Abilities¶
Classless powers, passives, movement and support. Select an ability for its effect, resource rules, stat trade-offs and source locations.
Abilities are not rank-stacked. Passives, normal-active recharge, ultimate charge and melee timing use separate rules.
Slots, charges and recasts · Build recipes
| Description | ||
|---|---|---|
| The passive behaviour supplies one extra airborne jump before landing. Extra-jump contributions aggregate with a runtime cap of three. | Passive behaviourAuthored recast: Automatic. Not rank-stacked. | |
| Actual HP damage grants 20 shield with 3-second overflow, once per 8 seconds. Shield-only damage is not HP damage. | Passive behaviourAuthored recast: Automatic. Not rank-stacked. | |
| Accepted weapon precision hits refund 0.5 seconds of normal-active cooldown, at most once per second. Ultimate charge is separate. | Passive behaviourAuthored recast: Automatic. Not rank-stacked. | |
| Authored contribution is +12% ability damage and −8% weapon damage. Fixed heals/shields do not scale with ability damage. | Passive behaviourAuthored recast: Refresh. Not rank-stacked. | |
| Genuine normal casts grant +20% gun damage for 5 seconds. Refreshes one source; ultimate/echo events do not qualify as normal casts. | Passive behaviourAuthored recast: Automatic. Not rank-stacked. | |
| Heals 5% maximum HP, once per second, and cannot revive. Distinct from the Kill Siphon core's flat-HP heal. | Passive behaviourAuthored recast: Automatic. Not rank-stacked. | |
| Adds 15% mark/slow duration. It does not extend root, stun, control immunity or pull. | Passive behaviourAuthored recast: Refresh. Not rank-stacked. | |
| Completed reloads grant +15% movement for 3 seconds. Requests and cancelled reloads are not completed reloads. | Passive behaviourAuthored recast: Automatic. Not rank-stacked. | |
| Place within 15 metres for 6 seconds. Current magnitude is 20 base damage/second, targeting up to three visible enemies within 5 metres at authored ticks. | 18 s authoredAuthored recast: Refresh. Not rank-stacked. | |
| Deals 65 base ability damage along a 40-metre line. Multiple enemies can be hit, but solid walls block. | 10 s authoredAuthored recast: Automatic. Not rank-stacked. | |
| Restores 45 shield; ordinary restored shield remains, while only unspent overflow expires after 6 seconds. Recasts refresh a bounded source. | 12 s authoredAuthored recast: Automatic. Not rank-stacked. | |
| Uses current movement input, or forward without input: 18 m/s for 0.2 seconds gives 3.6 metres nominal unobstructed distance. Collision can shorten travel. | 5 s authoredAuthored recast: Automatic. Not rank-stacked. | |
| Referenced enhancement defines 5 seconds, three triggers and +20% gun damage, despite serialized ability duration being zero. Misses consume triggers; all shotgun pellets share one trigger. | 18 s authoredAuthored recast: Refresh. Not rank-stacked. | |
| Place within 20 metres: 4-metre field for 3 seconds, 4-second entry root and 25% authored slow. Root can outlast the field and stops movement while attacks continue. | 16 s authoredAuthored recast: Refresh. Not rank-stacked. | |
| Adds 20% temporary movement for 4 seconds. Refresh/strongest-source rules apply; it does not grant invulnerability or alter fixed dash travel simply by being a movement buff. | 12 s authoredAuthored recast: Automatic. Not rank-stacked. | |
| Current authored radius is 10 metres, damage 45, stun 3 seconds before target resistance. Cover blocks acquisition; surviving targets receive stun. | 8 s authoredAuthored recast: Automatic. Not rank-stacked. | |
| Deals 35 base damage in a 70-degree cone with 6-metre reach. Authored push is up to 4 metres before resistance and valid-ground constraints; elites shorten it and bosses are immovable. | 12 s authoredAuthored recast: Refresh. Not rank-stacked. | |
| Exposes targets within 18 metres for 6 seconds. Each accepted direct pellet consumes its own point for 3 × (weapon weakpoint multiplier + Precision Core bonus). | 14 s authoredAuthored recast: Refresh. Not rank-stacked. | |
| A 0.7-second fuse precedes 80 centre / 40 edge base damage in 4 metres. Cover can block affected targets. | 10 s authoredAuthored recast: Refresh. Not rank-stacked. | |
| Restores 25 shield to living recipients within 6 metres and line of sight. Cannot revive. | 18 s authoredAuthored recast: Automatic. Not rank-stacked. | |
| 20 m/s for 0.3 seconds is 6 metres nominal burst travel before collision. +15% movement starts at activation for 2 seconds. No invulnerability or wall crossing; movement-completion core triggers remain separately validated. | 11 s authoredAuthored recast: Refresh. Not rank-stacked. | |
| Place within 12 metres: 5-metre field for 5 seconds restoring 4 normal shield/second. Range, living-recipient and cover checks apply. | 22 s authoredAuthored recast: Refresh. Not rank-stacked. | |
| Refills missing normal shield and grants one maximum-shield pool as overflow for 10 seconds to living allies within 6 metres and line of sight. Fixed support values do not scale with ability damage. | 100 ultimate chargeAuthored recast: Automatic. Not rank-stacked. | |
| Pulls/slows for 5 seconds, then deals 100 base damage within 6 metres. Authored slow is 30%; pull is up to 2 metres total at 0.4 m/s before resistance. | 100 ultimate chargeAuthored recast: Refresh. Not rank-stacked. | |
| Referenced enhancement defines 8 seconds, six triggers, +40% gun damage and one additional target at 50% trigger damage. Serialized ability duration zero is not the effective window. | 100 ultimate chargeAuthored recast: Refresh. Not rank-stacked. | |
| Aim within 40 metres: three falls of 150 base damage in a 5-metre area, 0.5 seconds apart after 0.6-second initial delay. Ultimate availability uses charge, not a normal cooldown. | 100 ultimate chargeAuthored recast: Automatic. Not rank-stacked. | |
| Deals 35 base damage at 2.5-metre reach with cover checks. Melee does not count as a normal ability cast and does not receive normal-active Spare Charge or recharge rules. | 1.2 s authoredAuthored recast: Automatic. Not rank-stacked. |
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Passive¶
Active¶
- Dash
- Barrier
- Nova
- Haste
- Arc Lance
- Shield Pulse
- Gravity Snare
- Scan Pulse
- Shard Grenade
- Repulsor Burst
- Focus Window
- Arc Anchor
- Ward Beacon
- Slipstream Step