During the Dark Age, Shaxx was a Warlord with his own territory. Unlike many Warlords, however, Shaxx worked to protect the civilians within his care, which included cooperating with the Lords of Iron. While he worked with the Iron Lords, Shaxx never officially joined. Lord Saladin also served as Shaxx’s mentor for a time.
Shaxx was one of the key figures in the Battle of Twilight Gap. Shaxx ignored Saladin’s orders to retreat, instead of leading his fireteam on a final push on the Wall; this provided the momentum needed to reclaim the city. Shaxx’s actions during the Battle strained his relationship with Saladin.
In recent times, Lord Shaxx created the Crucible, an activity designed to train Guardians to become better warriors. He is assisted in his duties by Arcite 99-40, the Crucible Quartermaster. Lord Shaxx also serves as the announcer in the Crucible, with the exception of the monthly Iron Banner tournament, which is hosted by Lord Saladin Forge and Trials of Osiris, which Saint-XIV hosts.
Information extracted from Destinypedia and Ishtar Collective. To view lore entries from Ishtar Collective, click here.
Objective: A standard mode for Control where the goal of the game is to capture and hold zones while eliminating the other team players. The more zones captured, the more points per kill.
Objective: A variation of control where Guardians can use Sparrows. When this game mode is featured, expect to see a higher frequency of larger maps.
Objective: No objectives – simply eliminate opposing Guardians. Work as a team to be as effective as possible! Final score determined by number of kills your team has.
Objective: When you defeat an enemy Guardian, they drop a crest. Your team earns points by picking up these dropped crests, and you can also deny opponents points by picking up friendly crests when a teammate is defeated.
Objective: Achieve victory by earning relics. Score points by using the relics and defeating opponents.
Objective: A variation of Control with emphasis on gunplay. The Time to Kill (TTK) is increased, meaning it takes more shots to eliminate opposing Guardians, and your abilities take longer to regenerate.
Objective: Survival is a round-based mode that has a shared-pool of 6 respawns for each team, which are used up whenever a player dies. Modified to be 4v4, and has Checkmate settings. (higher TTK, reduced ability regen)
Objective: Eliminate as many opposing Guardians within the time limit to win each round, best 3 out of 5. Modified to be 4v4, and has Checkmate settings. (higher TTK, reduced ability regen)
Objective: A variant of Countdown where players have to detonate or defuse both bombs on a map before a round ends (90 Seconds). Respawns and revives are enabled and are unlimited. The first team to win 5 rounds wins the game. Should the game go to 4-4, a sudden death elimination round will occur. Modified to be 4v4, and has Checkmate settings. (higher TTK, reduced ability regen)
Objective: When you defeat an enemy Guardian, they drop a crest. Your team earns points by picking up these dropped crests, and you can also deny opponents points by picking up friendly crests when a teammate is defeated. This is a 6v6 game variant with no abilities, focusing solely on gunplay!
Objective: This mode involves a round-based match structure where each team of 3 have one life, but can be revived. The first team to kill the entire other team wins the round, and the first team to win five rounds wins the match. This is a 3v3 game variant with no abilities, focusing solely on gunplay!
Objective: The base version of Countdown is played in a series of rounds where two teams take turns alternating between attacking and defending sites. When you’re attacking, the goal is to plant and detonate a bomb. When defending, you must protect your site. The first team to win 6 rounds wins. This is a 3v3 game variant with no abilities, focusing solely on gunplay!
Objective: Dominion is a zone-based variation of Elimination where you can win by wiping out the opposing team but if the round drags on, a capture zone spawns. Whichever team claims (or defends) that zone first wins the round. This is a 3v3 variant with no abilities and main focus on gunplay!
Earn the Winner’s Circle emblem by ranking up to Ascendant III!

Earn the Darkest Night emblem by reaching Ascendant 0 division. Wins while in the Ascendant 0 Rank will grant points to help you earn this emblem. The higher your rank, the more points you get for wins.

| Class | Slot | Name |
|---|---|---|
| Hunter | Arms | Swordflight 4.1 |
| Hunter | Chest | Swordflight 4.1 |
| Hunter | Class | Binary Phoenix Cloak |
| Hunter | Head | Swordflight 4.1 |
| Hunter | Legs | Swordflight 4.1 |
| Titan | Arms | Phoenix Strife Type 0 |
| Titan | Chest | Phoenix Strife Type 0 |
| Titan | Class | Binary Phoenix Mark |
| Titan | Head | Phoenix Strife Type 0 |
| Titan | Legs | Phoenix Strife Type 0 |
| Warlock | Arms | Ankaa Seeker IV |
| Warlock | Chest | Ankaa Seeker IV |
| Warlock | Class | Binary Phoenix Bond |
| Warlock | Head | Ankaa Seeker IV |
| Warlock | Legs | Ankaa Seeker IV |
Objective: This 3v3 mode is a king of the hill style mode. A single zone will appear. Teams must capture the zone to earn points.
Objective: Survival is a round-based mode that has a shared-pool of 6 respawns for each team, which are used up whenever a player dies.
Objective: The base version of Countdown is played in a series of rounds where two teams take turns alternating between attacking and defending sites. When you’re attacking, the goal is to plant and detonate a bomb. When defending, you must protect your site. The first team to win 6 rounds wins.
Objective: A variant of Countdown where players have to detonate or defuse both bombs on a map before a round ends (90 Seconds). Respawns and revives are enabled and are unlimited. The first team to win 5 rounds wins the game. Should the game go to 4-4, a sudden death elimination round will occur.
Objective: Like 6v6 clash, the goal is to eliminate the opposing team, but with just you and your new best friend. Good luck!
Objective: This mode involves a round-based match structure where each team of 3 have one life, but can be revived. The first team to kill the entire other team wins the round, and the first team to win five rounds wins the match.
Objective: The base version of Countdown is played in a series of rounds where two teams take turns alternating between attacking and defending sites. When you’re attacking, the goal is to plant and detonate a bomb. When defending, you must protect your site. The first team to win 6 rounds wins.
Objective: Dominion is a zone-based variation of Elimination where you can win by wiping out the opposing team but if the round drags on, a capture zone spawns.
Objective: Survival is a round-based mode that has a shared-pool of 6 respawns for each team, which are used up whenever a player dies.
Objective: The base version of Countdown is played in a series of rounds where two teams take turns alternating between attacking and defending sites. When you’re attacking, the goal is to plant and detonate a bomb. When defending, you must protect your site. The first team to win 6 rounds wins.
Objective: A variant of Countdown where players have to detonate or defuse both bombs on a map before a round ends (90 Seconds). Respawns and revives are enabled and are unlimited. The first team to win 5 rounds wins the game. Should the game go to 4-4, a sudden death elimination round will occur.
Objective: Eliminate as many opposing Guardians within the time limit to win each round, best 3 out of 5.
Objective:Lockdown works like a round-based version of Zone Control, with the twist that capturing all three zones immediately wins the round for the team that can pull it off, regardless of the score at the time. High risk, high reward! If you don’t want to go for the power play, no problem. Hold two zones for longer than your opponent and you can accrue enough points to win by score instead!
Iron Banner is a competitive PvP event that will typically occur up to 3 times in a content release cycle. Held by Valus Forge (Lord Saladin), complete daily challenges and dive into the Iron Banner, which takes traditional game modes and adjusts them in a new and fun way. Earn exclusive loot from the event, including Armour, Weapons, Shaders, Emblems and other vanity items such as Ships and Ghosts! Click the icon above to learn more.
This event has two 6v6 activities. Iron Banner Control is similar to Control with Outlier Protection (Loose SBMM). Iron Banner Quickplay has multiple unique game modes and utilizes Open Skill (CBMM). Click the Iron Banner symbol to open our Iron Banner page to learn more!
Two fireteams of 3 face each other in an elimination-style match with the objective to achieve 7 wins and earn win-streaks. Winning 7 games grant passage to the Simulated Lighthouse, a location dedicated to the winners of the event that will reward Pinnacle Loot, Ascendant Materials, and Adept Weapons/Mods. This activity is active every Friday through Tuesday. Click the icon above to learn more.
This is a 3v3 activity that utilizes the Dominion game mode.
Jump into Heavy Metal, where it’s all-out war between Drake Tanks and Fallen Brigs!
This is a limited time event, free for all players, that features an experimental Crucible Game mode where Guardians hop into Drake Tanks and Fallen Brigs.
Blow up enemy vehicles to score 1 point. Grab the Coin they drop for another point. Pick up Coins to heal up and reload your secondary weapon.
Keep an eye on the enemy team’s leader — they’ll be glowing and harder to hit thanks to a buffed Dodge. Take them out and snag their Gold Coin for 2 points!
First team to hit 50 points takes the win.
This is a 3v3 activity and will occur periodically throughout a season for one week.
Icons created by Tom Chapman.
Grants increased reload speed when out of combat.
Found on any new Crucible weapon obtained after Season 16.
PVP HIGHLIGHTS
PVP HIGHLIGHTS