Illegally Modded Holster – Improves sprint, slide, and airborne effectiveness while a Hand Cannon is equipped. For a short time after being drawn, Hand Cannons ready faster, are more accurate, and each hit against a combatant increases Hand Cannon damage.
Rocket-Assisted Frame – Sidearm fires self-propelled rocket ammunition. Projectiles explode on impact for high damage.
Abilities
Gathering Storm
Super Ability
Jolted
Hurl your Arc Staff forward, embedding it into surfaces or large targets and jolting nearby targets.
After a short time, a devastating lightning bolt strikes the staff, overcharging it with Arc energy. While overcharged, your staff discharges lightning at nearby foes.
Pulse Grenade
Arc Grenade
A grenade that periodically damages targets within its explosion radius.
Disorienting Blow
Arc Melee
Amplified
Blind
Striking a target with this melee ability blinds them and amplifies you.
Marksman's Dodge
Class Ability
Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.
Triple Jump
Movement Ability
While airborne, sustain your air control with a second or third jump.
Aspects
Flow State
Amplified
Jolted
Defeating a jolted target makes you amplified.
While you are amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased.
Ascension
Amplified
Jolted
[Air Move] While airborne, consume your class ability energy to summon your Arc Staff, propelling yourself upward and creating a burst of energy around you that amplifies allies and jolts targets.
Fragments
Spark of Shock
Jolted
-10 Discipline ▼
Your Arc grenades jolt targets.
Spark of Resistance
+10 Strength ▲
While surrounded by combatants, you are more resistant to incoming damage.
Spark of Beacons
Amplified
Blind
While you are amplified, your Arc Special or Heavy ammo weapon final blows create a blinding explosion.
Spark of Magnitude
Your lingering Arc grenades (Lightning Grenade, Pulse Grenade, and Storm Grenade) have extended duration.
Armor mods
Helmet armor mods
Harmonic Siphon
Rapid Arc weapon final blows create an Orb of Power
Heavy Ammo Finder(x2)
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Arms armor mods
Kinetic Loader
Increases reload speed of Kinetic weapons.
Harmonic Loader(x2)
Increases reload speed of Arc weapons
Chest armor mods
Solar Resistance
Reduces incoming Solar damage from combatants.
Void Resistance
Reduces incoming Void damage from combatants.
Arc Resistance
Reduces incoming Arc damage from combatants.
Leg armor mods
Better Already
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Harmonic Scavenger
Arc weapons get bonus reserves when picking up ammo used by that weapon
Class item armor mods
Powerful Attraction
Automatically collects nearby Orbs of Power when you activate your class ability.
Special Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
Finishers generate Special ammo for the whole fireteam.
Consumes 3 stacks of Armor Charge.
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Artifact perks
Sniper's Meditation
Sniper Rifle hits grant stacking Sniper Rifle damage, stability, and reload bonuses for a short time. Heavy ammo Sniper Rifle hits count as more than one.
Shock and Awe
When you have an Arc or Prismatic subclass equipped, Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
Logic Reductor
Weapons with the Radiolaria Transposer origin perk deal increased damage to Vex. Extends the duration of the radiolaria pools created by Radiolaria Transposer.
Overcharged Armory
Weapons with the Dealer's Choice, Radiolaria Transposer, Collective Purpose, and Sundering Origin traits are always Overcharged weapons for you when that modifier is active.
Counter Energy
When you or a member of your fireteam stuns a champion, you gain energy for your least-charged ability.
Galvanic Armor
While you have an Arc or Prismatic subclass equipped, incoming damage from combatants is reduced while amplified.
Radiant Orbs
While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant.
Elemental Siphon
Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super.
Press The Advantage
Breaking a combatant's shield grants increased weapon stability, handling, and reload speed. Swords gain increased guard resistance.
Overload Hand Cannon
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
Additionally, Hand Cannons are always overcharged when the modifier is active.
Anti-Barrier Sniper Rifle
Sniper Rifles you are wielding fire shield-piercing rounds and stun Barrier Champions.
Additionally, Sniper Rifles are always overcharged when that modifier is active.
Unstoppable Sidearm
Aiming down the sights of a Sidearm for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions.
Additionally, Sidearms are always overcharged when the modifier is active.
Breakdown
Orb generation
Harmonic Siphon
Rapid Arc weapon final blows create an Orb of Power
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Orb pickup
Better Already
Your health begins to regenerate immediately after picking up an Orb of Power.
Radiant Orbs
While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant.
Special Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Recuperation
Replenishes health each time you pick up an Orb of Power.
Armor Charge create
Special Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge consume
Special Finisher
... Consumes 3 stacks of Armor Charge.
Class Ability cooldown
Ascension
[Air Move] While airborne, consume your class ability energy to summon your Arc Staff, propelling yourself upward and creating a burst of energy around you that amplifies allies and jolts targets.
Final blows
Shock and Awe
When you have an Arc or Prismatic subclass equipped, Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
Spark of Beacons
While you are amplified, your Arc Special or Heavy ammo weapon final blows create a blinding explosion.
Elemental Siphon
Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super.
Harmonic Siphon
Rapid Arc weapon final blows create an Orb of Power
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Defeating an enemy
Flow State
Defeating a jolted target makes you amplified. ...
Heavy Ammo Finder
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Amplified
... Rapidly defeating targets with Arc damage makes you amplified.
Finishers
Special Finisher
... Finishers generate Special ammo for the whole fireteam. ...
Keywords
Amplified
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.
Spark of Beacons
While you are amplified, your Arc Special or Heavy ammo weapon final blows create a blinding explosion.
Disorienting Blow
Striking a target with this melee ability blinds them and amplifies you.
Flow State
Defeating a jolted target makes you amplifie... While you are amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased.
Ascension
[Air Move] While airborne, consume your class ability energy to summon your Arc Staff, propelling yourself upward and creating a burst of energy around you that amplifies allies and jolts targets.
Jolted
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.
Spark of Shock
... Your Arc grenades jolt targets.
Gathering Storm
Hurl your Arc Staff forward, embedding it into surfaces or large targets and jolting nearby targets. ...
Flow State
Defeating a jolted target makes you amplified. ...
Ascension
[Air Move] While airborne, consume your class ability energy to summon your Arc Staff, propelling yourself upward and creating a burst of energy around you that amplifies allies and jolts targets.
Blind
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured.
When blinded, Unstoppable Champions are stunned.
Spark of Beacons
While you are amplified, your Arc Special or Heavy ammo weapon final blows create a blinding explosion.
Disorienting Blow
Striking a target with this melee ability blinds them and amplifies you.