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Destiny 2 eGuide Field Manual

Titan Abilities

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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 NameDescriptionPrerequisites

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