Assault
Closes with a jump pack and spends the landing. No primary weapon.
Core
- Winged Fury Level 2. Damage from melee attacks executed while sprinting or dashing is 100% higher and deals splash damage within a 7-metre radius. The wait is 5 seconds.
- Overcharge Level 10. Damage from Held and Charged melee attacks is 25% higher.
- Armour Reinforcement Level 18. Non-Finisher gun strikes restore 1 armour segment.
Core
- Auxiliary Arsenal Level 3. Sidearm's damage is 20% higher.
- Defence Mechanism Level 11. Contested health lingers 50% longer.
- Consecutive Execution Level 19. Killing 7 foes in rapid succession restores Equipment Charge by 1. The wait is 90 seconds.
Core
- Perseverance Level 4. While performing Charged Attacks, you take 25% less health damage, and heavy hits do not stagger you or knock you back.
- Knowledge of the Enemy Level 12. Melee damage is 15% higher against Majoris- or Extremis-level foes.
- Act of Attrition Level 20. Foes hit by damage from melee attacks executed while sprinting or dashing take 25% more damage for 5 seconds.
Team
- Squad Cohesion Level 5. All teammates' Abilities recharge 15% faster.
- Strategic Strikes Level 13. All teammates deal 20% more melee damage against Extremis- and Terminus-level foes.
- Proven Efficiency Level 21. All teammates deal 30% more gun strike damage.
Gear
- Smiting Angel Level 6. Ground Pound's damage is 25% higher.
- Furious Strikes Level 14. Hitting a foe with an attack after a Jump Pack Dash restores Jump Pack Ability Charge by 1. Cooldown 10 seconds.
- Precision Strike Level 22. Ground Pound deals 100% more damage, but its radius is reduced by 50%.
Gear
- Wings of Flame Level 7. A Jump Pack Dash damages foes along its trajectory and always works as a clean dodge when dodging an attack.
- Manoeuvrability Level 15. Jump Pack returns 20% faster.
- Zealous Blow Level 23. A Ground Pound kill restores Jump Pack's Charge by 10%.
Gear
- Pride in Duty Level 8. After a Finisher, Ground Pound deals 25% more damage for 10 seconds.
- Diligence Level 16. A fully prepared Ground Pound deals 20% more damage, but preparation time increases by 25%.
- Aerial Grace Level 24. After a clean Dodge using a Jump Pack Dash, you deal 30% more damage for 10 seconds.
Signature
- Ample Ammunition Level 9. Any use of Jump Pack reloads the equipped ranged Weapon and increases its damage by 50% for 10 seconds.
- Ascension Level 17. Jump Pack Leap deals damage to all foes in the takeoff area.
- Commitment Level 25. A clean Dodge using a Jump Pack Dash restores Jump Pack's Ability Charge.
Prestige
- Unyielding Oath Tier 1, from Prestige 1. When charging a Ground Pound, you become Invulnerable for 3 seconds.
- Adrenaline Boost Tier 1, from Prestige 1. After a clean Parry, Block, or Dodge, heavy hits do not stagger you or knock you back for 10 seconds.
- Duellist Tier 1, from Prestige 1. Clean parry and clean block windows increase by 25%.
- Fortitude Tier 2, from Prestige 2. Health is 15% higher.
- Scrambled Targeting Tier 2, from Prestige 2. If you are surrounded by 5 or more foes, you take 20% less damage from ranged attacks.
- Practiced Aim Tier 2, from Prestige 2. Ranged damage is 15% higher.
- Hammer of Wrath Tier 2, from Prestige 2. After using your Jump Pack, you take 30% less ranged damage, and heavy hits do not stagger you or knock you back for 15 seconds.
Weapons
- Bolt Carbine One-Handed secondary
- Bolt Pistol secondary
- Heavy Bolt Pistol secondary
- Inferno Pistol secondary
- Neo-Volkite Pistol secondary
- Plasma Pistol secondary
- Chainsword melee
- One-Handed Thunder Hammer melee
- Power Axe melee
- Power Fist melee
- Power Sword melee
- Thunder Hammer melee