“"It is what she asks of us." —Paladin Kamala Rior”
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[Heavy Attack] : Launch a heavy uppercut attack. Heavy attacks are stronger with full energy.
Increased sword ammo.
Greatly increased sword ammo at the cost of damage.
Increased sword damage.
Increased damage at the cost of sword ammo.
Increased sword damage and ammo.
Sword Guard has balanced overall defenses.
Sword Guard has high resistance, but low endurance.
Sword Guard has high endurance, but low resistance.
Sword Guard has high overall defenses, but lowers charge rate.
Sword Guard has low overall defenses, but increases charge rate.
Scoring 3 Powered Hits within 2? seconds of each refunds 1 ammo. Wolfpack Round Hits do not count.
Your first Powered Sword Kill after (re)spawning refunds 1 Ammo. Afterward, every other Powered Sword Kill also refunds 1 Ammo.
Every point of damage taken while Guarding grants Class Ability Energy: • 1.5% when Melee Damage is Blocked • 1% when non-Melee Damage is Blocked • 0.5% when damage isn't Blocked (getting hit from behind) Ability energy gained may be significantly decreased based on your selected ability's Chunk Energy Scalar. Learn more about this mechanic in our explainer blog post on the Clarity website.
Grants the following on Weapon Kills for 5 seconds: • 15% increased damage • Maximized Movement Speed Remains active even if stowed.
Powered Sword Hits grant 3% increased damage for 3.5 seconds. Stacks 10 times for a 30% Buff. Stowing the weapon or Blocking removes all stacks. Wolfpack Round Hits also count as Powered Sword Hits.
Readying the Sword grants 30% increased damage for 1.5 seconds. 2? second cooldown after the buff expires.
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. Stacks with all other Buffs and Debuffs (including itself).
Taking damage while Guarding emits a blast in a wide, 8? meter long wide cone in front of you. The blast disorients enemies hit by it for 5 seconds and deals weapon-matching elemental damage. The damage scales up from 75 [14] damage at point-blank range to the maximum of 110 [45] damage after ? meters. The strength of the disorientation against Players similarly also scales up with distance. 2.5 second cooldown between activations.
Weapon Kills grant an additional 1% Super Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant an additional 1.5% instead.
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