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.
After taking -250 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Grant 0.17% Ultimate Charge to each player to which Chain Heal bounces.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Linking to a new target reduces all your Cooldowns by 0.5s.
Reduce the Cooldown of your next Chain Heal by 0.4s after hitting an enemy with Sigil. This effect stacks.
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.
Reduce the Cooldown of Gourd by 3.2s.
Increase your movement speed by 8% for 3s after using Slither.
Reduce your damage taken by 20% while Healing an ally with Mending Spirits.
Increase your Allies' and your Movement Speed by 20% while in your Gourd .
Reduce your active Cooldowns by 10% after getting an Elimination.
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.
Increase your Healing received from other players by 12% while at or below 50% Health.
Reduce your damage taken by 15% for 2s after hitting an enemy with Dredge Anchor.
Regenerate 1 Ammo every 0.5s for 0.5s after activating Dredge Anchor.
Increase your Movement Speed by 40% for 4s after getting an Elimination.
For 4s after hitting an enemy with Dredge Anchor, your next weapon shot against that enemy deals 75% increased 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 your maximum Health by 600.
Generate 1 Ammo after using Second Chance.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Stasis Field by 5s after hitting an enemy with Setback.
Generate 1 Ammo after hitting a fully-charged weapon shot.
Greatly increase the size of Stasis Field, but its Cooldown is increased by 65%.