An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
Thrust your Sword into the ground, damaging and scorching nearby targets. The Sword projects a continuous aura, granting restoration and radiant effects to nearby allies, protecting them from the effects of Stasis.
Conjure a well of power that increases weapon damage for those inside it.
Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenade: Improves the strength of cure and restoration effects applied. Consuming a Healing Grenade with Heat Rises also applies restoration to nearby allies. Solar Grenade: Increases linger duration. Periodically emits blobs of lava around its perimeter. Firebolt Grenade: Increases target search radius and maximum target count. Fusion Grenade: Explodes twice.
[###DestinyNamedSubstitutions.ui_player_action_air_dodge_button###] [###DestinyNamedSubstitutions.ui_player_action_air_dodge_verb###] : Dodge quickly while airborne. While Heat Rises is active, you have an additional dodge.
You apply more scorch stacks to targets.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Applying restoration, cure, or radiant to allies grants increased grenade, melee, and class ability regeneration for a short duration. -10 Discipline ▼
Solar grenade final blows cure you.
Increases the drop chance of Heavy ammo on kill.
Gain bonus Super energy on grenade kills.
Your grenade final blows create Orbs of Power.
Increases grenade throw distance.
Causing damage with a grenade reduces your melee cooldown.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming area-of-effect damage from combatants.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Your decaying Armor Charge has a longer duration.
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 ▲
+10 Discipline ▲
+5 Resilience ▲
+5 Discipline ▲
+3 Resilience ▲
+3 Recovery ▲
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
Aiming down sights for a brief period with any Fusion Rifle you are wielding loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Combines the Solar and Strand Siphon mods into one.
All Scavenger mods are discounted.
Picking up a Tangle or Elemental Orb grants energy to your least-powered ability.
When an ally destroys or picks up your Tangle or Elemental Orb, the Tangle cooldown is reduced by 5 seconds and you gain bonus damage with weapons matching your subclass for 10 seconds.
Weapons with the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin traits are always overcharged when that modifier is active.
While using a Void subclass, Void weapon final blows have a chance to spawn a Void Elemental Orb. Void Orbs can be thrown to create a Void explosion that makes enemies it damages volatile.
While using a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. Solar Orbs can be thrown to create a Solar explosion that scorches targets it damages.
Rapid precision hits against distant combatants weaken them for a short duration.
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
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.