Peregrine Strike – All shoulder charge abilities (Seismic Strike, Hammer Strike, or Shield Bash) deal bonus damage when activated in the air. Damaging mini-bosses, Tormentors, or Champions with your shoulder charge refunds your melee. Provides a small benefit to the airborne effectiveness stat of all weapons.
Repulsor Force – This weapon emits a powerful impulse that pushes enemies away, suppresses their abilities, and makes them more vulnerable to all incoming damage.
Pinpoint Slug Frame – Fires a single-slug round. This weapon's recoil pattern is more predictably vertical.
Abilities
Ward of Dawn
Super Ability
Overshield
Create an indestructible dome to protect you and your allies.
While inside or near the Ward of Dawn, you and your allies gain a Void overshield.
Suppressor Grenade
Void Grenade
Suppression
An explosive grenade that suppresses, preventing targets from using abilities for a short time.
Shield Bash
Void Melee
Overshield
Suppression
After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that suppresses the target. Final blows with Shield Bash grant an Overshield.
Rally Barricade
Class Ability
Creates a small barrier that you can peek over while aiming down sights; increases weapon reload speed, stability, and range. 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
Bastion
Overshield
Cast your Super to grant Overshield to nearby allies.
Casting your Barricade grants Overshield to yourself and nearby allies and empowers it, enabling it to slowly regenerate the Overshield of allies bunkering behind it and extend their Overshield duration.
Offensive Bulwark
Overshield
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows restore a small portion of your Overshield and extend its duration.
You gain an additional shield throw while in Sentinel Shield.
Fragments
Echo of Expulsion
+10 Intellect ▲
Void ability final blows cause targets to explode.
Echo of Exchange
Melee final blows grant grenade energy.
Echo of Undermining
Weaken
Your Void grenades weaken targets.
-20 Discipline ▼
Echo of Leeching
Melee final blows start health regeneration for you and nearby allies.
+10 Resilience ▲
Armor mods
Helmet armor mods
Hands-On(x2)
Gain bonus Super energy on melee kills.
Arms armor mods
Heavy Handed
Your powered melee final blows create Orbs of Power.
Focusing Strike(x2)
Grants class ability energy when you cause damage with a powered melee attack.
Chest armor mods
Charged Up(x3)
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Leg armor mods
Insulation
Reduces class ability cooldown each time you pick up an Orb of Power.
Stacks on Stacks
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Class item armor mods
Utility Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Outreach
Reduces melee cooldown when using your class ability.
Artifact perks
From Whence You Came
Increases ability damage to Taken and Scorn combatants.
Kindling Trigger
Radiant causes Solar weapons to apply scorch to unscorched combatants.
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Overload Auto Rifle
Sustained fire from Auto Rifles disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Auto Rifles are always overcharged when that modifier is active.
Unstoppable Bow
Holding a Bow fully drawn for a short time loads powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Bows are always overcharged when that modifier is active.
Unstoppable Hand Cannon
Aiming down the sights of a Hand Cannon for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Hand Cannons are always overcharged when the modifier is active.
Breakdown
Orb generation
Heavy Handed
Your powered melee final blows create Orbs of Power.
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Orb pickup
Utility Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Insulation
Reduces class ability cooldown each time you pick up an Orb of Power.
Stacks on Stacks
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Armor Charge create
Utility Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge consume
Utility Kickstart
... When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Class Ability cooldown
Utility Kickstart
... When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Insulation
Reduces class ability cooldown each time you pick up an Orb of Power.
Focusing Strike
Grants class ability energy when you cause damage with a powered melee attack.
Grenade cooldown
Echo of Exchange
Melee final blows grant grenade energy.
Melee cooldown
Outreach
Reduces melee cooldown when using your class ability.
Final blows
Offensive Bulwark
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows restore a small portion of your Overshield and extend its duration. ...
Echo of Expulsion
... Void ability final blows cause targets to explode.
Echo of Exchange
Melee final blows grant grenade energy.
Echo of Leeching
Melee final blows start health regeneration for you and nearby allies. ...
Heavy Handed
Your powered melee final blows create Orbs of Power.
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Shield Bash
... Final blows with Shield Bash grant an Overshield.
Keywords
Weaken
The target takes increased damage and has their movement speed slowed.
Echo of Undermining
Your Void grenades weaken targets. ...
Overshield
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
Bastion
Cast your Super to grant Overshield to nearby allie... Casting your Barricade grants Overshield to yourself and nearby allies and empowers it, enabling it to slowly regenerate the Overshield of allies bunkering behind it and extend their Overshield duration.
Offensive Bulwark
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows restore a small portion of your Overshield and extend its duration. ...
Shield Bash
... Final blows with Shield Bash grant an Overshield.
Ward of Dawn
... While inside or near the Ward of Dawn, you and your allies gain a Void overshield.
Suppression
The target is taken out of any active abilities and cannot activate any abilities or movement modes while suppression persists. Afflicted combatants cannot fire their weapons.
When suppressed, Overload Champions are stunned.
Suppressor Grenade
An explosive grenade that suppresses, preventing targets from using abilities for a short time.
Shield Bash
After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that suppresses the target. ...