Helmet Kills with Arc melee abilities trigger health regeneration and restore melee energy.
Helmet Kills with Arc melee abilities trigger health regeneration and restore melee energy.
Shotgun Dual barrels split into Stasis and Solar damage.
Hurtle through the air like a missile and crash into targets to inflict meteoric damage.
A grenade that periodically damages targets within its explosion radius.
: 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.
Create a small barrier that you can peek over while aiming down sights and that increases weapon reload speed, stability, and range when you stand behind it.
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 ▼
While surrounded by combatants, you are more resistant to incoming damage. +10 Strength ▲
Your lingering Arc grenades (Lightning Grenade, Pulse Grenade, and Storm Grenade) have extended duration.
Gain bonus Super energy on melee kills.
Rapid Arc weapon final blows create an Orb of Power.
Gain bonus Super energy on grenade kills.
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 grenade.
Reduces incoming Solar damage from combatants.
Reduces incoming Void damage from combatants.
Reduces incoming area-of-effect damage from combatants.
Arc weapons get bonus reserves when picking up ammo used by that weapon.
Void weapons get bonus reserves when picking up ammo used by that weapon.
Replenishes health each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finishers heal you. Consumes 1 stack of Armor Charge.
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 Resilience ▲
+5 Discipline ▲
+3 Resilience ▲
+3 Recovery ▲
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.