Helmet Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Helmet Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Sword Heavy attacks made with full Sword energy turn you invisible and fire exploding Void projectiles.
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.
Activate your air move to consume your class ability energy and dive to the ground, suspending all nearby targets on impact. Using this ability extends class ability cooldown time.
You have an additional grenade charge. Your Grappling Hook creates a Grapple Tangle at the grapple point.
Suspend, unravel, and sever effects applied to targets have increased duration.
Dealing damage generates grenade energy. -10 Discipline ▼
Powered melee final blows grant your Strand weapons Unraveling Rounds. +10 Strength ▲
Defeating suspended targets grants class ability energy.
Rapid Void weapon final blows create an Orb of Power.
Rapid Strand weapon final blows create Orbs of Power.
Increases the drop chance of Heavy ammo on kill.
Causing damage with a powered melee attack reduces your grenade cooldown.
Your powered melee final blows create Orbs of Power.
Grants class ability energy when you cause damage with a powered melee attack.
Reduces incoming Void damage from combatants.
Reduces incoming area-of-effect damage from combatants.
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.
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+5 Strength ▲
+10 Mobility ▲
+3 Resilience ▲
+3 Mobility ▲
+3 Recovery ▲
The target is immobilized by a web of Strand matter, lifting them into the air. While suspended, Guardians are unable to move freely, combatants are unable to move or fire their weapon, and Unstoppable Champions are stunned. Suspended targets unwind into a Tangle when defeated.
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.