Parting Gift – Dodging leaves behind an explosive that detonates after a short delay, damaging targets around it and creating a secondary effect based on your subclass energy type:
• Blinds targets.
• Scorches targets.
• Suppresses targets.
• Slows targets.
• Severs targets.
Adaptive Frame – A well-rounded grip, reliable and sturdy.
Abilities
Pulse Grenade
Arc Grenade
A grenade that periodically damages targets within its explosion radius.
Combination Blow
Arc Melee
A quick strike that temporarily increases your melee damage when defeating a target, stacking three times.
Defeating targets with this ability also fully refills your class ability energy and restores a small amount of health.
Gathering Storm
Super Ability
Hurl your Arc Staff forward, embedding it into surfaces or large targets and jolting nearby targets.
After a short time, a devastating lightning bolt strikes the staff, overcharging it with Arc energy. While overcharged, your staff discharges lightning at nearby foes.
Gambler's Dodge
Class Ability
Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
Blink
Movement Ability
Jump while airborne to teleport a short distance.
Aspects
Flow State
Defeating a jolted target makes you amplified.
While you are amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased.
Lethal Current
After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock.
Damaging any jolted target with melee attacks also blinds them.
Fragments
Spark of Shock
Your Arc grenades jolt targets.
-10 Discipline ▼
Spark of Recharge
While critically wounded, your melee and grenade energy regenerates more quickly.
Spark of Instinct
While critically wounded, taking damage emits a burst of damaging Arc energy that jolts targets.
Spark of Haste
You have greatly increased resilience, recovery, and mobility while sprinting.
Armor mods
Helmet armor mods
Kinetic Siphon
Rapid Kinetic weapon final blows create an Orb of Power.
Solar Targeting(x2)
Improved target acquisition, accuracy, and aim-down-sights speed for Solar weapons.
Arms armor mods
Heavy Handed
Your powered melee final blows create Orbs of Power.
Firepower
Your grenade final blows create Orbs of Power.
Chest armor mods
Unflinching Solar Aim(x2)
Reduces flinching from incoming fire while aiming a Solar weapon.
Leg armor mods
Orbs of Restoration
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Class item armor mods
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber(x2)
Reduces grenade cooldown when using your class ability.
Artifact perks
Solo Operative
While you are the only member of your fireteam, you deal increased damage to all combatants.
Origin Perk Specialization I
Improves the benefits provided by the Sundering, Nano-Munitions, and Nanotech Tracer Rockets Origin Traits.
Additionally, weapons with these traits are always overcharged.
From Whence You Came
Increases ability damage to Taken and Scorn combatants.
Kindling Trigger
Radiant causes Solar weapons to apply scorch to unscorched combatants.
Origin Perk Specialization II
Improves the benefits provided by the Noble Deeds, Unsated Hunger, Head Rush, and Dragon's Vengeance Origin Traits.
Additionally, weapons with these traits are always overcharged.
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Overload Auto Rifle
Sustained fire from Auto Rifles disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Auto Rifles are always overcharged when that modifier is active.
Piercing Sidearms
Your equipped Sidearms fire shield-piercing rounds and stun Barrier Champions. Additionally, Sidearms are always overcharged when that modifier is active.
Unstoppable Hand Cannon
Aiming down the sights of a Hand Cannon for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Hand Cannons are always overcharged when the modifier is active.
Dragon's Bite
Breaking a combatant's shield with a Strand or Stasis weapon has a chance to suspend or freeze that combatant.
Wearing Season of the Wish armor increases this chance.
Unravelling Orbs
Picking up an Orb of Power grants Strand weapons Unraveling Rounds.
Breakdown
Orb generation
Kinetic Siphon
Rapid Kinetic weapon final blows create an Orb of Power.
Heavy Handed
Your powered melee final blows create Orbs of Power.
Firepower
Your grenade final blows create Orbs of Power.
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Orb pickup
Orbs of Restoration
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Unravelling Orbs
Picking up an Orb of Power grants Strand weapons Unraveling Rounds.
Ability cooldown
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Class Ability cooldown
Combination Blow
... Defeating targets with this ability also fully refills your class ability energy and restores a small amount of health.
Grenade cooldown
Spark of Recharge
While critically wounded, your melee and grenade energy regenerates more quickly.
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
Bomber
Reduces grenade cooldown when using your class ability.
Final blows
Kinetic Siphon
Rapid Kinetic weapon final blows create an Orb of Power.
Heavy Handed
Your powered melee final blows create Orbs of Power.
Firepower
Your grenade final blows create Orbs of Power.
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Defeating an enemy
Combination Blow
A quick strike that temporarily increases your melee damage when defeating a target, stacking three time... Defeating targets with this ability also fully refills your class ability energy and restores a small amount of health.
Flow State
Defeating a jolted target makes you amplified. ...
Amplified
... Rapidly defeating targets with Arc damage makes you amplified.
Keywords
Blind
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured.
When blinded, Unstoppable Champions are stunned.
Lethal Current
... Damaging any jolted target with melee attacks also blinds them.
Amplified
Your movement speed and weapon handling are greatly increased. After sprinting for a short time, your movement speed is further increased.
Rapidly defeating targets with Arc damage makes you amplified.
Flow State
Defeating a jolted target makes you amplifie... While you are amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased.
Jolted
The target is energized with destructive Arc Light. They take additional damage while jolted and chain lightning to nearby targets.
Jolt damage causes Overload Champions to be stunned.
Spark of Shock
Your Arc grenades jolt targets. ...
Spark of Instinct
While critically wounded, taking damage emits a burst of damaging Arc energy that jolts targets.
Gathering Storm
Hurl your Arc Staff forward, embedding it into surfaces or large targets and jolting nearby targets. ...
Flow State
Defeating a jolted target makes you amplified. ...
Lethal Current
After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershoc... Damaging any jolted target with melee attacks also blinds them.