In Destiny 2, there are nine different subclasses to pick from, and the majority of them play very differently.
Titans have a lot of variation in terms of how each subclass performs, and each of them can be monstrously powerful in Crucible, apart from their similar melee skills. Let’s look at the Sunbreaker subclass and how to make the best of it in Crucible for this list.
Hammer of Sol
If you take the Code of the Siegebreaker path, Hammer of Sol is the Sunbreaker’s mega. Like the Sentinel Shield, Hammer of Sol builds a Solar energy hammer for both melee and ranged attacks. This super is one of the strongest in Crucible because it has both a melee and a ranged attack, giving it a lot of versatility and kill power.
Grenade
The Incendiary Grenade, Thermite Grenade, and Fusion Grenade are available to the Sunbreaker subset. Let’s look at the qualities of each of these as they play various positions.
The Incendiary Grenade works like every other grenade: you fire it, it lands, and it explodes. This grenade sets enemies on fire, doing Damage over Time (DoT), which can be helpful in certain builds that use burning enemies, but it’s more difficult to pull off in Crucible.
When the Thermite Grenade makes contact with the ground, it explodes, forming a flaming line that damages enemies in its direction. This is a good way to block a doorway or a 90-degree turn in a corridor, but it has a small area of impact, making it difficult to use in certain cases.
The Fusion Grenade is a weapon that sticks to enemies and explodes with a large amount of impact. It won’t kill an enemy on its own, but a couple of shots on an enemy as it bursts will almost definitely do so.
Melee
The melee abilities of the Sunbreaker subclass are somewhat similar to those of the other two Titan subclasses; they have one melee skill that is a standard melee attack with a different effect tossed in for extra effect and one melee ability that is a Shoulder Charge type melee that is triggered after sprinting for a short time. The ranged melee attack, which is similar to the Throwing Knife in nature, gives the Sunbreakers a little more variety.
Barricade
The same two Barricade skills are available to all Titans: Towering Barricade and Rally Barricade. Towering Barricade builds a massive shield that offers significant protection, allowing you to protect several teammates (and yourself) from enemy fire by pressuring them to either push your location or wait.
Rally Barricade is usually less useful in Crucible due to the limited amount of protection it offers. When behind the Rally Barricade, you can peer over it while pointing down sights and your pistol reload speed is increased.
Lift
High Lift, Strafe Lift, and Catapult Lift are the same movement skills available to all Titans. High Lift allows you a little more verticality for your lift, but that extra height isn’t necessarily useful in Crucible; in reality, it makes you a more attractive option by putting you farther out of cover. Strafe Lift allows you to get a little more power when flying. This is a usable choice since the Titan Lift is still faster by nature than the Warlock Glide, but it is still inferior to the Catapult Lift.
Lifting with the Catapult offers you a powerful initial blast of energy, allowing you to get where you want to go faster, if it’s closing the distance on an opponent or high-tailing it into cover. The truth is that the faster you go, the more difficult it is to fire, so whether you’re having trouble managing your Lift, this is the best option.
Code of the Fire – Forged
Hammer Strike, Tempered Metal, Vulcan’s Rage, and Explosive Pyre are among the skills used in Code of the Fire-Forged. Hammer Strike is a melee attack that can be used after sprinting for a brief period of time. It involves swinging a blazing hammer at opponents, weakening them. This is a perfect melee choice for a close-range style of play.
When you get a kill with a solar ability, Tempered Metal gives you and nearby allies bonus movement and reload time. This is particularly useful for players who like a fast-paced style of play, as it allows them to get in for those close-range encounters.
Hammers hurled with Hammer of Sol active burst into molten embers on contact, resulting in Vulcan’s Rage. In most cases, this isn’t going to make much of a difference in Crucible.
Hammer of Sol kills enemies with Explosive Pyre, which causes them to explode and deal a lot of AoE damage. This is particularly useful in battles against various enemies that are all grouped together, allowing you to get a fast kill on all of them and carry on rather than trying to linger and slap them all.
Code of the Siegebreaker
The powers Burning Maul, Throwing Hammer, Roaring Flames, and Tireless Warrior are included with Code of the Siegebreaker. Instead of summoning a blazing maul to destroy foes, Burning Maul replaces Hammer of Sol as your mega. This is another wandering super that, as opposed to the Hammer of Sol, has some good AoE attacks, so it’s a feasible option.
Throwing Hammer is a ranged attack that does good damage by throwing a hammer. Plus, after you’ve thrown it, you can run over and pick it up again, instantly recharging the ability. Solar power kills can stack up to three times with Roaring Flames, increasing the effectiveness of that skill. This will only benefit people who are fairly competent in their skills.
After tossing your hammer, striking an opponent, and then picking it up, Tireless Warrior allows you to regenerate health. Don’t just leave those things on the counter.
Code of the Devastator
Mortar Blast, Sol Invictus, Endless Siege, and Sun Warrior are among the powers used in the Code of the Devastator. When Mortar Blast is used in a melee attack, it causes a solar explosion that sets surrounding enemies on fire. In Crucible, this won’t make much of a difference, but the extra DoT could come in handy on occasion.
Solar ability kills recharge your melee and grenade, and Sun Warrior kills leave a Sunspot in their wake, thanks to Sol Invictus. It’s always smart to see your abilities involved more often because it gives you more choices in each battle.
Hammers will produce a Sunspot as they collide with a surface in Endless Siege. You will throw more hammers quicker when standing in a Sunspot, increasing the killing ability.
When you use Sun Warrior in a Sunspot, your grenade and melee abilities regenerate quicker, and your super lasts longer and increases all of your damage. This is incredible, and it will actually make you wreak havoc on the other side.
Ashen Wake
This isn’t commonly thought to be particularly helpful for Crucible, but bear with me. Fusion Grenades will now throw quicker and fire on impact, rather than after a brief pause, thanks to Ashen Wake. Fusion Grenades aren’t one-shot, but they can deal a lot of damage.
Combining a couple of shots on an opponent and then slamming them with a Fusion Grenade is a pretty decent time-to-kill, particularly when combined with the Code of the Devastator’s skills. Getting Solar skill kills will recharge your powers, and your grenade will recharge quicker once in a Sunspot.
Versatility
The Sunbreaker subclass has a variety of possibilities. Three melee skills with a focus on buffing yourself or yourself and some partners, as well as a supercharge that can be used at range or up close. Sunbreakers can be used to adjust to a wide range of scenarios and playstyles, making them a good choice for a wide range of players.