Chest Armor Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen, melees and grenades do more damage, and Barricades have more hit points.
Chest Armor Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen, melees and grenades do more damage, and Barricades have more hit points.
Glaive Hybrid melee/ranged polearm with a frontal shield. Generates energy on dealing ranged damage. [Aim Down Sights] : Raise shield, depleting energy over time : Kinetic melee combo
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.
Hurl your Void Shield toward a target. The shield can ricochet off targets and surfaces, granting Overshield for each target hit.
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.
Hitting a target with a Void ability or Volatile explosion makes them volatile. Further damage to a volatile target causes them to explode. Grants you and nearby allies health when volatile targets explode near you.
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 lingering grenade effects (Vortex Grenade, Void Wall, Void Spike, and Axion Bolt) have increased duration.
Your Void grenades weaken targets. -20 Discipline ▼
Defeating targets with grenades grants Volatile Rounds to your Void weapons. +10 Strength ▲
Picking up a Void Breach or an Orb of Power grants Devour. -10 Recovery ▼
Gain bonus Super energy on melee kills.
Rapid Void weapon final blows create an Orb of Power.
Gain bonus Super energy on grenade kills.
Causing damage with a powered melee attack reduces your grenade cooldown.
Causing damage with a grenade reduces your melee cooldown.
Your grenade final blows create Orbs of Power.
Reduces incoming damage from combatants that are at point-blank range.
Increases the amount of ammo you can carry for Void weapons.
Reduces grenade cooldown each time you pick up an Orb of Power.
Reduces melee cooldown each time you pick up an Orb of Power.
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Your decaying Armor Charge has a longer duration.
Reduces melee cooldown when using your class ability.
Reduces grenade cooldown when using your class ability.
+10 Discipline ▲
+3 Discipline ▲
Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.
Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.
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.
Picking up a Void Breach gives you an overshield or refreshes your existing overshield.
Gain damage resistance while amplified.
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.
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
Feast on the energy of your defeated foes. Final blows restore health, grant grenade energy, and extend Devour.
A dimensional rupture teeming with Void energy. When picked up, Void Breaches grant class ability energy.
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.
The target takes increased damage and has their movement speed slowed. Afflicted combatants have difficulty firing accurately.