Blood Magic – While standing in any rift, gain a bonus to weapons with a damage type matching your subclass damage type. Weapon final blows while standing in any rift pause the rift's countdown, extending its duration.
Guidance Ring – Precision hits and final blows build Guidance Ring energy. Opposing Guardians grant additional energy. At full charge, hip firing creates a Guidance Ring.
Lightweight Frame – Superb handling. Move faster with this weapon equipped.
Abilities
Celestial Fire
Solar Melee
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
Solar Grenade
Solar Grenade
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
Daybreak
Super Ability
Fashion Solar Light into blades and smite your foes from the sky.
Your Daybreak projectiles launch a streak of deadly flames on impact.
Empowering Rift
Class Ability
Conjure a well of power that increases weapon damage for those inside it.
Strafe Glide
Movement Ability
Jump while airborne to activate Glide and start an airborne drift with strong directional control.
Aspects
Touch of Flame
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.
Icarus Dash
: Dodge quickly while airborne.
While Heat Rises is active, you have an additional dodge.
While airborne, rapidly defeating targets with your Super or weapons cures you.
Fragments
Ember of Eruption
+10 Strength ▲
Your Solar ignitions have increased area of effect.
Ember of Ashes
You apply more scorch stacks to targets.
Ember of Searing
+10 Recovery ▲
Defeating scorched targets grants melee energy and creates a Firesprite.
Ember of Combustion
+10 Strength ▲
Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Armor mods
Helmet armor mods
Dynamo(x2)
Reduces Super cooldown when using your class ability near targets.
Solar Siphon
Rapid Solar weapon final blows create an Orb of Power.
Arms armor mods
Heavy Handed
Your powered melee final blows create Orbs of Power.
Focusing Strike
Grants class ability energy when you cause damage with a powered melee attack.
Bolstering Detonation
Grants class ability energy when you cause damage with a grenade.
Chest armor mods
Harmonic Reserves
Increases the amount of ammo you can carry for Solar weapons
Concussive Dampener
Reduces incoming area-of-effect damage from combatants.
Sniper Damage Resistance
Reduces incoming damage from combatants that are at long range.
Leg armor mods
Solar Weapon Surge(x3)
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.
Class item armor mods
Powerful Attraction
Automatically collects nearby Orbs of Power when you activate your class ability.
Time Dilation(x2)
Your decaying Armor Charge has a longer duration.
Artifact perks
Overload Hand Cannon
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output.
Strong against Overload Champions.
Unstoppable Fusion
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. Additionally, Fusion Rifles are always overcharged when that modifier is active.
Piercing Bowstring
Bows gain shield-piercing arrows, which bypass combatant defenses.
Strong against Barrier Champions. Additionally, Bows are always overcharged when that modifier is active.
Unstoppable Scout Rifle
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.
Anti-Barrier Auto Rifle
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Solar/Strand Siphon Combo
Combines the Solar and Strand Siphon mods into one.
Diviner's Discount
All Scavenger mods are discounted.
Communal Pickups
When an ally destroys or picks up your Tangle or Elemental Orb, the Tangle cooldown is reduced by 5 seconds and you gain bonus damage with weapons matching your subclass for 10 seconds.
Elemental Fury
While stunned, Champions take bonus damage from your abilities and Elemental Orb damage.
Elemental Orbs: Solar
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-Fire Ranger
Rapid precision hits against distant combatants weaken them for a short duration.
Monochromatic Maestro
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
Breakdown
Orb generation
Heavy Handed
Your powered melee final blows create Orbs of Power.
Solar Siphon
Rapid Solar weapon final blows create an Orb of Power.
Orb pickup
Solar Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge create
Solar Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge effect
Solar Weapon Surge
... Your Solar weapons gain a small bonus to damage while you have any Armor Charge. ...
Class Ability cooldown
Focusing Strike
Grants class ability energy when you cause damage with a powered melee attack.
Bolstering Detonation
Grants class ability energy when you cause damage with a grenade.
Grenade cooldown
Firesprite
... When picked up, Firesprites grant grenade energy.
Melee cooldown
Ember of Searing
... Defeating scorched targets grants melee energy and creates a Firesprite.
Final blows
Heavy Handed
Your powered melee final blows create Orbs of Power.
Sanguine Alchemy
... Weapon final blows while standing in any rift pause the rift's countdown, extending its duration.
Ember of Combustion
... Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Hierarchy of Needs
Guidance Ring – Precision hits and final blows build Guidance Ring energy. ...
Solar Siphon
Rapid Solar weapon final blows create an Orb of Power.
Elemental Orbs: Solar
While using a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. ...
Defeating an enemy
Ember of Searing
... Defeating scorched targets grants melee energy and creates a Firesprite.
Icarus Dash
... While airborne, rapidly defeating targets with your Super or weapons cures you.
Keywords
Firesprite
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
Ember of Searing
... Defeating scorched targets grants melee energy and creates a Firesprite.
Ember of Combustion
... Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Restoration
You regenerate health and shields over time. Cannot be interrupted by taking damage.
Touch of Flame
... Healing Grenade: Improves the strength of cure and restoration effects applied. Consuming a Healing Grenade with Heat Rises also applies restoration to nearby allies. ...
Cure
You are healed in a burst of mending Solar Light.
Touch of Flame
... Healing Grenade: Improves the strength of cure and restoration effects applied. ...
Icarus Dash
... While airborne, rapidly defeating targets with your Super or weapons cures you.
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Ember of Eruption
... Your Solar ignitions have increased area of effect.
Ember of Ashes
You apply more scorch stacks to targets.
Ember of Searing
+10 Recovery ▲
Defeating scorched targets grants melee energy and creates a Firesprite.
Celestial Fire
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
Solar Grenade
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
Ember of Combustion
... Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Scorch
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.
Ember of Ashes
You apply more scorch stacks to targets.
Ember of Searing
... Defeating scorched targets grants melee energy and creates a Firesprite.
Celestial Fire
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
Solar Grenade
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.