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 55% while Billow is active.
Increase the travel distance of Whirl by 16%.
Reduce the Cooldown of Whirl by 2s after using Billow.
Increase your maximum Health by 200.
Regenerate 2 Ammo every 0.5s for 1s after activating Billow.
Heal for 15% of your maximum Health per second while using Billow.
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 Nine Lives by 5s.
Heal for 200 every 1s while Prowl is active.
Heal for an additional 80 with Nine Lives.
Reduce the Cooldown of Prowl by 0.4s each time you hit an enemy with a dagger.
Reduce the Cooldown of Pounce by 1s.
Pounce Executes targets at or below 35% Health.
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 Grappling Hook by 2.5s after activating Explosive Dodge.
(223153) Increase the pull strength of Grappling Hook by 15%.
Increase the distance traveled by Explosive Dodge by 5%.
Reduce your active Cooldowns by 1s after getting a Killing Blow while in Burst Mode.
Reduce the cooldown of Explosive Dodge by 2.5s after activating Grappling Hook.
Explosive Dodge - Drop an explosion where you land and take off from; decrease the cooldown by 30% and increase range 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.
Elemental Shift reduces the Cooldown of Frostfire Glide by 2.4s.
Increase the Mana generation of Inferno Cannon by 30%.
Heal for 50 every 1s while using FrostFire Glide.
Elemental Shift reduces the Cooldown of Frost Bomb and Inferno Cannon by 3s.
Reduce your damage taken by 15% for 2s after activating Elemental Shift.
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.
Heal for 140 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 20% for 2s after Ambush ends. This applies to each Ambush in the chain.
Increase the range of Ambush by 30%.
Heal for -30 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Reduce the Cooldown of Dash by NaN after hitting at least one enemy with Shadow Bombs.
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 maximum Health by 750.
Reduce the Cooldown of Stasis Field by 1s after hitting an enemy with Setback.
Passing through Stasis Field increases your allies' or your own Movement Speed by 21% for 3s.
Heal for 400 every 1s for 3s after activating Stasis Field.
Increase your Healing received from others by 5% while at or below 50% Health.
Greatly increase the size of Stasis Field, but its Cooldown is increased by 65%.
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 Health by 100.
Reduce the Cooldown of Projection by 1s for each enemy hit by it.
Reduce your damage taken by 18% while Projection is out.
Heal for 400 over 1s after Healing an ally with Abyssal Reconstruction.
Increase your Movement Speed by 18% for 3s after activating Projection.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 Recovery by 5s.
Increase your Reload Speed by 14%.
Increase the jump strength of Heroic Leap by 10%.
Reduce all active Cooldowns by 42% after getting an Elimination.
Reduce the Cooldown of Heroic Leap by 1.5s.
Using Recovery instantly Heals you for 400 and increases your maximum Health by 300 for 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.
Generate 25% Ultimate charge for each enemy hit with your Ultimate.
Increase the range of Ambush by 10%.
Reduce the damage you take by 5% for 2s after Ambush ends. This applies to each Ambush in the chain.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Generate 7% Ultimate charge after activating Dash once every -40s.
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 by 32% while using Shield.
Reduce the Cooldown of Fireball by 1.35s.
Reduce your active Cooldowns by 10% after getting an Elimination.
Increase your Healing received from others by 20% while at or below 50% Health.
Apply a Knockback of 600 to enemies hit by Charge.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
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 10% for 2s after Dash ends.
Increase the range of Ambush by 20%.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase your base jump height by 120%.
Heal for 280 after activating Ambush. 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 maximum Health by 750.
Reduce the Cooldown of Stasis Field by 1s after hitting an enemy with Setback.
Passing through Stasis Field increases your allies' or your own Movement Speed by 21% for 3s.
Heal for 400 every 1s for 3s after activating Stasis Field.
Increase your Healing received from others by 5% while at or below 50% Health.
Greatly increase the size of Stasis Field, but its Cooldown is increased by 65%.
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 you do by 20% while at or below 70% Health.
Grants Marked ally 5% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Reduce the damage taken by an ally Healed by Abyssal Reconstruction by 4% for 2.4000000000000004s after being Healed.
Increase your maximum Health by 50.
Mark of Fate now provides to its target an additional 25% of the Healing done to other allies with Abyssal Reconstruction.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 10% for 2s after Dash ends.
Increase the range of Ambush by 20%.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase your base jump height by 120%.
Heal for 280 after activating Ambush. 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.
Healing an ally with Abyssal Reconstruction reduces the Cooldown of Projection by 2.5s. This effect can only occur once every 5s.
Regenerate 10 Ammo every 0.5s for 1.5s after using Projection.
Heal for 160 over 1s after Healing an ally with Abyssal Reconstruction.
Increase your Movement Speed by 18% for 3s after activating Projection.
Reduce the Cooldown of Projection by 1s for each enemy hit by it.
Enemies hit by Projection are stunned for 1s and any enemy caught between your Projection and you when you Teleport takes 800 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 Movement Speed of any ally Marked by Mark of Fate by 9%.
Heal for 80 over 1s after Healing an ally with Abyssal Reconstruction.
Reduce the damage taken by an ally Healed by Abyssal Reconstruction by 4% for 1.6s after being Healed.
Grants Marked ally 10% Lifesteal and Corvus shares 100% of the Healing done due to the Marked target's granted Lifesteal.
Mark of Fate now provides to its target an additional 25% of the Healing done to other allies with Abyssal Reconstruction.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 10% for 2s after Dash ends.
Increase the range of Ambush by 20%.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase your base jump height by 120%.
Heal for 280 after activating Ambush. 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.
Reduce your active Cooldowns by 40% after getting an Elimination.
Generate 2 Ammo for the target of your Protection.
Heal the target of your Protection for 75.
Increase your Movement Speed by 40% during Recharge and for 3s after it ends.
Increase the Movement Speed of your Protection target by 40% for 2s.
Increase Protection's Shield Health by 300 and reduce its Cooldown by 1s.
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.
Healing an ally with Abyssal Reconstruction reduces the Cooldown of Projection by 2.5s. This effect can only occur once every 5s.
Regenerate 10 Ammo every 0.5s for 1.5s after using Projection.
Heal for 160 over 1s after Healing an ally with Abyssal Reconstruction.
Increase your Movement Speed by 18% for 3s after activating Projection.
Reduce the Cooldown of Projection by 1s for each enemy hit by it.
Enemies hit by Projection are stunned for 1s and any enemy caught between your Projection and you when you Teleport takes 800 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.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Increase your Movement Speed by 20% for 3s after using Charge.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Increase your Healing received from others by 20% while at or below 50% Health.
Increase your Movement Speed by 16% while using Shield.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
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 180 every 1s while Shield is active and you are at or below 35% Health.
Increase your Movement Speed by 20% for 3s after using Charge.
Reduce the Cooldown of Shield by 4s. This card also increases the rate of Shield gain when using Aegis.
Increase your Healing received from others by 20% while at or below 50% Health.
Increase your Movement Speed by 16% while using Shield.
Your Shield now uses a resource that Regenerates over time instead of using a Cooldown.
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 30% while Projection is out.
Gain a 130-Health Shield for 3s after dropping to or below 35% Health.
Increase your maximum Health by 50.
Reduce the Cooldown of Projection by 2s for each enemy hit by it.
Healing an ally with Abyssal Reconstruction reduces the Cooldown of Projection by 2s. This effect can only occur once every 5s.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 30% while Projection is out.
Gain a 130-Health Shield for 3s after dropping to or below 35% Health.
Increase your maximum Health by 50.
Reduce the Cooldown of Projection by 2s for each enemy hit by it.
Healing an ally with Abyssal Reconstruction reduces the Cooldown of Projection by 2s. This effect can only occur once every 5s.
Decrease the percentage of Healing given to Marked targets by 20%, but you can have two Marks out at a time.
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 Health by 750.
Reduce the Cooldown of Stasis Field by 1s after hitting an enemy with Setback.
Passing through Stasis Field increases your allies' or your own Movement Speed by 21% for 3s.
Heal for 400 every 1s for 3s after activating Stasis Field.
Increase your Healing received from others by 5% while at or below 50% Health.
Greatly increase the size of Stasis Field, but its Cooldown is increased by 65%.
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 10% for 2s after Dash ends.
Increase the range of Ambush by 20%.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase your base jump height by 120%.
Heal for 280 after activating Ambush. This applies to each Ambush in the chain.
Your Ambush gains an additional charge and can now be used on allies.