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Overview: Character Classes
Destiny

Overview: Character Classes

Explore destiny's Hunter, Warlock, and Titan classes. Learn about subclasses, grenades like the Flashbang (140 damage), and unique melee/jump abilities.

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Explore destiny's Hunter, Warlock, and Titan classes. Learn about subclasses, grenades like the Flashbang (140 damage), and unique melee/jump abilities.

Before choosing a class, you’ll want to create a character. The races – Exo, Awoken, and Human – don’t really matter nor does the gender. There are no benefits to picking whatever you want so do exactly that, make the character that you want to play as.

As a Guardian of the City you’ll be organized into one of three classes: Hunter, Warlock, or Titan. Each class has two different sets of skills, one is the primary and another being a subclass. The subclass is unlocked at Level 15 and once any character you have reaches Level 15, all other characters will have their subclasses unlocked, allowing you to choose another class while starting as the subclass should you prefer it. Before making a choice, understand that all classes can wield the same weapons but certain armor is specific to the class since upgrades to the armor can grant bonuses.

Grenades

Every subclass can have three grenades and they have varying uses. The base recharge time is 50 seconds and it can be lowered to 25 based on the amount of Discipline you have from equipment. For the most part, grenades deal full damage from the epicenter of the blast and damage tapers off from there. Some grenades don’t simply explode and deal damage in other ways though. The damage below is based on PvE enemies at equal level on Normal difficulty without any upgraded bonuses to your gear. The damage below is also reflective of PvP where the leveling bonuses are negated.

  • Titan Grenades:
    • Flashbang Grenade: 140 damage, 7m radius. Blinds the opponent in PvP and disorients enemies in PvE.
    • Pulse Grenade: 200 (50x4) damage, 5m radius. Deals damage in pulses. There is no falloff and Aftershock can add a pulse.
    • Lightning Grenade: 400 (100x4) damage, 12m radius. Deal four pulses of 100. Aftershock adds a pulse. No falloff of damage.
    • Magnetic Grenade: 180(245) damage, 5m radius. Two explosions of 100 then 80. 65 added damage if target is stuck.
    • Spike Grenade: 400 damage, 12m radius. Rapid pulses for 100 damage per second. Lasts 4 seconds with no falloff.
    • Suppressor Grenade: 140 damage, 7m radius. Shuts down player abilities for 10 seconds. Disables enemies in PvE. Ultra enemies are not affected.
  • Hunter Grenades:
    • Incendiary Grenade: 115 (140) damage, 7m radius. 115 Damage initially and 5 ticks of 5 damage over 5 seconds.
    • Swarm Grenade: 245 damage, 7m radius. Releases 5 seeker drones that deal 7 damage per hit. Hits twice and explodes for 7 additional damage. Maximizes at 245 damage.
    • Tripmine Grenade: 160(225) damage, 12m radius. This is a proximity grenade. Explodes instantly if target is stuck.
    • Flux Grenade: 100(165) damage, 5m radius. Deals an additional 65 damage if target is stuck.
    • Skip Grenade: 120 damage, 7m radius. Four bouncing drones attack twice for 7.5 damage each then explode for another 15. Maximizes at 120 damage.
    • Arcbolt Grenade: 80 damage, 8m radius. Deals 80 damage to up to three targets. Bolts may arc to additional targets.
  • Warlock Grenades:
    • Vortex Grenade: 350 damage, 4m radius. Deals damage in rapid pulses for 100 damage per second. Lasts for 3.5 seconds but can be modified by Vortex Mastery to 6 seconds.
    • Scatter Grenade: 120-160 damage, 9m radius. Detonates on impact and releases a cluster of Void bomblets.
    • Axion Bolt: 90 damage, 10m radius. Releases a Void Seeker at two enemies dealing 90 damage.
    • Solar Grenade: 350 damage, 4m radius. Rapid damage in pulses for 100 damage per second. Lasts 3.5 seconds and has no falloff damage.
    • Firebolt Grenade: 80 damage, 8m radius. Deals 80 Solar damage to four targets.
    • Fusion Grenade: 100(165) damage, 5m radius. Deals 65 additional damage if the target is stickied.

Melee Abilities

Each class has a unique melee modifier as well. Titans and Hunters will lunge forward at full distance to strike but Warlocks will only step then project a wave of Solar or Void energy. Hunters have a unique modifier in that their melee ability will use Knife Throw. When in close proximity for a melee attack, the knife will not be thrown and the modifier is saved. Both Titan and Warlocks will use a regular melee attack when the modifier is down. These attacks deal 100 damage each. The Throwing Knife has a chance for precision however and can deal 130 damage at this point.

Jumping Abilities

Each class has the ability to jump off the ground. It’s a basic feature but the classes have different secondary jumping skills. Hunters will gain the ability to Double Jump and even Triple Jump while Warlocks and Titans have the ability to Glide and Lift respectively through the air. It is possible to cancel the latter. Hunters cannot cancel a Double Jump but have the benefit of being able to rapidly change direction in mid-air. Jumping is a crafty way to get around the terrain.

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