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6 | Damage Scaling | Ammo Database | ||||||||||||||||||||||
7 | MossyMax | A compilation of in-game values, explained as precisely as possible. Weapon Perks, Armor Mods, Exotic Gear, Artifact Perks, Subclasses, Game Mechanics, and more in detail. | ||||||||||||||||||||||
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9 | Damage Generator Spreadsheet RokDC and Maeix | |||||||||||||||||||||||
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12 | Cooldown Calculator | Resilience Chart | Currently being updated for The Final Shape | Episode: Echoes. Destiny 2 Version 8.0.0.1 For contributions or inquiries, contact on Discord. username: destinydatacompendium | |||||||||||||||||||||
13 | Hugo | |||||||||||||||||||||||
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15 | Foundry gothfemme & contributors | |||||||||||||||||||||||
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17 | Click over the title of the cell to be redirected into the corresponding sheet. Alternatively, use the Sheet Tabs at the bottom of the page. | |||||||||||||||||||||||
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21 | This text formatting applies to: Guardians, their Constructs, and other PVP Activities. Damage Values will use the "baseline" Crucible setting. Baseline are the number used before the Checkmate modifier. "Constructs" refer to objects created in the field. These include Well of Radiance, Barricades, Stasis Crystals, and other entities. | This text formatting applies to: Combatants, their constructs, and other PVE Activities. Damage Values are scaled to Elite Combatants at 10 PL (Gambit) For non-Elite Scaling, refer to MossyMax's Spreadsheet. | ||||||||||||||||||||||
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25 | Weapon Perks Weapon Traits, Intrinsic Frames, and Origin Traits. | Weapon Mods Information on what Weapon Mods do. | Armor Mods A wide list of all the Armor Mods in the game. | Artifact Perks Seasonal Artifacts. | ||||||||||||||||||||
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28 | Arc Subclasses Become a current of Light, moving with blinding speed and amplifying your capabilities. | Solar Subclasses Feel the blessed heat, scorching foes and rising above the fray. | Void Subclasses Embrace the space between, opening doors to distort time and gravity. | |||||||||||||||||||||
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31 | Stasis Subclasses Reality is chaotic and unruly; bind it and bring order. | Strand Subclasses Discover hidden connections. Fashion them into whatever you desire. | Class Information Class Abilities, and their Stat Cooldown Scaling. | |||||||||||||||||||||
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34 | Prismatic Subclasses Transcend the limitations of Light and Darkness. | Exotic Class Perks Exotics but not quite! | ||||||||||||||||||||||
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37 | Exotic Weapons Exotic Primary Weapons and Trace Rifles deal 40% increased damage to Rank-And-File Combatants. except Fighting Lion, that's 40%. | Exotic Armors For Ability Regeneration, Tier 3 is considered the Base Regeneration Speed. | Game Mechanics Destiny 2 Mechanics, such as Character Attributes, Armor Charges, and Enemy Combatant Ranks. | |||||||||||||||||||||
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A | B | C | D | E | F | G | |
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1 | Weapon Perks | ||||||
2 | Weapon Traits | Intrinsic Traits | Origin Traits | Notes | |||
3 | Perk Name | Icon | Description | ||||
4 | Enhanced Traits will have their bonuses in ↑Bold and Italized Yellow. | ||||||
5 | Weapon Traits | ||||||
6 | Adagio | On Weapon Kill: 30% increased damage, +10 Range, and 1.2x Fire Recovery Delay/Charge Time Multiplier/Draw Time Multiplier for 7 ↑8 seconds. Bows and Shotguns receive 20% increased damage. ↑Buff Duration is increased to a maximum of 8 seconds. | |||||
7 | Adaptive Munitions | Upon damaging a Non-Matching Shield or a Barrier Champion Shield: Stacking damage increase against Combatant Shields. 29% per hit, up to 435%: Fusion Rifles. 33.3% per hit, up to 500%: Auto Rifles, Machine Guns, Pulse Rifles, and Trace Rifles. 150% per hit, up to 450%: Linear Fusion Rifles. 166.6% per hit, up to 500%: Bows, Glaives, Hand Cannons, and Scout Rifles. Buff is removed upon hitting a Matching Shield or an Unshielded Combatant. ↑Damage Increase per Stack and Maximum Damage Increase are increased by a multiplicative 20%. Eg: 500% -> 600% | |||||
8 | Adrenaline Junkie | On Weapon or Grenade Kill: 6.7% | 13.3% | 20% | 26.6% | 33.3% increased damage and +20 Handling for 4.5 ↑5 seconds. Grenade Kills grant x5 stacks. Buff is refreshed on Weapon or Grenade kills. ↑Buff Duration is increased to a maximum of 5 seconds. | |||||
9 | Air Assault | Passively grants +10 ↑12 Airborne Effectiveness. On Weapon Kill: +30 ↑32 Airborne Effectiveness per Stack for 5 seconds. Airborne Kills grant 2 stacks. Maximum of 2 Stacks. ↑Passively grants +12 Airborne Effectiveness. +32 Airborne Effectiveness per Stack. | |||||
10 | Air Trigger | Passively grants +30 Inventory Size. While Airborne: Grants +? Reload Speed, 0.?x Accuracy Cone Size, and -?% Auto Aim Cone Size. | |||||
11 | Alloy Mag | Upon starting a reload while Magazine = 0: 0.85x Reload Duration Multiplier. | |||||
12 | Ambitious Assassin | Upon finishing a reload within 6 seconds of a Weapon Kill: Overflows Magazine up to 150% Increased Magazine Capacity from reserves based on the amount of kills achieved within 7 ↑8 seconds of each weapon kill. Always rounds magazine up. Primary Weapons: 20% Increased Magazine Capacity per Kill. Special Weapons | Power Weapons: 10% Increased Magazine Capacity per Kill. ↑Passively grants +5 Reload Speed. Timer between kills is increased to 8 seconds. | |||||
13 | Archer's Gambit | On Hipfired Precision Hit: +100 Reload Speed, 0.x? Reload Duration Multiplier, and 0.4x Draw Time Multiplier for 4 seconds. Additional Hipfired Precision Hits add +4 seconds, up to a maximum of 8 seconds. | |||||
14 | Archer's Tempo | On Precision Hit: 0.75x Draw Time Multiplier for 3 ↑4 seconds. ↑Buff duration increased to 4 seconds. | |||||
15 | Armor-Piercing Rounds | Passively grants 5% increased damage against Combatant Shields. Passively grants +5 Range. Bullets overpenetrate enemies once. | |||||
16 | Assassin's Blade | On Weapon Kill: 15% Increased damage and maximizes Movement Speed for 5 ↑5.5 seconds. Kills refresh the timer. Remains active even if stowed. ↑Buff duration increased to 5.5 seconds. | |||||
17 | Attrition Orbs | Upon scoring a Magazine-Based amount of weapon damage instances within 5 seconds of each: Creates an Orb of Power that grants 0.8% ↑?% Super Energy. Damage Instances required to activate: 67% of Magazine + 2, rounded down. Bows: 5 | Swords: 10 ↑Orb of Power grants ?% Super Energy. | |||||
18 | Auto-Loading Holster | Refills stowed weapon from reserves after 2.5 ↑2.3 seconds. ↑Activation timer is reduced to 2.3 seconds. | |||||
19 | Backup Plan | Upon readying: 20% Reduced damage, +100 Handling, and 0.7x Charge Time Multiplier for 2 ↑2.5 seconds. Weapon must be stowed for 3 seconds before it can be reactivated. ↑Buff duration increased to 2.5 seconds. | |||||
20 | Bait and Switch | Upon dealing damage with all equipped weapons within 7 seconds of each: 30% increased damage for 10 ↑11 seconds. Buff cannot be refreshed until duration expires. ↑Buff Duration is increased to 11 seconds. | |||||
21 | Barrel Constrictor | On Weapon Kill: -20% Pellet Spread for 7.5 seconds. Buff cannot be refreshed. ↑Buff Duration is increased to 8.5 seconds. | |||||
22 | Beacon Rounds | On Weapon Kill: Increases Projectile Tracking Cone by ?% per stack, up to x4 stacks, for ? seconds. Dealing damage refreshes duration by ? seconds. ↑Nothing so far!. | |||||
23 | Bipod | Passively grants the following: +1 Magazine Capacity, +5 Reserves, and 0.75x Fire Recovery Delay -30 ↑-25 Blast Radius, -20 ↑-15 Reload Speed, and 25% Reduced Damage. Wolfpack Rounds deal 40% reduced damage. ↑Stat Penalties are lowered by +5, down to -25 Blast Radius and -15 Reload Speed. | |||||
24 | Blunt Execution Rounds | Upon dealing Melee Damage while within 15 metres of an enemy: 500% [100%] increased damage and +100 Handling for 10 ↑11 seconds, or until firing a full burst. Incurs a 4 second cooldown after buff expires. Can be activated while stowed. Any Powered Melee which requires sprinting, sliding, or performs a slam will not activate Blunt Execution Rounds. ↑Buff duration increased to 11 seconds. | |||||
25 | Bottomless Grief | Passively grants +30 Magazine Stat. While Last Guardian Standing: Kills refill Magazine. | |||||
26 | Box Breathing | After 1.5 ↑1.4 seconds of ADS without firing: 10% Increased Aim Assist Falloff Distance and increases Precision Multiplier by +1 for the next shot. Timer starts as soon as the Aim Down Sights input is pressed. ↑Activation timer is reduced to 1.4 seconds. | Scout Rifle's Precision Damage is reduced by 5% while Box Breathing is active. | ||||
27 | Cascade Point | Upon readying the weapon after scoring multiple Precision Hits within 5 seconds of each with a different weapon or a kill with a different weapon: Reduced Fire Recovery Delay for 2.5 ↑2.75 seconds. Timer starts upon readying. Buff can be stowed for 5 seconds. Rounds-Per-Minute Increase: 0.7x Fire Recovery Delay: Machine Guns and Submachine Guns. 0.6x Fire Recovery Delay: Anything else. Precision Hits work on a Counter System, granting Cascade Point Ready upon reaching 100%. Counter System is exclusively Weapon Archetype based, disregarding Weapon Frames. 50% Counter per Precision Hit: Bows, Linear Fusion Rifles, Shotguns, and Sniper Rifles. 17.5% Counter per Precision Hit: Hand Cannons, Sidearms, and Scout Rifles. 8% Counter per Precision Hit: Auto Rifles, Trace Rifles, Pulse Rifles, Submachine Guns, and Machine Guns. ↑Buff duration increased to 2.75 seconds. | Calculating the increased RPM: Weapon RPM / Delay Multiplier | ||||
28 | Celerity | Passively grants +20 Handling and +20 Reload Speed. While Last Guardian Standing: +100 Handling, +100 Reload Speed, +? Aim Assist, ?% Flinch Resist, increased accuracy, stronger scope highlight, and enables radar while ADS. | |||||
29 | Chain Reaction | On Weapon Kill: Target explodes, dealing up to 84 [56] Elemental Damage over a 3 metre radius. Damage against Combatants scales with Combatant Rank Modifiers. Special Weapons deal 20% reduced damage and have a 15% smaller radius effect. Heavy Weapons deal 30% increased damage. ↑Passively grants +20 Guard Endurance (Swords) or +20 Inventory Size (Identical to 1 Reserves Mod). | |||||
30 | Chaos Reshaped | After having maintained a state of dealing or receiving damage every ? seconds for at least ? seconds: 20?% Increased damage for 7.2 seconds. Dealing or receiving damage refreshes the buff duration. After having maintained a state of dealing or receiving damage every ? seconds for at least ?? seconds: 35??% Increased damage and restores ? HP every ? seconds for ? seconds. Dealing or receiving damage refreshes the buff duration. | |||||
31 | Chill Clip | While at or above 50% Magazine Capacity: Direct Hits create a Stasis burst, applying x50 Slow for 4+4 [1.5+0.5] seconds to enemies within 4? meters. Only activates once per shot. Rapid-Fire Fusion Rifles only apply x40 Slow. ↑Passively grants +5 Stability. | |||||
32 | Circle of Life | Upon scoring 6 healing hits on allies within ? seconds of each: Grants 25% [12.5?%] increased damage for 10 ↑? seconds. ↑Buff Duration is increased to ? seconds. | |||||
33 | Close To Melee | Upon scoring a Glaive Projectile Kill: 30% increased Glaive Melee Damage for 10 ↑11 seconds. Persists through stow. Dealing additional Projectile or Melee Damage extends the buff duration by +5 seconds, up to 10 ↑11 seconds. ↑Buff Duration is increased to 11 seconds. | |||||
34 | Clown Cartridge | Upon finishing a reload: Randomly grants between 10% to 50% Increased Magazine Capacity. Always rounds up. Averages out to 30% ↑33% Increased Magazine Capacity. ↑Improves the average overflow amount. | |||||
35 | Cluster Bomb | Explosion releases 8 Cluster Bombs. Cluster Bombs deal up to 51 [?] damage each. | |||||
36 | Cold Steel | Powered Sword Hits apply Slow Stacks for 4.25 [1.5] seconds. Light Attacks apply x40 Slow. Heavy Attacks apply x60 Slow. ↑Passively grants +10 Ammo Capacity (Swords) and +10 Magazine Stat (Identical to Tactical Mag) | |||||
37 | Collective Action | On Subclass-Pickup Interaction: 20% [10%] increased damage for 7 ↑8 seconds. Additional pickups increase the duration by 7 seconds, up to 12 seconds. Can activate while stowed. Subclass Pickups: Elemental Orbs, Firesprites, Void Breaches, Stasis Shards, Ionic Traces, and Tangles. ↑Initial Buff Duration is increased to 8 seconds. | |||||
38 | Compulsive Reloader | While above 50% Magazine Capacity: +50 ↑55 Reload Speed and 0.95x Reload Duration Multiplier. ↑Reload Speed is increased to +55. | |||||
39 | Controlled Burst | Upon scoring a hit with every bolt in the burst or on Weapon Kill: 20% increased damage and 0.9x Charge Time Multiplier for 2 ↑? seconds. ↑Currently bugged and does not increase buff duration. | |||||
40 | Cornered | While within 15? metres of 2 enemies: 0.85x Charge/Draw Time Multiplier ↑and +10 Stability. Lingers for 1.5 seconds. ↑Passively grants +5 Stability. Grants +10 Stability while perk is active. | |||||
41 | Counterattack | Upon blocking an attack within 0.5 seconds of starting to Block: 50% Increased damage for 2 ↑3 seconds. ↑Buff Duration is increased to 3 seconds. | |||||
42 | Danger Zone | While within 15 metres of 3+ enemies: ?% Increased Blast Radius and Reduced Self Damage. Buff lingers for 3.5 seconds. Grenade Launchers: 40% Reduced Self Damage. Rocket Launchers: 99.99% Reduced Self Damage, and allows Rocket Jumping. ↑Passively grants +5 Blast Radius. | Does not alter the Blast Radius Stat. | ||||
43 | Deconstruct | Upon scoring a Magazine-Based amount of hits within 6 seconds of each: 40% increased damage against Constructs and Vehicles for 5 ↑6 seconds. Additional hits while the perk is active will refresh the duration of the damage buff. Refills 10% Ammo, rounded up. Ammo Refill has no cooldown and can be triggered repeatedly by scoring the needed hits again. Hits required to activate: 50% [25% Primary] of Magazine + 2, rounded down | Bows: 3 Hits Hits against Constructs/Vehicles progress Primary Weapons by 1.5x and Special Weapons by 2x. Wave Frame Grenade Launchers: 3 Hits. Direct Hits count as 2 hits. Doesn't receive bonus progress against Constructs/Vehicles. Pellet Shotguns: Runs into network-related issues for triggering the perk and granting ammo on enemies. Constructs and Vehicles work as intended. The number of shots required to activate the weapon can be as low as 2. This is affected by distance, with distant targets requiring fewer hits. Point blank shots use the standard formula. Similarly, the ammo generation should be 10%, but it can activate twice with a single shot, giving 10% Ammo twice while the Deconstruct perk isn't active. ↑Buff Duration is increased to 6 seconds. | |||||
44 | Demolitionist | On Weapon Kill: Grants 10% ↑11% Grenade Ability Energy. Fusion Rifles, Glaives, Shotguns, and Sniper Rifles grant 20% ↑22% Grenade Ability Energy. Grenade Ability Usage refills Magazine. Incurs a 3 second cooldown between Magazine Refills. ↑Kills grant 11% and 22% Grenade Ability Energy respectively. | |||||
45 | Desperado | Upon finishing a reload within 5.2 seconds of a Precision Kill: 0.7x Fire Recovery Delay for 6 ↑7 seconds. Buff can be refreshed by reactivating the perk. ↑Duration increased to 7 seconds. | |||||
46 | Desperate Measures | On Weapon Kill: 10% increased damage for 7 seconds. Weapon Kills refresh the buff duration. On Grenade or Melee Kill: 20% | 30% increased damage for 7 seconds. Weapon Kills refresh the buff duration. Can activate while stowed. ↑??? | |||||
47 | Destabilizing Rounds | On Weapon Kill: Enemies release a burst of Void Energy, dealing up to ? [?] Void Damage and applying Volatile to all enemies within 6.5? metres. Incurs a 3 ↑? second cooldown upon activating. ↑Cooldown is reduced to ? seconds. | |||||
48 | Discord | Upon readying a weapon within 7? seconds of getting a kill with a different weapon: 0.75?x ADS Duration Multiplier, -25% Accuracy Cone Size, and +30 Airborne Effectiveness for 7 ↑8 seconds. On Weapon Kill, while Discord is active: Refills Primary Weapon's Magazine | Refunds 1 Ammo for Special Weapons. Scoring multiple kills in a single shot only refunds 1 Ammo. ↑Buff Duration is increased to 8? seconds. | |||||
49 | Disorienting Grenades | Passively grants -200 Blast Radius and 25% Reduced Damage. Non-Boss, Non-Champion Combatants within ? metres of the explosion are disoriented for 4.5 seconds. Guardians briefly lose their HUD and have their screen distorted for up to ? seconds. Duration varies depending on the distance from the blast. | |||||
50 | Disruption Break | On Elemental, Barrier or Guardian Shield Break: Applies Kinetic Damage Vulnerability to the enemy, increasing Kinetic Damage Taken by 50% for 5.5 ↑? seconds. Does not affect Stasis or Strand Damage. Stacks with Void Weaken, as it is not a debuff. ↑Debuff Duration is increased to ? seconds. | |||||
51 | Dragonfly | On Precision Kill: Target explodes, dealing 123.89 [95.3] Elemental Damage over a 4.5? metre radius. Damage against Combatants scales with Combatant Rank Modifiers. ↑Passively grants +5 Reload Speed. | |||||
52 | Drop Mag | Passively grants +30 Reload Speed with 0.9x Duration Multiplier, and -20 Magazine Size Stat. | |||||
53 | Dual Loader | Reloads an extra 1 ↑2 Ammo at a time. ↑Reloads an extra 2 Ammo at a time. | |||||
54 | Duelist's Trance | On Sword Kill: Grants +60 ↑+65 Guard Efficiency, +60 ↑+65 Guard Resistance, +60 ↑+60 Guard Endurance, and +60 ↑+65 Charge Rate until stowed. ↑Grants +65 Guard Efficiency, +65 Guard Resistance, +60 Guard Endurance, and +65 Charge Rate until stowed. | |||||
55 | Dynamic Sway Reduction | While holding down the trigger: Every successive shot grants -5% ↑-?% Accuracy Cone Size, -10% ↑-12.5% Accuracy Cone Growth, and +1 Stability. Stacks up to -50% Accuracy Cone Size, -100% Accuracy Cone Growth, and +10 Stability after firing 10 ↑8 shots. Effect at maximum strength removes all bullet spread and grants higher than initial accuracy. ↑Every successive shot grants -?% Accuracy Cone Size, -12.5% Accuracy Cone Growth and +1 Stability, up to -100% Accuracy Cone Growth and +10 Stability after firing 8 shots. | |||||
56 | Eager Edge | Upon readying a Sword: 80% ↑100% Increased Lunge Distance and 64% ↑80% Increased Airborne Lunge Distance for the next swing within 1 ↑1.5 seconds. Incurs a 3 second cooldown after activating the perk. ↑Buff Duration is increased to 1.5 seconds. Lunge Distance is increased by 25%. | |||||
57 | Eddy Current | After no longer sprinting, after sprinting for 1.5 seconds: +? Handling, 0.95x ADS/Ready/Stow Animation Multiplier, +20 Reload Speed, and 0.95x Reload Duration Multiplier for 3 ↑? seconds. Linger buff can be refreshed by sprinting. While Amplified: Grants the after-sprint bonuses passively, and increases the Reload Speed buff to +60 ↑+?. ↑Buff Duration after sprinting is increased to ? seconds. Being Amplified now grants +? Reload Speed and 0.? Reload Duration Multiplier. | |||||
58 | Elemental Capacitor | Passively grants Stat Bonuses depending on the element of the selected Super. Solar: +50 ↑+55 Reload Speed. Arc: +50 ↑+55 Handling. Void: +20 ↑+25 Stability. Stasis: +20 ↑+25 Recoil Direction and 20% Reduced ADS Movement Speed Penalty. Strand: +20 ↑+25 Airborne Effectiveness. ↑Adds an additional +5 to the corresponding Subclass Stat Bonus. | |||||
59 | En Garde | Upon readying a Sword: 30% Increased damage for 1.5 ↑2? seconds. ↑Buff duration increased to 2? seconds. | |||||
60 | Encore | On Weapon Kill: +5 Range, +8 Stability, and -1.25% Accuracy Cone Size per Stack, up to a maximum of 4 Stacks. Buff lasts 7 ↑7.5 seconds, and is refreshed on kill. Precision Kills grant 2 Stacks. ↑Buff Duration is increased to 7.5 seconds. | |||||
61 | Energy Transfer | While Guarding with a Sword: Grants 0.5% ↑0.625% Class Ability Energy for every 1 non-blocked damage. Grants 1% ↑1.25% Class Ability Energy for every 1 blocked damage. Grants 1.5% ↑1.55% Class Ability Energy for every 1 Melee Damage blocked. ↑Class Ability Energy gains are increased to 0.625%, 1.25%, and 1.55% respectively. | Energy Gain is based on the actual amount of damage taken. | ||||
62 | Enlightened Action | Upon scoring a hit: Grants stacks of Enlightened Action, up to x12. Stacks last 2 seconds and disappear simultaneously. Enlightened Action grants an average of +4 Handling and Reload Speed per stack, up to +50 ↑+55? Handling and +50 ↑+55? Reload Speed. Enlightened Action: +2 | +5 | +5 | +3 | +5 | +5 | +5 | +5 | +3 | +2 | +5 | +5 Handling and Reload Speed. Hand Cannon hits grant x3 stacks. Bow hits grant x? stacks. Automatic Weapons grant x1 per hit. | |||||
63 | Ensemble | While an ally is within 15 metres: +30 ↑+35? Handling and +40 ↑+45? Reload Speed. Lingers for 1.5 seconds. ↑Stronger Effect. 35? Handling and 45? Reload Speed. | |||||
64 | Envious Assassin | Upon readying the weapon after scoring kills with a different weapon: Overflows magazine from reserves based on the amount of kills achieved, up to 200% Increased Magazine Size. Primary Weapons: 10% ↑12.5% Increased Magazine Capacity per Kill. Special Weapons | Power Weapons: 20% ↑22.5% Increased Magazine Capacity per Kill. Each activation can grant up to 100% Increased Magazine Capacity if activated with a full magazine. Always rounds magazine up. Can overflow based on the magazine size at the moment of swapping, i.e. if empty and after reaching the max bonus, magazine capacity will be fully refilled, with 50% overflowed. ↑Primary Weapons grant 12.5% Increased Magazine Capacity per Kill. Special and Power Weapons grant 22.5% Increased Magazine Capacity per Kill. | |||||
65 | Explosive Head | Splits 50% of Damage into an Explosive Damage portion that deals 30% [0%] increased damage. Detonation timer varies on draw and distance. Overall Damage Increase: Damage is increased by 15% of the Weapon's Bodyshot Damage. Precision Damage Increase is equal to 15% / Precision Multiplier. Total damage remains the same. ↑Passively grants +5 Accuracy. | |||||
66 | Explosive Light | On Orb of Power Pickup: Grants x1 Explosive Light, up to x6 ↑x7 Explosive Light. Consumes x1 Explosive Light per shot, granting +100 Blast Radius and increased damage. Grenade Launchers: 60% Increased Explosive Damage. Rocket Launchers: 25% Increased Impact and Explosive Damage. Does not increase Wolfpack Rounds Damage. ↑Maximum Explosive Light Stacks are increased to 7. | |||||
67 | Explosive Payload | Splits 50% of Damage into an Explosive Damage portion that deals 30% [0%] increased damage and has no damage falloff. Overall Damage Increase: Damage is increased by 15% of the Weapon's Bodyshot Damage. Precision Damage Increase is equal to 15% / Precision Multiplier. Total damage remains the same. ↑Passively grants +5 Reload Speed. | |||||
68 | Eye of the Storm | As Shields HP drops, initially triggering at 40 Shield HP, maxing out in effect at 0 Shield HP: Linearly grants up to +30 Handling, -40% Accuracy Cone Size, and -17% Accuracy Cone Growth. Buff lasts until Shields reach 80 Shield HP. Buff dynamically scales from 0% effect at 80 Shield HP, up to 100% effect at 0 Shield HP (also known as Critical Health) ↑Passively grants +5 Stability. | |||||
69 | Feeding Frenzy | On Weapon Kill: Grants Reload Speed and Reload Duration Multiplier for 3.5 seconds, up to a maximum of 5 stacks. +8 ↑+13 | +50 ↑+55 | +60 ↑+65 | +75 ↑+85 | +100 ↑+100 Reload Speed. 0.975x | 0.9x | 0.868x | 0.837x | 0.8x Reload Duration Multiplier. ↑ +13 | +55 | +65 | +85 | +100 Reload Speed. Reload Duration Multipliers are unchanged. | |||||
70 | Field Prep | While Crouched: +50 ↑+55? Reload Speed, 0.8x Reload Duration Multiplier, and 0.8x Ready/Stow Duration Multiplier. Passively grants +30 ↑+40 Inventory Size. (A bit less than x2 Reserves ↑Equal to x2 Reserves) ↑ +55? Reload Speed. +40 Inventory Size (Equal to x2 Reserves) | |||||
71 | Firefly | On Precision Kill: Target explodes, dealing up to 104 [80] Solar Damage in a 4? metre radius, and grants +50 +55? Reload Speed for 6 seconds. Damage against Combatants scales with Combatant Rank Modifiers. ↑Grants +55? Reload Speed. | |||||
72 | Firing Line | While within 15 metres of 2+ Allies: 20% Increased Precision Damage. ↑Passively grants +10 Handling while perk is active. | |||||
73 | Firmly Planted | While Crouched: +20 ↑+25 Stability, +30 ↑+35 Handling, -40% Accuracy Cone Size, -17% Accuracy Cone Growth, -80% Recoil Yaw (Horizontal Recoil) [Fusion Rifles] 10 ↑+13 Stability, +15 ↑+18 Handling, -20% Accuracy Cone Size, -8.5% Accuracy Cone Growth, -40% Recoil Yaw (Horizontal Recoil) ↑Grants an additional +5 Handling and +5 Stability. Fusion Rifles receive +3 Handling and +3 Stability. | |||||
74 | Flash Counter | Upon blocking a Melee Attack within 0.5 seconds of starting to Block: Suppresses and weakens the enemy, making the enemy receive 20% increased damage for 4 seconds. ↑Passively grants +10 Ammo Capacity. | |||||
75 | Focused Fury | Upon scoring 50% of Magazine as Precision Hits: 20% increased damage for 11 ↑12 seconds. Can be refreshed by scoring enough precision hits. Stowing or reloading will reset the precision counter. Buff persists through stow if active. ↑Buff Duration is increased to 12 seconds. | |||||
76 | Fourth Time's The Charm | Scoring 4 Precision Hits within 2 ↑3 seconds of each generates 2 Ammo to Magazine. Ammo Generation can't generate ammo past Base Magazine Size. ↑Timer between Precision Hits increased to 3 seconds. | |||||
77 | Fragile Focus | Passively grants +20 Range. Deactivates upon reaching Critical Health. Reactivates after 1↑0.5 seconds of Shield HP fully recovering. ↑Reactivation Delay is reduced to 0.5 seconds after fully healing. | |||||
78 | Frenzy | After having maintained a state of dealing or receiving damage every 5 ↑5 seconds for at least 12 seconds: 15% Increased damage, +100 Handling, and +100 Reload Speed for 7.2 seconds. Dealing or receiving damage refreshes the buff duration. ↑Damage Timer USED TO BE increased to 5.5 seconds, but is currently not working. | |||||
79 | Full Auto Trigger System | 0.9x Fire Recovery Delay on Shotguns. | |||||
80 | Full Choke | While ADS: -3.75% Pellet Spread. Reduces Precision Damage Multiplier from 1.1078x to 1.0294x, or a 7.6% Precision Damage Penalty. | |||||
81 | Full Court | Increases Explosive Damage after 0.2 seconds of the projectile being fired, linearly scaling from 0% to a maximum of 25% over 1.1 seconds. ↑Passively grants +5 Blast Radius. | |||||
82 | Genesis | Energy Weapons generate 1 Ammo against Matching Elemental Shields per hit. Upon breaking a Combatant, Barrier, or Guardian Shield: Refills magazine. ↑Passively grants +5 Handling. | |||||
83 | Golden Tricorn | On Weapon Kill: 15% Increased damage for 7 seconds. Can be refreshed to 7 ↑8 seconds with a Weapon Kill. On Grenade and Powered Melee Kill while x1 is active, while Weapon's Element matches Super's Element: 50% increased damage for 10 seconds. Can be refreshed to 10 seconds by reactivating the perk. ↑x1 Damage Buff Duration is increased to 8 seconds when refreshed. | |||||
84 | Grave Robber | Upon dealing Powered Melee Damage, or upon scoring a Melee Kill: Magazine is refilled. PROBABLY Incurs a ? second cooldown if triggered through Powered Melee Damage. ↑Passively grants +5 Handling. | |||||
85 | Gutshot Straight | While ADS: Increased non-Precision Damage, -20%? ↑-15%? Auto Aim Cone Size. 20% Increased Non-Precision Damage: Auto Rifles, Bows and Hand Cannons 10% Increased Non-Precision Damage: Trace Rifles, Pulse Rifles, Sidearm, Submachine Guns ↑Reduces Aim Assistance Cone Size penalty to -15?%. | |||||
86 | Harmony | Upon readying a weapon within 3 seconds of getting a kill with a different weapon: 20% Increased damage and +15 Handling for 7 ↑8 seconds. ↑Buff Duration is increased to 8 seconds. | |||||
87 | Hatchling | Upon scoring a Precision Kill OR 3 kills within 3 seconds of each: Spawns a Threadling on Enemy Death Location. ↑Passively grants +5 Handling. | |||||
88 | Headseeker | After dealing non-Precision Weapon Damage: Increases Precision Multiplier by +0.1175 and +10 Aim Assist for 0.55 seconds. Dealing additional Non-Precision Damage refreshes the timer. ↑Passively grants +5 Stability. | |||||
89 | Headstone | On Precision Kill: Spawns a Stasis Crystal on Enemy Death Location. Tier 1 and Tier 2 Combatants = Medium Crystal Tier 3 and Tier 4 Combatants, Minibosses, and Bosses = Large Crystal Guardians = Large Crystal Incurs a 5 second cooldown if 5 Stasis Crystals are simultaneously active. ↑Passively grants +5 Stability | |||||
90 | Heal Clip | Upon finishing a reload within 5.3? ↑? seconds of a Kill: Grants x2 Cure. Allies within 15? metres receive x1 Cure. ↑Reload Window is increased to ? seconds. | |||||
91 | Heating Up | On Weapon Kill: Grants x1 Heating Up for 5.5 ↑6.5 seconds, up to a maximum of x2 Stacks. x1 = -15% Accuracy Cone Size, -15% Accuracy Cone Growth, +15 Stability, and +20 Recoil Direction. x2 = -25% Accuracy Cone Size, -25% Accuracy Cone Growth, +30 Stability, and +40 Recoil Direction. ↑Buff Duration is increased to 6.5 seconds. | |||||
92 | High Ground | Scoring a kill grants x1 High Ground, up to x3 stacks. Dealing damage while above an enemy, while grounded, grants x3 stacks. High Ground: 10% [?] | 17.5% [?] | 25% [15%] Increased Damage for 7 seconds. ↑Passively grants +5 Reload Speed. | |||||
93 | High-Caliber Rounds | Passively grants +5 Range. Hits apply increased Flinch on Enemies. Tier 1 and Tier 2 Rank-and-File can be repeatedly staggered. Higher Tier Combatants stagger quicker. Flinch against Guardians varies based on Weapon Damage and Weapon Archetype. Flinch Increase ranges between 5% to 10% | |||||
94 | High-Impact Reserves | As Magazine decreases below 50% ↑55%, down to 0%: 12.1% to 25.6% Increased damage. 3% to 6% Increased damage. ↑Activates at the 55% Magazine Threshold. | Granularly increases damage as magazine decreases. | ||||
95 | Hip-Fire Grip | While hipfiring: 1.2x Aim Assist Falloff Distance, Reticle Stickiness Falloff Distance, and both Damage Falloff Start and End Distance. +15 Aim Assist, +2.7° Precision Angle Threshold, -30% Accuracy Cone Size and +25 Stability. ↑Stronger effect. Accuracy Cone Size remains unchanged. | Damage Falloff Multipliers do not apply to The Last Word, Shotguns, Sniper Rifles, and Fusion Rifles. Precision Angle Threshold cannot exceed regular Aim Assist Cone Size. | ||||
96 | Immovable Object | While blocking and stationary: Glaive Projectile Hits grant +90% ↑+100% increased Weapon Energy. Glaive Projectiles hits grant 25% Weapon Energy by default. ↑Grants 100?% increased Weapon Energy. | |||||
97 | Impact Casing | Increases Rocket Launcher Impact Damage by 10%. Increases Total Damage by 2.2% | |||||
98 | Impulse Amplifier | Passively grants 35% Increased Projectile Velocity, +20 ↑+25 Reload Speed, and +Reload Duration Multiplier. Glaives and Grenade Launchers = 0.85x Reload Duration Multiplier Rocket Launcher = 0.8x Reload Duration Multiplier ↑+25 Reload Speed. Reload Duration Multiplier remains unchanged. | Glaive's Projectile Speed scales with the Range Stat. | ||||
99 | Incandescent | On Weapon Kill: Deals up to 30 damage and applies x30+10 ↑+15 against Combatants Scorch to enemies within 4? meters. Powerful Combatants and Guardians increase the effect range to 8 meters. Damage from Scorch can be increased through Weapon Damage Buffs and Debuffs. ↑Increases the amount of Scorch Stacks applied by Ember of Ashes to 30+15 against Combatants. | |||||
100 | Invisible Hand | Upon repeatedly missing multiple times within 2.5 seconds of each: Grants +25? Stability for 2.5 seconds. Missing refreshes the duration. Buff is removed within 1? ↑? seconds of scoring a hit. Misses in a row required: Auto Rifles: 10 misses. Hand Cannons: 4 misses. Linear Fusion Rifle: ? misses. Pulse Rifle: ? misses. ↑Buff is removed within ? seconds of scoring a hit. | |||||
101 | Iron Gaze | Passively grants +20 Aim Assist and -30 ↑-? Range. ↑Reduces Range Penalty to -?. | |||||
102 | Iron Grip | Passively grants +20 Stability and -30 ↑-? Reload Speed. ↑Reduces Reload Speed Penalty to -?. | |||||
103 | Iron Reach | Passively grants +20 Range and -30 ↑-? Stability ↑Reduces Stability Penalty to -?. | |||||
104 | Keep Away | If no enemies are within 15 metres: Grants +10 Range, +30 ↑+35 Reload Speed, and -5?% ↑-?% Accuracy Cone Growth ↑+35 Reload Speed, and -?% Accuracy Cone Growth. | |||||
105 | Kickstart | Upon Sliding, after Sprinting for 1.5 seconds. 15% Increased damage and 0.8x Charge Time for ? ↑? seconds. ↑Buff Duration is increased to ? seconds. | |||||
106 | Kill Clip | Upon finishing a reload within 3.6 seconds of a Weapon Kill: 25% Increased damage for 5 ↑5.5 seconds. Buff can be refreshed through additional reloads. Buff persists through stow despite the text not appearing on HUD. ↑Buff Duration is increased to 5.5 seconds. | |||||
107 | Killing Tally | On Weapon Kill: Increased damage until stow or reload. 10% | 20% | 30% increased damage 5% | 10% | 15% increased damage ↑Passively grants +10 Magazine Stat (Identical to Tactical Mag). | |||||
108 | Killing Wind | On Weapon Kill: +20 Range, +50 Mobility, +40 Handling, and 5% Increased Damage Falloff Distance for 5 ↑5.5 seconds. Additonal Kills add +5 seconds, up to 8 seconds. ↑Initial Buff Duration is increased to 5.5 seconds. | |||||
109 | Kinetic Tremors | After 0.285 seconds of scoring multiple direct hits within 3 seconds of each against a single enemy: Emits 3 shockwaves underneath the enemy at the time of activation, at a rate of one per second. Each Shockwave deals up to 20 damage over a ? metre radius. Shockwave hits count as weapon damage. Enemy cannot trigger additional Kinetic Tremors until after 2? seconds of the last shockwave being triggered. Tremor Damage against Combatants: Shockwave damage is based off of the Combatant Rank it is initially triggered on. x4.5 Damage on Rank-and-File and Elites, and x6 Damage on Miniboss and Boss. Damage is affected by Kinetic Bonus Damage and scales with Combatant Rank Modifiers. Hits Needed to Activate: Submachine Guns: 14 ↑ Unavailable Auto Rifles: 12 ↑Unavailable Pulse Rifles: 11 ↑10 Non-Burst Sidearms: 8 ↑7 Hand Cannons and Scout Rifles: 6 ↑5 Sniper Rifles: 3 ↑2 ↑Requires less hits to activate. | |||||
110 | Lasting Impression | Passively grants +50 Blast Radius. Rockets attach on impact and detonate after 3 seconds, dealing an additional 25% Explosive Damage. Overall 20% increased total damage. ↑Passively grants an additional +5 Blast Radius. | |||||
111 | Lead from Gold | On Power Ammo Pickup: Grants 25% ↑35% of Special Ammo Reserves. Equipping two Special Weapons halves the amount of ammo granted to 12.5% ↑17.5%. ↑Increases the amount of Special Ammo received to 35%. | |||||
112 | Loose Change | Upon applying an Elemental Debuff: +50? Reload Speed, +20 Aim Assist, and 20% Reduced ADS Movement Speed Penalty for 4.5 ↑5 seconds. Weaken does not activate the perk. Buff can be refreshed by applying debuffs. ↑Buff Duration is increased to 5 seconds. | |||||
113 | Magnificent Howl | Scoring a Precision Kill grants x1 Precision Final Blows, up to x10 stacks. Stacks are only consumed on reload. Cannot gain stacks while Magnificent Howl is active. Upon finishing a reload while having Precision Final Blows stacks: Converts all Precision Final Blow stacks into Magnificent Howl stacks. Consumes x1 Magnificent Howl stacks per shot, granting 50% increased damage and ?% Increased Damage Falloff Distance. Scoring a Precision Kill while Magnificent Howl is active grants x1 Magnificent Howl stacks. ↑Passively grants +5 Reload Speed. | |||||
114 | Master of Arms | Upon scoring a Weapon Kill with any weapon: 15% Increased damage for 7 seconds. Timer begins on kill, not on readying. | |||||
115 | Meganeura | Scoring a Precision Hit grants x1 Meganeura, up to x3 stacks. Stacks last for 3.5 seconds. Meganeura grants increased Dragonfly damage. x1 = 67% | x2 = 134% [80%] | x3 = 180% [80%] | |||||
116 | Moving Target | While ADS: +10 ↑+11? Aim Assist. 10% Reduced ADS Movement Speed Penalty. ↑Aim Assist bonus is increased to an unknown amount. | |||||
117 | Mulligan | On Miss: Primary Weapons have a 35% ↑40% chance to refund ammo. Special Weapons and Power Weapons have a 20% ↑25%? chance to refund ammo. ↑Primary Weapons have a 40%? chance to refund ammo. Special Weapons and Power Weapons have a 25%? chance to refund ammo. | |||||
118 | Multikill Clip | Upon finishing a reload within 3.6 seconds of a Weapon Kill: 17% | 33% | 50% increased damage for 5 ↑5.5 seconds, depending on the amount of enemies killed within 3.5 seconds of each. Buff is overwritten by additional triggers. ↑Buff Duration is increased to 5.5 seconds. | |||||
119 | No Distractions | After 1 ↑0.9 seconds of ADS without firing: 35% Flinch Resistance whilst ADS. Timer starts as soon as the ADS input is pressed. ↑ADS timer is reduced to 0.9? seconds. | |||||
120 | Offhand Strike | On Weapon Kill: 1.45x Damage Falloff Start and End Distance. Needs Console-Only Verification for Aim Assist Distance. +30 Stability, 3-3.5 degrees precision angle threshold, -95%? Accuracy Cone Size and -95%? Accuracy Cone Growth for 7 ↑+8 seconds. Perk only applies to hipfiring. ↑Buff Duration is increased to 8 seconds. | Precision Angle Threshold cannot exceed Aim Assist Cone Size. | ||||
121 | One For All | Upon damaging 3 separate enemies within 3 seconds of each: 35% Increased damage for 10 ↑11 seconds. Buff can't be refreshed. ↑Buff Duration is increased to 11 seconds. | |||||
122 | One-Two Punch | Upon scoring a hit with 12 ↑10 pellets from a shotgun: Grants 100% increased Melee Damage for the next Melee Hit within 1.22 seconds. Basic Melee Attacks, Combination Blow, Disorienting Blow, Chain Lightning, and Grapple Melee are instead granted 150% Increased Melee Damage against Bosses and Vehicles. The following options do not benefit from the perk: Hunters: Proximity Explosive Knife's and Snare Bomb's Radial Damage, Tempest Strike, Withering Blade, and Threaded Spike. Titans: Throwing Hammer, Consecration, Thunderclap, Shield Throw, Flechette Storm. Warlocks: Everything except for Chain Lightning One-Two Punch does not stack with the passive Melee Damage Increase against Frozen non-Boss targets. The higher buff of the two takes precedence. ↑Pellet Activation Requirement reduced from 12 to 10. | RyTako's Melee Buff Interaction Spreadsheet | ||||
123 | Onslaught | On Weapon Kill: Grants a stack of Onslaught, decreasing Fire Recovery Delay and increasing Reload Speed per stack for 4.5 ↑5? seconds. 0.84x | 0.72x | 0.63x Fire Recovery Delay. +15 | +25 | +35 Reload Speed. ↑Buff duration is increased to ? seconds. | |||||
124 | Opening Shot | For one shot only: Primary/Power Weapons: +25 +30 Range, +20 +25 Aim Assist, -5% Accuracy Cone Size, and -10% Accuracy Cone Growth. Special Weapons: +13 ↑+15 Range, +10 +13 Aim Assist, -2.5% Accuracy Cone Size, and -5% Accuracy Cone Growth. Incurs a 3.1 seconds cooldown after shooting. ↑Grants additional Aim Assist and Range. | Pulses and Fusions benefit only on their first projectile. | ||||
125 | Osmosis | On Grenade Ability Usage: Refills ?% of Magazine and changes Weapon Element to match Grenade-Element until stowed. Kinetic Damage Weapons lose their Combatant Damage Bonus. ↑Passively grants +5 Handling. | |||||
126 | Outlaw | On Precision Kill: +70 Reload Speed, and 0.9x Reload Duration Multiplier for 6 ↑7 seconds. ↑Duration increased to 7 seconds. | |||||
127 | Overflow | On Special or Power Ammo Brick Pickup: Refills Magazine and grants 100 ↑120%? Increased Magazine Capacity. Activates even if stowed. ↑Ammo Brick Pickup grants 120%? Increased Magazine Capacity. | |||||
128 | Paracausal Affinity | Upon scoring a kill with an energy type that matches the alignment of the weapon: 20% increased damage for 6 ↑7 seconds. Any kill triggers the perk as long as it matches the alignment. Can be triggered and persists while stowed. Light Alignment = Arc, Solar, Void Darkness Alignment = Stasis, Strand ↑Buff Duration is increased to 7 seconds. | |||||
129 | Perfect Float | After having maintained a state of dealing or receiving damage every 3 ↑3.5 seconds for at least 6 seconds: +30 Airborne Effectiveness and 35% Flinch Resistance for 10 ↑12 seconds. Dealing or receiving damage refreshes the buff duration. ↑Damage Timer is increased to 3.5 seconds. Buff lasts 12 seconds. | |||||
130 | Permeability | On Class Ability Usage: Refills ?% of Magazine and changes Weapon Element to match Super-Element until stowed. ↑Passively grants +5 Handling. | Element-related interactions use the weapon's current element. When in doubt, look at the element icon. | ||||
131 | Perpetual Motion | While moving at a minimum of 2 meters per second: After 2 seconds: +10 Stability, +10 Handling, and +10 Reload Speed. Displays as x1 buff. After 10 ↑9 seconds: +20 Stability, +20 Handling and +20 Reload Speed. Displays as x2 buff. All stacks are removed if movement speed criteria is not achieved for 0.5 seconds. Can activate and persist while stowed, as long as criteria is met. ↑Perpetual Motion x2 is activated in 9 seconds. | |||||
132 | Phase Mag | Sets the Submachine Gun's Damage and Magazine Profile into that of a Precision Frame's. | |||||
133 | Physic | Upon scoring 6 healing hits on allies within ? seconds of each: Grants x1 Restoration for 4?+2? seconds to the user and the targeted ally. ↑Restoration strength is enhanced to x2 and its duration is increased to 4.5?+2.25? seconds. | |||||
134 | Precision Instrument | On Weapon Hit: Grants x1 Precision Instrument, up to a maximum of x6 stacks for 1.1 seconds. Lasts 2.1 seconds on weapons with Draw/Charge Time. Each stack grants a 1/6th of the maximum 25% ↑30% increased Precision damage. Removes all stacks upon missing. 4.17% | 8.34% | 12.5% | 16.7% | 20.83% | 25% Increased Precision Damage. ↑5% | 10% | 15% | 20% | 25% | 30% Increased Precision Damage. | |||||
135 | Pugilist | On Weapon Kill: Grants 10% ↑11% Melee Ability Energy. Fusion Rifles, Glaives, Shotguns, and Sniper Rifles grant 20% ↑22% Melee Ability Energy. Upon dealing Melee Damage: Grants +35 Handling for 3 seconds. ↑Kills grant 11% and 22% Melee Ability Energy respectively. | |||||
136 | Pulse Monitor | Upon reaching 30% ↑35%? Shield HP: Refills Weapon. Grants +50 Handling, and 0.95x Ready/Stow Animation Duration Multiplier. Buff lasts until Shield HP is restored above 30% ↑35%?, then lingers for 1 second. Triggers while stowed. ↑Trigger Requirement is reduced to 35%? Shield HP. | |||||
137 | Quickdraw | Upon readying: Grants +100 Ready/Stow Handling, and 0.95x Ready Animation Duration Multiplier for 1 second, or until ADS. ↑Passively grants +5 Handling. | |||||
138 | Rampage | On Weapon Kill: 10% | 21% | 33.1% increased damage for 4.5 ↑5 seconds. Buff is refreshed on Kill. ↑Buff Duration is increased to 5 seconds. | |||||
139 | Rangefinder | While ADS: 10% Increased Zoom and 5% Faster Projectile Speed. ↑Passively grants +5 Handling | |||||
140 | Rapid Hit | Upon scoring Precision Hits: Grants x1 Rapid Hit per Precision Hit for 2 seconds, up to x5 stacks. +5 | +30 | +35 | +42 | +60 Reload Speed 0.99x | 0.96x | 0.95x | 0.945x | 0.92x Duration Multiplier +2? | +12? | +14? | +18? | +25 Stability ↑Stronger Effect. | |||||
141 | Recombination | Upon scoring an Elemental Kill: Grants 1 stack of Recombination, increasing the damage of the next shot of the weapon, up to a maximum of 10 stacks. Damage Increase for the next shot: 10% | 20% | 30% | 40% | 50% | 60% | 70% | 80% | 90% | 100%. 5% | 10% | 15% | 20% | 25% | 30% | 35% | 40% | 45% | 50%. ↑Damage ramps up 25% faster, increasing by 12.5% [6.25%] per kill, up to their maximum of 100% [50%] after 8 kills instead of 10. | |||||
142 | Reconstruction | Every 4 ↑3.5 seconds, after not shooting for 4 ↑3.5 seconds: Refills 10% of Magazine Capacity. Refill can overflow magazine up to 100% Increased Magazine Capacity. ↑Timer between ammo refills is reduced to 3.5 seconds. | |||||
143 | Redirection | On hit against Rank-And-File Combatants: Grants 1 Stack of Redirection, up to a maximum of 20 Stacks. On hit against Elite, Miniboss, Boss, or Vehicle Combatants: Consumes up to 5 ↑4 stacks, granting 20% ↑25% increased damage per stack, up to 100% at 5 ↑4 Stacks. ↑Consumes up to 4 stacks per hit. Each stack grants 25% increased damage. | |||||
144 | Relentless Strikes | After 3 Powered Hits within 2? ↑? seconds of each: Gain +1 Ammo. ↑Timer between Hits is increased to ? seconds. | |||||
145 | Replenishing Aegis | While blocking: Refills 1 Ammo upon receiving damage. Incurs a 1 ↑? second cooldown upon activating. ↑Cooldown is reduced to ? seconds. | |||||
146 | Repulsor Brace | On Weapon Kill against an enemy affected by a Void Debuff: Grants Void Overshield for 8 ↑10 seconds. ↑Buff Duration is increased to 10 seconds. | |||||
147 | Reservoir Burst | While Magazine is at or above 100% Capacity: 25% Increased damage and causes enemies to explode on death, dealing 414 [162.5] damage in a ? metre radius. Passively grants +30 Magazine Size ↑and +5 Stability. ↑Passively grants +5 Stability. | |||||
148 | Reversal of Fortune | Upon missing twice within 6 seconds: Generates 1 Ammo back into Magazine. | |||||
149 | Rewind Rounds | Upon emptying the Magazine: Refills 60% ↑70% of all damage instances scored into the Magazine. Always rounds up. Requires shooting at least 28.5% of the Magazine Capacity for refill to activate. Always rounds up. Hits within 1? seconds of triggering the Ammo Refill do not count. Displayed by the active buff indicator. ↑Refills 70% of all damage instances scored into the Magazine. | |||||
150 | Ricochet Rounds | Passively grants +5 Range and +10 Stability. Bullets are guaranteed to ricochet off of surfaces, and can ricochet from sharper angles. | |||||
151 | Seraph Rounds | Passively grants +3 Range and +7 Stability. Combines the penetration from Armor-Piercing Rounds, the guaranteed ricochets from Ricochet Rounds, and the flinch increase from High-Caliber Rounds. | |||||
152 | Shattering Blade | If Heavy Attack consumes all remaining Heavy Ammo: 67% Increased damage for Grounded Heavy Attack. | |||||
153 | Shield Disorient | On Matching Elemental Shield Break: Explosion disorients enemies within 7 metres for 5 seconds | |||||
154 | Shoot to Loot | After Shooting an Ammo Pickup: Picks up Ammo and refills all Weapons. Triggers Ammo Pickup effects. Only activates if picking up ammo is possible by not having full Ammo. Can also pick up Orbs of Power without any additional effect. Explosive Damage can trigger Shoot To Loot. ↑Passively grants +5 Range. | |||||
155 | Shot Swap | On Weapon Kill: Grants 2 Stacks, up to a maximum of 8 Stacks. Grants +100? ↑? Ready/Stow Handling and 0.? ↑? Ready/Stow Duration Multiplier. Consumes a Stack upon Readying or Stowing. ↑Shot Swap grants +? Ready/Stow Handling and 0.? Ready/Stow Duration Multiplier. | |||||
156 | Sleight of Hand | Upon readying within 3.5 seconds of getting kills with other weapons and abilities while this weapon is stowed: +10 Stability, +10 Handling, and +10 Reload Speed per stack for 7.5 ↑8.5 seconds. Stacks up to 3 times. Buff is removed on stow. ↑Buff Duration is increased to 8.5 seconds. | |||||
157 | Slice | On Class Ability Usage: The next 5 Hits within 8 ↑9? seconds apply Sever. Applying Sever refreshes the buff duration. Activates even while stowed. ↑Buff duration is increased to ? seconds. | |||||
158 | Slickdraw | Passively grants +100 Handling, 0.95x Ready Animation Duration Multiplier, and -55%? ↑-50%? Auto Aim Cone Size. ↑Reduces the Aim Assistance Cone Size Penalty to -50?%. | |||||
159 | Slideshot | Upon Sliding: Refills 15% of Magazine, and grants +20 ↑+25? Range, and +20 +25? Stability for 2.5 seconds. Only affects the first shot. Incurs a 0.3 seconds cooldown after activation. Can be activated multiple times in one slide. ↑Buff Effect increased to +25? Range and +25? Stability. | Pulses and Fusions only benefit on their first projectile. | ||||
160 | Slideways | Upon Sliding: Refils 15% of Magazine, and grants +25? ↑+30? Stability and +20 ↑+25 Handling for 3 seconds. Buff cannot be refreshed. ↑Buff Effect increased to +30? Stability and +25 Handling. | |||||
161 | Smoothbore | Passively grants +15 Range and +7.5% Pellet Spread. | |||||
162 | Snapshot Sights | 0.5x Aim Down Sights Animation Multiplier for Primary Weapons 0.8x Aim Down Sights Animation Multiplier for Special Weapons ↑Passively grants +5 Stability. | |||||
163 | Sneak Bow | While Crouched: Prevents Radar Ping when firing, [+?] Reload Speed, 0.8x Reload Duration Multiplier, and increases Arrow Hold Time by 25%. ↑Grants +? Stability and +? Reload Speed while Crouched. | |||||
164 | Spike Grenades | Increases Grenade Impact Damage by 12.12% | 12.5% Due to the Impact Damage being tied to the Blast Radius Stat on Grenade Launchers, a lower Blast Radius will provide higher overall damage. Explosive Light increases Blast Radius to 100, decreasing the impact of Spike Grenades. Breech-Loaded Grenade Launchers 0 Blast Radius = 50% Impact | 50% Explosive | Overall ?% increased damage 100 Blast Radius = 25% Impact | 75% Explosive | Overall % increased damage. Drum-Loaded Grenade Launchers 0 Blast Radius = ?% Impact | ?% Explosive | Overall ?% increased damage 100 Blast Radius = ?% Impact | ?% Explosive | Overall ?% increased damage. | |||||
165 | Stats for All | After Damaging 3 Separate Enemies within 3 seconds of each: +10 Range, 5% Increased Falloff Distance, +10 Stability, +35 Handling, +35 Reload Speed, and 0.95x Reload Duration Multiplier for 10 ↑+11 seconds. Buff can't be refreshed. ↑Buff Duration is increased to 11 seconds. | |||||
166 | Strategist | On Weapon Kill: Grants 10% ↑11% Class Ability Energy. Fusion Rifles, Glaives, Shotguns, and Sniper Rifles grant 20% ↑22% Class Ability Energy. On Class Ability Usage: Grants +? Stability for ? seconds. ↑Kills grant 11% and 22% Class Ability Energy respectively. | |||||
167 | Steady Hands | On Weapon Kill: +100 Handling and 0.825x Handling Duration Multiplier for all weapons for 8.5 ↑9.5 seconds. Additional Kills refresh the timer to 6.5 seconds. ↑Initial Buff Duration is increased to 9.5 seconds. | |||||
168 | Subsistence | On Weapon Kill: Refills 10% ↑20% of Magazine. Submachine Guns and Auto Rifles refills 17% ↑20% of Magazine. ↑Refill Amount is increased to 20%. | |||||
169 | Successful Warm-Up | On Weapon Kill: 0.625x Charge/Draw Time Multiplier for 6 seconds. Kills while perk is active add +4 ↑+5 seconds, up to 20 seconds. ↑Additional Kills increase the duration by 5 seconds. | |||||
170 | Surplus | Grants Stat Bonuses based on the amount of Powered Ability Charges. x1 Ability Charges: +5 Stability, +5 Handling, and +10 Reload Speed. x2 Ability Charges: +15 Stability, +25 Handling, and +25 Reload Speed. x3 Ability Charges: +25 Stability, +60 Handling, and +60 Reload Speed. ↑Stronger Effect. | |||||
171 | Surrounded | While within 15 meters of 3 enemies: 40% ↑47% Increased Damage. Buff lingers for 1.5 seconds after. Swords are granted 35% ↑41.8% Increased Damage. Rocket Launchers and Grenade Launchers are granted 35% ↑41.8% Increased Explosive Damage and 40% ↑47% Increased Impact Damage. Wolfpack Rounds are granted 35% ↑41.8% Increased Explosive Damage. ↑Surrounded's damage buff is increased by a multiplicative 5%. | 40% -> 47% | 35% -> 41.8% | |||||
172 | Swap Mag | Passively grants 0.9x Ready/Stow Duration Multiplier. | |||||
173 | Swashbuckler | On Weapon or Melee Kill: 6.7% | 13.3% | 20% | 26.6% | 33.3% Increased Damage for 4.5 ↑6.5 seconds. Buff is refreshed on Weapon or Melee Kill. Melee Kills grant 5 stacks. ↑Buff Duration is increased to 6.5 seconds. | |||||
174 | Sword Logic | On Weapon Kill: Grants stacks of Sword Logic. The amount of stacks gained is tied to the highest Enemy Rank killed. Rank-and-File = x1 | Elite = x2 | Champions, Minibosses = x3 | Boss Combatants = x4 | Guardians = x2 | Guardians in Super = x3 x1 = 15% Increased Damage for 5.5 ↑? seconds. x2 = 25% [20%] Increased Damage for 7.5 ↑? seconds. x3 = 35% Increased Damage for 10.5 ↑? seconds. x4 = 50% Increased Damage for 15.5 ↑? seconds. Additional Kills refresh the duration of the highest stack amount obtained. ↑Buff Duration is increased. | |||||
175 | Sympathetic Arsenal | Passively grants +20 Reload Speed. Upon finishing a reload within 3.6 ↑? seconds of a Weapon Kill: Refills stowed weapons. ↑Reload Timer Window is increased to ? seconds. | |||||
176 | Tap The Trigger | Immediately upon firing: +40 Stability, -50% Recoil, and -10% Accuracy Cone Size for 0.6 ↑0.76 seconds. [Fusion Rifles Only] +10 Stability, -12.5% Recoil, and -2.5% Accuracy Cone Size for 0.6 ↑0.76 seconds. ↑Effect is increased to +? Stability, -?% Recoil, -?% Accuracy Cone Size for 0.76 seconds. 1/4th of the benefits for Fusion Rifles. | |||||
177 | Target Lock | Scoring Hits within 0.2 seconds of each without missing increments an invisible counter that grants increased damage upon reaching a Magazine-Based threshold. Target Lock x1 activates upon scoring >12.5% [20% SMG] of Magazine as hits. Visual Buff Stacks to Magazine Thresholds: x2 = >35.5% | x3 = >54.5% | x4 = >74.5% | x5 = >110.33% Initially grants 16.7% ↑18.8% [10.46% ↑12.54%] increased damage that ramps up to 40% ↑45% [25% ↑30%] increased damage after scoring >110.33% of Magazine as hits Emptying a Full Magazine without misses deals an average of 25% ↑28.3% [15.85% ↑19.02%] Increased Damage without the usage of Ammo Generation or Magazine Increase Perks. ↑Damage Increase begins at 18.8% [12.54%] and ends at 45% [30%]. Results in a 28.3% [19.02%] Average Damage Increase over a full Magazine. | PVE Target Lock Calculator (Link to the PVP Calculator inside) Courtesy of Clarity | ||||
178 | Target Lock (SUBMACHINE GUNS) | Target Lock x1 activates upon scoring >20?% of Magazine as hits. Visual Buff Stacks to Magazine Thresholds: x2 = >56.8?% | x3 = >87.2?% | x4 = >119.2?% | x5 = >176.5?% Initially grants 16.7% ↑18.8% [10.46% ↑12.54%] increased damage that ramps up to 40% ↑45% [25% ↑30%] increased damage after scoring >176.5?% of Magazine as hits Emptying a Full Magazine without misses deals an average of 18.5% ↑20.8% [?% ↑?%] Increased Damage without the usage of Ammo Generation or Magazine Increase Perks. | |||||
179 | Threat Detector | While within 15 metres of an enemy: Grants +15? ↑19? Stability, +25 ↑+28? Handling, 0.9x Handling Animation Duration Multiplier, and +18 ↑+19 Reload Speed. While within 15 metres of 2+ enemies: Grants +40? ↑+44? Stability, +100 ↑+100 Handling, 0.81x Handling Animation Duration Multiplier, and +60 ↑+63 Reload Speed. ↑Increases x1 Stat Bonuses to +19? Stability, +28? Handling, and +19 Reload Speed. Increases x2 Stat Bonuses to +44? Stability, +100 Handling, and +63 Reload Speed. | |||||
180 | Threat Remover | Upon scoring a hit with 12 ↑10 pellets: Grants +? Stability, +? Handling, and +? Reload Speed for ? seconds. ↑Pellet Activation Requirement reduced from 12 to 10. | |||||
181 | Thresh | On Weapon Kill: Grants an additional 1% ↑1.33% Super Ability Energy. Fusion Rifles, Glaives, Shotguns, and Sniper Rifles grant an additional 1.5% ↑2% Super Ability Energy. ↑Bonus Super is increased to an additional 1.33% and 2% Super Ability Energy respectively | |||||
182 | Tilting at Windmills | Upon blocking damage with Glaive Shield: ?% Reduced ADS Block Movement Speed Penalty for ? ↑? seconds, or until no longer blocking. ↑Buff Duration is increased to ? seconds. | Base Glaive Block Movement Speed: 0.66x Movement Speed with Energy. 0.85x? Movement Speed without Energy. | ||||
183 | Timed Payload | Splits 55% of Damage into an Explosive Damage portion that deals 30% [0%] increased damage and has no damage falloff. Detonates after 0.6 seconds. Overall Damage Increase: Damage is increased by 15% of the Weapon's Bodyshot Damage. Precision Damage Increase is equal to 15% / Precision Multiplier. Total damage remains the same. ↑Passively grants +5 Stability. | |||||
184 | Tireless Blade | Powered Swords grant +1 Ammo ↑with a ?% chance of granting +2 Ammo every other kill. ↑?% Chance to grant +2 Ammo instead of +1 Ammo. | The first kill upon spawning will also activate it. | ||||
185 | To The Pain | While this weapon is readied: Grants a stack of To The Pain for every ? damage taken, up to x? stacks. Stacks last until the weapon is stowed. To The Pain: +? | +? | +? | +? | +? Handling. +? | +? | +? | +? | +? Aim Assist. | |||||
186 | Tracking Module | While ADS and targeting an enemy: Rockets track enemies [with diminshed effectiveness] Tracking persists for 1 second after not aiming at the enemy. ↑Passively grants +5 Blast Radius. | |||||
187 | Trench Barrel | After dealing Melee Damage: 50% Increased damage, +30 ↑+35? Handling, and +30? ↑+35? Reload Speed for the next 3 shots within 5 seconds. ↑Buff Effect is increased to +35? Reload and +35? Handling. | |||||
188 | Triple Tap | Scoring 3 Precision Hits within 2 ↑3 seconds of each generates 1 Ammo to Magazine. Ammo Generation can't generate ammo past Base Magazine Size. ↑Timer between Precision Hits is increased to 3 seconds. | |||||
189 | Tunnel Vision | Upon finishing a reload within 3.6 seconds of a Weapon Kill: Grants +20 Aim Assist, -?% Accuracy Cone Growth, and +? ADS Handling for 5 seconds. Can be refreshed through additional reloads. ↑Buff Duration is increased to ? seconds. | |||||
190 | Turnabout | Upon breaking a Combatant's Elemental Shield or a Guardian's Shield while in Super: Grants a 30 HP Overshield for 10 seconds. ↑Increases the Overshield duration to 11.4 seconds. | |||||
191 | Under Pressure | As Magazine decreases below 50%, down to 0%: Linearly grants -12.5% to -25% ↑-30%? Accuracy Cone Size, and up to +30? Stability. ↑Buff Effect is increased up to -30%? Accuracy Cone Size, and +? Stability. | |||||
192 | Under-Over | Passively increases damage dealt to Overshields and Combatant Shields. Damage that exceeds the remaining health of the Combatant Shield or Overshield does not receive increased damage. 125% Increased Damage against Combatant Shields and Overshields. 50% Increased Damage against Barrier Champion Shields. 20% Increased Damage against Guardian Overshields. 20% Increased Bodyshot Damage against Guardians with Woven Mail. ↑Damage Increase to Overshields is increased to ?%. | |||||
193 | Unrelenting | Upon reaching 100% Counter Progress through Weapon Kills within 5 seconds of each: Starts Health Regeneration and restores 65 ↑70 HP. Rank-And-File = 33.4% | Elites/Minibosses/Bosses = 100% | Guardians = 66.7%. ↑Restores an additional +5 HP. | |||||
194 | Unstoppable Force | Upon blocking damage with Glaive Shield: 20% increased projectile damage for 4 seconds or until no longer blocking. Blocking any hit refreshes the duration. ↑Buff Duration is increased to 5 seconds. | |||||
195 | Valiant Charge | Upon guarding against a hit...or receiving healing from an ally while guarding?: 80% Increased Lunge Distance for 1 second. Deactivates after swinging. ↑Buff Duration is increased to ? seconds. | Getting hit by an ally while guarding also activates the perk. | ||||
196 | Voltshot | Upon finishing a reload within 5.3 seconds of a Kill: The next Weapon Hit within 7 seconds applies Jolt. Jolt damage can be increased through Buffs and Debuffs ↑Buff Duration is increased to 8 seconds. | |||||
197 | Vorpal Weapon | Passively increases damage dealt towards Miniboss, Champion, Boss, and Vehicle Combatants, as well as Guardians in their Super Ability. Damage Increases: Primary Weapons: 20% | 60% Special Weapons: 15% | 20% Power Weapons: 10% | 20% ↑Passively grants +5 Stability and +5 Guard Resistance (Swords). | |||||
198 | Well-Rounded | Grenade Ability Usage and Powered Melee Hits grants a Stack of Well-Rounded. Super Ability Cast grants two Stacks. Well-Rounded grants +10 ↑+12? Range, +10 ↑+12? Stability, and +10 ↑+12? Handling per Stack for 15 seconds, up to a maximum of 2 Stacks. ↑Increases Stat Bonuses to +12 per Stack. | |||||
199 | Wellspring | On Weapon Kill: Grants 8% ↑9% Ability Energy split equally amongst all uncharged abilities. On Abilities with multiple charges, once the ability has at least one full charge it will count as charged and will only receive a third of the regular Ability Energy per kill. ↑Grants 9% Ability Energy split equally amongst all uncharged abilities. | |||||
200 | Whirlwind Blade | On Hit: 3% | 6% | 9% | 12% | 15% | 18% | 21% | 24% | 27% | 30% Increased damage for 3.5 ↑4? seconds. Blocking removes all stacks. ↑Buff duration is increased to 4? seconds. | |||||
201 | Zen Moment | On Hit: Grants ?% Flinch Resistance, -15?% Visual Weapon Shake and -15?% Reticle Bounce per stack for 1 second, up to 5? stacks. Has no effect on actual recoil, despite the in-game perk description. Pulse Rifles and Sidearms grant 1.5x as many stacks per hit, only needing ? hits to be at maximum effect. Hand Cannons and Scout Rifles grant 2x as many stacks per hit, only needing ? hits to be at maximum effect. ↑Passively grants +5 Stability. | |||||
202 | For in-depth Damage Stacking info, check out Court's Modifier Database | Reload Perk Notes: Generate = Grants Ammo to Magazine out of thin air, up to its Base Magazine Size. Overflow = Increases Base Magazine Capacity by a certain amount, rounded up. Refill = Reload, but does not have an animation and doesn't proc on-reload perks. Pulls from reserves on Special and Power Weapons. Reload = Manual Reload, Marksman's Dodge, and Dragon's Shadow. Procs on-reload perks. | |||||
203 | Intrinsic Traits | ||||||
204 | Adaptive Frame | No intrinsic bonuses whatsoever. | |||||
205 | Adaptive Burst | Fires 3-round bursts. | |||||
206 | Adaptive Frame (Rocket Launchers) | Deals 10% increased damage over High-Impact Rocket Launchers. 1 Impact : 3.5 Explosive Damage Ratio. 50.5 RPM | |||||
207 | Area Denial Frame | Shoots a burst of 5 projectiles. Projectiles leave a lingering DoT AoE field that lasts for ? seconds. Enemies can only receive damage from a single field at a time. | |||||
208 | Aggressive Burst | Fires 4-round bursts. | |||||
209 | Aggressive Frame | No intrinsic bonuses whatsoever. | |||||
210 | Adaptive Frame (Rocket Launchers) | Deals 10% increased damage over High-Impact Rocket Launchers. 1 Impact : 3.5 Explosive Damage Ratio. 54.5 RPM | |||||
211 | Aggressive Frame (Scout Rifles) | Reloads two ammo at a time. | |||||
212 | Aggressive Frame (Shotguns) | Upon scoring a Kill: Grants 0.75x Fire Recovery Delay for 4 seconds. | |||||
213 | Double Fire | Fires 2 rounds at a slight offset from the reticle at the cost of 1 Ammo. | |||||
214 | Heavy Burst | Fires a 2-round burst. Grants ?% Flinch Resist when ADS. | |||||
215 | High-Impact Frame | While moving at or below 2.8 metres per second and ADS: -20% Accuracy Cone Size and -17% Accuracy Cone Growth. | Works while crouch strafing at any Mobility. Transversives and Dilation are too fast. | ||||
216 | High-Impact Frame (Rocket Launchers) | Baseline damage for Rocket Launchers. 1 Impact : 8.7 Explosive Damage Ratio. 46.5 RPM | |||||
217 | Legacy PR-55 Frame | While hipfiring: +? Stability, +? Precision Angle Threshold, -? Accuracy Cone Size, and -? Accuracy Cone Growth. | Only available on the BXR-55 Battler. | ||||
218 | Lightweight Frame | Passively grants +20 Mobility, and 6.25% Forward Movement Speed Bonus. | |||||
219 | Micro-Missile Frame | Passively grants +20 Mobility, and 6.25% Forward Movement Speed Bonus. Deals 50% Reduced Self Damage (~38 Self-Damage). | |||||
220 | MIDA Synergy | Passively grants +20 Mobility, and 6.25% Forward Movement Speed Bonus. Forward Movement Speed Bonus is increased to 10% while MIDA Multi-Tool is equipped. | Only available on Mini-Tools | ||||
221 | Precision Frame | -20% Recoil Yaw (Horizontal Recoil) | |||||
222 | Precision Frame (Fusion Rifle) | -10% Recoil Yaw (Horizontal Recoil). | |||||
223 | Precision Frame (Hand Cannon) | -20% Recoil Yaw (Horizontal Recoil) and +25 Airborne Effectiveness. | |||||
224 | Precision Frame (Rocket Launchers) | Intrinsic Tracking Module Deals 5% reduced damage over High-Impact Rocket Launchers. 1 Impact : 3.5 Explosive Damage Ratio. 42.5 RPM | |||||
225 | Rapid-Fire Frame | Upon starting a reload while magazine is empty: 0.8x Reload Duration Multiplier | |||||
226 | Rapid-Fire Frame (Shotguns) | Passively grants 0.8x Reload Duration Multiplier | |||||
227 | Rocket-Assisted Frame | Uses Special Ammo. Shoots rockets that lock-on to enemies. | |||||
228 | Support Frame | Shoots slow, seeking projectiles. Dealing damage grants Weapon Energy. Fully charges up after dealing 400 [200?] damage. Dealing damage through other sources, such as other weapons or abilities, will grant Weapon Energy at a halved rate, requiring 800 [400?] damage to fully charge. Hipfiring towards an ally widens the reticle, and the seeking projectiles are granted stronger tracking towards the highlighted ally. Consumes 2% Weapon Energy upon hitting an ally, restoring 12 HP to them. Scoring 6 hits within ? seconds of each on an ally grants them Restoration x1 for 4? seconds, and Support Frame Boost for the user and the targeted ally. Support Frame Boost grants 10% increased weapon damage for 6 seconds. Weapon Damage Increase seemingly...stacks with a lot of things? Needs more testing. | |||||
229 | Together Forever | Kills with Drang refill Sturm and grant it an Overcharged Bullet with increased damage, up to 99 bonus damage shots. | Only available on Drang | ||||
230 | Sword Guard Information | ||||||
231 | Charge Rate | Charge Rate determines the delay before Sword Energy is regenerated, and the rate at which it is regenerated. Using any Sword Energy halts Energy Regeneration for a few seconds. Sword Energy Regeneration Delay, in seconds: 10 CR = 2.65s | 40 CR = 2.25s | 70 CR = 1.65s | 100 CR = 1.05s Sword Energy Regeneration Rate = 1.35 - (Charge Rate x 0.01) | |||||
232 | Guard Endurance | Sword Guard passively drains Sword Energy. Guarding against any damage pauses passive drain for ? seconds. Activating guard immediately drains 3% Sword Energy. Sword Energy Drain per Second = ? | Infinite Guard and Stronghold uniquely drain 0% Sword Energy. | ||||
233 | Guard Resistance | Guard Resistance determines the amount of Damage Resist the Sword Guard provides against blocked attacks. Guard Damage Resist = ?% [52.5%] at 0 Resistance to ?% [65%] at 100 Resistance. Damage Resist = ???????? | 52.5 + (0.125 x Stat) | Guarding has a 0.85x Movement Speed Multiplier. | ||||
234 | Glaive Information | ||||||
235 | Melee Attacks | [Melee] while a Glaive is readied lunges towards enemies up to ? meters away, dealing 335 [69] damage. Can be chained into a 3-hit combo with a 0.467s delay between hits. Animation delay after combo ends can be skipped by [ADS] Glaive Melee Attacks are treated as Kinetic damage type basic Melee Attacks. Melee Attack damage is generally only increased by specific interactions. | |||||
236 | Projectile Attacks | Glaive Projectile Attacks are treated as Weapon Damage, and will benefit from any generic or weapon-specific damage increases. Prevents Melee Attacks for 0.2 seconds after shooting. | |||||
237 | Weapon Energy & Shield | Scoring a Ranged Projectile Hit grants 25% Weapon Energy by default. Glaives passively generate 1% Weapon Energy per second while readied. [ADS] with a Glaive projects a frontal shield that grants Damage Resist against attacks, at the cost of draining Weapon Energy and a 34% Movement Speed Penalty. Grants 97.5% Damage Resist against Combatants. Grants 50% Damage Resist against Guardians. Primary Ammo Weapons and Melee Attacks are only granted 30% Damage Resist. Weapon Energy Drain Rate: 0 SD = 6.5s | 50 SD = 12s | 100 SD = 18? seconds Drain Rate = 6.5 + (Shield Duration x ~0.1) | |||||
238 | Origin Traits | ||||||
239 | Origin Traits that can be improved through Artifact Perks will have their improved bonuses in ↑Bold and Italized Teal. | ||||||
240 | Advanced Reflexes | Upon ADS or Guarding within ? seconds of receiving damage: Grants +30 Mobility, +30 Handling, and +20 Charge Rate for 7.5 seconds. Buff cannot be refreshed. | Dreaming City Reprises Destination | ||||
241 | Alacrity | While Last Guardian Standing or Solo: +20 Range, +20 Stability, +50 Reload Speed, and +10 Aim Assist. Does not work in Rumble. | Trials of Osiris Ritual | ||||
242 | Ambush | After having maintained a state of not dealing or receiving damage for at least 5 seconds: Grants +20 ↑+40 Range, +20 ↑+40 Handling, and Increased Damage against Combatants for 2 seconds after dealing or receiving any damage. Bows additionally receive a 0.85x ↑0.7x Draw Time Multiplier while active. Damage Increase: Linear Fusion: 8.88% Bow, Glaive, Machine Gun, Pulse Rifle, and Trace Rifle: 10.78% ↑Grants +40 Range and +40 Handling. Bows receive 0.7x Draw Time Multiplier. | Season of the Seraph Weapons | ||||
243 | Bitterspite | Upon receiving 20 damage: Grants x1 Bitterspite, up to a maximum of x5. Bitterspite grants Reload Speed based on stacks. Stacks are consumed upon reloading. +10 | +20 | +30 | +40 | +50 Reload Speed. 0.97x | 0.96x | 0.95x | 0.92x | 0.9x Reload Duration Multiplier. | Duality Dungeon | ||||
244 | Bray Inheritance | Grants Grenade, Melee, and Class Ability Energy on hit. Incandescent Scorch ticks, Chain Reaction and Dragonfly elemental explosions count as hits too. Hitting multiple enemies at once counts each hit individually. Posterity: 0.46% | Trustee: 0.35% Heritage: 0.86% | Succession: 1.5% Bequest: 2% | Commemoration: 0.42% ↑Ability Energy per hit is doubled. | Deep Stone Crypt Raid | ||||
245 | Cast No Shadows | Upon dealing Melee Damage: Grants +? Handling and refills 20% of Magazine. ↑Refill is able to overflow, up to 100% Increased Magazine Capacity. | Season of the Dawn Reprises | ||||
246 | Classy Contender | On Weapon Kill: Grants 5% Class Ability Energy. | Guardian Games Event | ||||
247 | Collective Purpose | Grants a stack of Collective Purpose per ally within ? meters, up to x5? stacks. Collective Purpose grants increased Range, Handling, Charge Rate, and a Draw Time Multiplier. +? | +? | +? | +? | +? Range +? | +? | +? | +? | +? Handling +? | +? | +? | +? | +? Charge Rate +? | +? | +? | +? | +? Draw Time Multiplier | Salvation's Edge Raid | ||||
248 | Crossing Over | For the top 50% of the Magazine: Linearly grants +10 Range and +? Handling, down to +5 Range and +? Handling. For the bottom 50% of the Magazine: Linearly grants 1.5% increased damage, up to +3% increased damage. | Prophecy Reprises Dungeon | ||||
249 | Cursed Thrall | On Melee Kill: Weapon Kills cause the enemy to explode, dealing up to 123.5 [?] Weapon-Element Matching damage over a 4.5? metre radius for 7.5 ↑15 seconds. Damage against Combatants scales with Combatant Rank Modifiers. ↑Duration is doubled to 15 seconds. | Crota's End Raid | ||||
250 | Dawning Surprise | Upon reaching 100% Counter Progress by scoring Weapon Kills within ? seconds of each: Spawns a 📦Box-Shaped Dawning Gift for the wielder and allies, which remains on the ground for up to 10 seconds. Dawning Gift: Grants 10% Grenade, Melee, and Class Ability Energy, restores 22 HP and begins Health Regeneration on pickup. Counter System Rank-And-File = 16.7% | Elites, Minibosses, and Bosses = 50% | Guardians = 16.7% | Dawning Event | ||||
251 | Dealer's Choice | Weapon Kills grant additional Super Ability Energy. Equipping more than one Dealer's Choice Weapons increases the amount of Super Ability Energy gained. x1 = ?% | x2 = 1?% | x3 = ?% Super Ability Energy. | The Pale Heart Destination | ||||
252 | Disaster Plan | On Ammo Pickup: Grants +15 Range and 15% Flinch Resistance. Swords receive +100 Charge Rate. Buff disappears after 1.5 seconds of firing or swinging. | Season of the Deep Reckoning Reprises | ||||
253 | Dragon's Vengeance | Upon reaching Critical Health, or on Ally Death: Refills magazine. Grants +5 ↑+10 Range, +10? ↑+20 Handling, and 0.975x ↑0.95x Charge/Draw Time Multiplier for 11 seconds. ↑Improved Benefits. +10 Range, +20 Handling, and 0.95x Charge/Draw Time Multiplier. | Season of the Wish Weapons | ||||
254 | Dream Work | Assists or Assisted Kills refill 66% of Magazine and grant +? Reload Speed for ? seconds. Bows are granted 0.?x Draw Time Multiplier. Can only trigger once per reload. Magazine can overflow, and is always rounded up. Can activate while stowed, but the Weapon with Dream Work must deal damage. | Solstice Event | ||||
255 | Explosive Pact | On Grenade Ability Usage: Grants a stack of Explosive Pact, up to x5 stacks. Each stack of Explosive Pact grants +Stability, +Reload Speed, and Reload Duration Multiplier for 7.5 seconds. Explosive Pact: +? | +? | +? | +? | +? Stability +8 | +16 | +20 | +24 | +44 Reload Speed 0.98x | 0.98x | 0.975x | 0.96x | 0.945x Reload Duration Multiplier Grenade Kills grant a stack. Healing Grenades grant a stack each time the Healing Orb is picked up, either by allies or the caster. | Last Wish Reprises Raid | ||||
256 | Extrovert | After 0.25 seconds of scoring a kill while within 15 metres of 3 enemies or a Nightmare: Restores 60 ↑120 HP. Incurs a 3 second cooldown after activation. ↑Restores 120 HP. | Season of the Haunted Weapons | ||||
257 | Field-Tested | Scoring Hits and Kills progress a Counter, which grants stacks of Field Test at certain thresholds, up to a maximum of 5 stacks. Field Test grants +Range, +Stability, +Handling, and +Reload Speed, or +Charge Rate and +Guard Resistance for Swords. Buff is only removed on death. Field Test Stat Bonuses: +3 | +6 | +9 | +12 | +20 Range +? | +? | +? | +? | +30? Stability +? | +? | +? | +? | +? Handling +5 | +10 | +20 | +35 | +50 Reload Speed +5 | +10 | +20 | +35 | +55 Charge Rate +5 | +10 | +20 | +30 | +40 Guard Resistance Counter Points needed to reach x1 | x2 | x3 | x4 | x5 Stacks: x51 | x151 | x351 | x651 | x1001 x26 | x76 | x176 | x326 | x501 x11 | x31 | x71 | x131 | x201 Counter Information: Each damage instance counts as 1 hit. Kills count as multiple hits, with the amount varying across Weapon Archetypes and Combatant Rank. Kills for Counter: Tier 1 and Tier 2 Combatants = x1 | Tier 3+ Combatants = x4 | Tier 1 Elites = x5 | Guardians = x10 Primary Weapons and Shotguns receive x5 Points from kills. Breech-Loaded Grenade Launchers receive x2 Points from kills. | Field-Forged Weapons | ||||
258 | Gun and Run | Upon reaching 100% Counter Progress by scoring Weapon Kills within ? second each: 6.25% Increased Sprinting Speed for 10 seconds. Remains active while stowed. Maximum Sprint Speed is capped at 12.5%, with a Lightweight Gun and a Sprint Speed Increase. Not refreshable. Counter Progress: Rank-and-File = 34% | Elite = 100% | Guardians = 100% | Gambit Ritual | ||||
259 | Hakke Breach Armaments | Passively grants increased damage against certain enemies and objects. 15% ↑30% Increased Damage against Vehicles. 30% ↑60% Increased Damage against Turrets, Barricades, Ward of Dawn, and Well of Radiance. 45% Increased Damage against Stasis Crystals. ↑Increased Damage Bonus. 30% against Vehicles and 60% against Turrets, Barricades, Ward of Dawn, and Well Of Radiance. Stasis Crystals remain at 45%. | Häkke Foundry | ||||
260 | Harmonic Resonance | Equipping more than one Root of Nightmares Weapon grants increased Handling, Reload Speed, and damage towards Tormentors, Lucent Hive, and Guardians in Super. Nezarec counts as a Tormentor. Ghosts of the Deep Bosses count as Lucent Hive. x1 = +10 Handling, 0.95x Reload Duration Multiplier, and 3.33% ↑6.66% [?%] increased damage. x2 = +20 Handling, +20 Reload Speed, 0.95x Reload Duration Multiplier, and 10% ↑20% [?%] increased damage. ↑x1 = +? Handling, 0.?x Reload Duration Multiplier, and 6.66% [?%] increased damage. ↑x2 = +20 Handling, +20 Reload Speed, 0.95x Reload Duration Multiplier, and 20% [?%] increased damage. | Root of Nightmare Raid | ||||
261 | Head Rush | Upon standing up, after crouching for 2 seconds: Grants +? ↑+? Handling and +10 ↑+20 Reload Speed for 5 seconds. ↑Grants +? Handling and +20 Reload Speed. | Season of the Witch Weapons | ||||
262 | Hot Swap | Upon readying the gun after receiving any damage within ? seconds: +30 ↑+60 Handling for 4 seconds. Swords are granted +100 Guard Resistance, +100? Guard Endurance, and +100 Charge Rate for 4 seconds. ↑+60 Handling for 4 seconds. | Dares of Eternity Weapons | ||||
263 | Indomitability | On Weapon Kill: Light Subclass: Grants 5% Grenade Ability Energy. Dark Subclass: Grants 5% Melee Ability Energy. | Brave Weapons | ||||
264 | Land Tank | On Weapon Kill: +10 Resilience and 5% Damage Resist against Combatants per stack for 5 ↑10 seconds. Stacks up to 3 times. ↑Buff Duration is increased to 10 seconds. | Season of the Risen Weapons | ||||
265 | Nadir Focus | Upon firing or swinging: Grants an invisible stack of Nadir Focus, up to x5. Stacks disappear after not shooting or firing for 2 seconds. Nadir Focus grants +Range, +Sword Lunge Distance, +Grenade/Rocket Launcher Velocity, and -Accuracy Cone Size. +2 | +4 | +6 | +8 | +10 Range -1.5% | -3% | -4.5% | -6% | 7.5% Accuracy Cone Size +? | +? | +? | +? | +? Velocity +?% | +?% | +?% | +?% | +?% Sword Lunge Distance | NADIR Foundry | ||||
266 | Nano-Munitions | While within 15 metres of an ally: Grants x1 Nano-Munitions every 3 ↑1.5 seconds, up to x7 Nano-Munitions after 21 ↑10.5 seconds. Consumes x1 Nano-Munitions to grant a 25% Emergency Magazine Refill. Consuming a stack restarts the timer. Ammo Refill is rounded up. Readying a Power Weapon consumes all stacks, refilling the magazine by 25% per stack consumed. ↑Timer between stacks is reduced to 1.5 seconds. | Season of the Wish Undying Reprises | ||||
267 | Nanotech Tracer Rockets | Upon scoring a Magazine-dependant amount of hits within ? seconds of each: Automatically shoots a Tracking Rocket that matches Weapon's Damage Type. Rocket deals 22.4 ↑26.9 [14 ↑16.8] Impact Damage and 24 ↑28.8 [15 ↑18] Explosive Damage on hit. Damage against Combatants scales with the Weapon Type, as well as Combatant Rank Multipliers. Grenade Launcher: 25% Increased Damage Machine Gun: 50% Increased Damage Sniper Rifle: 100% Increased Damage Fusion Rifle and Shotgun: 150% Increased Damage Hits required to trigger Tracking Rocket: Hand Cannon, Pulse Rifle, and Submachine Gun: 45% of Magazine. Fusion Rifle: ?% of Magazine. Sniper Rifle: 50?% of Magazine. Grenade Launcher: 30% of Magazine. Machine Gun: 25% of Magazine. 1 second cooldown between firing a rocket and additional hits counting towards the next rocket. ↑Rocket deals 20% increased damage. | Neomuna Destination | ||||
268 | Noble Deeds | Upon buffing an ally through Healing, Revives, Empowerment, or with a Subclass Verb: Grants x10 Noble Deeds, up to a maximum of x10 stacks. Scoring a kill consumes 1 [2] stacks of Noble Deeds. Noble Deeds grants +30 ↑+60 Handling and +30 ↑+60 Reload Speed. Swords receive +20 ↑+40 Charge Rate. ↑Doubled Effect. | Season of Defiance Weapons | ||||
269 | Omolon Fluid Dynamics | For the top 50% of the Magazine: Grants up to +20 Stability and +30 Reload Speed. Benefits are linearly reduced as Magazine reaches 50%. | Omolon Foundry | ||||
270 | One Quiet Moment | After having maintained a state of not dealing or receiving damage for 5 seconds: Grants +20 Handling, +40 Reload Speed, and 0.95x Reload Duration Multiplier. Swords grant up to 25% Increased Movement Speed. Scoring any kill reduces the timer to 1.5 seconds until damage is dealt or received. Triggers even if stowed. | Crucible Ritual | ||||
271 | Psychohack | Upon scoring multiple hits within 3 seconds of each against an enemy: Enemy deals 10% reduced damage for 5 ↑10 [3 ↑6] seconds. Effect cannot be refreshed. Hit Requirement: 3: Bow, Glaive (Projectile/Melee), Rocket Launcher, Sniper Rifle 12: Sidearm 13: Submachine Gun ↑Buff duration is doubled. | Throne World Destination | ||||
272 | Radiolaria Transposer | Scoring ? Kills within ? seconds creates a Radiolaria Pool. Radiolaria Pools deal ? [?] damage over ? meters for ? seconds. | vex guns stuff | ||||
273 | Rasputin's Arsenal | On Elemental, Barrier Champion, or Guardian Shield Break: Refills 50% of Magazine. | Season of the Seraph IKELOS_v1.0.3 + Seraph Weapons | ||||
274 | Restoration Ritual | On Ally Revival or Finisher: Grants Emergency Reload. Consumes Emergency Reload when Magazine reaches 0 Ammo, refilling the magazine. | Ghosts of the Deep Dungeon | ||||
275 | Right Hook | Upon dealing Melee Damage: +10 ↑+20 Range and +10 ↑+20 Aim Assistance for 10 seconds Dealing additional Melee Damage extends the duration by +10 seconds, up to 20 seconds. ↑Stat Bonuses are doubled to +20 Aim Assist and +20 Range. | Season of Plunder Weapons | ||||
276 | Runneth Over | Upon finishing a reload while within 15 metres of allies: Increases Magazine Capacity by 10% ↑20% for each ally nearby, up to 50% ↑100% Increased Magazine Capacity. ↑Increased Magazine Capacity per ally is doubled to 20%, up to 100%. | King's Fall Raid | ||||
277 | Search Party | While no allies are within 15 metres: 0.85x ADS Duration Multiplier and 10% Reduced ADS Movement Penalty. | Festival of the Lost Event | ||||
278 | Skulking Wolf | Upon scoring a Guardian Kill while HP ≤90: Grants Enhanced Radar, and prevents passively pinging enemy radar for 10 seconds. Shooting will ping enemy radar for 2 seconds. Blue Radar Blip inaccurately shows that it's only visible for 0.75 seconds. | Iron Banner Ritual | ||||
279 | Souldrinker | Upon finishing a reload: Restores Health based on the amount of hits scored, relative to the Magazine Size. Scoring 100% of Magazine as Hits restores 50 ↑100 HP. Each Grenade Launcher hit counts as 50% of Magazine. Glaive Melee Attacks do not count. ↑Doubled healing. | Vow of the Disciple Raid | ||||
280 | Stunnning Recovery | Upon Stunning a Champion: Refills 25% of Magazine Capacity, restores 60 HP, begins Health Regeneration, and grants +40 Recovery for 3 seconds. | Nightfall Ritual | ||||
281 | Sundering | Upon destroying a Vehicle Combatant, Construct, or breaking a Shield: Grants +40 ↑+80 Reload Speed, 0.95x Reload Duration Multiplier, and 0.9x Draw Time Multiplier for 7 seconds. ↑+80 Reload Speed, 0.9x Reload Duration Multiplier, and 0.8x Draw Time Multiplier for 7 seconds. | Warlord's Ruin Dungeon | ||||
282 | Suros Synergy | Upon finishing a reload: +40 ↑+80 Handling and 20% ↑40% Flinch Resistance for 6 seconds. Cannot be refreshed. Persists while stowed but does not provide effect for other weapons. ↑+80 Handling and 40% Flinch Resist for 6 seconds. | SUROS Foundry | ||||
283 | Tex Balanced Stock | Upon scoring 4 Hipfire Hits within 4? seconds of each: +20 ↑+40 Range, +20 ↑+40 Handling, +20 ↑+40 Reload Speed, 0.9x Reload Duration Multiplier, +1.5° Hip-Fire Precision Angle Threshold, and 10% Reduced ADS Movement Speed Penalty for 4 seconds. ↑+? Range, +40 Handling, +40 Reload Speed, 0.9x Reload Duration Multiplier, +?° Hip-Fire Precision Angle Threshold and 10?% Reduced ADS Movement Speed Penalty for 4 seconds. | Tex Mechanica Foundry | ||||
284 | To Excess | Upon scoring a Weapon Kill while Super Ability is charged: +20 ↑+40 Discipline and +20 ↑+40 Strength for 12 seconds. ↑+40 Discipline and +20 Strength for 12 seconds. | Season of the Haunted Menagerie Reprises | ||||
285 | Unsated Hunger | While Grenade, Melee, and Class Abilities are all uncharged: +20 ↑+40 Stability, +60 ↑+120 Handling, +60 ↑+120 Reload Speed. Swords: +50 ↑+100 Charge Rate and +40 ↑+80 Guard Endurance ↑Doubled Stat Bonuses. Yes, it is over +100. | Season of the Deep Weapons | ||||
286 | Vanguard's Vindication | On Weapon Kill: Restores 10 HP. | Vanguard Ritual | ||||
287 | Veist Stinger | Hits have a chance to activate Veist Stinger for 7 seconds, granting different bonuses based on the Weapon Archetype. Veist Stinger: Guns receive a 25% Magazine Refill and 10% Reduced ADS Movement Speed Penalty. Bows are instead granted 0.85x Draw Time Multiplier and 10% Reduced ADS Movement Speed Penalty. Swords are granted +? Charge Rate. Veist Stinger Activation Chances: 2%: Auto Rifles and Submachine Guns. 4%: Sidearms 10%: Bows, Linear Fusion Rifles, and Sniper Rifles Incurs a 4 second cooldown between reactivations. ↑???. | Veist Foundry Source: Mc-Pterodactyl @ Reddit | ||||
288 | Wild Card | Kills have a chance to release a varying amount of Bolts on top of where the enemy died. Bolt Quantity and Spawn Chance is tied to Enemy Rank. Rank-and-File = 1 | Elites = 3 | Minibosses = ? | Bosses and Champions = 7 | Guardians = 3 Incurs a 6? second cooldown between Bolt spawns. Bolts: Identical to Telesto Bolts in behavior, exploding on proximity or contact, dealing up to 39.5 damage and last up to 10.5 seconds after embedding onto a surface. Damage against Combatants scales with Combatant Rank Modifiers. | Cassoid Foundry |
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1 | Weapon Mod Documentation | ||||||
2 | Regular Mods | Adept Mods | |||||
3 | Name | ICON | Description | Name | ICON | Description | Applicable Weapons |
4 | Backup Mag | +30 Magazine Stat Complicated, think of it as an equivalent to Extended Mag. | Accuracy | +10 Accuracy | Bows | ||
5 | Counterbalance Stock | +15 Recoil Direction Explanation on Recoil Direction | Big Ones Spec | 7.77% Damage Increase against Elites, Champions, Minibosses, Bosses, and Vehicles. | Any | ||
6 | Freehand Grip | -30% Hipfire Accuracy Cone Size 0.95x Ready Animation Duration Multiplier. | Blast Radius | +10 Blast Radius | Rocket Launchers Grenade Launchers | ||
7 | Icarus Grip | +15 Airborne Effectiveness | Charge Time | -40ms Charge Time Does not reduce damage. Does not display in the stats. | Fusion Rifles Linear Fusion Rifles | ||
8 | Quick Access Sling | 0.9x Ready/Stow Animation Duration Multiplier | Counterbalance | +35 Recoil Direction -10 Range | Any non-Sword | ||
9 | Radar Booster | Maximum Radar Distance increased by 8 metres. | Draw Time | -40ms Draw Time | Bows | ||
10 | Radar Tuner | Radar returns instantly after no longer ADS. Radar normally returns after 1.5 seconds. | Handling | +10 Handling | Any non-Sword | ||
11 | Sprint Grip | After sprinting for 1.5 seconds: +35 ADS and Ready Speed Handling until no longer sprinting. | Icarus | Grants 15 Airborne Effectiveness +5 Handling | Any non-Sword | ||
12 | Targeting Adjuster | +5 Aim Assist | Impact | +5 Impact | Sword | ||
13 | Mag | +40 Magazine Stat -15 Handling | Any | ||||
14 | Projectile Speed | +10 Velocity | Rocket Launchers Grenade Launchers | ||||
15 | Range | +10 Range | Any non-Sword | ||||
16 | Reload | +10 Reload | Any non-Sword | ||||
17 | Stability | +10 Stability | Any non-Sword | ||||
18 | Targeting | +10 Aim Assist -15 Stability | Any non-Sword | ||||
19 | All Adept Mods, except for Draw Time and Icarus, can be obtained from Grandmaster Nightfalls and Master Activities. |
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1 | Artifact Perks | |||||||||||||||
2 | Artifact Mods that grant Breaker Effects DO NOT Overcharge weapons with intrinsic Breaker Effects. Unstoppable Bow doesn't benefit Leviathan's Breath, Le Monarque, nor Wish-Ender. | Artifact Perks apply passively. Can have up to 12 simultaneous perks active. | Champion Guide and the effects of Shield-Piercing, Disruption, and Stagger. | |||||||||||||
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4 | Anti-Barrier Pulse Rifle | Logic Reductor | Elemental Siphon | Counter Energy | Prismatic Transfer | |||||||||||
5 | For Pulse Rifles without an intrinsic Breaker Type: Grants Shield-Piercing Rounds and Overcharge when said modifier is active. | Weapons with the Radiolaria Transposer Origin Trait deal ?% increased damage to Vex Combatants. Radiolaria Pools created by Radiolaria Transposer have ?% increased duration. | Upon scoring 3? kills within ? seconds of each using a Kinetic Weapon or a Super-Element Matching Weapon: Creates an Elemental Pickup that matches the equipped Super Ability's element. | Whenever a Champion gets stunned: Grants ?% Ability Energy to the least-charged Ability. | On Super Cast: Allies with a Super Element different from the caster's receive 20% increased damage for 10? seconds. Doesn't stack with Radiant or other similar empowering buffs. | |||||||||||
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7 | Unstoppable Sidearm | Overcharged Armory | Overload Sword | Blade Stamina | Argent Blade | |||||||||||
8 | For Sidearms without an intrinsic Breaker Type: ADS without shooting for 1 second grants Unstoppable Shots. Overcharge when said modifier is active. | Weapons with the following Origin Traits are overcharged. Collective Purpose Dealer's Choice Radiolaria Transposer Sundering | For Swords without an intrinsic Breaker Type: Scoring ? hits within ? seconds of each grants Overloading Hits for ? seconds. Overcharge when said modifier is active. | Scoring 3 Combatant Kills within 5? seconds of each with a Sword grants +3? Ammo. ...grants +3 Ammo to the Special Ammo one, as well. | Dealing Sword Damage consumes an Armor Charge to grant Argent Blade for ? seconds. Argent Blade grants ?% increased damage and +? Charge Rate. Does not consume additional Armor Charges while Argent Blade is active | |||||||||||
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10 | Unstoppable Scout Rifles | Authorized Mods: Elemental Charge | Creeping Chill | Void Hegemony | Expanding Abyss | |||||||||||
11 | For Scout Rifles without an intrinsic Breaker Type: ADS without shooting for 1 second grants Unstoppable Shots. Overcharge when said modifier is active. | Elemental Charge Mod is reduced to 1 cost. | Stasis Weapon Kills against Frozen or Slowed Enemies triggers a Slowing Burst. Slowing Burst applies x? Slow for ?+? seconds to enemies within ? meters. | While Void or Prismatic Subclass is equipped: Killing Weakened Enemies grants 15 Overshield HP. | User deals increased Void Damage towards Weakened Enemies. 15% Weaken -> 25% Weaken (8.7% increased damage) 30% Weaken -> 35% Weaken (3.8% increased damage) Divinity's Weaken is unaffected. | |||||||||||
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13 | Overload Hand Cannon | Saint's Inspiration | Press The Advantage | Radiant Orbs | Shieldcrush | |||||||||||
14 | For Hand Cannons without an intrinsic Breaker Type: Scoring 2 Hits within 2 seconds of each grants Overloading Shots for 6 seconds. Reloading removes the buff and resets Hit Counter. Overcharge when said modifier is active. | Ammo refilled by Cast No Shadows can overflow, up to 100% Increased Magazine Capacity. | Upon breaking a Combatant's Shield: Grants +? Stability, +? Handling, and +? Reload Speed for ? seconds. Swords receive +? Guard Resistance for ? seconds. | While Solar or Prismatic Subclass is equipped: Orbs of Power grant Radiant. | While Frost Armor, Void Overshield, or Woven Mail are active: 20% [?%] Additional Base Melee Recharge Rate 25% [?%] Increased Powered Melee Damage. While Amplified or Radiant are active: 20% [?%] Additional Base Grenade Recharge Rate 25% [?%] Increased Grenade Damage. | |||||||||||
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16 | Anti-Barrier Submachine Guns | Winning Hand | Threaded Blast | Galvanic Armor | Transference | |||||||||||
17 | For Pulse Rifles without an intrinsic Breaker Type: Grants Shield-Piercing Rounds and Overcharge when said modifier is active. | Upon scoring a Precision Kill or ? kills within ? seconds of each with Dealer's Choice Weapons: Triggers a Solar Explosion that deals up to ? [?] Damage over ? meters. Equipping multiple Dealer's Choice weapons increases the explosion damage by ?% | ?%. | Upon destroying a Tangle with a Strand Weapon: Explosion has an additional damage instance, dealing 224? damage over a 12? metre radius. | While Arc or Prismatic Subclass is equipped: Grants 30% [?%] Damage Resist while Amplified. | While Transcendent: Grants 10% Increased Grenade and Melee Damage. After Transcendence ends: Grants 2.5% Light and Darkness Energy per Weapon Kill, up to 50% after 20 kills. | |||||||||||
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25 | Looking for previous Seasonal Artifact perks? Head over to the OLD Artifact Perks tab. | |||||||||||||||
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1 | Helmet | Effect | Arms | Effect | Chest | Effect | Legs | Effect | Class Item | Effect | Raid-Specific | Effect | Reprised Raid Specific | Effect | Activity or Destination Specific | Effect | |||||||||
2 | Armor Mods that are able to be Stacked will have their 2x Stacked Effects in [Square Brackets]. 3x Stacked Effects in {Curly Brackets}. 4x Stacked Effects are <Exotic Armor Only> | Mods specific to activities will only work while in those activities. | |||||||||||||||||||||||
3 | Ammo Finder [3 Energy] | Ammo Finder Bricks grant 27.5% [60%] {100%} of a Regular Ammo Brick's Pickup Amount, with reduced variability. Scavenger Mod's Bonus is applied to Ammo Finder Bricks. Pickup Amount is determined on Brick Spawn. Works on a Counter that only progresses with Weapon Kills. Once at 100%, the next Weapon Kill will spawn an Ammo Brick. Enemy Combatant Rank does not affect Counter %. Counter Percentage per Kill: Power: 1.1% to 1.33%. Average of 83.5 Kills. Special: 1.66% to 1.8%. Average of 57.25 Kills. Primary Weapons Kills = 4.25x | 3.25x Multiplier to Counter. Special Weapon Kills = 1.05x | 1.1x Multiplier to Counter. Exotic Primary Weapons = Bonus 1.3x? Multiplier. Solo Guardian = Bonus 1.2?x Multiplier. Rocket-Assisted Sidearms Kills count as Primary Weapons. Eriana's Vow inherits the Exotic Multiplier, but progresses as a Special. | Bolstering Detonation [2 Energy] | Upon dealing Grenade Ability Damage: Grants Class Ability Energy. Ability Energy Gain: 12% [17%] {20%} Halved Ability Energy in PVP Incurs a 7 second cooldown after activation. | Charged up [3 Energy] | Increases the Maximum Armor Charge Stacks. Maximum Armor Charge Stacks: 4 [5] {6} | Absolution [3 Energy] | On Orb of Power Pickup: 5% [7.5%] {10%} Grenade Ability Energy 5% [7.5%] {10%} Melee Ability Energy 5% [7.5%] {10%} Class Ability Energy | Benevolent Finisher [1 Energy] | On Finisher: Consumes x3 Armor Charge. Spawns an Orb of Power for allies. | Salvation's Edge | Crota's End | The Pale Heart | ||||||||||||
4 | Dexterity [2–3 Energy] | To Mod-Element Matching Weapon: 0.8x [0.75x] {0.7x} Ready/Stow Animation Duration Multiplier Stow reaches its minimum duration with 100 Handling. Multipliers cannot reduce it to be quicker than that. | Emergency Reinforcement [3 Energy] | Upon reaching Critical Health while at 3x or more Armor Charges: Grants 10% Damage Resist. Duration depends on the amount of Armor Charges consumed. Buff Duration at x3, x4, and x5 Charges. 6 | 9 | 12 | 15 seconds. | Better Already [1 Energy] | On Orb of Power Pickup: Begins Health Regeneration. | Bomber [1 Energy] | On Class Ability Usage: Grants Grenade Ability Energy. Grenade Energy Gains: 12% [17%] {20%} Halved Ability Energy in PVP | Arm's Reach | Arm's Reach | Benevolent Overflow | While Engulfed in Light, and by having the Chalice of Light taken, or upon dying: Releases a healing burst around the user. ? | ? | ? | ? | ? HP ? | ? | ? | ? | ? Radius | The Pale Heart | blah blah blah | |||||||||||
5 | Ammo Scout [1 Energy] | On Ammo Finder Brick Spawn: Allies receive a copy of the Ammo Finder Brick. Ammo Finder Brick grants 27.5% [60%] of a Regular Ammo Brick's Pickup Ammo. | Fastball [1 Energy] | Grenades travel 25% faster. Strength of the effect varies between grenades. | Font of Endurance [3 Energy] | While Armor Charge is active: Grants +30 [+50] {+60} Resilience. | Elemental Charge [3 Energy] | Picking up Elemental Pickups, or destroying Tangles progresses a counter. Grants x1 Armor Charge upon reaching 100% Counter Progress. Elemental Pickup Counter Progress: Breaches, Firesprites, and Tangles: 50% [50%] {100%} Ionic Traces: 34% [50%] {50%} | Shards: 25% [34%] {50%} | Bulwark Finisher [1 Energy] | On Finisher: Consumes x3 or more Armor Charges Grants Void Overshield for a varying duration. Overshield Duration at x3, x4, x5, and x6 Charges: 8 | 10 | 12 | 14 seconds. | Electrified Conductor | Upon charging a conductor: Grants ?% Special Ammo Reserves. | Brimming with Exhaustion | Drained of Light lasts for a shorter amount of time. -2 | -4 | -6 | -8 | -10 Buff Duration. | The Pale Heart | blah blah blah | |||||||||
6 | Ashes to Assets [3 Energy] | Increased Super Gains from Grenade Kills. Tier 1: 1% [?] {?} Tier 2: ? [?] {?} Tier 3: ? [?] {?} Tier 4: 5% [?] {?} Guardians: ? [?] {?} Cannot simultaneously benefit with Hands-On. Grapple Melee Kills grant 50% Reduced Bonus Super Energy. | Firepower [3 Energy] | On Grenade Kill: Spawns a Orb of Power. Orb of Power: 0.8% [1.1%] {1.25%} Super Energy. Incurs a 10 [5] {1} second cooldown between Orbs. Cannot simultaneously benefit with Heavy Handed. | Lucent Blades [2 Energy] | Swords are granted +30 [+50] {+60} Charge Rate Glaive Projectile Hits grant 20% | 30% | 35% Increased Weapon Energy. Stacks additively with Immovable Object. | Font of Agility [3 Energy] | While Armor Charge is active: Grants +30 [+50] {+60} Mobility. | Distribution [3 Energy] | On Class Ability Usage while within 15 metres of an enemy: Grants Grenade, Melee, Class, and Super Energy. 4% [6%] {7%} Grenade, Melee and Class Energy 2% [3%] {4%} Super Energy Halved Ability Energy in PVP | High-Tier Elimination | Upon killing an Elite, Miniboss, Champion, or Boss: Grants ?% Grenade, Melee, and Class Ability Energy. | Chomping at the Stem | Upon losing Drained of Light: +? | +? | +? | +? | +? Mobility. +? | +? | +? | +? | +? Handling. +? | +? | +? | +? | +? Reload Speed. | The Pale Heart | blah blah blah | |||||||||
7 | Dynamo [3 Energy] | On Class Ability Usage while within 15 metres of an enemy: Grants Super Ability Energy. Super Energy Gains: 2.5% [4%] | 1.25% [2.4%] Energy Multipliers based on Class: Hunters: x1 | Titans: x1.2 | Warlocks: x2 | Focusing Strike [2 Energy] | Upon dealing Powered Melee Damage: Grants Class Ability Energy. Ability Energy Gain: 12% [17%] {20%} Halved Ability Energy in PVP Incurs a 7 second cooldown after activation. | Reserves [2–3 Energy] | To Mod-Element Matching Weapons: Grants +20 [+40] {+50} Inventory Size. | Holster [1-2 Energy] | Stowed Weapons begin refilling after a period of time. 10% | 10% | 15% Magazine Refill per activation. 2.5 | 2 | 2 seconds between activations. Does not work with Breech-Loaded Grenades Launchers and Rocket Launchers. | Empowered Finish [1 Energy] | On Finisher, while at x0 Armor Charge: Grants x1 Armor Charge. | Persistent Resonance | Upon depositing Resonance on the Resonance Chest: Generates ? Orbs of Power. Each orb grants ?% Super Energy. | Refreshing Thirst | Upon gaining Drained of Light: Grants x1 | x2 | x3 | x4 | x5 Armor Charges. | The Pale Heart | blah blah blah | |||||||||
8 | Font of Wisdom [3 Energy] | While Armor Charge is active: Grants +30 [+50] {+60} Intellect. | Font of Focus [3 Energy] | While Armor Charge is active: Grants +30 [+50] {+60} Discipline. | Resistance [1–3 Energy] | Grants 15% [25%] {30%} Damage Resist against Combatants. Elemental Mods reduce Mod-Matching Elemental damage. Sniper reduces damage from >29 metres. Melee reduces damage from <4 metres. Concussive Dampener reduces AoE/Blast/Explosive Damage. Different Resist Mods, as well as other sources of Resist all stack multiplicatively with each other. | Innervation [1 Energy] | On Orb of Power Pickup: 10% [13%] {15%} Grenade Ability Energy. | Explosive Finisher [1 Energy] | On Finisher: Consumes x3 or more Armor Charge. Grants Grenade Ability Energy. x3 = 70% | x4 = 80% | x5 = 90% | x6 = 100% | Stacked | While in possession of Resonance: Kills have an increased chance of spawning Heavy Ammo. Not testing that, nuh uh. | Stoic when Panicked | While on a plate, near a plate or totem, or carrying the Relic Sword: ?% | ?% | ?% | ?% | ?% Damage Resist. | The Pale Heart | blah blah blah | |||||||||
9 | Hands-On [3 Energy] | Increased Super Gains from Melee Kills. Tier 1: ? [?] {?} Tier 2: ? [?] {?} Tier 3: ? [?] {?} Tier 4: ? [?] {?} Guardians: ? [?] {?} Cannot simultaneously benefit with Ashes to Assets. | Font of Vigor [3 Energy] | While Armor Charge is active: Grants +30 [+50] {+60} Strength. | Unflinching Aim [2–3 Energy] | To Mod-Element Matching Weapons, while ADS: 25% [30%] {35%} Flinch Resistance. Flinch Resistances are multiplicative with each other. | Insulation [1 Energy] | On Orb of Power Pickup: 4% [5%] {6%} Class Ability Energy. | Font of Restoration [3 Energy] | While Armor Charge is active: Grants +30 [+50] {+60} Recovery. | Root of Nightmares | Violent Pour | Weapon Kills against Elite, Miniboss, and Champion Combatants spawn an Orb of Power. Orb of Power Super Gains: ?% | ?% | ?% | ?% | ?% | The Pale Heart | blah blah blah | ||||||||||
10 | In-Flight Compensator [3 Energy] | Passively grants all weapons +15 [+25] {+30} Airborne Effectiveness. | Grenade Kickstart [3 Energy] | On Grenade Ability Usage while having Armor Charges: Grants a varying amount of Grenade Ability Energy. Armor Charges are consumed to increase Energy gains. Each copy can be considered an extra Armor Charge. Grenade Ability Energy: 16.2% | 21.7% | 28.4% | 34.4% | 38.4% | 41.3% | 43.4% | 45% 12.5% | 14.2% | 16.2% | 18.7% | 21.7% | 25% | 28.4% | 31.6% | Invigoration [1 Energy] | On Orb of Power Pickup: 10% [13%] {15%} Melee Ability Energy. | Healthy Finisher [1 Energy] | On Finisher: Consumes x1 Armor Charge. Instantly fully restores Health and Shields. | Cabal Extinguisher | When an ally gains Flux of Darkess or Field of Light: 6% | 12% | 18% | 24% | 30% increased Weapon Damage towards Cabal Combatants for 20 seconds. Buff is lost upon acquiring either Flux of Darkness or Field of Light. | King's Fall | The Pale Heart | blah blah blah | ||||||||||||
11 | Power Preservation [3 Energy] | On Super Kill: Spawns a Orb of Power for Allies. Orb of Power: 2.5% [3.75%] {4.4%} Super Energy. Incurs a 1.5? seconds cooldown between Orbs. | Heavy Handed [3 Energy] | On Powered Melee Kill: Spawns an Orb of Power. Orb of Power: 0.8% [1.1%] {1.25%} <1.5> Super Energy. Incurs a 10 [5] {1} second cooldown between Orbs. Cannot simultaneously benefit with Firepower. | Orbs of Restoration [2 Energy] | On Orb of Power Pickup: 10% [13]% {15}% Ability Energy to the least-charged Ability. | One-Two Finisher [1 Energy] | On Finisher: Consumes x3 or more Armor Charge. Grants Melee Ability Energy. x3 = 70% | x4 = 80% | x5 = 90% | x6 = 100% | Chill Out | While on a Stasis Subclass: Stasis Weapon Kills spawn a Small Stasis Crystal on Enemy Death Location. Incurs a 3 second cooldown between Crystal spawns. | Mortal Medicine | While carrying a Brand or while inside a Pool of Reclaimed Light: +20 | +40 | +60 | +80 | +100 Recovery +12 | +24 | +36 | +48 | +60 Reload Speed | The Pale Heart | blah blah blah | |||||||||||
12 | Powerful Friends [1 Energy] | On Orb of Power Pickup: Allies within 18 metres receive x1 Armor Charge. | Impact Induction [2 Energy] | Upon dealing Powered Melee Damage: Grants Grenade Ability Energy. Ability Energy Gain: 12% [17%] {20%} Halved Ability Energy in PVP Incurs a 7 second cooldown after activation. | Recuperation [1 Energy] | On Orb of Power Pickup: Recover 70 [70.0001] {70.0000001} Health. Mod does not stack, despite the in-game tooltip. | Outreach [1 Energy] | On Class Ability Usage: Grants Melee Ability Energy. Melee Energy Gains: 12% [17%] {20%} Halved Ability Energy in PVP | Focused Darkness | Upon obtaining Flux of Darkness: 5% | 10% | 15% | 20% | 25% increased Ability Damage and +30 Mobility for 20 seconds. Buff is not lost if Flux of Darkness expires. Can be refreshed. Does not apply to Well of Radiance's Caster. | Old Gods' Boon | While carrying the Relic: 10% | 20% | 30% | 40% Damage Resist | Nightmare Hunts | ||||||||||||
13 | Radiant Light [1 Energy] | On Super Cast: Grants x1 Armor Charges to Allies within 21 metres. Caster receives x1 Armor Charge if already Charged. Allies on different Subclasses are granted x2 Armor Charges. | Loader [2–3 Energy] | To Mod-Element Matching Weapon, after 1 second of readying the weapon: +10 [+15] {+18} Reload Speed 0.85x Reload Duration Multiplier | Scavenger [1–3 Energy] | On Ammo Brick Pickup to Mod-Element Matching Weapons: Grants an additional 1% Ammo of Max Reserves, rounded up. Forerunner receives an additional 2%. Swords and Trace Rifles receive an additional 10%. Xenophage and Grand Overture receive an additional 5%. Mod does not affect Eyes of Tomorrow, Two-Tailed Fox, Wardcliff Coil, or Linear Fusion Rifles. By default, Ammo Bricks grant 25% to 33% of Reserves. Works with Ammo Finder Bricks in full effect. Does not function in PvP Game Modes. | Powerful Attraction [2 Energy] | On Class Ability Usage: Collects Orbs of Power within 12.5 [18.5] metres. Also works on Motes and Crests. | Focused Light | Upon obtaining Field of Light : 4% | 8% | 12% | 16% | 20% increased Weapon Damage and +30 Resilience for 20 seconds. Buff is not lost if Field of Light expires. Can be refreshed. Stacks with everything except for the Well of Radiance Caster. | Run for Your Life | While Torn Between Dimensions: +20 | +40 | +60 | +80 | +100 Mobility and Resilience | Dreambane Mod [1 Energy] | 5% Damage Resist per Stack against Nightmare Bosses. Maxes out at 25% Damage Resist with 5 Mods. | |||||||||||
14 | Siphon [1–2–3 Energy] | Upon scoring 2 Mod-Element Matching Weapon Kills within 3.5? seconds of each: Spawns an Orb of Power. Incurs a 1? second cooldown between Orbs of Power. Orb of Power: 2.5% [3.75%] {4.4%} Super Energy. | Melee Kickstart [3 Energy] | On Melee Ability Usage while having Armor Charges: Grants a varying amount of Melee Ability Energy. Armor Charges are consumed to increase Energy gains. Each copy can be considered an extra Armor Charge. Melee Ability Energy: 16.2% | 21.7% | 28.4% | 34.4% | 38.4% | 41.3% | 43.4% | 45% 12.5% | 14.2% | 16.2% | 18.7% | 21.7% | 25% | 28.4% | 31.6% | Proximity Ward [2 Energy] | While in the Finisher Animation: Grants a 200 HP Overshield. | Precise Jolt | While on an Arc Subclass: Scoring 3 Precision Hits within 3 seconds of each applies Jolt. Jolt's Damage is unaffected by buffs or modifiers. Incurs a 10 second cooldown upon triggering. | Will of Light | Grants increased Weapon Damage to Non-Boss Taken Combatants. 10% | 20% | 30% | 40% | 50% Increased Damage for Weapons that Match the Mod Element. | Nightmare Banisher [1 | 2 | 3 Energy] | Grants 66% [133%] {200%} Increased Super Ability Damage against Nightmare Bosses. Nightmare Bosses have an innate 50% Damage Reduction against Super Damage. | |||||||||||||
15 | Targeting [2–3 Energy] | To Mod-Element Matching Weapons, after 1 second of readying the weapon: +5 [+8] {+10} Aim Assist 0.9x [0.85x] {0.8x} Accuracy Cone Size 0.85x [0.75x] {0.7x} ADS Duration Multiplier | Momentum Transfer [2 Energy] | Upon dealing Grenade Damage: Grants Melee Ability Energy. Ability Energy Gain: 12% [17%] {20%} Halved Ability Energy in PVP Incurs a 7 second cooldown after activation. | Stacks on Stacks [4 Energy] | All sources of Armor Charge now grant an additional stack. | Reaper [3 Energy] | On Class Ability Usage: The next Weapon Kill within 10 seconds spawns an Orb of Power that grants 0.8% Super Energy. Does not stack. Incurs a 10 [5] {1} second cooldown between Orbs. | Radiant Heat | While on a Solar Subclass: Upon scoring a Solar Weapon Kill against an Elite, Miniboss, or Champion: Grants Radiant for 10+5 seconds. Incurs a 10 second cooldown upon triggering. | Vault of Glass | Nightmare Breaker [1 | 2 | 3 Energy] | Grants 66% [133%] {200%} increased Weapon and Ability Damage to Solar Combatant Shields granted by Nightmare Bosses. | ||||||||||||
16 | Shield Break Charge [4 Energy] | Upon breaking a Combatant Shield with Matching Damage: Grants x1 Armor Charge. | Weapon Surge [3 Energy] | While Armor Charge is active: Increases Mod-Element Matching Weapon Damage. Damage Increase: 10% | 17% | 22% | 25% 3% | 4.5% | 5.5% | 6% x4 is only obtainable through Artifact or Exotic Armor. | Restorative Finisher [1 Energy] | On Finisher: Consumes x2 Armor Charge. Grants 50% Ability Energy to the least-charged Ability | Release Recover | Upon losing Flux of Darkness or Field of Light: Gain Cure x1 and Restoration. with a varying duration. Ember of Solace increases the duration by 50%. x1 = Cure x1 + Restoration x1 for 2.5 seconds. x2 = Cure x1 + Restoration x1 for 3 seconds. x3 = Cure x1 + Restoration x1 for 3.5 seconds. x4 = Cure x1 + Restoration x2 for 3.5 seconds. x5 = Cure x1 + Restoration x2 for ? seconds. | Aggressive Oracle Disruptor | 10% | 20% | 30% | 40% | 50% Increased damage to Oracles. Applicable Weapons: Auto Rifles, Fusion Rifles, Grenade Launchers, Trace Rifles, and Rocket Launchers | Nightmare Crusher [1 | 2 | 3 Energy] | Grants 50% [100%] {150%} increased Grenade and Melee Damage against Nightmare Bosses. | |||||||||||||
17 | Snapload Finisher [1 Energy] | On Finisher: Consumes x1 Armor Charge. Refills all weapons. | Tangled Up | While on a Strand Subclass: Strand Weapon Kills spawn a Tangle on Enemy Death Location. Incurs a 15 second cooldown between Tangle spawns. | Anti-Oracle | Defeating an Oracle grants Super Energy. X% per Copy. | Dreaming City | ||||||||||||||||||
18 | Special Finisher [2 Energy] | On Finisher: Consumes x3 Armor Charge. Generates a Special Ammo Brick for the user and allies. | Volatile Volleys | While on a Void Subclass: Upon scoring a Void Weapon Kill against an Elite, Miniboss, or Champion: Grants Volatile Rounds for 10.5 seconds. Incurs a 10 second cooldown upon triggering. | Anti-Praetorian | Defeating an Praetorian grants X% Super Energy. X% per Copy. | Transcendent Blessing | Consumable Mod Replacing it removes it, dismantling gear with it grants one copy. Grants Increased Ability and Weapon Damage. 5% | 10% | 15% | 20% | 25% Multiplicative to Riven's Curse. | |||||||||||||||||
19 | Time Dilation [3 Energy] | Armor Charges now decay every 15 [18] {20} seconds. By default, x1 Armor Charge Stacks are removed every 10 seconds if a Passive Mod is equipped. | Vow of the Disciple | Precise Oracle Disruptor | 10% | 20% | 30% | 40% | 50% Increased damage to Oracles. Applicable Weapons: Bows, Hand Cannons, Linear Fusion Rifles, Scout Rifles, and Sniper Rifles. | Riven's Curse | Innate to Dreaming City Armor, removed permanently if replaced. Grants increased Ability and Weapon Damage, but also increases Damage Taken 5% | 10% | 15% | 20% | 25% Increased Damage Dealt 3% | 6% | 9% | 12% | 15% Increased Damage Taken | ||||||||||||||||||
20 | Utility Finisher [1 Energy] | On Finisher: Consumes x3 or more Armor Charge. Grants Class Ability Energy. x3 = 70% | x4 = 80% | x5 = 90% | x6 = 100% | Distorted Glyphkeeper | Upon dealing Grenade Damage to a Glyphkeeper: 20% | 25% | 35% | 40% | 40% increased damage for 15 seconds. Applicable Weapons: Auto Rifles, Linear Fusions, Scout Rifles, Sniper Rifles. | Rapid Oracle Disruptor | 10% | 20% | 30% | 40% | 50% Increased damage to Oracles. Applicable Weapons: Pulse Rifles, Shotguns, Sidearms, SMGs, and Swords. | |||||||||||||||||||
21 | Utility Kickstart [1 Energy] | On Class Ability Usage while having Armor Charges: Grants a varying amount of Class Ability Energy. Armor Charges are consumed to increase Energy gains. Each copy can be considered an extra Armor Charge. Class Ability Energy: 16.2% | 21.7% | 28.4% | 34.4% | 38.4% | 41.3% | 43.4% | 45% 12.5% | 14.2% | 16.2% | 18.7% | 21.7% | 25% | 28.4% | 31.6% | Into the Light | While unaffected by Pervading Darkness: 25% | 50% | 75% | 125% Increased Grenade Ability Damage 50% | 100% | 150% | 200% | 250% Additional Base Grenade Regeneration Rate. Effects increase per copy, up to 5 | Superstructure Defender | While on a sync plate or near a conflux: Weapon Hits against Powerful Vex Combatants have a high chance to weaken combatants, increasing damage taken by 30%. Stacks with other debuffs. | |||||||||||||||||||
22 | Shocked Glyphkeeper | Upon dealing Grenade Damage to a Glyphkeeper:
20% | 25% | 35% | 40% | 40% increased damage for 15 seconds. Applicable Weapons: Pulse Rifles, Sidearms, Machine Guns, Submachine Guns. | Superstructure Medic | While on a sync plate or near a conflux: Weapon Hits against Powerful Vex combatants have a high chance to create a burst of healing for the user and allies near them. | |||||||||||||||||||||
23 | Siphoned Glyphkeeper | Upon killing a Glyphkeeper: ?% | ?% | ?% | ?% | ?% Grenade, Class, and Super Ability Energy. | Superstructure Striker | While on a sync plate or near a conflux: Weapon Hits against Powerful Vex combatants have a high chance to stun those combatants. | |||||||||||||||||||||
24 | Smoldering Glyphkeeper | Upon dealing Grenade Damage to a Glyphkeeper:
20% | 25% | 35 | 40% | 40% increased damage for 15 seconds. Applicable Weapons: Hand Cannons, Shotguns, Grenade Launchers, Rocket Launchers. | Vex Breaker | Melee Kills have a chance to spawn an Orb of Power Each Copy grants an additional X% Super per Orb. | |||||||||||||||||||||
25 | Stagnant Glyphkeeper | Upon dealing Grenade Damage to a Glyphkeeper:
20% | 25% | 35% | 40% | 40% increased damage for 15 seconds. Applicable Weapons: Bows, Fusion Rifles, Swords, and Trace Rifles. | Vex Destroyer | Grenade Kills have a chance to spawn an Orb of Power Each Copy grants an additional X% Super per Orb. | |||||||||||||||||||||
26 | Umbral Hastening | While at or above 4 stacks of Pervading Darkness: +? | +? | +? | +? | +? Mobility. | Vex Striker | Precision Kills have a chance to spawn an Orb of Power Each Copy grants an additional X% Super per Orb. | |||||||||||||||||||||
27 | Umbral Recharge | While at or above 4 stacks of Pervading Darkness: ?%| ?% | ?% | ?% | ?% Additional Base Class Regeneration Rate. | |||||||||||||||||||||||
28 | Umbral Sharpening | While at or above 4 stacks of Pervading Darkness: 20% | 25% | 35% | 40% | 40% increased weapon damage. Counts as a Empowering buff. | |||||||||||||||||||||||
29 | Deep Stone Crypt | ||||||||||||||||||||||||
30 | Herd Thinner | While Unaugmented: Grants Increased Weapon Damage to Rank-and-File and Elite Combatants. Increased Weapon Damage: 5% | 10% | 15% | 20% | 25% | |||||||||||||||||||||||
31 | Enhanced Operator Augment | While carrying Operator Augment: While at Critical Health: Begins Health Regeneration every 2 seconds. Only recovers Health. Shields do not regenerate. While Unaugmented: Grants Power Ammo upon picking up 10 Orbs of Power. Ammo Gains are equivalent to Ammo Finders? | |||||||||||||||||||||||
32 | Enhanced Scanner Augment | While carrying Scanner Augment: Scoring 4? Precision Hits on a Miniboss or Boss Combatant weakens the target, making them receive ?% increased damage for ? seconds. While Unaugmented: Grants +? Resilience and +? Recovery. Grants ?% Additional Base Class Regeneration Rate. | |||||||||||||||||||||||
33 | Enhanced Suppressor Augment | While carrying Suppressor Augment: Grants ?% Damage Resist against non-Rank-and-File Combatants. While Unaugmented: Grenades disorient Combatants for ? seconds. | |||||||||||||||||||||||
34 | Garden of Salvation | ||||||||||||||||||||||||
35 | Relay Defender Enhanced Relay Defender | While within 5 metres of a Vex Relay: 5% [10%] Increased Weapon Damage per Mod. Maxes out at 25% [50%] with 5 Mods. Enhanced with regular mod copies do not stack. | |||||||||||||||||||||||
36 | Resistant Tether Enhanced Resistant Tether | While tethered to a Vex Cube. 5% [10%] Damage Resist per Mod. Maxes out at 25% [50%] with 5 Mods. Enhanced with regular mod copies do not stack. | |||||||||||||||||||||||
37 | Voltaic Ammo Collector Enhanced Voltaic Ammo Collector | NOPE :) | |||||||||||||||||||||||
38 | Voltaic Mote Collector Enhanced Voltaic Mote Collector | Upon picking up 10 [5] Motes within 3 seconds of each: Grants a 90 HP Overshield for 7.5 seconds. | |||||||||||||||||||||||
39 | Last Wish | ||||||||||||||||||||||||
40 | Taken Armaments | Upon scoring a Grenade Kill on a Taken Combatant: Grants Power Ammo to reserves. Amount is equivalent to that of a Power Ammo Brick. | |||||||||||||||||||||||
41 | Taken Barrier | Upon receiving damage from a Taken Combatant: Grants 20% Damage Resist for 10 seconds. | |||||||||||||||||||||||
42 | Taken Invigoration | Upon killing an Elite, Miniboss, or Boss Taken Combatant: Grants 100% Class Ability Energy. | |||||||||||||||||||||||
43 | Taken Repurposing | Upon breaking a Taken Combatant's Shield: Grants 100% Grenade Ability Energy. | |||||||||||||||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
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1 | Go back to the top! | Arc Subclasses | |||||||||||||
2 | Arc Subclasses | Arc Subclasses | |||||||||||||
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4 | Hunter | Titan | Warlock | ||||||||||||
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6 | Glossary | ||||||||||||||
7 | Amplified | Intrinsic Arc Subclass Buff, obtained by reaching 100% Counter Progress through Arc Kills within ? seconds of each, or through Aspects. Rank-And-File = 25% | Elite = 50% | Miniboss and Boss = 100% | Guardians = 50% Amplified: +50 Mobility, 33% Increased Slide Distance, +40 Handling, and 0.95x Handling Duration Multiplier for 15 seconds, and access to the Speed Booster Sprint Effect. Speed Booster: Maximized Movement Speed, 50% Increased Slide Distance, 25% Increased Jump Height, and 15% Damage Resist against Combatants after sprinting for 2.5 seconds. Sprint Booster lingers for 2 seconds until no longer sprinting, even after Amplified runs out. Being Amplified enhances certain Abilities. | |||||||||||||
8 | Ionic Traces | Arc Elemental Pickup. Energizing Seekers that home in towards the user at a speed of 6m/s and grant Ability Energy. Allies do not receive Ionic Traces created by the user. Grenade: 12.5% | Melee: 12.5% | Class Ability: 15% | |||||||||||||
9 | Blind | Blinded Combatants are disoriented, rendering them unable to attack or use abilities for ? seconds. Blinded Guardians have their HUD removed, screen whitened, and audio distorted for 3 seconds. Unstoppable Champions become Stunned upon being Blinded. | |||||||||||||
10 | Jolt | Jolted Enemies will release chain lightning for 10 [5] seconds, dealing 132 [51] damage to all enemies within 8 metres upon taking 120 [45] damage. Duration can be refreshed by reapplying Jolt. The damage from the hit that applies Jolt counts towards the damage threshold. Jolt has a 0.8 second cooldown between chain lightning activations. Guardians that release Chain Lightning do not receive chain damage unless it deals damage to other Guardians. Overload Champions become Stunned upon receiving Jolt damage. | |||||||||||||
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12 | Grenade Abilities | ||||||||||||||
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14 | Arcbolt Grenade | Heavy Trajectory | Scan Scans and targets the closest enemy in Line of Sight within 8 metres upon impact, releasing Arc Lightning towards them after 1 second. After dealing damage, it chains to the closest enemy within 8 meters that hasn't been hit by Arc Lightning, repeating until it has damaged a maximum of 4 enemies. Arc Lightning deals 566 [85] damage. | Base Cooldown: 105 seconds. | ||||||||||||
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16 | Flashbang Grenade | Medium Trajectory Explodes after its speed is sufficiently reduced. Has a brief delay before it can explode. Explosion deals up to 690 [120] damage and blinds enemies over 8? meters for up to 5 [3] seconds. | Base Cooldown: 91 seconds. | ||||||||||||
17 | Touch of Thunder | Blinds enemies within 5? meters on impact. | |||||||||||||
18 | |||||||||||||||
19 | Flux Grenade | Almost Straight Trajectory | No Projectile Tracking | Sticky Attaches to enemies or surfaces, exploding after 1.7 seconds. Explosion deals up to 862 [150] damage over 6? meters on detonation. Sticking an enemy increases explosion damage by 66.7% to 1437 [250] damage. | Base Cooldown: 152 seconds. | ||||||||||||
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21 | Lightning Grenade | Medium Trajectory | Wall-Mounted Attaches to surfaces, projecting a laser for 1 second before triggering. Emits a Lightning Bolt every 1.67 seconds, up to a maximum of 4+1 times. Lightning Bolts deal 414 [120] damage, up to a total of 1656 [2070] [480 [600]] damage. | Base Cooldown: 152 seconds. | ||||||||||||
22 | Touch of Thunder | Grants an additional Grenade Ability Charge. Lightning Bolts after the first apply Jolt on hit. | |||||||||||||
23 | |||||||||||||||
24 | Pulse Grenade | Medium Trajectory Detonates on impact, dealing up to 172 [50] damage over ? meters. Periodically pulses every 0.7 seconds, dealing up to 276 [80] damage over ? meters 6+2 additional times. Can deal up to a total of 1828 2380 [530 [690]]. | Base Cooldown: 121 seconds. | ||||||||||||
25 | Touch of Thunder | Pulse Grenade hits spawn an Ionic Trace and deal increased damage. Incurs a 1 second cooldown between Ionic Trace spawns. Pulse Damage Increases: 1st = 2% | 2nd = 9% | 3rd = 18.5% | 4th = 24% | 5th onwards = 25% | |||||||||||||
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27 | Skip Grenade | Medium Trajectory | Seekers Splits on impact, releasing 4 seekers that chase after enemies. Seekers begin chasing enemies that come within 5? metres of them, exploding after dealing damage, or self-destructing after ~2 seconds if their velocity is low. Each projectile deals 23 [4] impact damage, then explodes for up to 86 [15] damage. | Base Cooldown: 105 seconds. | ||||||||||||
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29 | Storm Grenade | Medium Trajectory Calls down a focused strike on impact which hits after 0.85 seconds, dealing up to 482 [70] damage. After 0.6 seconds of the initial strike: Calls down a barrage of bolts in a + pattern, dealing up to 345 [50] damage. Spark of Magnitude: Calls down a barrage of bolts in an X pattern, dealing up to 345 [50] damage, then calls down a barrage in a + pattern, dealing up to 345 [50] damage. Combatants can only be hurt once per barrage, up to a maximum of 689 [976] damage. Guardians can only be hurt once by the barrage of bolts, regardless of pattern, for a maximum of 120 damage. | Base Cooldown: 121 seconds. | ||||||||||||
30 | Touch of Thunder | Creates a roaming storm for 4+1.5 seconds after detonating, chasing after enemies at an initial speed of 2 [1.5] m/s, increasing to 4 [3] m/s after 1.3 seconds. Roaming Storm fires lightning bolts underneath it that deal 173 [30] damage up to 11+4 times. | |||||||||||||
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32 | Fragments | Icon | Information | Stat Changes | |||||||||||
33 | Amplitude | While Amplified: Scoring 2 kills within ? seconds of each creates an Orb of Power that grants 2.5% Super Energy. Incurs a 10 second cooldown upon creating an Orbs of Power. | - | ||||||||||||
34 | Beacons | Special and Heavy Ammo Arc Weapon Kills while Amplified create a blinding blast, applying Blind to enemies within ? metres. | - | ||||||||||||
35 | Brillance | Precision Kills against Blinded Enemies create a Blinding blast, applying Blind to enemies within 3? metres. | +10 Intellect | ||||||||||||
36 | Discharge | Arc Weapon Kills progress a counter that spawns an Ionic Trace upon reaching 100%. Rank-And-File = 34% | Elite = 67% | Miniboss and Boss = 100% | Guardians = 67% | -10 Strength | ||||||||||||
37 | Feedback | Upon being physically struck by a Melee Attack: 75% [50%] Increased Melee Damage for the next Melee Hit within 5 seconds. Buff is not refreshable. | +10 Resilience | ||||||||||||
38 | Focus | After 1.25 seconds of sprinting, and while maintaining both sprint and a movement speed of at least 5m/s: 150% [75%] Additional Base Class Ability Regeneration Rate. Sprinting into a wall will instantly deactivate Spark of Focus. Deactivates once Class Ability Energy is full. | -10 to the stat that governs Class Ability Cooldown | ||||||||||||
39 | Frequency | Upon scoring a Melee Hit: +15 Stability and +50 Reload Speed with 0.8x Duration Multiplier for 5 seconds. | - | ||||||||||||
40 | Haste | After 1.25 seconds of sprinting, and while maintaining both sprint and a movement speed of at least 5m/s: +20 Mobility, +20 Resilience, and +20 Recovery. Sprinting into a wall will instantly deactivate Spark of Haste. | - | ||||||||||||
41 | Instinct | While at Critical Health: Being damaged releases a burst of Arc Energy, dealing up to 50 [?] damage and applying Jolt to enemies within ? metres. Incurs a 15? second cooldown between activations. | - | ||||||||||||
42 | Ions | Killing Jolted Enemies creates an Ionic Trace. Incurs a 10 second cooldown between Ionic Traces spawns. | - | ||||||||||||
43 | Magnitude | Lightning Grenade fire an additional lightning bolt, increasing to a maximum of 5 bolts. Pulse Grenade release an additional 2 pulses, increasing to a maximum of 8 pulses. Storm Grenade release an additional barrage. Enhanced Storm's Roaming Storm lasts 1.5 seconds longer. | - | ||||||||||||
44 | Momentum | Sliding over Special Ammo refills weapon and grants 20% Melee Ability Energy. Sliding over Power Ammo refills weapon and grants 50% Melee Ability Energy. | - | ||||||||||||
45 | Recharge | Upon reaching Critical Health: 400% [200%] Additional Base Grenade and Melee Ability Regeneration Rate. Lingers until Shields are fully restored. | - | ||||||||||||
46 | Resistance | While within 15 metres of at least 3 enemies: 25% [10%] Damage Resist. Lingers for 2 seconds. | +10 Strength | ||||||||||||
47 | Shock | Arc Grenades apply Jolt on hit. | -10 Discipline | ||||||||||||
48 | Volts | Finishers grant Amplified. | +10 Recovery | ||||||||||||
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50 | Hunter | Hunters | |||||||||||||
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53 | |||||||||||||||
54 | Melee Abilities | ||||||||||||||
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56 | Combination Blow | Powered Melee Kills grant 100% Fixed Class Ability, restore ? HP, begin Health Regeneration, and grant x1 Combination Blow for 20 seconds, up to x3 stacks. Combination Blow: 60% | 156% | 309% Increased Melee Damage 23% | 51.3% | 86% Increased Melee Damage | Base Cooldown: 40 seconds. | ||||||||||||
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58 | Disorienting Blow | Applies Blind to enemies within ? meters and grants the user Amplified on hit. | Base Cooldown: 90 seconds. | ||||||||||||
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61 | Super Abilities | ||||||||||||||
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63 | Arc Staff | General Super Information Damage Resistance: 90% [53%] Base Duration: 20 seconds, or 5% Super Drain per Second Light Attack Drains 2.5% Super Energy. 3-Hit Combo. Hits deal 426 [?] damage. Heavy Attack Drains 8% Super Energy Deals 624 [?] damage, can deal damage up to ? metres forward. Palm Strike Light-Light-Heavy Combo. Deals 1455 [?] damage and blinds in a ? metre radius. Guarding Drains an additional ?% Super Energy per second. Fully blocks and reflects all attacks in a 180?° Angle. Reflected Projectiles are redirected to the reticle and deal 180% increased damage against Combatants. Class Ability Does not drain Super Energy. Perfoms an evasive dodge. Grants ? [?%] Damage Resist while dodging. | Tier 2 Super 556 seconds. | ||||||||||||
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65 | Gathering Storm | General Super Information Damage Resistance: 90% [49%] Hurls forward an Arc Staff that explodes and embeds itself on whatever it hits on impact. Deals 675 [300] damage and applies jolt on impact. Explosion deals up to 605 [?] damage in a 5? meter radius. After 2 seconds, the Arc Staff gets struck by a lightning strike, dealing up to 1500 [500] damage in a 8 meter radius. After 1.2 seconds of being struck by lightning, the Staff emits a damaging field, dealing 495 [60] damage every 0.7 seconds in a 8 meter radius for 8 seconds. | Tier 3 Super 500 seconds. | ||||||||||||
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67 | Storm's Edge | General Super Information Damage Resistance: ?% [50?%] Base Duration: ? seconds, or ?% Super Drain per Second. Throws out a homing knife, dealing ? [?] impact damage and up to ? [45?] radial damage to enemies within ? meters on impact, teleporting to it afterwards. Performs a wide whirling strike after teleporting, dealing 1600? [300] damage to enemies within ? metres. Consumes ?% Super Energy per knife thrown, up to 3 times per Super activation. | Tier 3 Super 500 seconds. | ||||||||||||
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69 | Aspect | Information | Fragment Slots | ||||||||||||
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71 | Ascension | While Airborne and having a Class Ability Charge: [Air Move] consumes a Class Ability Charge to perform an upwards Arc Staff Twirl. Grants Amplified to the user and allies within ? meters. Deals up to ? [?] damage, as well as Jolting enemies within ? metres. | ?? | ||||||||||||
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73 | Flow State | Scoring a kill on a Jolted Enemy grants Amplified. While Amplified: 200% Additional Base Class Ability Regeneration Rate, +50 Reload Speed, and 0.8x Reload Duration Multiplier. 66% [32%] Damage Resist during Dodge Animation. | |||||||||||||
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75 | Lethal Current | Scoring a Melee Hit on a Jolted Enemies will apply Blind. On Class Ability Usage: Melee Lunge Distance is increased to ? metres. The next Melee Hit within 10 seconds applies Jolt and creates a damaging aftershock, dealing 216 [?] damage to enemies within 6? metres. During Arc Staff, the next Light Attack deals damage twice. | |||||||||||||
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77 | Tempest Strike | While Sliding: [Melee Ability] performs an uppercut, launching an Arc Wave along the ground up to 22 metres away, dealing 400 [125] damage and applying Jolt. Grants ?% Damage Resist against Combatants for ? seconds after usage. Unable to use during slide if user shoots. Melee Ability Cooldown is increased to 90 seconds if using Combination Blow. Remains at 100 seconds with Disorienting Blow. | |||||||||||||
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79 | Titan | Titans | |||||||||||||
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82 | |||||||||||||||
83 | Class Abilities | ||||||||||||||
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85 | Thruster | Performs an evasive first-person dash, quickly moving 8 metres towards your current direction. Not inputting a movement direction will result in a 4 metre backwards dash. Only usable while on the ground. | Base Cooldown: 36 seconds. | ||||||||||||
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87 | Melee Abilities | ||||||||||||||
88 | |||||||||||||||
89 | Ballistic Slam | While Airborne, after sprinting for 1.25 seconds: Performs a slam, quickly descending and striking the ground, dealing up to 416 [130] damage to enemies within ? metres and granting 3% Super Energy per enemy hit. Cannot perform a Melee Attack within 0.9 seconds of landing. | Base Cooldown: 114 seconds. | ||||||||||||
90 | |||||||||||||||
91 | Seismic Strike | Shared with other Shoulder Charge Abilities: Requires sprinting for 1.25 seconds. Drains 15% Melee Ability Energy if no enemy is hit. Unable to use during slide if user shoots. Guardians directly hit by Shoulder Charge have their Melee Lunge disabled for 0.5 seconds Lunges forward 6.8 meters, automatically targeting enemies in range. Hitting an enemy deals 595 [110] damage, as well as dealing up to 216 [40] radial damage and applying Blind for 5? [1.6] seconds to enemies behind them within 7? meters. While Amplified: Blind Radius is increased to 10 metres, and the Blind Duration lasts ? [3] seconds. | Base Cooldown: 91 seconds. | ||||||||||||
92 | |||||||||||||||
93 | Thunderclap | Chargeable Melee Attack Deals 780 [120] damage in a 7.5 metre wide cone up to 16 metres away, deals up to 1555? [245?] damage after charging for 2 seconds. Grants ?% Damage Resist against Combatants for ? seconds after usage. | Base Cooldown: 90 seconds. | ||||||||||||
94 | |||||||||||||||
95 | Super Abilities | ||||||||||||||
96 | |||||||||||||||
97 | Fists of Havoc | General Super Information Damage Resistance: 90% [53%] Base Duration: 25 seconds, or 4% Super Drain per Second Light Attack Drains 6% Super Energy. Hits deal 492 [?] damage. Heavy Attack Drains 12% Super Energy. Slams downwards, dealing 888 [?] damage in a ? metre radius. This also occurs on Super Cast. Creates up to 4 aftershocks, each dealing up to 288 [?] damage. Aftershock amount is determined by the height traveled while slamming. | Tier 2 Super 556 seconds. | ||||||||||||
98 | |||||||||||||||
99 | Thundercrash | General Super Information Damage Resistance: 90% [25%] Base Duration: Up to 4.5 seconds, or 22.2% Super Drain per Second Enemies that are very close when flying receive 150 [?] Collision Damage. Detonates on impact with a surface or enemy, dealing 200 [?] impact damage, as well as up to 3900 [?] explosive damage. Explosion creates a field with a ? meter radius, dealing 120 [?] damage every second for ? seconds. | Tier 2 Super 556 seconds. | ||||||||||||
100 | |||||||||||||||
101 | Aspect | Information | Fragment Slots | ||||||||||||
102 | |||||||||||||||
103 | Juggernaut | While sprinting and with full Class Ability Energy: Gain an Overshield with 50 HP that absorbs damage from the front. If Amplified, it is granted 33% Damage Resist, bumping its effective health to 75 eHP. Overshield is able to fully absorb the last hit before being destroyed, depleting all Class Ability Energy. Stacks with other Overshields. | |||||||||||||
104 | |||||||||||||||
105 | Knockout | On Melee Kill: Quickly restores a varying amount of Health over 0.1 seconds and grants Amplified. Rank-and-File = 50 HP | Elite = 75 HP | Miniboss+ = 100 HP | Guardian = 30 HP Upon breaking an Enemy Shield, or dealing damage to an enemy below 30% HP: 100% [30%] increased Basic Melee Damage, 50% [20%] increased Charged Melee Damage, increases Melee Lunge Distance to 5.5 metres, and Basic Melee Attacks now counts as an Arc Powered Melee Hits for 6 seconds. Spark of Feedback's Melee Damage Increase is reduced to 40% [15%] while Knockout is active. | |||||||||||||
106 | |||||||||||||||
107 | Touch of Thunder | Enhances certain Grenade types: Flashbang: Blinds enemies within 5? metres upon bouncing for the first time. Lightning: Grants an additional Grenade Charge, and the lightning strikes after the first apply jolt. Pulse: Damaging an enemy creates an Ionic Trace with a 1 second cooldown. Deals up to ?% increased damage as it lingers. Storm: Creates a roaming storm for 4+1.5 seconds after detonating, chasing after enemies at an initial speed of 2 [1.5] m/s, increasing to 4 [3] m/s after 1.3 seconds. Roaming Storm fires lightning bolts underneath it that deal 173 [30] damage up to 11+4 times. | |||||||||||||
108 | |||||||||||||||
109 | Warlocks | Warlocks | |||||||||||||
110 | |||||||||||||||
111 | |||||||||||||||
112 | |||||||||||||||
113 | Melee Abilities | ||||||||||||||
114 | |||||||||||||||
115 | Ball Lightning | Fires a Ball Lightning forward up to 35 meters away, releasing a lightning strike if an enemy is up to 4? meters under it, after reaching its maximum distance, or on impact. Lightning strike deals 300 [70] damage over 2? meters. Directly impacting an enemy will deal an additional 130 [30] damage. While Amplified: Lightning strike will trigger 2 additional times, dealing up to 900 [210] damage over its 3 lightning strikes. Deals up to 1030 [240] damage upon scoring a direct hit alongside all 3 lightning strikes. | Base Cooldown: 114 seconds | ||||||||||||
116 | |||||||||||||||
117 | Chain Lightning | Melee Attack with an extended lunge distance of 5.25 meters. Directly strikes an enemy, dealing 272 [100] damage, applying Jolt, and causing them to release chain lightning. Chain lightning deals 148 [54] damage to enemies within ? metres, chaining towards enemies that have not been hit by it, up to a maximum of 3? enemies. While Amplified: Releases two sets of chain lightning, each targeting a different enemy, doubling the maximum amount of enemies hit. Enemies can still only be hit once by chain lightning. | Base Cooldown: 91 seconds | ||||||||||||
118 | |||||||||||||||
119 | Super Abilities | ||||||||||||||
120 | |||||||||||||||
121 | Chaos Reach | General Super Information Damage Resistance: 90% [50%] Base Duration: 4 seconds, or 25% Super Drain per Second Movement Speed: 4.5 meters per second. Channels a long range beam towards the reticle, dealing 283 [?] damage every ? seconds. Scoring 7 hits on an enemy creates a jolting lightning strike on the enemy's location, dealing 150 [?] damage. Partially refunds Super Energy on early deactivation, up to a maximum of 30% Super Energy if immediately cancelled. | Tier 4 Super Base Cooldown: 455 seconds | ||||||||||||
122 | |||||||||||||||
123 | Stormtrance | General Super Information Damage Resistance: 90% [50%] Base Duration: ? seconds, or ?% Super Drain per Second. On Super Cast: Deals up to 610 [?] damage in a ? meter radius and releases ? Lightning Seekers around the caster. Lightning Seekers deal 365 [150] damage and jolt. Light Attack Drains ?% Super Energy. Chains up to ? enemies within ? metres, dealing 150 [?] damage every ? seconds. Increases Damage by 5% every 0.33 seconds, up to 50% damage after 3.33 seconds. Damage Increase decays after 2 seconds of not dealing damage. Heavy Attack | Sprint Performs an Ionic Blink, consuming ?% Super Energy and teleporting ? meters towards the currently input movement direction. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
124 | |||||||||||||||
125 | Aspect | Information | Fragment Slots | ||||||||||||
126 | |||||||||||||||
127 | Arc Soul | Rifts created by the user grant an Arc Soul to the user and allies that pass through it. Duration can be refreshed by stepping back into the Rift. Arc Buddy lasts 15 seconds and fires homing projectiles that deal 60 [11] damage in 3-round bursts at a rate of 100RPM towards enemies within ? meters. Arc Friend Kills and Hits count as Arc Ability Kills and Hits respectively. Grants Additional Base Class Ability Regeneration Rate while within 15? metres of allies. x1 = 40% [20%] | x2 = 80% [40%] | x3 = 120% [60%] While Amplified: Arc Boi shoots bursts of 5 shots, increasing its overall RPM to 225RPM. | |||||||||||||
128 | |||||||||||||||
129 | Electrostatic Mind | Arc Ability Kills and kills against enemies affected by Arc Elemental Debuffs create an Ionic Trace. Ionic Traces grant Amplified on pickup. | |||||||||||||
130 | |||||||||||||||
131 | Lightning Surge | While Sliding: [Melee Ability] warps the user forward ? meters, calling down multiple lightning bolts near the exit point. Grants ?% Damage Resist against Combatants for ? seconds after usage. Unable to use during slide if user shoots. Warping towards an enemy and hitting them directly will deal 108 [?] damage. Lightning bolts deal 488 + 163 [? + ?] damage simultaneously and apply Jolt, being able to deal a total of 651 [?] damage with the bolts per ability usage. Enemies can only be damaged once by lightning bolts, regardless of the amount of bolts that hit them. | |||||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
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1 | Go back to the top! | Solar Subclasses | |||||||||||||
2 | Solar Subclasses | Solar Subclasses | |||||||||||||
3 | |||||||||||||||
4 | Hunter | Titan | Warlock | ||||||||||||
5 | |||||||||||||||
6 | Glossary | ||||||||||||||
7 | Cure | Restores 60 [30] HP per stack of Cure over 0.1 seconds. Incurs a 1? second cooldown between Cure activations. Additional activations will not recover health. | |||||||||||||
8 | Firesprite | Solar Elemental Pickup. Grants 12.5% Grenade Ability Energy on Pickup. Allies do not receive Firesprites created by the user. Lasts 25 seconds before disappearing. Incurs a 5 second cooldown between Firesprite spawns. | |||||||||||||
9 | Radiant | Increases Weapon Damage by 25% [10%] for 10 seconds and can be extended up to 15 seconds by default. Also affects Golden Gun's Damage. Barrier Champion Shields are damageable while Radiant, stunning the Champion once destroyed. | |||||||||||||
10 | Restoration | Continuously restores health. Effect is uninterruptible and can be extended up to 15 seconds by default. x1 = 35 [17.5] HP/s | x2 = 50 [25] HP/s Healing Effect does not stack with Healing Rift. Reapplying Restoration will refresh its duration to its longest achieved duration, keeping the highest Restoration stack. If the new duration is longer than the previous longest, the new duration is used instead. Eg: If the maximum Restoration duration achieved was 15 seconds, a Phoenix Dive or Healing Grenade will refresh it to 15 seconds. Using a Phoenix Dive after using a Healing Grenade will refresh its duration to 4+2 seconds. Empyrean and Mercy are both duration extenders, and do not count as reapplying Restoration. Extending a Solar Effect that is at >15 seconds will set it to 15 seconds. | |||||||||||||
11 | Ignition | Explosion that deals 750 [120 Guardians | 250 Construct] damage in a 10? [7.5?] meter radius without [with] damage falloff. Ignitions remove all Scorch, and incur a 1.6 second cooldown before Scorch can be reapplied. Ignition damage can be increased through certain damage increases if the initial Scorch source had a damage increase. Eg: Winter's Guile x5 + Incinerator Snap = 275% Increased Ignition Damage. Unstoppable Champions become Stunned upon receiving Ignition damage. | |||||||||||||
12 | Scorch | Scorched Enemies take a varying amount of damage every 0.56 seconds after being scorched for 1.4 seconds. Ignition occurs upon reaching x100 Scorch stacks. Scorch Damage per Tick: 3 + (0.195 * Scorch) | Non-Boss Combatants receive 20% increased damage. x1 = 3 | x30 = 5 | x50 = 6.5 | x60 = 7.21 | x80 = 8.64 | Scorch cannot kill. Deals 2.5% increased damage after x60 Scorch, indicated by Yellow Damage Numbers. Scorch Decay: Scorch lasts for 4.5 seconds, then decreases by x5.67 stacks every 0.56 seconds. (~-10/s) Scorch lasts for 2.3 seconds, then decreases by x1 stacks every 0.04 seconds (-25/s) The 1.4 second delay before damage occurs also counts towards the duration. | |||||||||||||
13 | Solar Effect Damage Scaling | Solar Effect (Scorch | Ignition) damage can be increased through Perks and Exotics, but the source used for initially scorching will determine what it will be counted as. Applying a Solar Effect with a Weapon, such as with Incandescent or through Exotic Weapons such as Tommy's Matchbook or Conditional Finality, will result in Solar Effects counting as Weapon Damage, benefitting from Weapon Buffs and Activity Modifiers that exclusively benefit Weapons, such as Radiant, Solar Weapon Surges, and Overcharge. Applying Solar Effects through abilities such as a Fusion Grenade, Incinerator Snap, and Well of Radiance will result in the Solar Effects counting as Solar Ability Damage, with their damage only being increased by Grenade (Verity's Brow), Melee (Ophidia Spate), and Super (Heart of the Flame) Damage Increases respectively. Effects that increase all Ability Damage will benefit all Solar Effects that are initially applied through Solar Abilities. Activity Modifiers that increase all Solar Damage, such as Solar Surge, will also apply to Solar Effects, regardless of source. | |||||||||||||
14 | |||||||||||||||
15 | Grenade Abilities | ||||||||||||||
16 | |||||||||||||||
17 | Firebolt Grenade | Heavy Trajectory | Scan Scans up to 4 enemies in Line of Sight within 8.5 metres upon impact, firing a bolt of Solar Light towards scanned enemies after a 1 second delay. Solar Light Bolts deal 373 [65] damage and apply x20+10 Scorch. | Base Cooldown: 64 seconds | ||||||||||||
18 | Touch of Flame | Scans up to ↑5 enemies in Line of Sight within ↑12 metres upon impact. | |||||||||||||
19 | |||||||||||||||
20 | Fusion Grenade | Light Trajectory | Slightly Homing | Sticky Attaches to enemies or surfaces, exploding after a brief delay. Explosion deals up to 819 [130] damage and applies x40+20 Scorch over 6? meters on detonation. | Base Cooldown: 73 seconds | ||||||||||||
21 | Touch of Flame | Explodes again after 0.5 seconds, dealing up to 945 [50] damage in a ? metre radius. Deals up to 1764 [180] damage and x40+20 Scorch with both explosions | |||||||||||||
22 | |||||||||||||||
23 | Healing Grenade | Very Light Trajectory | Strong Ally Homing Applies Cure x1 to the user and allies within 7.5 metres of impact, and creates a Restoration Orb that lasts 7.5 seconds. Restoration Orb applies Restoration x1 for 4+2 seconds upon being picked up. Orb has a 7.5 meter pickup radius, and 100 HP. | Base Cooldown: 91 seconds | ||||||||||||
24 | Touch of Flame | Applies Cure ↑x2 to user and allies. Restoration Orb applies ↑x2 Restoration for 4+2 seconds. | |||||||||||||
25 | |||||||||||||||
26 | Incendiary Grenade | Medium Trajectory Explodes after its speed is sufficiently reduced. Has a brief delay before it can explode. Explosion deals up to 904 [130] damage and applies x60+30 Scorch over 8.25? meters on detonation. Damage is increased by 33%, to 1202 [173] damage, if the enemy is underneath the grenade. | Base Cooldown: 105 seconds | ||||||||||||
27 | |||||||||||||||
28 | Solar Grenade | Medium Trajectory | DoT Field Deals up to 69 [20] damage and applies x17+4.5 [x10+10] Scorch to enemies within 5 metres on impact, as well as creating a Solar Flare. Solar Flare: Deals 86 [25] damage every 0.267 seconds up to 13 times over its 4 second duration to enemies within its 4 metre radius. Does not Scorch within its DoT Field, it applies up to x17+13 Scorch to Combatants inside the Solar Flare when it expires, although it's inconsistent. Applies x1 Scorch after 0.75 seconds, followed by x7.5+2.5 Scorch every 0.533 seconds, up to x53+27 Scorch over its duration. Solar Flare cannot deal damage or apply scorch for 1 [0.7] seconds of it being created. | Base Cooldown: 152 seconds | ||||||||||||
29 | Touch of Flame | Solar Grenade lasts for ↑6 seconds. Solar Flare releases Magma Orbs around it every ? seconds, each dealing 173 [?] damage without falloff. | |||||||||||||
30 | |||||||||||||||
31 | Swarm Grenade | Medium Trajectory | Seekers Releases 9 seeking drones on impact. Drones begin chasing enemies that come within 6 metres, exploding on contact, otherwise self-destructing after 10-11 seconds. Each drone deals 64 + 59 [8 + 8] damage and applies x5+3 Scorch. Deals up to 1102 [144] damage and x45+27 Scorch with all 9 drones. | Base Cooldown: 91 seconds | ||||||||||||
32 | |||||||||||||||
33 | Thermite Grenade | Medium Trajectory Sends forth a Solar Wave on impact, repeating every 1.45 seconds up to 3 times. Solar Waves travel up to 25 meters away, each dealing up to 273 x 2 [80] damage and applying x10+10 Scorch. Deals up to 2184 [360] damage and applying x40+40 Scorch if all 4 Solar Waves hit without falloff. | Base Cooldown: 121 seconds | ||||||||||||
34 | |||||||||||||||
35 | Tripmine Grenade | Medium Trajectory | Wall-Mounted | Sticky Attaches to surfaces, projecting a laser every ? seconds. Sticking to a non-surface immediately triggers the Tripmine. Triggers after an enemy is within its scanning cone, or after being attached for 10 seconds. Scanning Cone extends up to 10 meters away, with a radius of 7 meters. Explodes after 1 second of triggering, or upon being destroyed, dealing up to 805 [140] damage and applying x40+20 Scorch over ? meters on detonation. | Base Cooldown: 121 seconds | ||||||||||||
36 | |||||||||||||||
37 | Fragments | Icon | Information | Stat Changes | |||||||||||
38 | Ashes | Scorch Stacks applied are increased by 50%, rounded up. Eg: x3 -> x5 | x40 -> x60. Every source of Scorch will have its base number alongside Ember of Ashes' benefit in smaller text next to the regular stack amount. Eg: x40+20. Certain sources of Scorch do not follow the 50% increase, such as Caliban's Hand (x60+0), Tommy's Matchbook (x15+5), and Skyburner's Oath (x5+5). | - | ||||||||||||
39 | Beams | Solar Super projectiles home in on enemies. Currently only works with Blade Barrage Knives and Daybreak Projectiles. | +10 Intellect | ||||||||||||
40 | Benevolence | Applying cure, radiant, restoration, healing, or reviving allies grants 400% Additional Base Grenade, Melee, and Class Ability Regeneration Rate for 6 [3] seconds. Triggers Benevolence: Well of Radiance | Healing Rifts | Lumina's Blessing | Boots of the Assembler's Noble Seekers | Edge of Intent's Healing Seekers | Precious Scars' Healing Burst Do NOT trigger Benevolence: Empowering Rifts | Crest of Alpha Lupi's Healing Pulse | Aeon Sect of Vigor's Triggered Healing | Mods | -10 Discipline | ||||||||||||
41 | Blistering | Ignition Kills grants Grenade Ability Energy based on Enemy Rank. | | | | | T1 Combatant = 8% Tier 2 Combatant = 12.25% Tier 3 Combatant = 16.5% Guardians = 20.75% Tier 4 Combatant = 25% | - | ||||||||||||
42 | Char | Ignitions apply x40+20 Scorch to enemies damaged by the explosion. Does not apply to the ignited enemy. | +10 Discipline | ||||||||||||
43 | Combustion | Solar Super Kills cause an ignition and spawn a Firesprite. Well of Radiance makes all of the Caster's Weapon Damage count as Super Ability Damage. Solar Weapons Kills will count as Solar Super Kills. Deadshot Golden Gun will grant 1 ammo per kill. | +10 Strength | ||||||||||||
44 | Empyrean | Solar Kills extend Restoration and Radiant effects. Buff duration cannot exceed 15 seconds. Scoring a Solar Kill while a Solar Effect's timer is >15 seconds will lower it to 15 seconds. Eg: Stronghold + Solace = 24 seconds -> 15 seconds. T1 Combatants = +2 seconds | T2 = +3 seconds | T3 = +4 seconds | T4 = +8 seconds | Guardians = +4 seconds | -10 Resilience | ||||||||||||
45 | Eruption | Ignitions have 20?% increased radius. | +10 Strength | ||||||||||||
46 | Mercy | On Firesprite Pickup: Restoration x1 for 2+1 seconds. If Restoration is active, then it will extend it's duration by 2+1 seconds. Picking up a Firesprite while a Solar Effect's timer is >15 seconds will lower it to 15 seconds. Eg: Stronghold + Solace = 24 seconds -> 15 seconds On Ally Revival: User and allies within ? metres Restoration x1 for 5+2.5 seconds. | +10 Resilience | ||||||||||||
47 | Resolve | Grenade Kills grant Cure x1. | - | ||||||||||||
48 | Searing | Killing Scorched enemies grants Melee Ability Energy based on Enemy Rank and spawns a Firesprite. Tier 1 Combatant = 8% Tier 2 Combatant = 15% Tier 3 Combatant = 17.5% Guardians = 20% Tier 4 Combatant = 25% | +10 Recovery | ||||||||||||
49 | Singeing | 300% Additional Base Class Ability Regeneration Rate for 3 seconds upon initially applying Scorch to enemies. Will not retrigger upon scorching enemies that are already scorched. Will not activate if the enemy dies from the hit that would have applied Scorch. | - | ||||||||||||
50 | Solace | Restoration and Radiant effects last 50% longer on the user. Sources of Solar Effects will have their base duration alongside Ember of Solace's benefit in smaller text. Eg: 10+5 Radiant, or 4+2 Restoration. | - | ||||||||||||
51 | Tempering | Solar Weapon Kills grants +10 Recovery for the user and allies within 12.5 meters for 8 seconds. Stacks up to x3. While Ember of Tempering is active: Grants +20 Airborne Effectiveness and Solar Weapon Kills spawn a Firesprite. | -10 Recovery | ||||||||||||
52 | Torches | Powered Melee Hits grant user and allies within 8 meters Radiant for 8+4 seconds. | -10 Discipline | ||||||||||||
53 | Wonder | Killing 2 enemies within ? seconds of each with Ignitions creates an Orb of Power that grants 2.5% Super Energy. Incurs a 10 second cooldown upon creating an Orb of Power. | +10 Resilience | ||||||||||||
54 | |||||||||||||||
55 | Hunter | Hunters | |||||||||||||
56 | |||||||||||||||
57 | |||||||||||||||
58 | |||||||||||||||
59 | Class Abilities | ||||||||||||||
60 | |||||||||||||||
61 | Acrobat's Dodge | User and allies within ? meters become radiant upon landing. Deals up to 40 [20] damage upon landing. | Base Cooldown: 82 seconds | ||||||||||||
62 | |||||||||||||||
63 | Melee Abilities | ||||||||||||||
64 | |||||||||||||||
65 | Knife Trick | Throws a fan of 3 Solar Knives. Each knife deals 209 [38] damage with a 1.3x Precision Multiplier and apply 20+10 Scorch per hit. Can deal up to 816 [147] damage and x60+30 Scorch by scoring all 3 knives as Precision Hits. | Base Cooldown: 82 seconds. | ||||||||||||
66 | |||||||||||||||
67 | Lightweight Knife | Innately has 2 Melee Ability Charges. Quickly throws a Lightweight Knife that travels at a speed of 40m/s. Scoring a Precision Hit grants Radiant for 10 seconds. Knife deals 332 [100] damage with a 1.3x Precision Multiplier. | Base Cooldown: 100 seconds. | ||||||||||||
68 | |||||||||||||||
69 | Proximity Explosive Knife | Quickly throws an Explosive Knife that is able to stick to surfaces for up to 14 seconds. Knife explodes upon detecting an enemy within ? meters of it, or upon directly sticking to an enemy. Knife deals 249 [20] impact damage with a 1.3x Precision Multiplier, and up to 346 [90] detonation damage. | Base Cooldown: 111 seconds. | ||||||||||||
70 | |||||||||||||||
71 | Weighted Throwing Knife | Weighted Knife that requires a 0.65 second wind-up before throwing. Animation takes 1.55 seconds to complete. Scoring a Precision Kill grants 100% Fixed Class Ability. Scoring a hit against a Scorched enemy causes an ignition. Knife deals 465 [140] damage with a 1.5x Precision Multiplier. | Base Cooldown: 137 seconds. | ||||||||||||
72 | |||||||||||||||
73 | |||||||||||||||
74 | Super Abilities | ||||||||||||||
75 | |||||||||||||||
76 | Blade Barrage | General Super Information Damage Resistance: 90?% [49%] Releases two fans of 7 homing knives each, totalling 14 knives. Knock 'Em Down adds an additional 3 knives to each fan, totalling 20 knives. Knives embed themselves on impact, dealing 79 [?] damage and detonate after 0.5 seconds, dealing up to an additional 407 [?] damage each. | Tier 4 Super Base Cooldown: 455 seconds | ||||||||||||
77 | |||||||||||||||
78 | Golden Gun - Deadshot | General Super Information Damage Resistance: 60% [0%] Damage Resistance +Knock'Em Down: 66% [15%] Base Duration: 12 seconds, or 8.34% Super Drain per Second 6 Shot Golden Gun Deals 648 [?] damage per shot. Radiant's damage bonus affects its damage output. Ignitions grant an additional bullet to the magazine. Synergizes with Ember of Combustion, granting an extra shot after every kill. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
79 | |||||||||||||||
80 | Golden Gun - Marksman | General Super Information Damage Resistance: 60% [0%] Base Duration: 12 seconds, or 8.34% Super Drain per Second Base Duration +Knock'Em Down: 16 seconds, or 6.25% Super Drain per Second. 3 Shot Golden Gun Deals 702 [?] damage per shot with a 2x Precision Multiplier. Radiant's damage bonus affects its damage output. On Precision Hit: Grants Increased Precision Damage, reduces Passive Super Drain by 25?% and spawns 2 Orbs of Power. 45.8% after the first Precision Hit, 90% after the second Precision Hit. Precision Hit Orbs of Power Super Gains: Non-Boss Combatants = 3.57% Super Energy | Boss Combatants = 2.85% Super Energy | Boss + Star-Eater Scales = 2.5% Super Energy | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
81 | |||||||||||||||
82 | Aspects | Information | Fragment Slots | ||||||||||||
83 | |||||||||||||||
84 | Gunpowder Gamble | Solar Kills charge up an Improvised Explosive. Readies at 6 Charges. Weapon = 1 [2] | Ignition & Scorch = 3 [4] | Abilities = 4 | Super = 6 Replaces Grenade with an Ignition-on-a-Stick that causes an ignition upon being shot or after 3 seconds. Incurs a 6 second cooldown after activating. Kills while on cooldown don't give charges. | |||||||||||||
85 | |||||||||||||||
86 | Knock 'Em Down | While Radiant: Powered Melee Ability Kills grant 100% Fixed Melee Ability after a 0.2 seconds delay. Activating Radiant from the same hit that kills will refund Melee Ability. Enhances Super Abilities: Marksman Golden Gun lasts 4 seconds longer. Deadshot Golden Gun has 15% Damage Resist. Blade Barrage fires an additional 3 knives per fan. | |||||||||||||
87 | |||||||||||||||
88 | On Your Mark | On Precision Kill: Grants user and allies within 15 meters x1 On Your Mark. Class Ability Usage grants x3 On Your Mark to the user. On Your Mark: Grants +Handling, +Reload Speed, and Reload Duration Multiplier for 12 seconds, up to x3. +15? | +30? | +45? Handling +15 | +30 | +45 Reload Speed 0.95x | 0.9x | 0.85x Reload Duration Multiplier | |||||||||||||
89 | |||||||||||||||
90 | Titan | Titans | |||||||||||||
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92 | |||||||||||||||
93 | |||||||||||||||
94 | Melee Abilities | ||||||||||||||
95 | |||||||||||||||
96 | Hammer Strike | Shared with other Shoulder Charge Abilities: Requires sprinting for 1.25 seconds. Drains 15% Melee Ability Energy if no enemy is hit. Unable to use during slide if user shoots. Guardians directly hit by Shoulder Charge have their Melee Lunge disabled for 0.5 seconds Lunges forward 6.8 meters, automatically targeting enemies in range. Hitting an enemy deals 487 [90] damage and applies x40+20 Scorch, as well as dealing up to 325 [60] radial damage to all enemies behind them within ? meters. Scoring a Hammer Strike kill on the directly struck enemy creates an ignition. | Base Cooldown: 91 seconds. | ||||||||||||
97 | |||||||||||||||
98 | Throwing Hammer | Quickly throws a Solar Hammer that deals 487 [90] damage. Hammer is able to be picked up again from the ground, granting 100% Fixed Melee Ability Energy over 1.4 seconds. Picking up the hammer after scoring a hit grants Cure x1. Automatically explodes after being in the ground for 10 seconds, dealing up to 325 [60] damage. Explosion counts as Melee Damage. | Base Cooldown: 90 seconds. | ||||||||||||
99 | |||||||||||||||
100 | Super Abilities | ||||||||||||||
101 | |||||||||||||||
102 | Burning Maul | General Super Information Damage Resistance: 90% [53%] Base Duration: 25 seconds, or 4% Super Drain per Second Sol Invictus creates a Sunspot on cast if grounded, and reduces Passive Drain by 40%, increasing duration to 42 seconds, or 2.4% Super Drain per second. Light Attack Drains 4% Super Energy. Spinning attack that deals 111 [?] damage 4 times. Has a 0.67 second delay between light attacks. Continously scoring hits grants 40% Increased Attack Speed until no longer scoring hits. Scoring 10 hits with Light Attacks spawns a Cyclone. Can only spawn 1 Cyclone per Super Activation. Heavy Attack Drains 8% Super Energy Slams down, releasing a homing projectile which explodes on impact, dealing 276 [?] damage and creating a Cyclone. Cyclones deal 20 [16] damage every 0.2 seconds, and apply x3+2 Scorch every 0.56 seconds for ? seconds. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
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104 | Hammer of Sol | General Super Information Damage Resistance: 90% [51%] Base Duration: 21 seconds, or 4.75% Super Drain per Second Light Attack Drains 12% Super Energy Throws a Hammer that explodes on impact, dealing up to 386 [?] damage. Has a 1.5 seconds delay between Hammer Throws. Impacts release 4 shrapnel, dealing up to 286 [?] damage each. Hammers visually flares up for every 0.7 seconds it remains airborne, increasing Shrapnel amount and damage to 5 | 6 and ?% | ?% respectively. Phoenix Cradle Interaction: Reduces Passive Drain by 20%, increasing duration to 26.25 seconds, or 3.81% Super Drain per second. Light Attacks drain 7.5% Super Energy and the delay between Hammer Throws is reduced to 1 second. Loreley Splendor Helm Interaction: Reduces Passive Drain by 40%, increasing duration to 35 seconds, or 3.63% Super Drain per second. Light Attacks drain 8.2% Super Energy and the delay between Hammer Throws is reduced to 1 second. Both Exotic Interactions assume 100% Sol Invictus buff uptime, which is not always possible. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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106 | Hammer of Sol (Sol Invictus Aspect) | General Super Information Damage Resistance: 90% [51%] Base Duration: 16.5 seconds, or 6.06% Super Drain per Second Creates a Sunspot on cast if grounded. Light Attack Drains 9% Super Energy Throws a Hammer that deals 386 [?] damage and creates a Sunspot on impact. Has a 1.5 seconds delay between Hammer Throws. Impacts release 3 shrapnel, dealing up to 286 [?] damage each. Sol Invictus Sunspot Buff Effects: Reduces Passive Drain by 40%, increasing duration to 27.5 seconds, or 3.63% Super Drain per second. Light Attacks drain 5.5% Super Energy and the delay between Hammer Throws is reduced to 1 second. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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108 | Aspects | Information | Fragment Slots | ||||||||||||
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110 | Consecration | While sliding: [Melee Ability] launches a wave of Solar Energy 20 meters forward, dealing 90 [30] damage and applying x40+20 Scorch. Only consumes 50% Melee Ability Energy if the slam is not activated. Unable to use during slide if user shoots. While airborne from the Consecration Melee Ability: [Melee Ability] before landing slams the ground, creating a second, wider wave that travels 20 meters forward, shatters crystals, and deals 1080 [120] damage. Hits against Scorched Enemies with the second wave causes an ignition that deals 20% increased damage against Combatants, but deals 1050 [50] damage. Grants 25% Damage Resist against Non-Melee while in the Melee Animation. | |||||||||||||
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112 | Roaring Flames | Solar Ability Kills and Ignitions grant x1 Roaring Flames, up to x3 stacks. Each Roaring Flames Stack increases Ability Damage for 20 seconds. 20% | 44% | 73% increased Ability Damage 13% | 28% | 44% increased Ability Damage Ability Damage Increase against Combatants is reduced to 10% | 21% | 33% while Biotic Enhacements or Burning Fists are active. Unpowered Melee Hits while Roaring Flames is active apply x30+10 Scorch and count as Powered Melee Hits. | |||||||||||||
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114 | Sol Invictus | Solar Ability Kills, Scorched Enemy Kills, and Hammer of Sol Impacts create a Sunspot for ? seconds. Standing in a Sunspot refreshes its duration, up to a maximum duration of 12 seconds. Sunspots grant Sol Invictus for 5 seconds and Restoration x1 for 5+2.5 seconds. Sol Invictus grant 100% Additional Base Grenade and Melee Regeneration Rate, and 40% Reduced Passive Super Drain. Sunspots deal 60 [22] damage and apply x5+3 Scorch every 0.167 seconds. | |||||||||||||
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116 | Warlocks | Warlocks | |||||||||||||
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120 | Class Abilities | ||||||||||||||
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122 | Phoenix Dive | Dive that applies Cure x2 to user and allies within 9 meters. While Heat Rises is active: Applies Restoration x2 for 3+1.5 seconds upon diving. Deals 100 damage and x40+20 Scorch to enemies within 5 metres upon landing. | Base Cooldown: 82 seconds | ||||||||||||
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124 | Melee Abilities | ||||||||||||||
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126 | Celestial Fire | Sends out a spiral of 3 homing Solar blasts. Solar blasts each deal up to 150 [35] damage and apply x10+5 Scorch in a ? meter radius. Can deal up to 450 [105] damage and apply x30+15 Scorch by scoring hits with all 3 Solar blasts. | Base Cooldown: 112 seconds | ||||||||||||
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128 | Incinerator Snap | Creates a fan of 5 burning sparks. Sparks explode after ? meters, each dealing up to 90 [27?] damage and apply x20+10 [x10+5] Scorch over a ? meter radius. Can deal up to 450 [135?] damage and apply up to x100+50 [x50+25] Scorch by scoring hits with all 5 burning sparks | Base Cooldown: 83 seconds | ||||||||||||
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130 | Super Abilities | ||||||||||||||
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132 | Song of Flame | General Super Information Damage Resistance: 90% [~50?%] Base Duration: 25 seconds, or 4% Super Drain per Second. Song of Flame: Caster and allies within ? meters become Radiant. Allies within ? metres are granted 30% [?%] Damage Resist, and ?% Additional Base Grenade, Melee, and Class Ability Regeneration Rate. Caster and allies within ? meters are granted Scorching Rounds for their Kinetic and Solar Weapons. Scorching Rounds.......... Melee Ability Drains 3?% Super Energy, and has a 2? second cooldown. Releases a barrage of 7 Solar Bolts, each dealing up to 155? [41] damage, and applying x?+? Scorch. Grenade Ability Drains 6?% Super Energy, and has a 2 second cooldown. Sends forth a homing Solar Wisp that detonates on impact, dealing up to 685 [?] damage, and applying x?+? Scorch. After detonating, the Wisp chases enemies within ? meters, dealing ? [?] damage. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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134 | Daybreak not to be confused with dawnblade | General Super Information Damage Resistance: 90% [51%] Base Duration: 24 seconds, or 4.167% Super Drain per Second. Super Drain: 6.5% per Swing (-1.56 seconds) 4.2% per Icarus Dash (-1 second) Phoenix Dive deals 220 damage and burns not Scorch in a 6 meter radius. If Heat Rises is active, it also applies 60+30 Scorch. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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136 | Well of Radiance NEW | Places down a Well of Radiance for 30 seconds, restoring 300HP to the caster, dealing up to 150 damage, and applying 40+20 Scorch to enemies within 8.5 metres. Well of Radiance: Construct with 800 HP. Can be frozen and damaged by Stasis Shatter Projects an aura that buffs the caster and allies within 6.5 metres. Leaving the aura grants Radiant for 8+4 seconds. Rank-and-File and Elite Combatants deal 0.25x Damage against the Well of Radiance. Minibosses and Bosses deal between 1.5x Damage at 0 Resilience, down to 0.25x Damage at 100 Resilience against the Well of Radiance, based on the Resilience Stat of the Caster. Formula for the Well of Radiance Damage Taken from Minibosses and Bosses: 1.5 - 0.0125 X Resilience For Guardians inside the Well of Radiance: Grants 25% Increased Damage, 20% Damage Resist (10% vs Boss Combatants), immunity to Stasis Effects, restores 50HP/s, and Radiant's Shield-Piercing effects. Guardians receive 50% Damage Resist against Special and Heavy Weapons, as well as Abilities. Primary Weapons remain at 40% Damage Resist. Removes any active Restoration effect. Weapon Damage dealt by the Caster is counted as Super Ability Damage. Caster can spawn up to 5 Orbs from scoring kills within the Well. | Tier 4 Super Base Cooldown: 455 seconds On Cast: Creates 3 Orbs of Power that grant 3.6% Super Energy each. | ||||||||||||
137 | Well of Radiance OLD | Places down a Well of Radiance for 30 seconds, restoring 40 HP, dealing up to 150 damage and applying 40+20 Scorch to enemies within 8.5 metres, and projecting a continuous aura that buffs the caster and allies within 6.5 metres. The Well of Radiance has 800 HP. It can be frozen and damaged by Stasis Shatter, and will be destroyed upon having its HP depleted. Rank-and-File and Elite Combatants deal 0.25x Damage against the Well of Radiance. Minibosses and Bosses deal between 1.5x Damage at 0 Resilience, down to 0.25x Damage at 100 Resilience against the Well of Radiance, based on the Resilience Stat of the Caster. Formula for the Well of Radiance Damage Taken from Minibosses and Bosses: 1.5 - 0.0125 X Resilience For Guardians inside the Well of Radiance: 25% Increased Damage, 40% Damage Resist, immunity to Stasis Effects, as well as restoring 100HP/s, and benefitting from Radiant's Shield-Piercing effects. Removes any active Restoration effect. Weapon Damage dealt by the Caster is counted as Super Ability Damage. Guardians receive 50% Damage Resist against Special and Heavy Ammo Weapons, as well as Abilities. Primary Ammo Weapons remain at 40% Damage Resist. | Tier 4 Super Base Cooldown: 455 seconds On Cast: Creates 3 Orbs of Power that grant 3.6% Super Energy each. | ||||||||||||
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139 | Aspects | Information | Fragment Slots | ||||||||||||
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141 | Heat Rises | Passively grants +20 Airborne Effectiveness, and allows Weapon and Ability Usage while gliding. Kills while Airborne grant Melee Energy. Tier 1 Combatants = 20% Tier 2 Combatants = 25% Tier 3 Combatants = 35% Tier 4 Combatants, Minibosses, and Bosses = 50% Guardians = 50% _____________________________________________________________________________________________________________________________________________ Hold [Grenade] to consume it, granting Heat Rises for 15 seconds and releasing a burst of Cure x2 that affects the user and allies within 9 meters. Consuming a Healing Grenade increases Cure Stacks to x3. Consuming a Touch of Flame Healing Grenade grants Restoration x1 for 4+2 seconds. Heat Rises grants +50 Airborne Effectiveness, a modified Glide that lasts almost indefinitely, and marks the user's location on radar to enemies within 25 meters. Modifies glide behavior based on the equipped movement ability. Balanced Glide: Strong Directional and Inital Burst | Burst Glide: Strong Directional Control | Strafe Glide: Strong Initial Burst. Kills while Heat Rises is active increase its duration, up to 30 seconds. +5 seconds (Tier 1 Combatants | Guardians) | +10 seconds (Tier 2 Combatants | Tier 3 Combatants) | +15 seconds (Tier 4 Combatants | Minibosses | Bosses). | |||||||||||||
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143 | Hellion | On Class Ability Usage: Grants Solar Soul for 20 seconds. Solar Soul: Lobs scorching Solar projectiles every 1.35 seconds towards enemies up to 40 meters away. Solar projectiles deal up to 240 [38] damage and applies x30+10 Scorch per hit in a 4 meter radius. | |||||||||||||
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145 | Icarus Dash | Horizontal dash that travels 8 meters. Distance is increased by 25% while in Daybreak. Incurs a 4 second cooldown after usage. Heat Rises gains an additional charge while active and recharges both charges simultaneously, but increases cooldown to 5 seconds. Upon reaching 100% Counter Progress through Weapon or Super Kills while Airborne within 5 seconds of each: Grants Cure x1. Rank-And-File = 34% | Elites = 67% | Bosses = 100% | Guardians = 67%. | |||||||||||||
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147 | Touch of Flame | Enhances certain Grenade types: Healing Grenades grant Cure x2 and Restoration x2 for 4+2 seconds. Firebolt Grenades seek radius is increased by 50% to 12 meter seek radius and target up to 5 enemies. Solar Grenades linger for 2 seconds longer and release Magma Orbs that deal 173 [?] damage each. Magma Orbs do not have damage falloff. Fusion Grenades explode again after 0.5 seconds, dealing up to 945 [50] damage in a ? metre radius. | |||||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
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1 | Go back to the top! | Stasis Subclasses | |||||||||||||
2 | Stasis Subclasses | Stasis Subclasses | |||||||||||||
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4 | Hunter | Titan | Warlock | ||||||||||||
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6 | Glossary | ||||||||||||||
7 | Stasis Shard | Stasis Elemental Pickup. Stasis Shards grant Melee Ability Energy on pickup. Shards last for 20 seconds. Allies receive a copy of all Shards created by the user. Small Stasis Shards grant 10% Melee Energy, and Large Stasis Shards grant 50% Melee Energy. While Glacial, Grim or Tectonic Harvest is equipped: Small Stasis Shards additonally restore ? HP and grant x1 Frost Armor. Large Stasis Shards additionally restore ? HP and x? Frost Armor. | |||||||||||||
8 | Stasis Crystal | Solid Pillars that can be spawned on surfaces, possessing a varying amounts of health depending on their size, lasting up to 15 seconds. Crystals, upon being created, apply freeze [x15 Slow Stacks for 1.5+0.5 seconds] to enemies within 2.6 metres. Stasis Crystals can be destroyed by depleting their health, dealing up to 175 [25] damage in a 8 metre radius. Small Crystals: ? HP | Medium Crystal: ? HP | Large Crystal: ? HP User deals double damage to their own Crystals. | |||||||||||||
9 | Frost Armor | Grants 4.5% [2%] Damage Resist per stack, up to 22.5% [10%] Damage Resist at x5 stacks for 9 seconds. Damage Resist per stack is reduced to ?% [?%] while in Super. Whisper of Rime: Increases the maximum stack amount to x8, increasing the maximum Damage Resist to 36% [16%] Increases the maximum duration to 13 seconds. | |||||||||||||
10 | Stasis Overshield | Only available from Whisper of Rime. Stasis Overshield with up to 50 HP for 10 seconds. Overshield has 50% Damage Resist against Combatants. Picking up additional Stasis Shards refresh its duration, as well as restore its durability. | |||||||||||||
11 | Slow | Slowed Enemies receive multiple penalties related to movement or weapon performance. Freeze occurs upon reaching x100 Slow. Slowed Combatants have 40?% Reduced Movement Speed and are less accurate. Slowed Guardians have 40% Reduced Movement Speed, 60%? Reduced Jump Height, are unable to use Movement Abilities, receive ?% increased Flinch, and have a penalty to their Weapon Stats. Weapon Stat Penalties: Stability, Handling, Reload Speed and Recoil Direction are lowered by 75%. Stat Reduction takes place after Weapon Perks. Weapon Stats are considered uncapped before slow's reduction is applied. Eg: 160 Reload Speed will be reduced be 40 Reload Speed. 80 Handling would be reduced to 20 Handling. Overload Champions become Stunned upon receiving any amount of Slow Stacks. | |||||||||||||
12 | Freeze | Frozen Enemies are completely immobilized, unable to shoot, use abilities, or move. Frozen Enemies receive 10% increased damage from Special Weapons, Power Weapons, and Abilities, and 5% [50%] reduced damage from Primary Weapons. Special Ammo Sidearms receive both the damage penalty and damage increases. Frozen Rank-and-File and Elite Combatants, as well as Guardians receive 120% increased Basic Melee Attack Damage. Frozen Enemies shatter after receiving varying [200] damage. Frozen Combatants are immobilized for 6 seconds. Boss Combatants are unhindered by freeze and automatically shatter after 3 seconds. Frozen Guardians are frozen for either 1.35 to 4.75 seconds, depending on the source. Brief Freeze: Guardians frozen by other Guardians are frozen for 1.35 seconds Prolonged Freeze: Guardians that become frozen by Combatants, or by Stasis Super Abilities, are frozen for 4.75 seconds. Guardians can break out from the long-lasting freeze, in exchange for a Resilience-based amount of Health. Guardians that are frozen during a Roaming Super automatically break out after a second, while One-off Supers get deactivated if frozen during the cast animation. | |||||||||||||
13 | Shatter | Shattering a Frozen Enemy through damage or Aspects deals up to 400 [?] damage to enemies within ? metres. Unstoppable Champions become Stunned upon receiving shatter damage. | |||||||||||||
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15 | Grenade Abilities | ||||||||||||||
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17 | Coldsnap Grenade | Medium Trajectory | Seeker Directly hitting an enemy applies x50 [x?] Slow Stacks for ?+? [?+?] seconds. Direct Hits count as Stasis Grenade Ability Damage. Spawns a seeker after 0.8 seconds of impacting the ground, tracking the closest enemy within 20 meters at a speed of 17m/s for 1 second. Tracking strength gets weaker over the seeker's lifespan. Seeker detonates upon reaching an enemy or expiring, dealing 20 [20] damage and freezing enemies within 3 [1.75] meters. If the seeker freezes an enemy, another seeker is spawned, targeting a different enemy, chaining up to 2 times. | Base Cooldown: 121 seconds. | ||||||||||||
18 | Touch of Winter | Seekers duplicate upon freezing an enemy. Seekers now spawn a Small, Medium, and Large Stasis Crystal on detonation upon chaining 1, 2, and 3 times respectively. Seekers can chain up to ↑4 times. Seekers now spawn a Small Stasis Crystal on detonation. | |||||||||||||
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20 | Duskfield Grenade | Medium Trajectory | DoT Field Detonates on impact, dealing up to 20 [20] damage and applying x20 [x10] Slow Stacks for 2+2 seconds in a ? meter radius, as well as creating a Slowing Field. Slowing Field: Deals 1 damage and applies x10 [x5] Slow Stacks for 2+2 seconds every 0.35 [0.3] seconds for 7+2 seconds in a 4 meter radius. | Base Cooldown: 91 seconds. | ||||||||||||
21 | Touch of Winter | Duskfield Radius is increased by 50% to ↑6 meters. Duskfield now creates a Small Stasis Crystal on impact. | |||||||||||||
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23 | Glacier Grenade | Medium Trajectory Creates 5 Stasis Crystals in a straight line on impact, perpendicularly from where it was thrown. | Base Cooldown: 121 seconds. | ||||||||||||
24 | Touch of Winter | Creates ↑7 6 Stasis Crystals in a heptagon hexagon shape on impact. | |||||||||||||
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26 | Fragments | Icon | Information | Stat Changes | |||||||||||
27 | Bonds | Killing Frozen Enemies creates an Orb of Power that grants 2.5% Super Energy. Incurs a 10 second cooldown after creating an Orb of Power. | -10 Intellect | ||||||||||||
28 | Chains | Stasis Weapon Kills while Frost Armor is active progress a counter that spawns a Stasis Shard upon reaching 100%. Rank-And-File = ? | Elite = ?% | Miniboss and Boss = ?% | Guardians = ?% Being within 10 metres of a Frozen Enemy or a Friendly Crystal grants 40% [5%] Damage Resist. Damage Resist is reduced to 5% during Super Ability. Effect lingers for 0.65 seconds. | +10 Recovery | ||||||||||||
29 | Chill | Stasis Weapon Kills progress a counter that spawns a Stasis Shard upon reaching 100%. Rank-And-File = ? | Elite = ?% | Miniboss and Boss = ?% | Guardians = ?% | +10 Recovery | ||||||||||||
30 | Conduction | Stasis Shards within 15 metres are pulled towards the user after a 1 second delay. | +10 Resilience +10 Intellect | ||||||||||||
31 | Durance | Slow Debuff and certain abilities last longer. All affected Slow sources and abilities will have their value with Durance shown in smaller text next to the regular duration or stack amount. Eg: 25 seconds -> 25+5 | +10 Strength | ||||||||||||
32 | Fissures | Shattering enemies or destroying Crystals deals an additional damage instance, dealing up to 25 [9] damage in a 10 [8] metre radius. Falloff decreases damage dealt down to a minimum of 17 [4] damage at the maximum falloff distance. Increases the damage from directly shattering an enemy by up to 12.5% [4.5%] | - | ||||||||||||
33 | Fractures | Grants x1 Frost Armor upon shattering an enemy with Melee Damage. While within 15 metres of 2+ Enemies: Grants Melee Energy once per second. Melee Energy gains depend on the amount of nearby enemies. 2 Enemies = 2.5% per second | 3+ Enemies = 5% per second | -10 Discipline | ||||||||||||
34 | Hedrons | Freezing an enemy grants +60 Mobility, +60 Resilience, +60 Recovery, +30? Stability, +15 Aim Assist, and +20 Airborne Effectiveness for 11 seconds. | - | ||||||||||||
35 | Hunger | Stasis Shards grant increased Melee Energy. Small Shards grant 17.5% Melee Energy, from 10% Large Shards grant 75% Melee Energy, from 50%. | -20 Strength | ||||||||||||
36 | Impetus | Upon dealing Powered Melee Damage: Refills all weapons and grants +40 Handling for 5 seconds. Buff duration serves as cooldown. | +10 Resilience | ||||||||||||
37 | Refraction | Kills against enemies affected by Stasis effects grants Class Ability Energy based on Enemy Rank. 9% = Tier 1 Combatant 13% = Tier 2 Combatant 15% = Guardian 20% = Tier 3 Combatant 30% = Tier 4 Combatant 40% = Miniboss 50% = Boss | - | ||||||||||||
38 | Rending | Primary Ammo Weapons deal 100% increased damage against Stasis Crystals and 50% increased damage against Frozen Enemies. Includes Fighting Lion, Revision Zero, Vex Mythoclast, and their respective alternate fire modes. | - | ||||||||||||
39 | Reversal | While Frost Armor is active: Dealing or receiving Physical Melee Damage applies x10? Slow for ?+? [?+?] seconds. | - | ||||||||||||
40 | Rime | Enhances Frost Armor, increasing the maximum stack amount to x8, and the maximum duration to 13 seconds. Picking up Small Shards restores 5 HP. Picking up Large Shards restore 35? HP. Picking up Stasis Shards while at Full Health grants a Stasis Overshield. | - | ||||||||||||
41 | Shards | Upon destroying a Stasis Crystal: Grants 500% [150%] Additional Base Grenade Regeneration Rate for 6 seconds, up to a maximum of 11 seconds. | - | ||||||||||||
42 | Torment | Upon receiving damage: Grants 7% 5% Grenade Ability Energy. Increased to 12% Grenade Ability Energy while Frost Armor is active. Being at Critical Health doubles the amount to 10% Grenade Ability Energy. Incurs a 1 second cooldown between Grenade Energy gains. | - | ||||||||||||
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44 | Hunter | Hunters | |||||||||||||
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48 | Melee Abilities | ||||||||||||||
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50 | Withering Blade | Innately has 2 Melee Ability Charges. Quickly tosses a Stasis Shuriken towards enemies. Shurikens are able to ricochet up to 3 times off of surfaces or enemies, tracking towards enemies within 12 [8] meters. Withering Blades deal 295 [65] damage and apply x60 [x40] Slow for 3.5+3.5 [1.5+0.5] seconds on hit. | Base Cooldown: 100 seconds. | ||||||||||||
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52 | Super Abilities | ||||||||||||||
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54 | Silence & Squall | General Super Information Damage Resistance: 90% [53%] Silence Deals 381 [847] impact damage and freezes enemies within 8.5 metres. Squall Deals 381 [847] impact damage, and creates a Stasis Storm on detonation. Stasis Storm Lasts 14+2 seconds, dealing 33 [14] damage and applying x20 Slow Stacks for 1 second every 0.1 [0.17] seconds for 6 seconds in a 5.5 meter radius. Deals 300% increased damage against Non-Boss Frozen Enemies. | Tier 4 Super Base Cooldown: 455 seconds | ||||||||||||
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56 | Aspect | Information | Fragment Slots | ||||||||||||
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58 | Grim Harvest | Killing enemies affected by Stasis debuffs spawns a Stasis Shard. Small Stasis Shard = Rank-And-File Large Stasis Shard = Elites, Minibosses, Bosses, and Guardians. | |||||||||||||
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60 | Shatterdive | [Air Move] activates Shatterdive. Shatterdive performs a dive, dealing up to 50 damage, shattering frozen enemies and destroying Stasis Crystals within 8.5 metres radius. Damage is increased to 180 against Frozen Combatants. Enemy Stasis Crystal damage is reduced by ?%. Grants Fall Damage Immunity while diving. Incurs a 4 second cooldown between Shatterdive activations. | |||||||||||||
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62 | Touch of Winter | Enhances Stasis Grenades. Coldsnap Grenade Seekers duplicate upon freezing an enemy. Seekers now spawn a Small, Medium, and Large Stasis Crystal on detonation upon chaining 1, 2, and 3 times respectively. Duskfield Grenade create a Small Stasis Crystal on impact, and their Slowing Field has 50% Increased Radius. Glacier Grenades form a heptagon hexagon, and creates an additional 2 1 Large Stasis Crystal. | |||||||||||||
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64 | Winter's Shroud | Upon applying Slow to an enemy: Grants ?% [?%] Additional Base Class Ability Regeneration Rate for ? seconds. On Class Ability Usage: Applies x60 [x40] Slow Stacks for 8+4? [1.5+0.5] seconds to enemies within 9 [8] metres. Grants ?% Damage Resist against Combatants for ? seconds. | |||||||||||||
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66 | Titan | Titans | |||||||||||||
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70 | Melee Abilities | ||||||||||||||
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72 | Shiver Strike | Leaps through the air, performing an extended lunge distance melee upon releasing [Melee Attack]. Deals 624 [105] damage on hit, heavily [moderately] knocking enemies back and applying x50 [x50] Slow Stacks. Guardians directly hit by Shoulder Charge have their Melee Lunge disabled for 0.5 seconds | Base Cooldown: 113 seconds. | ||||||||||||
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74 | Super Abilities | ||||||||||||||
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76 | Glacial Quake | General Super Information Damage Resistance: 90% [47%] Base Duration: 25 seconds, or 4% Super Drain per Second Shatters Frozen Enemies and Stasis Crystals on contact. Increased Jump Height. Cryoclasm requires no sprint build-up On Super Cast Freezes enemies within 8 [6] meters Light Attack Drains 7.45% Super Energy. Launches you forward, dealing 2040 [210] damage and heavily knocking enemies back. Heavy Attack Drains 7.45% Super Energy. Slams the ground, dealing ? [50] damage and creating 3 waves of Stasis Crystals, each composed of a Medium and Large Crystal. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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78 | Aspect | Information | Fragment Slots | ||||||||||||
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80 | Cryoclasm | Sliding into Stasis Crystals and Frozen Enemies shatters them and other Frozen Enemies within ? meters instantly. After sprinting for at least 2.5 seconds: 50% Increased Slide Distance. Incurs a 4 second cooldown after an extended slide. No buildup requirement during Glacial Quake. | |||||||||||||
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82 | Diamond Lance | Spawns a Stasis Lance upon killing a Combatant with Stasis Damage, or upon killing 3 Guardians in a single life with Stasis Weapons, killing an enemy with a Stasis Ability, or shattering an enemy. Stasis Lance is a pickupable single-use weapon that can be held for up to 10 seconds. Remains for up to 25 seconds on the ground. [Shoot] throws the Stasis Lance, freezing enemies within 5 metres of the impact, shattering crystals on direct impact, and dealing 150 [45] damage. [Melee] slams the Stasis Lance, freezing enemies within 8 [6.75?] metres, and dealing up to 200 [90] damage. Incurs a 7 [17] second cooldown after spawning a Stasis Lance before another can be spawned. | |||||||||||||
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84 | Howl of the Storm | While Sliding: [Melee Ability] performs an uppercut, dealing ? [?] damage, freezing enemies within ? meters, and spawning 1 Small, 2 Medium, and 1 Large Crystal in front of the user. Can be used during Glacial Quake, consuming the same Super Energy as a Light Attack. Unable to use during slide if user shoots. | |||||||||||||
85 | |||||||||||||||
86 | Tectonic Harvest | Shattering Stasis Crystals or Frozen Enemies spawns a Small Stasis Shard. | |||||||||||||
87 | |||||||||||||||
88 | Warlocks | Warlocks | |||||||||||||
89 | |||||||||||||||
90 | |||||||||||||||
91 | |||||||||||||||
92 | Melee Abilities | ||||||||||||||
93 | |||||||||||||||
94 | Penumbral Blast | Sends forth a freezing projectile that automatically detonates after traveling 22 metres. Projectile detonates on impact, dealing up 240 [30] damage and freezing enemies within 2.7 [2] metres on detonation. | Base Cooldown: 101 seconds | ||||||||||||
95 | |||||||||||||||
96 | Super Abilities | ||||||||||||||
97 | |||||||||||||||
98 | Winter's Wrath | General Super Information Damage Resistance: 90% [51%] Base Duration: 24.5 seconds, or 4.08% Super Drain per Second Glide becomes unlimited and accelerates as a directional input is held. Light Attack Drains 4.5% Super Energy per twin-shards. Casts two freezing homing twin-shards, one after another. Each projectile deals up to 33 radial damage, and 11 impact damage to unfrozen enemies. Frozen enemies receive 90% reduced damage. Heavy Attack Does not drain Super Energy. Casts a shockwave that deals up to 33 [? and Non-Lethal] damage to enemies within 30 metres. Shockwave travels 45 meters per second. Stasis Crystals and Frozen Enemies hit by the shockwave are shattered. Combatants are dealt an additional damage instance of 825 damage. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
99 | |||||||||||||||
100 | Aspect | Information | Fragment Slots | ||||||||||||
101 | |||||||||||||||
102 | Bleak Watcher | Grenade Cooldown is set to Glacier Grenade's while this Aspect is equipped. Hold [Grenade] to convert the Grenade Ability into a Stasis Turret. Stasis Turret: Automatically shoots a burst of 5 seeking projectiles over 0.7 seconds every 2 seconds at enemies within 30? metres, applying x20 [x10] Slow for 4.5+4.5 [2+1.75] seconds per hit. Lasts for 25+5 seconds, has 150 HP, and 67% Damage Resist until it has fired. | |||||||||||||
103 | |||||||||||||||
104 | Frostpulse | On Class Ability Cast: Freezes enemies within 8.5 [8] metres. Grants +2.5 Meters Melee Lunge Distance for 1.2 seconds. | |||||||||||||
105 | |||||||||||||||
106 | Glacial Harvest | Freezing an enemy creates Stasis Shards around the enemy. Rank-and-File Combatant = 1 Stasis Shard Elite Combatant | Guardians = 2 Stasis Shards Minibosses, Champions, and Bosses = 3 Stasis Shards Incurs a 10 second cooldown after creating 6 Stasis Shards. | |||||||||||||
107 | |||||||||||||||
108 | Iceflare Bolts | Shattering a Frozen Enemy creates a seeker, targeting the closest enemy up to 12 metres away. Seeker detonates upon reaching an enemy or expiring, freezing enemies within 3 [1.75] meters. Incurs an 8 second cooldown after creating 7 5 [1] seekers. | |||||||||||||
109 |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
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1 | Go back to the top! | Strand Subclasses | |||||||||||||
2 | Strand Subclasses | Strand Subclasses | |||||||||||||
3 | |||||||||||||||
4 | Hunter | Titan | Warlock | ||||||||||||
5 | |||||||||||||||
6 | Glossary | ||||||||||||||
7 | Tangle | Strand Elemental Pickup. Spawned when an enemy affected by a Strand Debuff (Sever, Suspend, Unravel) is killed while on a Strand Subclass, or through Exotic Gear. Lasts up to 20 seconds on the ground. Lasts up to 20 seconds when held. Incurs a 12 second cooldown upon creating a Tangle. Detonating a Tangle through damaging it or throwing it creates an explosion, dealing up to 420 [100] damage in a 5? metre radius. Grappling a Tangle fully refunds Grenade Energy and pulls the user towards it. | |||||||||||||
8 | Grapple Tangle | Tangle Equivalent that exclusively interacts with Grapple, behaving identically to a Tangle for Grappling. Lasts for up to 17.5 seconds. Duration is refreshed by 5 seconds upon using Grapple on it. Cannot be destroyed, nor picked up. Grappling a Grapple Tangle 5 consecutive times reduces the duration refresh to 1 second. | |||||||||||||
9 | Threadling | Strand minion that chases enemies within 20? metres, leaping towards the targeted enemy upon being within ? metres. Threadlings explode on contact or after leaping, dealing up to 338 [35] damage in a small radius. Warlock Interaction: Threadlings return after travelling 14 metres if they do not start chasing an enemy, remaining perched on the Warlock, up to a maximum of 5 Threadlings. Threadlings are individually released upon dealing weapon damage or scoring a Melee Hit, with a 0.5 second cooldown between releases. Threadlings released this way will track at any range. | |||||||||||||
10 | Woven Mail | Grants 45% [25%] Damage Resist for 10 seconds. Precision Hits and Melee Attacks from Guardians bypass the Damage Resist. | |||||||||||||
11 | Sever | Decreases the enemy's outgoing damage dealt by 40% [15%] for 10+5 [5+2.5] seconds. | |||||||||||||
12 | Suspend | Suspended Enemies are held midair, unable to use abilities. Suspended Combatants are unable to move, shoot, or use abilities. Rank-and-File and Elite Combatants are suspended for up to 5+2 seconds. Minibosses are only suspended for up to 3+1 seconds. Boss Combatants are immune to suspension, instead receiving 300 damage after ? seconds. Suspended Guardians are lifted midair, being able to slowly hover and hipfire their weapons for 2+1 seconds in a third-person perspective. Suspending Explosions deal up to 121 [?] damage and apply Suspend to enemies hit. Unstoppable Champions are stunned upon being Suspended. | |||||||||||||
13 | Unravel | Unraveled Enemies release 3 seeking threads towards enemies within ? metres 0.25 seconds after receiving 40 damage. Each Thread deals 29 [4] damage and applies Unravel on hit. Unravel has a 1.2 second cooldown between thread releases. Thread hits refresh the duration of Unravel, up to its original duration. (If the Unravel source applied a 9 second debuff, thread hits will reapply it to 9 seconds) Barrier Champion Shields are able to be damaged with Unraveling Rounds, stunning the Champion when destroyed. | |||||||||||||
14 | |||||||||||||||
15 | Grenade Abilities | ||||||||||||||
16 | |||||||||||||||
17 | Grapple | Cancelling a Grapple within 1 second of activation refunds 50% Grenade Energy. Hooks up to ? metres away, dealing 38 [?] damage and staggering enemies on impact, as well as attaching to enemies or objects. Upon Grappling a Tangle or Grapple Tangle: Fully refunds a Grapple Ability Charge and grants Grapple Returned for 4 seconds, allowing immediate reactivation if Grappling ends while the buff is active. Grenade Kickstart does not activate when grappling a Tangle or Grapple Tangle. [Melee Attack] while grappling or up to [?] seconds after performs a Grapple Melee. Grapple Melee: Deals 432 [61] impact damage, and 432 [61] radial damage over a 4? metre radius, unraveling and pushing enemies back. Guardians directly hit by Grapple Melee have their Melee Lunge disabled for 0.5 seconds Grapple Melee counts as both a Grenade and Melee Ability. Ashes to Assets grants 50% less Super Energy when a Grapple Melee is used with a Grapple Tangle. Grapple Passive Ability Regeneration is disabled until no longer airborne. Also applies to Silkstrike. | Base Cooldown: 82 seconds. | ||||||||||||
18 | Mindspun Invocation | Grapple Melee creates 2 Threadlings on hit. | |||||||||||||
19 | |||||||||||||||
20 | Shackle Grenade | ??? Trajectory Throws a bola, releasing an explosion on impact that deals 211 [?] damage and applies Suspension in a ? metre radius to enemies hit, then releases 2 smaller bolas. Smaller Bolas are released towards nearby enemies, each dealing 91 [?] damage and applying Suspension on hit. | Base Cooldown: 152 seconds. | ||||||||||||
21 | Mindspun Invocation | Grants Weaver's Trance for 25 seconds. Kills while Weaver's Trance is active generate Suspending explosions. | |||||||||||||
22 | |||||||||||||||
23 | Threadling Grenade | Medium Trajectory | Seeker Splits into 3 projectiles while midair, each creating a Threadling on impact. | Base Cooldown: 121 seconds. | ||||||||||||
24 | Mindspun Invocation | Hold [Grenade] to consume a Grenade Charge, granting 5 Perched Threadlings. | |||||||||||||
25 | |||||||||||||||
26 | Fragments | Icon | Information | Stat Changes | |||||||||||
27 | Ascent | On Grenade Ability Usage: Refills readied weapon. Grants +40? Handling, +40 Reload Speed, 0.925x Reload Duration Multiplier and +30 Airborne Effectiveness for 15 seconds. Incurs a 4 second cooldown between Ammo Refills upon activation. | +10 Mobility | ||||||||||||
28 | Binding | Super Kills create a Suspending Blast. | +10 Resilience | ||||||||||||
29 | Continuity | Strand Debuffs normally last 50% longer. Debuff sources will have their value with Continuity shown in smaller text next to the regular duration. | - | ||||||||||||
30 | Evolution | Threadling move 30?% faster, travel further, and deal increased damage. Threadling Damage Increase: 33% against Combatants | 12.5% against Guardians | +10 Intellect | ||||||||||||
31 | Finality | Finishers create a Threadling. | +10 Recovery | ||||||||||||
32 | Fury | Upon dealing damage with Tangles: Grants a varying amount of Melee Energy per damage instance. Tier 1 Combatant = 10% Tier 2 Combatant = 18% Tier 3 Combatant = 20% Guardians = 25% Tier 4 Combatant = 30% | -10 Strength | ||||||||||||
33 | Generation | Upon dealing damage: Grants a variable amount of Grenade Ability Energy. Grenade Ability Energy Gains vary depending on the source, as well as the amount of damage. Generally, the more damage something deals, the more Ability Energy it will grant. | -10 Discipline | ||||||||||||
34 | Isolation | Upon scoring multiple Precision Hits within 2 seconds of each: Emits a Severing Burst, applying Sever to enemies within ? metres. Incurs a 4 second cooldown upon Severing. Precision Hits during the cooldown will not be counted. Precision Hits work on a Counter System, triggering the Severing Burst upon reaching 100%. Counter System is exclusively Weapon Archetype based. Counter Progress per Precision Hit: 50% Counter: Slug Shotguns 34% Counter: Bows and Sniper Rifles 25% Counter: Hand Cannons and Scout Rifles 20% Counter: Sidearms 15% Counter: Auto Rifles 12% Counter: Machine Guns and Pulse Rifles 10% Counter: Trace Rifles and Submachine Guns | - | ||||||||||||
35 | Mind | Killing Suspended Enemies grants Class Ability Energy based on Enemy Rank. Incurs a 1? second cooldown upon scoring a kill. Tier 1 Combatant = 10% Tier 2 Combatant = 12% Tier 3 Combatant | Guardians = 15% Tier 4 Combatant = 30% | - | ||||||||||||
36 | Propagation | On Powered Melee Ability Kill: Grants Unraveling Rounds to Strand Weapons for 8 [5] seconds. | +10 Strength | ||||||||||||
37 | Rebirth | Strand Weapon Kills progress a counter that spawns a variable number of Threadlings upon reaching 100%. Counter Progress (Threadling Amount): Rank-And-File = 34% (1) | Elite = 67% (2) | Miniboss and Boss = 100% (3) | Guardians = 67% (2) | - | ||||||||||||
38 | Transmutation | While Woven Mail is active: Weapon Kills spawn a Tangle. | +10 Strength | ||||||||||||
39 | Warding | On Orb of Power Pickup: Grants Woven Mail for 5 seconds. | -10 Resilience | ||||||||||||
40 | Wisdom | Killing Suspended Enemies creates an Orb of Power that grants 2.5% Super Energy. Incurs a 10 second cooldown after creating an Orb of Power. | - | ||||||||||||
41 | |||||||||||||||
42 | Hunter | Hunters | |||||||||||||
43 | |||||||||||||||
44 | |||||||||||||||
45 | |||||||||||||||
46 | Melee Abilities | ||||||||||||||
47 | |||||||||||||||
48 | Threaded Spike | Bounces on hits or upon striking surfaces, heading towards up to 9 enemies within ? metres of each, dealing 394 [70] damage and severing for ?+? seconds on hit. Deals 18% reduced damage on the first bounce, and 42.5% reduced damage on every bounce afterwards. Grants Melee Energy based on the amount of hits scored upon returning. [Melee Attack] while the projectils is nearby to catch it. Catching the Threaded Spike increases the amount of Melee Energy gained. Hits | Melee % | Caught % 0 | 5% | 20% 1 | 10% | 30% 2 | 20% | 50% 3 | 30% | 70% 4 | 35% | 85% 5+ | 40% | 100% | Base Cooldown: 125 seconds. | ||||||||||||
49 | |||||||||||||||
50 | Super Abilities | ||||||||||||||
51 | |||||||||||||||
52 | Silkstrike | General Super Information Damage Resistance: 90% [45%] Base Duration: 24.5 seconds, or 4% Super Drain per Second Light Attack Drains 4% Super Energy. Hits deal 1024 [260] damage. Kills cause the enemy to explode, dealing up to 718 [?] damage to enemies within [?] metres. Heavy Attack Drains 9% Super Energy. Swings the rope dart in a 360-degree arc, dealing [315] [80] damage in a [?] metre radius. Hits twice per usage. Grenade Does not drain Super Energy. Functionally identical to a Grapple Grenade that instantly recharges. Class Ability Drains 4.5% Super Energy. Performs the Arc Staff Dodge Animation, evading attacks. Can also use Ensnaring Slam to suspend enemies. | Tier 2 Super 556 seconds. | ||||||||||||
53 | |||||||||||||||
54 | Aspect | Information | Fragment Slots | ||||||||||||
55 | |||||||||||||||
56 | Ensnaring Slam | [Air Move] expends Class Ability Energy to dive downwards, dealing 61 [11] damage and applying Suspension to enemies within 8 [6.5] metres. 0.5x Class Ability Regeneration Speed for 6 [12] seconds after usage. | |||||||||||||
57 | |||||||||||||||
58 | Threaded Specter | On Class Ability Usage: Spawns a Strand Decoy. Decoy has 175 HP and lasts for up to 12 seconds. Combatants are lured to attack it. Allies and Caster deal 150% increased Ability and Weapon Damage towards it. Decoy always counts as hostile and can be damaged by allies, enemies, and the caster. Does not activate any On-Kill effect. Upon losing all HP or when an enemy is within ? metres: Deals up to 360 [100 Guardians | 121 Objects] damage in a ? metre radius and spawns 2 Threadlings. 0.5x Class Ability Regeneration Speed for 6 [12] seconds after usage. | |||||||||||||
59 | |||||||||||||||
60 | Whirling Maelstrom | Upon destroying a Tangle: Summons a Spinny Tangle, which seeks towards enemies within ? metres, accelerating as it gets closer, up to a maximum of 6m/s for 12 seconds. Beyblade Tangles counts as a Grapple Tangle. Whirling Tangles have ?HP, deal 35 [?] damage 10 times a second in a 2? meter radius, and create Unraveling Threads on kill. Stabby Tangles kills count as Tangle Kills. Rotating Tangles Hits count as Tangle hits?. Hits do not count as Ability Damage. | |||||||||||||
61 | |||||||||||||||
62 | Widow's Silk | Grants an additional Grenade Ability Charge. Grapple creates a Grapple Tangle. Grapple Tangle won't be created if Grapple hits an enemy or ally. | |||||||||||||
63 | |||||||||||||||
64 | Titan | Titans | |||||||||||||
65 | |||||||||||||||
66 | |||||||||||||||
67 | |||||||||||||||
68 | Melee Abilities | ||||||||||||||
69 | |||||||||||||||
70 | Frenzied Blade | Innately has 3 Melee Ability Charges. Recharges faster as it has more Ability Charges. 0 -> 1 Ability Charges = Regular Cooldown. 1 -> 2 Ability Charges = 25% Faster Melee Regeneration Speed. 2 -> 3 Ability Charges = 50% Faster Melee Regeneration Speed. Performs a dash, moving forward [?] metres and slashing towards enemies, dealing 569 [105] damage and applying severed for ? [?] seconds. | Base Cooldown: 114 seconds. | ||||||||||||
71 | |||||||||||||||
72 | Super Abilities | ||||||||||||||
73 | |||||||||||||||
74 | Bladefury | General Super Information Damage Resistance: 90% [50%] Base Duration: 24 seconds, or 4.167% Super Drain per Second Grants 3 Melee Ability Charges on Super End. Light Attack Drains 3% Super Energy. Performs a strengthened Frenzied Blade Melee that deals 851 [210] damage and can be infinitely chained. Deals 25% increased damage against Suspended enemies. Attacks 3 times per second. Increases Attack Speed by 100% after chaining 3 sustained light attacks. Heavy Attacks or not chaining Light Attacks fast enough removes the Attack Speed Increase. Heavy Attack Drains 10.5% Super Energy. Incurs a 3 second cooldown after usage. Hurls a pair of projectiles forward, that home in towards enemies, dealing 143 x 4 [61] direct damage and 608 [36] AoE damage. Applies Suspension on hit. Light Attack Hits reduce the cooldown by 1 second. Receiving any damage reduces the cooldown by 1 second. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
75 | |||||||||||||||
76 | Aspect | Information | Fragment Slots | ||||||||||||
77 | |||||||||||||||
78 | Banner of War | Upon scoring a Sword Kill, Melee Kill, Glaive Melee Kill, Super Light Attack Kill, or Finisher: Raises a Banner of War for 15 seconds, buffing the user and nearby allies within 10 metres. Kills scored by the user or nearby allies empower and extend the duration of Banner of War, up to a maximum of x4 Banner of War and 30 seconds. Banner of War: Lasts for 15 seconds, up to a maximum of 30 seconds. Grants x1 stacks for every 7 [2] enemies that either die within 20 meters, are killed by the user, or by allies within 20 metres. Kills increase the duration by +5 seconds. Each stack after the second decreases the duration extension by -1, down to +3 seconds per kill at x4 stacks. Periodically restores 20 HP every 2.5 seconds. Each stack after the first decreases the delay between pulses by 0.5 second, down to 1 second at x4 stacks. Grants 40% Increased Melee Damage, 25% Increased Glaive Melee Damage, and 10% Increased Sword Damage. Buffs are reduced to 15% Increased Melee Damage, 12.5% Increased Glaive Melee Damage, and 20% Increased Super Damage while Biotic Enhacements is active. Buffs are reduced to 40%, down to 10% Increased Melee Damage, and 40%, down to 5% Increased Glaive Melee Damage based on the amount of Burning Fists stacks. Stacks | Time Extension | Kills for next stack | Pulse Delay x1 | +6 seconds | 7 [2] Kills | 2.5 seconds x2 | +5 seconds | 7 [2] Kills | 2 seconds x3 | +4 seconds | 7 [2] Kills | 1.5 seconds x4 | +3 seconds | - | 1 second | |||||||||||||
79 | |||||||||||||||
80 | Drengr's Lash | On Class Ability Usage: Unleashes a Strand Lash forward that travels up to ? metres away. Strand Lash tracks enemies in its path, dealing 61 [31] damage and applying Suspension on hit. | |||||||||||||
81 | |||||||||||||||
82 | Flechette Storm | While sliding: [Melee Ability] leaps into the air, draining 50% Melee Energy, knocking enemies within ? metres back, and dealing 117.5 [66] damage. Unable to use during slide if user shoots. While Airborne after using Melee Ability: [Melee Ability] drains 50% Melee Energy to launch a cluster of 4 Unraveling Projectiles, each dealing 152 [25.2] damage to enemies within ? metres. [Melee Ability] while airborne to chain additional throws. Grants 25% Damage Resist against Non-Melee while in the Melee Animation. | |||||||||||||
83 | |||||||||||||||
84 | Into The Fray | Upon destroying a Tangle: Releases 3 pulses from where the Tangle was destroyed, restoring 10 HP and granting Woven Mail to the user and allies within 10? metres every 2 seconds. On Super Cast: Grants allies within ? metres Woven Mail. While Woven Mail is active: 300% [200%] Additional Base Melee Regeneration Rate. | |||||||||||||
85 | |||||||||||||||
86 | Warlocks | Warlocks | |||||||||||||
87 | |||||||||||||||
88 | |||||||||||||||
89 | |||||||||||||||
90 | Melee Abilities | ||||||||||||||
91 | |||||||||||||||
92 | Arcane Needle | Innately has 3 Melee Ability Charges. Recharges faster as it has more Ability Charges. 0 -> 1 Ability Charges = Regular Cooldown. 1 -> 2 Ability Charges = 33% Faster Melee Regeneration Speed.. 2 -> 3 Ability Charges = 100% Faster Melee Regeneration Speed. Throws a seeking Strand Needle, homing towards the targeted enemy, dealing 505 [68] damage and applying unravel for ?+? [7+2.5] seconds. | Base Cooldown: 100 seconds | ||||||||||||
93 | |||||||||||||||
94 | Super Abilities | ||||||||||||||
95 | |||||||||||||||
96 | Needlestorm | General Super Information Damage Resistance: ?% [53%] Releases 7 to 9 homing projecties, each dealing 783 [?] damage and embedding on hit, exploding after ? seconds into threadlings. Threadlings spawned from Needlestorm deal 41.5% increased damage. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
97 | |||||||||||||||
98 | Aspect | Information | Fragment Slots | ||||||||||||
99 | |||||||||||||||
100 | Mindspun Invocation | Enhances Strand Grenades: Grapple: Grapple Melees create 3 Threadlings. Threadling Grenade: Hold [Grenade] to consume a Grenade Charge, granting 5 Perched Threadlings. Shackle Grenade: Hold [Grenade]: to consume a Grenade Charge, granting Weaver's Trance for 25 seconds. Kills create a Suspending Explosion while Weaver's Trance is active. | |||||||||||||
101 | |||||||||||||||
102 | The Wanderer | Destroying a Tangle creates a Suspending Burst after ? seconds. applying Suspension to enemies within 7 metres. Thrown Tangles now seek and attach to enemies, exploding in a Suspending Burst, applying Suspension to enemies within 7 metres. Thrown Tangles are unaffected by Gravity. Threadling Kills now spawn a Tangle. | |||||||||||||
103 | |||||||||||||||
104 | Weaver's Call | On Class Ability Usage: Creates 3 Threadlings, and deploys all Perched Threadlings. Strand Damage Kills progress a counter that grants a Perched Threadling upon reaching 100%. Rank-And-File = ?% | Elite = ?% | Miniboss+ = ?% | Guardians = ?% | |||||||||||||
105 | |||||||||||||||
106 | Weavewalk | While airborne and while having at least 1 Melee Ability Charge: [Air Move] grants Weavewalk and instantly consumes 20% Melee Ability Energy. While Weavewalk is active: Generates a Perched Threadlings every 0.5 seconds. Grants 90% [90%, 60% while carrying Spark] Damage Resist. Drains 25% Melee Ability Energy per second. Functionally identical to Void Invisibility. Arc Souls, No Time To Explain's Time-slip Portal, and Threadlings deal 50% Decreased Damage. Unable to use Weapon, Abilities, or perform revives. Cannot pick up ammo or Orbs of Power. | |||||||||||||
107 |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
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1 | Go back to the top! | Void Subclasses | |||||||||||||
2 | Void Subclasses | Void Subclasses | |||||||||||||
3 | |||||||||||||||
4 | Hunter | Titan | Warlock | ||||||||||||
5 | |||||||||||||||
6 | Glossary | ||||||||||||||
7 | Devour | Restores 100 HP on activation and grants Devour for 10+5 seconds. Reactivating Devour restores 100 HP and refreshes 5+3 seconds. Scoring a kill while Devour is active restores 100 HP, grants Grenade Ability Energy, and refreshes 5+3 seconds of its duration. Grenade Ability Energy on Kill: Tier 1 Combatant = 7.5% Tier 2 Combatant = 11.6% Tier 3 Combatant = 13.75% Tier 4 Combatants = 20% Guardians = 20% | |||||||||||||
8 | Invisibility | Cloaks the user, granting various benefits, while lowering Maximum Radar Range to 24 meters for 5+2 seconds. Immediately ends upon performing an Offensive Action. Radar Booster Weapon Mod removes the Radar Reduction. Reapplying Invisibility without it breaking refreshes the duration of the longest lasting invisibility. Combatants are unable to directly target the user, preferring to either shoot at the user's last visible location, or not firing. Combatants will track through Loud Actions, but not fire. Guardians are unable to see the user's health bar, and the user's radar will only ping every 5 seconds for 0.6 seconds, or upon performing Loud Actions. Weapons and Abilities that are able to home in (Tracking Projectiles) or scan (Firebolt Grenades) for enemies will not target the user, and will stop tracking if they already were. Offensive Actions: Instantly ends Invisibility Shooting | Grenade, Melee, Super, or Blink Ability Usage | Barricade or Rift Placement | Vehicle Summon Loud Actions: Pings Radar | Combatants Track Beginning Sprint | Non-Blink Movement Ability Usage | Hunter Class Ability Usage | |||||||||||||
9 | Overshield | Void Overshield with up to 45 HP for 10+5 seconds. Overshield has 50% Damage Resist against Combatants. Damage dealt to Void Overshields does not stop Health Regeneration. This applies to any Overshield. Cannot gain Overshield while in a Healing Rift. | |||||||||||||
10 | Void Breach | Void Elemental Pickup. Grants 12.5% Class Ability Energy on Pickup. Allies do not receive Void Breaches created by the user. Lasts 25 seconds before disappearing. Incurs a 5 second cooldown between Void Breach spawns. | |||||||||||||
11 | Suppression | Suppressed Enemies are removed from active abilities and are unable to use abilities for 10 [5] seconds. Suppressed Rank-and-File and Elite Combatants also become disoriented and will be unable to shoot. Suppressed Guardians are removed from their Super Ability, and cannot use Grenade, Melee, Class, Super, and Movement Abilities. Overload Champions become Stunned upon being Suppressed. | |||||||||||||
12 | Volatile | Volatile Enemies explode after receiving 190 [200] damage within ? [6] seconds, dealing up to 160 [80] damage in a 7? meter radius. The damage from the hit that applies Volatile doesn't count towards the detonation threshold. Incurs a 1 second cooldown before Volatile can be reapplied to an enemy after it explodes. Barrier Champion Shields are damageable while Volatile Rounds are active, stunning the Champion when destroyed. | |||||||||||||
13 | Weaken | Weakened Enemies receive 15% [7.5%] increased damage and have 20% Reduced Movement Speed for 5 [2.5] seconds. Weakened Combatants become less accurate. Unique Weaken Effects: Certain sources of Weaken apply a stronger Weaken that grants 30% [varies%] increased damage. Shadowshot grants 30% [50%] increased damage against tethered enemies with both Deadfall and Moebius variations. Felwinter's Helm's grants 30% [30%] increased damage against enemies affected by its weakening burst. Its duration can be extended by any other Weaken effect. Tractor Cannon's Repulsor Force grants 30% [50%] increased damage against enemies it damages. Its duration can be extended by any other Weaken effect. | |||||||||||||
14 | |||||||||||||||
15 | Grenade Abilities | ||||||||||||||
16 | |||||||||||||||
17 | Axion Bolt | Heavy Trajectory | Scan Scans up to 2 enemies in Line of Sight within 13 metres upon impact, releasing a slow-moving Axion Bolt towards scanned enemies after a 1 second delay. Axion Bolts deal 575 [65] damage and travel at a speed of ? m/s for up to ? seconds. Bolts have 10? HP and can be destroyed. | Base Cooldown: 152 seconds | ||||||||||||
18 | Chaos Accelerant (Charged) | Scans up to ↑3 enemies. Axion Bolts travel ↑?% faster. | |||||||||||||
19 | |||||||||||||||
20 | Magnetic Grenade | Light Trajectory | Slightly Homing | Sticky | Fast Attaches to enemies or surfaces, initially exploding after 1.2 seconds of being attached, followed by a secondary explosion after 0.6 seconds. Each explosion deals up to 472 [75] damage over 5 meters on detonation. Deals up to 946 [150] damage with both explosions. | Base Cooldown: 105 seconds | ||||||||||||
21 | Chaos Accelerant (Charged) | Releases 5 Void Bolts up to 14 meters away. Can be charged for up to 4.5 seconds. Void Bolts knock back enemies, each dealing up to 312 [50] damage and applies Volatile over a 2.5 meter radius. Deals 75% reduced self-damage. Does not self-apply Volatile. | |||||||||||||
22 | |||||||||||||||
23 | Scatter Grenade | Heavy Trajectory Explodes on impact, dealing 5 [1] damage and releasing 8 drones over 4 meters. Drones explode twice, each dealing up to 70 [16] damage over 4 meters on their first explosion. After 0.5 seconds of exploding, each drone detonates again, dealing up to 115 [20] damage over 4 meters on their second explosion. Deals up to 1480 [288] damage with all 8 drones dealing maximum damage. | Base Cooldown: 105 seconds | ||||||||||||
24 | Chaos Accelerant (Charged) | Drones now home in towards enemies within 5 meters. | |||||||||||||
25 | |||||||||||||||
26 | Suppressor Grenade | Medium Trajectory Explodes after its speed is sufficiently reduced. Has a brief delay before it can explode. Explosion deals up to 863 [150] damage and applies Suppression for 10 [5] seconds over 9 meters on detonation. | Base Cooldown: 121 seconds | ||||||||||||
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28 | Void Spike | Medium Trajectory | Wall-Mounted Attaches to surfaces, projecting a torrent of Void Light after 0.67-0.1 seconds. Void Light deals 80 [28] damage every 0.217 seconds up to 16+9 times over 3.5+1.75 seconds. Void Light deals up to 1280 [2000] [448 [700]] over its duration. | Base Cooldown: 121 seconds | ||||||||||||
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30 | Void Wall | Medium Trajectory | DoT Field Explodes on impact, creating a perpendicular wall of Void Light over ? meters that deals up to 173 [?] damage as it spreads. After 0.85 seconds of being created, Void Light deals 120 [35] damage every 0.2 seconds up to 18+9 times over its 3.75+1.875 second duration Void Light deals up to 2160 [3240] [630 [945]] damage over its duration. | Base Cooldown: 121 seconds | ||||||||||||
31 | |||||||||||||||
32 | Vortex Grenade | Medium Trajectory | DoT Field Deals up to 195 [25] damage over 5 metres on impact, as well as creating a Void Vortex. Void Vortex Pulls enemies within 5? meters after 0.833 seconds of impacting. After 1.45-0.13 seconds of being created, deals 78 [20] damage every 0.267 seconds up to 12+7 times over its 4+1 second duration to enemies within its 4 meter radius. The 13th 20th tick has falloff and deals up to 54 [?] damage. Deals up to 990 [1536] [240 [380]] damage with the Void Vortex field. | Base Cooldown: 152 seconds | ||||||||||||
33 | Chaos Accelerant (Charged) | Pulls enemies within ? meters after 0.617 seconds of impacting. After 1.175 seconds of being created, deals 78 [20] damage every 0.267 seconds up to 17+7 times over its 4.3+2.3 second duration to enemies within its 7 meter radius. The 17th 24th tick has falloff and deals up to 54 [?] damage. Deals up to 1380 [1926] [340 [480]] damage with the Void Vortex field. | Chaos Accelerant (Charged) | ||||||||||||
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35 | Fragments | Icon | Information | Stat Changes | |||||||||||
36 | Cessation | Finishers apply Volatile to enemies within ? metres. Killing Volatile Enemies spawns a Void Breach. | - | ||||||||||||
37 | Dilation | Crouch Speed is set to 4 meters per second and grants doubled radar resolution while crouched. Crouch Speed cannot be decreased below 4m/s, identically to Transversives Steps. | +10 Mobility +10 Intellect | ||||||||||||
38 | Domineering | Suppressing an enemy grants +30 Mobility and 4% Forward Movement Speed Bonus for 10 seconds and refills the readied weapon. Buff duration serves as cooldown. Killing Suppressed Enemies spawns a Void Breach. | +10 Discipline | ||||||||||||
39 | Exchange | Melee Kills grant Grenade Energy based on Enemy Rank. Tier 1 Combatants = 7.5% Tier 2 Combatants = 11% Tier 3 Combatants | Guardians = 16.25% Tier 4 Combatant | Minibosses | Bosses = 25% | - | ||||||||||||
40 | Expulsion | Void Ability Kills cause enemies to explode. dealing up to 160 [130] damage in a 7 metre radius. | +10 Intellect | ||||||||||||
41 | Harvest | Killing Weakened Enemies creates an Orb of Power that grants 2.5% Super Energy and a Void Breach. Incurs a 10 second cooldown upon creating an Orb of Power. | -10 Intellect | ||||||||||||
42 | Instability | Grenade Kills grant Volatile Rounds to Void Weapons for 11 seconds. | +10 Strength | ||||||||||||
43 | Leeching | Melee Kills begin health regeneration for the user and allies within ? metres. | +10 Resilience | ||||||||||||
44 | Obscurity | Finishers grant Invisibility for 5+2 seconds. | +10 Recovery | ||||||||||||
45 | Persistence | Void Buffs applied to the user last longer. Devour: 50% Increased duration. Invisibility: 40% increased duration. Void Overshield: 50% increased duration. | -10 to the stat that governs Class Ability Cooldown | ||||||||||||
46 | Provision | Grenade Ability Damage grants Melee Energy. Can only activate once per damage instance. Hitting multiple enemies counts as 1 instance. 3% Melee Energy: Scatter, Spike, Voidwall, Vortex 8% Melee Energy: Axion, Handheld Supernova, Magnetic, Suppressor | -10 Strength | ||||||||||||
47 | Remnants | Axion Bolts last ?% longer. Void Spikes last 50% longer, and begin dealing damage 0.1 seconds earlier. Void Wall last 50% longer. Vortex Grenade last 25% longer, and begin dealing damage 0.13 seconds earlier. Chaos Accelerant-enhanced Vortex Grenades last 55% longer. | - | ||||||||||||
48 | Reprisal | While surrounded by 3+ enemies within 8 meters: Kills grant an additional ?% Super Energy. Incurs a 1? second cooldown between activations. | - | ||||||||||||
49 | Starvation | On Orb of Power or Void Breach Pickup: Grants Devour for 5+2.5 seconds. | -10 Recovery | ||||||||||||
50 | Undermining | Void Grenades apply Weaken on hit for 5 [2.5] seconds. | -20 Discipline | ||||||||||||
51 | Vigilance | Upon killing an enemy while at Critical Health: Grants Void Overshield for 5+2.5 seconds. Incurs a 8 second cooldown after activating. | -10 Recovery | ||||||||||||
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53 | Hunters | - | - | - | Hunters | - | - | - | - | - | - | ||||
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57 | Melee Abilities | ||||||||||||||
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59 | Snare Bomb | Smoke Bomb that attaches to surfaces for up to 10 seconds. Pings Enemy Radar while attached. Bomb explodes upon detecting an enemy within ? meters of it, or upon directly striking an enemy. Snare Bomb deals 30 [10] impact damage, and up to 120 [40] explosion damage over ? meters. Hits weaken and disorient for 8 [2.5] seconds. Releases a cloud of smoke that lasts for 5 seconds on detonation, dealing DoT, disorienting enemies, and reducing Handling, Reload Speed, and Movement Speed. Damage scales over time as enemies remain in the smoke, starting at ? [?] damage and increasing up to ? [?], dealing a maximum of ? [?] damage over 5 seconds. | Base Cooldown: 90 seconds | ||||||||||||
60 | |||||||||||||||
61 | Super Abilities | ||||||||||||||
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63 | Spectral Blades | General Super Information Damage Resistance: 90% [48.5%% Invisible | 47% Visible] Base Duration: 23.5 seconds or 4.25% Super Drain per second. Drains 50% faster if not invisible. Light Attack Drains 5?% Super Energy. Deals 277 [?] damage and removes Void Invisibility. Attacks ? times per second. Uninterrupted hits against enemies grants up to 25?% Increased Melee Attack Speed Heavy Attack Drains 15?% Super Energy. [Heavy Attack] performs an uppercut, dealing 405 [?] damage and applying Weaken and granting Invisibility. Allows unlimited Trapper's Ambush usage, at the cost of 15%? Super Energy. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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65 | Shadowshot: Deadfall | General Super Information Damage Resistance: 90% [53%] Shadowshot fires a single Void Anchor that will pull all enemies within 12.5 metres towards it upon impact with a surface or enemy. Void Anchor activates on a 1 second delay after it detects an enemy within 12.5 metres, or after 30 seconds have passed. Void Anchor applies weaken and suppress on hit and to tethered enemies, increasing their damage taken by 30% [50%] and sharing 50% of Bodyshot Damage taken to other tethered enemies. Tethered enemies are marked for 30 [10] seconds. Void Anchor lasts for 12 seconds by default. Tethered Enemy kills increase its duration by 0.5 seconds, up to a maximum of 25 seconds. | Tier 4 Super Base Cooldown: 455 seconds | ||||||||||||
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67 | Shadowshot: Moebius Quiver | General Super Information Damage Resistance: 90% [53%] Shadowshot fires a triplet of Void Arrows that track enemies. Shadowshot is able to fire twice per Super Activation. Void Anchor activates after a 1 second delay on impact. Void Anchor applies weaken, suppress, and volatile on hit and to tethered enemies, increasing their damage taken by 30% [50%] and sharing 50% of Bodyshot Damage taken to other tethered enemies. Shadowshot deals 20% increased damage against tethered enemies. Void Anchor lasts for 6 seconds by default. Killing tethered enemies increase the duration by ? seconds, up to ? seconds. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
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69 | Aspects | Information | Fragment Slots | ||||||||||||
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71 | Trapper's Ambush | [Air Move] activates Quickfall, spending a Melee Charge to dive and create a Smoke Cloud on landing with a longer smoke duration of 6 seconds. Enemies caught by the Smoke Cloud are dealt 200 [50] damage and become weakened for 10 [5] seconds. Allies caught by the Smoke Cloud become invisible for 6.5 seconds. Snare Bombs grant Invisibility to allies within 6 meters of its impact for 5+2 seconds. | |||||||||||||
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73 | Vanishing Step | Replaces Dodge Animation with a faster, farther traveling Dodge Animation that grants Invisibility for 5+2 seconds. | |||||||||||||
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75 | Stylish Executioner | Killing Suppressed, Volatile, or Weakened Enemies grants Invisibility for 8+3.2 seconds, and Truesight for 4 seconds. While invisible from activating Stylish Execution: Melee Attacks deal 150% [20%] increased damage, weaken enemies for 5 [2.5] seconds, and have their Melee Lunge Range is increased to ? metres. Glaive Melee can apply the weaken effect. Applies "Too Stylish" after Invisibility wears off, preventing additional Stylish Execution activations for 2 [12] seconds. | |||||||||||||
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77 | - | - | - | - | - | - | Titans | - | - | - | - | - | - | ||
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81 | Melee Abilities | ||||||||||||||
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83 | Shield Bash | Shared with other Shoulder Charge Abilities: Requires sprinting for 1.25 seconds. Drains 15% Melee Ability Energy if no enemy is hit. Unable to use during slide if user shoots. Guardians directly hit by Shoulder Charge have their Melee Lunge disabled for 0.5 seconds Lunges forward 6.8 meters, automatically targeting enemies in range. Hitting an enemy deals 595 [110] damage, as well as dealing up to 216 [40] radial damage and applying Suppression to enemies within 2 meters. Scoring a kill with Shield Bash grants 45 HP Void Overshield for 10+5 seconds. | Base Cooldown: 101 seconds | ||||||||||||
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85 | Shield Throw | Hurls a Void Shield forward. Ricochets up to 5 times per throw, attempts to home in towards enemies, and is affected by gravity. Shield deals 400 [70] impact damage on hit, and grants 15 HP Void Overshield per hit. | Base Cooldown: 91 seconds | ||||||||||||
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87 | Super Abilities | ||||||||||||||
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89 | Sentinel Shield | General Super Information Damage Resistance: 90% [53%] Base Duration: 17 seconds or 5.88% Super Drain per second. Light Attack Drains 4.5% Super Energy per Attack. The Final Hit in the combo drains 2% Super Energy. Grounded 3-Hit Combo, dealing 492 [?] and 528 [?] damage. Airborne 2-Hit Combo, dealing 492 [?] damage The Final Hit in a combo deals 936 [?] damage in a ? metre cone. Heavy Attack Drains 6% Super Energy on Block. Drains Super Energy 20% faster if no allies are nearby. Generates an impenetrable barrier that allies can shoot through. Allies standing behind the barrier are granted 40% Increased Damage, +50 Handling, and +50 Reload Speed. Passive Super Energy Drain can be decreased by having allies behind the shield. x1 = 5% | x2 = 20% | x3 = 25% | x4 = ?% | x5 = 30% Grenade Ability Does not drain Super Energy. Incurs a 3 second cooldown between Shield Throws. Performs a Shield Throw, tossing the Sentinel Shield towards enemies. Sentinel Shield deals 495.3 [?] damage, and can ricochet on impact, up to ? times. Ricochets are aimed towards enemies. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
90 | |||||||||||||||
91 | Twilight Arsenal | General Super Information Damage Resistance while in Cast Animation: ?% [%] Summons 3 Void Axes and throws them towards the reticle. Axes deal ? [?] damage on impact, pulling enemies inwards, and explode after ? seconds, dealing damage and weakening over ? meters. The initial axe deals up to ? [?] damage, while the remaining 2 deal up to ? [?] damage. After exploding, axes become carriable weapons, lingering up to 15 seconds on the ground. Carriable Axes: Melee Weapons with 10 Ammo that can be held for up to 15 seconds. Light Attack swings deal 420 [175] damage and weaken, consuming 1 Ammo. Heavy Attacks throws the axe as an explosive projectile, consuming all ammo, dealing ? [?] damage on impact, and up to ? [250] damage over ? meters with its explosion, weakening damaged enemies. Axe damage can only be increased through the Void Surge modifier and debuffs. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
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93 | Ward of Dawn NEW | General Super Information Damage Resistance while in Cast Animation: ?% [26.5%] Ward of Dawn: Construct with 8,000 HP. Guardian Weapons deal 50% increased damage towards it, and abilities are uniquely tweaked. Projects a dome-shaped barrier with a 3 meter radius that blocks incoming and outgoing projectiles, prevents damage from the outside, and continuously generates 16.5 [11] HP Void Overshield per second to allies within ? meters outside of it. Rank-and-File and Elite Combatants deal 0.25x Damage against the Ward of Dawn. Minibosses and Bosses deal between 7x Damage at 0 Resilience, down to 0.25x Damage at 100 Resilience against the Ward of Dawn, based on the Resilience Stat of the Caster. Formula for the Ward of Dawn Damage Taken from Minibosses and Bosses: 7- 0.0675 x Resilience Being inside the dome grants Void Overshield, 60% [30%] Damage Resist, +50 Handling and +50 Reload Speed. Caster can generate up to ? Orbs of Power by scoring Melee Kills while within the dome. | Tier 4 Super Base Cooldown: 455 seconds On Cast: Creates 3 Orbs of Power that grant 2.3% Super Energy each. | ||||||||||||
94 | Ward of Dawn OLD | General Super Information Damage Resistance while in Cast Animation: ?% [26.5%] Creates a Dome with a radius of 3 metres that grants a 300 HP Void Overshield and protects from outside damage. Passing through the dome grants 25% increased damage for 15 seconds. Being inside the dome grants +50 Handling and +50 Reload Speed. Ward of Dawn has 8,000 HP and can be destroyed. Guardian Weapons deal 50% increased damage, and abilities are uniquely tweaked. Ward of Dawn receives between 7x Damage to 0.25x damage from Boss Combatants, depending on the Titan's Resilience Stat. Rank-and-File and Elite Combatants deal 0.25x Damage against the Ward of Dawn. Minibosses and Bosses deal between 7x Damage at 0 Resilience, down to 0.25x Damage at 100 Resilience against the Ward of Dawn, based on the Resilience Stat of the Caster. Formula for the Ward of Dawn Damage Taken from Minibosses and Bosses: 7- 0.0675 x Resilience | Tier 4 Super Base Cooldown: 455 seconds On Cast: Creates 3 Orbs of Power that grant 2.3% Super Energy each. | ||||||||||||
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97 | Aspects | Information | Fragment Slots | ||||||||||||
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99 | Bastion | On Super Cast: Grants allies within 15? metres a 45 HP Void Overshield. On Enhanced Barricade Cast: Grants a 45 HP Overshield for the user and allies within 15? metres Enhanced Barricade takes 20% increased damage from Guardians. While behind the Enhanced Barricade: Generates 10 HP Void Overshield per second. Overrides Towering Barricade Cooldown to 100 seconds at base. Overrides Rally Barricade Cooldown to 80 seconds at base. | |||||||||||||
100 | |||||||||||||||
101 | Controlled Demolition | Void Ability Damage and Volatile Explosions apply Volatile to enemies. Triggering a Volatile Explosion restores 90 HP for the user and allies within 40 metres. | |||||||||||||
102 | |||||||||||||||
103 | Offensive Bulwark | Grants an additional Shield Throw to Sentinel Shield Super. While Void Overshield is active or while affected by a Ward of Dawn's Armor of Light: 400% [200%] Additional Base Grenade Regeneration Rate, 100% [20%] increased Melee Damage, and increases Melee Lunge Range to 5.5 metres. Melee Kills generate ? HP Void Overshield. Unpowered Melee Hits count as Powered Void Melee Hits, except for Doomfang Pauldrons. | |||||||||||||
104 | |||||||||||||||
105 | Unbreakable | Hold [Grenade] to summon a Void Shield that grants ?% [75%] Damage Resist against blocked damage. Void Shield drains ?% Grenade Energy per second and continuously grants ? Void Overshield HP/s. Releasing [Grenade] or running out of Grenade Energy releases a frontal blast, dealing a varying amount of damage up to 11 meters away. Deals a minimum of ? [80] damage for not blocking any damage, linearly? scaling up to ? [185] damage after blocking ? [?] damage. Combatants that come into contact with the shield become disoriented for ? seconds. | |||||||||||||
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107 | Warlocks | - | - | - | - | - | Warlocks | - | - | - | - | - | - | ||
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111 | Melee Abilities | ||||||||||||||
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113 | Pocket Singularity | Launches an unstable ball of Void Energy. Singularity homes in towards the closest enemy within 2? meters, exploding on contact. Explosion knocks enemies within 3.75 meters away from the blast, dealing 353 [60] damage and applying Volatile. Guardians hit by Pocket Singularity cannot perform Melee Lunges for 0.5 second, and interrupts active slides. | Base Cooldown: 91 seconds | ||||||||||||
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115 | Super Abilities | ||||||||||||||
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117 | Nova Bomb: Cataclysm | General Super Information Damage Resistance: 90% [49%] Releases a slowly moving, tracking Nova Bomb that detonates on impact, or upon being detonated, dealing up to 4680 [?] damage in a ? meter radius. Releases 6 seekers on detonation, which slowly track enemies, dealing up to 936 [?] damage in a small radius each. Nova Bomb and its Seekers can be detonated mid-air by dealing damage towards it. Caster deals significantly more damage against it. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
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119 | Nova Bomb: Vortex | General Super Information Damage Resistance: 90% [49%] Releases a fast moving, arcing Nova Bomb that detonates on impact, dealing up to 4290 [?] damage in a ? meter radius. Creates a singularity after 0.43 seconds of detonating, instantly pulling enemies inwards. Singularity deals 75 [?] damage every ? seconds for 10 seconds to enemies within ? metres. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
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121 | Nova Warp | General Super Information Damage Resistance: 90% [51%] Base Duration: 24.5 seconds, or 4.1% Super Drain per second. Light Attack Drains 5% Super Energy. Deals up to 776 [200.1] damage in a 5 metre radius. Maximum Damage Falloff reduces damage by up to 50%. Can be charged by holding [Fire] for 0.6 seconds, linearly increasing its damage by up to 120%, and its radius by up to ?%. Super Energy drains ?% faster and decreases Movement Speed by ?% while fully charged. Fully charged hits apply Volatile to enemies. Heavy Attack / Sprint Performs a dash, draining 3.5% Super Energy to rapidly accelerate towards the currently input direction, otherwise backwards if none is input. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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123 | Aspects | Information | Fragment Slots | ||||||||||||
124 | Child of the Old Gods | On Rift Cast: Grants Void Soul Ready, which stands idle next to you for up to 25 seconds. Scoring Weapon Hits on an enemy makes the Void Buddy fly towards them, projecting a Draining Field upon arriving. The Draining Field deals 43 [10] damage and applies weaken for 5 [2.5] seconds every 0.7 seconds for up to 9.25 seconds to enemies within 10 meters. The Void Friend has 150 HP and can be, unfortunately, destroyed. Has ?% Damage Resist until it is actively draining. Grants different bonuses while the Void Soul is dealing damage, depending on the selected Class Ability: Healing Rift: Grants 4% Grenade and Melee Energy every 1.4 seconds. Empowering Rift: Restores 25 HP every other damage tick 1.4 seconds. Enemies killed within its Draining Field grant Class Ability Energy based on their Enemy Rank: T1: 10% | T2: 15% | T3: 20% | T4+: 50% | Guardian: 33.33% | |||||||||||||
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126 | Chaos Accelerant | [Grenade Ability] to overcharge a Grenade, enhancing it. Overcharged Grenade Effects: Axion Bolt: Adds an additional seeker [2 -> 3], and seekers travel faster. Magnetic: Releases a short-range Void Blast that applies Volatile. Scatter Grenade: Drones track enemies within 5 metres. Vortex Grenade: 7.5% Increased Duration, 70% Increased Radius, begins dealing damage 0.275 seconds earlier, and pulls enemies 0.216 seconds earlier. | |||||||||||||
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128 | Feed the Void | Void Ability Kills grant Devour. Devour becomes Enhanced Devour. Enhanced Devour: Restores 200 HP on activation and grants Enhanced Devour for 10+5 seconds. Reactivating Enhanced Devour restores 200 HP and refreshes 5+3 seconds. Scoring a kill while Enhanced Devour is active restores 200 HP, grants doubled Grenade Ability Energy, and refreshes 5+3 seconds of its duration. Grenade Ability Energy on Kill: Tier 1 Combatant = 15%% Tier 2 Combatant = 23.2%% Tier 3 Combatant = 27.5% Tier 4 Combatants = 40% Guardians = 40% | |||||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
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1 | Go back to the top! | Prismatic Subclasses | |||||||||||||
2 | Prismatic Subclasses | Prismatic Subclasses | |||||||||||||
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4 | Hunter | Titan | Warlock | ||||||||||||
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6 | Glossary | ||||||||||||||
7 | Transcendence | Unique ability obtained upon utilizing enough Light and Darkness damage types. Kinetic Damage fills both Light and Darkness bars at a reduced rate. Transcendence: Instantly recharges 2 Grenade and Melee Ability Charges on activation. Replaces Grenade Ability with an unique class-specific Prismatic Grenade Ability that deals both Light and Darkness damage types. Passively grants 5% Increased Weapon Damage, ?% Grenade and Melee Regeneration Speed, and 20% Damage Resist against Combatants for 20 seconds. Damage Increase stacks with everything. Dealing Grenade Ability Damage while Transcendent grants ?% Melee Regeneration Speed for ? seconds. Dealing Melee Ability Damage while Transcendent grants ?% Grenade Regeneration Speed for ? seconds. Kills while Transcendent extend its duration by up to ? seconds, decreasing over time down to a minimum of ? seconds per kill. | |||||||||||||
8 | Elemental Effects | Elemental Effects include all of the verbs that subclasses apply, that can either positively (Buff) or negatively (Debuff) affect the target. Equipping any Arc Ability or Aspect allows Amplified to be activated through Arc Kills. Equipping any Strand Ability or Aspect allows the creation of Tangles, and Warlocks are able to possess Perched Threadlings. Light Subclass Verbs: Arc = ↑Amplified ↓Blind ↓Jolt | Ionic Trace Solar = ↑Cure ↑Radiant ↑Restoration ↓Scorch ↓Ignition | Firesprites Void = ↑Devour ↑Invisibility ↑Void Overshield ↓Suppression ↓Volatile ↓Weaken | Void Breach Darkness Subclass Verbs: Stasis = ↑Frost Armor ↓Slow ↓Freeze ↓Shatter | Stasis Shards Strand = ↑Woven Mail ↓Sever ↓Suspend ↓Unravel | Tangle | |||||||||||||
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11 | 🌈 | 🌈 | Movement Ability and Class Abilities that are normally subclass-restricted and can be freely picked. Hunters are able to use Blink and Acrobat's Dodge. Titans have Thruster. Warlocks can use Blink and Phoenix Dive. | ||||||||||||
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14 | Fragments | Icon | Information | Stat Changes | |||||||||||
15 | Awakening | Scoring ? Elemental Kills within ? seconds of each, or a Super Kill spawns an Element-Matching Elemental Pickup. | +10 Resilience | ||||||||||||
16 | Balance | Killing ? enemies within ? seconds of each with Light Damage grants ?% Melee Energy. Killing ? enemies within ? seconds of each with Dark Damage grants ?% Grenade Energy. | - | ||||||||||||
17 | Blessing | Melee Kills begin health regeneration. Effect applies to allies within ? metres while Transcendent. | - | ||||||||||||
18 | Bravery | Grenade Kills grant Volatile Rounds to Void Weapons for ? seconds. Powered Melee Kills grant Unraveling Rounds to Strand Weapons for ? seconds. | - | ||||||||||||
19 | Command | Freezing or Suppressing an enemy refills readied weapon and grants +? Stability, +? Aim Assist, and +? Airborne Effectiveness for 11? seconds. No cooldown between Ammo Refills. Killing Frozen or Suppressed Enemies spawns a Stasis Shard or Void Breach respectively. | - | ||||||||||||
20 | Courage | Light Abilities deal 10?% increased damage to enemies affected by Stasis or Strand Elemental Debuffs. | +10 Discipline | ||||||||||||
21 | Dawn | Powered Melee Hits grant Radiant for 5? seconds. Powered Melee Kills grant the user and allies within ? metres Radiant for ? seconds. | -10 Strength | ||||||||||||
22 | Defiance | Finishers apply Jolt, x? Scorch, Volatile, x? Slow, or Sever to enemies within ? meters based on the equipped Super element. | +10 Recovery | ||||||||||||
23 | Devotion | Killing enemies affected by Stasis or Strand Elemental Debuffs grants Bonus Light Transcendence Energy. T1 Combatants = +?% Light Energy | T2 = +?% Light Energy | T3 = +?% Light Energy | T4 = +?% Light Energy | Guardians = +?% Light Energy | +10 Strength | ||||||||||||
24 | Dominance | Void Grenades apply Weaken on hit for ? [?] seconds. Arc Grenades apply Jolt on hit. | -10 Discipline | ||||||||||||
25 | Generosity | Kills while Transcendent create Orbs of Power that grant ?% Super Energy for allies. | - | ||||||||||||
26 | Grace | Kinetic Weapon Damage grants ?% increased Transcendence energy. Super Kills grant ?% Transcendence Energy to the user and allies within ? metres. | -10 Resilience | ||||||||||||
27 | Honor | Picking up Elemental Pickups or destroying a Tangle grants ?% Transcendence Energy of the matching alignment. | +10 Strength | ||||||||||||
28 | Hope | Grants 60% [?%] Additional Base Class Ability Regeneration Rate while affected by an Elemental Buff. | - | ||||||||||||
29 | Justice | Ability Kills while Transcendent trigger an explosion that deals up to ? [?] damage over ? meters. | +10 Intellect | ||||||||||||
30 | Mending | Grenade Kills grant Cure x1. Transcendent Grenade Kills grant Cure x2?. | - | ||||||||||||
31 | Protection | While within 15? metres of 3 enemies: 15% [?%] Damage Resist. In-Game Description is erroneous, the effect does NOT become increased while Transcendent. Instead, the 15% DR from Protection stacks with Transcendence's 20%, totalling 32% DR. | +10 Strength | ||||||||||||
32 | Purpose | Orbs of Power grant Elemental Buffs on pickup, based on the equipped Super. Arc: Amplified for 15 seconds. Solar: Restoration x1 for 5? seconds. Void: 22.5 HP Overshield for 5? seconds. Stasis: x2 Frost Armor for 10 seconds. Strand: Woven Mail for 5 seconds. | -10 Recovery | ||||||||||||
33 | Ruin | Shattering enemies or destroying Crystals deals an additional damage instance, dealing up to 25 [9] damage in a 10 [8] metre radius. Falloff decreases damage dealt down to a minimum of 17 [4] damage at the maximum falloff distance. Increases the damage from directly shattering an enemy by up to 12.5% [4.5%] This is obviously a placeholder Ignitions have 20?% increased radius. | +10 Mobility | ||||||||||||
34 | Sacrifice | Ability Kills while affected by an Arc, Solar, or Void Elemental Buff grant an additional 2?% Darkness Transcendence Energy. | +10 Discipline | ||||||||||||
35 | Solitude | Upon scoring multiple Precision Hits within 2 seconds of each: Emits a Severing Burst, applying Sever to enemies within ? metres. Sever Burst radius is increased to ? meters while Transcendent. Incurs a 4 second cooldown upon Severing. Precision Hits during the cooldown will not be counted. Precision Hits work on a Counter System, triggering the Severing Burst upon reaching 100%. Counter System is exclusively Weapon Archetype based. Counter Progress per Precision Hit: 50% Counter: Slug Shotguns 34% Counter: Bows and Sniper Rifles 25% Counter: Hand Cannons and Scout Rifles 20% Counter: Sidearms 15% Counter: Auto Rifles 12% Counter: Machine Guns and Pulse Rifles 10% Counter: Trace Rifles and Submachine Guns | - | ||||||||||||
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37 | Hunter | - | - | - | Hunters | - | - | - | - | - | - | ||||
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40 | |||||||||||||||
41 | Grenade Abilities | ||||||||||||||
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43 | Hailfire Spike | Transcendence Grenade Attaches to surfaces or enemies, releasing a torrent of Stasis and Solar energy in a cone up to ? meters away. Erupts into a slowing storm, dealing up to 78 [?] damage upon erupting. Slowing storm deals 15.6 [?] Stasis Damage and applies x13? Slow every 0.25 seconds for 3.45 seconds. After 3.45 seconds of attaching, it releases a scorching cyclone that deals 39 [?] damage and applies x10 Scorch every 0.25 seconds for 4 seconds. | - | ||||||||||||
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45 | Arcbolt Grenade | Heavy Trajectory | Scan Scans and targets the closest enemy in Line of Sight within 8 metres upon impact, releasing Arc Lightning towards them after 1 second. After dealing damage, it chains to the closest enemy within 8 meters that hasn't been hit by Arc Lightning, repeating until it has damaged a maximum of 4 enemies. Arc Lightning deals 492 [85] damage. | Base Cooldown: 105 seconds. | ||||||||||||
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47 | Swarm Grenade | Medium Trajectory | Seekers Releases 9 seeking drones on impact. Drones begin chasing enemies that come within 4 metres, exploding on contact, otherwise self-destructing after 8 seconds. Each drone deals 53 + 49 [8 + 8] damage and applies x5 Scorch. Deals up to 918 [144] damage and x45 Scorch with all 9 drones. | Base Cooldown: 91 seconds | ||||||||||||
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49 | Duskfield Grenade | Medium Trajectory | DoT Field Detonates on impact, dealing up to 20 [20] damage and applying x20 [x10] Slow Stacks for 2+2 seconds in a ? meter radius, as well as creating a Slowing Field. Slowing Field: Deals 1 damage and applies x10 [x5] Slow Stacks for 2+2 seconds every 0.35 [0.3] seconds for 7+2 seconds in a 4 meter radius. | Base Cooldown: 91 seconds. | ||||||||||||
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51 | Grapple | Cancelling a Grapple within 1 second of activation refunds 50% Grenade Energy. Hooks up to ? metres away, dealing 38 [?] damage and staggering enemies on impact, as well as attaching to enemies or objects. Upon Grappling a Tangle or Grapple Tangle: Fully refunds a Grapple Ability Charge and grants Grapple Returned for 4 seconds, allowing immediate reactivation if Grappling ends while the buff is active. Grenade Kickstart does not activate when grappling a Tangle or Grapple Tangle. [Melee Attack] while grappling or up to [?] seconds after performs a Grapple Melee. Grapple Melee: Deals 432 [61] impact damage, and 432 [61] radial damage over a 4? metre radius, unraveling and pushing enemies back. Grapple Melee counts as both a Grenade and Melee Ability. Ashes to Assets grants 50% less Super Energy when a Grapple Melee is used with a Grapple Tangle. Grapple Passive Ability Regeneration is disabled until no longer airborne. Also applies to Silkstrike. | Base Cooldown: 82 seconds. | ||||||||||||
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53 | Magnetic Grenade | Light Trajectory | Slightly Homing | Sticky | Fast Attaches to enemies or surfaces, initially exploding after 1.2 seconds of being attached, followed by a secondary explosion after 0.6 seconds. Each explosion deals up to 472 [75] damage over 5 meters on detonation. Deals up to 946 [150] damage with both explosions. | Base Cooldown: 105 seconds | ||||||||||||
54 | |||||||||||||||
55 | Melee Abilities | ||||||||||||||
56 | |||||||||||||||
57 | Combination Blow | Powered Melee Kills grant 100% Fixed Class Ability, restore ? HP, begin Health Regeneration, and grant x1 Combination Blow for 20 seconds, up to x3 stacks. Combination Blow: 60% | 156% | 309% Increased Melee Damage 23% | 51.3% | 86% Increased Melee Damage Buffs are reduced to ?% [?%] | ?% [?%] | ?% [?%] Increased Melee Damage if Biotic Enhancements is active. | Base Cooldown: 40 seconds. | ||||||||||||
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59 | Knife Trick | Throws a fan of 3 Solar Knives. Each knife deals 209 [38] damage with a 1.3x Precision Multiplier and apply x20 Scorch per hit. Can deal up to 816 [147] damage and x60+30 Scorch by scoring all 3 knives as Precision Hits. | Base Cooldown: 82 seconds. | ||||||||||||
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61 | Withering Blade | Innately has 2 Melee Ability Charges. Quickly tosses a Stasis Shuriken towards enemies. Shurikens are able to ricochet up to 3 times off of surfaces or enemies, tracking towards enemies within 12 [8] meters. Withering Blades deal 295 [65] damage and apply x60 [x40] Slow for 3.5+3.5 [1.5+0.5] seconds on hit. | Base Cooldown: 100 seconds. | ||||||||||||
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63 | Threaded Spike | Bounces on hits or upon striking surfaces, heading towards up to 9 enemies within ? metres of each, dealing 394 [80] damage and severing for ?+? seconds on hit. Deals 18% reduced damage on the first bounce, and 42.5% reduced damage on every bounce afterwards. Grants Melee Energy based on the amount of hits scored upon returning. [Melee Attack] while the projectils is nearby to catch it. Catching the Threaded Spike increases the amount of Melee Energy gained. Hits | Melee % | Caught % 0 | 5% | 20% 1 | 10% | 30% 2 | 20% | 50% 3 | 30% | 70% 4 | 35% | 85% 5+ | 40% | 100% | Base Cooldown: 125 seconds. | ||||||||||||
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65 | Snare Bomb | Smoke Bomb that attaches to surfaces for up to 10 seconds. Pings Enemy Radar while attached. Bomb explodes upon detecting an enemy within ? meters of it, or upon directly striking an enemy. Snare Bomb deals 30 [10] impact damage, and up to 120 [40] explosion damage over ? meters. Hits apply weakens for 8 [2.5] seconds. Releases a cloud of smoke that lasts for ? seconds on detonation, disorienting enemies, and reducing Handling, Reload Speed, and Movement Speed. | Base Cooldown: 90 seconds | ||||||||||||
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67 | Super Abilities | ||||||||||||||
68 | |||||||||||||||
69 | Storm's Edge | General Super Information Damage Resistance: ?% [50?%] Base Duration: ? seconds, or ?% Super Drain per Second. Throws out a homing knife, dealing ? [?] impact damage and up to ? [45?] radial damage to enemies within ? meters on impact, teleporting to it afterwards. Performs a wide whirling strike after teleporting, dealing 1600? [300] damage to enemies within ? metres. Consumes ?% Super Energy per knife thrown, up to 3 times per Super activation. | Tier 3 Super 500 seconds. | ||||||||||||
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71 | Golden Gun - Marksman | General Super Information Damage Resistance: 60% [0%] Base Duration: 12 seconds, or 8.34% Super Drain per Second Base Duration +Knock'Em Down: 16 seconds, or 6.25% Super Drain per Second. 3 Shot Golden Gun Deals 702 [?] damage per shot with a 2x Precision Multiplier. Radiant's damage bonus affects its damage output. On Precision Hit: Grants Increased Precision Damage, reduces Passive Super Drain by 25?% and spawns 2 Orbs of Power. 45.8% after the first Precision Hit, 90% after the second Precision Hit. Precision Hit Orbs of Power Super Gains: Non-Boss Combatants = 3.57% Super Energy | Boss Combatants = 2.85% Super Energy | Boss + Star-Eater Scales = 2.5% Super Energy | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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73 | Silence & Squall | General Super Information Damage Resistance: 90% [53%] Silence Deals 381 [847] impact damage and freezes enemies within 8.5 metres. Squall Deals 381 [847] impact damage, and creates a Stasis Storm on detonation. Stasis Storm Lasts 14+2 seconds, dealing 33 [14] damage and applying x20 Slow Stacks for 1 second every 0.17 seconds for 6 seconds in a 5.5 meter radius. Deals 300% increased damage against Non-Boss Frozen Enemies. | Tier 4 Super Base Cooldown: 455 seconds | ||||||||||||
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75 | Silkstrike | General Super Information Damage Resistance: 90% [45%] Base Duration: 24.5 seconds, or 4% Super Drain per Second Light Attack Drains 4% Super Energy. Hits deal 1024 [260] damage. Kills cause the enemy to explode, dealing up to 718 [?] damage to enemies within [?] metres. Heavy Attack Drains 9% Super Energy. Swings the rope dart in a 360-degree arc, dealing [315] [80] damage in a [?] metre radius. Hits twice per usage. Grenade Does not drain Super Energy. Functionally identical to a Grapple Grenade that instantly recharges. Class Ability Drains 4.5% Super Energy. Performs the Arc Staff Dodge Animation, evading attacks. Can also use Ensnaring Slam to suspend enemies. | Tier 2 Super 556 seconds. | ||||||||||||
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77 | Shadowshot: Deadfall | General Super Information Damage Resistance: 90% [53%] Shadowshot fires a single Void Anchor that will pull all enemies within 12.5 metres towards it upon impact with a surface or enemy. Void Anchor activates on a 1 second delay after it detects an enemy within 12.5 metres, or after 30 seconds have passed. Void Anchor applies weaken and suppress on hit and to tethered enemies, increasing their damage taken by 30% [50%] and sharing 50% of Bodyshot Damage taken to other tethered enemies. Tethered enemies are marked for 30 [10] seconds. Void Anchor lasts for 12 seconds by default, but tethered kills increase its duration by 0.5 seconds, up to a maximum of 25 seconds. | Tier 4 Super Base Cooldown: 455 seconds | ||||||||||||
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79 | Aspects | Information | Fragment Slots | ||||||||||||
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81 | Ascension | While Airborne and having a Class Ability Charge: [Air Move] consumes a Class Ability Charge to perform an upwards Arc Staff Twirl. Grants Amplified to the user and allies within ? meters. Deals up to ? [?] damage, as well as Jolting enemies within ? metres. | |||||||||||||
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83 | Gunpowder Gamble | Solar Kills charge up an Improvised Explosive. Readies at 6 Charges. Weapon = 1 [2] | Ignition & Scorch = 3 [4] | Abilities = 4 | Super = 6 Replaces Grenade with an Ignition-on-a-Stick that causes an ignition upon being shot or after 3 seconds. Incurs a 6 second cooldown after activating. Kills while on cooldown don't give charges. | |||||||||||||
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85 | Winter's Shroud | Upon applying Slow to an enemy: Grants ?% [?%] Additional Base Class Ability Regeneration Rate for ? seconds. On Class Ability Usage: Applies x60 [x40] Slow Stacks for 8 [1.5] seconds to enemies within 9 [8] metres. Grants ?% Damage Resist against Combatants for ? seconds. | |||||||||||||
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87 | Threaded Specter | On Class Ability Usage: Spawns a Strand Decoy. Decoy has 175 HP and lasts for up to 12 seconds. Combatants are lured to attack it. Allies and Caster deal 150% increased Ability and Weapon Damage towards it. Decoy always counts as hostile and can be damaged by allies, enemies, and the caster. Does not activate any On-Kill effect. Upon losing all HP or when an enemy is within ? metres: Deals up to 360 [100 Guardians | 121 Objects] damage in a ? metre radius and spawns 2 Threadlings. 0.5x Class Ability Regeneration Speed for 6 [12] seconds after usage. | |||||||||||||
88 | |||||||||||||||
89 | Stylish Executioner | Killing an enemy affected by an Elemental Debuff grants Invisibility for 8 seconds, and Truesight for 4 seconds. Melee Attacks while invisible from Stylish Execution deal 150% [20%] increased damage, weaken enemies for 5 [2.5] seconds, and have their Melee Lunge Range is increased to ? metres. Applies "Too Stylish" after Invisibility wears off, preventing additional Stylish Execution activations for 2 [12] seconds. | |||||||||||||
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91 | Titan | - | - | - | - | - | Titans | - | - | - | - | - | - | ||
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94 | |||||||||||||||
95 | Grenade Abilities | ||||||||||||||
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97 | Electrified Snare | Transcendence Grenade Explosive charged with Arc and Strand energy. Explodes in a supercharged suspending burst, applying Suspension to enemies within ? meters. Suspended Enemies are dealt ? damage every ? seconds for ? seconds, and become Jolted. | - | ||||||||||||
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99 | Pulse Grenade | Medium Trajectory Detonates on impact, dealing up to 172 [50] damage over ? meters. Periodically pulses every 0.7 seconds, dealing up to 276 [80] damage over ? meters 6+2 additional times. Can deal up to a total of 1828 2380 [530 [690]]. | Base Cooldown: 121 seconds. | ||||||||||||
100 | |||||||||||||||
101 | Thermite Grenade | Medium Trajectory Sends forth a Solar Wave on impact, repeating every 1.45 seconds up to 3 times. Solar Waves travel up to 25 meters away, each dealing up to 273 x 2 [80] damage and applying x10+10 Scorch. Deals up to 2184 [360] damage and applying x40+40 Scorch if all 4 Solar Waves hit without falloff. | Base Cooldown: 121 seconds | ||||||||||||
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103 | Glacier Grenade | Medium Trajectory Creates 5 Stasis Crystals in a straight line on impact, perpendicularly from where it was thrown. | Base Cooldown: 121 seconds. | ||||||||||||
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105 | Shackle Grenade | ??? Trajectory Throws a bola, releasing an explosion on impact that deals 211 [?] damage and applies Suspension in a ? metre radius to enemies hit, then releases 2 smaller bolas. Smaller Bolas are released towards nearby enemies, each dealing 91 [?] damage and applying Suspension on hit. | Base Cooldown: 152 seconds. | ||||||||||||
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107 | Suppressor Grenade | Medium Trajectory Explodes after its speed is sufficiently reduced. Has a brief delay before it can explode. Explosion deals up to 863 [150] damage and applies Suppression for 10 [5] seconds over 9 meters on detonation. | Base Cooldown: 121 seconds | ||||||||||||
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109 | Melee Abilities | ||||||||||||||
110 | |||||||||||||||
111 | Thunderclap | Chargeable Melee Attack Deals 650 [120] damage in a 7.5 metre wide cone up to 16 metres away, deals up to 80% increased damage after charging for 2 seconds. | Base Cooldown: 90 seconds. | ||||||||||||
112 | |||||||||||||||
113 | Hammer Strike | Shared with other Shoulder Charge Abilities: Requires sprinting for 1.25 seconds. Drains 15% Melee Ability Energy if no enemy is hit. Unable to use during slide if user shoots. Guardians directly hit by Shoulder Charge have their Melee Lunge disabled for 0.5 seconds Lunges forward 6.8 meters, automatically targeting enemies in range. Hitting an enemy deals 487 [90] damage and applies x40+20 Scorch, as well as dealing up to 325 [60] radial damage to all enemies behind them within ? meters. Scoring a Hammer Strike kill on the directly struck enemy creates an ignition. | Base Cooldown: 91 seconds. | ||||||||||||
114 | |||||||||||||||
115 | Shiver Strike | Leaps through the air, performing an extended lunge distance melee upon releasing [Melee Attack]. Deals 567 [105] damage on hit, heavily [moderately] knocking enemies back and applying x50 [x50] Slow Stacks. | Base Cooldown: 113 seconds. | ||||||||||||
116 | |||||||||||||||
117 | Frenzied Blade | Innately has 3 Melee Ability Charges. Recharges faster as it has more Ability Charges. 0 -> 1 Ability Charges = Regular Cooldown. 1 -> 2 Ability Charges = 25% Faster Melee Regeneration Speed. 2 -> 3 Ability Charges = 50% Faster Melee Regeneration Speed. Performs a dash, moving forward [?] metres and slashing towards enemies, dealing 569 [105] damage and applying severed for ? [?] seconds. | Base Cooldown: 114 seconds. | ||||||||||||
118 | |||||||||||||||
119 | Shield Throw | Hurls a Void Shield forward. Ricochets up to 3 times per throw, attempts to home in towards enemies, and is affected by gravity. Shield deals 333 [70] impact damage on hit, and grants a 15 HP Void Overshield per hit. | Base Cooldown: 91 seconds | ||||||||||||
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121 | Super Abilities | ||||||||||||||
122 | |||||||||||||||
123 | Thundercrash | General Super Information Damage Resistance: 90% [25%] Base Duration: Up to 4.5 seconds, or 22.2% Super Drain per Second Enemies that are very close when flying receive 150 [?] Collision Damage. Detonates on impact with a surface or enemy, dealing 200 [?] impact damage, as well as up to 3900 [?] explosive damage. Explosion creates a field with a ? meter radius, dealing 120 [?] damage every second for ? seconds. | Tier 2 Super 556 seconds. | ||||||||||||
124 | |||||||||||||||
125 | Hammer of Sol | General Super Information Damage Resistance: 90% [51%] Base Duration: 21 seconds, or 4.75% Super Drain per Second Light Attack Drains 12% Super Energy Throws a Hammer that explodes on impact, dealing up to 386 [?] damage. Has a 1.5 seconds delay between Hammer Throws. Impacts release 3 shrapnel, dealing up to 286 [?] damage each. Hammers visually flares up for every 0.5 seconds it remains airborne, increasing Shrapnel amount to 4 | 5 | 6. Phoenix Cradle Interaction: Reduces Passive Drain by 20%, increasing duration to 26.25 seconds, or 3.81% Super Drain per second. Light Attacks drain 7.5% Super Energy and the delay between Hammer Throws is reduced to 1 second. Loreley Splendor Helm Interaction: Reduces Passive Drain by 40%, increasing duration to 35 seconds, or 3.63% Super Drain per second. Light Attacks drain 8.2% Super Energy and the delay between Hammer Throws is reduced to 1 second. Both Exotic Interactions assume 100% Sol Invictus buff uptime, which is not always possible. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
126 | |||||||||||||||
127 | Glacial Quake | General Super Information Damage Resistance: 90% [47%] Base Duration: 25 seconds, or 4% Super Drain per Second Shatters Frozen Enemies and Stasis Crystals on contact. Increased Jump Height. Cryoclasm requires no sprint build-up On Super Cast Freezes enemies within 8 [6] meters Light Attack Drains 7.45% Super Energy. Launches you forward, dealing 2040 [210] damage and heavily knocking enemies back. Heavy Attack Drains 7.45% Super Energy. Slams the ground, dealing ? [50] damage and creating 3 waves of Stasis Crystals, each composed of a Medium and Large Crystal. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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129 | Bladefury | General Super Information Damage Resistance: 90% [50%] Base Duration: 24 seconds, or 4.167% Super Drain per Second Grants 3 Melee Ability Charges on Super End. Light Attack Drains 3% Super Energy. Performs a strengthened Frenzied Blade Melee that deals 851 [210] damage and can be infinitely chained. Deals 25% increased damage against Suspended enemies. Attacks 3 times per second. Increases Attack Speed by 100% after chaining 3 sustained light attacks. Heavy Attacks or not chaining Light Attacks fast enough removes the Attack Speed Increase. Heavy Attack Drains 10.5% Super Energy. Incurs a 3 second cooldown after usage. Hurls a pair of projectiles forward, that home in towards enemies, dealing 143 x 4 [61] direct damage and 608 [36] AoE damage. Applies Suspension on hit. Light Attack Hits reduce the cooldown by 1 second. Being damaged reduces the cooldown by 1 second. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
130 | |||||||||||||||
131 | Twilight Arsenal | General Super Information Damage Resistance while in Cast Animation: ?% [%] Summons 3 Void Axes and throws them towards the reticle. Axes deal ? [?] damage on impact, pulling enemies inwards, and explode after ? seconds, dealing up to ? [?] damage and weakening. After exploding, axes become carriable weapons, lingering up to 15 seconds on the ground. Carriable Axes: Melee Weapons with 10 Ammo that can be held for up to 15 seconds. Light Attack swings deal ? [?] damage and weaken, consuming 1 Ammo. Heavy Attacks throws the axe as an explosive projectile, consuming all ammo, dealing ? [?] damage on impact, and up to ? [250] damage over ? meters with its explosion. | Tier ? Super Base Cooldown: ? seconds | ||||||||||||
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133 | Aspects | Information | Fragment Slots | ||||||||||||
134 | |||||||||||||||
135 | Knockout | On Melee Kill: Begins Health Regeneration and grants Amplified. Upon breaking an Enemy Shield, or dealing damage to an enemy below 30% HP: 100% [30%] increased Basic Melee Damage, 25% [20%] increased Charged Melee Damage, increases Melee Lunge Distance to 5.5 metres, and Basic Melee Attacks now counts as an Arc Powered Melee Hits for 6 seconds. Spark of Feedback's Melee Damage Increase is reduced to 40% [15%] while Knockout is active. | |||||||||||||
136 | |||||||||||||||
137 | Consecration | While sliding: [Melee Ability] launches a wave of Solar Energy 20 meters forward, dealing 90 [30] damage and applying x40+20 Scorch. Only consumes 50% Melee Ability Energy if the slam is not activated. Unable to use during slide if user shoots. While airborne from the Consecration Melee Ability: [Melee Ability] before landing slams the ground, creating a second, wider wave that travels 20 meters forward and deals 1080 [120] damage. Hits against Scorched Enemies with the second wave causes an ignition, but deals 1050 [50] damage. Grants 25% Damage Resist against Non-Melee while in the Melee Animation. | |||||||||||||
138 | |||||||||||||||
139 | Diamond Lance | Spawns a Stasis Lance upon killing a Combatant with Stasis Damage, or upon killing 3 Guardians in a single life with Stasis Weapons, killing an enemy with a Stasis Ability, or shattering an enemy. Stasis Lance is a pickupable single-use weapon that can be held for up to 10 seconds. Remains for up to 25 seconds on the ground. [Shoot] throws the Stasis Lance, freezing enemies within ? metres of the impact. and dealing 150 [45] damage. [Melee] slams the Stasis Lance, freezing enemies within ? metres, and dealing up to 200 [90] damage. Incurs a 7 [17] second cooldown after spawning a Stasis Lance before another can be spawned. | |||||||||||||
140 | |||||||||||||||
141 | Drengr's Lash | On Barricade Placement: Unleashes a Strand Lash forward that travels up to ? metres away. Strand Lash tracks enemies in its path, dealing 61 [31] damage and suspending on hit. On Thruster Class Ability Usage: Creates a Strand Knot that explodes after ? seconds, dealing up to ? [30] damage and suspending on hit. | |||||||||||||
142 | |||||||||||||||
143 | Unbreakable | Hold [Grenade] to summon a Void Shield that grants ?% Damage Resist against blocked damage. Void Shield drains ?% Grenade Energy per second and continuously grants ? Void Overshield HP/s. Releasing [Grenade] or running out of Grenade Energy releases a frontal blast, dealing a varying amount of damage up to ? meters away. Deals a minimum of ? [80] damage for not blocking any damage, linearly? scaling up to ? [?] damage after blocking ? [?] damage. Combatants that come into contact with the shield become disoriented for ? seconds. | |||||||||||||
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145 | Warlocks | - | - | - | - | - | Warlocks | - | - | - | - | - | - | ||
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148 | |||||||||||||||
149 | Grenade Abilities | ||||||||||||||
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151 | Freezing Singularity | Transcendence Grenade Deals up to 70 [?] Void Damage? on impact, pulling enemies towards it, and creating a miniature black hole orbited by a halo of slowing ice. The slowing field deals 18 [?] Stasis Damage and applies x13? Slow every 0.25 seconds for 3.65 seconds to enemies within ? meters. After 5 seconds of impacting, the black hole implodes, suppressing and dealing up to 520 [?] Void Damage to enemies within ? meters. | Base Cooldown: ? seconds. | ||||||||||||
152 | |||||||||||||||
153 | Storm Grenade | Medium Trajectory Calls down a focused strike on impact which hits after 0.85 seconds, dealing up to 402 [70] damage. After 0.6 seconds of the initial strike: Calls down a barrage of bolts in a + pattern, dealing up to 287 [50] damage. Enemies can only be hurt once per barrage, up to a maximum of 689 [120] damage. | Base Cooldown: 121 seconds. | ||||||||||||
154 | |||||||||||||||
155 | Healing Grenade | Very Light Trajectory | Strong Ally Homing Applies Cure x1 to the user and allies within 7.5 metres of impact, and creates a Restoration Orb that lasts 7.5 seconds. Restoration Orb applies Restoration x1 for 4+2 seconds upon being picked up. Orb has a 7.5 meter pickup radius, and 100 HP. | Base Cooldown: 91 seconds | ||||||||||||
156 | |||||||||||||||
157 | Coldsnap Grenade | Medium Trajectory | Seeker Spawns a seeker after 0.8 seconds of impacting the ground, tracking the closest enemy within 20 meters at a speed of 17m/s for 1 second. Tracking strength gets weaker over the seeker's lifespan Seeker detonates upon reaching an enemy or expiring, dealing 20 [20] damage and freezing enemies within 3 [1.75] meters. If the seeker freezes an enemy, another seeker is spawned, targeting a different enemy, chaining up to 2 times. | Base Cooldown: 121 seconds. | ||||||||||||
158 | |||||||||||||||
159 | Threadling Grenade | Medium Trajectory | Seeker Splits into 3 projectiles while midair, each creating a Threadling on impact. | Base Cooldown: 121 seconds. | ||||||||||||
160 | |||||||||||||||
161 | Vortex Grenade | Medium Trajectory | DoT Field Deals up to 195 [25] damage over 5 metres on impact, as well as creating a Void Vortex. Void Vortex Pulls enemies within 5? meters after 0.833 seconds of impacting. After 1.45 seconds of being created, deals 78 [20] damage every 0.267 seconds up to 12 times over its 4 second duration to enemies within its 4 meter radius. The 13th tick has falloff and deals up to 54 [?] damage. Deals up to 990 [240] damage with the Void Vortex field. | Base Cooldown: 152 seconds | ||||||||||||
162 | |||||||||||||||
163 | Melee Abilities | ||||||||||||||
164 | |||||||||||||||
165 | Chain Lightning | Melee Attack with an extended lunge distance of 5.25 meters. Directly strikes an enemy, dealing 272 [100] damage, applying Jolt, and causing them to release chain lightning. Chain lightning deals 148 [54] damage to enemies within ? metres, chaining towards enemies that have not been hit by it, up to a maximum of 3? enemies. While Amplified: Releases two sets of chain lightning, each targeting a different enemy, doubling the maximum amount of enemies hit. Enemies can still only be hit once by chain lightning. | Base Cooldown: 91 seconds | ||||||||||||
166 | |||||||||||||||
167 | Incinerator Snap | Creates a fan of 5 burning sparks. Sparks explode after ? meters, each dealing up to 90 [27?] damage and apply x20+10 [x10+5] Scorch over a ? meter radius. Can deal up to 450 [135?] damage and apply up to x100+50 [x50+25] Scorch by scoring hits with all 5 burning sparks | Base Cooldown: 83 seconds | ||||||||||||
168 | |||||||||||||||
169 | Penumbral Blast | Sends forth a freezing projectile that automatically detonates after traveling 22 metres. Projectile detonates on impact, dealing up 240 [30] damage and freezing enemies within 2.7 [2] metres on detonation. | Base Cooldown: 101 seconds | ||||||||||||
170 | |||||||||||||||
171 | Arcane Needle | Innately has 3 Melee Ability Charges. Recharges faster as it has more Ability Charges. 0 -> 1 Ability Charges = Regular Cooldown. 1 -> 2 Ability Charges = 33% Faster Melee Regeneration Speed.. 2 -> 3 Ability Charges = 100% Faster Melee Regeneration Speed. Throws a seeking Strand Needle, homing towards the targeted enemy, dealing 505 [68] damage and applying unravel for ?+? [7+2.5] seconds. | Base Cooldown: 100 seconds | ||||||||||||
172 | |||||||||||||||
173 | Pocket Singularity | Launches an unstable ball of Void Energy. Singularity homes in towards the closest enemy within 2? meters, exploding on contact. Explosion knocks enemies within 3.75 meters away from the blast, dealing 235 [60] damage and applying Volatile. Guardians hit by Pocket Singularity cannot perform Melee Lunges for 1 second, and interrupts active slides. | Base Cooldown: 91 seconds | ||||||||||||
174 | |||||||||||||||
175 | Super Abilities | ||||||||||||||
176 | |||||||||||||||
177 | Stormtrance | General Super Information Damage Resistance: 90% [50%] Base Duration: ? seconds, or ?% Super Drain per Second. On Super Cast: Deals up to 610 [?] damage in a ? meter radius and releases ? Lightning Seekers around the caster. Lightning Seekers deal 365 [150] damage and jolt. Light Attack Drains ?% Super Energy. Chains up to ? enemies within ? metres, dealing 150 [?] damage every ? seconds. Increases Damage by 5% every 0.33 seconds, up to 50% damage after 3.33 seconds. Damage Increase decays after 2 seconds of not dealing damage. Heavy Attack | Sprint Performs an Ionic Blink, consuming ?% Super Energy and teleporting ? meters towards the currently input movement direction. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
178 | |||||||||||||||
179 | Song of Flame | General Super Information Damage Resistance: 90% [~50?%] Base Duration: 25 seconds, or 4% Super Drain per Second. Song of Flame: Caster and allies within ? meters become Radiant. Allies within ? metres are granted 30% [?%] Damage Resist, and ?% Additional Base Grenade, Melee, and Class Ability Regeneration Rate. Caster and allies within ? meters are granted Scorching Rounds for their Kinetic and Solar Weapons. Scorching Rounds.......... Melee Ability Drains 3?% Super Energy, and has a 2? second cooldown. Releases a barrage of 7 Solar Bolts, each dealing up to 155? [41] damage, and applying x?+? Scorch. Grenade Ability Drains 6?% Super Energy, and has a 2 second cooldown. Sends forth a homing Solar Wisp that detonates on impact, dealing up to 685 [?] damage, and applying x?+? Scorch. After detonating, the Wisp chases enemies within ? meters, dealing ? [?] damage. | Tier ? Super Base Cooldown: ? seconds | ||||||||||||
180 | |||||||||||||||
181 | Winter's Wrath | General Super Information Damage Resistance: 90% [51%] Base Duration: 24.5 seconds, or 4.08% Super Drain per Second Glide becomes unlimited and accelerates as a directional input is held. Light Attack Drains 4.5% Super Energy per twin-shards. Casts two freezing homing twin-shards, one after another. Each projectile deals up to 33 radial damage, and 11 impact damage to unfrozen enemies. Frozen enemies receive 90% reduced damage. Heavy Attack Does not drain Super Energy. Casts a shockwave that deals up to 33 [? and Non-Lethal] damage to enemies within 30 metres. Shockwave travels 45 meters per second. Stasis Crystals and Frozen Enemies hit by the shockwave are shattered. Combatants are dealt an additional damage instance of 825 damage. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
182 | |||||||||||||||
183 | Needlestorm | General Super Information Damage Resistance: ?% [53%] Releases 7 to 9 homing projecties, each dealing 783 [?] damage and embedding on hit, exploding after ? seconds into threadlings. Threadlings spawned from Needlestorm deal 41.5% increased damage. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
184 | |||||||||||||||
185 | Nova Bomb: Cataclysm | General Super Information Damage Resistance: 90% [49%] Releases a slowly moving, tracking Nova Bomb that detonates on impact, or upon being detonated, dealing up to 4680 [?] damage in a ? meter radius. Releases 4 seekers on detonation, which slowly track enemies, dealing up to 936 [?] damage in a small radius each. Nova Bomb and its Seekers can be detonated mid-air by dealing damage towards it. Caster deals significantly more damage against it. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
186 | |||||||||||||||
187 | Aspects | Information | Fragment Slots | ||||||||||||
188 | |||||||||||||||
189 | Lightning Surge | While Sliding: [Melee Ability] warps the user forward ? meters, calling down multiple lightning bolts near the exit point. Unable to use during slide if user shoots. Warping towards an enemy and hitting them directly will deal 108 [?] damage. Lightning bolts deal 488 + 163 [? + ?] damage simultaneously and apply Jolt, being able to deal a total of 651 [?] damage with the bolts per ability usage. Enemies can only be damaged once by lightning bolts, regardless of the amount of bolts that hit them. | |||||||||||||
190 | |||||||||||||||
191 | Hellion | On Class Ability Usage: Grants Solar Soul for 20 seconds. Solar Soul: Lobs scorching Solar projectiles every 1.35 seconds towards enemies up to 40 meters away. Solar projectiles deal up to 240 [46] damage and applies x30 Scorch per hit in a 4 meter radius. | |||||||||||||
192 | |||||||||||||||
193 | Bleak Watcher | Hold [Grenade] to convert the Grenade Ability into a Stasis Turret. Grenade Cooldown isn't altered, unlike the Stasis Subclass version. Stasis Turret: Automatically shoots a burst of 5 seeking projectiles over 0.7 seconds every 2 seconds at enemies within 30? metres, applying x20 [x10] Slow for 4.5+4.5 [2+1.75] seconds per hit. Lasts for 25+5 seconds, has 150 HP, and 67% Damage Resist until it has fired. | |||||||||||||
194 | |||||||||||||||
195 | Weaver's Call | On Class Ability Usage: Creates 3 Threadlings, and deploys all Perched Threadlings. Strand Damage Kills progress a counter that grants a Perched Threadling upon reaching 100%. Rank-And-File = ?% | Elite = ?% | Miniboss+ = ?% | Guardians = ?% | |||||||||||||
196 | |||||||||||||||
197 | Feed the Void | Void Ability Kills grant Devour. Devour becomes Enhanced Devour. Enhanced Devour: Restores 200 HP on activation and grants Enhanced Devour for 10+5 seconds. Reactivation also triggers health restoration. Scoring a kill while Enhanced Devour is active restore 200 HP, grants doubled Grenade Ability Energy, and refresh its duration by 5+2.5 seconds. Grenade Ability Energy on Kill: Tier 1 Combatant = 15%% Tier 2 Combatant = 23.2%% Tier 3 Combatant = 27.5% Tier 4 Combatants = 40% Guardians = 40% | |||||||||||||
198 |
A | B | C | D | E | F | |
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1 | Exotic Class Perks | |||||
2 | Class-agnostic Perks | |||||
3 | Spirit of the Assassin | On Powered Melee Kill: Grants Void Invisibility for ? seconds. On Finisher: Grants Void Invisibility for ? seconds | Spirit of the Star-Eater | While Super Energy is full: Picking up an Orb of Power grants an Overcharge stack. On Super Cast while at x1 | x2 | x3 | x4 Overcharge Stacks: Grants ?% | ?% | ?% | ?% increased Super Damage for ? seconds. | ||
4 | Spirit of the Inmost Light | Using an ability grants Empowered for the other abilities for 5 seconds. e.g.: Cast Class Ability -> Empowered Melee and Empowered Grenade. While Empowered: ?% [?%] | ?% [?%] Additional Base Grenade and Melee Regeneration Rate. ?% | ?% Additional Base Class Ability Regeneration Rate. | Spirit of the Synthoceps | While within 15 metres of 3+ enemies: Grants Biotic Enhancements for 8 seconds. Biotic Enhancements: 165% [100%] Increased Melee Damage. 100% Increased Glaive Melee Damage. | ||
5 | Spirit of the Ophidian | Grants +? Ready Handling. | Spirit of Verity | Upon scoring a Grenade-Element Matching Weapons Kill: Grants a stack of Death Throes for ? seconds, up to x5 stacks. All stacks disappear on buff expiration. Death Throes grants ?% Increased Grenade Damage per stack. | ||
6 | Hunter-exclusive Perks | |||||
7 | Spirit of Caliban | Powered Melee Kills trigger an Ignition. | Spirit of the Coyote | Grants an extra Class Ability Charge. | ||
8 | Spirit of Galanor | Super Hits and Kills refund Super Energy. Caps at ?% Super Energy. | Spirit of the Cyrtarachne | On Grenade Ability Usage: Grants Woven Mail. | ||
9 | Spirit of Renewal | While inside a Duskfield Grenade's Slowing Field: Enemies deal ?% [?%] Decreased Damage. User and allies are immediately granted x1 Frost Armor. Grants an additional Frost Armor stack every ~0.9 seconds. | Spirit of the Gyrfalcon | Upon leaving Void Invisibility: Grants Volatile Rounds for ? [?] seconds. | ||
10 | Spirit of the Dragon | On Class Ability Usage: Grants Wraithmetal Mail for ? seconds. Wraithmetal Mail Reloads all weapons. Activates On-Reload Perks. Sets Handling and Reload Speed to 100 0.7x Ready/Stow Duration Multiplier. | Spirit of the Liar | Upon receiving Melee Damage or dealing Powered Melee Damage: Grants ?% increased Melee Damage for the next Melee Hit within 3 seconds. Melee Damage Increase is reduced to 80% when combined with One-Two Punch. | ||
11 | Spirit of the Foetracer | Upon dealing Ability Damage to an Elite, Miniboss, Champion, Boss, or Guardian: Grants x? Ability Element-Matching Weapon Surge for ? seconds. | Spirit of the Wormhusk | On Class Ability Usage: Instantly recovers ? HP. | ||
12 | Titan-exclusive Perks | |||||
13 | Spirit of Hoarfrost | Barricade is replaced by a Stasis Crystal Wall. The Stasis Wall is 5 medium crystals wide. The middle crystal is a small crystal. Stasis Wall lasts 14 seconds. Inherits Rally Barricade Bonuses, even if no crystals remain. Overrides Barricade Cooldown with Towering Barricade's. | Spirit of Alpha Lupi | On Barricade Placement: Instantly restores 80 Health and 75 Shields to the wielder and allies within 12 metres. Allies requires Line of Sight to wielder to receive healing. | ||
14 | Spirit of Severance | On Powered Melee Kill or Finisher: Enemy creates a Kinetic Explosion, dealing up to ? [?] damage over ? meters Severance Explosions from Powered Melee Kills can chain, creating weaker explosions that only deal up to ? [?] damage in a ? meter radius. Incurs a 1 second cooldown between non-chaining explosions. Chaining Explosions do not have a cooldown. | Spirit of Contact | Upon scoring a Powered Melee Hit: Enemies within ? metres are struck by lightning, receiving ? [?] damage and becoming Jolted. | ||
15 | Spirit of the Abeyant | Drengr's Lash creates 2 additional Lashes. Lashes now seek enemies more aggressively and travel [?]% farther. | Spirit of Scars | Upon scoring a Super-Element Matching Weapon Kill: Grants x? Restoration for ? seconds to wearer and allies within ? metres. Incurs a 3 second cooldown between activations. | ||
16 | Spirit of the Bear | Grants ?% Reduced Unbreakable Movement Speed Penalty. Unbreakable Movement Penalty is reduced from ?% to ?%. Unbreakable grants up to ?% Super Energy after absorbing ? damage. | Spirit of the Armamentarium | Grants an extra Grenade Ability Charge. | ||
17 | Spirit of the Eternal Warrior | On Super End: Grants x4 Super-Element Matching Weapon Surge for ? [?] seconds. | Spirit of the Horn | On Barricade Placement: Unleashes a Solar Wave that returns back to the Barricade after 18.5 metres. Solar Wave deals ? [?] damage and applies x? [x?] Scorch. Wave only applies scorch while returning. | ||
18 | Warlock-exclusive Perks | |||||
19 | Spirit of Apotheosis | On Super End: Grants ?% Fixed Grenade and Melee Ability Energy per second for ? seconds. | Spirit of Harmony | Super-Element Matching Weapon Kills grant Energy Siphon for 2 seconds if Super Ability isn't charged. Energy Siphon grants 3% [+1.45%] Super Energy. Incurs a 2 second cooldown between activations, displayed as its buff duration. | ||
20 | Spirit of Osmiomancy | Coldsnaps Grenades have better tracking and travel 35% further. Scoring Grenade Ability Hits grants Grenade Energy. Grenade Ability Energy: pain | Spirit of Starfire | While in a Well of Radiance or Empowering Rift: Grants ?% Grenade Energy per Weapon Hit. Incurs a 0.? seconds cooldown between Grenade Energy Gains. Grants ?% Grenade Energy on Weapon Kill. | ||
21 | Spirit of the Stag | Grants ?% [?%] Damage Resist to Guardians inside Rifts created by the wielder. Works while inside a Well of Radiance if the wielder cast a Rift inside it. | Spirit of the Claw | Grants an extra Melee Ability Charge. | ||
22 | Spirit of the Filaments | Standing on Empowering Rifts created by the user grants Devour for 11 seconds. Secant Filaments' Devour can be refreshed to 11 seconds. Devour is not triggered on cast, meaning it can proc twice per Empowering Rift if it expires. | Spirit of THE SWARM | Upon destroying a Tangle: Spawns 2 Threadlings. | ||
23 | Spirit of the Necrotic | Melee Hits apply Poison. Necrotic Poison Damage ticks every 0.52 [0.7] seconds up to 19 [?] times over 10 [?] seconds, dealing 34 [5?] damage every tick, totalling 1366 [?] damage over its duration. Poison damage deals more damage every tick, increasing by 11% per tick for the first 14 ticks, then increasing by an average of 41% per tick for the last 5 ticks. Poisoned enemies spread Necrotic Poison on death in a 5 metre radius. | Spirit of Vesper | Rifts emit an Arc Shockwave every 5 seconds, dealing ? [?] damage to enemies within ? metres. Enemies killed by Shockwaves explode, dealing ? damage. | ||
24 | Exotic Class Items will only apply their perks while the Prismatic subclass is equipped! |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | |
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1 | Class Information | |||||||||||||||||
2 | ||||||||||||||||||
3 | Hunter | Titan | Warlock | |||||||||||||||
4 | ||||||||||||||||||
5 | ||||||||||||||||||
6 | ||||||||||||||||||
7 | Hunter | Hunter | ||||||||||||||||
8 | ||||||||||||||||||
9 | Class Abilities | |||||||||||||||||
10 | ||||||||||||||||||
11 | Acrobat's Dodge | All Allies within [?] meters become radiant upon landing. Deals 40 [20] damage upon landing. Damage decreases over distance. | Base Cooldown: 82 seconds | Dodges remove Aim Assist, as well as the tracking from projectiles fired by Combatants. | ||||||||||||||
12 | ||||||||||||||||||
13 | Gambler's Dodge | Grants 130% Melee Ability Energy while within 15 meters of an enemy. | Base Cooldown: 38 seconds | |||||||||||||||
14 | ||||||||||||||||||
15 | Marksman's Dodge | Instantly reloads your weapon. Activates effects that proc on reload, such as Kill Clip. | Base Cooldown: 29 seconds | |||||||||||||||
16 | ||||||||||||||||||
17 | Mobility Stat Cooldown Scaling | |||||||||||||||||
18 | ||||||||||||||||||
19 | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | Tier 8 | Tier 9 | Tier 10 | |||||||
20 | Acrobat | 96 | 91 | 86 | 82 | 75 | 68 | 63 | 59 | 55 | 51 | 48 | ||||||
21 | Gambler | 45 | 42 | 40 | 38 | 35 | 32 | 29 | 27 | 25 | 24 | 22 | ||||||
22 | Marksman | 34 | 32 | 31 | 29 | 26 | 24 | 22 | 21 | 19 | 18 | 17 | ||||||
23 | Ability Regeneration Scalar | 0.85 | 0.90 | 0.95 | 1.00 | 1.10 | 1.20 | 1.30 | 1.40 | 1.50 | 1.60 | 1.70 | ||||||
24 | ||||||||||||||||||
25 | ||||||||||||||||||
26 | Titan | Titan | ||||||||||||||||
27 | ||||||||||||||||||
28 | Class Abilities | |||||||||||||||||
29 | ||||||||||||||||||
30 | Thruster | Performs an evasive first-person dash, quickly moving 8 metres towards your current direction. Not inputting a movement direction will result in a 4 metre backwards dash. Only usable while on the ground. | Base Cooldown: 36 seconds | |||||||||||||||
31 | ||||||||||||||||||
32 | Towering Barricade | Nothing relevant. | Base Cooldown: 48 seconds | Grants 20% Damage Resist during the Cast Animation. Barricades last for 20 seconds and have 500HP | ||||||||||||||
33 | ||||||||||||||||||
34 | Rally Barricade | Grants Weapon Bonuses while behind it. +30 Stability, +100 Reload Speed, 0.9x Reload Duration Multiplier, 10% Increased Damage Falloff, and 50% Flinch Resistance | Base Cooldown: 38 seconds | |||||||||||||||
35 | ||||||||||||||||||
36 | Resilience Stat Cooldown Scaling | |||||||||||||||||
37 | ||||||||||||||||||
38 | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | Tier 8 | Tier 9 | Tier 10 | |||||||
39 | Towering Bastion | 143 | 125 | 111 | 100 | 95 | 91 | 83 | 77 | 71 | 65 | 59 | ||||||
40 | Rally Bastion | 114 | 100 | 89 | 80 | 76 | 73 | 67 | 62 | 57 | 52 | 47 | ||||||
41 | Towering | 100 | 88 | 78 | 70 | 67 | 64 | 58 | 54 | 50 | 45 | 41 | ||||||
42 | Thruster | 51 | 45 | 40 | 36 | 34 | 33 | 30 | 28 | 26 | 23 | 21 | ||||||
43 | Rally | 54 | 48 | 42 | 38 | 36 | 35 | 32 | 29 | 27 | 25 | 22 | ||||||
44 | Ability Regeneration Scalar | 0.70 | 0.80 | 0.90 | 1.00 | 1.05 | 1.10 | 1.20 | 1.30 | 1.40 | 1.55 | 1.70 | ||||||
45 | ||||||||||||||||||
46 | ||||||||||||||||||
47 | Warlocks | Warlocks | ||||||||||||||||
48 | ||||||||||||||||||
49 | Class Abilities | |||||||||||||||||
50 | ||||||||||||||||||
51 | Empowering Rift | Grants 20% [15%] increased Weapon Damage. | Base Cooldown: 82 seconds | Grants 20% Damage Resist during the Cast Animation. Rifts last for 15 seconds. | ||||||||||||||
52 | ||||||||||||||||||
53 | Healing Rift | Heals 40HP/second If at Full Health, slowly grants an Overshield at a rate of 3HP/second, up to a 15HP Overshield. | Base Cooldown: 82 seconds | |||||||||||||||
54 | ||||||||||||||||||
55 | Phoenix Dive | Dive that applies Cure x2 to you and allies within 9 meters. If Heat Rises is active: Applies Restoration x2 for 3 seconds. Enemies within 5 metres are dealt 100 damage and 40+20 Scorch. | Base Cooldown: 55 seconds | |||||||||||||||
56 | ||||||||||||||||||
57 | Recovery Stat Cooldown Scaling | |||||||||||||||||
58 | ||||||||||||||||||
59 | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | Tier 8 | Tier 9 | Tier 10 | |||||||
60 | Empowering | 117 | 103 | 91 | 82 | 75 | 68 | 63 | 59 | 55 | 51 | 48 | ||||||
61 | Healing | 117 | 103 | 91 | 82 | 75 | 68 | 63 | 59 | 55 | 51 | 48 | ||||||
62 | Phoenix Dive | 79 | 69 | 61 | 55 | 50 | 46 | 42 | 39 | 37 | 34 | 32 | ||||||
63 | Ability Regeneration Scalar | 0.70 | 0.80 | 0.90 | 1.00 | 1.10 | 1.20 | 1.30 | 1.40 | 1.50 | 1.60 | 1.70 | ||||||
64 |
A | B | C | D | E | F | G | |
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1 | [PVP-Specific] | Exotic Weapon Documentation | PVE-Specific | ||||
2 | Weapons don't inherit frame bonuses unless the benefits are explicitly listed. | ||||||
3 | Kinetic Slot Weapons | ||||||
4 | Ace of Spades Memento Mori Firefly ↑Funeral Pyre | Kinetic Adaptive Hand Cannon Radar remains active while ADS. Upon finishing a reload within 3.6 seconds of a kill: Grants x6 Memento Mori bullets. Memento Mori grants 50% [28.5%] increased damage and 15% Decreased Damage Falloff Distance. ↑Funeral Pyre: Firefly damage is increased by 50% [57%] while Memento Mori is active. | |||||
5 | Ager's Scepter Ager's Call Rega's Refrain ↑Will Given Form | Stasis Adaptive Trace Rifle Unable to receive Breaker effects. Kills create a 10 meter Stasis Burst, applying x100 [x50] Slow Stacks. Stasis Kills refill 10 Ammo. ↑Will Given Form: Hold [Reload] to activate Alternate Firing Mode while at Full Super Energy. Immediately drains 20% Super Energy, then constantly drains 4% Super Energy per Second, overflows magazine to 192 from reserves, and grants 80% increased damage. Hits apply x20 [x0] Slow Stacks for 4+0 seconds while Will Given Form is active. Effect lasts until Magazine is emptied, Super Energy runs out, or if Ager's Scepter is stowed. | |||||
6 | Arbalest Compouding Force Disruption Break ↑Genesis | Special Ammo Kinetic Linear Fusion Rifle Intrinsic Shield-Piercing Rounds Instantly destroys Barrier Champion's Shield and Combatant Shields on hit. Kinetic Vulnerability from Disruption Break applies to Arbalest. ↑Catalyst: Passively grants +20 Handling, +1 Magazine Size (5 -> 6), and the Genesis trait. | |||||
7 | Bad Juju String of Curses Hip-Fire Grip ↑Unending Curse | Kinetic Lightweight Pulse Rifle Kills refill Magazine and grant a stack of String of Curses, granting increased damage and Super Energy on kill for 3.5 seconds. Maximum of 5 Stacks. String of Curses 20% | 40% | 60% | 80% | 100% 12% | 20% | 32% | 40% | 52% Super Energy: 0.8% | 1.1% | 1.4% | 1.7% | 2% ↑Unending Curse: String of Curses duration is increased to 4.5 seconds. | |||||
8 | Bastion Saint's Fists Breakthrough | Kinetic Fusion Rifle Intrinsic Unstoppable Rounds Fires a burst of 3 shots, each firing 7 pellets. Landing ? pellets in a burst grants ?% increased Melee Damage for ? seconds. Upon dealing Melee Damage: Grants ?% increased damage, +? Reload Speed, and 0.?x Charge Time Multiplier for ? seconds. | |||||
9 | Cerberus +1 Four-Headed Dog Spread Shot Package ↑Focused Fire | Kinetic Quad-Barrel High-Impact Auto Rifle Has reverse damage falloff at close ranges. Deals 75%? decreased damage to Stasis Crystals. Each shot fires 4 evenly spread pellets in a triangular shape, with one always landing within the Accuracy Cone. Each pellet deals up to 34 [18.8] damage with a 1.6x Precision Multiplier. ADS grants -20% Pellet Spread. Decreases damage dealt the closer an enemy is, up to a maximum of 16.67% Decreased Damage at point blank, scaling up to base damage at 14 metres. The ADS Damage Falloff Scalar of 1.6x increases the minimum distance to reach base damage to 22 meters. ↑Focused Fire: An alternate firing mode accessed by holding [Reload] after ? seconds of a kill that lasts for ? seconds. Passively has -55% Pellet Spread and +200?% Recoil. Each shot fires 4 evenly spread pellets in a triangular shape, with one always landing within the Accuracy Cone. Each pellet each dealing 64.6 [22.67] damage with a 1.2x Precision Multiplier. Uses the regular Auto Rifle ADS Damage Falloff Scalar of 1.6x. | |||||
10 | Chaperone Precision Slug The Roadborn | Kinetic Pinpoint Slug Shotgun Grants Lightweight Frame bonuses. Passively has 5% Increased Damage Falloff Distance. Precision Kills grants Roadborn for 10 seconds. Roadborn: 17% Increased Precision Damage +40 Reload Speed, 0.56x Handling Duration Multiplier, and 0.58x Fire Recovery Delay Multiplier. 10% Increased Damage Falloff Distance. Additive to Passive. | |||||
11 | Conditional Finality Split Decision Paracausal Pellets | Stasis + Solar Aggressive Dual Barrel Shotgun Reloads both shells at once. Counts as a weapon for Harmonic Resonance. Benefits from the Handling and Reload Speed Increase from Harmonic Resonance. Unable to receive Breaker effects. While Ammo = 2: Deals Stasis Damage. ▲ Pattern Spread. Scoring a hit with 10 out of the 12 pellets applies freeze. Benefits from Stasis Mods. While Ammo = 1 or 0: Deals Solar Damage. ⬤ Pattern Spread Scoring a hit with 10 out of the 12 pellets applies ignite. Benefits from Solar Mods. | |||||
12 | Crimson Banned Weapon Cruel Remedy | Kinetic 3-Round Burst Aggressive Hand Cannon Kills begin Health Regeneration and restore 32 HP. Precision Kill refill Magazine. Catalyst: Passively grants +20 Range. | |||||
13 | Cryosthesia 77K LN2 Burst Liquid Cooling ↑Cold Efficiency | Stasis Precision Sidearm Kills grant LN2 Burst Ready, enabling a Charged Shot Reload. LN2 Burst Ready persists through stow. Holding [Reload] while LN2 Burst Ready is active performs a special reload that loads up a Charged Shot. Charged Shot requires briefly charging for 0.53 seconds, and instantly freezes on direct hit. Enemies within ? metres are applied freeze [x50 Slow]. After firing the Charged Shot, the weapon reverts back to Sidearm Mode. Stowing the weapon while Charged Shot also reverts it back to Sidearm Mode. ↑Cold Efficiency: Scoring a Frozen Enemy Kill refills Magazine. | |||||
14 | Dead Man's Tale Cranial Spike Craftable Trait ↑Dark-Forged Trigger | Craftable Kinetic Aggressive Scout Rifle Loads 2 bullets at a time Precision Hits grant a stack of Cranial Spike for ? seconds, up to a maximum of x5 Cranial Spike. Cranial Spike: +8 | +16 | +24 | +32 | +40 Range +2 | +4 | +6 | +8 | +10 Stability 0.97x | 0.94x | 0.91x | 0.89x | 0.86x Reload Duration Multiplier +4 | +8 | +12 | +16 | +20 Aim Assist ↑Dark-Forged Trigger: Passively grants 0.92x Hipfire Fire Recovery Delay, -?% Hipfire Accuracy Cone Size, and -?x Hipfire Accuracy Cone Growth. Prefers Crits over Bodyshots if Precision AA Cone overlaps. Grants 15% increased damage and 0.72x Hipfire Fire Recovery Delay while at x5 Cranial Spike. | |||||
15 | Euphony Unwound Spindle | Strand Special Ammo Adaptive Burst Linear Fusion Rifle Scoring 6? hits within ? seconds of each spawns 3 Threadlings. Threadling hits grant a stack of Spindle, up to x? stacks for 10 seconds. Additional Threadling hits refresh the duration. Spindle grants 2% increased damage per stack, up to ?% at x? stacks. | |||||
16 | Final Warning All At Once Pick Your Poison ↑String Theory | Strand Rapid-Fire Sidearm Projectiles despawn after 50 metres. While holding down the trigger: Enemies within 24 metres are marked over 0.5 seconds for 2 seconds, and gradually charges up a 10-round burst over 0.9 seconds. Burst-Fire has +30 Stability. Fully-Charged Burst Hits apply Unravel to marked enemies. Projectiles deal 108.8 [25] damage with a 1.4x Precision Multiplier, and have different behaviors depending on whether it is hipfired or aimed-down-sights. While Hipfiring: Shoots slower-moving Tracking Rounds which aggressively seek marked enemies. Marked Enemies receive 20% Increased Bodyshot Damage. While ADS: Shoots hitscan projectiles. Marked Enemies receive 100% Increased Precision Damage. ↑String Theory: 10% increased damage towards Marked Enemies. Hits against Marked Enemies have a 25?% chance to refill 1 Ammo. | |||||
17 | Forerunner Full Stop Pace Yourself ↑The Rock | Special Ammo Kinetic Sidearm Firing semiautomatically grants -33?% Recoil, -?% Accuracy Cone Growth and -?% Accuracy Cone Size. Impossible to obtain Accuracy numbers due to the gun's reticle. Deals 521% Increased Precision Damage against Combatants. ↑The Rock: Upon holding [Reload] within 4 seconds of a kill, while having at least 4 Ammo: Replaces Grenade Ability with a Kinetic-Damage Fragmentation Grenade. Fragmentation Grenade counts as a Grenade Ability, and will activate any effect associated with Grenade Kills or Grenade Ability Usage. Remains until used or death. Fragmentation Grenade deals up to 2072 [181] damage in a 9 metre radius and follows a Medium Arc Trajectory. Explosion deals a minimum of 20% damage at maximum falloff. Explosion deals 75?% Decreased Self-Damage. Has a 0.6 second fuse timer that begins as soon as movement is slowed enough. | |||||
18 | Hawkmoon Paracausal Shot Randomly Rolled Trait ↑Hunter's Trance | Kinetic Adaptive Hand Cannon Precision Hits or Kills grants a stack of Paracausal Shot. Stacks disappear on reload, upon fully refilling the magazine, or on stow if Paracausal Shot = x6 or x7. The Final Round in the magazine deals increased damage based on the amount of Paracausal Shot Stacks. Paracausal Shot's Final Round Damage Increase: 292% | 300% | 340% | 425% | 667% | 1071% | 1736% 30% | 33% | 45.7% | 80.5% | 154.3% | 288% | 508.6% Weapon can get different rolls from Xûr. ↑Hunter's Trance: Passively grants +1 Magazine Size (8 -> 9). Grants increased Range, Handling, and Reload Speed as Paracausal Shot stacks increase. +8 | +14 | +22 | +26 | +28 | +29 | +30 Range +? | +? | +? | +? | +? | +? | +? Handling +15 | +25 | +35 | +40 | +50 | +50? | +50? Reload Speed | |||||
19 | Huckleberry Ride The Bull "Yeehaw" Rampage ↑Bull Rider | Kinetic Aggressive Submachine Gun While holding down the trigger: Grants a stack of Ride The Bull every 0.833 seconds, up to x2 stacks. Releasing the trigger resets the buff. Ride The Bull x1 grants 0.9x Fire Recovery Delay and +?% Recoil. Ride The Bull x2 grants 0.8x Fire Recovery Delay and +?% Recoil. Kills grant "Yeehaw" Rampage, granting increased damage for 3.5 seconds and refill 50% of Magazine. 20% | 41% | 66% Increased Damage 10% | 21% | 33% Increased Damage ↑Bull Rider: Fully refills Magazine on Kill | |||||
20 | Izanagi's Burden Honed Edge No Distractions ↑Peerless Edge | Kinetic Adaptive Sniper Rifle Holding [Reload] performs a slower Reload that consumes up to 4 Ammo and grants a single, high-damage round. Honed Edge x2 = 12% [20%] Increased Damage and +1.92 Precision Multiplier. Total: 79% [91%] Honed Edge x3 = 25% [45%] Increased Damage and +2.74 Precision Multiplier. Total: 131% [167%] Honed Edge x4 = 112% [165%] Increased Damage and +2.74 Precision Multiplier. Total: 291% [389%] ↑Peerless Edge x4 = 155% [218%] Increased Damage and +2.74 Precision Multiplier. Total: 370% [487%] Honed Edge's Reload Animation Speed is fixed at 0.99 seconds for ammo, and 3.2 seconds to fire. ↑Peerless Edge: Honed Edge x4's Damage Increase is multiplied by 1.2x. | |||||
21 | The Jade Rabbit The Fate of All Fools Zen Moment | Kinetic High-Impact Scout Rifle Upon scoring 3 Precision Hits within 2 seconds of each: Grants a stack of Fate of All Fools, up to a maximum of x3 stacks and refills 3 Ammo. Reloading removes all stacks. Fate of All Fools: Non-Precision Hits deal the same damage as a Precision Hit and consumes a stack. ↑Catalyst: Passively grants +30 Stability. | |||||
22 | Khvostov 7G-0X The Right Choice Eyes Up, Guardian Shoot to Loot | Kinetic Adaptive Auto Rifle Picking up an Orb of Power grants x7 stacks of Eyes Up, Guardian. Every 7th shot fires a ricochetting round that deals ?% [?] damage and bounces up to ? times between enemies to enemies within 5? meters. Firing a ricochetting round while Eyes Up, Guardian is active consumes a stack, enhancing the ricochetting round. Enhanced Ricochetting Rounds deal 275% [?] damage and bounce up to 7? times between enemies. | |||||
23 | The Last Word Fan Fire Hip-Fire Grip | Kinetic Automatic Yeehaw Hand Cannon Hip-Fired Precision Hits deal 30% increased damage. Hipfired Hits grant a stack of Fan Fire for 4 seconds, up to x4 Fan Fire. Stacks are removed upon reloading or ADS. Fan Fire: +5 | +10 | +15 | +20 Reload Speed -5% | -10% | -15% | -20% Accuracy Cone Size | |||||
24 | Lumina Noble Rounds Blessing of the Sky ↑Resonant Virtue | Kinetic Adaptive Hand Cannon Kills create a floating Remnant that float towards you while within ? metres. Remnants refill 4 Ammo and grant x1 Noble Round on pickup, up to a maximum of x6 Noble Rounds. Boots of the Assembler' Noble Seekers grant x1 Noble Rounds. Hipfiring releases a Noble Round, which aggressively seeks the closest ally, restoring 90 HP, and granting Blessing of the Sky to both the wielder and the ally upon buffing an ally. Blessing of the Sky: Grants 35% [15%] increased damage for 11 seconds. ↑Resonant Virtue: Kills now create 2 Remnants. | |||||
25 | Malfeasance Explosive Shadow Taken Predator ↑Vorpal Weapon | Kinetic Precision Hand Cannon Intrinsic Unstoppable Rounds Hits embed Explosive Slugs on the enemy that last 6 seconds. Slugs expire individually. Embedding 5 slugs on an enemy causes the slugs to explode, dealing 237 [45] damage per slug and stunning Unstoppable Champions. Embedded slugs also explode on death. Deals 25% Increased damage against Gambit Invaders and Taken Combatants. Deals 25% Increased damage against Combatants that are directly struck by Witherhoard's Blight. ↑Catalyst: Passively grants +20 Range and the Vorpal Weapon trait. | |||||
26 | MIDA Multi-Tool MIDA Multi-Tool MIDA Radar ↑No Distractions | Kinetic Lightweight Scout Rifle Grants Lightweight Frame bonuses. MIDA Synergy Weapons inherit the Movement Bonus. Grants 10% Increased Forward Movement Speed while readied. Maximum Speed remains capped at 12.5% when paired with another Sprint Speed boost Radar remains active while ADS. ↑Catalyst: Grants the No Distractions trait. | |||||
27 | Monte Carlo Monte Carlo Method Markov Chain ↑Bayonet Locked | Kinetic Adaptive Auto Rifle Hits grant 2% Melee Energy. Kills grant Markov Chain for 4.5 seconds, up to x5 stacks, and have a 25% chance to grant 100% Fixed Melee Ability Energy. Melee Kills refill magazine and grant x5 Markov Chain. Markov Chain: 13% | 26% | 39% | 52% | 65% Increased Damage 6.6% | 13.2% | 19.8% | 26.4% | 33% Increased Damage ↑Bayonet Locked: Holding [Reload] while at Markov Chain x5 replaces Melee Ability with a Bayonet for a single Melee Attack. Bayonet counts as an Unpowered Melee Attack. Bayonet Melee Attacks deal 2722 [140] damage, grant 50% Fixed Melee Ability Energy, and increases Melee Lunge Distance to 6? metres. | |||||
28 | Necrochasm Cursebringer Desperation ↑One for Thrall | Kinetic Rapid-Fire Auto Rifle Counts as a Weapon of Sorrow. On Precision Kill, or upon scoring a Cursed Thrall Explosion Kill, or upon killing a Poisoned Enemy: Grants +? Reload Speed and 0.?x Reload Duration Multiplier for ? seconds. Triggers a Cursed Thrall Explosion, dealing up to 528 [130?] Arc Damage and applying Poison in a ? meter radius. Poison deals 9.2 [?] damage every 0.5 seconds over 3.5 [2] seconds. Visually lingers for 3.75 seconds to allow easier Explosion chaining. Cursed Thrall Explosion Kills refill Magazine. Cursed Thrall Explosion and Poison scale with Combatant Rank Multipliers. Fun Fact: Cursed Thrall (Hive Combatants) deal 250 damage against Combatants. Upon finishing a reload within ? seconds of a Precision Kill, or upon scoring a Cursed Thrall Explosion Kill: 0.8x Fire Recovery Delay Multiplier, +6 Stability, +10-15? Aim Assist for 7 seconds. ↑One for Thrall: Damaging 3 enemies within ? seconds of each grants ?% increased damage, +? Range, and +? Aim Assist. | |||||
29 | No Time To Explain Rewind Again Feeding Frenzy ↑Blast from the Side | Kinetic High-Impact Pulse Rifle. Precision Hits and Hits against enemies affected by Stasis grant a stack of Rewind Again and refill 1 Ammo. Reaching x10 Rewind Again summons a Time-slip Portal for 9 seconds. Precision Hits refresh its duration by 1 second. Time-slip Portal: Shoots a burst of 3 bullets every 1.25 seconds towards enemies within 40 metres that are near the reticle. Each bullet deals 10.2 damage, has no damage falloff, inherits No Time To Explain's Breaker-Type, and scales with Combatant Rank Multipliers. ↑Blast from the Side: Time-slip Portal burst delay is decreased to 0.85 seconds. | |||||
30 | Osteo Striga Screaming Swarm Toxic Overload ↑Osteo Striga Catalyst | Craftable Kinetic Precision Submachine Gun Shoots swarms of slow, homing projectiles. Counts as a Weapon of Sorrow. Scoring 14 Hits or 7 Precision Hits within 3 seconds of each or scoring a kill creates a Poisonous Cloud centered on the enemy, applying poison to enemies within 5 metres. Poison mechanics are identical to Necrotic Grips. Incurs a 4-second cooldown between poison bursts on death. Osteo Striga's Poison is affected by Buffs, Debuffs, Exotic Primary Rank-and-File Bonus, and the Kinetic Damage Bonus. Reapplying Poison resets the stacking poison damage. ↑Osteo Striga Catalyst: Passively grants +20 Stability and +30 Reload Speed. Poison Kills overflows 100% Magazine, up to 300% Increased Magazine Capacity. Incurs a 0.5 seconds cooldown between Ammo Overflow activation. | |||||
31 | Outbreak Perfected The Corruption Spreads Craftable Trait Parasitism ↑Disease Vector | Craftable Kinetic Lightweight Pulse Rifle Uses Auto Rifle Recoil Animations. Scoring 12 Hits within 1? seconds of each spawns 2–3 nanites. Precision Kills spawn 9 nanites. Nanites: Tracking Projectiles that chase after enemies within ? meters, dealing 46.8 [13] damage on impact and embedding themselves for 9 seconds. Nanites that haven't embedded on an enemy begin disappearing after 3 seconds. Embedding additional nanites refreshes the duration to 9 seconds. Outbreak Perfected deals increased damage to enemies with nanites based on the amount of nanites. x1 = 30% [15%] | x2 = 60% [30%] | x3 = 90% [45%] | x4 = 120% [75%] | x5 = 150% [?%] | x100 = 350% [?%] Each Nanite after the fifth increases the damage buff by 2.1%, up to 350% [?%] at x100 Nanites. Enemies with nanites in them are highlighted on Outbreak's scope. ↑Disease Vector: Grants 25% Increased Nanite impact damage. Nanited Enemies release a swarm of 4 Nanites on death. Disease Vector Nanites deal ? [?] damage. | |||||
32 | Quicksilver Storm Rocket Tracers Grenade Chaser ↑Nano-entanglement | Kinetic OR Strand Rapid-Fire Auto Rifle Hold [Reload] to trigger Grenade Launcher Mode once loaded. Switching back to Auto Rifle Mode before emptying will refresh the magazine. Damage Numbers are for Strand Versions. Scoring 15 hits against an enemy loads up a Tracking Rocket, which will overwrite a regular bullet when firing. Reloading resets the counter. Tracking Rocket aggressively tracks enemies, dealing 4.4 [2.7] Impact Damage, and up to 130 [20 Guardians | 80 Constructs] Explosive damage on impact. Tracking Rocket Hits load up a Grenade Charge for Grenade Launcher Mode, up to 3 Grenade Charges. Rocket cannot travel further than 50 metres. Grenade Launcher Mode fires a Grenade, dealing 24.1 [14 Guardians | 81 Constructs] Impact Damage, and up to 1072.5 [120 Guardians | 960 Constructs] Explosive Damage in a 4 metre radius. Deals no self-damage. Automatically queues up a reload to load the next grenade after firing. If out of grenades, it will instead perform a regular reload. ↑Nano-entanglement: Converts the Damage Type to Strand. No longer receives Kinetic Damage Bonus. Grenade Launcher Mode Kills create a Tangle. | |||||
33 | Rat King Rat Pack Vermin ↑Infestation | Kinetic Rapid-Fire Sidearm Reloading within 3 seconds of a kill grants Invisibility for 5.8 seconds. Grants a stack of Rat Pack, up to x5 Rat Pack for each ally with a readied Rat King within 20 metres, decreasing Fire Recovery Delay and Increasing Magazine Size. Rat Pack: - | 0.87x | 0.8x | 0.7x | 0.6x Fire Recovery Delay - | +2 | +4 | +6 | +9 Magazine Size ↑Infestation: Passively grants +20 Aim Assist and +20 Recoil Direction. Finishing a reload within 6 seconds of a kill begins Health Regeneration and restores ~2.05HP. | |||||
34 | Revision Zero Hunter's Trace I–IV Craftable Trait Burst Mode ↑Craftable Refit | Craftable Kinetic 2/4 Burst Pulse Rifle Switchable Origin Traits, between a 2-Burst Mode, and a 4-Burst Mode. Base Magazine Size is 9 bursts. 2-Burst Mode deals 22.94 damage with a 1.6x Precision Multiplier, firing at 327RPM. 4-Burst Mode is identical to an Aggressive Frame Pulse Rifle. Hold [Reload] to switch into the Hunter's Trace Alternative Fire Mode if at least one stack of Targeting Data is loaded. Intrinsic Shield-Piercing Rounds. Scoring 12 Precision Hits grants a stack of Targeting Data, up to x4 Targeting Data after 48 Precision Hits. Hunter's Trace: Replaces the 18 Zoom Scope with a 50 Zoom Scope. Fires with perfect accuracy, and has a Red Sniper Rifle Glint. Fires High-Damage Sniper Rounds that deal 431.1 [158] damage with a 3x Precision Multiplier and inherit the Shield-Piercing effect. Ammo is equal to the amount of Targeting Data stacks acquired before activating, up to 4 Ammo. Hunter's Trace persists through stow and can only be deactivated by fully emptying the magazine or dying. ↑Selectable Retrofit: Grants the option to slot-in Feeding Frenzy, Fourth Time's The Charm, Outlaw, or Under Pressure trait equivalents. Fourth Time's The Charm allows firing up to 6 Sniper Shots. | |||||
35 | Sturm Accomplice Storm and Stress | Kinetic Aggressive Hand Cannon Kills refill Energy Weapon's Magazine. Kills with Drang grant x1 Overcharged Round, up to x99 Overcharged Rounds. All Overcharged Rounds are lost on death. Overcharged Rounds deal 262% [80%] increased damage. ↑Catalyst: Passively grants +20 Range and +40 Handling. | |||||
36 | SUROS Regime SUROS Legacy Selectable Trait ↑SUROS Ascendance | Kinetic Adaptive Auto Rifle Selectable Trait between Dual Speed Receiver and Spinning Up. Kills have a 25% chance to begin Health Regeneration and restore 20HP. Selectable Traits: Dual Speed Receiver turns the weapon into a High-Impact Auto Rifle Frame with +3 Zoom and +30 Range while ADS. Spinning Up grants 0.833x to 0.667x Fire Recovery Delay while holding down the trigger. RPM increases every 12 bullets while holding down the trigger. Releasing the trigger resets the buff. As magazine progressively decreases below 50%, down to 0%: Grants 5% to 10% increased damage. ↑SUROS Ascendance: Passively grants +50 Recoil Direction. Kills have a 50% chance to restore health. | |||||
37 | Sweet Business Payday Business Time ↑Serious Business | Kinetic Minigun Auto Rifle Special or Power Ammo Bricks pickups refill magazine. While holding down the trigger: Spins up the weapon, gradually granting up to 0.4x Fire Recovery Delay and +? Range over 1.38 seconds. Fires an explosive round every 18 shots, dealing up to 46.5 [21] damage. Explosive does not suffer Damage Falloff. Shot requirement is reduced to 8 shots while fully spun up. ↑Serious Business: Grants 25% Flinch Resistance while fully spun up. | |||||
38 | The Navigator Protective Weave Weft Cutter ↑Gordian Knot | Strand Adaptive Trace Rifle Upon scoring 8 hits within 1 second of each on an ally: Ally restores 60HP, begins Health Regeneration, and is granted Woven Mail. If Shields are healed, then Shields will recharge, otherwise only up to Critical Health. Wielder is granted Woven Mail and generates 5 Ammo. Upon scoring 20 hits within 1 second of each: Applies severed, and grants the wielder Woven Mail. ↑Gordian Knot. Holding [Reload] switches to Grapple Tangle Mode. Stowing switches back to Regular Fire Mode. Grapple Tangle Mode shoots a Grapple Tangle up to 23 meters away at the cost of 1 Ammo. Shows a preview of the Grapple Tangle impact spot while Alternate Fire Mode is active. Incurs a 30 second cooldown before Alt Fire can be activated upon creating a Grapple Tangle. Must land on the ground for the timer to begin. | |||||
39 | Thorn Mark of the Devourer Soul Devourer ↑Refined Soul | Kinetic Adaptive Hand Cannon Counts as a Weapon of Sorrow. Hits apply Poison, dealing 8.8 [0.4] damage every 0.5 seconds 4 times after a 0.05 second delay. Kills create a floating Remnant that home in towards you while within [?] metres. Remnants refill 4 Ammo, overflowing up to 40 Ammo, and grant Soul Devourer for 7 seconds on pickup. Additional Remnants increase the duration of Soul Devourer up to 11 seconds. Soul Devourer increases Poison damage by 200% [1750%]. ↑Refined Soul: Passively grants +15 Range, +5 Stability, and +5 Airborne Effectiveness. Scoring a kill or picking up a Remnant grants an additional +? Range, +15? Handling, and +50 Mobility for 7 seconds, up to 11 seconds. | |||||
40 | Touch of Malice Touch of Malice Charged With Blight ↑Touch of Mercy ↑Rapid Hit | Kinetic Rapid Fire Scout Rifle Hold [Reload] to trigger Blight Launcher once charged. Counts as a Weapon of Sorrow. Scoring 10 Precision Hits charges Blight Launcher Mode. While Magazine = 1: Deals 120% [30%] increased damage, drains 7 HP per shot, and is automatically refilled. Health Drain is not lethal. Blight Launcher's Direct Impact Damage benefits from the Final Round's Damage Increase. Blight Launcher: Shoots a slow moving Arc Blight that deals 157 [?] damage on direct impact, and has a damaging field that deals 1 damage, blinds and poisons enemies. Poison deals 18.9 [?] damage every 0.5 seconds over 3.5 [2] seconds. Enemies hit by the Blight receive 50% increased damage taken from Weapons of Sorrow by for 5 seconds. Upon reaching 100% Counter Progress through Weapon Kills: Begins Health Regeneration and restores 67 HP. Rank-And-File = 33.4% | Elites/Minibosses/Bosses = 100% | Guardians = 66.7%. Weapon Kills must be within 5 seconds of each. ↑Touch of Mercy: Grants the Rapid Hit trait. | |||||
41 | Traveler's Chosen Gathering Light Gift of the Traveler ↑Osmosis ↑Surplus | Kinetic Adaptive Sidearm Kills grants a stack of Gathering Light, up to a maximum of x10 Stacks. Gathering Light grants +15 Handling, +15 Reload Speed, and +2 Aim Assist per stack. Holding [Reload] will trigger a special reload animation, consuming all stacks of Gathering Light to provide Ability Energy. All Stacks are lost on death. Grants 10% Grenade | Melee | Class Energy per Stack ↑Catalyst: Passively grants +2 Magazine Size (15 -> 17), the Osmosis trait, and the Surplus trait. | |||||
42 | Verglas Curve Hail Barrage Hail Storm ↑Shiver Quiver | Stasis Lightweight Bow Grants Lightweight Frame bonuses. Kills grant a stack of Hail Barrage, up to a maximum of x5 Hail Barrage. Hipfiring releases every stored Hail Barage Arrow in a volley, spread out evenly. Hail Barrage Arrows create a Large Stasis Crystal on impact, and apply x100 [x60 for 1+1 seconds] Slow Stacks on direct hit. Deals 50% increased damage against Frozen Enemies and Stasis Crystals. Stacks multiplicatively with Whisper of Rending and Frozen Enemy Multipliers. ↑Shiver Quiver: Grants 0.65x Draw Time Multiplier for 5 seconds upon applying freeze or slow. | |||||
43 | Vigilance Wing Harsh Truths Last Stand ↑Ensemble | Kinetic 5-Round Burst High-Impact Pulse Rifle On Ally Death within 24 metres: Grants +20 Mobility, 33% Increased Slide Distance, and 6.25% Increased Sprint Speed for 6 seconds. Begins Health Regeneration. If Last Guardian Standing: +100 Recovery, +X Handling, and +30? Reload Speed. ↑Catalyst: Grants the Ensemble trait. | |||||
44 | Wicked Implement Creeping Attrition Tithing Harvest ↑Hadopelagic Tribute ↑Headstone | Stasis Precision Scout Rifle. Scoring 3 Precision Hits within 4.5 seconds of each grants Creeping Attrition for 4.5 seconds. Additional Precision Hits refresh the duration. Creeping Attrition grants Precision Hits the ability to apply x40 [x20] Slow Stacks for 4+4 [4+2] seconds. Scoring a Precision Kill or shattering a Stasis Crystal while Creeping Attrition is active creates a Small Stasis Shard that returns to the wielder. Incurs a 2 second cooldown between spawning shards. Collecting Stasis Shards or destroying Stasis Crystals refills Magazine. ↑Hadopelagic Tribute: Stasis Shards grant +5 Ammo on pickup, overflowing up to 100% Increased Magazine Capacity ↑Grants the Headstone trait. | |||||
45 | Wish-Ender Queen's Wrath Broadhead | Kinetic Lightweight Combat Bow Intrinsic Shield-Piercing Arrows [ADS] while fully-drawn grants Truesight, displaying enemy silhouettes through walls up to 64 metres away. Truesight lasts until no longer ADS, or after 3 seconds of being active. Must fully redraw to reactivate the perk. Arrows deal a total of 595 [159] damage split into 3 [2] different damage instances. The initial arrow impact deals 125 [129] damage and is affected by Precision Hits. The two [one] instances from Broadhead deal [235] [30] damage and are not affected by Precision Hits. Draw Strength affects the damage of all damage instances. 25% Increased damage against Combatants stuck by Witherhoard's Blight. 10% Increased damage against Taken Combatants. | |||||
46 | Wish-Keeper Snareweaver I–IV Silkbound Slayer ↑Craftable Traits | Craftable Strand Precision Bow Precision Hits and Kills charge up Snareweaver Arrows. Snareweaver requires 6 charges to be activated. Precision Hits: 1 | Rank-and-File Kill: 1 | Elite+ Kill: 2 | Guardian Kill: 3 When fully charged, hipfire to shoot a Snareweaver Arrow. Snareweaver Arrow: Hitting an enemy directly releases a snare underneath them and applies suspend. Creates a snare with 6 linked traps in a ⏏ shape on impact. Traps last 10 seconds and have 10 HP. Enemies that come into contact with the linked traps are dealt ? [5] damage and become suspended. Suspending an enemy breaks a link. A snare can suspend up to 6 enemies. Incurs a 5 second cooldown between repeated suspensions on a single enemy. Deals 50% [20%] increased damage against Suspended enemies. Bodyshot Hits against Suspended enemies deal an additional 50% increased damage. Displays as yellow numbers, but will not be counted as Precision Hits. Upon suspending an enemy, or upon damaging a Suspended enemy with this weapon: Grants +100 Reload Speed and 0.7x Draw Time Multiplier for ? seconds. ↑Catalyst grants multiple craftable options: Enduring Snare Refit increases Snareweaver Trap duration by 50%, to 15 seconds. Multi-threaded Snare Refit increases the maximum amount of suspensions per trap to 2?, totalling a maximum of 12 suspensions. Hatchling trait. Vorpal Weapon trait. | |||||
47 | Witherhoard Primeval's Torment Break the Bank ↑Silent Alarm | Kinetic Breech-Loaded Grenade Launcher Fires projectiles that detonate upon impacting the floor, dealing up to 152 [51] damage and creating blighted ground for 4.5 seconds in a 4.5 metre radius upon landing on the ground. Enemies take 76 [40] damage every 0.3 seconds while standing over blighted ground. Direct hits deal 46 [10] impact damage and blight the enemy, dealing 152 [80] damage every 0.6 seconds for 9.5 seconds. Blighted Enemies that die drop a Witherhoard projectile underneath them. Enemies can only simultaneously take damage from directly being Blighted and standing over blighted ground. Malfeasance and Wish-Ender deal 25% increased damage against Blighted Enemies ↑Silent Alarm: Passively grants +40 Handling and an Auto-Loading Holster trait equivalent. | |||||
48 | Energy Slot Weapons | ||||||
49 | Borealis The Fundamentals Ionic Return | Multi-Element Aggressive Sniper Rifle [Reload] switches between the Arc, Solar, and Void Elements. Grants Stat Bonuses depending on the chosen Element. Arc: +25 Handling +5 Range | Solar: +35 Reload Speed +20 Airborne Effectiveness | Void: +20 Stability +10 Aim Assist. Breaking a Combatant Shield refills 1 ammo. Breaking a Matching Shield refills Magazine and grants Ionic Return, granting the next 5 shots 40% [15%] increased damage. ↑Catalyst: Passively grants +20 Reload Speed. | |||||
50 | Buried Bloodline Hungering Quarrel Violent Reanimation ↑Splitvein Lineage | Void Rocket-Assisted Frame Special Ammo Sidearm Fires two tracking bolts per shot. Scoring a hit restores 11 HP. Kills progress a counter that grants Devour upon reaching 100%. Counter has no timer. Kills will not count while Devour is active. Rank-And-File = 25% | Elite+ = 100% | Guardians = 25% ↑Splitvein Lineage: While Devour is active: Hits apply Weaken for 5 [?] seconds. Grants +? Reload Speed. | |||||
51 | Centrifuse Overcharge Capacitor Regenerative Motion ↑Static Buildup | Precision Arc Auto Rifle Refills 2 Ammo every 0.34 seconds while sprinting. Sprinting, sliding, and shooting builds up charge, granting up to +? Range and +? Reload Speed. Shooting grants 20% Charge per second after holding down the trigger for 0.267 seconds. Sprinting grants, after a 0.25 second delay, 20% Charge per second. Must be actively moving. Sliding grants 10% Charge per slide. Charge decays at a rate of -33% per second after not doing any of those actions for 1.1 seconds. Manual Reloads automatically empty the charge. Kills while ≥40% Charge cause explosions, dealing up to 159 [76] damage in a ? radius. Maximum Charge Explosions apply blind to enemies. ↑Static Buildup: Passively generates 7% Charge per second and removes Passive Decay while Amplified. Passive Charge is additive to Active Charge. Manual Reloads still empty the charge. | |||||
52 | Choir of One Command Frame Craftable Trait ↑? | Void Auto Rifle Hipfires ? slow-moving projectiles that detonate on impact, dealing up to ? [?] damage over ? meters. Scoring ? kills within ? seconds of each causes a Radiolaria Pool to spawn. Radiolaria Pool deals ? [?] damage over ? meters every ? seconds for ? seconds ↑Catalyst: Grants the option to slot-in Destabilizing Rounds, Onslaught, and Subsistence trait equivalents. | |||||
53 | Cloudstrike Mortal Polarity ↑Triple Tap | Rapid-Fire Arc Sniper Rifle Scoring 3 Precision Hits within 4? seconds of each calls down two Lightning Strikes, dealing up to 588 [300] damage for the first strike, and up to 353 [180] damage for the second one. Precision Kills call down a Lightning Strike, dealing up to 588 [300] damage to nearby enemies. ↑Catalyst: Passively grants +25 Handling and the Triple Tap trait. | |||||
54 | Coldheart Cold Fusion Longest Winter | Arc Adaptive Trace Rifle Steadily grants up to 80% increased damage as Energy is accumulated. Upon dealing damage: Charges up 40% Energy/s for 1 second. Initial Charge has a 0.267 second delay before it starts incrementing. Not generating Energy for 1.05 seconds will remove all Energy over 0.2 seconds. Upon picking up an Ionic Trace: Slowly grants 50% Energy over 0.5 seconds. While in the maximum damage state: +100 Stability and +100 Reload Speed. Hits spawn an Ionic Trace, with a 2 second cooldown. ↑Catalyst Passively grants +20 Stability and +20 Reload Speed. | |||||
55 | Collective Obligation Void Leech Umbral Sustenance | Void Adaptive Pulse Rifle Holding [Reload] switches to Void Leech Mode if fully charged. Scoring a hit against an enemy affected by Void Debuffs, or by being afflicted with a Void Debuff leeches said debuffs for Void Leech Mode. Void Leech Mode can be charged by scoring 6 hits or a kill against an enemy affected by Void Debuffs, or by being afflicted with a Void Debuff. Cannot self-apply debuffs. Once charged, hold [Reload] to activate Void Leech for 15 [10] seconds. Hits will apply the Void Debuffs that were leeched and deal 20% increased damage. Receiving Void Buffs refills Magazine. Reactivating Devour through kills also refills the magazine. | |||||
56 | Dead Messenger Trinary Vision Craftable Trait ↑Turnabout | Craftable Multi-Element Wave Frame Grenade Launcher [Reload] switches between between the Arc, Solar, and Void Elements Grants Stat Bonuses depending on the chosen Element. Arc: +25 Handling +5 Range | Solar: +35 Reload Speed +20 Airborne Effectiveness | Void: +20 Stability +10 Aim Assist. Projectiles create 3 elemental waves in an arc upon collision with the ground. Elemental Waves are longer than regular Wave Frames, travelling 22 meters instead of 15 meters. ↑Catalyst: Grants the Turnabout trait. | |||||
57 | Delicate Tomb Traitor's Vessel Tempest Cascade ↑Ionic Interment | Arc Rapid-Fire Fusion Rifle Fires a 16-bolt burst. ADS overlaps each bolt into 2. Hipfired Bolts deal 20% increased damage. Kills have a chance to spawn an Ionic Trace. Rank-And-File = 16.7% | Elites, Minibosses, and Bosses = 100% | Guardians = 100% Picking up an Ionic Trace overcharges the next shot, granting 30% [7%] increased damage and applying Jolt on the next hit. Lasts 14 seconds or until scoring a hit. ↑Ionic Interment: Refills 4 Ammo upon picking up an Ionic Trace. | |||||
58 | Devil's Ruin Close The Gap Pyrogenesis | Solar Charged Laser Sidearm Intrinsic Unstoppable Shots While Magazine has ≥1 Ammo: Holding [Fire] for 1 second shoots a Laser with 10% Increased Damage Falloff Distance that stuns Unstoppable Champions. Laser: Deals ? ticks of ? [26] damage with a ? Precision Multiplier over 0.93 seconds. Magazine is always emptied after the Laser runs out or is cancelled. | |||||
59 | Divinity Judgment Penance | Arc Trace Rifle Intrinsic Overload Rounds Scoring 14 8 [5] hits within 0.15 seconds of each weakens and applies censured, creating a Precision Field for 1.25 seconds. Shots that hit the Precision Field are converted into into Precision Hits. Weapons that cannot deal Precision Damage, such as Rocket Launchers and Fusion Rifles do not benefit from Precision Hits. Divinity's weaken increases its own damage by 30%. In PVP, the weaken effect is increased to 30%. Enemies that remain in the Precision Field for 3.75 seconds suffer from Penance, dealing 1060 [520] damage. Penance's timer is increased to 4 seconds after the initial strike. A consistent method of lowering Ammo Consumption and having a high Precision Field uptime is to fire a burst of 8 shots over 0.47 seconds, and then wait for 0.68 seconds. Penance will occur every 32 hits with the previous method. Tap-firing every 0.125 seconds results in a Penance every 26 hits, but the Precision Field will fizzle out randomly, and Ammo Consumption is higher. | |||||
60 | Duality Compression Chamber On Black Wings | Pellet & Slug Revolver Solar Shotgun Hipfire shoots pellets, while ADS shoots slugs. Passively has 5% Increased Damage Falloff Distance. Pellet Kills grant a stack of On Black Wings, which increase Precision Damage and grant +? Reload Speed for 7 seconds, up to a maximum of 5 stacks. Slug Precision Hits refresh the duration to 8 seconds. Precision Damage Increase: 15% | 31% | 39% | 47% | 55% 8% | 24% | 31% | 39% | 47% ↑Catalyst: Passively grants +20 Range and increases Magazine by 2 (6 -> 8). | |||||
61 | Edge of Action Remote Shield | Void Adaptive Glaive Projectile Hits grant 25% Weapon Energy. While at 100% Weapon Energy: Hold [Reload] to switch fire mode, fully consuming Weapon Energy to prepare a 🍙Rice Bowl-shaped Protective Shield for the next shot, and granting 1 Ammo. Protective Shield: Lasts 20 seconds and has 2,400 HP with 85% Damage Resist against non-Boss Combatants, and 15% Damage Resist against Bosses. Passing through it grants a 45 HP Void Overshield, +? Handling, +? Reload Speed, and 5% Increased Weapon Damage for 10 seconds, refreshes while inside. Helm of Saint-14 confers its bonuses to the Protective Shield. | |||||
62 | Edge of Concurrence Lightning Seeker | Arc Rapid-Fire Glaive Projectile Hits grant 25% Weapon Energy. While at 100% Weapon Energy: Hold [Reload] to switch fire mode, fully consuming Weapon Energy to prepare a Lightning Seeker for the next shot, and granting 1 Ammo. Lightning Seeker chases after the closest enemy within 32 metres, dealing 1440 [?] damage, applying Jolt, and releasing Chain Lightning on impact. Chain Lightning damages up to 4 enemies within 10 metres, dealing 65 damage to each enemy. | |||||
63 | Edge of Intent Healing Turret | Solar Aggressive Glaive Projectile Hits grant 25% Weapon Energy. While at 100% Weapon Energy: Hold [Reload] to switch fire mode, fully consuming Weapon Energy to prepare a Healing Turret for the next shot, and granting 1 Ammo. Healing Turret lasts 15 seconds, and shoots Healing Seekers every 1.25 seconds to the user and allies within 30 meters. Healing Turret prioritizes allies that haven't been healed. Healing Seekers grant x1 Cure and x1 Restoration for 6+3 seconds in a 8 metre radius. | |||||
64 | Eriana's Vow Looks Can Kill Death At First Glance ↑More to Give | Special Ammo Solar Hand Cannon Intrinsic Shield-Piercing Rounds. Death At First Glance grants 32.5% increased damage for the first scoped shot. Precision Hits and Hits against Elemental Shields maintain Death At First Glance. Buff reactivates after 3 seconds of not firing. Breaking a Solar Shield or Barrier Champion's Shield triggers an Ignition. ↑More to Give: Passively grants +3 Magazine Size (6 -> 9) and an Auto-Loading Holster trait equivalent. | |||||
65 | Ergo Sum Random Rolled Perk Transcendent Duelist | Special Ammo Sword Drops with a random Sword Frame and Exotic Intrinsic. Scoring 3 non-Ergo Sum Weapon Kills grants +1 Ammo to the Sword. Kills grant an additional 2.5% Light Transcendent Energy and 2.5% Dark Transcendent Energy. Deals 51% increased damage while Transcendent. Extends Transcendent duration by ? seconds per kill. Element Neutral Perks Gathering Light Kills grant a stack of Gathering Light. Gathering Light grants 10%? Increased Lunge Distance, +? Guard Resistance, and +? Guard Endurance. Stowing the weapon consumes all stacks, granting 10% Grenade, Melee, and Class Ability Energy per stack. Wolfpack Rounds Powered Heavy Attacks grant Wolfpack Rounds to Legendary Sword and other Ergo Sum wielders. Wolfpack Rounds chase after enemies, dealing 32 [?] impact and 68 [?] explosive damage. Wolfpack Rounds damage is affected by | |||||
66 | Ergo Sum Arc Element | Continuation of the Ergo Sum Exotic, for Arc Element variations. Arc Conductor Powered Heavy Attacks grant Arc Conductor for ? seconds. Arc Conductor grants 50?% [15?%] Arc Damage Resist. While Arc Conductor is active, releases chain lightning every ? seconds, dealing ? [?] damage to the closest enemy within ? meters. Stormbringer Scoring 3 kills within ? seconds of each creates a lightning storm. | |||||
67 | Ergo Sum Solar Element | Continuation of the Ergo Sum Exotic, for Solar Element variations. The Perfect Fifth Scoring 5 hits attaches an explosive to the enemy, dealing up to ? [?] damage and applying x?+? Scorch over ? meters. Sacred Flame Heavy attacks hits Sacred Flame to enemies. Enemies affected by Sacred Flame explode on Light Attack or upon death, dealing up to ? [?] damage over ? meters. | |||||
68 | Ergo Sum Void Element | Continuation of the Ergo Sum Exotic, for Void Element variations. Unplanned Reprieve Heavy attacks emit delayed detonating projectiles. Insectoid Robot Grenades Kills spawn an Insectoid Robot that chases after enemies, exploding when near an enemy, dealing up to ? [?] damage. | |||||
69 | Ex Diris Corrupted Nucleosynthesis Loyal Moths ↑Berserk Rush | Arc Moth-Grenade Launcher Does not require reloading. Moths count as Weapon Damage. Shoots arcing projectiles that deal 372 [?] impact damage, and up to 312 [?] explosive damage in a small radius. Builds up 25% Enrage on hit, gradually granting up to 0.6x Decreased Fire Recovery Delay. Reaching Critical Health maxes out Enrage. Charge decays over 9.5 seconds. Charge doesn't decay while at Critical Health. Kills create a Loyal Arc Moth, which seeks the closest enemy and detonates on contact, dealing up to 525 [31 Guardians | 201 Constructs] explosive damage and blinding. Moth does not deal self-damage. Incurs a 4? second cooldown between Moth spawns. Mothkeeper's Wraps creates a Loyal Void Moth alongside the Loyal Arc Moth on kills. Loyal Void Moths grant 22.5HP Void Overshield to the nearest ally. ↑Berserk Rush: Grants Amplified on kill. Hits while Amplified grant 50% Enrage on hit. | |||||
70 | Fighting Lion Delayed Gratification Thin The Herd ↑Chimera | Primary Ammo Void Breech-Loaded Grenade Launcher. Grants Lightweight Frame bonuses. Dealing damage grants +70 Reload Speed for 7 seconds. Deals 24.5% Increased Impact Damage against Combatant Shields. Kills within 6 seconds before OR after dealing damage with Fighting Lion refill the magazine. ↑Chimera: Grants +30 Reload Speed as well as Chimera. Chimera grants +100 Handling and -30% Accuracy Cone Size to Kinetic Slot and Power Slot weapons for 3 seconds after shooting. | |||||
71 | Graviton Lance Black Hole Cosmology ↑Turnabout ↑Vorpal Weapon | 2-Burst Void Pulse Rifle. First Shot deals 19 damage and has no recoil. Second Shot deals 25.6 damage, but has recoil, and experiences no damage Falloff. Kills explode enemies, generating an explosion with a 3? metre radius that release ? seeking Void orbs. Explosion deals up to 270 Damage. Orbs deal up to 40 damage each on explosion, and 1 on contact. Explosion deals up to 100 Damage. Orbs deal up to 20 damage each on explosion, and 1 on contact. ↑Catalyst: Passively grants +20 Range, the Turnabout trait, and the Vorpal Weapon trait. | |||||
72 | Hard Light Volatile Light The Fundamentals | Multi-Element Adaptive Auto Rifle [Reload] switches between the Arc, Solar, and Void Elements. Grants Stat Bonuses depending on the chosen Element. Arc: +25 Handling +5 Range | Solar: +35 Reload Speed +20 Airborne Effectiveness | Void: +20 Stability +10 Aim Assist. Damage Falloff End stops at 0.7x instead of the usual 0.5x for Auto Rifles. Bullets can ricochet up two times from sharper angles. Bullets that have ricochet at least once deal 100% [35%] increased damage. ↑Catalyst: Passively grants +25 Stability. | |||||
73 | Hierarchy of Needs Guidance Ring Apollonic Tangent ↑Panoptic Tessellation | Solar Precision Combat Bow Fully-Drawn Precision Hits and Kills charge up Guidance Ring. Guidance Ring requires 6 Charges to be activated. Precision Hits: 1 [2] | Kills: 1 [2] | Precision Kills: 2 [4] Guidance Ring: Spawned by firing a fully-drawn hipfired shot while Guidance Ring is fully charged. Guidance Ring lasts for 12 seconds. Hierarchy of Needs' Arrows that pass through a Guidance Ring release 2 seeking explosive projectiles, which deal up to 192 [15] damage. Seeking Projectiles that travel over 40 meters deal 50% [~15-20% Guardians | 50% Constructs] increased damage. Seeking Projectiles dissipate after traveling 80 metres. Allies with Hierarchy of Needs can benefit from other Guidance Rings. ↑Panoptic Tessellation: Grants 0.5x Draw Time Multiplier, 100? Reload Speed, and ? Reload Duration Multiplier for 5 seconds after deploying a Guidance Ring or scoring a hit with a seeking projectile. Additional seeking projectile hits or redeploying a Guidance Ring refreshes the duration. | |||||
74 | Jötunn Charge Shot Shield Disorient ↑Cornered ↑Incandescent | Solar Fusion Rifle Fires an explosive projectile that tracks enemies and detonates on impact. Explosion creates a small burning spot, dealing ? [8] damage every 0.25 seconds up to 7 times. ↑Catalyst: Grants the Cornered trait and the Incandescent trait. | |||||
75 | Le Monarque Poison Arrows Snapshot Sights ↑Unrelenting | Void Lightweight Combat Bow Grants Lightweight Frame bonuses. Intrinsic Overload Rounds. Perfectly-drawn arrows poison enemies. Perfectly-drawn Precision Hits create a poison burst, applying poison and disrupting enemies within 3? metres. Poison: Ticks 6 times, dealing 43 [2.5] damage every 0.5 seconds over 1.75 seconds, totalling 258 [15] damage and stunning Overload Champions. ↑Catalyst: Passively grants +30 Stability, +20 Reload Speed, and the Unrelenting trait. | |||||
76 | Lord of Wolves Shrapnel Launcher Release the Wolves ↑Fang and Claw | Solar Burst Shotgun Can switch between tighter, slower bursts or inprecise, but faster to refire automatic bursts by holding [Reload]. Release the Wolves grants 0.4x Fire Recovery Delay, +200% Accuracy Cone Size, and 40% increased damage against Combatants. ↑Fang and Claw: Grants +X Stability while Release the Wolves is inactive. Grants +100 Reload Speed and .85x Reload Duration Multiplier while Release the Wolves is active. | |||||
77 | Lorentz Driver Lagrangian Sight EM Anomaly ↑Jump Driver | Special Ammo Void Linear Fusion Rifle Precision Kills creates an implosion that pulls enemies within ? [?] metres in and then explodes, dealing up to 301 [?] damage. While the weapon is readied or stowed: Marks [Highlights] the closest enemy within 30 metres every ? seconds. Killing said enemy spawns a Telemetry Pattern. The mark can be seen through walls. Telemetry Patterns last 60 seconds on the ground. Reaching x3 Telemetry Patterns grants 50% increased damage, +30 Handling, and +35 Reload Speed for 30 seconds. Picking up additional Telemetry Patterns refreshes the timer to 30 seconds. ↑Jump Driver: Passively grants an Enhanced Radar. While at x3 Telemetry Patterns, triggering an implosion no longer requires a Precision Kill to activate. | |||||
78 | Merciless Conserve Momentum Impetus | Solar High-Impact Fusion Rifle Hits grant a stack of Conserve Momentum for 5 seconds. Additional hits refresh the duration. Buff persists through reloads. Conserve Momentum: Grants decreased Charge Time and Damage. Begins at 0.93x Charge Time Multiplier and 0.84% decreased damage, scaling down to a 0.2x Charge Time Multiplier (216ms) and 11.93% decreased damage after 15 hits. Kills grant .66x Reload Duration Multiplier for 6 seconds. Upon finishing a reload within 6 seconds of a kill: Grants 50% increased damage for 4.5 seconds. ↑Catalyst: Passively grants +40 Range and +40 Stability. | |||||
79 | Polaris Lance The Perfect Fifth Zen Moment ↑Dragonfly | Solar High-Impact Scout Rifle Precision Hits refill 1 Ammo. Scoring 4 Precision Hits readies an Explosive Solar Round that deals up to 101 [78] damage and applies 40+20 Scorch to enemies within 2? metres. Reloading or not shooting after 6 seconds of reading the Explosive Solar Round removes all stacks. ↑Catalyst: Grants the Dragonfly trait. | |||||
80 | Prometheus Lens Prismatic Inferno Flame Refraction ↑Incandescent | Solar Trace Rifle Solar Effects that are initially applied by Prometheus Lens deal 10% increased damage. After 0.45 seconds of holding down the trigger: Creates an expanding, scorching field, fully expanding to a 1 metre radius over 4 seconds. Scorching Field deals 13.47 [?] damage every 0.1 seconds, and applies Scorch (at the same rate as the beam?). Scoring 20 hits within 1.5 seconds of each applies 10+10 Scorch. Kills refill Magazine. ↑Catalyst: Passively grants +20 Stability, +20 Handling, and the Incandescent trait. | |||||
81 | Red Death Reformed Redemption Inverse Relationship ↑Helping Hand | Solar High-Impact Pulse Rifle Uses Auto Rifle Recoil Animations. Scoring a kill grants Cure x2 and +? Reload Speed for ? seconds. Finishing a reload within ? seconds of a kill grants Cure x? to allies within ? metres. Dealing damage grants +? Handling, ?% Flinch Resist, and ?% Increased Movement Speed for ? seconds. Deals increasingly higher damage as Shield HP is reduced. 10% [?%] increased damage while Shield HP is <120?. 20% [?%] increased damage while Shield HP is <60?. 40% [?%] increased damage while Shield HP is at 0?. ↑Helping Hand: Final blows charge this weapon. When the weapon is charged, the next final blow creates a healing burst at your location and leaves a remnant behind that provides restoration to allies. | |||||
82 | Riskrunner Arc Conductor Superconductor | Arc Adaptive Submachine Gun Receiving Arc Damage activates Arc Conductor for 6 seconds. Bullet Kills refresh the timer. Arc Conductor: Grants 10% increased damage, +100 Handling, unlimited ammo, and 50% [15%] Arc Damage Resist. Scoring 2-3 hits within 0.2 seconds of each causes the enemy to release weak chain lightning. Weak Chain Lightning deals 19 [?] damage to the closest enemy within 8 metres. Enemies hit by Weak Chain Lightning release additional Strong Chain Lightning that deals 22 [?] damage. Strong Chain Lightning can chain between up to 4 enemies, but only targets enemies within 8 metres that haven't been hit by Strong Chain Lightning in 0.33 seconds. ↑Catalyst: Passively grants +30 Range. | |||||
83 | Ruinous Effigy Transmutation Evolution ↑Deconstruction | Void Adaptive Trace Rifle Kills collapse enemies into Transmutation Spheres with 30 Ammo. Spheres can remain in the ground for up to 30 seconds. Transmutation Spheres are pickupable objects that are able to use Light Attacks, Heavy Attacks, and Guard/Drain. Dropping a Transmutation Sphere immediately despawns it. Ammo is passively drained at a rate of 1 Ammo Per Second. Attacking or Guarding disables passive drain until the Attack Animation is finished or until no longer Guarding. Light Attacks lunge forward, dealing 300 [150] damage, disorienting Combatants and consuming 1 Ammo. Airborne Attacks deal 25% decreased damage. Can attack twice every second. Heavy Attacks slam the Sphere onto the ground, detonating it, dealing 1500 [300 Guardians | 1500 Constructs] damage without falloff and suppressing enemies within [5?] metres. Damage is unaltered by the Ammo Remaining. Guarding projects a draining field over a [?] metre radius, dealing 30 [12] damage and restoring [5?] HP per enemy hit every 0.3 seconds. Grants 80% [50%] Damage Resist while Guarding. Combatants inside the draining field are disoriented. Ammo Drains at a rate of 1 Ammo every 0.25 seconds. The last remaining 3 Ammo drain at a rate of 1 Ammo every 0.5 seconds until 1 Ammo is left. Guarding while at 1 Ammo inflicts Transfiguration, disabling Health Recovery and dealing increasingly higher self-damage every 0.7 seconds until no longer Guarding or death. Self-Damage inflicted maxes out at 100 damage per tick, and ignores all Damage Resist. Will eventually outright kill after enough time. ↑Deconstruction: Enemies hit by Transmutation Spheres receive 30% increased damage from Ruinous Effigy for 15 seconds. | |||||
84 | Skyburner's Oath Slug Rifle For The Empire | Solar Cabal Slug Rifle Hip-fire shoots arcing explosive projectiles that apply 5+5 Scorch per hit in a 4 meter radius. ADS shoots hitscan explosive projectiles. Deals 18% Increased Damage against Cabal Combatants, and pierces Phalanx Shields. ↑Catalyst: Passively grants +20 Reload Speed. | |||||
85 | Still Hunt Cayde's Retribution Golden Munitions Sharpshooter | Solar Adaptive Sniper Rifle Hold [Reload] to cast Golden Gun once it is fully charged, generating 3 Ammo. Scoring Precision Hits and picking up Orbs of Power charge up Golden Gun Mode. Precision Hits = 16.7% | Orbs of Power = 8.34% Passively has +? Aim Assist, 0.? ADS Duration Multiplier, and ?% Flinch Resist. Bonuses increased to +? Aim Assist, 0.? ADS Duration Multiplier, and ?% Flinch Resist while Golden Gun Mode is active. Golden Gun Mode: Has 3 Ammo and a hipfire reticle. Deals 1064? [?] damage with a 1.39x Precision Multiplier. Successive Precision Hits on a single target increase Precision Damage. 45% Increased Precision Damage for the 2nd and 110% increased Precision Damage for the 3rd. Celestial Nighthawk alters Golden Gun Mode. Reduces Ammo to 1, but increases damage by 565%. Celestial Nighthawk grants 170% increased damage over the base version, assuming 3 precision hits. | |||||
86 | Sunshot Sunburn Sun Blast | Solar Adaptive 150RPM Hand Cannon. Intrinsic Explosive Payload. Highlights enemies for ? seconds on hit Kills cause the target to explode, dealing up to 380 [160] damage and applying 10+5 Scorch over a ? metre radius. ↑Catalyst: Passively grants +30 Range and +20 Stability. | |||||
87 | Symmetry Revolution Dynamic Charge ↑Electric Styx ↑Eddy Current | Arc Rapid-Fire Scout Rifle. Hold [Reload] to switch to the Arc Seeker Mode. Arc Seeker Mode: Fires tracking bolts that deal 46.5 [?] damage in a small radius, at the cost of 2.7x Fire Recovery Delay. Tracks to enemies within the aim-assist cone. Deals no self-damage. Switching to Arc Seeker refills the magazine by an amount equal to Dynamic Charge stacks. Precision Hits grant a stack of Dynamic Charge, each granting 30% [complicated] increased damage to Arc Seeker mode, up to a maximum of x15 Dynamic Charge. [PVP] Can generally three-shot at 3 stacks, and two-shot at 7 stacks. ↑Electric Styx: Dynamic Charge can now stack up to x20. Passively grants +10 Handling, +10 Reload Speed, and the Eddy Current trait. | |||||
88 | Tarrabah Ravenous Beast Bottomless Appetite | Solar Aggressive Submachine Gun. Hold [Reload] to quickly activate Ravenous Beast once it is fully charged. Scoring hits grants 2% [5%] Ravenous Beast Power. Receiving a hit grants 1% Ravenous Beast Power per hit taken. Stowing Tarrabah removes 50% Power. Eg: 70% -> 20% Ravenous Beast Effects: Magazine gets refilled instantly on activation. 187% [120%] increased Bodyshot Damage, 99% [52.7%] increased Precision Damage, and 0.8x Fire Recovery Delay. +100 Handling, +100 Reload Speed, and 0.8x Reload Duration Multiplier. +100 Mobility and 33% Increased Slide Distance. Ravenous Beast lasts for 8 seconds. Hits increase the buff duration by 0.05 [0.06] seconds. Hits against Rank-And-File and Elite Combatants increase the duration by 0.3 seconds per hit while the buff timer is ≤3 seconds . | |||||
89 | Telesto Unplanned Reprieve Harbinger's Pulse ↑Deeper Pockets | Void Sticky Fusion Rifle Fires sticky, proximity detonated bolts. Bolts last up to 5 seconds on surfaces, and cannot be destroyed. Scoring 2 kills within ? seconds of each refills Kinetic and Telesto's Magazine. ↑Deeper Pockets: Passively grants +3 Magazine Size (4 -> 7) and +4 Reserves (17 -> 21) | |||||
90 | Tessellation Property: Undecidable Property: Irreducible ↑Property: Unavoidable | Grenade-Matching Adaptive [Weapon|Instrument|Topology] Fusion Rifle [Reload] transforms the next shot into a Grenade-Matching explosive [Projectile|Shape|Language] at the cost of a Grenade Ability Charge. Takes 2.3 seconds to transform. Kills grant 20% Grenade Energy. Explosive [Projectile|Shape|Language]: Behaves like a Rocket, detonating on impact. Deals 138.4 [48] impact damage and up to 2410 [?] explosive damage in a 6? meter radius. Intrinsic Subclass-matching Chain Reaction on Explosive Projectile|Shape|Language kills. ↑Property: Unavoidable: Enemies damaged by the Explosive [Projectile|Shape|Language] become affected by Elemental Debuffs, based on the Grenade Ability Element. Arc? | Solar? | Stasis? | Strand? | Void? | |||||
91 | The Manticore Soaring Fang Swooping Talons ↑Flying Monster | Void Lightweight Submachine Gun Grants Lightweight Frame bonuses. Hits while grounded charge 1% of Antigrav Repulsors. Kills while grounded charge 10% of Antigrav Repulsors. Upon dealing damage while being Airborne for at least 0.5 seconds: Activates Hover Mode for 2 seconds, fully negating airborne penalties and allowing horizontal movement at a fixed speed of ? metres per second. Holding [Reload] will perform a Special Reload that quickly deactivates Hover Mode. Stowing Manticore will also deactivate Hover Mode. While in Hover Mode: Hits drain 1% of Antigrav Repulsors, adding +0.3 seconds to the duration, up to a maximum of 3 seconds. Combatants are less accurate at targeting the wearer. Grants 10% [2%] increased damage every 0.6 seconds, up to 100% [20%] increased damage after 6 seconds. Damage Increase is reset upon leaving Hover Mode. ↑Flying Monster: Scoring an Airborne Kill refills 12 Ammo and grants a 15HP Void Overshield for 6 seconds. Scoring 5 hits against Non-Rank-and-File Enemies while in Hover Mode refills 12 Ammo and grants a 15HP Void Overshield for 6 seconds. Incurs a 1 second cooldown before hits count again. | |||||
92 | The Fourth Horseman Thunderer Broadside ↑And Its Name Was Death | Arc Automatic Shotgun Each successive shot fired automatically deals increased damage and has increasingly higher spread. 18% | 39% | 59% | 81% increased damage. ↑And Its Name Was Death: Passively grants +40 Reload Speed and +1 Magazine Size (4 -> 5). | |||||
93 | Ticuu's Divination Sacred Flame Causality Arrows ↑Causality Quiver | Solar Tracking Recurve Bow Hip-fired shots track up to 3 enemies, applying Sacred Flame on hit for 10 [5] seconds. Enemies affected by Sacred Flame explode on death. Aimed shots detonate enemies primed with Sacred Flame, dealing up to 190 [137] damage. Perfectly Drawn Precision Hits deal 100% increased explosion damage. ↑Causality Quiver: Sacred Flame detonations grant a stack of Causality Quiver, up to x6 Causality Quiver, granting increased damage per stack for 5.5 seconds. Causality Quiver duration can be refreshed by either applying Sacred Flame to enemies that were not already affected, or additional Sacred Flame detonations. Causality Quiver Damage Increases: 17% | 37% | 57% | 79% | 105% | 105% 3.64% | 11% | 12% | 16% | 23% | 23% | |||||
94 | Tommy's Matchbook Ignition Trigger Heat Sink ↑Heat of the Moment | Solar Rapid-Fire Auto Rifle While shooting from the hip: Grants -13% Accuracy Cone Size, and -?% Accuracy Cone Growth. Does not receive the Recoil reduction from crouching. Instead, it is triggered by starting to hipfire. The reduction carries over to ADS if the trigger is held after initially hipfiring. Firing 20 rounds within 0.125 seconds of each triggers Overheating. Overheating: Grants 99% [50%] increased damage and -3% Accuracy Cone Size. Drains 15 HP from the wielder every 0.4 seconds until reaching Critical Health. Drain is reduced to 10 HP per tick while hipfiring. ↑Heat of the Moment: While Overheat is active: Decreases the delay until Health Regeneration by 1 second. Every 5th shot applies 15+5 [10+10] Scorch. | |||||
95 | Trespasser Unrepentant Be The Danger ↑Tunnel Vision | Adaptive 3 Round-Burst Arc Sidearm Upon finishing a reload within ? seconds of a kill: Grants Unrepentant for 10 seconds. Unrepentant: Increases the length of the next burst, firing an extended 6-round burst that deals 200% increased damage. Unrepentant kills fully refill magazine and reactivate the perk. Counts as a true reload, activating on-reload effects, such as Tunnel Vision from the Catalyst. ↑Catalyst: Grants the Tunnel Vision trait. | |||||
96 | Trinity Ghoul Split Electron Lightning Rod ↑Forked Lightning | Arc Precision Split-Arrow Bow Fires 3 arrows at a time. Spread can be decreased by ADS and fully drawing the bow. Precision Kills grant Lightning Rod. Lightning Rod arrows explode on impact, dealing up to 13 [10] damage in a tiny radius, and chain electricity, dealing 95 [50.3] damage to enemies within 8 metres. ↑Forked Lightning: Decreases Draw Time from 756 to 648 Lightning Rod can now be triggered by scoring any Arc Kill. | |||||
97 | Wavesplitter Harmonic Laser Supercharged Battery | Void Adaptive Trace Rifle While holding down the trigger: Cycles between Low, Medium, and High Power Levels. Cycle resets after no longer firing for 0.1 seconds. Low-Power deals base damage. Medium-Power deals 32.2% [3%] increased damage. High-Power deals 68.7% [6.25%] increased damage. Wavesplitter Cycle: Med 0.5s -> Low 1s -> High 1s -> Med 1.5s -> Low 1.5s -> Med 2s -> High 1.25s -> Low 1.25s Picking up an Orb of Power grants Supercharged Battery for 10 seconds and refills magazine. Can be activated even if stowed. Buff duration maxes out at 20 seconds. Supercharged Battery sets Power Level to High, and dealing sustained damage for 2 seconds applies Suppression for 7 seconds. | |||||
98 | Vexcalibur M1R Distribution Matrix I–IV Perpetual Loophole ↑Craftable Trait | Craftable Void Rapid-Fire Glaive Projectile Hits grant 8% Weapon Energy per bolt. Fires a spread of 5 bolts in an alternating + x pattern, each dealing 86.55 [28.85] damage. While Blocking with Weapon Energy: Gradually grants Void Overshield at a rate of 12 Overshield HP per second to you and allies within 15? metres. While any kind of Overshield is active: Glaive Melee Attacks deal 20% increased damage. Glaive Melee Kills refresh Void Overshield's Health to 45HP and duration to 10+2 seconds. ↑Catalyst: Grants the option to slot-in Immovable Object, Grave Robber, and Replenishing Aegis trait equivalents. | |||||
99 | Vex Mythoclast Timeless Mythoclast Temporal Unlimiter ↑Calculated Balance | Primary Solar Fusion Rifle. Behaves like a 360RPM High-Impact Auto Rifle. Possesses Overcharge Mode. Once at 6 Overcharge Stacks, hold [Reload] to swap firing mode. Stowing deactivates Overcharge mode. Kills in Automatic Mode grants Overcharge Charges, up to a maximum of 6 charges. Tier 1 and Tier 2 Combatants = 1 | Tier 3 and Tier 4 Combatants = 2 | Guardians = 2 Overcharge enables firing Linear Fusion Shots that deal 308 [166] damage with a 3x Precision Multiplier. Each shot fired consumes 2 Overcharge Charges. ↑Calculated Balance: Scoring a weapon kill grants the Automatic Fire Mode +20? Stability, -20% Accuracy Cone Size, and 20% Increased Damage for 5 seconds. | |||||
100 | Power Weapons | ||||||
101 | Anarchy Arc Traps Moving Target | Arc Rapid Fire Trap Grenade Launcher Fires Arc Bolts that can stick to surfaces or enemies for up to 30 seconds and trigger when an enemy is within 2? meters. Bolts that are within 15 metres of others will create an electrified tripwire between each connected mine. Up to 6 Arc Bolts can be simultaneously placed. Arc Bolts that are connected will all simultaneously trigger with enemy proximity. Arc Bolts: Deals up to 145 [67.5] damage every 0.5 seconds in a 2? meter radius over 10 seconds once triggered. Connected Arc Bolts and their tripwires deal 100% increased damage. | |||||
102 | Black Talon Crow's Wings Tireless Blade ↑Reversal | Void Projectile Sword Unique Heavy Ranged Attack: Fires an explosive projectile that deals 684 [456] damage in a 3? metres radius, at the expense of 4 Ammo and 50% Sword Energy. Two projectiles can be fired in quick succession with any amount of Sword Energy. Projectile Attacks while at 0% Sword Energy deal 455 [152] damage, only deal direct impact damage, and only cost 1 Ammo. Projectile Attacks deal 30% increased damage towards Rank-And-File Combatants. ↑Reversal: Blocking against an attack within 0.5 seconds of starting to guard grants 50% Increased Projectile Damage for 2 seconds. | |||||
103 | D.A.R.C.I. Personal Assistant Target Acquired | Arc Rapid Fire Sniper Rifle Utilizes Song of Justice VI's animations, granting peripheral vision unlike other Sniper Rifles. Upon aiming at an enemy for 0.5 seconds while scoped-in: Highlights the enemy and displays Health and Shield Percentages, distance from target, and Power Level information. Lingers for 1 second after being off-target. Only highlights enemies within 150 metres. Upon highlighting an enemy: Grants 35% Increased Precision Damage, +? Aim Assist, -50% Recoil, -50% Accuracy Cone Size, and 50% Flinch Resistance. Applies Jolt on hit. ↑Catalyst: Passively grants +20 Stability. | |||||
104 | Deathbringer Dark Deliverance Dark Descent ↑Dead Weight | Void Rocket Launcher Fires a slow-moving Void Orb that can be detonated midair by releasing [Shoot], exploding on impact otherwise. Detonation releases 7 Void Orbs that slowly descend and track enemies. Void Orbs deal increased damage based on how long they've existed, up to 181% increased damage after 3 seconds. Void Orbs do not deal self-damage. Catalyst reduces the time needed to reach maximum damage from 3 to 2 seconds. | |||||
105 | Deterministic Chaos Heavy Metal Vexadecimal ↑Fourth Time's the Charm | Void High-Impact Machine Gun Intrinsic Shield-Piercing Rounds. While holding down the trigger: Every 4th shot fires a Heavy Round, which applies Volatile. Every 4th Heavy Round (16th shot) applies weaken for ? [?] seconds. ↑Catalyst: Grants the Fourth Time's The Charm trait. NOT OBTAINABLE. | |||||
106 | The Dragon's Breath Composite Propellant High Octane ↑Pyromancer | Solar High-Impact Rocket Launcher Uses a Fuel Counter to strengthen the effects of the Rocket. Always has x1 Fuel ready to go. Passively gains x1 Fuel every 6 seconds, up to a maximum of x5 after 24 seconds. Ignitions within ? metres grant x2 Fuel. Reaching x5 Fuel refills the weapon. Shooting consumes all Fuel and halts passive Fuel generation for 3 seconds. Rockets leave Incendiary Pools as it travels. Rockets embed themselves on direct impact, emitting a small explosive burst that deals 70 [?] damage, and releasing 3 Incendiary Pools every 0.75 seconds. Fuel increases the duration of the rocket, allowing it to Scorch more and spreading more Incendiary Pools, as well as granting it increased explosive damage. Incendiary Pools deal 41 [?] damage and apply A LOT+even more Scorch every ? seconds in a ? meter radius for ? seconds. x1 | x2 | x3 | x4 | x5 Fuel Stacks 1.5s | 2.25s | 3s | 3.75s | 4.5s Embed Duration 0% | 7.1% | 14.3% | 21.4% | 28.6% Increased Explosive Damage 3 | 6 | 9 | 12 | 15 Total Incendiary Pools ↑Pyromancer: Time between Fuel Stacks is decreased to 3 seconds, reaching x5 after 15 seconds. Kills spawn Firesprites without any cooldown between each. | |||||
107 | Eyes of Tomorrow Eyes on All Adaptive Ordnance | Solar Homing Volley Rocket Launcher Fires 6 Rockets per Volley. ADS over an enemy marks them, up to 6 enemies. Rocket Volley is split across all the marked enemies. Killing 4 or more enemies with a single volley grants Adaptive Ordnance. Adaptive Ordnance generates 1 Ammo and grants 50% increased damage for the next volley. Stowing the Rocket Launcher before the sixth rocket is fired preserves the buff. | |||||
108 | Grand Overture Wrath of the Colosssus Omega Strike ↑Grand Overture Catalyst | Arc Slug & Missile Launcher Hold [Reload] to switch to Missile Volley mode. Slug Launcher slowly charges up over 1 second. Slugs deal 1243 [259] damage and load up an explosive missile, up to a maximum of 20 missiles. Switching to Missile Volley allows shooting a burst of 5 tracking missiles. Missiles deal 400 [185] impact damage and 31 [41] explosive damage on hit. ↑Grand Overture Catalyst: Passively grants +20 Stability and +20 Handling. Missiles apply blind on hit to Combatants. Missile Kills make enemies explode, dealing up to ? [?] damage in a ? radius. | |||||
109 | Gjallarhorn Wolfpack Rounds Pack Hunter ↑More Wolves | Solar Homing Rocket Launcher Rockets release 8 Homing Cluster Missiles on explosion. Cluster Missiles deal the same damage type as the Rocket Launcher that fired it. Cluster Damage is unaffected by Rocket Frame. While within 15 metres of allies: Grants +50 Handling, +50 Reload Speed, and 0.9x Reload Duration Multiplier. After shooting: Allies within 15 metres receive Pack Hunter for 15 seconds, granting them Wolfpack Rounds for Non-Exotic Rocket Launchers. ↑More Wolves: Passively grants +1 Magazine Size (1 -> 2). Wolfpack Rounds Kills spawn an additional homing projectile that deals 126.5% increased damage. | |||||
110 | Heartshadow Exhumation Shot in the Dark ↑Wraithwalk | Void Projectile Sword Grants Shot in the Dark after being invisible for 0.25 seconds, and for 2.5 seconds after Invisibility ends. Shot in the Dark grants 25% increased damage and hits apply Weaken for 6 [3] seconds. Upon performing a Grounded Powered Heavy Attack: Grants Void Invisibility for 6.3 seconds. Releases a fan of 4 tracking Void Orbs ? meters forward, which deal up to 505 [?] damage on detonation. Orbs have no damage falloff. Orbs deal an additional 30% increased damage towards Rank-And-File Combatants. ↑Wraithwalk: Passively grants +6 Reserves (50 -> 56). Grants 50?% Increased Movement Speed while Shot in the Dark is active, maximizing movement speed. | |||||
111 | Heir Apparent Heavy Slug Thrower Armor of the Colossus ↑Legion's Bulwark | Solar Rapid Fire Machine Gun [Aim-Down-Sights] to Spin up. Can only be fired after being spun up for 1.5 seconds. While at Full Health and fully spun up: Grants an Arc Shield over 1 second. Arc Shield: Has a durability of 80 HP. Shield's durability recharges over ? seconds after ? seconds of not receiving damage. Possesses 50% Damage Resist against Kinetic Damage, and 15% Damage Resist against Non-Arc Elemental Damage. Provides immunity to Precision Damage. Detonates when destroyed with Arc Damage, dealing 130 damage to the wielder and their nearby allies. ↑Legion's Bulwark: Arc Shield is granted 75% [25%] Damage Resist. Arc Shield refills 50% Magazine upon being destroyed. | |||||
112 | Legend of Acrius Shock Blast Long March ↑Deeper Pockets ↑Trench Barrel | Arc Pellet Shotgun Reloads faster than it shoots, firing always at its maximum fire rate if reload cancels are used. Fires 15 pellets in a wide spread which dissipate after 12 metres. Pellets have no damage falloff and can overpenetrate an unlimited amount of enemies. Hits against non-airborne enemies deal an additional damage instance that deals 135.2 [?] damage. While Magazine has least 1 Ammo: Increases Outer Ring Radar Range to a maximum of 94 metres. ↑Deeper Pockets: Passively grants +40 Reload Speed, +2 Magazine Size (4 -> 6) and +3 Reserves (14 -> 17), as well as the Trench Barrel trait. | |||||
113 | Leviathan's Breath Big-Game Hunter Leviathan's Sigh ↑Colossal Quiver ↑Archer's Tempo^2 | Comically Large Void Bow Intrinsic Unstoppable Shots Fully-drawn arrows create a concussive blast on hit, heavily knocking enemies back. Perfectly-Drawn Hits apply Volatile. ↑Colossal Quiver: Passively grants +5 Reserves (10 -> 15) and grants an unique version of Archer's Tempo that grants 0.563x Draw Time Multiplier. | |||||
114 | Microcosm Paracausal Beam Paracausal Imbuement | Kinetic Trace Rifle Deals 400% increased damage to Combatant Shields. Kills grant bonus Super Energy, scaling with Enemy Tier. T1 = ?% | T2 = ?% | T3 = ?% | T4 = ?% | Guardian = ?% Deals 20% increased damage for 20 seconds after Super ends. | |||||
115 | One Thousand Voices Ahamkara's Eye Unforeseen Repercussions | Solar Fusion Rifle Solar Effects that are initially applied by One Thousand Voices deal 25% increased damage. Beam ticks 10 times and marks 9 delayed explosion spots along its 0.6 seconds duration, each initially dealing 17.5 [11] damage. The last beam tick does not mark an explosion. Marked spots detonate after 0.7 seconds of being created, dealing 230 [100] damage and applying 10+5 Scorch for each explosion. | |||||
116 | Salvation's Grip Cryocannon Shatter Shot | Stasis Grenade Launcher Tapping [Fire] shoots a Stasis Grenade. Deals 25% increased damage to Frozen Enemies and Stasis Crystals. Holding [Fire] charges up a shot that creates a pattern of 6 Stasis Crystals in a V shape. Shattering 3 crystals within ? seconds of each refills the magazine. | |||||
117 | Sleeper Simulant Dornröschen Moving Target ↑Accelerated Coils ↑Deeper Pockets | Solar Linear Fusion Rifle Shots overpenetrate unlimited enemies and ricochet on surfaces, splitting into 5 lasers that deal ? [145] damage. ↑Deeper Pockets and Accelerated Coils: Passively grants +2 Reserves (9 -> 11) and decreases Charge Time by 250ms (1024ms -> 774ms) Charge Time Reduction does not reduce Damage. | |||||
118 | Parasite Worm's Hunger Worm Byproduct | Solar Worm Launcher Kills grant stacks of Worm's Hunger. Worm's Hunger grants 10% increased damage and ?% larger Blast Radius per stack, up to 200% increased damage and ?% larger blast radius at the maximum of 20 Stacks. Tier 1 and Tier 2 Combatants = 1 | Tier 3 and Tier 4 Combatants = 4 | Minibosses and Bosses = 5 | Guardians = 5. Receiving self-damage from the explosion grants the Worm Byproduct buff, increasing damage from other weapons by 15% for 10 seconds. Deals heavily reduced self-damage. | |||||
119 | The Colony Insectoid Robot Grenades Serve the Colony ↑Deeper Pockets | Void Arachnid-Grenade Launcher Intrinsic Auto-Loading Holster equivalent. Fires small, seeking arachnids that detonate on proximity to target. Arachnids can crawl on surfaces, and detonate after 2.5 seconds of landing on a surface. Spawns additional arachnids on kills, depending on the Enemy Rank. T1 = 1? | T2 = ? | T3 = ? | T4 = 5 | Guardians = ? ↑Deeper Pockets: Passively grants +1 Magazine Size (7 -> 8). | |||||
120 | The Lament Banshee's Wail Revved Consumption Tireless Blade | Solar Chainsaw Sword Restores 6HP per hit. Banshee's Wail: [Block] revs the blade, granting Banshee's Wail x1. Hits while revved grant a stack of Banshee's Wail, up to x9 after 8 hits. Banshee's Wail stacks are removed upon no longer attacking, running out of Sword Energy, or upon performing a Heavy Attack. Revved Light Attack Strikes deal 531 [?] damage, and, after 0.1 seconds, deals two additional hits of 133 [?] damage each within 0.1 seconds of one another. Revved Light Attack Strikes after the first attack animation deal 33% increased damage. The 2 additional hits do not benefit from the increased damage. Revved Heavy Attacks deal 2 hits of 133 [?] damage each within 0.1 seconds of one another, and then a strike of 708 [?] damage, expending all stacks in exchange for higher damage. Revved Heavy Attacks deals increased damage, based on the amount of stacks it had upon beginning the heavy attack. x1-x3 = Base Damage | x4-x6 = 100% Increased damage | x7-x9 = 185?% Increased Hit Damage, 150% Increased Strike Damage. | |||||
121 | The Prospector Excavation Full Auto Trigger System Chain Reaction ↑Deeper Pockets | Arc Drum-Loaded Grenade Launcher When fired semi-automatically: Grenades are Sticky and Proximity, detonating when an enemy is within ? meters, or automatically after 10 seconds. When fired automatically: Grenades fired are Sticky, and all placed grenades detonate simultaneously when the trigger is released, or after 5 seconds. Grenades burn targets within ? metres for 3 seconds, dealing [?] damage. ↑Deeper Pockets: Passively grants +20 Blast Radius and +? Reserves (? -> 35). | |||||
122 | The Queenbreaker Wire Rifle Marksman OR Combat Sights Hip-fire Grip OR Quickdraw | Arc Linear Fusion Rifle Selectable Perks, between Marksman Sights | Combat Sights, and Hip-Fire Grip | Quickdraw. Cannot receive other breaker types. Blinds enemies for ? seconds on hit. Hits chain towards up to 5? enemies within ? metres of the previously chained enemy, dealing 243 [?] damage and blinding to each enemy hit. Marksman Sights grants +15 Range, +10 Zoom, 38% increased damage, and sets charge time to 0.633 seconds. Displays ammo and charge level. Combat Sights grants +10 Handling, +40 Aim Assist, and sets charge time to 0.3 seconds. Displays ability energy. | |||||
123 | The Wardcliff Coil Mad Scientist Mechanized Autoloader ↑Pinpoint Guidance Module | Arc Volley Rocket Launcher Wildly imprecise. Power Ammo Bricks automatically refill the weapon on pickup. ↑Pinpoint Guidance Module: Passively grants slight tracking to the rockets. | |||||
124 | Thunderlord Reign Havoc Lightning Rounds ↑Return Stroke | Arc Adaptive Machine Gun Intrinsic Dynamic Sway Reduction, and reticle stops bouncing, akin to Zen Moment without needing hits. Intrinsic Overload Rounds. While holding down the trigger: Increases Rounds Per Minute for every 13 rounds fired, increasing from 450 to 600, and then 720. Creates a Lightning Strike every 10 hits or on kill, dealing up to 284 [65] damage in a ? meter radius. ↑Return Stroke: Lightning Strikes refill 7 Ammo. | |||||
125 | Tractor Cannon Repulsor Force Scientific Method ↑Deeper Pockets | Void Blast Shotgun Void Blast physically pushes enemies away. Knockback has no effect on Minibosses and Bosses. Hits suppress and weaken, making the affected target receive 30% Increased Damage for 10 seconds. Hits grant Scientific Method for 5 seconds, granting +35 Handling and maximizing movement speed. ↑Deeper Pockets: Passively grants +3 Magazine Size (4 -> 7) and +3 Reserves (14 -> 17) | |||||
126 | Truth Prototype Trueseeker Grenades and Horseshoes | Void Airburst Homing Rocket Launcher Contains 3 shots in Magazine Rockets lock-on to targets by aiming, and aggressively track locked-on enemies. Rockets have proximity detonation, exploding while within ? metres from enemies. Rockets cannot deal Impact Damage due to Proximity Detonation. | |||||
127 | Two-Tailed Fox Twintails Play with Your Prey ↑Third Tail | Void + Solar Homing Rocket Launcher Fires a burst of homing rockets. The first Rocket deals Void Damage and applies suppression. The second Rocket deals Solar Damage and applies 60+30 Scorch. ↑Third Tail: Alters the two-burst into a three-burst fire, firing an additional Arc Rocket that deals 107 [?] impact damage, 375 [?] explosion damage, and applies Jolt. | |||||
128 | Whisper of the Worm White Nail Craftable Trait ↑Whispered Breathing | Craftable Solar Aggressive Sniper Rifle Scoring 3 Precision Hits within 2.5 seconds of each refills the magazine, generating 1 ammo and pulling 2 ammo from reserves. ↑Whispered Breathing: Grants Whispered Breathing after remaining scoped in for 1.2 seconds without shooting, until no longer ADS. Whispered Breathing increases the Precision Multiplier by 35%, from 3.5x to 4.725x, and grants 10.777% increased damage against Combatants. | |||||
129 | Winterbite Big Frigid Glaive Weighted Edge Tilting at Windmills | Stasis Aggressive Glaive Gains 25% Weapon Energy on each Freeze Orb hit. Unable to receive Breaker effects. Freeze Orb fires Explosive Projectiles every 0.5 seconds towards non-frozen enemies within 20? metres of it, applying Freeze in a ? metre radius and dealing up to 60 [10.?] damage on impact. Freeze Orb detonates on impact, dealing 1140 [250] damage and freezing in a ? metre radius. Freeze Orb moves at a speed of 9.5 metres per second and has a maximum lifetime of ? seconds, being able to travel up to ? metres. While Magazine is loaded with at least 1 Ammo: Melee Attacks deal 50% increased damage and apply x40 Slow Stacks for ?+? [1.5+0] seconds. | |||||
130 | Worldline Zero Tesseract Infinite Guard Tireless Blade ↑Another Dimension | Arc Adaptive Sword Unique Heavy Attack: Readies Tesseract after sprinting for 1 second. Tesseract: Drains 50% Sword Energy and consumes 3 ammo. Can be chained. Teleports the wielder 10 metres forward, dealing 330 [?] damage 5 times to enemies that are within 2 metres of the teleport path. Incurs a 5 second cooldown upon activation. ↑Another Dimension: Readies Tesseract after sprinting for 0.5 seconds. | |||||
131 | Xenophage Pyrotoxin Rounds Rangefinder | Solar Explosive Machine Gun Fires Explosive Rounds that deal damage in a [?] meter radius. Damage is split into 2 portions, dealing up to 1126 [75] Explosive Damage and 252 [75] Impact Damage. Recommended to hold down the trigger, as tapfiring reduces firerate. This behavior is shared with most Automatic Weapons. |
A | B | C | D | E | F | G | H | I | |
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1 | Exotic Armor | ||||||||
2 | Hunters | Titans | Warlocks | ||||||
3 | Armor | Icon | Notes | Armor | Icon | Notes | Armor | Icon | Notes |
4 | Assassin's Cowl | On Powered Melee Kill: Grants Void Invisibility and restores Health. (Finishers) increase the duration of the Void Invisibility and restore additional health. Invisibility Duration | Health: Minor = 6.8 seconds (9.8) | 100 HP (?) Elite | Guardian = 9.8 seconds (12.8) | ? HP (200 HP) Miniboss = 12.8 seconds (15.8) | 200 HP (200 HP) Boss = 13.3 seconds | 200 HP | Abeyant Leap | Enhances Drengr's Lash Barricade: Creates 2 additional Lashes. Lashes now seek enemies more aggressively and travel ?% farther. Thruster: Knot tracks more aggressively and travels ?% farther. Upon applying Suspension: Grants Woven Mail for 10 seconds. | Apotheosis Veil | On Super Cast: Fully restores Health, Grenade, Melee, and Class Ability Energy. Allies within ? meters are granted Cure x3. On Super End: Grants 66% Fixed Grenade and Melee Ability Energy per second for 8 seconds. | |||
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6 | Vanishing Execution | Puppeteer's Control | Insatiable | ||||||
7 | Athrys's Embrace | Weighted Throwing Knives gain a second bounce with greatly increased tracking. After Scoring 3 Precision Hits within 2.5 seconds of each: Grants Strengthened Throwing Knife. Additional Precision Hits increase duration by 5 seconds each, up to 30 seconds. Strengthened Throwing Knife: Deals 200% [100%] increased damage and stuns unstoppable champions. Grants +50 Strength while buff is active. Buff is consumed on hit. | ACD/0 Feedback Fence | Melee Hits grant x1 Armor Charge. While Armor Charge is active: Grants Melee Damage Resist. Receiving a Melee Attack emits an Arc Burst, consuming all Armor Charges. Arc Burst applies Jolt and deals damage in a ? radius. Arc Burst: 90 | 130 | 170 | 200 | 225 | 245 Arc Damage 23.3% | 46.7% | 70% | 73.3% | 76.7% | 80% Melee Damage Resist | Astrocyte Verse | Passively grants +30 Airborne Effectiveness and enhances Blink. Passive Blink Benefits: 25% Increased Distance. 20% Decreased Cooldown. (3.55 -> 2.85 seconds for both charges) Time between blinks is decreased by 30% (1.65 -> 1.15 seconds) On Blink Activation: +100 Handling for 2 seconds. Stowing cancels the effect. Radar remains active. Applies Volatile to enemies within 10? metres. During Nova Warp Super: Dark Blink does not consume Super Energy. | |||
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9 | Skittering Stinger | Fury Conductors | Move to Survive | ||||||
10 | Balance of Power | Enhances Threaded Specter Specter has ?% [10%?] Damage Resist, ?% increased Duration, and 2 Perched Threadlings. Perched Threadlings are released when the Specter takes ? damage, with a ? second cooldown between each. Destroying the Specter releases all Perched Threadlings. Being within 15? meters of the user's Threaded Specter removes the user from radar. | Actium War Rig | Passively grants +30 Airborne Effectiveness to Auto Rifles and Machine Guns. Readied Auto Rifles and Machine Guns refill 10% of their Magazine every 1.5 seconds. | Ballidorse Wrathweavers | Winter's Wrath's Shatter Attack [Heavy Attack] deals 100% increased Shatter Damage. Upon performing Winter's Wrath's Shatter Attack: Allies within ? meters receive x4 Stasis Weapon Surge for 15 [6] seconds and maximum Frost Armor stacks. Grants 50 HP Stasis Overshield and x4 Stasis Weapon Surge for 15 [6] seconds. Buff is refreshable. On Rift Cast while the Frostpulse Aspect is equipped: User and Allies within ? meters receive x2 Stasis Weapon Surge for 11 [6] seconds and x? Frost Armor 50HP Stasis Overshield for 15 seconds. On Winter's Wrath End: Grants maximum Frost Armor stacks to the user. | |||
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12 | Double Down | Auto-Loading Link | Hearts of Ice | ||||||
13 | Blight Ranger | While in Arc Staff Super: Blocking doesn't consume any extra Super Energy. Reflected Projectiles deal 400% increased damage. Blocking ? damage generates an Orb of Power that grants 7.14% Super Energy for allies. | Antaeus Wards | During a slide, after sprinting for at least 1.5 seconds, while Class Ability Energy is full: Projects a 180° frontal shield that reflects damage and projectiles for 0.45 seconds. Reflected Projectiles deal 50% increased damage. Drains 2% Class Ability Energy per 1 damage reflected. | Boots of the Assembler | Passively grants +30 Airborne Effectiveness to Lumina. Noble Seekers grant Noble Rounds to Lumina. Standing in a Rift creates Matching Noble Seekers every 5 seconds that seeks out allies within 35 metres and apply a buff depending on the type of Rift you stand on. Amount of Noble Seekers spawned is equal to Fireteam Size-1, with a minimum of 1 Seeker. Each time a Noble Seeker applies a buff, the Rift Duration gets extended by 5 seconds. Healing Rift Seekers restore 75 HP and begin Health Regeneration. Empowering Rift Seekers grant 35% [15%] increased damage for 5 seconds. | |||
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15 | Voltaic Mirror | Reflective Vents | Blessing of Order | ||||||
16 | The Bombardiers | On Class Ability Usage: Drops a Parting Gift that explodes after 1.5 seconds, dealing 440 [120] damage over 7.5 metres. Detonates instantly on contact with surface or enemy. Parting Gift has an additional effect based on the equipped Super: Applies "Lite" Blind for 7 [3] seconds. Does not stagger Unstoppable Champions Applies 40+20 Scorch. Applies x40 [x20] Slow for 2 seconds. Severs for ? seconds. "Lite" Suppress for 9 [7] seconds [Does not apply to Guardians in Super] "Lite" Blind is closer functionally as an Disorient, and will not proc Arc Synergies. "Lite" Suppression is not a regular Suppression. Explanation in Court's Void Sandbox Guide. | Arbor Warden | On Class Ability Usage: Replaces Grenade Ability with Barri-Nade. Barri-Nade is lost if Class Ability fully recharges. Barri-Nade spawns a Barricade on impact. Enemies that are within 5? metres of impact are disoriented. Barricade does not deal Contact Damage within 2 seconds of it being created. Barricade Type uses selected Barricade and inherits Aspects such as Bastion and Lash. Non-Barricades default to Towering Barricade and its respective cooldown. | Briarbinds | Void Souls last 55% longer and can be retrieved by interacting with them, granting Void Soul Ready for 25 seconds, allowing it to be redeployed. On Void Soul Kill: Grants increased Void Soul damage and Damage Resist. Bonuses can be maintained by redeploying. Void Soul Benefits: 16.6% | 33.3% | 50% | 66.67% | 83.3% | 100% increased damage. 8.3% | 16.7% | 25% | 33.3% | 41.7% | 50% Damage Resist. | |||
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18 | Parting Gift | Barri-nade | One With The Void | ||||||
19 | Caliban's Hand | Proximity Explosive Knife applies 60+0 Scorch on detonation. Proximity Explosive Knife kills trigger an ignition. 500% Additional Base Melee Recharge Rate while Proximity Knife remains unexploded. | Armamentarium | Grants an extra Grenade Ability Charge. Passively grants a copy of Firepower. | Cenotaph Mask | Trace Rifles refill 4% of their Magazine every 0.7 seconds. Works while stowed. Upon scoring 5 damage instances within ? seconds of each on a Miniboss, Champion, Boss, or Vehicle with a Trace Rifle: Combatant is marked for allies for 10 seconds. Additional Trace Rifle Hits refresh the duration of the mark. Different Cenotaph Wielders can mark the same enemy, resulting in both receiving the appropiate drops. On Marked Enemy Death by Ally: Generates Heavy Ammo for Allies. Generates Special Ammo for Wearer. Ammo Bricks grant 10.33% of Total Reserves and are affected by Scavenger mods. | |||
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21 | Roast 'Em | And Another Thing | High Priority | ||||||
22 | Celestial Nighthawk | Modified Golden Gun deals 625% increased damage but can only fire once per activation. (72.1% more damage compared to 3 Precision Hits with Marksman Golden Gun). On Golden Gun Kill: Refunds 33% Super Energy and causes the enemy to explode, dealing up to 400 [?] damage to enemies within ? metres. On Precision Kill: Grants additional Golden Gun Super Energy, ranging between 1.5% to 4.5%. Actual amount varies by Enemy Rank. | Ashen Wake | Enhances Fusion Grenades: Grants Fastball intrinsically. Grenades detonate on impact Stun Unstoppable Champions on hit. Kills with Fusion Grenades grant Grenade Ability Energy. Rank-and-File = 25% | Elites = 50% | Minibosses and Bosses = 100% Guardians = 100% | Chromatic Fire | On Kinetic Damage Precision Kill: Enemy explodes in an elemental explosion that matches the equipped Super Ability, dealing up to 280 [100] damage in a ? meter radius. Elemental Explosion has an additional effect based on Subclass: Arc: Blind for ? [1] seconds. Solar: 15+5 Scorch. Stasis: x30 Slow for 7+1 seconds. Strand: Sever for 6+2 seconds. Void: Weaken for 4 seconds. | |||
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24 | Hawkeye Hack | Bring The Heat | Crystalline Transistor | ||||||
25 | Cyrtarachne's Facade | Upon Grappling: Grants Woven Mail. While Woven Mail is active: ?% Flinch Resistance. | Cadmus Ridge Lancecap | Diamond Lance creates a Stasis Crystal on impact. Scoring a hit against a Boss or Vehicles creates ? additional Stasis Crystals. While a Stasis Super Ability is equipped and behind a Rally Barricade: Upon scoring 3 Precision Hits within ? seconds of each, or a kill: Spawns a Diamond Lance beside you. Shares Cooldown with Diamond Lance Aspect. | Claws of Ahamkara | Grants an extra Melee Ability Charge. Passively grants a copy of Heavy Handed. | |||
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27 | Acrobat's Focus | Lancer's Vigil | The Whispers | ||||||
28 | The Dragon's Shadow | On Class Ability Usage: Grants Wraithmetal Mail for 9 seconds. Wraithmetal Mail Reloads all weapons. Activates On-Reload Perks. Sets Handling and Reload Speed to 100 0.7x Ready/Stow Duration Multiplier. Grants +50 Mobility. Increases Sprint Speed by 6.25%. Increases Slide Distance by 33%. | Citan's Ramparts | Modifies Towering Barricade into Assault Barricade Assault Barricade has 33% Decreased HP, 50% Decreased Duration, and 0.58x Class Ability Regeneration Speed, but enables you and your allies to shoot through it. Assault Barricade Stats 600 HP -> 400 HP 20 seconds -> 10 seconds Guardians deal 25% increased damage towards Assault Barricade. Combining Bastion with Citan's Ramparts results in 0.4x Class Ability Regeneration Speed. | Contraverse Hold | While overcharging a Void Grenade with Chaos Accelerant: Chaotic Exchanger grants 20% Damage Resist. Void Grenade Hits proc Chaotic Exchange, granting 2000% [1000%] Additional Base Grenade Regeneration Rate for 1.75 seconds. Incurs a 4 second cooldown between activations. Vortex Grenade can proc twice if enemies get hit by the initial explosion and the last ticks. | |||
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30 | Wraithmetal Mail | Assault Barricade | Chaotic Exchanger | ||||||
31 | Foetracer | Upon dealing Ability Damage to an Elite, Miniboss, Champion, Boss, or Guardian: Grants x4 Element-Matching Weapon Surge and highlights the enemy for 10 seconds. Buff is not refreshable. Killing highlighted enemies spawns a Subclass-Matching Elemental Pickup. | Crest of Alpha Lupi | On Barricade Placement: Instantly restores 80 Health and 75 Shields to the wielder and allies within 12 metres. Allies requires Line of Sight to wielder to receive healing. Super Abilities generate an extra Orb of Power that grants 7.14% Super Energy. Ward of Dawn Interaction: Generates a total of 4 Orbs, each granting 3.57% Super Energy. Ward of Dawn normally generates 3 Orbs worth 2.3% Super Energy each. | Crown of Tempests | While at least 1 Arc Ability is equipped: Arc Ability and Jolt Kills grant a stack of Conduction Tines for 7 [4] seconds. Maximum of 3 stacks. All stacks disappear simultaneously. Conduction Tines: 168% | 335% | 503% Additional Base Grenade, Melee, and Super Regeneration Rate 22% | 44% | 66% Decreased Non-Chaos Reach Passive Super Drain. | |||
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33 | Relentless Tracker | Survival Well | Conduction Tines | ||||||
34 | Fr0st-EE5 | While Sprinting: 2x Grenade and Melee Regeneration Speed. 100% Additional Base Grenade/Melee Regeneration Rate. 100% [200%] Additional Base Class Ability Regeneration Rate. On Class Ability Usage: 6.25% Faster Sprint Speed for 10 seconds. Not refreshable. | Cuirass of the Falling Star | Thundercrash deals 100% increased damage. On Thundercrash Deactivation: Grants a 100 HP Overshield for 7 seconds. Overshield duration scales with Thundercrash distance, up to 20 seconds. | Dawn Chorus | Daybreak Projectiles apply 30+10 Scorch on hit and deal 90% increased damage. Due to how Daybreak Projectiles work, it often hits twice, applying 60+20 Scorch total. Scorch deals 200% [50%] increased damage and grants 5% Melee Ability Energy per tick. | |||
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36 | Rapid Cooldown | Glorious Charge | Rites of Ember | ||||||
37 | Gemini Jester | On Class Ability Usage: Applies Misdirection to enemies within 22 metres. Misdirection: Rank-and-File and Elite Combatants become disoriented for 5 seconds. Audio becomes briefly distorted, briefly applies disorient, and radar is removed for 5 seconds. Misdirection doesn't actually do damage. Less than 0.001 at the very least | Doom Fang Pauldron | Scoring 2 to 3 Void Kills within 10 seconds of each grants x1 Void Weapon Surge for 11 [6] seconds. Void Kills while at x4 Weapon Surge refresh the duration. On Powered Void Melee Kill: Grants 20% [10%] Super Energy. Can only trigger once per Melee Activation. Grants x4 Void Weapon Surge for 11 [6] seconds. Sentinel Shield's Shield Throw Hits grant 10% Super Energy, extending Super Duration. | Eye of Another World | Passively grants 50% Additional Base Grenade, Melee, and Class Regeneration Rate, and +15 Airborne Effectiveness. Highlights enemies below 50% HP enemies in a red outline. Highlights Enemy Guardians with Fully-charged Supers in a yellow outline. Invisible enemies that are below 50% HP or have a fully-charged Super will also be highlighted. | |||
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39 | Misdirection | Horns of Doom | Cerebral Uplink | ||||||
40 | Graviton Forfeit | Void Invisibility lasts 2 seconds longer. While Invisible: Grants +100 Recovery and +100 Reload Speed. 400% [100%] Additional Base Melee Regeneration Rate. Increases to 600% [200%] or 800% [300%] while 1 or 2 enemies are within 15 meters. | Dunemarchers | After sprinting for 1.5 seconds: Grants Linear Actuators for 7 seconds. On Melee Hit: Linear Actuators applies Shocked to the enemy for 2 seconds. Shocked: Discharges a Static Charge when an enemy is within 12 metres, dealing 220 [50] damage and applying Shocked. Shocked is refreshed upon chaining to an enemy. Guardians are immune to additional chain damage for 2 seconds while Shocked. Increases Sprint Speed by 6.25% Increases Slide Distance by 33% | Fallen Sunstar | Ionic Traces move faster and grant doubled Ability Energy. Total Ability Energy Gained per Ionic Trace: Grenade: 25% | Melee: 25% | Class Ability: 30% On Ionic Trace Pickup: Allies within [?] metres receive 10% Grenade, Melee, and Class Ability Energy. | |||
41 | |||||||||
42 | Vanishing Shadow | Linear Actuators | Ionic Conductor | ||||||
43 | Gifted Conviction | Upon using Ascension or Tempest Strike: Releases 3 bouncing Arc projectiles forward. Arc Projectiles deal up to ? [?] damage and jolt. Applying Jolt to enemies within ? meters grants Damage Resist for 10 seconds. Damage Resist scales with the amount of Jolt applications. Refreshes Resist duration on additional jolt applications? Damage Resist Scaling: ? Jolt Applications = ?% [?%] Damage Resist (Resist x2) ? Jolt Applications = ?% [?%] Damage Resist (Resist x3) ? Jolt Applications = ?% [?%] Damage Resist (Resist x4) | Eternal Warrior | Upon scoring 2 to 3 Arc Kills within 10 seconds of each: Grants a stack of Arc Weapon Surge for 11 [6] seconds, up to a maximum of x4 Arc Surge. Scoring an Arc Kill while at x4 Weapon Surge refreshes the duration. On Fists of Havoc Cast: Grants a 75 HP Overshield that negates Precision Damage. On Fists of Havoc End: Grants x4 Arc Weapon Surge for 30 [6] seconds. | Felwinter's Helm | On Powered Melee Kill or Finisher: Creates a burst of energy centered on the Enemy Death Location, disorienting and weakening, increasing incoming damage by 30%. Duration and Range are dependent on Enemy Rank. Guardians share the effects of Elites. Screen becomes blackened for 7.5 seconds, progressively getting clearer as the debuff reaches its 15 second duration. HUD does not disappear. Warlord's End. NEEDS RETESTING. Enemy Ranks are Minor | Elite | Miniboss and Boss. Range: 15 | 15 | 20 | 25 metres. Duration: 10 | 10 | 15 | 20 seconds. Finisher Duration: 15 | 15 | 20 | 20 seconds. | |||
44 | |||||||||
45 | The Gift of Certainty | Resolute | Warlord's End | ||||||
46 | Gwisin Vest | While in Spectral Blades: Restores Super Energy on Heavy Attack based on the amount of Spectral Blade Kills. Super Energy % Extension gains based on kills 11.1 -> 14.3 -> 16.5 -> 16.9 -> 17.1 8.3 -> 12.5 -> 14.2 -> 15.8 -> 16.7 | Hallowfire Heart | Passively grants +20 Airborne Effectiveness. While standing in a Sunspot: Solar Kills create a Sunspot. While a Solar Super Ability is equipped and charged: 350% Additional Base Grenade and Melee Regeneration Rate. | Geomag Stabilizers | Chaos Reach grants 10% Super Ability Energy on hit. Incurs a 0.75 seconds cooldown between activation. Chaos Reach's Total Damage is increased by up to 120% On Ionic Trace Pickup: Grants 2% Chaos Reach Super Ability Energy. | |||
47 | |||||||||
48 | Roving Assassin | Sunfire Furnace | Close Enough | ||||||
49 | Gyrfalcon's Hauberk | Upon Void Invisibility ending: Grants Volatile Rounds for 10 [3] seconds. Upon performing a Finisher while affected by Void Invisibility: Grants 35% increased damage for 6 seconds. Grants the user and allies within 24 metres a Reserve Overshield Reserve Overshield: Grants 500% Additional Base Class Ability Regeneration Rate until Class Ability Usage. Activated on Class Ability Usage, granting a 40 HP Void Overshield for 10 seconds. | Hazardous Propulsion | Scoring a Precision Hit or a Kill fills up a counter, granting an Exodus Rocket stack. Can hold up to a maximum 6 Exodus Rocket stacks. On Class Ability Usage: Consumes all stacks, firing a homing Kinetic Rocket for each stack. Exodus Rockets dealing up to 660 [28] explosive damage over ? meters. Dealing Exodus Rocket damage grants increased Rocket Weapon Damage for 10 seconds. Each stack increases Rocket Weapon Damage by ?%, up to 35% at x6 stacks. Applicable Rocket Weapon include: Rocket-assisted Sidearms and Rocket Launchers. Grand Overture's Missile Volley. | Getaway Artist | While an Arc Grenade Ability is equipped: Holding [Grenade] summons a Sentient Arc Soul for 20 seconds and grants Amplified. Sentient Arc Soul grants 5% Grenade Energy once per burst if it damages an enemy. | |||
50 | |||||||||
51 | See Me, Feel Me | Danger Close | Dynamic Duo | ||||||
52 | Khepri's Sting | Powered Melee Hits instantly cast Smoke Bomb. Smoke Bombs deal 50% increased damage. Quickfall does not receive increased damage. Dealing damage with Smoke Bomb grants Truesight for 3 seconds, allowing you to see enemy outlines through walls from up to 64 metres away. 500% Additional Base Melee Recharge Rate while Smoke Bomb is active. Void Invisibility prevents the Ability Recharge Bonus from applying. | Heart of Inmost Light | Using an ability grants Empowered for the other two abilities for 5 seconds. e.g.: Cast Barricade -> Empowered Melee and Empowered Grenade. While Empowered: Empowered Melee: 10% | 20% Increased damage. 400% [100%] | 800% [200%] Additional Base Melee Regeneration Rate. Empowered Grenade: 20% [10%] | 35% [20%] Increased damage. 400% [100%] | 800% [200%] Additional Base Grenade Regeneration Rate. Empowered Barricade: X% | Y% Increased HP. Not currently granting any benefit. 25% | 50% Additional Base Class Ability Regeneration Rate. | Karnstein Armlets | On Melee Kill: Grants x3 Cure and Restoration x1 for 8+4 seconds. On Finisher: Grants x3 Cure and Restoration x2 for 8+4 seconds. | |||
53 | |||||||||
54 | Touch of Venom | Overflowing Light | Vampire's Caress | ||||||
55 | Knucklehead Radar | Passively grants +20 Airborne Effectiveness and radar remains active while ADS. If crouched: Grants Enhanced Radar. (Has 12 sectors instead of 6) Marks enemies for 5 seconds after hovering the reticle near them for 1 second. Mark persists through walls. If Enemy is below 30% Health: Grants 1% increased Weapon and Ability Damage per percent below 30%. 10% HP left -> 20% Increased Damage. Shields do not count as Health. | Helm of Saint-14 | Guarding with Sentinel Shield blinds enemies within 7 [3.5] metres for 5 seconds. Enemies that enter the Ward of Dawn are blinded for 5 seconds. Ward of Dawn grants Starless Night and Weapons of Light. Starless Night grants the user and allies that leave the Ward of Dawn receive Void Overshield. Weapons of Light grants the user and allies 25% increased damage for ? seconds. Weapons of Light's duration is constantly refreshed while inside the Ward of Dawn. | Lunafaction Boots | For wearer and allies standing on Rifts and Well of Radiances cast by the wearer: Grants +100 Reload Speed and 0.9x Reload Duration Multiplier. Empowering Rifts and Well of Radiances aditionally grant 100% Increased Damage Falloff Distance. | |||
56 | |||||||||
57 | Upgraded Sensor Pack | Starless Night | Alchemical Etchings | ||||||
58 | Liar's Handshake | While on an Arc Subclass: Receiving or Dealing Melee Damage grants Cross Counter for 3 seconds or until Melee Hit. Cross Counter grants 200% increased Melee Damage and restores ? HP on Melee Hit. Cross Counter's Melee deals Arc Damage. Cross Counter's Bonus is reduced to 80% when combined with One-Two Punch. | Hoarfrost-Z | While a Stasis Super Ability is equipped: Barricade is replaced by a Stasis Crystal Wall. The Stasis Wall is 5 medium crystals wide. The middle crystal is a small crystal. Stasis Wall lasts 14 seconds. Inherits Rally Barricade Bonuses, even if no crystals remain. Overrides Barricade Cooldown with Towering Barricade's. | Mataiodoxía | Arcane Needles become Shield-Piercing. Scoring an Arcane Needle hit on an enemy marks them with a vertical mark for ? seconds. Marked Enemies trigger a Suspending Explosion on death. Upon scoring 2 Arcane Needle hits on a Marked Enemy: Triggers a stronger Suspending Explosion, dealing up to ? [?] damage and suspending enemies within ? meters. Grants 25?% Melee Ability Energy on Arcane Needle Kill and Suspended Enemy kill. | |||
59 | |||||||||
60 | Cross Counter | Glacial Fortification | Stylostixis | ||||||
61 | Lucky Pants | Upon Readying a Hand Cannon: Grants +100 Ready Speed Handling, +20 Airborne Effectiveness, 0.6x Ready Animation Duration Multiplier, and -30% Accuracy Cone Size for 4 seconds. Upon readying a Fully Loaded Kinetic or Super-Element Matching Hand Cannon: Grants a stack of Damage Boost for 5.5 seconds on hit, up to x10 after 10 hits. Damage Boost grants 60% increased damage against Combatants per stack, up to 600%. Eriana's Vow receives 30% increased damage per stack. Sturm's Overcharged Rounds, Malfeasance's Explosive Shadow, Hawkmoon's Paracausal Shot, as well as any source of non-impact damage are unaffected by the buff. After Damage Boost expires, or upon stowing the Hand Cannon: Applies Out of Luck for 10 seconds, preventing stack gains. | Icefall Mantle | Scoring 2 to 3 Stasis Kills within 10 seconds of each grants x1 Stasis Weapon Surge for 11 [6] seconds. Stasis Kills while at x4 Weapon Surge refresh the duration. Replaces Barricade with Glacial Guard. Overwrites Cooldown to Towering Barricade. On Glacial Guard Cast: Grants a 100 HP Overshield with 62.5% Damage Resist for 20 seconds and x4 Weapon Surge for 11 [6] seconds. Combatants within 7 metres receive x40 Slow Stacks. Overshield prevents sprinting, double jumping, and sliding. Taking damage refreshes the timer. Cannot gain Class Ability Energy while Overshield is active. Activating Class Ability while Overshield is active will remove Overshield. | Mantle of Battle Harmony | Upon scoring a Super-Element Matching Weapon Kill: Grants additional Super Energy, ranging between 1.5% to 4.5%. Upon scoring a Super-Element Matching Weapon Kill while Super is charged: Grants x4 Super-Element Matching Weapon Surge for 11 [6] seconds. Actual amount varies by Enemy Rank. If Super is not Charged: Energy Siphon for 2 seconds. (Essentially a Cooldown) Energy Siphon grants 3% [+1.45%] Super Energy. If Super is Charged: Grants x4 Subclass-Matching Weapon Surge for 11 [6] seconds. | |||
62 | |||||||||
63 | Illegally Modded Holster | Glacial Guard | Absorption Cells | ||||||
64 | Lucky Raspberry | Arcbolt Grenades are now able to chain an additional time, up to 4 times. Arcbolt Grenades apply Disruption. Upon triggering Jolt chain damage: Grants 20% Arcbolt Grenade Ability Energy. On Ionic Trace Pickup: Grants an additional 5% Arcbolt Grenade Ability Energy. | An Insurmountable Skullfort | On Powered Arc Melee Kill: Grants 100% Melee Ability Energy and begins Health Regeneration. | Necrotic Grip | Passively grants +30 Airborne Effectiveness to Weapons of Sorrow. Melee Hits apply Poison. Necrotic Poison Damage ticks every 0.52 [0.7] seconds up to 19 [?] times over 10 [?] seconds, dealing 34 [5?] damage every tick, totalling 1366 [?] damage over its duration. Poison damage deals more damage every tick, increasing by 11% per tick for the first 14 ticks, then increasing by an average of 41% per tick for the last 5 ticks. Poisoned enemies spread Necrotic Poison on death in a 5 metre radius. | |||
65 | |||||||||
66 | Probability Matrix | Transfusion Matrix | Grasp of the Devourer | ||||||
67 | Mask of Bakris | While a Stasis Super Ability is equipped: Replaces Class Ability with Shift. On Shift Usage: Performs a quick shift that moves the user up to 10 meters away, rendering them invisible and invulnerable for the duration of the shift. Grants x4 Arc and Stasis Weapon Surge for 11 seconds. Class Ability Energy is set to 0% while Weapon Surge is active. | Khepri's Horn | On Barricade Placement: Unleashes a Solar Wave that returns back to the Barricade after 18.5 metres. Solar Wave deals 480 [100] damage and applies x60+30 [x30+15] Scorch. Wave hits once going forward, and once while returning, doubling damage and Scorch per use. Solar Kills grant 25% Class Ability Energy. | Nezarec's Sin | Void Kills grant Abyssal Extractors for 2.5 seconds. Maxes out at 20 seconds. While Abyssal Extractor is active: 300% Additional Base Grenade and Melee Regeneration Rate. 200% Additional Base Class and Super Regeneration Rate. | |||
68 | |||||||||
69 | Light Shift | Solar Rampart | Abyssal Extractors | ||||||
70 | Mechaneer's Tricksleeves | Passively grants +50 Airborne Effectiveness, +100 Handling and +100 Reload Speed to Sidearms. Upon readying a sidearm while at Critical Health: Grants Damage Buff and refills Sidearm ammo. Damage Buff: Grants 100% [10%] increased Sidearm damage. Sidearm Kills refill Magazine. Damage Buff has no timer while at Critical Health. Damage Buff has a 5 second timer upon Shields recovering. Sidearm Kills refresh 3 seconds. | Lion Rampant | Enables hipfiring while in Lift, and passively grants +50 Airborne Effectiveness while hipfiring. Increases Lift Duration to 4 seconds. Lift Duration in seconds: High Lift: 2.6 -> 4 (54% increase) Strafe Lift: 2.2 -> 4 (82% increase) Catapult Lift: 1 -> 4 (300% increase!) | Nothing Manacles | Grants an extra Scatter Grenade Ability Charge. Scatter Grenades receive Chaos Accelerant's Tracking Bonus. Does not stack with Chaos Accelerant's Bonus. | |||
71 | |||||||||
72 | Spring-Loaded Mounting | Jump Jets | Scatter Charge | ||||||
73 | Mothkeeper’s Wraps | Replaces Grenade Ability with 2 Ability Charges of Cage of Loyal Moths. Moth Cage overrides Grenade Cooldown to 73 seconds. Moth Cage: Explodes on impact, releasing 2 moths that fly to their nearest target. Moths that spawn closest to enemies are Arc and chase them, detonating on contact, dealing up to 525 [31 Guardians | 201 Objects] damage and blinding in a 4 meter radius . Arc Moths count as Arc Grenade Damage. Moths that spawn closest to the user or allies are Void and chase them much faster, granting 22.5 HP Void Overshield on contact. | Loreley Splendor | While a Solar Super Ability is equipped: Upon reaching Critical Health if the Class Ability is charged, or upon casting Barricade: Spawns a Sunspot under the user. The Sunspot spawned grants Sol Invictus even without the Aspect equipped. However, the Sunspot duration cannot be extended without it. | Ophidian Aspect | Passively grants +35 Handling, +35 Reload Speed, and +10 Airborne Effectiveness. | |||
74 | |||||||||
75 | Winged Eclipse | Cauterizing Flame | Cobra Totemic | ||||||
76 | Oathkeeper | Passively grants +40 Airborne Effectiveness and +10 Draw Time to Bows. +10 Draw Time is equivalent to Draw Time Masterwork. Bows can hold perfect draws indefinitely. After 0.35 seconds of reaching full draw on a Primary Ammo Bow: Grants 37.5% increased damage every 0.5 seconds, up to 150% increased impact damage against Combatants after 2 seconds. Broadhead, Poison, Stasis Crystals, Dragonfly/Explosive Head, and others are not affected. Damage Buff disappears after holding full draw for 4 seconds. | Mask of the Quiet One | While at Critical Health: Scoring a kill fully restores Health. Shields are not restored. Upon receiving damage: Grants 5% Class, Grenade, and Melee Ability Energy. Incurs a 1 second cooldown between activations. | Osmiomancy | Grants an extra Coldsnap Grenade Ability Charge. Coldsnaps Grenades have better tracking, travel 35% further, and grants Grenade Ability Energy upon hitting or freezing an enemy. Grenade Ability Energy: 10% = Tier 1 Rank-And-File 22% = Tier 2 Rank-And-File | Tier 1 Elite 34% = Tier 3 Rank-And-File | Tier 2 Elite. 50% = Tier 4 Rank-And-File | Tier 3 and Tier 4 Elite, Minibosses, and Bosses. 7% = Guardians | |||
77 | |||||||||
78 | Adamantine Brace | Dreaded Visage | Fervid Coldsnap | ||||||
79 | Omnioculus | Grants an extra Smoke Bomb Melee Ability Charge. Void Invisibility grants 50% [10%] Damage Resist. Cloaking allies grants 50% Melee Ability Energy per ally made invisible. Allies share the Damage Resist Effect if made invisible by the Omnioculus Wielder. Damage Resistance does not apply in Super. | Mk. 44 Stand Asides | Upon sprinting for 0.5 seconds with a a Charged Shoulder Charge Melee Ability : Slowly grants a 75 HP Overshield over 3 seconds. Overshield disappears instantly upon no longer sprinting. Upon dealing Shoulder Charge Damage: Grants 50% Melee Ability Energy. Shoulder Charge includes Seismic Strike, Ballistic Slam, Hammer Strike, and Shield Bash. | Phoenix Protocol | While inside your Well of Radiance, while under 50% Super Energy, and if your Super Ability is Well of Radiance: Grants 10% Super Energy per kill. Amount of Super Energy gained is reduced by 1.5% for each successive kill, down to a minimum of 4% Super Energy per kill. 10% -> 8.5% -> 7% -> 5% -> 4.5% -> 4% -> 4%... | |||
80 | |||||||||
81 | Beyond The Veil | Seriously, Watch Out | Battle-Hearth | ||||||
82 | Ophidia Spathe | Grants an extra Melee Charge to Solar Subclasses. All Melee Charges are recharged simultaneously. (Eg: Both are recharged on Gambler's Dodge) Interaction with Knock 'Em Down Aspect while Radiant. Knife Kills restore 1 Charge. Knife Trick Precision Kills and Direct Ignition kills in which Knife Trick applies Scorch restores 2 Charges. On Throwing Knife Kill: Grants 30% | 60% | 100% Increased Throwing Knife Damage for 5 seconds. Class Ability Usage refreshes the duration. | No Backup Plans | Passively grants +? Reload Speed and +30 Airborne Effectiveness to Shotguns. While Void Overshield is active: Shotgun deal 35% [10%] increased damage Shotgun Kills refresh Void Overshield health and duration. While a Void Super Ability is equipped: Scoring 3 points grants a Void Overshield and begins Health Regeneration. Rank-And-File = 1 Point | Anything Else = 2 Points | Promethium Spur | Daybreak Kills spawn both a Healing and Empowering Rift on Enemy Death Location. Solar Weapon Kills grant Class Ability Energy, based on the Enemy Rank. 4.5% = Tier 1 Combatant 6.5% = Tier 2 Combatant 7.5% = Guardians 10% = Tier 3 Combatant 15% = Tier 4 Combatant 20% = Minibosses 25% = Bosses Kills while affected by a Rift grant 2x Class Ability Energy. While Class Ability Energy is Full and in a Rift: Kills consume your Class Ability Energy and spawn a Empowering + Healing Rift at the Target's Location. | |||
83 | |||||||||
84 | Scissor Fingers | Force Multiplier | Embers of Light | ||||||
85 | Orpheus Rig | Deadfall returns Ability Energy per Enemy Tethered. X% Super Energy. Max of 50% Super Energy. 10% Grenade 10% Melee 10% Class Ability Energy. Moebius Quiver can fire an additional volley per Super Activation. | One-Eyed Mask | Upon receiving damage: Highlights the first enemy that dealt damage for 8 seconds. Only one enemy can be highlight at once. Killing the highlighted enemy grants Vengeance, which is a 95HP Overshield for 6 seconds, and acts as a cooldown for highlighting additional enemies. | Rain of Fire | Passively grants +30 Airborne Effectiveness to Fusion Rifles and Linear Fusion Rifles. Fusion Rifle and Linear Fusion Rifle Kills grant Radiant for 7.5 seconds. Air Moves refills all weapons. Air Moves include Icarus Dash and Weavewalk. | |||
86 | |||||||||
87 | Uncanny Arrows | Vengeance | Soaring Fusilier | ||||||
88 | Raiden Flux | While in Arc Staff: Hits grant a stack of Synapse Junctions for 5 seconds, up to a maximum of 3 Stacks. Synapse Junction x1 = 13.5% Increased damage and X% Slower Passive Super Drain Synapse Junction x2 = 28.8% Increased damage and X% Slower Passive Super Drain Synapse Junction x3 = 46.2% Increased damage and X% Slower Passive Super Drain | The Path of Burning Steps | While a Solar Super Ability is equipped: Scoring 2 to 3 Solar Kills within 10 seconds of each grants x1 Solar Weapon Surge for 11 [6] seconds. Solar Kills while at x4 Weapon Surge refresh the duration. Being Frozen or scoring a Solar Grenade Kill grants x4 Solar Weapon Surge. Slow Stacks and Duration are halved. Receive no damage from Stasis Breakout. Stasis Breakout creates a burst of Solar Energy, dealing 105 damage in a 9 metre radius. | Sanguine Alchemy | While in a Rift: Grants x2 Super-Matching Weapon Surge. Kills grant Blood Magic for 5 seconds, up to a maximum of 15 seconds. Blood Magic pauses the duration of the Rift for as long as it is active. Well of Radiance counts as a Rift, but will not be extended by Blood Magic. | |||
89 | |||||||||
90 | Synapse Junctions | Firewalker | Blood Magic | ||||||
91 | Raiju's Harness | Reduces Arc Staff's Passive Super Drain by 30% Can deactivate Arc Staff at any time to preserve a portion of unspent Super Energy. Deactivation refunds up to ?% Super Energy. On Arc Staff deactivation: Blinds enemies within ? metres Grants x4 Arc Weapon Surge for 21 [16] seconds. | Peacekeepers | Passively grants +40 Airborne Effectiveness to Submachine Guns. While a Submachine Gun is readied: +25 Mobility +50 Handling with a 0.8?x Ready/Stow Duration Multiplier 33% Decreased ADS Movement Speed Penalty Increases Sprint Speed by 6.25% Increases Slide Distance by 33% Stowed Submachine Guns are refilled in 1 second. | Secant Filaments | Empowering Rifts created by the user grant Overload Shots to the user and allies inside it. Does not work with Well of Radiance. Weapons that have a Breaker Type, either by mods or intrinsically will not be overwritten. While a Void Super Ability is equipped, for the user only: Standing on Empowering Rifts created by the user grant Devour for 11+6 seconds and continuously refresh Devour's duration. Secant Filaments' Devour can be refreshed to 11+11 seconds. Devour is not triggered on cast, meaning it can proc twice per Empowering Rift if it expires. | |||
92 | |||||||||
93 | Mobius Conduit | Mecha Holster | Devouring Rift | ||||||
94 | Radiant Dance Machines | While within 15 metres of an enemy: Grants Multi-Dodge Ready. After Dodging within 15 metres of an Enemy: Instantly recharges Class Ability for 6 seconds. Kills extend the buff duration by 5 seconds, up to 11 seconds. Multi-Dodge Dodges don't activate the following effects: Bomber, Distribution, Dynamo, Outreach Winter's Shroud Threaded Specter Ensnaring Slam immediately ends Multi-Dodge on usage. | Peregrine Greaves | Passively grants +20 Airborne Effectiveness. After sprinting for 2 seconds, and after being airborne for 0.5 seconds: Grants Peregrine Strike until the floor is touched. Peregrine Strike: Grants Shoulder Charge Abilities 225% increased impact damage. Champions, Tormentors, and Minibosses instead take 1000% Increased Impact Damage and grant 100% Melee Ability Energy. Frozen enemies will not take increased Melee Damage from Peregrine Strike. | Skull of Dire Ahamkara | Massively Increases Damage Resist during Nova Bomb. Begins at 99.5%, and sharply falls down to 75% near the end. Nova Bomb returns ~5% Super Energy per kill, up to 50% Super Energy. | |||
95 | |||||||||
96 | The Dance | Peregrine Strike | Actual Grandeur | ||||||
97 | Renewal Grasps | Duskfield Grenades' Slowing Field is granted 25% Increased Radius. While inside a Duskfield Grenade's Slowing Field: Enemies deal 50% [20%] Decreased Damage. Allies are granted 25% [5%] Damage Resist. User and allies are immediately granted x1 Frost Armor. Grants an additional Frost Armor stack every ~0.9 seconds. When combined with Touch of Winter: Stasis Crystal Size increases from Medium to Large. Slowing Field radius is increased by +50%, to a total of 75% Increased Radius. | Phoenix Cradle | Sol Invictus from Sunspots lasts twice as long (5 -> 10 seconds) Sunspots now affect allies, granting them Sol Invictus buff for 10 seconds. | Speaker's Sight | Healing Grenades' Restoration Orb is replaced with a Healing Turret. Consuming a Healing Grenade will spawn a Healing Turret in front of the user. Healing Turret Lasts 15 seconds. Releases Healing Seekers every 3? seconds towards the user and allies within 30 meters. Healing Seekers apply Cure x1 and Restoration x1 for 4 [3] seconds over a 7.5 meter radius. Restoration is increased to x2 while Touch of Flame is equipped. SOMETHING ABOUT HEALTH to allies spawns an Orb of Power that grants 2.5% Super Energy. on the ally's position. Incurs a 10 second cooldown between Orb spawns. | |||
98 | |||||||||
99 | Depths of Duskfield | Beacons of Empowerment | The Lost Voice | ||||||
100 | Sealed Ahamkara Grasps | On Melee Hit: Refills equipped weapon Grants +? Mobility, +?% Jump Height, and +50 Airborne Effectiveness for 5.5 seconds. On Powered Melee Kill: Refills all weapons. Incurs a 7 second cooldown between activations. | Point-Contact Cannon Brace | Thunderclap Kills grant Melee Ability Energy, based on the Enemy Tier. 9% = Tier 1 Combatant 13% = Tier 2 Combatant 15% = Guardians 20% = Tier 3 Combatant 30% = Tier 4 Combatant 40% = Minibosses 50% = Bosses Thunderclap strikes enemies within ? metres with lightning, dealing 200 [50] damage and applying Jolt. Lightning Damage is increased by 50% while Amplified. | Starfire Protocol | Gain an extra "Fusion Grenade" Ability Charge. Passively grants 20% Additional Base "Fusion Grenade" Grenade Regeneration Rate While in a Well of Radiance or Empowering Rift: Grants 2.5% "Fusion Grenade" Grenade Ability Energy per Weapon Hit. Incurs a 0.4 seconds cooldown between Grenade Energy Gains. Grants 20% "Fusion Grenade" Grenade Ability Energy on Weapon Kill. On "Fusion Grenade" Grenade Kill: Grants 100% Class Ability Energy. | |||
101 | |||||||||
102 | Nightmare Fuel | Hammer of the Gods | Fusion Harness | ||||||
103 | Shards of Galanor | Blade Barrage Hits and Kills refund Super Energy. Caps at 50% Super Energy. Refund Amount depends on Kills and Hits, as well as Enemy Rank. Throwing Knife kills grant 2.5% to 5% Super Energy, depending on Enemy Rank. | Pyrogale Gauntlets | Modifies Burning Maul into a single-use slam that deals 650% increased damage and releases 3 tracking waves. Waves apply 20+40 Scorch and create a Cyclone on impact. Burning Maul's Cyclones deal 20 [16] damage every 0.2 seconds, apply 3+2 Scorch every 0.56 seconds and track enemies. Damage from multiple Cyclones can now overlap. Consecration's second slam's middle wave creates a Cyclone, which deals 16 [3] damage every 0.2 seconds, and applies 3+2 Scorch every 0.56 seconds. | The Stag | Grants 25% [5%] Damage Resist to Guardians inside Rifts created by the wielder. Standing in a Rift cast inside a Well of Radiance allow the Damage Resist to work in it. Upon reaching Critical Health: Dearly Departed grants 50% [25%] Class Ability Energy. Buff lasts until the user is no longer at Critical Health, essentially serving as a Cooldown. On Death: Spawns a Healing Rift for 15 seconds. | |||
104 | |||||||||
105 | Sharp Edges | Percussive Flames | Dearly Departed | ||||||
106 | Shinobu's Vow | Grants an extra Skip Grenade Charge. Skip Grenades's drones chase enemies much more aggressively. Skip Grenades hits grant 4.2% [1.4%] Fixed Grenade Ability Energy. Counts each impact and explosion damage instances as hits. | Precious Scars | Upon reviving an ally, or being revived: Projects a 15 meter field for 10 seconds that grants Wearer and Allies Shielded. Allies that leave the radius temporarily lose Shielded. Shielded: Overshield with 100 HP. Regenerates over 1 second after 2 seconds of not receiving damage if Shielded is active. Shielded is removed and cannot be regained if Overshield gets destroyed. Shielded is removed from Allies if wearer's Overshield is destroyed. Upon scoring a Super-Matching Weapon Kill: Grants x1 Restoration for 3+1.5 seconds to wearer and allies within 15 metres. Incurs a 3 second cooldown between activations. | Stormdancer's Brace | Kills during Stormtrance grant a stack of Ascending Amplitude for 8 seconds. Ascending Amplitude: Grants 10% Increased Stormtrance Damage per stack, up to 100% at 10 Stacks. Refunds up to 50% of Super Energy based on Enemy Kills. | |||
107 | |||||||||
108 | New Tricks | Kintsugi | Ascending Amplitude | ||||||
109 | The Sixth Coyote | Grants an extra Class Ability Charge. Passively grants a copy of Reaper. | Second Chance | Gain an additional Shield Throw Melee Ability Charge. Enhanced Shield Throw: Gains Shield-Piercing Breaker Type and weakens for ? seconds on hit. Stunning a Barrier Champion grants a Melee Ability Charge. | Sunbracers | The Solar-Element Grenades named "Solar Grenades" have Fastball intrinsically and last 2 seconds longer. Powered Melee Kills grant 5 seconds of Sunbracers Ready. On Grenade Ability Usage while Sunbracers Ready is active: Grants Sunbracers buff for 4 seconds. Sunbracers grants 20,000% Additional Base "Solar Grenade" Grenade Regeneration Rate. | |||
110 | |||||||||
111 | Double Dodge | Myrmidon's Reach | Helium Spirals | ||||||
112 | Speedloader Slacks | On Class Ability Usage: Grants x1 Tight Fit for the wearer and allies within 15 metres for 15 seconds. While Tight Fit is active: Kills or Dodges grant an additional stack, up to a maximum of x5 Tight Fit and refresh the duration of the buff. Allies within range match the stack amount of the wearer's Tight Fit when the buff is refreshed. Stat Boost: +40 | +40 | +45 | +50 | +55 Reload Speed - | 0.925x | 0.915x | 0.91x | 0.89x Reload Duration Multiplier +40? | +40? | +45? | +50? | +55? Handling +30 | +35 | +40 | +45 | +50 Airborne Effectiveness | Severance Enclosure | On Powered Melee Kill or Finisher: Enemy creates a Kinetic Explosion, dealing up to a variable damage in a wide radius with falloff. Explosion Damage and Radius depends on Enemy Rank. Incurs a 1 second cooldown between non-chaining explosions. Finishers upgrade the Enemy Rank to the next higher one (Finisher on Rank-and-File -> Elite Explosion) Severance Explosion Damage | Radius Rank-and-File: 533 | 10? meters Elite: 665 | ? meters Miniboss+: 797 | 15? meters Severance Explosions from Powered Melee Kills can chain, creating weaker explosions that only deal up to 268 [?] damage in a 8? meter radius. Chaining Explosions do not have a cooldown. | Swarmers | Upon destroying a Tangle: Spawns 2 Threadlings. Threadlings apply Unravel for [?+?*0.5] [5+2.5] seconds on hit. | |||
113 | |||||||||
114 | Tight Fit | Spheromatik Trigger | Swarmers | ||||||
115 | Star-Eater Scales | Orbs of Power grant an additional 2% Super Energy. Additional Super Energy is reduced to 0.5% while Golden Gun is the selected Super ability. Picking up an Orb of Power while Super is charged grants an Overcharge stack. On Super Cast: Consumes all Overcharge stacks, restoring HP and increasing Super Damage for 14 seconds. ?% | ?% | ?% | ?% | ?% | 70% increased Super Damage. 27.3% | 54.6% | 62.3% | 70% increased Super Damage. Restores ? | ? | ? | ? | ? | 200 HP. Restores 125 | 170 | 190 | 200 HP. On Super Cast while at x4 Overcharge Stacks: Grants a 100HP Overshield for 16 seconds. | Stronghold | Passively grants +100 Guard Resistance and +100 Guard Endurance. While Blocking: Grants 50% [10%] Damage Resistance. Blocking a hit grants x2 Perfect Guard, up to x100. Having any Restoration effect disables stack accumulation. Not blocking any hits for 10 seconds removes all Perfect Guard Stacks. Upon dealing Sword damage while having Perfect Guard Stacks: Grants Restoration x2 for a varying amount of time. Restoration x2 lasts 4 [3] seconds at x1, increasing up to 16+8 [6+3] seconds at x100. Stronghold Guarding: Aggressive Frame Swords grant ?% [?%] Damage Resist. Non-Aggressive Frame Swords grant ?% [?%] Damage Resist. Sword Energy does not decay from blocking damage or holding guard. | Transversive Steps | Upon sprinting for 1.5 seconds: Refills Readied Weapon. Increases Sprint Speed by 6.25% Increases Slide Distance by 33% Crouch Speed cannot be decreased below 4 metres per second. | |||
116 | |||||||||
117 | Feast of Light | Clenched Fist | Strange Protractor | ||||||
118 | St0mp-EE5 | Grants 30% Damage Resist against Combatants while Airborne. Increases Sprint Speed by 6.25%. Increases Slide Distance by 33%. Greatly enhances all Jumps. | Synthoceps | While within 15 metres of 3 enemies: Grants Biotic Enhancements for 5 seconds. Biotic Enhancements: 50% Increased Super Damage. 165% [100%] Increased Melee Damage. 100% Increased Glaive Melee Damage. +? Handling and +35 Reload Speed. | Verity's Brow | Upon scoring a Grenade-Element Matching Weapon Kill: Grants a stack of Death Throes for 11 seconds, up to 5 stacks. All stacks disappear on buff expiration. Death Throes grants 50% Additional Base Grenade Regeneration Rate and 20% Increased Grenade Damage per stack. On Grenade Ability Usage while Death Throes is active, for 5 seconds: Allies receive Feel The Flame while within 20 metres. Feel The Flame grants 10x Grenade Regeneration Speed. | |||
119 | |||||||||
120 | Hydraulic Boosters | Biotic Enhancements | The Fourth Magic | ||||||
121 | Triton Vice | On Glaive Melee Kill: Overflows 1 Ammo to Magazine, up to 100% Increased Magazine Capacity. While within 15 meters of 3 enemies: Grants +50 Reload Speed and 100% Increased Glaive Melee Damage. Lingers for 5 seconds. On Glaive Projectile Kill: Enemies explode, dealing up to 350 [101] damage in a 4? metre radius. Explosion matches the element of the Glaive. | Ursa Furiosa | Grants 50% Reduced Sentinel Shield Guarding Forward Movement Speed Penalty. Sentinel Shield Guard Forward Movement Penalty is reduced from 20% to 10%. Grants ?% Reduced Unbreakable Movement Speed Penalty. Unbreakable Movement Penalty is reduced from ?% to ?%. Converts guarded damage into Super Energy after Super ends, up to 50% Super Energy. Damage received while Overshield are active does not count towards Super Energy Refund. Unbreakable grants up to ?% [12.5%] Super Energy after blocking ? [90] damage. | Vesper of Radius | While within 15 meters of at least 3 enemies: Grants Additional Base Class Ability Regeneration Rate, scaling with enemy amount. 3 Enemies = 250% | 4 Enemies = 666% | 5 Enemies = 1085% | 6 Enemies = 1500% 1 second after Rift Cast: An Arc Shockwave is cast that deals 300 [100] damage and knocks back enemies in a 7.5 metres radius. Rifts emit an Arc Shockwave every 5 seconds, dealing 200 [70] damage to enemies within ? metres. Enemies killed by Shockwaves explode, dealing 100 damage, and blinding, if an Arc Super is equipped. | |||
122 | |||||||||
123 | Halberdier's Reach | Ursine Guard | Planetary Torrent | ||||||
124 | Wormhusk Crown | On Class Ability Usage: Instantly recovers 67 HP. | Wishful Ignorance | Grants an additional Frenzied Blade Melee Ability Charge. Upon scoring a Frenzied Blade or Flechette Storm hit: Grants a stack of Wish-Dragon's Talons for ? seconds, up to x3? stacks. Can only grant 1 stack per Ability Usage. Wish-Dragon's Talons grants increased Flechette Storm and Frenzied Blade damage. Flechette Storm: 10% | 25% | 50% Increased Damage. Frenzied Blade: 20% | 50% | 100% Increased Damage. Banner of War's Pulses grant Melee Ability Energy based on the amount of allies healed. x1 = ?% | x2 = ?% | x3 = ?% | x4 = ?% | x5 = ?% | Wings of Sacred Dawn | Grants +50 Airborne Effectiveness while Tome of Dawn is active. While a Solar Super Ability is equipped: ADS while Airborne grants Tome of Dawn. Tome of Dawn: Holds you in place midair, granting 15% Damage Resistance and 25% Flinch Resistance. Scoring a Weapon Kill refills Solar Weapon Magazines. Works with stowed guns. Lasts for 2.8 seconds. Hits add up to [?] seconds to its duration, up to [?] seconds. | |||
125 | |||||||||
126 | Burning Souls | Wish-Dragon's Talons | Tome of Dawn | ||||||
127 | Young Ahamkara's Spine | Intrinsically grants Fastball to all Grenades, including non-Tripmine Grenades. Enhanced Tripmine Grenades 14% Increased Explosion Damage. Explosion Length and Width are increased to 14 metres. Explosions no longer deal self-damage and have no falloff. Lasts 30 seconds. (10 -> 30) Increases Tripmine Durability to 70 HP. Solar Ability Kills grants 33% Tripmine Grenade Ability. Incurs a 0.3 second cooldown between Grenade Ability Gains. | Wormgod Caress | On Melee, Glaive Melee, or Finisher Kill: Grants a stack of Burning Fists, up to x5. Burning Fists grants increased Melee, Glaive Melee, and Weapon Damage. After 2 seconds of not scoring a Melee Kill or Finisher: Begins a stack-dependant timer, losing one stack of Burning Fists after it expires. Burning Fists: 55% | 110% | 165% | 220% | 275% Increased Melee Damage 40% | 80% | 120% | 160%| 200% Increased Glaive Melee Damage 0% | 20% | 25% | 30% | 35% Increased Weapon Damage 0% | 0% | 20% | 25% | 25% Increased Weapon Damage 9.5s | 10s | 4s | 4s | 3s Stack Duration | Winter's Guile | Grants Warlord's Sigil on Melee Kill Warlord's Sigil grants Increased Melee Damage for 5 seconds Bonus Melee Damage: 55% | 110% | 165% | 220% | 275% Melee Damage Increase includes Glaive Melee. Combatants hit by Penumbral Blast automatically shatter. | |||
128 | |||||||||
129 | Wish-Dragon Teeth | Burning Fists | Warlord's Sigil | ||||||
142 | Aeon Set | ||||||||
143 | Sect of Force | Upon scoring 4 Precision Hits within 3 seconds of each: Grants +30 Reload Speed, 0.85 Reload Duration Multiplier, and +40? Handling for 10 seconds. Upon scoring 4 Precision Hits within 3 seconds of each on an Elite, Miniboss, or Champion Combatant, or upon stunning a Champion: Marks the Combatant for 30 seconds. Cannot be refreshed. Marked Combatants are highlight for the entire team and take 20% more damage from Allies. Damage increase stacks with everything. Allies see Marked Combatant with an X through walls. When first marking a Combatant, Aeon Allies not on Sect of Force within ? metres are granted 33.33% Fixed Grenade and Melee Ability Energy per second for 3 seconds. | Sect of Insight | Upon scoring 2 Precision Multikills: Creates an Orb of Power that grants 3.57% Super Energy for allies. Upon finishing an Elite Combatant: Spawns a Special Ammo Brick for Allies within ? meters. Upon finishing a Miniboss, Champion, or Boss: Spawns a Power Ammo Brick for Allies within ? meters. Aeon Ammo Bricks grant 60% of a Regular Ammo Brick's Pickup Amount, with full variability. Upon finishing an Elite, Miniboss, Champion, or Boss: Aeon Allies that are not using Sect of Insight are granted ?% Super Energy. | Sect of Vigor | On Ally Death: Grants 25% Class Ability Energy and 40% Damage Resist against Combatants for 15 seconds. On Ally Revival: Grants 100% Class Ability Energy and 40% Damage Resist against Combatants for 10 seconds. Allies at Critical Health within 10 metres are granted 25% Damage Resist against Combatants. Aeon Allies at Critical Health within 10 meters that are not using Sect of Vigor receive 15% Fixed Class Ability Energy per second. Ally buffs linger for 1 second after no longer critical. |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
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1 | Go back to the top! | Game Mechanics | |||||||||||||
2 | |||||||||||||||
3 | Table of Contents | Table of Contents | |||||||||||||
4 | Ability Tiers and Energy Gains | ||||||||||||||
5 | Armor Charge | ||||||||||||||
6 | Character Attributes | ||||||||||||||
7 | Champions of the Darkness | ||||||||||||||
8 | Combatant Classification | ||||||||||||||
9 | Elemental Orbs | ||||||||||||||
10 | Super Ability Energy | ||||||||||||||
11 | |||||||||||||||
12 | |||||||||||||||
13 | Ability Tiers | Ability Tiers, and Ability Energy Generation | |||||||||||||
14 | |||||||||||||||
15 | What are Ability Tiers? | ||||||||||||||
16 | Ability Tiers define the base cooldowns of all Abilities, including Class, Grenade, Melee, and Super Abilities. Every ability of the same type (Grenade, for example) of a certain tier will have a specified cooldown. Season of the Wish altered how effects that give a % of your Ability Energy, such as Demolitionist, Bomber, Dynamo, and Momentum Transfer, interact with Ability Tiers. Supers remain unaffected (for now!) Ability Tiers scale %-based Energy Gains, down to x0.5 for Grenade and Class Abilities, and 0.6x for Melee Abilities. Unless explicitly stated, or if an Exotic interacts specifically with a listed Ability, all Ability Energy Gains are affected by Ability Tier Energy Scaling. | ||||||||||||||
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22 | |||||||||||||||
23 | Ability Tier Flat% Energy Scaling | ||||||||||||||
24 | Grenade Abilities | Melee Abilities | Class Abilities | ||||||||||||
25 | Base Cooldown | Energy Multiplier | Base Cooldown | Energy Multiplier | Base Cooldown | Energy Multiplier | Class Mod Multiplier Bomber, Outreach, Distribution | ||||||||
26 | 152 | 0.5 | 137 | 0.6 | 80 Towering Bastion | 0.5 | 1 | ||||||||
27 | 121 | 0.625 | 114 | 0.7 | 82 Rifts, Acrobat Dodge | 0.5 | 1 | ||||||||
28 | 105 | 0.75 | 112 | 0.7 | 80 Rally Bastion (BUGGED) | 1 | 0.4 | ||||||||
29 | 91 | 0.875 | 111 | 0.7 | 70 Towering Barricade | 0.5 | 1 | ||||||||
30 | 82 | 0.85 | 101 | 0.8 | 55 Phoenix Dive | 0.8 | 0.6 | ||||||||
31 | 73 | 1 | 100 | 0.8 | 38 Gambler's Dodge | 0.8 | 0.6 | ||||||||
32 | 64 | 1 | 91 | 0.9 | 38 Rally Barricade | 1 | 0.4 | ||||||||
33 | 90 | 0.9 | 36 Thruster | 1 | 0.4 | ||||||||||
34 | 83 | 0.9 | 29 Marksman's Dodge | 1 | 0.4 | ||||||||||
35 | 82 | 0.9 | |||||||||||||
36 | 40 | 1 | |||||||||||||
37 | |||||||||||||||
38 | |||||||||||||||
39 | Armor Charge | ||||||||||||||
40 | |||||||||||||||
41 | What are Armor Charges? | ||||||||||||||
42 | Armor Charges are a resource used by Armor Charge Mods, activating certain Passive Effects while Armor Charges are active, or consuming a specific number of Armor Charges in exchange for an instantaneous effect. By default, you can only hold up to 3 stacks of Armor Charge. Picking up any Orb of Power while any Armor Charge mod is equipped will grant x1 Armor Charge. Maximum Armor Charge Stacks can be increased to x4 [x5] {x6} by equipping the Charged Up Armor Mod in the Chest Armor Passive Mods grant a temporary effect while Armor Charges are active dependent on the mods used without needing a special interaction. Equipping any active Passive Mod will decay x1 Armor Charge every 10 seconds. Decay Timer is reset every time an Armor Charge is consumed or decayed. The Decay Timer can be extended to 15 [18] {20} seconds by equipping the Time Dillation Armor Mod in the Class Item. | ||||||||||||||
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48 | |||||||||||||||
49 | Character Attributes | Character Attributes | |||||||||||||
50 | Mobility | Resilience | Recovery | ||||||||||||
51 | |||||||||||||||
52 | Discipline | Intellect | Strength | ||||||||||||
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55 | |||||||||||||||
56 | Mobility | ||||||||||||||
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58 | |||||||||||||||
59 | Mobility Stat | Mobility Stat | |||||||||||||
60 | Mobility is the Stat that governs the majority of Movement Speed. It increases Initial Jump Height, Movement Speed, and lowers the Hunter Dodge Cooldown. It does NOT affect Sprint Speed. Movement Speed increases in increments of 4% Movement Speed per Tier, maxing out at 40%. | ||||||||||||||
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63 | |||||||||||||||
64 | Mobility In-Depth | Movement Speed In-Depth | |||||||||||||
65 | The base movement speed is 5 meters per second, which is the equivalent of moving forwards at T0 Mobility. Sprinting moves forward at a speed of 8 meters per second. Base Movement Speed (Moving Forward, including diagonally to the left and right) cannot exceed 9 meters per second. This includes Sprinting Speed. Strafe Movement (Left, Right, or Backward) has a 0.85x Movement Speed Multiplier, and cannot exceed 6 meters per second. ADS has a 0.75x Movement Speed Multiplier, and adheres to either the Forward or Strafe movement speed cap. Sidearms have a 0.85x Movement Speed Multiplier. Crouching Speed has a 0.55x Movement Speed Multiplier that cannot exceed 4 meters per second. All Movement Speed Multipliers stack with each other. Eg: T5 Mobility (6.00m/s), while ADS (0.75x), while strafing (0.85x) = 3.83 meters per second. Eg: T10 Mobility (7.00m/s) while ADS (0.85x), while moving forwards, while using a Lightweight Gun (1.0625x) = 6.32 meters per second | ||||||||||||||
66 | Mobility Tier | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
67 | Walk Speed [m/s] | 5.00 | 5.20 | 5.40 | 5.60 | 5.80 | 6.00 | 6.20 | 6.40 | 6.60 | 6.80 | 7 | |||
68 | Strafe Speed [m/s] | 4.25 | 4.42 | 4.59 | 4.76 | 4.93 | 5.10 | 5.27 | 5.44 | 5.61 | 5.78 | 5.95 | |||
69 | Crouch Speed | 2.75 | 2.86 | 2.97 | 3.08 | 3.19 | 3.30 | 3.41 | 3.52 | 3.63 | 3.74 | 3.85 | |||
70 | Sprint Speed | 8 METRES PER SECOND, DOES NOT CHANGE WITH MOBILITY, ONLY WITH LIGHTWEIGHT WEAPONS AND SPRINT BONUSES, BOTH OF WHICH ADDITIVELY GRANT 6.25% FASTER SPRINT SPEED UP TO 12.5% | |||||||||||||
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72 | |||||||||||||||
73 | Resilience | Resilience | |||||||||||||
74 | |||||||||||||||
75 | |||||||||||||||
76 | Resilience Stat | Resilience Stat | |||||||||||||
77 | Resilience determines the strength of the Shield Portion of your HP, as well as Flinch Reduction, and Damage Resistance against Combatants. Shields range from 115 to 130 HP, depending on the Resilience Tier. Health is always set to 70 HP and 33.3% Damage Resistance against Combatants. In the Crucible Game Modes, Health is set to 100HP. Additionally, Resilience affects the Titan Barricade Cooldown, Stasis Breakout Damage and Damage Multiplier from Bosses against Well of Radiance and Ward of Dawn. | ||||||||||||||
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79 | |||||||||||||||
80 | |||||||||||||||
81 | Resilience In-Depth | Resilience In-Depth | |||||||||||||
82 | Resilience Tier | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
83 | Shield Amount | 115 | 116 | 117 | 118 | 119 | 120 | 122 | 124 | 126 | 128 | 130 | |||
84 | Health Amount | 70 | 70 | 70 | 70 | 70 | 70 | 70 | 70 | 70 | 70 | 70 | |||
85 | Total Health | 185 | 186 | 187 | 188 | 189 | 190 | 192 | 194 | 196 | 198 | 200 | |||
86 | Flinch Resistance | 0% | 1% | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% | |||
87 | Resist against Combatants | 0% | 2% | 3% | 5% | 9% | 14% | 17% | 20% | 24% | 27% | 30% | |||
88 | |||||||||||||||
89 | |||||||||||||||
90 | Recovery | Recovery | |||||||||||||
91 | |||||||||||||||
92 | |||||||||||||||
93 | Recovery Stat | Recovery Stat | |||||||||||||
94 | Recovery determines the delay before Health and Shields begin to recover, as well as the healing rate, decreasing the time taken to fully heal by up to 43%. Additionally, Recovery also alters the Warlock Rift Cooldown. | ||||||||||||||
95 | |||||||||||||||
96 | |||||||||||||||
97 | Recovery In-Depth | Recovery Mechanics | |||||||||||||
98 | Recovery is divided into 2 parts, the Regeneration Delay, and the Regeneration Rate. The Regeneration Delay is inversely proportional to the Recovery Stat, and its timer is reset every time you receive more than 1.35 damage. Health Regeneration begins at 3.25 seconds, and goes down up to 1.75 seconds at Tier 10. Shield Regeneration always begins 2.25 seconds after Health Regeneration (5.5 seconds at base, 4 seconds at Tier 10) The Regeneration Rate is increasingly higher as your Recovery Stat increases. Health and Shield Regeneration each start at 29% per second, maxing out at 50% at Tier 10. Because Health and Shield Regeneration are not on identical timers, both Health and Shields can regenerate simultaneously. | ||||||||||||||
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101 | |||||||||||||||
102 | |||||||||||||||
103 | |||||||||||||||
104 | Recovery Tier | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
105 | Health Regen Delay | 3.25 | 3.15 | 3.05 | 2.95 | 2.85 | 2.75 | 2.65 | 2.45 | 2.25 | 2.05 | 1.75 | |||
106 | Shield Regen Delay | 5.5 | 5.4 | 5.3 | 5.2 | 5.1 | 5 | 4.9 | 4.7 | 4.5 | 4.3 | 4 | |||
107 | Health Regen Time | 3.45 | 3.35 | 3.25 | 3.15 | 3.05 | 2.95 | 2.85 | 2.65 | 2.45 | 2.25 | 2 | |||
108 | Shield Regen Time | 3.5 | 3.4 | 3.3 | 3.2 | 3.1 | 3 | 2.9 | 2.7 | 2.5 | 2.3 | 2 | |||
109 | Health+Shield Regen Time | 5.75 | 5.65 | 5.55 | 5.45 | 5.35 | 5.25 | 5.15 | 4.95 | 4.75 | 4.55 | 4.25 | |||
110 | Total Regen Time | 9 | 8.8 | 8.6 | 8.4 | 8.2 | 8 | 7.8 | 7.4 | 7 | 6.6 | 6 | |||
111 | Difference between Tiers | -0.2 seconds per Tier. | -0.4 seconds per Tier. | -0.6 seconds | |||||||||||
112 | |||||||||||||||
113 | |||||||||||||||
114 | Discipline | Discipline | |||||||||||||
115 | Grenade Cooldown | ||||||||||||||
116 | Discipline determines the cooldown for Grenade Abilities. All Grenade Abilities share the same % benefits from Discipline, only their Base Cooldown is different. | ||||||||||||||
117 | |||||||||||||||
118 | Discipline Tier | 0 | 1 | 2 | Base (3) | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
119 | Ability Regeneration Rate | 0.7 | 0.8 | 0.9 | 1 | 1.1 | 1.2 | 1.3 | 1.4 | 1.55 | 1.75 | 2 | |||
120 | |||||||||||||||
121 | |||||||||||||||
122 | Intellect | Intellect | |||||||||||||
123 | Passive Super Regeneration | Active Super Regeneration | |||||||||||||
124 | |||||||||||||||
125 | Passive Super Regeneration | ||||||||||||||
126 | Intellect determines the (passive) cooldown for Super Abilities. | ||||||||||||||
127 | |||||||||||||||
128 | Intellect Tier | 0 | 1 | 2 | Base (3) | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
129 | Ability Regeneration Rate | 0.69 | 0.78 | 0.87 | 1.00 | 1.06 | 1.11 | 1.16 | 1.22 | 1.25 | 1.29 | 1.31 | |||
130 | |||||||||||||||
131 | Active Super Regeneration | ||||||||||||||
132 | Head over to Super Ability Energy for a more detailed explanation. | ||||||||||||||
133 | |||||||||||||||
134 | |||||||||||||||
135 | |||||||||||||||
136 | Strength | Strength | |||||||||||||
137 | Melee Cooldown | ||||||||||||||
138 | Strength determines the cooldown for Melee Abilities. All Melee Abilities share the same % benefits from Strength, only their Base Cooldown is different. | ||||||||||||||
139 | |||||||||||||||
140 | Strength Tier | 0 | 1 | 2 | Base (3) | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
141 | Ability Regeneration Rate | 0.70 | 0.80 | 0.90 | 1.00 | 1.10 | 1.20 | 1.30 | 1.40 | 1.55 | 1.75 | 2.00 | |||
142 | |||||||||||||||
143 | |||||||||||||||
144 | Champions of the Darkness | Champions of the Darkness | |||||||||||||
145 | Barrier Champions | Overload Champions | Unstoppable Champions | ||||||||||||
146 | |||||||||||||||
147 | Barrier Champions | ||||||||||||||
148 | |||||||||||||||
149 | Barrier Champions summon an impenetrable Shield once their Health is lowered past a difficulty-determined HP Threshold. Barrier Champions constantly regenerate a portion of their Health while shielded. The Shield can be pierced through the usage of Anti-Barrier Effects, Weapon Damage while Radiant, Volatile Rounds or Unraveling Rounds, stunning the Champion for a brief time. The Shield's Durability is determined by difficulty. Stunning prevents the Champion from attacking, moving, or using any abilities. Dealing damage to the Shield briefly stops Health Regeneration. Additional Shield-Piercing Effects: Unlimited enemy overpenetration. Ignores Hydra Shields, Hobgoblin Immunity, (Taken) Phalanx Shields, and Scorn Buckler Shields. Titan Barricades receive 30% increased damage. | ||||||||||||||
150 | |||||||||||||||
151 | Information | Standard | Advanced | Raid (Expert/Master) | Expert | Master Grandmaster | Activity Difficulty governs the difficulty of the Champion Mechanics. | ||||||||
152 | Champion Health | 2200 HP | 4400 HP | 3300 HP | 5000 HP | 5475 HP | Champion Health is shared between all Races and Champion Types. | ||||||||
153 | Shield Health | 210 | ~333 HP | ~333 | ~410 HP | ~445 HP | Shield Health is equal to 9% | 9.5% | 9.5% | 9.75% | 10% of Champion's Health. | ||||||||
154 | Shield Summon Threshold | 60% | 60% | 60% | 75% | 85% | Champion automatically attempts to summon the Shield upon reaching the Health Threshold. Staggers can delay Shield Summoning. | ||||||||
155 | Health Regeneration while Shielded | 15% HP/s | 15% HP/s | 15% HP/s | 30% HP/s | 45% HP/s | Health is continuously restored at a rate of 1% HP every 0.066 | 0.066 | 0.066 | 0.033 | 0.022 seconds. | ||||||||
156 | Time to Regen Health upon Shielding | 0.8 seconds. | There is a 0.8 seconds delay upon shielding before Health Regeneration occurs. Difficulty does not alter the timer. | ||||||||||||
157 | Maximum Shield Duration | 5 | The Shield lasts for 5 seconds. | ||||||||||||
158 | Health Regeneration Delay upon receiving Shield-Piercing Damage | 1.6 seconds. | Dealing any Shield-Piercing Damage immediately halts Health Regeneration, and delays it by 1.6 seconds. | ||||||||||||
159 | Stun Duration in Seconds after Shield Break | [?] | 7 | 7 | 6 | 5.5 | Champion is stunned for X | 7 | 7 | 6 | 5.5 seconds. | ||||||||
160 | Shield Lockout after Shield Break | [?] | 7 | 7 | 6 | 5.5 | Champion is unable to summon the Shield for a short period of time after being stunned. | ||||||||
161 | |||||||||||||||
162 | Overload Champions | ||||||||||||||
163 | |||||||||||||||
164 | Overload Champions passively restore their Health over time, use abilities and weapons more frequently, and move erratically unless stunned through Disruption. Stunning prevents the Champion from attacking, moving, or using any abilities. Overload Champion Stunning Application: Arc's Jolt stuns upon dealing damage to the Champion. Stasis' Slow stuns upon applying Slow Stacks to the Champion. Void's Suppression stuns upon suppressing the Champion. Additional Disruption Effects: Combatants deal 25% Decreased Damage for 6.5 seconds. 0.4x Grenade, Melee, and Class Ability Regeneration Speed for 5 seconds. Disruption can be refreshed by reapplying the effect. | ||||||||||||||
165 | |||||||||||||||
166 | Information | Standard | Advanced | Raid (Expert/Master) | Expert | Master Grandmaster | Activity Difficulty governs the difficulty of the Champion Mechanics. | ||||||||
167 | Champion Health | 2200 HP | 4400 HP | 3300 HP | 5000 HP | 5475 HP | Champion Health is shared between all Races and Champion Types. | ||||||||
168 | Passive Health Regeneration | 4.5% HP/s | 4.5% HP/s | 4.5% HP/s | 13.65% HP/s | 27% | Health is continuously regenerated by 1% HP every 0.22 | 0.22 | 0.22 | 0.073 | 0.037 seconds. Frozen Overload Champions continuously regenerate 4.5% HP/s, regardless of Difficulty. | ||||||||
169 | Stun Duration in Seconds after Disrupting | [?] | 7 | 7 | 6 | 5.5 | Champion is stunned for X | 7 | 7 | 6 | 5.5 seconds. | ||||||||
170 | Cooldown between Stuns in Seconds | N/A | N/A | N/A | 2.5 | 4.5 | Time that must pass before a new stun can occur, counting from when the previous stun is over. | ||||||||
171 | Time to Heal after Disrupting in Seconds | 6.5 seconds | Health only starts regenerating if the Champion remains undisrupted for 6.5 seconds. Reapplying Disruption refreshes the duration to 6.5 seconds. | ||||||||||||
172 | |||||||||||||||
173 | Unstoppable Champions | ||||||||||||||
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175 | Unstoppable Champions relentlessly chase enemies, and possess 70% Damage Resist unless stunned. Damage Numbers visually appear as Italic Desaturated Pink Numbers Stunning removes the Damage Resist and prevents the Champion from attacking, moving, or using any abilities for the duration of the stun. Stunning Methods outside of Unstoppable Shots: Arc Blind Application Solar Ignition Application Stasis Frozen Shatter Damage Strand Suspension Application | ||||||||||||||
176 | |||||||||||||||
177 | Information | Standard | Advanced | Raid (Expert/Master) | Expert | Master Grandmaster | Activity Difficulty governs the difficulty of the Champion Mechanics. | ||||||||
178 | Champion Health | 2200 HP | 4400 HP | 3300 HP | 5000 HP | 5475 HP | Champion Health is shared between all Races and Champion Types. | ||||||||
179 | Damage Resistance | 70% Damage Resist | Champion decreases all incoming damage by 70% while unstunned. | ||||||||||||
180 | Stun Duration in Seconds after Disrupting | [?] | 7 | 7 | 6 | 5.5 | Champion is stunned for a minimum of X | 7 | 7 | 6 | 5.5 seconds. | ||||||||
181 | Cooldown between Stuns in Seconds | N/A | N/A | N/A | 2.5 | 4.5 | Time that must pass before a new stun can occur, counting from when the previous stun is over. | ||||||||
182 | |||||||||||||||
183 | Combatant Classification | Combatant Classification | |||||||||||||
184 | Combatant Tiers | Combatant List | |||||||||||||
185 | |||||||||||||||
186 | Combatant Tiers | ||||||||||||||
187 | Combatants are divided into 4 different tiers. Each tier groups enemies within a certain range of Health. Elite Combatants have their Tier increased by +1 compared to their Rank-and-File equivalent. Tier 4 Rank-And-File Combatants are counted as Minibosses. E.g: Vandal (Tier 2) -> Elite Vandal (Tier 3) Psion (Tier 1) -> Elite Psion (Tier 2) Hydra (Tier 4) -> Elite Wyvern (Miniboss) Champions, Minibosses, and Bosses are except from the Tier System, and will count as either the highest possible Tier, or have their own specific classification. Combatant Tiers affect the Ability Energy Gains and Effect Triggers from certain Weapon Perks, such as Headstone and Unrelenting, Fragments, akin to Ember of Searing and Whisper of Refraction, Exotics, like Vex Mythoclast and Promethium Spur, as well as certain Armor Mods. | ||||||||||||||
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196 | Combatant List | ||||||||||||||
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198 | Combatant Tier Rank-and-File Combatants | Cabal | Fallen | Hive | Vex | Taken | Scorn | Massive thanks to MossyMax for his Outgoing Damage Scaling Spreadsheet, which further details how HP enemy scales throughout different Activities, and more! | |||||||
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200 | Tier 1 Combatant | Psion Scorpius War Beast | Exploding Shank Dreg Shank Tracer Shank Wretch | Cursed Thrall Thrall | Fanatic | Thrall | Screeb Stalker Ravager | Combatant Tiers =/= Combatant Ranks Combatant Tiers are a classification used for effects that scale based on how "strong" an enemy is, such as for Devour's Grenade Energy Gains. Combatant Ranks affect the Tier System: Elite Combatants are granted +1 Tier over their RnF equivalent. Minibosses, Tormentors, Champions are placed at Tier 5. Bosses are placed at Tier 6. Examples: Rank-and-File Vandal (T2) -> Elite Vandal (T3) Rank-and-File Captain (T3) -> Elite Captain (T4) -> Overload Champion (T5) For effects that don't have an established value for Tier 4–6, their next highest value is instead used. Vehicles are wildly inconsistent. Examples: Point-Contact Cannon Brace has Tiers 1–6, so every Combatant Tier works for it. Devour has Tiers 1–4, so Minibosses and Bosses will be treated as T4 for it. | |||||||
201 | Tier 2 Combatant | Incendior Legionary Phalanx | Marauder Vandal | Acolyte | Harpy Hobgoblin Goblin | Acolyte Goblin Hobgoblin Phalanx Vandal | Lurker Raider | ||||||||
202 | Tier 3 Combatant | Centurion Gladiator | Captain | Knight Wizard | Minotaur | Captain Centurion Knight Minotaur Wizard | Chieftain Wraith | ||||||||
203 | Tier 4 Combatant | Colossus | Brig Heavy Shank Servitor | Shrieker Ogre | Cyclops Hydra Wyvern | Ogre | Abomination | ||||||||
204 | Need information about Combatant Ranks, instead of their Tiers? Head over to Court's Infographic to find out about their interactions! | ||||||||||||||
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206 | Elemental Orbs | Elemental Orbs | |||||||||||||
207 | Elemental Orbs are Subclass-themed throwable pickups. Subclass-Matching Weapon Kills progress a counter that spawns an Elemental Orb upon reaching 100% if the relevant Artifact Perk is active. Counter System: Combatants= 25?% | Guardians = 50% | ||||||||||||||
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209 | Orb Mechanics | ||||||||||||||
210 | Elemental Orbs remain on the ground for up to 20 seconds before expiring. Orbs that are picked up can be held for up to 20 seconds. Thrown Orbs apply an Elemental Debuff and deal up to 450 [100] damage to enemies within 5? meters. Elemental Orb Kills count as Weapon Kills, and are able to activate On-Kill effects, such as Siphon, Ammo Finder, and Spark of Discharge. Arc Elemental Orbs apply Jolt. Kills from Jolt's chain lightning do not count as Elemental Orb Kills, and are not affected by Elemental Orb Damage Increases. Solar Elemental Orbs apply x40+20 Scorch. Kills from Solar Effects that were initially triggered by Orbs count as Elemental Orb Kills. Solar Effects' Damage is affected by Elemental Orb Damage Increases, such as S22's Frenzied Stacks. Void Elemental Orbs apply Volatile. Kills from Volatile Explosions do not count as Elemental Orb Kills, and are not affected by Elemental Orb Damage Increases. | ||||||||||||||
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214 | Super Ability Energy | Super Ability Energy | |||||||||||||
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216 | Active Generation | Active Generation | |||||||||||||
217 | Dealing and receiving damage, as well as Kills and Assist all directly contribute to charging your Super Ability. This is modified only by the Super Tier. Overkill Damage does not count for Super Generation. Primary Weapons have the greatest Damage to Super Rate. Special Weapons are 25-75% less efficient, Ability Damage is X%(?) less efficient, and Heavy Weapons are 75-90(?)% less efficient for the same amount of damage dealt. Varies heavily between Weapon Archetype. It is not consistent. Super Energy Gain from kills scale based on the Enemy Rank Tier, as well as Mods and Perks. Assists are worth half a kill. Super Tiers grant an additional multiplier to Active Generation. T1 = -20% | T2 = -10%| T3 = 0% | T4 = +10% | T5 = +20% | ||||||||||||||
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225 | Super Energy from Kills, Orbs of Power, and Other Sources. | Super Energy from Kills, Orbs of Power, and Other Sources. | |||||||||||||
226 | Rank Classification | Super Energy | Orb of Power | Super Energy | |||||||||||
227 | Tier 1 Combatant | 0.60% | Reaper | Firepower x1 | Heavy Handed x1 | 0.80% | |||||||||||
228 | Tier 2 Combatant | 0.96% | Firepower x2 | Heavy Handed x2 | 1.10% | |||||||||||
229 | Tier 3 Combatant | 0.99% | Firepower x3 | Heavy Handed x3 | 1.25% | |||||||||||
230 | Tier 4 Combatant | 1.80% | Heavy Handed x4 (Claws of Ahamkara + x3) | 1.50% | |||||||||||
231 | Guardians | 1.80% | Ward of Dawn Super | 2.30% | |||||||||||
232 | Note: Assists are worth 50% of the Kill Value. | Siphon x1, Power Preservation x1 Subclass-specific Fragments | 2.50% | ||||||||||||
233 | Aeon Gauntlet's Sect of Insight Ward of Dawn (Crest of Alpha Lupi) Well of Radiance Super | 3.57% | |||||||||||||
234 | Siphon x2 | Power Preservation x2 | 3.75% | |||||||||||||
235 | Siphon x3 | Power Preservation x3 | 4.40% | |||||||||||||
236 | Super Kills | Benevolent Finisher Blight Ranger | Super Kills (Crest of Alpha Lupi) | 7.15% | |||||||||||||
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A | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | AM | AN | AO | |
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1 | Armor Mods that are able to be Stacked will have their total Stacked bonus in [brackets]. Artifice Armor possess an unique Artifact Mod Slot, which allows Triple Stacking, despite effects generally not stacking past two copies. | Armor Mods Documentation | Don't know how Warmind Cells and Elemental Wells work? Click here to be redirected to Game Mechanics. | Mods specific to activities will only work while in those activities. | |||||||||||||||||||||||||||||||||
2 | Helmet | Effect | Arms | Effect | Chest | Effect | Legs | Effect | Class Item | Effect | Charged With Light | Effect | Charged With Light | Effect | Warmind Cells | Effect | Elemental Wells | Effect | Elemental Wells | Effect | Activity-Specific | Effect | Activity-Specific | Effect | |||||||||||||
3 | Ammo Finder [1-3 Energy] | Weapons Kills progress an invisible counter. Scoring a Weapon Kill while at 100% will spawn Ammo. Counter Percentage per Kill: Power: 3.3% [4.4%] to 4.5% [6.6%]. Average of 26 [20] Kills. Special: 4.4% [6.6%] to 5.6% [11%]. Average of 20 [15] Kills. Primary Weapons Kills have a 1.25x Multiplier to Counter. Exotic Primary Weapons have a 1.67x Multiplier to Counter. Ammo Finder Bricks grant 70% decreased ammo. Scavenger Mod's Bonus is applied Ammo Finder Bricks. | Bolstering Detonation [1 Energy] | Upon dealing Grenade Damage: 25% [35%] Class Ability Energy. 12.5% [17.5%] in PVP. Incurs a 7 second cooldown after activation. | Unflinching [2-5 Energy] | 25% [30%] Flinch Resistance while Aiming-Down-Sights. Flinch reductions are multiplicative. | Absolution [3 Energy] | On Orb of Power Pickup: 3.2% [7.5%] Grenade Ability Energy 3.7% [8.5%] Melee Ability Energy 4% [10.6%] Class Ability Energy | Bomber [2 Energy] | Using Class Ability grants Grenade Ability Energy. Hunters: 14% [18%] | 5% [8%] Titans: 16% [20%] | 6% [9%] Warlocks: 25% [30%] | 10% [15%] | Argent Ordnance [5 Energy] | If CWL: Increased Rocket Launcher Damage and grants +50 Reload Speed. 20% | 25% | 35% | 40% Increased damage Damage increase is dependent on copies. | Precisely Charged [1 Energy] | CWL by getting 2 Precision Kills within 5 seconds of each with Linear Fusion Rifles or Sniper Rifles. -10 Discipline. | Blessing of Rasputin [2 Energy] | On Warmind Cell Collection: Adds 30% to the Warmind Cell Counter. | Bountiful Wells [2 Energy] | Elemental Well Spawning Mods can now stack. Counts as an additional copy by itself. Each copy spawns an additional Elemental Well. Only up to 4 Wells can be spawned at once. | Overcharge Wellmaker [4 Energy] | Upon finishing an enemy: Spawns 2 Arc Elemental Wells. | King's Fall | Garden of Salvation | |||||||||||||||
4 | Ashes to Assets [3 Energy] | Increased Super Gains from Grenade Kills. Tier 1: 0.3% -> 2.3% [2.7%] Tier 2: 0.84% -> 4% [4.7%] Tier 3: 1.65% -> 7.7% [8.85%] Tier 4: 4% -> 13% [15%] Guardians: 6.5% [?] | Dexterity [2-5 Energy] | 0.8x Ready/Stow Animation Duration Multiplier Stow Speed can't exceed the equivalent of 100 Handling. | Reserves [1-3 Energy] | Increases Inventory Size by +20 [+40]. Glaives receive +5 [+10] Inventory Size. Machine Guns receive +10 [+20] Inventory Size. | Better Already [1 Energy] | On Orb of Power Pickup: Begins Health Regeneration. Does not stack. | Bulwark Finisher [3 Energy] | Finishers expend 25% Super Energy, granting a 115HP Overshield for 15 seconds. Unique Overshield that fully absorbs the last hit before breaking. Eg: 1000 Damage will be fully absorbed. | Blast Radius [3 Energy] | CWL by killing 2 enemies within 5 seconds of each with Grenade Launchers/Rocket Launchers. +1 CWL per Copy. | Precision Charge [2 Energy] | CWL by getting 3 Precision Kills within 5 seconds of each using Bows, Hand Cannons, or Scout Rifles. -10 Strength. | Burning Cells [3 Energy] | On Warmind Cell Destruction: Enemies within 25 metres burn, dealing 3.8 damage every half second for 10 seconds. | Elemental Armaments [2 Energy] | Weapon Kills with a Matching Element progress a Counter to spawn an Elemental Well. Upon reaching 100%, the next Weapon Kill will spawn an Elemental Well Rank-and-File: 16.7% Elites: 34% Minibosses and Bosses: Guaranteed Elemental Well. | Reaping Wellmaker [2 Energy] | On Class Ability Cast: The next Weapon Kill will spawn a Void Elemental Well. | Mortal Medicine [1 Energy] | While carrying a Brand or are inside a Pool of Reclaimed Light: 20 | 40 | 60 | 80 | 100 +Recovery 12 | 24 | 36 | 48 | 60 +Reload Speed | [Enhanced] Relay Defender | While within 5 metres of a Vex Relay: 5% [10%] Increased Weapon Damage per Mod. Maxes out at 25% [50%] with 5 Mods. Enhanced with regular mod copies do not stack. | |||||||||||||
5 | Dynamo [4 Energy] | Using Class Ability while within 15 metres of an enemy grants Super Energy. Hunters: 2.5% [4%] Titans: 3% [5%] Warlocks: 5% [8%] Numbers are currently only valid for PvE. | Fastball [1 Energy] | Grenades travel 25% faster. Strength of the effect varies between grenades. | Resist [1 Energy] | Reduces incoming Damage by 15% [25%] Elemental Mods reduce Matching Elemental damage. Sniper reduces damage from >29 metres. Melee reduces damage from <4 metres. Concussive Dampener reduces AoE damage. ONLY APPLIES IN PVE. How does Damage Resist work? | Innervation [1 Energy] | On Orb of Power Pickup: 12% [18%] Grenade Ability Energy. | Distribution [4 Energy] | Using Class Ability while within 15 metres of an enemy grants Super, Grenade, Melee, and Class Ability Energy. Hunters 2.4% [3.6%] Super | 12% [13%] Grenade 5% [8%] Melee | 6% [8%] Class Ability Titans 2.4% [3.6%] Super | 12% [15%] Grenade 8% [10%] | Melee | 6% [8%] Class Ability Warlocks 3.6% [6%] Super | 5% [8.2%] Grenade 5% [8.3%] Melee | 3% [6%] Class Ability | Charge Harvester [3 Energy] | Chance to become CWL from Kills and Assists. Cannot gain above 1 Stack. Random cumulative chance. Average 4-6 Kills to proc. -10 to Class Recharge Stat. | Protective Light [2 Energy] | If CWL: Reaching critical health grants 10% Damage Resist against Combatants. and consumes all CWL Stacks. Duration increases with CWL Stacks. 6/10/13/16/20 seconds. -10 Strength. | Cellular Suppression [4 Energy] | Upon damaging a Warmind Cell: Suppresses enemies within 30 metres for 12 seconds. 4 second cooldown between activation. Reduces damage dealt to Warmind Cells by 50%. | Elemental Charge [2 Energy] | On Elemental Well Pickup: Become CWL x2 CWL Stacks if Elemental Well matches Subclass Element. | Seeking Wells [2 Energy] | Elemental Wells you create seek allies within 20 metres. | Old Gods' Boon [1 Energy] | While carrying the Relic. 10% | 20% | 30% | 40% Damage Resist This only works for entrance. oh no | [Enhanced] Resistant Tether | While tethered to a Vex Cube. 5% [10%] Reduced Damage Taken per Mod. Maxes out at 25% [50%] with 5 Mods. Enhanced with regular mod copies do not stack. | |||||||||||||
6 | Hands-On [3 Energy] | Increased Super Gains from Melee Kills. Tier 1: 0.3% -> 1.31% [1.71%] Tier 2: 0.84% -> 2.44% [3.1%] Tier 3: 1.65% -> 4.65% [5.85%] Tier 4: 4% -> 8% [10%] Does not work in PVP. | Focusing Strike [2 Energy] | Upon dealing Melee Damage: 20% [30%] Class Ability Energy. 10% [15%] in PvP. Incurs a 7 second cooldown after activation. | Insulation [1 Energy] | On Orb of Power Pickup: 5% [10%] Class Ability Energy. | Explosive Finisher [1 Energy] | Finishers expend 20% Super Energy to recharge Grenade Ability. | Charged up [2 Energy] | Increased maximum CWL Stacks. +1 Stack per Copy. Max of 5 CWL Stacks. | Quick Charge [5 Energy] Arc Synergy: Ever Ready | CWL by killing 2 enemies within 5 seconds of each with Fusion Rifles or Shotguns. +25 Handling to Fusion Rifles, Shotguns, Sidearms, and Submachine Guns. In-Game mentions Swords, but it should be Sidearms. | Chosen of the Warmind [1 Energy] | On Warmind Cell Collection or Destruction: Concussive Blast that heavily displaces Rank-And-File and Elite Combatants. | Elemental Light [1 Energy] | On Super Ability Kill: Spawns a Matching Elemental Well. | Shieldcrash Wellmaker [4 Energy] | Upon breaking a Combatant Shield using a weapon that matches the Shield's Element: Spawns an Elemental Well that matches the Shield Element. | Run for Your Life [1 Energy] | While Torn Between Dimensions: +20 | +40 | +60 | +80 | +100 Mobility and Resilience | [Enhanced] Voltaic Ammo Collector | NOPE :) | |||||||||||||||
7 | Power Preservation [3 Energy] | Super Abilities can generate up to 25% [33%] more Orbs of Power per Activation. | Grenade Kickstart [4 Energy] | 1 second after using your Grenade Ability, and only if your Grenade Ability Energy is below 5%. 15% [25%] Grenade Ability Energy 6% [12.5%] in PvP. | Invigoration [1 Energy] | On Orb of Power Pickup: 10% [15%] Melee Ability Energy. | Healthy Finisher [1 Energy] | Finishers expend 10% Super Energy to fully heal. | Empowered Finish [1 Energy] | Expend 10% Super Energy to become CWL. | Radiant Light [3 Energy] Arc Synergy: Stat Increase | On Super Cast: 2x CWL to Allies within 21 metres. Passively grants +20 Strength. | Fireteam Medic [3 Energy] | On Warmind Cell Detonation: Restores 150 HP to all allies within X metres. | Elemental Ordnance [3 Energy] | On Grenade Ability Kill: Spawns a Matching Elemental Well. | Supreme Wellmaker [3 Energy] | On Super Ability Cast: Spawns 3 Stasis Elemental Wells near you. Does not function in PvP Gamemodes. | Will of Light [1 Energy] | Increased weapon damage to Taken Combatants. 10% | 20% | 30% | 40% | 50% Increased Damage Does not apply to Encounter Bosses. And no, Witherhoard does not make them "taken". | [Enhanced] Voltaic Mote Collector | After obtaining 10 [5] Motes: Grants a [?] HP Overshield for [?] seconds. | |||||||||||||||
8 | Siphon [1-3 Energy] | Getting 2 Weapon Kills within [?] seconds of each will spawn a Small Orb of Power. Weapon must fulfill the condition stated by the mod. Small Orbs of Power grant 2.5% [3.25%] Super Energy. | Impact Induction [3 Energy] | Upon dealing Melee Damage: 20% [30%] Grenade Energy. 10% [15%] in PvP. Incurs a 7 second cooldown after activation. | Recuperation [1 Energy] | On Orb of Power Pickup: Recover 70 Health. Does not stack. | One-Two Finisher [1 Energy] | Finishers expend 16.7% Super Energy to refresh Melee Ability. | Energy Converter [4 Energy] | If CWL: Grants Super Energy depending on the amount of CWL Stacks on Grenade Usage. Grants no Super Energy past the first 50%. Super Energy Granted 5.7% | 8.2% | 15.6% | 26% | 40% -10 Discipline. | Reactive Pulse [3 Energy] Arc Synergy: Finisher Bulwark | If CWL: Receiving damage while within 8 metres of 2+ enemies unleashes an Arc Pulse, dealing 55 [?] damage to enemies within [?] metres. -1 Stack per Activation. Finishers grant a 200 HP Overshield for the duration of the finisher (+0.3s). Finishers grant 60% Damage Resist, totalling an 500eHP Overshield. | Global Reach [3 Energy] | Increases Warmind Cell's Effect Range by 10 metres. Affects Warmind Detonation, and any mod that states near Warmind Cells. Warmind Detonation/Effect Radius 6 metres -> 16 metres | Elemental Shards [2 Energy] | Stasis Shards now count as Stasis Elemental Wells for synergies with other mods. Does not grant Elemental Well's Ability Energy on Pickup. Incurs a 6 second cooldown after picking up a Shard. Does not function in PvP Gamemodes. | Well of Ions [2 Energy] | Upon picking up an Arc Elemental Well: 30% Increased Melee Damage for 11 seconds. (+5 per Well). Buff is consumed on Hit. Max Duration of 30s. Does not apply to Ranged Melee Attacks. | Vow of the Disciple | Last Wish | |||||||||||||||||
9 | Targeting [2-5 Energy] | +10 [15] Aim Assist, 0.85x Accuracy Cone Size, and 0.75x ADS Animation Duration Multiplier. ADS Animation Duration Multiplier stacks with Handling, and other Multipliers. | Loader [2-5 Energy] | +10 [15] Reload Speed and 0.85x Reload Duration Multiplier to the corresponding weapon type. Loader's +Reload Speed applies after all Weapon Stat Changes. Weapons with negative Reload Speed will be set to the minimum Reload Speed granted by the Loader. | Scavenger [3-5 Energy] | Ammo Bricks grant an additional 3-5% of Maximum Reserves on pickup. Guarantees a minimum of 1% reserves or 1 ammo, whichever value is greater. By default, Ammo Bricks average 25% to 33% of Reserves. Works with Ammo Finder Bricks in full effect. Exceptions: 10% = Trace Rifles, and Grand Overture Does not stack. Has no effect in PVP Game Modes. | Outreach [2 Energy] | Using Class Ability grants Melee Ability Energy. Hunters: 12% [16%] Titans: 16% [20%] Warlocks: 20% [25%] Needs PvP retesting zzzz | Extra Reserves [3 Energy] | If CWL: Void Kills progress a Counter to spawn a Special Ammo Finder Brick. Higher Stacks reduce the amount of kills needed. 19/10/7/5/4 Kills. -10 Intellect. | Shield Break Charge [1 Energy] | CWL by breaking a Matching Elemental Shield. | Grasp of the Warmind [3 Energy] | Allows you to pick up, carry, and throw a Warmind Cell. Disables sprinting, and removes the effect of Global Reach and Warmind's Longevity. Warmind Cell can be carried indefinitely. Thrown Warmind Cells can be moved by physically colliding into them. Picking up the Warmind Cell activates "On Collection" mods. | Elemental Time Dilation [3 Energy] | Elemental Well Mods that grant timed buffs now last longer when multiple copies of that mod are equipped. Counts as an additional copy by itself. Base Duration of 6s -> 9 | 12 | 15 | 18 Base Duration of 11s -> 14 | 17 | 21 | 31 Base Duration of 30s -> 35 | 40 | 47 | 61 | Well of Life [2 Energy] | Upon picking up a Solar Elemental Well: Restores 13 HP every second for 11s. Restores 2 HP every 667ms Additional Solar Elemental Wells refresh the duration. | Distorted Glyphkeeper [1 Energy] | Upon damaging a Glyphkeeper with your Grenade: 20% | 25% | 35% | 40% | 40% increased damage for 15 seconds. Applicable Weapons: Auto Rifles, Linear Fusions, Scout Rifles, Sniper Rifles. | Taken Armaments | Grenade Kills grants Power Ammo, equivalent to that of a a Power Ammo Brick. | |||||||||||||||
10 | Melee Kickstart [4 Energy] | 1 second after using your Melee Ability, and only if your Melee Ability Energy is below 5%. 15% [25%] Melee Ability Energy. 6% [12.5%] in PvP. Generating 5% or more Ability Energy in one second since activating your Ability will deactivate Kickstart. | Perpetuation [2 Energy] | Using Class Ability grants Class Ability Energy. Hunters: 4.8% [7.2%] Titans: 6% [9%] Warlocks: 10% [15%] Needs PvP retesting zzz | Firepower [4 Energy] | If CWL: Grants Grenade Energy on Grenade Usage. -1 Stack per Grenade thrown. 15% Grenade Ability per Copy. | Stacks on Stacks [4 Energy] | Grants an additional CWL Stack upon being CWL. -10 Recovery. | Incinerating Light [3 Energy] | Killing 3 or more enemies from a single Warmind Detonation grants CWL. | Enduring Wells [2 Energy] | Elemental Wells now last longer on the ground. Counts as an additional copy by itself. Total Duration: 25 | 40 | 50 | 60 seconds. Elemental Wells last 20 seconds by default. | Well of Ordnance [1 Energy] | Upon picking up a Solar Elemental Well: Grants additional Grenade Ability Energy. Additional copies increase Grenade Energy gains. 10% | 14.6% | 17% | 19.6% Energy per Well. | Into the Light [1 Energy] | While unaffected by Pervading Darkness: 25% | 50% | 75% | 125% Increased Grenade Ability Damage 50% | 100% | 150% | 200% | 250% Additional Base Grenade Regeneration Rate. Effects increase per copy, up to 5 | Taken Barrier | Upon receiving damage from a Taken Combatant: Reduces Damage Taken by 20% for 10 seconds. | |||||||||||||||||||
11 | Momentum Transfer [3 Energy] | Upon dealing Grenade Damage: 20% [30%] Melee Energy. 10% [15%] in PvP. Incurs a 7 second cooldown after activation. | Holster [2-5 Energy] | Refreshes 10% of Stowed Weapons' Magazine every 4 [3] seconds. | Restorative Finisher [1 Energy] | Finishers expend 10% Super Energy to gain 50% Ability Energy to the least-charged Ability | Heal Thyself [4 Energy] | If CWL: Heal on Grenade Kill. -1 Stack per Grenade Kill. 25% of Maximum Health per Copy. | Striking Light [5 Energy] Arc Synergy: Uncatchable | If CWL: Sword and Melee Kills spawn an Orb of Power for allies. -1 Stack per Enemy Killed. 25% Damage Resist against Combatants while Sprinting | Light From Darkness [3 Energy] | Killing 3 enemies within 6 metres of a Warmind Cell within 5[?] seconds of each grants CWL. | Explosive Wellmaker [3 Energy] | Upon scoring 2 Kills within [2?] seconds of each with Explosive Damage: Spawns a Solar Elemental Well. | Well of Restoration [4 Energy] | Upon picking up a Solar Elemental Well: Grants additional Ability Energy to the least-charged Ability. Additional copies increase Energy gains. 10% | 14.6% | 17% | 19.6% Energy per Well. | Shocked Glyphkeeper [1 Energy] | Upon damaging a Glyphkeeper with your Grenade: 20% | 25% | 35% | 40% | 40% increased damage for 15 seconds. Applicable Weapons: Pulse Rifles, Sidearms, Machine Guns, Submachine Guns. | Taken Invigoration | Defeating a Powerful Taken Combatant recharges your Class Ability | |||||||||||||||||
12 | Orbs of Restoration [1 Energy] | On Orb of Power Pickup: 10% Ability Energy to the least-charged Ability. | Snapload Finisher [1 Energy] | Finishers expend 10% Super Energy to refresh all your weapons. | Heavy Handed [7 Energy] Arc Synergy: Lock and Load | If CWL: Grants 50% Melee Energy upon using your Powered Melee. -1 Stack per Melee Use. While surrounded by 3+ Kills with Fusion RIfles, Shotguns, Sidearms, and SMGs, generates 1 Special Ammo to the aformentioned stowed weapon's reserves. | Supercharged [5 Energy] | Increased maximum CWL Stacks. +2 per Copy. Max of 5 CWL Stacks. | Light of the Fire [4 Energy] | Killing 3+ enemies from a single Warmind Detonation spawns an Orb of Power. | Font of Might [4 Energy] | On Matching Elemental Well Pickup: 25% Increased damage to Weapons with Matching Subclass Element for 11 seconds Stacks with everything. | Well of Striking [1 Energy] | Upon picking up an Arc Elemental Well: Grants additional Melee Ability Energy. Additional copies increase Energy gains. 10% | 14.6% | 17% | 19.6% Energy per Well. | Siphoned Glyphkeeper [1 Energy] | Upon killing a Glyphkeeper: [?]% | [?]% | [?%] | [?]% | [?]% Grenade, Class, and Super Ability Energy. | Taken Repurposing | Destroying a Taken Combatant's Shield recharges your Grenade Ability. | |||||||||||||||||||
13 | Special Finisher [2 Energy] | Finishers expend 33% Super Energy to generate a Special Ammo Brick for everyone. | High-Energy Fire [4 Energy] | If CWL: 20% Increased damage. 15% against Guardians. -1 Stack per Weapon Kill. | Surprise Attack [1 Energy] | If CWL: Readying or Reloading a Sidearm grants 40% [35%] increased damage. 5 Bonus Damage Shots per CWL Stack. Bonus Damage Shots are only used up on hits. -10 Intellect. | Modular Lightning [3 Energy] | On Warmind Cell Collection: Releases a shock burst, dealing 220 damage and applying Shocked to enemies within [?] metres. Shocked enemies can chain to up to 3 other non-Shocked enemies. Functions like Dunemarchers | Font of Wisdom [4 Energy] | On Matching Elemental Well Pickup: Increases Intellect to Tier 10 for 30 seconds. | Well of Tenacity [2 Energy] | Upon picking up a Void Elemental Well: Grants 40% Damage Resist for 6 seconds. Additional Void Elemental Wells refresh the duration. | Smoldering Glyphkeeper [1 Energy] | Upon damaging a Glyphkeeper with your Grenade: 20% | 25% | 35 | 40% | 40% increased damage for 15 seconds. Applicable Weapons: Hand Cannons, Shotguns, Grenade Launchers, Rocket Launchers. | Dreaming City | ||||||||||||||||||||||
14 | Utility Finisher [1 Energy] | Finishers expend 10% Super Energy to refresh Class Ability. | Kindling the Flame [2 Energy] | If CWL: Reviving an ally grants [?]HP. -1 Stack per Revive. +HP per Copy. | Sustained Charge [4 Energy] | CWL by killing 3 enemies within X[?] seconds with Auto Rifles, Trace Rifles, or Machine Guns. +X seconds per Copy. | Power of Rasputin [4 Energy] | Enemies within 6 metres of a Warmind Cell are weakened, receiving 10% Increased Weapon Damage. Stacks with everything. Only applies to allies if they have the mod equipped. | Melee Wellmaker [4 Energy] | On Powered Melee Ability Kill: Spawns a Matching Elemental Well. | Well of Utility [1 Energy] | Upon picking up a Void Elemental Well: Grants additional Class Ability Energy. Additional copies increase Energy gains. 10% | 14.6% | 17% | 19.6% Energy per Well. | Stagnant Glyphkeeper [1 Energy] | Upon damaging a Glyphkeeper with your Grenade: 20% | 25% | 35% | 40% | 40% increased damage for 15 seconds. Applicable Weapons: Bows, Fusion Rifles, Swords, and Trace Rifles. | Transcendent Blessing | Consumable Mod Replacing it removes it, dismantling gear with it grants one copy. 5% Global Damage Increase per Mod Maxes out at 25% with 5 Mods | |||||||||||||||||||||
15 | Utility Kickstart [1 Energy] | 1 second after using your Class Ability, and only if your Class Ability Energy is below 5%. 15% [25%] Class Ability Energy Needs PvP retesting zzz | Lucent Blade [4 Energy] Arc Synergy: Replenishing Guard | If CWL: 35% Increased damage on Sword Hit for 5 seconds. -1 Stack per Buff. Grants +50 Charge Rate to Swords. Effectively reduces Charge Time by 1.07 seconds. | Swift Charge [5 Energy] Arc Synergy: Pulse Rifle Scavenger | CWL by killing 3 enemies within 5[?] seconds of each with SMGs, Sidearms, or Pulse Rifles. Drops a Special Ammo Finder Brick for Allies every 6-8 kills with Pulse Rifle. Displayed by Ammo Finder buff. | Rage of the Warmind [5 Energy] | On Warmind Cell Detonation: Explosion deals an additional instance of damage, dealing 200 to 38 Solar Damage in a [6?] metre radius. Unaffected by Global Reach. | Umbral Hastening [1 Energy] | While at or above 4 stacks of Pervading Darkness: [?] | [?] | [?] | [?] | [?] Mobility. | Riven's Curse | Innate to Dreaming City Armor, removed permanently if replaced. 5% Global Damage Increase per Mod 3% Increased Received Damage per Mod Maxes out at 25% and 15% respectively with 5 Mods. | |||||||||||||||||||||||||
16 | Powerful Friends [4 Energy] Arc Synergy: Stat Increase | On CWL: Allies within 18 metres become CWL if they aren't CWL. Passively grants +20 Mobility. | Taking Charge [3 Energy] | CWL when picking up an Orb of Power. Does not work while in Super. | Sheltering Energy [5 Energy] | On Warmind Cell Collection: Grants a 100[?] HP Overshield for 20 seconds. Regenerates after 3[?] seconds if not depleted. | Umbral Recharge [1 Energy] | While at or above 4 stacks of Pervading Darkness: [?%] | [?%] | [?%] | [?%] | [?]% Additional Base Class Regeneration Rate. | Nightmare Hunts | ||||||||||||||||||||||||||||
17 | Strength of Rasputin [2 Energy] | On Warmind Cell Collection: Grants 50% Melee Ability Energy. | Umbral Sharpening [2 Energy] | While at or above 4 stacks of Pervading Darkness: 20% | 25% | 35% | 40% | 40% increased weapon damage. Counts as a regular Empowering buffs. | Dreambane Mod [1 Energy] | 5% Damage Resist per Stack against Nightmare Bosses. Maxes out at 25% Damage Resist with 5 Mods. | |||||||||||||||||||||||||||||||
18 | Warmind's Light [3 Energy] | On Warmind Cell Collection: Become CWL. | Vault of Glass | Nightmare Banisher [1 | 2 | 3 Energy] | 66% / 133%/ 200% Increased Super Damage against Nightmare Bosses Nightmare Bosses have an innate 50% Damage Reduction against Super Damage. | ||||||||||||||||||||||||||||||||
19 | Warmind's Protection [2 Energy] | Enemies within 10 metres of a Warmind Cell have their damage output reduced by 50%. | Aggressive Oracle Disruptor [1 Energy] | 10% | 20% | 30% | 40% | 50% Increased damage to Oracles. Applicable Weapons: Auto Rifles, Fusion Rifles, Grenade Launchers, Trace Rifles, and Rocket Launchers | Nightmare Breaker [1 | 2 | 3 Energy] | 66% / 133% /200% Increased Damage to Solar Nightmare Combatant Shields | |||||||||||||||||||||||||||||||
20 | Wrath of Rasputin [1 Energy] | Enemies killed by Solar AoE Damage progress the Warmind Cell Counter. | Anti-Oracle [2 Energy] | Defeating an Oracle grants Super Energy. X% per Copy. | Nightmare Crusher [1 | 2 | 3 Energy] | 50% / 100% / 150% Increased Grenade and Melee Damage against Nightmare Bosses. | |||||||||||||||||||||||||||||||
21 | Warmind's Longevity [1 Energy] | Warmind Cells created by Guns last 50% longer. 20 seconds -> 30 seconds. | Anti-Praetorian [2 Energy] | Defeating an Praetorian grants X% Super Energy. X% per Copy. | Deep Stone Crypt | ||||||||||||||||||||||||||||||||
22 | Precise Oracle Disruptor [2 Energy] | 10% | 20% | 30% | 40% | 50% Increased damage to Oracles. Applicable Weapons: Bows, Hand Cannons, Linear Fusion Rifles, Scout Rifles, and Sniper Rifles. | Herd Thinner (2 Energy) | If without an augment: 5% Increased Weapon Damage to Minor and Elite Combatants per Mod. 25% with 5 Mods. | |||||||||||||||||||||||||||||||||
23 | Rapid Oracle Disruptor [2 Energy] | 10% | 20% | 30% | 40% | 50% Increased damage to Oracles. Applicable Weapons: Pulse Rifles, Shotguns, Sidearms, SMGs, and Swords. | Enhanced Operator Augment (1 Energy) | zzzz | |||||||||||||||||||||||||||||||||
24 | Superstructure Defender [1 Energy] | While on a sync plate or near a conflux: Weapon Hits against Powerful Vex Combatants have a high chance to weaken combatants, increasing damage taken by 30%. Stacks with other debuffs. | Enhanced Scanner Augment (1 Energy) | zzzz | |||||||||||||||||||||||||||||||||
25 | Superstructure Medic [1 Energy] | While on a sync plate or near a conflux: Weapon Hits against Powerful Vex combatants have a high chance to create a burst of healing for you and allies near you. | Enhanced Suppressor Augment (1 Energy) | zzzz | |||||||||||||||||||||||||||||||||
26 | Superstructure Striker [1 Energy] | While on a sync plate or near a conflux: Weapon Hits against Powerful Vex combatants have a high chance to stun those combatants. | |||||||||||||||||||||||||||||||||||
27 | Vex Breaker [1 Energy] | Melee Kills have a chance to spawn an Orb of Power Each Copy grants an additional X% Super per Orb. | |||||||||||||||||||||||||||||||||||
28 | Vex Destroyer [1 Energy] | Grenade Kills have a chance to spawn an Orb of Power Each Copy grants an additional X% Super per Orb. | |||||||||||||||||||||||||||||||||||
29 | Vex Striker [1 Energy] | Precision Kills have a chance to spawn an Orb of Power Each Copy grants an additional X% Super per Orb. | |||||||||||||||||||||||||||||||||||
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49 | LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY LEGACY | ||||||||||||||||||||||||||||||||||||
50 | SEASON 16 Season of the Risen Artifact Mods | SEASON 17 Season of the Haunted Artifact Mods | SEASON 18 Season of the Plunder Artifact Mods | SEASON 19 Season of the Seraph Artifact Mods | |||||||||||||||||||||||||||||||||
51 | Psionic Forging I [1 Energy] | Enhanced Psychohack lasts [?] seconds. [? -> ?x2 seconds] Enhanced Suros Synergy grants 80 Handling and 40% Flinch Resist. | Nightmarish Opulence [1 Energy] | Psychohack lasts twice as long. Extrovert heals for twice as much. | Bottomless Bounty I [1 Energy] | Right Hook grants +20 Range and +20 Aim Assist. Runneth Over overflows 20% Magazine per Ally. | In-Flight Compensator [3 Energy] | Passively grants +15 Airborne Effectiveness to all equipped weapons. | |||||||||||||||||||||||||||||
52 | Psionic Forging II [1 Energy] | Enhanced Land Tank lasts twice as long. Enhanced Häkke Breach Armaments doubles the damage increases. | Unquenchable Thirst [1 Energy] | To Excess grants +40 Discipline and Strength. Souldrinker heals for twice as much | Bottomless Bounty II [1 Energy] | Soul Drinker grants doubled healing. Hot Swap grants +60 Handling. | Legacy Ambush [1 Energy] | Ambush grants +40 Range, and +40 Handling. Bows receive 0.7x Draw Time Multiplier Bray Inheritance grants increased Ability Energy | |||||||||||||||||||||||||||||
53 | Anti-Barrier Scout Rifle [1 Energy] | Barrier Champions receive increased damage from Anti-Barrier Weapons. Primary Ammo Weapons 57% increased damage against Shield. Special Ammo Weapons 8% increased damage. 46% increased damage against Shield. Titan Barricades receive 30% increased Damage. Anti-Barrier Rounds ignore Hydra Shields, Hobgoblin Immunity, Phalanx Shields, and overpenetrate unlimited enemies | Anti-Barrier Pulse Rifle [1 Energy] | Barrier Champions receive increased damage from Anti-Barrier Weapons. Primary Ammo Weapons 57% increased damage against Shield. Special Ammo Weapons 8% increased damage. 46% increased damage against Shield. Titan Barricades receive 30% increased Damage. Anti-Barrier Rounds ignore Hydra Shields, Hobgoblin Immunity, Phalanx Shields, and overpenetrate unlimited enemies | Inferno Whip [1 Energy] | Solar Melee Abilities stagger unshielded combatants. | Sharp Shooting [1 Energy] | Tex Balanced Stock's effects are increased, granting +[?] Reload Speed, [?]x Reload Duration Multiplier, [?] Handling, and -[?]% decreased ADS Movement Penalty. Veist Stinger's [?]. | |||||||||||||||||||||||||||||
54 | Piercing Bowstring [1 Energy] | Piercing Sidearms [1 Energy] | Anti-Barrier Scout Rifle [1 Energy] | Shield-Piercing Weapons are passively able to damage and destroy the Barrier Champion's Shield, staggering them. Primary Ammo Weapons 185% increased damage against Barrier's Shield. Special Ammo Weapons 25% increased damage against Barrier Champion. 46% increased damage against Barrier's Shield. Shield-Piercing Effects: Ignores Hydra Shields, Hobgoblin Immunity, and Phalanx Shields. Titan Barricades are dealt 30% increased damage. Unlimited enemy overpenetration. | Anti-Barrier Pulse Rifle [1 Energy] | Pulse Rifles 25% increased damage against Barrier Champions and their Shield. Shield-Piercing Effects: Can damage and destroy Barrier Champion Shields, stunning the Champion. Barrier Shield receives increased damage, with the amount varying depending on the Activity Type and Difficulty. Unlimited enemy overpenetration. Ignores Hydra Shields, Hobgoblin Immunity, (Taken) Phalanx Shields, and Scorn Buckler Shields. Titan Barricades receive 30% increased damage. | |||||||||||||||||||||||||||||||
55 | Overload Rounds [1 Energy] | Submachine Gun and Auto Rifles Sustained Fire for 1 second grants Overload Shots until trigger release. Effects of Disruption: Combatants deal 25% less damage. Ability Energy Recharge is 50% slower. Disables Restoration x2 | Overload Rounds [1 Energy] | Submachine Gun, Trace Rifles, and Auto Rifles Sustained Fire for 1 second grants Overload Shots until trigger release. Effects of Disruption: Combatants deal 25% less damage. Ability Energy Recharge is 50% slower. Disables Restoration x2 | Anti-Barrier Auto Rifle [1 Energy] | Piercing Bowstring [1 Energy] | |||||||||||||||||||||||||||||||
56 | Unstoppable Glaive [5 Energy] | Glaive Melee and Projectile Attacks stagger unshielded enemies Hand Cannon and Pulse Rifle Aiming down sights for 1.3 seconds grants Unstoppable Rounds which stagger unshielded enemies. | Overload Trace Rifles [1 Energy] | Anti-Barrier Snipers [6 Energy] | Overload Rounds [1 Energy] | Auto Rifle and Submachine Guns Sustained Fire for 0.6 seconds grants Overload Rounds. Scout Rifles Scoring 2 Hits within [3?] seconds of each grants Overload Shots for 6 seconds. Reloading removes the buff and resets Hit Counter. Stunning an Overload Champion grants all Overload Scout Rifle users 35% increased damage with Scout Rifles against Champions for 10 seconds. Disruption Effects: Overload Champions are stunned on hit. Combatants deal 25% decreased damage. Non-Super Ability Regeneration Rate is halved. Lasts 6.5 seconds. Can be refreshed by reapplying Disruption. | |||||||||||||||||||||||||||||||
57 | Unstoppable Hand Cannon [1 Energy] | Unstoppable Glaive [3 Energy] | Glaive Melee and Projectile Attacks stagger unshielded enemies Scout Rifle Aiming-down-sights for 1 second enables Unstoppable Shots. | Overload Bow [1 Energy] | Bows Fully-drawn hits apply Disruption. Stunning an Overload Champion grants all Overload Bow users 25% increased damage with Bows against all Champions for 10 seconds. Machine Guns Sustained Fire for 1 second grants Overload Shots until trigger release. Disruption Effects: Overload Champions are stunned on hit. Combatants deal 25% decreased damage. Non-Super Ability Regeneration Rate is halved. Lasts [?] [[?]] seconds. | Overload Scout Rifle [1 Energy] | |||||||||||||||||||||||||||||||
58 | Unstoppable Pulse Rifle [1 Energy] | Unstoppable Scout Rifle [1 Energy] | Overload LMG [1 Energy] | Unstoppable Grenade Launcher [7 Energy] | Grenade Launchers Readying or Reloading grants Unstoppable Shots for 4 seconds. Hand Cannons Aiming-Down-Sights without shooting for 1 second grants Unstoppable Shots. Stagger Effects: Unstoppable Champions are stunned on hit. Unshielded Combatants are staggered on hit. Tier 1 and 2 Rank-And-File Combatants can be stunlocked. Higher Tier Combatants have a cooldown between stagger. | ||||||||||||||||||||||||||||||||
59 | Thermoshock Plating [2 Energy] | Reduces incoming Arc and Solar damage by 25% [40%] | Glaive of Dream [2 Energy] | While a Glaive is equipped: Unstable Essence Buff lasts twice as long. Stowing your Glaive halves your current Buff Duration. | Unstoppable Pulse Rifles [1 Energy] | Pulse Rifles Aiming-down-sights for 1 second grants Unstoppable Shots, until no longer aiming. Shotguns Passively grants Unstoppable Shots. Stagger Effects: Unstoppable Champions are stunned on hit. Unshielded Combatants are staggered on hit. Tier 1 and 2 Rank-And-File Combatants can be stunlocked. Higher Tier Combatants have a cooldown between stagger. | Unstoppable Hand Cannon [1 Energy] | ||||||||||||||||||||||||||||||
60 | Devouring Depths [3 Energy] | Casting your Void Super while Critical or Devour is active increases damage of Super Ability by 30% | Armor of the Dying Star [2 Energy] | Reduces incoming Solar and Void damage by 15% [25%] | Unstoppable Shotguns [3 Energy] | Energy Diffusion Substrate [1 Energy] | Reduces all incoming damage from Combatants. 5% Damage Resist per Copy, up to 15% | ||||||||||||||||||||||||||||||
61 | Energy Vampirism [3 Energy] | [20?]% Ability Energy to the least charged ability after Suppressing an enemy. | Classy Restoration [6 Energy] | Upon activating your Solar Class Ability: Grants Restoration x2 [x1] for 7 [3] seconds. | Thermoshock Plating [2 Energy] | Reduces incoming Arc and Solar damage by 15% [25%] | Resilient Retrofit [4 Energy] | Passively grants +5 Resilience. | |||||||||||||||||||||||||||||
62 | Inferno Whip [1 Energy] | Solar Melee Abilities stagger unshielded combatants. | Flame Harvesting [5 Energy] | Solar Exotic Weapon Kills create Solar Elemental Wells. 2 Powerful Combantants, or 3-4 Rank-and-File. Works with Bountiful Wells. | Bad Amplitude [1 Energy] | Arc Ability Damage applies Jolt to Champions. | Mobile Retrofit [3 Energy] | Passively grants +5 Mobility. | |||||||||||||||||||||||||||||
63 | Lucent Finisher [6 Energy] | Finishers against Lucent Hive Lightbearers or Champions spawn a Heavy Ammo Brick for you and allies. | Molten Overload [2 Energy] | Solar Grenades apply disruption, stunning Overload Champions. Never worked properly :( | Hype Train Conductor [1 Energy] Amped Up < Hype Train Conductor | Amplified lasts 5 seconds longer. | Advance Scout [1 Energy] | Upon stunning a Champion: Teammates deal 10% increased damage to the stunned Champion for 10 seconds. Affected Champions are marked. | |||||||||||||||||||||||||||||
64 | Overload Grenades [1 Energy] | Void Grenades disrupt enemies. | Radiant Orbs [5 Energy] | On Orb of Power Pickup: Radiant for 10 seconds. | Lightning Strikes Twice [7 Energy] | Upon using your Grenade Ability: 150% Additional Grenade Base Recharge Rate for 5 seconds. Arc Kills increase the buff duration by +3 seconds, up to 20 seconds. | Lord Kelvin's Basilisk [1 Energy] | Void and Stasis Grenades apply Disruption on hit. | |||||||||||||||||||||||||||||
65 | Suppressing Glaive [4 Energy] | Damaging combatants with your Glaive suppresses them for 10 seconds. Requires 10% Weapon Energy to apply on Melee Hit. | Rays of Precision [6 Energy] | While Radiant: Solar Precision Kills cause an Ignition. | Sundering Glare [6 Energy] | Precision Hits against combatants that are beyond 40 metres away are weakened, receiving 20% increased damage for 10 seconds. Precision Hits needed to Activate: 2 Hits: Sniper Rifles and Linear Fusion Rifles 4 Hits: Scout Rifles 7 Hits: Anything else. OVERRIDES ALL OTHER DEBUFFS. | Low Entropy Superconductor [1 Energy] | Arc and Stasis Powered Melee Hits apply Stagger. | |||||||||||||||||||||||||||||
66 | Suppression Mastery [3 Energy] | Suppression debuffs you apply lasts 5 seconds longer, increasing their duration to 15 seconds. Does not work against Guardians. | Revitalizing Blast [4 Energy] | Upon Stunning a Champion: Champion is ignited, and your Health Regeneration begins. | Surge Detonators [2 Energy] | Arc Grenades apply disruption. | Lucent Finisher [3 Energy] | Finishers against Lucent Hive Lightbearers or Champions spawn a Heavy Ammo Brick for you and allies. | |||||||||||||||||||||||||||||
67 | Suppressive Darkness [7 Energy] | Suppression also applies weaken against Combatants, increasing damage dealt by 15% until no longer suppressed. | Solar Fulmination [3 Energy] | Ignitions deal a bonus damage instance, dealing 24% [60] more damage and applying 40+20 Scorch in a [?] meter radius. Bonus damage has no falloff. | Thunderous Retort [6 Energy] | While at Critical Health or Amplified: 30% increased Arc Super Damage. Only affects damage while in Super, resulting in lowered bonuses for Thundercrash and Gathering Storm. | Monochromatic Maestro [6 Energy] | Dealing Matching Elemental Weapon Damage increases Matching Elemental Ability Damage by 10% for 6 seconds. Dealing Matching Elemental Ability Damage increases Matching Elemental Weapon Damage by 10% for 6 seconds. Does not function in PvP Gamemodes. | |||||||||||||||||||||||||||||
68 | Volatile Flow [2 Energy] | Picking up a Void Elemental Well grants Volatile Rounds for 16 seconds. Volatile Rounds makes any hit with a Void Weapon apply Volatile. Unaffected by Elemental Time Dilation. | Withering Heat [6 Energy] | Upon dealing Solar Ability Damage to a Champion: Champion is weakened, increasing damage dealt by 30% for 6 seconds. | Trace Evidence [4 Energy] | Scoring a Precision Hit against enemies affected by Arc Effects will spawn an Ionic Trace. [4?] cooldown between Ionic Trace spawns. | Passive Aggressive Guard [6 Energy] | While wielding a Glaive: Combatants within [?] metres deal 50% decreased damage to you. | |||||||||||||||||||||||||||||
69 | Solo Operative [5 Energy] | While Solo: 15% increased Weapon and Ability Damage. Stacks with everything. | |||||||||||||||||||||||||||||||||||
70 | Weakened Clear [5 Energy] | After damaging a Boss, Champion, or breaking a Combatant's Shield with a Grenade Launcher: Refills Stowed Weapons and applies Weaken, increasing damage dealt to the Combatant by 15% for 10 seconds. Buff appears as Damage Boost, and the duration serves as a cooldown for reapplying weaken and refill. | |||||||||||||||||||||||||||||||||||
71 | Counter Charge [3 Energy] | Become Charged With Light whenever a Champion is stunned. | |||||||||||||||||||||||||||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | |
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3 | Anti-Barrier Sidearm | Flame, Fiber, and Freeze | Flint Striker | Unravelling Orbs | Horde Shuttle | |||||||||||
4 | For Sidearms without an intrinsic Breaker Type: Grants Shield-Piercing Rounds and Overcharge when said modifier is active. | Grants the ability to equip Solar+Strand and Solar+Stasis Siphon mods that cost 3 Energy. | Upon scoring multiple Precision Hits within 3 seconds of each, or upon scoring 3 kills within 1 second of each with Solar Weapons: Grants Radiant for 10+5 seconds. Precision Hits trigger for Radiant: (25% of Magazine Size) + 1, rounded down Mag to Crits Requirement: 1 Mag = 2 Crits | 3 Mag = 1 Crit 4–7 Mag = 2 Crits | 8–11 Mag = 3 Crits 12–15 Mag = 4 Crits | 16–19 Mag = 5 Crits 20–23 Mag = 6 Crits | 24-27 Mag = 7 Crits 28–31 Mag = 8 Crits | 32–35 Mag = 9 Crits 36–39 Mag = 10 Crits | 40–43 Mag = 11 Crits | Upon picking up an Orb of Power: Grants Unraveling Rounds for 7 [5] seconds. | Dealing enough damage to an Unraveled Enemy spawns a Threadling. Rank-and-File: 80 damage. Elite: 180 damage. Minibosses: 200 damage. Bosses: 420 damage. Guardians: 100 damage. Only Weapon Damage count towards damage. Incurs a 0.5 second cooldown between Threadlings Unraveling Thread Kills sometimes spawn a Threadling. | |||||||||||
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6 | Unstoppable Hand Cannon | Kindling Trigger | Torch | Pillar of Ice | Hail The Storm | |||||||||||
7 | For Hand Cannons without an intrinsic Breaker Type: ADS without shooting for 1 second grants Unstoppable Shots. Overcharge when said modifier is active. | While Radiant: Solar Weapon Damage applies x30+15 Scorch to Combatants without Scorch stacks. Solar Effects initially triggered by Kindling Trigger do not benefit from Weapon nor Ability Damage increases. Does not work while within a Well of Radiance. | While Radiant: Grants 5% Increased Weapon Damage against enemies that are affected by Strand or Stasis debuffs. Strand Debuffs: Unraveled, Severed, Suspended Stasis Debuffs: Slowed, or Frozen. | Upon killing a Frozen Enemy: Spawns 1 Stasis Crystals. Bosses spawn 2 Stasis Crystals. Crystals are spawned close to where the enemy dies. | Enemy Shatters deal 12.5% [5%] increased damage. Crystal Shatters deal 28.6% increased damage Upon shattering a Stasis Crystal: Releases 5 Homing Ice Shards in a * pattern. Shards are spread uniformally, with one shard going towards the closest enemy and the others spreading. Each Ice Shard deals 50 damage and apply x? [x10] Slow for ? seconds. | |||||||||||
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9 | Unstoppable Bow | Blast Radius | Heart of the Flame | Revitalizing Blast | Rays of Precision | |||||||||||
10 | For Bows without an intrinsic Breaker Type: Holding a Full-Draw for 1 second grants an Unstoppable Shot. Overcharge when said modifier is active. | Upon scoring 2 Kills within ? seconds of each with Grenade Launchers or Rocket Launchers: Grants x1 Armor Charge. | On Solar Super Cast: Caster and Allies within 15 meters are granted Radiant for 10 seconds. Grants Increased Super Damage based on the amount of allies within ? meters. Caster counts as an ally. Increased Super Damage: 6% | 9.57% | 13.14% | 16.71% | 18.14% | 19.57% Well of Radiance Caster benefits for 5 seconds. | Upon dealing Solar Ability Damage: Bosses and Champions become Weakened for 6 seconds. | While Radiant: Solar Precision Kills on Combatants cause an Ignition. | |||||||||||
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12 | Overload Auto Rifle | Origin Perk Specialization I | Origin Perk Specialization II | Overload Rocket Launchers | Solo Operative | |||||||||||
13 | For Auto Rifles without an intrinsic Breaker Type: Sustained Fire for 0.6 seconds grants Overloading Shots. Overcharge when said modifier is active. | Improves the following Origin Traits. Guns with said Origin Traits are overcharged. Nano-Munitions Nanotech Tracer Rockets Sundering Click Here to see their improved effects. Does not affect Quicksilver Storm's Micro-Rockets, despite what some may say. | Improves the following Origin Traits. Guns with said Origin Traits are overcharged. Dragon's Vengeance Head Rush Noble Deeds Unsated Hunger Click Here to see their improved effects. | For Rocket Launchers without an intrinsic Breaker Type: Passively grants Overloading Shots. Overcharge when said modifier is active. Rocket Launchers are granted 80% Increased Damage against Overload Champions. | While Solo: 15% Increased Ability and Weapon Damage against Combatants. | |||||||||||
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15 | Overload Pulse Rifle | From Whence You Came | Wished Into Being | Dragon's Bite | Argent Ordnance | |||||||||||
16 | For Pulse Rifles without an intrinsic Breaker Type: Upon scoring 2 hits: Grants Overloading Shots for 6 seconds Overcharge when said modifier is active. | Against Scorn and Taken Combatants: 5% Increased Ability Damage. Includes Well of Radiance's Caster's Weapons. | While Super Energy is above 80% but not fully charged: Ability Kills spawn 3 Orbs of Power. Orbs of Power grant 7.14% Super Energy each. Incurs a LONG COOLDOWN between spawning orbs. Seasonal Armor reduces the Super Energy Threshold. x0 and x1 = 80% | x2 = 70% x3 = 60% | x4+ = 50% | Upon breaking a Combatant's Shield with a Strand or Stasis Weapon: Strand has a ?% chance to apply Suspend. Stasis has a ?% chance to apply Freeze. Seasonal Armor increases the activation chance by ?% per piece. | Firing a Rocket Launcher consumes x1 Armor Charge to grant Godslayer Warheads for 4.5 seconds: Godslayer Warheads: 15% Stacking Increased Damage. +? Reload Speed 0.?x Reload Duration Multiplier. Does not consume additional Armor Charges while the buff is active. | |||||||||||
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18 | Season of The Witch (S22) | |||||||||||||||
19 | ||||||||||||||||
20 | Anti-Barrier Auto Rifles | Arc/Strand Siphon Combo | Thanatotic Tangles | Overload Machine Guns | Monochromatic Maestro | |||||||||||
21 | Auto Rifles without an intrinsic Breaker-Type are granted Shield Piercing Rounds. Auto Rifles are always Overcharged when the modifier is active. | Arc + Strand Siphon that costs 3 Armor Energy. | Scoring 2-4 [2] Strand Weapon Kills within 15 seconds of each spawns a Tangle. | Sustained Fire for 0.6? seconds grants Overloading Shots. Machine Guns without an intrinsic Breaker-Type are granted Overcharge when the Overcharged Weapons modifier is active. | Upon dealing Matching Weapon Damage: Grants 10% Increased Ability Damage for 5 seconds. Upon dealing Ability Damage: Grants 10% Increased Matching Weapon Damage for 5 seconds. Does not function in PvP Gamemodes. Does not work with Strand. | |||||||||||
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23 | Piercing Bowstring | Solar/Strand Siphon Combo | Origin Perk Specialization II | Elemental Fury | Rapid-Fire Ranger | |||||||||||
24 | Bows without an intrinsic Breaker-Type are granted Shield Piercing Rounds and Overcharge when the Overcharged Weapons modifier is active. | Solar + Strand Siphon that costs 3 Armor Energy. | Guns with the following Origin Traits are Overcharged if possible. Cursed Thrall Head Rush Nanotech Tracer Rockets Unsated Hunger | Stunned Champions receive increased Ability and Elemental Orb Damage. 35% Increased Ability Damage 70% Increased Elemental Orb Damage. | Scoring multiple Precision Hits within 2 seconds of each against enemies >25? metres away applies Weaken for 24 [11] seconds. Counter System per Precision Hit: 50% Counter: Bows and Sniper Rifles 25% Counter: Hand Cannons and Scout Rifles 15% Counter: Everything Else including Slug Shotguns | |||||||||||
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26 | Unstoppable Scout Rifle | Void/Strand Siphon Combo | Elemental Orbs: Void | Communal Pickups | Elemental Embrace | |||||||||||
27 | ADS with a Scout Rifle without shooting for 1 second grants Unstoppable Shots. Scout Rifles without an intrinsic Breaker-Type are granted Overcharge when the Overcharged Weapons modifier is active. | Void + Strand Siphon that costs 3 Armor Energy. | While on a Void Subclass: Void Weapon Kills progress a counter, spawning a Void Elemental Orb upon reaching 100%. Void Elemental Orb: Can be picked up and thrown. Deal 450 [101] damage and apply Volatile. For more information, head to Game Mechanics. | On Ally Interaction with Tangle or Elemental Orb: Tangle Cooldown is reduced by 5 seconds. Grants x3 Subclass-Matching Weapon Surge for 11 [6] seconds. | While having an active Subclass Buff: Grants +50 Recovery and 50% Subclass Matching Damage Resist. Subclass Buff must match Subclass. Amplified -> Arc Damage Resist Radiant -> Solar Damage Resist Devour -> Void Damage Resist Woven Mail -> Strand Damage Resist Reactivating Radiant, or refreshing the duration of Devour prevents the perk from working until the buff expires. | |||||||||||
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29 | Overload Hand Cannon | Origin Perk Specialization I | Elemental Orbs: Arc | Refreshing Pickups | Elemental Munitions | |||||||||||
30 | Scoring 2 Hits within 2 seconds of each grants Overloading Shots for 6 seconds. Reloading removes the buff and resets Hit Counter. Hand Cannons without an intrinsic Breaker-Type are granted Overcharge when the Overcharged Weapons modifier is active. | Improves the following Origin Traits. Cursed Thrall Head Rush Nanotech Tracer Rockets Unsated Hunger Click Here to see their improved effects. | While on an Arc Subclass: Arc Weapon Kills progress a counter, spawning an Arc Elemental Orb upon reaching 100%. Arc Elemental Orb: Can be picked up and thrown. Deal 450 [101] damage and apply Jolt. For more information, head to Game Mechanics. | On Tangle or Elemental Orb Pickup: Grants 33% Ability Energy to the least-charged Ability. | On Combatant Kill with Tangles or Elemental Orbs: 20%-33% chance to spawn a Special or Heavy Ammo Finder Brick. Chances are independent. Both bricks can spawn at once. Whirling Maelstrom has a reduced chance to spawn ammo bricks. | |||||||||||
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32 | Unstoppable Fusion | Diviner's Discount | Elemental Orbs: Solar | Semi-Auto Striker | Frenzied Stacks | |||||||||||
33 | ADS with a Fusion Rifle for 1 second grants Unstoppable Shots. Fusion Rifles without an intrinsic Breaker-Type are granted Overcharge when the Overcharged Weapons modifier is active. | Scavenger Mods cost 1 Armor Energy | While on a Solar Subclass: Solar Weapon Kills progress a counter, spawning a Solar Elemental Orb upon reaching 100%. Solar Elemental Orb: Can be picked up and thrown. Deals 450 [101] damage and x40+20 Scorch. For more information, head to Game Mechanics. | While Armor Charges < 2: Scoring multiple Precision Hits within 2 seconds of each with Bows, Snipers, or Scout Rifles generates x1 Armor Charge. Counter System: Snipers = 50% Bows = 33% Scout Rifles = 20% | While Armor Charge is active: Thrown Tangles and Elemental Orbs deal increased damage per Armor Charge. Does not consume Armor Charges on throw. Armor Charges now passively decay. Tangle| Elemental Orb Damage Increase: 30% | 60% | 90% | 120% | 150% | 180% 13% | 26% | 39% | 52% | 65% | 78% Affects Scorch damage from Solar Orbs. Whirling Maelstrom Damage Increase: 0.6% | ?% | 18.8% | 40% | 50% | 60% | |||||||||||
34 | ||||||||||||||||
35 | Season of The Deep (S21) | |||||||||||||||
36 | ||||||||||||||||
37 | Anti-Barrier Auto Rifles | Authorized Mods: Arc | Improved Unraveling | Strand Soldier | Conductive Cosmic Needle | |||||||||||
38 | Auto Rifles without an intrinsic Breaker-Type are granted Shield Piercing Rounds. Auto Rifles are always Overcharged when the modifier is active. | Arc Weapon Mods cost 1 Armor Energy | Unraveling Threads deal 10% increased damage. | Upon obtaining Woven Mail, while on a Strand Subclass: Grants Unraveling Rounds for 8 seconds. | Against Strand Debuffed Enemies: 5% Increased Arc and Void Ability Damage. | |||||||||||
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40 | Unstoppable Hand Cannon | Authorized Mods: Void | Deeper Origins | Overcharged Armory | Shock and Awe | |||||||||||
41 | ADS without shooting for 1 second grants Unstoppable Shots. Hand Cannons are always Overcharged when the modifier is active. | Void Weapon Mods cost 1 Armor Energy. | Improves the following Origin Traits. Harmonic Resonance Nanotech Tracer Rockets Noble Deeds Unsated Hunger Click Here to see their improved effects. | Guns with the following Origin Traits are Overcharged if possible. Harmonic Resonance [NOT WORKING] Nanotech Tracer Rockets [NOT WORKING] Noble Deeds Unsated Hunger | While Amplified: Arc Kills summon a burst of lightning, dealing up to 141 [?] damage and jolting in a ? metre radius. Incurs a 5? second cooldown between activations. | |||||||||||
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43 | Overload Scout Rifle | Authorized Mods: Strand | Unto the Breach | Protective Breach | Supernova | |||||||||||
44 | Scoring 3 Hits within 2 seconds of each grants Overloading Shots for 6 seconds. Reloading removes the buff and resets Hit Counter. Scout Rifles are always Overcharged when the modifier is active. | Strand Weapon Mods cost 1 Armor Energy. | On Void Debuffed Enemy Kill while on a Void Subclass: Spawns a Void Breach. | On Void Breach Pickup while on a Void Subclass: Grants a Void Overshield for 10 seconds. | On Void Breach Pickup: The next Void Damage Instance within 10 seconds releases a weakening burst, applying Weaken to enemies within 5? metres. | |||||||||||
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46 | Overload Trace Rifle | Authorized Mods: Melee | Amped Up | Counter Charge | Squad Goals | |||||||||||
47 | Sustained Fire for 0.6? seconds grants Overloading Shots. Trace Rifles are always Overcharged when the modifier is active. | Melee Mods cost 1 Armor Energy. | While on an Arc Subclass: Amplified duration is increased to 20 seconds. | On Champion Stun: Grants x1 Armor Charge | On Finisher, while affected by the Subclass-Specific Buff: Grants allies within ? metres the Subclass-Specific Buff. Requires Matching Subclass to grant the buff to allies. Subclass Specific Buff: Amplified Devour Woven Mail | |||||||||||
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49 | Unstoppable Glaive | Technicolor Siphon | Thunderous Retort | Electric Armor | Lightning Strikes Twice | |||||||||||
50 | Glaives are passively granted Unstoppable Shots. Glaives are always Overcharged when the modifier is active. | Strand + Arc Siphon that costs 3 Armor Energy. | While at Critical Health or Amplified: 30% increased Arc Super Damage. Only affects damage while in Super, resulting in lowered bonuses for Thundercrash and Gathering Storm. | While Amplified: 30% [10%] Damage Resist | On Grenade Ability Usage while on an Arc Subclass: 130% Additional Grenade Base Recharge Rate for 5? seconds. Arc Kills increase the buff duration by +3? seconds, up to 20?seconds. | |||||||||||
51 | ||||||||||||||||
52 | Season of Defiance (S20) | |||||||||||||||
53 | ||||||||||||||||
54 | Anti-Barrier Sidearms | Authorized Mods: Solar | Shatter Orbs | Bricks from Beyond | Threaded Blast | |||||||||||
55 | Sidearms without an intrinsic Breaker-Type are granted Shield Piercing Rounds. Sidearms are always Overcharged when the modifier is active. | Solar Mods cost 1 Armor Energy. | Upon breaking a Combatant Shield with a Matching Damage Type: Creates a Large Orb of Power. Only works once per enemy. | Scoring a random amount between 1 to 4 Void Weapon Kills against Elites, Minibosses, or Bosses spawn a Heavy Ammo Brick for you and allies. Heavy Ammo Brick grants the same amount of ammo as a regular brick. | Upon destroying a Tangle with a Strand Weapon: Explosion has an additional damage instance, dealing 224 damage in a [12?] metre radius. | |||||||||||
56 | ||||||||||||||||
57 | Anti-Barrier Pulse Rifles | Authorized Mods: Strand | Defiant Armory | Flare Up | Rain of Firebolts | |||||||||||
58 | Pulse Rifles without an intrinsic Breaker-Type are granted Shield Piercing Rounds. Pulse Rifles are always Overcharged when the modifier is active. | Strand Mods cost 1 Armor Energy. | Improves Origin Traits. Ambush grants +40 Range and +40 Handling. Bows receive 0.7x Draw Time Multiplier. Nanotech Tracer Rockets deals 20% increased damage. Noble Deeds grants +[?] Handing and +[?] Reload Speed. Tex Balanced Stock grants +[?] Handling, +[60?] Reload Speed, 0.9x Reload Duration Multiplier, and -[5?]% Reduced Aiming-Down-Sights Movement Penalty for 4 seconds. | On Firebolt Grenade Hit: Applies an additional 30 [15] Scorch and spawns a Fire Sprite. Direct Hits also count as a hit. | Grants an additional Firebolt Grenade Ability Charge. | |||||||||||
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60 | Overload Bows | Authorized Mods: Void | Untangler | Origin Hones | Void Weapon Channeling | |||||||||||
61 | Bows without an intrinsic Breaker-Type are granted Overloading Shots. Bows are always Overcharged when the modifier is active. | Void Mods cost 1 Armor Energy. | Upon destroying a Tangle with a Strand Weapon: Suspends enemies damaged by the explosion. | Guns with the following Origin Traits are Overcharged if possible. Ambush Nanotech Tracer Rockets Noble Deeds Tex Balanced Stock | Upon scoring a Void Weapon Kill while having at least 1 charged Void Ability: Grants increased Void Weapon Damage for [?] seconds. Damage Increase is based on the amount of charged Void Abilities. Increased Void Weapon Damage: 10% | 17% | | 22% | 25% 3% | 4.5% | 5.5% | 6% Does not stack with Weapon Surge Mods. | |||||||||||
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63 | Unstoppable Scout Rifles | Authorized Mods: Grenades | Solar Surge | Allied Unraveling | Medieval Champion | |||||||||||
64 | Aiming-Down-Sights with a Scout Rifle without shooting for 1 second grants Unstoppable Shots. Scout Rifles are always Overcharged when the modifier is active. | Grenade Mods cost 1 Armor Energy. | Upon picking up a Fire Sprite: Grants x2 Armor Charge. | Upon scoring 3 kills within [4?] seconds of each with a Strand Weapon: Grants Unraveling Rounds for 12 seconds. Duration can be increased depending on the amount of allies within ~15? metres. x1 = 50% | x2 = 75% Unraveling Rounds makes any hit with a Strand Weapon apply Unraveling on hit. | Glaives are passively granted Unstoppable Shots. Swords are granted Overloading Hits upon scoring [3?] hits within [?] seconds of each. Glaives and Swords are always Overcharged when the modifier is active. | |||||||||||
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66 | Automatics Overload | Multi-Siphon Mods | Volatile Flow | Counterweave | Prismatic Transfer | |||||||||||
67 | Sustained Fire for 0.6 seconds grants Overload Rounds to Auto Rifles and Submachine Guns. Auto Rifles and Submachine Guns are always Overcharged when the modifier is active. | Grants Multi-Element Helmet Siphon Mods. Solar + Strand Void + Strand | Picking up an Orb of Power grants Volatile Rounds for 13 [10] seconds. Volatile Rounds makes any hit with a Void Weapon apply Volatile. | Upon stunning or defeating a Champion: Grants [?]% Ability Energy to your least-charged Strand Ability. | Upon casting Super Ability: Allies with a different Subclass Element from yours receive 20% increased Weapon Damage for 10 seconds. Buff is not refreshable. Does not stack with Empowering Buffs, like Weapons of Light or Radiant. | |||||||||||
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69 | Season of the Seraph (S19) | |||||||||||||||
70 | ||||||||||||||||
71 | Unstoppable Hand Cannon | Grenade Launcher Holster | Hand Cannon Targeting | Unstoppable Grenade Launcher | Passive Aggressive Guard | |||||||||||
72 | ADS a Hand Cannon without shooting for 1 second grants Unstoppable Shots. | Refills 10% of Power Grenade Launcher's Magazine every 4 [3] seconds. | +10 [15] Aim Assist, 0.85x Accuracy Cone Size, and 0.75x ADS Animation Duration Multiplier. ADS Animation Duration Multiplier stacks with Handling, and other Multipliers. | Readying or Reloading a Grenade Launcher grants Unstoppable Shots for 4 seconds. | While wielding a Glaive: Combatants within [?] metres deal 50% decreased damage to you. | |||||||||||
73 | ||||||||||||||||
74 | Overload Scout Rifle | Legacy Ambush | Pulse Rifle Loader | Counter Charge | Weakened Clear | |||||||||||
75 | Scoring 2 Hits within 3? seconds of each grants Overload Shots for 6 seconds. Reloading removes the buff and resets Hit Counter. Stunning an Overload Champion grants all Overload Scout Rifle users 35% increased damage with Scout Rifles against Champions for 10 seconds. | Ambush grants +[?] Range, and +[?] Handling. Bray Inheritance grants increased Ability Energy | +10 [15] Reload Speed and 0.85x Reload Duration Multiplier to Pulse Rifles. | Become Charged With Light whenever a Champion is stunned. | After damaging a Boss, Champion, or breaking a Combatant's Shield with a Grenade Launcher: Refills Stowed Weapons and applies Weaken, increasing damage dealt to the Combatant by 15% for 10 seconds. Buff appears as Damage Boost, and the duration serves as a cooldown for reapplying weaken and refill. | |||||||||||
76 | ||||||||||||||||
77 | Piercing Bowstring | In-Flight Compensator | Energy Diffusion Substrate | Advance Scout | Monochromatic Maestro | |||||||||||
78 | Bows without an intrinsic Breaker-Type are granted Shield Piercing Rounds. | Passively grants +15 Airborne Effectiveness to all equipped weapons. | Reduces all incoming damage from Combatants. 5% Damage Resist per Copy, up to 15% | Upon stunning a Champion: Teammates deal 10% increased damage to the stunned Champion for 10 seconds. Affected Champions are marked. | Dealing Matching Elemental Weapon Damage increases Matching Elemental Ability Damage by 10% for 6 seconds. Dealing Matching Elemental Ability Damage increases Matching Elemental Weapon Damage by 10% for 6 seconds. Does not function in PvP Gamemodes. | |||||||||||
79 | ||||||||||||||||
80 | Anti-Barrier Pulse Rifle | Bow Dexterity | Sharp Shooting | Lord Kelvin's Basilisk | Solo Operative | |||||||||||
81 | Bows without an intrinsic Breaker-Type are granted Shield Piercing Rounds. | 0.8x Ready/Stow Animation Duration Multiplier for Bows. Stow Speed can't exceed the equivalent of 100 Handling. | Tex Balanced Stock's effects are increased, granting +[?] Reload Speed, 0.85x Reload Duration Multiplier, [?] Handling, and -[?]% decreased ADS Movement Penalty. Veist Stinger's Activation Chance is doubled. | Void and Stasis Grenades apply Disruption on hit. | While Solo: 15% increased Weapon and Ability Damage. Stacks with everything. | |||||||||||
82 | ||||||||||||||||
83 | Overload Rounds | Mobile Retrofit | Resilient Retrofit | Low Entropy Superconductor | Lucent Finisher | |||||||||||
84 | Sustained Fire for 0.6 seconds grants Overload Rounds to Auto Rifles and Submachine Guns. | Grants +5 Mobility. | Grants +5 Resilience. | Arc and Stasis Powered Melee Hits apply Stagger. | Finishers against Lucent Hive Lightbearers or Champions spawn a Heavy Ammo Brick for you and allies. | |||||||||||
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86 | For older Artifact Mods between Season 16 and Season 19: Go to the Old Armor Mods tab and scroll down. | |||||||||||||||
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88 |