Helmet
Helmet
Hand Cannon
A grenade that splits into many submunitions and covers a large area with multiple explosions.
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that suppresses the target. Final blows with Shield Bash grant an Overshield.
Create an indestructible dome to protect you and your allies. Passing through Ward of Dawn grants you and your allies a temporary increase to weapon damage.
Hitting a target with a Void ability or Volatile explosion makes them volatile. Further damage to a volatile target causes them to explode. Grants you and nearby allies health when volatile targets explode near you.
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows extend the duration of your Overshield. You gain an additional shield throw while in Sentinel Shield.
While crouched, you sneak faster and gain enhanced radar resolution. +10 Mobility ▲ +10 Intellect ▲
Void ability final blows cause targets to explode. +10 Intellect ▲
Melee final blows start health regeneration for you and nearby allies. +10 Resilience ▲
Void buffs applied to you (Invisibility, Overshield, and Devour) have increased duration. -10 {primary stat} ▼
Improved target acquisition, accuracy, and aim-down-sights speed for Kinetic weapons.
Improved target acquisition, accuracy, and aim-down-sights speed for Solar weapons.
Increases reload speed of Solar weapons.
Your powered melee final blows create Orbs of Power.
Increases grenade throw distance.
Reduces flinching from incoming fire while aiming a Kinetic weapon.
Reduces flinching from incoming fire while aiming a Solar weapon.
Reduces all ability cooldowns each time you pick up an Orb of Power.
Replenishes health each time you pick up an Orb of Power.
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.
+10 Resilience ▲
+10 Recovery ▲
Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
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.
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.
Weapons with the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits are always overcharged weapons for you when that modifier is active.
Gain damage resistance while amplified.
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.
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 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 is afflicted with unstable Void energy and will explode upon taking additional damage. Volatile Rounds from your Void weapons pierce the shields of Barrier Champions and stun them.