Peregrine Strike – All shoulder charge abilities (Seismic Strike, Hammer Strike, or Shield Bash) deal bonus damage when activated in the air. Damaging mini-bosses, Tormentors, or Champions with your shoulder charge refunds your melee. Provides a small benefit to the airborne effectiveness stat of all weapons.
Gathering Light – Final blows with this weapon grant stacks of Gathering Light.
: Consume stacks, granting melee, grenade, and class ability energy based on the number of stacks.
Precision Frame – This weapon's recoil pattern is more predictably vertical.
Abilities
Fusion Grenade
Solar Grenade
An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Strafe Lift
Movement Ability
Jump while airborne to activate Lift and launch into the air with strong directional control.
Towering Barricade
Class Ability
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
Burning Maul
Super Ability
Summon a flaming maul and crush targets with the force of an earthquake.
: Spin the maul in a circle around you, damaging nearby targets.
: Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Hammer Strike
Solar Melee
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.
Aspects
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
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.
Fragments
Ember of Eruption
+10 Strength ▲
Your Solar ignitions have increased area of effect.
Ember of Combustion
+10 Strength ▲
Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Ember of Beams
+10 Intellect ▲
Your Solar Super projectiles have stronger target acquisition.
Ember of Blistering
Defeating targets with Solar ignitions grants grenade energy.
Armor mods
Helmet armor mods
Harmonic Siphon(x2)
Rapid Solar weapon final blows create an Orb of Power
Heavy Ammo Finder
Increases the drop chance of Heavy ammo on kill.
Arms armor mods
Heavy Handed
Your powered melee final blows create Orbs of Power.
Fastball
Increases grenade throw distance.
Harmonic Loader
Increases reload speed of Solar weapons
Chest armor mods
Unflinching Harmonic Aim(x3)
Reduces flinching from incoming fire while aiming a Solar weapon
Leg armor mods
Better Already
Your health begins to regenerate immediately after picking up an Orb of Power.
Absolution(x2)
Reduces all ability cooldowns each time you pick up an Orb of Power.
Class item armor mods
Distribution
Reduces all ability cooldowns when using your class ability near targets.
Outreach
Reduces melee cooldown when using your class ability.
Bomber
Reduces grenade cooldown when using your class ability.
Artifact perks
Hail The Storm
Shattering frozen targets and Stasis crystals deals increased damage.
Shattering Stasis crystals releases shards of ice that damage and slow targets.
Argent Ordnance
Firing a Rocket Launcher consumes one stack of Armor Charge, granting increased damage and reload speed until you reload or stow your Rocket Launcher.
Flame, Fiber, and Freeze
Combines the Solar/Strand and Solar/Stasis Siphon mods into one.
Kindling Trigger
Radiant causes Solar weapons to apply scorch to unscorched combatants.
Blast Radius
Rapid final blows with Rocket Launchers and Grenade Launchers grant Armor Charge.
Torch
While radiant, deal increased weapon damage to combatants affected by Strand and Stasis debuffs.
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Overload Auto Rifle
Sustained fire from Auto Rifles disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Auto Rifles are always overcharged when that modifier is active.
Piercing Sidearms
Your equipped Sidearms fire shield-piercing rounds and stun Barrier Champions. Additionally, Sidearms are always overcharged when that modifier is active.
Unstoppable Bow
Holding a Bow fully drawn for a short time loads powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Bows are always overcharged when that modifier is active.
Overload Rocket Launchers
Rocket Launchers are especially affective against Overload Champions.
Pillar of Ice
Defeating a frozen target spawns Stasis crystals.
Breakdown
Orb generation
Heavy Handed
Your powered melee final blows create Orbs of Power.
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Orb pickup
Better Already
Your health begins to regenerate immediately after picking up an Orb of Power.
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Armor Charge create
Blast Radius
Rapid final blows with Rocket Launchers and Grenade Launchers grant Armor Charge.
Ability cooldown
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Distribution
Reduces all ability cooldowns when using your class ability near targets.
Class Ability cooldown
Traveler's Chosen
... : Consume stacks, granting melee, grenade, and class ability energy based on the number of stacks.
Grenade cooldown
Ember of Blistering
Defeating targets with Solar ignitions grants grenade energy.
Bomber
Reduces grenade cooldown when using your class ability.
Firesprite
... When picked up, Firesprites grant grenade energy.
Melee cooldown
Outreach
Reduces melee cooldown when using your class ability.
Final blows
Traveler's Chosen
Gathering Light – Final blows with this weapon grant stacks of Gathering Light. ...
Blast Radius
Rapid final blows with Rocket Launchers and Grenade Launchers grant Armor Charge.
Heavy Handed
Your powered melee final blows create Orbs of Power.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Ember of Combustion
... Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Defeating an enemy
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...
Ember of Blistering
Defeating targets with Solar ignitions grants grenade energy.
Pillar of Ice
Defeating a frozen target spawns Stasis crystals.
Hammer Strike
... If your target is defeated by Hammer Strike, they ignite.
Keywords
Firesprite
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
Ember of Combustion
... Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Restoration
You regenerate health and shields over time. Cannot be interrupted by taking damage.
Sol Invictus
...Entering a Sunspot applies restoration.
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Fusion Grenade
An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Ember of Eruption
... Your Solar ignitions have increased area of effect.
Burning Maul
Summon a flaming maul and crush targets with the force of an earthquake.
: Spin the maul in a circle around you, damaging nearby targets.
: Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...
Sol Invictus
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.
Ember of Combustion
... Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Ember of Blistering
Defeating targets with Solar ignitions grants grenade energy.
Hammer Strike
... If your target is defeated by Hammer Strike, they ignite.
Scorch
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.
Fusion Grenade
An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Burning Maul
... : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ... Sunspots apply scorch and deal damage to targets inside. ...
Hammer Strike
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. ...