Destiny 2 Solar 3.0 Guide: Everything You Need To Know
Destiny 2 Solar 3.0 is officially here. For three years now in Destiny 2, Solar powers have been stagnant. It’s an effective and popular subclass choice, but with the release of Stasis in Beyond Light and the reworked Void 3.0 which was ours to wield with the launch of The Witch Queen expansion, it went without saying that Solar and Arc would follow. Sure enough, following season 17, Solar 3.0 hit the game with a bang. Grenades will explode like never before, and brand new aspects and abilities will shine throughout Destiny 2.
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Destiny 2 Solar 3.0 Guide: Terminology
Before we dive into the nitty-gritty and explain exactly what has changed with Solar 3.0, here are some key terms that will be mentioned throughout the guide, and their meanings. A mini glossary, if you will.
- Cure - You are healed in a burst of mending Solar light.
- Ignition- A large Solar explosion which deals damage in an area around the target.
- Radiant- Your weapons are enhanced by the power of the Traveler and deal increased damage to foes.
- Restoration - You regenerate health and shields over time. This cannot be interrupted by taking damage.
- Scorch- The target is singed by destructive Solar light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After enough Scorch stacks are applied to the target, they ignite.
Guardians can craft some incredibly powerful builds using aspects and fragments of the 3.0 subclasses, and Solar 3.0 is no different. Here are all of the new Solar 3.0 features, separated by subclass.
Destiny 2 Solar 3.0 Guide: Warlock
Warlocks have two Super options of Dawnblade, an aggressive airborne fire attack which decimates anyone in their path, and Well of Radiance, the protective area of effect (AoE) that sees the Warlock thrust their sword into the ground to reduce damage intake, Scorch nearby enemies and heal and increase weapon damage to allies within the radius.
Phoenix Dive - Class Ability
Dive to the ground and create a burst of Solar light that cures nearby allies. While Heat Rises is active, you gain restoration while diving and scorch targets upon landing.
Incinerator Snap - Melee
Incinerator Snap is the choice option for a Warlock to address a group of enemies in front. With a sassy snap of the fingers, a wave of fire will be unleashed to damage scorch enemies. When concentrated on one enemy, it will chain detonate, giving massively increased damage figures.
Heat Rises - Aspect
Mentioned above in the Phoenix Dive class ability. You can fire weapons, melee and throw grenades while gliding. Activating Heat Rises consumes your grenade. Final blows while airborne increase the duration of Heat Rises and grant melee energy.
Touch of Flame - Aspect
Touch of Flame is an aspect which gives two fragment slots. When Touch of Flame is equipped, your Healing, Solar, Firebolt and Fusion Grenades have enhanced functionality. Your Healing Grenade will improve the strength of cure and restoration effects applied. A Solar Grenade will have increased linger duration and periodically emit blobs of lava around its perimeter. The Firebolt Grenade will increase the target search radius and maximum target count, meaning it can search further and damage more enemies. The Fusion Grenade will be able to explode not just once as before, but twice.
Icarus Dash - Aspect
Press dodge quickly while airborne. While Heat Rises is active, you have an additional dodge.
Destiny 2 Solar 3.0 Guide: Hunter
Image via Bungie
A Gunslinger Hunter is not someone to be messed with. Hearing the activation of Golden Gun in a Crucible game is enough to strike fear into the boldest and bravest of Guardians, where the best counter is to simply hide. With the new abilities, fragments and aspects of Solar 3.0 for a Hunter, that fear can only elevate.
Acrobat’s Dodge - Class Ability
Alongside the pre-existing Gambler’s Dodge (Dodging near enemies fully recharges your melee ability) and Marksman’s Dodge (Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon), there now features Acrobat’s Dodge. Dodge to perform an acrobatic leap and upon landing, make yourself and nearby allies radiant.
Knife Trick - Melee
Utilising this melee in your Solar 3.0 build for your hunter will throw a fan of flaming knives that scorch targets on hit.
Lightweight Knife - Melee
Quickly throw a knife that deals moderate damage. Precision hits with this knife make you radiant for a short duration.
Weighted Throwing Knife - Melee
Throw a knife that deals extra precision damage and causes scorched targets to ignite. Precision final blows with this knife immediately recharge your class ability.
Proximity Explosive Knife - Melee
Throw a knife that attaches to surfaces upon impact and explodes when it detects a nearby target.
On Your Mark - Aspect
Precision final blows grant you and nearby allies increased weapon handling and reload speed for a short duration. Stacks three times. Activating your class ability will also immediately grant maximum stacks of On Your Mark. This aspect grants three fragment slots, so is less powerful alone but paired with some fragments, could be truly game-breaking.
Knock ‘Em Down - Aspect
Your Solar Supers are enhanced. Golden Gun - Deadshot has increased duration. Golden Gun - Marksman has increased damaged resistance and Blade Barrage launches more projectiles. While radiant, final blows with your equipped Throwing Knife fully refund your melee energy. This aspect grants two fragment slots.
Gunpowder Gamble - Aspect
A bundle of three trip-mine grenades that the Guardian has (probably) painstakingly duct-taped together with a belt. It can stick to walls and enemies but the coolest part is, it’s really easy to shoot it out of the air. You can truly live your Gunslinger trick shot fantasies of throwing a stick of dynamite and blasting it out of the sky with a Hand Cannon to blow up enemies around corners or in cover. Defeat targets with abilities, Solar de-buffs or Solar weapons to charge up this improvised explosive, then activate it to throw a solar explosive that can be shot in mid-air to cause an ignition.
Destiny 2 Solar 3.0 Guide: Titan
The Solar 3.0 Titan wields a choice of a furiously dangerous hammer of flames to cause utter devastation or a burning maul, destroying everything in its path. Finding a Titan anywhere is a terrifying affair…let alone a Titan on fire. Here’s everything introduced for Titans with Solar 3.0, which interestingly doesn't include a new class ability unlike Hunters and Warlocks.
Throwing Hammer - Melee
Throw a hammer from a distance. Picking up a thrown hammer fully recharges your melee ability. If the hammer struck a target, picking it up grants cure.
Hammer Strike - Melee
After sprinting for a short time, use this melee ability to swing a blazing hammer that scorches your target and deals damage in a cone behind them. If your target is defeated by Hammer Strike, they ignite.
Consecration - Aspect
Consecration features a unique new movement for Titans, which is a combination of a slide, damage-inflicting uppercut and devastating double hammer slam to the ground to create an impressive area-of-effect blow to any enemies nearby.
Roaring Flames - Aspect
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus - Aspect
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot. Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
Destiny 2 Solar 3.0 Fragments
Fragments in Destiny 2 are items you can equip within your subclass, currently only Stasis, Void and Solar have these. Arc is under construction due to be released with a future season. These fragments are the same across all classes, and therefore we've put them under one subheading to find the information you need quickly and easily.
- Ember of Singeing - Your class ability recharges faster when you scorch targets.
- Ember of Benevolence - Applying restoration, cure or radiant to allies grants increased grenade, melee and class ability regeneration for a short duration. This has a -10 effect on your Discipline stat.
- Ember of Beams - Your Solar super projectiles have stronger target acquisition. This also has a +10 effect on your Intellect stat, meaning your super will recharge faster.
- Ember of Empyrean - Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you. This has a -10 effect on your Resilience stat.
- Ember of Combustion - Final blows with your Solar super cause targets to ignite. This has a +10 effect on your Strength stat.
- Ember of Torches - Powered melee attacks against combatants make you and nearby allies radiant.
- Ember of Char - Your Solar ignitions spread scorch to affected targets. This has a +10 effect on your Discipline stat, meaning your grenades will recharge faster.
- Ember of Tempering - Solar weapon final blows grant you and your allies increased recovery for a short duration. Stacks three times. While Ember of Tempering is active, your weapons have increased airborne effectiveness. This has a -10 effect on your Recovery stat.
- Ember of Blistering - Defeating targets with Solar ignitions grants grenade energy.
- Ember of Solace - Radiant and restoration effects applied to you have increased duration.
- Ember of Eruption - Your Solar ignitions have increased area of effect. This grants a +10 effect to your Strength stat.
- Ember of Ashes - You apply more Scorch stacks to targets.
- Ember of Wonder - Rapidly defeating multiple targets with Solar ignitions generates an Orb of Power. This grants +10 to your Resilience stat.
- Ember of Searing - Defeating scorched targets grants melee energy. This grants +10 to your Recovery stat.
Destiny Solar 3.0 Grenades
Swarm, trip-mine and thermite grenades remain the same as pre-Solar 3.0 with the added benefit of being able to add Scorch to targets. This is going to be vital to a strong Solar 3.0 build, as Scorch stacks until it eventually causes a massive Solar explosion in the form of Ignition, causing huge damage to enemies. Instead of the old system of segregating grenades via the three classes, Hunter, Warlock and Titan, with the rework of Solar 3.0, everyone has access to the following:
- Trip-mine Grenade - An explosive grenade that sticks to surfaces and detonates when targets pass through its laser trigger, dealing damage and moderately scorching them.
- Fusion Grenade - An explosive grenade that attaches to targets, damaging and moderately scorching them on detonation.
- Healing Grenade - A grenade that cures allies on impact and creates an Orb of benevolent Solar light, granting restoration to allies when picked up.
- Solar Grenade - A grenade that creates a flare of Solar light that continuously damages and scorches targets trapped inside.
- Thermite Grenade - A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
- Incendiary Grenade - A grenade that explodes in a fiery burst and heavily scorches nearby targets.
- Swarm Grenade - A grenade that explodes and release multiple drones that seek nearby targets. Each drone slightly scorches affected targets.
- Firebolt Grenade - A grenade that unleashes bolts of damaging Solar Light at nearby targets and slightly scorches them.
With this many new additions, modifications and possible combinations with the launch of Solar 3.0 - what will your new Destiny 2 build be? The possibilities are almost endless, and with Arc 3.0 around the corner, we cannot wait to see what the Bungie team have in store for the final subclass yet to undergo its makeover.