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.
Fire an Arc projectile forward that releases a perpendicular lightning strike after a short time. While amplified, Ball Lightning releases additional lightning strikes before detonating.
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.
Defeating a jolted target creates an Ionic Trace.
Your Arc grenades jolt targets. -10 Discipline ▼
While surrounded by combatants, you are more resistant to incoming damage. +10 Strength ▲
While you are amplified, your Arc Special weapon final blows create a blinding explosion.
Collecting an Orb of Power causes nearby allies to increase their current Armor Charge by 1.
Rapid Arc weapon final blows create an Orb of Power
Gain bonus Super energy on grenade kills.
Your grenade final blows create Orbs of Power.
Causing damage with a grenade reduces your melee cooldown.
Grants class ability energy when you cause damage with a grenade.
Reduces incoming Arc damage from combatants
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming Solar damage from combatants.
Reduces grenade cooldown each time you pick up an Orb of Power.
Collecting a Firesprite, Ionic Trace, Stasis shard, or Void Breach, or destroying a Strand Tangle has an escalating chance to give you Armor Charge.
Replenishes health each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finishers restore grenades. Consumes 3 or more stacks of Armor Charge, granting additional energy for each charge consumed.
Reduces melee cooldown when using your class ability.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+3 Resilience ▲
+3 Discipline ▲
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.