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 damage you take by 20% for 3s after activating Tendril.
Gain a 75 Shield for 5s after activating Tendril.
Increase your maximum Health by 100.
Consuming Darkness stacks Heals you for an additional 30 per stack.
Reduce the damage you take by 10% for 4s after hitting an enemy with Dark Siphon.
Your Dark Siphon now deals an additional 10% of the target's maximum Health as damage over 1.5s.
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.
Reduce the Cooldown of Illusion by 2s when an Illusion dies to an enemy.
Increase the duration of your Illusions by 1s.
Heal for 52% of the damage dealt by Shatter.
Increase the duration of Dimensional Link by 3.5s.
Spawn an Illusion with 20% Health when you swap to the spot of a dead Illusion.
If an Illusion is killed or expires, it triggers a Shatter explosion, dealing 550 damage. Also increases the effectiveness of your Shattered Illusions Movement Speed and Explosion Radius.
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 Illusion by 2s when an Illusion dies to an enemy.
Increase the duration of your Illusions by 1s.
Heal for 52% of the damage dealt by Shatter.
Increase the duration of Dimensional Link by 3.5s.
Spawn an Illusion with 20% Health when you swap to the spot of a dead Illusion.
If an Illusion is killed or expires, it triggers a Shatter explosion, dealing 550 damage. Also increases the effectiveness of your Shattered Illusions Movement Speed and Explosion Radius.
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 Rocket Boots by 0.8999999999999999s.
When a Turret is destroyed, reduce your active Cooldowns by 20%.
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Heal for 50 every 1s for 3s after activating Rocket Boots.
Increase your maximum Health by 600.
Modify your Blunderbuss to fire a single slug that deals 600 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.
Reduce the Cooldown of Thrust by 4.8s for each enemy hit with Fire Spit.
Restore 20% of your maximum Booster fuel after using Thrust.
Increase your Booster fuel capacity by 20%.
Consume 45% less Booster fuel for 5s after using Thrust.
Reduce the Cooldown of Fire Spit by 2s for each enemy hit by it.
Fire Spit applies a Knockback and deals an additional 300 damage over 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 Recovery by 4s.
Reduce all active Cooldowns by 14% after getting an Elimination.
Increase your Reload Speed by 7%.
Increase your Healing received by 20% while at or below 50% Health.
Reduce your damage taken by 30% for 2s after using Recovery.
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.
Gain a 300-Health Shield for 4s after activating Combat Trance.
Generate 0.6% Ultimate charge every 1s while Combat Trance is active.
Reduce the Cooldown of Heavy Blade by 0.6s.
Increase your maximum Health by 200.
Heal for 180 every 1s while Combat Trance is active.
Heavy Blade now explodes on reactivation instead of recalling, but the initial throw does reduced damage.