Sentinel (Void)
The Sentinel is a defensive powerhouse and an outstanding support Subclass, but it’s also a formidable damage dealer. Offering an impressive mix of barriers, Overshields, and status effects, the Sentinel is a great frontline soldier with one of the most versatile Supers available to any Class.
The Sentinel Subclass is automatically unlocked when you complete Campaign Mission: Spark.
Super Ability: Sentinel Shield
Once activated, you can use Sentinel Shield in three very distinct ways:
- Aim down sights to eflect incoming attacks. Effective blocks generate Orbs of Light.
- Perform a Shield Throw (the Grenade button) to toss the shield straight ahead of you. Thanks to a nice ricochet effect, this attack is capable of hitting multiple targets. Like your grenade, the Shield Throw is a recharging ability that can only be used when the related energy gauge is at capacity.
- Use standard attacks to lunge forward for a powerful short-range attack. Each lunge you perform consumes a bit of your remaining Super energy.
Grenade
The Sentinel has a choice between a sticky grenade, a persistent grenade, and an outstanding status grenade.
Sentinel Grenade Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Magnetic Grenade |
A grenade that attaches to enemies and explodes twice. |
Default Ability |
|
Voidwall Grenade |
A grenade that creates a horizontal wall of burning Void Light. |
Upgrade Point/ Level 3 |
|
Suppressor Grenade |
An explosive grenade that prevents enemies from using Abilities for a short time. |
Upgrade Point/ Level 3 |
Movement Mode
All Titan Subclasses feature the same selection of jump enhancements.
Sentinel Movement Modes
| Ability Name | Description | Prerequisites |
|---|---|---|
|
High Lift |
Jump while airborne to activate Lift and launch into the air at greater heights. |
Default Ability |
|
Strafe Lift |
Jump while airborne to activate Lift and launch into the air with strong directional control. |
Upgrade Point/ Level 4 |
|
Catapult Lift |
Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum. |
Upgrade Point/ Level 4 |
Class Ability
All Titan Subclasses feature the same Class Ability options.
Sentinel Class Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Towering Barricade |
Press and hold the Crouch button to create a large barrier that can be used to reinforce a position with cover from enemy fire. |
Upgrade Point/ Level 7 |
|
Rally Barricade |
Press and hold the Crouch button to create a small barrier that allows you to peek over it while aiming down sights and instantly reloads your equipped weapon when you take cover. |
Upgrade Point/ Level 7 |
Class Ability: Barricade
The Titan is renowned for its Resilience. While its Subclasses allow for a variety of builds, the available Class Abilities ensure that even the most reckless Titan can provide their allies with some defensive support.
Towering Barricade generates a large barrier that serves as useful cover. It also damages enemies that dare to pass through it, making it a great tool for blocking chokepoints and controlling enemy movements.
Rally Barricade generates a waist-high barrier. While crouching behind it, aim down sights to pop up and fire away. Release your aim to drop into cover and instantly reload your weapon. Like its larger counterpart, Rally Barricade damages enemies that pass through it.
Melee and Ability Enhancements
The Sentinel’s remaining Abilities support two distinct playstyles:
Code of the Protector features a heavy focus on survivability and support. While this path can be useful in any situation, it’s a particularly good option for Titans who prefer close combat and team-focused content. Ward of Dawn
is worth a special mention: this iconic Titan Ability provides yet another way to use your Super energy.
Code of the Aggressor is more of an offensive path. The featured Melee Ability works well with Mobility-heavy builds. Also, its focus on grenades (not to mention an extra Shield Throw charge) makes it a good option for Sentinels who prefer to attack their enemies both up close and from range.
Upper Path: Code of the Protector
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Defensive Strike |
Kill an enemy with this Melee Ability to create an Overshield around you and nearby allies. |
Upgrade Point |
|
Rallying Force |
Melee kills restore health for you and nearby allies. |
Upgrade Point/ Defensive Strike |
|
Turn the Tide |
Your Overshield from Defensive Strike lasts longer and increases your melee damage and reload speed. |
Upgrade Point/ Rallying Force |
|
Ward of Dawn |
When Super energy is full, press and hold the Super button(s) to create an indestructible dome to protect you and your allies. |
Upgrade Point/ Turn the Tide |
Lower Path: Code of the Aggressor
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Shield Bash |
After sprinting for a short time, use this Melee Ability to unleash a devastating Shield Bash that disorients enemies. |
Upgrade Point |
|
Superior Arsenal |
Grenade kills recharge your grenade energy. |
Upgrade Point/ Shield Bash |
|
In the Trenches |
Kills while surrounded by enemies reduce the cooldown of your Super. |
Upgrade Point/ Superior Arsenal |
|
Second Shield |
Gain an additional Shield Throw charge while Sentinel Shield is active. |
Upgrade Point/ In the Trenches |
Striker (Arc)
The Striker excels at charging around the battlefield, blasting groups of enemies with Arc damage before dashing off to the next encounter. This Subclass supports aggressive playstyles, and it’s a great choice for Titans who favor Mobility-based armor.
The Striker is the Titan’s second available Subclass. It unlocks only after you’ve collected the required Artifact and completed the resulting mission.
Super Ability: Fists of Havoc
While active, Fists of Havoc offers two distinct attacks:
- Pressing the Fire button produces a lunging ground slam capable of dealing heavy damage to multiple enemies. This attack consumes a fair amount of Super energy.
- Pressing the Melee button initiates powerful Shoulder Charge. It deals heavy damage to a single target in exchange for a smaller amount of Super energy.
Grenade
The Striker has a choice between a status grenade and two persistent grenades.
Striker Grenade Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Flashbang Grenade |
An explosive grenade that disorients enemies it damages. |
Default Ability |
|
Pulse Grenade |
A grenade that periodically damages enemies inside its explosion radius. |
Upgrade Point |
|
Lightning Grenade |
A grenade that sticks to any surface and emits bolts of lightning. |
Upgrade Point |
Movement Mode
All Titan Subclasses feature the same selection of jump enhancements.
Striker Movement Modes
| Ability Name | Description | Prerequisites |
|---|---|---|
|
High Lift |
A second jump that launches you into the air to greater heights. |
Default Ability |
|
Strafe Lift |
A second jump that launches you into the air and grants strong directional control. |
Upgrade Point |
|
Catapult Lift |
A second jump that has a strong initial burst of momentum. |
Upgrade Point |
Class Ability
All Titan Subclasses feature the same Class Ability options.
Striker Class Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Towering Barricade |
Press and hold the Crouch button to create a large barrier that can be used to reinforce a position with cover from enemy fire. |
Upgrade Point/ Level 7 |
|
Rally Barricade |
Press and hold the Crouch button to create a small barrier that allows you to peek over it while aiming down sights and instantly reloads your equipped weapon when you take cover. |
Upgrade Point/ Level 7 |
Melee and Ability Enhancements
The Striker’s remaining Abilities support two distinct playstyles:
Code of the Earthshaker features an increased focus on multi-target damage—even the featured Melee Ability can affect multiple enemies with a single blow. It’s a good option for Strikers who want to double down on their area-of-effect damage.
Code of the Juggernaut supports more efficient weapon/melee attack combinations and prolonged Super use. Essentially, it’s a good choice for aggressive Strikers looking to overwhelm their opponents by stringing together a barrage of attacks.
Upper Path: Code of the Earthshaker
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Seismic Strike |
While sprinting, activate this Melee Ability to slam shoulder-first into your target and release an Arc explosion on impact. |
Upgrade Point |
|
Aftershocks |
Damaging enemies with Seismic Strike recharges your grenade. |
Upgrade Point/ Seismic Strike |
|
Magnitude |
Gain an additional grenade charge. Increases the duration of grenade effects. |
Upgrade Point/ Aftershocks |
|
Terminal Velocity |
Fists of Havoc’s ground slam attack leaves a damage-dealing field in its wake and deals more damage the longer it’s in the air. |
Upgrade Point/ Magnitude |
Lower Path: Code of the Juggernaut
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Frontal Assault |
Strike an enemy with this Melee Ability to reload your weapon and increase your weapon stability. |
Upgrade Point |
|
Reversal |
Melee kills immediately trigger health regeneration. |
Upgrade Point/ Frontal Assault |
|
Knockout |
Critically wounding an enemy or breaking their shields increases your melee range and damage. |
Upgrade Point/ Reversal |
|
Trample |
Killing enemies with Fists of Havoc extends its duration. |
Upgrade Point/ Knockout |
Sunbreaker (Solar)
The Sunbreaker is a versatile damage dealer. It offers a solid mix of long-range attacks, splash damage, and burning damage, with a bit of utility thrown in for good measure. It’s an explosive Titan that can be very effective at any range.
The Sunbreaker is the Titan’s third available Subclass. It unlocks only after you’ve collected the required Artifact and completed the resulting mission.
Super Ability: Hammer of Sol
Once activated, you can use Hammer of Sol to hurl flaming projectiles across the battlefield. Each toss consumes a fair amount of Super energy, but every hammer that finds its mark deals serious damage.
Grenade
The Sunbreaker has a choice between a blast grenade, a persistent grenade, and a sticky grenade, all of which are capable of burning affected enemies.
Sunbreaker Grenade Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Incendiary Grenade |
A grenade whose explosion catches enemies on fire. |
Default Ability |
|
Thermite Grenade |
A grenade that sends forward a burning line of fire. |
Upgrade Point |
|
Fusion Grenade |
An explosive grenade that burns enemies when it attaches to targets. |
Upgrade Point |
Movement Mode
All Titan Subclasses feature the same selection of jump enhancements.
Sunbreaker Movement Modes
| Ability Name | Description | Prerequisites |
|---|---|---|
|
High Lift |
A second jump that launches you into the air to greater heights. |
Default Ability |
|
Strafe Lift |
A second jump that launches you into the air and grants strong directional control. |
Upgrade Point |
|
Catapult Lift |
A second jump that has a strong initial burst of momentum. |
Upgrade Point |
Class Ability
All Titan Subclasses feature the same Class Ability options.
Sunbreaker Class Abilities
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Towering Barricade |
Press and hold the Crouch button to create a large barrier that can be used to reinforce a position with cover from enemy fire. |
Upgrade Point |
|
Rally Barricade |
Press and hold the Crouch button to create a small barrier that allows you to peek over it while aiming down sights and instantly reloads your equipped weapon when you take cover. |
Upgrade Point |
Melee and Ability Enhancements
The Sunbreaker’s remaining Abilities support two distinct playstyles:
Code of the Fire-Forged is a good fit for mobile playstyles. The featured Melee Ability is a sprinting charge but the real draw for Mobility-minded players is the option for a speed-boosting group buff. Of course, the included Super enhancements make it that much easier to deal massive damage on the run.
Code of the Siegebreaker supports a more stationary playstyle. Its most notable effects involve Sunspots that can both damage enemies and empower the Sunbreaker. It’s an ideal choice for Titans who enjoy claiming and holding strategically advantageous locations.
Upper Path: Code of the Fire-Forged
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Hammer Strike |
While sprinting, use this Melee Ability to unleash a blazing Hammer strike that weakens enemies. |
Upgrade Point |
|
Tempered Metal |
Solar Ability kills grant you and nearby allies bonus movement and reload speed. |
Upgrade Point/ Hammer Strike |
|
Battle-Forge |
Enemies killed by Hammer of Sol explode. |
Upgrade Point/ Tempered Metal |
|
Vulcan’s Rage |
Hammers shatter into explosive molten embers on impact. |
Upgrade Point/ Battle-Forge |
Lower Path: Code of the Siegebreaker
| Ability Name | Description | Prerequisites |
|---|---|---|
|
Mortar Blast |
Strike an enemy with this Melee Ability to release a Solar explosion, setting nearby enemies on fire. |
Upgrade Point |
|
Sun Warrior |
Solar Ability kills restore your health. Grenade and Melee Ability kills leave a deadly Sunspot in their wake. |
Upgrade Point/ Mortar Blast |
|
Rings of Fire |
While standing in a Sunspot, your Solar Abilities recharge faster and your Super lasts longer. |
Upgrade Point/ Sun Warrior |
|
Solar Siege |
Hammers create a Sunspot on impact. While standing in Sunspots, you throw hammers faster. |
Upgrade Point/ Rings of Fire |