Normal
BMatchmaking
DisabledUse a premade fireteam.
Entry difficulty for coordinated groups that want the lowest reward baseline.
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Use a premade fireteam.
Entry difficulty for coordinated groups that want the lowest reward baseline.
Use a premade fireteam.
A step above Normal with a stronger baseline, still intended for premade groups.
Power 300 required.
The first matchmade difficulty tier and a strong baseline for regular reward farming.
Power 300 required.
A higher matchmade challenge tier with a better default reward baseline.
Power 300 required.
Tier 5 rewards begin here, making this the highest matchmade reward baseline.
Highest challenge tier; premade fireteam only.
The highest challenge tier. S+ remains Tier 5 prestige rather than a separate reward tier.
While amplified, your Fusion Rifles, Linear Fusion Rifles, and Heat weapons gain increased handling, reload speed, and vent speed.
Final blows with Jolt or against jolted combatants create Ionic Traces.
When your shields begin regenerating, gain a short window of increased flinch resistance and damage resistance.
While your weapon reserves are low, combatant final blows grant ammo progress. Primary ammo weapons help generate Special ammo, while Special ammo weapons help generate Heavy ammo.
Picking up an Orb of Power grants a brief period of rapidly decaying damage reduction.
Defeating a powerful combatant with a finisher grants Special ammo progress and restores a small amount of health.
Deal significantly increased Kinetic damage to combatant shields, overshields, vehicles, and deployed constructs such as barricades, turrets, and Stasis crystals.
Defeating powerful combatants or breaking an enemy shield with Kinetic damage releases a disorienting Kinetic shockwave.
Rapidly defeating combatants with Void energy spawns a Void Breach.
After collecting a Void Breach, your next Void weapon final blow triggers an elemental detonation. The detonation becomes stronger if triggered shortly after collection.
Damaging a target with a Sword, Glaive, or melee attack exhausts them. Exhausted targets deal reduced outgoing damage.
Blocking attacks with a Sword or Glaive grants a short period of heavy damage resistance when you drop your guard.
Final blows with freshly drawn or recently reloaded weapons heal you.
Bow, Shotgun, or Sword final blows temporarily reduce incoming damage. Damaging targets with those weapons extends the effect.
After using your class ability, final blows with this weapon grant you bonus damage resistance.
Enhanced: Improves the duration of this trait.
Found on weapons obtained in Fireteam Ops activities or Zavala’s Vendor Offerings in the Tower Courtyard.