Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability. Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
Throw a rope dart that bounces between targets, damaging and severing them. The dart will return to you once it's done, returning melee energy to you for each target hit. Press just as the dart gets back to you to catch it and increase the amount of energy returned.
Weave a vicious rope dart and tear through your targets. [Light Attack] : Swing the rope dart in front of you to deal damage. The tip of the dart deals bonus damage, and defeating targets with the tip causes them to explode. [Heavy Attack] : Swing the rope dart in a circular motion to deal heavy damage all around you. : Use the grapple to move forward quickly.
Weave a grappling hook, and quickly pull yourself forward. Grappling to a Tangle immediately recharges your grenade energy. During and shortly after grappling, your melee attack deals area damage and unravels targets.
Activating your class ability leaves behind a decoy woven from Strand matter that draws the attention of nearby combatants. After taking significant damage or when combatants approach, the decoy detonates, dealing damage and releasing Threadlings that seek out and attack nearby foes.
You have an additional grenade charge. Your Grappling Hook creates a Grapple Tangle at the grapple point.
Dealing damage generates grenade energy. -10 Discipline ▼
Threadlings travel farther and deal additional damage. +10 Intellect ▲
Finisher final blows create Threadlings. +10 Recovery ▲
Picking up an Orb of Power grants Woven Mail. -10 Resilience ▼
Gain bonus Super energy on melee kills.
Reduces Super cooldown when using your class ability near targets.
Rapid Strand weapon final blows create Orbs of Power.
Your powered melee final blows create Orbs of Power.
Increases grenade throw distance.
Grants class ability energy when you cause damage with a melee attack.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces grenade cooldown each time you pick up an Orb of Power.
Reduces all ability cooldowns each time you pick up an Orb of Power.
Replenishes health each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your class ability energy is fully expended, you gain class ability energy. Additionally, your Armor Charge is consumed and you gain additional class ability energy for each stack.
Gain a powerful overshield while performing your finisher.
+10 Resilience ▲
+10 Mobility ▲
+3 Mobility ▲
Targets affected by Strand debuffs take increased damage from Arc and Void abilities.
Performing a finisher while you are amplified grants Amplified to nearby allies when your Arc subclass is equipped. Performing a finisher while you have Woven Mail grants Woven Mail to nearby allies when your Strand subclass is equipped. Performing a finisher while you have Devour grants Devour to nearby allies when your Void subclass is equipped.
Stay amplified longer while your Arc subclass is equipped.
Increases the amount of damage dealt by unraveling a target.
The armor energy costs of all armor mods affecting your Strand weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Grants access to Helmet armor mods that combine the effects of the Strand Siphon and Arc Siphon mods.
Your Strand weapons gain Unraveling Rounds whenever you gain Woven Mail while your Strand subclass is equipped.
Gain a stack of Armor Charge when you stun a Champion.
Glaives you wield fire a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Glaives are always overcharged when the modifier is active.
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.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Your body is encased in a protective mesh of tightly woven Strand matter, greatly reducing any incoming non-precision damage.
A creature woven from pure Strand matter that seeks nearby targets and attacks, dealing damage.
The target's connections to the world around them are cut, and their outgoing damage is significantly reduced. Severed targets unwind into a Tangle when defeated.
The target is permeated with destructive Strand matter. As they take additional damage, they create unraveled projectiles that seek out nearby targets. Unraveling Rounds from your Strand weapons pierce the shields of Barrier Champions and stun them. Unraveled targets unwind into a Tangle when defeated.