A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | |
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3 | Support the Data Compendium | Destiny Data Compendium | Wall of Notable Mentions | |||||||||||||||||||||
4 | Any donations are appreciated <3 | Repeated ignitions within 5 seconds of each against the same target will deal 60% decreased damage, down to a minimum of 97.33% decreased damage after 4 ignitions. 750 -> 300 -> 120 -> 48 -> 20 Ignition Damage | ||||||||||||||||||||||
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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, Artifact Perks, Subclasses, Exotic Gear, Game Mechanics, and more, in detail. | Bray Legacy | Ability Energy Gains per damage instance: Auto Rifle = 0.2% Area-Denial GL = 0.365% Fusion Rifle = 0.425% Drum GL = 3.5% | ||||||||||||||||||||
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9 | Damage Generator Spreadsheet RokDC and Maeix | Glaive Melee | Glaive Melee Kills count towards Ammo Finders as regular Primary Ammo Weapons. | |||||||||||||||||||||
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11 | Volatile Tonics | |||||||||||||||||||||||
12 | PVP Resilience Breakpoint Chart Hugo | Currently being updated for Season 25 | Episode: Revenant Act I. Destiny 2 Version 8.1.0.2 For contributions or inquiries, contact on Discord. username: destinydatacompendium | ||||||||||||||||||||||
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14 | Amplified Arc | 5% [2%] Increased Primary Arc Weapon Damage while Amplified is active. | ||||||||||||||||||||||
15 | Foundry gothfemme & contributors | Brawling | ?% Damage Resist against Combatants within <4 metres. | |||||||||||||||||||||
16 | Protecting Frost | 5% [2%] Increased Stasis Primary Weapon Damage while Frost Armor is active. | ||||||||||||||||||||||
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. | Renewing Finishers | Finishers begins Critical Health regeneration. Cannot restore Shield HP. | |||||||||||||||||||||
18 | Stasis Crystallization | 5?% Class Ability Energy on Stasis Crystal Shatter. | ||||||||||||||||||||||
19 | Weakening Void | 5% [2%] Increased Special Void Weapon Damage while Devour is active. | ||||||||||||||||||||||
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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 objects. | 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 Embrace the darkness. | Strand Subclasses Discover hidden connections. Fashion them into whatever you desire. | Class Abilities 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! Exclusive to Prismatic Subclasses. | ||||||||||||||||||||||
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37 | Exotic Weapons Exotic Primary Weapons and Trace Rifles deal 30% increased damage to Rank-And-File Combatants. except Alethonym and Fighting Lion, they're both 40%. | Exotic Armors For Ability Regeneration, Tier 3 is considered the Base Regeneration Speed. | Game Mechanics Destiny 2 Mechanics, such as Character Attributes, Champions, and Enemy Combatant Ranks. | |||||||||||||||||||||
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A | B | C | D | E | F | |
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1 | Weapon Perks | |||||
2 | Weapon Traits | Intrinsic Traits | Origin Traits | |||
3 | Perk | 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 are instead granted 20% increased damage. Buff is removed on stow. ↑Buff duration is increased to 8 seconds. | ||||
7 | Adaptive Munitions | Upon damaging a Non-Matching Shield or a Barrier Champion Shield: Stacking damage increase against Combatant Shields. Buff is removed upon hitting a Matching Shield or an Unshielded Combatant. 29% ↑35% per hit, up to 435% ↑522%: Fusion Rifles. 33.3% ↑40% per hit, up to 500% ↑600%: Auto Rifles, Machine Guns, Pulse Rifles, and Trace Rifles. 150% ↑180% per hit, up to 450% ↑540%: Linear Fusion Rifles. 166.6% ↑220% per hit, up to 500% ↑600%: Bows, Glaives, Hand Cannons, and Scout Rifles. ↑Increases Damage Buff 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 5 stacks, even if stowed. Additional Weapon or Grenade Kills refresh the buff duration. Buff persists through stow. ↑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, up to a maximum of 2 stacks. Airborne Kills grant 2 stacks. Additional Weapon Kills refresh the buff duration. Buff is removed on stow. ↑Passively grants +12 Airborne Effectiveness. +32 Airborne Effectiveness per Stack. | ||||
10 | Air Trigger | Passively grants +30 ↑+40 Inventory Size. While Airborne: +30 ↑? Reload Speed, 0.8x Reload Duration Multiplier, -15?% ↑-?% Accuracy Cone Size, and -20?% ↑-?% Auto Aim Cone Size. ↑+35? Reload Speed, 0.8?x Reload Duration Multiplier, -15?% Accuracy Cone Size, and -20?% Auto Aim Cone Size while Airborne. +40 Inventory Size. | ||||
11 | Alloy Mag | Upon starting a reload, while at or below 50% Magazine Capacity: Linearly grants up to 0.8x Reload Duration Multiplier. Perk dynamically scales from 0.9x Reload Duration Multiplier at 50% Magazine, up to 0.8x Reload Duration Multiplier at 0% Magazine. | ||||
12 | Ambitious Assassin | Upon finishing a reload within 6 seconds of a Weapon Kill: Overflows Magazine from reserves based on the amount of kills achieved within 7 ↑8 seconds of each weapon kill, up to a maximum of 150% Increased Magazine Capacity. Always rounds magazine up. Kill Counter persists through stow. 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: +? Reload Speed, 0.x? Reload Duration Multiplier, and 0.4x Draw Time Multiplier for 4 seconds. Scoring additional Hipfired Precision Hits extends the buff duration by +4 seconds, up to 8 ↑? seconds. Buff persists through stow. ↑Buff duration is increased to 5? seconds? | ||||
14 | Archer's Tempo | On Precision Hit: 0.75x Draw Time Multiplier for 3 ↑4 seconds. Buff is removed on stow. ↑Buff duration is increased to 4 seconds. | ||||
15 | Armor-Piercing Rounds | Grants 5% increased damage against Combatant Elemental Shields and Barrier Champion's Shield. 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. Additional Weapon Kills refresh the buff duration. Buff remains active while stowed. ↑Buff duration is increased to 5.5 seconds. | ||||
17 | Attrition Orbs | Upon scoring a Magazine-Based amount of damage instances within 5 seconds of each: Creates an Orb of Power that grants 0.8% ↑1.1?% Super Energy. Hits required to activate: 67% of Magazine + 2, rounded down. Bows: 5 | Swords: 10 | Grenade Launchers: ? Incandescent Scorch ticks do not count. Counter persists through stow. ↑Orb of Power grants 1.1?% Super Energy. | ||||
18 | Auto-Loading Holster | Refills stowed weapon from reserves 3.5 ↑3.3 seconds after stowing. ↑Activation timer is reduced to 3.3 seconds. | ||||
19 | Backup Plan | Upon readying: 20% reduced damage, +100 Handling, and 0.7x Charge Time Multiplier for 2 ↑2.5 seconds. Linear Fusion Rifle exclusive: Shooting refreshes the buff duration. Weapon must be stowed for 3 seconds before it can be reactivated. ↑Buff duration is increased to 2.5 seconds. | ||||
20 | Bait and Switch | Upon scoring a damage instance with each equipped weapon within 7 seconds of the last damage instance: 30% increased damage for 10 ↑11 seconds. Buff cannot be refreshed until its duration expires. Damage Timer is disabled while the perk is active. Buff persists through stow. ↑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 persists through stow. ↑Buff Duration is increased to 8.5 seconds. | ||||
22 | Beacon Rounds | On Weapon Kill: Grants a stack of Beacon Rounds for 6 ↑7? seconds, up to a maximum of 4 stacks. Dealing additional damage extends the buff duration to 4 seconds if the duration is <4 seconds. Buff can be activated while stowed, and persists through stow. Grants +15 Reload Speed, 0.9x Reload Duration Multiplier, and 45% Increased Auto Aim Cone. Additional stacks only increase the strength of the projectile tracking. Projectile Tracking is only in effect when the Targeted Reticle is active. ↑Initial buff duration is increased to 7? seconds. | ||||
23 | Bipod | Passively grants the following: +1 Magazine Capacity, +5 Reserves, and 0.75x Fire Recovery Delay 25% reduced damage, -30 ↑-25 Blast Radius, and -20 ↑-15 Reload Speed. Wolfpack Rounds are affected by the damage penalty. ↑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 the next burst within 10 ↑11 seconds. Incurs a 4 second cooldown after buff expires before it can be reactivated. Buff can be triggered while stowed, but is removed on stow if active. Any Powered Melee which requires sprinting, sliding, or performs a slam will not activate Blunt Execution Rounds. ↑Buff duration is increased to 11 seconds. | ||||
25 | Bottomless Grief | Passively grants +30 Magazine Stat. While Last Guardian Standing: On Weapon Kill: Refills 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. Scout Rifles receive 5% reduced Precision Damage while Box Breathing is active. Timer starts as soon as the Aim Down Sights input is pressed. ↑Activation timer is reduced to 1.4 seconds. | ||||
27 | Cascade Point | Upon scoring multiple Precision Hits within 5 seconds of each with a different weapon or upon scoring a kill with a different weapon: Grants Cascade Point Ready for 5 seconds. Upon readying the weapon while Cascade Point Ready is active: Grants Cascade Point for 2.5 ↑2.75 seconds. Cascade Point grants 0.7x Fire Recovery Delay for Machine Guns and Submachine Guns, and 0.6x Fire Recovery Delay for everything else. Precision Hits work on a Counter System, granting Cascade Point Ready upon reaching 100%. 50% Counter per Precision Hit: Bows, Linear Fusion Rifles, Shotguns, and Sniper Rifles. 17.5% Counter per Precision Hit: Hand Cannons, Scout Rifles, and Sidearms. 8% Counter per Precision Hit: Auto Rifles, Machine Guns, Pulse Rifles, Submachine Guns, and Trace Rifles. ↑Buff duration is increased to 2.75 seconds. | ||||
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: Primary Weapons: Target explodes, dealing up to 84 [56] Weapon-Element Matching Damage in a 3 meter radius. Special Weapons: Up to 67.2 [44.8] damage in a 2.4 meter radius. Power Weapons: Up to 109 [72.8] damage in a 3 meter radius. Damage against Combatants scales with Combatant Rank Modifiers. ↑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 5 seconds for at least 12 ↑11.5 seconds: Chaos Reshaped x1 | 20% Increased damage for 7 seconds. Dealing or receiving damage refreshes the buff duration. Buff can be activated while stowed, and persists through stow. After maintaining Chaos Reshaped x1 for an additional 12 ↑11.5 seconds: Chaos Reshaped x2 | 35% Increased damage for 7 seconds. Periodically releases a healing burst while active. Healing burst builds up at a rate of 5 HP/s, restoring 35 HP after 7 seconds, or upon stowing the weapon, restoring the built-up charge. Dealing or receiving damage refreshes the buff duration. Buff can be activated while stowed, and persists through stow. ↑Reduces the time needed in-combat to grant a stack of Chaos Reshaped to 11.5 seconds. | ||||
31 | Chill Clip | While at or above 50% Magazine Capacity: Direct Hits trigger a Stasis Burst, inflicting varying amounts of Slow for 4+4 [1.5+0.5] seconds to enemies within 4? meters. Only activates once per shot. Slow Values: Rapid-Fire Fusion Rifles: x40 Slow. Rocket Sidearms: x? Slow. Everything Else: x60 Slow. ↑Passively grants +5 Stability. | ||||
32 | Circle of Life | Upon triggering Support Frame Boost: 25% [12.5%] increased damage for 10 ↑11 seconds. Buff persists through stow. ↑Buff duration is increased to 11 seconds. | ||||
33 | Close To Melee | Upon scoring a Glaive Projectile Kill: 30% increased Glaive Melee Damage for 10 ↑11 seconds. Buff persists through stow. Dealing additional Projectile or Melee Damage extends the buff duration by +5 seconds, up to 10 ↑11 seconds. ↑Initial and maximum buff duration is increased to 11 seconds. | ||||
34 | Closing Time | As Magazine decreases below 50%, down to 0%: Grants +10 ↑+? Range, +30? ↑+? Handling, 0.9x? Handling Duration Multiplier, and -5%? ↑-%? Accuracy Cone Size at 50% Magazine. Dynamically scales up to +20 ↑+? Range, +50? ↑+? Handling, 0.8x? Handling Duration Multiplier, and -10%? ↑-?% Accuracy Cone Size at 0% Magazine. ↑ +10 Range, +? Handling, ?x Handling Duration Multiplier, and -%? Accuracy Cone Size at 50% Magazine. Up to +? Range, +? Handling, ?x Handling Duration Multiplier, and ↑-?% Accuracy Cone Size at 0% Magazine. | ||||
35 | 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 to 33% Increased Magazine Capacity. Better RNG! | ||||
36 | Cluster Bomb | Releases 8 Cluster Bombs on impact. Cluster Bombs explode on impact, each dealing up to 50 [11] damage over 4 meters. ↑Passively grants +5 Blast Radius. | ||||
37 | Cold Steel | Powered Sword Hits inflict Slow for 4.25+? [1.5+?] seconds. Light Attacks inflict x40 Slow. Heavy Attacks inflict x60 Slow. ↑Passively grants +10 Ammo Capacity (Swords) and +10 Magazine Stat (Identical to Tactical Mag) | ||||
38 | 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. Buff can be activated while stowed, and persists through stow. Subclass Pickups: Firesprites, Void Breaches, Stasis Shards, Ionic Traces, and Tangles. Elemental Orbs from Artifact Perks. ↑Initial buff duration is increased to 8 seconds. | ||||
39 | Compulsive Reloader | While above 50% Magazine Capacity: +50 ↑55 Reload Speed and 0.95x Reload Duration Multiplier. ↑Reload Speed is increased to +55. | ||||
40 | Controlled Burst | Upon scoring a hit with every bolt in the burst, or upon scoring a Weapon Kill: 20% increased damage and 0.9x Charge Time Multiplier for 2 ↑? seconds. Buff persists through stow. ↑Currently bugged and does not increase buff duration. | ||||
41 | Cornered | While within 15 metres of 2 enemies: 0.85x Charge/Draw Time Multiplier ↑and +10 Stability. Buff lingers for 1.5 seconds once criteria isn't met. ↑Passively grants +5 Stability. Grants +10 Stability while buff is active. | ||||
42 | Counterattack | Upon receiving damage within 0.5 seconds of starting to guard: 50% increased damage for 2 ↑3 seconds. ↑Buff duration is increased to 3 seconds. | ||||
43 | Danger Zone | While within 15 metres of 3 enemies: ?% Increased Blast Radius and reduced self damage. Buff lingers for 3.5 seconds once criteria isn't met. Grenade Launchers: 40% Reduced Self Damage. Rocket Launchers: 99.99% Reduced Self Damage, and allows Rocket Jumping. ↑Passively grants +5 Blast Radius. | ||||
44 | 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. ↑Buff Duration is increased to 6 seconds. | ||||
45 | 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. | ||||
46 | 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. Buff is removed on stow. ↑Buff Duration is increased to 7 seconds. | ||||
47 | Desperate Measures | On Weapon Kill: Desperate Measures x1 | 10% increased damage for 7 ↑7.5 seconds. Additional Weapon Kills refresh the buff duration. On Grenade or Melee Kill: Desperate Measures x2 | 20% increased damage for 7 ↑7.5 seconds. Additional Weapon Kills refresh the buff duration. Upon scoring an additional Grenade or Melee Kill while Desperate Measures x2 is active: Desperate Measures x3 | 30% increased damage for 7 ↑7.5 seconds. Additional Weapon, Grenade, and Melee Kills refresh the buff duration. Buff can be activated while stowed, and persists through stow. ↑Buff Duration is increased to 7.5 seconds. | ||||
48 | Destabilizing Rounds | On Weapon Kill: Enemies release a burst of Void Energy, inflicting Volatile to enemies within 6.5? metres. Incurs a 3 ↑? second cooldown upon activating. ↑Cooldown is reduced to ? seconds. | ||||
49 | Discord | Upon readying a weapon within 7? seconds of scoring a kill with a different weapon: 0.75?x ADS Duration Multiplier, -25% Accuracy Cone Size, and +30 Airborne Effectiveness for 7 ↑8 seconds. Buff persists through stow. On Weapon Kill, while Discord is active: Refills Magazine on Primary Weapons | Refunds 1 Ammo per shot on Special Weapons. ↑Buff Duration is increased to 8? seconds. | ||||
50 | Disorienting Grenades | Passively grants -200 Blast Radius and 25% reduced damage. Rank-and-File, Elite, and Miniboss Combatants within ? metres of the explosion are disoriented for 4.5 seconds. Champions and Bosses are unaffected by disorients. Guardians briefly lose their HUD and have their screen distorted for up to ? seconds. Duration varies depending on the distance from the blast. | ||||
51 | 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 ↑? [5] seconds. Does not affect Stasis or Strand Damage. Stacks with all other Buffs and Debuffs (including itself). Can be applied multiple times on a single enemy, with each stack having its own duration and stacking multiplicatively. ↑Debuff Duration is increased to ? seconds against Combatants. | ||||
52 | 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. | ||||
53 | Drop Mag | Passively grants +30 Reload Speed with 0.9x Duration Multiplier, and -20 Magazine Size Stat. | ||||
54 | Dual Loader | Reloads an extra 1 ↑2 Ammo at a time. ↑Reloads an extra 2 Ammo at a time. | ||||
55 | Duelist's Trance | On Sword Kill: +60 ↑+65 Guard Efficiency, +60 ↑+65 Guard Resistance, +60 ↑+60 Guard Endurance, and +60 ↑+65 Charge Rate. Buff is removed on stow. ↑Grants +65 Guard Efficiency, +65 Guard Resistance, +60 Guard Endurance, and +65 Charge Rate. | ||||
56 | Dynamic Sway Reduction | While holding down the trigger: -?% ↑-?% Accuracy Cone Size, -10% ↑-12.5% Accuracy Cone Growth, and +1 Stability per shot. Stacks up to -?% 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. ↑-?% Accuracy Cone Size, and -12.5% Accuracy Cone Growth per shot, reaching full effect after firing 8 shots. | ||||
57 | Eager Edge | Upon readying a Sword: 80% ↑100% Increased Lunge Distance for the next swing within 3 seconds. Airborne Lunge Distance is reduced by 20%. Incurs a 3 second cooldown after the buff is removed. Buff is removed on stow. ↑Lunge Distance is increased to 100%. | ||||
58 | Eddy Current | After sprinting for 1.5 seconds while the weapon is readied: +? Handling, 0.95x ADS/Ready/Stow Animation Multiplier, +20 Reload Speed, and 0.95x Reload Duration Multiplier for 3 ↑? seconds. Starting to sprint refreshes the buff duration. While Amplified: Grants the 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.?x Reload Duration Multiplier. | ||||
59 | Elemental Capacitor | Passively grants Stat Bonuses depending on the element of the selected Super-Element. 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. | ||||
60 | En Garde | Upon readying a Sword: 30% Increased damage for 1.5 ↑2? seconds. ↑Buff duration increased to 2? seconds. | ||||
61 | Encore | On Weapon Kill: +5 Range, +8 Stability, and -1.25% Accuracy Cone Size per stack for 7 ↑7.5 seconds, up to a maximum of 4 stacks. Precision Kills grant 2 stacks. Additional Weapon Kills refresh the buff duration. Buff persists through stow. ↑Buff duration is increased to 7.5 seconds. | ||||
62 | Energy Transfer | While Guarding with a Sword: Every point of damage taken grants Class Ability Energy. 1.5% ↑1.55% Class Ability Energy when Melee Damage is blocked. 1% ↑1.25% Class Ability Energy when Non-Melee Damage is blocked. 0.5% ↑0.625% Class Ability Energy when receiving Non-Blocked damage. ↑Class Ability Energy gains are increased to 1.55% ,1.25%, and 0.625% respectively. | ||||
63 | Enlightened Action | Upon scoring a hit: Grants stacks of Enlightened Action for 2 seconds, up to a maximum of 12. 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 3 stacks. Bow hits grant ? stacks. Automatic Weapons grant 1 stack per hit. ↑Grants up to +55? Handling and +55? Reload Speed. | ||||
64 | Ensemble | While an ally is within 15 metres: +30 ↑+35? Handling and +40 ↑+45? Reload Speed. Buff lingers for 1.5 seconds once criteria isn't met. ↑Stronger Effect. 35? Handling and 45? Reload Speed. | ||||
65 | 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. ↑Primary Weapons grant 12.5% Increased Magazine Capacity per Kill. Special and Power Weapons grant 22.5% Increased Magazine Capacity per Kill. | ||||
66 | Envious Arsenal | Upon dealing ANY damage with both other weapons, and then readying the weapon: Fully refills magazine. Damage-Over-Time effects also work. ↑Passively grants +20 Inventory Size (Equivalent to 1 Reserves Mod). | ||||
67 | 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 roughly the same. ↑Passively grants +5 Accuracy. | ||||
68 | Explosive Light | On Orb of Power Pickup: Grants a stack of Explosive Light, up to a maximum of 6 ↑7 stacks. Stacks can be obtained while stowed, and are lost on death. Firing consumes a stack of Explosive Light, granting +100 Blast Radius and increased damage. Grenade Launchers receive 60% increased explosive damage. Rocket Launchers receive 25% increased impact and explosive damage. Does not increase Wolfpack Rounds Damage. ↑Maximum Explosive Light stacks are increased to 7. | ||||
69 | 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. Bodyshot damage remains the same. Precision Damage remains "roughly" the same. ↑Passively grants +5 Reload Speed. | ||||
70 | 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 dynamically scales from 0% effect at 80 Shield HP, up to 100% effect at 0 Shield HP (also known as Critical Health) Buff lasts until Shields are restored to 80 Shield HP. ↑Passively grants +5 Stability. | ||||
71 | Feeding Frenzy | On Weapon Kill: Grants additional Reload Speed and Reload Duration Multiplier per stack for 3.5 seconds, up to a maximum of 5 stacks. Buff persist through stow. +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. | ||||
72 | Field Prep | Passively grants +30 ↑+40 Inventory Size. (A bit less than x2 Reserves ↑Equal to x2 Reserves) While Crouched: +50 ↑+55? Reload Speed, 0.8x Reload Duration Multiplier, and 0.8x Ready/Stow Duration Multiplier. ↑+55? Reload Speed. +40 Inventory Size (Equivalent to x2 Reserves). | ||||
73 | 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. Reload Buff persists through stow. ↑Reload Buff is increased to +55? Reload Speed. | ||||
74 | Firing Line | While within 15 metres of 2 allies: 20% Increased Precision Damage. ↑Grants +10 Handling while perk is active. | ||||
75 | Firmly Planted | While Crouched: +20 ↑+25 Stability, +30 ↑+35 Handling, -40% Accuracy Cone Size, -17% Accuracy Cone Growth, and -80% Recoil Yaw (Horizontal Recoil) [Fusion Rifles] 10 ↑+13 Stability, +15 ↑+18 Handling, -20% Accuracy Cone Size, -8.5% Accuracy Cone Growth, and -40% Recoil Yaw (Horizontal Recoil) ↑Grants an additional +5 Handling and +5 Stability while crouched. Fusion Rifles receive +3 Handling and +3 Stability. | ||||
76 | Flash Counter | Upon guarding against an attack from an enemy within ? meters, within 0.5 seconds of starting to guard: Target becomes lite-suppressed and weakened for 4 seconds. Flash Counter's weaken uniquely increases damage by 20% ↑Passively grants +10 Ammo Capacity. | ||||
77 | Focused Fury | Upon scoring 50% of Magazine as Precision Hits: 20% increased damage for 11 ↑12 seconds. Precision counter is reset on stow or reload. Scoring enough precision hits refreshes the buff duration. Buff persists through stow while active. ↑Buff Duration is increased to 12 seconds. | ||||
78 | Fourth Time's The Charm | Scoring 4 Precision Hits within 2 ↑3 seconds of each generates 2 Ammo to Magazine. Ammo Generation cannot generate ammo past Base Magazine Size. Timer between hits persists through stow. ↑Timer between Precision Hits increased to 3 seconds. | ||||
79 | Fragile Focus | Grants +20 Range while Shields are active. Deactivates upon reaching Critical Health. Reactivates after 1↑0.5 seconds of Shield HP being restored to full. ↑Reactivation Delay is reduced to 0.5 seconds. | ||||
80 | 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. Buff can be activated while stowed, and persists through stow. ↑Damage Timer USED TO BE increased to 5.5 seconds, but is currently not working. | ||||
81 | Full Auto Trigger System | Passively grants 0.9x Fire Recovery Delay on Shotguns. | ||||
82 | 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. | ||||
83 | 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. | ||||
84 | Genesis | Energy Weapons generate 1 Ammo against Matching Combatant Elemental Shields per hit. Upon breaking a Combatant, Barrier, or Guardian Shield: Refills magazine. ↑Passively grants +5 Handling. | ||||
85 | Golden Tricorn | On Weapon Kill: Golden Tricorn x1 | 15% Increased damage for 7 seconds. Additional Weapon Kills refresh the buff duration to 7 ↑8 seconds. Buff is removed on stow. On Grenade and Powered Melee Kill, while the buff is active, if the Weapon's Element matches the Grenade or Melee Element, respectively: Golden Tricorn x2 | 50% increased damage for 10 seconds. Additional Grenade and Melee Kills refresh the buff duration to 10 seconds. Buff is removed on stow. ↑Golden Tricorn x1 damage buff duration is increased to 8 seconds upon scoring additional weapon kills. | ||||
86 | Grave Robber | Upon dealing Powered Melee Damage, or upon scoring a Melee Kill: Refills Magazine. Incurs a 3 second cooldown between Magazine Refills. ↑Passively grants +5 Handling. | ||||
87 | Gutshot Straight | While ADS: Increased non-Precision Damage, -20% ↑-15%? Auto Aim Cone Size. 20% Increased Non-Precision Damage: Auto Rifles, Bows, Hand Cannons, and Scout Rifles. 10% Increased Non-Precision Damage: Trace Rifles, Pulse Rifles, Sidearm, Submachine Guns ↑Reduces Aim Assistance Cone Size penalty to -15?%. | ||||
88 | 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 persists through stow. ↑Buff duration is increased to 8 seconds. | ||||
89 | 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. | ||||
90 | Headseeker | After dealing non-Precision Weapon Damage: Increases Precision Multiplier by +0.1175 and 3% Increased Auto Aim Cone Size for 0.55 seconds. Dealing additional Non-Precision Damage refreshes the buff duration. Nope! Turns out it was not +10 Aim Assist, although it is *marginally* better. ↑Passively grants +5 Stability. | ||||
91 | Headstone | On Precision Kill: Creates a Stasis Crystal on Enemy Death Location. Tier 1 and Tier 2 Combatants = Medium Crystal Tier 3 and Tier 4 Combatants = Large Crystal Guardians = Large Crystal Incurs a 5 second cooldown if 5 Stasis Crystals are created within ? seconds of the first. ↑Passively grants +5 Stability | ||||
92 | 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. | ||||
93 | Heating Up | On Weapon Kill: Grants a stack of Heating Up for 5.5 ↑6.5 seconds, up to a maximum of 2 stacks. Buff persists through stow. x1 = +15 Stability, +20 Recoil Direction, -15% Accuracy Cone Size, and -15% Accuracy Cone Growth. x2 = +30 Stability, +40 Recoil Direction, -25% Accuracy Cone Size, and -25% Accuracy Cone Growth. ↑Buff duration is increased to 6.5 seconds. | ||||
94 | High Ground | Scoring a kill grants 1 [2] stacks of High Ground for 7 seconds, up to 3 stacks. Dealing damage while above an enemy, while grounded grants 3 stacks. The shot that triggers High Ground does receive the damage increase. Dealing additional damage while above an enemy, or scoring a kill, will refresh the buff duration. High Ground: 10% | 17.5% [10] | 25% [15%] Increased Damage. Buff persists through stow. ↑Passively grants +5 Reload Speed. | ||||
95 | High-Caliber Rounds | Passively grants +5 Range. Hits inflict 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% | ||||
96 | 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. | ||||
97 | 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. Shotguns, Sniper Rifles, Fusion Rifles, and The Last Word do not benefit from Damage Falloff Multipliers. Precision Angle Threshold cannot exceed regular Aim Assist Cone Size. ↑Stronger effect. Accuracy Cone Size remains unchanged. | ||||
98 | 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. | ||||
99 | Impact Casing | Increases Rocket Launcher Impact Damage by 10%. | ||||
100 | Impulse Amplifier | Passively grants +20 ↑+25 Reload Speed, 0.85x Reload Duration Multiplier, and 35% Increased Projectile Velocity, Rocket Launchers are granted a 0.8x Reload Duration Multiplier, alongside the usual bonuses. ↑+25 Reload Speed. Reload Duration Multiplier remains unchanged. | ||||
101 | Incandescent | On Weapon Kill: Triggers a Scorching Explosion that deals up to 30 Solar Damage and inflicts x30+10 ↑+15 Scorch over 4 meters. Elite+ Combatants and Guardians trigger a stronger explosion that inflicts x40+10 ↑x45+15 Scorch over 8 meters. Damage from the Scorching Explosion and Scorch can be increased through Weapon Damage Buffs and Debuffs and are unaffected by Combatant Rank Multipliers. ↑Increases the amount of Scorch Stacks applied. | ||||
102 | Invisible Hand | Upon repeatedly missing multiple times within 2.5 seconds of each: Grants +25? Stability for 2.5 seconds. Additional misses refresh the buff duration. Buff is removed after 1? ↑? seconds of scoring a hit. Misses in a row required: Auto Rifles and Submachine Guns: 10 misses. Pulse Rifle: 9 misses. Hand Cannons: 4 misses. Linear Fusion Rifle: 2 misses. ↑Buff is removed within ? seconds of scoring a hit. | ||||
103 | Iron Gaze | Passively grants +20 Aim Assist and -20 ↑-15 Range. ↑Reduces Range Penalty to -15. | ||||
104 | Iron Grip | Passively grants +20 Stability and -20 ↑-15 Reload Speed. ↑Reduces Reload Speed Penalty to -15. | ||||
105 | Iron Reach | Passively grants +20 Range and -20 ↑-15 Stability ↑Reduces Stability Penalty to -15. | ||||
106 | Jolting Feedback | Upon scoring multiple direct hits within ? seconds of each: The next direct hit inflicts Jolt. Being Amplified reduces the amount of hits needed to trigger Jolting Feedback. Hit counter persists through stow. Hits do not have to be on the same target. Hits Needed to Activate | Amplified: Auto Rifle: 15 ↑15? | 11 Pulse Rifles: 14 ↑14 | 10 THEORICAL Submachine Gun: 18? ↑18???? | 13?? Grenade Launcher: 3 ↑? | 2 ↑Non-Amplified Hit requirement is decreased by 1. | ||||
107 | Keep Away | While no enemies are within 15 metres: +10 Range, +30 ↑+35 Reload Speed, and -5?% ↑-?% Accuracy Cone Growth ↑+35 Reload Speed, and -?% Accuracy Cone Growth. | ||||
108 | 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. | ||||
109 | 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 activations. Buff is removed on stow. ↑Buff duration is increased to 5.5 seconds. | ||||
110 | Killing Tally | On Weapon Kill: Grants a stack of Killing Tally, up to 3 stacks. Stacks are removed on stow or reload. Killing Tally: 10% | 20% | 30% increased damage 5% | 10% | 15% increased damage ↑Passively grants +10 Magazine Stat (Identical to Tactical Mag). | ||||
111 | Killing Wind | On Weapon Kill: +20 Range, +50 Mobility, +40 Handling, and 5% Increased Damage Falloff Distance for 5 ↑5.5 seconds. Scoring additional Weapon Kills extends the buff duration by +5 seconds, up to 8 seconds. Buff is removed on stow. ↑Initial buff duration is increased to 5.5 seconds. | ||||
112 | Kinetic Tremors | After 0.25 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 Kinetic 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. Hit counter persists through stow. 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 ↑13 Auto Rifles: 12 ↑11 Pulse Rifles: 11 ↑10 Non-Burst Sidearms: 8 ↑7 Hand Cannons and Scout Rifles: 6 ↑5 Bows and Sniper Rifles: 3 ↑2 ↑Requires 1 less hit to activate. | ||||
113 | Lasting Impression | Passively grants +50 Blast Radius. Rockets attach on impact, detonating after 3 seconds, dealing an additional 25% Explosive Damage. ↑Passively grants an additional +5 Blast Radius. | ||||
114 | Lead from Gold | On Heavy Ammo Brick Pickup: Grants 25% ↑35% of Special Ammo Reserves. Equipping two Special Weapons halves the amount of ammo granted to 12.5% ↑17.5%. Buff can be activated while stowed ↑Increases the amount of Special Ammo received to 35%. | ||||
115 | Lone Wolf | Passively grants +10 ↑+11 Aim Assist, 0.9x ↑0.85x ADS Duration Multiplier, and +10 ↑+12 Airborne Effectiveness. While no allies are within 15 meters: Bonuses are increased to +20 ↑+22 Aim Assist, 0.8x ↑0.75x ADS Duration Multiplier, and +20 ↑+24 Airborne Effectiveness. Buff appears as active on the weapon buff display. ↑+11 Aim Assist, 0.85x ADS Duration Multiplier, and +12 Airborne Effectiveness. +22 Aim Assist, 0.75x ADS Duration Multiplier, and +24 Airborne Effectiveness while no allies are within 15 meters. | ||||
116 | Loose Change | Upon inflicting an Elemental Debuff: +50 Reload Speed, +20 Aim Assist, and 20% Reduced ADS Movement Speed Penalty for 4.5 ↑5 seconds. Reactivating the perk refreshes the buff duration. Buff can be activated while stowed, and persists through stow. ↑Buff duration is increased to 5 seconds. | ||||
117 | Magnificent Howl | Scoring a Precision Kill grants a stack of Precision Final Blows, up to 10 stacks. Stacks are only consumed on reload, and persist through stow. 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 a stack of Magnificent Howl 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. Magnificent Howl stacks persist through stow. ↑Passively grants +5 Reload Speed. | ||||
118 | Master of Arms | Upon scoring a Weapon Kill with any weapon: Master of Arms x1 | 15% Increased Damage for 7 ↑8? seconds. Timer starts on Weapon Kill. Buff persists through stow. Upon scoring a Weapon Kill with any weapon, while Master of Arms x1 is active: Master of Arms x2 | 25% Increased Damage for 4 ↑5? seconds. Timer starts on Weapon Kill. Additional Kills with any weapon refresh the Master of Arms duration. Buff drops down to x1 Master of Arms upon expiring. Buff persists through stow. ↑Buff duration is increased. x1 to 8 seconds, and x2 to 5? seconds. | ||||
119 | Meganeura | Upon scoring a Precision Hit: Grants a stack of Meganeura for 3.5 seconds, up to a maximum of 3 stacks. Buff persists through stow. Meganeura grants increased Dragonfly damage. x1 = 67% | x2 = 134% [80%] | x3 = 180% [80%] | ||||
120 | Moving Target | While ADS: +10 ↑+11? Aim Assist. 10% Reduced ADS Movement Speed Penalty. ↑Aim Assist bonus is increased to an unknown amount. | ||||
121 | Mulligan | On Miss: Primary Weapons have a 35% ↑40% chance to generate 1 Ammo. Special Weapons and Power Weapons have a 20% ↑25%? chance to generate 1 Ammo. ↑Primary Weapons have a 40%? chance to generate ammo. Special Weapons and Power Weapons have a 25%? chance to generate ammo. | ||||
122 | Multikill Clip | Upon finishing a reload within 3.6 seconds of a Weapon Kill: 17% | 33% | 50% increased damage for 5 ↑5.5 seconds if 1 | 2 | 3+ enemies were killed within 3.5 seconds of each. Buff is overwritten every time it is reactivated. Buff is removed on stow. Kill counter persists through stow. ↑Buff duration is increased to 5.5 seconds. | ||||
123 | No Distractions | After 1 ↑0.9 seconds of ADS without firing: 35% Flinch Resist whilst ADS. Timer starts as soon as the ADS input is pressed. ↑ADS timer is reduced to 0.9? seconds. | ||||
124 | Offhand Strike | On Weapon Kill, and only while hipfiring: 1.45x Damage Falloff Start and End Distance, 1.x? Aim Assist Falloff Start and End Distance. +30 Stability, -95%? Accuracy Cone Size, -95%? Accuracy Cone Growth, and +3-3.5 degrees precision angle threshold for 7 ↑+8 seconds. Precision Angle Threshold cannot exceed regular Aim Assist Cone Size. Buff is removed on stow. ↑Buff duration is increased to 8 seconds. | ||||
125 | One For All | Upon damaging 3 separate enemies within 3 seconds of each: 35% Increased damage for 10 ↑11 seconds. Buff cannot be refreshed until its duration expires. Buff persists through stow. ↑Buff duration is increased to 11 seconds. | ||||
126 | One-Two Punch | Upon scoring a hit with 12 ↑10 pellets: 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. Buff is removed on stow. The following options do not benefit from the damage buff: Hunters: Tempest Strike, Proximity Explosive Knife's and Snare Bomb's Radial Damage, Withering Blade, and Threaded Spike. Titans: Thunderclap, Throwing Hammer, Consecration, 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. | ||||
127 | Onslaught | On Weapon Kill: Grants a stack of Onslaught, decreasing Fire Recovery Delay and increasing Reload Speed per stack for 4.5 ↑5? seconds, up to a maximum of 3 stacks. Buff persists through stow. 0.84x | 0.72x | 0.63x Fire Recovery Delay. +15 | +25 | +35 Reload Speed. ↑Buff duration is increased to ? seconds. | ||||
128 | Opening Shot | Grants the following bonuses for the first shot (of the burst): 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. | ||||
129 | Osmosis | On Grenade Ability Usage: Refills 50% of Magazine and changes Weapon Element to match Grenade-Element until stowed. Kinetic Damage Weapons lose their Combatant Damage Bonus. Unaffected by Grenade replacing effects, such as The Rock, or Gunpowder Gamble. Can only refill once per activation until weapon is stowed. ↑Passively grants +5 Handling. | ||||
130 | Outlaw | On Precision Kill: +70 Reload Speed, and 0.9x Reload Duration Multiplier for 6 ↑7 seconds. Buff is removed on stow. ↑Buff duration is increased to 7 seconds. | ||||
131 | Overflow | On Special or Heavy Ammo Brick Pickup: Refills Magazine and grants 100 ↑120%? Increased Magazine Capacity. Buff can be activated while stowed. ↑Ammo Brick Pickup grants 120%? Increased Magazine Capacity. | ||||
132 | Paracausal Affinity | Upon scoring a kill with an energy type that matches the alignment of the weapon, regardless of the source: 20% increased damage for 6 ↑7 seconds. Additional Kills with Alignment-matching sources refresh the buff duration. Buff can be activated while stowed, and persists through stow. Light Alignment = Arc, Solar, and Void | Darkness Alignment = Stasis and Strand ↑Buff Duration is increased to 7 seconds. | ||||
133 | 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 Resist for 10 ↑12 seconds. Dealing or receiving damage refreshes the buff duration. Buff can be activated while stowed, and persists through stow. ↑Damage Timer is increased to 3.5 seconds. Buff lasts 12 seconds. | ||||
134 | Permeability | On Class Ability Usage: Refills 50% of Magazine and changes Weapon Element to match Super-Element until stowed. Can only refill once per activation until weapon is stowed. ↑Passively grants +5 Handling. | ||||
135 | Perpetual Motion | While maintaining a movement speed of at least 2 meters per second: Grants x1 Perpetual Motion after 2 seconds, and x2 Perpetual Motion after 10 ↑9 seconds. Buff can be activated while stowed, and persists through stow, as long as criteria is met. Buff lingers for 0.5 seconds once criteria isn't met. x1 = +10 Stability, +10 Handling, and +10 Reload Speed. x2 = +20 Stability, +20 Handling and +20 Reload Speed. ↑Perpetual Motion x2 is activated in 9 seconds. | ||||
136 | Phase Mag | Sets the Submachine Gun's Damage and Magazine Profile into that of a Precision Frame's. | ||||
137 | Physic | Upon triggering Support Frame Boost: Grants x1 Restoration for 4+2 seconds to the user and the targeted ally. ↑Restoration duration is increased to 5+2.5 seconds. | ||||
138 | Precision Instrument | Upon scoring a Direct Weapon Hit: Grants a stack of Precision Instrument, up to a maximum of 6 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. Additional Direct Weapon Hits refresh the buff duration. All stacks are removed upon missing. Buff persists through stow. 4.17% | 8.34% | 12.5% | 16.7% | 20.83% | 25% Increased Precision Damage. ↑5% | 10% | 15% | 20% | 25% | 30% Increased Precision Damage. | ||||
139 | 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. | ||||
140 | 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. Buff can be activated while stowed, and persists through stow. ↑Trigger Requirement is reduced to 35%? Shield HP. | ||||
141 | Quickdraw | Upon readying: +100 Ready/Stow Handling, and 0.95x Ready Animation Duration Multiplier for 1 second, or until ADS. ↑Passively grants +5 Handling. | ||||
142 | Rampage | On Weapon Kill: 10% | 21% | 33.1% increased damage for 4.5 ↑5 seconds. Additional Weapon Kills refresh the buff duration. Buff persists through stow. ↑Buff Duration is increased to 5 seconds. | ||||
143 | Rangefinder | While ADS: 10% Increased Zoom and 5% Faster Projectile Speed. ↑Passively grants +5 Handling | ||||
144 | Rapid Hit | Upon scoring a Precision Hit: Grants a stack of Rapid Hit for 2 seconds, up to a maximum of 5 stacks. Rapid Hit grants Stability, Reload Speed, and Reload Duration Multiplier. Buff persists through stow. Triggers on any yellow damage number, such as bodyshots on Weakened Enemies. +2? | +12? | +14? | +18? | +25 Stability +5 | +30 | +35 | +42 | +60 Reload Speed 0.99x | 0.96x | 0.95x | 0.945x | 0.92x Duration Multiplier ↑Stronger Effect. | ||||
145 | Recombination | Upon scoring an Elemental Kill: Grants a stack of Recombination, increasing the damage of the next shot of the weapon, up to a maximum of 10 stacks. Stacks can be obtained while stowed, and persist through stow. 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. | ||||
146 | Reconstruction | Every 6 ↑5.5 seconds, after not shooting for 6 ↑5.5 seconds: Refills 10% of Magazine Capacity. Refill can overflow magazine up to 100% Increased Magazine Capacity. Buff can be activated while stowed, and persists through stow. ↑Triggers 0.5 seconds earlier. | ||||
147 | Redirection | Upon scoring a hit against Rank-And-File Combatants: Grants a stack of Redirection, up to a maximum of 20 stacks. Stacks persist through stow. Upon scoring a 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. | ||||
148 | Relentless Strikes | Upon scoring 3 Powered Sword Hits within 2? ↑? seconds of each: Generates +1 Ammo. ↑Timer between Hits is increased to ? seconds. | ||||
149 | Replenishing Aegis | While guarding with a Glaive: Refills 1 Ammo upon receiving damage. Incurs a 1 ↑? second cooldown upon activating. ↑Cooldown is reduced to ? seconds. | ||||
150 | 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. | ||||
151 | Reservoir Burst | Passively grants +30 Magazine Size ↑and +5 Stability. While at or above 100% Magazine Capacity: 25% Increased damage and causes enemies to explode on death, dealing 162 Elemental Damage in a ? metre radius. Damage against Combatants scales with Combatant Rank Modifiers. Linear Fusion Rifles have an additional 1.3x multiplier against Combatants. ↑Passively grants +5 Stability. | ||||
152 | Reverberation | On Weapon Kill: Grants 100 Blast Radius for 5.5 ↑6? seconds. Does not affect Area Denial Frame DoT Fields. Additional Weapon Kills refresh the buff duration. Buff is removed on stow? / Buff persists through stow? ↑Buff duration is increased to ? seconds. | ||||
153 | Reversal of Fortune | Upon missing twice within 6 seconds of each shot: Generates 1 Ammo. | ||||
154 | Rewind Rounds | Upon emptying the Magazine: Refills 60% ↑70% of all damage instances scored. Always rounds up. Counter persists through stow. Requires shooting at least 28.5% of the Magazine Capacity for refill to activate. Always rounds up. Hits within 1? seconds of triggering the refill do not count. Displayed by the active buff indicator. Adaptive Burst Linear Fusion Rifle Behavior: Counts each bolt individually. Refill Amount is 14% of damage instances scored. ↑Refills 70% of all damage instances scored into the Magazine. | ||||
155 | Ricochet Rounds | Passively grants +5 Range and +10 Stability. Bullets are guaranteed to ricochet off of surfaces, and can ricochet from sharper angles. | ||||
156 | Rimestealer | Upon shattering a crystal or Frozen Enemy: Grants a stack of Frost Armor. ↑Grants x2? stacks of Frost Armor. | ||||
157 | 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. | ||||
158 | Shattering Blade | If Heavy Attack consumes all remaining Heavy Ammo: 67% Increased damage for Grounded Heavy Attack. | ||||
159 | Shield Disorient | On Matching Elemental Shield Break: Enemies within 7 metres become disoriented for 5 seconds | ||||
160 | Shoot to Loot | Upon scoring a hit on a Special or Heavy Ammo Brick: Picks up Ammo and refills all equipped 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. Splash Damage can also trigger Shoot To Loot. ↑Passively grants +5 Range. | ||||
161 | Shot Swap | On Weapon Kill: Grants 2 stacks of Shot Swap, up to a maximum of 8 stacks. Upon readying or stowing the weapon: Consumes a stack, granting +100? ↑? Ready/Stow Handling and 0.?x ↑0.?x Ready/Stow Duration Multiplier. ↑Shot Swap grants +? Ready/Stow Handling and 0.? Ready/Stow Duration Multiplier. | ||||
162 | Sleight of Hand | Upon readying the weapon within 3.5 seconds of getting kills with other weapons and abilities while this weapon is stowed: Grants a stack of Sleight of Hand, increasing Stability, Handling, and Reload Speed for 7.5 ↑8.5 seconds, up to a maximum of 3 stacks. Buff is removed on stow. x1 = +10 Stability, +10 Handling, and +10 Reload Speed. x2 = +20 Stability, +20 Handling, and +20 Reload Speed. x3 = +30 Stability, +30 Handling, and +30 Reload Speed. ↑Buff Duration is increased to 8.5 seconds. | ||||
163 | Slice | On Class Ability Usage: The next 5 hits within 8 ↑9? seconds inflicts Sever. Scoring a hit on a non-Severed Enemy refreshes the buff duration. Buff can be activated while stowed, and persists through stow. ↑Buff duration is increased to 9? seconds. | ||||
164 | Slickdraw | Passively grants +100 Handling, 0.95x Ready Animation Duration Multiplier, and -20% ↑-15%? Auto Aim Cone Size. ↑Reduces the Aim Assistance Cone Size Penalty to -15?%. | ||||
165 | Slideshot | Upon Sliding: Refills 15% of Magazine, and grants +20 ↑+22 Range, and +20? +22? 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 is removed on stow. ↑Buff Effect increased to +22 Range and +22? Stability. | ||||
166 | Slideways | Upon Sliding: Refills 15% of Magazine, and grants +15? ↑+17? Stability and +30 ↑+33? Handling for 3 seconds. Incurs a 0.5 seconds cooldown after activation. Buff is removed on stow. ↑Buff Effect increased to +17? Stability and +33? Handling. | ||||
167 | Smoothbore | Passively grants +15 Range and +7.5% Pellet Spread. | ||||
168 | 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. | ||||
169 | Sneak Bow | While Crouched: Prevents Radar Ping when firing and increases Arrow Hold Time by 25%. +? Reload Speed and 0.8x Reload Duration Multiplier. ↑Grants +? Stability and +? Reload Speed while Crouched. | ||||
170 | 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 = ?% total increased damage 100 Blast Radius = 2.5% total increased damage. Drum-Loaded Grenade Launchers 0 Blast Radius = ?% total increased damage 100 Blast Radius = 1% total increased damage. | ||||
171 | Stats for All | After Damaging 3 Separate Enemies within 3 seconds of each: +10 Range, 5% Increased Damage Falloff Distance, +10 Stability, +35 Handling, +35 Reload Speed, and 0.95x Reload Duration Multiplier for 10 ↑+11 seconds. Buff cannot be refreshed until its duration expires. Buff persists through stow. ↑Buff Duration is increased to 11 seconds. | ||||
172 | 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. | ||||
173 | Steady Hands | On Weapon Kill: +100 Handling and 0.825x Handling Duration Multiplier for all equipped weapons for 8.5 ↑9.5 seconds. Additional Weapon Kills refresh the buff duration to 6.5 seconds. Buff remains active while stowed. ↑Initial Buff Duration is increased to 9.5 seconds. | ||||
174 | Subsistence | On Weapon Kill: Refills 10% ↑20% of Magazine. Submachine Guns and Auto Rifles refill 17% ↑20% of Magazine. ↑Refill Amount is increased to 20%. | ||||
175 | Successful Warm-Up | On Weapon Kill: 0.625x Charge/Draw Time Multiplier for 6 seconds. Scoring additional Weapon Kills extends the buff duration by +4 ↑+5 seconds, up to 20 seconds. Buff is removed on stow. ↑Additional Weapon Kills extend the duration by 5 seconds. | ||||
176 | 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. | ||||
177 | Surrounded | While within 15 meters of 3 enemies: 40% ↑47% Increased Damage. 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. Buff lingers for 1.5 seconds once criteria isn't met. ↑Surrounded's damage buff is increased by a multiplicative 5%. | 40% -> 47% | 35% -> 41.8% | ||||
178 | Swap Mag | Passively grants 0.9x Ready/Stow Duration Multiplier. | ||||
179 | Swashbuckler | On Weapon or Melee Kill: 6.7% | 13.3% | 20% | 26.6% | 33.3% Increased Damage for 4.5 ↑6.5 seconds. Melee Kills grant 5 stacks. Additional Weapon or Melee Kills refresh the buff duration. Buff is removed on stow. ↑Buff Duration is increased to 6.5 seconds. | ||||
180 | 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 ↑6.5 seconds. x2 = 25% [20%] Increased Damage for 7.5 ↑8.5 seconds. x3 = 35% Increased Damage for 10.5 ↑11.5 seconds. x4 = 50% Increased Damage for 15.5 ↑16.5 seconds. Additional Weapon Kills refresh the buff duration to the duration tied to the highest Enemy Rank killed. Buff persists through stow. ↑Buff Duration is increased by 1 second. | ||||
181 | 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. | ||||
182 | 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. | ||||
183 | 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% 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 grants an average of 25% ↑28.3% [15.85% ↑19.02%] Increased Damage without the usage of Ammo Generation or Magazine Increasing 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. Target Lock Calculator, courtesy of Clarity. | ||||
184 | 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 grants an average of 18.5% ↑20.8% [?% ↑?%] Increased Damage without the usage of Ammo Generation or Magazine Increasing Perks. | ||||
185 | Threat Detector | While within 15 metres of an enemy: +15? ↑19? Stability, +25 ↑+28? Handling, 0.9x Handling Animation Duration Multiplier, and +18 ↑+19 Reload Speed. While within 15 metres of 2+ enemies: +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. | ||||
186 | Threat Remover | Upon scoring a hit with 11 ↑10? pellets: +? Stability, +? Handling, 0.x? Handling Duration Multiplier, and +? Reload Speed for 7 seconds. ↑Pellet Activation Requirement reduced from 11 to 10?. | ||||
187 | 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 | ||||
188 | Tilting at Windmills | Upon blocking damage with the Glaive Shield: ?% Reduced ADS Block Movement Speed Penalty for ? ↑? seconds, or until no longer blocking. Base Glaive Block Movement is normally 0.85x without Weapon Energy, and 0.66x with Weapon Energy. ↑Buff Duration is increased to ? seconds. | ||||
189 | Timed Payload | Splits 55% of Damage into a Delayed Explosive Damage portion that deals 30% [0%] increased damage and has no damage falloff, detonating 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. Bodyshot damage remains the same. Precision Damage remains "roughly" the same. ↑Passively grants +5 Stability. | ||||
190 | Tireless Blade | Upon scoring 2 Powered Sword Kills: Generate +1 Ammo ↑with a ?% chance of granting +2 Ammo. The first kill upon spawning will trigger the buff. Counter persists through stow. ↑?% Chance to grant +2 Ammo instead of +1 Ammo. | ||||
191 | To The Pain | While this weapon is readied: Grants a stack of To The Pain for every 30 damage taken, up to 10 stacks after receiving 300 damage. Stacks are removed on stow. To The Pain grants +? Handling and +2 Aim Assist per stack, up to +? Handling and +20 Aim Assist at 10 stacks. +? | +? | +? | +? | +? | +? | +? | +? | +? | +? Handling +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 | +20 Aim Assist ↑+? Handling and +? Aim Assist per stack, up to +? Handling and +? Aim Assist at 10 stacks. | ||||
192 | 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. | ||||
193 | Trench Barrel | Upon dealing Melee Damage: 50% Increased damage, +30 ↑+35? Handling, and +30? ↑+35? Reload Speed for the next 3 shots within 5 seconds. Buff is removed on stow. ↑Buff Effect is increased to +35? Reload and +35? Handling. | ||||
194 | Triple Tap | Scoring 3 Precision Hits within 2 ↑3 seconds of each generates 1 Ammo to Magazine. Ammo Generation cannot generate ammo past Base Magazine Size. Timer between hits persists through stow. ↑Timer between Precision Hits is increased to 3 seconds. | ||||
195 | 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. Buff duration can be refreshed through additional activations. ↑Buff Duration is increased to ? seconds. | ||||
196 | Turnabout | Upon breaking a Combatant's Elemental Shield or a Guardian's Shield while in Super: Grants a 30 HP Overshield for 10 ↑11.4 seconds. ↑Increases the Overshield duration to 11.4 seconds. | ||||
197 | 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. | ||||
198 | Under-Over | Passively increases damage against shielded enemies. 50% ↑55% Increased Damage against Combatant Elemental Shields and Barrier Champion Shields. 125% ↑140% Increased Damage against Combatant Overshields. 20% ↑?% Increased Damage against Guardian Overshields. 20% ↑?% Increased Bodyshot Damage against Guardians with Woven Mail. ↑Further increased damage to Shields and Overshields. | ||||
199 | Unrelenting | Upon reaching 100% Counter Progress through Weapon Kills within 5 seconds of each: Rank-And-File = 34% | Elites/Minibosses/Bosses = 100% | Guardians = 67%. Begins Health Regeneration and restores 65 ↑70 HP. ↑Restores an additional +5 HP. | ||||
200 | Unstoppable Force | Upon blocking damage with Glaive Shield: 20% increased projectile damage for 4 seconds, or until no longer blocking. Blocking additional damage refreshes the buff duration. ↑Buff Duration is increased to 5 seconds. | ||||
201 | Valiant Charge | Upon guarding against a hit...or receiving healing from an ally while guarding?: 80% Increased Lunge Distance for the next swing within 1 second. Guarding against additional hits refreshes the buff duration. ↑Buff Duration is increased to ? seconds. | ||||
202 | Voltshot | Upon finishing a reload within 5.3 seconds of a Weapon Kill: The next Weapon Hit within 7 seconds inflicts Jolt. Reload timer and buff both persist through stow. ↑Buff Duration is increased to 8 seconds. | ||||
203 | 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). | ||||
204 | Well-Rounded | Grenade Ability Usage and Powered Melee Hits grants a stack of Well-Rounded for 15 seconds, up to a maximum of 2 stacks. Super Ability Cast grants two stacks. Additional Grenade Ability Usage, Powered Melee Hits, or Super Ability Casts refresh the buff duration. Buff persists through stow. Well-Rounded: x1 = +10 ↑+12? Range, +10 ↑+12? Stability, and +10 ↑+12? Handling. x2 = +20 ↑+24? Range, +20 ↑+24? Stability, and +20 ↑+24? Handling. ↑Increases Stat Bonuses to +12? per stack. | ||||
205 | 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. | ||||
206 | Whirlwind Blade | On Powered Sword Hit: 3% | 6% | 9% | 12% | 15% | 18% | 21% | 24% | 27% | 30% Increased damage for 3.5 ↑4 seconds. Additional Powered Sword Hits refresh the buff duration. Blocking removes all stacks. ↑Buff duration is increased to 4 seconds. | ||||
207 | Withering Gaze | After 1.5 ↑1.4 seconds of ADS without firing: The next direct hit inflicts weaken. Timer starts as soon as the Aim Down Sights input is pressed, and is reset upon scoring a hit. ↑Activation timer is reduced to 1.4 seconds. | ||||
208 | Zen Moment | On Hit: Grants ?% Flinch Resist, -15?% Visual Weapon Shake and -15?% Reticle Bounce per stack for 1 second, up to 5? stacks. Has no effect on actual recoil/camera movement, 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. | ||||
209 | 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. | ||||
210 | Intrinsic Traits | |||||
211 | Adaptive Frame | No intrinsic bonuses whatsoever. | ||||
212 | Adaptive Burst | Fires 3-round bursts. | ||||
213 | Adaptive Frame (Rocket Launchers) | Deals 10% increased damage over High-Impact Rocket Launchers. 1 Impact : 3.5 Explosive Damage Ratio. 50.5 RPM | ||||
214 | Area Denial Frame | Shoots a burst of 5 projectiles at the cost of 1 Ammo. Projectiles create a lingering damage field after 0.5 seconds of impacting. Damage Field deals damage every 0.25 seconds for 5.65 seconds, dealing damage up to 22 times per field. Enemies can only receive damage from a single field at a time. | ||||
215 | Aggressive Burst | Fires 4-round bursts. | ||||
216 | Aggressive Frame | No intrinsic bonuses whatsoever. | ||||
217 | Aggressive Frame (Rocket Launchers) | Deals 10% increased damage over High-Impact Rocket Launchers. 1 Impact : 3.5 Explosive Damage Ratio. 54.5 RPM | ||||
218 | Aggressive Frame (Scout Rifles) | Reloads two ammo at a time. | ||||
219 | Aggressive Frame (Shotguns) | Upon scoring a Kill: Grants 0.75x Fire Recovery Delay for 4 seconds. | ||||
220 | Double Fire | Fires 2 rounds at a slight offset from the reticle at the cost of 1 Ammo. | ||||
221 | Heavy Burst | Fires a 2-round burst. Grants 10?% Flinch Resist when ADS. | ||||
222 | High-Impact Frame | While moving at or below 2.8 metres per second and ADS: -20% Accuracy Cone Size and -17% Accuracy Cone Growth. Can also work while airborne if the movement speed criteria is met. | ||||
223 | High-Impact Frame (Rocket Launchers) | Baseline damage for Rocket Launchers. 1 Impact : 8.7 Explosive Damage Ratio. 46.5 RPM | ||||
224 | Legacy PR-55 Frame | While hipfiring: +? Stability, +? Precision Angle Threshold, -? Accuracy Cone Size, and -? Accuracy Cone Growth. | ||||
225 | Lightweight Frame | Passively grants +20 Mobility, and 6.25% Forward Movement Speed Bonus. | ||||
226 | Micro-Missile Frame | Passively grants +20 Mobility, and 6.25% Forward Movement Speed Bonus. Deals 50% Reduced Self Damage. | ||||
227 | 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. | ||||
228 | Precision Frame | -20% Recoil Yaw (Horizontal Recoil). | ||||
229 | Precision Frame (Fusion Rifle) | -10% Recoil Yaw (Horizontal Recoil). | ||||
230 | Precision Frame (Hand Cannon) | -20% Recoil Yaw (Horizontal Recoil) and +25 Airborne Effectiveness. | ||||
231 | 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 | ||||
232 | Rapid-Fire Frame | Upon starting a reload while magazine is empty: 0.8x Reload Duration Multiplier. | ||||
233 | Rapid-Fire Frame (Shotguns) | Passively grants 0.8x Reload Duration Multiplier. | ||||
234 | Rocket-Assisted Frame | Uses Special Ammo. Shoots rockets that track locked-on enemies. | ||||
235 | Support Frame | Shoots slow, tracking projectiles. Projectiles do not have a distance limit, but will lose their tracers. Has 50% Increased Aim Assist Falloff Distance at 0 Range, down to 25% at 100 Range, compared to a regular Auto Rifle. Dealing ANY damage generates Weapon Energy, at a rate of 1% Energy for every 4 [3.6] damage dealt, reaching 100% Charge after dealing 400 [360] damage. Dealing damage with the Support Auto Rifle doubles the Weapon Energy gains, generating 1% Energy for every 2 [1.8] damage, requiring 400 [180] damage to fully charge. Targeting near an ally within 32.5 meters widens the reticle. Hipfiring while an ally is in range will shoot healing projectiles that have stronger tracking. Consumes 2% Weapon Energy per healing shot fired towards an ally, restoring 13.3 HP to them on impact. Range stat does not affect Ally Lock-On Range. Upon scoring 5 healing hits within 1 second of each on allies: The next healing hits within 1 seconds of each on allies bestows them with Restoration x1 for 4+2 seconds, and applies Support Frame Boost to the user and the targeted ally. Support Frame Boost grants 10% increased weapon damage for 6 seconds. Stacks with everything. Only triggers On-Heal Effects upon applying Restoration. Shots that restore missing health count for "on-hit" related interactions. Incurs a 1.5 second cooldown upon applying Support Frame Boost before additional healing hits are counted on the same ally. | ||||
236 | Together Forever | Kills with Drang refill Sturm and grant it an Overcharged Bullet with increased damage, up to 99 bonus damage shots. | ||||
237 | Sword Guard Information | |||||
238 | Sword Guarding | [Guard] projects an energy shield in front of the user that constantly drains over time, the rate of which is determined by Guard Endurance. Applies a 0.85x Movement Speed Multiplier while guarding. Damage that strike the shield is decreased, with the damage resistance being determined by Guard Resistance. | ||||
239 | Charge Rate | Charge Rate determines the delay before Sword Energy is regenerated, and the rate at which it is regenerated. Using any Sword Energy restarts Energy Regeneration Delay, regardless of which equipped Sword drained it. Sword Energy Regeneration Delay, in seconds: 10 CR = 2.65s | 30 CR = 2.45s | 40 CR = 2.25s | 70 CR = 1.65s | 100 CR = 1.05s Sword Energy Regeneration Rate = 1.35 - (Charge Rate x 0.01) | ||||
240 | Guard Endurance | Sword Guard passively drains Sword Energy. Guarding against any damage pauses passive drain for ? seconds. Sword Energy Drain, in seconds: 0 GE = 2.5s | 40 GE = 5s | 60 GE = 6.35s | 90 GE = 9s | 100 GE = 12.5s Stronghold and Infinite Guard Swords do not drain any Sword Energy. | ||||
241 | 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) | ||||
242 | Glaive Information | |||||
243 | Melee Attacks | [Melee] while a Glaive is readied lunges towards enemies up to ? meters away, dealing 421 [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. Glaive Melee Kills count towards Ammo Finders as regular Primary Weapons. Melee Attack damage is generally only increased by specific interactions. | ||||
244 | 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. | ||||
245 | 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 that strike it, at the cost of draining Weapon Energy and a 34% Movement Speed Penalty. Raising the shield takes 0.7? seconds. 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) | ||||
246 | Origin Traits | |||||
247 | Origin Traits that can be improved through Artifact Perks will have their improved bonuses in ↑Bold and Italized Teal. | |||||
248 | Advanced Reflexes Dreaming City Reprises Destination | Upon ADS or Guarding within 1 second of receiving damage: Grants +30 Mobility, +30 Handling, and +20 Charge Rate for 7.5 seconds. Buff cannot be refreshed until its duration expires. Buff persists through stow. | ||||
249 | Alacrity Trials of Osiris Ritual | While Last Guardian Standing or Solo: +20 Range, +20 Stability, +50 Reload Speed, and +10 Aim Assist. Has a 1 second delay before it activates upon readying. Does not work in the Rumble Crucible Playlist. | ||||
250 | Ambush Season of the Seraph | After having maintained a state of not dealing or receiving damage for at least 5 seconds: +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% ↑+40 Range and +40 Handling. Bows receive 0.7x Draw Time Multiplier. | ||||
251 | Bitterspite Duality Dungeon | While this weapon is readied: Grants a stack of Bitterspite for every 20 damage taken, up to 5 stacks after receiving 100 damage. 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. | ||||
252 | Bray Inheritance Deep Stone Crypt Raid | Grants Grenade, Melee, and Class Ability Energy per damage instance. Posterity: 0.46% | Trustee: 0.35% Heritage: 0.86% | Succession: 1.5% Bequest: 2% | Commemoration: 0.42% ↑Ability Energy per hit is doubled. | ||||
253 | Bray Legacy Vesper's Host Dungeon | Grants Ability Energy to the least-charged Ability per damage instance. Does not grant any Ability Energy to abilities with multiple charges if they have at least 1 charge readied. Ability Energy Gains per damage instance: Adaptive Auto Rifle (VS Pyroelectric Propellant) = 0.2% Area-Denial Grenade Launcher (VS Velocity Baton) = 0.365% Adaptive Fusion Rifle (VS Gravitic Arrest) = 0.425% Rapid-Fire Grenade Launcher (VS Chill Inhibitor) = 3.5% ↑Not available. | ||||
254 | Cast No Shadows Season of Dawn Reprises | Upon dealing Melee Damage: Grants +? Handling and refills 20% of Magazine. ↑Refill is able to overflow, up to 100% Increased Magazine Capacity. | ||||
255 | Classy Contender Guardian Games Event | On Weapon Kill: Grants 5% Class Ability Energy. | ||||
256 | Collective Purpose Salvation's Edge Raid | Grants a stack of Collective Purpose per ally within 15 meters, up to 5 stacks. Collective Purpose grants increased Range, Handling, Draw Time Multiplier, and Charge Rate. +? | +? | +? | +? | +? Range +5? | +15 | +20? | +? | +? Handling 0.97x | 0.95x | 0.925x | +? | +? Draw Time Multiplier +5 | +10 | +15 | +? | +? Charge Rate | ||||
257 | Crossing Over Prophecy Reprises Dungeon | 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. | ||||
258 | Cursed Thrall Crota's End Raid | 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. | ||||
259 | Dark Ether Reaper Episode: Revenant | Upon reaching 100% Counter Progress by scoring Weapon Kills: Rank-And-File = 25% | Elites = ?% | Minibosses+ = 100% | Guardians = 25% Counter persists through stow. Spawns an Element-Matching Dark Ether Charge that floats in the air for 5? seconds before dissipating. Dark Ether Charges can be detonated by either shooting or coming into contact with them. Dark Ether Charges deal up to 386 [50] Element-Matching Damage over 3? meters. Damage against Combatants scales with Combatant Rank Modifiers. Dark Ether Charge damage counts as Weapon Damage. Damage is always attributed to the creator, regardless of who destroys the Dark Ether Charge. Interacting with a Dark Ether Charge refills the Magazine, and grants 40% ↑80% Increased Magazine Capacity of all equipped Dark Ether Reaper Weapons. Magazine increases are rounded up. Incurs a ? second cooldown upon spawning a Dark Ether Charge before additional kills count. ↑Spawns 2 Dark Ether Charges upon reaching 100% Counter. Interacting with a Dark Ether Charge now grants 80% Increased Magazine Capacity. | ||||
260 | Dawning Surprise Dawning Event | Upon reaching 100% Counter Progress by scoring Weapon Kills: Rank-And-File = 16.7% | Elites, Minibosses, and Bosses = 50% | Guardians = 16.7% Spawns a 📦Box-Shaped Dawning Gift for the user and their 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. | ||||
261 | Dealer's Choice The Pale Heart Destination | Weapon Kills grant additional Super Ability Energy. Equipping additional Dealer's Choice Weapons increases the amount of Super Ability Energy gained. x1 = +0.3% | x2 = +1.6% | x3 = +3% Super Ability Energy. The following Exotic Weapons count as additional Dealer's Choice Weapons, but do not benefit from the Super Ability Energy gains. Ace of Spades | Khvostov 7G-0X | Still Hunt | ||||
262 | Disaster Plan Season of the Deep Gambit Prime Reprises | Upon firing/swinging, after picking up an Ammo Brick: Grants +15 Range and 15% Flinch Resist for 1.5 seconds. Swords receive +100 Charge Rate for 1.5 seconds. | ||||
263 | Dragon's Vengeance Season of the Wish | 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. | ||||
264 | Dream Work Solstice Event | Upon scoring an assist, or scoring a kill on an enemy damaged by an ally, up to once per reload: Refills 66% of Magazine and grants +? Reload Speed for ? seconds. Bows are additionally granted 0.?x Draw Time Multiplier. Refill can overflow, up to 66% Increased Magazine Capacity. Buff can be triggered while stowed if the weapon did damage. | ||||
265 | Explosive Pact Last Wish Reprises Raid | On Grenade Ability Usage: Grants a stack of Explosive Pact, up to 5 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. | ||||
266 | Extrovert Season of the Haunted | After 0.25 seconds of scoring a Weapon Kill while within 15 metres of 3 enemies or a Nightmare: Restores 60 ↑120 HP. Incurs a 3 second cooldown after activation. ↑Healing is increased to 120 HP. | ||||
267 | Field-Tested Field-Forged Foundry | 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 T2 Rank-and-File = x1 | T3+ Combatants = x4 | T1 Elites = x5 | Guardians = x10 Primary Weapons and Shotguns receive x5 Points from kills. Breech-Loaded Grenade Launchers receive x2 Points from kills. | ||||
268 | Gun and Run Gambit Ritual | Upon reaching 100% Counter Progress by scoring Weapon Kills within 10 seconds of each: Rank-and-File = 34% | Elite = 100% | Guardians = 100% 6.25% Increased Sprinting Speed for 10 seconds. Buff remains active while stowed. | ||||
269 | Hakke Breach Armaments Häkke Foundry | Passively grants increased damage against Vehicles, Turrets, and Constructs. 15% ↑30% Increased Damage against Vehicles. 30% ↑60% Increased Damage against Turrets and Constructs. 45% Increased Damage against Stasis Crystals. ↑Increased Damage Bonus. 30% against Vehicles and 60% against Turrets, and Constructs. Stasis Crystals remain at 45%. | ||||
270 | Harmonic Resonance Root of Nightmare Raid | Equipping more than one Root of Nightmares Weapon grants increased Handling, Reload Speed, and damage towards enemies wielding Light and Darkness. List of enemies affected: Dread Combatants (+Nezarec) and Lucent Hive | Guardians in their Super Ability or Transcending?. DOES NOT DO ANYTHING TO GUARDIANS. 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. | ||||
271 | Head Rush Season of the Witch | Upon standing up, after crouching for 2 seconds: +? ↑+? Handling and +10 ↑+20 Reload Speed for 5 seconds. ↑Grants +? Handling and +20 Reload Speed. | ||||
272 | Hot Swap Dares of Eternity | 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. Buff is removed on stow. ↑+60 Handling for 4 seconds. | ||||
273 | Indomitability Brave Foundry | While a Light Super Ability is equipped: Weapon Kills grant 5% Grenade Ability Energy. While a Darkness Super Ability is equipped: Weapon Kills grant 5% Melee Ability Energy. | ||||
274 | Land Tank Season of the Risen | On Weapon Kill: +10 Resilience and 5% Damage Resist against Combatants per stack for 5 ↑10 seconds, up to a maximum of 3 stacks. Buff remains active while stowed. ↑Buff Duration is increased to 10 seconds. | ||||
275 | Nadir Focus NADIR Foundry | Upon firing or swinging: Grants a varying amount of stacks of Nadir Focus for 2 seconds. Nadir Focus grants up to +10 Range, -7.5%? Accuracy Cone Size, ?% Increased Projectile Velocity, and ?% Increased Sword Lunge Distance at max stacks. Firing or swinging refreshes the buff duration. Buff is removed on stow. NADIR Focus Auto Rifles | Submachine Guns? = Reach maximum stacks after 11 shots. +? | +? | +? | +? | +? | +? | +? | +? | +? | +? | +? | +10 Range -?% | -?% | -?% | -?% | -?% | -?% | -?% | -?% | -?% | -?% | -?% | -?% Accuracy Cone Size Sidearms = Reach maximum stacks after 5 shots. +? | +? | +? | +? | +10 Range -?% | -?% | -?% | -?% | -?% Accuracy Cone Size Hand Cannons | Scout Rifles = Reach maximum stacks after 4 shots. +? | +? | +? | +10 Range -?% | -?% | -?% | -?% Accuracy Cone Size Swords = Reach maximum stacks after 5? swings. ?% | ?% | ?% | ?% | ?% Increased Sword Lunge Distance Grenade Launchers = Reach maximum stacks after ? shots. ?% | ?% | ?% | ?% Increased Projectile Velocity | ||||
276 | Nano-Munitions Season of the Wish Undying Reprises | While within 15 metres of an ally: Grants a stack of 1 Nano-Munitions every 3 ↑1.5 seconds, up to x7 Nano-Munitions after 21 ↑10.5 seconds. Consumes a stack of 1 Nano-Munitions to grant a 25% Emergency Refill. Consuming a stack restarts the timer. Magazine 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. | ||||
277 | Nanotech Tracer Rockets Neomuna Destination | Upon scoring a Magazine-based 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. Incurs a 1 second cooldown between firing a rocket and additional hits counting towards the next rocket. ↑Rocket deals 20% increased damage. | ||||
278 | Noble Deeds Season of Defiance | Upon buffing an ally through Healing, Revives, Empowerment, or with a Subclass Verb: Grants x10 Noble Deeds, up to a maximum of 10 stacks. Scoring a kill consumes 1 [2] stacks of Noble Deeds. Buff can be activated while stowed, and persists through stow. Noble Deeds grants +30 ↑+60 Handling and +30 ↑+60 Reload Speed. Swords receive +20 ↑+40 Charge Rate. ↑Grants +60 Handling and +60 Reload Speed. Swords receive +40 Charge Rate. | ||||
279 | Omolon Fluid Dynamics Omolon Foundry | For the top 50% of the Magazine: Up to +20 Stability and +30 Reload Speed. Benefits are linearly reduced as Magazine reaches 50%. | ||||
280 | One Quiet Moment Crucible Ritual | After having maintained a state of not dealing or receiving damage for 5 seconds: +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. Timer reduction triggers even if stowed. | ||||
281 | Photoinhibition Garden of Salvation Reprises Raid | Passively increases damage against shielded enemies. 34.3% Increased Damage against Combatant Elemental Shields and Barrier Champion Shields. 21.6% Increased Damage against Combatant Overshields. 15.6% Increased Damage against Guardian Overshields. Upon breaking a Combatant Shield: Disorients for ? seconds. Upon breaking a Matching Combatant Shield: Disorients enemies within ? meters for ? seconds. | ||||
282 | Psychohack Throne World Destination | 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 Hits: Bow, Glaive (Projectile/Melee), Grenade Launcher, Rocket Launcher, Sniper Rifle 7 Hits: Scout Rifle 12 Hits: Sidearm 13 Hits: Submachine Gun 14 Hits: Fusion Rifle 16 Hits: Auto Rifle ↑Buff duration is doubled. | ||||
283 | Radiolaria Transposer Episode: Echoes | Upon reaching 100% Counter Progress by scoring Weapon Kills within 8 seconds of each: Rank-And-File = 34% | Elite+ = 100% | Guardians = ?% Stowing the weapon resets the Counter. Target explodes, dealing up to 67.5 [?] damage over 3? meters, and creating a Radiolaria Pool under them. Radiolaria Pools deal 15 [?] Arc Damage every 0.65 seconds over ? meters for ? ↑? seconds, up to 3? times. Damage against Combatants scales with Combatant Rank Modifiers. Counts as Weapon Damage, and is affected by Damage Buffs. ↑Radiolaria Pool lasts for ? seconds, dealing damage up to 8? times over its duration. | ||||
284 | Rasputin's Arsenal Season of the Seraph: IKELOS_v1.0.3 Seraph | On Elemental, Barrier Champion, or Guardian Shield Break: Refills 50% of Magazine. | ||||
285 | Restoration Ritual Ghosts of the Deep Dungeon | On Ally Revival or Finisher: Grants Restoration Ritual. Consumes Restoration Ritual when Magazine reaches 0 Ammo, refilling the magazine. Buff persists through stow. | ||||
286 | Right Hook Season of Plunder | Upon dealing Melee Damage: +10 ↑+20 Range and +10 ↑+20 Aim Assistance for 10 seconds Additional Melee Damage extends the duration by +10 seconds, up to 20 seconds. Buff persists through stow. ↑Stat Bonuses are doubled to +20 Aim Assist and +20 Range. | ||||
287 | Runneth Over King's Fall Raid | 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%. | ||||
288 | Search Party Festival of the Lost Event | While no allies are within 15 metres: 0.85x ADS Duration Multiplier and 10% Reduced ADS Movement Penalty. | ||||
289 | Skulking Wolf Iron Banner Ritual | 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. Buff remains active while stowed. | ||||
290 | Splicer Surge Season of the Splicer Reprises | Upon finishing a reload after having dealt damage: Grants a stack of Splicer Surge, up to 3 stacks. Buff is removed on stow. Splicer Surge: x1 = +10? Handling, +10 Reload Speed, and 0.967x Reload Duration Multiplier. x2 = +20? Handling, +20 Reload Speed, and 0.934x Reload Duration Multiplier. x3 = +45? Handling, +45 Reload Speed, and 0.9x Reload Duration Multiplier. | ||||
291 | Souldrinker Vow of the Disciple Raid | 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. Hit counter persists through stow. ↑Doubled healing. | ||||
292 | Stunning Recovery Nightfall Ritual | Upon Stunning a Champion: Refills Magazine, restores 60 HP, begins Health Regeneration, and grants +40 Recovery for 3 seconds. | ||||
293 | Sundering Warlord's Ruin Dungeon | 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. Buff persists through stow. ↑+80 Reload Speed, 0.9x Reload Duration Multiplier, and 0.8x Draw Time Multiplier for 7 seconds. | ||||
294 | Suros Synergy SUROS Foundry | Upon finishing a reload: +40 ↑+80 Handling and 20% ↑40% Flinch Resist for 6 seconds. Buff cannot be refreshed until its duration expires. Buff persists through stow. ↑+80 Handling and 40% Flinch Resist for 6 seconds. | ||||
295 | Tex Balanced Stock Tex Mechanica Foundry | 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. Scoring additional hipfired hits refresh the buff duration. Buff persists through stow. ↑+? 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. | ||||
296 | To Excess Season of the Haunted Menagerie Reprises | Upon scoring a Weapon Kill while Super Ability is charged: +20 ↑+40 Discipline and +20 ↑+40 Strength for 12 seconds. Buff persists through stow. ↑+40 Discipline and +40 Strength for 12 seconds. | ||||
297 | Unsated Hunger Season of the Deep Reckoning Reprises | 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. | ||||
298 | Vanguard's Vindication Vanguard Ritual | On Weapon Kill: Restores 10 HP. | ||||
299 | Veist Stinger Veist Foundry | Hits have a chance to activate Veist Stinger for 7 seconds, granting different bonuses based on the Weapon Archetype. Veist Stinger: Refills 25% of Magazine and 10% Reduced ADS Movement Speed Penalty. Bows are additionally granted 0.85x Draw Time Multiplier, but do not receive the Magazine Refill. 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. ↑???. | ||||
300 | Wild Card Cassoid Foundry | Kills release a varying amount of Telesto Bolts on top of where the enemy died. Bolt Quantity is tied to Enemy Rank. Rank-and-File = 1 | Elites = 3 | Minibosses = ? | Bosses and Champions = 7 | Guardians = 3 Incurs a 6? second cooldown between additional 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. |
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1 | Weapon Mods | ||||
2 | Perk | Description | |||
3 | Accuracy (Adept) | +10 Accuracy. | |||
4 | Aerodynamics | +6 Blast Radius and +6 Velocity. | |||
5 | Anti-Flinch | 15% Flinch Resist. | |||
6 | Backup Mag | +30 Magazine Stat. Complicated, think of it as an equivalent to Extended Mag. | |||
7 | Ballistics | +6 Range and +6 Stability. | |||
8 | Blast Radius (Adept) | +10 Blast Radius. | |||
9 | Charge Time (Adept) | -40ms Charge Time. Does not reduce damage. Does not display in the stats. | |||
10 | Counterbalance (Adept) | +35 Recoil Direction. | |||
11 | Counterbalance Stock | +15 Recoil Direction. Explanation on Recoil Direction | |||
12 | CQC Optics: High | +1 Zoom. | |||
13 | CQC Optics: Low | -1 Zoom. | |||
14 | Draw Time (Adept) | -40ms Draw Time. | |||
15 | Edge | +6 Charge Rate and +6 Guard Resistance. | |||
16 | Freehand Grip | -30% Hipfire Accuracy Cone Size. 0.95x Ready Animation Duration Multiplier. | |||
17 | Handling (Adept) | +10 Handling. | |||
18 | Heavy Ammo Finder Enhancement | 1.1x Multiplier to Heavy Ammo Finder Counter. | |||
19 | Icarus (Adept) | +15 Airborne Effectiveness. +5 Handling. | |||
20 | Icarus Grip | +15 Airborne Effectiveness. | |||
21 | Impact (Adept) | +5 Impact. | |||
22 | Mag (Adept) | +40 Magazine Stat. Complicated, think of it as an equivalent to Extended Mag + Tactical Mag. | |||
23 | Marksman Optics: High | +2 Zoom. | |||
24 | Marksman Optics: Low | -2 Zoom. | |||
25 | Projectile Speed (Adept) | +10 Velocity. | |||
26 | Quick Access Sling | 0.9x Ready/Stow Animation Duration Multiplier. | |||
27 | Radar Booster | Maximum Radar Distance increased by 8 metres. | |||
28 | Radar Tuner | Radar returns instantly after no longer ADS. Radar normally returns after 1.5 seconds. | |||
29 | Range (Adept) | +10 Range. | |||
30 | Reload (Adept) | +10 Reload. | |||
31 | Special Ammo Finder Enhancement | 1.1x Multiplier to Special Ammo Finder Counter. | |||
32 | Sprint Grip | After sprinting for 1.5 seconds: +35 ADS and Ready Speed Handling until no longer sprinting. | |||
33 | Stability (Adept) | +10 Stability. | |||
34 | Stunloader | Upon stunning a Champion: Refills ?% of Magazine. | |||
35 | Synergy | Scoring 12 [6] Weapon Kills spawns a Weapon Element-Matching Subclass Pickup. Kinetic Weapons instead spawn an Orb of Power that grants ?% Super Energy. Kill counter persists through stow. Synergy ignores the global cooldown for Pickups, but will trigger the global cooldown upon spawning one. Synergy has its own cooldown depending on the spawned Pickup: Ionic Traces = 0 seconds Firesprites, Void Breaches, and Stasis Shards = 5 seconds. Tangles = 12 seconds Can spawn 2 Pickups simultaneously if the 12th kill would also trigger a different Pickup spawner. Kills during Synergy's cooldown do not contribute to the activation. | |||
36 | Tactical | +6 Handling and +6 Reload Speed. | |||
37 | Targeting (Adept) | +7 Aim Assist. | |||
38 | Targeting Adjuster | +5 Aim Assist. | |||
39 | Tension | +6 Draw Time and +6 Accuracy. |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | |
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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 Scout Rifle | One With Frost | Wind Chill | Armor of Eramis | Brain Freeze | |||||||||||
5 | For Scout Rifles without an intrinsic Breaker Type: Passively grants Shield-Piercing Rounds. Overcharged when said modifier is active. | While Frost Armor is active: For Stasis Weapons: +15? Stability and +20 Reload Speed. Swords receive +? Guard Resistance. | Upon scoring multiple Precision Hits within 3 seconds of each with Stasis Weapons: Grants a stack of Frost Armor. Triggering Wind Chill with a Dark Ether Reaper Weapon grants 2 stacks of Frost Armor. Precision Hits trigger for Frost Armor: (30% of Magazine, rounded down) + 1 ⟁ BOOST Stasis Weapon Damage against Slowed Enemies have a ?% chance to spawn a Stasis Shard. | While Frost Armor is active, and at Critical Health: Being damaged by Combatants releases a freezing burst, freezing enemies within ? metres. ⟁ BOOST Freezing Burst now inflicts Freeze over ? meters. | Frozen Enemies apply x? Slow to enemies within 4? meters that aren't affected by Stasis Debuffs. Dark Ether Reaper Weapons deal 6% increased damage to Frozen Enemies. | |||||||||||
6 | ||||||||||||||||
7 | Overload Submachine Gun | Killing Breeze | Crystalline Converter | Hail The Storm | Supernova | |||||||||||
8 | For Submachine Guns without an intrinsic Breaker Type: Sustained Fire for 0.6 seconds grants Overloading Shots. Overcharge when said modifier is active. | Upon scoring 3 Weapon Kills within 3 seconds of each: Grants +? Mobility for 5 seconds. Buff can be refreshed by retriggering it. Dark Ether Reaper Weapon Kills count as 3 kills. | Picking up Stasis Shards progresses the Crystalline Converter Counter. On Powered Stasis Melee Hit: Consumes the Crystalline Converter Counter. Spawns Crystals based on the amount of Shards picked up. 8 | 12 | 15 Shards Pickups 1 | 2 | 3 Crystals Spawned ⟁ BOOST On Class Ability Usage: The next Stasis Weapon Kill spawns a Stasis Shard. | Upon shattering a Stasis Crystal: Releases 5 Homing Ice Shards in a * pattern, each dealing 50 damage and applying x? [x10] Slow for ? seconds. Shards are spread uniformally, with one shard going towards the closest enemy and the others spreading. ⟁ BOOST Enemy Shatters deal 12.5% [?%] increased damage. Crystal Shatters deal 12.5% decreased damage. | On Void Breach Pickup: The next Void Damage Instance within 10 seconds releases a weakening burst, applying Weaken to enemies within 5? metres. | |||||||||||
9 | ||||||||||||||||
10 | Unstoppable Pulse Rifle | Enhanced Ether Generator | Total Carnage | Debilitating Wave | Conductive Cosmic Crystal | |||||||||||
11 | For Pulse Rifles without an intrinsic Breaker Type: ADS for 1 second grants Unstoppable Shots. Overcharge when said modifier is active. | Dark Ether Reaper is enhanced. Spawns an additional Dark Ether Charge. 80% Increased Magazine Size upon interacting with a Dark Ether Charge. Weapons with the Dark Ether Reaper Origin Trait become overcharged when said modifier is active. | Upon finishing an Elite+ Combatant: 10% Damage Resist (Resist x1) for ? seconds. Effect is enhanced while wearing 2 or more Shadestalker Armor Pieces: 25% Damage Resist (Resist x2) for ? seconds. Restores ? HP. | Upon finishing a Combatant: Triggers a wave, dealing 180 Super-Element Matching Damage up to 15? meters away. Wave travels in the direction of the finisher. ⟁ BOOST Equipping an Arc, Void, or Stasis Super makes the wave inflict a Super-Matching Elemental Debuff. Arc = Blind Void = Weaken Stasis = Slow | Arc Abilities, Void Abilities, and Dark Ether Reaper Weapons deal 5% increased damage against enemies affected by Stasis Debuffs. ⟁ BOOST Damage Buff is increased. Abilities = 8% Dark Ether Weapons = 10% | |||||||||||
12 | ||||||||||||||||
13 | Anti-Barrier Shotgun | Fell The Revenant | Power from Pain | Concussive Reload | Served Cold | |||||||||||
14 | For Shotguns without an intrinsic Breaker Type: Passively grants Shield-Piercing Rounds. Overcharge when said modifier is active. | Passively grants increased weapon damage towards Scorn Combatants based on the amount of Shadestalker Armor equipped. Damage Increase as Armor is equipped: x0 = 3% | x1 = 6% | x2 = 9% | x3 = 12% | x4 = 15% | Upon scoring 3 Weakened Enemy Kills within ? seconds of each: Grants Devour. ⟁ BOOST Power from Pain additionally spawns a Void Breach. | After damaging a Boss, Champion, or breaking a Combatant's Shield with a Grenade Launcher: Applies Weaken for 20? seconds. Debuff is not refreshable by Grenade Launchers. Incurs a ? second cooldown between applying Weaken. ⟁ BOOST Concussive Reload additionally refills stowed weapons. Incurs a ? second cooldown between refills. Requires equipping a Breech GL in order for the Artifact Perk to work on Non-Adaptive Frame Power GLs. | Stasis Shards additionally grant 10% Class Energy. Void Breaches additionally grant ?% Melee Energy. | |||||||||||
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16 | Overload Breechloaded Grenade Launcher | Rapid Impacts | Trace Evidence | Retinal Burn | Kinetic Impacts | |||||||||||
17 | For Primary and Special Breechloaded Grenade Launchers without an intrinsic Breaker Type: Passively grants Overloading Shots. Overcharge when said modifier is active. | Upon dealing Grenade Launcher Damage: Grants a stack of Rapid Impacts for ? seconds, up to a maximum of 5 stacks. Rapid Impacts: +? | +? | +? | +? | +? Reload Speed 0.x | 0.x | 0.x | 0.x | 0.x Reload Duration Multiplier | Upon scoring 2 Precision Hits within 1? seconds of each against Arc-Debuffed Enemies, or upon scoring 3 Arc-Debuffed Enemy Kills within ? second of each: Spawns an Ionic Trace. Incurs a 4 second cooldown between Ionic Trace spawns. ⟁ BOOST Picking up an Ionic Trace grants an Armor Charge. | Upon scoring 2 Precision Hits against Non-Blinded Combatants within ? seconds of each, while Armor Charge is active with an Arc Weapon: Consumes x1 Armor Charge. Blinds for ? seconds ⟁ BOOST Retinal Burn now triggers a blinding burst, inflicting the debuff to enemies over a ? meter radius. | Upon scoring 5 Hits within 1? seconds of each with a Power Grenade Launcher: Triggers a single Shockwave underneath the enemy. Shockwave deals up to 150x2 Kinetic Damage and staggers Unstoppable Champions. Requires equipping a Breech GL in order for the Artifact Perk to work on Non-Adaptive Frame Power GLs. | |||||||||||
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25 | Looking for previous Episodic Artifact Perks? Head over to the OLD Episodic Artifact Perks tab. | |||||||||||||||
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1 | Helmet | Effect | Arms | Effect | Chest | Effect | Legs | Effect | Class Item | Effect | Raid-Specific | Effect | Raid Specific | Effect | Activity or Destination Specific | Effect | |||||||||
2 | 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: Heavy: 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. 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% 6% | 8.5% | 10% 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. Allies are spawned an Orb of Power that grants 7.15% Super Energy. | Salvation's Edge | Crota's End | Nightmare Hunts | ||||||||||||
3 | Dexterity [2–3 Energy] | To Mod-Element Matching Weapon: 0.8x | 0.75x | 0.7x Ready/Stow Duration Multiplier. | Emergency Reinforcement [3 Energy] | Upon reaching Critical Health while at 3x or more Armor Charges: Grants 10% Damage Resist. Duration is based 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. Mod does not stack, despite the in-game tooltip. | Bomber [1 Energy] | On Class Ability Usage: Grants Grenade Ability Energy. Grenade Energy Gains: 12% | 17% | 20% 6% | 8.5% | 10% | Arm's Reach | Upon killing an enemy within ? meters of a limb: Grants ?% Super Energy. | 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 | Dreambane Mod [1 Energy] | 5% Damage Resist per Stack against Nightmare Bosses. Maxes out at 25% Damage Resist with 5 Mods. | |||||||||||
4 | 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 and farther. 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: Void 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 20% Special Ammo Reserves. | Brimming with Exhaustion | Drained of Light lasts for a shorter amount of time. -2 | -4 | -6 | -8 | -10 Buff Duration. | 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. | |||||||||
5 | Ashes to Assets [3 Energy] | On Grenade Kill: Grants additional Super Energy. Tier 1: 1%? | ?% | ?% Tier 2: ?% | ?% | ?% Tier 3: ?% | ?% | ?% Tier 4: 5?% | ?% | ?% Guardians: ?% | ?% | ?% Cannot simultaneously benefit with Hands-On. Grapple Melee Kills reduce the Super Energy by 50%. | Firepower [3 Energy] | On Grenade Kill: Spawns a 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 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 2% | 3% | 3.5% Grenade, Melee and Class Energy 1% | 1.5% | 2% Super Energy | 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. | Nightmare Breaker [1 | 2 | 3 Energy] | Grants 66% [133%] {200%} increased Weapon and Ability Damage to Solar Combatant Shields granted by Nightmare Bosses. | |||||||||
6 | 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% Super 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% 6% | 8.5% | 10% Incurs a 7 second cooldown after activation. | Reserves [1–2 Energy] | To Mod-Element Matching Weapons: Grants +20 | +40 | +50 Inventory Size. Swords receive +20 | +30 | +35 Ammo Capacity Stat. Equivalent to Hungry Edge, Backup Mag, and Enduring Blade respectively. | 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. | Nightmare Crusher [1 | 2 | 3 Energy] | Grants 50% [100%] {150%} increased Grenade and Melee Damage against Nightmare Bosses. | |||||||||
7 | 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. | Dreaming City | ||||||||||
8 | Hands-On [3 Energy] | On Powered Melee Kill: Grants additional Super Energy. Tier 1: %? | ?% | ?% Tier 2: 1.33?% | ?% | ?% Tier 3: ?% | ?% | ?% Tier 4: 5?% | ?% | ?% 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: ?% | ?% | ?% | ?% | ?% | 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. | ||||||||||
9 | In-Flight Compensator [3 Energy] | +15 | +25 | +30 Airborne Effectiveness. | Grenade Kickstart [3 Energy] | On Grenade Ability Usage while having Armor Charges: Consumes all Armor Charges to grant Grenade Ability Energy. Ability Energy Gains are based on the sum of number of Armor Charges consumed and Mod copies equipped. 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 | 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 | ||||||||||||
10 | 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. Does not grant any Ability Energy to abilities with multiple charges if they have at least 1 charge readied. | 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 | |||||||||||||
11 | 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% 6% | 8.5% | 10% Incurs a 7 second cooldown after activation. | Recuperation [1 Energy] | On Orb of Power Pickup: Restores 70 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% 6% | 8.5% | 10% | 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 | |||||||||||||
12 | Radiant Light [1 Energy] | On Super Cast: Grants x1 Armor Charge to Allies within 21 metres. Caster receives x1 Armor Charge if already Charged. Allies on different Subclasses are granted x2 Armor Charge. | 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 and Choir of One receive an additional 2%. Swords and Trace Rifles receive an additional 10%. Xenophage and Grand Overture receive an additional 5%. By default, Ammo Bricks grant 25% to 33% of Reserves. Works with Ammo Finder Bricks in full effect. Does not work on the following Weapons: Eyes of Tomorrow, Two-Tailed Fox, and Wardcliff Coil. 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 | |||||||||||||
13 | Siphon [1–2–3 Energy] | Upon scoring 2 Mod-Element Matching Weapon Kills within 3 seconds of each: Spawns an Orb of Power. Incurs a 1 second cooldown upon spawning an Orbs of Power before additional kills count. Orb of Power: 2.5% | 3.75% | 4.4% Super Energy. | Melee Kickstart [3 Energy] | On Melee Ability Usage while having Armor Charges: Consumes all Armor Charges to grant Melee Ability Energy. Ability Energy Gains are based on the sum of number of Armor Charges consumed and Mod copies equipped. 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] | During a Finisher: 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. | |||||||||||||||
14 | 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% 6% | 8.5% | 10% 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. Orb of Power: 0.8% [1.1%] {1.25%} <1.5> Super Energy. 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: Radiant for 10+5 seconds. Incurs a 10 second cooldown upon triggering. | Vault of Glass | ||||||||||||||
15 | 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: Cure x1 and Restoration with a varying duration. Ember of Solace increases the duration by 50%. x1 | x1 | x1 | x2 | x2 Restoration 2.5s | 3s | 3.5s | 3.5s | ?s Duration | 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 | |||||||||||||||
16 | 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. Triggers the global Tangle cooldown. | Anti-Oracle | Defeating an Oracle grants Super Energy. X% per Copy. | |||||||||||||||||||
17 | 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: 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. | |||||||||||||||||||
18 | Time Dilation [3 Energy] | Armor Charges now decay every 15 | 18 | 20 seconds. By default, an Armor Charge stack is 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. | ||||||||||||||||||||
19 | 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. | |||||||||||||||||||
20 | Utility Kickstart [1 Energy] | On Class Ability Usage while having Armor Charges: Consumes all Armor Charges to grant Class Ability Energy. Ability Energy Gains are based on the sum of number of Armor Charges consumed and Mod copies equipped. 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% | 150% Increased Grenade Ability Damage 50% | 100% | 150% | 200% | 250% Additional Base Grenade Regeneration Rate. Effects increase per copy, up to 5 copies. | 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. | |||||||||||||||||||
21 | 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. | |||||||||||||||||||||
22 | 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. | |||||||||||||||||||||
23 | 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. | |||||||||||||||||||||
24 | 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. | |||||||||||||||||||||
25 | 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. | |||||||||||||||||||||
26 | Umbral Recharge | While at or above 4 stacks of Pervading Darkness: ?%| ?% | ?% | ?% | ?% Additional Base Class Regeneration Rate. | Garden of Salvation | ||||||||||||||||||||||
27 | Umbral Sharpening | While at or above 4 stacks of Pervading Darkness: 20% | 25% | 35% | 40% | 40% increased weapon damage. Counts as a Empowering buff. | 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. | |||||||||||||||||||||
28 | Deep Stone Crypt | 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. | ||||||||||||||||||||||
29 | Herd Thinner | While Unaugmented: Grants Increased Weapon Damage to Rank-and-File and Elite Combatants. Increased Weapon Damage: 5% | 10% | 15% | 20% | 25% | Voltaic Ammo Collector Enhanced Voltaic Ammo Collector | NOPE :) | |||||||||||||||||||||
30 | 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? | 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. | |||||||||||||||||||||
31 | 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. | Last Wish | ||||||||||||||||||||||
32 | Enhanced Suppressor Augment | While carrying Suppressor Augment: Grants ?% Damage Resist against non-Rank-and-File Combatants. While Unaugmented: Grenades disorient Combatants for ? seconds. | 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. | |||||||||||||||||||||
33 | Taken Barrier | Upon receiving damage from a Taken Combatant: Grants 20% Damage Resist for 10 seconds. | |||||||||||||||||||||||
34 | Taken Invigoration | Upon killing an Elite, Miniboss, or Boss Taken Combatant: Grants 100% Class Ability Energy. | |||||||||||||||||||||||
35 | 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 | Support the Data Compendium | ||||||||||||
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3 | Hunter | Titan | Warlock | ||||||||||||
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5 | Glossary | ||||||||||||||
6 | Amplified | Intrinsic Arc Subclass Buff, obtained by reaching 100% Counter Progress through Arc Kills within 6 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. While Amplified, sprinting for 2.5 seconds grants Speed Booster. Speed Booster: Maximized Movement Speed, 50% Increased Slide Distance, 25% Increased Jump Height, and 15% Damage Resist against Combatants. Sprint Booster lingers for 2 seconds until no longer sprinting, even after Amplified runs out. Being Amplified enhances certain Abilities. | |||||||||||||
7 | 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% | |||||||||||||
8 | Blind | Blinded Combatants are disoriented, rendering them unable to attack or use abilities for 10 seconds. Blinded Guardians have their HUD removed, screen whitened, and audio distorted for 3 seconds. Unstoppable Champions become Stunned upon being Blinded. | |||||||||||||
9 | 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. | |||||||||||||
10 | |||||||||||||||
11 | Grenade Abilities | ||||||||||||||
12 | |||||||||||||||
13 | 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. | ||||||||||||
14 | |||||||||||||||
15 | 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. | ||||||||||||
16 | Touch of Thunder | Blinds enemies within 5? meters on impact. | |||||||||||||
17 | |||||||||||||||
18 | 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. | ||||||||||||
19 | |||||||||||||||
20 | 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. | ||||||||||||
21 | Touch of Thunder | Grants an additional Grenade Ability Charge. Lightning Bolts after the first apply Jolt on hit. | |||||||||||||
22 | |||||||||||||||
23 | 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. | ||||||||||||
24 | 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% | |||||||||||||
25 | |||||||||||||||
26 | 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 twice, then explodes for up to 86 [15] damage. Deals up to 528 [92] damage with all 4 seekers. | Base Cooldown: 105 seconds. | ||||||||||||
27 | |||||||||||||||
28 | 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 827 [1172] 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. | ||||||||||||
29 | 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. | |||||||||||||
30 | |||||||||||||||
31 | Fragments | Icon | Information | Stat Changes | |||||||||||
32 | Amplitude | While Amplified: Scoring 2 kills within 4 seconds of each creates an Orb of Power that grants 2.5% Super Energy. Incurs a 10 second cooldown upon creating an Orb of Power. Kills during the cooldown do not count. | - | ||||||||||||
33 | Beacons | Special and Heavy Ammo Arc Weapon Kills while Amplified create a blinding blast, applying Blind to enemies within ? metres. | - | ||||||||||||
34 | Brilliance | Precision Kills against Blinded Enemies trigger a Blinding blast, applying Blind to enemies within 3? metres. | +10 Intellect | ||||||||||||
35 | Discharge | Arc Weapon Kills progress a counter that spawns an Ionic Trace upon reaching 100%. Rank-And-File = 34% | Elite = 67% | Miniboss+ = 100% | Guardians = 67% | -10 Strength | ||||||||||||
36 | 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 | ||||||||||||
37 | 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. Deactivates once Class Ability has at least 1 charge readied. | -10 to the stat that governs Class Ability Cooldown | ||||||||||||
38 | Frequency | Upon scoring a Melee Hit: +15 Stability and +50 Reload Speed with 0.8x Duration Multiplier for 5 seconds. | - | ||||||||||||
39 | Haste | After 1.25 seconds of sprinting, while maintaining both sprint and a movement speed of at least 5m/s: +20 Mobility, +20 Resilience, and +20 Recovery. | - | ||||||||||||
40 | Instinct | While at Critical Health: Being damaged releases a burst of Arc Energy, dealing up to 50 [20] damage and applying Jolt to enemies within ? metres. Incurs a 15? second cooldown between activations. | - | ||||||||||||
41 | Ions | Killing Jolted Enemies creates an Ionic Trace. Incurs a 10 second cooldown between Ionic Traces spawns. | - | ||||||||||||
42 | 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. | - | ||||||||||||
43 | 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. | - | ||||||||||||
44 | Recharge | Upon reaching Critical Health: 400% [200%] Additional Base Grenade and Melee Ability Regeneration Rate. Lasts until Shields are fully restored. | - | ||||||||||||
45 | Resistance | While within 15 metres of at least 3 enemies: 25% [10%] Damage Resist. Lingers for 2 seconds. | +10 Strength | ||||||||||||
46 | Shock | Arc Grenades apply Jolt on hit. | -10 Discipline | ||||||||||||
47 | Volts | Finishers grant Amplified. | +10 Recovery | ||||||||||||
48 | |||||||||||||||
49 | Hunter | Hunters | |||||||||||||
50 | |||||||||||||||
51 | |||||||||||||||
52 | |||||||||||||||
53 | Melee Abilities | ||||||||||||||
54 | |||||||||||||||
55 | Combination Blow | Grants 100% Fixed Class Ability, restore Health, and grants a stack of Combination Blow for 20 seconds, up to 3 stacks. Combination Blow: 60% | 156% | 309% Increased Melee Damage 23% | 51.3% | 86% Increased Melee Damage Restores x0 = 100 HP | x1 = 80 HP | x2 = 60 HP | x3 = 40 HP on Melee Kill. | Base Cooldown: 40 seconds. | ||||||||||||
56 | |||||||||||||||
57 | Disorienting Blow | Applies Blind to enemies within 6? meters and grants the user Amplified on hit. | Base Cooldown: 90 seconds. | ||||||||||||
58 | |||||||||||||||
59 | |||||||||||||||
60 | Super Abilities | ||||||||||||||
61 | |||||||||||||||
62 | 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 100% increased damage against Combatants. Class Ability Does not drain Super Energy. Perfoms an evasive dodge. Grants ?% [?%] Damage Resist while dodging. Allows the repeated usage of Ascension while the Aspect is equipped at the cost of ?% Super Energy. | Tier 2 Super 556 seconds. | ||||||||||||
63 | |||||||||||||||
64 | 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. | ||||||||||||
65 | |||||||||||||||
66 | Storm's Edge | General Super Information Damage Resistance: ?% [50?%] Base Duration: ? seconds, or ?% Super Drain per Second. Throws out a homing knife, dealing 100 [?] impact damage and up to 189.5 [45?] radial damage to enemies within ? meters on impact, teleporting to it afterwards. Performs a wide whirling strike after teleporting, dealing 1600 x 2 [300?] damage to enemies within ? metres. Consumes ?% Super Energy per knife thrown, up to 3 times per Super activation. | Tier 3 Super 500 seconds. | ||||||||||||
67 | |||||||||||||||
68 | Aspect | Information | Fragment Slots | ||||||||||||
69 | |||||||||||||||
70 | 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 10? meters. Deals up to 200 [?] damage, as well as Jolting enemies within 10? metres. | |||||||||||||
71 | |||||||||||||||
72 | Flow State | Scoring a Jolted Enemy Kill 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. | |||||||||||||
73 | |||||||||||||||
74 | 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. | |||||||||||||
75 | |||||||||||||||
76 | 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 75% Damage Resist against Combatants for 4? seconds after usage. Unable to use during slide if user shoots. | |||||||||||||
77 | |||||||||||||||
78 | Titan | Titans | |||||||||||||
79 | |||||||||||||||
80 | |||||||||||||||
81 | |||||||||||||||
82 | Class Abilities | ||||||||||||||
83 | |||||||||||||||
84 | Thruster | Performs an evasive first-person dash that removes Combatant Projectile Tracking?, as well as Aim Assist against Guardians. Quickly dashes 8 metres towards the currently held movement direction. Not inputting a movement direction will result in a 4 metre backwards dash. Only usable while on the ground. | Base Cooldown: 36 seconds. | ||||||||||||
85 | |||||||||||||||
86 | Melee Abilities | ||||||||||||||
87 | |||||||||||||||
88 | 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. | ||||||||||||
89 | |||||||||||||||
90 | 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. | ||||||||||||
91 | |||||||||||||||
92 | 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 80% Damage Resist against Combatants during the animation, and for ? seconds after usage. | Base Cooldown: 90 seconds. | ||||||||||||
93 | |||||||||||||||
94 | Super Abilities | ||||||||||||||
95 | |||||||||||||||
96 | Fists of Havoc | General Super Information Damage Resistance: 90% [58%] 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. Super Cast also slams, without the aftershocks Slam deals 4 additional damage instances of 268.8 [?] damage each if the user is in the animation for at least 1 second. Requires inputting a directional key. Creates up to 4 aftershocks, each dealing up to 288 [?] damage. | Tier 2 Super 556 seconds. | ||||||||||||
97 | |||||||||||||||
98 | 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 5200? 3900 [?] explosive damage. Explosion releases aftershocks 0.75 seconds after impact, dealing up to 120 [?] damage every second for 4 seconds. | Tier 2 Super 556 seconds. | ||||||||||||
99 | |||||||||||||||
100 | Aspect | Information | Fragment Slots | ||||||||||||
101 | |||||||||||||||
102 | 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. | |||||||||||||
103 | |||||||||||||||
104 | Knockout | On Melee Kill: Quickly restores a varying amount of Health over 0.1 seconds, begins Health Regeneration 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. | |||||||||||||
105 | |||||||||||||||
106 | 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. | |||||||||||||
107 | |||||||||||||||
108 | Warlocks | Warlocks | |||||||||||||
109 | |||||||||||||||
110 | |||||||||||||||
111 | |||||||||||||||
112 | Melee Abilities | ||||||||||||||
113 | |||||||||||||||
114 | 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 | ||||||||||||
115 | |||||||||||||||
116 | 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 | ||||||||||||
117 | |||||||||||||||
118 | Super Abilities | ||||||||||||||
119 | |||||||||||||||
120 | Chaos Reach | General Super Information Damage Resistance: 90% [55%] 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 0.13 seconds. Does not deal damage for the first 0.67 seconds of the animation. 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 | ||||||||||||
121 | |||||||||||||||
122 | Stormtrance | General Super Information Damage Resistance: 90% [58%] 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 [90] 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 | ||||||||||||
123 | |||||||||||||||
124 | Aspect | Information | Fragment Slots | ||||||||||||
125 | |||||||||||||||
126 | 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. | |||||||||||||
127 | |||||||||||||||
128 | Electrostatic Mind | Arc Ability Kills and kills against enemies affected by Arc Elemental Debuffs create an Ionic Trace. Ionic Traces grant Amplified on pickup. | |||||||||||||
129 | |||||||||||||||
130 | Lightning Surge | While Sliding: [Melee Ability] warps the user forward ? meters, calling down 5 lightning bolts in a ⬡-shape on the exit point, and granting Amplified. Grants ?% Damage Resist against Combatants for ? seconds after usage. Unable to use during slide if user shoots. Lightning bolts deal 488 + 217 = 705 [105 + 47 = 152] damage simultaneously and inflict Jolt. Targets on the same elevation receive an extra tick of 109 [24] damage, increasing the total damage to 814 [176]. | |||||||||||||
131 |
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 | Support the Data Compendium | ||||||||||||
2 | |||||||||||||||
3 | Hunter | Titan | Warlock | ||||||||||||
4 | |||||||||||||||
5 | Glossary | ||||||||||||||
6 | 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. | |||||||||||||
7 | 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. | |||||||||||||
8 | 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. | |||||||||||||
9 | 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. | |||||||||||||
10 | 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. Repeated ignitions within 5 seconds of each against the same target will decrease the damage dealt by the explosion. Each explosion will deal 60% decreased damage, down to a minimum of 97.3% decreased damage after 4 ignitions. 750 -> 300 -> 120 -> 48 -> 20 Ignition Damage Unstoppable Champions become Stunned upon receiving Ignition damage. | |||||||||||||
11 | 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. | |||||||||||||
12 | 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. | |||||||||||||
13 | |||||||||||||||
14 | Grenade Abilities | ||||||||||||||
15 | |||||||||||||||
16 | 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 | ||||||||||||
17 | Touch of Flame | Scans up to ↑5 enemies in Line of Sight within ↑12 metres upon impact. | |||||||||||||
18 | |||||||||||||||
19 | 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 | ||||||||||||
20 | 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 | |||||||||||||
21 | |||||||||||||||
22 | 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 | ||||||||||||
23 | Touch of Flame | Applies Cure ↑x2 to user and allies. Restoration Orb applies ↑x2 Restoration for 4+2 seconds. | |||||||||||||
24 | |||||||||||||||
25 | 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 | ||||||||||||
26 | |||||||||||||||
27 | 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 | ||||||||||||
28 | Touch of Flame | Solar Grenade lasts for ↑6 seconds. Solar Flare releases Magma Orbs around it every ? seconds, each dealing 173 [50] damage without falloff. | |||||||||||||
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30 | 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: 105 seconds | ||||||||||||
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32 | 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 20 meters away, each dealing up to 273 x 2 [80 + 50] 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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34 | 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 | ||||||||||||
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36 | Fragments | Icon | Information | Stat Changes | |||||||||||
37 | 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), Skyburner's Oath (x5+5), among others. | - | ||||||||||||
38 | Beams | Solar Super Ability projectiles have stronger tracking towards enemies. Currently only works with Blade Barrage Knives, Daybreak Projectiles. and Song of Flame Projectiles? | +10 Intellect | ||||||||||||
39 | 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 Support Frame's Restoration Do NOT trigger Benevolence: Empowering Rifts | Crest of Alpha Lupi's Healing Pulse | Aeon Sect of Vigor's Triggered Healing | Mothkeeper's Overshield Moth | Mods | -10 Discipline | ||||||||||||
40 | Blistering | Ignition Kills grants Grenade Ability Energy based on Enemy Rank. T1 Combatant = 8% | T2 = 12.25% | T3 = 16.5% | T4 = 25% | Guardians = 20.75% | - | ||||||||||||
41 | Char | Ignitions apply x40+20 Scorch to enemies damaged by the explosion. Does not apply to the ignited enemy. | +10 Discipline | ||||||||||||
42 | 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 | ||||||||||||
43 | 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 Combatant = +1.5 seconds | T2 = +2.25 seconds | T3 = +3 seconds | T4 = +6 seconds | Guardians = +3 seconds | -10 Resilience | ||||||||||||
44 | Eruption | Ignitions have 20?% increased radius. | +10 Strength | ||||||||||||
45 | 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 | ||||||||||||
46 | Resolve | Grenade Kills grant Cure x1. | - | ||||||||||||
47 | Searing | Killing Scorched enemies grants Melee Ability Energy based on Enemy Rank and spawns a Firesprite. T1 Combatant = 8% | T2 = 15% | T3 = 17.5% | T4 = 25% | Guardians = 20% | +10 Recovery | ||||||||||||
48 | Singeing | 400% 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. | - | ||||||||||||
49 | 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. | - | ||||||||||||
50 | 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 | ||||||||||||
51 | Torches | Powered Melee Hits grant Radiant for 8+4 seconds to the user and allies within 8 meters. | -10 Discipline | ||||||||||||
52 | 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 | ||||||||||||
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54 | Hunter | Hunters | |||||||||||||
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58 | Class Abilities | ||||||||||||||
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60 | Acrobat's Dodge | Performs an acrobatic leap. Upon landing, the user and their allies within ? meters are granted Radiant. Enemies within ? meters are dealt up to 40 [20] Solar Damage upon landing. | Base Cooldown: 82 seconds | ||||||||||||
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62 | Melee Abilities | ||||||||||||||
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64 | 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. | ||||||||||||
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66 | 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. | ||||||||||||
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68 | 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. | ||||||||||||
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70 | 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. | ||||||||||||
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73 | Super Abilities | ||||||||||||||
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75 | 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 | ||||||||||||
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77 | 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 | ||||||||||||
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79 | 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 a stack of Line'Em Up, up to a maximum of 2 stacks, and spawns 2 Orbs of Power. Buff lasts until Super End. Line'Em Up x1 grants 45.8% Increased Precision Damage, and 25?% Reduced Passive Super Drain. Line'Em Up x2 grants 90% Increased Precision Damage, and 50?% Reduced Passive Super Drain. 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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81 | Aspects | Information | Fragment Slots | ||||||||||||
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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 | 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. | |||||||||||||
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87 | 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 | |||||||||||||
88 | |||||||||||||||
89 | Titan | Titans | |||||||||||||
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93 | Melee Abilities | ||||||||||||||
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95 | 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. | ||||||||||||
96 | |||||||||||||||
97 | 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. | ||||||||||||
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99 | Super Abilities | ||||||||||||||
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101 | 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 4 seconds. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
102 | |||||||||||||||
103 | 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 483 [?] damage. Has a 1.5 seconds delay between Hammer Throws. Impacts release 4 shrapnel, dealing up to 429 [?] damage each. Hammers visually flares up after being airborne for 0.7 seconds, increasing Shrapnel amount to 5. 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 | ||||||||||||
104 | |||||||||||||||
105 | 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 483 [?] damage and creates a Sunspot on impact. Has a 1.5 seconds delay between Hammer Throws. Impacts release 3 shrapnel, dealing up to 429 [?] 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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107 | Aspects | Information | Fragment Slots | ||||||||||||
108 | |||||||||||||||
109 | 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] slams the ground, creating a second, wider wave that travels 20 meters forward, shatters crystals, and deals 1080 [120] damage to Non-Scorched Enemies. Hits against Scorched Enemies with the second wave trigger an ignition that deals 20% increased damage against Combatants, and deals 1050 [50] damage. Grants 25% Damage Resist against Non-Melee Damage while in the Melee Animation. | |||||||||||||
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111 | 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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113 | 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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115 | Warlocks | Warlocks | |||||||||||||
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118 | |||||||||||||||
119 | Class Abilities | ||||||||||||||
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121 | Phoenix Dive | Dive that applies Cure x2 to the user and their 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: 55 seconds | ||||||||||||
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123 | Melee Abilities | ||||||||||||||
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125 | 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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127 | 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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129 | Super Abilities | ||||||||||||||
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131 | Song of Flame | General Super Information Damage Resistance: 90% [~50?%] Base Duration: 25 seconds, or 4% Super Drain per Second. Song of Flame: Caster is granted Radiant and Scorching Rounds. Weapon Kills by the Caster count as Super Kills. Weapon damage does not count as Ability damage. Allies within 15 metres are granted 30% [?%] Damage Resist, Scorching Rounds, and 15% Fixed Grenade, Melee, and Class Ability Energy per second. Scorching Rounds: Dealing Kinetic or Solar Weapon Damage applies Scorch, with the stack amount and cooldown between Scorch applications varying per Weapon Type. x3+2 Scorch every 0.2 seconds = Auto Rifles | Submachine Guns x5+5 Scorch every 0.2? seconds = Machine Guns | Trace Rifles x10+5 Scorch every 0.6 seconds = Hand Cannon | Pulse Rifle | Scout Rifles | Sidearms x15+5 Scorch every 0.4 seconds = Fusion Rifles (+Bastion) | Glaive (Melee/Projectile) | Shotgun | Sniper Rifle | Swords (+Solar Ergo Sum) x20+10 Scorch every 0.6? seconds = Bows | Heavy Grenade Launchers | Special Grenade Launchers | Linear Fusion Rifles (+Arbalest) | Rocket Launchers Double Fire Grenade Launchers can apply x40+x20 Scorch in a single shot. Grenade Ability: Drains 4.8% Super Energy, and has a 2 second cooldown between usages. Sends forth a homing Solar Wisp that detonates on impact, dealing up to 685 [?] damage, and applying x40+20 Scorch. Wisps have ? HP. Another Wisp is spawned on the impact location if an enemy is within 15? meters, chasing towards the closest enemy it hasn't already damaged. Can spawn up to 3 additional Wisps per ability usage. Consuming a Solar Wisp while Heat Rises is equipped grants Cure x3 and Restoration x2 for 4+2 seconds to the user and their allies within 9 meters. Melee Ability: Drains 2.4% Super Energy, and has a 1.75 second cooldown between usages. Celestial Fire sends out 5 Solar blasts, each dealing up to 200 [87] damage and applying x10+5 Scorch. Incinerator Snap releases a barrage of 7 Solar Sparks, each dealing up to 155 [41] damage and applying x20+10 [x10+5] Scorch. [Auto Melee] against an enemy within Melee Lunge Distance, while Incinerator Snap is equipped performs an Enhanced Basic Melee that deals 1000 [456] Solar Damage, and applies x60+30 Scorch over a tiny radius, consuming Super Energy and a Melee Ability Charge. Class Ability: Drains 6% Super Energy, and has a 2.85 second cooldown between usages. Functions as the selected Class Ability, recharging quickly at the cost of Super Energy. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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133 | Daybreak | 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 x60+30 Scorch. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
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135 | Well of Radiance | 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 against Combatants (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. | ||||||||||||
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138 | Aspects | Information | Fragment Slots | ||||||||||||
139 | |||||||||||||||
140 | Heat Rises | Passively grants +20 Airborne Effectiveness, and allows Weapon and Ability Usage while gliding. Kills while Airborne grant Melee Energy. Tier 1 Combatant = 20% | T2 = 25% | T3 = 35% | T4 = 50% | Guardians = 50% Hold [Grenade] to consume a Grenade Ability Charge, granting Heat Rises for 15 seconds and releasing a burst of Cure x2 that affects the user and their allies within 9 meters. Consuming a Healing Grenade increases Cure to x3. Consuming a Touch of Flame Healing Grenade additionally grants Restoration x1 for 4+2 seconds. Consuming a Song of Flame' Wisp releases a burst of Cure x3 and grants Restoration x2 for 4+2 seconds to the user and their allies within 9 meters. Heat Rises Grants +50 Airborne Effectiveness, and a modified Glide that changes depending on the selected Movement Ability. Modified Glide has -99% Glide Upkeep and Activation cost, extending maximum glide duration by 100 times, and marks the user's location on radar to Guardians within 25 meters. Balanced Glide: Strong Directional and Initial Burst | Burst Glide: Strong Directional Control | Strafe Glide: Strong Initial Burst. Scoring additional Airborne Kills while Heat Rises is active extends the buff duration, up to 30 seconds. Tier 1 Combatant = +5 seconds | T2 & T3 = +10 seconds | T4 = +15 seconds | Guardians = +5 seconds | |||||||||||||
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142 | Hellion | On Class Ability Usage: Grants Hellion for 20 seconds. Hellion: 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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144 | Icarus Dash | Horizontal dash that travels 8 meters. Distance is increased by 25% while in Daybreak. Incurs a 4 second cooldown after usage. While Heat Rises is active, or during the Song of Flame Super Ability while the Incinerator Snap Melee Ability is equipped: Gains an additional charge, and recharges both charges simultaneously, but increases cooldown to 5 seconds. Does not grant 2 charges while in Song of Flame if the Celestial Fire Melee Ability is equipped. ¯\_(ツ)_/¯ 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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146 | 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 [50] 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! | Void Subclasses | Support the Data Compendium | ||||||||||||
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3 | Hunter | Titan | Warlock | ||||||||||||
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5 | Glossary | ||||||||||||||
6 | 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% | T2 = 11.6% | T3 = 13.75% | T4 = 20% | Guardians = 20% | |||||||||||||
7 | 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 | |||||||||||||
8 | Overshield | Void Overshield with up to 45 HP for 10+5 seconds. Overshield has 70% 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. | |||||||||||||
9 | 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. | |||||||||||||
10 | 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. | |||||||||||||
11 | Volatile | Volatile Enemies trigger an explosion after receiving 190 [200] damage, or upon dying, dealing up to 160 [80] damage in a 7? meter radius. Volatile lasts for ? [6] seconds, harmlessly expiring afterwards. Debuff is removed after triggering the explosion. 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 the explosion is triggered. | |||||||||||||
12 | Volatile Rounds | Void Weapons inflict Volatile upon dealing damage, and Barrier Champion Shields are able to be damaged, stunning the Champion when destroyed while Volatile Rounds are active. | |||||||||||||
13 | Weaken | Weakened Enemies receive 15% [7.5%] increased damage and 20% Decreased Movement Speed for 6 [2.5] seconds. Weakened Combatants become less accurate. Unique Weaken Effects: Certain sources of Weaken inflict 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 Warlord's End 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. | |||||||||||||
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15 | Grenade Abilities | ||||||||||||||
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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. | |||||||||||||
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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 inflicts Volatile over a 2.5 meter radius. Deals 75% reduced self-damage. Does not self-apply Volatile. Passively grants 1.155x Grenade Regeneration Speed. | |||||||||||||
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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. | |||||||||||||
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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 inflicts 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 | ||||||||||||
29 | |||||||||||||||
30 | Void Wall | Medium Trajectory | DoT Field Explodes on impact, creating a perpendicular wall of Void Light over ? meters that deals up to 173 [46] 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. | |||||||||||||
34 | |||||||||||||||
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. Incurs a 4 second cooldown before it can be reactivated. 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. Does not require Void Grenade Kills. | +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 6 [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 3.5 seconds. Pings Enemy Radar while attached. Bomb explodes upon detecting an enemy within ? meters of it, or upon directly striking an enemy, creating a cloud of smoke. Snare Bomb deals 33 [10] impact damage, and up to 120 + 24 [40 + ?] explosion damage over ? meters. Impact and explosion weaken and disorient for 8 [2.5] seconds. Cloud of smoke lasts for 5 seconds on detonation, dealing DoT every 0.6 seconds, disorienting enemies, and reducing Handling, Reload Speed, and Movement Speed. Deals DoT after 0.87 seconds, starting at 12.66 [?] damage, increasing by 13% per tick, up to 24.8 [?] damage on its last 9th tick, dealing up to 156.7 [?] damage over 5 seconds. | Base Cooldown: 90 seconds | ||||||||||||
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61 | Super Abilities | ||||||||||||||
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63 | Spectral Blades | General Super Information Damage Resistance: 90% [59?% Invisible | 58% 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 333? [?] 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 be fired 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 upon 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 200% [20%] increased damage, weaken enemies for 5 [2.5] seconds, and have their Melee Lunge Range extended to ? metres. Glaive Melee can apply the weaken effect, but will not benefit from the Melee Damage Increase. Applies "Too Stylish" after Stylish Executioner is triggered, 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 | ||||||||||||
84 | |||||||||||||||
85 | Shield Throw | Hurls a Void Shield forward. Ricochets up to 4 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. Blocking ? [any] damage generates an Orb of Power that grants 2.5?% Super Energy. Incurs a ? second cooldown between Orb of Power spawns. 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 up to 1250 [?] damage over ? meters on impact, pulling enemies inwards, and explode after 0.6 seconds, dealing up to 1750 [?] damage and weakening over ? meters. After exploding, axes become carriable weapons, lingering up to 20 seconds on the ground. Carriable Axes: Melee Weapons with 10 Ammo that can be held for up to 15 seconds. Light Attack swings deal 500? 408 [175] damage and weaken, consuming 1 Ammo. Heavy Attacks throws the axe as an explosive projectile, consuming all ammo, dealing 1190? 967 [?] damage on impact, and up to 738? 600 [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 | 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. | ||||||||||||
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97 | Aspects | Information | Fragment Slots | ||||||||||||
98 | |||||||||||||||
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 10? HP Void Overshield. Unpowered Melee Hits count as Powered Void Melee Hits, except for Doomfang Pauldrons. | |||||||||||||
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105 | Unbreakable | Hold [Grenade] to summon a Void Shield that grants 95% [75%] Damage Resist against blocked damage. Void Shield quickly drains 50% Grenade Energy over 1 second, then 25% Grenade Energy per second. Shield continuously generates 16.7 Void Overshield HP/s for 5 seconds. A single Grenade Charge allows using the Void Shield for up to 3 seconds. Having 2 Grenade Charges increases its maximum duration to 7 seconds. Combatants that come into contact with the shield become disoriented for ? seconds. While Sentinel Shield Super Ability is equipped: Guarding against 10 [any] damage spawns an Orb of Power that grants 2.5% Super Energy to allies. Incurs a ~0.75? second cooldown between Orb of Power spawns. Releasing [Grenade] or running out of Grenade Energy releases a frontal blast, consuming 33% Grenade Energy and dealing damage up to 11 meters away. Deals a minimum of 495 [80] damage for not blocking any damage, linearly scaling to 2300 [185] damage after receiving ? [40] blocked damage. Overrides Grenade Ability Cooldown to 152 seconds at base while equipped. New changes Soon™ | |||||||||||||
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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. Nova Bomb has 400 Construct HP. Caster deals 300% increased damage towards their own Nova Bomb. Releases 6 seekers on detonation, which slowly track enemies, dealing up to 936 [?] damage in a small radius each. Seekers have 100 Construct HP. 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 0.13 seconds for 10 seconds to enemies within ? metres. | Tier 3 Super Base Cooldown: 500 seconds | ||||||||||||
120 | |||||||||||||||
121 | Nova Warp | General Super Information Damage Resistance: 90% [58%] 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, and applying Volatile 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. 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 for 25 seconds. Scoring a Weapon Hit 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: Tier 1 Combatant = 10% | T2 = 15% | T3 = 20% | T4+ = 50% | Guardian = 33.4% | |||||||||||||
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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. Passively grants 1.155x Grenade Regeneration Speed. 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% | T2 = 23.2% | T3 = 27.5% | T4 = 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! | Stasis Subclasses | Support the Data Compendium | ||||||||||||
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3 | Hunter | Titan | Warlock | ||||||||||||
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5 | Glossary | ||||||||||||||
6 | 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 restore 10 HP and grant x1 Frost Armor. Large Stasis Shards restore 20 HP and x3 Frost Armor. | |||||||||||||
7 | 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. | |||||||||||||
8 | 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. | |||||||||||||
9 | Slow | Slowed Enemies receive multiple penalties related to movement or weapon performance. Freeze occurs upon reaching x100 Slow. Slowed Combatants have 50% Decreased Movement Speed and are less accurate. Slowed Guardians have 50% Reduced Movement Speed, 50% Decreased 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. | |||||||||||||
10 | Freeze | Frozen Enemies are completely immobilized, unable to shoot, use abilities, or move. Frozen Enemies receive 10% increased damage from Special and Power Weapons, 5% increased damage from Arc, Solar, and Void Abilities, and 5% [50%] decreased damage from Primary Weapons. 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 Enemies are immobilized for 6 [1.35 to 4.75] seconds. Boss Combatants are unhindered by freeze and automatically shatter after 3 seconds. 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. Frozen Guardians have their Class Ability replaced with Breakout, which allows breaking out of 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. | |||||||||||||
11 | 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. | |||||||||||||
12 | |||||||||||||||
13 | Grenade Abilities | ||||||||||||||
14 | |||||||||||||||
15 | 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. | ||||||||||||
16 | 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. | |||||||||||||
17 | |||||||||||||||
18 | 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. | ||||||||||||
19 | Touch of Winter | Duskfield Radius is increased by 50% to ↑6 meters. Duskfield now creates a Small Stasis Crystal on impact. | |||||||||||||
20 | |||||||||||||||
21 | Glacier Grenade | Medium Trajectory Creates 5 Stasis Crystals in a straight line on impact, perpendicularly from where it was thrown. | Base Cooldown: 121 seconds. | ||||||||||||
22 | Touch of Winter | Creates ↑7 Stasis Crystals in a heptagon shape on impact. | |||||||||||||
23 | |||||||||||||||
24 | Fragments | Icon | Information | Stat Changes | |||||||||||
25 | 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 | ||||||||||||
26 | Chains | Kills while Frost Armor is active progress a counter that spawns a Small Stasis Shard upon reaching 100%. Rank-And-File = 34% | Elite = 67% | Miniboss+ = 100% | Guardians = ?% | +10 Recovery | ||||||||||||
27 | Chill | Stasis Weapon Kills progress a counter that spawns a Small Stasis Shard upon reaching 100%. Rank-And-File = 34% | Elite = 67% | Miniboss+ = 100% | Guardians = 67% Incurs a 5? second cooldown after creating a Stasis Shard, before additional kills progress the counter. | - | ||||||||||||
28 | Conduction | Stasis Shards within 15 metres are pulled towards the user after a 1 second delay. | +10 Resilience +10 Intellect | ||||||||||||
29 | Durance | Slow Debuff Duration 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 | ||||||||||||
30 | 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. | - | ||||||||||||
31 | Fractures | Grants x1 Frost Armor upon shattering an enemy with Melee Damage. | - | ||||||||||||
32 | Hedrons | Freezing an enemy grants +60 Mobility, +60 Resilience, +60 Recovery, +30? Stability, +15 Aim Assist, and +20 Airborne Effectiveness for 11 seconds. | - | ||||||||||||
33 | 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 | ||||||||||||
34 | Impetus | Upon dealing Powered Melee Damage: Refills all weapons and grants +40 Handling for 5 seconds. Buff duration serves as cooldown. | +10 Resilience | ||||||||||||
35 | 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 | - | ||||||||||||
36 | 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. | - | ||||||||||||
37 | Reversal | While Frost Armor is active: Dealing or receiving Physical Melee Damage applies x10? Slow for ?+? [?+?] seconds. Also applies to Glaive Melee. | - | ||||||||||||
38 | Rime | Enhances Frost Armor, increasing the maximum stack amount to x8, and the duration to 13 seconds. | - | ||||||||||||
39 | Shards | Upon destroying a Stasis Crystal: Grants 500% [150%] Additional Base Grenade Regeneration Rate for 6 seconds, up to a maximum of 11 seconds. | - | ||||||||||||
40 | Torment | Upon receiving damage: Grants 7% Grenade Ability Energy. Increased to 12% Grenade Ability Energy while Frost Armor is active. Incurs a 1 second cooldown between Grenade Energy gains. | -10 Discipline | ||||||||||||
41 | |||||||||||||||
42 | Hunter | Hunters | |||||||||||||
43 | |||||||||||||||
44 | |||||||||||||||
45 | |||||||||||||||
46 | Melee Abilities | ||||||||||||||
47 | |||||||||||||||
48 | 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. | ||||||||||||
49 | |||||||||||||||
50 | Super Abilities | ||||||||||||||
51 | |||||||||||||||
52 | 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 | ||||||||||||
53 | |||||||||||||||
54 | Aspect | Information | Fragment Slots | ||||||||||||
55 | |||||||||||||||
56 | Grim Harvest | Killing enemies affected by Stasis debuffs, or scoring Stasis Ability Kills spawns a Stasis Shard. Small Stasis Shard = Rank-And-File Large Stasis Shard = Elites, Minibosses, Bosses, and Guardians. Small Stasis Shards restore 10 HP and grant x1 Frost Armor. Large Stasis Shards restore ? HP and grant x3 Frost Armor. Incurs a 10 second cooldown upon creating 6 Shards within ? seconds of the first shard?, preventing additional Stasis Shard creation from Harvest Aspects for 10 seconds. Shard creation count and cooldown is shared for the entire fireteam. | |||||||||||||
57 | |||||||||||||||
58 | 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. Radial damage is increased to 180 against Frozen Combatants. Shattering a Frozen Enemy deals an additional 250 [?] Shatter Damage. Displayed in Yellow Numbers. Enemy Stasis Crystal damage is reduced by ?%. Grants Fall Damage Immunity while diving. Incurs a 4 second cooldown between Shatterdive activations. | |||||||||||||
59 | |||||||||||||||
60 | 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 Large Stasis Crystal. | |||||||||||||
61 | |||||||||||||||
62 | Winter's Shroud | Upon applying Slow to an enemy: Grants 300% [150%] Additional Base Class Ability Regeneration Rate for 3 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 50% Damage Resist against Combatants for 4? seconds. | |||||||||||||
63 | |||||||||||||||
64 | Titan | Titans | |||||||||||||
65 | |||||||||||||||
66 | |||||||||||||||
67 | |||||||||||||||
68 | Melee Abilities | ||||||||||||||
69 | |||||||||||||||
70 | Shiver Strike | Leaps through the air, performing an extended lunge distance melee upon releasing [Melee Attack]. Shiver Strike shatters Stasis Crystals on contact. Failing to deal damage will refund 80% Melee Ability Energy. Deals 567 [105] damage on hit, heavily [moderately] knocking enemies back and applying x50 [x40] Slow. Hits attach a delayed Stasis Explosive that deals up to 243 [?] damage and applying x50? [x40] Slow after 1 second to enemies within 5? meters. Only the Impact Damage portion benefits from Melee Damage Increases. Explosion damage is non-lethal. Guardians directly hit by Shiver Strike have their Melee Lunge disabled for 0.5 seconds. | Base Cooldown: 101 seconds. | ||||||||||||
71 | |||||||||||||||
72 | Super Abilities | ||||||||||||||
73 | |||||||||||||||
74 | 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 has no cooldown. Grants 3 Melee Ability Charges on Super End. On Super Cast Freezes enemies within 8 [6] meters Light Attack Drains 7.45% Super Energy. Leaps through the air forward, dealing 2040 [210] damage and heavily knocking enemies back. Hits attach a delayed Stasis Explosive that deals up to 997 [?] damage, and applies x50? [x?] Slow after 1 second to enemies within 5? meters. Only the Impact Damage portion benefits from Melee Damage Increases. Impact Damage does not benefit from Synthocepts' Biotic Enhancements Super Increase. Impact Damage is non-lethal. Heavy Attack Drains 7.45% Super Energy. Slams the ground, dealing 80 [50] damage and creating 3 waves of Stasis Crystals, each composed of a Medium and Large Crystal. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
75 | |||||||||||||||
76 | Aspect | Information | Fragment Slots | ||||||||||||
77 | |||||||||||||||
78 | Cryoclasm | Sliding into Stasis Crystals and Frozen Enemies shatters them and other Frozen Enemies within ? meters instantly. Passively grants 50% Increased Slide Distance. Incurs a 4 second cooldown after an extended slide. | |||||||||||||
79 | |||||||||||||||
80 | Diamond Lance | Creates a Stasis Lance upon scoring 1 [3] Stasis Weapon Kills, a Stasis Ability Kill, or a Shatter Kill. 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. [Fire] 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, dealing up to 200 [90] damage, and bestowing the user and their allies within ? meters x2 Frost Armor. Diamond Lances instantly shatter Stasis Crystals upon damaging them. Incurs a 7 [17] second cooldown after spawning a Stasis Lance before another can be spawned. | |||||||||||||
81 | |||||||||||||||
82 | 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. | |||||||||||||
83 | |||||||||||||||
84 | Tectonic Harvest | Shattering Stasis Crystals or Frozen Enemies spawns a Small Stasis Shard. Picking up Stasis Shards restores health and grants Frost Armor. Small Stasis Shards restore 10 HP and grant x1 Frost Armor. Large Stasis Shards restore ? HP and grant x3 Frost Armor. Incurs a 10 second cooldown upon creating 6 Shards within ? seconds of the first shard?, preventing additional Stasis Shard creation from Harvest Aspects for 10 seconds. Shard creation count and cooldown is shared for the entire fireteam. | |||||||||||||
85 | |||||||||||||||
86 | Warlocks | Warlocks | |||||||||||||
87 | |||||||||||||||
88 | |||||||||||||||
89 | |||||||||||||||
90 | Melee Abilities | ||||||||||||||
91 | |||||||||||||||
92 | 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 | ||||||||||||
93 | |||||||||||||||
94 | Super Abilities | ||||||||||||||
95 | |||||||||||||||
96 | 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 | ||||||||||||
97 | |||||||||||||||
98 | Aspect | Information | Fragment Slots | ||||||||||||
99 | |||||||||||||||
100 | 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. Bleak Watcher damage counts as Stasis Grenade Ability Damage. | |||||||||||||
101 | |||||||||||||||
102 | Frostpulse | On Class Ability Cast: Freezes enemies within 8.5 [8] metres. Grants +2.5 Meters Melee Lunge Distance for 1.2 seconds. | |||||||||||||
103 | |||||||||||||||
104 | 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 Small Stasis Shards restore 10 HP and grant x1 Frost Armor. Large Stasis Shards restore ? HP and grant x3 Frost Armor. Incurs a 10 second cooldown upon creating 6 Shards within ? seconds of the first shard?, preventing additional Stasis Shard creation from Harvest Aspects for 10 seconds. Shard creation count and cooldown is shared for the entire fireteam. | |||||||||||||
105 | |||||||||||||||
106 | 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. | |||||||||||||
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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! | Strand Subclasses | Support the Data Compendium | ||||||||||||
2 | |||||||||||||||
3 | Hunter | Titan | Warlock | ||||||||||||
4 | |||||||||||||||
5 | Glossary | ||||||||||||||
6 | 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 385 [100] damage in a 5? metre radius. Grappling a Tangle fully refunds Grenade Energy and pulls the user towards it. | |||||||||||||
7 | 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. | |||||||||||||
8 | Threadling | Strand minions that chase 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. Threadlings count as damage from the source they were spawned, but will lose that inheritance if they perch. 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. | |||||||||||||
9 | Woven Mail | Grants 45% [25%] Damage Resist for 10 seconds. Precision Hits and Melee Attacks from Guardians bypass the Damage Resist. | |||||||||||||
10 | Sever | Decreases the enemy's outgoing damage dealt by 40% [15%] for 10+5 [5+2.5] seconds. | |||||||||||||
11 | 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. | |||||||||||||
12 | 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) | |||||||||||||
13 | Unraveling Rounds | Strand Weapons apply Unravel upon dealing damage, and Barrier Champion Shields are able to be damaged while Unraveling Rounds are active, 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. Grapple Melee: Performed by pressing [Melee Attack] while grappling, or for up to ? seconds after, while at a sufficiently fast speed. Deals 432 [61] impact damage, and up to 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% | T2 = 18% | T3 = 20% | T4 = 30% | Guardians = 25% | -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% | T2 = 12% | T3 = 15% | T4 = 30% | Guardians = 15% | - | ||||||||||||
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. | - | ||||||||||||
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42 | Hunter | Hunters | |||||||||||||
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45 | |||||||||||||||
46 | Melee Abilities | ||||||||||||||
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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 projectile 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: 100 seconds. | ||||||||||||
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50 | Super Abilities | ||||||||||||||
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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. Allows the repeated usage of Ensnaring Slam while the Aspect is equipped at the cost of 4.5% Super Energy. | Tier 2 Super 556 seconds. | ||||||||||||
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54 | Aspect | Information | Fragment Slots | ||||||||||||
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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. | |||||||||||||
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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 479 [60 Guardians | 121 Objects] damage in a ? metre radius. Explosions triggered by enemies being near it spawn 2 Threadlings. Passively applies 0.6x Class Ability Regeneration Speed while equipped. | |||||||||||||
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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. | |||||||||||||
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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. | |||||||||||||
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64 | Titan | Titans | |||||||||||||
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68 | Melee Abilities | ||||||||||||||
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70 | Frenzied Blade | Innately has 3 Melee Ability Charges. 0 Charges = 1.15x Regeneration Speed | 1 Charge = 1.55x Regeneration Speed | 2 Charges = 1.95x 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. | ||||||||||||
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72 | Super Abilities | ||||||||||||||
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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 | ||||||||||||
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76 | Aspect | Information | Fragment Slots | ||||||||||||
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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 | |||||||||||||
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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. | |||||||||||||
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82 | Flechette Storm | While sliding: [Melee Ability] leaps into the air, draining 50% Melee Energy, knocking enemies within ? metres back, and dealing 135 [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 171 [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. | |||||||||||||
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84 | Into The Fray | Upon destroying a Tangle: Releases 3 pulses from where the Tangle was destroyed, restoring 15 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. | |||||||||||||
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86 | Warlocks | Warlocks | |||||||||||||
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90 | Melee Abilities | ||||||||||||||
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92 | Arcane Needle | Innately has 3 Melee Ability Charges. 0 Charges = 1.16x Regeneration Speed | 1 Charge = 1.64x Regeneration Speed | 2 Charges = 2.6x 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 | ||||||||||||
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94 | Super Abilities | ||||||||||||||
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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 | ||||||||||||
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98 | Aspect | Information | Fragment Slots | ||||||||||||
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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. | |||||||||||||
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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. | |||||||||||||
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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%. Miniboss and below = 34% | Boss = 100% | Guardians = 67% | |||||||||||||
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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. | |||||||||||||
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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 | Support the Data Compendium | ||||||||||||
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3 | Hunter | Titan | Warlock | ||||||||||||
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5 | Glossary | ||||||||||||||
6 | Transcendence | Unique ability obtained upon utilizing enough Light and Darkness damage types. Kinetic Damage fills both Light and Darkness bars at 50% reduced rate. Overkill Damage isn't counted for Transcendence gains Dealing damage, alongside applying Elemental Effects grants Transcendence Energy. Applying Elemental Effects, both buffs and debuffs, grant Transcendence Energy to their corresponding alignment. Transcendence: Instantly recharges 2 Grenade and Melee Ability Charges on activation. Replaces Grenade Ability with an unique class-specific Prismatic Grenade Ability with Light and Darkness damage types. Grants 5% Increased Weapon Damage, an additional 10% Grenade and Melee Regeneration Speed, and 20% [5%] Damage Resist for 20 seconds. Damage Increase stacks with everything. Dealing Grenade Ability Damage while Transcendent increases the Melee Regeneration Speed to 35% Melee Ability Energy per second for 2 seconds. Dealing Melee Ability Damage while Transcendent increases the Prismatic Grenade Regeneration Speed to 35% Prismatic Grenade Ability Energy per second for 2 seconds. Kills while Transcendent extend its duration, with the amount extended decreasing as more kills are scored. Tier 1 and T2 Combatants = 5% | T3 and T4 = 10% | T3 Elites, Minibosses and Bosses = 15% | Guardians = ?% Each kill after the first gets a 0.X? penalty to the duration extension. | |||||||||||||
7 | 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 by scoring multiple Arc Kills. Thruster does not count as an Arc Ability. 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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10 | Movement Abilities and Class Abilities that are normally subclass-restricted 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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13 | Fragments | Icon | Information | Stat Changes | |||||||||||
14 | Awakening | Killing 3 enemies with Elemental Damage within 6 seconds of each, or a Super Kill spawns an Element-Matching Elemental Pickup. Elemental Pickup is determined by the Damage Type of the final kill. Incurs a 5 second cooldown between spawning the same Non-Tangle Elemental Pickups. Kills with the element of the spawned pickup while the cooldown is active do not count towards spawning another Elemental Pickup. | +10 Resilience | ||||||||||||
15 | Balance | Killing 3? enemies within ? seconds of each with Light Damage grants 10% Melee Energy. Killing 3? enemies within ? seconds of each with Dark Damage grants 10% Grenade Energy. | - | ||||||||||||
16 | Blessing | Melee Kills begin health regeneration. Effect applies to allies within ? metres while Transcendent. | - | ||||||||||||
17 | Bravery | Grenade Kills grant Volatile Rounds to Void Weapons for 11 seconds. Powered Melee Kills grant Unraveling Rounds to Strand Weapons for 11 seconds. | - | ||||||||||||
18 | Command | Freezing or Suppressing an enemy refills the readied weapon and grants +20? Stability, +? Aim Assist, and +40 Airborne Effectiveness for 11 seconds. Incurs a 4 second cooldown before it can be reactivated. Killing Frozen or Suppressed Enemies spawns a Stasis Shard or Void Breach respectively. | - | ||||||||||||
19 | Courage | Light Abilities deal 10% increased damage to enemies affected by Stasis or Strand Elemental Debuffs. | +10 Discipline | ||||||||||||
20 | Dawn | Powered Melee Hits grant Radiant for 4 seconds. Powered Melee Kills grant Radiant for 4 seconds to the user and allies within ? metres. | -10 Strength | ||||||||||||
21 | Defiance | Finishers trigger an Elemental Detonation that deals 150 Super-Matching Elemental Damage and applies a Super-Matching Elemental Debuff to enemies within ? meters. Arc = Jolt | Solar = x40 Scorch | Void = Volatile Stasis = x? Slow for ? seconds | Strand = Sever | +10 Recovery | ||||||||||||
22 | Devotion | Killing enemies affected by Stasis or Strand Elemental Debuffs grants additional Light Transcendence Energy. Rank-and-File = 1% | Elites = 3% | Minibosses+ = 5% | Guardians = ?% | +10 Strength | ||||||||||||
23 | Dominance | Void Grenade Ability Damage applies Weaken for 6 [?] seconds. Arc Grenade Ability Damage applies Jolt. | -10 Discipline | ||||||||||||
24 | Generosity | Kills while Transcendent progress a counter that spawns Orbs of Power that grant 7.15?% VERIFY Super Energy for allies at specific thresholds. Up to a maximum of 4 Orbs of Power can be spawned per Transcendence activation. Tier 1 Combatant = 10% | T2 = 15% | T3 = 20% | T4 = 34% | Minibosses = 40% | Bosses = 50% | Guardians = ?% Orbs of Power are spawned at the 30% (1st) | 50% (2nd) | 70% (3rd) | 100% (4th) thresholds. | - | ||||||||||||
25 | Grace | Kinetic Weapon Kills grant an additional 2% [?%] Transcendence energy. Super Kills grant an additional 2% [?%] Transcendence Energy to the user and allies within ? metres. | -10 Resilience | ||||||||||||
26 | Honor | Picking up Elemental Pickups or destroying a Tangle grants additional Transcendence Energy of the matching alignment. Ionic Traces, Firesprites, Void Breaches = 7.5% Light Energy Stasis Shards = 5% Darkness Energy | Tangles = 10% Darkness Energy | +10 Strength | ||||||||||||
27 | Hope | Grants 60% Additional Base Class Ability Regeneration Rate while affected by an Elemental Buff. | - | ||||||||||||
28 | Justice | Ability Kills while Transcendent trigger an explosion that deals up to 130 [?] Ability-Matching damage over ? meters | +10 Intellect | ||||||||||||
29 | Mending | Grenade Ability Kills grant Cure x1. Prismatic Grenade Kills grant Cure x2. | - | ||||||||||||
30 | 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 | ||||||||||||
31 | 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 9 seconds. Strand: Woven Mail for 5 seconds. | -10 Recovery | ||||||||||||
32 | 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. Ignitions have 20?% increased radius. | +10 Mobility | ||||||||||||
33 | Sacrifice | Ability Kills while affected by an Arc, Solar, or Void Elemental Buff grant an additional 1% [?%] Darkness Transcendence Energy. | +10 Discipline | ||||||||||||
34 | Solitude | Upon scoring a Magazine-Based amount of Precision Hits within 3 seconds of each: The next damage instance from any source within 3 seconds will emit a Severing Burst, applying Sever to enemies within 3? 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 required to prepare the Severing Burst: 20% of Magazine + 1, rounded down. Bows: 2 hits The Precision Hit that prepares the Severing Burst can't trigger the effect. Trinity Ghoul and the Explosive Payload perk, for example. | - | ||||||||||||
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36 | Hunter | - | - | - | Hunters | - | - | - | - | - | - | ||||
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40 | Grenade Abilities | ||||||||||||||
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42 | Hailfire Spike | Prismatic 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. | Base Cooldown: - | ||||||||||||
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44 | 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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46 | 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 Scorch. Deals up to 1102 [144] damage and x45 Scorch with all 9 drones. | Base Cooldown: 105 seconds | ||||||||||||
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48 | 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 | ||||||||||||
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50 | Duskfield Grenade | Medium Trajectory | DoT Field Detonates on impact, dealing up to 20 [20] damage and applying x20 [x10] Slow Stacks for 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 seconds every 0.35 [0.3] seconds for 7 seconds in a 4 meter radius. | Base Cooldown: 91 seconds. | ||||||||||||
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52 | 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. Grapple Melee: Performed by pressing [Melee Attack] while grappling, or for up to ? seconds after, while at a sufficiently fast speed. Deals 432 [61] impact damage, and up to 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. | ||||||||||||
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54 | Melee Abilities | ||||||||||||||
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56 | Combination Blow | Grants 100% Fixed Class Ability, restore Health, and grants a stack of Combination Blow for 20 seconds, up to 3 stacks. Combination Blow: 60% | 156% | 309% Increased Melee Damage 23% | 51.3% | 86% Increased Melee Damage Restores x0 = 100 HP | x1 = 80 HP | x2 = 60 HP | x3 = 40 HP on Melee Kill. Biotic Enhancement's Melee Damage Increase is reduced to 30% [?%] while Combination Blow is active. | Base Cooldown: 40 seconds. | ||||||||||||
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58 | 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 Scorch by scoring all 3 knives as Precision Hits. | Base Cooldown: 82 seconds. | ||||||||||||
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60 | Snare Bomb | Smoke Bomb that attaches to surfaces for up to 3.5 seconds. Pings Enemy Radar while attached. Bomb explodes upon detecting an enemy within ? meters of it, or upon directly striking an enemy, creating a cloud of smoke. Snare Bomb deals 33 [10] impact damage, and up to 120 + 24 [40 + ?] explosion damage over ? meters. Hits weaken and disorient for 8 [2.5] seconds. Cloud of smoke lasts for 5 seconds on detonation, dealing DoT every 0.6 seconds, disorienting enemies, and reducing Handling, Reload Speed, and Movement Speed. Deals DoT after 0.87 seconds, starting at 12.66 [?] damage, increasing by 13% per tick, up to 24.8 [?] damage on its last 9th tick, dealing up to 156.7 [?] damage over 5 seconds. | Base Cooldown: 90 seconds | ||||||||||||
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62 | 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 [1.5] seconds on hit. | Base Cooldown: 100 seconds. | ||||||||||||
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64 | 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 projectile 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: 100 seconds. | ||||||||||||
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66 | Super Abilities | ||||||||||||||
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68 | Storm's Edge | General Super Information Damage Resistance: ?% [50?%] Base Duration: ? seconds, or ?% Super Drain per Second. Throws out a homing knife, dealing 100 [?] impact damage and up to 189.5 [45?] radial damage to enemies within ? meters on impact, teleporting to it afterwards. Performs a wide whirling strike after teleporting, dealing 1600 x 2 [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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70 | Golden Gun: Marksman | General Super Information Damage Resistance: 60% [0%] Base Duration: 12 seconds, or 8.34% 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 a stack of Line'Em Up, up to a maximum of 2 stacks, and spawns 2 Orbs of Power. Buff lasts until Super End. Line'Em Up x1 grants 45.8% Increased Precision Damage, and 25?% Reduced Passive Super Drain. Line'Em Up x2 grants 90% Increased Precision Damage, and 50?% Reduced Passive Super Drain. 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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72 | 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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74 | 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 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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76 | 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. | ||||||||||||
77 | |||||||||||||||
78 | Aspects | Information | Fragment Slots | ||||||||||||
79 | |||||||||||||||
80 | 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 10? meters. Deals up to 200 [30] damage, as well as Jolting enemies within 10? metres. | |||||||||||||
81 | |||||||||||||||
82 | Gunpowder Gamble | Solar Kills and Kills with Elemental Debuff Damage charge up an Improvised Explosive. Readies at 6 Charges. Weapon = 1 [2] | Elemental Debuff Damage = 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. | |||||||||||||
83 | |||||||||||||||
84 | Stylish Executioner | Killing enemies affected by any Elemental Debuff grants Invisibility for 8 seconds, and Truesight for 4 seconds. While invisible from activating Stylish Execution: Melee Attacks deal 200% [20%] increased damage, weaken enemies for 5 [2.5] seconds, and have their Melee Lunge Range extended to ? metres. Glaive Melee can apply the weaken effect, but will not benefit from the Melee Damage Increase. Applies "Too Stylish" after Stylish Executioner is triggered, preventing additional Stylish Execution activations for 2 [12] seconds. | |||||||||||||
85 | |||||||||||||||
86 | Winter's Shroud | Upon applying Slow to an enemy: Grants 300% [150%] Additional Base Class Ability Regeneration Rate for 3 seconds. On Class Ability Usage: Applies x60 [x40] Slow Stacks for 8 [1.5] seconds to enemies within 9 [8] metres. Grants 50% Damage Resist against Combatants for 4? seconds. | |||||||||||||
87 | |||||||||||||||
88 | 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 479 [60 Guardians | 121 Objects] damage in a ? metre radius. Explosions triggered by enemies being near it spawn 2 Threadlings. Passively applies 0.6x Class Ability Regeneration Speed while equipped. | |||||||||||||
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90 | Titan | - | - | - | - | - | Titans | - | - | - | - | - | - | ||
91 | |||||||||||||||
92 | |||||||||||||||
93 | |||||||||||||||
94 | Grenade Abilities | ||||||||||||||
95 | |||||||||||||||
96 | Electrified Snare | Prismatic Grenade Explosive charged with Arc and Strand energy. Explodes in a supercharged suspending burst, dealing up to 105 [?] damage, and applying Suspension to enemies within ? meters. Suspended Enemies are dealt ? damage every ? seconds for ? seconds, and become Jolted. | Base Cooldown: - | ||||||||||||
97 | |||||||||||||||
98 | 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 additional times. Can deal up to a total of 1828 [530]. | Base Cooldown: 121 seconds. | ||||||||||||
99 | |||||||||||||||
100 | 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 20 meters away, each dealing up to 273 x 2 [80] damage and applying x10 Scorch. Deals up to 2184 [360] damage and applying x40 Scorch if all 4 Solar Waves hit without falloff. | Base Cooldown: 121 seconds | ||||||||||||
101 | |||||||||||||||
102 | 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 | ||||||||||||
103 | |||||||||||||||
104 | Glacier Grenade | Medium Trajectory Creates 5 Stasis Crystals in a straight line on impact, perpendicularly from where it was thrown. | Base Cooldown: 121 seconds. | ||||||||||||
105 | |||||||||||||||
106 | 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. | ||||||||||||
107 | |||||||||||||||
108 | Melee Abilities | ||||||||||||||
109 | |||||||||||||||
110 | 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 80% Damage Resist against Combatants during the animation, and for ? seconds after usage. | Base Cooldown: 90 seconds. | ||||||||||||
111 | |||||||||||||||
112 | 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 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. | ||||||||||||
113 | |||||||||||||||
114 | Shield Throw | Hurls a Void Shield forward. Ricochets up to 4 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 | ||||||||||||
115 | |||||||||||||||
116 | Shiver Strike | Leaps through the air, performing an extended lunge distance melee upon releasing [Melee Attack]. Shiver Strike shatters Stasis Crystals on contact. Failing to deal damage will refund 80% Melee Ability Energy. Deals 567 [105] damage on hit, heavily [moderately] knocking enemies back and applying x50 [x40] Slow. Hits attach a delayed Stasis Explosive that deals up to 243 [?] damage and applying x50? [x40] Slow after 1 second to enemies within 5? meters. Only the Impact Damage portion benefits from Melee Damage Increases. Explosion damage is non-lethal. Guardians directly hit by Shiver Strike have their Melee Lunge disabled for 0.5 seconds. | Base Cooldown: 101 seconds. | ||||||||||||
117 | |||||||||||||||
118 | Frenzied Blade | Innately has 3 Melee Ability Charges. 0.7x Regeneration Speed over Strand Subclass version. 0 Charges = 1.15x Regeneration Speed | 1 Charge = 1.55x Regeneration Speed | 2 Charges = 1.95x 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. | ||||||||||||
119 | |||||||||||||||
120 | Super Abilities | ||||||||||||||
121 | |||||||||||||||
122 | 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 5200? 3900 [?] explosive damage. Explosion releases aftershocks 0.75 seconds after impact, dealing up to 120 [?] damage every second for 4 seconds. | Tier 2 Super 556 seconds. | ||||||||||||
123 | |||||||||||||||
124 | 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 483 [?] damage. Has a 1.5 seconds delay between Hammer Throws. Impacts release 3 shrapnel, dealing up to 429 [?] 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 | ||||||||||||
125 | |||||||||||||||
126 | Twilight Arsenal | General Super Information Damage Resistance while in Cast Animation: ?% [%] Summons 3 Void Axes and throws them towards the reticle. Axes deal up to 1250 [?] damage over ? meters on impact, pulling enemies inwards, and explode after 0.6 seconds, dealing up to 1750 [?] damage and weakening over ? meters. After exploding, axes become carriable weapons, lingering up to 20 seconds on the ground. Carriable Axes: Melee Weapons with 10 Ammo that can be held for up to 15 seconds. Light Attack swings deal 500? 408 [175] damage and weaken, consuming 1 Ammo. Heavy Attacks throws the axe as an explosive projectile, consuming all ammo, dealing 1190? 967 [?] damage on impact, and up to 738? 600 [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 | ||||||||||||
127 | |||||||||||||||
128 | 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. Grants 3 Melee Ability Charges on Super End. On Super Cast Freezes enemies within 8 [6] meters Light Attack Drains 7.45% Super Energy. Leaps through the air forward, dealing 2040 [210] damage and heavily knocking enemies back. Hits attach a delayed Stasis Explosive that deals up to 997 [?] damage, and applies x50? [x?] Slow after 1 second to enemies within 5? meters. Only the Impact Damage portion benefits from Melee Damage Increases. Impact Damage does not benefit from Synthocepts' Biotic Enhancements Super Increase. Impact Damage is non-lethal. Heavy Attack Drains 7.45% Super Energy. Slams the ground, dealing 80 [50] damage and creating 3 waves of Stasis Crystals, each composed of a Medium and Large Crystal. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
129 | |||||||||||||||
130 | 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 | ||||||||||||
131 | |||||||||||||||
132 | Aspects | Information | Fragment Slots | ||||||||||||
133 | |||||||||||||||
134 | Knockout | On Melee Kill: Quickly restores a varying amount of Health over 0.1 seconds, begins Health Regeneration 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. | |||||||||||||
135 | |||||||||||||||
136 | Consecration | While sliding: [Melee Ability] launches a wave of Solar Energy 20 meters forward, dealing 90 [30] damage and applying x40 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] slams the ground, creating a second, wider wave that travels 20 meters forward, shatters crystals, and deals 1080 [120] damage to Non-Scorched Enemies. Hits against Scorched Enemies with the second wave trigger an ignition that deals 20% increased damage against Combatants, and deals 1050 [50] damage. Grants 25% Damage Resist against Non-Melee Damage while in the Melee Animation. | |||||||||||||
137 | |||||||||||||||
138 | Unbreakable | Hold [Grenade] to summon a Void Shield that grants 95% [75%] Damage Resist against blocked damage. Void Shield quickly drains 50% Grenade Energy over 1 second, then 25% Grenade Energy per second. Shield continuously generates 16.7 Void Overshield HP/s for 5 seconds. A single Grenade Charge allows using the Void Shield for up to 3 seconds. Having 2 Grenade Charges increases its maximum duration to 7 seconds. Combatants that come into contact with the shield become disoriented for ? seconds. Releasing [Grenade] or running out of Grenade Energy releases a frontal blast, consuming 33% Grenade Energy and dealing damage up to 11 meters away. Deals a minimum of 495 [80] damage for not blocking any damage, linearly scaling to 2300 [185] damage after receiving ? [40] blocked damage. Overrides Grenade Ability Cooldown to 152 seconds at base while equipped. New changes Soon™ | |||||||||||||
139 | |||||||||||||||
140 | Diamond Lance | Creates a Stasis Lance upon scoring 1 [3] Stasis Weapon Kills, an Ability Kill, or a Shatter Kill. 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. [Fire] 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, dealing up to 200 [90] damage, and bestowing the user and their allies within ? meters x2 Frost Armor. Diamond Lances instantly shatter Stasis Crystals upon damaging them. Incurs a 7 [17] second cooldown after spawning a Stasis Lance before another can be spawned. | |||||||||||||
141 | |||||||||||||||
142 | 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 60 [30] damage and suspending on hit. On Thruster Class Ability Usage: Creates a Strand Knot that explodes after ? seconds, dealing up to 60 [30] damage and suspending in a ? meter radius. | |||||||||||||
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144 | Warlocks | - | - | - | - | - | Warlocks | - | - | - | - | - | - | ||
145 | |||||||||||||||
146 | |||||||||||||||
147 | |||||||||||||||
148 | Grenade Abilities | ||||||||||||||
149 | |||||||||||||||
150 | Freezing Singularity | Prismatic Grenade Deals up to 70 [26] 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 [4] 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 [150] Void Damage to enemies within ? meters. | Base Cooldown: - | ||||||||||||
151 | |||||||||||||||
152 | 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. Enemies can only receive damage once per barrage, Deals up to 827 [120] damage with the initial impact alongside the barrage. | Base Cooldown: 121 seconds. | ||||||||||||
153 | |||||||||||||||
154 | 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 seconds upon being picked up. Orb has a 7.5 meter pickup radius, and 100 HP. | Base Cooldown: 91 seconds | ||||||||||||
155 | |||||||||||||||
156 | 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 | ||||||||||||
157 | |||||||||||||||
158 | 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. | ||||||||||||
159 | |||||||||||||||
160 | Threadling Grenade | Medium Trajectory | Seeker Splits into 3 projectiles while midair, each creating a Threadling on impact. | Base Cooldown: 121 seconds. | ||||||||||||
161 | |||||||||||||||
162 | Melee Abilities | ||||||||||||||
163 | |||||||||||||||
164 | 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 | ||||||||||||
165 | |||||||||||||||
166 | Incinerator Snap | Creates a fan of 5 burning sparks. Sparks explode after ? meters, each dealing up to 90 [27?] damage and apply x20 [x10] Scorch over a ? meter radius. Can deal up to 450 [135?] damage and apply up to x100 [x50] Scorch by scoring hits with all 5 burning sparks | Base Cooldown: 83 seconds | ||||||||||||
167 | |||||||||||||||
168 | 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 | ||||||||||||
169 | |||||||||||||||
170 | 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 | ||||||||||||
171 | |||||||||||||||
172 | Arcane Needle | Innately has 3 Melee Ability Charges. 0.7x Regeneration Speed over Strand Subclass version. 0 Charges = 1.16x Regeneration Speed | 1 Charge = 1.64x Regeneration Speed | 2 Charges = 2.6x 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 | ||||||||||||
173 | |||||||||||||||
174 | Super Abilities | ||||||||||||||
175 | |||||||||||||||
176 | Stormtrance | General Super Information Damage Resistance: 90% [58%] 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 [90] 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 | ||||||||||||
177 | |||||||||||||||
178 | Song of Flame | General Super Information Damage Resistance: 90% [52%] Base Duration: 25 seconds, or 4% Super Drain per Second. Song of Flame: Caster is granted Radiant and Scorching Rounds. Weapon Kills by the Caster count as Super Kills. Weapon damage does not count as Ability damage. Allies within 15 metres are granted 30% [?%] Damage Resist, Scorching Rounds, and 15% Fixed Grenade, Melee, and Class Ability Energy per second. Scorching Rounds: Dealing Kinetic or Solar Weapon Damage applies Scorch, with the stack amount and cooldown between Scorch applications varying per Weapon Type. x3 Scorch every 0.2 seconds = Auto Rifles | Submachine Guns x5 Scorch every 0.2? seconds = Machine Guns | Trace Rifles x10 Scorch every 0.6 seconds = Hand Cannon | Pulse Rifle | Scout Rifles | Sidearms x15 Scorch every 0.4 seconds = Fusion Rifles (+Bastion) | Glaive (Melee/Projectile) | Shotgun | Sniper Rifle | Swords (+Solar Ergo Sum) x20 Scorch every 0.6? seconds = Bows | Heavy Grenade Launchers | Special Grenade Launchers | Linear Fusion Rifles (+Arbalest) | Rocket Launchers Double Fire Grenade Launchers can apply x40 Scorch in a single shot. Grenade Ability: Drains 4.8% Super Energy, and has a 2 second cooldown between usages. Sends forth a homing Solar Wisp that detonates on impact, dealing up to 685 [?] damage, and applying x40 Scorch. Wisps have ? HP. Another Wisp is spawned on the impact location if an enemy is within 15? meters, chasing towards the closest enemy it hasn't already damaged. Can spawn up to 3 additional Wisps per ability usage. Melee Ability: Drains 2.4% Super Energy, and has a 1.75 second cooldown between usages. Incinerator Snap releases a barrage of 7 Solar Sparks, each dealing up to 155 [41] damage and applying x20 [x10] Scorch. [Auto Melee] against an enemy within Melee Lunge Distance performs an Enhanced Basic Melee that deals 1000 [?] Solar Damage, and applies x60 Scorch over a tiny radius, consuming Super Energy and a Melee Ability Charge. Class Ability: Drains 6% Super Energy, and has a 2.85 second cooldown between usages. Functions as the selected Class Ability, recharging quickly at the cost of Super Energy. | Tier 2 Super Base Cooldown: 556 seconds | ||||||||||||
179 | |||||||||||||||
180 | 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. Nova Bomb has 400 Construct HP. Caster deals 300% increased damage towards their own Nova Bomb. Releases 6 seekers on detonation, which slowly track enemies, dealing up to 936 [?] damage in a small radius each. Seekers have 100 Construct HP. 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 | ||||||||||||
181 | |||||||||||||||
182 | 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 are dealt 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 | ||||||||||||
183 | |||||||||||||||
184 | 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 | ||||||||||||
185 | |||||||||||||||
186 | Aspects | Information | Fragment Slots | ||||||||||||
187 | |||||||||||||||
188 | Lightning Surge | While Sliding: [Melee Ability] warps the user forward ? meters, calling down 5 lightning bolts in a ⬡-shape on the exit point, and granting Amplified. Grants ?% Damage Resist against Combatants for ? seconds after usage. Unable to use during slide if user shoots. Lightning bolts deal 488 + 217 = 705 [105 + 47 = 152] damage simultaneously and inflict Jolt. Targets on the same elevation receive an extra tick of 109 [24] damage, increasing the total damage to 814 [176]. | |||||||||||||
189 | |||||||||||||||
190 | Hellion | On Class Ability Usage: Grants Hellion for 20 seconds. Hellion 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. | |||||||||||||
191 | |||||||||||||||
192 | Feed the Void | Grants Enhanced Devour upon scoring an Ability Kill, Frozen Enemy Shatter Kill, Volatile Explosion Kill, or a Tangle Kill. Devour becomes Enhanced Devour. Enhanced Devour: Restores 200 HP on activation and grants Enhanced Devour for 10 seconds. Reactivating Enhanced Devour restores 200 HP and refreshes 5 seconds. Scoring a kill while Enhanced Devour is active restores 200 HP, grants doubled Grenade Ability Energy, and refreshes 5 seconds of its duration. Grenade Ability Energy on Kill: Tier 1 Combatant = 15% | T2 = 23.2% | T3 = 27.5% | T4 = 40% | Guardians = 40% | |||||||||||||
193 | |||||||||||||||
194 | Bleak Watcher | Hold [Grenade] to convert the Grenade Ability into a Stasis Turret. Overrides Grenade Cooldown to a minimum of 121 seconds. Ability Chunk Scalars inherit the currently equipped Grenade Ability's Multiplier. 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 [2] seconds per hit. Lasts for 25 seconds, has 150 HP, and 67% Damage Resist until it has fired. Bleak Watcher damage counts as Stasis Grenade Ability Damage. | |||||||||||||
195 | |||||||||||||||
196 | 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%. Miniboss and below = 34% | Boss = 100% | Guardians = 67% | |||||||||||||
197 |
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 7 seconds. On Finisher: Grants Void Invisibility for 10 seconds | Spirit of the Star-Eater | Picking up an Orb of Power while Super is charged grants a stack of Feast of Light, up to a maximum of x6 stacks. Swapping to another Exotic Class Item with Star-Eaters will maintain the current Feast of Light stacks. On Super Cast: Consumes all Feast of Light stacks, increasing Super Damage for 14 seconds. 18.2% | 36.4% | 54.6% | 59.7% | 64.8% | 70% increased Super Damage. Reduced effectiveness with certain Super Abilities. Song of Flame does not receive increased Solar Effect Damage. Nova Bomb and Thundercrash both receive up to 50% Increased Super Damage. Twilight Arsenal receives up to 25% Increased Super Damage. | ||
4 | Spirit of the Inmost Light | On Grenade or Class Ability Usage, or upon dealing Powered Melee Damage: Grants a stack of Empowered Abilities for the other two abilities for 5 seconds, up to 2 stacks. e.g.: Dealing Combination Blow damage -> Increased Grenade and Class Ability Regeneration. Empowered Abilities: x1 = 400% [100%] | x2 = 800% [200%] Additional Base Grenade and Melee Regeneration Rate. x1 = 25% | x2 = 50% Additional Base Class Ability Regeneration Rate. Buff display is NOT accurate to the active ability regen. With the example in mind, Class Ability Usage before Empowered x1 from Melee runs out will do the following: Grenade Empower will go to x2 and will have its duration refreshed. Melee will receive Empower x1 for 5 seconds, and Class Empower x1 won't be refreshed, despite the UI saying Empowered x2 | Spirit of the Synthoceps | While within 15 metres of 3 enemies: Grants Biotic Enhancements for 5 seconds. Biotic Enhancements: 165% [100%] Increased Melee Damage. 100% Increased Glaive Melee Damage. Reduced effectiveness with certain Melee Abilities. Combination Blow: 30% [?%] | Stylish Executioner: 50%? [?%] | Song of Flame: Does not work | ||
5 | Spirit of the Ophidian | Passively grants +35? Handling. | Spirit of Verity | Upon scoring a Grenade-Element Matching Weapons Kill: Grants a stack of Death Throes for 10 seconds, up to x5 stacks. All stacks disappear on buff expiration. Death Throes: Grants Increased Grenade Damage per stack, up to 100% Increased Grenade Damage at x5. 40% | 55% | 70% | 85% | 100% Increased Grenade Damage. 20% | 40% | 60% | 80% | 100% Increased Grenade Damage. | ||
6 | Hunter-exclusive Perks | |||||
7 | Spirit of Caliban | Powered Melee Kills trigger an Ignition. Ignition does not benefit from Melee Damage Increases. | Spirit of the Coyote | Grants an extra Class Ability Charge. | ||
8 | Spirit of Galanor | Super Hits and Kills refund Super Energy. Refunds up to 50% Super Energy. Needs testing across all 5 Super Abilities :( | 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 50% [20%] reduced 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 9 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 | Receiving Melee Damage, or scoring a Powered Melee Hit grants Cross Counter for the next Melee Hit within 3 seconds. Cross Counter grants 200% increased Basic and Arc Melee Damage. Cross Counter's Melee Attack deals Arc Damage. One-Two Punch's Melee Damage Increase is reduced to 40% when Cross Counter is active. | ||
11 | Spirit of the Foetracer | Upon dealing Ability Damage to an Elite, Miniboss, Champion, Boss, or Guardian: Grants x4 Ability Element-Matching Weapon Surge for 11 [6] seconds. Buff is not refreshable. Does not currently work with Solar Abilities. | Spirit of the Wormhusk | On Class Ability Usage: Instantly recovers 45? HP. | ||
12 | Titan-exclusive Perks | |||||
13 | Spirit of Hoarfrost | On Barricade Placement: Creates a Stasis Wall that is 5 medium crystals wide. The middle crystal is a small crystal. Overrides Barricade Cooldown with Towering Barricade's?. On Thruster Usage: Spawns 2 Stasis Crystals. Does not provide Rally Barricade Bonuses, unlike the Exotic Armor version. | Spirit of Alpha Lupi | On Barricade Placement or Thruster Usage: 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. Incurs a 5? second cooldown between healing pulses. | ||
14 | Spirit of Severance | On Powered Melee Kill or Finisher: Enemy triggers a Kinetic Explosion, dealing up to 400 [?] damage over ? meters Incurs a 1 second cooldown between non-chaining explosions. Severance Explosions from Powered Melee Kills can chain, creating weaker explosions that only deal up to 268 [?] damage in a ? meter radius. Chaining Explosions do not have a cooldown. | Spirit of Contact | Upon scoring a Powered Melee Hit: Enemies within ? metres of the damaged enemy are struck by lightning, receiving 200 [50] damage and becoming Jolted. | ||
15 | Spirit of the Abeyant | Enhances Drengr's Lash Barricade: Creates 2 additional Lashes. Lashes now seek enemies more aggressively and travel ?% farther. Thruster: Knot lasts up to ? seconds, lobbing itself towards enemies within ? meters, and detonates on contact. | Spirit of Scars | Upon scoring a Super-Element Matching Weapon Kill: Grants x1 Restoration for 3 seconds to wearer and allies within 15? 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 20% [10%] Super Energy after receiving ? [90] 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 30 [6?] 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 480 [100] damage and applies x60 [x30] Scorch. Wave hits once going forward, and once while returning, doubling damage and Scorch per use. On Thruster Usage: Releases a Solar Ball that explodes after ? seconds, dealing up to ? [70] damage and applying x20 Scorch over 10 meters. | ||
18 | Warlock-exclusive Perks | |||||
19 | Spirit of Apotheosis | On Super End: Grants 66% Fixed Grenade and Melee Ability Energy per second for ? seconds. | Spirit of Harmony | Upon scoring a Super-Element Matching Weapon Kill: Grants additional Super Energy, ranging between 1.5% to 4.5%. | ||
20 | Spirit of Osmiomancy | Coldsnap Grenades have better tracking, and travel 17.5% further and faster. Coldsnap, Storm, Threadling, and Vortex Grenades grant Fixed Grenade Energy upon dealing damage. Healing Grenades grant Fixed Grenade Energy upon healing the user or an ally. Vortex Grenades have a ~0.8s cooldown between energy gains on a single target. Coldsnap Grenade Ability Energy: T1 Combatant = 10% | T2 = 22% | T3 = 34% | T4 = 50% | Guardian = 7% Storm, Healing, Threadling, and Vortex Grenade Ability Energy: T1 Combatant = 3% | T2 = 5.7% | T3 = 8.4% | T4 & Healing = 12% | Guardian = 5% | Spirit of Starfire | While in a Well of Radiance or Empowering Rift: Grants 2.5?% Grenade Energy per Weapon Hit. Incurs a 0.4 seconds cooldown between Grenade Energy Gains. Grants 20% Grenade Energy on Weapon Kill. | ||
21 | Spirit of the Stag | Grants 25% [5%] Damage Resist to Guardians inside Rifts created by the wielder. Standing in a Rift that overlaps or is inside a Well of Radiance allow the Damage Resist to work in 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. Exiting, and then re-entering the same Empowering Rift refreshes the duration of Devour. Secant Filaments' Devour can be refreshed to 11 seconds. | Spirit of the Swarm | Upon destroying a Tangle: Spawns 2 Threadlings. | ||
23 | Spirit of the Necrotic | Melee Hits apply Necrotic Poison. Poisoned enemies spread Necrotic Poison on death in a 5 metre radius. Necrotic Poison Damage ticks every 0.52 [0.7] seconds up to 20 [?] times over 10 [?] seconds, dealing 32 [5?] Kinetic Damage every tick, totalling 640 [?] damage over its duration. Does not scale damage over time, unlike its regular version. Poison Damage does not count as Melee Damage. | Spirit of Vesper | After 1 second of placing a Rift: Triggers an Arc Shockwave that deals 400 [100] Arc Damage and staggers in a 7.5 metres radius. Additional shockwaves occur every 5 seconds, until the Rift expires. While an Arc Super Ability is equipped, shockwaves blind. | ||
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 | |
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1 | Class Abilities | Support the Data Compendium | |||||||||||||
2 | Hunter | - | - | - | Hunters | - | - | - | - | - | - | ||||
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5 | Acrobat's Dodge | Performs an acrobatic leap. Upon landing, the user and their allies within ? meters are granted Radiant for 10+5 seconds. Enemies within ? meters are dealt up to 40 [20] Solar Damage upon landing. | Base Cooldown: 82 seconds | ||||||||||||
6 | |||||||||||||||
7 | Gambler's Dodge | Performs a deft tumble that removes Combatant Projectile Tracking, as well as Aim Assist against Guardians. Grants 100% Fixed Melee Ability Energy if used while an enemy is within 15 meters. | Base Cooldown: 38 seconds | ||||||||||||
8 | |||||||||||||||
9 | Marksman's Dodge | Performs an evasive maneuver that removes Combatant Projectile Tracking, as well as Aim Assist against Guardians. Refills the currently readied weapon. | Base Cooldown: 29 seconds | ||||||||||||
10 | |||||||||||||||
11 | Mobility Stat Cooldown Scaling | ||||||||||||||
12 | |||||||||||||||
13 | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | Tier 8 | Tier 9 | Tier 10 | ||||
14 | Acrobat's Dodge | 96 | 91 | 86 | 82 | 75 | 68 | 63 | 59 | 55 | 51 | 48 | |||
15 | Gambler's Dodge | 45 | 42 | 40 | 38 | 35 | 32 | 29 | 27 | 25 | 24 | 22 | |||
16 | Marksman's Dodge | 34 | 32 | 31 | 29 | 26 | 24 | 22 | 21 | 19 | 18 | 17 | |||
17 | 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 | |||
18 | |||||||||||||||
19 | Titans | - | - | - | Titans | - | - | - | - | - | - | ||||
20 | |||||||||||||||
21 | |||||||||||||||
22 | Thruster | Performs an evasive first-person dash that removes Combatant Projectile Tracking?, as well as Aim Assist against Guardians. Quickly dashes 8 metres towards the currently held movement direction. Not inputting a movement direction will result in a 4 metre backwards dash. Only usable while on the ground. | Base Cooldown: 36 seconds. | ||||||||||||
23 | |||||||||||||||
24 | Towering Barricade | Creates a tall, slightly curved barricade construct in front of the caster that blocks all damage dealt to it. Grants 20% [20%] Damage Resist while in the Barricade Placement animation. Barricade lasts for 20 seconds, and has 500 Construct HP. Barricades have 90% 80% Damage Resist against Non-Boss Combatants, and ?% against Boss Combatants. Enemies that pass through the barricade rapidly receive ? [?] non-lethal damage every ? seconds. While within ? meters behind the Towering Barricade: 60% Damage Resist against Splash Damage from Combatants. | Base Cooldown: 70 seconds | ||||||||||||
25 | |||||||||||||||
26 | Rally Barricade | Creates a short, curved barricade construct in front of the caster that blocks all damage dealt to it. Grants 20% [20%] Damage Resist while in the Barricade Placement animation. Barricade lasts for 20 seconds, and has 500 Construct HP. Barricades have 90% 80% Damage Resist against Combatants, and ?% against Boss Combatants. Enemies that pass through the barricade rapidly receive ? [?] non-lethal damage every ? seconds. While within ? meters behind the Rally Barricade: 60% Damage Resist against Splash Damage from Combatants. +30 Stability, +100 Reload Speed, 0.9x Reload Duration Multiplier, 10% Increased Damage Falloff Distance, and 50% Flinch Resist. | Base Cooldown: 38 seconds | ||||||||||||
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28 | Resilience Stat Cooldown Scaling | ||||||||||||||
29 | |||||||||||||||
30 | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | Tier 8 | Tier 9 | Tier 10 | ||||
31 | Towering Bastion | 143 | 125 | 111 | 100 | 95 | 91 | 83 | 77 | 71 | 65 | 59 | |||
32 | Rally Bastion | 114 | 100 | 89 | 80 | 76 | 73 | 67 | 62 | 57 | 52 | 47 | |||
33 | Towering Barricade | 100 | 88 | 78 | 70 | 67 | 64 | 58 | 54 | 50 | 45 | 41 | |||
34 | Rally Barricade | 54 | 48 | 42 | 38 | 36 | 35 | 32 | 29 | 27 | 25 | 22 | |||
35 | Thruster | 51 | 45 | 40 | 36 | 34 | 33 | 30 | 28 | 26 | 23 | 21 | |||
36 | 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 | |||
37 | |||||||||||||||
38 | Warlocks | - | - | - | Warlocks | - | - | - | - | - | - | ||||
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41 | Empowering Rift | Conjures an Empowering Rift beneath the caster that grants 20% [15%] increased damage in a ? meter radius for 15 seconds. Grants 20% Damage Resist while in the Rift Placement animation. | Base Cooldown: 82 seconds | ||||||||||||
42 | |||||||||||||||
43 | Healing Rift | Conjures a Healing Rift beneath the caster that continuously restores 40 HP per second in a ? meter radius for 15 seconds. While at Full Health, the Healing Rift instead generates 3 Overshield HP per second, up to 15 Overshield HP. Grants 20% Damage Resist while in the Rift Placement animation. Healing Rifts cause the users to count as having Overshields for the purpose of perks. | Base Cooldown: 82 seconds | ||||||||||||
44 | |||||||||||||||
45 | Phoenix Dive | Dive that applies Cure x2 to the user and their 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: 55 seconds | ||||||||||||
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47 | Recovery Stat Cooldown Scaling | ||||||||||||||
48 | |||||||||||||||
49 | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | Tier 8 | Tier 9 | Tier 10 | ||||
50 | Empowering Rift | 117 | 103 | 91 | 82 | 78 | 75 | 68 | 63 | 59 | 53 | 48 | |||
51 | Healing Rift | 117 | 103 | 91 | 82 | 78 | 75 | 68 | 63 | 59 | 53 | 48 | |||
52 | Phoenix Dive | 79 | 69 | 61 | 55 | 52 | 50 | 46 | 42 | 39 | 35 | 32 | |||
53 | 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 | |||
54 |
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 | Exotic Weapon Catalysts are displayed with ↑Yellow. | ||||||
4 | Kinetic Slot Weapons | ||||||
5 | 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% [29%] increased damage and 15% Decreased Damage Falloff Distance. Memento Mori is removed on stow. Reload Trigger persists through stow. ↑Funeral Pyre: Firefly damage is increased by 50% [57%] while Memento Mori is active. | |||||
6 | Ager's Scepter Ager's Call Rega's Refrain ↑Will Given Form | Stasis Adaptive Trace Rifle Kills trigger a Stasis Burst, inflicting x100 [x50] Slow Stacks to enemies within 10 meters. 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 inflict x20 [x0] Slow Stacks for 4+0 seconds Effect lasts until Magazine is emptied, Super Energy runs out, or if Ager's Scepter is stowed. | |||||
7 | Alethonym Harvester Spike Vestigial Alchemy ↑One For All | Stasis Micro-Missile Grenade Launcher Rifle Grants Lightweight Frame bonuses. Deals 40% increased damage against Rank-and-File Combatants (compared to Exotic Primary's 30%) Fires Harvester Spikes in a straight line, dealing up to 43 [39] Impact Damage, and 534 [91] Explosive Damage. Minibosses, Champions, and Bosses become impaled on direct hits, receiving 113 Stasis Damage every 0.8 seconds up to 6 times over 4 seconds. Impaled Enemies trigger the Harvester Spike Explosion on the sixth tick, removing the impaled projectile. Impale Damage is non-lethal. There is no limit to the amount of simultaneous impales on a single enemy. Kills create a floating Vestige that home in towards the user. Picking up a Vestige grants Vestigial Alchemy Energy. Picking up 7 Vestiges totals 50% Vestige Energy. Requires an additional 10 Vestiges (17 Total) to reach 100% Energy. Impaled Minibosses, Champions, and Bosses spawn a Vestige every time Impale damage ticks, spawning up to 6 Vestiges on a single shot. Holding [Reload] while Vestigial Alchemy is at least at 50% Energy toggles between Firing Modes. 50%–99% Vestigial Energy: Regular Fire -> Special Ammo Mode | 100% Vestigial Energy: Regular Fire -> Special Ammo Mode -> Heavy Ammo Mode Ammo-Loaded Shots deplete all Vestigial Alchemy Energy, and cannot impale Combatants. Special Ammo Mode: Causes the next shot to spawn a Special Ammo Brick for the user and their allies. Special Vestige Ammo Bricks grant 10% of Total Reserves and are affected by Scavenger mods. Heavy Ammo Mode: Causes the next shot to spawn a Heavy Ammo Brick for the user and their allies. Heavy Vestige Ammo Bricks grant 10% of Total Reserves and are affected by Scavenger mods. ↑Catalyst: Grants the One For All trait. | |||||
8 | Arbalest Compouding Force Disruption Break ↑Genesis | Special Ammo Kinetic Precision Linear Fusion Rifle Intrinsic Shield-Piercing Breaker. Instantly destroys Barrier Champion's Shield and Combatant Elemental 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. | |||||
9 | 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 for 5.5 seconds, up to a maximum of 5 stacks. String of Curses grants increased damage and additional Super Energy on kill. String of Curses persists through stow. String of Curses 20% | 40% | 60% | 80% | 100% Increased Damage 12% | 20% | 32% | 40% | 52% Increased Damage 0.8% | 1.1% | 1.4% | 1.7% | 2% Additional Super Energy Upon scoring 3 kills within 7.5? seconds of each without reloading or stowing Bad Juju: Triggers a Cursed Explosion, dealing up to 305 [?] Kinetic Damage over ? meters. Explosion Kills count towards the kill counter. String of Curses damage buff applies to the Explosion Damage. ↑Unending Curse: String of Curses duration is increased to 7.5 seconds. | |||||
10 | Bastion Saint's Fists Breakthrough | Kinetic Fusion Rifle Intrinsic Unstoppable Breaker. Fires a burst of 3 shots, each firing 7 pellets. Upon scoring 18? pellets in a burst: Grants increased Melee Damage for the next Melee Hit within 2.7 seconds. Behaves identically to One-Two Punch, with a longer duration. Upon dealing Melee Damage: 45% increased damage, +? Reload Speed, and 0.85x Charge Time Multiplier for 8.5 seconds. Additional Melee Damage refreshes Saint's Fist duration. Buff is removed on stow. | |||||
11 | Cerberus +1 Four-Headed Dog Spread Shot Package ↑Focused Fire | Kinetic Quad-Barrel High-Impact Auto Rifle Has reverse damage falloff at close ranges for both firing modes. Deals 75%? reduced 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 36 [18.8] damage with a 1.6x Precision Multiplier. ADS grants -25% 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: Hold [Reload] within 7 seconds of a kill to activate Focused Fire. Green Light displays when it's possible to swap firing modes. Grants 50% [10%] increased damage and -30% Pellet Spread for 7 seconds. Additional Weapon Kills while Focused Fire is active refresh its duration. Focused Fire and Trigger Condition are removed on stow. | |||||
12 | The Chaperone Precision Slug The Roadborn | Kinetic Pinpoint Slug Shotgun Grants Lightweight Frame bonuses. Passively has 5% Increased Damage Falloff Distance. Upon scoring a Precision Kill, or 2 Precision Hits within ? seconds of each: Grants Roadborn for 10 seconds. Roadborn: Lasts for 10 seconds. Scoring additional Precision Hits extends the buff duration by +3 seconds, up to 10? seconds. 17% Increased Precision Damage, +20 Stability, +40 Reload Speed, 0.75x Reload Duration Multiplier, 0.56x Handling Duration Multiplier, and 0.58x Fire Recovery Delay Multiplier. 10% Increased Damage Falloff Distance. Additive to Passive. | |||||
13 | Conditional Finality Split Decision Paracausal Pellets | Stasis + Solar Aggressive Shotgun Reloads both shells at once. Counts as a weapon for Harmonic Resonance, and benefits from the Handling and Reload Speed Increase from it. While Ammo = 2: Deals Stasis Damage. ▲ Pattern Spread. Scoring a hit with 10 out of the 12 pellets freezes. Benefits from Stasis Mods. While Ammo = 1 or 0: Deals Solar Damage. ⬤ Pattern Spread Scoring a hit with 10 out of the 12 pellets ignites. Benefits from Solar Mods. | |||||
14 | Crimson Banned Weapon Cruel Remedy | Kinetic 3-Round Burst Aggressive Hand Cannon Kills begin Health Regeneration and restore 32 HP. Precision Kills refill the Magazine. Catalyst: Passively grants +20 Range. | |||||
15 | 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. Hold [Reload] while LN2 Burst Ready is active to perform 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]. Firing the Charged Shot, or stowing while Charged Shot is active reverts the firing mode to Sidearm Mode. ↑Cold Efficiency: Scoring a Frozen Enemy Kill refills the Magazine. | |||||
16 | 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 4 seconds, up to a maximum of 5 stacks. Stacks persist through stow. 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, -50% Hipfire Accuracy Cone Size, and -?x Hipfire Accuracy Cone Growth. Prefers Crits over Bodyshots if Precision AA Cone overlaps. Grants 28% [15%] increased damage while hipfiring at x5 Cranial Spike. | |||||
17 | Euphony Unwound Spindle | Special Ammo Strand Adaptive Burst Linear Fusion Rifle Scoring 6? hits within ? seconds of each spawns 3 Threadlings. Scoring a Precision Kill spawns 1 Threadling. Threadling hits grant a stack of Spindle, up to x25 stacks for 10 seconds. Spindle grants 2% increased damage, +? Handling, and +? Reload Speed per stack, up to 50% increased damage, +? Handling, and +? Reload Speed at x25 stacks. Additional Threadling or Euphony Hits refresh the Spindle duration. Spindle persists through stow. | |||||
18 | 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 inflict Unravel to marked enemies. Projectiles deal 116 [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. Marked Miniboss and Boss Combatants only receive 5% increased damage. Hits against Marked Enemies have a 25?% chance to refill 1 Ammo. | |||||
19 | 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. 420% Increased Precision Damage against Combatants. ↑The Rock: Hold [Reload] within 4 seconds of a Weapon Kill, while having at least 4 Ammo to replaces Grenade Ability with a Kinetic-Damage Fragmentation Grenade. 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. Fragmentation Grenade counts as a Grenade Ability, and will activate any effect associated with Grenade Kills or Grenade Ability Usage. The Rock persists through stow, and is only removed on Grenade Usage. | |||||
20 | Hawkmoon Paracausal Shot Randomly Rolled Trait ↑Hunter's Trance | Kinetic Adaptive Hand Cannon Precision Hits or Kills grants a stack of Paracausal Shot. The Final Round in the magazine consumes all Paracausal Shot stacks to deal increased damage based on the amount of stacks. Paracausal Shot is removed on reload, upon fully refilling the magazine, on stow if Ammo = 1, or on stow if Paracausal Shot = x6 or x7. 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 | |||||
21 | 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 2 stacks. Ride The Bull x1 grants 0.9x Fire Recovery Delay and +?% Recoil. Ride The Bull x2 grants 0.8x Fire Recovery Delay and +?% Recoil. Ride The Bull is removed upon releasing the trigger. Kills refill Magazine and grant a stack of "Yeehaw" Rampage for 3.5 seconds. 20% | 41% | 66% Increased Damage 10% | 21% | 33% Increased Damage ↑Bull Rider: Grants Kinetic Tremors. | |||||
22 | Izanagi's Burden Honed Edge No Distractions ↑Peerless Edge | Kinetic Adaptive Sniper Rifle Hold [Reload] to perform a slower Reload that consumes up to 4 Ammo and grants a single, high-damage Honed Edge shot. Honed Edge persists through stow until it is fired. 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 1 second for ammo, and 3.2 seconds to fire. ↑Peerless Edge: Honed Edge x4's Damage Increase is multiplied by 1.2x. | |||||
23 | 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: Refills 3 Ammo and grants a frame-rate dependent amount of stacks of Fate of All Fools, up to a maximum of 3 stacks. FPS <= 100 = 1 stack | FPS >= 101 = 2 stacks | FPS >= 151 = 3 stacks Fate of All Fools persists through stow and is removed upon reloading. Fate of All Fools: Non-Precision Hits deal the same damage as a Precision Hit and consume a stack. ↑Catalyst: Passively grants +30 Stability. | |||||
24 | 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. (A full magazine worth of enhanced ricochets) Eyes Up, Guardian stacks persist through stow. Every shot in the magazine divisible by 7 fires a ricochetting bullet that deals 252.52% [5% Guardians | 252.52% Constructs] increased damage and has +50% Auto Aim Cone Size. Rounds that ricochet off of enemies bounce towards the closest enemy within 8? [5?] meters, dealing 108 [4.6] damage. Firing a ricochetting round while Eyes Up, Guardian is active consumes a stack, enhancing the ricochetting bullet. Enhanced Ricochetting Bullets bounce up to 7 times between enemies within 12? [?] meters. Enemies can only be damaged twice by the same ricochetting bullet. | |||||
25 | The Last Word Fan Fire Hip-Fire Grip | Kinetic Hand Cannon Hip-Fired Precision Hits deal 30% increased damage. Hipfired Hits grant a stack of Fan Fire for 4 seconds, up to 4 stacks. Fan Fire stacks are removed on reload, ADS, or stow. Fan Fire: +5 | +10 | +15 | +20 Reload Speed -5% | -10% | -15% | -20% Accuracy Cone Size | |||||
26 | Lumina Noble Rounds Blessing of the Sky ↑Resonant Virtue | Kinetic Adaptive Hand Cannon Kills create a floating Remnant that homes in towards the user while within 10? metres. Remnants refill 4 Ammo and grant 1 Noble Round on pickup, up to a maximum of 6 Noble Rounds. Boots of the Assembler' Noble Seekers grant 1 Noble Rounds. Noble Round stacks persist through stow. Hipfiring releases a Noble Round, which aggressively seeks the closest ally. Noble Rounds restore 90 HP to the ally, and grant Blessing of the Sky to both the wielder and the ally. Blessing of the Sky: 35% [15%] increased damage for 11 seconds. ↑Resonant Virtue: Kills now create 2 Remnants. | |||||
27 | Malfeasance Explosive Shadow Taken Predator ↑Vorpal Weapon | Kinetic Precision Hand Cannon Intrinsic Unstoppable Breaker. Hits embed Explosive Slugs on the enemy for 6 seconds. Slugs expire harmlessly individually. Embedding 5 slugs on an enemy causes the slugs to explode, each dealing 203 [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. | |||||
28 | 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. | |||||
29 | Monte Carlo Monte Carlo Method Markov Chain ↑Bayonet Locked | Kinetic Adaptive Auto Rifle Hits grant 2% Melee Energy. Kills grant a stack of Markov Chain for 4.5 seconds, up to 5 stacks, and have a 25% chance to grant 100% Fixed Melee Ability Energy. Melee Kills refill magazine and grant 5 stacks. Markov Chain: 13% | 26% | 39% | 52% | 65% Increased Damage 6.6% | 13.2% | 19.8% | 26.4% | 33% Increased Damage ↑Bayonet Locked: Hold [Reload] while at Markov Chain x5 to replace 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. Bayonet Ready persists through stow. | |||||
30 | 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 +70? Reload Speed and 0.9?x Reload Duration Multiplier for ? seconds. Triggers a Cursed Thrall Explosion, dealing up to 528 [130?] Arc Damage and inflicting Poison in a ? meter radius. Cursed Thrall Explosion Kills refill Magazine. Poison deals 9.2 [0.4?] damage every 0.5 seconds for 3.5 [2] seconds. 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 3 seconds of each grants 35% increased damage, +? Range, and +? Aim Assist for 10 seconds. One For Thrall can be reactivated by damaging 3 enemies again, and persists through stow. | |||||
31 | 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 10 stacks summons a Time-slip Portal for 9 seconds. Precision Hits refresh its duration by 1 second. Rewind Again stacks persist through stow. 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 46.1 [10.2] damage, has no damage falloff, inherits No Time To Explain's Breaker-Type, and scales with Combatant Rank Multipliers. Time-slip Portal is removed on stow. ↑Blast from the Side: Time-slip Portal burst delay is decreased to 0.85 seconds. | |||||
32 | 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 triggers a Poisonous Burst centered on the enemy, poisoning 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. Reinflicting Poison resets the stacking poison damage. ↑Osteo Striga Catalyst: Passively grants +20 Stability and +30 Reload Speed. Poison Kills refill 100% of Magazine, and can overflow up to 300% Increased Magazine Capacity. Incurs a 0.5 seconds cooldown between Ammo Overflows. | |||||
33 | 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 60 [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. Nanited Enemies in them are highlighted on Outbreak's scope. ↑Disease Vector: Grants 25% Increased Nanite impact damage. Nanited Enemies release 4 Disease Vector Nanites on death. Disease Vector Nanites deal 13 [?] damage. | |||||
34 | Quicksilver Storm Rocket Tracers Grenade Chaser ↑Nano-entanglement | Kinetic ↑Strand Rapid-Fire Auto Rifle Damage Numbers are for Strand Versions. Scoring 15 hits loads up a Tracking Rocket, which will overwrite a regular bullet when firing. Hit Counter persists through stow, and is removed on reload. 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 grant a stack of Grenades Prepped for Grenade Launcher Mode, up to 3 Grenades Prepped. Grenade Prepped stacks persist through stow. Rocket cannot travel further than 50 metres. Grenade Launcher Mode: Hold [Reload] to swap into Grenade Launcher Mode once a Grenade Prepped stack is gained. Firing Mode persist through stow. Firing consumes a Grenade Prepped stack to shoot a Grenade. Grenades deal 24.1 [14 Guardians | 81 Constructs] Impact Damage, and up to 1,148 [120 Guardians | 960 Constructs] Explosive Damage in a 4 metre radius. Grenade deal 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. | |||||
35 | Rat King Rat Pack Vermin ↑Infestation | Kinetic Rapid-Fire Sidearm Upon finishing a reload within 3 seconds of a kill: Grants Invisibility for 5.8 seconds. Grants a stack of Rat Pack per ally with a readied Rat King within 20 metres, up to a maximum of 5 stacks. Rat Pack decreases Fire Recovery Delay and increases 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 HP. | |||||
36 | Revision Zero Hunter's Trace I–IV Craftable Trait Burst Mode ↑Craftable Refit | Craftable Kinetic Pulse Rifle Selectable Origin Traits, between Heavy Burst Frames and Aggressive Burst Frames. Intrinsic Shield-Piercing Breaker. Scoring 12 Precision Hits grants a stack of Targeting Data, up to 4 stacks after 48 Precision Hits. Hunter's Trace: Hold [Reload] while at least one stack of Targeting Data is loaded to swap into Hunter's Trace. Ammo loaded is equal to the amount of Targeting Data stacks acquired. 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 557.2 [158] damage with a 3x Precision Multiplier and inherit the Shield-Piercing effect. 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. | |||||
37 | Sturm Accomplice Storm and Stress | Kinetic Aggressive Hand Cannon Kills refill Energy Weapon's Magazine. Kills with Drang grant a stack of Overcharged Round, up to 99 stacks. Overcharged Rounds deal 262% [80%] increased damage. Overcharged Rounds persist on stow, and are lost on death. ↑Catalyst: Passively grants +20 Range and +40 Handling. | |||||
38 | 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 0.83x to 0.67x 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%: 5% to 10% increased damage. ↑SUROS Ascendance: Passively grants +50 Recoil Direction. Kills have a 50% chance to restore health. | |||||
39 | Sweet Business Payday Business Time ↑Serious Business | Kinetic Minigun Auto Rifle On Special or Power Ammo Pickup: Refills 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 Shot requirement is lowered to 8 while fully spun up. Explosive does not suffer Damage Falloff. ↑Serious Business: Grants 25% Flinch Resistance while fully spun up. | |||||
40 | 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. Wielder is granted Woven Mail and generates 5 Ammo. If Shields are healed, then Shields will recharge, otherwise only up to Critical Health. Upon scoring 20 hits within 1 second of each: Applies severed, and grants the wielder Woven Mail. ↑Gordian Knot. Hold [Reload] to swap into Grapple Tangle Firing 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. Stowing swaps back to Trace Rifle Mode. | |||||
41 | Thorn Mark of the Devourer Soul Devourer ↑Refined Soul | Kinetic Adaptive Hand Cannon Counts as a Weapon of Sorrow. Direct hits poison, dealing 28 [0.375] Kinetic Damage after a 0.3 seconds delay, every 0.5 seconds 4 times, dealing up to 112 [1.5] Kinetic Damage over 2 seconds. Kills create a floating Remnant that home in towards the user while within 10? metres. Remnants refill 4 Ammo, overflowing up to 40 Ammo, and grant Soul Devourer for an initial duration of 7 seconds on pickup. Soul Devourer increases Poison damage by 200% [1750?%]. Picking up additional Remnants extend the duration of Soul Devourer by +7 seconds, up to 11 seconds. Soul Devourer persists through stow. ↑Refined Soul: Passively grants +15 Range, +5 Stability, and +5 Airborne Effectiveness. Scoring a kill or picking up a Remnant grant Refined Soul for 7 seconds. Refined Soul grants additional +10? Range, +15? Handling, and +50 Mobility. Picking up additional Remnants, or scoring additional kills extend the duration of Refined Soul by +7 seconds, up to 11 seconds. Refined Soul can be triggered while stowed, but is removed if Thorn is stowed while the buff is active. | |||||
42 | 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 [113] damage on direct impact, and has a damaging field that deals 1 damage, blinds and poisons enemies. Poison deals 18.9 [0.375?] Kinetic Damage every 0.5 seconds over 3.5 [2] seconds. Enemies hit by the Blight receive 50% increased damage taken from Weapons of Sorrow for 5 seconds. Upon reaching 100% Counter Progress through Weapon Kills within 5 seconds of each: Rank-And-File = 33.4% | Elites/Minibosses/Bosses = 100% | Guardians = 66.7%. Begins Health Regeneration and restores 67 HP. ↑Touch of Mercy: Grants the Rapid Hit trait. | |||||
43 | 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 10 stacks. Gathering Light grants +15 Handling, +15 Reload Speed, and +2 Aim Assist per stack. Gathering Light stacks persist through stow. Holding [Reload] will trigger a special reload animation, consuming all stacks of Gathering Light to provide Ability Energy. Grants 10% Grenade, Melee, and Class Ability Energy per Gathering Light stack ↑Catalyst: Passively grants +2 Magazine Size (15 -> 17), the Osmosis trait, and the Surplus trait. | |||||
44 | 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 5 stacks. Hipfiring releases every stored Hail Barage Arrow in a volley, spread out evenly. Hail Barrage stacks persist through stow. Hail Barrage Arrows create a Large Stasis Crystal on impact, and inflict x100 [x60 for 1+1 seconds] Slow 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 inflicting freeze or slow. | |||||
45 | Vigilance Wing Harsh Truths Last Stand ↑Ensemble | Kinetic 5-Round Burst High-Impact Pulse Rifle On Ally Death within 24 metres: +20 Mobility, 33% Increased Slide Distance, and 6.25% Increased Sprint Speed for 6 seconds. Begins Health Regeneration. While Last Guardian Standing: +100 Recovery, +X Handling, and +30? Reload Speed. ↑Catalyst: Grants the Ensemble trait. | |||||
46 | 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 of Creeping Attrition. Creeping Attrition is removed on stow. Creeping Attrition grants Precision Hits the ability to inflict x40 [x20] Slow Stacks for 4+4 [4+2] seconds. Scoring a Precision Kill or shattering a Stasis Crystal 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. | |||||
47 | Wish-Ender Queen's Wrath Broadhead | Kinetic Lightweight Combat Bow Intrinsic Shield-Piercing Breaker. [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. | |||||
48 | 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 = 1 | Elite+ = 2 | Guardian = 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. | |||||
49 | 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. | |||||
50 | Energy Slot Weapons | ||||||
51 | 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 and +5 Range | Solar: +35 Reload Speed and +20 Airborne Effectiveness | Void: +20 Stability and +10 Aim Assist. Chosen element persists through stow and death. Defaults to Void Element. Breaking a Matching Shield refills Magazine and grants 5 stacks of Ionic Return, up to a maximum of 5 stacks. Guardians in their Super Ability count as having an Elemental Shield that matches the element of their Super. Shooting consumes an Ionic Return stack, granting 15% increased damage and increasing the Precision Multiplier offset to 136/51 (or the Multiplier by +0.6667, or 19% Increased Precision Damage, on top of the 15%). Breaking a Matching Shield while Ionic Return is active grants 5 Ionic Return stacks. Ionic Return shots persist through stow and reloads. ↑Catalyst: Passively grants +20 Reload Speed. | |||||
52 | Buried Bloodline Hungering Quarrel Violent Reanimation ↑Splitvein Lineage | Void Rocket-Assisted Frame 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 inflict Weaken for 5 [?] seconds. Grants +? Reload Speed. | |||||
53 | Centrifuse Overcharge Capacitor Regenerative Motion ↑Static Buildup | Arc Precision 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 to build up charge. 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 at ≥40% Charge cause the enemy to explode, dealing up to 169 [76] Arc Damage in a ? radius. Explosions triggered while at 100% Charge blind 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. | |||||
54 | Choir of One Command Frame Fanatical Lance ↑Craftable Trait | Special Ammo Void Command Frame Auto Rifle Projectiles despawn after ~100 meters. Fanatical Lance is mechanically identical to Radiolaria Transponder, with massively increased damage. Deals up to 713 [?] Void Damage with the explosion, and 127 [?] Arc Damage per tick with the Radiolaria Pool. Does not receive Origin Trait Enhancement from Artifact Perks. While hipfiring: Shoots a single projectile that splits into 5 slow-moving projectiles in a + pattern after 7.5 meters. Initial projectile deals 185.7 [31] impact damage, and up to 877.7 [213] explosive damage over ? meters. Deals 10.5% increased damage compared to the split shot. Each split projectile deals 16.9 [6] impact damage, and up to 175.5 [43] explosive damage over ? meters. Consumes 5 Ammo per shot. Splits into fewer projectiles if Ammo <5. Does not deal self-damage. While ADS: Fires hitscan projectiles, each dealing 230 [41] damage with a 1.6x Precision Multiplier. Consumes 1 Ammo per shot. ↑Catalyst: Grants the option to slot-in Destabilizing Rounds, Onslaught, and Subsistence trait equivalents. | |||||
55 | Cloudstrike Mortal Polarity Stormbringer ↑Triple Tap | Arc Rapid-Fire Sniper Rifle Upon scoring 3 Precision Hits within 6 seconds of each: Calls down a focused lightning strike that deals damage after 1.1 seconds, followed by a barrage of bolts after 0.5 seconds. Focused Lightning Strikes deals up to 588 [300] damage over 5? meters. Bolt Barrages is spread out in an X pattern and deals up to 353 [180] damage. Enemies can only be hurt once per barrage. Precision Hit Counter is reset on stow. Precision Kills instantly calls down a focused lightning strike. ↑Catalyst: Passively grants +25 Handling and the Triple Tap trait. | |||||
56 | 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. | |||||
57 | Collective Obligation Void Leech Umbral Sustenance | Void Adaptive Pulse Rifle 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 either scoring 6 hits, a kill against an enemy affected by Void Debuffs, or by being afflicted with a Void Debuff. Leeched Void Debuffs persist through stow. Void Leech Mode cannot be charged by self-applied debuffs. Once charged, hold [Reload] to activate Void Leech for 15 [10] seconds. Hits will inflict the Void Debuffs that were leeched and deal 20% increased damage. Receiving Void Buffs refills Magazine. Reactivating Devour through kills also refills the magazine. | |||||
58 | 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. Chosen element persists through stow and death. Defaults to Void Element. 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. | |||||
59 | 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+ = 100% | Guardians = 100% Picking up an Ionic Trace grants Tempest Cascade. Tempest Cascade grants the next shot within 14 seconds 30% [7%] increased damage and Jolt on hit. Tempest Cascade persists through stow. ↑Ionic Interment: Refills 4 Ammo upon picking up an Ionic Trace. | |||||
60 | Devil's Ruin Close The Gap Pyrogenesis | Solar Adaptive Sidearm Intrinsic Unstoppable Breaker. While Magazine has ≥1 Ammo: Holding [Fire] for 1 second shoots a High-Powered Laser with 10% Increased Damage Falloff Distance that stuns Unstoppable Champions. High-Powered Laser: Deals 15? ticks of 102.2 [26] damage with a 1.4x Precision Multiplier over 0.93 seconds. Magazine is always emptied after the Laser runs out or is cancelled. | |||||
61 | Divinity Judgment Penance | Arc Trace Rifle Intrinsic Overload Breaker. Scoring 14 [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 Divinity Damage by 30%. Enemies that remain in the Precision Field for 3.75 seconds suffer from Penance, receiving 1060 [520] damage. Penance's timer is increased to 4 seconds after the initial strike. | |||||
62 | Duality Compression Chamber On Black Wings | Solar Precision Pellet and Pinpoint-Slug Revolver Shotgun Hipfire shoots pellets, while ADS shoots slugs. Passively has 5% Increased Damage Falloff Distance. Pellet Kills grant a stack of On Black Wings for ? seconds, up to a maximum of 5 stacks. On Black Wings increases Precision Damage and grants +? Reload Speed for 7 seconds. Additional Pellet Kills or Slug Precision Hits refresh the On Black Wings duration to 8 seconds. On Black Wings persists through stow. On Black Wings: 23% | 39% | 55% ?% | | ?% | 47% +? | +? | +? Reload Speed ↑Catalyst: Passively grants +20 Range and increases Magazine by 2 (6 -> 8). | |||||
63 | 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. Buff duration is refreshed while inside. Helm of Saint-14 confers its defensive bonuses to the Protective Shield. | |||||
64 | 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 [a lot] damage, inflicting Jolt, and releasing Chain Lightning on impact. Chain Lightning damages up to 4 enemies within 10 metres, dealing 65 damage to each enemy. | |||||
65 | 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 3 seconds to the user and allies within 30 meters. Healing Turret prioritizes allies that haven't been healed.? Healing Seekers apply x1 Cure and x1 Restoration for 4+3 [3+1.5] seconds in a 7.5 metre radius. Cure and Restoration are increased to x2 while Touch of Flame is equipped. | |||||
66 | Eriana's Vow Looks Can Kill Death At First Glance ↑More to Give | Special Ammo Solar Hand Cannon Intrinsic Shield-Piercing Breaker. Death At First Glance grants 32.5% increased damage for the first scoped shot. Precision Hits and Hits against Combatant Shields maintain Death At First Glance. Death At First Glance reactivates after 3 seconds of not firing. Breaking a Solar Shield or Barrier Champion's Shield triggers an Ignition. Guardians in their Super Ability count as having an Elemental Shield that matches the element of their Super. Deals 67% increased damage against Barrier Champions. Ignition damage is also increased by 67% against the Barrier Champion. ↑More to Give: Passively grants +3 Magazine Size (6 -> 9) and an Auto-Loading Holster trait equivalent. | |||||
67 | Ergo Sum Transcendent Duelist ↑Transcendent Steel | Special Ammo Sword Drops with a random Sword Frame and Exotic Intrinsic. Impact Stat has no effect on perk damage. Kills grant an additional 2.5% Light Transcendent Energy and 2.5% Dark Transcendent Energy. While Transcendent: Grants 44% increased damage and +50 Charge Rate. Exotic Intrinsic Effects (Wolfpack, Perfect Fifth, Arc Conductor, Unplanned Reprieve, etc) are instead granted 20% increased damage. Dealing any Sword Damage triggers the increased Prismatic Grenade Regeneration Speed. Extends Transcendent duration by an additional ?% kill. ↑Transcendent Steel: Grants +3 [+1] Ammo upon scoring a Prismatic Grenade Hit. Ammo Generation is on specific parts of each Prismatic Grenade. TBD. | |||||
68 | Ergo Sum Any Element | 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 Grounded Heavy Attacks grant Pack Hunter for 10 seconds to Legendary Swords and other Ergo Sum wielders. Wolfpack Rounds are released loosely around their spawn location and track towards enemies, dealing 32 [11] impact and up to 68 [23] explosive damage. Wolfpack Rounds damage can be increased through Damage Perks and Buffs. Wolfpack Hits count as Sword Hits. Grounded and Airborne Powered Light attacks release 1 Wolfpack Round, while Grounded Powered Heavy Attacks release 3 Wolfpack Rounds. Airborne Heavy Attacks do not spawn any Wolfpack Rounds. Caster: Releases 3 Wolfpack Rounds around the projectile impact area. Lightweight & Adaptives: No effect on the Heavy Attack that triggers Pack Hunter. Heavy Attacks while Pack Hunter is active release 3 Wolfpack Rounds forward. Vortex: Releases 3 Wolfpack Rounds as the Heavy Attack animation finishes. Wave: Releases 3 Wolfpack Rounds at the end of the shockwave. Homing Strike does not release any Wolfpack Rounds. | |||||
69 | Ergo Sum Arc Element | Continuation of the Ergo Sum Exotic, for traits that are only available on Arc Element variations. Arc Conductor Powered Heavy Attacks grant Arc Conductor for 6 seconds. Arc Conductor grants 50?% [15%] Arc Damage Resist. While Arc Conductor is active, releases chain lightning to enemies within ? metres. Chain Lightning deals 180 [26] Arc Damage. Repeated strikes on a single target occur every 1.5 seconds. Lightning is treated as a Sword Projectile for Damage Scaling purposes. Buff is removed on stow. Stormbringer Scoring 3 kills within ? seconds of each creates a lightning storm centered on the enemy. | |||||
70 | Ergo Sum Solar Element | Continuation of the Ergo Sum Exotic, for traits that are only available on Solar Element variations. The Perfect Fifth Scoring 5 hits attaches an explosive to the enemy, dealing up to 250 [64] damage and inflicting x40+20 Scorch over 3? meters. Solar Effects that are initially applied by The Perfect Fifth deal 35% increased damage. Sacred Flame Powered Heavy Attack Hits inflict Sacred Flame to enemies. Enemies affected by Sacred Flame explode on Light Attack or upon death, dealing up to 150 [?] damage over ? meters. Sacred Flame explosion does not receive the Ergo Sum's Transcendence damage buff. | |||||
71 | Ergo Sum Void Element | Continuation of the Ergo Sum Exotic, for traits that are only available on Void Element variations. Unplanned Reprieve Powered Heavy Attacks release multiple Telesto bolts around it, each dealing up to 80 OR 125 [83] explosive damage. Damage is random? Kinda fitting, no? Aggressive: Spreads out 8 bolts ahead of the caster. Caster: Drops 6 bolts near the projectile impact area, towards the caster. Lightweight: Releases 7 bolts in an arc in front of the caster. Vortex: Shoots out 10 bolts around the caster. Wave: Spawns 8 bolts around the end of the wave. Insectoid Robot Grenades Kills spawn an Insectoid Robot that chases after enemies, exploding when near an enemy, dealing up to 301 [?] damage over ? meters. | |||||
72 | 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 [21] impact damage, and up to 312 [119] 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. Upon scoring a kill, or 2 Direct Hits within ? seconds of each: Creates 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. Moths don't deal self-damage. Incurs a 3 second cooldown between Moth spawns. Mothkeeper's Wraps creates a Loyal Void Moth alongside the Loyal Arc Moth. 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. | |||||
73 | Fighting Lion Delayed Gratification Thin The Herd ↑Chimera | Primary Ammo Void Breech-Loaded Grenade Launcher. Grants Lightweight Frame bonuses. Deals 40% increased damage against Rank-and-File Combatants (compared to Exotic Primary's 30%) Dealing damage grants +70 Reload Speed for 7 seconds. Direct Hits trigger a Volatile Burst, inflicting Volatile to enemies within ? meters. 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. | |||||
74 | Graviton Lance Black Hole Cosmology ↑Turnabout ↑Vorpal Weapon | 2-Burst Void Pulse Rifle. The 2nd shot of a burst deals 35% increased damage, has no damage falloff, and has recoil. Kills fling enemies backwards and trigger a Void Explosion that deals up to 437 [100] damage over 5? meter radius and releases 2 seeking Void orbs. Seeking Void Orbs each deal up to 67 [20?] damage on explosion. ↑Catalyst: Passively grants +20 Range, the Turnabout trait, and the Vorpal Weapon trait. | |||||
75 | 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. Chosen element persists through stow and death. Defaults to Void Element. 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. | |||||
76 | Hierarchy of Needs Guidance Ring Apollonic Tangent ↑Panoptic Tessellation | Solar Precision Combat Bow Fully-Drawn Precision Hits and Kills grant Guidance Ring charges, up to a maximum of 6 charges. Precision Hits: 1 [2] | Kills: 1 [2] | Precision Kills: 2 [4] Guidance Ring charges persist through stow. Guidance Ring: Spawned by firing a fully-drawn hipfired shot while at x6 Guidance Ring Charges. 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 any Guidance Rings. ↑Panoptic Tessellation: 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 refresh the buff duration. | |||||
77 | Ice Breaker No Backpack Ice Breaker ↑Icing-Breaker | Solar Slow-Firing Sniper Rifle Does not hold reserve ammo. Only has an automatically refilling magazine. Kills or assists scored with any other weapon or ability generate Ammo. Rank-and-File = +1 Ammo every 2 Kills | Elite = +2 Ammo | Miniboss+ = +3 Ammo | Guardians = +? Ammo Kills, or shattering a Stasis Crystal triggers a Solar Explosion, dealing up to 480 [?] Solar Damage over ? meters. Scoring a Precision Kill, or shattering a Frozen Enemy instead triggers an ignition. ↑Icing Breaker: Hits against enemies affected by Stasis Debuffs generates +1 Ammo: Every other hit generates Ammo. Every 10? seconds, the first hit always generates Ammo. | |||||
78 | Jötunn Charge Shot Shield Disorient ↑Cornered ↑Incandescent | Solar Toaster Fusion Rifle Fires an explosive projectile that tracks enemies and detonates on impact. Explosion creates a small burning spot, dealing 31 [8] damage every 0.25 seconds up to 7 times. ↑Catalyst: Grants the Cornered trait and the Incandescent trait. | |||||
79 | Le Monarque Poison Arrows Snapshot Sights ↑Unrelenting | Void Lightweight Combat Bow Grants Lightweight Frame bonuses. Intrinsic Overload Breaker. Perfectly-drawn arrows poison enemies and stun Overload Champions. Perfectly-drawn Precision Hits trigger a poison burst, poisoning and disrupting enemies within 3? metres. Poison: Ticks 6 times, dealing 46 [2.5] Void Damage every 0.5 seconds over 1.75 seconds, totalling 258 [15] damage. ↑Catalyst: Passively grants +30 Stability, +20 Reload Speed, and the Unrelenting trait. | |||||
80 | 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. | |||||
81 | Lorentz Driver Lagrangian Sight EM Anomaly ↑Jump Driver | Special Ammo Void Precision Linear Fusion Rifle Precision Kills trigger an implosion that pulls enemies within ? [?] metres in and then explodes, dealing up to 301 [?] damage. While the weapon is equipped: 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 refresh the buff duration to 30 seconds. Telemetry Patterns stacks are removed on death. ↑Jump Driver: Passively grants an Enhanced Radar while Lorentz Driver is readied. While at x3 Telemetry Patterns, any kill triggers an implosion. | |||||
82 | Merciless Conserve Momentum Impetus | Solar High-Impact Fusion Rifle Hits grant a stack of Conserve Momentum for 5 seconds, up to a maximum of 15 stacks. Additional hits refresh the Conserve Momentum 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. Damage buff persists through stow. ↑Catalyst: Passively grants +40 Range and +40 Stability. | |||||
83 | 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 130 [78] damage and applies x40+20 Scorch to enemies within 2? metres. Reloading or not shooting after 6 seconds of reading the Explosive Solar Round resets the Precision Hit Counter. Precision Hit Counter persists through stow. ↑Catalyst: Grants the Dragonfly trait. | |||||
84 | 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, that fully expands to a 1 metre radius over 4 seconds. Scorching Field deals 13.47 [6] damage every 0.1 seconds, and applies Scorch at the same rate as the beam?). Scoring 20 hits (including Scorching Field) within 1.5 seconds of each applies x10+10 Scorch. Kills refill Magazine. ↑Catalyst: Passively grants +20 Stability, +20 Handling, and the Incandescent trait. | |||||
85 | Red Death Reformed Redemption Inverse Relationship ↑Helping Hand | Solar High-Impact Pulse Rifle Uses Auto Rifle Recoil Animations. Scoring a Weapon Kill applies Cure x2 and grants +100 Reload Speed, and 0.8x Reload Duration Multiplier for ? seconds. Finishing a reload within ? seconds of a kill grants Cure x? to allies within ? metres. Scoring hits grants increased Handling, Flinch Resist, and Movement Speed for 3 seconds. Stacks up to 6? times. x1 = +? Handling | ?% Flinch Resist | ?% Increased Movement Speed x2 = +? | ?% | +?% | x3 = +? | ?% | +?% | x4 = +? | ?% | +?% | x5 = +? | ?% | +?% | x6 = +? | ?% | +?% Deals increasingly higher damage as Shield HP is reduced. 10% [2%] while Shield HP is <114 | 20% [4%] while Shield HP is <60 | 40% [6%] while Shield HP is 0. ↑Helping Hand: Scoring 2 [1?] Weapon Kills grants Red Death Charged. Kill counter, and Red Death Charged buff both persist through stow. Upon scoring a Weapon Kill while Red Death Charged is active: Triggers a healing burst and spawns a Restoration Orb on top of the user. Healing Burst applies Cure x2 to allies within 7.5? meters. Restoration Orb grants Restoration x2 for 4+2 seconds. User does not benefit from the Healing Burst as Cure has a cooldown, but will receive Restoration. It's practically the same as a Touch of Flame Healing Grenade spawning on top of the user. | |||||
86 | Riskrunner Arc Conductor Superconductor | Arc Adaptive Submachine Gun Receiving Arc Damage activates Arc Conductor for 6 seconds. Scoring additional Direct Impact Kills extends the Arc Conductor buff duration by +3 seconds, up to 6 seconds. Buff can be activated while stowed, and persists through stow. Arc Conductor: 10% increased damage, +100 Handling, constantly refilling magazine, 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. | |||||
87 | 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, 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. | |||||
88 | Skyburner's Oath Slug Rifle For The Empire | Solar High-Impact Cabal Slug Rifle Hip-fire shoots arcing explosive projectiles that deal up to 30.82 [22] impact damage, up to 39.7 [22] splash damage, and inflicting x5+5 Scorch per hit over 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. | |||||
89 | Sleeper's Fang Nightsworn Sight Heart Piercer ↑? | Void ??? Frame Shotgun Intrinsic Overload Breaker. Rounds shatter into submunitions on impact. Kills grant Nightsworn Sight. While Nightsworn Sight is active: Kills grant Truesight. Refills ? Ammo every ? seconds. Submunitions inflicts Weaken. | |||||
90 | 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, or 1 if Celestial Nighthawk is equipped. Scoring Precision Hits and picking up Orbs of Power charge up Golden Gun Mode. Precision Hits = 16.7% | Orbs of Power = 8.34% Super Charge can be obtained while stowed, and persists through both stow and death. Rally Flags fully charge up Golden Gun Mode. Sharpshooter passively grants +? Aim Assist, 0.?x ADS Duration Multiplier, and ?% Flinch Resist. Golden Gun Mode: Has 3 Ammo and a hipfire reticle. Lasts for 16? seconds, and persists when stowed. Increases the Sharpshooter bonuses to +? Aim Assist, 0.?x ADS Duration Multiplier, ?% Flinch Resist, 18% Increased Aim Assist Falloff Distance and -60%? Accuracy Cone Size. Becoming suppressed deactivates Golden Gun Mode. Deals 634 [238] damage with a 2x Precision Multiplier against Bosses. Successive Precision Hits on a single target increase Precision Damage. 45% Increased Precision Damage for the 2nd and 90% increased Precision Damage for the 3rd. Deals 5,543 damage over 3 Precision Hits againt Bosses. Celestial Nighthawk alters Golden Gun Mode. Reduces Ammo to 1. Deals 5,676 Precision Damage against Bosses. Celestial Nighthawk grants 2.4% increased damage over the base version, assuming 3 precision hits. | |||||
91 | Sunshot Sunburn Sun Blast | Solar 150RPM Hand Cannon. Intrinsic Explosive Payload. Direct hits highlights enemies for 1 second on hit Kills cause the target to explode, dealing up to 409 [160] damage and inflicting x10+5 Scorch over a ? metre radius. ↑Catalyst: Passively grants +30 Range and +20 Stability. | |||||
92 | 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 49.75 [50 Guardians | 25 Constructs] 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 and Kills grant a stack of Dynamic Charge, each granting 30% [complicated Guardians | 30%? Constructs] increased damage to Arc Seeker mode, up to a maximum of x15 stacks. Dynamic Charge stacks persist through stow. ↑Electric Styx: Dynamic Charge can now stack up to x20. Passively grants +10 Handling, +10 Reload Speed, and the Eddy Current trait. | |||||
93 | 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. Grants 1% Ravenous Beast Power per damage instance 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. 50% [15%] Solar Damage Resist. 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. | |||||
94 | 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 3? seconds of each refills Kinetic and Telesto's Magazine. ↑Deeper Pockets: Passively grants +3 Magazine Size (4 -> 7) and +4 Reserves (17 -> 21) | |||||
95 | 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. Can utilize Transcendence Grenades at the cost of a Grenade Ability Charge. Can utilize Song of Flame Wisp Grenades at no cost. Kills grant 20% Grenade Energy. Explosive [Projectile|Shape|Language]: Behaves like a rocket, detonating on impact. Deals 138.4 [57] impact damage and up to 2410 [166] explosive damage in a 6? meter radius. Kills detonate enemies, triggering a Grenade-Matching Chain Reaction explosion. Explosive shot can be stowed. ↑Property: Unavoidable: Explosive [Projectile|Shape|Language] impact triggers a delayed detonation after 1? second. Delayed detonation deals up to 127 [10] damage, and applies Elemental Debuffs based on the Grenade Ability Element to enemies within 10? meters. Arc = "Lite" Blind | Solar = x15+5 Scorch | Stasis = x30 Slow for 6+1 seconds. | Strand = Sever for 5+2.5 | Void = Weaken for 6 [2.5] seconds. | |||||
96 | 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). | |||||
97 | The Manticore Soaring Fang Swooping Talons ↑Flying Monster | Void Lightweight Submachine Gun Grants Lightweight Frame bonuses. Hits while grounded charge 1.5% 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 3 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. 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. | |||||
98 | Ticuu's Divination Sacred Flame Causality Arrows ↑Causality Quiver | Solar Tracking Lightweight Bow Hip-fired shots track up to 3 enemies, inflicting 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 204 [137] damage. Perfectly Drawn Precision Hits that trigger Sacred Flame explosions deal 100% increased explosion damage. ↑Causality Quiver: Sacred Flame detonations grant a stack of Causality Quiver for 5.5 seconds, up to a maximum of 6 stacks. Causality Quiver grants increased impact damage. Does not increase Sacred Flame detonation damage. Inflicting Sacred Flame, or detonating Sacred Flame refreshes the Causality Quiver duration. Causality Quiver Damage Increases: 17% | 37% | 57% | 79% | 105% | 105% 3.64% | 11% | 12% | 16% | 23% | 23% | |||||
99 | 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. Overheating: Triggered by firing 20 rounds within 0.125 seconds of each. 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. Lasts until no longer firing for ? seconds. ↑Heat of the Moment: While Overheat is active: Decreases the delay until Health Regeneration by 1 second. Every 5th shot applies x15+5 [x10+10] Scorch. | |||||
100 | Trespasser Unrepentant Be The Danger ↑Tunnel Vision | Arc Adaptive Burst Sidearm Upon finishing a reload within ? seconds of a kill: Grants Unrepentant for 10 seconds. Kill trigger persists through stow. Unrepentant is removed on stow. 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. | |||||
101 | 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. Lightning Row persists through stow. ↑Forked Lightning: Decreases Draw Time from 756 to 648 Lightning Rod now triggers by scoring any Arc Kill. | |||||
102 | 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 not 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 -> Repeat Picking up an Orb of Power grants Supercharged Battery for 10 seconds and refills magazine. Supercharged Battery sets Power Level to High, and dealing sustained damage for 2 seconds applies Suppression for 7 seconds. Picking up additional Orbs of Power extends the duration of Supercharged Battery by +10 seconds, up to 20 seconds. Supercharged Battery can be activated while stowed, and persists through stow. | |||||
103 | 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 the user and allies within 15? metres. While any kind of Overshield is active: Glaive Melee Attacks deal 20% increased damage. Glaive Melee Kills fully refresh Void Overshield health and duration to 10+2 seconds. ↑Catalyst: Grants the option to slot-in Immovable Object, Grave Robber, and Replenishing Aegis trait equivalents. | |||||
104 | Vex Mythoclast Timeless Mythoclast Temporal Unlimiter ↑Calculated Balance | Primary Solar Fusion Rifle. Behaves like a 360RPM High-Impact Auto Rifle. Kills in Auto Rifle Mode grants Overcharge stacks, up to a maximum of 6 stacks. Tier 1 and T2 Combatants = 1 | T3 and T4 = 2 | Guardians = 2 Overcharge Mode: Hold [Reload] while at 6 Overcharge stacks to swap into Overcharge Mode. Fires Linear Fusion Shots that deal 385 [155] damage with a 3x Precision Multiplier. Each shot fired consumes 2 Overcharge Charges, allowing up to 3 shots per activation. Overcharge is removed on stow. ↑Calculated Balance: Scoring a weapon kill grants 20% increased damage +20? Stability, and -20% Accuracy Cone Size for 5 seconds to the Auto Rifle Mode. | |||||
105 | Power Weapons | ||||||
106 | Anarchy Arc Traps Moving Target | Arc Rapid Fire Trap Grenade Launcher Fires Arc Bolts that stick to surfaces or enemies for up to 30 seconds. Up to 6 Arc Bolts can be simultaneously placed. Bolts that are within 15 metres of others will create an electrified tripwire between each connected bolt. Arc Bolts that are connected will all simultaneously trigger. Arc Bolts: Deals 145 [35] damage every 0.5 seconds in a 2? meter radius over 10 seconds once an enemy is within 2? meters. Explode after 10 seconds of being triggered, or upon expiring, dealing up to 295? [40] damage over ? meters. Linked Arc Bolts and their tripwires deal 100% [288%] increased damage. | |||||
107 | 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. | |||||
108 | 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. Grants Target Acquired for as long as an enemy is highlighted. Highlight persists for 1 second after being off-target. Only highlights enemies within 150 metres. Target Acquired: 35% Increased Precision Damage, +? Aim Assist, -50% Recoil, -50% Accuracy Cone Size, and 50% Flinch Resistance. Scoring a hit on a highlighted enemy applies Jolt. ↑Catalyst: Passively grants +20 Stability. | |||||
109 | Deathbringer Dark Deliverance Dark Descent ↑Dead Weight | Void High-Impact Rocket Launcher Fires a slow-moving Void Orb that can be detonated midair by releasing [Fire], exploding on impact otherwise. Detonation releases 7 Void Orbs that slowly descend and track enemies. Void Orbs initially deal up to 211 [224] damage over ? meters, with their damage increasing based on how long they've existed. Damage linearly increases up to 182.5% [47.7%] increased damage over 3 seconds. Maximum damage is indicated by Yellow Damage Numbers. Void Orbs do not deal self-damage. ↑Dead Weight: Void Orbs' initial damage is increased by 63%, reducing the time needed to reach maximum damage to 2 seconds. | |||||
110 | Deterministic Chaos Heavy Metal Vexadecimal ↑Fourth Time's the Charm | Void High-Impact Machine Gun Intrinsic Shield-Piercing Breaker. While holding down the trigger: Every 4th shot fires a Heavy Round that inflicts Volatile. Every 4th Heavy Round (16th shot) that inflicts Weaken. ↑Catalyst: Grants the Fourth Time's The Charm trait. NOT OBTAINABLE, only visible in API. | |||||
111 | 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. Passively gains 1 Fuel every 6 seconds, up to a maximum of 5 Fuel after 24 seconds. Ignitions within ? metres grant 2 Fuel. Reaching 5 Fuel refills the weapon. Shooting consumes all Fuel and halts passive Fuel generation for 3 seconds. Rockets leave an Incendiary Trail as they travel. Rockets embed themselves on direct impact, triggering small explosive bursts every 0.75 seconds that deal 70 [15] damage and release 3 Incendiary Pools each time. Fuel increases the embed 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 [74] damage and inflicts x40+20 Scorch every ? seconds in a ? meter radius for ? seconds. Rockets' Incendiary Trail inflicts inflicts x50+20 Scorch. 1 | 2 | 3 | 4 | 5 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 passively gaining stacks of Fuel is decreased to 3 seconds, reaching 5 Fuel after 15 seconds. (It's not 12 seconds as shooting halts passive fuel generation for 3 seconds). Kills spawn Firesprites without any cooldown between each. | |||||
112 | Eyes of Tomorrow Eyes on All Adaptive Ordnance | Solar Homing Volley Rocket Launcher Fires 6 Rockets per Volley. ADS over an enemy to mark 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 the next volley 50% increased damage. Stowing Eyes of Tomorrow before the sixth rocket is fired preserves Adaptive Ordnance. | |||||
113 | Grand Overture Wrath of the Colosssus Omega Strike ↑Grand Overture Catalyst | Arc Slug & Missile Launcher Slug Launcher slowly charges up over 1 second. Slugs deal 1243 [259] damage and grant a stack of Missiles Loaded, up to a maximum of 20 stacks. Missile Volley: Hold [Reload] while at least one stack of Missiles Loaded is obtained to swap into Volley Firing Mode. Fires Tracking Missiles in 5-round bursts which consume Missile Loaded stacks instead of ammo. Missiles deal 250 [52] impact damage and up to 888 [185] explosive damage on hit. Missile Volley persists through stow and can only be deactivated by running out of Missile Loaded stacks or dying ↑Grand Overture Catalyst: Passively grants +20 Stability and +20 Handling. Missiles blind Combatants on hit. Missile Kills make enemies explode, dealing up to ? [?] damage in a ? radius. | |||||
114 | 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: +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. Pack Hunter persists through stow. ↑More Wolves: Passively grants +1 Magazine Size (1 -> 2). Wolfpack Rounds Kills release an additional faster, homing rocket that deals 126.5% increased damage. Damage dealt by the More Wolves rocket is displayed in Yellow Damage Numbers and follows Wolfpack Rounds damage scaling | |||||
115 | 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. Hits while Shot in The Dark is active inflict 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 up to ? meters forward, each dealing 507 [363] 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). 50?% Increased Movement Speed while Shot in the Dark is active. | |||||
116 | 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 1 second after 2 seconds of not receiving damage if Shield HP is at full. Provides immunity to Precision Damage, 50% Damage Resist against Kinetic Damage, and 15% Damage Resist against Non-Arc Elemental 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% of Magazine upon being destroyed. | |||||
117 | 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 grounded [all] enemies deal an additional damage instance that inflicts 135.2 [150] 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. | |||||
118 | Leviathan's Breath Big-Game Hunter Leviathan's Sigh ↑Colossal Quiver ↑Archer's Tempo^2 | Comically Large Void Bow Intrinsic Unstoppable Breaker. Fully-drawn arrows create a concussive blast on hit, heavily knocking enemies back and inflicting 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. (0.75^2, technically) | |||||
119 | Microcosm Paracausal Beam Paracausal Imbuement | Kinetic Trace Rifle Deals 400% increased damage to Combatant Shields. Kills grant bonus Super Energy, scaling with Enemy Tier. Tier 1 Combatant = ?% | T2 = ?% | T3 = ?% | T4 = ?% | Guardian = ?% Refills Weapon on Super Ability Usage. Grants 20% increased damage for 20 seconds after Super ends. Paracausal Imbuement persists through stow. | |||||
120 | 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. Shoots out a beam that 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, each dealing up to 229 [100] damage and inflicting x10+5 Scorch over ? meters | |||||
121 | Salvation's Grip Cryocannon Shatter Shot ↑Rimestealer | Stasis Grenade Launcher Deals 25% increased damage to Frozen Enemies and ?% increased damage to Stasis Crystals. Damage Buff stacks with Frozen Enemy Modifiers. Uncharged Shots fire Stasis Grenades that destroy Stasis Crystals on hit. Shattering 3 crystals within ? seconds of each with the uncharged shot refills the magazine. Destroying a large amount of Stasis Crystals does not result in all of them exploding instantly, presumably for performance reasons. Charged Shots create Stasis Crystals in a ▼ shape. Creates a Small Crystal on impact, with 2 Medium Crystals spread out in a V formation, followed by 3 Large Crystals further back diagonally, with the middle one being behind the Small Crystal. Displays a preview of where the projectile will land while [Fire] is held. ↑Catalyst: Grants the Rimestealer trait. | |||||
122 | 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 191.5 [145] damage. Bosses are dealt 90?% reduced damage from split lasers. ↑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. | |||||
123 | Parasite Worm's Hunger Worm Byproduct | Solar Worm Launcher Kills grant stacks of Worm's Hunger, up to a maximum of 20 stacks. Tier 1 and T2 Combatants = 1 | T3 and T4 = 4 | Minibosses and Bosses = 5 | Guardians = 5 Worm's Hunger grants 10% increased damage and ?% larger Blast Radius per stack, up to 200% increased damage and ?% larger blast radius. Worm's Hunger stacks persist through stow. Receiving self-damage from the explosion grants the Worm Byproduct buff, increasing damage from other weapons by 15% for 10 seconds. Deals a lot?% reduced self-damage. Worm Byproduct persists through stow. (obviously) | |||||
124 | 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. Rank-and-File = 1 | Elite = 2 | Miniboss+ = 5 | Guardians = 1 ↑Deeper Pockets: Passively grants +1 Magazine Size (7 -> 8). | |||||
125 | 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 [389] damage, and, after 0.1 seconds, deals two additional hits of 133 [95] 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 [152] damage each within 0.1 seconds of one another, and then a strike of 708 [811] 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. | |||||
126 | The Prospector Excavation F.A.T.S (Full Auto) Chain Reaction ↑Deeper Pockets | Arc Drum-Loaded Grenade Launcher Grenades explode into 3 Cluster Bombs, each dealing up to 158 [50] damage over 4? meters. ↑Deeper Pockets: Passively grants +40 Blast Radius and +50 Reload Speed. | |||||
127 | The Queenbreaker Wire Rifle Marksman OR Combat Sights Hip-fire Grip OR Quickdraw | Arc Precision Linear Fusion Rifle Selectable Perks, between Marksman Sights | Combat Sights, and Hip-Fire Grip | Quickdraw. Cannot receive breaker effects. Blinds enemies for ? seconds on hit. Hits chain towards the closest enemy within ? meters, dealing 256 [?] damage and blinding up to 5? enemies per shot. Enemies can only be damaged once per chain. Sights do not affect chain damage. 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. | |||||
128 | The Wardcliff Coil Mad Scientist Mechanized Autoloader ↑Pinpoint Guidance Module | Arc Volley Rocket Launcher Shoots a volley of 8 wildly imprecise rockets, each dealing 107 [22] impact and up to 1500 [300] explosive damage over ? meters. On Heavy Ammo Brick Pickup: Refills Magazine. ↑Pinpoint Guidance Module: Passively grants slight tracking to the rockets. | |||||
129 | Thunderlord Reign Havoc Lightning Rounds ↑Return Stroke | Arc Adaptive Machine Gun Intrinsic Dynamic Sway Reduction, and reticle moves drastically less, akin to Zen Moment without needing hits. Intrinsic Overload Breaker. While holding down the trigger: 0.75x Fire Recovery Delay after initially firing 13 rounds. 0.6x Fire Recovery Delay after firing a total of 26 shots. 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. | |||||
130 | Tractor Cannon Repulsor Force Scientific Method ↑Deeper Pockets | Void Blast Shotgun Void Blast heavily knocks enemies back. Knockback has no effect on Minibosses and Bosses. Hits inflict suppression and a stronger weaken, that increases damage received by 30% for 10 seconds. Hits grant Scientific Method for 5 seconds, granting +35 Handling and maximized?% Increased Movement Speed. Scientific Method remains active while stowed. ↑Deeper Pockets: Passively grants +3 Magazine Size (4 -> 7) and +3 Reserves (14 -> 17) | |||||
131 | 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. | |||||
132 | Two-Tailed Fox Twintails Play with Your Prey ↑Third Tail | Void + Solar + ↑Arc Homing Rocket Launcher Fires a burst of 2 ↑3 homing rockets. The first rocket deals Void Damage and applies suppression. The second rocket deals Solar Damage and applies x60+30 Scorch. ↑Third Tail: Alters the two-burst into a three-burst fire, firing an additional Arc Rocket at the end of the burst. Arc Rocket jolts, and deals 428 [22] impact damage and up to 267 [76] explosion damage. | |||||
133 | 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 1.2 seconds of ADS without shooting, until no longer ADS. Whispered Breathing grants 35% Increased Precision Damage and grants 10.777% increased damage against Combatants. | |||||
134 | Winterbite Big Frigid Glaive Weighted Edge Tilting at Windmills | Stasis Aggressive Glaive Gains 25% Weapon Energy on each Freeze Orb hit. Freeze Orb fires Explosive Projectiles every 0.5 seconds towards non-frozen enemies within 20? metres of it, inflicting Freeze in a ? metre radius and dealing up to 60 [11] 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 inflict x40 Slow Stacks for ?+? [1.5+0] seconds. | |||||
135 | Worldline Zero Tesseract Infinite Guard Tireless Blade ↑Another Dimension | Arc Adaptive Sword After sprinting for 1 second, while at 100% Sword Energy: Grants Temporal Sprint until no longer sprinting. Tesseract: Grounded Powered Heavy Attack while Temporal Sprint is active launch a Heavy Blink Attack. Heavy Blink Attacks drain 50% Sword Energy and consume 3 ammo. Two Blink Attacks can be performed in quick succession. Teleports the user 10 metres forward, dealing up to 530 [353] damage 5 times to enemies that are within 2 metres of the teleport path. ↑Another Dimension: Temporal Sprint is granted after sprinting for 0.5 seconds. | |||||
136 | 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. Invisibility Duration | Health: Minor = 6.8 seconds (9.8) | 100 HP Elite | Guardian = 9.8 seconds (12.8) | ? HP Miniboss = 12.8 seconds (15.8) | 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 lasts up to ? seconds, lobbing itself towards enemies within ? meters, and detonates on contact. 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 | While Weighted Throwing Knives are equipped: Weighted Throwing Knives gain a second bounce with greatly increased tracking. Upon scoring 3 Precision Hits within 2.5 seconds of each: Grants Strengthened Throwing Knife for 10 seconds. Scoring additional Precision Hits extends the buff duration by 5 seconds, 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 a stack of 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. | |||
8 | |||||||||
9 | Skittering Stinger | Fury Conductors | Move to Survive | ||||||
10 | Balance of Power | Enhances Threaded Specter Specter has 50% [25%] Damage Resist, 34% increased Duration, and 2 Perched Threadlings. Perched Threadlings are released when the Specter takes 40 damage. Destroying the Specter releases all Perched Threadlings. Damage Resist does not apply to damage from the user. Being within 15 meters of the user's Threaded Specter removes the user from radar. Signified by the Hidden buff. | 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 | Enemies frozen by Winter's Wrath receive 100% increased Shatter Damage. Upon performing Winter's Wrath's Shatter Attack: Allies within 30? meters receive x4 Stasis Weapon Surge for 15 [6] seconds and maximum Frost Armor stacks. Refunds ?% Super Energy per Ally buffed. Buff is refreshable. Refund only works once per ally?. On Rift Cast while the Frostpulse Aspect is equipped: User and Allies within ? meters receive x2 Stasis Weapon Surge for 11 [6] seconds and maximum Frost Armor. Grants 2% Super Energy per ally that receives Frost Armor. 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. Reflecting Projectiles grants ?% Super Energy. Can deactivate Arc Staff at any time to preserve a portion of unspent Super Energy. Deactivation refunds up to 75% of unspent Super Energy at 100% Super Energy, down to 50% of unspent Super Energy at 0% Super Energy. On Arc Staff deactivation: Triggers an Arc Explosion, dealing scaling damage based on the amount of reflected projectiles and blinding enemies within ? meters. Deals up to 300 [?] at base, up to 575 [?] after reflecting MANY projectiles. Grants x4 Arc Weapon Surge for 21 [16] seconds. | 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. While standing in a Rift or Well of Radiance: Releases Matching Noble Seekers every 5 seconds that seek 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: Arc: Applies "Lite" Blind for 7 [3] seconds. Does not stagger Unstoppable Champions. Solar: Applies x40+20 Scorch. Void: "Lite" Suppress for 9 [7] seconds [Does not apply to Guardians in Super] Stasis: Applies x40 [x20] Slow for 2 seconds. Strand: Severs for ? seconds. "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 x60+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 hits within ? seconds of each on a Miniboss, Champion, Boss, or Vehicle with a Trace Rifle: Combatant is marked for 10 seconds. Additional Trace Rifle Hits refresh the duration of the mark. On Marked Enemy Death by Ally: Generates Heavy Ammo for allies. Generates Special Ammo for wearer. Cenotaph Ammo Bricks grant 10% 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 Fixed 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: x15+5 Scorch. Void: Weaken for 4 seconds. Stasis: x30 Slow for 7+1 seconds. Strand: Sever for 6+2 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. | Blastwave Striders | 75% Damage Resist against Explosive Self-Damage. Kills charge up Blastwave Striders: RnF = 7.5% | Elite+ = 15% | Guardians = 20% Alethonym's Vestiges = 10% Upon sliding, or receiving Explosive Self-Damage while at 100% Charge: Propels the user backwards in an explosive jump, releasing 8 Shrapnel Projectiles, and granting maximum Frost Armor stacks. Each projectile deals 660 [?] Stasis Damage over ? meters and spawns a Stasis Crystal on impact. Shrapnel kills do not charge up Blastwave Striders. | Claws of Ahamkara | Grants an extra Melee Ability Charge. Passively grants a copy of Heavy Handed. | |||
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27 | Acrobat's Focus | Blastwave Striders | 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%. | Cadmus Ridge Lancecap | Diamond Lance creates a Stasis Crystal on impact. Scoring a hit against a non-Rank-and-File Combatant creates 3 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. | Contraverse Hold | While overcharging a Void Grenade with Chaos Accelerant: Grants 20% Damage Resist. Upon dealing Overcharged Void Grenade Damage: Triggers Chaotic Exchange for 1.75 seconds. Chaotic Exchange grants 2,000% [1,000%] Additional Base Grenade Regeneration Rate. 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 | Lancer's Vigil | Chaotic Exchanger | ||||||
31 | Foetracer | Upon dealing Ability Damage to an Elite, Miniboss, Champion, Boss, or Guardian: Grants x4 Ability Element-Matching Weapon Surge and highlights the enemy for 11 [6] seconds. Buff is not refreshable. Does not currently work with Solar Abilities. Killing highlighted enemies spawns a Subclass-Matching Elemental Pickup. | Citan's Ramparts | Modifies Towering Barricade into Assault Barricade Assault Barricade has 33% reduced HP, 50% reduced duration, and 0.58x Class Ability Regeneration Speed, but enables the user and their allies to shoot through it. Assault Barricade Stats 500 HP -> 375? 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. | 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% | 65% Decreased Non-Chaos Reach Passive Super Drain. | |||
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33 | Relentless Tracker | Assault Barricade | 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. | Crest of Alpha Lupi | On Barricade Placement or Thruster Usage: 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. Incurs a 5 second cooldown between healing pulses. 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. | Dawn Chorus | Daybreak Projectiles apply x30+10 Scorch on hit and deal 90% increased damage. Due to how Daybreak Projectiles work, it often hits twice, applying x60+20 Scorch total. Scorch deals 200% [50%] increased damage and grants 5% Melee Ability Energy per tick. Does not affect Ignition damage. | |||
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36 | Rapid Cooldown | Survival Well | 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 | Cuirass of the Falling Star | Thundercrash deals 55% increased damage. On Thundercrash Deactivation: 50% [10%] Damage Resist (Resist x4) for 5 seconds. On Melee Kill, while Amplified: Grants additional Super Energy based on the Enemy Tier. Tier 1 Combatant = 2.5?% | T2 = 2.5% | T3 = ?% | T4 = 3% | Guardian = ?% Does not work with Glaive Melee. Works with any Super Ability. | 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 | Glorious Charge | 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. | Doom Fang Pauldron | Scoring 2–3 Void Kills within 10 seconds of each grants a stack of Void Weapon Surge for 11 [6] seconds, up to a maximum of x4 Void Weapon Surge. Additional Void Kills while at x4 Weapon Surge refresh the buff 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. | 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 15 metres receive 10% Grenade, Melee, and Class Ability Energy. | |||
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42 | Vanishing Shadow | Horns of Doom | Ionic Conductor | ||||||
43 | Gifted Conviction | Upon using Ascension or Tempest Strike: Releases 3 tracking Arc projectiles forward. Arc Projectiles deal up to 200 [40] damage and inflict jolt. Inflicting Jolt to enemies within 15? meters grants stacks of Damage Resist for 10 seconds, up to a maximum of 4 stacks. Additional Jolt Applications to enemies within 15? meters refreshes the buff duration. Damage Resist Scaling: 1 Jolt Applications = 25% [5%] Damage Resist (Resist x2) 2 Jolt Applications = 40% [7.5%] Damage Resist (Resist x3) 3 Jolt Applications = 50% [10%] Damage Resist (Resist x4) | Dunemarchers | Increases Sprint Speed by 6.25% Increases Slide Distance by 33% After sprinting for 1.5 seconds: Grants Linear Actuators for 7 seconds. On Melee Hit, while Linear Actuators are active: Applies Shocked to the enemy for 2 seconds. Shocked Enemies discharge a Static Charge when an enemy is within 12 metres. Static Charge deals 220 [50] damage and applies Shocked. Shocked is refreshed upon chaining to an enemy. Guardians are immune to additional chain damage for 2 seconds while Shocked. | 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. | |||
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45 | The Gift of Certainty | Linear Actuators | 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 | Eternal Warrior | Scoring 2–3 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 Weapon Surge. Additional Arc Kills while at x4 Weapon Surge refresh the buff duration. On Fists of Havoc Cast: Grants a 75 HP Overshield that negates Precision Damage. Regenerates over 7 second after 5 seconds of not receiving damage if Overshield is active. On Fists of Havoc End: Grants x4 Arc Weapon Surge for 30 [6] seconds. | 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. | |||
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48 | Roving Assassin | Resolute | Close Enough | ||||||
49 | Gyrfalcon's Hauberk | Upon Void Invisibility ending: Grants Volatile Rounds for 9 [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. | 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. | Getaway Artist | While an Arc Grenade Ability is equipped: Holding [Grenade] summons a Sentient Arc Soul for 20 seconds and grants Amplified. Arc Souls count as Arc Ability Damage. Does not count as Grenade Damage. Sentient Arc Soul grants 5% Grenade Energy once per burst if it damages an enemy. Does not grant Grenade Energy on hit while Devour is active. | |||
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51 | See Me, Feel Me | Sunfire Furnace | 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 the user to see enemy outlines through walls from up to 64 metres away. On Smoke Bomb Usage: Grants 500% Additional Base Melee Regeneration Rate for 14 seconds. Dealing Smoke Bomb damage, or triggering Trapper's Ambush's Invisibility immediately removes the Ability Regeneration buff. | Hazardous Propulsion | Scoring a Precision Kill, 4 Weapon Kills, or filling up a counter through Precision Hits, grants a stack of Exodus Rocket, up to a maximum 6 Exodus Rocket stacks. Precision Hit Counter: Trace Rifles: 10% Auto Rifle and Machine Gun: 15% Pulse Rifles, Sidearms, and Crimson: 20% Hand Cannons, Scout Rifles, and Shotguns: 40% Bows, Linear Fusion Rifles, Rocket Sidearms, and Sniper Rifles: 67% Precision Counter doesn't reset upon loading a rocket, leading to alternating shots in some cases. (3 -> 2 -> 3 HC shots, for example) On Class Ability Usage: Consumes all stacks, firing a homing Kinetic Rocket per stack, each dealing up to 600 [28] Kinetic Damage over ? meters. Exodus Rocket increase Rocket Weapon Damage for 10 seconds, based on the amount of hits, up to 35% at x6 stacks. x1 = 10% | x2 = 17% | x3 = 24% | x4 = 30% | x5 = 33% | x6 = 35% | 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. | |||
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54 | Touch of Venom | Danger Close | Vampire's Caress | ||||||
55 | Knucklehead Radar | Passively grants +20 Airborne Effectiveness and radar remains active while ADS. While crouched: Grants Enhanced Radar. (Has 12 sectors instead of 6) Marks enemies for 7 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. | Heart of Inmost Light | On Grenade or Class Ability Usage, or upon dealing Powered Melee Damage: Grants a stack of Empowered Abilities for the other two abilities for 5 seconds, up to 2 stacks. e.g.: Dealing Thunderclap damage -> Increased Grenade and Class Ability Regeneration. x1 = 400% [100%] | x2 = 800% [200%] Additional Base Grenade and Melee Regeneration Rate. x1 = 25% | x2 = 50% Additional Base Class Ability Regeneration Rate. x1 = 20% [10%] | x2 = 35% [20%] Increased Grenade Damage. x1 = 10% | x2 = 20% Increased Powered Melee Damage. Buff display is NOT accurate to the active ability regen. With the example in mind, Class Ability Usage before Empowered x1 from Melee runs out will do the following: Grenade Empower will go to x2 and will have its duration refreshed. Melee will receive Empower x1 for 5 seconds, and Class Empower x1 won't be refreshed, despite the UI saying Empowered x2. | 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. | |||
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57 | Upgraded Sensor Pack | Overflowing Light | Alchemical Etchings | ||||||
58 | Liar's Handshake | While an Arc Melee is equipped: Receiving Melee Damage, or scoring a Powered Melee Hit grants Cross Counter for the next Melee Hit within 3 seconds. Cross Counter grants 200% increased Melee Damage and restores ? HP on Melee Hit. Cross Counter's Melee deals Arc Damage. One-Two Punch's Melee Damage Increase is reduced to 40% when Cross Counter is active. | 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. | Mataiodoxía | Arcane Needles become Shield-Piercing. Scoring an Arcane Needle hit on an enemy marks them with a vertical mark for 10 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 Melee Ability Energy upon scoring an Arcane Needle Kill or Suspended Enemy kill. T1 Combatant = 15% | T2 = 22.2% | T3 = 33% | T4 = 100% | Guardian = 33% | |||
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60 | Cross Counter | Starless Night | Stylostixis | ||||||
61 | Lucky Pants | While a Hand Cannon is readied: +20 Airborne Effectiveness Increases Sprint Speed by 6.25% | Increases Slide Distance by 33% Upon Readying a Hand Cannon: Grants Illegally Modded Holster for 6 seconds. Direct Hits against Combatants grant stacks of Illegally Modded Holster, up to a maximum of 10 stacks. Illegally Modded Holster is removed upon readying a non-Hand Cannon. Illegally Modded Holster: +100 Ready Speed Handling, 0.6x Ready Duration Multiplier, and -30% Accuracy Cone Size. 45% increased Direct Impact damage against Combatants per stack, up to 450% at 10 stacks. Eriana's Vow receives 30% increased Direct Impact Damage per stack. Sturm's Overcharged Rounds, Malfeasance's Explosive Shadow, Hawkmoon's Paracausal Shot, as well as any non-direct damage is not increased. After Illegally Modded Holster expires, or upon stowing, if Illegally Modded Holster stacks were at x7 or higher: Applies Out of Luck for 10 seconds, preventing Illegally Modded Holster from being activated. | Hoarfrost-Z | While a Stasis Super Ability is equipped: Class Abilities now spawn Stasis Crystals. Rally and Towering Barricades are replaced by Glacial Fortification. Glacial Fortification is composed of 4 medium crystals, and a small crystal in the middle. Glacial Fortification Inherits Rally Barricade Bonuses, even if no crystals remain. Overrides Barricade Cooldown with Towering Barricade's. On Thruster Usage: Spawns 2 Stasis Crystals in a V formation ahead of the user. Does not receive Rally Barricade bonuses, nor does it override the cooldown. | Mantle of Battle Harmony | Upon scoring a Super-Element Matching Weapon Kill: Grants additional Super Energy based on the Enemy Tier. Tier 1 Combatant = 1.5% | T2 = 2% | T3 = ?% | T4 = 2.5% | Guardian = ?% Upon scoring a Super-Element Matching Weapon Kill while Super Ability is charged: Grants x4 Super-Element Matching Weapon Surge for 11 [6] seconds. | |||
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63 | Illegally Modded Holster | Glacial Fortification | 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. | Icefall Mantle | While a Stasis Super Ability is equipped: Restores 10 HP per stack of Frost Armor gained. Upon scoring 2 Stasis Kills within 3 seconds of each: Grants a stack of Frost Armor. Replaces Barricade with Glacial Guard. Overrides Ability Cooldown to Towering Barricade. On Glacial Guard Cast: Grants maximum Frost Armor stacks to the user. Restores 50 HP, or 80 HP while Whisper of Rime is equipped. Applies x100 [x40] Slow to enemies within ? meters. | Necrotic Grip | Passively grants +30 Airborne Effectiveness to Weapons of Sorrow. Melee Hits apply Necrotic Poison. Poisoned enemies spread Necrotic Poison on death in a 5 metre radius. Necrotic Poison Damage ticks every 0.52 [0.7] seconds up to 19 [?] times over 10 [?] seconds, dealing 32 [5?] Kinetic 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. | |||
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66 | Probability Matrix | Glacial Guard | Grasp of the Devourer | ||||||
67 | Mask of Bakris | While a Stasis Super Ability is equipped: Replaces Class Ability with Shift. Does not replace Acrobat's Dodge. 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. Lord of Wolves receives x4 Solar Weapon Surge for 11 seconds. Class Ability Energy is set to 0% while Weapon Surges are active. | An Insurmountable Skullfort | On Powered Arc Melee Kill: Grants 100% Melee Ability Energy and begins Health Regeneration. | 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. | |||
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69 | Light Shift | Transfusion Matrix | Abyssal Extractors | ||||||
70 | Mask of Fealty | On Withering Blade hits and bounces: Spawns a Small Stasis Crystal on the 1st and 3rd bounce. Grants 7.5% Fixed Melee Ability Energy. Upon shattering a Stasis Crystal or Frozen Enemy with Withering Blade: Releases a spread of 3 Withering Blades. | Khepri's Horn | Solar Kills grant 15% Class Ability Energy. Incurs a 1? second cooldown between Solar Kills granting Class Ability Energy. 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 Wave does not benefit from Roaring Flames. | 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. | |||
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72 | Null Factor | Solar Rampart | Scatter Charge | ||||||
73 | 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!) | Ophidian Aspect | Passively grants +35 Handling, +35 Reload Speed, and +10 Airborne Effectiveness. | |||
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75 | Spring-Loaded Mounting | Jump Jets | Cobra Totemic | ||||||
76 | 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. | Osmiomancy Gloves | Grants an extra Coldsnap Grenade Ability Charge. Enhanced Coldsnap Grenades: Stronger tracking Travel 17.5% further and faster. Grant Fixed Grenade Ability Energy upon dealing damage. Coldsnap Grenade Ability Energy: Tier 1 Combatant = 10% | T2 = 22% | T3 = 34% | T4 = 50% | Guardian = 7% | |||
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78 | Winged Eclipse | Cauterizing Flame | Fervid Coldsnap | ||||||
79 | 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 from an enemy: Grants 5% Grenade, Melee, and Class Ability Energy. Incurs a 1 second cooldown between activations. While a Void Super Ability is equipped: Upon scoring 3 kills within 5 seconds of each, or a kill while at Critical Health: Grants Devour. | 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 | Adamantine Brace | Dreaded Visage | Battle-Hearth | ||||||
82 | Omnioculus | Grants an extra Smoke Bomb Melee Ability Charge. Void Invisibility grants 50% [10%] Damage Resist (Resist x4). 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. Generic Overshield overrides Void Overshield, if active. Upon dealing Shoulder Charge Damage: Grants 50% Melee Ability Energy. Shoulder Charge includes Seismic Strike, Ballistic Slam, Hammer Strike, and Shield Bash. | Promethium Spur | Daybreak Kills spawn both a Healing and Empowering Rift on Enemy Death Location. While a Solar Super Ability is equipped: Solar Weapon Kills grant Class Ability Energy, based on the Enemy Rank. Tier 1 Combatant = 4.5% | T2 = 6.5% | T3 = 10% | T4 = 15% | Miniboss = 20% | Boss = 25% Guardians = 7.5% 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 | Beyond The Veil | Seriously, Watch Out | Embers of Light | ||||||
85 | Ophidia Spathe | Grants an extra Melee Charge to Solar Melee Abilities. 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: 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 | 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 | Scissor Fingers | Force Multiplier | Soaring Fusilier | ||||||
88 | 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. | Rime-Coat Raiment | Enhances Bleak Watcher: Targeting Range is increased to ? meters. Creates 4 Medium Stasis Crystals diagonally to where it spawns. Bleak Watcher emits a Stasis Storm that covers ? meters. The 4 Stasis Crystals respawn after 15 seconds. While standing in the Stasis Storm: Grants a stack of Icicle every second, up to a maximum of 5 stacks. Shooting triggers the Icicle to attack, releasing a Stasis Projectile that deals 50 [?] Stasis Damage and applies x50 [x20] Slow for ?+? seconds. Icicle can fire every 0.2 seconds. Icicle persists for 2 seconds while not in the Stasis Storm. | |||
89 | |||||||||
90 | Uncanny Arrows | Vengeance | Bleak Domain | ||||||
91 | 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 2–3 Solar Kills within 10 seconds of each grants a stack of Solar Weapon Surge for 11 [6] seconds, up to a maximum of x4 Solar Weapon Surge. Additional Solar Kills while at x4 Weapon Surge refresh the buff duration. Being Frozen or scoring a Solar Grenade Kill grants x4 Solar Weapon Surge. Slow Stacks and Duration are halved. Stasis Breakout deals no damage to the user, and releases a burst of Solar Energy, dealing up to 105 damage in a 9 metre radius. | Sanguine Alchemy | While in a Rift or Well of Radiance: Grants x4 Super-Matching Weapon Surge. Damaging an enemy applies a mark for 5 seconds. Marked Enemies receive 10% increased damage from the user. 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 will not be extended by Blood Magic. | |||
92 | |||||||||
93 | Synapse Junctions | Firewalker | Blood Magic | ||||||
94 | Raiju's Harness | Upon casting Gathering Storm: Enemies within ? meters are struck by lightning, receiving 650 [?] damage and become jolted. Caster and allies within ? meters become Amplified. Lightning Strikes refund Super Energy per Arc-Debuffed Enemy Hits and Kills, up to a maximum of 50% Super Energy. Hits: T1 = ?% | T2 = ?% | T3 = ?% | T4 = 30%? Kills: T1 = ?% | T2 = ?% | T3 = ?% | T4 = ?% On Arc-Debuffed Enemy Kill: Grants ?% additional Gathering Storm Super Energy. Currently not working? | Peacekeepers | Passively grants +40 Airborne Effectiveness to Submachine Guns. Stowed Submachine Guns are refilled in 1 second. 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% Upon scoring a Submachine Gun Hit against a Combatant: Grants a stack of Damage Buff for 1 second, up to a maximum of 20 stacks. Damage Buff grants 5?% increased Submachine Gun Damage against Combatants per stack. Additional Submachine Gun Hits refresh the Damage Buff duration. | 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 overriden. While a Void Super Ability is equipped, for the user only: Standing on Empowering Rifts created by the user grant Devour for 11+0 seconds. Exiting, and then re-entering the same Empowering Rift refreshes the duration of Devour. Secant Filaments' Devour can be refreshed to 11+11 seconds. Re-entering an Empowering Rift while Devour duration is >11s will reset it to 11 seconds. | |||
95 | |||||||||
96 | Mobius Conduit | Mecha Holster | Devouring Rift | ||||||
97 | 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. Scoring additional 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 Melee Abilities 225% increased impact damage. Champions, Tormentors, and Minibosses instead take 1000% Increased Impact Damage and grant 100% Fixed 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. Upon scoring a Weapon Kill, while Devour is active: Grants additional Super Energy based on the Enemy Tier. Tier 1 Combatant = ?% | T2 = ?% | T3 = ?% | T4 = ?% | Guardian = ?% Actual amount varies by Enemy Rank. Works with any Super Ability. | |||
98 | |||||||||
99 | The Dance | Peregrine Strike | Actual Grandeur | ||||||
100 | Renewal Grasps | Enhances Duskfield Grenades: Slowing Field is granted 25% Increased Radius. Creates a Medium Stasis Crytstal. While inside a Duskfield Grenade's Slowing Field: Enemies deal 50% [20%] reduced damage. 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 and has 100? HP. 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. Cure and Restoration are increased to x2 while Touch of Flame is equipped. Upon restoring Health once [six times] to a damaged Ally: Spawns an Orb of Power that grants 2.5% Super Energy. on the ally's position. Incurs a 10 second cooldown between Orb spawns. | |||
101 | |||||||||
102 | Depths of Duskfield | Beacons of Empowerment | The Lost Voice | ||||||
103 | 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 Fixed Melee Ability Energy, based on the Enemy Tier. Tier 1 Combatant = 9% | T2 = 13% | T3 = 20% | T4 = 30% | Miniboss = 40% | Boss = 50% Guardians = 15% 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. | |||
104 | |||||||||
105 | Nightmare Fuel | Hammer of the Gods | Fusion Harness | ||||||
106 | 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 x20+40 Scorch and create a Cyclone on impact. Burning Maul's Cyclones deal 22 [16] damage every 0.2 seconds, apply x3+2 Scorch every 0.56 seconds for 7.5 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 x3+2 Scorch every 0.56 seconds. | The Stag | Grants 25% [5%] Damage Resist (Resist x2) to Guardians inside Rifts created by the wielder. Standing in a Rift that overlaps or is 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. | |||
107 | |||||||||
108 | Sharp Edges | Percussive Flames | Dearly Departed | ||||||
109 | Shinobu's Vow | Grants an extra Skip Grenade Charge. Skip Grenades' 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, displayed with the "Healing" buff. | 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. | |||
110 | |||||||||
111 | New Tricks | Kintsugi | Ascending Amplitude | ||||||
112 | 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. | |||
113 | |||||||||
114 | Double Dodge | Myrmidon's Reach | Helium Spirals | ||||||
115 | 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 triggers a Kinetic Explosion, dealing up to a variable damage in a wide radius with falloff. Explosion Damage and Radius depends on Enemy Rank. Finishers upgrade the Enemy Rank to the next higher one (Finisher on Rank-and-File -> Elite Explosion) Incurs a 1 second cooldown between non-chaining explosions. 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. | |||
116 | |||||||||
117 | Tight Fit | Spheromatik Trigger | Swarmers | ||||||
118 | 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 a stack of Feast of Light. On Super Cast: Consumes all Feast of Light stacks, restoring HP and increasing Super Damage for 14 seconds. 18.2% | 36.4% | 54.6% | 59.7% | 64.8% | 70% increased Super Damage. Restores ? | ? | ? | ? | ? | 200 HP. On Super Cast while at x6 Feast of Light Stacks: Grants a 100HP Overshield for 16 seconds. | Stronghold | Passively grants +100 Guard Resistance and +100 Guard Endurance. While Blocking: 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: Sword Block now grants ?% [68%] 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. | |||
119 | |||||||||
120 | Feast of Light | Clenched Fist | Strange Protractor | ||||||
121 | 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 Increased Grenade Damage per stack. 40% | 55% | 70% | 85% | 100% Increased Grenade Damage. 20% | 40% | 60% | 80% | 100% Increased Grenade Damage. 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. | |||
122 | |||||||||
123 | Hydraulic Boosters | Biotic Enhancements | The Fourth Magic | ||||||
124 | Triton Vice | On Glaive Melee Kill: Overflows 1 Ammo to Magazine, up to 100% Increased Magazine Capacity. While within 15 meters of 3 enemies: +50 Reload Speed and 100% Increased Glaive Melee Damage. Lingers for 5 seconds. On Glaive Projectile Kill: Enemies explode, dealing up to 350 [101] Weapon-Matching Damage in a 4? metre radius. | 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 20% [10%] Super Energy after receiving ? [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 = 666% | 5 = 1085% | 6 = 1500% After 1 second of placing a Rift: Triggers an Arc Shockwave that deals 400 [100] Arc Damage and staggers in a 7.5 metres radius. Additional shockwaves occur every 5 seconds, until the Rift expires. Enemies killed by the Shockwaves explode, dealing 200 [100?] Arc Damage. While an Arc Super Ability is equipped, explosions and shockwaves blind. | |||
125 | |||||||||
126 | Halberdier's Reach | Ursine Guard | Planetary Torrent | ||||||
127 | 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 5% Frenzied Blade Melee Ability Energy per ally within 10 meters. Wearer counts as an ally. | Wings of Sacred Dawn | While a Solar Super Ability is equipped: ADS while Airborne grants Tome of Dawn. Passively grants +50 Airborne Effectiveness while airborne. Tome of Dawn: Holds the user in place midair for 2.8 seconds. Scoring additional hits extends the buff duration by +? seconds, up to ? seconds. Grants 15% Damage Resist and 25% Flinch Resist while active. Scoring a Weapon Kill refills all Solar Weapons. Works with stowed guns. | |||
128 | |||||||||
129 | Burning Souls | Wish-Dragon's Talons | Tome of Dawn | ||||||
130 | 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 grant 33% Tripmine Grenade Ability. Solar Ability Hits grant 33% [8%] 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 5 stacks. Burning Fists grants increased Melee, Glaive Melee, and Weapon Damage per stack. 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 | On Melee Kill: Grants a stack of Warlord's Sigil, up to 5 stacks. 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. | |||
131 | |||||||||
132 | Wish-Dragon Teeth | Burning Fists | Warlord's Sigil | ||||||
142 | Aeon Set | ||||||||
143 | Sect of Force Foebreaker Chant | Upon scoring 4 Precision Hits within 3 seconds of each: Grants +30 Reload Speed, 0.85x 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 Armsbearer Chant | 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 Combatant: 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 Combatant: Aeon Allies that are not using Sect of Insight are granted ?% Super Energy. | Sect of Vigor Lightgiver Chant | 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 | ||||||||||||||
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12 | |||||||||||||||
13 | Ability Tiers | Ability Tiers, and Ability Energy Generation | |||||||||||||
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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 chunk % 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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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 | 70 – 82 Acrobat's Dodge, Rifts, Other Barricades | 0.5 | 1 | ||||||||
27 | 121 | 0.625 | 111 – 114 | 0.7 | 55 Phoenix Dive | 0.8 | 0.6 | ||||||||
28 | 105 | 0.75 | 100 – 101 | 0.8 | 38 Gambler Dodge | 0.8 | 0.6 | ||||||||
29 | 91 | 0.875 | 82 – 91 | 0.9 | 29 – 38 Marksman's Dodge, Thruster, Rally Barricade | 1 | 0.4 | ||||||||
30 | 82 | 0.85 | 40 | 1 | |||||||||||
31 | 64 – 73 | 1 | |||||||||||||
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34 | Armor Charges | Armor Charge | |||||||||||||
35 | |||||||||||||||
36 | What are Armor Charges? | ||||||||||||||
37 | Armor Charges are a resource used by Armor Charge Mods, activating certain Passive Effects while Armor Charges are active, or consuming 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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44 | Character Attributes | Character Attributes | |||||||||||||
45 | Mobility | Resilience | Recovery | ||||||||||||
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47 | Discipline | Intellect | Strength | ||||||||||||
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51 | Mobility | ||||||||||||||
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53 | |||||||||||||||
54 | Mobility Stat | Mobility Stat | |||||||||||||
55 | 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%. | ||||||||||||||
56 | |||||||||||||||
57 | |||||||||||||||
58 | |||||||||||||||
59 | Mobility In-Depth | Movement Speed In-Depth | |||||||||||||
60 | 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 | ||||||||||||||
61 | Mobility Tier | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
62 | 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 | |||
63 | 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 | |||
64 | Crouch Speed | 2.75 | 2.86 | 2.97 | 3.08 | 3.19 | 3.30 | 3.41 | 3.52 | 3.63 | 3.74 | 3.85 | |||
65 | Sprint Speed | Base Movement Speed of 8 meters 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% | |||||||||||||
66 | |||||||||||||||
67 | |||||||||||||||
68 | Resilience | Resilience | |||||||||||||
69 | |||||||||||||||
70 | |||||||||||||||
71 | Resilience Stat | Resilience Stat | |||||||||||||
72 | Resilience determines the strength of the Shield portion of the Health Bar. It additionally grants Flinch Resist, and Damage Resistance against Combatants. Shields range from 115 to 130 HP, depending on the Resilience Tier. "Critical" Health is not affected by Resilience, and is always 70 [100] HP and has 33.34% Damage Resistance against Combatants. Resilience also affects the Titan Barricade Cooldown, Stasis Breakout Damage and Damage Multiplier from Bosses against Well of Radiance and Ward of Dawn. | ||||||||||||||
73 | |||||||||||||||
74 | Resilience In-Depth | Health In-Depth | |||||||||||||
75 | Resilience Tier | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
76 | Shield Amount | 115 | 116 | 117 | 118 | 119 | 120 | 122 | 124 | 126 | 128 | 130 | |||
77 | Health Amount | 70 | 70 | 70 | 70 | 70 | 70 | 70 | 70 | 70 | 70 | 70 | |||
78 | Total Health | 185 | 186 | 187 | 188 | 189 | 190 | 192 | 194 | 196 | 198 | 200 | |||
79 | Flinch Resistance | 0% | 1% | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% | |||
80 | Resist against Combatants | 0% | 2% | 3% | 5% | 9% | 14% | 17% | 20% | 24% | 27% | 30% | |||
81 | |||||||||||||||
82 | |||||||||||||||
83 | Recovery | Recovery | |||||||||||||
84 | |||||||||||||||
85 | |||||||||||||||
86 | Recovery Stat | Recovery Stat | |||||||||||||
87 | 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. | ||||||||||||||
88 | |||||||||||||||
89 | |||||||||||||||
90 | Recovery In-Depth | Recovery Mechanics | |||||||||||||
91 | 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. | ||||||||||||||
92 | |||||||||||||||
93 | |||||||||||||||
94 | |||||||||||||||
95 | |||||||||||||||
96 | |||||||||||||||
97 | Recovery Tier | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
98 | 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 | |||
99 | Shield Regen Delay | 5.5 | 5.4 | 5.3 | 5.2 | 5.1 | 5 | 4.9 | 4.7 | 4.5 | 4.3 | 4 | |||
100 | Health Regen Time | 3.45 | 3.35 | 3.25 | 3.15 | 3.05 | 2.95 | 2.85 | 2.65 | 2.45 | 2.25 | 2 | |||
101 | Shield Regen Time | 3.5 | 3.4 | 3.3 | 3.2 | 3.1 | 3 | 2.9 | 2.7 | 2.5 | 2.3 | 2 | |||
102 | 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 | |||
103 | Total Regen Time | 9 | 8.8 | 8.6 | 8.4 | 8.2 | 8 | 7.8 | 7.4 | 7 | 6.6 | 6 | |||
104 | Difference between Tiers | -0.2 seconds per Tier. | -0.4 seconds per Tier. | -0.6 seconds | |||||||||||
105 | |||||||||||||||
106 | |||||||||||||||
107 | Discipline | Discipline | |||||||||||||
108 | Grenade Cooldown | ||||||||||||||
109 | Discipline determines the cooldown for Grenade Abilities. All Grenade Abilities share the same % benefits from Discipline, only their Base Cooldown is different. | ||||||||||||||
110 | |||||||||||||||
111 | Discipline Tier | 0 | 1 | 2 | Base (3) | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
112 | Ability Regeneration Rate | 0.7 | 0.8 | 0.9 | 1 | 1.1 | 1.2 | 1.3 | 1.4 | 1.55 | 1.75 | 2 | |||
113 | |||||||||||||||
114 | |||||||||||||||
115 | Intellect | Intellect | |||||||||||||
116 | Passive Super Regeneration | Active Super Regeneration | |||||||||||||
117 | |||||||||||||||
118 | Passive Super Regeneration | ||||||||||||||
119 | Intellect determines the (passive) cooldown for Super Abilities. | ||||||||||||||
120 | |||||||||||||||
121 | Intellect Tier | 0 | 1 | 2 | Base (3) | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
122 | 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 | |||
123 | |||||||||||||||
124 | Active Super Regeneration | ||||||||||||||
125 | Head over to Super Ability Energy for a more detailed explanation. | ||||||||||||||
126 | |||||||||||||||
127 | |||||||||||||||
128 | |||||||||||||||
129 | Strength | Strength | |||||||||||||
130 | Melee Cooldown | ||||||||||||||
131 | Strength determines the cooldown for Melee Abilities. All Melee Abilities share the same % benefits from Strength, only their Base Cooldown is different. | ||||||||||||||
132 | |||||||||||||||
133 | Strength Tier | 0 | 1 | 2 | Base (3) | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||
134 | 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 | |||
135 | |||||||||||||||
136 | |||||||||||||||
137 | Champions of the Darkness | Champions of the Darkness | |||||||||||||
138 | Barrier Champions | Overload Champions | Unstoppable Champions | ||||||||||||
139 | |||||||||||||||
140 | Barrier Champions | ||||||||||||||
141 | |||||||||||||||
142 | 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. Primary Ammo Weapons deal 10% increased damage towards Frozen Enemies. Ignores Hydra Shields, Hobgoblin Immunity, (Taken) Phalanx Shields, and Scorn Buckler Shields. Weapons deal 30% increased damage towards Titan Barricades. | ||||||||||||||
143 | |||||||||||||||
144 | Information | Standard | Raid (Expert/Master) | Advanced | Expert | Master Grandmaster | Activity Difficulty governs the difficulty of the Champion Mechanics. | ||||||||
145 | Champion Health | 2200 HP | 3300 HP | 4400 HP | 5000 HP | 5475 HP | Champion Health is shared between all Races and Champion Types. Master Difficulty Champion Health is reduced to Expert-Tier Health. | ||||||||
146 | Shield Health | 210 | ~333 | ~333 HP | ~410 HP | ~445 HP | Shield Health is equal to ~10% of the Champion's Health. | ||||||||
147 | 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. | ||||||||
148 | 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. | ||||||||
149 | 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. | ||||||||||||
150 | Maximum Shield Duration | 5 | The Shield lasts for 5 seconds. | ||||||||||||
151 | 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. | ||||||||||||
152 | Stun Duration in Seconds after Shield Break | [?] | 7 | 7 | 6 | 5.5 | Champion is stunned for X | 7 | 7 | 6 | 5.5 seconds. | ||||||||
153 | 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. | ||||||||
154 | |||||||||||||||
155 | Overload Champions | ||||||||||||||
156 | |||||||||||||||
157 | 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. | ||||||||||||||
158 | |||||||||||||||
159 | Information | Standard | Raid (Expert/Master) | Advanced | Expert | Master Grandmaster | Activity Difficulty governs the difficulty of the Champion Mechanics. | ||||||||
160 | Champion Health | 2200 HP | 3300 HP | 4400 HP | 5000 HP | 5475 HP | Champion Health is shared between all Races and Champion Types. Master Difficulty Champion Health is reduced to Expert-Tier Health. | ||||||||
161 | Passive Health Regeneration | 4.5% HP/s | 4.5% HP/s | 4.5% HP/s | 13.65% HP/s | 27.4% | 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. | ||||||||
162 | Stun Duration in Seconds after Disrupting | [?] | 7 | 7 | 6 | 5.5 | Champion is stunned for X | 7 | 7 | 6 | 5.5 seconds. | ||||||||
163 | 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. | ||||||||
164 | 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. | ||||||||||||
165 | |||||||||||||||
166 | Unstoppable Champions | ||||||||||||||
167 | |||||||||||||||
168 | 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 | ||||||||||||||
169 | |||||||||||||||
170 | Information | Standard | Raid (Expert/Master) | Advanced | Expert | Master Grandmaster | Activity Difficulty governs the difficulty of the Champion Mechanics. | ||||||||
171 | Champion Health | 2200 HP | 3300 HP | 4400 HP | 5000 HP | 5475 HP | Champion Health is shared between all Races and Champion Types. Master Difficulty Champion Health is reduced to Expert-Tier Health. | ||||||||
172 | Damage Resistance | 70% Damage Resist | Champion decreases all incoming damage by 70% while unstunned. | ||||||||||||
173 | 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. | ||||||||
174 | 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. | ||||||||
175 | |||||||||||||||
176 | Combatant Classification | Combatant Classification | |||||||||||||
177 | Combatant Tiers | Combatant List | |||||||||||||
178 | |||||||||||||||
179 | Combatant Tiers | ||||||||||||||
180 | 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, such as the Weapon Perks Headstone and Unrelenting, Fragments such as Ember of Searing and Whisper of Refraction, Exotics, like Vex Mythoclast and Promethium Spur, as well as certain Armor Mods. | ||||||||||||||
181 | |||||||||||||||
182 | |||||||||||||||
183 | |||||||||||||||
184 | |||||||||||||||
185 | |||||||||||||||
186 | |||||||||||||||
187 | |||||||||||||||
188 | |||||||||||||||
189 | Combatant List | ||||||||||||||
190 | |||||||||||||||
191 | 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! | |||||||
192 | |||||||||||||||
193 | 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. | |||||||
194 | Tier 2 Combatant | Incendior Legionary Phalanx | Marauder Vandal | Acolyte | Harpy Hobgoblin Goblin | Acolyte Goblin Hobgoblin Phalanx Vandal | Lurker Raider | ||||||||
195 | Tier 3 Combatant | Centurion Gladiator | Captain | Knight Wizard | Minotaur | Captain Centurion Knight Minotaur Wizard | Chieftain Wraith | ||||||||
196 | Tier 4 Combatant | Colossus | Brig Heavy Shank Servitor | Shrieker Ogre | Cyclops Hydra Wyvern | Ogre | Abomination | ||||||||
197 | Need information about Combatant Ranks, instead of their Tiers? Head over to Court's Infographic to find out about their interactions! | ||||||||||||||
198 | |||||||||||||||
199 | Elemental Orbs | Elemental Orbs | |||||||||||||
200 | 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% | ||||||||||||||
201 | |||||||||||||||
202 | Orb Mechanics | ||||||||||||||
203 | 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. | ||||||||||||||
204 | |||||||||||||||
205 | |||||||||||||||
206 | |||||||||||||||
207 | Super Ability Energy | Super Ability Energy | |||||||||||||
208 | |||||||||||||||
209 | Active Generation | Active Generation | |||||||||||||
210 | 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% | ||||||||||||||
211 | |||||||||||||||
212 | |||||||||||||||
213 | |||||||||||||||
214 | |||||||||||||||
215 | |||||||||||||||
216 | |||||||||||||||
217 | |||||||||||||||
218 | Super Energy from Kills, Orbs of Power, and Other Sources. | Super Energy from Kills, Orbs of Power, and Other Sources. | |||||||||||||
219 | Rank Classification | Super Energy | Orb of Power | Super Energy | |||||||||||
220 | Tier 1 Combatant | 0.60% | Reaper | Firepower x1 | Heavy Handed x1 | 0.80% | |||||||||||
221 | Tier 2 Combatant | 0.96% | Firepower x2 | Heavy Handed x2 | 1.10% | |||||||||||
222 | Tier 3 Combatant | 0.99% | Firepower x3 | Heavy Handed x3 | 1.25% | |||||||||||
223 | Tier 4 Combatant | 1.80% | Heavy Handed x4 (Claws of Ahamkara + x3) | 1.50% | |||||||||||
224 | Guardians | 1.80% | Ward of Dawn Super | 2.30% | |||||||||||
225 | Note: Assists are worth 50% of the Kill Value. | Siphon x1, Power Preservation x1 Subclass-specific Fragments | 2.50% | ||||||||||||
226 | Aeon Gauntlet's Sect of Insight Ward of Dawn (Crest of Alpha Lupi) Well of Radiance Super | 3.57% | |||||||||||||
227 | Siphon x2 | Power Preservation x2 | 3.75% | |||||||||||||
228 | Siphon x3 | Power Preservation x3 | 4.40% | |||||||||||||
229 | Super Kills | Benevolent Finisher Blight Ranger | Super Kills (Crest of Alpha Lupi) | 7.15% | |||||||||||||
230 | |||||||||||||||
231 |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | |
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1 | Archive of Artifact Perks, released during Episodes. | |||||||||||||||
2 | Looking for the even older Artifact Mods/Perks during the Seasonal episodes? Head over to the OLD Seasonal Artifact Perks tab. | |||||||||||||||
3 | ||||||||||||||||
4 | Revenant | |||||||||||||||
5 | ||||||||||||||||
6 | Perk Name | Perk Name | Perk Name | Perk Name | Perk Name | |||||||||||
7 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | |||||||||||
8 | ||||||||||||||||
9 | Perk Name | Perk Name | Perk Name | Perk Name | Perk Name | |||||||||||
10 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | |||||||||||
11 | ||||||||||||||||
12 | Perk Name | Perk Name | Perk Name | Perk Name | Perk Name | |||||||||||
13 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | |||||||||||
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15 | Perk Name | Perk Name | Perk Name | Perk Name | Perk Name | |||||||||||
16 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | |||||||||||
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18 | Perk Name | Perk Name | Perk Name | Perk Name | Perk Name | |||||||||||
19 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | |||||||||||
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21 | Perk Name | Perk Name | Perk Name | Perk Name | Perk Name | |||||||||||
22 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | |||||||||||
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24 | Perk Name | Perk Name | Perk Name | Perk Name | Perk Name | |||||||||||
25 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | 🌈🌈🌈🌈🌈🌈🌈🌈🌈🌈 | |||||||||||
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29 | Anti-Barrier Pulse Rifle | Logic Reductor | Elemental Siphon | Counter Energy | Prismatic Transfer | |||||||||||
30 | For Pulse Rifles without an intrinsic Breaker Type: Grants Shield-Piercing Rounds and Overcharge when said modifier is active. | Radiolaria Transposer Weapons deal 5% increased damage to Vex Combatants. Radiolaria Pools created by Radiolaria Transposer have ?% increased duration. | Upon scoring 3 kills within 3 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 25% Ability Energy to the least-charged Ability. | On Super Cast: Allies within 15 meters with a Super Element different from the caster's receive 20% [10%] increased damage for 10 [5] seconds. Damage buff is not refreshable. Doesn't stack with Radiant or other similar empowering buffs. | |||||||||||
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32 | Unstoppable Sidearm | Overcharged Armory | Overload Sword | Blade Stamina | Argent Blade | |||||||||||
33 | 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 when said modifier is active. Collective Purpose Dealer's Choice Radiolaria Transposer Sundering | For Swords without an intrinsic Breaker Type: Scoring a hit grants Overloading Hits for 3 seconds. Buff persists through stow. Overcharge when said modifier is active. | Scoring 3 Combatant Kills within 5 seconds of each with a Sword grants +3 Ammo. Ammo Generation also works on Ergo Sum. | Dealing Sword Damage consumes an Armor Charge to grant Argent Blade for 5 seconds. Argent Blade: 15% Increased Sword Damage +100 Charge Rate. Stacks with other buffs. Does not consume additional Armor Charges while Argent Blade is active | |||||||||||
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35 | Unstoppable Scout Rifles | Authorized Mods: Elemental Charge | Creeping Chill | Void Hegemony | Expanding Abyss | |||||||||||
36 | 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 x20 Slow for 2?+? seconds to enemies within 6? meters. | While a Void or Prismatic Subclass is equipped: Killing Weakened Enemies grants 15 Overshield HP. | Grants the user increased Void Damage towards Weakened Enemies. 7.5% -> 10% (2.3% increased damage) 15% -> 25% (8.7% increased damage) 30% -> 35% (3.8% increased damage) Divinity's Weaken is unaffected. | |||||||||||
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38 | Overload Hand Cannon | Saint's Inspiration | Press The Advantage | Radiant Orbs | Shieldcrush | |||||||||||
39 | 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: +20? Stability, +20? Handling, and +20 Reload Speed for 10 seconds. Swords receive +? Guard Resistance. | While a Solar or Prismatic Subclass is equipped: Orbs of Power grant Radiant. | While Frost Armor, Void Overshield, or Woven Mail are active: 25% [10%] Additional Base Melee Recharge Rate 25% [5%] Increased Powered Melee Damage. While Amplified or Radiant are active: 25% [10%] Additional Base Grenade Recharge Rate 25% [5%] Increased Grenade Damage. Grapple Melee instead receives 12% Increased Damage for each half of the perk. | |||||||||||
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41 | Anti-Barrier Submachine Guns | Winning Hand | Threaded Blast | Galvanic Armor | Transference | |||||||||||
42 | For Submachine Guns without an intrinsic Breaker Type: Grants Shield-Piercing Rounds and Overcharge when said modifier is active. | Upon scoring a Precision Kill or 3 kills within ? seconds of each with Dealer's Choice Weapons: Triggers a Solar Explosion that deals up to 200 [?] Damage over ? meters. Equipping multiple Dealer's Choice weapons increases the explosion damage. x2 = 250 [?] | x3 = 300 [?]. | Upon destroying a Tangle with a Strand Weapon: Explosion has an additional damage instance that deals 240 [?] damage over a 12? metre radius. | While an Arc or Prismatic Subclass is equipped: 30% Damage Resist while Amplified. | While Transcendent: 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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44 | Anti-Barrier Sniper Rifle | Authorized Mods: Scavenger | Incendiary Rifle Rounds | Solar Fulmination | Sniper's Meditation | |||||||||||
45 | For Sniper Rifles without an intrinsic Breaker Type: Grants Shield-Piercing Rounds and Overcharge when said modifier is active. | Ammo Scavenger Mods are reduced to 1 cost. | Upon scoring a Solar Sniper Rifle Precision Hit: Applies x30+15 Scorch. Unaffected by Weapon Frame or Ammo Type. | Ignitions deal an additional damage instance. Fulmination deal 190 [30] Solar Damage in a 12? meter radius. Fulminations count as Ignitions and don't [do?] have damage falloff. While Ember of Char is equipped: Fulminations apply an additional x40+20 Scorch. | On Sniper Rifle Direct Hit: Grant a stack of Sniper's Meditation for 7 seconds. Heavy Sniper Rifle hits grant 2 stacks. Sniper's Meditation Buff persists through stow. Sniper's Meditation Grants increased damage, Stability, and Reload Speed. 3% | 6% | 9% | 12 | 15% Increased Impact Damage +? | +? | +? | +? | +? Stability +15 | +30 | +35 | +40 | +45 Reload Speed Damage Buff only applies to the impact portion of a hit, except for Still Hunt's Golden Gun Shots. For example: Kinetic Tremors and Cloudstrike's Stormbringer WON'T benefit. Izanagi's Honed Edge and DARCI's Target Acquired WILL benefit. | |||||||||||
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47 | Overload Auto Rifle | Authorized Mods: Charged Up | Sustained Fire | Targeting Autoloader | Shock and Awe | |||||||||||
48 | For Auto Rifles without an intrinsic Breaker Type: Sustained Fire for 0.8 seconds grants Overloading Shots. Overcharge when said modifier is active. | Charged Up Mod is reduced to 1 cost. | Upon scoring 10 Auto Rifle Hits within 1.5 seconds of each against a single Combatant: 40% Damage Resist (Resist x3) for 6 seconds. Self-damage uses the PVP value of 7.5% DR. Buff is refreshable and persists through stow. Can technically work against Guardians, granting 7.5% Damage Resist, but only in Gambit or Fortress. | Auto Rifle Combatant Kills progress a Counter. Kills grant 50% Counter Progress. Kills while within 15 meters of 3 enemies grants 100% Progress. Kills while at 5 stacks grant 100% Progress. Counter Progress persists through stow. Upon reaching 100% Counter Progress: Grants a stack of Targeting Autoloader for 15 seconds, up to a maximum of 5 stacks. Buff is refreshable. Targeting Autoloader: Refills 20% | 20% | 30% | 40% | 40% of Magazine 10% | 13% | 16% | 18% | 20% Increased Auto Rifle Damage. Stacks with other buffs. Buff is removed upon readying a non-Auto Rifle Weapon. | While an Arc or Prismatic Subclass is equipped, while Amplified: Arc Kills trigger a lightning burst, dealing up to 141 [?] Arc Damage and jolting in a ? metre radius. Incurs a 5 second cooldown between activations. | |||||||||||
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50 | Looking for previous Seasonal Artifact perks? Head over to the OLD Artifact Perks tab. | |||||||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | |
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1 | Archive of Artifact Mods/Perks, released during Season 19 to 23. | |||||||||||||||
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3 | Season of the Wish (S23) | |||||||||||||||
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5 | Anti-Barrier Sidearm | Flame, Fiber, and Freeze | Flint Striker | Unravelling Orbs | Horde Shuttle | |||||||||||
6 | 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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8 | Unstoppable Hand Cannon | Kindling Trigger | Torch | Pillar of Ice | Hail The Storm | |||||||||||
9 | 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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11 | Unstoppable Bow | Blast Radius | Heart of the Flame | Revitalizing Blast | Rays of Precision | |||||||||||
12 | 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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14 | Overload Auto Rifle | Origin Perk Specialization I | Origin Perk Specialization II | Overload Rocket Launchers | Solo Operative | |||||||||||
15 | 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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17 | Overload Pulse Rifle | From Whence You Came | Wished Into Being | Dragon's Bite | Argent Ordnance | |||||||||||
18 | 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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20 | Season of The Witch (S22) | |||||||||||||||
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22 | Anti-Barrier Auto Rifles | Arc/Strand Siphon Combo | Thanatotic Tangles | Overload Machine Guns | Monochromatic Maestro | |||||||||||
23 | 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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25 | Piercing Bowstring | Solar/Strand Siphon Combo | Origin Perk Specialization II | Elemental Fury | Rapid-Fire Ranger | |||||||||||
26 | 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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28 | Unstoppable Scout Rifle | Void/Strand Siphon Combo | Elemental Orbs: Void | Communal Pickups | Elemental Embrace | |||||||||||
29 | 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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31 | Overload Hand Cannon | Origin Perk Specialization I | Elemental Orbs: Arc | Refreshing Pickups | Elemental Munitions | |||||||||||
32 | 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. | |||||||||||
33 | ||||||||||||||||
34 | Unstoppable Fusion | Diviner's Discount | Elemental Orbs: Solar | Semi-Auto Striker | Frenzied Stacks | |||||||||||
35 | 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% | |||||||||||
36 | ||||||||||||||||
37 | Season of The Deep (S21) | |||||||||||||||
38 | ||||||||||||||||
39 | Anti-Barrier Auto Rifles | Authorized Mods: Arc | Improved Unraveling | Strand Soldier | Conductive Cosmic Needle | |||||||||||
40 | 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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42 | Unstoppable Hand Cannon | Authorized Mods: Void | Deeper Origins | Overcharged Armory | Shock and Awe | |||||||||||
43 | 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. | |||||||||||
44 | ||||||||||||||||
45 | Overload Scout Rifle | Authorized Mods: Strand | Unto the Breach | Protective Breach | Supernova | |||||||||||
46 | 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. | |||||||||||
47 | ||||||||||||||||
48 | Overload Trace Rifle | Authorized Mods: Melee | Amped Up | Counter Charge | Squad Goals | |||||||||||
49 | 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 | |||||||||||
50 | ||||||||||||||||
51 | Unstoppable Glaive | Technicolor Siphon | Thunderous Retort | Electric Armor | Lightning Strikes Twice | |||||||||||
52 | 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. | |||||||||||
53 | ||||||||||||||||
54 | Season of Defiance (S20) | |||||||||||||||
55 | ||||||||||||||||
56 | Anti-Barrier Sidearms | Authorized Mods: Solar | Shatter Orbs | Bricks from Beyond | Threaded Blast | |||||||||||
57 | 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. | |||||||||||
58 | ||||||||||||||||
59 | Anti-Barrier Pulse Rifles | Authorized Mods: Strand | Defiant Armory | Flare Up | Rain of Firebolts | |||||||||||
60 | 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. | |||||||||||
61 | ||||||||||||||||
62 | Overload Bows | Authorized Mods: Void | Untangler | Origin Hones | Void Weapon Channeling | |||||||||||
63 | 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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65 | Unstoppable Scout Rifles | Authorized Mods: Grenades | Solar Surge | Allied Unraveling | Medieval Champion | |||||||||||
66 | 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. | |||||||||||
67 | ||||||||||||||||
68 | Automatics Overload | Multi-Siphon Mods | Volatile Flow | Counterweave | Prismatic Transfer | |||||||||||
69 | 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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71 | Season of the Seraph (S19) | |||||||||||||||
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73 | Unstoppable Hand Cannon | Grenade Launcher Holster | Hand Cannon Targeting | Unstoppable Grenade Launcher | Passive Aggressive Guard | |||||||||||
74 | 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. | |||||||||||
75 | ||||||||||||||||
76 | Overload Scout Rifle | Legacy Ambush | Pulse Rifle Loader | Counter Charge | Weakened Clear | |||||||||||
77 | 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. | |||||||||||
78 | ||||||||||||||||
79 | Piercing Bowstring | In-Flight Compensator | Energy Diffusion Substrate | Advance Scout | Monochromatic Maestro | |||||||||||
80 | 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. | |||||||||||
81 | ||||||||||||||||
82 | Anti-Barrier Pulse Rifle | Bow Dexterity | Sharp Shooting | Lord Kelvin's Basilisk | Solo Operative | |||||||||||
83 | 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. | |||||||||||
84 | ||||||||||||||||
85 | Overload Rounds | Mobile Retrofit | Resilient Retrofit | Low Entropy Superconductor | Lucent Finisher | |||||||||||
86 | 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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88 | For older Artifact Mods between Season 16 and Season 19: Go to the Old Armor Mods tab and scroll down. | |||||||||||||||
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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. | |||||||||||||||||||||||||||||||||||
72 |