Gauntlets Increases the duration of Solar Grenades. Solar melee kills grant unlimited Solar Grenade energy for a brief time.
Gauntlets Increases the duration of Solar Grenades. Solar melee kills grant unlimited Solar Grenade energy for a brief time.
Hand Cannon This weapon fires explosive rounds and highlights targets that take damage from Sunshot.
Snap your fingers to create a fan of burning sparks that explode and scorch targets.
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
Thrust your sword into the ground, damaging and scorching nearby combatants. The sword projects a continuous aura, granting radiant effects and restoration to nearby allies, protecting them from the effects of Stasis.
Dive to the ground and create a burst of Solar Light that cures nearby allies. While Heat Rises is active, you gain restoration while diving and scorch targets upon landing.
Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenade: Improves the strength of cure and restoration effects applied. Consuming a Healing Grenade with Heat Rises also applies restoration to nearby allies. Solar Grenade: Increases linger duration. Periodically emits blobs of lava around its perimeter. Firebolt Grenade: Increases target search radius and maximum target count. Fusion Grenade: Explodes twice.
You can fire weapons, melee, and throw grenades while gliding. : Hold to consume your grenade, gaining Heat Rises and releasing a burst of healing energy that cures nearby allies. The strength of the burst is increased when a Healing Grenade is consumed. Final blows while airborne increase the duration of Heat Rises and grant melee energy.
You apply more scorch stacks to targets.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. -10 Resilience ▼
Radiant and restoration effects applied to you have increased duration.
Rapid Solar weapon final blows create an Orb of Power.
Increases the drop chance of Heavy ammo on kill.
Gain bonus Super energy on grenade kills.
Your grenade final blows create Orbs of Power.
Causing damage with a grenade reduces your melee cooldown.
Grants class ability energy when you cause damage with a grenade.
Reduces incoming Solar damage from combatants
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming Arc damage from combatants.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Replenishes health each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finisher final blows generate an overshield. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the overshield for each charge consumed.
Reduces all ability cooldowns when using your class ability near targets.
Reduces melee cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+5 Discipline ▲
You regenerate health and shields over time. Cannot be interrupted by taking damage.
The target is singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After enough Scorch stacks are applied to the target, they ignite.
You are healed in a burst of mending Solar Light.
Your weapons are enhanced by the power of the Traveler and deal increased damage to combatants. While you are radiant, your weapons pierce the shields of Barrier Champions and stun them.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.