“Come what may.”
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[Heavy Attack] : Launch a heavy projectile 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.
Taking any damage while Guarding increases Lunge Distance by 80% for the next swing within 1 second. Guarding while receiving Healing Effects (including healing over time from Restoration) from allies also activates the perk.
Weapon Kills grant 10% Class Ability Energy. Kills with Fusion Rifles, Glaives, Shotguns, and Sniper Rifles grant 20%. Class Ability usage grants ? Stability for ? seconds. 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.
Scoring multiple Hits against enemies within 5 seconds of each spawns an Orb of Power that grants 0.8% Super Energy. Does not require Direct Hits. Hit counter persists through stow. Hit requirements for activation: • Rocket Launchers: 2 hits • Heavy Grenade Launchers: 3 Hits • Wave-Frame Grenade Launchers: 4 hits • Bows: 4 Hits • Swords: 5 Hits • Area-Denial Grenade Launchers: 26 Hits • Others: 55% of Magazine Size rounded down + 1 Support Frame Auto Rifle healing round Hits on damaged allies count as 2 Hits.
Sword Kills grant 60 Guard Resistance, Guard Endurance, and (Guard) Charge Rate. Buff is removed on stow.
Starts Health Regeneration and restores 65 HP upon reaching 100% Activation Progress with Weapon Kills within 5 seconds of each. Activation Progress by Enemy Rank: • Minor Combatants: 34% • Players: 67% • Elites, Minibosses, and Bosses: 100%
Your first Powered Sword Kill after (re)spawning refunds 1 Ammo. Afterward, every other Powered Sword Kill also refunds 1 Ammo.
Scoring 3 Powered Hits within 2? seconds of each refunds 1 ammo. Wolfpack Round Hits do not count.
Grants the following on Weapon Kills for 5 seconds: • 15% increased damage • Maximized Movement Speed Remains active even if stowed.
Scoring Weapon Hits against 3 Separate Enemies within 3 seconds of each grants 35% increased damage for 10 seconds. Does not require Direct Hits. Buff duration cannot be refreshed.
Readying the Sword grants 30% increased damage for 1.5 seconds. 2? second cooldown after the buff expires.
Deals increased damage against Minibosses, Bosses, and Vehicles, as well as Players in their Super Ability. Damage increase by Ammo Type: • Primary Weapons: 20% [60%] • Special Weapons: 15% [20%] • Power Weapons: 10% [20%]
Being within 15 meters of 3 Enemies grants 40% increased damage. Buff lingers for 1.5 seconds once the condition is no longer met. Exceptions: • Swords only receive a 35% damage increase. • Grenade and Rocket Launchers receive a 35% Explosive Damage increase and a 40% Impact Damage increase. • Wolfpack Rounds receive a 35% Explosive Damage increase.
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.
Powered Sword Hits apply Slow stacks for 4.25 [1.5] seconds. Light Attacks apply 40 Slow stacks, Heavy Attacks apply 60. Flash Counter's disorienting blast also applies 60 Slow stacks.
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