Trials of the Nine
Trials of the Nine was a 4v4 competitive PvP game mode. It was available every week from Friday 10AM PST / 1PM EST and ends at weekly reset next week.
Trials of the Nine replaced Trials of Osiris of Destiny 1. It launched on September 15, 2017 (10AM PST / 1PM EST), 9 days after the launch of Destiny 2.
The last Trials of the Nine happened on August 24th to August 28th. Trials was put on hold during Season of the Outlaw and Season of the Forge and Trials is getting reworked in the mean time
- Complete The Red War Story Missions
- Complete Call to Arms Milestone at least once
- Be at Power Level of 260 or higher.
In Trials of the Nine, two teams of 4 players each battle each other in a Countdown or Survival mode on one Crucible Map that changes every week. There is no match-making, players need to enter as 4-man fireteam. Note that even though you need 260 Power Level to enter, level advantages are disabled.
Once inside match, players' inventories are locked until the end of match. There are no respawns and revives are limited.
Players keep playing until they get 3 losses or 7 wins, which ever comes first. Then players need to reset before playing again.
Rewards Per Win
|1||Access to ground level of The Third Spire where you can trade in tokens for Rep with the Emissary to receive Trials Weapons/Armor.|
|3||First Platform Trials Engram and previous reward(s)|
|5||Second Platform Trials Engram and previous reward(s)|
|7||Access Third Platform and choose 1 of 3 Trials Weapon, Chasing Perfection Emblem and previous reward(s)|
|Flawless||Access to Inside the Spire for Flawless Trials Armor, You Are Worthy Emblem, Ninth Aura and previous reward(s)|
After each match, players are awarded with Trials of the Nine Tokens and have a chance of obtaining a Legendary. Once the player has 7 wins or 3 losses, players will be able to turn-in their Trials of the Nine Tokens for Trials Engrams (1 engram per level up). They will also be able to speak to Emissaries in different locations based on number of wins to claim additional rewards.
- Judgment - Kinetic Hand Cannon
- Relentless - Kinetic Pulse Rifle
- The End - Arc Scout Rifle
- A Sudden Death - Solar Shotgun
- The Long Walk - Void Sniper Rifle
- A Swift Verdict - Void Sidearm
- Adjudicator - Kinetic Submachine Gun
- Prosecutor - Energy Auto Rifle
- Darkest Before - Energy Pulse Rifle
- Purpose - Kinetic Scout Rifle
- The Last Breath - Kinetic Auto Rifle
- A Cold Sweat - Energy Hand Cannon
|Weapon||Image||Slot||Type||Impact||Range||Stability||Handling||Reload Speed||Rounds Per Minute||Magazine|
|A Cold Sweat||Energy||Hand Cannons||78||44||67||41||37||180||9|
|A Sudden Death||Energy||Shotguns||80||32||33||32||39||55||5|
|A Swift Verdict||Energy||Sidearms||51||57||46||43||33||260||12|
|Darkest Before||Energy||Pulse Rifles||23||41||53||34||41||540||36|
|The End||Energy||Scout Rifles||62||46||47||50||46||180||16|
|The Last Breath||Kinetic||Auto Rifles||21||48||49||70||56||600||43|
|The Long Walk||Power Weapons||Sniper Rifles||90||80||28||35||41||72||3|
|Annihilating Armor Set||Faction Armor|
|Annihilating Greaves||Leg Armor||"For the Light who seeks to be immovable." -Emissary of the Nine|
|Annihilating Guard||Gauntlets||"For the Light who exercises brute force to win an exchange." -Emissary of the Nine|
|Annihilating Helm||Helmets||"For one who seeks to use their head in a fight." -Emissary of the Nine|
|Annihilating Plate||Chest Armor||"For one who willingly bleeds for the chance to destroy their opponent." -Emissary of the Nine|
|Bond Relentless||Warlock Bonds||"For you as much as for them. They are observing your thoughts." -Emissary of the Nine|
|Channeling Armor Set||Faction Armor|
|Channeling Cowl||Helmets||"For those who seek not cunning, but the idea of it." -Emissary of the Nine|
|Channeling Robes||Chest Armor||"For one who seeks centered moments in war." -Emissary of the Nine|
|Channeling Wraps||Gauntlets||"For the Light who seeks to kill with a gesture." -Emissary of the Nine|
|Cloak Judgment||Hunter Cloaks||"For one who fights as the wind flows." -Emissary of the Nine|
|Cloak Relentless||Hunter Cloaks||"For you as much as for them. They are observing your swiftness." -Emissary of the Nine|
|Crushing Armor Set||Faction Armor|
|Crushing Greaves||Leg Armor||"For the Light who seeks to root their stance as their weapon consumes the enemy." -Emissary of the Nine|
|Crushing Guard||Gauntlets||"For one who seeks to reach out... and destroy." -Emissary of the Nine|
|Crushing Helm||Helmets||"For the Light who seeks to attack with their entire body." -Emissary of the Nine|
|Crushing Plate||Chest Armor||"For the Light who challenges a blow by staring into it." -Emissary of the Nine|
|Floating Armor Set||Faction Armor|
|Floating Boots||Leg Armor||"For those who seek not swiftness, but the idea of it." -Emissary of the Nine|
|Floating Cowl||Helmets||"For the Light who seeks the freedom to vanish." -Emissary of the Nine|
|Floating Grips||Gauntlets||"For the Light who seeks complete movement in their strike." -Emissary of the Nine|
|Floating Vest||Chest Armor||"For one who does not challenge the blow, but avoids it altogether." -Emissary of the Nine|
|Flowing Armor Set||Faction Armor|
|Flowing Boots||Leg Armor||"For one who covets silent steps." -Emissary of the Nine|
|Flowing Cowl||Helmets||"For the Light who moves under cover of dark." -Emissary of the Nine|
|Flowing Grips||Gauntlets||"For those to whom precision is a necessity." -Emissary of the Nine|
|Flowing Treads||Leg Armor||"For those who seek to be elsewhere." Emissary of the Nine|
|Flowing Vest||Chest Armor||"For those to whom the agency to move is both attack and defense." -Emissary of the Nine|
|Focusing Armor Set||Faction Armor|
|Focusing Boots||Leg Armor||"For one who seek to be everywhere at once." -Emissary of the Nine|
|Focusing Cowl||Helmets||"For the Light who seeks enlightenment as a means to lethality." -Emissary of the Nine|
|Focusing Robes||Chest Armor||"For those who seek not protection, but a closer connection to the universe." -Emissary of the Nine|
|Focusing Wraps||Gauntlets||"For those to whom a strike is simply a revelation of Light." -Emissary of the Nine|
|Judgement's Wrap||Warlock Bonds||"For one who analyzes battle as the philosopher questions the universe." -Emissary of the Nine|
|Mark Judgment||Titan Marks||"A signifier of force." -Emissary of the Nine|
|Mark Relentless||Titan Marks||"For you as much as it is for them. They seek to observe your absolute force." -Emissary of the Nine|
- Chasing Perfection - Emblem - 7 Wins
- You Are Worthy - Emblem - Flawless
- Ninth Aura - Aura - Flawless
- Honors of the Nine - Shader
- Gift of the Nine - Shader
- Benevolence of the Nine - Shader
- See also: Trials of the Nine Guide
For information on the Trials of the Nine format itself, see its own page.
In order to win a match, players must rely on five basic skills. They are the criteria that make for a good (or a bad) team.
The basic skills are the following:
- Mechanical Skill: This encompasses the personal abilities of each player when aiming, moving around the map, or using class abilities. Good spatial awareness and knowing your controller by heart usually result in high mechanical skill.
- Teamfights: This is the ability of players to fight together with their teammates and know how and when to engage an enemy.
- Communication: In Trials of the Nine, communication is key. Effective communication can be the difference between a win and a loss.
- Objective Play: It is essential that all players on a team are familiar with the objectives of the mode. In most PvP Modes, killing your opponents is not enough and winning a match is determined by objective completion instead.
- Pre-fight Strategy: Strategy, especially in Countdown matches is extremely important. Knowing how to position your team, what lanes to cover, and why to do it will give you a great advantage over players with a weaker (or non-existent) strategy.
Positioning and Peeking
When covering a lane, players must make sure that they have a solid position. Good positions are usually behind corners that you can use as cover where the enemy cannot flank you without exposing themselves. If there is a good line of sight towards your position, with suitable cover nearby, then this is not good positioning.
When you find a suitable position, prepare to peek your enemies and take the shot. When peeking, you will usually have a chance to take one or two shots at most. Also, the enemy will probably be at mid or long range. Therefore, you want to use a Pulse, Scout, Sniper, or Fusion Rifle with high damage per shot. Even if you do not kill an enemy with a single shot, you will weaken them severely, so your teammates can finish the job.
In peeking fights, players must make sure to know their limits. If you are not a very experienced player, make sure to take a shot and immediately return to cover. This will maximize your chances of survival and winning the encounter. However, if you are sure that you will win the battle if you stay in the danger zone for a bit longer, do so.
A good position can be improved further with skillful use of your class abilities. Hunters can roll in and out of cover faster than the other classes, while also reloading a little faster. This allows them to stay in firing position for a bit longer than their enemies. Titans can use their Barricade to protect from flanking and rushing enemies. Warlocks can use their healing and overshield abilities to force an enemy back into cover and wait in the firing lane for them to peek, just to take the first shot.
Duels are the type of fights that little to no cover and are usually won by the players with better mechanical skill. Such fights usually happen in areas where no one can hide or retreat, therefore there is always a winner.
Duels are usually fought with weapons that do a lot of damage at close range, such as SMGs, Auto Rifles, Pulse Rifles, Hand Cannons, Shotguns, and Fusion Rifles. These are the weapons types that can win you a duel without extra help from teammates and without using class abilities. Due to the nature of this type of fight, in most cases, it would be unwise to rely on extra help.
When it comes to Countdown, Pre-fight Strategy is king. Killing enemy players is of no importance if you are unable to stop the opposing team from completing their objective.
The most important objective is to stop the enemy from advancing, either if they want to plant the bomb, or because you have done it yourself and you are now on defense. Take every opportunity to damage the opposing team and make sure they cannot advance towards the bomb sites without getting punished.
Ideally, you will also effectively communicate with your teammates, so you can focus your fire on one target at a time, ensuring their demise.
When you are on the other end, advancing towards the bomb sites, the best-case scenario would be when you get a kill without losing your teammates. When that happens, start a slow advance towards the enemy positions. If you play as a team, you will be able to use your advantage in numbers to take out the remaining foes and complete your objective.
Using and Dealing With Power Ammo
Power Ammo can be a gamechanger in Countdown matches. It is best used to punish a bad position or a mistake your enemies have allowed. However, against skilled players, you wouldn't find much use for Power Ammo in other than 1v1 or 2v2 fights.
When dealing with an encounter that involves three or all four of your enemies and they have Power Ammo at their disposal, make sure you minimize the time you stay in the open. Ideally, you want to have suitable cover at all times and deny them the chance to take you down with a well-placed Power shot.
In Survival matches, you want to make sure that you plan ahead and take good positions for covering high-traffic areas. Ideally, you will have three players covering the most popular lanes and one player switching between less-popular lanes and guarding the team against flanking enemies.
Each Survival round will come with a 3-minute timer. If teams have equal lives remaining at the end of it, Overtime will kick in and a capture point will spawn. The first team to capture the point wins the round, so make sure you plan ahead for that. Set up your positions near the end of the round in such a way that you will be close to the capture point if it spawns.