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=Warlock=
{{Image}}
==Dawnblade==
{{quote|Spread your wings and set the sky ablaze.|Class Description}}


===Set 1 - Grenade Abilities===
'''Abilities''' are the various powers or weapons that beings across the [[Destiny (franchise)|Destiny]] universe are able to use.
*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===
==Overview==
*Balanced Glide—Glide jump ability provides bonuses to both speed and control.
Abilities are classified as techniques, attacks, weaponry, or powers that are not the primary handheld weapon the entity using them attacks with. This includes grenades, movement abilities, unique attacks/gimmicks used by [[Raid]] and [[Strike]] bosses, and more. The use of abilities can be stopped with [[Void#Verbs|Suppression]] effects, and their regeneration slowed by [[Stasis#Verbs|Slow]] effects, [[Modifier]]s or [[Champion|Anti-Overload]] weapons.
*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===
===Guardian Abilities===
*'''[[Daybreak]]'''—Weave Solar Light into blades and smite your foes from the skies.
Guardians can choose their abilities based on the [[Subclass]] they use. All Guardian abilities deal [[Elemental damage]], and have a cooldown period. The effects of Guardian abilites can be modified, even drastically, by various effects, namely Aspects, Fragments and Exotic Armor.


===Set 4 - Class Abilities===
====Movement Abilities====
*Healing Rift—Conjure a well of Light that continually heals those inside it.
{{Main}}[[Movement Ability]]
*Empowering Rift—Conjure a well of Light that increases the attack power of those inside it.
Movement abilities define how a Guardian jumps. Hunters can do multiple jumps across the air, Titans move upwards in a burst, and Warlocks glide in the direction they are facing. Movement abilities are shared across the same class. All subclasses share three, but can have their own exclusive ones.  


===Set 5 - Passive Path 1: Attunement Of Sky===
====Grenade Abilities====
*Winged Sun—Engage your enemies in mid-flight. Fire weapons and throw grenades while gliding.
{{Main}}[[Grenade]]
*Heat Rises— Airborne kills recharge your grenade and melee energy. Casting Daybreak instantly refills all your ability energy.
Grenades are explosive abilities that deal heavy or continuous damage, weaken the enemies, or stenghten their allies. They are shared across classes. Their cooldown depends on Discipline.
*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===
====Melee Abilities====
*Igniting Touch—Strike an enemy with this melee ability to burn them and cause them to explode.
{{Main}}[[Melee]]
*Fated For The Flame— Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.
Melees are abilities connected to close combat. Some melee abilties create visible effects, while others simply increase the power or utility of a basic melee attack. They are exclusive to a class' subclass. Their cooldown depends on Strengh.
*Everlasting Fire—Killing an enemy with Daybreak extends its duration.
*Phoenix Dive—Quickly descend from mid-air and regenerate health.


==Voidwalker==
====Class Abilities====
{{quote|From the smallest atoms bloom the greatest explosions.|Class Description}}
{{Main}}[[Class Ability]]
Introduced in ''[[Destiny 2]]'', Class Abilities are moves that reinforce a class' role. All subclasses share two, but can have their own exclusive ones, with Hunters are capable of quick Dodges, Titans can create temporary Barricades, and Warlocks can create Wells to increase their damage or regeneration. Their cooldown depends on the Class' stat (Mobility, Resilience or Recovery).


===Set 1 - Grenade Abilities===
====Super Abilities====
*Vortex Grenade: A grenade that creates a vortex which continuously damages enemies trapped inside.
{{Main}}[[Super]]
*Scatter Grenade: A grenade that splits into multiple submunitions that cover a large area upon detonation.
Super abilities are game-changing moves that enable Guardians to survive overwhelming odds. Supers allow Guardians to deal massive damage in an instant, kill huge hordes of enemies, alter their movesets temporarily, or enormously increase their strength and resilience. All subclasses have at least one super. Super cooldown depends on Intellect.
*Axion Bolt: A bolt of Void Light that forks into smaller bolts which seek out enemies.


===Set 2 - Movement Abilities===
====Aerial Moves====
*Strafe Glide: Upgrades Glide for better directional control.
Some subclasses allow the Guardian to use an additional move while in the air. Examples are the quick Icarus Dash or the plunging Shatterdive. They usually have fixed, short cooldowns.
*Burst Glide: Upgrades Glide for strong speed boosts.
*Blink: Replaces Glide with short distance teleportation.


===Set 3 - Super Ability===
===Enemy Abilities===
*[[Nova Bomb]]: Hurl an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast
Enemy abilities are defined as all the attacks enemies do without using their wielded weapon or fists, as well as most special movement modes like the [[Vex]]'s teleportation. This includes the use of Grenades. Enemy abilities have cooldowns as well, though less apparent than a Guardian's. While enemy abilities are exclusive to one base enemy type, [[Ultra]] enemies can often use abilites of other enemies, such as how [[Crota, Son of Oryx]] uses a [[Wizard]]'s Darkness Blast, and they often possess abilities crucial to the progression of their battle.
 
===Set 4 - Class Abilties===
*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===
*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===
*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==
{{quote|Harmony within, hurricane without.|Class Description}}
 
===Set 1 - Grenade Abilities===
*'''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===
*'''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===
*'''Stormtrance''': Chain Arc lightning to nearby enemies from your hands.
 
===Set 4 - Class Abilities===
*'''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===
*'''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===
*'''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.
 
=Hunter=
==Arcstrider==
{{quote|Flow like lightning. Strike like thunder.|Class Description}}
 
===Set 1 - Grenade Abilities===
*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===
*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===
*[[Arc Staff]]-Conjure a polearm infused with [[Arc]] electricity that can be used to rapidly slice enemies while maneuvering around the battlefield.
 
===Set 4 - Class Abilities===
*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===
*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===
*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==
{{quote|A lone wolf who lives for the perfect shot.|Class Description}}
 
===Set 1 - Grenade Abilities===
*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===
*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===
*[[Golden Gun]]—Summon a flaming pistol which disintegrates enemies with Solar Light
 
===Set 4 - Class Abilities===
*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===
*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===
*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==
{{quote|Draw from the Void. Light the way.|Class Description}}
 
===Set 1 - Grenade Abilities===
*'''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===
*'''Marksman's Dodge''': Dodging automatically reloads your equipped weapon.
*'''Gambler's Dodge''': Dodging near enemies recharges melee energy.
 
===Set 2 - Movement Abilities===
*'''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===
*'''Shadowshot'''—Tether foes to a Void Anchor, slowing, weakening and suppressing them for you and your allies
 
===Set 4 - Class Abilities===
*'''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===
*'''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===
*'''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.
 
=Titan=
==Sentinel==
{{quote|Valiant heart, unwavering resolve.|Class Description}}
 
===Set 1 - Grenade Abilities===
*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===
*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===
*'''[[Sentinel Shield]]'''—Form a Void shield that can bash enemies in melee range and be thrown from a distance as a projectile.
 
===Set 4 - Class Abilities===
*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===
*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===
*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==
{{quote|At close quarters a fist is better than any gun.|Class Description}}
 
===Set 1 - Grenades===
*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===
*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===
*'''[[Fist of Havoc]]'''−Charge your fists. Once activated, you can shoulder charge or ground slam until Super energy is depleted.
 
===Set 4 - Class Abilities===
*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===
*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===
*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==
{{quote|Forge the fury of undying suns.|Class Description}}
 
===Set 1 - Grenade Abilities===
*'''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===
*'''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===
*'''Hammer of Sol''': Summon forth a flaming hammer that can be thrown at enemies.
 
===Set 4 - Class Abilities===
*'''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===
*'''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===
*'''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.


[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]

Latest revision as of 12:21, March 7, 2024

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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 handheld weapon the entity using them attacks with. This includes grenades, movement abilities, unique attacks/gimmicks used by Raid and Strike bosses, and more. The use of abilities can be stopped with Suppression effects, and their regeneration slowed by Slow effects, Modifiers or Anti-Overload weapons.

Guardian Abilities[edit]

Guardians can choose their abilities based on the Subclass they use. All Guardian abilities deal Elemental damage, and have a cooldown period. The effects of Guardian abilites can be modified, even drastically, by various effects, namely Aspects, Fragments and Exotic Armor.

Movement Abilities[edit]

Main article: Movement Ability

Movement abilities define how a Guardian jumps. Hunters can do multiple jumps across the air, Titans move upwards in a burst, and Warlocks glide in the direction they are facing. Movement abilities are shared across the same class. All subclasses share three, but can have their own exclusive ones.

Grenade Abilities[edit]

Main article: Grenade

Grenades are explosive abilities that deal heavy or continuous damage, weaken the enemies, or stenghten their allies. They are shared across classes. Their cooldown depends on Discipline.

Melee Abilities[edit]

Main article: Melee

Melees are abilities connected to close combat. Some melee abilties create visible effects, while others simply increase the power or utility of a basic melee attack. They are exclusive to a class' subclass. Their cooldown depends on Strengh.

Class Abilities[edit]

Main article: Class Ability

Introduced in Destiny 2, Class Abilities are moves that reinforce a class' role. All subclasses share two, but can have their own exclusive ones, with Hunters are capable of quick Dodges, Titans can create temporary Barricades, and Warlocks can create Wells to increase their damage or regeneration. Their cooldown depends on the Class' stat (Mobility, Resilience or Recovery).

Super Abilities[edit]

Main article: Super

Super abilities are game-changing moves that enable Guardians to survive overwhelming odds. Supers allow Guardians to deal massive damage in an instant, kill huge hordes of enemies, alter their movesets temporarily, or enormously increase their strength and resilience. All subclasses have at least one super. Super cooldown depends on Intellect.

Aerial Moves[edit]

Some subclasses allow the Guardian to use an additional move while in the air. Examples are the quick Icarus Dash or the plunging Shatterdive. They usually have fixed, short cooldowns.

Enemy Abilities[edit]

Enemy abilities are defined as all the attacks enemies do without using their wielded weapon or fists, as well as most special movement modes like the Vex's teleportation. This includes the use of Grenades. Enemy abilities have cooldowns as well, though less apparent than a Guardian's. While enemy abilities are exclusive to one base enemy type, Ultra enemies can often use abilites of other enemies, such as how Crota, Son of Oryx uses a Wizard's Darkness Blast, and they often possess abilities crucial to the progression of their battle.