Gauntlets Melee and finisher final blows instantly grant cure and provide restoration for a short duration.
Gauntlets Melee and finisher final blows instantly grant cure and provide restoration for a short duration.
Trace Rifle Fires a Solar trace beam that creates a field of heat energy that grows as the weapon is fired. Sustained damage applies scorch to the target.
Snap your fingers to create a fan of burning sparks that explode and scorch targets.
A grenade that unleashes bolts of damaging Solar Light at nearby targets and slightly scorches them.
Thrust your sword into the ground, damaging and scorching nearby combatants. The sword projects a continuous aura, granting radiant effects and restoration to nearby allies, protecting them from the effects of Stasis.
Dive to the ground and create a burst of Solar Light that cures nearby allies. While Heat Rises is active, you gain restoration while diving and scorch targets upon landing.
Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenade: Improves the strength of cure and restoration effects applied. Consuming a Healing Grenade with Heat Rises also applies restoration to nearby allies. Solar Grenade: Increases linger duration. Periodically emits blobs of lava around its perimeter. Firebolt Grenade: Increases target search radius and maximum target count. Fusion Grenade: Explodes twice.
[Air Dodge] : Dodge quickly while airborne. While Heat Rises is active, you have an additional dodge. While airborne, rapidly defeating targets with your Super or weapons cures you.
You apply more scorch stacks to targets.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Your Solar ignitions spread scorch to affected targets. +10 Discipline ▲
When you revive an ally, you and other nearby allies gain restoration. Picking up a Firesprite grants restoration. +10 Resilience ▲
Rapid Solar weapon final blows create an Orb of Power
Increases the drop chance of Heavy ammo on kill.
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Reduces incoming Solar damage from combatants
Increases the amount of ammo you can carry for Solar weapons
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces grenade cooldown each time you pick up an Orb of Power.
Your health begins to regenerate immediately after picking up an Orb of Power.
Replenishes health each time you pick up an Orb of Power.
Your decaying Armor Charge has a longer duration.
Reduces melee cooldown when using your class ability.
Reduces grenade cooldown when using your class ability.
+5 Recovery ▲
+10 Recovery ▲
+3 Resilience ▲
+3 Recovery ▲
Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
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.
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.
Grants access to Helmet armor mods that combine the effects of the Strand Siphon and Arc Siphon mods.
Gain a stack of Armor Charge when you stun a Champion.
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.
You regenerate health and shields over time. Cannot be interrupted by taking damage.
The target is singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After enough Scorch stacks are applied to the target, they ignite.
You are healed in a burst of mending Solar Light.
Your weapons are enhanced by the power of the Traveler and deal increased damage to combatants. While you are radiant, your weapons pierce the shields of Barrier Champions and stun them.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.