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Contents

  • Curse of Osiris
    • An Overview
      • Osiris Backstory
      • What’s New?
    • The Lighthouse
    • Infinite Forest
    • Campaign and Strikes
      • The Gateway
      • A Deadly Trial
      • Beyond Infinity
      • Deep Storage
      • Tree of Probabilities (Campaign and Strike)
      • Hijacked
      • A Garden World (Campaign and Strike)
      • Omega
    • Mercury Adventures
    • PVP
      • Radiant Cliffs
      • Pacifica
      • Wormhaven (PS4 Exclusive)
  • Field Manual
    • Introduction and Overview
    • Guardian Creation
    • Basic Actions
    • Guardian Abilities
    • Titan Abilities
    • Hunter Abilities
    • Warlock Abilities
    • Weaponry
    • Armor
    • Other Gear and Vehicles
    • Navigation
    • Progression
    • Grinding and Gear
  • Campaign
    • Overview
    • Homecoming
      • Overview
      • Tower Watch
      • Tower Hangar
      • Tower Plaza
      • Tower North
      • The Chosen
    • Adieu
      • Overview
      • Escaping the Last City
      • The Farm
    • Spark—Pt. 1
      • Overview
      • Quarantine Sector 236
      • Blackened Forest
    • Spark—Pt. 2
      • Overview
      • The Dark Forest
    • Hope
      • Overview
      • Sinking Docks
      • Siren’s Watch
    • Combustion
      • Overview
      • Salt Mines (1st Mission)
      • Salt Mines (2nd Mission)
      • Salt Mines (3rd Mission)
    • Riptide
      • Overview
      • The Rig
      • Tidal Anchor
    • Utopia
      • Overview
      • Access Terminal
      • Festering Halls
    • Looped
      • Overview
      • Artifact’s Edge
      • Hallows
      • Sunken Cavern
      • Well of Giants
    • Six
      • Overview
      • The Cistern and Pools of Luminance
      • Glade of Echoes
      • Exodus Black
    • Sacrilege
      • Overview
      • Terrabase Charon (1st Mission)
      • The Wraith Mines
      • Terrabase Charon (2nd Mission)
    • Fury
      • Overview
      • Giant’s Scar (1st Mission)
      • Excavation Site II
      • Giant’s Scar (2nd Mission)
      • Warmind VaultJYS-2
    • Payback
      • Overview
      • The Tunnels
      • Sunken Isles
    • Unbroken
      • Overview
      • Legion’s Hold
      • Legion’s Watch
    • Larceny
      • Overview
      • Legion’s Anchor
    • 1AU
      • Overview
      • Starboard Landing
      • Mineral Processing
      • Sunside (1st Mission)
      • Sunside (2nd Mission)
    • Chosen
      • Overview
      • Peregrine District
      • Systems Deck
      • Quarterdeck
  • Strikes
    • Overview
    • The Pyramidion
      • Overview
      • The Rupture (Entrance)
      • The Rupture
    • The Inverted Spire
      • Overview
      • The Cistern
      • The Anchor
      • Legion Drill Site
      • The Inverted Spire
    • Exodus Crash
      • Overview
      • Prodromus Down
      • Exodus Black
      • Glade of Echoes
      • EX-077 Command
    • The Arms Dealer
      • Overview
      • Legion’s Anchor
      • Sunken Isles
      • Legion’s Hold
      • Echion Vae
    • Savathun’s Song
      • Overview
      • Solarium
      • Arboretum
      • Chasm of Screams
  • Crucible
    • Overview
    • Match Types
    • Crucible Map Icons
    • The Dead Cliffs
      • Overview
      • Locations and Match Types
    • Endless Vale
      • Overview
      • Locations and Match Types
    • The Fortress
      • Overview
      • Locations and Match Types
    • Legion’s Gulch
      • Overview
      • Locations and Match Types
    • Altar of Flame
      • Overview
      • Locations and Match Types
    • Vostok
      • Overview
      • Locations and Match Types
    • Midtown
      • Overview
      • Locations and Match Types
    • Javelin-4
      • Overview
      • Locations and Match Types
  • Adventures
    • Overview
    • EDZ Adventures
      • A New Frontier
      • Calling Them Home
      • Poor Reception
      • A Frame Job
      • Dark Alliance
      • Reverse the Polarity
      • Getting Your Hands Dirty
      • Unsafe at Any Speed
      • Red Legion, Black Oil
      • No Safe Distance
      • Stop and Go
      • Anti-Anti-Air
      • Supply and Demand
    • Titan Adventures
      • Thief of Thieves
      • Bad Neighbors
      • Siren Song
      • Deathless
    • Nessus Adventures
      • Unbreakable
      • Ghost in the Machine
      • The Vex Trial
      • Release
      • A Tale of Two Confluxes
      • Assault of Black
      • Key to the Network
    • Io Adventures
      • Arecibo
      • Postmodern Prometheus
      • Unexpectred Guests
      • Cliffhanger
      • Road Rage
  • Lost Sectors
    • Overview
  • World Quests
    • Overview
    • EDZ World Quest: Enhance!
      • Mission 1: Odd Symptoms
      • Mission 2: Show and Intel
      • Mission 3: Differential Diagnosis
      • Mission 4: Experimental Treatment
    • Titan World Quest: Enemy of My Enemy
      • Mission 1: A Visit to Command
      • Mission 2: Data Requisition
      • Mission 3: Report to Sloane
      • Mission 4: Lighting the Dark
      • Mission 5: Chances and Choices
      • Mission 6: At Full Power
    • Nessus World Quest: The Exodus Black
      • Introduction
      • Mission 1: Speak to Failsafe
      • Mission 2: Uncovering the Past
      • Mission 3: The Captain
      • Mission 4: Talk to Failsafe
    • Io World Quest: King’s Shadow
      • Mission 1: The Hunt
      • Mission 2: The Conversion
      • Mission 3: Asher’s Theory
      • Mission 4: The Army
      • Mission 5: Trapped
  • Patrols
    • Overview
  • Public Events
    • Overview
    • Full Public Event Types (Eight Types, 34 Total)
    • Secret Public Event Types (10 Types, 93 Total)
    • Public Event Availability Chart
  • Challenges
    • Overview
  • Director
    • Introduction and Overview
    • European Dead Zone
      • EDZ Overview
      • EDZ: Initial Activities
      • EDZ: All Activities
      • The Farm
      • Sojourner’s Camp
      • Outskirts
      • Trostland
      • Salt Mines
      • Maevic Square
      • The Reservoir
      • The Sludge
      • The Dark Forest
      • Quarantine Sector 236: Blackened Forest
      • Winding Cove
      • The Gulch
      • The Tunnels
      • Firebase Hades
      • Sunken Isles
      • Legion’s Anchor
      • Legion’s Hold
      • Legion’s Watch
      • Echion Vae
    • Titan
      • Titan Overview
      • Titan: Activities
      • Sinking Docks
      • Siren’s Watch
      • The Rig
      • Tidal Anchor
      • Solarium
      • Festering Halls
      • Arboretum
      • Chasm of Screams
    • Nessus
      • Nessus Overview
      • Nessus: Activities
      • Artifact’s Edge
      • The Tangle
      • Chamber of Stone
      • The Mists
      • Well of Echoes
      • Watcher’s Grave
      • Chamber of Water
      • The Cistern
      • Pools of Luminance
      • Well of Flame
      • The Anchor
      • Excavation Site VII
      • The Inverted Spire
      • Hallows
      • Glade of Echoes
      • EX-077 Command
      • Sunken Cavern
      • Well of Giants
      • Exodus Black
      • Chamber of Sky
      • Prodromus Down
    • Io
      • Io Overview
      • Io: Activities
      • Lost Oasis
      • Spine Burrows
      • The Rupture
      • The Endless Gate
      • Pyramidion
      • Terrabase Charon
      • The Wraith Mines
      • Warmind Vault JYS-2
      • Giant’s Scar
      • Excavation Site II
    • The Tower
      • The Tower Overview
  • The Bestiary
    • Overview
    • Cabal: The Red Legion
    • Fallen
    • The Hive
    • The Vex
    • The Taken
  • Weapons
    • Overview
    • Kinetic and Energy Weapons
    • Power Weapons
    • Exotic Kinetic Weapons
    • Exotic Energy Weapons
    • Exotic Power Weapons
  • Armor
    • Overview
    • Titan Armor
    • Hunter Armor
    • Warlock Armor
  • Trophies and Achievements
    • Achievements List
  • PS4 Exclusive Content
    • Strike: Lake of Shadows
      • Overview
      • Trostland and Maevic Square
      • The Reservoir
    • Crucible: Retribution
      • Overview
      • Locations and Match Types

Destiny 2 Guide › Field Manual

Guardian Abilities

Ability Basics

Each Class offers three Subclasses, and while each Subclass contains its own unique mix of Abilities, they all feature a shared format.

Super Ability: Every Subclass has a unique Super Ability.

Grenade: Every Subclass offers three Grenade Abilities. Specific offerings are unique to each Subclass, but many share similar traits. Only one grenade can be active at a time.

Movement Mode: Every Subclass features three Movement Modes that serve to enhance a Guardian’s jump. Specific offerings are generally (but not always) consistent across all three of a Guardian’s Subclasses. Only one Movement Mode can be active at a time.

Class Ability: Every Guardian Class features two variations of a signature Class Ability. These offerings are consistent among all three of a Guardian’s Subclasses. Only one Class Ability can be active at a time.

Melee and Ability Enhancements: A Subclass’ remaining Abilities are divided between two Ability clusters, or “paths.” Each path features four Abilities: a Melee Ability and three Abilities that provide unique benefits. Only one path can be active at a time.

Using Abilities

Super Abilities

Supers are powerful Abilities that can turn the tide of battle. Using one requires a full charge of Super energy. Super energy builds slowly over time, but additional Super energy is earned each time you defeat an enemy or collect an Orb of Light.

Most Supers result in instant kills on all but the most durable enemies. Activating a Super also grants the Guardian increased damage mitigation, making them considerably more durable for the duration of the effect.

Orbs of Light

Orbs of Light are generated by Super Abilities, usually upon activation or after killing blows. Specifics vary between Supers, and some Abilities allow Supers to generate additional orbs.

A Guardian cannot collect any orbs produced by their Super Ability. They’re reserved for (and visible only to) nearby allies. If you spot one of these glowing spheres, it’s yours for the taking—and unless your Super energy is at capacity, an orb will be collected the moment you touch it.

Grenades

Grenades feature a variety of effects, but using one always requires a full charge of grenade energy. This energy builds slowly over time, and you can often accelerate the process via Ability enhancements or armor mods.

While each Grenade Ability is unique, most fall into one of five basic categories:

  • Seeker grenades produce one or more projectiles that home in on nearby enemies, reducing the need for accuracy or line of sight.
  • Persistent grenades produce damaging fields or other lasting effects. In most cases, the effects are fairly brief, but they serve to limit (or punish) enemy movements through affected areas.
  • Blast grenades are no-frills damage dealers that explode shortly after they’re thrown.
  • Sticky grenades attach to enemies, ensuring that your target is unable to escape the blast.
  • Status grenades inflict negative effects for a short time. Grenades of this type are less common and are typically used to gain a tactical edge in heated battles.

Movement Modes

Movement Modes are essentially jumps, allowing a Guardian to reach greater heights and distances. These jump Abilities automatically recharge each time a Guardian touches down on solid ground.

Class Abilities

Class Abilities vary between Guardian Classes, but each use triggers a moderate cooldown period. In some cases, you can accelerate these cooldowns via Abilities or armor mods.

Melee Abilities

Melee Abilities serve to enhance or augment melee attacks, and using one requires a full charge of melee energy. This energy builds slowly over time, but the process can usually be accelerated via Ability enhancements or armor mods. Melee energy is not required to perform standard melee attacks.

Unlocking Subclassesand Abilities

Your first true Subclass unlocks once you’ve completed Campaign Mission: Spark. It features the Subclass’ Super Ability, one default Grenade Ability, and one default Movement Mode. The remaining Abilities are locked.

To gain access to a locked Ability, you’ll need to invest an Upgrade Point. Some Abilities have additional requirements related to character level or prerequisite Abilities, but unlocking a new Ability always requires an Upgrade Point.

Earning Upgrade Points

An Upgrade Point is rewarded each time you gain a character level (or each time you fill the Experience bar after reaching Level 20). Upgrade Points are also granted as rewards for completing specific activities.

Let There Be Light: Artifacts and Subclasses

The initial Guardian Subclass is unlocked once you complete Campaign Mission: Spark. In order to unlock the other two Subclasses, you must find a (randomly looted) Artifact from a chest and complete Campaign Mission: Spark—Pt. 2. This must be completed twice (to unlock your Guardian’s two remaining Subclasses, for a total of three). Naturally, you must complete the previous series of tasks two more times if you want to see all nine Guardian Subclasses (three for Titan, three for Hunter, and three for Warlock).

Before you can unlock your second (and third) Subclass, you’ll need to find a Subclass-specific Artifact. While there’s an element of luck to finding an Artifact, the chances of finding an Artifact grow as your character level increases:

  • At Level 7, you have a small chance of finding a Subclass Artifact each time you loot a chest. The chances of finding one are significantly higher while looting chests related to Public Events and Lost Sectors. As your character level increases, the likelihood of looting an Artifact grows.
  • At Level 14, you have a chance to find another Subclass Artifact each time you loot a chest. Again, Public Events and Lost Sectors provide the best chances of finding an Artifact—and again, those chances grow as your character level increases.

Once you collect an Artifact, you must charge it by defeating enemies. Any successful kill will progress your task, but kills earned during Public Events accelerate the process.

When an Artifact is fully charged, you’re free to complete the indicated Quest and claim your next Subclass. It’s important to note that Subclasses are unlocked in a specific order that varies based on Class type.

Subclass Unlocks

Class Subclass 1 Subclass 2 Subclass 3

Titan

Sentinel (Void)

Striker (Arc)

Sunbreaker (Solar)

Hunter

Arcstrider (Arc)

Gunslinger (Solar)

Nightstalker (Void)

Warlock

Dawnblade (Solar)

Voidwalker (Void)

Stormcaller (Arc)

As you unlock new Subclasses, you’ll need more Upgrade Points to unlock the Abilities they offer. It’s also worth noting that Upgrade Points are placed in a common pool, so spending a point in one Subclass means one less point for another. While you’ll eventually earn enough points to fully unlock all of your Abilities, it’s best to invest in priority Abilities early on.

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