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.
An explosive grenade that damages and blinds nearby targets.
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 an evasive maneuver with a steady hand. Dodging automatically reloads your weapon. Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.
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.
While critically wounded, your melee and grenade energy regenerates more quickly.
While critically wounded, taking damage emits a burst of damaging Arc energy that jolts targets.
You have greatly increased resilience, recovery, and mobility while sprinting.
Improved target acquisition, accuracy, and aim-down-sights speed for Solar weapons.
Improved target acquisition, accuracy, and aim-down-sights speed for Strand weapons.
Your powered melee final blows create Orbs of Power.
Your grenade final blows create Orbs of Power.
Faster ready and stow speed for Solar weapons.
Reduces flinching from incoming fire while aiming a Solar weapon.
Reduces flinching from incoming fire while aiming a Strand weapon.
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Reduces all ability cooldowns each time you pick up an Orb of Power.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+5 Recovery ▲
+10 Discipline ▲
+5 Discipline ▲
+10 Recovery ▲
After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
Stay amplified longer while your Arc subclass is equipped.
Greatly improves the benefits provided by the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits.
The armor energy costs of all armor mods affecting your Strand weapons are significantly discounted.
The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Weapons with the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits are always overcharged weapons for you when that modifier is active.
Gain damage resistance while amplified.
Uninterrupted fire from your equipped Trace Rifles causes the beam to stun combatants, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Trace Rifles are always overcharged when the modifier is active.
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.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are stunned.
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.
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.