Helmet
Helmet
Auto Rifle
Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability. Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
Throw a rope dart that bounces between targets, damaging and severing them. The dart will return to you once it's done, returning melee energy to you for each target hit. Press just as the dart gets back to you to catch it and increase the amount of energy returned.
Weave a vicious rope dart and tear through your targets. [Light Attack] : Swing the rope dart in front of you to deal damage. The tip of the dart deals bonus damage, and defeating targets with the tip causes them to explode. [Heavy Attack] : Swing the rope dart in a circular motion to deal heavy damage all around you. : Use the grapple to move forward quickly.
Weave a grappling hook, and quickly pull yourself forward. Grappling to a Tangle immediately recharges your grenade energy. During and shortly after grappling, your melee attack deals area damage and unravels targets.
Activate your air move to consume your class ability energy and dive to the ground, suspending all nearby targets on impact. Using this ability extends class ability cooldown time.
You have an additional grenade charge. Your Grappling Hook creates a Grapple Tangle at the grapple point.
Super final blows emit a suspending burst from the target. +10 Resilience ▲
Suspend, unravel, and sever effects applied to targets have increased duration.
Dealing damage generates grenade energy. -10 Discipline ▼
Activating your grenade ability reloads your equipped weapon and grants bonus airborne effectiveness and handling for a short duration. +10 Mobility ▲
Improved target acquisition, accuracy, and aim-down-sights speed for Strand weapons.
Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons.
Faster ready and stow speed for Arc weapons.
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 reload speed of Strand weapons.
Reduces flinching from incoming fire while aiming a Strand weapon.
Reduces flinching from incoming fire while aiming an Arc weapon.
Your Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Gradually reloads your stowed Arc weapons over time.
Reduces all ability cooldowns when using your class ability near targets.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Mobility ▲
+10 Recovery ▲
Targets affected by Strand debuffs take increased damage from Arc and Void abilities.
Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
Stay amplified longer while your Arc subclass is equipped.
Increases the amount of damage dealt by unraveling a target.
The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.
The armor energy costs of all armor mods affecting your Strand weapons are significantly discounted.
The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Your Strand weapons gain Unraveling Rounds whenever you gain Woven Mail while your Strand subclass is equipped.
Uninterrupted fire from your equipped Trace Rifles causes the beam to stun combatants, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Trace Rifles are always overcharged when the modifier is active.
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.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
The target is immobilized by a web of Strand matter, lifting them into the air. While suspended, Guardians are unable to move freely, combatants are unable to move or fire their weapon, and Unstoppable Champions are stunned. Suspended targets unwind into a Tangle when defeated.
The target's connections to the world around them are cut, and their outgoing damage is significantly reduced. Severed targets unwind into a Tangle when defeated.
The target is permeated with destructive Strand matter. As they take additional damage, they create unraveled projectiles that seek out nearby targets. Unraveling Rounds from your Strand weapons pierce the shields of Barrier Champions and stun them. Unraveled targets unwind into a Tangle when defeated.