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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 › The Bestiary

The Taken

Torn from their own dimension, only to return as the tormented and possessed shell of the darkness, Taken are corrupted forms of enemies you may already be familiar with. Their charred bodies writhe with twisted pain, and a strange glowing light coalesces where their eyes once peered out. Toughened Taken foes are usually known by the prefix “Ravenous.”

Taken Psion

Threat Level: 2

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Slug rifle

Base, Elite, Sub-Boss, Boss

Fodder

Dodge Enemy Fire

Weaken and Beat Down

Notes: Aside from an ability to dart around, which can throw off your aim, treat a Taken Psion like their non-possessed Cabal counterpart. They tend to use their slug rifle over any other attack. Attempt headshots and melee strikes. Taken Psions also replicate. If you don’t kill all the Psions in an encounter there is a good chance they will split and multiply their count back to a full squad. So sustain your pressure and kill all of them before moving onto other foes.

Taken Phalanx

Threat Level: 3

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Slug rifle

Base, Elite, Sub-Boss, Boss

Soldier

Dodge Enemy Fire

Target Practice

Notes: The Taken Phalanx is distinctly different and deadlier than their Cabal cousins. Their shield is used to power a massive blast of energy that can seriously impede your constitution. You must sidestep, jump over, or hide from it before you step out and rattle off gunfire into the inky blackness of the foe’s head and torso, staggering and following up with more firepower.

Taken Centurion

Threat Level: 4

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Projection rifle

Base, Elite, Sub-Boss, Boss

Commander

Stay Mobile

Maintain Pressure, Target Practice

Slug rifle

Base, Elite, Sub-Boss, Boss

Commander

Dodge Enemy Fire

Maintain Pressure, Target Practice

Notes: Taken Centurions sometimes conjure a ball of rift energy from their forms that homes in, even moving around corners to strike you. This projectile is slow-moving but devastating, exploding with the force of a grenade. Shoot it out of the sky, then make a Taken Centurion a priority target so you don’t have to deal with this attack again.

Taken Vandal

Threat Level: 3

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Wire rifle

Base, Elite, Sub-Boss, Boss

Soldier

Stay in Cover

Targeting Challenge (Evasion)

Shrapnel launcher

Base, Elite, Sub-Boss, Boss

Soldier

Close-range Pressure

Targeting Challenge (Evasion)

Notes: Taken Vandals are just as sharp a shooter as their Fallen counterparts, and they can quickly conjure an additional dome-shaped shield, forcing you to dash in and shoot them so it dissipates. Attempt this as you close in for final combat, usually ending in a melee attack. Otherwise, long-range combat works well, with your targets firmly on what passes for this foe’s head. Watch for a Vandal’s short teleports, too.

Taken Captain

Threat Level: 4

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Shrapnel launcher

Base, Elite, Sub-Boss, Boss

Commander

Close-range Pressure

Maintain Pressure (Shield), Targeting Challenge (Teleport)

Shock blade

Base, Elite, Sub-Boss, Boss

Commander

Melee Pressure

Maintain Pressure (Shield), Targeting Challenge (Teleport)

Notes: This Captain may be able to teleport short distances, and it also has similar attacks to the Fallen Captain it originated from. Check the weapon carried and vary your survival tactics accordingly, then take out the Captain’s shield type (mainly Solar, but Arc and Void are also possible). Press the attack so the Captain’s shield never gets a chance to recharge. The most notable aspect of the Taken Captain is his blinding Darkness Bolt. This slow moving projectile will blind any enemy in its path, making it one of the most dangerous abilities the Taken have.

Taken Thrall

Threat Level: 2

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Claws

Base, Elite, Sub-Boss, Boss

Fodder

Melee Pressure

Target Practice

Notes: These Thrall variants are more solid than their shadow brethren, but they have the same dogged determination to charge and claw at you as the Hive Thralls. The only real difference is the quick, blurry teleports they attempt occasionally. Pull back, and mow down.

Taken Shadow Thrall

Threat Level: 2

Weak Spot: None

Loadout Types Role Survival Tactics Takedown Tactics

Claws

Base, Elite

Fodder

Melee Pressure

Target Practice

Notes: These minions of a particularly powerful Taken Wizard are not yet fully formed entities. They dash and flit around much more quickly and frequently, and they have no real light within them. You can attack them in the same way as a Taken Thrall, however.

Taken Acolyte

Threat Level: 2

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Arc rifle

Base, Elite, Sub-Boss, Boss

Fodder

Dodge Enemy Fire

Weaken and Beat Down

Boomer

Base, Elite, Sub-Boss, Boss

Fodder

Dodge Enemy Fire

Weaken and Beat Down

Notes: Taken Acolytes are sometimes mistaken for Taken Psions. They share similarities right down to their tendency for ranged fire and their blurred and quick teleportation across short distances. Dispatch them by rushing them while firing, and melee strike them if they’re still standing when you get there. Taken Acolytes also have the ability to summon dangerous Taken Eye turrets to provide additional suppressive fire. Cut them down before this opportunity presents itself to your foes.

Taken Knight

Threat Level: 4

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Boomer

Base, Elite, Sub-Boss, Boss

Commander

Dodge Enemy Fire

Target Practice

Arc rifle

Base, Elite, Sub-Boss, Boss

Commander

Dodge Enemy Fire, Area of Denial

Target Practice

Notes: Expect long-range devastation when facing a Taken Knight; it tends to fire off its weapon, as well as shower you with flame from its mouth. Aim for its head, and keep going until it drops.

Taken Wizard

Threat Level: 5

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Solar Blast

Base, Elite, Sub-Boss, Boss

Commander

Suppression (Line of Sight), Area Denial (Shadow Thrall)

Maintain Pressure (Shield)

Notes: Expect a Taken Wizard to act like their Hive counterparts, but with a different type of defensive “spell”: the conjuring of Shadow Thralls that quickly flit toward and claw at you. Retaliate by staying out of their line of sight, and when you’re ready, attack their shields. Match the Energy weapon to the Wizard’s shield type (mainly Void, though Solar and Arc have been seen), and keep up the pressure until the shield is removed. The Wizard is then very susceptible to your continued gunfire. Do not break off combat at this point; you don’t want the Wizard’s shield to recharge.

Taken Goblin

Threat Level: 3

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Slap rifle

Base, Elite, Sub-Boss, Boss

Soldier

Dodge Enemy Fire

Target Practice

Torch Hammer

Base, Elite, Sub-Boss, Boss

Soldier

Dodge Enemy Fire

Target Practice

Notes: Taken Goblins are always priority targets because of their extremely problematic energy link, similar to that of a Servitor’s. It can link to a stronger Taken, effectively making it invincible. If your Taken Goblin or other Taken hostiles are glowing green, this link is occurring. The takedown plan is the same: send rapid-fire shots into the glowing light where the Goblin’s head used to be. Lower torso fire isn’t necessary, and this Goblin’s head does not explode.

Taken Hobgoblin

Threat Level: 3

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Line rifle

Base, Elite, Sub-Boss, Boss

Soldier

Stay in Cover, Area Denial

Target Practice

Slap rifle

Base, Elite, Sub-Boss, Boss

Soldier

Dodge Enemy Fire, Area Denial

Target Practice

Notes: Taken Hobgoblins are perhaps the most like their Vex counterparts, with a predisposition for long-range sharpshooting. Remove them with ranged attacks from a distance, or close the gap and demolish them at close quarters with rapid-fire or high-powered hand cannon accurate strikes. Taken Hobgoblin’s most important trait is their retaliation shots. If the Hobgoblin has energy swirling around him, the next time it receives damage from an enemy (usually you), these projectiles will fly towards them.

Taken Minotaur

Threat Level: 4

Weak Spot: Head

Loadout Types Role Survival Tactics Takedown Tactics

Torch Hammer

Base, Elite, Sub-Boss, Boss

Commander

Dodge Enemy Fire

Maintain Pressure, Targeting Challenge (Cloak)

Slap rifle

Base, Elite, Sub-Boss, Boss

Commander

Dodge Enemy Fire

Targeting Challenge (Cloak)

Notes: A Taken Minotaur has all the strengths of its Vex cousin, with the added ability to cloak like a Fallen Marauder. This means it must be tracked via the glow of its head, which is also where you must shoot it.

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