by 50% for 4s after using Blink.
Your weapon deals 10% less Self-Damage and no longer applies a Knockback to yourself.
Heal for 60 every 1s while Ice Block is active.
Increase the duration of Soar by 2.2s.
Heal for 120 after using Blink.
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.
Heal for 135 every 1s while Combat Trance is active.
Reduce the Cooldown of Heavy Blade by 1.2s.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Generate 2.4% Ultimate charge every 1s while Combat Trance is active.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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 135 every 1s while Combat Trance is active.
Reduce the Cooldown of Heavy Blade by 1.2s.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Generate 2.4% Ultimate charge every 1s while Combat Trance is active.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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 Ammo by 4.
Heal for 225 over 2s for each enemy hit by Blast Shot.
Generate 2 Ammo for each enemy hit by Blast Shot.
Activating Dodge Roll heals you for 225.
Heal for 375 after hitting an enemy with Disengage.
Blast Shot has its damage increased by 150 and its Cooldown decreased 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 for 135 every 1s while Combat Trance is active.
Reduce the Cooldown of Heavy Blade by 1.2s.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Generate 2.4% Ultimate charge every 1s while Combat Trance is active.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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 Ammo by 4.
Heal for 225 over 2s for each enemy hit by Blast Shot.
Generate 2 Ammo for each enemy hit by Blast Shot.
Activating Dodge Roll heals you for 225.
Heal for 375 after hitting an enemy with Disengage.
Blast Shot has its damage increased by 150 and its Cooldown decreased 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.
Increase your maximum Ammo by 4.
Heal for 225 over 2s for each enemy hit by Blast Shot.
Generate 2 Ammo for each enemy hit by Blast Shot.
Activating Dodge Roll heals you for 225.
Heal for 375 after hitting an enemy with Disengage.
Blast Shot has its damage increased by 150 and its Cooldown decreased 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 for 225 after activating Conviction.
Increase the time until Ire starts to decay by 0.75s.
Heal for 15 for every percentage point of Ire consumed by abilities.
Reduce the damage your other allies take by 15% while they are within 35 units of the middle wall segment of your Sanctuary.
Heal for 210 for each enemy hit with Reckoning.
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 Movement Speed by 20% for 1.5s after using Dodge Roll.
Heal for 225 over 2s for each enemy hit by Blast Shot.
Reduce the Cooldown of Blast Shot by 1.5s for each enemy it hits.
Reduce the Cooldown of Dodge Roll by 2s after hitting an enemy with Disengage.
Activating Dodge Roll heals you for 375.
For 8s after using Dodge Roll, your next weapon shot's damage is increased by 30%.
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 size of your Fire Spit by 96%.
Increase your Booster fuel capacity by 40%.
Consume 30% less Booster fuel for 5s after using Thrust.
Reduce the Cooldown of Salvo by 0.75s each time Salvo hits an enemy with its rockets.
Increase the explosion radius of Salvo by 30%.
Increase your Movement Speed while using your Booster.
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 135 every 1s while Combat Trance is active.
Reduce the Cooldown of Heavy Blade by 1.2s.
Reduce the Cooldown of Combat Trance by 1.2000000000000002s for each enemy hit by Heavy Blade.
Gain a 180-Health Shield for 4s after activating Combat Trance.
Generate 2.4% Ultimate charge every 1s while Combat Trance is active.
Crouching Tigron now has 2 charges and deals 600 damage in a 20-unit-radius area on landing.
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 Net Shot's Slow by 0.8999999999999999s.
Reduce all active Cooldowns by 56% after getting an Elimination.
Reduce the Cooldown of Recovery by 4s.
Reduce your damage taken by 12% for 2s after using Recovery.
Reduce the Cooldown of Net Shot by 2s.
Increase the damage you deal to targets Slowed by Net Shot by 20% and increases the duration of Net Shot's Slow by 0.5s. The damage increase lasts a minimum of 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.
Increase the duration of Net Shot's Slow by 0.8999999999999999s.
Reduce all active Cooldowns by 56% after getting an Elimination.
Reduce the Cooldown of Recovery by 4s.
Reduce your damage taken by 12% for 2s after using Recovery.
Reduce the Cooldown of Net Shot by 2s.
Increase the damage you deal to targets Slowed by Net Shot by 20% and increases the duration of Net Shot's Slow by 0.5s. The damage increase lasts a minimum of 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.
Increase the duration of Net Shot's Slow by 0.8999999999999999s.
Reduce all active Cooldowns by 56% after getting an Elimination.
Reduce the Cooldown of Recovery by 4s.
Reduce your damage taken by 12% for 2s after using Recovery.
Reduce the Cooldown of Net Shot by 2s.
Increase the damage you deal to targets Slowed by Net Shot by 20% and increases the duration of Net Shot's Slow by 0.5s. The damage increase lasts a minimum of 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 for 225 after activating Conviction.
Increase the time until Ire starts to decay by 0.75s.
Heal for 15 for every percentage point of Ire consumed by abilities.
Reduce the damage your other allies take by 15% while they are within 35 units of the middle wall segment of your Sanctuary.
Heal for 210 for each enemy hit with Reckoning.
Augment Reckoning, Sanctuary, and Conviction, but increase their base Cooldown 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 the duration of Net Shot's Slow by 0.8999999999999999s.
Reduce all active Cooldowns by 56% after getting an Elimination.
Reduce the Cooldown of Recovery by 4s.
Reduce your damage taken by 12% for 2s after using Recovery.
Reduce the Cooldown of Net Shot by 2s.
Increase the damage you deal to targets Slowed by Net Shot by 20% and increases the duration of Net Shot's Slow by 0.5s. The damage increase lasts a minimum of 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.
Increase the Projectile Speed of Seedling by 30%.
Heal for 50 after activating Flutter.
Heal for 75 after using Seedling.
Reduce your active Cooldowns by 24% after getting an Elimination.
Reduce the Cooldown of Seedling by 2.5s for each enemy hit by it.
Increase the damage of each Seedling to 750 and reduce the time it takes for them to explode 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 the duration of Net Shot's Slow by 0.8999999999999999s.
Reduce all active Cooldowns by 56% after getting an Elimination.
Reduce the Cooldown of Recovery by 4s.
Reduce your damage taken by 12% for 2s after using Recovery.
Reduce the Cooldown of Net Shot by 2s.
Increase the damage you deal to targets Slowed by Net Shot by 20% and increases the duration of Net Shot's Slow by 0.5s. The damage increase lasts a minimum of 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.
Increase your Movement Speed by 20% during Recharge and for 3s after it ends.
Increase the Movement Speed of your Protection target by 40% for 2s.
Generate 225 Shield after using Protection.
Heal for 150 after activating Recharge.
Increase the damage done by allies by 10% while they are Shielded by Protection.
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 Projectile Speed of Seedling by 30%.
Heal for 50 after activating Flutter.
Heal for 75 after using Seedling.
Reduce your active Cooldowns by 24% after getting an Elimination.
Reduce the Cooldown of Seedling by 2.5s for each enemy hit by it.
Increase the damage of each Seedling to 750 and reduce the time it takes for them to explode by 25%.