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 explosion radius of Hail of Bombs' explosives by 30%.
Reduce the Cooldown of Cluster Grenade by 0.4s for each enemy hit by the initial and secondary explosions.
Generate 1 ammo for every -400 explosive damage done.
Increase the explosion radius of Cluster Grenade's initial explosion by 12%.
Heal for 120 for each use of Explosive Personality.
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 explosion radius of Hail of Bombs' explosives by 30%.
Reduce the Cooldown of Cluster Grenade by 0.4s for each enemy hit by the initial and secondary explosions.
Generate 1 ammo for every -400 explosive damage done.
Increase the explosion radius of Cluster Grenade's initial explosion by 12%.
Heal for 120 for each use of Explosive Personality.
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 explosion radius of Hail of Bombs' explosives by 30%.
Increase the area of effect of all your explosions by 10%.
Increase your maximum Health by 50.
Reduce the Cooldown of Explosive Personality by 24% after activating Hail of Bombs.
Increase your Movement Speed by 30% for 2s after activating Hail of Bombs.
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 3s.
Gain 36% Lifesteal against targets Slowed by Net Shot.
Increase your Healing received by 15% while at or below 50% Health.
Reduce your damage taken by 18% for 2s after using Recovery.
Increase your Movement Speed by 36% while Recovery is active.
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.
Heal for 500 for each enemy hit with Fireball.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Increase your maximum Health by 450.
Increase your Healing received from others by 15% while at or below 50% Health.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
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.
Heal for 165 every 1s while Shell Shield is active.
Heal for 360 after hitting an enemy with Dredge Anchor.
Reduce your damage taken by 15% for 2s after hitting an enemy with Dredge Anchor.
Increase your Healing received from other players by 18% while at or below 50% Health.
Heal for 750 for each enemy hit with Shell Spin.
For 4s after hitting an enemy with Dredge Anchor, your next weapon shot against that enemy deals 75% increased 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 500 for each enemy hit with Fireball.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Increase your maximum Health by 450.
Increase your Healing received from others by 15% while at or below 50% Health.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
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.
Heal for 500 for each enemy hit with Fireball.
Reduce the Cooldown of Shield by 1.6s. This card also increases the rate of Shield gain when using Aegis.
Increase your maximum Health by 450.
Increase your Healing received from others by 15% while at or below 50% Health.
Heal for 180 every 1s while Shield is active and you are at or below 35% Health.
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.
Heal for 270 every 1s while Shield is active and you are at or below 35% Health.
Increase your maximum Health by 450.
Reduce the Cooldown of Fireball by 1.35s.
Reduce the Cooldown of Charge by 1.5s for every 1000 damage your Shield takes.
Gain a 450-Health Shield for 3s after you use Charge.
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.