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 Sanctuary by 3s.
Reduce the damage your other allies take by 10% while they are within 35 units of the middle wall segment of your Sanctuary.
Reduce the Cooldown of Sanctuary by 0.6s after using Reckoning.
Increase your maximum Health by 300.
Reduce the damage you take by 15% while at least one wall segment of Sanctuary is active.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Apply a Knockback of 200 to enemies hit by Charge.
Increase your Healing received from others by 25% while at or below 50% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
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 Earthen Guard by 2.5s.
Reduce your damage taken by 15% while standing in Warder's Field.
Reduce your active Cooldowns by 16% after getting an Elimination.
Increase your maximum Health by 300.
Increase your Reload Speed by 36% while Earthen Guard is active.
The radius of Warder's Field is increased by 50% and it Cripples enemies within it.
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 damage taken by an ally Healed by Abyssal Reconstruction by 4% for 3.2s after being Healed.
Reduce your damage taken by 6% while Projection is out.
Increase the Healing you do by 20% while at or below 70% Health.
Grants Marked ally 5% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Mark of Fate now provides to its target an additional 20% 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 Cooldown of Hardening by 0.8999999999999999s after hitting an enemy with Piercing Quills.
Increase the additional Damage Reduction benefit of Hardening by 20% but reduce its duration by {scale=10|10}%.
Increase your maximum acid capacity by 40%.
Reduce the duration and effectiveness of Crowd Control by 10%.
Generate 8% of your maximum acid after hitting an enemy with Piercing Quills.
Augment your acid, increasing the damage done by Caustic Spray to 42, the damage of acid pools to 40, and increase the Movement Speed of allies within your acid pools 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 Rift Slash by 0.2s, up to a max reduction of 5s, when hitting enemies with Realm Breaker.
Increase your Movement Speed by 16% for 5s after casting Rift Slash.
Increase the max health damage of Royal Presence's Poison aura by 6%.
Increase the radius of Royal Presence's Poison aura by 60%.
Increase the pull strength of Royal Presence's chain grab by 80%.
Rift Slash Cripples enemies it hits for 2s, and the resulting Abyssal Rift lasts 1s 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.
Heal for 160 every 1s for 3s after activating Stasis Field.
Second Chance sends you 1.2000000000000002s further into the past.
Generate 1 Ammo after hitting a fully-charged weapon shot.
Passing through Stasis Field increases your allies' or your own Movement Speed by 28% for 3s.
Reduce the Cooldown of Stasis Field by 5s 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 the Cooldown of Hardening by 0.8999999999999999s after hitting an enemy with Piercing Quills.
Increase the additional Damage Reduction benefit of Hardening by 20% but reduce its duration by {scale=10|10}%.
Increase your maximum acid capacity by 40%.
Reduce the duration and effectiveness of Crowd Control by 10%.
Generate 8% of your maximum acid after hitting an enemy with Piercing Quills.
Augment your acid, increasing the damage done by Caustic Spray to 42, the damage of acid pools to 40, and increase the Movement Speed of allies within your acid pools 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.
Increase your Movement Speed by 15% while Hidden is active.
Reduce the Cooldown of Poison Bolts by 0.8s.
Heal for 625 over 2s while in Smoke Screen.
Reduce the Cooldown of Hidden by 5s.
Automatically enter Stealth after dropping to or below 30% Health. This can happen once every -5s.
Increase the damage done by Poison Bolts by 25% and the rate at which they deal damage by 75%.
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 270 every 1s while Shield is active and you are at or below 35% Health.
Apply a Knockback of 200 to enemies hit by Charge.
Increase your Healing received from others by 25% while at or below 50% Health.
Heal for 100 for each enemy hit with Fireball.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
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 duration of Shell Shield by 1.7999999999999998s.
Increase your Healing received from other players by 24% while at or below 50% Health.
Reduce your damage taken by 10% for 2s after hitting an enemy with Dredge Anchor.
Heal for 110 every 1s while Shell Shield is active.
Increase the Health of Shell Shield by 800.
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.
Reduce the Cooldown of Sanctuary by 3s.
Reduce the damage your other allies take by 10% while they are within 35 units of the middle wall segment of your Sanctuary.
Reduce the Cooldown of Sanctuary by 0.6s after using Reckoning.
Increase your maximum Health by 300.
Reduce the damage you take by 15% while at least one wall segment of Sanctuary is active.
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.
Reduce the Cooldown of Earthen Guard by 2.5s.
Reduce your damage taken by 15% while standing in Warder's Field.
Reduce your active Cooldowns by 16% after getting an Elimination.
Increase your maximum Health by 300.
Increase your Reload Speed by 36% while Earthen Guard is active.
The radius of Warder's Field is increased by 50% and it Cripples enemies within it.
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 Blood Hex by 2s after activating Death Wings.
Increase extra Blood Health by 400 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 10% while an ally is marked by Blood Hex.
Increase the Radius of Swarm by 8%, but increase its cost by {scale=3|3}%.
Increase the lateral movement of Death Wings by 18%.
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 the Cooldown of Blood Hex by 1s after activating Death Wings.
Hitting an enemy with Blood Hex will Reveal them to your team for 1.5s.
Increase extra Blood Health by 400 while decreasing base Health by {scale=125|125}.
Increase the Healing allies receive from Swarm by 20%, but increase its cost by {scale=4|4}%.
Reduce the Blood cost of Swarm by 15% while an ally is marked by Blood Hex.
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 the Cooldown of Earthen Guard by 2.5s.
Reduce your damage taken by 15% while standing in Warder's Field.
Reduce your active Cooldowns by 16% after getting an Elimination.
Increase your maximum Health by 300.
Increase your Reload Speed by 36% while Earthen Guard is active.
The radius of Warder's Field is increased by 50% and it Cripples enemies within it.
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 range of Astral Mark by 20%.
Increase the duration of Astral Mark by 0.4s.
Heal for 120 every 1s for 10s after applying Astral Mark.
Reduce your damage taken by 5% while Stellar Wind is active.
Reduce the Cooldown of Astral Mark by 2s.
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.
Reduce the Cooldown of Juggernaut by 5s after activating Soul Harvest.
Increase the potency of Juggernaut's Knockup by 7%.
Heal for 300 after activating Soul Harvest.
Increase your Reload Speed by 28%.
Increase your maximum Health by 300.
Reduce your damage taken by 40% while using Juggernaut.