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 15% while at least one wall segment of Sanctuary is active.
Heal for 36 every 0.5s while at least one wall segment of Sanctuary is active.
Heal for 70 for each enemy hit with Reckoning.
Heal for 75 after activating Conviction.
Reduce the damage your other allies take by 25% while they are within 35 units of the middle wall segment of your Sanctuary.
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.
Gain a 500-Health Shield for 3s after activating Lunar Leap.
Increase your maximum Moonlight capacity by 40%.
Generate 4% Moonlight for each enemy hit with Light Bow.
Heal for 20 every time you Heal an ally with Moonlight.
Reduce the cooldown of Luna's initial deploy by 1.2s.
[Guardian Spirit] Luna Heals allies around her for 320 per second. Reduce Moonlight's Healing to 135 every 0.15s.
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.
Gain a 500-Health Shield for 3s after activating Lunar Leap.
Increase your maximum Moonlight capacity by 40%.
Generate 4% Moonlight for each enemy hit with Light Bow.
Heal for 20 every time you Heal an ally with Moonlight.
Reduce the cooldown of Luna's initial deploy by 1.2s.
[Guardian Spirit] Luna Heals allies around her for 320 per second. Reduce Moonlight's Healing to 135 every 0.15s.
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 200 after activating Shadow Step.
Increase the Movement Speed boost of Agility by 4%.
Increase your maximum Health by 100.
Heal for 40 every 1s while Agility is active.
Generate 50% Energy after falling to or below 50% Health.
Dragon Stance consumes Health instead of Energy at a rate of 200 Health per second. Dragon Stance requires at least 300 Health to activate and automatically cancels at 15 Health.
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.
Consuming Darkness stacks Heals you for an additional 50 per stack.
Gain a 300 Shield for 5s after activating Tendril.
Heal for 120 for each enemy hit with Obliteration.
Increase your Movement Speed by 10% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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.
Reduce your active Cooldowns by 20% when you get an Elimination.
Heal for 70 after hitting an enemy with Crippling Arrow.
Increase your maximum Health by 100.
Heal for 400 after using Withdraw.
Reduce the Movement Speed penalty while drawing your Longbow by 100%.
Increase the rate at which your Longbow charges 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 your active Cooldowns by 20% when you get an Elimination.
Heal for 70 after hitting an enemy with Crippling Arrow.
Increase your maximum Health by 100.
Heal for 400 after using Withdraw.
Reduce the Movement Speed penalty while drawing your Longbow by 100%.
Increase the rate at which your Longbow charges 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.
Gain a 500-Health Shield for 3s after activating Lunar Leap.
Increase your maximum Moonlight capacity by 40%.
Generate 4% Moonlight for each enemy hit with Light Bow.
Heal for 20 every time you Heal an ally with Moonlight.
Reduce the cooldown of Luna's initial deploy by 1.2s.
[Guardian Spirit] Luna Heals allies around her for 320 per second. Reduce Moonlight's Healing to 135 every 0.15s.
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.
Gain a 500-Health Shield for 3s after activating Lunar Leap.
Increase your maximum Moonlight capacity by 40%.
Generate 4% Moonlight for each enemy hit with Light Bow.
Heal for 20 every time you Heal an ally with Moonlight.
Reduce the cooldown of Luna's initial deploy by 1.2s.
[Guardian Spirit] Luna Heals allies around her for 320 per second. Reduce Moonlight's Healing to 135 every 0.15s.
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 an additional 160 with Nine Lives.
Heal for 120 every 1s while Prowl is active.
Increase your Movement Speed by 30% for 4s after getting a Killing Blow or Elimination.
Increase your maximum Health by 100.
Reduce the Cooldown of Nine Lives by 5s.
Pounce Executes targets at or below 35% Health.
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.
Gain a 500-Health Shield for 3s after activating Lunar Leap.
Increase your maximum Moonlight capacity by 40%.
Generate 4% Moonlight for each enemy hit with Light Bow.
Heal for 20 every time you Heal an ally with Moonlight.
Reduce the cooldown of Luna's initial deploy by 1.2s.
[Guardian Spirit] Luna Heals allies around her for 320 per second. Reduce Moonlight's Healing to 135 every 0.15s.
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 Siege Shield by 4s.
Heal for 300 over 2s for each enemy hit by Kinetic Burst.
Reduce the Cooldown of Siege Shield by 2s for each enemy hit with Kinetic Burst.
Gain 40% Lifesteal.
Reduce your active Cooldowns by 20% after getting an Elimination.
Increase Siege Shield's maximum Health by 2500 and its size by 50%, but reduce its Movement Speed by 80%.
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 Stun duration of Pyre Strike by 0.75s.
Apply a 35-Health Shield for 2s to allies affected by Kindle Soul.
Heal for 315 over 3s after Healing an ally with Kindle Soul.
Hitting Kindle Soul increases you and your target's Movement Speed by 5% for 1.5s.
Increase the radius of Pyre Strike by 50%.
Kindle Soul's range is increased by 300% and now applies additional healing to your ally for 15% of their maximum Health. 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 your active Cooldowns by 20% when you get an Elimination.
Heal for 70 after hitting an enemy with Crippling Arrow.
Increase your maximum Health by 100.
Heal for 400 after using Withdraw.
Reduce the Movement Speed penalty while drawing your Longbow by 100%.
Increase the rate at which your Longbow charges 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.
Consuming Darkness stacks Heals you for an additional 50 per stack.
Gain a 300 Shield for 5s after activating Tendril.
Heal for 120 for each enemy hit with Obliteration.
Increase your Movement Speed by 10% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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.
Consuming Darkness stacks Heals you for an additional 50 per stack.
Gain a 300 Shield for 5s after activating Tendril.
Heal for 120 for each enemy hit with Obliteration.
Increase your Movement Speed by 10% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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.
Consuming Darkness stacks Heals you for an additional 50 per stack.
Gain a 300 Shield for 5s after activating Tendril.
Heal for 120 for each enemy hit with Obliteration.
Increase your Movement Speed by 10% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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.
Consuming Darkness stacks Heals you for an additional 50 per stack.
Gain a 300 Shield for 5s after activating Tendril.
Heal for 120 for each enemy hit with Obliteration.
Increase your Movement Speed by 10% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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.
Consuming Darkness stacks Heals you for an additional 50 per stack.
Gain a 300 Shield for 5s after activating Tendril.
Heal for 120 for each enemy hit with Obliteration.
Increase your Movement Speed by 10% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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.
Consuming Darkness stacks Heals you for an additional 50 per stack.
Gain a 300 Shield for 5s after activating Tendril.
Heal for 120 for each enemy hit with Obliteration.
Increase your Movement Speed by 10% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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 Movement Speed by 50% for 2s after Combat Slide ends.
Increase your Reload Speed by 5%.
Increase your Movement Speed by 10% while you are within 60 units of your Retribution target.
Increase your Movement Speed by 15%.
Reduce the Cooldown of Combat Slide by 10% for each enemy hit by your weapons.
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.
Consuming Darkness stacks Heals you for an additional 50 per stack.
Gain a 300 Shield for 5s after activating Tendril.
Heal for 120 for each enemy hit with Obliteration.
Increase your Movement Speed by 10% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased 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.
Gain a 500-Health Shield for 3s after activating Lunar Leap.
Increase your maximum Moonlight capacity by 40%.
Generate 4% Moonlight for each enemy hit with Light Bow.
Heal for 20 every time you Heal an ally with Moonlight.
Reduce the cooldown of Luna's initial deploy by 1.2s.
[Guardian Spirit] Luna Heals allies around her for 320 per second. Reduce Moonlight's Healing to 135 every 0.15s.
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.
Gain a 500-Health Shield for 3s after activating Lunar Leap.
Increase your maximum Moonlight capacity by 40%.
Generate 4% Moonlight for each enemy hit with Light Bow.
Heal for 20 every time you Heal an ally with Moonlight.
Reduce the cooldown of Luna's initial deploy by 1.2s.
[Guardian Spirit] Luna Heals allies around her for 320 per second. Reduce Moonlight's Healing to 135 every 0.15s.
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.
Consuming Darkness stacks Heals you for an additional 50 per stack.
Gain a 300 Shield for 5s after activating Tendril.
Heal for 120 for each enemy hit with Obliteration.
Increase your Movement Speed by 10% and gain {scale=5|5}% Lifesteal for 2s after falling to or below 40% Health.
Reduce the cooldown of Tendril by 1.2s.
Tendril gains a second charge, but its Cooldown is increased by 2s.