Gauntlets
Gauntlets
Shotgun
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
Summon a flaming hammer and wreak destruction down upon your enemies. [Light Attack] : Throw your hammer at foes. Upon impact, your hammers shatter into explosive molten shards.
A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
Throw a hammer from a distance. Picking up a thrown hammer fully recharges your melee ability. If the hammer struck a target, picking it up grants cure.
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot. Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Final blows with a Solar Super causes targets to ignite and creates a Firesprite. +10 Strength ▲
Your class ability recharges faster when you scorch targets.
Radiant and restoration effects applied to you have increased duration.
Gain bonus Super energy on melee kills.
Increases the drop chance of Heavy ammo on kill.
Causing damage with a melee attack reduces your grenade cooldown.
Your powered melee final blows create Orbs of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your grenade energy is fully expended, you gain grenade energy. Additionally, your Armor Charge is consumed and you gain additional grenade energy for each stack.
Increases the amount of ammo you can carry for Void weapons.
Reduces incoming Arc damage from combatants.
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
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.
Automatically collects nearby Orbs of Power when you activate your class ability.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Discipline ▲
+10 Strength ▲
+3 Resilience ▲
Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
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.
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 Strand weapons are significantly discounted.
The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Gain damage resistance while amplified.
Glaives you wield fire a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Glaives are always overcharged when the modifier is active.
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.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
You regenerate health and shields over time. Cannot be interrupted by taking damage.
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.
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.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.