Gauntlets
Gauntlets
A grenade that creates a Vortex that pulls targets inward and continually damages those trapped inside.
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
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.
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.
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.
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.
Your Void grenades weaken targets. -20 Discipline ▼
Void buffs applied to you (Invisibility, Overshield, and Devour) have increased duration. -10 {primary stat} ▼
+10 Strength ▲ Defeating targets with grenades grants Volatile Rounds to your Void weapons.
Picking up a Void Breach or an Orb of Power grants Devour. -10 Recovery ▼
Rapid Void weapon final blows create an Orb of Power
Gain bonus Super energy on melee kills.
Increases the drop chance of Heavy ammo on kill.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your melee energy is fully expended, you gain melee energy. Additionally, your Armor Charge is consumed and you gain additional melee energy for each stack.
Your powered melee final blows create Orbs of Power.
Grants class ability energy when you cause damage with a grenade.
Reduces incoming Void damage from combatants
Reduces incoming damage from combatants that are at point-blank range.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Reduces melee cooldown each time you pick up an Orb of Power.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces melee cooldown when using your class ability.
Reduces grenade cooldown when using your class ability.
+10 Discipline ▲
+10 Strength ▲
+3 Resilience ▲
+3 Strength ▲
A dimensional rupture teeming with Void energy. When picked up, Void Breaches grant class ability energy.
Feast on the energy of your defeated foes. Final blows restore you to full health, grant grenade energy, and extend Devour.
You vanish from sight and do not appear on radar. While invisible, your radar range is reduced. Performing offensive actions will end invisibility.
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
The target takes increased damage and has their movement speed slowed. Afflicted combatants have difficulty firing accurately.
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.
The target is afflicted with unstable Void energy and will explode upon taking additional damage. Volatile Rounds from your Void weapons pierce the shields of Barrier Champions and stun them.