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 effect of Crowd Control for allies within Swarm by 5%.
Increase the Healing allies receive from Swarm by 20%, but increase its cost by {scale=4|4}%.
Increase the damage and Healing of Swarm by 20%, but reduce its duration by {scale=0.35|0.35}s.
Increase extra Blood Health by 600 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 5% while an ally is marked by Blood Hex.
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 effect of Crowd Control for allies within Swarm by 5%.
Increase the Healing allies receive from Swarm by 20%, but increase its cost by {scale=4|4}%.
Increase the damage and Healing of Swarm by 20%, but reduce its duration by {scale=0.35|0.35}s.
Increase extra Blood Health by 600 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 5% while an ally is marked by Blood Hex.
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.
Heal for 400 if you do not cancel Hardening before it ends.
Heal for 250 after hitting an enemy with Piercing Quills.
Increase the Health of your Ultimate Health pool by 400.
Reduce the Cooldown of Hardening by 0.8999999999999999s after hitting an enemy with Piercing Quills.
Hitting an enemy with Piercing Quills grants 20% Lifesteal for 0.6s.
Heal for 25 every 0.25s while on an objective and for 1s after leaving the objective. This effect increases the longer you maintain it, up to 65 every 0.25s.
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 effect of Crowd Control for allies within Swarm by 5%.
Increase the Healing allies receive from Swarm by 16%, but increase its cost by {scale=4|4}%.
Increase the damage and Healing of Swarm by 20%, but reduce its duration by {scale=0.35|0.35}s.
Increase extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 5% while an ally is marked by Blood Hex.
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.
Increase the duration of Rune of Travel by 1s.
Gain 20% Lifesteal while at or below 40% Health.
Heal for 200 after Teleporting to your Rune of Travel.
Increase your Movement Speed by 40% while Rune of Travel is active.
Gain 25% Lifesteal while Overcharge is active.
Rune of Travel no longer automatically activates, and if the Rune is not used the Cooldown is reset.
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 Ice Block by 3.75s.
Heal for 300 every 1s while Ice Block is active.
Increase your Movement Speed by 10% for 4s after Ice Block ends.
Heal for 150 after using Blink.
Increase maximum Health by 30.
Blink can be refired within 4s of its use to return to the initial casting 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.
Reduce the effect of Crowd Control for allies within Swarm by 5%.
Increase the Healing allies receive from Swarm by 16%, but increase its cost by {scale=4|4}%.
Increase the damage and Healing of Swarm by 20%, but reduce its duration by {scale=0.35|0.35}s.
Increase extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 5% while an ally is marked by Blood Hex.
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 effect of Crowd Control for allies within Swarm by 5%.
Increase the Healing allies receive from Swarm by 16%, but increase its cost by {scale=4|4}%.
Increase the damage and Healing of Swarm by 20%, but reduce its duration by {scale=0.35|0.35}s.
Increase extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 5% 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 effect of Crowd Control for allies within Swarm by 5%.
Increase the Healing allies receive from Swarm by 16%, but increase its cost by {scale=4|4}%.
Increase the damage and Healing of Swarm by 20%, but reduce its duration by {scale=0.35|0.35}s.
Increase extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 5% while an ally is marked by Blood Hex.
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 effect of Crowd Control for allies within Swarm by 5%.
Increase the Healing allies receive from Swarm by 16%, but increase its cost by {scale=4|4}%.
Increase the damage and Healing of Swarm by 20%, but reduce its duration by {scale=0.35|0.35}s.
Increase extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 5% while an ally is marked by Blood Hex.
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 effect of Crowd Control for allies within Swarm by 5%.
Increase the Healing allies receive from Swarm by 16%, but increase its cost by {scale=4|4}%.
Increase the damage and Healing of Swarm by 20%, but reduce its duration by {scale=0.35|0.35}s.
Increase extra Blood Health by 800 while decreasing base Health by {scale=125|125}.
Reduce the Blood cost of Swarm by 5% while an ally is marked by Blood Hex.
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.
Increase the Healing done by Rend Soul by 40%.
Increase your maximum Health by 50.
Heal for 50 every 1s while using Shadow Travel.
Reduce the Cooldown of Rend Soul by 1.4s.
Increase your maximum Ammo by 8.
Each Soul Charge you detonate with Rend Soul increases your maximum Health and weapon damage by 2% until you die. Stacks up to 12 times.
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 done by Rend Soul by 40%.
Increase your maximum Health by 50.
Heal for 50 every 1s while using Shadow Travel.
Reduce the Cooldown of Rend Soul by 1.4s.
Increase your maximum Ammo by 8.
Each Soul Charge you detonate with Rend Soul increases your maximum Health and weapon damage by 2% until you die. Stacks up to 12 times.