Gauntlets
Gauntlets
Combat Bow
Unleash a long-range channeled beam of concentrated Arc energy. Sustained damage on a single target creates a jolting lightning strike at their position. while active to deactivate your Super early, saving Super energy.
An extended range melee that jolts your target and chains lightning to nearby targets. While amplified, it creates an additional set of chains.
A grenade that periodically damages targets within its explosion radius.
Conjure a well of power that continuously heals those inside it.
Defeating targets with Arc abilities or defeating jolted or blinded targets creates an Ionic Trace. Collecting an Ionic Trace makes you amplified.
Cast your Rift to create an Arc Soul that fires at targets in front of you. Allies can pass through your Rift to get an Arc Soul. Your Rift charges faster when allies are near. While amplified, your Arc Souls are supercharged and gain increased fire rate.
Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength ▼
Your Arc grenades jolt targets. -10 Discipline ▼
While surrounded by combatants, you are more resistant to incoming damage. +10 Strength ▲
While critically wounded, your melee and grenade energy regenerates more quickly.
Rapid Arc weapon final blows create an Orb of Power
Increases the drop chance of Heavy ammo on kill.
Grants class ability energy when you cause damage with a melee attack.
Grants class ability energy when you cause damage with a grenade.
Causing damage with a melee attack reduces your grenade cooldown.
Reduces incoming Solar damage from combatants.
Reduces incoming Void damage from combatants.
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Arc weapons get bonus reserves when picking up ammo used by that weapon.
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.
+10 Resilience ▲
+10 Recovery ▲
+10 Strength ▲
+3 Resilience ▲
Aiming down sights for a brief period with any Fusion Rifle you are wielding loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions.
Aiming down the sights of a Scout Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Scout Rifles are always overcharged when that 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.
Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.
Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
Stay amplified longer while your Arc subclass is equipped.
Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.
Combines the Arc and Strand Siphon mods into one.
All Scavenger mods are discounted.
The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Picking up a Void Breach gives you an overshield or refreshes your existing overshield.
Gain a stack of Armor Charge when you stun a Champion.
If you have fewer than 2 stacks of Armor Charge, rapid precision shots with Bows, Snipers, and Scout Rifles generate an Armor Charge.
Picking up a Tangle or Elemental Orb grants energy to your least-powered ability.
While stunned, Champions take bonus damage from your abilities and Elemental Orb damage.
Strand weapon final blows have a chance to generate a Tangle.
While using an Arc subclass, Arc weapon final blows have a chance to spawn an Arc Elemental Orb. Arc Orbs can be thrown to create an Arc explosion that jolts targets it damages.
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
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.
Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Scout Rifles are always overcharged when the modifier is active.
Aiming down the sights of a Hand Cannon for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Hand Cannons 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.
A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy.
Combatants are disoriented and cannot fire their weapons. Opposing Guardians' HUD is removed and their vision is obscured. When blinded, Unstoppable Champions are stunned.
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.
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.