Destiny Data Compendium

Game Mechanics

The systems underneath the perks: how ability energy scales, what every activity modifier does, what your stats buy you, and how Champions, Banes and heat weapons behave. Written and measured by the Destiny Data Compendium. A ? marks a value nobody has measured yet.

Ability Energy Generation

Ability Chunk Energy Gains are generally defined by the base cooldowns of all Abilities, including Class, Grenade, Melee, and Super Abilities.

Season of the Wish altered how effects that give a chunk % of your Ability Energy, such as Demolitionist, Bomber, Dynamo, and Momentum Transfer, interact with Chunk Scalars.
Supers do not experience Chunk Modifiers, although most Roaming Supers receive more energy from dealing damage.

Chunk Scalars modify the %-based Energy Gains, down to x0.5 for Grenade and Class Abilities, and 0.6x for Melee Abilities.

Unless explicitly stated, or if an Exotic interacts specifically with a listed Ability, all Ability Energy Gains are affected by Chunk Energy Scaling.

Activity Modifiers

Challenge Modifiers

Category that contains a Bane selectable, as well as up multiple different Activity Modifiers.
Each Negative Modifier (arguably) increases Activity Difficulty, as well as increasing the Reward Multiplier for higher scoring gains.

Curated Threat

Element-Matching Incoming Damage Increase

Elemental Threat▲▲

All Modifier-Matching Incoming Damage is increased by 25%.

Difficult Elemental Threat▲▲▲▲

All Modifier-Matching Incoming Damage is increased by 50%.

Deadly Elemental Threat▲▲▲▲▲

All Modifier-Matching Incoming Damage is increased by 66.6%.

Minor Negative▲▲

Modifiers that alter Combatant behavior

Chill Touch

Combatant Melee Attacks inflict Stasis Slow for 3 seconds.
Does not inflict Slow Stacks, and cannot be refreshed until it expires.

Counterfeit

Combatants have a 10% chance to drop Loot-shaped Explosives on death.

The Loot-shaped Explosives are triggered upon being within ? meters, detonating after 3 seconds, dealing 162.5 Arc Damage.
Loot-shaped Explosives glow while within ? meters, and can be shot to instantly explode.

Hot Step

Elite+ Combatants drop a pool of fire under themselves on death that lasts for 2.5? seconds, dealing Solar? Damage to Guardians within 1 meter every 0.5 seconds up to 5 times.

Subtle Foes

Combatants that aren't within 10 meters have Invisibility.

Faction Drop▲▲

On-Death Combatant Triggers

Cabal: Pestilence

Cabal Psions drop a Void Grenade underneath themselves on death.

Void Grenades explode after ? seconds, dealing Void Damage.

Fallen: Arach-No!

Fallen Vandals spawn a Web Mine on death.

Web Mines trigger upon being within ? meters, detonating after ? seconds.
Web Mine detonations deal Arc Damage and create a disorienting field that reduces Movement Speed by ?% and alters audio/visuals.
Web Mines can be safely disarmed by shooting them while on the ground or soon after being triggered.

Hive: Fire Pit

Hive Acolytes spawn a Fire Pool on death.

Fire Pools deal Solar Damage for ? seconds.

Scorn: Festering Rupture

Scorn Stalkers spawn a Mini-Screeber on death.

Mini-Screebers crawl towards Guardians, exploding on contact or upon being shot, dealing Arc Damage over ? meters.

Taken: Epitaph

Taken Combatants spawn an Arc? Blight Geyser on death.

Blight Geysers deal Arc? Damage and inflict heavy knockback after ? seconds.

Vex: Shocker

Vex Goblins spawn an Arc Pool on death.

Arc Pools deal Arc Damage every ? for ? seconds.

Faction Unit▲▲

Specific Combatant enhancements

Cabal: Scorched Earth

Combatants throw Grenades more often.

Fallen: Hot Knife

Fallen Shanks now have an additional Solar Shield.
Certain Shanks that have forced Elemental Shields, such as the Zero Hour's Servitor Shield ones will have both shields "stacked" on top of each other.

Hive: Martyr

Hive Cursed Thralls have ?% increased HP.

Scorn: Raider Shields

Scorn Raiders now have an additional Void Shield.

Taken: Denial

Taken Vandal Shield Summon Cooldown is reduced from ? seconds to ? seconds.

Air Superiority

Airborne Combatants deal 30% Increased Damage.

Major Negatives

Significantly stronger Combatant Buffs or Guardian Debuffs

Grounded▲▲▲▲

While airborne:
100% Increased Incoming Damage.

Blasts▲▲▲▲

Combatants deal 25% Increased Splash💥 Damage.

Energy Drain▲▲

0.8x Ability Regeneration Rate.

Battlefield Promotion▲▲▲▲

Promoted-Affixed Bane Combatants can now appear randomly.

Combatants that kill a Guardian or another Combatant are granted the Promoted affix.

Promoted Combatants gain 60% Damage Resist, deal 6.25% increased damage, and become ~50% physically larger.

Inflicting Suppresion on a Promoted Combatant temporarily disables their Damage Resist and shrinks them down to regular size.

Slow and Small▲▲▲▲

25% decreased Weapon and Ability damage.

Glass Cannon▲▲▲▲

For the Guardian with the most kills in the fireteam:
50% Damage Resist.
Wait, hold up, that isn't what a Glass Cannon is?

Tradeoffs▲▲

Modifiers with a Positive and Negative effect

Haste Trade-Off

While Movement Speed is ≤4 meters per second for at least 5 seconds:
Triggers Danger, Keep Moving! for 4 seconds, then deals 12.5 damage every second until Movement Speed is ≥4 meters per second.

After 0.75 seconds of having Movement Speed above 8m/s:
Continuously restores 10 HP/s until Movement Speed has decreased below ?m/s for ? seconds.

Volatile Shields Trade-Off

Shield HP is increased by 70 HP.

Upon reaching Critical Health:
Triggers a Time Bomb, with the Detonation Imminent timer scaling with the remaining health, up to a maximum of 20 seconds.
Grants Devour for 20(!!!) seconds.

Time Bomb:
Removes the ability to cast Non-Super (and Movement) Abilities or use weapons.
?% Decreased Movement Speed and -3.5 HP/s while shieldless.
Allows the usage of weapons from a third-person perspective after 2 seconds.
Detonates once timer expires, killing the Shieldless Guardian and dealing ? damage to Combatants within ? meters.

Time Bomb can be defused by having allied Guardians [interact] with the afflicted Guardian while within ? meters, by healing out of Critical Health, or by casting Super Ability.

Oscillation Trade-Off

Dealing damage with Kinetic and Power Slot Weapons reduces their damage, and increases Energy Weapons damage, and vice versa.

Weapon Damage Multipliers:
Decay 1x = 0.85x (-15%) | Decay 2x = 0.767x (-23.3%) | Decay 3x = 0.65x (-35%)
Boost 1x = 2x (+100%) | Boost 2x = 3x (+200%) | Boost 3x = 4x (+300%)

Lightning Crystals Trade-Off

While an Arc or Stasis Super Ability is equipped:
4.25x Grenade and Melee Ability Regeneration Speed.
30% Increased Incoming Arc and Stasis Damage.

Cosmic Superconductor Trade-Off

?% Additional Base Arc and Stasis Super Ability Regeneration Rate.
20% Increased Elemental Incoming Damage.

Ashes to Ashes Trade-Off

Dealing Solar Weapon Damage to an Unscorched Enemy inflicts x40+0 Scorch.
Incurs a 5 second cooldown before additional Scorch can be inflicted.

Combatants inflict x30 Scorch upon dealing Solar or Explosive Damage.
Incurs a 3 second cooldown before additional Scorch can be received.

Combat Acceleration Trade-Off

After damaging a target with a weapon many times in rapid succession, you will regain ability energy for your melee, Grenade, and Class abilities.
The base cool-down time for these abilities is lengthened.

Low Gravity

Gravity is significantly reduced.
how to even measure this lol

Challenge & others

Modifiers that affect Loadout effectiveness

Brawn▲▲

Passively grants an additional +50 Health and +250 Shields.
Total Health Pool is increased to 120 Health and 380 Shields.
Overshield cap isn't changed, and all Overshield gains are also reduced by 70%.

Passive Health Regeneration
is completely disabled.
HP gains are generally decreased by 70%. (Varies by source, Weapon-based gains are generally stronger)

Combatants have a chance to spawn a Healing Orb that restores 70 HP on pickup. HP restored is AFTER reductions.
RnF = 25% | Elites = 50% | Miniboss+ = 100%

Focused Fire▲▲

Direct (Impact) Damage is increased by 20-40%.
Indirect (Explosive/Splash/AoE) Damage is decreased by 30-50%.

Kinetic Tremors: 30% decreased
Jolt: 50% decreased.

Lawless FrontierModified Health Rules

Passively grants an additional +70 Health and +300 Shields.
Total Health Pool is increased to 140 Health and 430 Shields.
Overshield cap isn't changed, and all Overshield gains are also reduced by 70%.

Critical Health Regeneration
is enabled, albeit modified.
Regeneration Delay = 1.75 -> 2.25 seconds | Restores 30% -> 15% HP/s.
Shield Regeneration is massively decreased.
HP Restoration Effects are generally decreased by 70%. (Varies by source, Weapon-based gains are generally stronger)

Combatants have a chance to spawn a Healing Orb that restores 70 HP on pickup. HP restored is AFTER reductions.
RnF = 25% | Elites = 50% | Miniboss+ = 100%

Matchgame▲▲▲▲

Combatant Shields take 80% decreased damage from Non-Matching Damage.

Hunger▲▲

Modifiers that grant increased Ability Regeneration upon dealing enough Modifier-Matching Elemental Damage

Elemental Hunger

Grants a 🍔Hunger meter that constantly drains at a rate of 2% 🍔Hunger every second.
Scoring a Modifier-Matching Hit grants 5% 🍔Hunger meter.

While 🍔Hunger is below 50%:
Elemental Starvation | No effect.

While 🍔Hunger is between 50% and 99%:
Elemental Hunger | No positive or negative effects.

Upon reaching 🍔100% Hunger:
Ability Surge for 20 seconds.
750% Additional Base Grenade, Melee, Class, and Super Ability Regeneration Rate.

Famine

Modifiers that reduce Ammo Generation

All Ammo Famine▲▲▲▲

0.8x Special and Heavy Ammo Transmat Multiplier.

Heavy Ammo Famine▲▲

0.8x Heavy Ammo Transmat Multiplier.

Special Ammo Famine▲▲

0.8x Special Ammo Transmat Multiplier.

Boons

Positive effects that benefit Guardians, at the cost of reducing the Reward Multiplier

Air Superiority▼

While airborne:
30% increased Ability and Weapon Damage.

Brawler▼

100% increased Melee Ability Damage and 5x Melee Ability Regeneration Speed.
Multiplicative melee damage increase.

Carousel of Pain▼

Rotates between Arc->Solar->Void->Arc->... elements every 30 seconds.

Grants 30% increased Elemental Damage towards the currently selected element.

Class Healing▼

On Class Ability Usage:
Restores HP to the user and allies within ? meters.
Healing amount is based off of the equipped Class Ability.

70 HP = Acrobat Dodge, Towering Barricade, Rifts
58 HP = Gambler's Dodge, Phoenix Dive
46 HP
= Marksman's Dodge, Rally Barricade, Thruster

Elemental Surge▼

25% Increased Elemental-Matching Damage.

Frag Pickpocket▼

On Finisher:
Converts the next thrown grenade into a Fragmentation Grenade that deals up to 1000 Kinetic Damage and knocks enemies back.
Mechanically identical to Forerunner's The Rock.

Full Throttle▼

Kills grant a stack of Full Throttle, up to a maximum of 100 stacks.
Dying removes threshold-based stacks. 0x–9x = 0x | 10x–39x = 10x | 40x–100x = 40x

Full Throttle grants 1% increased damage per stack, up to a maximum of 100% increased damage at 100 stacks.
Increase Damage to Melee is Additive to other Melee Damage Buffs.

Fury!▼

Scoring a kill progresses a Kill-based counter by 4%. Counter passively decreases by 1% every 2 seconds.

Upon reaching 100% Fury:
Consumes the counter to trigger Fury! for 15 seconds and grant 100% Heavy Ammo Reserves.

Fury!
Bullets trigger an Elemental-Matching Explosion on impact, dealing 40 Damage over 1 meter.
?% Additional Base Ability Regeneration Rate.
+A lot of? Handling, and +? Reload Speed.

Fury! cannot be refreshed until it expires.

Grappler▼▼▼▼

Replaces Grenade Ability with a modified Grapple Grenade.
Grapple Grenade has 3 Charges and does not grant access to Grapple Melee.
Passively grants 5% Grapple Grenade Energy/s while grounded.

Killing Rank-and-File Combatants grants 50% Grapple Energy. Killing Elite+ Combatants grants 100% Grapple Energy.

Grenadier▼

100% increased Grenade Ability Damage and 5x Grenade Ability Regeneration Speed.

Grit▼

Dying grants a permanent stack of Grit, up to a maximum of 30 stacks.
Grit grants 3% Damage Resist, up to a maximum of 90% DR at 30 stacks.

Healing Finishers▼

On Finisher:
Restores 70 HP to the user and allies within ? meters.

Heavyweight▼

100% increased Power Weapon Damage and 1.5x Power Ammo Progress Multiplier.

Hypercritical▼

140% increased Weakspot Damage.
Weakspot involves hitting the Precision Weakspot, without necessarily dealing Precision Damage.
This means it works through Elemental Shields, but not on Divinity's Precision Cage.
Also it doesn't decrease damage despite stating so.

Live Wire▼

After 1 second of sprinting, while maintaining both sprint and a movement speed of at least 5m/s:
Grants Amplified every second.

While Amplified:
Receiving a Melee Hit triggers a lightning storm, dealing up to 156 Arc Damage over ? meters.

Ranger▼

Scoring Precision Kills with Bows, Scout Rifles, and Sniper Rifles progresses a Counter:
Bows, Scout Rifles = 16.7% | Sniper Rifles = 34%

Upon reaching 100% Counter Progress:
Spawns a Special Ammo Brick.

Shot Caller▼

Upon scoring 3 Primary Ammo Precision Hits within 2 seconds of each:
Grants Shot Caller for 15 seconds.
Scoring additional Precision Hits extend the buff duration by +5 seconds, up to 15 seconds.

Shot Caller:
20% Increased Special and Power Weapon Damage.
20% Damage Resist.

Slayer▼

For the Guardian with the most kills in the fireteam:
15% increased Ability and Weapon Damage.

Solar Slide▼

After sprinting for ? seconds:
The next slide creates a Solar Wave that explodes on impact, dealing up to 540 Solar Damage and inflicting x60+30 Scorch, over 5 meters.
Solar Wave additionally releases 4 Shrapnel spread out in each cardinal direction on impact, each dealing 82.5 Solar Damage over ? meters. Has no damage falloff.

Special Ammo Increased▼▼▼▼

Grants 1.25x Special Ammo Transmat Multiplier.

Stasis Slide▼

After 1 second of sprinting, while maintaining both sprint and a movement speed of at least 5m/s:
The next slide releases a Tracking Stasis Wave that travels up to 30 meters, dealing 20 Stasis Damage on impact.
Stasis Wave additionally creates 1 Large Crystal and 3 Small Crystals on impact or after 30 meters.

Strand Pickpocket▼

On Finisher:
Converts the next thrown grenade into a Strand Grenade that deals 475 Strand Damage over 5 meters and releases 11 Unraveling Threads.

Stunning Emotes▼

After scoring multiple kills:
Grants Stunning Emote.
Emoting while Stunning Emote is readied inflicts enemies with an Elemental Debuff.

12 Kills = Inflicts Blinds over a 30 meter radius.
32 Kills = Inflicts Suspend over a 50 meter radius.
57 Kills = Inflicts Freeze over a 70 meter radius and grants an infinitely stacking 50% Damage Resist. BUNGIE??

Blind | Ignition | Suppression | Freeze | Suspend

Trained Finesse▼

Precision Weapon Kills grant a stack of Trained Finesse, up to a maximum of 2 stacks.
Non-Precision Weapon Kills remove a stack.

While at 2x Trained Finesse:
Precision Kills grant ?% Grenade, Melee, and Class Ability Energy.

Volatile Pickpocket▼

On Finisher:
Converts the next thrown grenade into a Void Grenade that deals up to 660 Void Damage over 5 meters releases 5 submunitons that deal up to 330 Void Damage, and inflicts Volatile.

Armor Charge

What are Armor Charges?

Armor Charges are a resource used by Armor Charge Mods, activating certain Passive Effects while Armor Charges are active, or consuming Armor Charges in exchange for an instantaneous effect.

By default, you can only hold up to 3 stacks of Armor Charge. Picking up any Orb of Power while any Armor Charge mod is equipped will grant x1 Armor Charge.
Maximum Armor Charge Stacks can be increased to x4 | x5 | x6 by equipping the Charged Up Chest Armor Mod.

Passive Mods grant a temporary effect while Armor Charges are active dependent on the mods used without needing a special interaction.
Equipping any active Passive Mod will decay x1 Armor Charge every 10 seconds.
Decay Timer is reset every time an Armor Charge is consumed or decayed.

The Decay Timer can be extended to 15 | 18 | 20 seconds by equipping the Time Dillation Armor Mod in the Class Item.

Character Attributes

Guardians, by default, have Tier 3 Mobility and T10 Resilience.

Movement Speed

The base movement speed is 5.6 (Base = 5m/s but +30 Mobility intrinsic) meters per second, which is the equivalent of moving forwards without any additional effect.
Sprinting moves forward at a speed of 8 meters per second.

Base Movement Speed (Moving Forward, including diagonally to the left and right) cannot exceed 9 meters per second. This includes Sprinting Speed.
Strafe Movement (Left, Right, or Backward) has a 0.85x Movement Speed Multiplier, and cannot exceed 6 meters per second.

ADS has a 0.75x Movement Speed Multiplier, and adheres to either the Forward or Strafe movement speed cap. Sidearms have a 0.85x Movement Speed Multiplier.
Crouching Speed has a 0.55x Movement Speed Multiplier that cannot exceed 4 meters per second.

Readied Machine Guns, Rocket Launchers, certain Exotic Power Weapons, and Sword Guarding have a 0.85x Movement Speed Multiplier.

All Movement Speed Multipliers stack with each other.
Eg: T5 Mobility (6.00m/s), while ADS (0.75x), while strafing (0.85x) = 3.83 meters per second.
Eg: T10 Mobility (7.00m/s) while ADS (0.85x), while moving forwards, while using a Lightweight Gun (1.075x) = 6.39 meters per second

Mobility Tier345678910111213
Walk Speed
[m/s]
5.605.806.006.206.406.606.8077.2?7.4?7.6?
Strafe Speed [m/s]4.764.935.105.275.445.615.785.956.12?6.29?6.46?
Crouch Speed3.083.193.303.413.523.633.743.853.96?4.07?4.18?
Sprint SpeedBase Movement Speed of 8 meters per second.
DOES NOT CHANGE WITH MOBILITY. ONLY WITH LIGHTWEIGHT WEAPONS AND SPRINT BONUSES, BOTH OF WHICH ADDITIVELY GRANT 6.25% FASTER SPRINT SPEED UP TO 12.5%

Titans and Warlocks have a baseline of 30 Mobility.
Hunters have 100 [70] Mobility and their baseline Sprint Speed is 8.5 meters per second.

Enhanced Athletics Leg Mod grants +30 | +50 | +60 Mobility.

Movement Speed Increases, such as Heartshadow's Wraithwalk or Tractor Cannon's Scientific Method only increase GROUNDED Movement Speed, they do not change Jump Height.
The maximum movement speed is still limited to the aforementioned caps!

Health and Shields

HP Recovery Mechanics

Guardians possess, by default, 70 [100] Health Points with 34.5% Damage Resist against Combatants and 130 Shield Points, totalling ~237 effective HP against Combatants, or 230 in Crucible.
Health Stat above 100 grants additional Shield HP against Combatants, up to a maximum of +20 Shield HP at 200 Health Stat.

Health | Start of Health Recovery: 1.75 seconds.
Health Recovery Rate: ~27.5% Health/s. (20 [30] HP/s)

Shields | Start of Shield Recharge: 5.3s.
Shield Recharge Rate: ~30% Shield/s. (39.5 Shields/s)
Damage dealt to Overshields does not stop Health Regeneration.

↑Enhanced Health Stat grants up to 25% faster start of Shield Recharge and 50% increased Shield Recharge Rate at 200 stat.

Health Stat<=100110120130140150160170180190200
Health Amount70 [100]
Health Regen Delay1.75s
Health Regen Time3.2s | (21.89 [31.25] HP/s)
Shield Amount against Combatants130133136139142145146147148149150
Shield Regen Delay4.93.675s
% faster Start25%
Shield Regen
Time | %
2.91.93s
% Recharge Rate50%
Health+Shield Regen Time5.15
Total Regen Time7.8

Armor Stats

Health

Picking up Orbs of Power restores Health, at a rate of +0.7 HP per point, up to +70 HP per Orb at 100 points.
Additionally grants 0.1% Flinch Resist while ADS per point, up to 10% Flinch Resist at 100 points.

↑ENHANCED BENEFIT
Grants faster Shield Regeneration and increased Shield HP against Combatants per point above 100.
Provides up to 25% faster start of Shield Recharge, 50% increased Shield Recharge Rate and +20 Shield HP against Combatants at 200 points.

Health Stat0102030405060708090100
HP per Orb07142128354249566370
Flinch Resist01%2%3%4%5%6%7%8%9%10%
Enhanced Stat100110120130140150160170180190200
Shield Recharge Rate0.00%
Shield HP130133136139142145146147148149150
Melee

Grants ?% Additional Base Melee Ability Regeneration Rate and ?% Increased Melee Ability Gains.
Stat provides up to ?% Additional Base Melee Ability Regeneration Rate and ?% Increased Melee Ability Gains at 100 points.

↑ENHANCED BENEFIT
Grants 0.3% [0.2%] more Melee Damage per point above 100.
Provides up to 1.3x [20%] Melee Damage at 200 points.
Works with Unpowered, Powered, and Glaive Melee Damage. Damage increase is multiplicative.

Melee Stat0102030405060708090100
Enhanced Stat100110120130140150160170180190200
Melee Damage0%30%
Grenade

Grants Additional Base Grenade Ability Regeneration Rate and Increased Grenade Ability Gains.
Stat provides up to ?% Additional Base Grenade Ability Regeneration Rate and 211.5%% Increased Grenade Ability Gains at 100 points.

↑ENHANCED BENEFIT
Grants 0.65% [0.2%] increased Grenade Ability Damage per point above 100.
Provides up to 65% [20%] increased Grenade Ability Damage at 200 points.

Grenade Stat0102030405060708090100
Enhanced Stat100110120130140150160170180190200
Grenade Damage0%65%
Super

Grants Increased Super Ability Gains per point.
Provides up to ?% Increased Super Ability Chunk Gains at 100 points.

↑ENHANCED BENEFIT
Grants 0.45% increased Super Ability Damage per point above 100.
Provides up to 45% increased Super Ability Damage at 200 points.
Well of Radiance and Ward of Dawn instead receive up to 33% increased Super Ability Duration at 200 points.

Class

Grants Additional Base Class Ability Regeneration Rate and Increased Class Ability Gains.
Stat provides up to ?% Additional Base Class Ability Regeneration Rate and 90% Increased Class Ability Gains at 100 points.

↑ENHANCED BENEFIT
Class Ability Usage grants a Overshield for (Thruster/Dodge = 5 | Rift/Barricades = 10) seconds.
Overshield Health scales at a rate of 0.4 [0.1] HP per point, up to a maximum of 40 [10] HP Overshield at 200 points.
Damage dealt to the Overshield by Guardians is reduced by 50%, increasing its maximum eHP in PvP to 20.

Class Abilities that deal damage scale up by 0.65% [0.1?%] increased damage per point, up to 65% [10%] increased damage at 200 points.

Class Stat0102030405060708090100
Enhanced Stat100110120130140150160170180190200
Class Damage0%65%
Weapons

Grants increased Handling and Reload Speed per point, up to 0.9x Handling Duration Multiplier and 0.9x Reload Duration Multiplier at 100 points.
Additionally increases Weapon Damage against Rank-and-File and Elite Combatants by 0.15% per point, up to 15% increased Weapon Damage at 100 points.
Handling bonus doesn't exceed 100 Handling Stow Animation Duration.

↑ENHANCED BENEFIT
Ammo Bricks have a 1% chance to drop increased ammo per point above 100, up to 100% chance at 200 points.
Primary/Special Weapon Damage is increased by 0.15% against Bosses and 0.05% against Guardians per point, up to 15% [5%] Increased Weapon Damage at 200 points against Bosses and Guardians, respectively.

Power Weapon Damage is increased by 0.1% against Bosses and 0.05% against Guardians per point, up to 10% [5%] Increased Weapon Damage at 200 points.

Champions of the Darkness

Barrier Champions

Barrier Champions summon an impenetrable Shield once their Health is lowered past a difficulty-determined HP Threshold.
Barrier Champions constantly regenerate a portion of their Health while shielded.

The Shield can be damaged and broken through the usage of Anti-Barrier Effects, stunning the Champion for a brief time.
The Shield's Durability is determined by difficulty.

Stunning prevents the Champion from attacking, moving, or using any abilities.
Dealing damage to the Shield briefly stops Health Regeneration.

Additional Shield-Piercing Effects:
Ignores Shielded-Affixed Bane Combatant Shields, Hydra Shields, Hobgoblin Immunity, (Taken) Phalanx Shields, Taken Vandal Shields, and Scorn Buckler Shields.
Weapons deal 30% increased damage towards Titan Barricades.

InformationStandardRaid
(Expert/Master)
AdvancedExpertMaster
Grandmaster
Activity Difficulty governs the difficulty of the Champion Mechanics.
Champion Health2200 HP3300 HP4400 HP5000 HP5475 HPChampion Health is shared between all Races and Champion Types.
Master Difficulty Champion Health is reduced to Expert-Tier Health.
Shield Health210~333~333 HP~410 HP~445 HPShield Health is equal to ~10% of the Champion's Health.
Shield Summon Threshold60%60%60%75%85%Champion automatically attempts to summon the Shield upon reaching the Health Threshold.
Staggers can delay Shield Summoning.
Health Regeneration while Shielded15% HP/s15% HP/s15% HP/s30% HP/s45% HP/sHealth is continuously restored at a rate of 1% HP every 0.066 | 0.066 | 0.066 | 0.033 | 0.022 seconds.
Time to Regen Health upon Shielding0.8 seconds.There is a 0.8 seconds delay upon shielding before Health Regeneration occurs.
Difficulty does not alter the timer.
Maximum Shield Duration5The Shield lasts for 5 seconds.
Health Regeneration Delay upon receiving Shield-Piercing Damage1.6 seconds.Dealing any Shield-Piercing Damage immediately halts Health Regeneration, and delays it by 1.6 seconds.
Stun Duration in Seconds after Shield Break[?]7765.5Champion is stunned for X | 7 | 7 | 6 | 5.5 seconds.
Shield Lockout after Shield Break[?]7765.5Champion is unable to summon the Shield for a short period of time after being stunned.

Overload Champions

Overload Champions passively restore their Health over time, use abilities and weapons more frequently, and move erratically unless stunned through Disruption.
Stunning prevents the Champion from attacking, moving, or using any abilities.

Disrupted Combatants are bugged and no longer deal 25% less damage for 5 seconds.
Disrupting Guardians lowers their Ability Regeneration Rate by 0.4x.

Overload Champion Stunning Application:
Arc Jolt stuns upon dealing damage to the Champion.
Stasis Slow stuns upon inflicting Slow Stacks to the Champion.
Stasis Freeze stuns upon shattering the Champion.
Void Suppression stuns upon suppressing the Champion.

InformationStandardRaid
(Expert/Master)
AdvancedExpertMaster
Grandmaster
Activity Difficulty governs the difficulty of the Champion Mechanics.
Champion Health2200 HP3300 HP4400 HP5000 HP5475 HPChampion Health is shared between all Races and Champion Types.
Master Difficulty Champion Health is reduced to Expert-Tier Health.
Passive Health Regeneration4.5% HP/s4.5% HP/s4.5% HP/s13.65% HP/s27.4%Health is continuously regenerated by 1% HP every 0.22 | 0.22 | 0.22 | 0.073 | 0.037 seconds.
Frozen Overload Champions continuously regenerate 4.5% HP/s, regardless of Difficulty.
Stun Duration in Seconds after Disrupting[?]7765.5Champion is stunned for X | 7 | 7 | 6 | 5.5 seconds.
Cooldown between Stuns in SecondsN/AN/AN/A2.54.5Time that must pass before a new stun can occur, counting from when the previous stun is over.
Time to Heal after Disrupting in Seconds6.5 secondsHealth only starts regenerating if the Champion remains undisrupted for 6.5 seconds.
Reapplying Disruption refreshes the duration to 6.5 seconds.

Unstoppable Champions

Unstoppable Champions relentlessly chase enemies, and possess 70% Damage Resist unless stunned.
Damage Numbers visually appear as Italic Desaturated Pink Numbers
Stunning removes the Damage Resist and prevents the Champion from attacking, moving, or using any abilities for the duration of the stun.

Unstoppable Shots tend to inflict more Stagger, with certain weapons/effects forcing a stagger.

Stunning Methods outside of Unstoppable Shots:
Arc Blind Application
Solar Ignition Application
Strand Suspension Application

InformationStandardRaid
(Expert/Master)
AdvancedExpertMaster
Grandmaster
Activity Difficulty governs the difficulty of the Champion Mechanics.
Champion Health2200 HP3300 HP4400 HP5000 HP5475 HPChampion Health is shared between all Races and Champion Types.
Master Difficulty Champion Health is reduced to Expert-Tier Health.
Damage Resistance70% Damage ResistChampion decreases all incoming damage by 70% while unstunned.
Stun Duration in Seconds after Disrupting[?]7765.5Champion is stunned for a minimum of X | 7 | 7 | 6 | 5.5 seconds.
Cooldown between Stuns in SecondsN/AN/AN/A2.54.5Time that must pass before a new stun can occur, counting from when the previous stun is over.

Combatant Classification

Combatant Tiers

Combatants are divided into 4 different tiers. Each tier groups enemies within a certain range of Health.

Elite Combatants have their Tier increased by +1 compared to their Rank-and-File equivalent.
E.g: Psion (Tier 1) -> Elite Psion (Tier 2)
Vandal (Tier 2) -> Elite Vandal (Tier 3)

Champions, Minibosses, and Bosses are exempt from the Tier System, and will count as either the highest possible Tier, or have their own specific classification.

Combatant Tiers affect the Ability Energy Gains and Effect Triggers, such as the Weapon Perks Headstone and Unrelenting, Fragments such as Ember of Searing and Whisper of Refraction, Exotics, like Vex Mythoclast and Promethium Spur, as well as certain Armor Mods.

Combatant List

Combatant Tier
Rank-and-File Combatants
CabalFallenHiveVexTakenScornDreadMassive thanks to MossyMax for his Outgoing Damage Scaling Spreadsheet, which further details how HP enemy scales throughout different Activities, and more!
Tier 1 CombatantPsion
Scorpius
War Beast
Corsair
Exploding Shank
Dreg
Shank
Tracer Shank
Wretch
Cursed Thrall
Thrall
FanaticThrallScreeb
Stalker
Ravager
Attendant
Grim
Weaver
Combatant Tiers =/= Combatant Ranks

Combatant Tiers
are a classification used for effects that scale based on how strong an enemy is, such as for Devour's Grenade Energy Gains.

Combatant Ranks affect the Tier System:
Elite Combatants are granted +1 Tier over their RnF equivalent.
Minibosses, Tormentors, Champions are placed at Tier 5.
Bosses are placed at Tier 6.

Examples:
Rank-and-File Vandal (T2) -> Elite Vandal (T3)
Rank-and-File Captain (T3) -> Elite Captain (T4) -> Overload Champion (T5)

For effects that don't have an established value for Tier 4–6, their next highest value is instead used. Vehicles are wildly inconsistent.

Examples:
Point-Contact Cannon Brace has Tiers 1–6, so every Combatant Tier works for it.
Devour has Tiers 1–4, so Minibosses and Bosses will be treated as T4 for it.
Tier 2 CombatantIncendior
Legionary
Phalanx
Marauder
Vandal
AcolyteHarpy
Hobgoblin
Goblin
Acolyte
Goblin
Hobgoblin
Phalanx
Vandal
Lurker
Raider
Husk
Tier 3 CombatantCenturion
Gladiator
CaptainKnight
Wizard
MinotaurCaptain
Centurion
Knight
Minotaur
Wizard
Chieftain
Wraith
Tier 4 CombatantColossusBrig
Heavy Shank
Servitor
Shrieker
Ogre
Cyclops
Hydra
Wyvern
OgreAbominationSubjugator
Tormentors
Omen

Need information about Combatant Ranks, instead of their Tiers? Head over to Court's Infographic to find out about their interactions!

Combatant Shields

Shielded Combatants are equipped with auto-recharging Elemental Shields that protect against Precision Damage and stagger/flinch.
Shields begin recharging after 5 seconds of not receiving damage, or 5.5 seconds if broken, at a rate of 13.3% Shields every 0.2 seconds (66.6%/s), being fully restored after 1.5 seconds.

Elemental Damage deals 100% increased damage to Shields compared to Kinetic Damage.
Matching Elemental Damage deals 200% increased damage to Shields compared to Kinetic Damage, or 50% increased damage compared to Non-Matching Elemental Damage.

The ratio between damage dealt to Shields vs Health scales with activity difficulty, with higher difficulties having a much higher ratio.

Combatant Banes

Non-Boss Combatants can spawn with Affixed Banes, enhancing the enemies with uniquely disruptive abilities.

Combatants with Banes possess 60% Damage Resist against all damage unless otherwise specified.

All Bane Icons recreated and graceously provided by Court Projects.
Support his awesome infographics and check out more of his work here.

Caltrops

Caltrops-Affixed Combatants drop an Elemental Pool every 2 seconds and on death.
Elemental Pools deal damage 4 times a second over 6 meters seconds for 5 seconds.

Caltrop Combatants will relentlessly chase after Guardians, preferring to stay within Melee Range.
Finishers are disabled against Caltrop Combatants.

Cascade

Cascade-Affixed Combatants periodically shoot out a Stasis Seeker every 6.5 seconds in front of them that travels up to 60 meters away at a speed of 15m/s.
Stasis Seeker detonates upon impacting a wall or Guardian, inflicting x50 Slow over 6? meters for 4 seconds.

Drain

Drain-Affixed Combatants instantly tether to all Guardians in line of sight within 50 meters, inflicting Umbral Drain on them.
Tether is removed upon losing line of sight or by being over 50 meters away.
Invisible Guardians cannot be targeted by the Drain Combatant.

Umbral Drain deals Moderate Non-Lethal Void Damage every ? seconds.

Inflicting Suppression on the Drain Combatant will disable its draining abilities while the debuff is active.
Invisible Guardians are unable to be tethered.

Grasp

Grasp-Affixed Combatants periodically release multiple projectiles, with each turning into a Strand Turret.

Strand Turrets last for 10 seconds, shooting threads that deal Strand Damage and inflict Unravel for 5 seconds on hit.
Strand Turrets can be destroyed, but do not count as Constructs.

Gravity

Gravity Combatants periodically lobs out an accurate Vortex Mortar every 8 seconds towards Guardians up to 45 meters away, and have 60% Damage Resist.
Vortex Mortar implodes on impact, pulling in Guardians within 6? meters.
Vortex slowly expands in size to 9 meters while dealing Void Damage over Time for 4.5 seconds.
After 4.5 seconds, the Vortex detonates, dealing moderate Void Damage over 9 meters.

Inflicting Suppression on a Gravity Combatant temporarily disables their ability to generate Vortex projectiles.

Healing

Healing-Affixed Combatants bestow Health Regeneration to Combatants within 20 meters. Does not affect Champions, Bosses, or themselves.
Combatants with the Health Regeneration buff continuously restore HP. while within range.

Rank-and-File Combatants restore 2.25% HP every 0.1 seconds (22.5% HP/s).
Elite Combatants restore 1% HP every 0.1 seconds (10% HP/s).

Inflicting Suppression on the Healing Combatant will disable its healing abilities while the debuff is active.

Hypernova

Hypernova-Affixed Combatants trigger a Self-Destruct Sequence after being lowered to 67% Health and have a lower-than-average 40% Damage Resist.

Self-Destruct Sequence:
Ocurrs over 7 seconds, ending in an explosive blast that deals Massive Solar Damage, inflicts x40 Scorch, and knocking back all entities within 40 meters.
Hypernova Combatants' Damage Resist increases to 60% and restore 8.25% HP/s during the arming sequence.
Nuclear Blast also kills the Hypernova Combatant in the process.

Self-Destruct can be safely prevented by killing the Nuclear Combatant.
Self-Destruct Damage can be partially avoided by being in cover (Inflicts Scorch) or fully avoided by being over 40 meters away.

Medusa

Medusa-Affixed Combatants inflict x5 Slow every 0.25 seconds while being looked at until either becoming frozen or no longer looking.

Meteors

Meteor-Affixed Combatants release 3 Solar Meteors every 20 seconds.

Meteors track to nearby Guardians within 60 meters, exploding on impact and dealing Moderate Solar Damage.

Meteors can be destroyed by shooting at them, making them collide on surfaces, or avoided by taking cover.

Invisible Guardians are not able to be tracked.

Mines

Mine-Affixed Combatants release 4 Proximity-Triggered Mines in a ♦️diamond formation on death.

Mines deal up to 200 damage, down to a minimum of 50 damage, and can be destroyed by dealing damage to them.

Inflicting Suppression on the Mines Combatant will prevent them from releasing mines on death.

Promoted

Promoted-Affixed Combatants (from the Battlefield Promotion Modifier) gain 60% Damage Resist, deal 6.25% increased damage, and become ~50% physically larger.
Champions, Bosses, and Affixed-Combatants cannot receive the Promoted Affix.

Inflicting Suppresion on a Promoted Combatant temporarily disables their Damage Resist and shrinks them down to regular size.

Protected

Protected-Affixed Combatants are guarded by 3 Drones, each with 100 HP.

Protected Combatants receive 90% Damage Resist for as long as a Protecting Drones is present.

Destroying all drones removes the Protected Bane status and accompanying Damage Resist.

Pummel

Pummel-Affixed Combatants have an Immunity Shield until Physical Melee Damage is received, permanently destroying their Shield.
Pummel Combatants lose their immunity and have no Damage Resist after losing their Shield.
Despite the Immunity Shield, they are susceptible to crowd control effects such as Slow, Freeze, and Suspend.
Glaive Melee and Sword Attacks can break the Immunity Shield.

Breaking the Immunity Shield causes the Pummel Combatant, as well as other combatants within ? meters to be disoriented for 4 seconds.

Rage

Rage-Affixed Combatants deal incrementally higher damage, have increasingly higher Damage Resist, and grow in size as their health is reduced.

Damage Resist begins at 60% DR at 100% HP, gradually rising up to 90% Damage Resist upon reaching 30% HP.
Damage Buff increases linearly from 0% Increased Damage at 100% HP, up to 70% Increased Damage at 10% HP.
Size Increases maxes out at ~50% Increased Enemy Size.

Screeber

Screeber-Affixed Combatants periodically release a Mini-Screeb every 3 seconds.

Screeber Combatants release 6 Mini-Screebs upon dying.

Shield

Shield-Affixed Combatants possess an invulnerable frontal shield, as well as 30% Damage Resist.

Shield can be penetrated by Shield-Piercing Weapons.

Shielded

Shielded-Affixed Combatants bestow a Permanent Overshield to Combatants within 20 meters. Does not affect Champions, Bosses, or themselves.
Overshield has 600 HP and does not receive Precision Multipliers or Energy Weapon Multipliers, but takes ~390% increased damage, reducing it to ~155 eHP.
Overshield is not actually a Void Shield, despite being visually purple, and will not receive increased damage from Void sources.

Combatants with Overshields continuously regenerate their Overshield at a rate of 150 (~38 eHP) Overshield HP/s (25%/s).
Breaking the Overshield permanently removes the Overshield.

Inflicting Suppression on the Shielding Combatant will disable its shielding abilities while the debuff is active.

Killing the Shielding Combatant will instantly remove all existing Overshields.

Shock

Shock-Affixed Combatants build up a Shock Charge over ? seconds, and tether to Guardians within 30 meters and in line of sight.
Shock Charge is discharged to tethered Guardians, dealing Severe Arc Damage to them.

Inflicting Suppression on the Shock Combatant will disable Shock Charge build up while the debuff is active.
Invisible Guardians are not able to be tethered.

Shock Combatants explode on death, dealing Arc Damage to Combatants within 15 meters.

Shroud

Shroud-Affixed Combatants project an aura that camouflages other Combatants within 14 meters. Does not affect other Banes, Champions, or Bosses.

Camouflaged Combatants are rendered almost fully invisible, except for overlayed effects such as debuffs and their shadow, and have no Name Plate.
Aim Assist and tracking projectiles work as usual. Effects that rely on directly targeting an enemy (such as Final Warning) do not work on the camouflaged combatants.

Inflicting Suppression on the Shroud Bane Combatant temporarily removes the camouflage from other Combatants.

Slowing

Slowing-Affixed Combatants project a slowing field over ? meters and and have 35% Damage Resist.
Guardians inside the slowing field are instantly inflicted x10 Slow, followed by x5 Slow every 0.3 seconds while remaining inside.

Inflicting Suppression on the Slowing Combatant will disable its slowing field while the debuff is active.

Threaded

Threaded-Affixed Combatants release a hostile Threadling upon being dealt NON-Precision Damage with a 0.3 second cooldown between each spawn.

Zealous

Zealous-Affixed Combatants bolster Combatants within 20 meters on death by enraging them.

Enraged Combatants:
Affected Combatants
become aggressive, receive 35% Damage Resist, shoot more frequently in longer bursts.
Additionally, they are unaffected by Blind, Suppression, and cannot be finished.
Combatants explode on death or after being enraged for 20 seconds, dying in the process.
Explosion can harm Guardians, dealing up to 50 Damage, down to a minimum of 15 Damage, and inflicting heavy knockback.

Zealous Combatants, as well as Enraged Combatants are unaffected by Blind, Disorient, and Suppression, but remain susceptible to other CC effects.

Heat Weapons

Weapons with the intrinsic Heat Weapon trait uniquely generate Heat as they fire, using Ammo directly from reserves instead of utilizing regular magazines.
Heat Weapons can manually vent Heat at a Vent Speed-based rate instead of reloading, triggering On-Reload effects. Manual Vent can be cancelled at any point.

Heat Gauge ranges from 0 Heat to 1000 Heat, represented in game with 2 different values.
Heat Generated and Cooling Efficiency work in the 0-1000 range wherein each point counts as 0.1% Heat, while the in-game magazine displays the Heat%.
Each shot generates Heat equal to the Heat Generated stat, while Cooling Efficiency is the amount of Heat passively dissipated every second.

Exceeding 1000 Heat forcefully triggers an Overheated Manual Vent.
Overheated Manual Vent renders the weapon unusable until it reaches ≤150 Heat. Overheated Weapons have instantaneous stow.

Heat Weapons deal 15% Increased Impact Damage to Elite+ Combatants.
Dynamic Heat Weapons intrinsically deal 15% [2.5%] Increased Impact Damage that multiplicatively stacks with the aforementioned increase.

Heat Weapons Archetypes and Magazine Counts

Balanced Weapons InfoDynamic Weapons Info
Low Heat Generation | Low Cooling EfficiencyHigh Heat Generation | High Cooling Efficiency | 15% [2.5%] Increased Direct Damage
Upon beginning a Manual Vent while Heat is ≥875:
2x Vent Rate Multiplier.
While Heat is ≤125:
Dynamic Heat Limiter | -50% Heat Generation for 5 seconds or until stowing the weapon.
Triggering Dynamic Heat Limiter after having dealt damage will freeze the timer until shooting.
WeaponAmmo TypeFrameWeaponAmmo TypeFrame
Bitter EndRapid-Fire Machine GunConspiracy HonedRapid-Fire Sniper
Extra 1.325x Damage on top of Dynamic Bonus
HeirloomExotic Special Combat BowModified B-7 PistolPrecision Hand Cannon
High TyrantRapid-Fire Pulse RifleAll or NothingRapid-Fire Pulse Rifle
M-17 "Fast Talker"Adaptive SMGCompact DefenderLightweight Sidearm
Voltaic ShadeRapid-Fire Scout RifleUncivil DiscourseSpecial Ammo Hand Cannon
Zealous IdealPrecision Auto Rifle

Super Ability Energy

Active Generation

Dealing and receiving damage, as well as Kills and Assist all directly contribute to charging your Super Ability.
Overkill Damage does not count for Super Generation.

Primary Weapons have the greatest Damage to Super Ratio.
All other damage sources are uniquely tweaked, generally being considerably slower than Primary Weapons.
Varies heavily between Weapon Archetype.

Super Energy Gain from kills scale based on the Enemy Rank Tier, as well as Mods and Perks. Assists are worth half a kill.

Super Tiers grant an additional multiplier to Active Generation.
T1 = -20% | T2 = -10% | T3 = 0% | T4 = +10% | T5 = +20%

Super Energy from Kills, Orbs of Power, and Other Sources

Rank ClassificationSuper EnergyOrb of PowerSuper Energy
Tier 1 Combatant0.60%Reaper x1 | Firepower x1 | Heavy Handed x10.80%
Tier 2 Combatant0.96%Reaper x2 | Firepower x2 | Heavy Handed x21.10%
Tier 3 Combatant0.99%Reaper x3 | Firepower x3 | Heavy Handed x31.25%
Tier 4 Combatant1.80%Reaper x4 | Firepower x4 | Heavy Handed x41.50%
Guardians1.80%Ward of Dawn Super2.30%
Note: Assists are worth 50% of the Kill Value.Siphon x1, Power Preservation x1
Subclass-specific Fragments
2.50%
Aeon Gauntlet's Sect of Insight
Ward of Dawn (Crest of Alpha Lupi)
Well of Radiance Super
3.57%
Siphon x2 | Power Preservation x23.75%
Siphon x3 | Power Preservation x34.40%
Super Kills | Benevolent Finisher
Blight Ranger | Super Kills (Crest of Alpha Lupi)
7.15%