Horns of Doom – Defeating targets with Void damage has a chance to grant an escalating bonus to damage with Void weapons. Defeating targets with Void melee grants Super energy.
While Sentinel Shield is active, defeating targets with melee attacks recharges Shield Throw, which extends your Super on hitting a target.
Abilities
Sentinel Shield
Super Ability
[Super] : Summon a shield of Void Light.
While Sentinel Shield is active:
[Light Attack] : Attack.
[Block] : Block.
: Perform a Shield Throw.
Guard with Sentinel Shield to create a defensive wall that draws hostile fire. Allies who shoot through the wall have increased weapon damage, and guarding allies makes the shield last longer.
Vortex Grenade
Void Grenade
A grenade that creates a Vortex that pulls targets inward and continually damages those trapped inside.
Shield Throw
Void Melee
Overshield
Hurl your Void Shield toward a target. The shield can ricochet off targets and surfaces, granting Overshield for each target hit.
Rally Barricade
Class Ability
Creates a small barrier that you can peek over while aiming down sights; increases weapon reload speed, stability, and range. Draws hostile fire when you stand behind it.
Strafe Lift
Movement Ability
Jump while airborne to activate Lift and launch into the air with strong directional control.
Aspects
Controlled Demolition
Volatile
Hitting a target with a Void ability or Volatile explosion makes them volatile. Further damage to a volatile target causes them to explode. Grants you and nearby allies health when volatile targets explode near you.
Offensive Bulwark
Overshield
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows restore a small portion of your Overshield and extend its duration.
You gain an additional shield throw while in Sentinel Shield.
Fragments
Echo of Provision
Damaging targets with grenades grants melee energy.
-10 Strength ▼
Echo of Expulsion
+10 Intellect ▲
Void ability final blows cause targets to explode.
Echo of Remnants
Your lingering grenade effects (Vortex Grenade, Void Wall, Void Spike, and Axion Bolt) have increased duration.
Echo of Undermining
Weaken
Your Void grenades weaken targets.
-20 Discipline ▼
Armor mods
Helmet armor mods
Hands-On
Gain bonus Super energy on melee kills.
Harmonic Siphon
Rapid Void weapon final blows create an Orb of Power
Ashes to Assets
Gain bonus Super energy on grenade kills.
Arms armor mods
Melee Kickstart
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Momentum Transfer
Causing damage with a grenade reduces your melee cooldown.
Impact Induction
Causing damage with a powered melee attack reduces your grenade cooldown.
Chest armor mods
Solar Resistance(x3)
Reduces incoming Solar damage from combatants.
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.
Invigoration
Reduces melee 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
Powerful Attraction
Automatically collects nearby Orbs of Power when you activate your class ability.
Outreach
Reduces melee cooldown when using your class ability.
Bomber
Reduces grenade cooldown when using your class ability.
Artifact perks
Fell the Revenant
Deal increased weapon damage to Scorn.
Wearing Shadestalker Armor (currently {var:1903370001} of 4) increases the bonus damage.
Killing Breeze
Rapid weapon final blows grant you a bonus to mobility.
Weapon final blows with the Dark Ether Reaper origin trait count as more than one.
Served Cold
Picking up a Stasis Shard grants you class ability energy.
Picking up a Void Breach grants you melee energy.
Supernova
Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.
Unstoppable Pulse Rifle
Aiming down the sights of a Pulse Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Pulse Rifles are always overcharged when that modifier is active.
Authorized Mods: Melee
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Anti-Barrier Shotgun
Shotguns you are wielding fire shield-piercing rounds and stun Barrier Champions. Additionally, Shotguns are always overcharged when that modifier is active.
Total Carnage
After finishing a powerful combatant, gain temporary damage resistance.
While you have 2 or more Shadestalker armor pieces equipped (currently {var:1903370001} of 4), after finishing a powerful combatant, gain increased temporary damage resistance and replenish health.
Power from Pain
BOOST: Rapidly defeating weakened combatants spawns a Void breach.
Rapid final blows against weakened combatants grants you Devour.
The Thick of It
Rapid final blows, while surrounded, grant you Armor Charge.
BOOST: While you are surrounded, your weapons have increased handling. Swords gain increased charge rate.
Curative Orbs
BOOST: Picking up an Orb of Power, an Elemental pickup, or a Tangle grants you a small amount of health.
The first time you break a target's shield or break the shield of a Guardian using their Super, you create an Orb of Power.
Debilitating Wave
BOOST: While you have an Arc, Void, or Stasis Super equipped, the blast also applies Blind, Weaken, and Slow, respectively.
Finishers emit a damaging wave that matches the element of your currently equipped Super.
Breakdown
Orb generation
Harmonic Siphon
Rapid Void weapon final blows create an Orb of Power
Curative Orbs
... The first time you break a target's shield or break the shield of a Guardian using their Super, you create 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.
Invigoration
Reduces melee cooldown each time you pick up an Orb of Power.
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Curative Orbs
BOOST: Picking up an Orb of Power, an Elemental pickup, or a Tangle grants you a small amount of health. ...
Armor Charge create
The Thick of It
Rapid final blows, while surrounded, grant you Armor Charge. ...
Armor Charge consume
Melee Kickstart
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Ability cooldown
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Class Ability cooldown
Served Cold
Picking up a Stasis Shard grants you class ability energ... Picking up a Void Breach grants you melee energy.
Grenade cooldown
Impact Induction
Causing damage with a powered melee attack reduces your grenade cooldown.
Bomber
Reduces grenade cooldown when using your class ability.
Melee cooldown
Melee Kickstart
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Invigoration
Reduces melee cooldown each time you pick up an Orb of Power.
Momentum Transfer
Causing damage with a grenade reduces your melee cooldown.
Echo of Provision
Damaging targets with grenades grants melee energy. ...
Served Cold
Picking up a Stasis Shard grants you class ability energ... Picking up a Void Breach grants you melee energy.
Outreach
Reduces melee cooldown when using your class ability.
Final blows
Offensive Bulwark
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows restore a small portion of your Overshield and extend its duration. ...
Killing Breeze
Rapid weapon final blows grant you a bonus to mobilit... Weapon final blows with the Dark Ether Reaper origin trait count as more than one.
Echo of Expulsion
... Void ability final blows cause targets to explode.
Harmonic Siphon
Rapid Void weapon final blows create an Orb of Power
Power from Pain
... Rapid final blows against weakened combatants grants you Devour.
The Thick of It
Rapid final blows, while surrounded, grant you Armor Charge. ...
Defeating an enemy
Doom Fang Pauldron
Horns of Doom – Defeating targets with Void damage has a chance to grant an escalating bonus to damage with Void weapons. Defeating targets with Void melee grants Super energ... While Sentinel Shield is active, defeating targets with melee attacks recharges Shield Throw, which extends your Super on hitting a target.
Power from Pain
BOOST: Rapidly defeating weakened combatants spawns a Void breach. ...
Finishers
Debilitating Wave
... Finishers emit a damaging wave that matches the element of your currently equipped Super.
Keywords
Overshield
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
Offensive Bulwark
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows restore a small portion of your Overshield and extend its duration. ...
Shield Throw
... The shield can ricochet off targets and surfaces, granting Overshield for each target hit.
Weaken
The target takes increased damage and has their movement speed slowed. Afflicted combatants have difficulty firing accurately.
Echo of Undermining
Your Void grenades weaken targets. ...
Volatile
The target is afflicted with unstable Void energy and will explode upon taking additional damage.
Volatile Rounds from your Void weapons pierce the shields of Barrier Champions and stun them.
Controlled Demolition
Hitting a target with a Void ability or Volatile explosion makes them volatile. Further damage to a volatile target causes them to explode. Grants you and nearby allies health when volatile targets explode near you.