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 Knockback distance of Kinetic Burst by 40%.
Reduce the Cooldown of Kinetic Burst by 1.7999999999999998s.
Increase the Knockback distance of Shoulder Bash by 32%.
Reduce the Cooldown of Shoulder Bash by 0.8s.
Gain 20% Lifesteal.
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.
Reduce the Cooldown of Warder's Field by 5s.
Heal for 22 every 1s while standing in Warder's Field.
Reduce your damage taken by 20% while standing in Warder's Field.
Increase your maximum Health by 600.
Generate 2 Ammo after activating Warder's Field.
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 Distance enemies are Knocked Back by from Blast Back by 50%
Increase your maximum Health by 160.
Reduce Damage taken by 3% for 1.5s after using Blast Back.
Generate 2 Ammo for each enemy hit with Blast Back.
Increase your maximum Ammo by 3.
Blast Back now knocks enemies straight up and enemies take 20% more DMG from Saati for 1.5s.
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 Warder's Field by 5s.
Heal for 22 every 1s while standing in Warder's Field.
Reduce your damage taken by 20% while standing in Warder's Field.
Increase your maximum Health by 600.
Generate 2 Ammo after activating Warder's Field.
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.
Gain a 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 Warder's Field by 5s.
Heal for 22 every 1s while standing in Warder's Field.
Reduce your damage taken by 20% while standing in Warder's Field.
Increase your maximum Health by 600.
Generate 2 Ammo after activating Warder's Field.
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.
Gain a 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 Grace by 0.5s for each enemy hit with Valor. Can only happen once every 3s.
Hitting an enemy with Presence reduces its Cooldown by 5s.
Increase your maximum Ammo by 1.
Reduce your active Cooldowns by 40% after getting an Elimination.
Generate 3 Ammo for each enemy hit with Valor.
Increase the damage of Presence by up to 50% based on the range at which it hits and reduce its Cooldown by 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.
Gain a 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 Warder's Field by 5s.
Heal for 22 every 1s while standing in Warder's Field.
Reduce your damage taken by 20% while standing in Warder's Field.
Increase your maximum Health by 600.
Generate 2 Ammo after activating Warder's Field.
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 Warder's Field by 5s.
Heal for 22 every 1s while standing in Warder's Field.
Reduce your damage taken by 20% while standing in Warder's Field.
Increase your maximum Health by 600.
Generate 2 Ammo after activating Warder's Field.
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.
Gain a 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 Warder's Field by 5s.
Heal for 22 every 1s while standing in Warder's Field.
Reduce your damage taken by 20% while standing in Warder's Field.
Increase your maximum Health by 600.
Generate 2 Ammo after activating Warder's Field.
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 Poison Bolts by 3.2s.
Automatically enter Stealth after dropping to or below 30% Health. This can happen once every -5s.
You do not consume Ammo for 1.5s after hitting an enemy with Poison Bolts.
Increase your Movement Speed by 24% for 2s after entering Smoke Screen.
Reduce the Cooldown of Smoke Screen by 2s for each enemy hit by Poison Bolts.
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.
Increase the lateral movement from each use of Explosive Personality by 200%.
Increase your maximum Health by 50.
Heal for 90 for each use of Explosive Personality.
Increase your Air Control for 2s after using Explosive Personality by 20%.
Increase the vertical movement from each use of Explosive Personality by 200%.
Reduce the Cooldown of Explosive Personality by 5s, but reduce your Movement Speed by 15%.
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 Moonlight capacity by 40%.
Increase Luna's deploy range by 40%.
Reduce the Cooldown of Luna's redeploy by 0.2s after healing with Moonlight.
Regenerate 10% Moonlight every 1s while within 30 units of Luna and not using 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 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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 300 Shield for 5s after activating Tendril.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase the Healing received from Dark Siphon by 200 health.
Reduce the Cooldown of Tendril by 1.2s after hitting an enemy with Dark Siphon.
Consuming Darkness stacks Heals you for an additional 40 per stack.
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 Warder's Field by 5s.
Heal for 22 every 1s while standing in Warder's Field.
Reduce your damage taken by 20% while standing in Warder's Field.
Increase your maximum Health by 600.
Generate 2 Ammo after activating Warder's Field.
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 explosion radius of Cluster Grenade's initial explosion by 24%.
Increase the explosion radius of Hail of Bombs' explosives by 10%.
Reduce the Cooldown of Cluster Grenade by 0.4s for each enemy hit by the initial and secondary explosions.
Generate 1 ammo for every -800 explosive damage done.
Increase the vertical movement from each use of Explosive Personality by 80%.