Destiny 2's Season of the Plunder launched with a major rework for all Arc subclasses. Following the Void and Solar reworks from past seasons, Arc has been retooled with new abilities, the Aspects and Fragments system, and new keywords. Described by Bungie as the "Hold W" spec, Arc is the ultimate choice for aggressive players and Guardians that thrive on speed.
Related: Destiny 2: A Complete Guide To Stasis
Hunters have gotten a new Super, Warlocks have a new slide melee attack, and Titans can make grounded dashes with a new class ability. Old favorites from the original Destiny are back, and Bungie has thrown in a few surprises that make Arc 3.0 one of the strongest elements in the game. This guide will cover how Arc works, its keywords, and we'll showcase all Aspects and Fragments.
Updated February 28, 2023, by Charles Burgar: Buildcrafting overhauls launched with Lightfall, complete with ability cooldown tweaks and new Fragments. Arc saw two new Fragments that behave similarly to Reactive Pulse and Striking Light back when Combat Style mods existed. We've updated this guide to include all current ability cooldowns, Fragment changes, and added all Arc Fragments introduced in Season of Defiance.
What Is Arc 3.0?
Arc 3.0 is an overhaul of all Arc subclasses in Destiny 2, including the Hunter Arcstrider, Titan Striker, and Warlock Stormcaller. All Arc subclasses now use the Aspects and Fragments system introduced with Stasis in Beyond Light, allowing players to select two Aspects and various Fragments to create a build.
Most features from Arc 2.0 have been carried over to the new system. All classes have at least two melee abilities, two Supers, and access to all Arc grenades. This also means some classes got new abilities with Arc 3.0, such as Hunters getting the new Gathering Storm Super. Overall, this is a major buff to all Arc subclasses and makes them more viable in endgame PvE and PvP content.
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Unlocking Arc 3.0
Arc 3.0 is unlocked by default for veteran players. Newcomers to Destiny 2 will unlock Arc through the New Light experience. Not every Fragment will be unlocked for veterans, just as not all options for Arc will be available for New Lights right away.
To unlock all Arc 3.0's abilities, speak to Ikora Rey at the Tower. She sells Aspects, Fragments, and grenade abilities for all subclasses. Each item costs a small Glimmer fee.
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Related: Destiny 2: How To Farm Weapon XP Fast
Arc Keywords Explained
Unlike previous subclass reworks, Arc 3.0 doesn't have many keywords. This class highly revolves around the Amplified buff and Jolt debuff, although a few more keywords exist that might prove useful. Let's go over what each Arc keyword does.
Arc 3.0 Keywords
Buffs
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Debuffs
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Amplified
You move faster, slide further, and have increased weapon handling.
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Blind
Combatants are disoriented and unable to shoot. Guardians temporarily lose their HUD and suffer from distorted audio.
Stuns Unstoppable Champions
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Jolt
Jolted targets periodically release chain lightning to nearby targets when damaged.
Stuns Overload Champions
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Subclass Pickup
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Ionic Trace
A bolt of pure Arc energy that travels along the ground, seeking towards its creator. When picked up, Ionic Traces grant ability energy.
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Amplified Explained
Amplified is an Arc buff that grants +50 Mobility, increases sprint speed, slide distance, jump height, and grants improved weapon handling for 15 seconds. Amplified can be activated upon landing four rapid Arc kills against red bar combatants, tougher foes granting more progress.
Your overall movement is overall enhanced while Amplified. You slide 33% further—on par with St0mp-EE5 and Transversive Steps—and gain +50 Mobility, causing you to jump higher and strafe faster. Remember that Mobility does not affect sprint speed or your class-related jump.
Sprinting for a few seconds while Amplified will activate a superspeed buff that increases your sprint speed by 12.5%, increases the slide distance buff from 33% to 50%, and you jump twice as high. These effects do not stack with Exotics or other sources of increased sprint speed/slide distance. Additionally, superspeed gives you 15% damage resistance against combatants in PvE; it does not provide any DR in the Crucible.
As for your weapons, Amplified gives your weapons a +40 handling bonus with a slight animation scalar of 0.96x (as showcased in the Destiny Data Compendium). In other words, your weapons swap substantially faster if you aren't already at 100 handling, although weapons at capped handling will still notice a small bonus.
Notable sources of Amplified include Arc multikills and the Spark of Volts Fragment.
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Blind Explained
Blinding Unstoppable Champions will stun them.
Blind is an Arc debuff that disorients your enemies. This effect differs in PvE and PvP:
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PvE: Combatants are unable to attack while blinded.
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PvP: Your screen flashes white, audio becomes distorted, and your HUD is temporarily disabled.
By default, Blind lasts for 10 seconds in PvE and 1.5-2 seconds in PvP. Notable sources of Blind include Flashbang Grenades and the Hunter's Disorienting Blow.
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Jolt Explained
Jolt chain lightning can stun Overload Champions.
Jolt is an Arc debuff that releases chain lightning when the target is damaged. In PvP, Jolted enemies will release chain lightning upon taking 50 damage, damaging all nearby enemies within 8 meters for 50 damage. The Jolted Guardian does not take any added damage in PvP. Jolted combatants in PvE damage themselves and nearby foes when the chain lightning effect triggers, dealing enough damage to kill most red bar enemy types in playlist activities. Jolt lasts for 10 seconds in PvE and 5 seconds in PvP. Jolt's chain lightning effect can only trigger once per 1.3 seconds. Notable sources of Jolt include the Spark of Shock Fragment, the Hunter's Lethal Current Aspect, and the Voltshot perk.
Jolt PvE Damage Explained
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What Affects Jolt
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What Doesn't Affect Jolt
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Weapon Damage Scalars
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Empower Buffs (Voltshot Only)
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Weaken Debuff
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Initial Damage or DPS
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Ability-Enhancing Exotics (HOIL, Verity's Brow, et al.)
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Precision Damage Multipliers
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If you've used Jolt in PvE, you might have noticed that its damage output can vary wildly. This is because PvE Jolt is affected by combatant scalars. Destiny 2's weapons all have base damage values which are then adjusted through multipliers (called scalars) that Bungie sets. For example, all Exotic Primary weapons get a 1.4x damage scalar against red bar enemies. This sort of scaling is tied to every weapon in the game against all combatant types—minor, elite, miniboss/ultra, boss, and vehicles. You can find a detailed breakdown of each PvE damage scalar through MossyMax's Destiny 2 Outgoing Damage spreadsheet.
It's important to mention these scalars because they directly impact Jolt's damage output. Let's give an example: Kalli is a Last Wish boss that takes 2,033 base Jolt damage. All Arc abilities (excluding Gathering Storm) will deal 2,033 Jolt damage against her, regardless of damage output. Now let's say we use Brigand's Law with Voltshot. Sidearms get a 1.55x damage scalar against bosses. This gives us a damage value of:
Destiny always rounds up, so we deal 3,152 damage against Kalli with our Voltshot Sidearm. Damage buffs also seem to buff the strength of Voltshot Jolts, so it's recommended you equip damage-boosting mods on your armor to enhance the strength of your weapon Jolts. Abilities do not benefit from stronger Jolts if you use damage-enhancing Exotics such as Verity's Brow. This is because abilities in Destiny 2 aren't affected by scalars and therefore all deal the same base Jolt value.
Finally, it's important to mention that only one Jolt may be afflicting a target at a time. Stronger Jolts do not override the current Jolt debuff. We highly recommend using Voltshot weapons or the Gathering Storm Super to inflict a stronger debuff. The best weapons for inflicting Jolt are Path of Least Resistance, Terminus Horizon, and Sailspy Pitchglass.
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Ionic Traces Explained
Ionic Traces are bolts of energy that track to your location, granting 12.5% ability energy when grabbed (15% for your class ability). Traces only spawn for their creator and aggressively track to their location, curving around corners and other surfaces. Ionic Traces are grounded and cannot float. Notable sources of Ionic Traces include the Warlock's Electrostatic Mind Aspect, the Coldheart Exotic Trace Rifle, and the Spark of Discharge Fragment.
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Arc Grenades
Arcbolt Grenade
Grenade Type |
Lock On Projectiles |
Cooldown |
1:45 |
Properties |
Sweeps the area before striking targets with lightning |
Arcbolt Grenades behave similarly to Firebolt Grenades on Solar. On impact, this grenade will sweep the surrounding area before releasing lightning bolts to nearby targets. Anyone damaged by the Arcbolt Grenade will chain another lightning bolt to a nearby target. Up to three targets may be hit with a single Arcbolt Grenade, increased to four if the Hunter's Lucky Raspberry Exotic is equipped. The Arcbolt chaining effect is not the same as Jolt, although the bouncing lightning bolt can inflict Jolt onto multiple targets if the Spark of Shock Fragment is equipped.
Targeting on Arcbolts is extremely inconsistent, so we recommend you use a different grenade against agile PvE enemies or enemy Guardians.
Flashbang Grenade
Grenade Type |
Bouncing Projectile |
Cooldown |
1:31 |
Properties |
Bounces once before exploding, inflicting Blind |
Lob a grenade that bounces once before exploding, Blinding anyone caught in the blast radius. In PvE, any enemies caught in the blast radius will be unable to fire their weapons for a few seconds. In PvP, the strength of the screen flash is dependent on how close you were to the explosion. The closer to the epicenter you are, the stronger the blinding effect will be.
Titans with the Touch of Thunder Aspect will enhance the Flashbang Grenade's functionality. The Flashbang Grenade's initial bounce will release a pulse of Blinding energy, making this much more effective at disorienting enemy Guardians in the Crucible.
Flux Grenade
Grenade Type |
Sticky Projectile, Minor Aim Assist |
Cooldown |
2:32 |
Properties |
Sticks before detonation, dealing massive damage |
The Flux Grenade is one of Destiny 2's hardest-hitting grenades. This grenade will stick onto enemy targets or surfaces before it detonates, dealing massive damage to anything caught in the blast radius. To compensate for the grenade's minimal aim assist, Flux Grenades can one-tap Guardians in the Crucible. In PvE, Flux Grenades can one-shot most yellow bar targets and heavily damage Champions. To compensate for its high damage, Flux Grenades has a lengthy ability cooldown.
Lightning Grenade
Grenade Type |
Cone-Shaped AoE |
Cooldown |
2:32 |
Duration |
6 Seconds (8 with Spark of Magnitude) |
Properties |
Sticks to surfaces, releasing up to four lightning strikes |
Lightning Grenades behave similarly to Spike Grenades. This grenade will stick to a surface before detonation, releasing cone-shaped lightning bolts every 1.5 seconds. These lightning strikes deal massive damage and are an effective way of getting cleanup kills in PvP. If the Spark of Magnitude Fragment is equipped, the Lightning Grenade will last for two more seconds, releasing one more lightning blast.
Titans can use the Touch of Thunder Aspect to buff Lightning Grenades even further, gaining a second grenade charge. Lightning Grenade blasts will also inflict Jolt with this Aspect equipped, greatly improving your add-clearing potential in PvE content.
Pulse Grenade
Grenade Type |
Lingering AoE |
Cooldown |
2:01 |
Duration |
3.75 Seconds (5 with Spark of Magnitude) |
Properties |
Pulses Arc lightning every 0.75 seconds |
Throw a grenade that explodes on contact, pulsing waves of damaging Arc lightning roughly every 0.75 seconds. By default, Pulse Grenades release five waves of energy before they dissipate, increased to seven pulses with the Spark of Magnitude Fragment.
Titans can use the Touch of Thunder Aspect to buff Pulse Grenades further. Enhanced Pulse Grenades create Ionic Traces periodically when damaging targets—typically spawning three per grenade—and a damage ramp-up mechanic. Each pulse increases outgoing damage by roughly 4-6%, capping out at a 20% damage increase on the final pulse.
Skip Grenade
Grenade Type |
Tracking Projectiles |
Cooldown |
2:01 |
Properties |
Spawns four seeking projectiles on impact |
Skip Grenades split on contact with any surface, creating four projectiles that track nearby targets. These projectiles deal minimal damage, but they act as a great method of inflicting Jolt if the Spark of Shock Fragment is equipped. Hunters can buff this grenade through the Shinobu's Vow Exotic, spawning five highly-aggressive projectiles on impact which refund 10% (3% in PvP) grenade energy per hit. Try to land your Skip Grenades on elevated terrain to give the projectiles more time to seek targets.
Storm Grenade
Grenade Type |
Lingering AoE |
Cooldown |
2:01 |
Duration |
Standard: 2 Seconds (2.75 with Spark of Magnitude) |
Touch of Thunder: 5 Seconds (6.5 with Spark of Magnitude) |
Properties |
Releases a series of lightning bolts on impact |
Storm Grenades form a cloud above the impact point, releasing a massive lightning bolt before creating a flurry of smaller bolts over the next two seconds. Only two lightning bolts can hit the same target per Storm Grenade. With Spark of Magnitude equipped, the storm lasts for 2.75 seconds and can strike the same enemy three times.
This grenade is functionally different if the Touch of Thunder Aspect is equipped. With Touch of Thunder equipped, Storm Grenades turn into roaming thunderclouds for roughly five seconds. The thundercloud will take 0.24 seconds to form before slowly gaining momentum for the next 1.3 seconds, capping out at a maximum speed of 3m/s. This grenade variant has no hit restrictions, so all lightning bolts can hit the same target. The bolts themselves are somewhat randomized now, releasing sporadically during the grenade's duration. Overall, Touch of Thunder greatly improves the single-target DPS of this grenade in PvE and makes Storm Grenades a hard counter to Barricades and Rifts in PvP.
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Arc Melee Abilities
(Hunter) Combination Blow
Melee Type |
Punch |
Cooldown |
0:40 |
Properties |
Heal and gain increased melee damage with each kill |
Strike the target with a slightly stronger punch. Should this punch kill someone, you'll gain the Combination Blow buff for the next 20 seconds, increasing your melee damage by 60% per stack which stacks multiplicatively. Combination Blow kills also partially heal you and fully refund your class ability energy. This buff can stack up to three times, granting a 256% melee damage buff at max stacks. You can further increase your melee damage through the Lethal Current Aspect, One-Two Punch Shotguns, and Tractor Cannon's Weaken effect. Stacking all of these buffs makes Combination Blow strong enough to one-shot Champions in Master-tier content.
(Hunter) Disorienting Blow
Melee Type |
Punch |
Cooldown |
1:40 |
Properties |
Punches Amplify you and Blind enemies |
Punch the target with a vicious blow, dealing slightly more damage than a base melee. Hitting a target with Disorienting Blow will grant Amplify for 15 seconds and inflict Blind on both the struck target and nearby targets. The benefits of Disorienting Blow can be replicated by using the Lethal Current and Flow State Aspects, making Combination Blow an objectively better option for nearly all Arcstrider PvE builds. Use this melee in the Crucible for an easy source of Amplify.
(Titan) Ballistic Slam
Melee Type |
Aerial Slam |
Cooldown |
1:44 |
Properties |
Slam the ground |
While sprinting and in the air, using your melee ability will slam your Titan into the ground, dealing massive area damage. The slam radius is comparable to a Pulse Grenade, and the damage is higher than your typical shoulder charge melee. Melee Exotics like Synthoceps can greatly improve Ballistic Slam's performance in endgame content.
(Titan) Seismic Strike
Melee Type |
Shoulder Charge |
Cooldown |
1:30 |
Properties |
Blinds nearby targets on impact |
Use your melee attack while sprinting to perform a shoulder charge. Striking a target will consume your melee charge and damage the target, inflicting Blind to all nearby foes. If you are Amplified, this blind radius is greatly increased, making Seismic Strike a respectable crowd control ability for Legend-tier content.
(Titan) Thunderclap
Melee Type |
Channeled Punch, AoE |
Cooldown |
1:30 |
Properties |
Hold the melee key to increase the damage and AoE |
Thunderclap is Destiny 2's first channeled melee skill. Pressing the melee key will commit your Titan to a wind-up animation. Releasing the key will unleash a bolt of lightning from your fist, dealing heavy damage to anyone caught in the blast. You can increase the damage and reach of this blast by holding the melee key. If held for two seconds, Thunderclap will reach maximum strength and immediately activate. A fully charged Thunderclap deals immense damage in PvE and can instantly kill enemy Guardians in PvP.
(Warlock) Ball Lightning
Melee Type |
Projectile |
Cooldown |
1:53 |
Properties |
Releases a perpendicular lightning strike, enhanced while Amplified |
Release a floating ball of Arc energy, releasing a lightning strike when it strikes a target or after traveling a certain distance. If you're Amplified and cast Ball Lightning, an additional lightning bolt spawns out of the projectile, making it a solid add-clearing skill for most PvE content.
(Warlock) Chain Lightning
Melee Type |
Punch |
Cooldown |
1:30 |
Properties |
Jolts targets and chains lighting between targets, enhanced while Amplified |
Release chain lightning from your fingertips to a nearby enemy, Jolting them while chaining lightning between nearby targets. If you're Amplified, Chain Lightning will release another set of chain lightning. Only the initial target you hit will be Jolted, although the Jolt effect can trigger from the chain lightning melee itself, allowing you to clear an entire wave of enemies if the enemies are close enough.
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Arc Supers
(Hunter) Arc Staff
Super Type |
Roaming |
Cooldown |
9:16 |
Properties |
Block button reflects projectiles |
Wield an electrified staff to perform a series of melee attacks. Light attacks weave multiple multi-hit combos, while your heavy attacks end your combo and deal much more damage. The damage potential of Arc Staff is quite low as with most roaming Supers, although you can greatly improve Arc Staff's performance by using the Raiden Flux Exotic.
Additionally, holding the block button will begin to spin your Arc Staff, reflecting all frontal projectiles. This includes weapons, grenades, melee abilities, and even Supers from enemy Guardians and Lucent Hive. Lingering effects you reflect are converted to your control until they disappear, including the ice tornado created by Silence & Squall. You can further build into your Arc Staff's block property by using the Raiju's Harness or Blight Ranger Exotics.
(Hunter) Gathering Storm
Super Type |
One And Done |
Cooldown |
8:20 |
Properties |
Embeds into surfaces, Jolts nearby targets, and explodes shortly after use |
Throw your Arc Staff at your cursor, embedding it into a surface (including enemies) and Jolting anything nearby. After a few seconds, the Arc Staff will explode, dealing massive damage and turning it into a tesla coil. Any enemies near the Arc Staff will take constant damage every second. This Super lasts for roughly ten seconds before it disappears.
(Titan) Fists Of Havoc
Super Type |
Roaming |
Cooldown |
9:16 |
Properties |
Light attack is a shoulder charge, heavy attack is a slam |
Infuse your body with Arc energy and obliterate your enemies with melee attacks. Light attacks in this Super behave similarly to Seismic Strike, lunging you forward with a great deal of aim assist. The heavy attack will slam your firsts to the ground, dealing moderate damage to nearby targets. This is an effective Super in the Crucible yet deals next to no damage in PvE.
(Titan) Thundercrash
Super Type |
Hybrid |
Cooldown |
8:20 |
Properties |
Become a missile that explodes on impact, creating a pulsating aftershock |
Turn into an Arc missile that flies through the air, creating a massive explosion on impact. You gain a massive boost in momentum while in Thundercrash which slowly drops as the Super meter drains. Enemies you touch but don't collide with will take a moderate amount of damage from your Arc trail, capable of one-tapping Guardians in PvP. The shockwave itself deals mediocre damage in PvE but can be buffed with the Cuirass of the Falling Star Exotic. After using this Super, the impact point will create an aftershock that's similar to a Pulse Grenade, releasing multiple waves of pulsing energy that damage targets caught within.
(Warlock) Chaos Reach
Super Type |
Hybrid |
Cooldown |
7:35 |
Properties |
Create a torrent of Arc energy, recast to save energy |
Manifest a torrent of Arc energy from your hand, destroying targets with a beam of pure lightning. The Super itself can be deactivated at any time by recasting Chaos Reach, conserving a portion of your Super upon doing so. The damage is lackluster in PvE, although this can be increased by using the Geomag Stabilizers Exotic. It's also a great shutdown Super in PvP.
(Warlock) Stormtrance
Super Type |
Roaming |
Cooldown |
9:16 |
Properties |
Release chain lightning from your fingertips, teleport with your heavy attack |
Throw a lightning bolt into the ground before infusing yourself with Arc energy. Casting this Super creates a lightning landfall, releasing fissures of Arc energy along the ground that deal massive damage—capable of instantly killing Guardians in PvP. The Super itself gives you a long-reaching variant of the Chain Lightning melee as your light attack. Heavy attacks perform a short-ranged Blink teleport, similar to Nova Warp. This Super is mostly tuned for clearing adds in PvE, although the effectiveness of Stormtrance can be increased by using the Crown of Tempest or Stormdancer's Brace Exotics.
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Hunter Arc Aspects
Flow State
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Defeating a jolted opponent causes you to become amplified. When amplified, the Hunter's dodge will recharge faster and make you more resistant to damage, and you have quicker reload times.
2 Fragment Slots
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Tempest Strike
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Allows the Hunter to perform a sliding melee that launches an Arc wave along the ground, dealing significant damage and jolting enemies in its path.
2 Fragment Slots
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Lethal Current
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After dodging, the Hunter's melee lunge range is increased and their next melee attack jolts the target and creates a damaging lightning aftershock. When used with the Arc Staff Super, after dodging, the Hunter's next staff attack hits twice. In addition, hitting a Jolted enemy with a melee attack will blind them.
2 Fragment Slots
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Flow State
Flow State gives you easy access to Amplified by defeating any target affected by Jolt. The Amplified buff causes your Dodge to recharge 200% faster and grants 97% DR while in the animation. In PvP, this DR is reduced to 32%. Amplified also grants a massive reload speed increase for all weapons. According to the Destiny Data Compendium, this value is +55 reload speed with a 0.87x duration scalar.
Tempest Strike
Tempest Strike returns from Middle Tree Arcstrider, this time acting as an alternate melee attack. While sliding, pressing the melee input will cause you to launch your Arc Staff forward, creating a wave of energy that travels a short distance in front of you. It deals heavy damage and inflicts Jolt to any survivors, causing them to chain lightning if they take additional damage. Tempest Strike is not affected by Lethal Current and overrides your melee cooldown timer. Check our ability cooldowns guide for more information.
Lethal Current
Lethal Current drastically increases your melee lunge range after you dodge, making it much easier to land your Combination or Disorienting Blow. Hitting a target with your charged melee will Jolt them and create an aftershock that's similar to a Pulse Grenade explosion. This Aspect also causes your Arc Staff to hit twice per hit for a few seconds after dodging. Finally, melee hits against jolted enemies inflicts Blind, allowing you to punch an enemy twice with Combination Blow to blind them. This Aspect does not work with Tempest Strike. You cannot refresh Lethal Current while it's active.
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Titan Arc Aspects
Touch Of Thunder
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Improves your Arc grenades. Flashbangs fire an additional blind impulse. Pulse Grenades create Ionic Traces and deal more damage over time. Lightning grenades gain an additional charge and Jolt targets. Storm Grenades roam shortly after their creation.
2 Fragment Slots
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Juggernaut
|
While sprinting and with full class ability energy, the Titan gains a frontal shield that blocks incoming damage. When Amplified, the shield is stronger. Once the shield is depleted by taking damage, the player's class energy is depleted.
1 Fragment Slot
|
Knockout
|
Melee kills trigger health regeneration and make the Titan Amplified. Critically wounding an enemy or breaking their shield increases melee range and damage for a brief period. Titan's base melee becomes Arc-empowered while Knockout is active.
2 Fragment Slots
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Touch Of Thunder
Touch of Thunder is similar to the Touch of Winter Aspect for Revenant Hunters, improving the Titan's grenades in various ways. Flashbangs blind an additional time. Pulses ramp up their damage while spawning Ionic Traces—waves of energy that grant ability energy when collected. Lightning grenades inflict Jolt and gain a second charge, and Storm Grenades effectively become Arc-themed Silence & Squall tornados that track targets and release lightning bolts. See the Arc Grenades section of this guide for more information on how Touch of Thunder impacts each grenade.
Juggernaut
Juggernaut returns from the original Destiny, granting you a frontal shield that absorbs damage while sprinting with full Barricade energy. Taking enough damage will break the shield and consume your Barricade. This does not trigger armor mods that grant ability on Barricade cast. By default, Juggernaut absorbs 50 points of damage. While Amplified, Juggernaut absorbs 75 points of damage. PvP Juggernaut blocks all excess damage, allowing you to survive a Sniper Rifle headshot or similar effect. Using another source of overshields with Juggernaut—Sentinel's Bastion effect or Mk. 44 Stand Asides—will grant the overshield itself but won't affect the Juggernaut frontal shield.
In PvE, Juggernaut also grants 33% damage resistance while active, stacking multiplicatively with other DR sources.
Knockout
Knockout is mostly the same as it was in Arc 2.0. All of your melee kills immediately trigger your passive health regeneration, affected by the Recovery stat. Taking damage immediately ends the health regeneration effect. Critically wounding an enemy grants a six-second buff that extends your melee range and increases melee damage. While Knockout is active, your melee abilities are also empowered, granting more damage that stacks with the other melee buff provided by Knockout. In total, your melee attacks deal 50% more damage while Knockout is active—reduced to 20% more damage in PvP—uncharged or otherwise. Knockout cannot be refreshed while active, and it causes your uncharged melees to count as charged Arc melees, allowing your punches to proc Severance Enclosure.
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Warlock Arc Aspects
Arc Soul
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The Warlock casts a Rift to create an Arc Soul that will assist the player in battle. Allies who pass through the Rift will also earn an Arc Soul. The Rift charges faster when allies are near. While Amplified, any Arc Soul you have or gain is supercharged, increasing its rate of fire.
2 Fragment Slots
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Lightning Surge
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The Warlock activates their melee ability while sliding to transform into a ball of lightning and teleport forward, calling down a field of lightning bolts at the exit point that Jolt targets.
2 Fragment Slots
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Electrostatic Mind
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Arc ability kills and kills on Arc-debuffed enemies create Ionic Traces. When you collect any Ionic Trace, you become Amplified.
2 Fragment Slots
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Arc Soul
Arc Soul should be familiar to Warlock players that used Stormtrance before Arc 3.0. Creating a Rift will cause all affected allies to gain an Arc Soul, a floating turret that lasts for 14 seconds. This turret fires slow-moving Arc projectiles in short bursts. Amplified Arc Souls fire much faster, similar to the Sentient Arc Souls provided by the Getaway Artist Exotic. You may only be affected by one Arc Soul at a time. Gaining an Arc Soul again will refresh your current Arc Soul's duration instead. Arc Soul can be used alongside No Time to Explain's Time Portal.
Lightning Surge
Lightning Surge is a new ability that allows the Warlock to teleport with their melee ability. Sliding and activating your melee ability will turn you into a lightning orb, teleporting a short distance forward. The end of the teleport will spawn multiple lightning bolts that deal moderate damage, functionally identical to a Storm Grenade. Using this ability consumes your melee charge, regardless of whether it hits anyone. Pair this with a Wave-Frame Grenade Launcher for easy kills in the Crucible.
Electrostatic Mind
Electrostatic Mind allows you to create Ionic Traces by defeating enemies affected by Blind or Jolt. An Ionic Trace will spawn right after the enemy dies, acting as an Arc fissure that tracks to your location. Grabbing the Ionic Trace grants 12.5% ability energy and, thanks to the Aspect, makes you Amplified.
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Related: Destiny 2: Every Way To Obtain High-Stat Armor
All Arc Fragments
As with all other subclasses, Arc has 16 Fragments for players to experiment with. All classes can use any Arc Fragment they wish, although your Fragment limit will be determined by which Aspects you have equipped. Remember, you can only have two Aspects equipped at a time. Fragments can also alter your Guardian's stats while equipped.
Spark Of Beacons
Spark of Beacons: While you are amplified, your Arc Special weapon final blows create a blinding explosion.
Defeating a target with an Arc Special weapon will cause them to explode, inflicting Blind to nearby targets for a couple of seconds. The explosion is comparable to a Chain Reaction explosion, and this works on all Arc Special weapons—including GLs, Trace Rifles, Glaive projectiles, and even the chain lightning effect from Trinity Ghoul. This Fragment does not have a cooldown.
Spark Of Resistance
Spark of Resistance: While surrounded by combatants, you are more resistant to incoming damage. +10 Strength.
Despite the description, Spark of Resistance works in PvP, the values for both modes being slightly different:
-
PvE: While 3+ enemies are within 15 meters of you, take 25% reduced damage.
-
PvP: While 3+ enemies are within 15 meters of you, take 10% reduced damage.
The DR provided by Spark of Resistance stacks multiplicatively with other DR sources. . This Fragment's buff persists for two seconds once you are no longer surrounded.
Spark Of Momentum
Spark of Momentum: Sliding over ammo bricks reloads your equipped weapon and grants a small amount of melee energy.
There's not much to explain here. Sliding over any ammo brick will reload your current weapon from reserves and grant about 10% melee energy.
Spark Of Shock
Spark of Shock: Your Arc grenades jolt targets. -10 Discipline.
Damaging targets with your Arc grenades will inflict the Jolt debuff on them, causing subsequent damage to chain lightning to nearby targets. This Jolt is unaffected by ability-enhancing Exotics like Heart of Inmost Light and Verity's Brow.
Spark Of Ions
Spark of Ions: Defeating a jolted target creates an Ionic Trace.
Defeating any target affected by the Jolt debuff will spawn an Ionic Trace for yourself, granting 12.5% ability energy when grabbed. The source of the Jolt debuff doesn't matter, making this a fantastic pairing with the Voltshot perk and Spark of Shock. This Fragment has a short cooldown.
Spark Of Discharge
Spark of Discharge: Arc weapon final blows have a chance to create an Ionic Trace.
This Fragment's description is misleading. Defeating three PvE combatants or two Guardians will spawn an Ionic Trace; the spawn rate isn't random. Any Arc weapon can trigger this Fragment, even Osmosis weapons. Spark of Discharge does not have a cooldown.
Spark Of Frequency
Spark of Frequency: Melee hits greatly increase your reload speed for a short duration.
Hitting a target with your melee grants the Lightning Weave buff for the next five seconds, granting +100 reload speed stat with a 0.8x scalar. Both uncharged and charged melee hits can trigger this Fragment, and this effect may be refreshed at any time.
Spark Of Focus
Spark of Focus: After sprinting for a short time, your class ability regeneration is increased. -10 to the stat that governs your class ability cooldown.
Sprinting for over a second will grant the Focused Breathing buff, causing your class ability to recharge 150% faster. This effect is halved in PvP and stacks with cooldown reduction effects.
Spark Of Recharge
Spark of Recharge: While critically wounded, your melee and grenade energy regenerate more quickly.
While your shields are broken, your melee and grenade abilities will recharge substantially faster, about 400% faster than usual. This effect persists until your shields start to regenerate or recover shields.
Spark Of Magnitude
Spark of Magnitude: Your lingering Arc grenades (Lightning Grenade, Pulse Grenade, and Storm Grenade) have extended duration.
Persisting Arc grenades last roughly 33% longer with Spark of Magnitude, similar to Void's Echo of Remnants Fragment. Affected grenades include Lightning Grenade, Pulse Grenade, and Storm Grenade.
Spark Of Amplitude
Spark of Amplitude: Rapidly defeating targets while you are amplified creates an Orb of Power.
Similar to Solar's Ember of Wonder Fragment, Spark of Amplitude spawns an Orb of Power on a double kill while Amplified, granting the same Super energy as a Siphon mod. This Fragment has a ten-second cooldown.
Spark Of Feedback
Spark of Feedback: Taking melee damage briefly increases your outgoing melee damage.
Taking melee damage from an enemy grants the Feedback buff for the next four seconds, increasing the damage of your next melee hit by 75%. Melee damage must be from a physical punch or swipe from the enemy; boss stomps do not count. This effect stacks with other melee damage buffs and does not have a cooldown.
Spark Of Volts
Spark of Volts: Finishers make you amplified. +10 Recovery.
Finishing a combatant grants a 15-second Amplified buff. Performing another finisher before Amplified expires will reset your timer. There's no cooldown to this Fragment. Since it only procs on Finishers, this Fragment only grants +10 Recovery in PvP.
Spark Of Brilliance
Spark of Brilliance: Defeating a blinded target with precision damage creates a blinding explosion. +10 Intellect.
The blinding explosion from Spark of Brilliance is the same as Spark of Beacons, effectively the same as Chain Reaction. Since this Fragment doesn't have a cooldown, it's possible to chain Spark of Brilliance across multiple targets if they're in close proximity. All weapon precision kills can trigger Spark of Brilliance, not just Arc weapons.
Spark Of Instinct
Spark of Instinct: While critically wounded, taking damage emits a burst of damaging Arc energy that Jolts targets.
When your shields break, you release a wave of Arc energy that inflicts Jolt on all nearby targets. This Jolt effect is the same as Spark of Shock, inflicting a base Jolt value that's fantastic for clearing out fodder units in PvE.
Spark Of Haste
Spark of Haste: You have greatly increased Resilience, Recovery, and Mobility while sprinting.
While sprinting, you gain roughly +30 to your Mobility, Resilience, and Recovery stats. This bonus drops the second you stop sprinting, although you can trigger this buff even when you aren't Amplified.
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