Helmet Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Helmet Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Shotgun This weapon emits a powerful impulse that pushes enemies away, suppresses their abilities, and makes them more vulnerable to all incoming damage.
A grenade that periodically damages targets within its explosion radius.
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.
Your Arc grenades jolt targets. -10 Discipline ▼
While surrounded by combatants, you are more resistant to incoming damage. +10 Strength ▲
Your lingering Arc grenades (Lightning Grenade, Pulse Grenade, and Storm Grenade) have extended duration.
Taking melee damage briefly increases your outgoing melee damage. +10 Resilience ▲
Gain bonus Super energy on melee kills.
Reduces Super cooldown when using your class ability near targets.
Your powered melee final blows create Orbs of Power.
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 Arc damage from combatants
Reduces incoming damage from combatants that are at point-blank range.
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 Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Replenishes health each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
Reduces grenade cooldown when using your class ability.
+10 Discipline ▲
+10 Mobility ▲
+3 Mobility ▲
+3 Discipline ▲
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.