Gauntlets Melee and finisher final blows instantly grant cure and provide restoration for a short duration.
Gauntlets Melee and finisher final blows instantly grant cure and provide restoration for a short duration.
Sword : Hold to rev the blade. • Increases damage and adds shield piercing to all attacks. • Gain stacks when dealing damage with revved attacks. • Additional stacks increase the damage and damage resistance of heavy attacks.
Snap your fingers to create a fan of burning sparks that explode and scorch targets.
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Thrust your sword into the ground, damaging and scorching nearby combatants. The sword projects a continuous aura, granting radiant effects and restoration 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.
Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenade: Improves the strength of cure and restoration effects applied. Consuming a Healing Grenade with Heat Rises also applies restoration to nearby allies. Solar Grenade: Increases linger duration. Periodically emits blobs of lava around its perimeter. Firebolt Grenade: Increases target search radius and maximum target count. Fusion Grenade: Explodes twice.
[Air Dodge] : Dodge quickly while airborne. While Heat Rises is active, you have an additional dodge. While airborne, rapidly defeating targets with your Super or weapons cures you.
You apply more scorch stacks to targets.
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. -10 Resilience ▼
Radiant and restoration effects applied to you have increased duration.
Rapid Solar weapon final blows create an Orb of Power.
Increases the drop chance of Heavy ammo on kill.
Causing damage with a powered melee attack reduces your grenade cooldown.
Your powered melee final blows create Orbs of Power.
Grants class ability energy when you cause damage with a powered melee attack.
Reduces incoming Void damage from combatants.
Reduces incoming area-of-effect damage from combatants.
Reduces incoming Arc damage from combatants.
Stasis weapons get bonus reserves when picking up ammo used by that weapon.
Replenishes health each time you pick up an Orb of Power.
Solar weapons get bonus reserves when picking up ammo used by that weapon.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finishers heal you. Consumes 1 stack of Armor Charge.
Gain a powerful overshield while performing your finisher.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+3 Discipline ▲
You regenerate health and shields over time. Cannot be interrupted by taking damage.
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.
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.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.