Chest Armor
Chest Armor
Linear Fusion Rifle
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 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.
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.
Void buffs applied to you (Invisibility, Overshield, and Devour) have increased duration. -10 {primary stat} ▼
+10 Recovery ▲ Finisher final blows grant Invisibility.
Picking up a Void Breach or an Orb of Power grants Devour. -10 Recovery ▼
Rapid Strand weapon final blows create Orbs of Power. Rapid Void weapon final blows create an Orb of Power.
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.
Increases the drop chance of Heavy ammo on kill.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. 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.
Your grenade final blows create Orbs of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your shields become broken, you gain temporary damage reduction. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the damage reduction for each charge consumed.
Increases the amount of ammo you can carry for Void weapons.
Reduces incoming damage from combatants that are at long range.
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Reduces grenade cooldown each time you pick up an Orb of Power.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Reduces all ability cooldowns when using your class ability near targets.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces melee cooldown when using your class ability.
+5 Resilience ▲
+10 Strength ▲
+3 Resilience ▲
+3 Mobility ▲
+3 Strength ▲
A dimensional rupture teeming with Void energy. When picked up, Void Breaches grant class ability energy.
Feast on the energy of your defeated foes. Final blows restore you to full health, grant grenade energy, and extend Devour.
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.
The target takes increased damage and has their movement speed slowed. Afflicted combatants have difficulty firing accurately.
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.