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.
Linking to a new target reduces all your Cooldowns by 0.5s.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 100.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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.
Decrease the rate of Wrath decay by 10%.
Increase your maximum Ammo by 2.
Heal for 300 for each enemy hit with Wings of Wrath.
Heal for 525 over 3s after Healing an ally with Kindle Soul.
Increase your maximum Health by 200.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 100.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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 Tendril by 3s.
Increase the effect of the Knockback applied by Obliteration by 8% of its base value.
Reduce the Cooldown of Dark Siphon and Obliteration by 0.4s after activating Tendril.
Reduce the Cooldown of Tendril by 1.7999999999999998s after hitting an enemy with Dark Siphon.
Gain a 375 Shield for 5s after activating Tendril.
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.
Apply a Knockback of 1000 to enemies hit by Charge.
Reduce the Cooldown of Charge by 0.6s after hitting an enemy with Fireball.
Heal for 100 for each enemy hit with Fireball.
Heal for 270 every 1s while Shield is active and you are at or below 35% Health.
Reduce the Cooldown of Fireball by 2.25s.
Increase the damage of Fireball by 35%, decrease its Cooldown by 1s, and deal 20% increased damage for each subsequent target hit after the first.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 100.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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 Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 100.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 100.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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 Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 100.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 100.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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 Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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 300 Shield for 5s after activating Tendril.
Reduce the cooldown of Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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 300 Shield for 5s after activating Tendril.
Reduce the cooldown of Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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.
Heal for 200 every 1s while using Void Grip.
Increase your maximum Health by 100.
Reduce your active Cooldowns by 20% if a victim of your Void Grip dies within 4s of being hit by the ability.
Reduce the Cooldown of Void Grip by 4.8s.
Increase the range at which you can use Void Grip by 40%.
Enemies affected by Void Grip are Crippled and take an additional 480 damage over its duration.
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 Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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 300 Shield for 5s after activating Tendril.
Reduce the cooldown of Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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 300 Shield for 5s after activating Tendril.
Reduce the cooldown of Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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 300 Shield for 5s after activating Tendril.
Reduce the cooldown of Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 100.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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.
Linking to a new target reduces all your Cooldowns by 0.5s.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 100.
Reduce the damage you take by 3% for 2s for each ally hit with Chain Heal. This effect stacks.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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 Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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 300 Shield for 5s after activating Tendril.
Reduce the cooldown of Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
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 300 Shield for 5s after activating Tendril.
Reduce the cooldown of Tendril by 2.4s.
Generate 2% Ultimate charge for each enemy hit by Obliteration.
Heal for 180 for each enemy hit with Obliteration.
Increase the Healing received from Dark Siphon by 100 health.
Tendril gains a second charge, but its Cooldown is increased by 2s.