“Digging leaves a mark.”
[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.
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.
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.
Readying the Sword grants 80% increased Grounded and 64% increased Airborne Lunge Distance for 3 seconds. Buff is removed on stow. 3 second cooldown after the buff is removed.
Weapon Kills grant 10% Grenade Ability Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%. Using your Grenade Ability refills the Magazine with a 3 second cooldown. 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.
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.
Sword Kills grant 60 Guard Resistance, Guard Endurance, and (Guard) Charge Rate. Buff is removed on stow.
Weapon Kills trigger an elemental explosion matching the weapon's element. Damage and radius of the explosions varies based on the weapon's ammo type: • Special Weapons: Up to 67.2 [44.8] damage in a 2.4 meter radius • Power Weapons: Up to 109.2 [72.8] damage in a 3 meter radius
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%]
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.
Dealing Elemental Damage grants a stack of Elemental Honing for 20 seconds for each unique Element used. Maximum of 5 stacks. Gaining a stack refreshes the buff duration. Duration cannot be refreshed once at 5 stacks. Buff can be activated while stowed. Kinetic Damage does not trigger the buff. Weapon damage increase at 1|2|3|4|5 stacks by weapon damage type: • Kinetic: 10%|20%|30%|35%|40% • Elemental (PVE): 2.5%|10%|20%|30%|35% • Elemental (PVP): 1.25%|5%|20%|30%|35%
Grants the following on Weapon Kills for 5 seconds: • 15% increased damage • Maximized Movement Speed Remains active even if stowed.
Hits against Minor Combatants grant 2 Stacks of Redirection. Maximum of 30 Stacks. Stacks remain active while stowed. Hits against Elite or higher-ranked Combatants consume up to 3 Stacks to grant 33% increased damage per Stack consumed.
After being in Combat for 12 seconds: Grants 15% increased damage, 100 Handling, and 100 Reload Speed for 7.2 seconds. Works and can activate while stowed. Dealing and receiving damage refreshes the buff duration. For Frenzy, being in Combat is defined as having either dealt or received damage within the last 5 seconds. Self-damage and environmental damage do not count.
Dealing damage grants 15 Airborne Effectiveness and ?% increased Movement Speed for 5 seconds. Scoring a Weapon Kill increases this to 30 Airborne Effectiveness and ?% increased Movement Speed for 5 seconds. Weapon damage refreshes buff duration.
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