Gauntlets
Gauntlets
Grenade Launcher
Create a small barrier that you can peek over while aiming down sights and that increases weapon reload speed, stability, and range when you stand behind it.
: Create two woven blades and roam the battlefield. While active: [Light Attack] : Perform a leaping slash towards nearby targets, severing them on hit and dealing bonus damage to suspended targets. Each successful hit briefly increases your attack speed and grants energy for your heavy attack. [Heavy Attack] : Unleash a heavy upward slash, creating two suspending projectiles that seek out targets.
Activate your charged melee ability to dash forward, slashing at targets in front of you and severing them.
A woven projectile that reweaves itself into Threadlings while in flight.
Destroying a Tangle or casting your Super grants Woven Mail for nearby allies. While you have Woven Mail, your melee regeneration rate is increased.
Defeat a target with a melee attack, finisher, or Sword to raise a Banner of War that pulses with energy, periodically healing nearby allies and increasing melee and Sword damage. Targets defeated by you and nearby allies charge the banner, increasing the speed of its pulses.
Dealing damage generates grenade energy. -10 Discipline ▼
Defeating suspended targets grants class ability energy.
While you have Woven Mail, weapon final blows create a Tangle. +10 Strength ▲
Picking up an Orb of Power grants Woven Mail. -10 Resilience ▼
Gain bonus Super energy on melee kills.
When one of your ammo finder perks creates a brick of Heavy ammo for you, it also creates bricks of Heavy ammo for your allies.
Rapid Kinetic weapon final blows create an Orb of Power.
Your powered melee final blows create Orbs of Power.
Causing damage with a grenade reduces your melee cooldown.
Reduces incoming area-of-effect damage from combatants.
Reduces incoming damage from combatants that are at long range.
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.
Reduces melee cooldown when using your class ability.
+10 Resilience ▲
+5 Recovery ▲
+10 Recovery ▲
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
Aiming down sights for a brief period with any Fusion Rifle you are wielding loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Fusion Rifles are always overcharged when that 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.
Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
Performing a finisher while you are amplified grants Amplified to nearby allies when your Arc subclass is equipped. Performing a finisher while you have Woven Mail grants Woven Mail to nearby allies when your Strand subclass is equipped. Performing a finisher while you have Devour grants Devour to nearby allies when your Void subclass is equipped.
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.
Combines the Solar and Strand Siphon mods into one.
All Scavenger mods are discounted.
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.
Gain a stack of Armor Charge when you stun a Champion.
Gain damage resistance while amplified.
When an ally destroys or picks up your Tangle or Elemental Orb, the Tangle cooldown is reduced by 5 seconds and you gain bonus damage with weapons matching your subclass for 10 seconds.
While using an Arc subclass, Arc weapon final blows have a chance to spawn an Arc Elemental Orb. Arc Orbs can be thrown to create an Arc explosion that jolts targets it damages.
While using a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. Solar Orbs can be thrown to create a Solar explosion that scorches targets it damages.
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 creature woven from pure Strand matter that seeks nearby targets and attacks, dealing damage.
Your body is encased in a protective mesh of tightly woven Strand matter, greatly reducing any incoming non-precision damage.
A knot of Strand matter, swirling with potential. Tangles can be shot and destroyed, or picked up and thrown, dealing damage. Defeating targets afflicted by any Strand debuff will unwind them and create a Tangle.
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.