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 Fireball by 2.25s.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
Reduce your active Cooldowns by 30% after getting an Elimination.
Increase your maximum Health by 450.
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 your maximum Health by 750.
Reduce the Cooldown of Fireball by 0.9s.
Increase your Healing received from others by 20% while at or below 50% Health.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Reduce your active Cooldowns by 20% after getting an Elimination.
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 100 every 1s while standing near any of your Turrets.
Reduce your active Cooldowns by 30% after getting an Elimination.
Increase your maximum Health by 750.
Heal all of your Turrets for 90 every 1s while you are standing near them.
Gain a 300-Health Shield for 3s after activating Rocket Boots.
Increase the maximum Health of Barricade by 2000 and reduce its Cooldown by 3s.
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.
Using an ability above Ire threshold Heals you for 300.
Increase the distance traveled by Conviction by 6%.
Heal for 140 for each enemy hit with Reckoning.
Increase your maximum Health by 600.
Heal for 20 for every percentage point of Ire consumed by abilities.
Augment Reckoning, Sanctuary, and Conviction, but increase their base Cooldown 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.
Using an ability above Ire threshold Heals you for 300.
Increase the distance traveled by Conviction by 6%.
Heal for 140 for each enemy hit with Reckoning.
Increase your maximum Health by 600.
Heal for 20 for every percentage point of Ire consumed by abilities.
Augment Reckoning, Sanctuary, and Conviction, but increase their base Cooldown by 25%.