Helmet
Helmet
Trace Rifle
Unleash a long-range channeled beam of concentrated Arc energy. Sustained damage on a single target creates a jolting lightning strike at their position. while active to deactivate your Super early, saving Super energy.
Fire an Arc projectile forward that releases a perpendicular lightning strike after a short time. While amplified, Ball Lightning releases additional lightning strikes before detonating.
A grenade that periodically damages targets within its explosion radius.
Conjure a well of power that continuously heals those inside it.
Defeating targets with Arc abilities or defeating jolted or blinded targets creates an Ionic Trace. Collecting an Ionic Trace makes you amplified.
Cast your Rift to create an Arc Soul that fires at targets in front of you. Allies can pass through your Rift to get an Arc Soul. Your Rift charges faster when allies are near. While amplified, your Arc Souls are supercharged and gain increased fire rate.
Your Arc grenades jolt targets. -10 Discipline ▼
While surrounded by combatants, you are more resistant to incoming damage. +10 Strength ▲
Your lingering Arc grenades (Lightning Grenade, Pulse Grenade, and Storm Grenade) have extended duration.
Taking melee damage briefly increases your outgoing melee damage. +10 Resilience ▲
Rapid Strand weapon final blows create Orbs of Power.
Rapid Arc weapon final blows create an Orb of Power
Increases the drop chance of Heavy ammo on kill.
Causing damage with a melee attack reduces your grenade cooldown.
Your grenade final blows create Orbs of Power.
Grants class ability energy when you cause damage with a grenade.
Reduces incoming area-of-effect damage from combatants.
Reduces incoming Arc damage from combatants.
Reduces grenade cooldown each time you pick up an Orb of Power.
Reduces class ability cooldown each time you pick up an Orb of Power.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your class ability energy is fully expended, you gain class ability energy. Additionally, your Armor Charge is consumed and you gain additional class ability energy for each stack.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+5 Recovery ▲
+10 Discipline ▲
+5 Resilience ▲
+10 Recovery ▲
+3 Resilience ▲
+3 Recovery ▲
After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
Stay amplified longer while your Arc subclass is equipped.
Increases the amount of damage dealt by unraveling a target.
The armor energy costs of all armor mods affecting your Strand 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.
Your Strand weapons gain Unraveling Rounds whenever you gain Woven Mail while your Strand subclass is equipped.
Gain a stack of Armor Charge when you stun a Champion.
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.
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.