Ability
From Destinypedia, the Destiny wiki
Abilities are the various powers or weapons that beings across the Destiny universe are able to use.
Overview[edit]
Abilities are classified as techniques, attacks, weaponry, or powers that are not the primary way the entity using them attacks. This includes, grenades, movement abilities, unique attacks/gimmicks used by Raid and Strike bosses, and more.
Warlock[edit]
Dawnblade[edit]
- "Spread your wings and set the sky ablaze."
- — Class Description
Set 1 - Grenade abilities[edit]
- Solar Grenade—A grenade that creates a flare of Solar Light which continually damages enemies trapped inside.
- Firebolt Grenade—A grenade that unleashes bolts of Solar Light at nearby enemies.
- Fusion Grenade—An explosive grenade that causes bonus damage when attached to its target.
Set 2 - Movement abilities[edit]
- Balanced Glide—Glide jump ability provides bonuses to both speed and control.
- Focused Burst—Glide jump ability provides an initial burst of speed.
- Controlled Glide—Glide jump ability provides better directional control while in the air.
Set 3 - Super ability[edit]
- Daybreak—The user weaves Solar Light into a blade which can fire wide waves of Solar and gains wings made of Solar, allowing for greater jumping capability.
- Well of Radiance-The user plunges the Daybreak into the ground, generating an area of bright Solar energy that rapidly restores allies' health and overshield.
Set 4 - Class abilities[edit]
- Healing Rift—Conjure a well of Light that continually heals those inside it.
- Empowering Rift—Conjure a well of Light that increases the attack power of those inside it.
Set 5 - Passive Path 1: Attunement Of Sky[edit]
- Winged Sun—Engage your enemies in mid-flight. Fire weapons and throw grenades while gliding.
- Heat Rises— Airborne kills recharge your grenade and melee energy. Casting Daybreak instantly refills all your ability energy.
- Swift Strike—Strike an enemy with this melee ability to burn your target and temporarily increase your movement an reload speed.
- Icarus Dash—Activate while in midair to dodge.
Set 6 - Passive Path 2: Attunement Of Flame[edit]
- Igniting Touch—Strike an enemy with this melee ability to burn them and cause them to explode.
- Fated For The Flame— Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.
- Everlasting Fire—Killing an enemy with Daybreak extends its duration.
- Phoenix Dive—Quickly descend from mid-air and regenerate health.
Voidwalker[edit]
- "From the smallest atoms bloom the greatest explosions."
- — Class Description
Set 1 - Grenade abilities[edit]
- Vortex Grenade: A grenade that creates a vortex which continuously damages enemies trapped inside.
- Scatter Grenade: A grenade that splits into multiple submunitions that cover a large area upon detonation.
- Axion Bolt: A bolt of Void Light that forks into smaller bolts which seek out enemies.
Set 2 - Movement abilities[edit]
- Strafe Glide: Upgrades Glide for better directional control.
- Burst Glide: Upgrades Glide for strong speed boosts.
- Blink: Replaces Glide with short distance teleportation.
Set 3 - Super ability[edit]
- Nova Bomb-The user hurls an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast.
- Nova Warp-The user becomes enveloped in Void energy and gains the ability to rapidly teleport charge a massive ball of Void which can explode in a missive burst.
Set 4 - Class abilities[edit]
- Healing Rift: Conjure a well of Light that continuously heals those inside it. Grants an Overshield at full health.
- Empowering Rift: Conjure a well of Light that increases weapon damage for those inside it.
Set 5 - Passive Path 1: Attunement of Chaos[edit]
- Chaos Accelerant: Draw from your Super energy to overcharge your grenade, making it deadlier and more effective.
- Bloom: Void ability kills cause enemies to explode.
- Cataclysm: Nova Bomb travels slowly, seeks enemies, shatters into seeker projectiles, and can be detonated early.
- Entropic Pull: This melee ability recharges your grenade.
Set 6 - Passive Path 2: Attunement of Hunger[edit]
- Devour: This melee ability restores health upon a kill. Kills restore additional health for a short time.
- Feed the Void: Consume your grenade energy to restore your health. Grants the Devour effect.
- Insatiable: While Devour is active, killing enemies extends its duration and recharges your grenade.
- Vortex: Nova Bomb creates a singularity which continuously damages enemies trapped inside.
Stormcaller[edit]
- "Harmony within, hurricane without."
- — Class Description
Set 1 - Grenade abilities[edit]
- Arcbolt Grenade: Chains bolts of lightning to nearby enemies.
- Pulse Grenade: Continuously damages enemies in its radius.
- Storm Grenade: Calls forth a focused lightning bolt.
Set 2 - Movement abilities[edit]
- Balanced Glide: Glide gets bonuses to both control and speed.
- Focused Burst: Glide gets an initial burst of speed.
- Controlled Glide: Glide gets better directional control.
Set 3 - Super ability[edit]
- Stormtrance-The user is enveloped in arc energy and is able to chain Arc lightning to nearby enemies from their hands.
- Chaos Reach-The user fires a massive beam of Arc from their hand.
Set 4 - Class abilities[edit]
- Healing Rift: A well of Light that continuously heals those inside it.
- Empowering Rift: A well of Light that increases the weapon damage of those inside it.
Set 5 - Passive Path 1: Attunement of Conduction[edit]
- Chain Lightning: A longer-ranged melee attack that chains lightning to one other enemy.
- Transcendence: Stormtrance restores health and lasts longer when cast with full melee and grenade energy.
- Arc Web: Grenades chain lightning to nearby enemies upon detonation.
- Ionic Blink: Sprinting during Stormtrance causes the player to Blink.
Set 6 - Passive Path 2: Attunement of Elements[edit]
- Gale Force: A longer-ranged melee attack that recharges Super, grenade and Melee energy.
- Landfall: Summons a lightning bolt upon casting Stormtrance, creating a shockwave.
- Rising Storm: Rifts charge faster when nearby allies.
- Arc Soul: Rifts now grant an Arc Soul to aid whoever uses it in battle.
Arcstrider[edit]
- "Flow like lightning. Strike like thunder."
- — Class Description
Set 1 - Grenade abilities[edit]
- Skip grenade-A grenade which splits on impact, creating multiple projectiles which seek enemies.
- Flux Grenade-An explosive grenade which deals additional damage when attached to enemies.
- Arcbolt Grenade-A grenade that chains bolts of lightning to nearby enemies.
Set 2 - Movement abilities[edit]
- High Jump-Upgrades Double Jump with even greater height.
- Strafe Jump-Upgrades Double Jump with better directional control while in the air.
- Triple Jump-Upgrades Double Jump with a third jump.
Set 3 - Super ability[edit]
- Arc Staff-The user conjures a polearm infused with Arc electricity that can be used to rapidly slice enemies while maneuvering around the battlefield.
- Whirling Guard-The user creates the Arc Staff but can now spin it in front of them to deflect enemy attacks in exchange for less active time and damage.
Set 4 - Class abilities[edit]
- Marksman Dodge-Automatically reload your equipped weapon while dodging
- Gambler’s Dodge-Dodging near enemies generates Melee energy
Set 5 - Passive Path 1: Way Of The Warrior[edit]
- Combat Flow-Melee kills recharge your dodge skill
- Deadly Reach-Dodging temporarily increases melee range
- Lethal Current-Arc Staff attacks hit twice after dodging
- Shocking Blow-Striking an enemy with this powerful melee attack emits a deadly bolt of lightning from your fist
Set 6 - Passive Path 2: Way Of The Wind[edit]
- Disorienting Blow-Striking an enemy with this debilitating melee attack disorients the target. Killing a target with Disorienting Blow instantly recharges it.
- Lightning Reflexes-Take less damage while dodging when Arc Staff is active
- Battle Meditation-When critically wounded, melee and grenades recharge drastically faster
- Focused Breathing-Sprinting reduces your dodge cooldown. Increased maximum sprint speed
Gunslinger[edit]
- "A lone wolf who lives for the perfect shot."
- — Class Description
Set 1 - Grenade abilities[edit]
- Incendiary grenade-An explosive grenade that catches enemies on fire, causing additional damage over time.
- Swarm Grenade-A grenade that detonates on impact, releasing multiple drones that seek nearby enemies.
- Tripmine Grenade-An explosive grenade that sticks to surfaces and and detonates when enemies pass through its laser trigger.
Set 2 - Movement abilities[edit]
- High Jump-Upgrades Double Jump with even greater height.
- Strafe Jump-Upgrades Double Jump with better directional control while in the air.
- Triple Jump-Upgrades Double Jump with a third jump.
Set 3 - Super ability[edit]
- Golden Gun—The user summons a flaming pistol which disintegrates enemies with Solar Light
- Blade Barrage-The user summons and throws dozens of explosive Solar knives
Set 4 - Class abilities[edit]
- Marksman Dodge-Automatically reload your equipped weapon while dodging
- Gambler’s Dodge-Dodging near enemies generates Melee energy
Set 5 - Passive Path 1: Way Of The Outlaw[edit]
- Chains of Woe-Precision kills increase reload speed for you and nearby allies.
- Bombs for Bullseyes-Precision hits generate grenade energy.
- Six-Shooter-Golden Gun can be fired up to six times but has a shorter duration.
- Explosive Knife-Throw a knife at enemies that explodes shortly after impact when melee energy is full.
Set 6 - Passive Path 2: Way Of The Sharpshooter[edit]
- Knife-Juggler-Throw a knife at enemies when melee energy is full. A precision kill with this ability instantly recharges it.
- Gunslinger’s Trance-Enter a trance with each precision kill, reducing the cooldown of your Golden Gun.
- Crowd-pleaser-Precision hits with your Golden Gun generate Orbs of Light for your allies.
- Line ‘Em Up-Precision hits with Golden Gun increase its damage and extend its duration.
Nightstalker[edit]
- "Draw from the Void. Light the way."
- — Class Description
Set 1 - Grenade abilities[edit]
- Vortex Grenade: Creates a vortex that continuously damages enemies trapped inside.
- Spike Grenade: Attaches to any surface and emits a damaging torrent of Void Light.
- Voidwall Grenade: Creates a horizontal burning wall of Void Light.
Class ability[edit]
- Marksman's Dodge: Dodging automatically reloads your equipped weapon.
- Gambler's Dodge: Dodging near enemies recharges melee energy.
Set 2 - Movement abilities[edit]
- High Jump: Upgrades Double Jump to reach greater height.
- Strafe Jump: Upgrades Double Jump with better directional control.
- Triple Jump: Upgrades Double Jump with an extra midair jump.
Set 3 - Super ability[edit]
- Shadowshot—The user summons a Void bow who's arrows tether foes to a Void Anchor, slowing, weakening and suppressing them for you and your allies
- Spectral Blades-The user summons two Void short blades while going invisible to attack enemies from in and out of the shadows
Set 4 - Class abilities[edit]
- Marksman's Dodge: Dodging automatically reloads your equipped weapon.
- Gambler's Dodge: Dodging near enemies recharges melee energy
Set 5 - Passive Path 1: Way of the Trapper[edit]
- Snare Bomb: Throw a smoke bomb that attaches to surfaces and detonates when enemies are near, slowing and disorienting them.
- Keen Scout: Gain increased sprint and sneak speeds, and an enhanced motion tracker. Tethered enemies are marked.
- Deadfall: Shadowshot's Anchors have increased range and duration, and attach to surfaces to wait for prey.
- Vanishing Step: Dodging makes you vanish for a short time.
Set 6 - Passive Path 2: Way of the Pathfinder[edit]
- Vanish in Smoke: Throw a smoke bomb that makes you and nearby allies invisible for a short time.
- Lockdown: Grenade and smoke bomb effects last twice as long.
- Heart of the Pack: Killing tethered enemies creates Orbs of Light and increases Mobility, Resilience, and Recovery for you and nearby allies.
- Moebius Quiver: Shadowshot can be fired in rapid succession and deal bonus damage to tethered enemies.
Sentinel[edit]
- "Valiant heart, unwavering resolve."
- — Class Description
Set 1 - Grenade abilities[edit]
- Magnetic Grenade—An explosive grenade that attaches to enemies and detonates twice.
- Voidwall Grenade—A grenade that creates a horizontal wall of burning Void energy.
- Suppressor Grenade—An explosive grenade that temporarily suppresses enemy abilities.
Set 2 - Movement abilities[edit]
- High Lift—Upgrades Lift for higher vertical reach.
- Strafe Lift—Upgrades Lift for more directional control.
- Catapult Lift—Upgrades Lift for a strong initial momentum burst.
Set 3 - Super ability[edit]
- Sentinel Shield—The user forms a Void shield that can bash enemies in melee range and be thrown from a distance as a projectile.
- Banner Shield-The user forms the Sentinel Shield but with an enhanced shielding ability and longer transformation time in exchange for less damage.
Set 4 - Class abilities[edit]
- Towering Barricade—A large barrier that can be used for cover or to seal off dangerous areas for a short time.
- Rally Barricade—A small barrier that can be peeked over while aiming down sights and instantly reloads your equipped weapon when taking cover.
Set 5 - Passive Path 1: Code of the Protector[edit]
- Defensive Strike—Killing an enemy with this melee attack creates an Overshield around 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, press and hold to create a shielding dome to protect you and your allies.
- Rallying Force—Melee kills restore health for you and nearby allies.
Set 6 - Passive Path 2: Code of the Aggressor[edit]
- Shield Bash—After sprinting for a short time, use this melee ability to unleash a Shield Bash that disorients enemies.
- Second Shield—Gain an additional Shield Throw charge while Sentinel Shield is active.
- In The Trenches—Kills while surrounded by enemies reduce the cooldown of your Super.
- Superior Arsenal—Grenade kills recharge your Grenade energy.
Striker[edit]
- "At close quarters a fist is better than any gun."
- — Class Description
Set 1 - Grenades[edit]
- Flashbang Grenade−An explosive grenade that disorients enemies upon detonation.
- Pulse Grenade−A grenade that periodically emits energy pulses that damage enemies within radius.
- Lightning Grenade−A grenade that sticks to any surface and periodically emits pulses of lightning that damage enemies.
Set 2 - Movement[edit]
- Increased Height−Upgrades Lift for higher vertical reach.
- Increased Control−Upgrades Lift for more directional control.
- Catapult−Upgrades Lift for a strong initial momentum burst.
Set 3 - Super[edit]
- Fist of Havoc−The user charges their fists with Arc. Once activated, they can shoulder charge or ground slam until Super energy is depleted.
- Thundercrash-The user is enveloped in Arc in energy and propels themselves quickly towards their target.
Set 4 - Class abilities[edit]
- Towering Barricade−A large barrier that can be used for cover or to seal off dangerous areas for a short time.
- Rally Barricade−A small barrier that can be peeked over while aiming down sights and instantly reloads your equipped weapon when taking cover.
Set 5 - Passive Path 1: Code of the Juggernaut[edit]
- Frontal Assault−A powerful melee punch that increases weapon stability.
- Reversal−Melee kills trigger health regeneration.
- Knockout−Breaking enemy shields increases melee range.
- Trample−Fist of Havoc lasts longer while sprinting. Kills with Fist of Havoc extend its duration.
Set 6 - Passive Path 2: Code of the Earthshaker[edit]
- Aftermath−Fist of Havoc disorients enemies and leaves a damage-dealing field in its wake.
- Magnitude−Increases the duration of Pulse Grenades, Lightning Grenades, and Aftermath.
- Aerial Strike−Fist of Havoc's damage increases the longer you are airborne.
- Shoulder Charge−After sprinting for a short time, hurl yourself shoulder-first towards your target.
Sunbreaker[edit]
- "Forge the fury of undying suns."
- — Class Description
Set 1 - Grenade abilities[edit]
- Incendiary Grenade: An explosive grenade that catches enemies in its radius on fire.
- Thermite Grenade: A grenade that sends forth a line of fire.
- Fusion Grenade: A grenade that deals bonus damage when attached to enemies.
Set 2 - Movement abilities[edit]
- High Lift: Upgrades Lift to reach greater heights.
- Straft Lift: Upgrades Lift to provide better directional control.
- Catapult Lift: Upgrades Lift to provide a strong initial burst of speed.
Set 3 - Super ability[edit]
- Hammer of Sol-The user summons forth a flaming hammer that can be thrown at enemies.
- Burning Maul-The user creates a large maul of Solar flames that can that can be swung in a circle or fire a stream of Solar energy explodes when it reaches a wall or opponent.
Set 4 - Class abilities[edit]
- Towering Barricade: A large barrier that seals off dangerous areas for a short time.
- Rally Barricade: A small barrier that can be peeked over while aiming down sights and instantly reloads the equipped weapon of whoever hides behind it.
Set 5 - Passive Path 1: Code of the Fireforged[edit]
- Hammer Strike: Unleashes a blazing hammer that weakens enemies after sprinting.
- Tempered Metal: Solar ability kills grant you and nearby allies better movement and reload speed.
- Battle Forge: Enemies killed by Hammer of Sol explode.
- Vulcan Rage: Hammers shatter into explosive molten embers upon impact.
Set 6 - Passive Path 2: Code of the Siegebreaker[edit]
- Mortar Blast: A melee ability that unleashes a Solar explosion, setting nearby enemies on fire.
- Sun Warrior: Solar ability kills restore health. Grenade and melee kills leave Sunspots in their wake.
- Ring of Fire: Solar abilities recharge faster while standing in a Sunspot.
- Solar Siege: Hammers create a Sunspot on impact. Throw hammers faster while standing in a Sunspot.
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