
2 Piece
Force Absorption
Final blows with a Rocket Launcher, Grenade Launcher, or micro-missile temporarily decrease incoming area-of-effect damage.

4 Piece
Reactive Shock
When Force Absorption is active, taking melee damage causes you to emit a disorienting burst once.
Armor Set Bonuses
Every armor set and what its 2-piece and 4-piece bonuses do.

2 Piece
Force Converter
After a final blow with a Rocket Launcher, Grenade Launcher, or micro-missile, sprint for a short time to gain Speed Booster.

4 Piece
Reactive Booster
Once per activation of Force Converter, sprinting while at critical health, being suspended, or being slowed by a Stasis effect will immediately grant Speed Booster for a short duration.

2 Piece
Regenerative Threshold
Performing a finisher stores power. The next time your shields are broken, consume stored power to immediately heal and start health regeneration.

4 Piece
Melee Conduction
While you have Radiant, Restoration, or Cure, your melee hits release a burst that will scorch the target.

2 Piece
Radiolaria Breach
After picking up an Orb of Power, the next time your shields are broken, gain a bonus to Health stat for a short duration and release a burst of radiolaria around you.

4 Piece
Collective Power
While you have a subclass buff, dealing sustained damage creates an Orb of Power.

2 Piece
Iaido
Final blows with freshly drawn or reloaded weapons heal you.

4 Piece
Unfaltering Focus
Bow, Shotgun, or Sword final blows temporarily reduce incoming damage. Damaging targets with those weapons extends the effect.

2 Piece
Revving Up
Fast movement builds up a charge that gradually increases your health regeneration speed. Once you are Fully Revved, sprinting grants Speed Booster.

4 Piece
Dielectric Drift
Sliding while Speed Booster is active jolts combatants in front of you.

2 Piece
Between Poles
Final blows with Light weapons grants stacks of Light Polarity, which grants Grenade stat. Final blows with Darkness or Kinetic weapons grants stacks of Dark Polarity, which grants stacks of Melee stat.

4 Piece
So Very Thin
Final blows with Light weapons grants additional grenade energy. Final blows with Dark or Kinetic weapons grants additional melee energy. Rapid final blows that alternate between Light and Darkness grant a short period of damage resistance.

2 Piece
Accretion
Picking up an ammo brick gives you a stacking bonus to weapon swap and stow speeds until you die.

4 Piece
Doppler Effect
Suspend, unravel, and sever effects applied to targets, and radiant and restoration effects applied to you have increased duration.

2 Piece
Cursed Fist
Melee final blows trigger a Cursed Thrall explosion.

4 Piece
Power of the Son
Being in combat for a duration grants progressively more flinch resistance and damage resistance versus combatants.

2 Piece
Primary Survivor
When an ally is defeated, Primary ammo weapons gain increased handling, reload speed, target acquisition, and reduced flinch. Bonus increases when multiple allies are dead at the same time or when you are running solo.

4 Piece
Primary Phantom
Final blows with Primary ammo weapons remove you from radar for a short time. Drawing a weapon that does not use Primary ammo will immediately end this effect.

2 Piece
Resupply
After being out of combat for a moderate duration, your next final blow grants additional ammo progress and creates an Orb of Power.

4 Piece
From the Storm
After being out of combat for a moderate duration, slowly gain Frost Armor until you reenter combat.

2 Piece
Adrenal Rush
Sprinting for a short time grants a period of improved reload speed and handling. Final blows extend this period.

4 Piece
Bountiful Munitions
While Adrenal Rush is active, final blows grant Special Ammo progress. Final Blows against powerful combatants, Guardians, and Taken grants additional progress.