The first day I called the storm was an end. The end of a journey, the summit of a mountain; but when you leave the mountain, you don't take it with you. How would I maintain the profound insight from the eye of the storm that unlocked my direct line to the hurricane?
Tempestuous peace. The calm and the storm. Where do I begin?
Questions rained upon me as I tried to put my thoughts into practice. The acrid stench of radiolaria reminded me that training was over. Was I ready for this? Did I have a choice?
Beaten, bloodied, I stared into the empty faces of my enemies. They were fearsome; they had taken much from me. But I've seen that which lies still amid cacophony.
Courage. The courage to face the torrent, to proclaim peace in the face of violence. Courage is the only call that the storm will hear.
It cannot ignore me.
Thunder rumbles and lightning strikes. Wind blows and rain pours. My enemies are no more. But peace… peace never left me.
Supers[]
Stormtrance
Chain Arc Lightning from your hands to electrify targets with devastating streams of Arc Light that intensify over time. Casting Stormtrance creates a jolting shockwave underneath you.
Sprint to Teleport forward, consuming a small amount of Super energy.
Chaos Reach
Unleash a long-range channeled beam of concentrated Arc energy. Sustained damage on a single target creates a jolting lightning strike at their position.
You can deactivate your Super early, saving Super energy.
Abilities[]
Class Abilities[]
Healing Rift
Conjure a well of Light that continuously heals those inside it.
Empowering Rift
Conjure a well of Light that increases weapon damage for those inside it.
Movement Abilities[]
Burst Glide
Jump while airborne to activate Glide and start an airborne drift with a strong initial boost of speed.
Strafe Glide
Jump while airborne to activate Glide and start an airborne drift with strong directional control.
Balanced Glide
Jump while airborne to activate Glide and start an airborne drift with both moderate speed and directional control.
Melees[]
Ball Lightning
Fire an Arc projectile forward that releases a perpendicular lightning strike after a short time.
While amplified, Ball Lightning releases additional lightning strikes before detonating.
Chain Lightning
An extended range melee that jolts your target and chains lightning to nearby targets.
While amplified, it creates an additional set of chains.
Grenades[]
Lightning Grenade
A grenade that sticks to any surface and emits bolts of lightning.
Storm Grenade
A grenade that calls down a focused lightning storm.
Flashbang Grenade
An explosive grenade that damages and blinds nearby targets.
Pulse Grenade
A grenade that periodically damages targets within its explosion radius.
Skip Grenade
A grenade that splits upon impact, creating multiple projectiles that seek targets.
Flux Grenade
An explosive grenade that attaches to targets.
Arcbolt Grenade
A grenade that chains bolts of lightning to nearby targets.
Aspects[]
Arc Soul
An electric eel poised for attack. Electrons sing at your approach. Another familiar joins your ranks.
Cast your Rift to create an Arc Soul that fires at targets in front of you. Allies can pass through your Rift to get an Arc Soul. Your Rift charges faster when allies are near.
While amplified, your Arc Souls are supercharged and gain increased fire rate.
Lightning Surge
An improvised electro-magnet, coils crudely wound. Displace and electrify, forces beckon from within you.
While sliding, activate your charged melee ability to blink forward, calling down lightning strikes that jolt targets as you rematerialize.
Electrostatic Mind
A long-forgotten experiment that draws strange adherents. Bring to mind the products of its charge.
Defeating targets with Arc abilities or defeating jolted or blinded targets creates an Ionic Trace.
Collecting an Ionic Trace makes you amplified.
Fragments[]
Spark of Haste
You have greatly increased resilience, recovery, and mobility while sprinting.
Spark of Instinct
While critically wounded, taking damage emits a burst of damaging Arc energy that jolts targets.
Spark of Beacons
While you are amplified, your Arc Special weapon final blows create a blinding explosion.
Spark of Resistance
While surrounded by combatants, you are more resistant to incoming damage.
+10 Strength
Spark of Momentum
Sliding over ammo bricks reloads your equipped weapon and grants a small amount of melee energy.
Spark of Shock
Your Arc grenades jolt targets.
-10 Discipline
Spark of Ions
Defeating a jolted target creates an Ionic Trace.
Spark of Discharge
Arc weapon final blows have a chance to create an Ionic Trace.
-10 Strength
Spark of Frequency
Melee hits greatly increase your reload speed for a short duration.
Spark of Focus
After sprinting for a short time, your class ability regeneration is increased.
-10 Mobility
-10 Resilience
-10 Recovery
Spark of Recharge
While critically wounded, your melee and grenade energy regenerates more quickly.
Spark of Magnitude
Your lingering Arc grenades (Lightning Grenade, Pulse Grenade, and Storm Grenade) have extended duration.
Spark of Amplitude
Rapidly defeating targets while you are amplified creates an Orb of Power.
Spark of Feedback
Taking melee damage briefly increases your outgoing melee damage.
+10 Resilience
Spark of Volts
Finishers make you amplified.
+10 Recovery
Spark of Brilliance
Defeating a blinded target with precision damage creates a blinding explosion.
Each target you defeat with Stormtrance increases the damage you deal with it and refunds Super energy when Stormtrance ends.
Geomag Stabilizers
Extended and more frequent Chaos Reach.
Destiny 2 Ability Trees (pre-Light 3.0)[]
Lore[]
The hurricane battered me with a ferocity beyond any foe I had met, battered harder than the roiling chaos in my mind that drove me here, to the ends of the system, in search of—
"Calm," whispered the Voidwalker. "Burn!" roared the Dawnblade. All I could hear was the impassive voices of my teachers, encouraging me (ordering me?) to find my path, find it soon, no matter the risk, because we can never know when it will all be taken away again, when the storm will overtake us. Words, buffeting me like the hail that pelted my face as I pushed through the howling winds, forced my way through to the eye of—
Peace.
The stillness of the hurricane's eye prickled my skin and brought with it realization. We don't have to choose between the calm and the storm. In fact, to have either, we must have both.
That was the day I first called the storm.
Attunement of Conduction[]
Chain Lightning
This electrocuting Melee ability chains lightning from the struck target to nearby enemies.
Transcendence
When cast with full grenade and melee energy, Stormtrance lasts longer and fully restores health.
Arc Web
Enemies damaged by your Grenades chain deadly lightning to nearby enemies. Each grenade or melee chain returns grenade energy.
Ionic Blink
Activate to teleport during Stormtrance
Attunement of the Elements[]
Rising storm
This electrocuting melee ability recharges your Super, grenade, and melee energy.
Landfall
On casting Stormtrance, fire a bolt of lightning into the ground, creating a devastating shockwave under you.
Electrostatic Surge
Your Rift lasts longer. It charges faster and you run faster when allies are near.
Arc Soul
Your Rift now grants you or any ally that uses it an Arc Soul to aid in battle.
Attunement of Control (Forsaken)[]
Chaos Reach
Unleash a long-range channeled beam of concentrated Arc energy. While active, press Super again to deactivate Chaos Reach early and save Super energy.
Replaces Stormtrance as subclass Super.
Ball Lightning
Fire an Arc projectile that travels foreward and releases a perpendicular bolt of lightning.
Ionic Trace
Defeating enemies has a chance to create Ionic Traces. Collecting Ionic Traces grants energy to all your abilities.
Pulsewave
Being critically wounded triggers an energy wave that boosts yours and allies' speed.