Chest Armor Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen, melees and grenades do more damage, and Barricades have more hit points.
Chest Armor Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen, melees and grenades do more damage, and Barricades have more hit points.
Linear Fusion Rifle Fires slugs that cause massive damage to combatant shields. Strong against Barrier Champions.
Hurtle through the air like a missile and crash into targets to inflict meteoric damage.
A grenade that calls down a focused lightning storm.
: 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.
While grounded, quickly evade in a lateral direction.
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.
Defeating a jolted target creates an Ionic Trace.
Your Arc grenades jolt targets. -10 Discipline ▼
Your lingering Arc grenades (Lightning Grenade, Pulse Grenade, and Storm Grenade) have extended duration.
Rapidly defeating targets while you are amplified creates an Orb of Power.
Gain bonus Super energy on melee kills.
Rapid Arc weapon final blows create an Orb of Power
Gain bonus Super energy on grenade kills.
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Causing damage with a powered melee attack reduces your grenade cooldown.
Your grenade final blows create Orbs of Power.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming area-of-effect damage from combatants.
Increases the amount of ammo you can carry for Arc weapons.
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.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reduces all ability cooldowns when using your class ability near targets.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+5 Recovery ▲
+10 Discipline ▲
+3 Resilience ▲
A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy.
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.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are 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.