A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
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.
Summon a precision flaming pistol that disintegrates targets with Solar Light. Your Golden Gun deals massively increased precision damage, overpenetrates targets, and creates Orbs of Power on precision hits. Benefits from being radiant.
Throw a knife that attaches to surfaces upon impact and explodes when it detects a nearby target.
Defeat targets with Solar abilities, Solar debuffs, or Solar weapons to charge up an improvised Solar explosive. : Throw a Solar explosive that can be shot in mid-air to cause an ignition.
Your Solar Supers are enhanced. Deadshot Golden Gun has damage resistance, Marksman Golden Gun has increased duration, and Blade Barrage launches more projectiles. While radiant, final blows with your equipped Throwing Knife fully refund your melee energy.
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Your class ability recharges faster when you scorch targets.
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. -10 Resilience ▼
Radiant and restoration effects applied to you have increased duration.
Gain bonus Super energy on melee kills.
Increases the drop chance of Heavy ammo on kill.
Your powered melee final blows create Orbs of Power.
Grants class ability energy when you cause damage with a melee attack.
Causing damage with a melee attack reduces your grenade cooldown.
Increases the amount of ammo you can carry for Solar weapons.
Solar weapons get bonus reserves when picking up ammo used by that weapon.
Automatically collects nearby Orbs of Power when you activate your class ability.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finishers generate Special ammo for the whole fireteam. Consumes 3 stacks of Armor Charge.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+5 Strength ▲
+3 Recovery ▲
You regenerate health and shields over time. Cannot be interrupted by taking damage.
You are healed in a burst of mending Solar Light.
Your weapons are enhanced by the power of the Traveler and deal increased damage to combatants. While you are radiant, your weapons pierce the shields of Barrier Champions and stun them.
The target is singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After enough Scorch stacks are applied to the target, they ignite.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.