This page details the classes and sub-classes of Guardians. For other characters, head back here for the character index.
Beware of unmarked spoilers.
The "Masters of the Frontier," Hunters make extensive use of guns and knives. They have the highest Agility of the classes, and their bonuses amplify that, and reward an accurate shot.
Their unique class ability is the Dodge; on a short cooldownnote , the Hunter can execute an evasive maneuver in any direction. The Dodge can also be enhanced with one of two perks; Marksman's Dodge causes the Dodge to instantly reload your equipped weapon. Gambler's Dodge causes the Hunter to instantly recharge their melee ability when using it near an enemy.
- Action Fashionista: According to the description for the Dynamo Cloak, Hunters have two missions: protect the City and look better than Warlocks (but they shouldn't look like they are actively trying to do so). To quote one of the Queen's Guard on the Reef;"Did you see that Hunter? How many times can you adjust a cloak until it's right?"
- Animal Motifs: A lot of exotic armor pieces, particularly a few helmets, give the impression of spiders. In Destiny 2, the motif is shifted over to snakes, presumably to let the Fallen keep most of the spider focus. That being said. however, Nightstalkers can use their Shadowshot bow to make a very tight web.
- Badass Cape: One that also functions as a hood.
- Badass Normal: Comparatively to the other classes. Hunters have a simple knife for their melee attacks, while Titans augment their fists, and Warlocks use a Light-infused open palm strike. Their classes are also based around more mundane features of gameplay such as precision shooting and throwing knives, with only their Supers standing out as evidence of their Light. Emphasized in the aftermath of the City's capture by the Cabal in Destiny 2. Titans get by on punching without Light-empowered strikes. Warlocks, who normally use the Light to make waves of energy to 'melee', get by with weak punches. Hunters still have a knife to fall back on.
- Battle Trophy: They tend to take tokens from particularly dangerous enemies they've slain. Exemplified by their Ahamkara armor. While Warlocks wear Ahamkara bones and fossils because they're fascinated by the power they can offer, Hunters wear them to show off and look awesome, even if they themselves didn't kill the Ahamkara in question. The fact that the trophies grant the Hunter extra magical power is just icing on the cake.
- Blood Knight: Not as overt as some Titans, but Hunters very clearly enjoy what they do. Best shown in their relationship with Ahamkara. Warlocks see Hunters as foolish and ignorant when it comes to the great space dragons. The Warlock sees the Ahamkara as untapped knowledge and answers to arcane mysteries. The Hunter sees it as the ultimate test, and the perfect prey to stalk.
- Bounty Hunter: The key influence on their design.
- Cold Sniper: Many Hunters in the background seem to fit either this or Friendly Sniper, and the player has the option of doing the same. Alternately, you could just decide to rush into a group of enemies with a shotgun in hand.
- Crutch Character: Used to be this way, with Hunters never bringing much utility to a group setting. Changed in Destiny 2 with a creative workaround; Hunters were always 'better' at PvP naturally compared to other classes, so every one of their subclasses in Destiny are pretty much entirely PvE focused with only a few perks that are overly helpful in PvP compared to other classes.
- Elemental Embodiment: The most Downplayed out of the three classes. Destiny 2 plays up their unique skill with the Light more than the original game did, but not much. Throwing Knife can explode in Solar Light, Arcstrider use martial-arts strikes empowered by Arc Light, and Nightstalker throws a simple Smoke Bomb.
- Fragile Speedster: Downplayed. None of the classes fit a perfect stat archetype, because stats are customized through armor to your preferred playstylenote . That being said, the classes have different buffs that imply these, with the Hunter having a Dodge and certain perks that increase sprinting speed.
- I Work Alone: Hunters are loners; they like to be in the field, alone, where no one else can get in the way either literally or figuratively. This is only subverted around other Hunters. Hunters actually enjoy talking to one another, and a Lounge in the hangar of the Tower, built into a decommissioned ship, is heavily implied to be a haven for Hunters. Also emphasized through their gameplay, where they are the least group-focused and any group utility they have doesn't require foresight or teamplay; they help the group by doing things they'd do normally, like precision shoot or debuff enemies.
- Jerk with a Heart of Gold: This applies more to the Hunter Guardians as a whole than individually, but while theyre more self-serving than the other Guardian Classes, this does not stop them from being valiant and loyal defenders of the Last City all the same.
- Katanas Are Just Better: Their Exclusive Sword in Destiny 2 is the VEIST-made Quickfang, which plays more into their ninja/assassin motif. It's the only sword with the Lightweight Frame Intrinsic Perk, which has a dash attack for the heavy melee, and makes the Hunter do a Ninja Run while sprinting with it. It also helps that its light attacks do more damage as soon as it's unsheathed. On the other hand, it turns the Hunter into a Glass Cannon.
- Knife Nut: Gunslingers and Bladedancers possess perks that alter and enhance their knives in some way, with Gunslingers setting their throwing knife on fire or getting it back on a precision kill and Bladedancers being almost exclusively focused on melee bonuses.
- Loners Are Freaks: Happens to some Hunters. Their isolation from essentially living in the field can make some of them a bit... Off. One notable Hunter of this nature is Pahanin, who was only a little weird before being a Sole Survivor of a Fireteam delving into the Vault of Glass, only to come out crazy in the head.
- In the Hood: Hunters take to wearing hoods to protect the sensitive tracking devices in their masks from the elements.
- Quick Draw: Two Exotics exemplify this. The Lucky Pants cause Hunters to ready Hand Cannons instantly and gain accuracy when first drawn. Mechaneer's Tricksleeves make you ready Sidearms instantly and reload them faster.
- The Rival: Some of the Flavour Text on their gear suggests they see themselves as this to Warlocks. At least one Hunter participated in the writing of a secret guidebook on how to anger Warlocks. That, and a piece of gear states that no Hunter is ever to admit that they learned how to "Blink" from Warlocks.
- Spontaneous Weapon Creation: Hunters are not the only class able to forge weapons for themselves out of their Light element, but they are by far the most prolific users of this trope. Examples being: The Golden Gun and the exploding throwing knives that constitute the Blade Barrage being formed out of Solar Light, the Arc Staff made out of Arc Light, and the Spectral Blades and Dusk Bow used for firing Shadowshot being made of Void Light.
- Space Western: While the game as a whole is Science Fantasy, this motif shows up in the Hunter class. They have a Gunslinger subclass and Bungie specifically lists Han Solo and the Man with No Name as inspirations for them. To hammer the point home, the Hunter class leader, Cayde-6, is Malcolm Reynolds himself. In robot form.
- Scarily Competent Tracker: Nightstalker Hunters seem to have an innate affinity in this thanks to the Keen Scout and Flawless Execution abilities, but even Gunslingers and Arcstriders can get in on this with the class-exclusive exotic Foetracer.
- Ten Paces and Turn: Said to be a game Hunters play. Since Guardians can't dienote , they play a game where they walk ten paces and see who can shoot first. Hand Cannons and Sidearms only.
- Unnecessary Combat Roll: Downplayed, in Destiny 1, this ability (known as Shadestep) is only available to Nightstalkers, and allows them to perform a dodge roll in any direction, but have a brief cooldown. In Destiny 2, it becomes an intrinsic ability for Hunters as a whole, but now have longer cooldowns, this trait is applied to the Gambler's Dodge, while Marksman's Dodge takes the form of a strafe jump.
- Weapon of Choice: Hand Cannons and Sidearms. Unlike the original game, Sniper Rifles have actually fallen to the wayside in the thematics, with Sidearms taking their place and Hunters debating amongst themselves whether Hand Cannons or Sidearms are better. Lore from one of the cloaks references that Hunters frequently play a game that involves this. See Ten Paces and Turn.
- Walking Armory: Guns and knives galore. A lot of Hunter armor sticks sheathed knives or bullets on prominent display. This is also notable due to the fact that every subclass is focused entirely around a weapon; Gunslingers have their Golden Gun, Arcstriders their Arc Staff, and Nightstalkers their Dusk Bow. The only other classes that can claim such are Sunbreaker Titans with their Hammer of Sol, Sentinel Titans with their Sentinel Shields, and Dawnblade Warlocks with their Daybreak swords. Other classes focus mostly on wielding the Light directly, while Hunters take the Light and focus it through a Light-forged weapon instead.
Gunslingers — A lone wolf who lives for the perfect shot.
Gunslinger Hunters are masters of the firearm, and amplify their skills with Solar Light. Their super, Golden Gun, allows them to draw a revolver loaded with bullets of sunfire, although they only get a few, extremely powerful shots from it. To keep enemies at range, they're masters of Throwing Knives, so they always have a last ditch defense for when foes get close. It is the only melee ability that can be a precision strike. Their grenades focus on damage and zone control; The Incendiary Grenade burns at enemies for more damage after the initial explosion. The Swarm Grenade spawns small, explosive drones that float over and area, and fly after anything that comes close. The Tripmine Grenade sets a small, easily overlooked mine that explodes on a laser trigger when enemies approach. Gunslingers gain bonuses for being a good shot. With the right perks, Precision kills can increase reload speed, allowing you to keep the bullets flying.
The Way of the Outlaw tree specializes in neutral play, allowing them to mix it up in close-to-medium range with a bag of tricks and a lesser focus on perfect accuracy. They receive the Exploding Knife skill, which lets them fling a knife that explodes shortly after impact. Chains of Woe increases reload speed for you and nearby allies on precision kills. Six-Shooter allows Golden Gun to fire up to six shots by rapidly fan firing with successful kills loading another bullet into the chamber, while Deadshot improves the accuracy of Golden Gun, allowing you to shoot it effectively without needing to aim down the sights.
The Way of the Sharpshooter tree focuses on the Golden Gun, requiring a slow, steady, and very precise hand. Hunters gain the Knife-Juggler melee skill, rewarding precision kills with their throwing knife with an instant recharge. Practice Makes Perfect rewards precision kills by further reducing the cooldown for Golden Gun. Finally Line 'em Up increases the precision damage and duration of Golden Gun, while Crowd Pleaser generates Orbs of Light upon scoring precision hits with Golden Gun.
The Way of A Thousand Cuts tree from Forsaken take the Gunslinger's knife skills Up to Eleven. Their Knife Trick melee throws out a spread of knives instead of a single one, igniting any enemy hit. Playing With Fire accelerates the cooldown of Knife Trick when killing a burning enemy. The Burning Edge causes the Hunter's Dodge ability to recover faster when enemies are burning. Lastly, Golden Gun is replaced with Blade Barrage, where the Hunter draws two handfuls of explosive knives to fling at their enemies. The knives can spread to any enemies in range to hit multiple targets or focused on a single target for a large burst of damage.
- Boring, but Practical: Simple perks that increase your reload speed on precision kills don't seem like much, but seeing as it stacks up to three times and also benefits allies, Gunslingers can easily end up maxing out these stats for their weapons (even if only temporarily) by simply being a good shot.
- Call-Back: In Destiny 2, a lot of exotic weapons from the original game do not return, but two famous Hand Cannons make cameo legacy appearances. The western-style Way of the Outlaw has a Golden Gun that appears like The Last Word, complete with fan firing. The super accuracy-focused Way of the Sharpshooter features a Golden Gun that looks like Hawkmoon, and if you wear the Celestial Nighthawk exotic helmet, the Golden Gun takes the form of The First Curse.
- Critical Hit Class: The Gunslinger Hunter can set themselves up like this, with perks that promote taking your time and being as precise as possible. They can grant reload speed and create Orbs of Light for allies, and the Knife-Juggler perk causes your Throwing Knife to recharge itself if it nails a precision kill.
- Friendless Background: All Hunters are considered loners out in the field, but even Bladedancers like to show off their knife skills and Nightstalkers focus on supporting allies. Gunslingers, however, are the truest loners out of the Hunters; their only friend is their loyal gun. This is sort of exemplified with their playstyle, which focuses completely on precision shooting and watching out for yourself with no real way to assist allies, whereas Bladedancers can use invisibility to run support and Nightstalkers are all about debuffing enemies to make them easy for allies to shoot. Destiny 2 mitigates the solo act, but the playstyle is still solo-emphasized; they don't directly assist allies by making them invisible or granting them healing, and their group benefits are centered around what a good Gunslinger would be doing either way — precision shooting.Ikora Ray: "There's nothing more conspicuous than a Gunslinger alone and out in the open. Sometimes their gaze gives away a lurking Tripmine, sometimes not."
- To drive this point home, one of the Gunslinger's unique triumphs is called "Lone Hero" and involves completing Heroic Public Events where you're the only Hunter in your Fireteam.
- Glass Cannon: Gunslingers have gained quite the notoriety for this, especially in PvP. Golden Gun can kill other players with a single shot in almost any circumstance. But in return, they don't receive any defense bonus while it's in use, and are left especially vulnerable on activation. The Celestial Nighthawk exotic headgear turns this Up to Eleven, as their defenses aren't improved even by a little, but your Golden Gun ability is changed to fire a single, supercharged shot that can tear bosses a new one if combined with Way Of The Sharpshooter, and any Guardian on the receiving end of such a blast is sent to the great hereafter, headshot or otherwise and regardless of any damage-reducing Supers they may use to try and save themselves.
- Grenade Spam:
- The Scavenger talent from the original Destiny allowed Gunslingers to reduce the cooldown on their grenades and throwing knives upon picking up ammo bricks. In the Destiny 2 beta, Way of the Outlaw had a perk called Bombs for Bullseyes that reduced their grenade cooldown when getting precision hits, but it was removed, replaced by Deadshot.
- The Gunslinger exotic gauntlets called Young Ahamkara's Spine accomplish this with the Tripmine Grenade, causing hits with Solar abilities to cut 33% of the grenade's cooldown away, including the grenade's explosion itself. When used with Way of the Outlaw, it results in the highest burst of damage in the game; combined with Six Shooter, throw a Tripmine, and two shots, and the cooldown is reset. You can do this 3 times.
- The Gunslinger: Well, yeah. Many Gunslinger perks provide bonuses to basic gunplay, making them best suited for those who just plain want to shoot at the bad guys. Their Golden Gunnote , lets the user wield a powerful Hand Cannon that is manually aimed to kill enemies in a single shot or two. They even take a page out of Cayde-6's book in Destiny 2, learning how to rapidly fan fire the Golden Gun to dispatch enemies even faster.
- Knife Nut: As mentioned with Hunters in general, the Gunslinger's melee ability is a Knife Throw, which can land precision hits. Depending on the Way you choose, it can either explode on contact or reset itself on precision kills. In the Forsaken expansion, this is exemplified through the new Way of a Thousand Cuts; the Gunslinger materializes a handful of knives which will be thrown either at a multitude of targets, or at one single target.
- More Dakka: Six-Shooter Golden Gun gets twice as many shots as the other variant, with more shots added if the Gunslinger manages to score kills with it. You can have any number of shots, in theory, but the timer will run out eventually so you need to make your shots count.
- One-Hit Polykill: The Celestial Nighthawk exotic causes enemies killed by Golden Gun to explode, spreading damage to other enemies.
- Revolvers Are Just Better: Hello Golden Gun. The super takes the form of a fiery revolver. Outlaw Gunslingers even fan fire it.
- Storm of Blades: The Blade Barrage super in a nutshell; the Gunslinger creates blades of Solar light in their hands, and flings them at the target. Said blades then explode.
- Trap Master: To an extent. Swarm Grenades effectively act as proximity attack drones. Tripmine is exactly how it sounds: an explosive set to obliterate whatever crosses into its cone of detection.
Nightstalkers — Draw from the Void. Light the way.
Nightstalker Hunters are masters of the shadows, featuring skills in evasion, espionage, and misdirection, which they use to confuse and weaken enemies. Their super, Shadowshot, has them draw a bow crafted of Void Light, and fire a deadly arrow that not only damages a foe struck, but also tethers enemies to the impact point, suppressing them and slowing them, making them lambs to the slaughter. Their grenades offer the most territory control. The Spike Grenade releases a conical torrent of Void Light that damages any foes near or above it. The Voidwall Grenade spouts a line of purple fire outwards from the impact point, making a wall that damages foes. The Vortex Grenade creates a localized singularity that damages foes inside. The Nightstalker has all the tools to confuse a foe; they can keep track of an enemy by marking them, employ sight-blocking smoke bombs, and use active camouflage to go invisible.
The Way of the Trapper path enhances the Nightstalker's ability to snare enemies where they want them and keep track of targets. The Snare Bomb Melee ability lets Hunters throw a Smoke Bomb that sticks to surfaces and detonate on proximity, slowing and disorienting its victims. Keen Scout grants Hunters faster sprinting and sneaking speed along with an enhanced radar, while marking enemies caught by Shadowshot. Deadfall makes Shadowshot's anchors become traps that lie in wait with increased range and duration when they take effect. Vanishing Step grants the Hunter invisibility for a short time after performing a Dodge.
The Way of the Pathfinder tree enhances the Nightstalker's supportive power with enhanced aggressive tactics. Vanish in Smoke allows Hunters to throw a Smoke Bomb that cloaks any allies in the smoke, themselves or allies. Lockdown doubles the duration of the Nightstalker grenades. Heart of the Pack causes kills on tethered enemies to grant additional Orbs of Light, and grant an all-around stat boost to all allies. Mobius Quiver allows the Nightstalker to rapidly fire multiple Shadowshots that deal increased damage to tethered targets, so they can either spread tethers all around a battlefield, or completely lay into a single target to deal massive damage.
The Forsaken expansion adds the Way of the Wraith tree, giving the Nightstalker enhanced stealth for assassination tactics. Corrosive Smoke explodes where it lands, dealing damage over time and disorienting opponents. Flawless Execution causes the Hunter to become invisible when landing a precision kill while crouching, as well as temporarily being able to see enemies through walls and increasing the range of the melee attack. Shattering Strike causes melee attacks after Flawless Execution to cripple the target, blinding them and increasing the damage they take. The Dusk Bow is replaced with Spectral Blades, where the Hunter draws two daggers of Void energy before turning invisible to close in for the kill.
- A Handful for an Eye: Nightstalker Smoke Bombs interfere with their victims' vision and abilities, making it good for weakening enemies before they're picked off.
- Archer Archetype: Whereas the other subclasses focus on guns and blades, the Nightstalker's signature tool is the bow.
- Casting a Shadow: Any Guardian that can use Void Light has the potential for this, but a Nightstalker using the Way Of The Wraith ability uses this more overtly, as it explicitly says they stalk the battlefield in a veil of shadows when they activate their Spectral Blades ability and go to carve up their enemies.
- Combat Pragmatist: Whereas Gunslingers and Arcstriders are focused on killing your enemies outright, Nightstalkers are all about playing dirty with the most utilities and crowd control to make killing them easy for you and your team. The Way Of The Trapper and Way Of The Pathfinder skill trees excel at this with their Shadowshot Super, but even the Way Of The Wraith tree, which is more upfront as a whole than the other two trees, can be pretty pragmatic with combat. For it allows the Hunter to use smoke bombs to weaken enemies, see their enemies through walls with the use of Flawless Execution, and to add insult to injury, Spectral Blades turns them into a borderline Living Shadow that reduces their visibility, makes them tougher, and allows the same True Sight perk as Flawless Execution.
- Difficult, but Awesome: Both in gameplay and lore:
"I've had a dozen Hunters ask me why it's so hard to summon a Dusk Bow. I asked 'em what they thought of the Void, and their eyes told me everything. You can't be afraid. That's the secret. No fear."
- According to Tevis, not many Hunters actually have the stomach to master the Void. For Warlocks, it's easy; they hunger for power, no matter the source. And for Titans, it's even easier; they would do anything, go anywhere, to protect the City. Hunters are self-serving, always looking out for themselves first, so not many want to risk falling to nothingness by reaching into the Void, and pulling a bow from the nothingness. And then, the Nightstalker reaches back into that Void every time they draw an arrow. Being a Nightstalker is not for the faint of heart, and Cayde-6 comments on you when you first pick up the bow in Destiny 1, saying he's surprised at how quickly you take to it because, "it's always a challenge." note
Tevis, Log Entry 19338
- In gameplay, Nightstalkers have no straight-up kill-tools, and even their Super isn't meant for actually killing enemies. Instead of using their abilities for damage, it's all about screwing over the enemy and setting up easy kills. A good Nightstalker can get the jump on enemies and leave them helpless for the kill, whether at their own hands or their allies, and leave the fight with an empty mag and nary a scratch. But a bad Nightstalker will only piss off their enemies after exhausting their tools, and just make the enemy that much more determined to kill them.
- Energy Bow: Nightstalkers are known for using the Dusk Bow, a bow that is in itself comprised of void energy, to shoot void arrows at their targets to either kill them or deploy a Void Anchor which tethers your foe in place and causes any damage inflicted upon them to be a Critical Hit, ensuring your foes dont live long after being restrained.
- Heroic Second Wind: Heart of the Pack can easily tip the scales in your Fireteam's favor by granting a mountain of orbs and increased stats.
- Invisibility: Had an option in Destiny 1, and fully inherits the trait in Destiny 2. With the removal of the Bladedancer class, Nightstalker is the only Hunter that can go invisible, either through Vanish in Smoke causing their Smoke Bomb to make themselves or others invisible, or Vanishing Step, a perk that allows them to become invisible after Dodging. The Way of the Wraith plays with it the most, involving Flawless Execution granting invisibility on crouched precision kills, and Spectral Blades making you invisible on activation with the option of going invisible again during.
- Lightning Bruiser: While a Nightstalker Hunter with Shadowshot is more of a Fragile Speedster with the fact that the Dusk Bows use is so short that its unreliable for soaking up damage, Spectral Blades turns the Hunter into a semi-transparent nightmare that can take a vicious beating before keeling over and outmanoeuvre their foes with terrifying speed. To make things worse, anything or anyone that gets within striking distance ends up sliced to oblivion in a storm of void-enhanced death in short order.
- Knife Nut: As of Forsaken, they can dual-wield the Spectral Blades for their super.
- Smoke Out: You can throw your Smoke Bombs at your and your allies' feet to render yourselves invisible at the cost of damage potential.
- Stuff Blowing Up: Enemies killed by Shadowshot explode in a torrent of Void Light, allowing the super to rapidly clear out a room.
- Super Senses: Way Of The Wraiths Flawless Execution perk will, upon scoring a headshot kill while crouched, grant you (along with Invisibility) True Sight, which allows you to see your enemies as purplish outlines behind walls, enabling you to track and ambush your quarry at your relative leisure. Activating Spectral Blades will also grant the same results, though light attacks will cancel that out until you perform a heavy uppercut and go back to being invisible.
- Synchronization: Shadowshot has the extra ability of linking tethered opponents to each other, so if you catch a group of enemies and you kill one of them, anyone who is still snagged by the trap will also drop dead.
- Trap Master: The Way of the Trapper focuses on preemptive planning and setting up to put enemies in a bad situation, turning the Smoke Bomb and the Shadowshot into deadly traps that wait to trigger until enemies approach.
- Unnecessary Combat Roll: Nightstalkers has Shadestep in the original Destiny, but every Hunter can Dodge in Destiny 2.
- You Will Not Evade Me: On top of their crowd control, the Keen Scout perk grants you an enhanced tracker, and marks enemies affected by Shadowshot so you can track them down if they manage to escape. The Way of the Wraith tree in Forsaken grants the Hunter True Sight if they can land a precision kill, allowing them to track enemies behind cover or through walls.
Arcstrider — Flow like lightning. Strike like thunder.
Become the staff, they said.
Become a weapon, they said.
The Arcstrider replaces the Bladedancer Subclass in Destiny 2. While inheriting a majority of the Bladedancer's traits and abilities, Arcstriders trade in their knives for a staff of lightning. Arcstriders move with greater agility than before, weaving through the battlefield while striking with the force of storm. Their super, Arc Staff causes them to whip out a staff imbued with electricity and maximizes their agility. While Arc Staff is active, their Dodge ability has no cooldown, allowing them to evasively dance around enemies, while different button combinations allow the Arcstrider to execute Combos.
The Way of the Warrior skill tree enhances the Arcstrider's melee abilities. This tree grants the Combination Blow melee skill, which immediately starts health regeneration the Hunter on a kill and empowers all their melees for a short time, stacking up to 3 times. Combat Flow allows kills with the melee ability to recharge the dodge skill, while Deadly Reach in turn increases the range of melee strikes. Lethal Current allows the Arc Staff to hit twice after dodging.
The Way of the Wind skill tree focuses on disruptive tactics and maneuvers. With the Disorienting Blow Melee Skill, striking the target stuns them and nearby enemies. Focused Breathing increases sprint speed, with the boon of reducing dodge cooldown while sprinting. Battle Meditation speeds up grenade and melee skill cooldowns upon hitting critical health. And Lighting Reflexes decreases damage taken when dodging.
Forsaken adds the Way of the Current tree, which focuses on controlling the flow of battle with new defensive tools. Tempest Strike performs an uppercut with the Arc Staff after sliding, sending out a wave of lightning that can interrupt enemy attacks. Lightning Weave increases the Hunter's reload speed whenever they melee an enemy. Ebb and Flow causes any enemies hit by the Hunter's Arc abilities to become electrified. Hitting electrified enemies with a melee disorients then and recharges a portion of your ability cooldowns. Whirling Guard is a new ability for the Arc Staff Super, allowing the Hunter to twirl the staff and reflect incoming projectiles, gaining a massive damage boost if they manage to block anything.
- Attack Reflector: Whirling Guard sends any projectiles it blocks- including bullets- back at the attacker.
- Blade on a Stick: The Arc Staff is referred to as just that - a staff. But if you look closely, it's actually bladed on both ends.
- Close-Range Combatant: Arcstrider does away with the Bladedancer's stealth mechanics, focusing on fighting up-close and personal with the minions of the Darkness as much as possible. They get tools to help them in this endeavor, such as a heal on melee kills, or a blinding strike that leaves enemies disoriented.
- Combos: The Arc Staff features multiple attacks of varying effects, depending on command input.
- Melee: Basic Slash
- Primary Fire: Razor's Edge
- Melee + Primary Fire: Uppercut
- Melee + Melee + Melee: Ground Pole Slam
- Melee + Melee + Primary Fire: Arc Palm Blast
- (Mid-Air) Primary Fire: Aerial Ground Slam
- Dodge the Bullet: The Hunter's intrinsic dodge roll is amplified while the Arc Staff is active, allowing you to constantly dance around enemy fire; this includes rival Guardian powers like the Nova Bomb, Shield Throw and Golden Gun. The Way of the Wind gives you more room for error by decreasing the amount of damage taken if hit while dodging.
- Fragile Speedster: Choosing the "Way of the Wind" set grants abilities that increase your sprint speed, allowing clever Arcstriders to tag in and out of combat before your enemies can react. As a bonus the Lightning Reflexes skill will boost your defenses when dodging, especially while Arc Staff is active, allowing you to more easily close the gap between you and your enemies.
- Heal Thyself: Combination Blow, which causes an Arcstrider's health and shields to immediately begin regenerating when it triggers.
- Herd-Hitting Attack: Arcstriders can hit multiple enemies per attack with their staves, granting them far greater strength against crowds than Bladedancers originally had.
- Invisibility: Subverted. Nope, this iconic feature of the Bladedancer is nowhere to be found here, with all invisibility effects inherited by the Nightstalker.
- Implacable Man: A Way of the Current Arcstrider becomes this if they use Whirlwind Guard, as a user can lightly jog into a shower of enemy munitions and emerge none the worse for wear as they pelt the opposition with their own ordnance, and as of the Supers only Fists of Havoc, Chaos Reach, Nova Warp and Burning Maul can hope to bypass a spinning striders protection in a head-on fight.
- Lightning Bruiser: Puns aside, A Way of the Warrior Arcstrider can give a Striker Titan a run for their money. Combination Blow causes their health to begin regenerating when it activates, on top of granting a generous melee damage boost. Gambler's Dodge and Combat Flow feed into each other, resetting one whenever the other triggers, with Deadly Reach giving enough range to make up for the roll they just did. The end result is an Arcstrider flipping around constantly in a fight, dealing more damage with a punch than they could with most guns and healing themselves for each enemy killed.
- Remember the New Guy?: According to the lore tab, Arcstriders have been around since the Dark Age.
- Shock and Awe: Arcstriders ditch the Hunter's traditional knife melee to blast an opponent with a bolt of lightning by punching them, similar to the Titan and Warlock's own Arc melees.
- Simple Staff: A staff doesn't seem like much, but imbued with the force of lightning, it does a lot.
- Spin to Deflect Stuff: Way of the Current allows Arcstriders to spin their Arc Staff and block incoming fire, as well as gaining a damage boost afterwards.
- Sword Beam: Or rather Staff Beam. Razor's Edge makes a return as one of the Arc Staff's attacks. The Way of the Currents Tempest Strike is effectively channelling the Arc Staff for a moment to unleash a vertical wave of arc energy at your opponent.
- Warrior Monk: With their Simple Staff, graceful dodging, use of melee strikes over the regular knife, and several skills referring to meditation, Arcstriders definitely give off this vibe.
The "mage" class, Warlocks gain their powers from the Traveler and improve them through study. While many Warlocks are content in their libraries and offices, many go out into the field and use what seems like Magic to quell the enemies of the Light.
Their unique class ability is the Rift; they create a well of light on the ground that empowers themselves and nearby allies, depending on which Rift they choose. A Healing Rift, as the name implies, causes allies to constantly regenerate health while inside the Rift, and overhealing is converted into an overshield (But it only lasts while the benefactor is within the Rift). Empowering Rift will instead boost the weapon damage of allies standing in the Rift.
- Badass Bookworm: The Flavor Text of their items and Grimoire entries on Bungie.Net show the Warlocks are as interested in learning humanity's past as they are defending the present, and they are just as devoted to protecting humanity as Titans and Hunters.
- Badass Longcoat: Warlocks can be recognized by their long coats and rounded helmets. The coat gets longer as you get better and higher leveled gear. The highest-level coats come close to trailing across the ground.
- Battle Trophy: Downplayed. Warlocks wear the bones of slain Ahamkara not as a show of glory or strength, unlike Hunters, but because the trophies grant them power in some form.
- Combat Medic: Theyre the only Guardian class that can actively heal others on their own, deploying either a Healing Rift or a Well Of Radiance to bring their allies back from the brink of death and back into the fight.
- Cool Sword: While its Adaptive Frame and Whirlwind Blade Perks makes it mundane compared to the other class-exclusive swords, the Eternity's Edge is the only known sword with the Infinite Guard Perk, allowing the Warlock more swings while retaining a good defense.
- Energy Ball: Warlock grenades are energy based rather than projectile based. This is even reflected in their grenade animation, where they fling it out with their fingers pointed rather than pitch something. They even behave like a magical spell rather than a traditional grenade. Where as a Titan or a Hunter grenade might be on a short fuse once they hit the ground a Warlock's immediately detonates on contact.
- Grenade Spam: All three subclasses allow Warlocks to regain their grenades quickly in one way or another.
- The Voidwalker's Energy Drain melee ability greatly reduces the cooldown of your grenade, depending on your Discipline. Additionally, you can equip Embrace the Void to allow kills with grenades and Nova Bomb to activate Energy Drain, as well as The Hunger to double the potential of all Energy Drain effects.
This changed somewhat with Destiny 2 with the arrival of the Attunement of Hunger skill tree in a way that actually promotes both conservation and spamming of grenades. The Devour buff this entire skill set relies on can be triggered by the Warlock killing with the melee ability or actively consuming their grenade to force the buff but once active any kill significantly recharges the grenade, restores life, and refreshes Devour meaning if the Warlock can keep the buff up their grenades are almost bottomless. The end result is that the Warlock is encouraged to grenade spam under the influence of Devour, but not so much that it won't be ready when a new fight breaks out and they need to eat it to start the cycle over.
- The Sunsinger's Gift of the Sun perk allows them to have two grenades at the ready, though the second one will have double the cooldown until the first is used. On top of that, their super, Radiance, greatly reduces the cooldown of your grenades to the point where. depending on your equipment, you may end up recharging grenades faster than you can throw them!
- The Stormcaller's Perpetual Charge allows kills with Thunderstrike to instantly put your grenade off cooldown and vice-versa. With good aim and a steady rhythm, you can keep up a constant one-two punch of grenades and thunderbolts to wipe enemies out. Additonally, the Rising Storm modifier for Thunderstrike can immediately reduce all cooldown (including its own) by a flat amount.
- The Voidwalker's Energy Drain melee ability greatly reduces the cooldown of your grenade, depending on your Discipline. Additionally, you can equip Embrace the Void to allow kills with grenades and Nova Bomb to activate Energy Drain, as well as The Hunger to double the potential of all Energy Drain effects.
- Jack-of-All-Stats: Warlocks begin the game with all of their stats fairly even and balanced, especially compared to the other two. One you finished leveling them up, however, you can customize them to be anything from a Fragile Speedster to a Mighty Glacier.
- Magical Guardian: Bungie states that their design is largely based on characters like Obi-Wan or Gandalf. They further resemble the Jedi and Sith as of The Taken King, as their Stormcaller subclass effectively gives them the ability to use Force Lightning while levitating.
- Mad Scientist: The other Guardians consider Warlocks to be, at best, scholars and scientists who immerse themselves in dangerous technologies and secrets. At worst, they're thought to be as bad as Fallen Devil Splicers.
- Mage Marksman: They use both magic and guns.
- Master of None: Weapon-wise, they don't get any skill-bonuses to gunsnote , so if you favour weapons over your own skills, you probably shouldn't be a Warlock.
- Squishy Wizard: Inverted, if anything. Despite being the game's mage class, Warlocks have average defense and in fact generally have the highest recovery stat of any class, meaning that they will heal far faster than normal.
- Support Party Member: In Destiny 2, the Warlocks' Class ability lets them summon supportive Rifts. Healing Rift heals allies who stand inside it, while Empowering Rift strengthens those inside it.
Voidwalkers — Those who have stared into the Void are not bound by the laws of space and time.
The Voidwalker Warlock wields the power of the endless vacuum of space, destroying enemies in Void Light. Their super, Nova Bomb, fires a concentrated orb of Void energy that decimates any foe in the vicinity of the impact. The Void drains all, and this is emphasized in their playstyle. Their Grenades all focus on facets of Void destruction. The Vortex Grenade creates a localized singularity that damages foes within it. The Scatter Grenade creates a flurry of tiny explosives that detonate after a short delay. The Axion Bolt seeks enemies when fired, creating slow but highly damaging bolts of Void Light that home in on enemies.
The Attunement of Chaos tree enhances the Voidwalker's destructive spells. They gain the Entropy melee ability: landing this melee attack causes their grenade to have an accelerated cooldown for a few seconds. Accelerant allows Warlocks to overcharge grenades with the press of a button. Bloom allows Void ability kills to make enemies explode. Finally, Cataclysm turns the Nova Bomb into a massive, slow-moving projectile that tracks enemies and explodes into multiple Axion Bolts. Additionally, the Bomb can be shot by the Warlock to detonate early.
The Attunement of Hunger tree focuses on the Voidwalker's survivability and tenacity. The Devour melee ability fully heals you upon killing an enemy, and grants the Devour buff, allowing you to heal off kills. Feed the Void let's you sacrifice your grenade energy to heal, as well as gain the Devour effect. Insatiable further enhances the Devour effect, extending the duration on kills as well as recharging your grenade. Vortex causes Nova Bomb to create a singularity that damages those inside upon detonation.
With Forsaken, Voidwalkers gain the Attunement of Fission tree, allowing them to rip apart enemies with powerful Void explosions. Atomic Breach Causes the Voidwalker's melee to spawn an explosion a short distance in front of them. Handheld Supernova allows them to overcharge their grenade to crate a more powerful point-blank blast. Dark Matter causes any Void ability kills to restore a portion of their ability energy and Health. Nova Bomb is now transformed into Nova Warp, supercharging the Warlock's body and allowing them to teleport around before releasing an explosion that can be charged for even more damage.
- Action Bomb: The Nova Warp Super, although perfectly harmless, transforms the Warlock into a walking bomb which can detonate themselves repeatedly and at will to attack their opponents for the duration of the Super.
- Boring, but Practical: Voidwalker perks and modifiers are the simplest out of the Warlocks. But because of that, they're the quickest to make the most out of the situation.
- Creepy Good: Voidwalker's ability to drain the life from their enemies, and to wield the otherworldly power of the Void lead them to be regarded as unnerving and dangerous by some of their fellow Guardians. Ultimately, however, they're no less dedicated to protecting humanity from the Darkness.
- Dark Is Not Evil: Their abilities have been likened to those of the Hive's Wizards, and can be seen by some as being related to the Darkness. Voidwalkers, however, are just as heroic as their fellow Guardians, and seek to use their powers to protect humanity. Void Light is Light, after all, not Darkness. Indeed, there are hints that the Void itself may even had been the origin point for the Traveler.
- Difficult, but Awesome: The Cataclysm perk in Attunement of Chaos can be difficult to use to it's full potential. Since it only detonates when it comes in contact with an enemy, you might need to shoot it to detonate it early and get multiple foes in the blast.
- The Voidwalker-exclusive Blink jump is a short-range teleport; it's much harder to control than either of the glide options and poor awareness during any sort of platforming activity can result you falling to your death.
- Grenade Spam: Insatiable causes a Voidwalker's grenade to recharge a decent amount for each enemy they kill while Devour is active. Put a Vortex grenade down in the right spot and you can have it back off cooldown before the first one even vanishes.
- Heal Thyself: The Attunement of Hunger is based entirely around this concept, with the ability to hold down the grenade button to consume your grenade's energy to heal yourself. It's not just a regeneration trigger, either; it's instantaneous healing. Landing kills with an active "Devour" buff will then recover a chunk of health while refreshing the duration, making Voidwalkers highly tenacious.
- Homing Projectile: Cataclysm causes Nova Bomb to move extremely slow but endlessly seek its nearest enemy.
- Kamehame Hadouken: The Voidwalker Super is Nova Bomb, a simple yet very effective blast of Void energy. With the right perks and equipment, you can recharge your Nova Bomb in no time compared to the other classes.
- Lightning Bruiser: Voidwalkers built right can obliterate enemies and be gone the next moment with surprising efficiency. But on top of that, they can display some scary tenacity thanks to their regeneration enhancements, despite being the standard "mage" class for the game. Balanced roughly by their shorter range compared to the other subclasses. The Nova Warp Super takes this Up to Eleven, allowing them to flit all over the place to avoid injury and close ground quickly, and if they get close enough, its already too late for you.
- Power of the Void: Goes without saying. Void Light is described by Warlocks as the faintest light that exists in the darkness between the stars. It's the sort of endless light that causes men stranded in space to go mad, and is supposedly how it's touched certain Warlocks like Toland and Osiris. Other lore indicates that the Void is itself a place that one can draw power from, and is hinted to be where the Nine and the Traveler originate, and may have some connection to life and death.
- Stuff Blowing Up: On top of their explosive abilities, the Bloom perk makes enemies killed by the Warlock's Void abilities explode shortly after, allowing them to make short work out of crowds by targeting the weakest link. Taken Up to Eleven with the Attunement of Fission path.
- Teleport Spam: Voidwalkers can learn Blink, which replaces the Glide ability, to more effectively close in on enemies. Weaponized in the Warlock's new Attunement of Fission tree, trading out their Nova Bomb for a series of teleports that culminates in the Warlock releasing a powerful Void explosion.
Stormcaller — Harmony within, hurricane without.
The Stormcaller Warlock wields the raw, primal power of lightning and thunder, electrocuting all in their path. Their super, Stormtrance, allows them to float around the battlefield like a wraith, raining lightning down upon foes that chains to other foes, spreading the decimation. Their grenades all focus on delayed damage that can spread to multiple enemies. The Pulse Grenade releases an orb of electricity at the impact point, damaging foes who get close; the pulse continues to shock enemies for a few moments after landing. Their Storm Grenade summons a localized storm cloud, summoning lightning that strikes the ground, and any nearby foes, after a short delay. The Arcbolt Grenade scans the area after landing, sending lightning to any enemies nearby that then chains further to other enemies.
The Attunement of Ions path capitalizes on the Stormcaller's affinity for chain lightning attacks. The Chain Lightning Melee does, well, exactly that: shock additional enemies within range of your target. Transcendence allows Stormcallers who activate Stormtrance while their grenade and melee energy are full to instantly restore full health and gain an extended duration. Arc Web increases their grenade potential, causing enemies damaged by grenades chain lightning to additional nearby victims. Ionic Blink allows the Stormcaller to teleport a short distance while using Stormtrance, so they can more easily close in on fleeing foes.
The Attunement of the Elements grants Stormcallers improved initiation and teamwork-based abilities. The Gale Force Melee strikes at an extended range while also reducing your Super, grenade, and melee cooldowns. Landfall allows Warlocks to cast a devastating lightning bolt to the ground upon activating Stormtrance, dealing massive Arc damage to enemies nearby. Rising Storm causes the Rift to cooldown faster when the Stormcaller is near allies. Arc Soul enhances Warlock Rifts by granting an Arc Soul to you and allies who use it, granting a small orb of Arc energy that freely shoots enemies near to it's benefactor.
Forsaken adds the new Attunement of Control tree, channeling the Stormcaller's lightning with lethal precision. Their Ball Lightning melee creates an orb of electricity that travels forward a sort distance before blasting the ground below with a lightning bolt. Ionic Traces gives any Arc kills a chance to drop Ionic Traces, which the Stormcaller can pick up to regain some ability energy. Pulsewave grants the Stormcaller and their nearby allies increased movement speed whenever they collect an Ionic Trace while below full health. Chaos Reach replaces Stormtrance, channeling the Warlock's Arc energy into a powerful long-range beam. The Super can be cancelled early, allowing the Warlock to kill a target and retain some of their Super energy.
- Chain Lightning: Wouldn't be a proper Arc-Subclass for Warlock if it didn't have this. The Attunement of Ions specializes entirely in the trope.
- Close-Range Combatant: Not as much as Voidwalker, but moreso than Dawnblade; 'Close-Range' is a bit longer for Stormcallers, since their melee abilities boast increased range by default.
- Critical Status Buff: The Arc Soul boosts the Rift to give any ally that stands in it a small familiar that shoots lightning bolts at enemies. There's no way to control what it shoots, but it follows you and it's damage is extremely helpful.
- Evolving Attack: Stormtrance's chain lightning grows stronger the longer its channeled.
- Flash Step: The Ionic Blink modifier for Stormtrance allows Stormcallers using their Super to teleport short distances even on the ground, at the cost of some of Stormtrance's lifespan.
- Gradual Grinder: Well, a much more lethal version anyway. Stormcallers can still vaporize enemies in the wild and the Crucible alike in less than 5 seconds, but will fall flat against an opponent who can deal more damage in an instant.
- Ground Punch: Without actually punching the ground, at that. The Landfall modifier for Stormtrance allows you to cast an extremely powerful thunderbolt downward on activation, akin to a smaller area Fist of Havoc. This is reflected with the Stormcaller throwing an hand downward upon activating Stormtrance.
- Kamehame Hadouken: Chaos Reach, the Stormcaller's new Super under the Attunement of Control tree, fires a massive beam of pure Arc energy from their hand.
- Mighty Glacier: Stormcallers using Chaos Reach can move, but are very, very slow and can't turn so easily, leaving them open to attacks from behind. However, they receive a spike in durability and their beam is powerful enough to turn anything in sight, from groups of enemies or teams of Guardians to clouds of water vapour with terrifying swiftness and ferocity.
- Power Floats: Anyone using Chaos Reach or Stormtrance will hover off the ground while they blast everything in the area to oblivion.
- Shock and Awe: The most literal example of all three classes. Rather than channeling Arc energy through a weapon like Hunters or creating shockwaves like Titans, Stormcallers let out their inner Palpatine and unleash a torrent of lightning from their hands.
- Tranquil Fury: Ikora Rey describes the Stormtrance as a state of this; the Warlock must maintain calm and understanding while in the trance in order to conduct the lighting through their body without being destroyed by the sheer concentration of Arc Light. The Chaos Reach Super perfectly embodies this, as it channels a deadly arc beam that is precise, focused, and surpasses the Stormtrance in sheer killing power.
Dawnblade — Spread your wings and set the sky ablaze.
The Dawnblade replaces the Sunsinger Subclass in Destiny 2. While inheriting a majority of the Sunsinger's traits and abilities, the Dawnblade gives the Warlock aerial superiority with the ability to rise and dive from the skies or to glide through the air, raining bullets and hellfire from above. They have the Solar Flare, a grenade that spawns a flaming torrent that continuously burns enemies inside. The Firebolt Grenade is a bit more direct, shooting blasts of fire at any enemy caught with in it's radius. The Fusion Grenade is a classic sticky, dealing increased damage to enemies it attaches itself to. Their Super is Daybreak, allowing the Warlock to take to the sky and wield a sword forged of Solar Light, slashing through the air to send waves of flame on enemies below.
The Attunement of Sky tree focuses on airborne aggression and raining bullets from above. The Swift Strike melee skill increases your movement and reload speeds upon striking the enemy on top of setting them ablaze. Winged Sun allows the Warlock to fire weapons and throw grenades while gliding. Heat Rises allows airborne kills to reduce the cooldown your melee and grenade abilities, as well as instantly resetting them upon activating Daybreak. Finally, Icarus Dash allows them to dodge in mid-air, but will receive a short cooldown. They can also do so while Daybreak, uplifting them while slightly reducing the duration instead of going on cooldown.
The Attunement of Flame tree enhances the Dawnblade's Daybreak with various aggressive techniques . They gain Igniting Touch, a melee ability which ignites enemies damaged by it and causes them to explode when killed. Phoenix Dive allows you to quickly descend from the air and recover health, while doing so when Daybreak is active creates an explosion on touchdown. Everlasting Fire extends the duration of Daybreak with each kill, while Fated for Flame further enhances Daybreak by causing them to seek out targets and create sea of flames upon impact.
With Forsaken the Dawnblade unlocks the Attunement of Grace tree, regaining some of the support abilities of the old Sungsinger class. Their Guiding Flame melee burns enemies that are struck, but can also be used on an ally to buff them. Divine Protection lets them charge their grenades into a Blessing that, when thrown at allies, heals them and spawns orbs that can be collected for an overshield. Benevolent Dawn grants the Warlock bonus ability energy whenever they buff or heal an ally. Well of Radiance now overrides Daybreak, having the Warlock plant their sword in the ground to create a large, long-lasting Rift that greatly buffs any allies standing in it.
- Death from Above: The Dawnblade has takes the crown of aerial ace, as their skill trees focus on their ability to fight while airborne. This aspect completely replaces the 'Support' playstyle that Sunsinger was known for.
- Fragile Speedster: The Dawnblade's Attunement of Sky tree has the potential to make Warlocks annoylingly hard to kill with their combination of evasive and aerial combat abilities, especially while Daybreak is active. However, they'll have few methods for quickly recovering health.
- Flying Firepower: In Daybreak they gain a glide boost that lasts so long they may as well be flying, and a Flaming Sword to toss waves of fire at their enemies.
- Heroes Prefer Swords: Daybreak features them brandishing a Sword forged of Solar Light, similar to the Solar forged Hammer that Sunbreakers wield and the Solar forged Revolver that Gunslingers wield.
- Knockback Evasion: Phoenix Dive can be used for this, as it instantly nullifies your momentum and causes you to drop on the spot. This can potentially save you from being tossed into a wall, over a bottomless pit, or away from an important objective.
- Magic Knight: Their signature Daybreak lets the Warlock cast waves of destructive power at their enemies from above.
- Not the Intended Use: Casting Daybreak is usually done for launching fiery projectiles at enemies, but can also be unexpectedly used for movement purposes thanks to the sheer glide boost it provides. Indeed, you can outrun all other Guardians by lightly tapping Burst Glide over and over again while in Daybreak, and in some cases you can go faster than Sparrows.
- Playing with Fire: All about raining fiery death from above.
- Power Gives You Wings: They sprout fiery wings during Daybreak, and if levitating while using a certain exotic.
- Sword Beam: Their main method of attack in their Daybreak Super is to use their sword to hurl slashes of fire at their enemies that explode on impact.
- Stuff Blowing Up: Attunement of Flame is all about pure destruction with the Daybreak Super.
- Support Party Member: Attunement of Grace trades the Dawnblade's destructive potential for the ability to buff and protect their allies.
The most durable class, Titans focus on armor and defense, with an emphasis on close-combat. As members of many orders, Titans are the frontline of the Tower, tackling any foes head on with the honor and manner of an ancient Knight.
Their unique class ability is Barricade, allowing them to create a wall of solid light that provides cover, blocking enemy fire. Towering Barricade is a tall wall that covers a standing Guardian, able to take a considerable amount of punishment. Rally Barricade is shorter, and needs to be crouched behind, but grants those that use it an instant reload anytime they duck behind it.
- BFS: Their class-exclusive sword Crown-Splitter is a rather large longsword. It's the only known sword with the Aggressive Frame, which enables the user to do a slam. Its boasts a high efficiency and defensive value, and sword ammo upon heavy melee kills. The caveat to this is that it turns the Titan into a Mighty Glacier.
- Big Book of War: The Titan Codices, tomes containing wisdom and techniques of Titans past which become the basis for various schools of martial arts among modern Titans.
- The Big Guy: The largest and most imposing Guardian.
- Blood Knight: All of the Titan orders exalt valor in combat, but some of them take the ideal to its extreme. The Firebreak Order, for example, is known for being intentionally extremely aggressive.
- Deployable Cover: The Titans' Class Ability in Destiny 2 lets them place Barricades. Towering Barricade erects a tall barrier that block incoming shots, protecting allies and sealing off passages from gunfire. Rally Barricade places a shorter, waist-high barrier that allies can aim to peek over while instantly reloading weapons when taking cover.
- Dissonant Serenity: Some Titans find combat exhilarating, while others find it strangely calming. To quote the Ahiharnt greaves flavor-text:Some Titans speak of a transcendent state found only in battlefield success.
- Dramatic Dangling: Titans typically wear cloth heraldic marks clipped to their belt that hangs down over their hip. The design on the mark is made to reflect the deeds and influences of the Titan, so that others who see and understand them might know what they did and what they aspire to do.
- Good Old Ways: Titan armor and mark designs are heavily bound in tradition. In fact many models of Titan armor are built in imitation of Golden Age designs even if they lack the same materials and manufacturing techniques. As the price of error could be fatal, proven designs tend to dominate.
- Knight In Shining Armour: There are high level sets of armour for the Titan (at least 4 of them) called Knight# which have a silver colour scheme by default.
- Last Stand: The Titans have several notable examples, usually of great individuals, but the fall of the City in Destiny 2 showed the most examples. The Stoneborn order was totally wiped out, fighting to the last, while the Firebreak order, to their shame, survived the battle and didn't get to have a Last Stand. And the Sunbreakers were also wiped out to the last when defending the Forge on Mercury when the Cabal came to consume the planet for fuel for the Almighty.
- Mighty Glacier: Titans begin the game with absurdly high defense and equally absurdly low agility. As with the other classes, once you finished leveling them out you have the option of making them a full-blown Lightning Bruiser.
- The Order: The Titans are arranged into a variety of orders depending on what philosophy and preferred aspect of war they embody.
- The Pilgrim Guard is the oldest Titan order, pre dating the City itself. In addition to escorting refugees to the City, they are also the most Pro Human Trans Human of the Titan Orders.
- The Stoneborn Order are the Titans who serve as a Home Guard, being garrisoned at the Wall. In the words of Commander Zavala, "They don't break". According to their armor pieces in Destiny 2, they were wiped out to the last defending the City against the Cabal, proving Zavala's words.
- The First Pillar is dedicated to achieving important strategic victories over the minions of the Darkness, but often at the cost of their lives.
- The Firebreak Order is an Order that believes in taking the fight to the Darkness. People think they are mindless berserkers, but that's wrong—they put a lot of thought into where they direct their aggression. They also maintain eternal flame for fallen members, and in Destiny 2, one of their order managed to extract the Flame from the City before it fell. And, to their shame, many of them survived the battle.
- The Sunbreakers are a Mercenary order who works beyond the Last City, helping whoever they sell their services to. In Destiny 2, the last of the Sunbreakers are killed by the Cabal while defending the Forge on Mercury.
- The Sun Legion... exists. They provide a helmet to new Titans, but otherwise that is all we know about them.
- Power Fist: Their primary melee weaponry is built into their gauntlets and triggered by impact, either shocking opponents with crackling arc energy, disintegrating them with volatile void energy, or incinerating them with searing solar energy.
- Shoulders of Doom: A lot of Titan gauntlets come with pretty good shoulders.
- Space Marine: Bungie based the designs of this class on the modern Space Marine.
- Vertical Mecha Fins: Several makes of Titan armor involve fins or struts mounted on one side of the back and pointing upward. According to item descriptions, these originally served as heat sinks or mountings for external power units for their armor. The pace of technological advancement has rendered these fins obsolete, but they are often maintained for reasons of tradition or are components of an Ancestral Armor set.
- Weapon of Choice: Not as ingrained as hand cannons and sniper rifles are to Hunters, but Titans are very associated with brute force weapons like auto rifles and shotguns.
- Following the weapon-type's introduction in The Taken King, Titans have gained a preference for swords, fully going for the Knight in Shining Armor motif by frequently being shown wielding swords in official promotional art. This is made especially apparent with the introduction of the exotic gauntlets Stronghold in Joker's Wild, which has bonuses specifically for swords note .
- You Shall Not Pass!: It's implied in item descriptions and the Grimoire that the Titans are the Guardians primarily responsible for holding the line at the Wall, and were the majority of fighters during the brutal Battle of Twilight Gap.
Striker — At close quarters a fist is better than any gun.
The Striker Titan is the most devastating in close quarters, augmenting strikes with electrical energy. In addition to close range, Strikers focus on zone control. The Flashbang Grenade blinds all enemies close to it's detonation. The Pulse Grenade releases an orb of electricity at the impact point, damaging foes who get close. The Lightning Grenade sticks to a surface, releasing bolts of lightning that zap approaching foes. Their super ability, Fists of Havoc, causes them to dramatically slam the ground in a hammerfist of falling thunder, and empowers them with greater speed. For a duration, they can rampage around a battlefield, repeatedly either slamming the ground, or unleashing devastating charges to crush their foes.
The Code of the Earthshaker skill tree prioritizes taking on large swarms of enemies with herd-hitting attacks. Seismic Strike allows you to slam into an enemy after sprinting for a short time, releasing an Arc wave on impact. Aftershocks causes Seismic Strike to reduce the cooldown of grenades on dealing damage. Magnitude provides an additional grenade charge as well as increases the duration of grenade effects. Finally, Terminal Velocity crates a damaging field after a Fist of Havoc with the bonus of increasing damage when activated in the air.
The Code of the Juggernaut tree instead focuses more on dueling power and sustained combat. Strikers receive the Frontal Assault melee skill, a powerful strike that immediately reloads your weapon and increases weapon damage and stability. Reversal allows melee kills to kickstart health regeneration. And Knockout boosts melee range and damage upon breaking enemy shields or critically wounding them. Finally, Trample drops any pretense of dueling by extending Fists of Havoc's duration upon scoring kills.
The Code of the Missile in Forsaken makes Strikers masters of the Dynamic Entry, throwing themselves headlong into the enemy with devastating effect. Ballistic Slam is an aerial melee that causes the Titan to crash down with extreme force, dealing damage in an area. Impact Conversion grants bonus Super energy for each enemy struck by Ballistic Slam. Inertia Override allows the Titan to automatically reload their weapon by sliding over ammo pickups, as well as gaining a temporary damage boost. Fist of Havoc transforms into Thundercrash, which sees the Titan take off into the air like a cruise missile, flying wherever they're pointed for a short time before smashing back into the ground with terrifying power.
- Dynamic Entry: Need to make an entrance? The Striker's got that covered. Seismic Strike allows sprinting Titans to slam headlong into enemies, dealing major damage to nearby foes on impact. A moving Fist of Havoc prompts the player to leap a good distance before smashing the ground, and for the moments after, you have increased movement speed to freely rampage across one battlefield to another if you so choose. Code of the Missile takes it further bby transforming both your melee charge and Super into flying leaps that end with a sickening crash of thunder, dealing very high splash damage to anyone in the vicinity; the Thundercrash Super in particular lets you become a literal Arc-infused ICBM, and woe betide anyone who sees you zipping through the air in their direction.
- Ground Punch: Their Fists of Havoc involves leaping into the air and hammering their fists into the ground, causing heavy damage to nearby enemies. The Thundercrash Super from Code of the Missile takes it up a notch by literally nuking the the area surrounding the point of impact.
- Heal Thyself: Code of the Juggernaut features the Reversal perk, allowing melee kills to heal the Striker.
- Lightning Bruiser: Pun completely, and absolutely intended. While they initially start out quite slow, they are capable of moving around just as fast as their Hunter and Warlock counterparts. The Striker even gains abilities that only activate when sprinting.
- Never Bring a Gun to a Knife Fight: Not to say that guns are worthless; they'll still see the majority use out of your game. The Striker's schtick is to dominate when the fight goes close quarters, where most others lack without certain perks and equipment. Unless your opponent has a shotgun, a sniper with a lot of distance, or their Super ready, the Striker's gonna pound them flat.
- Shockwave Stomp: Terminal Velocity causes Fists of Havoc to leave damaging shockwaves in their wake that repeatedly threaten enemies who try to follow in the warpath.
- Arguably, the easiest way to use Thundercrash; once you are airborne, you need only to aim down at your targets.
- Simple, yet Awesome: Flashbang, the very first ability they unlock, has some of the greatest utility out of all grenades. Minions of Darkness affected by the flashbang also can't fight back in any form, making them easy pickings for you and your team. It's usefulness is a little more subdued in PvP, as the blinding effect's strength varies with how close its victims were to the blast, but hey, it also knocks out their HUD regardless, which can throw unskilled players into a loop.
Sunbreaker — Forge the fury of undying suns.
The Sunbreaker Titan is the epitome of destruction, forging the power of suns to burn enemies at any range. Their grenades are all focused on burning and destruction. The Fusion Grenade sticks to foes before releasing a powerful eruption. The Thermite Grenade releases a line of fire from the impact point, which then pulses with flares periodically to damage foes still within it's radius. The Incendiary Grenade, after exploding, continuously burns at foes, dealing bonus damage. The Sunbreaker Super, Hammer of Sol, sounds the ring of a falling hammer as they become filled with Solar Light. For a duration, they take reduced damage and can throw their hammers across the battlefield, raining fire upon anything in their path.
The Code of the Fire-Forged path focuses on weakening enemies and strengthening allies before blasting them away. The Hammer Strike features a weakening charge; while sprinting, using melee smashes enemies with the Hammer of Sol and sunders away their defenses. Tempered Metal rewards Solar Ability kills with additional Movement and Reload Speed for you and nearby allies. Battle-Forge causes enemies killed by Hammer of Sol to explode. Finally, Vulcan's Rage causes thrown Hammers to shatter into explosive embers on impact.
The Code of the Siegebreaker turns Sunbreakers into immovable siege artists for territory control with their Sunspots. The Mortar Blast Melee causes Titans to release a blast of Solar energy, setting nearby enemies on fire. Sun Warrior causes Solar Ability kills to regenerate your health while also creating deadly Sunspots. Rings of Fire synchronizes with these Sunspots by recharging your abilities faster and extending Hammer of Sol when standing in one. Finally, Solar Siege allows Hammer of Sol to create Sunspots both at your position when activated, and on hammer impact while increasing throwing speed when standing in one.
Forsaken's Code of the Devastator focuses entirely on using the Hammer of Sol throughout combat. Their Throwing Hammer melee throws a hammer at the enemy that then falls to the ground, recharging their melee if it's picked up. Tireless Warrior causes the Titan's health to immediately begin regenerating whenever they pick up their hammer. Roaring Flames increases Throwing Hammer's damage for each Solar ability kill the Titan scores, up to triple damage. Burning Maul transforms the Hammer of Sol into a massive warhammer, allowing for powerful spinning swings and the ability to create waves of flame by striking the ground.
- Drop the Hammer: One channeling sunlight energy, no less. When they drop that hammer, explosions will be had. Taken even further in their Code of the Devastator tree, focusing all their melee combat around the hammer and swapping the traditional Hammer of Sol for a huge, flaming war maul.
- Heal Thyself: Sun Warrior allows Sunbreakers to jumpstart their regen upon killing an enemy with a Solar ability. This also applies to the Tireless Warrior perk, only it requires the Titan to find their hammer.
- Herd-Hitting Attack: The Code of the Devastator in a nutshell, particularly while the Burning Maul super is active.
- Kill It with Fire: And not just because the Sunbreaker's Solar theme. Code of the Siegebreaker particularly rewards the Sunbreaker to use Sunspots to set the world ablaze, granting them bonuses when standing in Sunspots.
- Magikarp Power: Sunbreakers perform best when their Hammer of Sol is active or at the ready. Most of their perks depend on Hammer of Sol to work.
- Mighty Glacier: Sunbreakers lack the mobility of the Striker, but are still more mobility focused than Sentinel. The Code of the Fire-Forged grants the Sunbreaker and allies increased movement when the Sunbreaker gets a solar ability kill.
- Odd Name Out: A minor example in the original game. The name "Sunbreaker" was somewhat out of place with "Striker" and "Defender", especially when one compared how well the other two Taken King-introduced subclasses' names fit.note In Destiny 2, however, this does not apply as the names of subclasses are less similar to each other.
- Spin Attack: With the Code of the Devastator tree, the Sunbreaker can swing their hammer in a full circle to spin like a top, allowing them to either knock around multiple low-health enemies in their path, or to put on a lot of damage over time onto a boss.
- Stuff Blowing Up: The Battle-Forge perk causes enemies killed by the Hammer of Sol to explode.
- Sword Beam: Or "hammer beam" as the case may be. The Code of the Devastator 'heavy attack' makes the Sunbreaker plant their hammer, sending a wave of Solar Light across the ground and detonating upon hitting a target. This will, of course, create a Sunspot.
- Throwing Your Sword Always Works: In fact, it's the only way Hammer of Sol works, unless you're using Hammer Strike or the Burning Maul.
- Also applies to the Throwing Hammer melee.
Sentinel — Valiant heart, unwavering resolve.
The Sentinel replaces the Defender Subclass in Destiny 2. While inheriting a majority of the Defender's traits and abilities, they now possess far greater offensive power and skills. They have the Suppressor Grenade, which prevents enemies in the explosion radius from using any special abilities for a short duration. With the Voidwall Grenade, they make a wall of burning Void Light that draws a line in the sand, dealing damage to any enemies that attempt to cross. Lastly, they have the Magnetic Grenade, which attaches to enemies and detonates twice, with the first sucking enemies into an implosion before dealing higher damage in a second explosion. Their Super is the Sentinel Shield, which summons a shield of Void energy that they can raise to erect a barrier, protecting their allies. Or they can bash with and hurl at their enemies to remind them that shield is not just armor — it's a weapon.
The Code of the Protector skill tree focuses on the support of your allies. The Defensive Strike melee ability creates an overshield for you and nearby allies upon scoring a kill. Turn the Tide increases the duration of this overshield, while increasing melee damage and reload speed while it's active. Rallying Force rewards melee kills by restoring health for you and nearby allies. Finally, Ward of Dawn brings back the Defender's classic Super — by holding down the buttons when activating your Super, you place a shielding dome around you and your allies instead of brandishing the Sentinel Shield.
The Code of the Aggressor skill tree grants the Sentinel greater combat power. Sentinels gain the Shield Bash melee ability, which functions much like the Strikers' Shoulder Charge: after sprinting for a short time, unleash a powerful slam that disorients enemies. Superior Arsenal allows kills with grenades to reduce the cooldown of their next grenade. In the Trenches rewards kills while surrounded by reducing Super cooldown. Second Shield grants a second charge of their Shield Throw, while Sentinel Shield is active.
The Code of the Commander tree from Forsaken allows the Titan to lead the charge on the battlefield and empower their fireteam to level the enemy. Controlled Demolition attaches a detonator to any enemy damaged by the Titan's Void abilities, exploding after taking a certain amount of damage and spreading detonators to nearby enemies. Their Tactical Strike melee causes an explosion at the point of impact, dealing void damage in an area. Resupply grants bonus grenade energy and health to the Sentinel and his nearby allies whenever a detonator is triggered. The Sentinel Shield's guard is upgraded with the Banner Shield ability, projecting a larger barrier that enemies can't shoot through but allies can. Shooting through it deals increased damage and extends the duration of Sentinel Shield.
- Anti-Magic: The Suppressor Grenade may be lacking in damage, but it has the ability to disable special abilities of its victims for a short time. While this varies for minions of Darkness (Captains can't teleport for example), this actually works best against other players in the the Crucible, as it disables all of their abilities. Meaning: they can't double-jump, they can't grenade, they can't melee ability, they can't go Super, and if they were in the middle of using their own Super it'll get canceled!
- Barrier Warrior: Even moreso than the first game's Defender subclass. Between the Barricade class skill, overshields, and the mobile-yet-sturdy Sentinel Shield (which futher has the option to be deployed as the classic Ward of Dawn in the Protector skill tree), Sentinel Titans can make assaulting a location into a suicide mission for the enemy. Get two or three together on a Control point and watch it become an unassailable fortress.
- Combat Medic: More so than before.
- The Code of the Protector tree grants health recovery with melee kills. And seeing as it also buffs your melee damage when the overshield is active, you'll likely have a lot of punching to do.
- The Resupply perk of the Code of the Commander heals all nearby Guardians the moment the Controlled Demolition detonators explode.
- Lightning Bruiser: Unlike the Defender, the Code of the Aggressor tree turns Sentinels into an outright bruiser, especially as Shield Bash lets them more easily close the gap to their enemies. Code of the Protecter simply turns them into a more aggressive Stone Wall.
- Luckily, My Shield Will Protect Me: Sentinels can raise to shield to protect their allies, and can even use the Defenders' Ward of Dawn by taking up the Code of the Protector.
- No-Sell: Sentinel Shield's defensive powers are so great that they can stop even melee supers like Fists of Havoc dead in their tracks before counter-attacking with a shield throw or smashing their attacker's face in.
- Shield Bash: Titans have apparently learned from Kabr's Aegis, and can now smash enemies to bits with their new Shield, complete with mirroring the Aegis' attack animations.
- Throwing Your Shield Always Works: The Sentinel can also throw their Shield at enemies. Though slow, it makes up by also being able to ricochet and hit multiple targets.
- Why Am I Ticking?: The Code of the Commander tree can inflict this on enemies; any void ability damage will inflict them with a Void Detonator that explodes when they die, and this can chain off of itself.
When Destiny originally launched, it did so with three certain subclasses — the Bladedancer (for Hunters), the Sunsinger (for Warlocks), and the Defender (for Titans). With the release of Destiny 2, and Bungie's essential re-imagining of the franchise, certain things were left behind. These three subclasses were removed in Destiny 2, but we keep them here; while the new subclasses are an advancement, these classes still exist in the game's lore, and the newer ones are an 'evolution' of these styles.
Read on to see how they existed in the original game.
Defender — The wall against which the Darkness breaks.
The Defender Titan is a shield for his allies, protecting and supporting them from foes, while using Void Light to absorb attacks from enemies. Their super, Ward of Dawn, shapes an overshield out of Void Light that prevents fire from passing through, giving the Titan and allies a safe haven. Their melee attack can Disintegrate foes, turning the energy into a personal shield for the Titan that absorbs damage. Their Grenades keep with the utility; the Magnetic Grenade sticks to foes before releasing two explosions, the second of which pulls enemies to the center. The Spike Grenade releases a torrent of Void Light, continuously damaging enemies around and above the grenade. The Suppressor Grenade disables special abilities and shields of enemies caught in the explosion. To support allies, the Defender and his allies in the Ward of Dawn can gain Weapons of Light, increasing the damage of their weapons. The Defender can also support by releasing Orbs of Light by kills either with heavy weapons, or by melee attacks while Disintegrate's shield is active.
The Defender Titan was only featured in the original Destiny, and is replaced by the Sentinel in Destiny 2.
- Achilles' Heel: The Defender's Ward of Dawn is indestructable to anything short of another Guardian's Super. That said, another Guardian's Super can make extremely short work of that bubble shield, meaning that spotting a Warlock about to throw a Nova Bomb, a Bladedancer about to charge with Arc Blade, or a Striker about to land a Fist of Havoc may as well spell the Defender's death.
- Anti-Magic: The Suppressor Grenade may be lacking in damage, but it has the ability to disable special abilities of its victims for a short time. While this varies for minions of Darkness (Captains can't teleport for example), this actually works best against other players in the the Crucible, as it disables all of their abilities. Meaning: they can't double-jump, they can't grenade, they can't melee ability, they can't go Super, and if they were in the middle of using their own Super it'll get canceled!
- Barrier Warrior: Whereas the Striker and Sunbreaker focus on destruction, the Defender focuses on the protection of allies through their Ward of Dawn.
- Combat Medic: Defender Titans that do not use the "Weapons of Light" mod for Ward of Dawn can be seen as this. In addition to granting their teammates some time to recover, Defender Titans that pop the Ward of Dawn with:
- "Blessings of Light" pretty much grant their teammates more time to fight with a 10-second overshield whenever they pass through the bubble.
- "Armor of Light" will grant a powerful, regenerating shield as long as their teammates stay in the bubble.
- More Dakka: Iron Harvest is great for Defenders loaded with Heavy Weapon ammo, particularly Machine Guns, as it can produce Orbs of Light on Heavy kills. Combine it with the Ruin Wings exotic, which increases the chance of Heavy Ammo drops and the amount of ammo they give, and you can turn a firefight into an Orb farm.
- Nice Job Breaking It, Hero!: Out of all the Supers, screwing up a Ward of Dawn has the biggest potential consequences. It blocks all incoming fire, friendly and hostile, inside and out; meaning that a badly placed barrier can completely negate your shooter's sightline. Ward of Dawn's temporary bonuses also have big tradeoffs: Blessing provides a decent shield, it's not gonna stop a rocket or a torrent of enemies that just simply too strong; while Weapons lacks the shield bonus altogether, meaning that you might not even survive long enough to make use of the damage boost. Also, if you use it over a bottomless pit, you'll go straight down, meaning you've screwed yourself over.
- No Ontological Inertia: If a Defender goes down, so does their Ward of Dawn, making it imperative that they stay alive in order to protect their teammates.
- Stone Wall: What Defenders lack in offensive capabilities, they make up for in the potential to be really freaking hard to kill. Their Disintegrate's shield can be enhanced to greatly hasten reloads or constantly regenerate on top of an extended duration and shield health. To add to it, a Defender with their favorite shotgun and Armor of Light can become an immovable object, killing anything that ventures within their territory, short of someone using their Super.
Sunsingers — There are flames that even the Darkness cannot extinguish.
The Sunsinger Warlock summons the power of suns and stars, burning enemies in glorious fires and flares. Their super, Radiance, turns the Warlock into the avatar of the sun, setting fire to their form and allowing them to rapidly toss out their powerful grenades. Scorch allows them to burn away at foes who venture too close, dealing consistent fire damage. The Flare Grenade summons a ball of fire at the impact point, continuously burning away at enemies. The Firebolt Grenade fires a small bolt of flame at enemies unlucky enough to be caught in the initial blast. The Fusion Grenade sticks to foes like napalm, before erupting in a brilliant explosion. The Sunsinger has multiple ways not just to kill enemies, but to support allies; Continuous fire damage, granted by a perk, ensures enemy shields never regenerate, and Radiance can be upgraded to spread its cooldown reduction to the Warlock's allies.
Sunsingers were only featured in the original Destiny, and are replaced by Dawnblade in Destiny 2.
- Back from the Dead: Radiance's Fireborn upgrade allows a Guardian to resurrect themselves on the spot after dying rather than having to wait for a member of their Fireteam. This can even save them from a Total Party Kill.
- Critical Status Buff: The Sunsinger's signature Super. Your grenades recharge waaaay faster, you have a small defense buff, and to top it all, you can have varying special effects to your Super, which are either actions or passives:
- Song Of Flame: Gives your teammates a cooldown reduction to their grenades when using your Super.
- Radiant Will: Reduces damage when using your Super, making you able to survive things that could otherwise kill you.
- Fireborn: Be reborn after dying, without having to respawn.
- Damage Over Time: The biggest inflictor of this, next to Thorn. With Touch of Flame, Sunsinger grenades can set enemies on fire to deal a bit of extra damage with the added bonus of making sure their shields don't regenerate. Additionally, Viking Funeral weakens enemies set on fire a bit, making them take a bit more damage while ignited.
- Sunsingers in PvP were notorious for the "Superburn" build, consisting of Firebolt grenades, Touch of Flame, and Viking Funeral, which previously extended the time victims were ignited. Firebolt grenades activated very quickly, dealt harsh damage despite not being lethal, and well-aimed, could set half the enemy team on fire. Combine that with the extended burn effect, and getting hit quickly became a death sentence: you either slowly burned away or get cheaply killed shortly after.
- Finishing Move: The Brimstone modifier for the melee ability works like this, killing enemies in an explosion of fire.
- Kill It with Fire:These are dark times. Humanity stands on the brink of extinction. We will carry fire into that darkness — a beacon to guide the way, and a pyre to consume our great enemy.
- Not Quite Flight: Along with the Warlock glide, Sunsingers can use Angel of Light to hover mid-jump by aiming down their weapon's sights. This is affected by inertia; do so while moving, and you'll move as well. Do so when jumping in place and you're a sitting, er, floating duck.
- Power Gives You Wings: When Radiance is activated, a pair of wings made of pure light appear on the Guardian's back. They're only there to look cool.
- Why Won't You Die?: The Sunsinger's Flame Shield is known for this, creating an overshield on strike to absorb some damage, often long enough for the user to survive and/or kill the assailant.
Bladedancers — Beautiful lethality, relentless style.
Bladedancer Hunters are masters of the blade. While still skilled with a firearm, they're very adept at sneaking throughout the battlefield to down prey with a quiet stab in the back. Their super, Arc Blade, places them in a Light-induced trance, during which they and their knife are charged with electrical energy, allowing the Hunter to swiftly dispatch foes within close range. To help them close in on enemies, their Blink Strike allows them to melee attack at an extended range, while also closing the gap with enemies. Their grenades all focus on pure damage. The Flux Grenade sticks to targets, dealing bonus damage if it does stick. The Scatter Grenade spawns four drones that fly into the air, and seek out enemies to explode beside. The Arcbolt Grenade scans the area after landing, sending lightning to any enemies nearby that then chains further to other enemies. Bladedancers have a big focus on stealth and flanking; Special perks allow the Hunter to go invisible after crouching in place a short time, landing a Blink Strike or upon activating Arc Blade, allowing them to sneak up on foes for a clean kill or escape a sticky situation.
The Bladedancer subclass is only featured in the original Destiny, with the Arcstrider replacing it in Destiny 2. Vestiges of this subclass's stealth theme can be found in the Way of the Wraith for the Nightstalker, specifically the Spectral Blades super that wields elemental knives and can turn invisible.
- Awesome Ego: Often implied by a number of Bladedancer perks and Exotics, like Encore, which extends the duration of Arc Blade on kill, or Showstopper, which has the Bladedancer spin and unleash Arc Light in all directions. Bladedancers, for all their focus on invisibility, are very flashy and dramatic.
- Disaster Scavengers: Though lore suggests that all Hunters wear this as their hat, Bladedancers are the clearest example of this philosophy in gameplay. Their super puts them in a trance like that of Stormcallers, but plays more similarly to that of Strikers. They Blink like Warlocks, their Flux grenade is similar to the Defender Titans magnetic grenade, they outright share the Arcbolt grenade wit Stormcallers, and their Scatter grenade is a straight linear progression of the Gunslingers Swarm grenade. And their biggest innovation, camouflage technology, is scavenged from Rasputin but modified to resemble Fallen Vandal camo tech. And unlike Nightstalkers (whose invisibility is Lightbased), Bladedancer invisibility, like all Hunters' melee attacks, requires no light whatsoever.
- In the Back: The first modifier for Blink Strike greatly increases its damage if you pull it on someone from behind. This is more likely done in the Crucible, as it wouldn't be rare to catch a player from behind. However, to properly pull in it PvE, you'd have to cloak yourself first or have a friend distract the enemy as the minions of Darkness will do everything they can to keep sight of you.
- Invisibility: The Bladedancers main hat, which allows them useful escape options and flanking tools.
- Escape Artists can briefly vanish upon landing their Blink Strike.
- Vanish allows users to, well, vanish upon activating and at will during Arc Blade.
- Stalker activates by crouching in place for a short time.
- Shadowjack doubles the duration of all these invisibility methods.
- Knife Nut: As pointed out, Bladedancers make almost exclusive use of their knife, even compared to the other Hunter subclasses.
- Lightning Bruiser: No pun intended. Bladedancers can be specced out to be surprisingly tenacious despite the Hunters usual fragility. Arc Blade offers a small defense boost while active, and the Hungering Blade perk allows kills with Blink Strike and Arc Blade to restore health. Of course, the tradeoff is that you're relegated to melee combat unless you use the Razor's Edge modifer to gain a ranged lightning attack.
- Not the Intended Use: Bladedancers have gained a reputation as a sort of "reviver" character due to their cloaking causing enemies to ignore them. It's not rare to see someone use Arc Blade with the invisibility modifier exclusively for reviving because they can vanish at a drop of a hat.
- Sword Beam: Razor's Edge allows Hunters going Arc Blade to shoot an Arc wave along the ground at the cost of some energy, allowing some measure of ranged attack for Bladedancers.
- Teleport Spam: Bladedancers get the ability to "Blink", same as Warlocks.