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 Hail of Bombs' explosives by 30%.
Increase the area of effect of all your explosions by 10%.
Increase the base damage done to Shield and Deployables by your Cluster Grenade's explosions by 40.
Heal for 90 for each use of Explosive Personality.
Reduce the Cooldown of Explosive Personality by 12% after activating Hail of Bombs.
Reduce the range of Hail of Bombs by 50%, concentrating the explosions in a smaller area, and reduce the Cooldown of Hail of Bombs 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 all of your Turrets for 270 every 1s while you are standing near them.
When a Turret is destroyed, reduce your active Cooldowns by 15%.
Increase the Health of Barricade by 400.
Heal for 75 every 1s while standing near any of your Turrets.
Heal for 80 each time one of your base Turrets hits an enemy.
Dome Shield now costs 40% Ultimate charge and places a Flamethrower Turret with modified values and no Shield. Can have two active at once.
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.
Linking to a new target reduces all your Cooldowns by 0.30000000000000004s.
Reduce the Cooldown of your next Chain Heal by 0.1s after hitting an enemy with Sigil. This effect stacks.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
Grant 50% Reload Speed for 1.5s to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.