Hit versus final blow
Means: a hit connects; a final blow is the defeating action. A precision hit adds a target/weapon-specific accuracy condition.
Not: an assist automatically satisfying your personal final-blow perk.
Learn what a term means, what it does not promise, and where it appears in an actual build. Search descriptions as well as names.
All 36 entries are available below.
Means: a hit connects; a final blow is the defeating action. A precision hit adds a target/weapon-specific accuracy condition.
Not: an assist automatically satisfying your personal final-blow perk.
Means: an ability-driven melee action; perk and mod triggers can depend on the actual damage credited with a kill.
Not: every nearby explosion, shatter, or summon defeat counting as your powered melee final blow.
Means: separate damage sources with different bonus conditions. A weapon Surge matches weapon element.
Not: Solar Weapon Surge automatically improving Fusion Grenades or Well.
Means: Primary/Special/Heavy describe ammo; Kinetic/Energy/Power describe equipment slots. Read the actual item.
Not: every auto rifle using Primary ammo, or every shotgun using Special.
Means: an Exotic upgrade whose importance depends on the exact interaction.
Not: all catalysts being mandatory, or an unowned catalyst's effect already applying.
Means: current armor stats have different benefits below and above 100. Final guide targets include fragment adjustments.
Not: 200 doubling recharge, or Super stat simply shortening its base timer.
Means: a stacking Solar damage-over-time debuff that can lead to an Ignition when enough is applied.
Not: all Solar damage adding Scorch, or a single stack being an Ignition.
Means: a Solar explosion produced by a qualifying trigger, including sufficient Scorch or an explicit ability condition.
Not: any orange explosion, or a guarantee that its kills inherit the original attack's mod attribution.
Means: an empowering Solar buff for weapon damage, with Barrier eligibility on suitable weapons.
Not: healing, a universal ability-damage bonus, or automatically sharing it with allies.
Means: an immediate health-restoration effect from a source that explicitly grants it.
Not: a lasting regeneration buff or an automatic property of every Solar kill.
Means: health/shield regeneration over a buff's duration.
Not: immunity or a passive buff granted just by equipping Solar. An extension effect needs the buff started first.
Means: a debuff on an enemy that produces a Void detonation under its damage/defeat conditions.
Not: the same thing as Volatile Rounds on your weapon, or guaranteed Barrier coverage.
Means: a timed buff allowing Void weapons to apply Volatile; eligible Void weapon damage can counter Barriers.
Not: a buff for non-Void guns or a way to ignore intrinsic-counter conflicts.
Means: a debuff that makes the target take more damage. Its strength and delivery depend on the source.
Not: several Weaken effects freely adding their bonuses together.
Means: a Void debuff that inhibits abilities; it can supply Overload counter utility.
Not: freeze, guaranteed boss disable, or a property of all Void damage.
Means: a buff that rewards defeats with recovery and grenade energy. Feed the Void modifies its benefits.
Not: endless healing when no targets die, or a buff all Void subclasses receive without activation.
Means: concealment useful for repositioning and recovery; actions and duration limit it.
Not: invulnerability, protection from lingering hazards, or all enemies instantly forgetting every projectile.
Means: a specific defensive elemental buff with additional protection while active.
Not: health restoration, or proof that every generic overshield counts as this named buff.
Means: an Arc debuff that releases chain damage when triggered and can counter Overloads.
Not: every Arc chain-lightning animation applying Jolt. Read the source.
Means: a named Arc debuff that disrupts vulnerable enemies and can counter Unstoppables.
Not: every generic disorienting effect being the same keyword or counter.
Means: an Arc buff improving movement/weapon handling and enabling effects that explicitly check it.
Not: automatic healing, or Flow State's dodge-specific protection applying to every class all the time.
Means: stacking Arc energy used by qualifying sources to release a lightning bolt at full charge.
Not: Armor Charge, grenade energy, or every Arc hit generating a stack without an enabling effect.
Means: a Stasis debuff that hinders targets and can lead to freeze; it can counter Overloads.
Not: every Stasis weapon hit applying Slow, or Slow alone being an Unstoppable counter.
Means: freeze immobilizes susceptible targets; breaking frozen targets or crystals causes shatter damage. Freeze/shatter can cover Unstoppables.
Not: boss immobilization, or every shatter defeat counting as a grenade final blow.
Means: a stacking defensive Stasis buff whose access and limits depend on your setup.
Not: healing by itself. Icefall's healing or Curative Orbs is a separate source.
Means: Strand control that lifts vulnerable enemies and can counter Unstoppables.
Not: a universal boss disable, infinite duration, or a healing effect.
Means: reduces the affected enemy's outgoing damage.
Not: Weaken's increased incoming damage, or healing the player.
Means: a debuff that releases Strand projectiles as the target takes qualifying damage.
Not: Unraveling Rounds already being active, or automatic Barrier coverage.
Means: a weapon buff that lets Strand weapons apply Unravel and supplies eligible Barrier damage.
Not: all Strand guns having the buff permanently, or all Unravel sources granting it.
Means: a defensive Strand buff that reduces incoming damage under its rules.
Not: automatic healing or sharing with the team. Cyrtarachne's current kill healing is an additional helmet effect.
Means: a combat Tangle can be thrown/destroyed for Strand effects; Widow's Silk also makes a grapple anchor.
Not: every grapple anchor being an extra carried Tangle or Orb of Power. Generation cooldowns still matter.
Means: a Prismatic state earned through Light/Dark energy, with a class-specific mixed grenade and ability benefits. Kinetic damage contributes to both bars.
Not: your Super, a permanent state, or the normal grenade remaining unchanged.
Means: an Orb pickup grants a buff determined by equipped Super element: Arc Bolt Charge, Solar Restoration, Stasis Frost Armor, Strand Mail, or Void Overshield.
Not: picking whichever buff you want independently of your Super, or activating it with any elemental pickup.
Means: pickups used for Super energy and equipped effects such as Recuperation, Armor Charge, or Purpose.
Not: every glowing pickup, or a universal grenade/melee-energy source without the relevant effect.
Means: Firesprites, Ionic Traces, Void Breaches, Stasis Shards, and Tangles have distinct baseline and build-specific uses.
Not: interchangeable Orbs of Power. Artifact Arc elemental orbs are also a separately named effect.
Means: a resource used by equipped mods/perks. Matching Weapon Surges grant weapon damage while charge lasts and cause timed charge loss.
Not: Bolt Charge, free ammo, a grenade-damage bonus, or all spenders working together without competition.
Try a shorter phrase or reset the category and search. This is a teaching glossary, not the complete game database.
Prepared 24 October 2026. Bungie's build primer and the linked local guides with their item/aspect/fragment sources. Definitions are practical paraphrases, not complete formulas. Read current in-game tooltips for restrictions and patches. Search combines category with case-insensitive text; printing always includes all 36 terms, even if filtered.