Firewalker – Solar final blows periodically grant you an escalating bonus to weapon damage, and Solar grenade final blows grant you the highest bonus. You are harder to slow or freeze with Stasis, and when you break out, you take no damage from doing so, creating a burst of Solar energy around yourself.
Adaptive Frame – A well-rounded grip, reliable and sturdy.
Abilities
Hammer of Sol
Super Ability
Summon a flaming hammer and wreak destruction down upon your enemies.
[Light Attack] : Throw your hammer at foes.
Upon impact, your hammers shatter into explosive molten shards.
Healing Grenade
Solar Grenade
Restoration
Cure
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Throwing Hammer
Solar Melee
Cure
Throw a hammer from a distance. Picking up a thrown hammer fully recharges your melee ability. If the hammer struck a target, picking it up grants cure.
Towering Barricade
Class Ability
Creates a large barrier that can be used to reinforce a position with cover, and draws hostile fire when you stand behind it.
High Lift
Movement Ability
Jump while airborne to activate Lift and launch into the air to greater heights.
Aspects
Roaring Flames
Scorch
Ignition
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
Restoration
Scorch
Ignition
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
Ignition
+10 Strength ▲
Your Solar ignitions have increased area of effect.
Ember of Torches
Radiant
-10 Discipline ▼
Powered melee attacks against combatants make you and nearby allies radiant.
Ember of Singeing
Scorch
Ignition
Your class ability recharges faster when you scorch targets.
Ember of Empyrean
Restoration
Radiant
-10 Resilience ▼
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Armor mods
Helmet armor mods
Harmonic Siphon(x2)
Rapid Solar weapon final blows create an Orb of Power
Hands-On
Gain bonus Super energy on melee kills.
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
Harmonic Reserves(x3)
Increases the amount of ammo you can carry for Solar weapons
Leg armor mods
Innervation(x2)
Reduces grenade cooldown each time you pick up an Orb of Power.
Strand Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
Your Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class item armor mods
Time Dilation(x2)
Your decaying Armor Charge has a longer duration.
Artifact perks
Horde Shuttle
Damaging unraveled targets with a weapon occasionally spawns a threadling.
Rays of Precision
While radiant, Solar precision final blows cause combatants to ignite.
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.
Wished into Being
While your Super is nearly fully-charged, ability final blows spawn Orbs of Power.
Wearing Season of the Wish armor decreases Super amount threshold.
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 Hand Cannon
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.
Overload Rocket Launchers
Rocket Launchers are especially affective against Overload Champions.
Unravelling Orbs
Picking up an Orb of Power grants Strand weapons Unraveling Rounds.
Breakdown
Orb generation
Heavy Handed
Your powered melee final blows create Orbs of Power.
Wished into Being
While your Super is nearly fully-charged, ability final blows spawn Orbs of Power. ...
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Orb pickup
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
Strand Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Unravelling Orbs
Picking up an Orb of Power grants Strand weapons Unraveling Rounds.
Armor Charge create
Strand Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge effect
Strand Weapon Surge
... Your Strand weapons gain a small bonus to damage while you have any Armor Charge. ...
Grenade cooldown
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
Final blows
Rays of Precision
While radiant, Solar precision final blows cause combatants to ignite.
The Path of Burning Steps
Firewalker – Solar final blows periodically grant you an escalating bonus to weapon damage, and Solar grenade final blows grant you the highest bonus. ...
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. ...
Wished into Being
While your Super is nearly fully-charged, ability final blows spawn Orbs of Power. ...
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
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. ...
Keywords
Restoration
You regenerate health and shields over time. Cannot be interrupted by taking damage.
Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Sol Invictus
...Entering a Sunspot applies restoration.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Cure
You are healed in a burst of mending Solar Light.
Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Throwing Hammer
...If the hammer struck a target, picking it up grants cure.
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Ember of Eruption
... Your Solar ignitions have increased area of effect.
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 Singeing
Your class ability recharges faster when you scorch targets.
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.
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. ...
Ember of Singeing
Your class ability recharges faster when you scorch targets.
Radiant
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.
Ember of Torches
... Powered melee attacks against combatants make you and nearby allies radiant.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.