Firewalker – Solar final blows periodically grant you an escalating bonus to weapon damage, and Solar grenade final blows grant you the highest bonus. You are harder to slow or freeze with Stasis, and when you break out, you take no damage from doing so, creating a burst of Solar energy around yourself.
Adaptive Frame – A well-rounded grip, reliable and sturdy.
Abilities
Burning Maul
Super Ability
Scorch
Ignition
Summon a flaming maul and crush targets with the force of an earthquake.
[Light Attack] : Spin the maul in a circle around you, damaging nearby targets.
[Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Fusion Grenade
Solar Grenade
Scorch
Ignition
An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Hammer Strike
Solar Melee
Scorch
Ignition
After sprinting for a short time, use this melee ability to swing a blazing hammer that scorches your target and deals damage in a cone behind them.
If your target is defeated by Hammer Strike, they ignite.
Towering Barricade
Class Ability
Creates a large barrier that can be used to reinforce a position with cover, and draws hostile fire when you stand behind it.
Strafe Lift
Movement Ability
Jump while airborne to activate Lift and launch into the air with strong directional control.
Aspects
Roaring Flames
Scorch
Ignition
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
Restoration
Scorch
Ignition
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.
Fragments
Ember of Eruption
Ignition
+10 Strength ▲
Your Solar ignitions have increased area of effect.
Ember of Ashes
Scorch
Ignition
You apply more scorch stacks to targets.
Ember of Char
Scorch
Ignition
Your Solar ignitions spread scorch to affected targets.
+10 Discipline ▲
Ember of Empyrean
Restoration
Radiant
-10 Resilience ▼
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Armor mods
Helmet armor mods
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Heavy Ammo Finder
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Arms armor mods
Melee Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Grenade Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Chest armor mods
Solar Reserves
Increases the amount of ammo you can carry for Solar weapons.
Charged Up
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Leg armor mods
Stacks on Stacks(x2)
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Class item armor mods
Time Dilation
Your decaying Armor Charge has a longer duration.
Benevolent Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
Using a finisher on a combatant spawns Orbs of Power for your allies.
Consumes 3 stacks of Armor Charge.
Proximity Ward
Gain a powerful overshield while performing your finisher.
Breakdown
Orb generation
Benevolent Finisher
... Using a finisher on a combatant spawns Orbs of Power for your allies. ...
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Orb pickup
Melee Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Benevolent Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Stacks on Stacks
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Grenade Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge create
Melee Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Benevolent Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Grenade Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge consume
Melee Kickstart
... When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Benevolent Finisher
... Consumes 3 stacks of Armor Charge.
Grenade Kickstart
... When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Grenade cooldown
Grenade Kickstart
... When your grenade energy is fully expended, your Armor Charge is consumed and you gain grenade energy for each Armor Charge used.
Melee cooldown
Melee Kickstart
... When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Final blows
The Path of Burning Steps
Firewalker – Solar final blows periodically grant you an escalating bonus to weapon damage, and Solar grenade final blows grant you the highest bonus. ...
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Defeating an enemy
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...
Heavy Ammo Finder
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Hammer Strike
... If your target is defeated by Hammer Strike, they ignite.
Finishers
Benevolent Finisher
... Using a finisher on a combatant spawns Orbs of Power for your allies. ...
Proximity Ward
Gain a powerful overshield while performing your finisher.
Keywords
Restoration
You regenerate health and shields over time. Cannot be interrupted by taking damage.
Sol Invictus
...Entering a Sunspot applies restoration.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Fusion Grenade
An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Ember of Eruption
... Your Solar ignitions have increased area of effect.
Ember of Ashes
You apply more scorch stacks to targets.
Burning Maul
Summon a flaming maul and crush targets with the force of an earthquake.
[Light Attack] : Spin the maul in a circle around you, damaging nearby targets.
[Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...
Sol Invictus
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.
Ember of Char
Your Solar ignitions spread scorch to affected targets. ...
Hammer Strike
... If your target is defeated by Hammer Strike, they ignite.
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.
Fusion Grenade
An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Ember of Ashes
You apply more scorch stacks to targets.
Burning Maul
... [Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ... Sunspots apply scorch and deal damage to targets inside. ...
Ember of Char
Your Solar ignitions spread scorch to affected targets. ...
Hammer Strike
After sprinting for a short time, use this melee ability to swing a blazing hammer that scorches your target and deals damage in a cone behind them. ...
Radiant
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.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.