An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
Thrust your Sword into the ground, damaging and scorching nearby targets. The Sword projects a continuous aura, granting restoration and radiant effects to nearby allies, protecting them from the effects of Stasis.
Conjure a well of power that continuously heals those inside it.
Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenade: Improves the strength of cure and restoration effects applied. Consuming a Healing Grenade with Heat Rises also applies restoration to nearby allies. Solar Grenade: Increases linger duration. Periodically emits blobs of lava around its perimeter. Firebolt Grenade: Increases target search radius and maximum target count. Fusion Grenade: Explodes twice.
[###DestinyNamedSubstitutions.ui_player_action_air_dodge_button###] [###DestinyNamedSubstitutions.ui_player_action_air_dodge_verb###] : Dodge quickly while airborne. While Heat Rises is active, you have an additional dodge.
Your Solar ignitions have increased area of effect. +10 Strength ▲
You apply more scorch stacks to targets.
Final blows with a Solar Super causes targets to ignite and creates a Firesprite. +10 Strength ▲
Your Solar ignitions spread scorch to affected targets. +10 Discipline ▲
Rapid Solar weapon final blows create an Orb of Power.
Increases the drop chance of Heavy ammo on kill.
Gain bonus Super energy on grenade kills.
Increases grenade throw distance.
Causing damage with a melee attack reduces your grenade cooldown.
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 maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming Solar damage from combatants.
Reduces incoming Arc damage from combatants.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Your decaying Armor Charge has a longer duration.
Reduces grenade cooldown when using your class ability.
+5 Recovery ▲
+10 Discipline ▲
+5 Strength ▲
+10 Recovery ▲
+3 Intellect ▲
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.
Bows gain shield-piercing arrows, which bypass combatant defenses. Strong against Barrier 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.
All Scavenger mods are discounted.
Greatly improves the benefits provided by the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin traits.
If you have fewer than 2 stacks of Armor Charge, rapid precision shots with Bows, Snipers, and Scout Rifles generate an Armor Charge.
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 a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. Solar Orbs can be thrown to create a Solar explosion that scorches targets it damages.
Rapid precision hits against distant combatants weaken them for a short duration.
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
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.