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.
You gain 25% Lifesteal against your Retribution target.
Increase your Movement Speed by 3%.
Increase the travel distance of Combat Slide by 20%.
Reduce the Cooldown of Combat Slide by 15% for each enemy hit by your weapons.
Increase your Movement Speed by 40% for 2s after Combat Slide ends.
Gain Immunity to Crowd Control and reduce your damage taken by 90% while using Combat Slide.
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 Reversal by 2.4s.
Heal for 30% of the damage Absorbed by Reversal.
Reduce all active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Reversal by 1s after hitting an enemy with your weapon.
Heal for 200 after activating Nether Step.
Reversal always fires back and does an additional 800 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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your maximum Ammo by 10.
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.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase the radius of Blossom by 20%.
Reduce your damage taken by 18% for 4s after using Blossom.
Increase your maximum Health by 75.
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.
Reduce the Cooldown of Heroic Leap by 1s.
Reduce the Cooldown of Recovery by 3s.
Regenerate 1 Ammo every 0.5s for 1s after activating Recovery.
Reduce all active Cooldowns by 70% after getting an Elimination.
Increase the jump strength of Heroic Leap by 15%.
Heroic Leap deals 600 damage and applies a Knockback to enemies within 20 units of your landing location.
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.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase the radius of Blossom by 20%.
Reduce your damage taken by 18% for 4s after using Blossom.
Increase your maximum Health by 75.
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.
Increase your Movement Speed by 60% for 1s after hitting an enemy with Love.
Increase the travel distance of Deadly Momentum by 5%.
Extend the duration of Piercing Momentum stacks gained by hitting with Love by 36%.
Extend the duration of Sharp Momentum stacks gained by hitting with War by 36%.
Increase the travel speed of Deadly Momentum by 24%.
The Cooldown of Deadly Momentum is permanently set to 5s and cannot be modified, reduced, or increased through other means. Gain 1 stack of Piercing and Sharp Momentum for each enemy hit with Deadly Momentum.
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 Billow by 42% after getting an Elimination.
Increase the travel distance of Whirl by 8%.
Regenerate 2 Ammo every 0.5s for 1.5s after activating Billow.
Reduce the Cooldown of Whirl by 4s after using Billow.
Increase your Movement Speed by 44% while Billow is active.
Heal for 15% of your maximum Health per second while using Billow.
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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your maximum Ammo by 10.
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 your weapon recoil by 60% while using Iron Sights.
Reduce the Cooldown of Frag Grenade by 0.4s every 1s while Hustle is active.
Reduce damage taken by 15% while using Hustle.
Increase your Movement Speed after deactivating Hustle by 10% for 1.5s.
Reduce the time it takes to bring up Iron Sights by 60%.
Switch your rifle to Three-Shot-Burst mode, increasing your effective range and firing three 210-damage shots every 0.4s.
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 Reversal by 2.4s.
Heal for 30% of the damage Absorbed by Reversal.
Reduce all active Cooldowns by 30% after getting an Elimination.
Reduce the Cooldown of Reversal by 1s after hitting an enemy with your weapon.
Heal for 200 after activating Nether Step.
Reversal always fires back and does an additional 800 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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your maximum Ammo by 10.
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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your maximum Ammo by 10.
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.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase the radius of Blossom by 20%.
Reduce your damage taken by 18% for 4s after using Blossom.
Increase your maximum Health by 75.
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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your maximum Ammo by 10.
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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your maximum Ammo by 10.
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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your maximum Ammo by 10.
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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your maximum Ammo by 10.
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 Shell Shield by 1000.
Reduce the Cooldown of Dredge Anchor by 1.7999999999999998s.
Regenerate 1 Ammo every 0.5s for 0.5s after activating Dredge Anchor.
Increase your Healing received from other players by 6% while at or below 50% Health.
Reduce the Cooldown of Shell Shield by 1s for every 1000 damage Absorbed.
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 damage you take by 24% for 2s after activating Shadow Bombs.
Increase the range of Ambush by 20%.
Generate 1 Ammo after hitting at least one enemy with Shadow Bombs.
Heal for -30 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Reduce the damage you take by 20% for 2s after Ambush ends. This applies to each Ambush in the chain.
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 50.
Heal for 160 every 1s while Prowl is active.
Increase your Movement Speed by 30% for 3s after using Pounce.
Reduce your damage taken by 12% for 2s after using Pounce.
Increase the Movement Speed bonus while using Prowl by 40%.
Increase the damage done by Pounce by 15%, reduce its Cooldown by 2s, and reset Pounce's Cooldown after earning 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.
Increase the Health of Shell Shield by 1000.
Reduce the Cooldown of Dredge Anchor by 1.7999999999999998s.
Regenerate 1 Ammo every 0.5s for 0.5s after activating Dredge Anchor.
Increase your Healing received from other players by 6% while at or below 50% Health.
Reduce the Cooldown of Shell Shield by 1s for every 1000 damage Absorbed.
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 damage you take by 24% for 2s after activating Shadow Bombs.
Increase the range of Ambush by 20%.
Generate 1 Ammo after hitting at least one enemy with Shadow Bombs.
Heal for -30 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Reduce the damage you take by 20% for 2s after Ambush ends. This applies to each Ambush in the chain.
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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your maximum Ammo by 10.
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.
Generate 10% Energy after falling to or below 50% Health.
Heal for 100 every 1s while Agility is active.
Regenerate 20 Ammo every 1s while Agility is active.
Increase your maximum Health by 100.
Increase your Healing received by 10% while firing your SMGs.