Helmet Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Helmet Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Hand Cannon Shoot tainted slugs that burrow into combatants. Stacking enough slugs causes them all to explode, stunning surviving combatants. Strong against Unstoppable Champions.
A grenade that periodically damages targets within its explosion radius.
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.
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.
Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
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.
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.
Defeating a jolted target creates an Ionic Trace.
Your Arc grenades jolt targets. -10 Discipline ▼
While surrounded by combatants, you are more resistant to incoming damage. +10 Strength ▲
Taking melee damage briefly increases your outgoing melee damage. +10 Resilience ▲
Rapid Arc weapon final blows create an Orb of Power
Gain bonus Super energy on melee kills.
Increases the drop chance of Heavy ammo on kill.
Your powered melee final blows create Orbs of Power.
Causing damage with a grenade reduces your melee cooldown.
Causing damage with a powered melee attack reduces your grenade cooldown.
Reduces incoming Arc damage from combatants
Reduces incoming area-of-effect damage from combatants.
Reduces incoming Arc damage from combatants.
Reduces grenade cooldown each time you pick up an Orb of Power.
Replenishes health each time you pick up an Orb of Power.
Void weapons get bonus reserves when picking up ammo used by that weapon.
Automatically collects nearby Orbs of Power when you activate your class ability.
Your decaying Armor Charge has a longer duration.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+5 Discipline ▲
+10 Recovery ▲
+3 Resilience ▲
+3 Recovery ▲
A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy.
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.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are stunned.
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.