Gauntlets
Gauntlets
Hand Cannon
Snap your fingers to create a fan of burning sparks that explode and scorch targets.
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
Thrust your Sword into the ground, damaging and scorching nearby targets. The Sword projects a continuous aura, granting restoration and radiant effects to nearby allies, protecting them from the effects of Stasis.
Dive to the ground and create a burst of Solar Light that cures nearby allies. While Heat Rises is active, you gain restoration while diving and scorch targets upon landing.
You can fire weapons, melee, and throw grenades while gliding. : Hold to consume your grenade, gaining Heat Rises and releasing a burst of healing energy that cures nearby allies. The strength of the burst is increased when a Healing Grenade is consumed. Final blows while airborne increase the duration of Heat Rises and grant melee energy.
[###DestinyNamedSubstitutions.ui_player_action_air_dodge_button###] [###DestinyNamedSubstitutions.ui_player_action_air_dodge_verb###] : Dodge quickly while airborne. While Heat Rises is active, you have an additional dodge.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. -10 Resilience ▼
Solar grenade final blows cure you.
When you revive an ally, you and other nearby allies gain restoration. Picking up a Firesprite grants restoration. +10 Resilience ▲
Increases the drop chance of Heavy ammo on kill.
Gain bonus Super energy on grenade kills.
Your grenade final blows create Orbs of Power.
Causing damage with a grenade reduces your melee cooldown.
Reduces incoming Solar damage from combatants.
Reduces incoming Void damage from combatants.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Reduces class ability cooldown each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
Reduces melee cooldown when using your class ability.
+10 Resilience ▲
+5 Mobility ▲
+5 Resilience ▲
+10 Recovery ▲
+3 Resilience ▲
+3 Recovery ▲
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.
Aiming down sights for a brief period with any Fusion Rifle you are wielding loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Performing a finisher while you are amplified grants Amplified to nearby allies when your Arc subclass is equipped. Performing a finisher while you have Woven Mail grants Woven Mail to nearby allies when your Strand subclass is equipped. Performing a finisher while you have Devour grants Devour to nearby allies when your Void subclass is equipped.
Stay amplified longer while your Arc subclass is equipped.
Greatly improves the benefits provided by the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits.
Combines the Solar and Strand Siphon mods into one.
All Scavenger mods are discounted.
The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.
The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Weapons with the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits are always overcharged weapons for you when that modifier is active.
Gain a stack of Armor Charge when you stun a Champion.
Gain damage resistance while amplified.
Picking up a Tangle or Elemental Orb grants energy to your least-powered ability.
When an ally destroys or picks up your Tangle or Elemental Orb, the Tangle cooldown is reduced by 5 seconds and you gain bonus damage with weapons matching your subclass for 10 seconds.
Weapons with the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin traits are always overcharged when that modifier is active.
While using a Void subclass, Void weapon final blows have a chance to spawn a Void Elemental Orb. Void Orbs can be thrown to create a Void explosion that makes enemies it damages volatile.
While using a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. Solar Orbs can be thrown to create a Solar explosion that scorches targets it damages.
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
Uninterrupted fire from your equipped Trace Rifles causes the beam to stun combatants, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Trace Rifles are always overcharged when the modifier is active.
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.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
You regenerate health and shields over time. Cannot be interrupted by taking damage.
You are healed in a burst of mending Solar Light.
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.
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.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.