Unending Tempest · View weapon details
Petition Sony to Develop Destiny 3! Sign the petition here. This will open change.org in a new tab.
Petition Sony to Develop Destiny 3! Sign the petition here. This will open change.org in a new tab.
Unending Tempest · View weapon details
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.
| Focus Type | Cost |
|---|---|
| Legacy Crucible Gear | 15,000 Glimmer + 3 Enhancement Cores |
| Actively Dropped / Vendor Exclusive Crucible Gear | 1 Crucible Engram + 15,000 Glimmer |
| Arcite’s Keepsakes / Competitive Gear | 1 Crucible Engram + 15,000 Glimmer + 3 Crucible Ciphers |
Crucible Ops
Select a playlist to learn what modes appear there, how each one works, and what to focus on when you launch into the Crucible.
A permanent 6v6 objective playlist built around capturing zones and converting map control into higher-value eliminations.
Players who want standard Crucible gameplay with a clear objective and predictable flow.
Uses Outlier Protection, with fallback to Open Skill if queue times are too long.
Control remains available unless Iron Banner is active, where it is replaced by Iron Banner Control.
Core Mechanics: Capture and hold zones across the map. Eliminations are worth more when your team controls more zones, so holding two zones is usually stronger than constantly flipping all three.
Tips & Tricks: Prioritize the center/anchor zone, rotate with teammates, and avoid chasing solo eliminations into enemy spawns. Winning Control is usually about holding strong lanes, not sprinting from flag to flag.
A rotating 6v6 playlist for standard and modified Crucible modes, including objective modes, team deathmatch, party modes, and sandbox variants.
Casual PvP variety, weekly rotator farming, and learning different objective rulesets.
Mayhem, Rift, Relic, Momentum, Scorched, Supremacy, Clash, Zone Control, and Hardware Mix.
Quickplay rotates weekly and is replaced by Iron Banner Quickplay when Iron Banner is active.
Core Mechanics: A direct team deathmatch mode. Score by defeating opposing Guardians; there are no capture zones, crests, or Spark objectives.
Tips & Tricks: Stay near teammates, avoid ego-challenging multiple enemies, and control Heavy ammo. A clean trade is useful; a staggered solo death feeds the enemy team momentum.
Core Mechanics: Defeated Guardians drop crests. Collect enemy crests to score and collect allied crests to deny enemy points.
Tips & Tricks: Do not leave crests on the ground after a win. Collapse as a team after picks, and use movement tools to safely deny friendly crests before the enemy can convert them.
Core Mechanics: Similar to Control, but points are generated by holding zones over time. Eliminations help create space, but they are not the primary scoring method.
Tips & Tricks: Play patiently, hold two zones, and force the enemy team to push into your angles. Zone Control rewards discipline more than raw slaying.
Core Mechanics: Fight for the Spark, escort the Spark runner, and detonate it in the enemy Rift. Teams need both map control and coordinated pushes.
Tips & Tricks: Do not grab the Spark without support. Clear a lane first, collapse around the runner, and save shutdown tools for enemy counter-pushes.
Core Mechanics: Earn and use relic weapons to defeat opponents and score. The match shifts between standard gunfights and short power spikes when relics enter play.
Tips & Tricks: Treat relics like Heavy ammo. Protect the player using the relic, collapse on isolated targets, and avoid feeding the enemy relic wielder one at a time.
Core Mechanics: Faster lethality, reduced survivability, and limited radar pressure change how engagements feel. Positioning and first shot accuracy matter much more.
Tips & Tricks: Pre-aim common lanes, move deliberately, and avoid wide open rotations. Momentum heavily rewards scouts, pulses, bows, and weapons that secure fast precision picks.
Core Mechanics: Ability and Super regeneration are dramatically increased, turning the match into constant high-impact ability combat.
Tips & Tricks: Use shutdown Supers, damage resistance, and area denial. Save your Super for clustered enemies or to stop enemy Supers instead of casting into empty lanes.
Core Mechanics: Everyone uses Scorch Cannons. Charged shots, splash damage, air movement, and prediction matter more than normal weapon skill.
Tips & Tricks: Charge shots around corners, lead airborne targets, and keep moving vertically. The safest player is usually the one changing elevation constantly.
Core Mechanics: A weapons-first variant where ability pressure is heavily reduced or removed, placing more emphasis on gun skill, positioning, and ammo control.
Tips & Tricks: Build around neutral weapon consistency. Since abilities are less central, team shooting, cover discipline, and Heavy control become the main win conditions.
A rotating small-team playlist featuring tighter engagements, round-based modes, objective pressure, Arena Collision, and Heavy Metal.
Players who prefer smaller lobbies, cleaner duels, round pressure, and less 6v6 chaos.
Survival, Heavy Metal, Elimination, Hardware Mix, Arena Collision, Lockdown, and Clash.
Small Team Quickplay rotates daily and is replaced by Trials of Osiris when Trials is active.
Core Mechanics: Teams share a limited pool of lives. Each death removes a life from the team pool, and the round is won by eliminating the enemy team or surviving when lives are exhausted.
Tips & Tricks: Value your life. Collapse on picks, avoid staggered deaths, and disengage when your team has life advantage. Survival punishes solo pushes more than most Crucible modes.
Core Mechanics: Each player has one life per round, but revives are available. Win rounds by wiping the enemy team or controlling revive pressure.
Tips & Tricks: Guard enemy Ghosts after a pick, do not overextend alone, and use barricades, rifts, grenades, or smokes to secure revives safely.
Core Mechanics: Small-team deathmatch. Score by defeating opposing Guardians, with more emphasis on clean team shots and fewer safe escape routes than 6v6.
Tips & Tricks: Trade together, control Heavy, and avoid fighting separate 1v1s across the map. In small-team Clash, a single stagger can snowball into round or match control.
Core Mechanics: A round-based Zone Control variant. Hold zones to score, or capture all three zones to immediately win the round.
Tips & Tricks: The triple-cap is powerful but risky. When ahead, defend two zones and force the enemy team to make the dangerous push.
Core Mechanics: A weapons-first 4v4 Collision variant. Special weapons are disabled, Supers are disabled, radar is heavily modified, and Heavy ammo crates become a major objective.
Tips & Tricks: Play slower than normal Crucible. Use map knowledge, team shots, and Heavy crate timing. Since abilities are limited, positioning is the strongest tool you have.
Core Mechanics: A reduced-ability or weapons-focused ruleset where standard ability loops are limited, creating a more deliberate sandbox.
Tips & Tricks: Bring weapons that can win without ability support. Prioritize team shots, radar reads, and ammo control instead of ability combos.
Core Mechanics: A vehicle-focused Crucible mode with a selection screen for Drake Tank, Fallen Brig, and Cabal Behemoth. Matches now target 40 points and include Nightfall Station.
Tips & Tricks: Choose vehicles by role, stay near cover, focus the enemy leader, and collect dropped coins to heal and reload. Do not split too far from your other vehicles.
Competitive Division is the ranked Crucible playlist, built around climbing Divisions, earning Competitive rewards, and improving through tighter skill-based match flow.
Players who want ranked progression, focused PvP improvement, and Competitive-exclusive gear.
Complete placement matches, then win to climb from lower Divisions toward Ascendant.
Competitive gear, Competitive Ciphers, refreshed weapons, armor, and emblems.
Core Mechanics: Competitive uses Divisions and Division Rating. Winning increases rating, losing decreases rating, and performance/lobby expectations can affect how much rating changes.
Tips & Tricks: Play for round wins, not highlight clips. Use stable loadouts, communicate Heavy and objective timings, and stop queuing when tilted.
Core Mechanics: A ranked team deathmatch ruleset. Teams win by converting clean engagements into score while limiting unnecessary deaths.
Tips & Tricks: Collapse on weak targets, control revives if enabled by ruleset, and rotate as a unit. Competitive Clash punishes players who challenge alone.
Core Mechanics: Fight over a moving objective zone. Teams score by controlling the active zone, forcing players to balance slaying, rotations, and zone pressure.
Tips & Tricks: Rotate early, do not overcommit to a lost zone, and use Supers or shutdown tools to secure high-value objective swings.
No fireteam. No allies. Six Guardians enter, and every engagement is yours to win or lose.
Duel practice, radar discipline, spawn awareness, and learning how to survive without teammates.
Open Skill matchmaking. Rumble remains permanently available in Crucible Ops.
Rumble is a solo Free-For-All playlist. You cannot rely on revives, team shots, or coordinated pushes.
Core Mechanics: Every Guardian is an enemy. Score by defeating opponents, survive constant third-party pressure, and manage spawns without team support.
Tips & Tricks: Keep your radar active, avoid tunneling one duel for too long, and disengage after taking damage. The next opponent is usually closer than you think.
SRL returns as a Crucible Ops racing playlist with Sparrows, Skimmers, Rocket Boosts, Trick Boosts, returning tracks, and Quantum Circuit.
Players who want racing, cosmetic chasing, movement mastery, and a break from standard PvP gunfights.
Race through gates, maintain speed, use boosts, land tricks, and avoid hazards across three-lap tracks.
Rocket Boost, Trick Boost, faster speed, improved handling, Skimmer support, and Quantum Circuit.
Core Mechanics: Race against other Guardians across SRL tracks using Sparrows or Skimmers. Hit gates cleanly, preserve momentum, and use boosts to maintain top speed.
Tips & Tricks: Clean racing lines beat reckless speed. Learn each track’s gate sequence, use tricks only where landing is safe, and save lateral movement for tight corners or emergency corrections.
Trials is the high-stakes weekend PvP event, using Passage-Based matchmaking and replacing Small Team Quickplay when active.
Endgame PvP players chasing Adept rewards, Lighthouse runs, and high-pressure 3v3 play.
Trials runs Friday through weekly reset on non-Iron Banner weeks.
Trials currently uses Dominion-style round pressure, blending eliminations with a capture-zone win condition.
Core Mechanics: Teams compete across rounds with limited lives and revive pressure. Winning seven games on a Passage is the core goal, with flawless runs granting Lighthouse access.
Tips & Tricks: Play for the first pick, immediately control the enemy revive, and know when to rotate to the zone instead of chasing a risky elimination.
Core Mechanics: Dominion adds a capture zone to the elimination format. A team can win by wiping the enemy team or by claiming the objective when it becomes active.
Tips & Tricks: Do not ignore the zone timer. If the enemy team has stronger revive control, rotating early to zone pressure can force them out of passive angles.
Refer to our Trials of Osiris page for more information.
Iron Banner returns every four weeks, replacing Control with Iron Banner Control and Quickplay with Iron Banner Quickplay.
Event reward farming, Iron Banner armor/weapons, and limited-time PvP variants.
Iron Banner Control replaces Control. Iron Banner Quickplay rotates between Tribute, Fortress, and Eruption.
Iron Banner Control uses Outlier Protection. Iron Banner Quickplay uses Open Skill.
Core Mechanics: Capture zones and defeat opponents. Zone advantage increases the value of eliminations, and a full three-zone capture can trigger The Hunt.
Tips & Tricks: Play the same fundamentals as Control, but respect Iron Banner snowball pressure. When The Hunt starts, group up and either collapse hard or survive until zones unlock.
Core Mechanics: Build elimination streaks to become Surging, then Primed. Primed players generate more energy and score more, but must keep defeating enemies or they erupt.
Tips & Tricks: Protect Primed teammates and collapse on enemy Primed players. If you are Primed, keep moving with your team instead of hiding alone until the timer kills you.
Core Mechanics: A Control-style mode with high-value central zone moments. Teams score through zone pressure, and the contested fortress point can swing the match.
Tips & Tricks: Save Supers for the fortress phase, clear turrets quickly, and avoid trickling into the central objective. Coordinated pushes win Fortress.
Core Mechanics: Defeat enemies, collect crests, and deposit them at Cabal beacons. The Hunt can create a high-value deposit phase protected by additional pressure.
Tips & Tricks: Do not hoard crests too long. Move as a group to deposit safely, deny enemy crests, and collapse on players carrying large stacks.
Refer to our Iron Banner page for more information.
Private Matches let fireteams set up custom PvP lobbies, test maps, practice modes, and use special rulesets without standard matchmaking.
Scrims, teaching maps, testing loadouts, practicing Trials rounds, and community events.
Heavy Metal and Sparrow Racing League were added to Private Matches in Monument of Triumph.
Private Matches do not provide Portal rewards, making them best for practice or custom play.
Core Mechanics: Create a custom Crucible lobby with selected maps, game modes, score limits, timers, and other rules. This is the best place to practice without playlist pressure.
Tips & Tricks: Use Private Matches to learn spawn logic, Trials lanes, Heavy ammo timings, and objective routes. For teaching, run one map repeatedly instead of constantly swapping maps.
Core Mechanics: A more deliberate weapons-first ruleset with major changes to ability uptime, radar, Heavy ammo, and combat pacing.
Tips & Tricks: Great for scrims and weapon practice. Build into consistency, map knowledge, and primary weapon dueling instead of ability chains.
Core Mechanics: A high-lethality modifier where players deal much more damage but are far less resilient. It creates fast power spikes and chaotic engagements.
Tips & Tricks: Play cover tightly and expect every angle to be dangerous. This mode rewards quick decisions, first shot advantage, and burst damage.
Core Mechanics: The opposite of Hardware: weapons are disabled and ability/Super cooldowns are dramatically reduced, creating an ability-only ruleset.
Tips & Tricks: Use this for chaos nights, ability testing, or community events. Movement and cooldown timing matter more than weapon skill.
Core Mechanics: A Private Match Rift ruleset where play continues from start to finish without resetting the match after each Spark dunk.
Tips & Tricks: Use this for faster Rift practice. Teams should focus on transition speed after each dunk because the map state does not fully reset.
Core Mechanics: Heavy Metal and Sparrow Racing League are available in Private Matches, letting groups practice vehicle combat or racing outside the normal playlist environment.
Tips & Tricks: Use Private SRL for route learning and Private Heavy Metal for vehicle testing. This is especially useful before chasing rewards or Triumphs in live playlists.
Primary ammo weapon final blows grant a stacking bonus to mobility, Primary weapon range, and handling until you are defeated.
Increases mobility and grants enhanced sprint speed and slide distance.
Fast movement builds up a charge that gradually increases your health regeneration speed. Once you are Fully Revved, sprinting grants Speed Booster.
Sliding while Speed Booster is active jolts combatants in front of you.
Sliding collects nearby ammo and temporarily grants enhanced reload speed and handling to your weapons.
Dealing damage with your weapons temporarily grants an enhanced slide. Gain damage resistance while sliding.
Gain increased reload speed for the bottom half of your equipped weapon’s magazine.
Reloading a weapon grants a bonus to handling and reduces incoming flinch for a short time. Weapons with the SUROS Synergy Origin Trait gain increased range instead.
Reloading an Auto Rifle, Scout Rifle, or Sidearm after a final blow slowly restores health until you reenter combat.
When you reach critical health or heal an ally at critical health, Auto Rifles, Scout Rifles, and Sidearms gain increased range, stability, and reload speed.
Final blows with Primary ammo weapons grant your Primary ammo weapons temporarily increased reload speed.
Picking up an Orb of Power grants Special ammo progress.
Community Callout Maps
Crucible map awareness wins fights before they begin. Use these callout infographics to learn rotations, communicate cleanly with your fireteam, and understand where each map tends to break open.
Showing 25 callout maps. Mode filters are practical playlist-fit labels; where exact live rotation availability can change, map guidance is kept broad.
Added: Destiny 2 launch. Plays Best In: Control, Clash, Trials-style 3v3, and long-lane dueling.
Hold the outer lane, mid bridge, and shrine-side approaches. Teams that control the long angles can force predictable rotations.
Scout rifles, pulses, bows, and snipers thrive here. Do not over-peek the sunlit lane without a teammate ready to trade.
Added: Destiny 2 launch. Plays Best In: Control, Clash, Iron Banner, and Trials-style play.
Mid courtyard, balcony lanes, and Heavy-side routes are the main pressure points. Holding mid gives fast access to either spawn.
Use the side interiors to break sniper lanes. If your team loses courtyard, rotate together instead of feeding through the same doorway.
Added: Returned from Destiny 1 during Season of the Worthy. Plays Best In: Trials, Elimination, Rumble, and close-range 3v3.
Doorways, shrine room, and bridge transitions decide most fights. Map control often comes from owning the first close-range angle.
Shotguns, SMGs, sidearms, and short-range hand cannons are strong. Watch sliding doors and avoid chasing through blind corners alone.
Added: May 7, 2024 PvP Map Pack. Plays Best In: 3v3, 6v6, and structured objective play.
Control the plaza transitions, upper angles, and interior routes. The map rewards teams that rotate early instead of reacting late.
Keep an eye on vertical pressure and crossfire angles. Mid-range primaries perform well, but close-range loadouts can punish interior pushes.
Added: Forsaken. Plays Best In: Control, Clash, and slower long-lane engagements.
Bridge, center lane, and side portals define the map. Mid control can lock down enemy movement if your team watches flank routes.
Do not funnel straight down mid without utility. Use side wraps to break stalemates, especially against scouts, pulses, and sniper setups.
Added: May 7, 2024 PvP Map Pack. Plays Best In: 3v3, 6v6, and objective rotations.
Fight for the center connectors and use outer routes to reset pressure. The strongest teams control both the main lane and the escape route.
Expect layered sightlines and quick collapses. Avoid standing still in mid; rotate after every pick or failed challenge.
Added: Destiny 2 launch. Plays Best In: Control, Trials-style 3v3, and mid-range primary fights.
Cave, shrine, river lane, and B-side courtyard are the major control points. Mid pressure opens quick routes to either spawn.
Use cover to cross long sightlines. Teams that own cave and shrine can pinch enemies trying to rotate through center.
Added: Destiny 2 launch / beta-era map. Plays Best In: Trials, Competitive, Control, and Clash.
Mid, temple, and B-lane define most engagements. Winning the first pick often opens a fast collapse into spawn pressure.
Rotate quickly through the side lanes and avoid slow solo pushes into temple. This is one of the best maps for clean team shooting.
Added: Destiny 2 launch. Plays Best In: Long-lane 6v6 and slower 3v3 rotations.
Open platforms and long bridges dominate the flow. Control the high-value lanes before attempting risky cross-map movement.
Bring range and movement discipline. Cross only after forcing enemies off angles with damage, grenades, or teammate pressure.
Added: May 7, 2024 PvP Map Pack. Plays Best In: 6v6, 3v3, and objective flow.
Hold the main lab lanes, rotate through interior cover, and watch the exterior approaches where enemies try to reset fights.
Mid-range weapons are flexible here. Use walls and corners to break long angles, then collapse quickly when a teammate earns first damage.
Added: Returned from Destiny 1 during Season of the Worthy. Plays Best In: Rumble, 6v6, and close-to-mid duels.
The central train yard, tight interiors, and lane exits are constant danger points. Expect frequent third-party fights.
Keep radar discipline and do not overstay after winning a duel. This map punishes slow reloads and tunnel vision.
Added: Destiny 2 launch. Plays Best In: Trials, Competitive, Control, Rumble, and almost any Crucible mode.
Rocket, cube, B/courtyard, and outside lane are the main pressure points. Good teams rotate quickly between them.
This is a fundamentals map. Play cover, team-shoot, control Heavy, and avoid chasing too deep past cube or outside spawns.
Added: Warmind; later returned after vaulting. Plays Best In: Control and 6v6 lane control.
Interior long lane, outside route, and center transitions are key. Teams that control the safer lane force enemies into exposed rotations.
Use long-range weapons to hold space, then swap pressure with grenades or aggressive pushes when enemies group behind cover.
Added: Destiny 2 launch. Plays Best In: Control, Iron Banner, Trials-style 3v3, and lane-based combat.
Street, market, Heavy alley, and B-side interiors define most pressure. Long sightlines can lock down entire rotations.
Avoid crossing street without cover or teammate pressure. Midtown rewards disciplined lane holding and punishes careless rotations.
Added: Curse of Osiris. Plays Best In: 6v6, Rumble, and close-range objective fights.
Interior rooms, platform edges, and tight ramps are the main danger zones. Control the indoor routes before pushing outside.
Shotguns, SMGs, sidearms, and aggressive hand cannons are strong. Be mindful of map edges and knockback pressure.
Added: Curse of Osiris. Plays Best In: Control, Trials-style 3v3, and range-flexible engagements.
Outside lanes, inner corridors, and the bright open sightline are the key pressure points. Teams must balance lane control with close pressure.
Use the interior routes to collapse on players holding outside. Snipers and scouts are strong, but close-range loadouts can punish tunnel vision.
Added: Returned from Destiny 1 during Season of Dawn. Plays Best In: Trials, Control, and mid-to-long range play.
Church-side lanes, mid ruins, and outer rotations shape most engagements. Strong teams control exits, not just the middle.
Use cover between long angles and rotate before getting boxed in. This map rewards patience, radar awareness, and clean team shots.
Added: Warmind; later returned after vaulting. Plays Best In: 6v6, Rumble, and mid-map skirmishing.
Mid, lab routes, and circular connectors decide the flow. Teams that rotate together can quickly collapse on isolated enemies.
Avoid drifting too far from your team. Solitude can flip quickly when players chase kills into side rooms without support.
Added: Destiny 2 launch. Plays Best In: Trials, 3v3, and fast close-to-mid engagements.
Inside shrine, outside lane, tunnel, and mid doors shape the match. Controlling the transition between inside and outside is everything.
Do not let enemies freely rotate from outside to shrine. Use grenades and team shots to force them into predictable doorways.
Added: Destiny 2 launch. Plays Best In: Control, Trials-style play, and aggressive lane control.
Warehouse, B lane, truck, and outside approaches define the match. Spawn pressure can become extremely punishing if one team gets trapped.
Avoid being pinned in the weaker spawn. Rotate early through safe routes, and do not keep challenging the same warehouse angle alone.
Added: Destiny 2 launch. Plays Best In: Control, Iron Banner, and long-to-mid objective play.
Castle courtyard, cliffside routes, and the crashed Ketch-side lanes decide pressure. Holding two strong zones is usually better than chasing all three.
Use range to hold the courtyard, then collapse through cover when enemies split. Be careful rotating across exposed open lanes.
Added: Returned from Destiny 1 during Shadowkeep. Plays Best In: 6v6, 3v3, Iron Banner, and close-range chaos.
Catwalks, B-side rooms, and lower transitions are constant danger points. Vertical pressure can decide fights quickly.
Keep your radar active and expect fast flanks. Shotguns and SMGs are strong, but pulses can punish players crossing catwalks.
Added: Destiny 2 launch. Plays Best In: Control, Iron Banner, and long-range 6v6 play.
Temple, outside lanes, and high-ground sightlines dominate. Teams with range control can slow the entire match down.
Bring scouts, pulses, bows, or snipers. Avoid open snowfield rotations unless teammates are already pressuring the main lane.
Added: Returned from Destiny 1 during Shadowkeep. Plays Best In: Trials, 3v3, and long-range 6v6.
Church, street, broken buildings, and long exterior angles define the map. Controlling high ground gives huge information advantage.
Snipers, scouts, pulses, and bows shine here. Move through cover and avoid predictable peeks from spawn-side streets.
Added: Curse of Osiris. Plays Best In: Trials, Control, and close-to-mid-range fights.
Center bridge, window room, and lab-side connectors determine most rotations. Holding mid lets your team pinch both sides quickly.
Use hand cannons, SMGs, shotguns, and pulses. Do not cross bridge without checking window pressure and side-lane angles.