Gauntlets
Gauntlets
Combat Bow
A grenade that creates a Vortex that pulls targets inward and continually damages those trapped inside.
Throw a Smoke Bomb, which attaches to surfaces and pings enemy radar. Weakens targets on detonation.
Tether foes to a Void Anchor, weakening and suppressing them for you and your allies. The Void Anchors fired from Shadowshot pull targets toward the impact point, which then become traps and wait for prey. Void Anchors have increased range and last longer. The Void Anchors fired from Shadowshot become traps and wait for prey. Void Anchors have increased range and last longer.
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.
Activate Quickfall to spend your melee charge and dive to the ground, creating a large smoke cloud on impact, which then dissipates. Targets caught in the cloud are weakened, and allies are made invisible. Your Smoke Bomb makes nearby allies invisible when it attaches to nearby surfaces or targets.
Dodging makes you invisible.
Your Void grenades weaken targets. -20 Discipline ▼
Final blows when surrounded by combatants grant Super energy.
Void buffs applied to you (Invisibility, Overshield, and Devour) have increased duration. -10 {primary stat} ▼
Finisher final blows grant Invisibility. +10 Recovery ▲
Reduces Super cooldown when using your class ability near targets.
Improved target acquisition, accuracy, and aim-down-sights speed for Void weapons.
Gain bonus Super energy on grenade kills.
When your melee energy is fully expended, you gain melee energy. Additionally, your Armor Charge is consumed and you gain additional melee energy for each stack.
Causing damage with a grenade reduces your melee cooldown.
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.
Reduces incoming damage from combatants that are at point-blank range.
Reduces incoming Solar damage from combatants.
Reduces incoming Void damage from combatants.
Reduces melee cooldown each time you pick up an Orb of Power.
Reduces all ability cooldowns each time you pick up an Orb of Power.
Void weapons get bonus reserves when picking up ammo used by that weapon.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your class ability energy is fully expended, you gain class ability energy. Additionally, your Armor Charge is consumed and you gain additional class ability energy for each stack.
Reduces melee cooldown when using your class ability.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Mobility ▲
+10 Strength ▲
+3 Discipline ▲
You vanish from sight and do not appear on radar. While invisible, your radar range is reduced. Performing offensive actions will end invisibility.
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
Feast on the energy of your defeated foes. Final blows restore you to full health, grant grenade energy, and extend Devour.
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.
The target takes increased damage and has their movement speed slowed. Afflicted combatants have difficulty firing accurately.