Helmet
Helmet
Trace Rifle
Supercharge your fists and slam the ground with the force of a maelstrom. While active: [Light Attack] : Quickly charge forward, dealing damage to any impacted targets. [Heavy Attack] : Slam your fists to the ground, blinding targets and dealing damage in an area around you, leaving aftershocks in your wake. Performing a slam from the air deals additional damage.
: Hold while grounded to plant your feet and begin charging your fist with Arc energy. : Release to unleash a devastating blast in front of you, dealing damage that increases with longer charge time.
An explosive grenade that damages and blinds nearby targets.
Create a small barrier that you can peek over while aiming down sights and that increases weapon reload speed, stability, and range when you stand behind it.
Your Flashbang, Pulse, Lightning, and Storm Grenades have enhanced functionality. Flashbang Grenade: Emits an additional blinding flash on bounce. Pulse Grenade: Creates Ionic Traces periodically as it damages targets and increases in damage over time. Lightning Grenade: Grants an additional grenade charge, and jolts targets hit by the initial blast. Storm Grenade: After detonating, creates a roaming thundercloud that tracks nearby targets and fires bolts of lightning at foes beneath it.
Critically wounding a target or breaking their shield infuses your melee attacks with Arc energy and increases your melee range and damage for a short time. Defeating targets with melee attacks starts health regeneration and makes you amplified.
Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength ▼
While you are amplified, your Arc Special weapon final blows create a blinding explosion.
Finishers make you amplified. +10 Recovery ▲
Defeating a blinded target with precision damage creates a blinding explosion. +10 Intellect ▲
Increases the drop chance of Special ammo on kill.
Rapid Arc weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
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.
Reduces incoming Arc damage from combatants
Increases the amount of ammo you can carry for Arc weapons
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Arc weapons get bonus reserves when picking up ammo used by that weapon.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Your decaying Armor Charge has a longer duration.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finishers generate Special ammo for the whole fireteam. Consumes 3 stacks of Armor Charge.
Reduces melee cooldown when using your class ability.
+10 Resilience ▲
+10 Recovery ▲
A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are stunned.
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.
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.