Helmet
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Helmet
Submachine Gun
A quick strike that temporarily increases your melee damage when defeating a target, stacking three times. Defeating targets with this ability also fully refills your class ability energy and restores a small amount of health.
An explosive grenade that damages and blinds nearby targets.
Hurl your Arc Staff forward, embedding it into surfaces or large targets and jolting nearby targets. After a short time, a devastating lightning bolt strikes the staff, overcharging it with Arc energy. While overcharged, your staff discharges lightning at nearby foes.
Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon. Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.
Defeating a jolted target makes you amplified. While you are amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased.
After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock. Damaging any jolted target with melee attacks also blinds them.
Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength ▼
Your Arc grenades jolt targets. -10 Discipline ▼
While surrounded by combatants, you are more resistant to incoming damage. +10 Strength ▲
Rapidly defeating targets while you are amplified creates an Orb of Power.
Reduces Super cooldown when using your class ability near targets.
Rapid Arc weapon final blows create an Orb of Power
Gain bonus Super energy on melee kills.
Your powered melee final blows create Orbs of Power.
Your grenade final blows create Orbs of Power.
Grants class ability energy when you cause damage with a melee attack.
Reduces incoming Arc damage from combatants
Reduces incoming damage from combatants that are at point-blank range.
Reduces incoming area-of-effect damage from combatants.
Reduces grenade cooldown each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Replenishes health each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
Gain a powerful overshield while performing your finisher.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+5 Recovery ▲
+10 Mobility ▲
+3 Resilience ▲
Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.
Stay amplified longer while your Arc subclass is equipped.
Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.
Greatly improves the benefits provided by the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits.
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 Arc weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Picking up a Void Breach gives you an overshield or refreshes your existing overshield.
Gain damage resistance while amplified.
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.
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.