“My smile is full of blades.”
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[Heavy Attack] : Launch a heavy dash 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 low overall defenses, but increases charge rate.
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.
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.
Weapon Kills grant an additional 1% Super Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant an additional 1.5% instead.
Grants the following on Weapon Kills for 5 seconds: • 15% increased damage • Maximized Movement Speed Remains active even if stowed.
Readying the Sword grants 30% increased damage for 1.5 seconds. 2? second cooldown after the buff expires.
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.
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.
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