Ability

=Warlock=

Dawnblade
"Spread your wings and set the sky ablaze."

- Class Description

Set 1 - Grenade Abilities

 * Solar Grenade—A grenade that creates a flare of Solar Light which continually damages enemies trapped inside.
 * Firebolt Grenade—A grenade that unleashes bolts of Solar Light at nearby enemies.
 * Fusion Grenade—An explosive grenade that causes bonus damage when attached to its target.

Set 2 - Movement Abilities

 * Balanced Glide—Glide jump ability provides bonuses to both speed and control.
 * Focused Burst—Glide jump ability provides an initial burst of speed.
 * Controlled Glide—Glide jump ability provides better directional control while in the air.

Set 3 - Super Ability

 * Daybreak—Weave Solar Light into blades and smite your foes from the skies.

Set 4 - Class Abilities

 * Healing Rift—Conjure a well of Light that continually heals those inside it.
 * Empowering Rift—Conjure a well of Light that increases the attack power of those inside it.

Set 5 - Passive Path 1: Attunement Of Sky

 * Winged Sun—Engage your enemies in mid-flight. Fire weapons and throw grenades while gliding.
 * Heat Rises— Airborne kills recharge your grenade and melee energy. Casting Daybreak instantly refills all your ability energy.
 * Swift Strike—Strike an enemy with this melee ability to burn your target and temporarily increase your movement an reload speed.
 * Icarus Dash—Activate while in midair to dodge.

Set 6 - Passive Path 2: Attunement Of Flame

 * Igniting Touch—Strike an enemy with this melee ability to burn them and cause them to explode.
 * Fated For The Flame— Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.
 * Everlasting Fire—Killing an enemy with Daybreak extends its duration.
 * Phoenix Dive—Quickly descend from mid-air and regenerate health.

Voidwalker
"From the smallest atoms bloom the greatest explosions."

- Class Description

Set 1 - Grenade Abilities

 * Vortex Grenade: A grenade that creates a vortex which continuously damages enemies trapped inside.
 * Scatter Grenade: A grenade that splits into multiple submunitions that cover a large area upon detonation.
 * Axion Bolt: A bolt of Void Light that forks into smaller bolts which seek out enemies.

Set 2 - Movement Abilities

 * Strafe Glide: Upgrades Glide for better directional control.
 * Burst Glide: Upgrades Glide for strong speed boosts.
 * Blink: Replaces Glide with short distance teleportation.

Set 3 - Super Ability

 * Nova Bomb: Hurl an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast.

Set 4 - Class Abilties

 * Healing Rift: Conjure a well of Light that continuously heals those inside it. Grants an Overshield at full health.
 * Empowering Rift: Conjure a well of Light that increases weapon damage for those inside it.

Set 5 - Passive Path 1: Attunement of Chaos

 * Chaos Accelerant: Draw from your Super energy to overcharge your grenade, making it deadlier and more effective.
 * Bloom: Void ability kills cause enemies to explode.
 * Cataclysm: Nova Bomb travels slowly, seeks enemies, shatters into seeker projectiles, and can be detonated early.
 * Entropic Pull: This melee ability recharges your grenade.

Set 6 - Passive Path 2: Attunement of Hunger

 * Devour: This melee ability restores health upon a kill. Kills restore additional health for a short time.
 * Feed the Void: Consume your grenade energy to restore your health. Grants the Devour effect.
 * Insatiable: While Devour is active, killing enemies extends its duration and recharges your grenade.
 * Vortex: Nova Bomb creates a singularity which continuously damages enemies trapped inside.

Stormcaller
"Harmony within, hurricane without."

- Class Description

Set 1 - Grenade Abilities

 * Arcbolt Grenade: Chains bolts of lightning to nearby enemies.
 * Pulse Grenade: Continuously damages enemies in its radius.
 * Storm Grenade: Calls forth a focused lightning bolt.

Set 2 - Movement Abilities

 * Balanced Glide: Glide gets bonuses to both control and speed.
 * Focused Burst: Glide gets an initial burst of speed.
 * Controlled Glide: Glide gets better directional control.

Set 3 - Super Ability

 * Stormtrance: Chain Arc lightning to nearby enemies from your hands.

Set 4 - Class Abilities

 * Healing Rift: A well of Light that continuously heals those inside it.
 * Empowering Rift: A well of Light that increases the weapon damage of those inside it.

Set 5 - Passive Path 1: Attunement of Conduction

 * Chain Lightning: A longer-ranged melee attack that chains lightning to one other enemy.
 * Transcendence: Stormtrance restores health and lasts longer when cast with full melee and grenade energy.
 * Arc Web: Grenades chain lightning to nearby enemies upon detonation.
 * Ionic Blink: Sprinting during Stormtrance causes the player to Blink.

Set 6 - Passive Path 2: Attunement of Elements

 * Gale Force: A longer-ranged melee attack that recharges Super, grenade and Melee energy.
 * Landfall: Summons a lightning bolt upon casting Stormtrance, creating a shockwave.
 * Rising Storm: Rifts charge faster when nearby allies.
 * Arc Soul: Rifts now grant an Arc Soul to aid whoever uses it in battle.

=Hunter=

Arcstrider
"Flow like lightning. Strike like thunder."

- Class Description

Set 1 - Grenade Abilities

 * Skip grenade-A grenade which splits on impact, creating multiple projectiles which seek enemies.
 * Flux Grenade-An explosive grenade which deals additional damage when attached to enemies.
 * Arcbolt Grenade-A grenade that chains bolts of lightning to nearby enemies.

Set 2 - Movement Abilities

 * High Jump-Upgrades Double Jump with even greater height.
 * Strafe Jump-Upgrades Double Jump with better directional control while in the air.
 * Triple Jump-Upgrades Double Jump with a third jump.

Set 3 - Super Ability

 * Arc Staff-Conjure a polearm infused with Arc electricity that can be used to rapidly slice enemies while maneuvering around the battlefield.

Set 4 - Class Abilities

 * Marksman Dodge-Automatically reload your equipped weapon while dodging
 * Gambler’s Dodge-Dodging near enemies generates Melee energy

Set 5 - Passive Path 1: Way Of The Warrior

 * Combat Flow-Melee kills recharge your dodge skill
 * Deadly Reach-Dodging temporarily increases melee range
 * Lethal Current-Arc Staff attacks hit twice after dodging
 * Shocking Blow-Striking an enemy with this powerful melee attack emits a deadly bolt of lightning from your fist

Set 6 - Passive Path 2: Way Of The Wind

 * Disorienting Blow-Striking an enemy with this debilitating melee attack disorients the target. Killing a target with Disorienting Blow instantly recharges it.
 * Lightning Reflexes-Take less damage while dodging when Arc Staff is active
 * Battle Meditation-When critically wounded, melee and grenades recharge drastically faster
 * Focused Breathing-Sprinting reduces your dodge cooldown. Increased maximum sprint speed

Gunslinger
"A lone wolf who lives for the perfect shot."

- Class Description

Set 1 - Grenade Abilities

 * Incendiary grenade-An explosive grenade that catches enemies on fire, causing additional damage over time.
 * Swarm Grenade-A grenade that detonates on impact, releasing multiple drones that seek nearby enemies.
 * Tripmine Grenade-An explosive grenade that sticks to surfaces and and detonates when enemies pass through its laser trigger.

Set 2 - Movement Abilities

 * High Jump-Upgrades Double Jump with even greater height.
 * Strafe Jump-Upgrades Double Jump with better directional control while in the air.
 * Triple Jump-Upgrades Double Jump with a third jump.

Set 3 - Super Ability

 * Golden Gun—Summon a flaming pistol which disintegrates enemies with Solar Light

Set 4 - Class Abilities

 * Marksman Dodge-Automatically reload your equipped weapon while dodging
 * Gambler’s Dodge-Dodging near enemies generates Melee energy

Set 5 - Passive Path 1: Way Of The Outlaw

 * Chains of Woe-Precision kills increase reload speed for you and nearby allies.
 * Bombs for Bullseyes-Precision hits generate grenade energy.
 * Six-Shooter-Golden Gun can be fired up to six times but has a shorter duration.
 * Explosive Knife-Throw a knife at enemies that explodes shortly after impact when melee energy is full.

Set 6 - Passive Path 2: Way Of The Sharpshooter

 * Knife-Juggler-Throw a knife at enemies when melee energy is full. A precision kill with this ability instantly recharges it.
 * Gunslinger’s Trance-Enter a trance with each precision kill, reducing the cooldown of your Golden Gun.
 * Crowd-pleaser-Precision hits with your Golden Gun generate Orbs of Light for your allies.
 * Line ‘Em Up-Precision hits with Golden Gun increase its damage and extend its duration.

Nightstalker
"Draw from the Void. Light the way."

- Class Description

Set 1 - Grenade Abilities

 * Vortex Grenade: Creates a vortex that continuously damages enemies trapped inside.
 * Spike Grenade: Attaches to any surface and emits a damaging torrent of Void Light.
 * Voidwall Grenade: Creates a horizontal burning wall of Void Light.

Class Ability

 * Marksman's Dodge: Dodging automatically reloads your equipped weapon.
 * Gambler's Dodge: Dodging near enemies recharges melee energy.

Set 2 - Movement Abilities

 * High Jump: Upgrades Double Jump to reach greater height.
 * Strafe Jump: Upgrades Double Jump with better directional control.
 * Triple Jump: Upgrades Double Jump with an extra midair jump.

Set 3 - Super Ability

 * Shadowshot—Tether foes to a Void Anchor, slowing, weakening and suppressing them for you and your allies

Set 4 - Class Abilities

 * Marksman's Dodge: Dodging automatically reloads your equipped weapon.
 * Gambler's Dodge: Dodging near enemies recharges melee energy

Set 5 - Passive Path 1: Way of the Trapper

 * Snare Bomb: Throw a smoke bomb that attaches to surfaces and detonates when enemies are near, slowing and disorienting them.
 * Keen Scout: Gain increased sprint and sneak speeds, and an enhanced motion tracker. Tethered enemies are marked.
 * Deadfall: Shadowshot's Anchors have increased range and duration, and attach to surfaces to wait for prey.
 * Vanishing Step: Dodging makes you vanish for a short time.

Set 6 - Passive Path 2: Way of the Pathfinder

 * Vanish in Smoke: Throw a smoke bomb that makes you and nearby allies invisible for a short time.
 * Lockdown: Grenade and smoke bomb effects last twice as long.
 * Heart of the Pack: Killing tethered enemies creates Orbs of Light and increases Mobility, Resilience, and Recovery for you and nearby allies.
 * Moebius Quiver: Shadowshot can be fired in rapid succession and deal bonus damage to tethered enemies.

=Titan=

Sentinel
"Valiant heart, unwavering resolve."

- Class Description

Set 1 - Grenade Abilities

 * Magnetic Grenade—An explosive grenade that attaches to enemies and detonates twice.
 * Voidwall Grenade—A grenade that creates a horizontal wall of burning Void energy.
 * Suppressor Grenade—An explosive grenade that temporarily suppresses enemy abilities.

Set 2 - Movement Abilities

 * High Lift—Upgrades Lift for higher vertical reach.
 * Strafe Lift—Upgrades Lift for more directional control.
 * Catapult Lift—Upgrades Lift for a strong initial momentum burst.

Set 3 - Super Ability

 * Sentinel Shield—Form a Void shield that can bash enemies in melee range and be thrown from a distance as a projectile.

Set 4 - Class Abilities

 * Towering Barricade—A large barrier that can be used for cover or to seal off dangerous areas for a short time.
 * Rally Barricade—A small barrier that can be peeked over while aiming down sights and instantly reloads your equipped weapon when taking cover.

Set 5 - Passive Path 1: Code of the Protector

 * Defensive Strike—Killing an enemy with this melee attack creates an Overshield around you and nearby allies.
 * Turn The Tide—Your Overshield from Defensive Strike lasts longer and increases melee damage and reload speed.
 * Ward of Dawn—When Super energy is full, press and hold to create a shielding dome to protect you and your allies.
 * Rallying Force—Melee kills restore health for you and nearby allies.

Set 6 - Passive Path 2: Code of the Aggressor

 * Shield Bash—After sprinting for a short time, use this melee ability to unleash a Shield Bash that disorients enemies.
 * Second Shield—Gain an additional Shield Throw charge while Sentinel Shield is active.
 * In The Trenches—Kills while surrounded by enemies reduce the cooldown of your Super.
 * Superior Arsenal—Grenade kills recharge your Grenade energy.

Striker
"At close quarters a fist is better than any gun."

- Class Description

Set 1 - Grenades

 * Flashbang Grenade−An explosive grenade that disorients enemies upon detonation.
 * Pulse Grenade−A grenade that periodically emits energy pulses that damage enemies within radius.
 * Lightning Grenade−A grenade that sticks to any surface and periodically emits pulses of lightning that damage enemies.

Set 2 - Movement

 * Increased Height−Upgrades Lift for higher vertical reach.
 * Increased Control−Upgrades Lift for more directional control.
 * Catapult−Upgrades Lift for a strong initial momentum burst.

Set 3 - Super

 * Fist of Havoc−Charge your fists. Once activated, you can shoulder charge or ground slam until Super energy is depleted.

Set 4 - Class Abilities

 * Towering Barricade−A large barrier that can be used for cover or to seal off dangerous areas for a short time.
 * Rally Barricade−A small barrier that can be peeked over while aiming down sights and instantly reloads your equipped weapon when taking cover.

Set 5 - Passive Path 1: Code of the Juggernaut

 * Frontal Assault−A powerful melee punch that increases weapon stability.
 * Reversal−Melee kills trigger health regeneration.
 * Knockout−Breaking enemy shields increases melee range.
 * Trample−Fist of Havoc lasts longer while sprinting. Kills with Fist of Havoc extend its duration.

Set 6 - Passive Path 2: Code of the Earthshaker

 * Aftermath−Fist of Havoc disorients enemies and leaves a damage-dealing field in its wake.
 * Magnitude−Increases the duration of Pulse Grenades, Lightning Grenades, and Aftermath.
 * Aerial Strike−Fist of Havoc's damage increases the longer you are airborne.
 * Shoulder Charge−After sprinting for a short time, hurl yourself shoulder-first towards your target.

Sunbreaker
"Forge the fury of undying suns."

- Class Description

Set 1 - Grenade Abilities

 * Incendiary Grenade: An explosive grenade that catches enemies in its radius on fire.
 * Thermite Grenade: A grenade that sends forth a line of fire.
 * Fusion Grenade: A grenade that deals bonus damage when attached to enemies.

Set 2 - Movement Abilities

 * High Lift: Upgrades Lift to reach greater heights.
 * Straft Lift: Upgrades Lift to provide better directional control.
 * Catapult Lift: Upgrades Lift to provide a strong initial burst of speed.

Set 3 - Super Ability

 * Hammer of Sol: Summon forth a flaming hammer that can be thrown at enemies.

Set 4 - Class Abilities

 * Towering Barricade: A large barrier that seals off dangerous areas for a short time.
 * Rally Barricade: A small barrier that can be peeked over while aiming down sights and instantly reloads the equipped weapon of whoever hides behind it.

Set 5 - Passive Path 1: Code of the Fireforged

 * Hammer Strike: Unleashes a blazing hammer that weakens enemies after sprinting.
 * Tempered Metal: Solar ability kills grant you and nearby allies better movement and reload speed.
 * Battle Forge: Enemies killed by Hammer of Sol explode.
 * Vulcan Rage: Hammers shatter into explosive molten embers upon impact.

Set 6 - Passive Path 2: Code of the Siegebreaker

 * Mortar Blast: A melee ability that unleashes a Solar explosion, setting nearby enemies on fire.
 * Sun Warrior: Solar ability kills restore health. Grenade and melee kills leave Sunspots in their wake.
 * Ring of Fire: Solar abilities recharge faster while standing in a Sunspot.
 * Solar Siege: Hammers create a Sunspot on impact. Throw hammers faster while standing in a Sunspot.