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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

Hunter Abilities

Class Ability: Dodge

While its Subclasses contain some nice support Abilities, the Hunter’s focus on Mobility makes it well-suited to lone-wolf playstyles. Hunters make valuable allies, no doubt, but their Class Abilities focus on self-preservation and combat proficiency.

Marksman’s Dodge is an evasive maneuver that gives the Hunter a chance to avoid damage while automatically reloading the equipped weapon. As the name implies, this is a common choice for Hunters who prefer to keep their enemies at range.

Gambler’s Dodge is an evasive maneuver that fully recharges the Hunter’s Melee Ability when performed near enemies. It’s a common choice for Hunters who prefer to stay in the thick of the action.

Effective Dodging

An effective Dodge is more a matter of prediction than reaction. The idea is to dart out of your opponent’s line of fire, forcing them to adjust their aim or risk missing their shot. Once a shot has been fired, you have little chance of avoiding the attack.

Arcstrider (Arc)

The Arcstrider is a close-quarters specialist who thrives in group combat. It features some nice area-of-effect options and heavy focus on melee attacks. Relying on speed for survivability, the Arcstrider is well-suited to aggressive playstyles.

The Arcstrider Subclass is automatically unlocked when you complete Campaign Mission: Spark.

Super Ability: Arc Staff

Once activated, Arc Staff features two distinct attacks (one initiated by the Fire button and one initiated by the melee button) that can be chained together (on the ground and in the air) for a variety of sweeping short-range combos. Notable examples include:

  • Melee button x3 (Three secondary melee attacks in quick succession)
  • Melee button x2, Fire button (Two secondary melee attacks, followed by a primary attack)
  • Fire button while airborne (One primary attack while airborne)
  • Melee button x2 while airborne (Two secondary melee attacks while airborne)

Grenade

The Arcstrider can choose between two very different seeker grenades and a sticky grenade.

Arcstrider Grenade Abilities

Ability Name Description Prerequisites

Skip Grenade

A grenade that splits upon impact, creating multiple projectiles that seek enemies.

Default Ability

Flux Grenade

An explosive grenade that deals additional damage when attached to enemies.

Upgrade Point./ Level 3

Arcbolt Grenade

A grenade that chains bolts of lightning to nearby enemies.

Upgrade Point/ Level 3

Movement Mode

All Hunter Subclasses feature the same selection of jump enhancements.

Arcstrider Movement Modes

Ability Name Description Prerequisites

High Jump

While airborne, jump a second time to reach greater heights.

Default Ability

Strafe Jump

While airborne, jump a second time with strong directional control.

Upgrade Point/ Level 4

Triple Jump

While airborne, sustain your air control with a second or third jump.

Upgrade Point/ Level 4

Class Ability

All Hunter Subclasses feature the same Class Ability options.

Arcstrider Class Abilities

Ability Name Description Prerequisites

Marksman’s Dodge

Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.

Upgrade Point/ Level 7

Gambler’s Dodge

Dodge to perform a nimble tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.

Upgrade Point/ Level 7

Melee and Ability Enhancements

The Arcstrider’s remaining Abilities support two distinct playstyles:

Way of the Warrior has a heavy focus on melee attacks, making it essential when short-range damage is a priority. It’s worth noting that this group of Abilities is most effective when Gambler’s Dodge is selected. Among other benefits, this combination allows each Dodge to recharge your Melee Ability, while each Melee Kill recharges your Dodge.

Way of the Wind has an overall focus on survivability through utility. With Abilities that disorient enemies, increase sprinting speed, support Ability use, and improve evasion, it’s a good path for those who favor versatility.

Upper Path: Way of the Warrior

Ability Name Description Prerequisites

Combination Blow

Kill an enemy with this Melee Ability to trigger health regeneration and increase your melee damage temporarily.

Upgrade Point

Combat Flow

Melee kills recharge your Dodge Ability.

Upgrade Point/ Combination Blow

Deadly Reach

Dodging increases your melee range, allowing you to lurch farther to strike enemies.

Upgrade Point/ Combat Flow

Lethal Current

After dodging, each Arc Staff hit creates a damaging lightning aftershock.

Upgrade Point/ Deadly Reach

Lower Path: Way of the Wind

Ability Name Description Prerequisites

Disorienting Blow

Strike an enemy with this Melee Ability to disorient your target and nearby enemies.

Upgrade Point

Focused Breathing

Sprinting recharges your Dodge Ability. Increases maximum sprint speed.

Upgrade Point/ Disorienting Blow

Combat Meditation

While you are critically wounded, melee and grenades recharge drastically faster.

Upgrade Point/ Focused Breathing

Lightning Reflexes

You are harder to kill while dodging.

Upgrade Point/ Combat Meditation

Gunslinger (Solar)

The Gunslinger is a devastating ranged fighter with a heavy focus on direct damage. It favors accuracy and finesse over raw aggression, but its damage potential makes the Gunslinger an appealing option for any Hunter.

The Gunslinger is the Hunter’s second available Subclass. It unlocks only after you’ve collected the required Artifact and completed the resulting mission.

Super Ability: Golden Gun

By default, you can use Golden Gun to fire up to three high-damage projectiles. It’s a straightforward Super, but it takes a cool head and a steady hand to put Golden Gun to good use.

Grenade

The Gunslinger can choose between a blast grenade, a seeker grenade, and something of an anomaly: the Tripmine Grenade. This grenade is best used as a damaging trap, but its trigger is visible enough to make it an effective deterrent (assuming your enemies are unable to shoot it).

Gunslinger Grenade Abilities

Ability Name Description Prerequisites

Incendiary Grenade

A grenade whose explosion catches enemies on fire.

Default Ability

Swarm Grenade

A grenade that detonates on impact, releasing multiple drones that seek nearby enemies.

Upgrade Point

Tripmine Grenade

An explosive grenade that sticks to surfaces and detonates when enemies pass through its laser trigger.

Upgrade Point

Movement Mode

All Hunter Subclasses feature the same selection of jump enhancements.

Gunslinger Movement Modes

Ability Name Description Prerequisites

High Jump

While airborne, jump a second time to reach greater heights.

Default Ability

Strafe Jump

While airborne, jump a second time with strong directional control.

Upgrade Point

Triple Jump

While airborne, sustain your air control with a second or third jump.

Upgrade Point

Class Ability

All Hunter Subclasses feature the same Class Ability options.

Gunslinger Class Abilities

Ability Name Description Prerequisites

Marksman’s Dodge

Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.

Upgrade Point/ Level 7

Gambler’s Dodge

Dodge to perform a nimble tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.

Upgrade Point/ Level 7

Melee and Ability Enhancements

The Gunslinger’s remaining Abilities support two distinct playstyles:

Way of the Outlaw allows for wilder playstyles, making it a good choice for those who enjoy mixing it up on the front lines. It features an explosive Melee Ability and some great utility, but its most notable effects involve the Gunslinger’s Super. When this path is selected, Golden Gun not only features a more forgiving aim, it can also be used to fire up to six shots, though the Super’s duration is noticeably shorter.

Way of the Sharpshooter focuses heavily on precision, making it a good fit for more disciplined playstyles. From its Melee Ability to its Super enhancements, it’s a path that encourages a steady hand. Most notably, it allows for (and rewards) precision damage when using Golden Gun.

Upper Path: Way of the Outlaw

Ability Name Description Prerequisites

Explosive Knife

Throw a Knife from a distance that explodes shortly after impact.

Upgrade Point

Chains of Woe

Precision kills increase weapon reload speed for you and your nearby allies.

Upgrade Point/ Explosive Knife

Deadshot

Significantly improves your ability to hit with Golden Gun.

Upgrade Point/ Chains of Woe

Six-Shooter

Golden Gun can be fired quickly up to six times but has a shorter duration.

Upgrade Point/ Deadshot

Lower Path: Way of the Sharphooter

Ability Name Description Prerequisites

Knife-Juggler

Throw a knife from a distance. Precision knife kills immediately recharge your Melee Ability.

Upgrade Point

Practice Makes Perfect

Enter a trance with each precision hit, reducing the cooldown of your Super.

Upgrade Point/ Knife-Juggler

Crowd-Pleaser

Enables precision damage with Golden Gun. Precision hits with Golden Gun generate Orbs of Light.

Upgrade Point/ Practice Makes Perfect

Line ‘Em Up

Precision hits with Golden Gun increase its damage and extend its duration.

Upgrade Point/ Crowd-Pleaser

Nightstalker (Void)

The Nightstalker favors deception over aggression. With a selection of Abilities that disorient, suppress, slow, and weaken enemies, this Subclass offers a great many support options.

The Nightstalker is the Hunter’s third available Subclass. It unlocks only after you’ve collected the required Artifact and completed the resulting mission.

Super Ability: Shadowshot

By default, Shadowshot is a non-lethal Super that stands as one of the best support Abilities available to any Class. Activating this Super fires a Void Anchor that slows affected enemies, causes them to take more damage, and prevents them from using Abilities. However, it’s worth noting that the Nightstalker has access to Abilities that turn Shadowshot into a very powerful attack.

Grenade

The Nightstalker can choose between three distinctly different persistent grenades.

Nightstalker Grenade Abilities

Ability Name Description Prerequisites

Vortex Grenade

A grenade that creates a vortex that continually damages enemies trapped inside.

Default Ability

Spike Grenade

A grenade that attaches to any surface and emits a torrent of damaging Void Light.

Upgrade Point

Voidwall Grenade

A grenade that creates a horizontal wall of burning Void Light.

Upgrade Point

Movement Mode

All Hunter Subclasses feature the same selection of jump enhancements.

Nightstalker Movement Modes

Ability Name Description Prerequisites

High Jump

While airborne, jump a second time to reach greater heights.

Default Ability

Strafe Jump

While airborne, jump a second time with strong directional control.

Upgrade Point

Triple Jump

While airborne, sustain your air control with a second or third jump.

Upgrade Point

Class Ability

All Hunter Subclasses feature the same Class Ability options.

Nightstalker Class Abilities

Ability Name Description Prerequisites

Marksman’s Dodge

Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.

Upgrade Point

Gambler’s Dodge

Dodge to perform a nimble tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.

Upgrade Point

Melee and Ability Enhancements

The Nightstalker’s remaining Abilities support two distinct playstyles:

Way of the Trapper focuses on survivability through utility. It turns the Nightstalker’s Super and Melee Abilities into proximity-triggered traps.

Other highlights include a nice boost to sprint/sneak speed, the ability to vanish after dodging, and multiple status effects.

Way of the Pathfinder offers plenty of utility, but it includes a much greater focus on damage—particularly in the damage done by the Super Ability. With Moebius Quiver, the Nightstalker can fire Shadowshot multiple times per use, dealing massive damage to tethered enemies.

Upper Path: Way of the Trapper

Ability Name Description Prerequisites

Snare Bomb

Throw a smoke bomb trap from a distance with this Melee Ability. The smoke bomb sticks to surfaces and detonates when enemies are near, slowing and disorienting them.

Upgrade Point

Keen Scout

Sprint and sneak faster, and gain an enhanced tracker. Tethered enemies are marked for easy tracking.

Upgrade Point/ Snare Bomb

Deadfall

The Void Anchors fired from Shadowshot become traps and wait for prey. Void Anchors have increased range and last longer.

Upgrade Point/ Keen Scout

Vanishing Step

Dodging makes you vanish from sight for a short time.

Upgrade Point/ Deadfall

Lower Path: Way of the Pathfinder

Ability Name Description Prerequisites

Vanish in Smoke

Throw a smoke bomb explosive from a distance with this Melee Ability. The smoke bomb creates a cloud that makes you and nearby allies invisible.

Upgrade Point

Lockdown

Grenade and smoke effects last twice as long, allowing for strong territorial control and increased damage potential.

Upgrade Point/ Vanish in Smoke

Heart of the Pack

Killing tethered enemies creates Orbs of Light and increases Mobility, Recovery, and Resilience for you and nearby allies.

Upgrade Point/ Lockdown

Moebius Quiver

Fire Shadowshot multiple times in rapid succession. Shadowshot deals massive damage against tethered enemies.

Upgrade Point/ Heart of the Pack

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