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 210 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 5% for 2s after Ambush ends. This applies to each Ambush in the chain.
Increase the Radius and Effective Radius of the damage from Ambush by 45%.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase your maximum Health by 200.
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 -30 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 10%.
Increase your maximum Health by 200.
Heal for 140 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 15% 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.
Heal for 210 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 15% for 2s after Ambush ends. This applies to each Ambush in the chain.
Increase the Radius and Effective Radius of the damage from Ambush by 15%.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase your maximum Health by 200.
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.
Heal for 210 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 15% for 2s after Ambush ends. This applies to each Ambush in the chain.
Increase the Radius and Effective Radius of the damage from Ambush by 15%.
Heal for -22.5 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase your maximum Health by 200.
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.
Heal for -30 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 10%.
Increase your maximum Health by 200.
Heal for 140 after activating Ambush. This applies to each Ambush in the chain.
Reduce the damage you take by 15% 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.
Heal for -30 every 0.5s for {scale=0.5|0.5}s after activating Dash. This effect stacks.
Increase the range of Ambush by 10%.
Increase your base jump height by 90%.
Reduce the damage you take by 18% for 2s after activating Shadow Bombs.
Reduce the damage you take by 20% for 2s after Ambush ends. This applies to each Ambush in the chain.
Increase the explosion radius of Shadow Bombs by 5 units and they now home to enemies.
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 range of Ambush by 30%.
Increase your maximum Health by 40.
Reduce the damage you take by 25% for 2s after Ambush ends. This applies to each Ambush in the chain.
Reset the Cooldown of Ambush after falling to or below 30% Health.
Increase the Radius and Effective Radius of the damage from Ambush by 45%.
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.
Heal for 750 after activating Impasse.
Increase the Health of Impasse by 250.
Reduce your active Cooldowns by 24% after getting an Elimination.
Reduce your damage taken by 5% while standing in Warder's Field.
Gain a 625-Health Shield for 3s after activating Impasse.
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.
Reduce the Cooldown of Billow by 56% after getting an Elimination.
Increase the travel distance of Whirl by 24%.
Increase your Movement Speed by 44% while Billow is active.
Regenerate 2 Ammo every 0.5s for 1s after activating Billow.
Increase your Reload Speed by 20%.
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.
Increase the duration of Emitter by 4s.
Increase your maximum Health by 150.
Reduce the Cooldown of Emitter by 3s.
Heal 180 health for each player hit by Missile Launcher.
Heal for 200 every 1s while Emitter is active.
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 Emitter by 4s.
Increase your maximum Health by 150.
Reduce the Cooldown of Emitter by 3s.
Heal 180 health for each player hit by Missile Launcher.
Heal for 200 every 1s while Emitter is active.
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 Emitter by 4s.
Increase your maximum Health by 150.
Reduce the Cooldown of Emitter by 3s.
Heal 180 health for each player hit by Missile Launcher.
Heal for 200 every 1s while Emitter is active.
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.
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 750 after activating Impasse.
Increase the Health of Impasse by 250.
Reduce your active Cooldowns by 24% after getting an Elimination.
Reduce your damage taken by 5% while standing in Warder's Field.
Gain a 625-Health Shield for 3s after activating Impasse.
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 the duration of Emitter by 4s.
Increase your maximum Health by 150.
Reduce the Cooldown of Emitter by 3s.
Heal 180 health for each player hit by Missile Launcher.
Heal for 200 every 1s while Emitter is active.
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 Billow by 56% after getting an Elimination.
Increase the travel distance of Whirl by 24%.
Increase your Movement Speed by 44% while Billow is active.
Regenerate 2 Ammo every 0.5s for 1s after activating Billow.
Increase your Reload Speed by 20%.
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 Billow by 56% after getting an Elimination.
Increase the travel distance of Whirl by 24%.
Increase your Movement Speed by 44% while Billow is active.
Regenerate 2 Ammo every 0.5s for 1s after activating Billow.
Increase your Reload Speed by 20%.
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 Billow by 56% after getting an Elimination.
Increase the travel distance of Whirl by 24%.
Increase your Movement Speed by 44% while Billow is active.
Regenerate 2 Ammo every 0.5s for 1s after activating Billow.
Increase your Reload Speed by 20%.
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.
Increase the duration of Emitter by 4s.
Increase your maximum Health by 150.
Reduce the Cooldown of Emitter by 3s.
Heal 180 health for each player hit by Missile Launcher.
Heal for 200 every 1s while Emitter is active.
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 after Teleporting to your Rune of Travel.
Reduce your damage taken by 15% while at or below 40% Health.
Gain 10% Lifesteal while Overcharge is active.
Gain 30% Lifesteal while at or below 40% Health.
Reduce the cooldown of Rune of Travel by 3s.
Reduce the Cooldown of Overcharge and Blitz Upper by 6s when you Teleport using Rune of Travel.
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 Emitter by 4s.
Increase your maximum Health by 150.
Reduce the Cooldown of Emitter by 3s.
Heal 180 health for each player hit by Missile Launcher.
Heal for 200 every 1s while Emitter is active.
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 an additional 400 with Nine Lives.
Heal for 120 every 1s while Prowl is active.
Increase the Movement Speed bonus while using Prowl by 20%.
Increase your maximum Health by 100.
Heal for 210 after using Pounce.
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.
Heal for an additional 400 with Nine Lives.
Heal for 120 every 1s while Prowl is active.
Increase the Movement Speed bonus while using Prowl by 20%.
Increase your maximum Health by 100.
Heal for 210 after using Pounce.
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.
Increase your maximum Ammo by 2.
Increase the radius of your Distortion Field by 20%.
Reduce your damage taken by 20% while standing inside of your Distortion Field.
Reduce the Cooldown of Distortion Field by 2s.
Increase your maximum Health by 50.
Distortion Field now damages enemies for 200 every .5s for the duration of Distortion Field and heals allies for 125 every .5 seconds while inside of the field.
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 Emitter by 4s.
Increase your maximum Health by 150.
Reduce the Cooldown of Emitter by 3s.
Heal 180 health for each player hit by Missile Launcher.
Heal for 200 every 1s while Emitter is active.