Learn about Destiny: The Taken King's core mechanics including jumping, Super Abilities, and character stats like Light Level, Agility, Armor, Recovery, Discipline, Intellect, Strength, Attack, and Defense.
In Destiny: The Taken King, understanding your Guardian's abilities and stats is crucial for success. This section covers jumping mechanics, Super Abilities, and the various character stats that influence your performance.
Jumping
Each class has a unique secondary jumping skill. Hunters can perform a Double Jump or Triple Jump, offering rapid directional changes. Warlocks can Glide, and Titans can Lift, allowing them to traverse the air. While jumping is useful for navigation, it can make you an easy target in Player vs. Player (PvP) combat.
Super Abilities
Super Abilities are unique to each subclass, allowing Guardians to channel Light into Arc, Solar, or Void energy for devastating effects. These powers can also provide defensive bonuses, such as the Arc Blade and Radiant Skin. Supers typically take up to 4 minutes to charge, but defeating enemies, especially in rapid succession, significantly reduces this time. Using a Super to defeat enemies causes Orbs of Light to drop, which can be picked up by teammates to rapidly refill their Super Meter. Defeating Major enemies generates more Orbs of Light.
Character Stats
There are eight key stats to understand:
- Level: Players progress from Level 1 to 20 by earning experience. Reaching Level 20 signifies a "soft cap," after which gear with Light becomes the primary means of increasing your level.
- Light Level: After Level 20, experience is replaced by Motes of Light. Increasing your level further requires equipping armor with Light. The Light values for different armor rarities are: Rare (+15), Legendary (+27), Raid Legendary (+30), and Exotic (+30). The table below shows the Light required for each level from 21 to 30.
| Light Level | Required Light |
|---|---|
| Level 21 | 20 Light |
| Level 22 | 32 Light |
| Level 23 | 43 Light |
| Level 24 | 54 Light |
| Level 25 | 65 Light |
| Level 26 | 76 Light |
| Level 27 | 87 Light |
| Level 28 | 98 Light |
| Level 29 | 109 Light |
| Level 30 | 120 Light |
- Agility: Affects sprint speed, acceleration, and jump height. Hunters start with 5 Agility, while Titans and Warlocks start with 1.
- Armor: Increases health. Titans start with 5 Armor, while Hunters and Warlocks start with 1. At 1 Armor, players have 150 Health; at 10 Armor, 165 Health; and a Titan can reach 180 Health at 13 Armor. These PvE health values differ from the standard 200 Health in the Crucible.
- Recovery: Determines how quickly lost health regenerates. Warlocks start with 5 Recovery, while Titans and Hunters start with 1.
- Discipline: Reduces grenade cooldown time.
- Intellect: Reduces Super Ability cooldown time.
- Strength: Reduces Melee Modifier cooldown time.
- Attack: Modifies weapon damage, influencing effectiveness against enemies of different levels. In the Crucible, level advantages are disabled, making Attack less relevant.
- Defense: A cumulative score from four equipment pieces that reduces incoming damage.
Hunter - Gunslinger Subclass Abilities
Grenades
- Incendiary Grenade (Level 2): An explosive grenade that applies burning damage over time.
- Swarm Grenade (Level 7): Upon impact, releases multiple seeking drones.
- Tripmine Grenade (Level 18): Sticks to surfaces and detonates when an enemy crosses its laser trigger.
Jumping
- Double Jump: Allows for a second jump in mid-air.
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