Helmet
Helmet
Machine Gun
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 ▼
Defeating a jolted target creates an Ionic Trace.
-10 Discipline ▼ Your Arc grenades jolt targets.
+10 Strength ▲ While surrounded by combatants, you are more resistant to incoming damage.
Rapid Arc weapon final blows create an Orb of Power.
Increases the drop chance of Heavy ammo on kill.
Increases reload speed of Arc weapons.
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, you gain grenade energy. Additionally, your Armor Charge is consumed and you gain additional grenade energy for each stack.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your shields become broken, you gain temporary damage reduction. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the damage reduction for each charge consumed.
Reduces incoming Solar damage from combatants.
Increases the amount of ammo you can carry for Arc weapons.
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.
Your decaying Armor Charge has a longer duration.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+3 Strength ▲
+3 Recovery ▲
+3 Discipline ▲
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.