Helmet Ionic traces you create move faster and grant you additional ability energy. Nearby allies also gain ability energy when you collect an ionic trace.
Helmet Ionic traces you create move faster and grant you additional ability energy. Nearby allies also gain ability energy when you collect an ionic trace.
Combat Bow While aiming down sights with a fully drawn Bow, combatants behind walls are highlighted and arrows pierce shields. Strong against Barrier Champions.
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.
Fire an Arc projectile forward that releases a perpendicular lightning strike after a short time. While amplified, Ball Lightning releases additional lightning strikes before detonating.
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.
Cast your Rift to create an Arc Soul that fires at targets in front of you. Allies can pass through your Rift to get an Arc Soul. Your Rift charges faster when allies are near. While amplified, your Arc Souls are supercharged and gain increased fire rate.
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.
Gain bonus Super energy on grenade kills.
Your grenade final blows create Orbs of Power.
Grants class ability energy when you cause damage with a grenade.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Reduces incoming Arc damage from combatants
Reduces incoming area-of-effect damage from combatants.
Reduces incoming Arc damage from combatants.
Collecting a Firesprite, Ionic Trace, Stasis shard, or Void Breach, or destroying a Strand Tangle has an escalating chance to give you Armor Charge.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Replenishes health 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.
Reduces grenade cooldown when using your class ability.
+5 Recovery ▲
+10 Discipline ▲
+5 Resilience ▲
+10 Recovery ▲
+3 Strength ▲
+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.
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.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are 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.