Chest Armor Solar takedowns while standing in a Sunspot create a Sunspot. Greatly improves recharge rate of your Solar abilities while your Super is charged. Provides a small benefit to the airborne effectiveness stat of all weapons.
Chest Armor Solar takedowns while standing in a Sunspot create a Sunspot. Greatly improves recharge rate of your Solar abilities while your Super is charged. Provides a small benefit to the airborne effectiveness stat of all weapons.
Sidearm Final blows with this weapon grant stacks of Gathering Light. [Alternate Weapon Action] : Consume stacks, granting melee, grenade, and class ability energy based on the number of stacks.
Create a small barrier that you can peek over while aiming down sights and that increases weapon reload speed, stability, and range when you stand behind it.
Summon a flaming maul and crush targets with the force of an earthquake. [Light Attack] : Spin the maul in a circle around you, damaging nearby targets. [Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
After sprinting for a short time, use this melee ability to swing a blazing hammer that scorches your target and deals damage in a cone behind them. If your target is defeated by Hammer Strike, they ignite.
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot. Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
While sliding, activate your charged melee ability to launch a wave of Solar energy forward, damaging and scorching targets in front of you as you leap into the air. While airborne, activate your charged melee again to slam to the ground and create a second larger wave of damaging Solar energy. If the wave hits a scorched target, they ignite.
Your Solar ignitions have increased area of effect. +10 Strength ▲
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 ▲
Rapid Solar weapon final blows create an Orb of Power
Gain bonus Super energy on grenade kills.
Your grenade final blows create Orbs of Power.
Causing damage with a grenade reduces your melee cooldown.
Grants class ability energy when you cause damage with a grenade.
Reduces incoming Solar damage from combatants
Reduces incoming area-of-effect damage from combatants.
Reduces all ability cooldowns 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 Discipline ▲
+5 Strength ▲
+5 Discipline ▲
+10 Strength ▲
+3 Discipline ▲
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.
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.