Table Of Contents
The Witch Queen expansion has introduced new ways for Hunters to dominate the competition in Destiny 2. Several new Exotics, Void 3.0, and Artifact mods have given Hunters some new toys to play with.
Related: The Best Exotics For Hunters In Destiny 2, Ranked
Today, we will be looking at ten powerful Hunter builds—five for PvE and five for PvP. Infinite melee abilities, the ultimate PvE solo build, and powerful support builds are just a few things we'll cover. Get ready to take the Hunter class to its absolute limit.
Foreword
Before we begin, we do mention Combat Style mods quite a bit. If you don't know how these mods work, we have guides on each Combat Style mod type. You can find them below:
Updated October 5th, 2022, by Charles Burgar: Season of the Risen brought an overhaul to the Arcstrider subclass and arguably the best Nightstalker Exotic since Omnioculus was released. We've replaced four builds in this guide. Check out our PvP Arcstrider build that uses invisibility and deadly punches, our Caliban's Hand PvP build that lets you wipe fireteams with two button presses, or our PvE builds that showcase the strength of Arcstrider and Gyrfalcon's Hauberk.
PvP: Lasting Sting
Why Play This Build?
Weapon combos are an underutilized aspect of Destiny buildcrafting. Most builds focus on maximizing the effect of a single ability or weapon. Not this one. This build turns you into the ultimate space cowboy and/or archer, winning gunfights with the flick of the wrist.
This build uses three things: your favorite Bow or Eriana's Vow, Lucky Pants, and a good Hand Cannon. Your Bow will open engagements, dealing a massive blow to the enemy. You'll then immediately switch to your Hand Cannon to deliver the final blow. Rinse and repeat. Lucky Pants makes this playstyle incredibly smooth, and fans of Bows can flex their muscles against Guardians that strictly follow the meta.
Subclass | Gunslinger (Solar) |
Exotic | Lucky Pants |
Weapons | Le Monarque or Eriana's Vow, 120 RPM Hand Cannon |
This build doesn't rely on any specific subclass spec, but we highly recommend you use Gunslinger while starting out. The On Your Mark buff is great for smoothing out this playstyle, and you get access to Radiant and Restoration buffs. If you don't like Gunslinger, Arcstrider and Revenant are solid alternatives.
Le Monarque is what we recommend for most players, but Eriana's Vow is a good pick if don't want to use a Bow. Le Monarque is downright oppressive with its AoE arrow explosions that deal DoT damage, acting as a slow-firing Thorn with nigh-infinite range. Fire a poisonous arrow at a target, immediately swap to your Hand Cannon, and deliver the final blow. If the Hand Cannon doesn't kill them, the poison surely will.
Eriana's Vow is an underutilized Exotic in PvP yet surprisingly good. It has excellent range, deals immense chip damage to the body and high headshot damage, and it auto-loads itself with the Catalyst. This pairs well with either a Bow or 120 RPM Hand Cannon to help kill the target. If you have a Bow, you'll start the engagement with the Bow and finish with Eriana's Vow. With a Hand Cannon, you typically want to do the opposite.
Make sure your Primary has the Quick Access Sling mod equipped. Good weapons for this build include Biting Winds, Accrued Redemption, Steady Hand, and True Prophecy. You'll also want to be mindful of your positioning; staying at mid-range is recommended for this build.
Lucky Pants turns your Guardian into a space cowboy, drastically improving the handling and accuracy of your Hand Cannon for a few seconds when it's drawn. This works with Eriana's Vow and any Primary Hand Cannons you're using, making it feasible to hip-fire targets at close-range and ADS quickly to deal with long-range threats. It takes some getting used to, but the power of this combination is worth the effort.
Abilities |
Super | Golden Gun - Deadshot |
Grenade | Firebolt Grenade |
Melee | Knife Trick |
Class Ability | Gambler's Dodge |
Aspects |
Knock 'Em Down | Buffs your Super. While Radiant, final blows with your equipped Throwing Knife fully refund your melee energy. |
On Your Mark | Precision final blows grant you and nearby allies increased weapon handling and reload speed. Stacks 3 times. When you Dodge, gain maximum stacks. |
Fragments |
Torches | Throwing Knife hits make you and nearby allies Radiant. |
Singeing | Your class ability recharges faster when you scorch enemies. |
Solace | Radiant and Restoration last longer. |
Combustion | Super final blows cause targets to ignite. +10 Strength |
Searing | Defeating scorched targets grants melee energy. +10 Recovery |
Your main abilities are Firebolt Grenades, Knife Trick, and Gambler's Dodge. Firebolts have a short cooldown and inflict scorch with ease, allowing you to take full advantage of Ember of Singeing. Knife Trick makes it easy to inflict scorch with your melee, and Gambler's Dodge will help with melee uptime. For this build's Super, we use Deadshot Golden Gun with Ember of Combustion and Knock 'Em Down to give you a devastating roaming Super in 6v6 modes. It's great in 3v3 as well, although it is easier to shut down than Blade Barrage.
Aspects for this build are all about buffing your neutral game. Knock 'Em Down and On Your Mark improve your Super, weapon performance, and refund your melee energy if you get a powered melee kill while Radiant.
Fragments don't matter much on this build. Singeing is great for getting your Gambler's Dodge back quickly. Torches makes it easy to proc Radiant, Solace extends the duration of your Solar buffs, and Combustion allows your Golden Gun to refund bullets whenever it kills someone. We use Ember of Searing for the +10 Recovery, so feel free to swap this Fragment for something else if you already have 100 Recovery and good Mobility.
Mobility | 80+ |
Resilience | Dump |
Recovery | 90+ |
Discipline | 40+ |
Intellect | 40+ |
Strength | Dump |
Mobility is mandatory to assist with strafing and help you avoid enemy fire. Recovery should be at least 90, preferably 100. The cooldown stat you focus on is up to you, but we recommend either Intellect or Discipline. Intellect is great if you need a little boost with getting your Super. If you want to frag to your heart's content, Discipline and Tripmine Grenades make Eriana clean-ups much easier.
Armor (Element) | Mod Slots |
Helmet (Any) | |
Gloves (Any) | |
Chest (Any) | - Unflinching (HC or Bow)
- Preference
|
Boots (Any) | |
Cape (Stasis) | - Utility Kickstart
- Utility Kickstart
|
Utility Kickstart will help you get your dodge back faster. The rest of your mods should focus on increasing your stats and weapon performance.
ARMOR MODS (COMBAT STYLE) |
Helmet | Precision Charge OR Taking Charge |
Gloves | High-Energy Fire |
Chest | Radiant Light |
Boots | Powerful Friends |
Cape | None |
High-Energy Fire makes the two-tap combo even easier to pull off with this build. Taking Charge or Precision Charge should make Charged with Light stacks easy enough to earn. Powerful Friends and Radiant Light serve as great stat boons. None of these mods are required for the build to function.
Return to Table of Contents
PvP: Escape Artist
Why Play This Build?
Arcstrider is the perfect PvP subclass for aggressive playstyles. Its speed buffs and various high-damage abilities can swing a match in your favor, yet Arc subclasses have one issue in PvP: survivability. This build aims to fix that.
The secret ingredient to a tanky Arcstrider is Assassin's Cowl, an Exotic helmet that turns you invisible and heals you after a melee kill. And thanks to Arcstrider's amazing melee abilities, you'll be able to lung towards your foes for easy cleanups, turn invisible while benefiting from Amplified's speed buffs, and you'll have access to some of Destiny 2's best grenades and Supers. Best of all, since this build uses melee abilities, you'll get to benefit from Swashbuckler Shotguns and Bows one-tapping Guardians for excellent weapon synergy.
Subclass | Arcstrider (Arc) |
Exotic | Assassin's Cowl |
Weapon | Anything with Swashbuckler |
Arcstrider (Arc) gives you access to powerful grenades, melee abilities, and some useful Fragments. We'll be using Combination Blow for our melee, and the grenade is entirely up to you—we prefer Storm or Pulse Grenades. For your class ability, use Gambler's Dodge.
Assassin's Cowl has great synergy with Arcstrider. Charged melee kills will heal you and make you invisible for a short time, giving you a moment to reposition. The best part is your Combination Blow kill will typically make you Amplified, allowing you to run at maximum speed while invisible to surprise your enemies. Bear in mind that Blink breaks invisibility from Assassin's Cowl, so we recommend using Strafe Jump for this setup.
Weapons with Swashbuckler are recommended since you'll be getting melee kills. Slug Shotguns and Precision Bows are recommended since they can one-tap at x5 Swashbuckler stacks. Glaives and most meta PvP Exotics will work well with this build; use what you enjoy.
Abilities |
Super | Preference |
Jump | Anything except Blink |
Grenade | Storm OR Pulse Grenades |
Melee | Combination Blow |
Class Ability | Gambler's Dodge |
Aspects |
Lethal Current | Dodging grants the Lethal Current buff for 10 seconds, increasing melee lunge range while causing your next melee to Jolt targets with a damaging aftershock. Damaging jolted targets also Blinds them. |
Flow State | Defeating a Jolted target makes you Amplified. While you're Amplified, dodges recharge faster, your dodges grant DR, and you gain +100 reload speed. |
Fragments |
Recharge | While critically wounded, your melee and grenade energy regenerate more quickly. |
Focus | After sprinting for a short time, your class ability regeneration is increased. -10 Mobility |
Ions | Defeating a jolted target creates an Ionic Trace. |
Feedback | Taking melee damage briefly increases your outgoing melee damage. +10 Resilience |
Your main abilities are Storm or Pulse Grenades, Combination Blow, and Gambler's Dodge. Do not use Blink with this build, as Blink breaks invisibility. You'll want to use Strafe Jump instead. This gives you a solid area denial grenade, an absurdly strong melee with our Aspects, and a solid means of getting your melee back. Use any Super you like.
Aspects for this build focus on buffing your melee and general neutral game. Lethal Current empowers your melee upon dodging, causing it to release a Jolt-inflicting explosion when used. You also gain absurd lunge range, allowing you to hit a target from a surprisingly far distance. This kill will make you Amplified thanks to Flow State, causing you to move faster, slide further, jump higher, reload faster, swap weapons more quickly, and it buffs your dodges with lower cooldowns and DR while in use. In other words, you're an unstoppable force while dodging and punching.
Fragments buff your ability uptime. Recharge is absurdly powerful, just about doubling your ability recharge rate when your shields break. Focus makes your dodge recharge faster while you're sprinting, although it does reduce your Mobility stat. Ions grants ability energy with jolted kills (which includes your Combination Blow with Lethal Current), and Feedback helps for when you enter a melee 1v1 or 1v2 brawl. Feel free to replace Feedback with any Fragment you prefer.
Mobility | 100 |
Resilience | Dump |
Recovery | 90+ |
Discipline | ~60 |
Intellect | 40 |
Strength | 60+ |
Your two main stats are Mobility and Recovery, assisting your dodge cooldown while reducing downtime when damaged. For your second stat bucket, Discipline is recommended since you'll be getting your Gambler's Dodge back so quickly.
Armor (Element) | Mod Slots |
Helmet (Any) | |
Gloves (Void) | - Bolstering Detonation
- Preference
|
Chest (Any) | - Unflinching Mod
- Preference
|
Boots (Any) | |
Cape (Stasis) | - Utility Kickstart
- Utility Kickstart
|
In situations where you need just a little more dodge energy but don't have your melee, Bolstering Detonation will help you out. Double Utility Kickstart mods will grant a solid chunk of dodge energy everytime you use Gambler's Dodge, reducing your dodge cooldown even further. Beyond that, run mods that enhance your weapon performance. Don't use Hands-On: it doesn't work in PvP.
For Artifact mods, we recommend Amped Up to increase your Amplified duration from 15 to 20 seconds. An Artifice cape can fit this mod alongside two Utility Kickstarts. The rest of the mods are either too expensive or offer too few benefits for PvP.
ARMOR MODS (COMBAT STYLE) |
Helmet | High-Energy Fire |
Gloves | Charge Harvester |
Chest | Powerful Friends |
Boots | Radiant Light |
Cape | Taking Charge |
Charged with Light mods are useful in PvP but not required. Use a generic damage-boosting setup if you have points to spare.
Return to Table of Contents
PvP: Vermin's Shroud
Why Play This Build?
This build merges the strengths of Revenant and Nightstalker together to keep your enemies disoriented. You'll be able to constantly slow your enemies, go invisible after every kill, and periodically teleport. Lure your enemies close to you, slow them, strike them down with Rat King, then teleport into Invisibility while slowing all nearby targets. It's tricky to use in 3v3 modes, but this build causes some serious carnage in 6v6 modes, especially Rift.
Subclass | Revenant (Stasis) |
Exotic | Mask of Bakris |
Weapon | Rat King |
This build uses the Revenant subclass. Just about every part of your kit will inflict Slow, a debuff that reduces enemy movement speed and ability regeneration. Paired with your Exotics, enemies will have a hard time tracking you.
Mask of Bakris is a devastating Exotic in the right hands. While it doubles your Dodge cooldown, you'll be able to teleport short distances whenever you use your class ability. With Marksman's Dodge and Rat King's on-kill effect, you can heal yourself and go invisible when you do this.
Rat King is criminally underused in the Crucible. This Sidearm has a short TTK, can shut down Shotguns and SMGs with ease, and turns you invisible if you reload after a kill. With the Masterwork, it'll also immediately begin health regeneration when you reload after a kill. PC users should reduce their FOV slightly if they want to try this weapon, as Sidearms on 105 FOV are widely inconsistent.
Abilities |
Super | Silence and Squall |
Grenade | Duskfield Grenade |
Melee | Withering Blade |
Class Ability | Marksman's Dodge |
Aspects |
Winter's Shroud | Dodging slows nearby targets. |
Touch of Winter | Your Glacier, Duskfield, and Coldsnap grenades have enhanced functionality. |
Fragments |
Chains | While you are near frozen targets or a friendly Stasis crystal, you take reduced damage from targets. +10 Recovery |
Conduction | Nearby Stasis Shards track to your position. +10 Resilience and Intellect |
Durance | Slows last longer. Lingering abilities also last longer. +10 Strength |
Shards | Shattering a Stasis Crystal increases grenade regeneration for a short time. +10 Resilience |
This build uses Duskfield Grenades, Withering Blade, and Marksman's Dodge. Duskfield Grenades have an incredibly short cooldown that we further hasten with Whisper of Shards. This provides excellent area denial in modes like Trials and Rift. Withering Blade should be used to slow targets that are close together or to clean up enemies behind cover. Marksman's Dodge activates Rat King's Exotic perk when you use Light Shift, instantly starting health regeneration while turning you invisible.
Aspects for this build include Winter's Shroud and Touch of Winter. Winter's Shroud slows targets that are near you whenever you use Light Shift. Paired with the Invisibility from Rat King, most enemies will become completely disoriented. Touch of Winter increases the size of your Duskfield Grenades and spawns a crystal at the center, letting you benefit from Whisper of Chains and Shards.
Fragments on this build focus on enhancing your slows and character stats. Chains gives you a small amount of damage resistance if you're near a frozen enemy or Stasis Crystal. Durance extends the duration of your Duskfield significantly alongside the Slow debuff. Conduction is used for buffing your stats, and Shards helps hasten your already short grenade cooldown.
Mobility | 100+ |
Resilience | Dump |
Recovery | 90+ |
Discipline | 60+ |
Intellect | 40 |
Strength | Dump |
Since it's a PvP build, Recovery is your most important stat. Beyond that, get your Mobility to 100 to use Light Shift as much as possible. The rest of your stats should focus on Discipline.
Armor (Element) | Mod Slots |
Helmet (Any) | - Kinetic Siphon
- Sidearm Targeting
|
Gloves (Any) | - Focusing Strike
- Preference
|
Chest (Any) | |
Boots (Any) | |
Cape (Stasis) | - Utility Kickstart
- Utility Kickstart
|
Double Utility Kickstarts work with Mask of Bakris; they trigger after the Light Shift buff ends. You can also use Focusing Strike to gain a small chunk of class ability energy upon meleeing a target when Light Shift isn't active. Beyond that, focus on buffing your Sidearm performance.
ARMOR MODS (COMBAT STYLE) |
Helmet | Surprise Attack |
Gloves | Stacks on Stacks |
Chest | Radiant Light |
Boots | Powerful Friends |
Cape | Taking Charge |
Surprise Attack gives your Sidearms a 35% damage buff for the next five shots. This buff persists until you died, and missed rounds will not consume this buff. Stacks on Stacks buffs this amount to ten rounds, and Taking Charge gives you a second way of getting this buff. Powerful Friends and Radiant Light are used for their stat buffs. These mods are not required, but they significantly buff the TTK of Rat King.
Return to Table of Contents
Related: Destiny 2: The Best Warlock Builds For PvP And PvE
PvP: Mark Of Caliban
Why Play This Build?
Caliban's Hand is a terror in the Crucible. Inspired by CoolGuy's Solar 3.0 build, it's possible to turn your Proximity Explosive Knife from a mediocre melee ability into a miniature rocket that can kill an entire enemy team.
This is all thanks to the power of Ignites. Caliban's Hand and a well-placed grenade can make any Guardian spontaneously combust, leading to easy kills in 6v6 and even Trials of Osiris. Master the one-two combo, and you'll have no issue topping the scoreboard every match.
Subclass | Gunslinger (Solar) |
Exotic | Caliban's Hand |
Weapon | Wave-Frame GLs, Demolitionist Weapons |
Gunslinger grants access to Proximity Explosive Knife, a melee ability that deals AoE damage and inflicts Scorch with our Exotic equipped. With the right setup, you can chain this melee with a grenade or Grenade Launcher shot to cause an Ignite, killing anything near your knife. You'll also have a constant 10% weapon damage buff with this setup.
Caliban's Hand will be your Exotic armor piece. Your Proximity Explosive Knife will inflict Scorch on targets, allowing you to trigger an Ignite when paired with any Scorch-inflicting grenade. And if you land the final blow with your melee, that will also trigger an Ignite. Paired with Knock 'Em Down, keeping your melee charged should be quite easy.
Use any weapons you like. Pulse Rifles are meta this season, but feel free to use anything. For better ability uptime, consider anything with Demolitionist and Exotics like Monte Carlo and Traveler's Chosen. Wave-Frame GLs are also amazing with this build, leaving enemies weak enough to clean up with your melee ability.
Abilities |
Super | Blade Barrage |
Grenade | Anything that inflicts Scorch |
Melee | Proximity Explosive Knife |
Class Ability | Gambler's Dodge |
Aspects |
Knock 'Em Down | Buffs your Super. While Radiant, final blows with your equipped Throwing Knife fully refund your melee energy. |
On Your Mark | Precision final blows grant you and nearby allies increased weapon handling and reload speed. Stacks 3 times. When you Dodge, gain maximum stacks. |
Fragments |
Torches | Throwing Knife hits make you and nearby allies Radiant. |
Char | Your Solar ignitions spread Scorch to affected targets. +10 Discipline |
Ashes | You apply more Scorch stacks to targets. |
Eruption | Your Solar ignitions have increased area of effect. +10 Strength |
Blistering | Defeating targets with Solar ignitions grants grenade energy. |
Your main abilities will be Proximity Throwing Knife, any grenade that inflicts Scorch, and Gambler's Dodge with Blade Barrage as your Super. Proximity Throwing Knife is required for Caliban's Hand to work, Igniting targets you kill with your knife and inflicting Scorch to anything you hit. Gambler's Dodge gives you a way to get your melee back. For grenades, we recommend Fusion or Incendiary Grenades. These grenades inflict enough Scorch to trigger an Ignite if your Explosive Knife hits someone, making this a devastating combo for Trials.
Aspects include Knock 'Em Down for melee uptime and On Your Mark for the Fragment slots. Knock 'Em Down buffs Blade Barrage and refunds your knife if you land a melee kill while Radiant—something that's quite easy to do. On Your Mark grants three Fragment slots, all of which we need for this combo to work.
Fragments are incredibly important for this build. Torches allows Caliban's Hand to proc Knock 'Em Down to refund your melee ability. Char spreads Scorch to targets after an Ignite, allowing you to chain Ignites between an entire team if they're close enough. Ashes makes the grenade + knife combo possible and affects Char's Scorch stacks. Eruption makes your Ignites bigger, leading to more consistent multikills. The fifth slot is up to you, but we highly recommend Ember of Blistering to speed up your grenade cooldown—especially if you're running Incendiary Grenades. If you'd rather use Golden Gun for you Super, replace Blistering for Ember of Combustion.
Mobility | 100 |
Resilience | Dump |
Recovery | Preference |
Discipline | ~70 |
Intellect | 40 |
Strength | 100 |
This build is heavily reliant on armor stats in general. Strength and Mobility are the two stats you want to max. This minimizes your cooldown on your knife and dodge, respectively. From there, focus on getting your Recovery and Discipline up. You'll need to take advantage of your Fragment stat bonuses and Combat Style Mods to make this work. Check out our high-stat armor guide for tips on how to get armor with the stats you want.
Armor (Element) | Mod Slots |
Helmet (Solar) | - Ashes to Assets
- Preference
|
Gloves (Void) | - Focusing Strike
- Preference
|
Chest (Any) | |
Boots (Any) | |
Cape (Stasis) | - Utility Kickstart
- Utility Kickstart
|
While Hands-On doesn't work in PvP, Ashes to Assets does. You'll get the occasional grenade kill with this build, so the bonus Super energy can come in handy. Focusing Strike makes regenerating your dodge a little easier, and double Utility Kickstart mods make your dodge more reliable. Beyond that, spec for weapon-enhancing mods.
ARMOR MODS (COMBAT STYLE) |
Helmet | Preference |
Gloves | Taking Charge | Charge Harvester |
Chest | Radiant Light |
Boots | Powerful Friends |
Cape | High-Energy Fire |
This is a typical Charged with Light setup for PvP, enhancing your core stats and giving you access to High-Energy Fire. For the preference slot, some good options include Charge Harvester and Stacks on Stacks. Charge Harvester will trigger off anything, including Ignites.
Return to Table of Contents
PvP: Veil Of Eyes
Why Play This Build?
If you love playing a support, this build is for you. Omnioculus is one of the strongest Nightstalker Exotics in the game, allowing you to make your entire team invisible whenever you see fit. Make your team invisible in Rift to get an easy dunk, cloak all allies near a Control objective, or create a fake radar ping in Trials of Osiris to get an easy pick. You have complete control over the enemy's radar and have damage resistance to boot. Master this build, and few players will be able to stop you.
Subclass | Nightstalker (Void) |
Exotic | Omnioculus |
Weapon | Preference |
Nightstalker is a powerhouse inside the Crucible, allowing you to manipulate the enemy's radar through the use of Invisibility and Snare Bombs. Throw a Snare Bomb to create a fake radar ping for the enemy, then become invisible to reposition. Paired with your Exotic, you become extremely hard to kill.
Omnioculus is much stronger than most PvP players might expect. This Exotic lets you make your whole team invisible, grants 15% damage resistance while invisible, and it gives you a second melee charge. This lets you spam invisibility in Control and Rift, and it lets you create plenty of fake radar pings in 3v3 modes.
Your weapon of choice will boil down to preference. We don't need to use a certain weapon for this build to function, although Shotguns and Fusion Rifles pair nicely with Inviability. Cloak yourself, get close to the enemy, and nab an easy kill.
Abilities |
Super | Shadowshot: Deadfall |
Grenade | Magnetic Grenade |
Melee | Snare Bomb |
Class Ability | Gambler's Dodge |
Aspects |
Trapper's Ambush | Snare Bomb can turn yourself and allies invisible. You may activate your Snare Bomb midair, similar to how Shatterdive works. |
Vanishing Step | Dodging makes you invisible. |
Fragments |
Persistence | Invisibility, Overshield, and Devour last longer. -10 Mobility |
Dilation | While crouched, you sneak faster and gain enhanced radar. +10 Mobility and Intellect |
Leeching | Melee final blows start health regeneration for you and nearby allies. +10 Resilience |
Abilities for this build include Magnetic Grenade, Snare Bomb, and Gambler's Dodge. Magnetic Grenades have absurd tracking and leave most Guardians one-shot. Snare Bomb is your only option, although Trapper's Ambush allows us to use Snare Bomb as a way to apply Invisibility. Gambler's Dodge lets you get a melee charge back if you Dodge near an enemy. As for the Super, we use Shadowshot: Deadfall since it recharges faster. It's especially useful in Rift.
Aspects are straightforward for this build. Trapper's Ambush is needed to get any use out of Omnioculus, allowing you to make your allies invisible and gain 50% melee energy for each ally you affect. Vanishing Step allows you to go invisible upon using Gambler's Dodge, giving you another means of applying Invisibility during a gunfight.
Fragments are all about improving Invisibility. Persistence extends the duration of Invisibility on yourself but not allies. Dilation mitigates the negative of Persistence while also giving you an enhanced radar while sliding. The third Fragment is up to you, but we chose Leeching since Invisibility pairs nicely with close-quarters combat.
Mobility | 80+ |
Resilience | Dump |
Recovery | 90+ |
Discipline | Preference |
Intellect | 40 |
Strength | 60+ |
Mobility is your most important stat, as Gambler's Dodge will refund your melee and make you invisible. From there, focus on Recovery and Strength. Any remaining points should go into Discipline.
Armor (Element) | Mod Slots |
Helmet (Any) | |
Gloves (Any) | |
Chest (Any) | |
Boots (Any) | |
Cape (Stasis) | - Utility Kickstart
- Utility Kickstart
|
Utility Kickstart is a great way to reduce the cooldown of Gambler's Dodge. If you can fit High-Energy Fire in another slot (shown below), feel free to use a Solar class item with double Bomber instead. Since Omnioculus takes care of our melee cooldown, feel free to invest in helmet and arm mods that enhance your class ability and grenade cooldowns. Alternatively, use mods that enhance weapon performance.
ARMOR MODS (COMBAT STYLE) |
Helmet | Taking Charge OR Precision Charge |
Gloves | Quick Charge OR None |
Chest | Powerful Friends |
Boots | Radiant Light |
Cape | High-Energy Fire |
This is a standard PvP setup, granting +20 Mobility and Strength at all times. Whenever you become Charged with Light, you'll gain a small damage boost until you kill someone, the round ends, or you die.
Return to Table of Contents
Related: Destiny 2: How To Increase Your Strange Favor
PvE: Shinobu's Guidance
Why Play This Build?
Most players know how strong Liar's Handshake is with Arcstrider, but have you tried Shinobu's Vow? This build turns Arcstrider on its head by making it the ultimate grenade-spewing subclass for Hunters. Chuck infinite Skip Grenades at your foes while benefiting from Arcstrider's absurd speed and great melee abilities.
This build focuses on maximizing Skip Grenades through Shinobu's Vow, Exotic gloves that enhance your Skip Grenades. These grenades have aggressive tracking, deal solid damage thanks to Jolt, and grant almost a full grenade charge if all Skips hit something. Paired with Combat Style mods, you can throw an infinite supply of grenades with little micromanaging required.
Subclass | Arcstrider (Arc) |
Exotic | Shinobu's Vow |
Weapon | Any |
Arcstrider (Arc) is the subclass we'll be using. Skip Grenades will serve as your core ability, releasing a series of enemy-seeking projectiles that deal minor damage. The real benefit is their ability to Jolt targets with our subclass configuration (see the next section).
Shinobu's Vow is a forgotten pair of Exotic gloves that greatly enhance the power of your Skip Grenades. They release an additional projectile, track far more aggressively, and they grant grenade energy for each enemy they hit. If all five projectiles hit a target, you'll gain just about all of your grenade energy back. Shinobu's Vow also grants a second grenade charge for even more spamming potential.
Use any weapon. Anything with Demolitionist works the best here. For Exotic recommendations, consider Traveler's Chosen, Trinity Ghoul, and Trespasser.
Abilities |
Super | Gathering Storm |
Grenade | Skip Grenade |
Melee | Combination Blow |
Class Ability | Gambler's Dodge |
Aspects |
Flow State | Defeating a Jolted target makes you Amplified. While you're Amplified, dodges recharge faster, your dodges grant DR, and you gain +100 reload speed. |
Tempest Strike | Use your melee mid-slide to unleash a devastating uppercut attack that travels along the ground, damaging and jolting targets it hits. |
Fragments |
Shock | Your Arc grenades Jolt targets. -10 Discipline |
Ions | Defeating a Jolted target creates an Ionic Trace. |
Resistance | While surrounded by combatants, you are more resistant to incoming damage. +10 Strength |
Discharge | Arc weapon final blows have a chance to create an Ionic Trace. -10 Strength |
This build uses Skip Grenades with Combination Blow, Gambler's Dodge, and the Gathering Storm Super. Skip Grenades are what we center this build around, and Combination is a nice melee to use if we don't want to trigger Tempest Strike. Gambler's Dodge gives you a backup melee charge, and Gathering Storm is a high-damage Super that's incredibly easy to use.
Aspects consist of Flow State and Tempest Strike. Flow State makes Jolt final blows grant Amplified, and Amplified makes you dodge more often and reload faster. Tempest Strike is nice for giving you a powerful add-clearing tool when your grenade is recharging, although feel free to replace this with another Aspect.
Fragments focus on buffing your grenade. Shock makes your Skip Grenades Jolt, inflicting chain lightning to anyone it hits. Ions spawns Ionic Traces when you defeat Jolted targets—granting 12.5% ability energy when grabbed. Resistance grants 25% DR if you're surrounded, and Discharge gives you another method of spawning Ionic Traces via your Arc weapons. Feel free to replace Spark of Discharge with anything you like.
Mobility | 50 |
Resilience | 100 |
Recovery | Preference |
Discipline | 100 |
Intellect | ~40 |
Strength | Dump |
Max your Discipline stat, then focus on Resilience and Mobility. The other stats are accounted for through our armor mods. Amplified grants +50 Mobility while active, so aim for 50 Mobility on your gear.
Armor (Element) | Mod Slot 1 |
Helmet (Solar) | - Ashes to Assets
- Preference
|
Gloves (Void) | - Bolstering Detonation
- Preference
|
Chest (Any) | |
Boots (Any) | |
Cape (Solar) | - Bomber
- Bomber / Trace Evidence
|
Since you'll be spamming grenades with this build, let's focus on buffing your grenades through armor mods. Ashes to Assets will grant Super energy with each Skip Grenade kill, allowing you to spam your Super. Bolstering Detonation will just about refill your dodge after one or two grenade throws, allowing you to trigger double Bomber on your next dodge to further reduce your Skip Grenade cooldown.
For Artifact mods this season, consider dropping one Bomber mod for Trace Evidence. This will spawn another Ionic Trace for most Skip Grenade and Tempest Strike kills, granting more ability energy. Lightning Strikes Twice is also a good pick, although it costs a whopping seven energy to equip. The choice is yours.
ARMOR MODS (COMBAT STYLE) |
Helmet | Elemental Ordnance |
Gloves | Elemental Ordnance |
Chest | Elemental Ordnance |
Boots | Seeking Wells |
Cape | Bountiful Wells |
You can either stack Firepower or Elemental Wells with this build. A Firepower setup (x3 Firepower, Elemental Charge, and Elemental Ordnance) grants 45% grenade energy immediately upon throwing a grenade. Our setup grants 40% energy for all of your abilities when your grenade gets a kill. The Elemental Wells also spawn for allies and track to your location, so we find this setup slightly beats out a Firepower-stacking configuration in a team setting.
This mod configuration will spawn four Arc Elemental Wells when your Skip Grenades kill something, granting 10% ability energy per Well. That's 40% ability energy in total per kill. We also equip Seeking Wells to make grabbing the Wells a little easier. Feel free to replace Seeking Wells with Well of Striking for more melee energy or Font of Might for more weapon damage.
Return to Table of Contents
Related: Destiny 2: The Best Titan Builds For PvP And PvE
PvE: Cowl Of Knives
Why Play This Build?
Gunslinger might be the best melee spec out of every Hunter subclass currently. Knock 'Em Down and the Ember of Torches Fragment allows you to have nigh-infinite melee charges and a constant 255 damage buff. What better way to take advantage of this than Assassin's Cowl?
This build lets you spam melee charges, trigger ignites with ease, go invisible after every melee kill, trigger multiple sources of healing, and you have access to a good DPS Super. Classy Restoration is not required for this build, but it is recommended. If you want a good solo build for farming Lost Sectors or solo flawless dungeons, give this build a try.
Subclass | Gunslinger (Solar) |
Exotic | Assassin's Cowl |
Weapon | Anything |
Gunslinger has some of the best melee abilities in Destiny 2. You'll be able to throw dozens of knives whenever you desire thanks to the Knock 'Em Down Fragment, Ember of Torches Fragment, and some other Fragments.
Assassin's Cowl is one of the most underutilized Hunter Exotics in Destiny 2. This helmet will heal a large chunk of your HP after every melee kill and make you invisible for several seconds. Tougher enemies and finishers make you invisible for longer. This gives you absurd survivability that doesn't rely on an Artifact mod.
While not tied to this particular build, there are a few other Exotic armor pieces you can try. Athrys's Embrace is great if you rock Weighted Throwing Knife and an Incandescent weapon, allowing you to ignite targets with ease. Caliban's Hand will be an excellent choice once Bungie bugfixes that Exotic in a future update. Ophidia Spathe is also a good option if you want to spam Knife Trick in mid-tier content.
Use any weapon that suits your playstyle. No specific weapons are needed for this build to function.
Abilities |
Super | Blade Barrage |
Grenade | Preference |
Melee | Knife Trick |
Class Ability | Gambler's Dodge |
Aspects |
Knock 'Em Down | Buffs your Super. While Radiant, final blows with your equipped Throwing Knife fully refund your melee energy. |
On Your Mark | Precision final blows grant you and nearby allies increased weapon handling and reload speed. Stacks 3 times. When you Dodge, gain maximum stacks. |
Fragments |
Torches | Throwing Knife hits make you and nearby allies Radiant. |
Singeing | Your class ability recharges faster when you scorch enemies. |
Empyrean | Solar weapon or ability final blows extend the duration of Radiant and Restoration effects. -10 Resilience |
Char | Your Solar ignitions spread scorch to affected targets. +10 Discipline |
Ashes | You apply more scorch stacks to targets. |
This build uses Thermite Grenades, Knife Trick, and Gambler's Dodge. Thermite Grenades are great at dealing damage and inflicting scorch, although you can use any grenade you like. Knife Trick is great for killing fodder enemies and inflicting scorch on tougher foes. Paired with a grenade, you can easily ignite a target to deal some massive AoE damage and inflict even more scorch. Gambler's Dodge gives you another means of getting your melee charge back. Finally, we use Blade Barrage since it deals good damage.
Aspects on this build are Knock 'Em Down and On Your Mark, mostly for their Fragment slots. Knock 'Em Down grants full melee charges if you get a melee kill while Radiant, something we trigger with Ember of Torches.
Fragments are all about buffing your melee, scorch, and ignite procs. Torches lets Knock 'Em Down trigger. Singeing lets you Dodge much more often, although you can replace this with Ember of Beams in lower-tier content. Empyrean lets you chain Radiant and Restoration via Healing Grenades. Char and Ashes work together to make your ignites inflict a ton of Scorch
Mobility | 80+ |
Resilience | 100 |
Recovery | Dump |
Discipline | 50+ |
Intellect | ~40 |
Strength | 50+ |
Resilience drastically improves the amount of damage you can tank, so we recommend speccing for that first. From there, focus on Mobility and Discipline.
Armor (Element) | Mod Slots |
Helmet (Arc) | |
Gloves (Any) | |
Chest (Arc) | |
Boots (Any) | |
Cape (Any) | |
As with most PvE builds, focus on getting scavenger mods, finder mods, and DR mods on your armor. Everything else is up to you.
ARMOR MODS (COMBAT STYLE) |
Helmet | Seeking Wells |
Gloves | Bountiful Wells |
Chest | Reactive Pulse |
Boots | Melee Wellmaker |
Cape | None |
Melee Wellmaker and Bountiful Wells will grant two Solar Wells with each melee kill, granting 20% ability energy. Seeking Wells will automatically pull Wells towards you, no moving required. Reactive Pulse might seem strange, but we're using it for the secondary effect. While in a finisher, you'll gain an overshield and an immense amount of damage resistance. Paired with Assassin's Cowl's ability to heal, you can use finishers as a panic heal and invisibility button. You can't die while doing this, even in GMs.
If you're playing content without Champions, drop any Artifact mods on your cape for Well of Life, Font of Might, or another Melee Wellmaker mod.
Return to Table of Contents
Related: Destiny 2 The Witch Queen: A Complete Guide To Weapon Crafting
PvE: Disciple Of The Void
GYRFALCON'S HAUBERK IS CURRENTLY DISABLED. The build will not function until this Exotic is re-enabled.
Why Play This Build?
Do you like Nightstalker's invisibility mechanic but hate its gameplay loop? Is Omnioculus too boring for you? If so, this build is for you. Season of the Plunder's Gyrfalcon's Hauberk Exotic turns Hunters into the archetypal rogue, allowing you to deal massive damage upon breaking out of invisibility.
We'll be using Stylish Executioner with Echo of Instability (or Collective Obligation) to constantly trigger invisibility, granting you a near-permanent 35% damage buff. Stack this with Font of Might and a weapon damage perk, and you're in for a good time. You'll destroy red bars in GMs, annihilate majors in casual content, and deal top raid DPS with little issue.
Subclass | Nightstalker (Void) |
Exotic | Gyrfalcon's Hauberk |
Weapon | Collective Obligation, Void weapons with Demolitionist |
Nightstalker (Void) is our subclass of choice. With ample access to invisibility, you'll have full control over enemy aggro and have tools to assist your squad. You also have access to powerful Vortex Grenades, a melee ability that inflicts Weaken, and you can even give your weapons Volatile Rounds with the right Fragments.
Gyrfalcon's Hauberk is an Exotic chest piece that grants a 35% damage buff for six seconds upon breaking invisibility. This counts as an empowering buff, so it won't stack with Well of Radiance. However, this does stack with Font of Might and weapon perks. It also turns enemies Volatile when you perform an invisible finisher, refilling the class abilities of anyone nearby. Using a recharged class ability this way will also grant an overshield.
Collective Obligation was made for this playstyle. Inflict Volatile through your finishers (or Volatile Rounds) and Weaken through your Smoke Bomb, then use Collective Obligation to leech these effects. Overcharge the gun to infuse your bullets with these Void debuffs, allowing you to activate Stylish Executioner with every kill. If you don't own this Exotic, use any Void weapon with Demolitionist. Some good options include Unforgiven from the Duality dungeon and Corrective Measure from the Vault of Glass raid.
Abilities |
Super | Shadowshot: Moebius Quiver |
Grenade | Vortex Grenade |
Melee | Snare Bomb |
Class Ability | Gambler's Dodge |
Aspects |
Stylish Executioner | Defeating a Void-debuffed target grants invisibility. After performing a Stylish Execution, your next melee attack while invisible will inflict Weaken. |
Trapper's Ambush | Snare Bomb can turn yourself and allies invisible. You may activate your Snare Bomb midair, similar to how Shatterdive works. |
Fragments |
Starvation | Picking up an Orb of Power grants Devour. -10 Recovery |
Persistence | Void buffs applied to you have increased duration. -10 Mobility |
Instability | Defeating targets with your grenade grants Volatile Rounds to your Void weapons. +10 Strength |
Obscurity (w Vanishing Step) | Finisher final blows grant invisibility. +10 Recovery |
This build uses Vortex Grenades, Snare Bomb, Gambler's Dodge, and the Moebius Quiver Super. Vortex Grenades are great for killing adds quickly or locking down a chokepoint. Snare Bombs are your only melee option currently, although they become Smoke Bombs with our equipped Aspects. Moebius Quiver is the best Nightstalker Super available, granting crowd control and damage with a moderate cooldown.
Aspects on this build are Stylish Executioner and Trapper's Ambush, although you can swap Trapper's Ambush for Vanishing Step if you're playing solo. Stylish Executioner lets you turn invisible by defeating Void-debuffed targets. We'll be using Volatile Rounds and/or Collective Obligation to fulfill this requirement frequently. Trapper's Ambush lets you grant invisibility to your team and yourself through your melee ability. "Shadowdive" also lets you take advantage of Gyrfalcon's secondary perk. Shadowdive into a group, kill an enemy you just debuffed, then perform a Finisher. Solo players should use Vanishing Step for the extra Fragment slot.
Fragments focus on enhancing your grenade uptime while buffing your weapons. Starvation grants access to Devour, granting a massive chunk of HP and ~15% grenade energy per kill. This stacks with Demolitionist weapons. Persistence increases the duration of Devour and invisibility buffs. Finally, we use Instability to give our Void weapons Volatile Rounds for ten seconds upon landing a grenade kill. Your Void guns will inflict Volatile with this active, triggering Stylish Executioner with every kill. If you're running Vanishing Step instead of Trapper's Ambush, use Echo of Obscurity to give yourself another means of going invisible. This seems overkill on paper, but this ensures that you can turn invisible, even if all abilities are on cooldown.
Mobility | ~80 |
Resilience | 100 |
Recovery | Dump |
Discipline | 60+ |
Intellect | Dump |
Strength | 100 |
You'll want to spec for Mobility, Resilience, and Strength with equal importance. Unlike an Omnioculus build, your melee regeneration is determined mostly through armor mods and passive cooldowns, hence why we aim for 100 Strength on this build. You'll also be breaking invisibility a ton, so you'll want 100 Resilience to stay alive. All remaining points should aim towards Mobility to lower your dodge cooldown. The second half of Gyrfalcon's perk does soften the blow of needing a triple 100 build, provided you can keep landing invisible finishers on targets.
Armor (Element) | Mod Slots |
Helmet (Any) | |
Gloves (Any) | - Bolstering Detonation | Focusing Strike
- Preference
|
Chest (Arc) | |
Boots (Solar) | |
Cape (Solar) | |
For armor mods, we use a Siphon mod to ensure we can proc Echo of Starvation (Devour). For the gloves, you can use either Bolstering Detonation or Focusing Strike; they both give class energy for using your other abilities. Innervation will ensure every Orb of Power grants grenade energy, and double Bomber helps with your grenade uptime if Devour isn't up. Run double DR mods. The rest is up to you.
ARMOR MODS (COMBAT STYLE) |
Helmet | Elemental Ordnance |
Gloves | Reaping Wellmaker |
Chest | Heavy Handed |
Boots | Elemental Charge |
Cape | Font of Might |
This setup will spawn a Void Elemental Well whenever you get a grenade kill or defeat an enemy after dodging. Grabbing the Well will grant x2 Charged with Light, refunding 50% melee energy on your next Smoke Bomb throw or Shadowdive. You'll also gain a 25% damage buff with Void guns for a short time, stacking with Gyrfalcon's Hauberk and weapon perks.
If you don't own any of these mods, you can also run three Elemental Ordnance mods with Bountiful Wells and Seeking Wells. This will make every grenade kill spawn four Void Wells, granting 40% ability energy. Paired with Devour, your grenades should recharge fairly quick.
Return to Table of Contents
PvE: Winter's Fury
Why Play This Build?
Revenant is one of the best add-clearing specs that a Hunter can use, slowing and freezing targets with ease. It has quite a few similarities to Nightstalker but is missing a safety net: Invisibility. That's where Assassin's Cowl comes in. This Exotic gives your Withering Blade the ability to heal and turn you invisible when they slay a target.
This build turns you into the ultimate ice ninja. Throw shurikens to turn invisible, grenades to freeze hordes of enemies, and have the ability to boost your damage or increase your survivability with Combat Style Mods. You'll be virtually invincible and have infinite melee charges.
Subclass | Revenant (Stasis) |
Exotic | Assassin's Cowl |
Weapon | Any weapon |
Revenant will be your subclass. Your grenade is mostly up to preference. However, we recommend Duskfield Grenades due to their massive radius and ability to slow enemies. Use whichever dodge you like.
As for armor, Assassin's Cowl is absurdly strong and criminally underused. Season of the Lost buffed this Exotic to work with Stasis subclasses, allowing Withering Blade to turn you invisible while healing you. The heal is significant, granting about 60% of your HP and shields with a single melee kill. If you need to go invisible in a tense gunfight, use your finisher on a target.
Use any gun. Just be sure that you have an Orb-generating mod equipped on your helmet. Beyond that, use whatever you like the most. If you want to go all-in on Super spam, use Bad Juju.
Abilities |
Super | Silence and Squall |
Grenade | Duskfield Grenade |
Melee | Withering Blade |
Class Ability | Gambler's Dodge |
Aspects |
Grim Harvest | Defeating slowed or frozen combatants creates Stasis shards. These shards grant melee energy when picked up by you or your allies. |
Touch of Winter | Your Glacier, Duskfield, and Coldsnap grenades have enhanced functionality. |
Fragments |
Rime | Collecting a Stasis shard grants a small amount of overshield, which falls off after 10 seconds. Collecting additional shards adds to the overshield and refreshes the timer. |
Hedrons | Gain +60 Mobility, Resilience, Recovery, increased Weapon Stability, Weapon Aim Assist, and +20 Airborne Effectiveness upon freezing a target. -10 Strength |
Hunger | Stasis Shards give twice as much melee energy. -10 Mobility and Recovery |
Impetus | Damaging targets with a Stasis melee reloads your stowed weapons and grants you a temporary boost to weapon ready speed. |
Conduction | Nearby Stasis shards track to your position. +10 Resilience and Intellect |
This build uses Duskfield Grenades, Withering Blade, and Gambler's Dodge. Duskfields are a great source of Stasis Shards, something this build takes full advantage of. Withering Blades will be your main method of killing enemies and getting Stasis Shards. In case you don't have another one ready, Gambler's Dodge has you covered.
Aspects consist of Touch of Winter and Grim Harvest. Touch of Winter makes your Duskfields much larger, and Grim Harvest allows you to get most of your melee energy back with a single Withering Blade by spawning Stasis Shards. Thanks to our Fragments, these shards also grant us HP, overshields, and make us Charged with Light.
Fragments are all about buffing your Stasis Shards and making your melee absurdly strong. Whisper of Rime gives you HP and even overshields by grabbing Stasis Shards, and Hunger makes you gain twice as much energy from these shards. Whisper of Impetus is incredibly underrated and reloads all of your guns and gives you 100 handling for five seconds upon landing a single melee hit. Shoot a rocket, throw a melee, fire another rocket, then swap to your Special for absurd burst DPS. To help you get the most out of your Stasis Shards, we use Conduction to have the shards gravitate towards us.
Whisper of Hedrons is so strong it deserves its own paragraph. This single Fragment gives you +60 Mobility, Resilience, Recovery, gives you a ton of Stability and aim assist, and it even buffs your Airborne Effectiveness. All of this is triggered upon freezing a target, something you can do by throwing a Duskfield Grenade or two Withering Blades. In essence, this buff is always active if you're playing the build right.
Mobility | 40+ |
Resilience | 40+ |
Recovery | 40+ |
Discipline | 100 |
Intellect | 40+ |
Strength | Dump |
Discipline is the only stat you need to worry about. A high Discipline stat will make your Duskfield Grenades come back in seconds. From there, focus on Resilience. You'll want Mobility and Recovery at 40; Whisper of Hedrons will buff them to 100.
Armor (Element) | Mod Slots |
Helmet (Arc) | |
Gloves (Any) | |
Chest (Arc) | |
Boots (Solar) | - Recuperation
- Ammo Scavenger
|
Cape (Any) | |
Super energy won't be a problem with these mods. Hands-On will help with Super energy. Damage resistance mods on your chest will stack with your 100 Resilience, making you incredibly tough to kill.
ARMOR MODS (COMBAT STYLE) |
Elemental Wells |
Helmet | Seeking Wells |
Gloves | Well of Restoration |
Chest | Reactive Pulse |
Boots | Melee Wellmaker |
Cape | Bountiful Wells |
Charged with Light |
Helmet | Reactive Pulse |
Gloves | Elemental Shards |
Chest | Heavy Handed |
Boots | Melee Wellmaker |
Cape | Elemental Charge |
We have two configurations for this build: Elemental Wells and Charged with Light. For the former, we'll be using our melee to spawn Wells. Bountiful Wells and Well of Restoration will give an immense amount of energy for each melee kill. Seeking Wells will help you grab the Wells from a distance. Reactive Pulse might seem strange, but we aren't using it for the primary effect. Reactive Pulse has a secondary effect that grants a 100-point overshield while performing a finisher. Since Assassin's Cowl gives you HP on finishers, this ensures you won't die mid-finisher if you're trying to heal yourself.
The Charged with Light setup will make us x2 Charged with Light upon grabbing a Stasis Shard. These stacks refund 50% melee energy whenever Withering Blade is used, given by Heavy Handed. Reactive Pulse gives you an overshield during finishers. If you need to tune this for harder content, feel free to replace some mods with Well of Tenacity and Elemental Time Dilation.
Return to Table of Contents
PvE: Elusive Pathfinder
Why Play This Build?
Bottom Tree Nightstalker might not be around anymore, but that doesn't mean you can't support your team. This build serves as the ultimate Nightstalker support build that grants constant invisibility to yourself and allies, giving everyone 50% damage resistance while invisible. You'll have infinite Smoke Bombs, damage resistance and invisibility on command, powerful Vortex Grenades with short cooldowns, and you'll be able to spawn dozens of Elemental Wells for your team with just a few grenades.
Subclass | Nightstalker (Void) |
Exotic | Omnioculus |
Weapon | Any |
Nightstalker (Void) is the ultimate invisibility subclass in Destiny 2, and we're going to use it to help our team out. With our choice of Aspects and Fragments (detailed below), you'll be able to make yourself and allies invisible on command. We also take advantage of our armor mods to help mitigate the loss of Combat Provision.
Omnioculus is the ultimate support Exotic for the Nightstalker subclass. You gain a second melee charge (which can make allies invisible thanks to Trapper's Ambush) and gain 50% damage resistance while invisible. This is a lifesaver for every situation, and you even gain melee energy for making allies invisible. This is the ultimate pick for group play, and its DR effect makes it great for solo play as well.
Use any weapon you please. Anything will work with this build, although consider a weapon with Demolitionist to make up for the loss of Combat Provision.
Abilities |
Super | Shadowshot: Moebius Quiver |
Grenade | Vortex Grenade |
Melee | Snare Bomb |
Class Ability | Gambler's Dodge |
Aspects |
Trapper's Ambush | Snare Bomb can turn yourself and allies invisible. You may activate your Snare Bomb midair, similar to how Shatterdive works. |
Vanishing Step | Dodging makes you invisible. |
Fragments |
Persistence | Invisibility, Overshield, and Devour last longer. -10 Mobility |
Provision | Damaging targets with your grenades grants melee energy. -10 Strength |
Obscurity | Finishers make you invisible. +10 Recovery |
Abilities for this build include Vortex Grenade, Snare Bomb, and Gambler's Dodge. Vortex is used to pull enemies together and get some easy kills. Snare Bomb makes your allies invisible thanks to Trapper's Ambush, and Gambler's Dodge helps you get melee charges back.
Aspects consist of Trapper's Ambush and Vanishing Step. Both methods help you go invisible at will, Trapper's Ambush allowing you to make your allies invisible with your Snare Bomb. Vanishing Step is useful if you need to get close to a Champion or other tough foe you need to finish.
Fragments buff our ability uptime. Persistence helps you stay invisible longer, Provision helps refund melee energy, and Obscurity gives you yet another way of going invisible.
Mobility | 100 |
Resilience | Dump |
Recovery | Preference |
Discipline | 80+ |
Intellect | 40 |
Strength | Dump |
Mobility is the most important stat. Dodging is key to getting your melee charges back in a pinch and going invisible. Beyond that, focus on Discipline to hasten your grenade cooldown.
Armor (Element) | Mod Slots |
Helmet (Any) | |
Gloves (Stasis) | - Grenade Kickstart
- Grenade Kickstart
|
Chest (Any) | |
Boots (Solar) | |
Cape (Solar) | |
We're getting all of our grenade cooldown reduction from armor mods since Combat Provision got gutted with Void 3.0. Double Grenade Kickstart grants 30% of your grenade back a second after you throw a Vortex. This will spawn Elemental Wells (explained below). Dodge to go invisible, granting grenade energy itself. You can then grab the Wells to drastically reduce your grenade cooldown. Innervation is nice to further reduce your Vortex cooldown if allies are making Orbs of Power.
If you're playing Legend/Master content where Champions are present, consider dropping a Kickstart mod for a Champion counter.
ARMOR MODS (COMBAT STYLE) |
Helmet | Elemental Ordnance |
Gloves | Elemental Armaments |
Chest | Elemental Ordnance |
Boots | Elemental Ordnance |
Cape | Bountiful Wells |
It looks boring, but it works. When you throw a Vortex Grenade and it kills someone, that enemy will drop four Void Elemental Wells, granting 40% grenade, melee, and dodge energy. Thanks to our Vortex's extended duration, it can comfortably spawn eight Wells in one go—so long as it kills a target near the start and end of its duration.
For that last slot, you only have two energy to work with. Elemental Armaments is a good option if you want an additional way to spawn Elemental Wells for your team, although what you use here is down to preference.
Return to Table of Contents
Next: Destiny 2: Best Exotic Armor For Arc 3.0