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 bonus while using Prowl by 30%.
Heal for 160 every 1s while Prowl is active.
Reduce the Cooldown of Prowl by 0.6000000000000001s each time you hit an enemy with a dagger.
Reduce the damage you take by 16% while at or below 40% Health.
Reduce the Cooldown of Nine Lives 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.
Reduce the Cooldown of your next Chain Heal by 0.5s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Health by 50.
Increase your maximum Ammo by 2.
After taking -375 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
While Envelop is active and you are Linked to an enemy, prevent them from Healing.
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 your next Chain Heal by 0.5s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Health by 50.
Increase your maximum Ammo by 2.
After taking -375 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
While Envelop is active and you are Linked to an enemy, prevent them from Healing.
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 your next Chain Heal by 0.5s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Health by 50.
Increase your maximum Ammo by 2.
After taking -375 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
Increase the range of Chain Heal bounces by 40%.
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 your next Chain Heal by 0.5s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Health by 50.
Increase your maximum Ammo by 2.
After taking -375 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
While Envelop is active and you are Linked to an enemy, prevent them from Healing.
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 2s after getting an Elimination.
Increase the Health of each of your Illusions by 300.
Generate 2 Ammo after activating Illusion.
Increase your maximum Health by 200.
Increase the duration of your Illusions by 4s.
Deal an additional 200 damage to an enemy if you hit them with all 5 shots of Illusory Mirror.
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 your next Chain Heal by 0.5s after hitting an enemy with Sigil. This effect stacks.
Increase your maximum Health by 50.
Increase your maximum Ammo by 2.
After taking -375 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Grant 0.8500000000000001% Ultimate Charge to each player to which Chain Heal bounces.
While Envelop is active and you are Linked to an enemy, prevent them from Healing.
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.
Grant 0.68% Ultimate Charge to each player to which Chain Heal bounces.
Increase the Healing Spirit Links provides every 1s to your linked friendly target by 40 Health.
Reduce the Cooldown of Envelop by 0.6s.
Grant 50% Reload Speed for 1s to each player to which Chain Heal bounces.
Reduce the Cooldown of your next Chain Heal by 0.5s after hitting an enemy with Sigil. This effect stacks.
Increase the range of Chain Heal bounces by 40%.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase your maximum Health by 50.
Reduce the damage you take by 10% for 3s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 3s after hitting an enemy with Dark Siphon.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase your maximum Health by 50.
Reduce the damage you take by 10% for 3s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 3s after hitting an enemy with Dark Siphon.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Increase your maximum Health by 50.
Reduce the damage you take by 10% for 3s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 3s after hitting an enemy with Dark Siphon.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 10% for 2s after activating Elemental Shift.
Heal for 250 after using Elemental Shift.
Gain a 200-health Shield for 3s after dropping to or below 50% Health.
Dealing damage with Frost Bolt reduces the Cooldown of Inferno Cannon by 0.5s.
Increase your Movement Speed while casting Inferno Cannon by 100%.
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.
Reduce the cooldown of Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.
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 Tendril by 3s.
Increase your maximum Health by 200.
Reduce the damage you take by 10% for 1s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Tendril by 2.4s after hitting an enemy with Dark Siphon.
Reduce the Cooldown of Dark Siphon by 1s if it fails to hit a target.
Tendril gains a second charge, but its Cooldown is increased by 2s.