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 ally's Movement Speed by 20% while they are marked by Blood Hex.
Increase the lateral movement of Death Wings by 18%.
Gain a 150 Shield for 1.75s after falling to or below 75% Health. Can only happen once every 35s.
Increase extra Blood Health by 400 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 20% while an ally is marked by Blood Hex.
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 80 each time one of your base Turrets hits an enemy.
Reduce the Cooldown of Rocket Boots by 1.6s.
When a Turret is destroyed, reduce your active Cooldowns by 15%.
Reset the Cooldown of Rocket Boots after falling to or below 10% Health.
Gain a 750-Health Shield for 3s after activating Rocket Boots.
Modify your Blunderbuss to fire a single slug that deals 600 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.
Reduce the Cooldown of Shatter by 2.5s.
Heal your Illusions for 20% of their maximum Health after activating Shatter.
Reduce your active Cooldowns by 2s after getting an Elimination.
Increase the duration of your Illusions by 3s.
Reduce the Cooldown of Illusion by 2s when an Illusion dies to an enemy.
Shatter instantly Heals your target for 800, but its Cooldown is increased by 1s and it no longer explodes your Illusions. Reduce the Cooldown of Shatter by 2s if you miss.
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 damage taken by 20% for 2s after using Pounce.
Heal for 40 every 1s while Prowl is active.
Reduce the Cooldown of Prowl by 0.2s each time you hit an enemy with a dagger.
Increase the Movement Speed bonus while using Prowl by 30%.
Increase your maximum Health by 250.
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 1500 to yourself after using Impasse underneath yourself.
Heal for 300 after activating Impasse.
Reduce the Cooldown of Warder's Field by 1s.
Reduce your damage taken by 20% while standing in Warder's Field.
Reduce your active Cooldowns by 24% after getting an Elimination.
Impasse now has 2 charges and its Cooldown is reduced to 12s, but you are unable to destroy your walls.
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 32% for 3s after hitting an enemy with Fireball.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.4s after hitting an enemy with Fireball.
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.
Reduce the Cooldown of Dredge Anchor by 3s.
Reduce the Cooldown of Shell Spin by 1s for each enemy it hits.
Regenerate 1 Ammo every 0.5s for 0.5s after activating Dredge Anchor.
Increase the travel distance of Shell Spin by 40%.
Increase your Movement Speed by 32% for 4s after getting an Elimination.
Increase your Ultimate charge rate by 25% and Health by 500. Activating Ancient Rage resets the Cooldown of Dredge Anchor and Shell Spin, and increases Movement Speed by 20%.
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 while casting Inferno Cannon by 60%.
Heal for 50 every 1s while using FrostFire Glide.
Elemental Shift reduces the Cooldown of Frostfire Glide by 2.4s.
Elemental Shift reduces the Cooldown of Frost Bomb and Inferno Cannon by 2.4s.
Increase your maximum Health by 150.
Each of your Pyre Balls explodes in a 20-unit-radius area on hit and generate more Mana, but the damage of Pyre Ball when fully charged is reduced to 800.
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 while casting Inferno Cannon by 60%.
Heal for 50 every 1s while using FrostFire Glide.
Elemental Shift reduces the Cooldown of Frostfire Glide by 2.4s.
Elemental Shift reduces the Cooldown of Frost Bomb and Inferno Cannon by 2.4s.
Increase your maximum Health by 150.
Remaining still for 1s creates a Mana Rift around you that generates Mana every 1s. Leaving the Mana Rift destroys 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 your ally's Movement Speed by 20% while they are marked by Blood Hex.
Increase the lateral movement of Death Wings by 18%.
Gain a 150 Shield for 1.75s after falling to or below 75% Health. Can only happen once every 35s.
Increase extra Blood Health by 400 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 20% while an ally is marked by Blood Hex.
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 damage you take by 24% for 2s after activating Shadow Bombs.
Increase the range of Ambush by 20%.
Reduce the Cooldown of Shadow Bombs by 8% after earning a Killing Blow or Elimination.
Heal for -30 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Reduce the damage you take by 20% for 2s after Ambush ends. This applies to each Ambush in the chain.
Your Ambush gains an additional charge and can now be used on allies.
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 while in Sniper Mode by 125%.
Activating Oppressor Mine generates 3 Ammo.
Increase your maximum Health by 200.
Hitting an enemy with a fully-charged Sniper Mode shot generates 1 Ammo.
Hitting an enemy with a fully-charged Sniper Mode shot Heals you for 200.
For 4s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 20% 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 Healing Spirit Links provides every 1s to your linked friendly target by 100 Health.
Reduce the Cooldown of your next Chain Heal by 0.4s after hitting an enemy with Sigil. This effect stacks.
After taking -125 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Increase your maximum Health by 50.
Grant 0.68% 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.
Increase your Movement Speed while in Sniper Mode by 125%.
Activating Oppressor Mine generates 3 Ammo.
Increase your maximum Health by 200.
Hitting an enemy with a fully-charged Sniper Mode shot generates 1 Ammo.
Hitting an enemy with a fully-charged Sniper Mode shot Heals you for 200.
For 4s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 20% 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 your Movement Speed by 60% for 1s after hitting an enemy with Love.
Each stack of Sharp Momentum Heals you for 30 after it expires.
Hitting an enemy with Rogue's Tempo grants you 2 stacks of Piercing Momentum and Sharp Momentum.
Reduce the Cooldown of Deadly Momentum by 2.8s for each enemy hit by it.
Increase the size of the reactivation whirl of Deadly Momentum by 24%.
The Cooldown of Deadly Momentum is permanently set to 5s and cannot be modified, reduced, or increased through other means. Gain 1 stack of Piercing and Sharp Momentum for each enemy hit with Deadly Momentum.
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 48% for 1s after hitting an enemy with Love.
Heal for 60 after hitting an enemy with War.
Each stack of Sharp Momentum Heals you for 90 after it expires.
Increase the size of the reactivation whirl of Deadly Momentum by 8%.
Increase the travel distance of Deadly Momentum by 15%.
Increase the Range and Damage of War, but decrease its rate of fire. War's attacks now deal an additional 20% damage to each enemy hit for each enemy hit in total with your attack.
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 Blossom by 2s.
Increase your allies' Movement Speed by 15% for 4s after they are Healed by Blossom.
Reduce your active Cooldowns by 10% after getting an Elimination.
Reduce the Cooldown of Crippling Throw by 1.7999999999999998s.
Hitting an enemy with Crippling Throw reduces the Cooldown of Blossom by 1.7999999999999998s.
Increase your maximum damage scaling over distance by 60%. Surgery (+10% 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.
Reduce the damage you take by 20% for 3s after activating Tendril.
Reduce the Cooldown of Tendril by 0.6s after hitting an enemy with Dark Siphon.
Increase your Movement Speed by 4% for 1s after hitting anything with Deadly Scythe.
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 1.6s after activating Tendril.
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 Blossom by 1.6s.
Reduce the Cooldown of Crippling Throw by 1.7999999999999998s.
Reduce your active Cooldowns by 10% after getting an Elimination.
Reduce your damage taken by 18% for 4s after using Blossom.
Hitting an enemy with Crippling Throw reduces the Cooldown of Blossom by 2.4s.
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.
Increase your Movement Speed by 32% for 3s after hitting an enemy with Fireball.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase your maximum Health by 150.
Reduce the Cooldown of Charge by 2.4s after hitting an enemy with Fireball.
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.
Increase allies' Movement Speed by 30% while they are being Healed by Moonlight.
Reduce the Cooldown of Luna's redeploy by 0.1s after healing with Moonlight.
Regenerate 6% Moonlight every 1s while within 30 units of Luna and not using Moonlight.
Heal for 10 every time you Heal an ally with Moonlight.
Increase your maximum Moonlight capacity by 40%.
Allies being Healed by Moonlight take 15% reduced 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.
Reduce all active Cooldowns by 42% after getting an Elimination.
Regenerate 1 Ammo every 0.5s for 1s after activating Recovery.
Increase your Reload Speed by 21%.
Reduce your damage taken by 20% for 4s after using Heroic Leap.
Increase your Movement Speed by 21% for 5s after getting a Killing Blow or Elimination.
Heroic Leap deals 600 damage and applies a Knockback to enemies within 20 units of your landing location.
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 while in Sniper Mode by 125%.
Activating Oppressor Mine generates 3 Ammo.
Increase your maximum Health by 200.
Hitting an enemy with a fully-charged Sniper Mode shot generates 1 Ammo.
Hitting an enemy with a fully-charged Sniper Mode shot Heals you for 200.
For 4s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 20% damage.