Destiny 2 classes and subclasses - all new Titan, Hunter, and Warlock skills and supers explained

Everything you need to know about Destiny 2's new Striker, Dawnblade, and Gunslinger subclasses.

One thing that caught a few of the die-hard Destiny fans by surprise at Destiny 2's recent reveal was the lack of new classes all together.

Instead, each of the three Destiny 2 classes - the Titan, Warlock, and Hunter - has a new subclass: the Titan Striker, Warlock Dawnblade, and Hunter Gunslinger respectively. Here on this page then, we'll be taking you through those three new Destiny 2 subclasses and what exactly we can expect from their additional abilities, skills, and reworked subclass trees.

If you're interested in more on the game, you can read our pages on Destiny 2 beta date and gameplay, Destiny 2 on PC and confirmed Destiny 2 Exotics.

Destiny 2 classes and subclasses - how class skill trees and abilities work

Classes and subclasses themselves work in a largely similar way to that of the original Destiny. You'll have a choice, on starting a new game with a new character, of whether you want to play as a Titan, a Warlock, or a Hunter.

Back in the first Destiny, you would then play as one of the two subclasses available at launch, before unlocking the availablity of the third which came through DLC down the line. The various abilities and skills within each subclass were unlocked by playing that subclass itself, but once you unlocked them, they stayed available. Effectively, that means it was costly to switch between them at first (you could do so whenever you liked) but, once you'd ground out the unlocks, it became a key part of smart, late-game play to be able to switch subclass on the fly.

As for Destiny 2, it's not absolutely certain things will work. We know the three new subclasses - Striker, Dawnblade, and Gunslinger - will be in the game at launch, but there's no guarantee they won't be locked behind a certain level, or other type of progression, that stops you from playing them right away.


Finally, before we dive into a closer look at each of the subclasses, it's worth knowing how exactly all the various bonuses each classes have will work - the descriptions below relate to this image of the subclasses' menu just above:

  • Super Ability - The big central node. Your class' defining active ability. Requires a charge to use, which accumulates through combat and some other potential modifiers. Activated with L1+R1 on a controller.
  • Class Abilities - The two options on the left. These are cross-subclass abilities, from what we understand, meaning you'll always have a choice of those two on display within each class, regardless of your subclass. Activated by holding the Crouch button. One of the two can be active at a time.
  • Subclass Passives ('paths', or 'trees') - Two groups of four on the right. Passive class abilities. As things stand, one path seems to be focused on modifying your Super, and the other more on the class' gameplay in general. You can only choose one cluster of four passives to be active at a time, but all four of those can be activated together. It's not entirely clear how these are unlocked in-game, but they appear to require some kind of Ability Unlock artifact for each of the four nodes within them.
  • Grenades - Group of three nodes at the top. These modify or change the effects of your grenades. One can be active at a time out of the three.
  • Mobility - Group of three nodes at the bottom. These modify or change the effects of your mobility, usually in the form of how your subclass' jumping works. As with Grenades, only one of the three mobility modifiers can be active at a time.

Arguably the most interesting change here for players of the first Destiny is the revision to how your Subclass Passives work. Instead of a broad choice of any combination, you're now restricted to one of two paths, and the four passives within them. Essentially, it's the four on the top branch, or the four on the bottom branch - so it's just a choice of one branch between the two. Here's Destiny 2 project lead Mark Noseworthy clarifying things a little on Twitter:

It's quite the simplification over the old method, it seems. Either way, now that we know how those various points work it's time to dive into each class' specifics, below. Oh, and we've popped in a couple of videos from Gamer Network's Arekkz, too, which give an added layer of depth to each class guide as well.

Destiny 2 Titan subclass skills and abilities

Titan Sentinel

The Titan Sentinel subclass replaces the Titan Defender, with the new Super, already known casually as the 'Captain America Shield', replacing the old Ward of Dawn bubble.

The Sentinel subclass wasn't playable at the preview, so that's all we have to go on for this new subclass for now.


Titan Striker

The Titan Striker, meanwhile, was one we did have access to. This is a rework of the old Striker subclass, so the changes are somewhat more subtle than before. Here's how they break down (remember we explain these various moving parts in the section just above, if you're new to Destiny's notoriously opaque mechanics):

  • Super Ability:
    • Fists of Havoc: Like the old ground pound, but now activating it just supercharges you, and you can then re-activate to slam the ground several times, or alternatively shoulder-charge enemies. L1+R1 to activate, R2 to activate ground slam, or R1 to shoulder charge.
  • Class Abilities:
    • Towering Barricade: A large barrier that can physically block off areas as well as acting as cover.
    • Rally Barricade: A smaller barrier that you can peek over whilst using as cover, and instantly reloads your weapon when you take cover.
  • Subclass Passives: Branch 1
    • Shoulder Charge: After sprinting for a short time, press R1 to shoulder-slam.
    • Aerial Strike: Fist of Havoc does more damage the longer it's in the air.
    • Magnitude: increases the duration of Pulse Grenades, Lightning Grenades, and Aftermath.
    • Aftermath: First of Havoc disorients enemies and leaves a damage-dealing field in its wake.
  • Subclass Passives: Branch 2
    • Frontal Assault: Powerful melee punch granting increased weapon stability.
    • Reversal: Melee kills immediately trigger health regeneration.
    • Knockout: Breaking enemy shields increases your melee range.
    • Trample: First of Havoc lasts longer while sprinting, and killing enemies with it extends the duration.
  • Grenades:
    • Flashbang; Pulse; Lightning.
  • Mobility:
    • Catapult: gives Lift a strong initial burst of momentum.
    • Increased Height: Upgrades height of your Lift.
    • Increased Control: increases mid-air control of Lift.

Destiny 2 Hunter subclass skills and abilities

Hunter Arcstriker

The Hunter Arcstriker replaces the old Bladedancer subclass from the first Destiny, with a new super that focuses on an electrified staff and a large amount of rapid mobility.

Unfortunately, that's all we know about this class just yet, so hang in there for more hopefully in the near future!


Hunter Gunslinger

The Hunter Gunslinger, meanwhile, was one we did have access to. This is a rework of the old Hunter subclass, so the changes are somewhat more subtle than before. Here's how they break down:

  • Super Ability:
    • Golden Gun: Holding the controller's shoulder buttons summons a flaming pistol that disintegrates enemies with Solar Light. Think of it like Overwatch's McCree using his ability to fire six rapid shots from the revolver - only for some far heftier damage.
  • Class Abilities:
    • Marksman's Dodge: A directional dodge, activated by double-tapping the crouch button. Automatically reloads your equipped weapon whilst dodging.
    • Gambler's Dodge: Activated in the same way, using this dodge near enemies generates melee energy.
  • Subclass Passives: Branch 1
    • Chains of Woe: Precision kills increase weapon reload speed for you and nearby allies.
    • Bombs for Bullseyes: Precision hits generate Grenade energy.
    • Six-Shooter: Golden Gun can be fired quickly up to 6 times but has a shrter duration.
    • Explosive Knife: Throw a knife at enemies that explodes shortly after impact when melee energy is full.
  • Subclass Passives: Branch 2
    • Kife-Juggler: Throws a knife at enemies when melee energy is full. A Precision kill with this immediately recharges it.
    • Gunslinger's Trance: Precision kills reduce the cooldown of Golden Gun.
    • Crowd-Pleaser: Precision hits with Golden Gun generate Orbs of Light for your allies.
    • Line 'em Up: Precision hits with Golden Gun increase its damage and extend its duration.
  • Grenades:
    • Incendiary; Swarm; Tripmine.
  • Mobility:
    • High Jump: extra height to Double Jump.
    • Strafe Jump: Upgrades Double Jump with better directional control while in the air.
    • Triple Jump: Upgrades Double Jump with a third jump.

Destiny 2 Warlock subclass skills and abilities

Warlock Dawnblade

The Warlock Dawnblade is the first and only of the properly new subclasses that was playable at the Destiny 2 preview, and this replaces the old Warlock Sunsinger.

  • Super Ability:
    • Daybreak: Holding the controller's shoulder buttons allows you to weave Solar Light into blades and smite your foes from the skies - think of the Titan's old Hammer of Sol super, but from the air.
  • Class Abilities:
    • Healing Rift: Hold crouch to conjure a well of Light in a static circle around you that continually heals allies inside it.
    • Empowering Rift: Hold crouch to conjure a well of Light in a static circle around you that increases the attack power of allies inside it.
  • Subclass Passives: Branch 1
    • Phoenix Dive Holding crouch while in the air causes you to quickly descend and regenerate health.
    • Skyfire: While Daybreak is active, descending causes explosive damage where you land.
    • Risen Angel: Whine in the air, aim down the sights to hover in place for a short time. Dealing Precision damage extends the duration.
    • Igniting Touch: Melee attacking enemies causes them to ignite and explode.
  • Subclass Passives: Branch 2
    • Firestarter: Melee attacks damage enemies while also increasing your movement speed.
    • Wild Fire: You can fire weapins and throw grenades while gliding.
    • Everlasting Flames: Killing an enemy with Daybreak extends its duration.
    • Blazing Dash: Allows you to dodge mid-air by double-tapping the crouch button.
  • Grenades:
    • Solar; Firebolt; Fusion.
  • Mobility:
    • Balanced Glide: Gain additional speed and control over your glide jump.
    • Focused Burst: Glide jump ability provides an initial boost of speed.
    • Controlled: Better directional control whilst glide jumping.


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