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 extra Blood Health by 1000 while decreasing base Health by {scale=125|125}.
Increase the Radius of Swarm by 4%, but increase its cost by {scale=3|3}%.
Increase your ally's Movement Speed by 8% while they are marked by Blood Hex.
Reduce the Blood cost of Swarm by 20% while an ally is marked by Blood Hex.
Increase the damage and Healing of Swarm by 8%, but reduce its duration by {scale=0.35|0.35}s.
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 your active Cooldowns by 32% after getting an Elimination.
Heal for 150 after activating Impasse.
Reduce the Cooldown of Earthen Guard by 0.5s.
Reduce the Cooldown of Warder's Field by 4s.
Reduce your damage taken by 25% while standing in 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 extra Blood Health by 1000 while decreasing base Health by {scale=125|125}.
Increase the Radius of Swarm by 4%, but increase its cost by {scale=3|3}%.
Increase your ally's Movement Speed by 8% while they are marked by Blood Hex.
Reduce the Blood cost of Swarm by 20% while an ally is marked by Blood Hex.
Increase the damage and Healing of Swarm by 8%, but reduce its duration by {scale=0.35|0.35}s.
Swarm is now cast on yourself and follows you around instead of being placed on the ground, its ability cost is decreased by 25%, and its radius is increased by 30%.
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 Shell Shield by 1s for every 1000 damage Absorbed.
Increase your Movement Speed by 8% for 4s after getting an Elimination.
Increase your Reload Speed by 14%.
Increase the Health of Shell Shield by 1000.
Increase the duration of Shell Shield by 1.2s.
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 your active Cooldowns by 30% after getting an Elimination.
Heal for 600 after hitting an enemy with Shoulder Bash.
Reduce the Cooldown of Shoulder Bash by 1.6s.
Reduce the Cooldown of Siege Shield by 2s for each enemy hit with Kinetic Burst.
Gain 50% 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 Second Chance by 1s.
Your weapon doesn't consume Ammo for 3.2s after activating Stasis Field.
Enemies hit by Setback are Rewound 1.2s further into the past.
Reduce the Cooldown of Stasis Field by 4s after hitting an enemy with Setback.
Generate 3 Ammo after hitting a fully-charged weapon shot.
Setback becomes a lobbed explosive, capable of Rewinding multiple enemies.
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 extra Blood Health by 1000 while decreasing base Health by {scale=125|125}.
Increase the Radius of Swarm by 4%, but increase its cost by {scale=3|3}%.
Increase your ally's Movement Speed by 8% while they are marked by Blood Hex.
Reduce the Blood cost of Swarm by 20% while an ally is marked by Blood Hex.
Increase the damage and Healing of Swarm by 8%, but reduce its duration by {scale=0.35|0.35}s.
Swarm is now cast on yourself and follows you around instead of being placed on the ground, its ability cost is decreased by 25%, and its radius is increased by 30%.
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.
Dealing damage with Pyre Ball reduces the Cooldown of Frost Bomb by 1.6s.
Elemental Shift reduces the Cooldown of Frostfire Glide by 1.7999999999999998s.
Heal for 150 every 1s while using FrostFire Glide.
Elemental Shift reduces the Cooldown of Frost Bomb and Inferno Cannon by 3s.
Dealing damage with Frost Bolt reduces the Cooldown of Inferno Cannon by 1s.
Frost Bolt Chains to a nearby enemy within 30 units, dealing 225 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 the jump strength of Octavia's Commanding Leap by 20%.
Increase your Movement Speed by 18% for 2.5s after getting a Killing Blow or Elimination.
Reduce the Movement Speed penalty of Designated Sights by 40%.
Reduce the Cooldown of Commanding Leap by 1.2s every 1s while standing inside of your Distortion Field.
Reduce the Cooldown of Distortion Field by 1.2s after activating Commanding Leap.
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 extra Blood Health by 1000 while decreasing base Health by {scale=125|125}.
Increase the Radius of Swarm by 4%, but increase its cost by {scale=3|3}%.
Increase your ally's Movement Speed by 8% while they are marked by Blood Hex.
Reduce the Blood cost of Swarm by 20% while an ally is marked by Blood Hex.
Increase the damage and Healing of Swarm by 8%, but reduce its duration by {scale=0.35|0.35}s.
Swarm is now cast on yourself and follows you around instead of being placed on the ground, its ability cost is decreased by 25%, and its radius is increased by 30%.
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 Shell Shield by 1s for every 1000 damage Absorbed.
Increase your Movement Speed by 8% for 4s after getting an Elimination.
Increase your Reload Speed by 14%.
Increase the Health of Shell Shield by 1000.
Increase the duration of Shell Shield by 1.2s.
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 Second Chance by 1s.
Your weapon doesn't consume Ammo for 3.2s after activating Stasis Field.
Enemies hit by Setback are Rewound 1.2s further into the past.
Reduce the Cooldown of Stasis Field by 4s after hitting an enemy with Setback.
Generate 3 Ammo after hitting a fully-charged weapon shot.
Setback becomes a lobbed explosive, capable of Rewinding multiple enemies.
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 jump strength of Octavia's Commanding Leap by 20%.
Increase your Movement Speed by 18% for 2.5s after getting a Killing Blow or Elimination.
Reduce the Movement Speed penalty of Designated Sights by 40%.
Reduce the Cooldown of Commanding Leap by 1.2s every 1s while standing inside of your Distortion Field.
Reduce the Cooldown of Distortion Field by 1.2s after activating Commanding Leap.
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 extra Blood Health by 1000 while decreasing base Health by {scale=125|125}.
Increase the Radius of Swarm by 4%, but increase its cost by {scale=3|3}%.
Increase your ally's Movement Speed by 8% while they are marked by Blood Hex.
Reduce the Blood cost of Swarm by 20% while an ally is marked by Blood Hex.
Increase the damage and Healing of Swarm by 8%, but reduce its duration by {scale=0.35|0.35}s.
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 Shell Shield by 1s for every 1000 damage Absorbed.
Increase your Movement Speed by 8% for 4s after getting an Elimination.
Increase your Reload Speed by 14%.
Increase the Health of Shell Shield by 1000.
Increase the duration of Shell Shield by 1.2s.
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.
Generate 3% Power Siphon charge for each enemy hit with Massacre Axe.
Reduce your damage taken by up to 12% based on the number of Calamity Blast charges you have stored.
Reduce your damage taken by 24% for 3s after landing with Shatterfall.
Reduce the Cooldown of Shatterfall by 1.5s for every 1s spent channeling Power Siphon.
Increase your Movement Speed by 6% for each Calamity Charge you have.
Shatterfall Stuns enemies hit for 1s, but no longer Slows.
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 jump strength of Octavia's Commanding Leap by 20%.
Increase your Movement Speed by 18% for 2.5s after getting a Killing Blow or Elimination.
Reduce the Movement Speed penalty of Designated Sights by 40%.
Reduce the Cooldown of Commanding Leap by 1.2s every 1s while standing inside of your Distortion Field.
Reduce the Cooldown of Distortion Field by 1.2s after activating Commanding Leap.
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 Hidden by 3s.
Heal for 250 over 2s while in Smoke Screen.
Reduce the Cooldown of Poison Bolts by 1.6s.
Increase your Movement Speed by 30% for 4s after getting an Elimination.
Increase your Movement Speed by 25% while Hidden is active.
When activating Hidden, refill Wrist Crossbow's Ammo. While Hidden is active, reduce the damage you take by 75%, but reduce the maximum duration of Hidden to 3s. The duration of Hidden cannot be increased.
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 39% of the damage dealt by Shatter.
Reduce the Cooldown of Shatter by 1.5s.
Reduce the Cooldown of Illusion by 2s when an Illusion dies to an enemy.
Spawn an Illusion with 20% Health when you swap to the spot of a dead Illusion.
Reduce your active Cooldowns by 4s after getting an Elimination.
If an Illusion is killed or expires, it triggers a Shatter explosion, dealing 550 damage. Also increases the effectiveness of your Shattered Illusions Movement Speed and Explosion Radius.
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 32% after getting an Elimination.
Heal for 150 after activating Impasse.
Reduce the Cooldown of Earthen Guard by 0.5s.
Reduce the Cooldown of Warder's Field by 4s.
Reduce your damage taken by 25% while standing in 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 damage you take by 10% for 4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon and Obliteration by 1.2000000000000002s after activating Tendril.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Consuming Darkness stacks Heals you for an additional 20 per stack.
Reduce the damage you take by 16% for 3s after activating Tendril.
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.
After taking -375 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Reduce the Cooldown of your next Chain Heal by 0.30000000000000004s after hitting an enemy with Sigil. This effect stacks.
Reduce the Cooldown of Envelop by 0.3s.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
Spirit Link's Cooldown is increased to 7s and it now only lasts for 4s, but its base effects are tripled.
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 25 for every percentage point of Ire consumed by abilities.
Heal for 210 for each enemy hit with Reckoning.
Heal for 150 after activating Conviction.
Using an ability above Ire threshold Heals you for 300.
Reduce the Cooldown of Sanctuary by 0.6s after using Reckoning.
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.
Reduce the Cooldown of Second Chance by 1s.
Your weapon doesn't consume Ammo for 3.2s after activating Stasis Field.
Enemies hit by Setback are Rewound 1.2s further into the past.
Reduce the Cooldown of Stasis Field by 4s after hitting an enemy with Setback.
Generate 3 Ammo after hitting a fully-charged weapon shot.
Setback becomes a lobbed explosive, capable of Rewinding multiple enemies.
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 32% after getting an Elimination.
Heal for 150 after activating Impasse.
Reduce the Cooldown of Earthen Guard by 0.5s.
Reduce the Cooldown of Warder's Field by 4s.
Reduce your damage taken by 25% while standing in Warder's Field.
The radius of Warder's Field is increased by 50% and it Cripples enemies within it.