Gauntlets Defeating targets with melee attacks increases your melee damage. Targets encased by Penumbral Blast automatically shatter.
Gauntlets Defeating targets with melee attacks increases your melee damage. Targets encased by Penumbral Blast automatically shatter.
Snap your fingers to create a fan of burning sparks that explode and scorch targets.
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Thrust your sword into the ground, damaging and scorching nearby combatants. The sword projects a continuous aura, granting radiant effects and restoration to nearby allies, protecting them from the effects of Stasis.
Dive to the ground and create a burst of Solar Light that cures nearby allies. While Heat Rises is active, you gain restoration while diving and scorch targets upon landing.
You can fire weapons, melee, and throw grenades while gliding. : Hold to consume your grenade, gaining Heat Rises and releasing a burst of healing energy that cures nearby allies. The strength of the burst is increased when a Healing Grenade is consumed. Final blows while airborne increase the duration of Heat Rises and grant melee energy.
[Air Dodge] : Dodge quickly while airborne. While Heat Rises is active, you have an additional dodge. While airborne, rapidly defeating targets with your Super or weapons cures you.
You apply more scorch stacks to targets.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. -10 Resilience ▼
Radiant and restoration effects applied to you have increased duration.
Rapid Solar weapon final blows create an Orb of Power
Gain bonus Super energy on melee kills.
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, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Your powered melee final blows create Orbs of Power.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming Solar damage from combatants.
Reduces incoming Arc damage from combatants.
Reduces grenade cooldown each time you pick up an Orb of Power.
Reduces melee cooldown each time you pick up an Orb of Power.
Collecting a Firesprite, Ionic Trace, Stasis shard, or Void Breach, or destroying a Strand Tangle has an escalating chance to give you Armor Charge.
Automatically collects nearby Orbs of Power when you activate your class ability.
Reduces melee cooldown when using your class ability.
+10 Resilience ▲
+5 Recovery ▲
+3 Resilience ▲
+3 Recovery ▲
You regenerate health and shields over time. Cannot be interrupted by taking damage.
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.
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.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.