Helmet Increases the duration of any invisibility effects. While you are invisible, your melee recharges faster, your weapons reload faster, and your Recovery is greatly increased.
Helmet Increases the duration of any invisibility effects. While you are invisible, your melee recharges faster, your weapons reload faster, and your Recovery is greatly increased.
Trace Rifle Final blows with this weapon collapse victims into Void Transmutation spheres.
A grenade that creates a Vortex that pulls targets inward and continually damages those trapped inside.
Throw a Smoke Bomb, which attaches to surfaces and pings enemy radar. Weakens targets on detonation.
Tether foes to a Void Anchor, weakening and suppressing them for you and your allies. The Void Anchors fired from Shadowshot pull targets toward the impact point, which then become traps and wait for prey. Void Anchors have increased range and last longer. The Void Anchors fired from Shadowshot become traps and wait for prey. Void Anchors have increased range and last longer.
Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
Dodging makes you invisible.
Defeating a weakened, suppressed, or volatile target grants Invisibility and Truesight. After performing a Stylish Execution, your next melee attack while invisible weakens targets.
Your Void grenades weaken targets. -20 Discipline ▼
Void buffs applied to you (Invisibility, Overshield, and Devour) have increased duration. -10 {primary stat} ▼
Finisher final blows grant Invisibility. +10 Recovery ▲
Picking up a Void Breach or an Orb of Power grants Devour. -10 Recovery ▼
Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Gain bonus Super energy on grenade kills.
Reduces Super cooldown when using your class ability near targets.
Causing damage with a powered melee attack reduces your grenade cooldown.
Grants class ability energy when you cause damage with a grenade.
Your grenade final blows create Orbs of Power.
Increases the amount of ammo you can carry for Void weapons.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming area-of-effect damage from combatants.
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Reduces grenade cooldown each time you pick up an Orb of Power.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Reduces all ability cooldowns when using your class ability near targets.
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+5 Mobility ▲
+5 Resilience ▲
+10 Mobility ▲
+3 Resilience ▲
+3 Mobility ▲
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
You vanish from sight and do not appear on radar. While invisible, your radar range is reduced. Performing offensive actions will end invisibility.
Feast on the energy of your defeated foes. Final blows restore health, grant grenade energy, and extend Devour.
A dimensional rupture teeming with Void energy. When picked up, Void Breaches grant class ability energy.
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.
The target takes increased damage and has their movement speed slowed. Afflicted combatants have difficulty firing accurately.
The target is taken out of any active abilities and cannot activate any abilities or movement modes while suppression persists. Afflicted combatants cannot fire their weapons. When suppressed, Overload Champions are stunned.