Abilities

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Template:Game Mechanic Infobox

Abilities are the special powers available to Guardians in Destiny 2, encompassing grenades, melee attacks, class abilities, and super abilities. Each ability operates on a cooldown timer that can be modified through stats, mods, and exotic gear.

Overview

Abilities form the core of Guardian combat prowess beyond conventional weapons. Each Class and Subclass combination offers unique abilities that define playstyles and tactical options. All abilities operate on cooldown timers that vary based on the specific ability and can be modified through various game systems.

Ability Categories

Grenades

Explosive devices with various effects:

  • Damage Types: Solar, Arc, Void, Stasis, Strand
  • Cooldowns: 60-180 seconds base
  • Examples:
 * Incendiary Grenade - Explosion and burn damage
 * Pulse Grenade - Periodic damage pulses
 * Suppressor Grenade - Disables abilities
 * Duskfield Grenade - Slowing field (91 seconds)
 * Glacier Grenade - Stasis crystals (121 seconds)

Melee Abilities

Enhanced close-combat attacks:

  • Types: Charged melees with special effects
  • Cooldowns: 90-120 seconds typically
  • Examples:
 * Shield Bash (Titan) - Disorienting charge
 * Throwing Knife (Hunter) - Ranged precision
 * Celestial Fire (Warlock) - Tracking projectiles
 * Throwing Hammer (Titan) - Retrievable projectile

Class Abilities

Unique to each Guardian class:

Titan - Barricades

  • Towering Barricade - Full cover shield
  • Rally Barricade - Reload and stability boost
  • Cooldown: 40-60 seconds base

Hunter - Dodge

  • Marksman's Dodge - Instant reload
  • Gambler's Dodge - Melee energy on dodge near enemies
  • Cooldown: 20-40 seconds base

Warlock - Rift

  • Healing Rift - Health regeneration
  • Empowering Rift - Weapon damage boost
  • Cooldown: 60-80 seconds base

Super Abilities

Ultimate abilities with massive impact:

  • Damage Supers: High offensive output
  • Roaming Supers: Mobile duration-based
  • Support Supers: Team utility focused
  • Cooldowns: 5-10 minutes base

Cooldown System

Base Cooldowns

  • Each ability has unique base timer
  • Not standardized across abilities
  • Varies within same subclass
  • Balance consideration factor

Cooldown Modifiers

Stats Impact

  • Discipline - Grenade recharge
  • Strength - Melee recharge
  • Recovery - Class ability (Warlocks)
  • Resilience - Class ability (Titans)
  • Mobility - Class ability (Hunters)
  • Intellect - Super recharge

Tier Scaling

  • Tier 0 (0-9): Longest cooldowns
  • Tier 10 (100): ~50% reduction
  • Non-linear scaling curve
  • Diminishing returns at high tiers

Subclass Integration

Light Subclasses

Solar

  • Focus: Burning, healing, explosions
  • Synergy: Ignitions and restoration

Arc

  • Focus: Speed, chaining, amplification
  • Synergy: Ionic traces and blind

Void

  • Focus: Suppression, weakening, invisibility
  • Synergy: Devour and volatile

Darkness Subclasses

Stasis

  • Focus: Freezing, shattering, crystals
  • Synergy: Shards and slow effects

Strand

  • Focus: Suspension, tangles, weaving
  • Synergy: Threadlings and unraveling

Ability Enhancements

Aspects and Fragments

  • Modify ability behavior
  • Add secondary effects
  • Create build synergies
  • Subclass customization

Exotic Interactions

  • Exotic armor modifies abilities
  • Additional charges possible
  • Enhanced effects available
  • Cooldown penalties/bonuses

Armor Mods

  • Kickstart mods - Energy on use
  • Elemental mods - Matching benefits
  • Combat style mods - Synergies
  • Stat mods - Cooldown reduction

Recent Changes

Final Shape Updates

  • Super energy gains standardized
  • Damage no longer affects charge rate
  • Base cooldowns rebalanced
  • Ability damage adjusted

Ability Tuning

  • High-damage abilities get longer cooldowns
  • Low-damage abilities charge faster
  • PvP-specific adjustments
  • Seasonal meta shifts

Build Considerations

Ability Loops

  • Chain abilities for energy return
  • Exotic synergies crucial
  • Mod combinations important
  • Subclass verb interactions

PvE vs PvP

PvE Focus

  • Maximum uptime priority
  • Add-clear efficiency
  • Boss damage phases
  • Team support roles

PvP Focus

  • One-shot potential
  • Movement abilities
  • Shutdown capabilities
  • Zone control options

Ability Interactions

Energy Generation

  • Orbs of Power from supers
  • Elemental wells/pickups
  • Ionic traces (Arc)
  • Stasis shards

Buff Stacking

  • Weapon damage buffs
  • Ability regeneration
  • Damage resistance
  • Movement speed

Common Terms

  • Uptime: Ability availability percentage
  • Rotation: Ability use sequence
  • Loop: Self-sustaining ability chain
  • Dump: Using all abilities quickly

Tips for Optimization

  • Prioritize 100 in key stats
  • Use matching element mods
  • Consider exotic synergies
  • Practice ability timing
  • Understand cooldown tiers

See Also

References