Fury Conductors – Melee hits grant Armor Charge, and you take less melee damage while you have Armor Charge. Taking melee damage causes you to emit a burst of damaging Arc energy that Jolts targets, consuming your Armor Charge and dealing more damage based on the number of stacks consumed.
Edge of Action – Hybrid melee/ranged polearm with a frontal shield.
Generates energy on dealing ranged damage.
: Raise shield, depleting energy over time
: Kinetic melee combo
Aggressive Frame – High damage, high recoil. Optimized for long-distance shooting.
Abilities
Catapult Lift
Movement Ability
Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum.
Scatter Grenade
Void Grenade
A grenade that splits into many submunitions and covers a large area with multiple explosions.
Rally Barricade
Class Ability
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.
Shield Bash
Void Melee
After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that suppresses the target. Final blows with Shield Bash grant an Overshield.
Ward of Dawn
Super Ability
Create an indestructible dome to protect you and your allies. Passing through Ward of Dawn grants you and your allies a temporary increase to weapon damage.
Aspects
Bastion
Cast your Super to grant Overshield to nearby allies.
Casting your Barricade grants Overshield to yourself and nearby allies and empowers it, enabling it to slowly regenerate the Overshield of allies bunkering behind it and extend their Overshield duration.
Offensive Bulwark
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows extend the duration of your Overshield.
You gain an additional shield throw while in Sentinel Shield.
Fragments
Echo of Expulsion
Void ability final blows cause targets to explode.
+10 Intellect ▲
Echo of Exchange
Melee final blows grant grenade energy.
Echo of Leeching
Melee final blows start health regeneration for you and nearby allies.
+10 Resilience ▲
Echo of Vigilance
Defeating a target while your shields are depleted grants you a temporary Void overshield.
-10 Recovery ▼
Armor mods
Helmet armor mods
Hands-On(x2)
Gain bonus Super energy on melee kills.
Arms armor mods
Focusing Strike(x3)
Grants class ability energy when you cause damage with a powered melee attack.
Chest armor mods
Charged Up(x2)
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Leg armor mods
Invigoration
Reduces melee cooldown each time you pick up an Orb of Power.
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Class item armor mods
Outreach(x2)
Reduces melee cooldown when using your class ability.
Bomber
Reduces grenade cooldown when using your class ability.
Artifact perks
Rays of Precision
While radiant, Solar precision final blows cause combatants to ignite.
From Whence You Came
Increases ability damage to Taken and Scorn combatants.
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.
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.
Heart of the Flame
Casting your Solar Super grants nearby allies radiant and increases the damage of your Super for each nearby ally.
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Overload Pulse Rifle
Sustained fire from Pulse Rifles disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Pulse Rifles 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.
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.
Revitalizing Blast
Causing damage with a Solar ability weakens Champions and bosses for a short duration.
Breakdown
Orb generation
Wished into Being
While your Super is nearly fully-charged, ability final blows spawn Orbs of Power. ...
Orb pickup
Invigoration
Reduces melee cooldown each time you pick up an Orb of Power.
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Recuperation
Replenishes health 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.
ACD/0 Feedback Fence
Fury Conductors – Melee hits grant Armor Charge, and you take less melee damage while you have Armor Charge. ...
Ability cooldown
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Power.
Class Ability cooldown
Focusing Strike
Grants class ability energy when you cause damage with a powered melee attack.
Grenade cooldown
Echo of Exchange
Melee final blows grant grenade energy.
Bomber
Reduces grenade cooldown when using your class ability.
Melee cooldown
Invigoration
Reduces melee cooldown each time you pick up an Orb of Power.
Outreach
Reduces melee cooldown when using your class ability.
Final blows
Techeun's Regalia Helmet
Queen's Favor – Generate Awoken Favors with fewer final blows. ...
Rays of Precision
While radiant, Solar precision final blows cause combatants to ignite.
Offensive Bulwark
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows extend the duration of your Overshield. ...
Echo of Expulsion
Void ability final blows cause targets to explode. ...
Echo of Exchange
Melee final blows grant grenade energy.
Echo of Leeching
Melee final blows start health regeneration for you and nearby allies. ...
Blast Radius
Rapid final blows with Rocket Launchers and Grenade Launchers grant Armor Charge.
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.
Shield Bash
... Final blows with Shield Bash grant an Overshield.
Defeating an enemy
Echo of Vigilance
Defeating a target while your shields are depleted grants you a temporary Void overshield. ...
Keywords
Overshield
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
Bastion
Cast your Super to grant Overshield to nearby allie... Casting your Barricade grants Overshield to yourself and nearby allies and empowers it, enabling it to slowly regenerate the Overshield of allies bunkering behind it and extend their Overshield duration.
Offensive Bulwark
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows extend the duration of your Overshield. ...
Echo of Vigilance
Defeating a target while your shields are depleted grants you a temporary Void overshield. ...
Shield Bash
... Final blows with Shield Bash grant an Overshield.
Suppression
The target is taken out of any active abilities and cannot activate any abilities or movement modes while suppression persists. Afflicted combatants cannot fire their weapons.
When suppressed, Overload Champions are stunned.
Shield Bash
After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that suppresses the target. ...