Choose an approachable build, learn its combat loop, and find a useful role alongside friends. Explore twenty-two guides across Warlock, Hunter, and Titan, plus practical gearing tips and three- or six-player subclass combinations.
A dated field guide, not a live patch tracker. Destiny 2 changes. Check each guide's sources, gear version, and artifact notes against your in-game descriptions. Seasonal selections and published meta examples are not guarantees about the current live sandbox.
01 / Build crafting
Learn the loop before chasing the perfect roll.
Pick one job you enjoy, understand what starts your build, and keep a recovery option. The library below contains twenty-two starting points: ten Warlock, six Hunter, and six Titan guides. Every class now covers all six subclasses, including Prismatic.
New Light / Make the first loop work
Choose a playstyle. Healing allies, controlling packs, and dealing damage are all useful contributions.
Read the trigger. A hit, a final blow, an Orb pickup, and buffing an ally are different requirements. Learn what your Exotic and fragments actually need.
Build with what you own. Start with available subclass unlocks and suitable weapons. Add the recommended Exotic, mods, and perk pair as you acquire them.
Returning veteran / Recheck your assumptions
Stats now use 0–200. These guides focus on Grenade, Class, Melee, and Super without ignoring survival. Read the final targets after fragment modifiers.
Check the actual gear version. Legacy armor, reprised weapons, catalysts, and seasonal artifact choices can change which interactions work.
Test, then tune. Try the loop in familiar low-pressure combat. If survival, ammo, or ability uptime fails, adjust that before chasing maximum damage.
All six subclasses: Stasis defense, Strand suspend control, Solar hammer pressure, Arc Thundercrash, a weapon-led Void arsenal, and Prismatic Consecration.
Lingering blight damage, two double-exploding Fusion charges, Hellion scorch, and Well of Radiance for a useful team hold.
Best fit
A damage-and-Well hybrid using four Exodus Down pieces and Empowering Rift for Starfire's weapon-recharge setup.
Trade-off
Empowering Rift does not heal. Well/Radiant alone do not prove the Exotic trigger; no infinite-grenade or Phoenix refund promise. Coordinate overlapping Witherhoards.
Marksman's Dodge reloads while Wormhusk heals. Throwing knives supply Radiant, with Blade Barrage for burst and four Lustrous pieces for healing synergy.
Best fit
A recovery-focused Solar Hunter with precision weapon play and optional nearby-team healing from Burning Souls.
Trade-off
Lustrous is a Solstice set, not the Exodus Down starter default. No Celestial Nighthawk interaction; rapid Solar defeats and Special ammo matter.
Large Duskfields give allies Frost Armor and reduce damage from enemies inside. Crystal shatters support grenade recharge while a Stasis scout controls lanes.
Best fit
Team protection, choke control, and safer solo weapon play with four Exodus Down pieces.
Trade-off
Current-mechanics adaptation of an older endgame core, not infinite grenades. Frost Armor is not healing; plan Barrier coverage and recovery.
Leave invisibility for Volatile Rounds, defeat debuffed enemies to re-cloak, and collect Orbs for Devour. Moebius Quiver adds tether debuffs and burst.
Best fit
A meta-supported weapon-clear core with solo survival, team debuffs, and four Exodus Down pieces.
Trade-off
Devour needs pickups and kills; invisibility is not immunity. Stylish has a lockout, and boss phases without adds need a separate damage plan.
Combination Blow and Cowl provide kill-based healing and invisibility. Lethal Current adds Jolt, while Trinity Ghoul clears from safer range.
Best fit
Personal melee sustain with a ranged fallback, Gathering Storm, and four Exodus Down pieces.
Trade-off
Needs qualifying melee kills or finishers; no team healing or guaranteed instant dodge/melee refunds. Trinity's catalyst broadens Lightning Rod activation.
Grapple grants personal Woven Mail; Ensnaring Slam suspends a push. Charged Final Warning bursts unravel while the helmet adds kill-based recovery.
Best fit
Mobile control, safer Strand weapon pressure, and four Exodus Down pieces; team support through enemy debuffs.
Trade-off
Slam spends dodge energy and requires careful landing. No Whirling Maelstrom or team healing from the helmet; subclass and Exotic unlocks are progression goals.
Winter's Shroud slows, Stylish Executioner grants conditional invisibility, and Liar's counterpunch heals. Tractor adds a team debuff beside Golden Gun and Duskfield control.
Best fit
Close-range ability pressure, mixed-element utility, and four Exodus Down pieces without an Exotic class-item roll.
Trade-off
Needs safe melee opportunities, qualifying kills, and Prismatic unlocks. Cross Counter and Stylish have conditions; Tractor replaces a conventional damage Heavy.
Weapon-led clear with Devour, ability-seeded Volatile, nearby Demolition healing, Shield Throw overshields, and weakening Twilight Arsenal axes.
Best fit
An Exodus adaptation of a published endgame gun-focused core rather than another punch loop.
Trade-off
Choir uses Special ammo. Its Destabilizing catalyst enables the source's weapon-driven chain; base Volatile targets are not anti-Barrier Volatile Rounds.
Consecration turns Frenzied Blade charges into Solar slams. Monte Carlo supports melee recharge, Knockout gives kill-based personal recovery, and Twilight Arsenal adds ranged burst and Weaken.
Best fit
Mixed-element ability clear with four Exodus Down pieces, five fragments, and no Exotic class-item roll required.
Trade-off
Synthoceps needs nearby enemies; healing needs qualifying kills or Orbs. No Inmost Light energy, Sunspots, infinite melee charges, or guaranteed Barrier coverage in the default plan.
Choose another play setting or role, or use Reset filters to see the full library.
What the categories mean.
Solo: Recommended without relying on teammate-triggered support loops. It does not mean every solo encounter is easy.
Group: Fits fireteam play, whether through support, control, or damage.
Support: Healing, buffs, debuffs, or deliberate crowd control are a major job. Read the card to distinguish medic from controller.
DPS: A damage-led role, including sustained grenade pressure, summons, or close burst. Not a boss-DPS tier list.
All-round: A flexible balance of damage, personal survival, and utility, with encounter-specific weapon adjustments.
Share the collection.
Keep the folder structure intact: the update center and this build library stay at the root, with guides in warlock/, hunter/, and titan/. Each guide remains independently readable, and no internet connection is needed to display the pages. External research links need internet access.
Every guide uses the 0–200 stat scale. Categories are practical recommendations based on these guides, not measured live meta rankings. Print includes all twenty-two cards, even when the screen is filtered.
02 / Weapon perks
A useful pair beats an unexplained god roll.
Read both perk columns together: what activates them, what they give you, and whether you can keep doing that during your normal combat loop. Each build includes named weapon recommendations and compatible alternatives.
Look for ability support when your build needs more abilities, reload help when you swap weapons often, or a damage perk whose trigger suits your targets. A final-blow perk can feel great against packs but offer little against a lone target without smaller enemies.
For a worked example, Blighted Sunrise's weapon notes explain a three-weapon Bait and Switch rotation and the wait required for Auto-Loading Holster. The requested Pyroclastic Flow roll has an explicit verification caveat.
Check before you farm
Confirm that both perks exist together on the same weapon version, in different selectable columns.
Check element, ammo, and slot: your example loadout must equip together and use no more than one Exotic weapon.
Read acquisition and catalyst notes. A roll recommendation is a goal, not a requirement to begin playing.
Test the trigger in game instead of assuming every damage buff, reload effect, or subclass interaction stacks.
03 / Subclass combos
Build around teammates, not six isolated loadouts.
These are configuration examples, not mandatory teams or activity strategies. Start by covering recovery, enemy control, and damage. Then check weapon compatibility, ammo needs, and any required Champion counters together.
The idea is complementary jobs, not one player doing all the damage while the others only support. Frost Armor is protection, not healing, and control does not disable every enemy.
Six players / Extend the coverage
Use the three-player example as a starting point, then add:
This is a flexible two-of-each-class example, not a raid composition prescription. Swap duplicated control for another damage or support option when it adds little.