+   Fireteam Fieldnotes
DESTINY 2 / 2026 EDITION
Build crafting / Nessus palette
New Light or returning veteran / Build crafting

Pick your playstyle.
Build your fireteam.

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

  1. Choose a playstyle. Healing allies, controlling packs, and dealing damage are all useful contributions.
  2. 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.
  3. 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.

Find a build for your playstyle →

Choose your Guardian.

10 guides available

Warlock

Explore all six subclasses, from dedicated healing and crowd control to damage-focused and all-round setups.

Browse Warlock builds →
6 guides available

Hunter

All six subclasses: Solar recovery, Stasis protection, Void weapon stealth, Arc melee sustain, Strand grapple control, and Prismatic counterpunches.

Browse Hunter builds →
6 guides available

Titan

All six subclasses: Stasis defense, Strand suspend control, Solar hammer pressure, Arc Thundercrash, a weapon-led Void arsenal, and Prismatic Consecration.

Browse Titan builds →

Warlock starting points.

Browse all three published classes below. Filters apply to Warlock, Hunter, and Titan together.

Solo / All-round starting point
Event Horizon

Vortex damage, Weaken, and kill-driven Devour recovery. Adapt the Heavy to the encounter.

Group / Medic starting point
Fireteam Medic

Speaker's Sight, Lumina, and Well for a dedicated team-support role.

Solo + Group / Control pick
Cold Front

Coldsnap freeze chains and Rift recovery to interrupt dangerous packs.

Find your build / Warlock + Hunter + Titan.

Showing all 22 builds.

Choose one play setting and one role; both filters apply across all three classes.

Warlock / Ten guides, all six subclasses.

01 / Solar

Fireteam Medic

Speaker's Sight + Lumina

  • Group
  • Support

Healing turrets, targeted healing, damage support, and Well of Radiance. The clearest dedicated medic in the library.

Best fit
Keeping friends alive during objectives and planned damage phases.
Trade-off
Support-driven Benevolence needs allies; not the recommended solo starting point.
Open Fireteam Medic guide →
02 / Solar

Phoenix Engine

Phoenix Protocol + Bad Juju

  • Group
  • Support

A Well-centered support build that uses kills and assists to help recover Super energy for the next team hold.

Best fit
Group encounters with steady enemy waves and useful Well positions.
Trade-off
Refunds need qualifying kills/assists; an isolated boss is not an endless Well loop.
Open Phoenix Engine guide →
03 / Void

Event Horizon

Contraverse Hold + Legend of Acrius

  • Solo
  • Group
  • DPS
  • All-round

Charged Vortex Grenades deliver lingering damage and Weaken, while Devour rewards kills with healing and grenade energy.

Best fit
General PvE, sustained area pressure, and a self-sufficient damage role.
Trade-off
Acrius needs safe close range. For general ranged encounters, swap to a suitable Heavy and match the surge.
Open Event Horizon guide →
04 / Strand

Puppet Master

Mataiodoxia + Euphony

  • Solo
  • Group
  • Support
  • DPS

A Threadling Nest and Euphony supply summons while Arcane Needle marks enable Suspend-driven control.

Best fit
Combining swarm damage with disabling susceptible enemies for the team.
Trade-off
Control is not healing or tanking; boss immunity and Special ammo limit the loop.
Open Puppet Master guide →
05 / Strand

Dread Weaver

Deimosuffusion + Euphony

  • Solo
  • Group
  • Support
  • All-round

Rift-triggered Suspend, Weaver's Call summons, and Weavewalk provide a defensive control and Threadling package.

Best fit
Players who want summons, recovery tools, and control rather than a dedicated medic.
Trade-off
Weavewalk consumes melee energy; Rift range and Suspend immunity matter.
Open Dread Weaver guide →
06 / Void

Pocket Supernova

Contraverse Hold + Legend of Acrius

  • Solo
  • Group
  • DPS

Chaos Accelerant converts Magnetic Grenade into a short-range Handheld Supernova for aggressive burst and Devour follow-up.

Best fit
Close packs, doorways, and short burst windows where approaching is safe.
Trade-off
No lingering Vortex field; grenade and shotgun range make it less universal.
Open Pocket Supernova guide →
07 / Stasis

Cold Front

Osmiomancy Gloves + Ager's Scepter

  • Solo
  • Group
  • Support
  • All-round

Two Coldsnaps, Iceflare freeze chains, and Frostpulse Rift recovery. Protect the team by stopping threats before they fire.

Best fit
Add-heavy rooms, safer solo progression, and a fireteam controller role.
Trade-off
Freeze-resistant bosses limit control; Heavy choice carries much of the boss-damage job.
Open Cold Front guide →
08 / Arc

Circuit Breaker

Geomag Stabilizers + Delicate Tomb

  • Solo
  • Group
  • DPS
  • All-round

Ionic Traces fuel abilities and Chaos Reach, while Ionic Sentry adds chain lightning, Blind, and Bolt Charge.

Best fit
Add-rich encounters, Arc ability pressure, and a beam-focused combat loop.
Trade-off
Exodus Down adaptation of a meta core, not the source's alternate-set infinite-Super loop. No Devour; protect your Rift and Orb recovery.
Open Circuit Breaker guide →
09 / Prismatic

Spectrum Engine

Getaway Artist + Khvostov 7G-0X

  • Solo
  • Group
  • DPS
  • All-round

Arc Soul and Hellion add autonomous pressure, with Devour sustain, Arcane Needle, and a Kinetic-driven Transcendence loop.

Best fit
A meta-supported all-round companion build for everyday solo and group combat.
Trade-off
Devour still needs defeats. No Stasis turret; balance Darkness energy and plan for boss encounters without adds.
Open Spectrum Engine guide →
18 / Warlock / Solar

Blighted Sunrise

Starfire Protocol + Witherhoard

  • Solo
  • Group
  • Support
  • DPS
  • All-round

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.
Open Blighted Sunrise guide →

Hunter / All six subclasses.

10 / Hunter / Solar

Radiant Rebound

Wormhusk Crown + Still Hunt

  • Solo
  • Group
  • DPS
  • All-round

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.
Open Radiant Rebound guide →
11 / Hunter / Stasis

Shelter from the Storm

Renewal Grasps + Wicked Implement

  • Solo
  • Group
  • Support
  • All-round

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.
Open Shelter from the Storm guide →
12 / Hunter / Void

Veil of Ruin

Gyrfalcon's Hauberk + Graviton Lance

  • Solo
  • Group
  • Support
  • DPS
  • All-round

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.
Open Veil of Ruin guide →
19 / Hunter / Arc

Stormveil

Assassin's Cowl + Trinity Ghoul

  • Solo
  • Group
  • All-round

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.
Open Stormveil guide →
20 / Hunter / Strand

Silken Shelter

Cyrtarachne's Facade + Final Warning

  • Solo
  • Group
  • Support
  • All-round

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.
Open Silken Shelter guide →
21 / Hunter / Prismatic

Prism Breaker

Liar's Handshake + Tractor Cannon

  • Solo
  • Group
  • Support
  • DPS
  • All-round

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.
Open Prism Breaker guide →

Titan / All six subclasses.

13 / Titan / Stasis

Glacial Bastion

Icefall Mantle + Wicked Implement

  • Solo
  • Group
  • Support
  • All-round

Frost Armor gains support personal healing while Glacier crystals, Diamond Lances, and Stasis weapon fire control the room.

Best fit
A durable controller with personal sustain and four Exodus Down pieces.
Trade-off
Icefall replaces the Barricade wall. Not a team healer, traditional taunt tank, or guaranteed top boss-DPS setup.
Open Glacial Bastion guide →
14 / Titan / Strand

Emerald Lockdown

Abeyant Leap + Wish-Keeper

  • Solo
  • Group
  • Support
  • All-round

Tracking Lash waves, Shackle Grenades, and bow traps rotate suspend control. Tangle destruction helps share Woven Mail with nearby allies.

Best fit
Ranged control and team defense from a published endgame core adapted to Exodus Down.
Trade-off
No Banner of War healing; Mail is not a heal. Suspend-immune bosses and missing Champion types need a weapon plan.
Open Emerald Lockdown guide →
15 / Titan / Solar

Forgeheart

Wormgod Caress + Tractor Cannon

  • Solo
  • Group
  • DPS
  • All-round

Burning Fists and Roaring Flames support melee pressure, with Sunspot Restoration, hammer-pickup Cure, and Tractor's priority-target debuff.

Best fit
A close-range Solar brawler with four Exodus pieces and a 200-Melee progression target.
Trade-off
Buff stacks decay; hammer pickup energy scales with Melee. Unsafe approaches and distant bosses require adaptation.
Open Forgeheart guide →
16 / Titan / Arc

Thunder Battery

Cuirass of the Falling Star + Anarchy

  • Solo
  • Group
  • DPS
  • All-round

Thundercrash burst, Storm's Keep Bolt Charge, and Arc trap pressure, with a refreshed Trickle Charge Salvo as a rotation goal.

Best fit
Super/weapon pressure and a planned Barricade firing position using four Exodus pieces.
Trade-off
No seasonal or infinite-ammo promise. Salvo versions differ; Thundercrash needs a safe exit and Anarchy needs real Heavy ammo.
Open Thunder Battery guide →
17 / Titan / Void

Void Arsenal

Actium War Rig + Choir of One

  • Solo
  • Group
  • Support
  • DPS
  • All-round

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.
Open Void Arsenal guide →
22 / Titan / Prismatic

Faultline Engine

Synthoceps + Monte Carlo

  • Solo
  • Group
  • DPS
  • All-round

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.
Open Faultline Engine guide →

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.

Browse 18 weapon perk explanations / filter by category, weapon focus, and element →

Match the perk to the job

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.

For more combinations, buff/debuff coordination, ammo-support roles, and kill-trigger friction, read Fireteam Chemistry. Then test the setup with friends.

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.