Published , by Sam Chandler
Published , by Sam Chandler
There are three main classes in Destiny 2 – Hunter, Titan, and Warlock – and each of these offer four subclasses, with their own perk trees, Aspects, and Fragments. With the release of Destiny 2: Forsaken, these skill trees were expanded with an additional cluster of perks, which altered each Super for each class. With Beyond Light, a new subclass was added called Stasis, which also introduced Aspects and Fragments. From Beyond Light onwards, each Light subclass was updated to a 3.0 version. With the release of Lightfall, players have access to a second Darkness subclass, Strand. Below you will find a breakdown of every single class in Destiny 2, along with their subclasses and perk trees.
There are currently three Classes in Destiny 2: Hunter, Titan, and Warlock. While none is more powerful than another, they each have their own strengths and weaknesses. The most important difference between them all are the abilities found within the subclasses and the perk trees.
Each Class has six subclasses: Arc, Solar, Void, Stasis, Strand, and Prismatic. Within these subclasses are Aspects and Fragments that alter builds as well as different Super options. Use the links below to jump to the subclass of your choice.
Hunter | Titan | Warlock | |
---|---|---|---|
Solar | Gunslinger 3.0 | Sunbreaker 3.0 | Dawnblade 3.0 |
Arc | Arcstrider 3.0 | Striker 3.0 | Stormcaller 3.0 |
Void | Nightstalker 3.0 | Sentinel 3.0 | Voidwalker 3.0 |
Stasis | Revenant | Behemoth | Shadebinder |
Strand | Threadrunner | Berserker | Broodweaver |
Prismatic | Prismatic Hunter | Prismatic Titan | Prismatic Warlock |
Old Subclasses | |||
Solar | Gunslinger | Sunbreaker | Dawnblade |
Arc | Arcstrider | Striker | Stormcaller |
Void | Nightstalker | Sentinel | Voidwalker |
Each subclass element has a set of verbs in Destiny 2. These verbs describe some type of effect that can be applied to you, allies, or opponents. Understanding these verbs, how they interact, and what they do is critical to creating builds that synergize well internally as well as with your allies. Below are a set of tables containing the verbs and effects for each element type.
Solar | |
---|---|
Scorch | The target is Singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After enough Scorch stacks are applied to the target, they ignite. |
Ignition/Ignite | A large Solar explosion which deals damage in an area around the target. Ignitions stun Unstoppable Champions. |
Radiant | Your weapons are enhanced by the power of the Traveler and deal increased damage to combatants. Radiant weapons stun Barrier Champions. |
Restoration | You regenerate health and shields over time. Cannot be interrupted by taking damage. |
Cure | You are healed in a burst of mending Solar Light. |
Firesprite | A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy. |
Arc | |
Amplified | Your movement speed and weapon handling are greatly increased. After sprinting for a short time, your movement speed is further increased. Rapidly defeating targets with Arc damage makes you amplified. |
Blind | Combatants are disoriented and cannot fire their weapons. Opposing Guardian's HUD is removed and their vision is obscured. Blind stuns Unstoppable Champions. |
Jolted | The target is energized with destructive Arc Light. They take additional damage while jolted and chain lightning to nearby targets. Jolt damage stuns Overload Champions. |
Ionic Trace | A bolt of pure Arc energy that travels along the ground, seeking toward its creator. When picked up, Ionic Traces grant ability energy. |
Void | |
Volatile | The target is afflicted with unstable Void energy and will explode upon taking additional damage. Volatile Rounds from Void weapons stun Barrier Champions. |
Suppression | The target is taken out of any active abilities and cannot activate any abilities or movement modes will suppressions persists. Afflicted combatants cannot fire their weapons. Suppression stuns Overload Champions. |
Devour | Feast on the energy of your defeated foes. Final blows restore you to full health, grant grenade energy, and extend Devour. |
Weaken | The target takes increased damage and has their movement speed slowed. Afflicted combatants have difficulty firing accurately. |
Invisibility | You vanish from sight and do not appear on radar. While invisible, your radar range is reduced. Performing offensive actions will end invisibility. |
Overshield | You are armored with a protective barrier of Void Light. Reduces damage taken from combatants. |
Void Breach | A dimensional rupture teeming with Void energy. When picked up, Void Breaches grant class ability energy. |
Stasis | |
Slow | The target has slowed movement and ability regeneration; their weapon performance is reduced. Slowed combatants have difficulty firing accurately. Slow effects stun Overload Champions. After accumulating enough Slow stacks, the target in frozen. |
Freeze/Frozen | The target is trapped in Stasis matter and is unable to move. After taking additional damage while frozen, the target shatters. |
Shatter | When a frozen target is shattered, they take damage and deal damage to nearby targets. Shatter damage stuns Unstoppable Champions. |
Stasis Crystal | A crystal of solidified Stasis matter. Upon creation, freezes nearby combatants and slows nearby players. Crystals can be destroy, dealing damage in an area. |
Stasis Shard | A small shard of Stasis matter that can be collected to restore melee energy. |
Frost Armor | You are fortified by layers of durable Stasis matter, reducing incoming damage. Frost Armor damage resistance grows stronger as you gain additional stacks. |
Strand | |
Unravel | The target is permeated with destructive Strand matter. As they take additional damage, they create unraveled projectiles that seek out nearby targets. Unraveled targets unwind into a Tangle when defeated. Unraveling Rounds from Strand weapons stun Barrier Champions. |
Sever | The target's connections to the world around them are cut, and their outgoing damage is significantly reduced. Severed targets unwind into a Tangle when defeated. |
Suspend | The target is immobilized by a web of Strand matter, lifting them into the air. While suspended, Guardians are unable to move freely, combatants are unable to move or fire their weapons. Suspend stuns Unstoppable Champions. Suspended targets unwind into a Tangle when defeated. |
Threadling | A creature woven from pure Strand matter that seeks out nearby targets and attacks, dealing damage. |
Woven Mail | Your body is encased in a protective mesh of tightly woven Strand matter, greatly reducing any incoming non-precision damage. |
Tangle | A knot of Strand matter, swirling with potential. Tangles can be shot and destroyed, or picked up and thrown, dealing damage. Defeating targets by any Strand debuff will unwind them and create a Tangle. |
The Hunter is the marksman of the Classes and more of a lone wolf. Its abilities focus on trapping enemies, killing enemies from a distance, and using acrobatics to disorient opponents. The Hunter’s Class Ability and Movement Modes are the same across all subclasses. The only caveat here is that with the addition of Solar 3.0, the Hunter has one additional Class Ability, Acrobat's Dodge. With the introduction of Arc 3.0, Hunters will also have access to Blink when using Arc.
Class Ability
Movement Mode
Below you will find the Hunter subclasses: Gunslinger, Arcstrider, Nightstalker, Revenant, Threadrunner, and Prismatic.
Super
Melee
Grenades
Class Ability
Hunter Gunslinger subclass | ||
---|---|---|
Aspects | Effect | Fragment Slots |
Knock 'Em Down | Your Solar Supers are enhanced. Golden Gun - Deadshot has increased duration, Golden Gun - Marksman has increased damage resistance and duration, and Blade Barrage launchces more projectiles. While radiant, final blows with your equipped Throwing Knife fully refund your melee energy. | 2 |
On Your Mark | Precision final blows grant you and nearby allies increased weapon handling and reload speed for a short duration. Stacks 3 times. Activating your class ability immediately grants maximum stacks of On Your Mark. | 3 |
Gunpowder Gamble | Defeat targets with abilities, Solar debuffs, or Solar weapons to charge up an improvised Solar explosive. Press grenade to throw a Solar explosive that can be shot mid-air to cause ignition. | 1 |
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Super
Grenade
Hunter Gunslinger Subclass | Perk Name | Effect |
---|---|---|
Way of the Outlaw | Proximity Explosive Knife | Throw a knife that attaches to a surface upon impact and explodes when it detects an enemy nearby. |
Chains of Woe | Precision kills increase weapon reload speed for you and nearby allies. | |
Deadshot | Significantly improves your aiblity to hit with Golden Gun | |
Six-Shooter | Golden Gun can be fired quickly up to 6 times and refunds a bullet with each kill. | |
Way of the Sharpshooter | Weighted Knife | Throw a knife that deals extra precision damage. Precision knife kills with this melee ability immediately recharge it. |
Practice Makes Perfect | Enter a trance with each precision hit, reducing the cooldown of your Golden Gun. | |
Knock 'em Down | Precision kills increase weapon stability and handling. Your Super does more damage when cast while this buff is active with 20 or more seconds remaining. | |
Line 'Em Up | Enables precision damage with Golden Gun. Precision hits with Golden Gun generate Orbs of Power, increase its damage, and extends its duration. | |
Way of a Thousand Cuts | Blade Barrage | Vault into the air and unleash a volley of Solar-charged explosive knives. |
Knife Trick | Throw a fan of flaming knives that burns targets on hit. | |
Playing with Fire | Destroying burning enemies recharges Knife Trick more quickly. | |
The Burning Edge | While enemies burn, your dodge ability recharges faster. |
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Super
Melee
Grenades
Class Ability
Jump
Hunter Arcstrider subclass | ||
---|---|---|
Aspects | Effect | Fragment Slots |
Flow State | Defeating a jolted target makes you amplified. While you are amplified, your dodge recharges more quickly, you are more resilient while dodging, and your reload speed is greatly increased. |
2 |
Tempest Strike | While sliding, activate your charged melee ability to unleash a devastating uppercut attack that travels along the ground in front of you, damaging and jolting targets it hits. | 2 |
Lethal Current | After dodging, your next melee attack has increased lunge range, jolts the target, and creates a damaging aftershock. Damaging any jolted target with melee attacks also blinds them. |
2 |
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Super
Grenade
Hunter Arcstrider Subclass | Perk Name | Effect |
---|---|---|
Way of the Warrior | Combination Blow | Kill an enemy with this melee ability to trigger health regeneration and increase your melee damage temporarily. Stacks up to 3 times. |
Combat Flow | Melee kills recharge your dodge ability. | |
Deadly Reach | Dodging increases your melee range, allowing you to lunge further to strike enemies. | |
Lethal Current | After dodging, each Arc Staff hit creates a damaging lightning aftershock. | |
Way of the Wind | Disorienting Blow | Strike an enemy with this melee ability to disorient the target and nearby enemies. |
Focused Breathing | Sprinting recharges your dodge ability. Increased maximum sprint speed. | |
Combat Meditation | While critically wounded, melee and grenades recharge drastically faster. | |
Lightning Reflexes | You are harder to kill while dodging. | |
Way of the Current | Whirlwind Guard | Press aim while wielding your Arc Staff to deflect incoming projectiles. Deflecting projectiles triples Arc Staff Damage for a short time. |
Tempest Strike | After sliding, activate this melee ability to unleash a devastating uppercut attack. | |
Lightning Weave | Melee hits greatly increase weapon reload speed. Dealing damage with a weapon extends the duration. | |
Ebb and Flow | Hit a target with an Arc ability to electrify them. Meleeing electrified enemies disorients them and grants grenade, melee, and dodge energy. |
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Super
Melee
Grenades
Hunter Nightstalker subclass | ||
---|---|---|
Aspects | Effect | Fragment Slots |
Trapper's Ambush | Activate Quickfall to spend your melee charge and dive to the ground, creating a large smoke cloud on impact, which then dissipates. Targets caught in the cloud are weakened, and allies are made invisible. Your Smoke Bomb makes nearby allies invisible when it attaches to nearby surfaces or targets. | 1 |
Vanishing Step | Dodging makes you invisibile. | 2 |
Stylish Executioner | Defeating a weakened, suppressed, or volatile target grants Invisibility and Truesight. After performing a Stylish Execution, your next melee attack while invisible weakens targets. | 2 |
Return to the Subclass Select
The information below is related to the old Nightstalker system, prior to Void 3.0 that was added with The Witch Queen expansion in 2022. We're keeping this here for history and as a reference for players.
Super
Grenade
Hunter Nightstalker Subclass | Perk Name | Effect |
---|---|---|
Way of the Trapper | Snare Bomb | Throw a Smoke Bomb from a distance with this Melee Ability. The Smoke Bomb sticks to surfaces and detonates when enemies are near, slowing and disorienting them. |
Keen Scout | Sprint and Sneak faster, and gain an enhanced Tracker. Tethered enemies are marked for easy tracking. | |
Deadfall | The Void Anchors fired from Shadowshot become traps and wait for prey. Void Anchors have increased range and last longer. | |
Vanishing Step | Dodging makes you vanish from sight for a short time. | |
Way of the Pathfinder | Vanish in Smoke | Throw a Smoke Bomb from a distance, making you and nearby allies invisible and providing the Heart of the Pack buff. Heart of the Pack grants weapon haste and increases mobility, recovery, and resilience. |
Lockdown | Grenade effects last twice as long, allowing for strong territorial control and increased damage potential. | |
Combat Provision | Damaging enemies with grenades grants melee ability energy. Making allies invisible grants grenade energy. | |
Moebius Quiver | Fire Shadowshot multiple times in rapid succession. Shadowshot deals massive damage against tethered targets. Defeating tethered targets creates Orbs of Power and grants nearby allies the Heart of the Pack buff. | |
Way of the Wraith | Spectral Blades | Summon a pair of deadly Void blades and stalk the battlefield in a veil of shadows. Press melee to perform a quick melee attack. Press shoot to perform a heavy attack and once again vanish from sight. |
Corrosive Smoke | Throw a Smoke Bomb from a distance with this melee ability. The Smoke Bomb slows enemies and damages them over time. | |
Flawless Execution | While crouched, precision kills grant invisiblity, Truesight, and increased melee range. | |
Shattering Strike | After performing a Flawless Execution, your melee attacks weaken enemies. |
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Super
Melee
Grenades
Hunter Revenant Subclass | ||
---|---|---|
Aspects | Effect | Fragment Slots |
Shatterdive | Activate while midair to quickly descend and shatter nearby targets on impact. | 2 |
Winter's Shroud | Dodging slows nearby targets. | 0 |
Grim Harvest | Defeating slowed or frozen combatants creates Stasis shards. These shards grant melee energy when picked up by you or your allies. | 2 |
Touch of Winter | Your Glacier, Duskfield, and Coldsnap grenades have enhanced functionality.
|
2 |
Return to the Subclass Select
Super
Melee
Grenades
Hunter Threadrunner Subclass | ||
---|---|---|
Aspects | Effect | Fragment Slots |
Ensnaring Slam | Activate your air move to consume your class ability energy and dive to the ground, suspending all nearby targets on impact. Using this ability extends class ability cooldown time. | 2 |
Widow’s Silk | You have an additional grenade charge. Your grapple creates a Grapple Tangle at the grapple point. | 2 |
Threaded Specter | Activating your class ability leaves behind a decoy woven from Strand matter that draws the attention of nearby combatants. After taking significant damage or when combatants approach, the decoy detonates, dealing damage and releasing Threadlings that seek out and attack nearby foes. |
2 |
Whirling Maelstrom | Destroying a Tangle will weave a violent, writhing mass of Strand fibers. The Strand mass seeks out and damages targets, emitting Unraveling projectiles when it defeats them. | 2 |
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Prismatic Hunters have access to a combination of Supers and abilities from the other five subclasses. This allows players to create a truly versatile killing machine capable of clearing the battlefield. Some of the following is subject to change once The Final Shape releases and Bungie gives these abilities a pass. Most of them will have their definitions changed to allow for better synergy between elements.
Super
Melee
Grenade
Transcendence Grenade
Class Ability
Jump
Hunter Prismatic subclass | ||
---|---|---|
Aspect | Effect | Fragment Slots |
Ascension | Appears to be a mid-air attack that grants Amplified to you and nearby allies. | TBA |
Gunpowder Gamble | Defeat targets with abilities, Solar debuffs, or Solar weapons to charge up an improvised Solar explosive. Press grenade to throw a Solar explosive that can be shot mid-air to cause ignition. | TBA |
Winter's Shroud | Dodging slows nearby targets. | TBA |
Threaded Specter | Activating your class ability leaves behind a decoy woven from Strand matter that draws the attention of nearby combatants. After taking significant damage or when combatants approach, the decoy detonates, dealing damage and releasing Threadlings that seek out and attack nearby foes. | TBA |
Stylish Executioner | Defeating a weakened, suppressed, or volatile target grants Invisibility and Truesight. After performing a Stylish Execution, your next melee attack while invisible weakens targets. | TBA |
Return to the Subclass Select
The Titan is the tank of the Classes and focuses on aggressive strategies. Its abilities relate to protecting allies, attacking while on the move, and diving headfirst into combat. The Titan’s Class Ability offers various levels of protection while the Movement Mode has great speed. The Sunbreaker Titan is the only Solar 3.0 system that did not receive an additional Class Ability. However, with Arc 3.0, Titans received a new class ability called Thruster.
Class Ability
Movement Mode
Below you will find the Titan subclasses: Striker, Sentinel, Sunbreaker, Behemoth, Berserker, and Prismatic.
Super
Melee
Grenades
Titan Sunbreaker subclass | ||
---|---|---|
Aspect | Effect | Fragment Slots |
Roaring Flames | Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times. | 2 |
Sol Invictus | Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot. Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration. | 2 |
Consecration | While sliding, activate your charged melee ability to launch a wave of Solar energy forward, damaging and scorching targets in front of you as you leap into the air. While airborne, activate your charged melee again to slam to the ground and create a second larger wave of damaging Solar energy. If the wave hits a scorched target, they ignite. | 1 |
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Super
Grenade
Titan Sunbreaker Subclass | Perk Name | Effect |
---|---|---|
Code of the Fire-Forged | Hammer Strike | While sprinting, use this Melee Ability to swing a blazing hammer that weakens enemies. |
Tempered Metal | Solar ability kills grant you and nearby allies bonus movement and reload speed. | |
Explosive Pyre | Enemies killed by Hammer of Sol explode. | |
Vulcan's Rage | Hammers shatter into explosive molten embers on impact. | |
Code of the Siegebreaker | Mortar Blast | Strike an enemy with this melee ability to release a Solar explosion, setting nearby enemies on fire. |
Sol Invictus | Solar ability kills restore your health. Grenade, melee ability, and Sun Warrior kills leave a deadly Sunspot in their wake. | |
Sun Warrior | Passing through a Sunspot causes your grenade and melee abilities to recharge faster and your Super to last longer. It also increases the damage your weapons deal. | |
Endless Siege | Hammers create a Sunspot on impact. While standing in Sunspots, you throw Hammers faster. | |
Code of the Devastator | Burning Maul | Summon a flaming maul and crush enemies with the force of an earthquake. |
Throwing Hammer | Throw a hammer from a distance. After throwing it, picking up the hammer fully recharges your melee ability. | |
Tireless Warrior | After hitting an enemy with your Throwing Hammer, picking up the hammer triggers your health regeneration. | |
Roaring Flames | Kills with your Solar abilities increase those abilities' damage. Stacks up to three times. |
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Super
Melee
Grenades
Class Ability
Titan Striker subclass | ||
---|---|---|
Aspects | Effect | Fragment Slots |
Touch of Thunder | Your Flashbang, Pulse, Lightning, and Storm Grenades have enhanced functionality:
|
2 |
Juggernaut | With full class ability energy and after sprinting for a short time, you gain a frontal shield that blocks incoming damage. When the frontal shield breaks, your class ability energy is depleted. While amplified, the shield blocks significantly more damage before breaking. |
1 |
Knockout | Critically wounding a target or breaking their shield infuses your melee attacks with Arc energy and increases your melee range and damage for a short time. Defeating targets with melee attacks starts health regeneration and makes you amplified. |
2 |
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Super
Grenade
Titan Striker Subclass | Perk Name | Effect |
---|---|---|
Code of the Earthshaker | Seismic Strike | After sprinting, for a short time, use this Melee ability to slam shoulder-first into your target and release an Arc explosion on impact. |
Aftershocks | Damaging enemies with Seismic Strike recharges your grenade. | |
Magnitude | Gain an additional grenade charge. Increases the duration of grenade effects. | |
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. | |
Code of the Juggernaut | Frontal Assault | Strike an enemy with this melee ability to reload your weapon and increase both your weapon stability and weapon damage. |
Reversal | Melee kills immediately trigger health regeneration. | |
Knockout | Critically wounding an enemy or breaking their shields increases your melee range and damage. | |
Trample | Destroying enemies with Fists of Havoc extends its duration. | |
Code of the Missile | Thundercrash | Hurtle through the air like a missile and crash into enemies to inflict meteoric damage. |
Ballistic Slam | After sprinting, leap into the air and melee to slam into the ground and damage nearby enemies. | |
Impact Conversion | Hitting enemies with Ballistic Slam grants Super energy and activates Inertia Override. | |
Inertia Override | Picking up ammo during a slide reloads your equipped weapon, grants melee energy, and increases weapon damage for a short time. |
Return to the Subclass Select
Super
Melee
Grenade
Titan Sentinel subclass | ||
---|---|---|
Aspect | Effect | Fragment Slots |
Controlled Demolition | Hitting a target with a Void ability or Volatile explosion makes them volatile. Further damage to a volatile target causes them to explode. Grants you and nearby allies health when volatile targets explode near you. | 2 |
Bastion | Cast your Super to grant Overshield to nearby allies. Casting your Barricade grants Overshield to yourself and nearby allies and empowers it, enabling it to slowly regenerate the Overshield of allies bunkering behind it and extend their Overshield duration. | 1 |
Offensive Bulwark | While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows extend the duration of your Overshield. You gain an additional shield throw while in Sentinel Shield. | 2 |
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Below is the old Sentinel Titan system. We're keeping this here for posterity and as a reference point should players need information regarding obsolete skill trees.
Super
Grenade
Titan Sentinel Subclass | Perk Name | Effect |
---|---|---|
Code of the Protector | Defensive Strike | Defeat an enemy with this melee ability to create an overshield around you and nearby allies. Final blows grant melee energy when this overshield is active. |
Rallying Force | Melee kills restore Health for you and nearby allies. | |
Turn the Tide | Your Overshield from Defensive Strike lasts longer and increases melee damage and reload speed. | |
Ward of Dawn | When Super energy is full, create an indestructible dome to protect you and your allies. Passing through Ward of Dawn grants you and your allies a temporary increase to weapon damage. | |
Code of the Aggressor | Shield Bash | After sprinting for a shirt time, use this melee ability to unleash a devastating Shield Bash that disorients enemies and suppresses the target of Shield Bash. |
Superior Arsenal | Grenade kills recharge your Grenade energy. | |
In the Trenches | Kills while surrounded by enemies reduce the cooldown of your Super. | |
Second Shield | Gain an additional Shield Throw charge while Sentinel Shield is active. | |
Code of the Commander | Banner Shield | Guard with Sentinel Shield to create a defensive wall. Allies who shoot through the wall have increased weapon damage, and Guarding allies makes the shield last longer. |
Tactical Strike | Strike an enemy with this melee ability to cause a Void explosion. | |
Controlled Demolition | Hit a target with a Void ability to attach a Void detonator. Further hits cause the detonator to explode, dealing damage to surrounding targets. | |
Resupply | You and nearby allies regain health as well as grenad |