Supercharge your fists and slam the ground with the force of a maelstrom. While active: [Light Attack] : Quickly charge forward, dealing damage to any impacted targets. [Heavy Attack] : Slam your fists to the ground, blinding targets and dealing damage in an area around you, leaving aftershocks in your wake. Performing a slam from the air deals additional damage.
A grenade that periodically damages targets within its explosion radius.
: Hold while grounded to plant your feet and begin charging your fist with Arc energy. : Release to unleash a devastating blast in front of you, dealing damage that increases with longer charge time.
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
Your Flashbang, Pulse, Lightning, and Storm Grenades have enhanced functionality. Flashbang Grenade: Emits an additional blinding flash on bounce. Pulse Grenade: Creates Ionic Traces periodically as it damages targets and increases in damage over time. Lightning Grenade: Grants an additional grenade charge, and jolts targets hit by the initial blast. Storm Grenade: After detonating, creates a roaming thundercloud that tracks nearby targets and fires bolts of lightning at foes beneath it.
Critically wounding a target or breaking their shield infuses your melee attacks with Arc energy and increases your melee range and damage for a short time. Defeating targets with melee attacks starts health regeneration and makes you amplified.
Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength ▼
While surrounded by combatants, you are more resistant to incoming damage. +10 Strength ▲
While you are amplified, your Arc Special weapon final blows create a blinding explosion.
Rapidly defeating targets while you are amplified creates an Orb of Power.
Increases the drop chance of Special ammo on kill.
Rapid Arc weapon final blows create an Orb of Power
Increases the drop chance of Heavy ammo on kill.
Your powered melee final blows create Orbs of Power.
Your grenade final blows create Orbs of Power.
Increases reload speed of Arc weapons
Reduces incoming Arc damage from combatants
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming Solar damage from combatants.
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Arc weapons get bonus reserves when picking up ammo used by that weapon
Replenishes health each time you pick up an Orb of Power.
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.
After using your class ability, your next weapon final blow spawns an Orb of Power.
+10 Discipline ▲
+10 Strength ▲
+3 Resilience ▲
+3 Discipline ▲
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.