Helmet
Helmet
Hand Cannon
Unleash a long-range channeled beam of concentrated Arc energy. Sustained damage on a single target creates a jolting lightning strike at their position. while active to deactivate your Super early, saving Super energy.
An extended range melee that jolts your target and chains lightning to nearby targets. While amplified, it creates an additional set of chains.
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.
While sliding, activate your charged melee ability to blink forward, calling down lightning strikes that jolt targets as you rematerialize.
Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength ▼
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.
Gain bonus Super energy on melee kills.
Rapid Arc weapon final blows create an Orb of Power.
Causing damage with a melee attack reduces your grenade cooldown.
Causing damage with a grenade reduces your melee cooldown.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your grenade energy is fully expended, you gain grenade energy. Additionally, your Armor Charge is consumed and you gain additional grenade energy for each stack.
Reduces incoming damage from combatants that are at point-blank range.
Reduces incoming Void damage from combatants.
Reduces incoming Arc damage from combatants.
Reduces grenade cooldown each time you pick up an Orb of Power.
Reduces class ability cooldown each time you pick up an Orb of Power.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Automatically collects nearby Orbs of Power when you activate your class ability.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+3 Intellect ▲
+3 Recovery ▲
A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are stunned.
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.
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.