Gauntlets Improves Skip Grenade, and you gain an additional Skip Grenade charge. Skip Grenade returns energy when it damages enemies.
Gauntlets Improves Skip Grenade, and you gain an additional Skip Grenade charge. Skip Grenade returns energy when it damages enemies.
Submachine Gun Fires a stream of sentient, toxic projectiles that track the targeted enemy.
A grenade that splits upon impact, creating multiple projectiles that seek targets.
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.
Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength ▼
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 ▲
Gain bonus Super energy on melee kills.
Rapid Arc weapon final blows create an Orb of Power.
Gain bonus Super energy on grenade kills.
Causing damage with a powered melee attack reduces your grenade cooldown.
Your grenade final blows create Orbs of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Reduces incoming damage from combatants that are at point-blank range.
Reduces incoming area-of-effect damage from combatants.
Increases the amount of ammo you can carry for Arc weapons.
Reduces grenade cooldown each time you pick up an Orb of Power.
Arc weapons get bonus reserves when picking up ammo used by that weapon.
Replenishes health each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Mobility ▲
+3 Resilience ▲
+3 Intellect ▲
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.