Chest Armor Precision final blows from Kinetic weapons create an explosion that deals damage in the element of your subclass and applies elemental effects.
Chest Armor Precision final blows from Kinetic weapons create an explosion that deals damage in the element of your subclass and applies elemental effects.
Hand Cannon Rounds pierce targets and deal damage over time. Kills with this weapon leave behind Remnants.
Chain Arc Lightning from your hands to electrify targets with devastating streams of Arc Light that intensify over time. Casting Stormtrance creates a jolting shockwave underneath you. : Teleport forward, consuming a small amount of Super energy.
Fire an Arc projectile forward that releases a perpendicular lightning strike after a short time. While amplified, Ball Lightning releases additional lightning strikes before detonating.
A grenade that periodically damages targets within its explosion radius.
Conjure a well of power that continuously heals those inside it.
Defeating targets with Arc abilities or defeating jolted or blinded targets creates an Ionic Trace. Collecting an Ionic Trace makes you amplified.
Cast your Rift to create an Arc Soul that fires at targets in front of you. Allies can pass through your Rift to get an Arc Soul. Your Rift charges faster when allies are near. While amplified, your Arc Souls are supercharged and gain increased fire rate.
Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength ▼
Your Arc grenades jolt targets. -10 Discipline ▼
While you are amplified, your Arc Special weapon final blows create a blinding explosion.
Rapidly defeating targets while you are amplified creates an Orb of Power.
Rapid Kinetic weapon final blows create an Orb of Power.
Increases the drop chance of Special ammo on kill.
Your grenade final blows create Orbs of Power.
Increases grenade throw distance.
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.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming damage from combatants that are at long range.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Automatically collects nearby Orbs of Power when you activate your class ability.
Your decaying Armor Charge has a longer duration.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+3 Recovery ▲
+3 Discipline ▲
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.