Quick Links
Destiny 2 has seen a radical rework of its ability cooldown system since the Bungie 30th Anniversary Pack. Abilities now have unique cooldowns, Super energy received an overhaul, and many abilities had their cooldowns tweaked.
If you haven't played Destiny 2 recently, this can be a shock to come back to. And for veteran players, figuring out exact ability cooldowns can be a pain. This guide covers how ability cooldowns work in Destiny 2, explains what Super tiers and active Super generation methods are, and we cover every single ability cooldown in the game. Use the table of contents above to jump to any section that interests you.
Updated January 31, 2023, by Charles Burgar: Bungie updated the class ability cooldowns for Hunters and Titans in a mid-season balance patch for Season of the Seraph. We've updated this article with up-to-date cooldowns that were hand-tested across all Mobility and Resilience tiers for the Hunter Dodges and Titan Barricade abilities, respectively. We've also added a note about Tempest Strike since its listed Aspect cooldown doesn't line up with its actual in-game cooldowns.
What Are Variable Ability Cooldowns?
Destiny 2's abilities each have a unique cooldown that Bungie refers to as the variable ability cooldown system. In essence, Bungie can tweak the cooldowns of each ability in Destiny 2 without impacting the cooldown of similar abilities, something that was impossible before the Bungie 30th Anniversary Pack was released.
Each grenade, melee ability, class ability, and Super has a unique cooldown. For example, Duskfield Grenades recharge in 1:04 minutes while Glacier Grenades take 2:32 minutes to charge. Both grenades have different cooldowns despite being a part of the same subclass. While abilities have differing cooldowns, most abilities tend to fall under certain cooldown bands that Bungie refers to as tiers.
Ability And Super Tiers Explained
You might have heard some community members or developers refer to some abilities as a "T3" or "T4" ability, but what does that mean? Simply put, tiers refer to a selection of abilities that all share the same base cooldown and active Super regeneration scalars (explained in the next section). The higher the ability tier, the shorter the cooldown.
For example, the shortest base Super cooldown is 6:57. This cooldown is shared between the Warlock's Well of Radiance Super (Solar) and the Titan's Ward of Dawn Super (Void). T5 refers to abilities with the fastest cooldowns in the game, so Well of Radiance and Ward of Dawn are both considered T5 Supers. If Bungie decided to nerf their base cooldowns, they'd move them to T4 or T3, sharing the same base cooldown as any Supers in that tier. This system also impacts how much Super energy you get while in combat, but we'll cover that in the next section; it's very complicated.
This terminology is only used outside of the game in This Week at Bungie posts, patch notes, or community-made videos, so don't worry about base cooldown tiers if you're a newcomer or returning to the game. Just know that not all abilities have the same cooldown rate.
This tier differentiation between ability cooldowns is not referring to your Discipline, Intellect, or Strength tiers. You can have T10 Discipline for a slow charging grenade or T1 Intellect for the fastest charging Super in the game. Bungie solely used this terminology to clump base cooldown bands together.
Passive And Active Super Regeneration
If you're a returning Destiny 2 player, Super energy received an overhaul in the Bungie 30th Anniversary Pack. Supers have passive and active regeneration sources, regardless of build. Let's break that down:
- Passive Regeneration: A Super's base cooldown rate.
- Modified by the Intellect stat.
- Active Regeneration: Killing enemies, dealing damage, and taking damage charges your Super faster.
- Modified by weapon perks, armor mods, and how much damage is being dealt/taken.
Every Super in Destiny 2 will passively charge over a lengthy period. This passive rate can be accelerated by increasing the Intellect stat through certain armor pieces, mods, and subclass Fragments. Active regeneration is much more involved. In essence, the more active you are in combat, the faster you'll get your Super. Killing enemies and actively taking damage will charge your Super much faster, regardless of your Intellect stat or general build.
Active Super Regeneration Explained
All sources of damage from your Guardian will grant a small chunk of Super energy. The amount of energy gained depends on a few factors:
- The damage inflicted
- The weapon type used to inflict said damage (Primary, Special, Heavy)
- The rate at which you damage the target
- The enemy damaged
- Your Super's cooldown tier (not your Intellect)
Intellect has no impact on the amount of Super energy gained from damaging enemies or taking damage.
Dealing Damage
The most important factor is your weapon type, both for PvE and PvP. Primary weapons give the most Super energy per damage dealt, with Specials and Heavies granting around half as much. For example, dealing 41,200 damage with an Auto Rifle will give about 4% of your Super, assuming you're using a T5 Super (we'll come back to how tiers affect energy returns in a second). If you used a Special or Heavy weapon and dealt the same amount of damage, you'd get about 2% Super energy instead. Overkill damage does not grant additional Super energy.
Super energy scalars are different in PvP, but the concept is the same. As shown in Castle Content's YouTube video analyzing this topic, dealing 265 Primary damage against an enemy Guardian will grant 2.3% of your Super, the same as killing a Guardian. You'd have to deal 440 damage with a Special weapon to get the same amount as your Primary. In PvP, Specials give about 40% less Super energy than Primaries, Heavy weapons presumably giving even less. This is regardless of your Super's cooldown tier.
With that said, it's important to note that Special and Heavy weapons have far better DPS than Primaries. PvE players can main a Machine Gun or Fusion Rifle and receive the same Super returns per second, potentially more, as if they used a Primary. The conversion rate of damage to Super might be less efficient on Specials and Heavies, yet that's counteracted by their far better DPS values in PvE. For PvP, this scalar highly rewards players for using their Primary in duels, granting far less energy if you slay out with your Special.
If you'd like a more thorough breakdown of this system for PvP, we recommend watching Castle Content's YouTube video on how Super cooldowns work.
Taking Damage
Fortunately, the correlation between Super energy and damage received is much simpler. The magnitude of damage you receive determines how much Super energy you get. The harder the hit is, the more energy you'll get. Small hits, such as a Thrall's melee attack, give a sliver of Super energy (0.25% or so). Harder-hitting attacks scale to around 0.5% or 1% of your Super.
In the Crucible, you also gain Super energy for taking damage—albeit at a reduced rate. You gain energy equal to 67% of the damage you took from enemy Guardians. For example, if you took 600 damage with a T1 Super, you'd gain Super energy equal to dealing 400 Primary damage yourself (about 2.3%).
With that said, overshields completely disable this mechanic. If you have any overshields active—even a sliver from Whisper of Rime—you won't gain any Super energy from taking damage. Should your overshield break from enemy fire, you'll need to wait for your shields to fully recharge before this mechanic works again. Having your overshield dissipate without taking excess damage will re-enable Super gains from damage received. This behavior is present in all activities, not just PvP.
Super Cooldown Tiers
If things weren't complicated enough, your Super's cooldown tier also impacts how much energy you receive from dealing and receiving damage. The higher your Super's cooldown tier is, the more energy you'll receive from dealing and taking damage. Bonus energy received from higher tier Supers is also affected by the Special and Heavy energy scalars we talked about earlier, but here's a rough rundown of the bonus energy you can expect from each tier. Values for this table are based on Castle Content's findings.
Values are for Primary weapons. Special and Heavy weapons gain a smaller bonus due to their Super energy scalars.
Super Tier | Super Energy Bonus |
---|---|
Tier 1 | 0% |
Tier 2 | 12.5% |
Tier 3 | 17.5% |
Tier 4 | 27.5% |
Tier 5 | 33.75% |
Other Ways Of Gaining Super Energy
Dealing and taking damage aren't your only two ways of earning Super energy. There are a few more Super energy sources that are worth mentioning:
- Killing enemies
- Picking up Orbs of Power
- Using certain weapon perks (notably Thresh)
Defeating enemies in Destiny 2—both in PvE and PvP—will grant a chunk of Super energy. PvE values seem to remain consistent from Shadowkeep, although PvP values have been adjusted with the Bungie 30th Anniversary Pack. The table below showcases rough approximations of how much energy you'll receive from kills and assists.
Kills | Assists | |
---|---|---|
Minor | 0.6% | 0.3% |
Elite | 0.96% | 0.48% |
Mini-Boss | 1.8% | 0.9% |
Boss | 3% | 1.5% |
Enemy Guardian | ~2.3% | ~1.1% |
Beyond kills, you can also earn more Super energy from Orbs of Power, certain weapon perks, and armor mods. Credit to Light.gg for many of the values listed below:
Orbs Of Power | |
---|---|
Source | Super Energy |
Orbs of Power (Mods) | 2.5% |
Orbs of Power (Super) | 7.143% |
Perks | |
---|---|
Source | Super Energy |
Thresh | 1% |
Thresh (Special, PvE) | 1.5% |
Enhanced Thresh | 1.33% |
Enhanced Thresh (Special, PvE) | 2% |
Armor Mods (On Kill) | ||
---|---|---|
Enemy Type | Ashes To Assets | Hands-On |
Minor | 2.3% | 1.31% |
Elite | 4% | 2.44% |
Mini-Boss | 7.7% | 4.65% |
Boss | 13% | 8% |
Enemy Guardian | 6.5% | 0% |
Armor Mod (Dynamo) | |
---|---|
Hunter | 2.5% |
Titan | 3% |
Warlock | 5% |
Armor Mod (Energy Converter) | |
---|---|
One CwL Stack | 5% |
Two CwL Stacks | 10% |
Three CwL Stacks | 15% |
Four CwL Stacks | 20% |
Five CwL Stacks | 40% |
*CwL is short for "Charged with Light."
Amor mods can be stacked twice to increase their energy returns. Stacking the same armor mod three times via Artifice Armor will not grant additional energy.
- Ashes to Assets x2: 12.5% more effective.
- Hands-On x2: ~25% more effective.
- Dynamo x2: 60% more effective.
All Grenade Cooldowns
Base Cooldowns (Tier 3 Discipline)
Arc | Solar | ||
---|---|---|---|
Flashbang | 1:31 | Firebolt | 1:04 |
Storm | 1:45 | Fusion | 1:13 |
Pulse | 2:01 | Healing | 1:22 |
Skip | 1:45 | Swarm | 1:31 |
Arcbolt | 1:45 | Tripmine | 1:31 |
Lightning | 2:01 | Thermite | 1:45 |
Flux | 3:02 | Solar | 2:01 |
Incendiary | 2:01 | ||
Void | Stasis | ||
Axiom | 2:32 | Duskfield | 1:04 |
Scatter | 1:45 | Coldsnap | 2:01 |
Spike | 1:45 | Glacier | 2:32 |
欧宝体育外围 | 1:45 | Duskfield (Renewal Grasps) | 2:32 |
Vortex | 1:45 | ||
Magnetic | 2:01 | ||
Suppressor | 2:01 |
Grenade Tiers
For mobile users and general readability, we're going to clump most grenade cooldowns into tiers, similar to how Supers work. Some grenades fall outside these cooldowns, which are listed in a separate table. Tiers referenced in the Discipline cooldowns table refer to these grenades.
Grenade Tiers | ||
---|---|---|
Tier | Base Cooldown | Grenades |
Tier 5 | 1:04 | Duskfield, Firebolt |
Tier 4 | 1:31 | Flashbang, Swarm, Tripmine |
Tier 3 | 1:45 | Arcbolt, Storm, Skip, Spike, Thermite, Void Wall, Vortex |
Tier 2 | 2:01 | Arcbolt, Coldsnap, Incendiary, Lightning, Pulse, Magnetic, Scatter, Solar, Suppressor |
Tier 1 | 2:32 | Axiom, Duskfield (Renewal Grasps), Glacier |
Unique Grenade Cooldowns | |
---|---|
Grenade | Cooldown |
Flux | 3:02 |
Healing | 1:22 |
Fusion | 1:13 |
Discipline Cooldowns
Grenade Discipline Cooldowns (By Tier) | |||||
---|---|---|---|---|---|
Tier (Row)买球平台网址 (全球顶级综合体育平台排名) | Tier 5 | Tier 4 | Tier 3 | Tier 2 | Tier 1 |
T0 Discipline | 1:20 | 1:54 | 2:11 | 2:32 | 3:09 |
T1 Discipline | 1:12 | 1:43 | 1:59 | 2:18 | 2:52 |
T2 Discipline | 1:06 | 1:35 | 1:49 | 2:06 | 2:38 |
T3 Discipline | 1:04 | 1:31 | 1:45 | 2:01 | 2:32 |
T4 Discipline | 0:53 | 1:16 | 1:27 | 1:41 | 2:06 |
T5 Discipline | 0:45 | 1:05 | 1:15 | 1:27 | 1:48 |
T6 Discipline | 0:40 | 0:57 | 1:05 | 1:16 | 1:35 |
T7 Discipline | 0:35 | 0:51 | 0:58 | 1:07 | 1:24 |
T8 Discipline | 0:32 | 0:45 | 0:52 | 1:01 | 1:16 |
T9 Discipline | 0:29 | 0:41 | 0:48 | 0:55 | 1:09 |
T10 Discipline | 0:24 | 0:35 | 0:40 | 0:47 | 0:58 |
Grenade Discipline Cooldowns (Outliers) | |||
---|---|---|---|
Grenade (Row)买球平台网址 (全球顶级综合体育平台排名) | Fusion | Healing | Flux |
T0 Discipline | 1:31 | 1:42 | 3:47 |
T1 Discipline | 1:23 | 1:33 | 3:27 |
T2 Discipline | 1:16 | 1:25 | 3:09 |
T3 Discipline | 1:13 | 1:22 | 3:02 |
T4 Discipline | 1:01 | 1:08 | 2:32 |
T5 Discipline | 0:52 | 0:58 | 2:10 |
T6 Discipline | 0:45 | 0:51 | 1:54 |
T7 Discipline | 0:40 | 0:45 | 1:41 |
T8 Discipline | 0:36 | 0:41 | 1:31 |
T9 Discipline | 0:33 | 0:37 | 1:23 |
T10 Discipline | 0:28 | 0:31 | 1:10 |
All Melee Cooldowns
Base Cooldowns (T3 Strength)
Hunter | ||
---|---|---|
Subclass | Melee Ability | Cooldown |
Arc | Combination Blow | 0:40 |
Disorienting Blow | 1:40 | |
Solar | Knife Trick | 1:22 |
Lightweight Knife | 1:30 | |
Proximity Throwing Knife | 1:40 | |
Weighted Knife | 1:49 | |
Void | Snare Bomb | 1:30 |
Stasis | Withering Blade | 1:53 |
Titan | ||
---|---|---|
Subclass | Melee Ability | Cooldown |
Arc | Seismic Strike | 1:30 |
Ballistic Slam | 1:30 | |
Thunder Clap | 1:30 | |
Solar | Hammer Strike | 1:30 |
Throwing Hammer | 1:30 | |
Void | Shield Bash | 1:30 |
Shield Throw | 1:40 | |
Stasis | Shiver Strike | 1:53 |
Warlock | ||
---|---|---|
Subclass | Melee Ability | Cooldown |
Arc | Chain Lightning | 1:30 |
Ball Lightning | 1:53 | |
Solar | Incinerator Snap | 1:30 |
Celestial Fire | 1:40 | |
Void | Pocket Singularity | 1:30 |
Stasis | Penumbral Blast | 1:53 |
Melee Ability Tiers
To make this article and the Strength cooldowns table easier to read, we're going to clump most melee abilities into tiers. Melee abilities with unique cooldowns are listed in a separate table. The Strength cooldowns table refers to these abilities with each tier column:
Melee Ability Tiers | |
---|---|
Tier 4 (1:22) | |
Hunter | Knife Trick |
Titan | N/A |
Warlock | N/A |
Tier 3 (1:30) | |
Hunter | Snare Bomb, Lightweight Knife, Tempest Strike* |
Titan | Seismic Strike, Ballistic Slam, Thunderclap,Throwing Hammer, Shield Bash |
Warlock | Chain Lightning, Rising Storm, Incinerator Snap, Pocket Singularity |
Tier 2 (1:40) | |
Hunter | Disorienting Blow, Proximity Throwing Knife |
Titan | Shield Throw |
Warlock | Celestial Fire |
Tier 1 (1:53) | |
Hunter | Withering Blade |
Titan | Shiver Strike |
Warlock | Penumbral Blast |
*Tempest Strike's in-game cooldown is incorrect and is treated as a T3 ability.
Unique Melee Cooldowns | |
---|---|
Melee | Cooldown |
Combination Blow | 0:40 |
Weighted Knife | 1:49 |
Strength Cooldowns
Where's Tempest Strike?
Despite Tempest Strike's in-game description, it seems to use the same cooldown as a Tier 3 melee ability (1:30 base cooldown at 30 Strength). We've tested cooldowns at all Strength tiers and receive the same results as T3 melee abilities like Snare Bomb and Lightweight Knife. We aren't sure if this is intentional or a bug given the in-game listed cooldown of 3:23.
Melee Strength Cooldowns (By Tier) | ||||
---|---|---|---|---|
Tier (Row)Strength (Column) | Tier 4 | Tier 3 | Tier 2 | Tier 1 |
T0 Strength | 1:43 | 1:53 | 2:05 | 2:21 |
T1 Strength | 1:33 | 1:43 | 1:54 | 2:08 |
T2 Strength | 1:25 | 1:34 | 1:44 | 1:57 |
T3 Strength | 1:22 | 1:30 | 1:40 | 1:53 |
T4 Strength | 1:08 | 1:15 | 1:24 | 1:34 |
T5 Strength | 0:59 | 1:04 | 1:12 | 1:21 |
T6 Strength | 0:51 | 0:56 | 1:03 | 1:10 |
T7 Strength | 0:46 | 0:50 | 0:56 | 1:03 |
T8 Strength | 0:41 | 0:45 | 0:50 | 0:56 |
T9 Strength | 0:37 | 0:41 | 0:46 | 0:51 |
T10 Strength | 0:32 | 0:35 | 0:39 | 0:43 |
Melee Strength Cooldowns (Outliers) | ||
---|---|---|
Melee (Row)Strength (Column) | Combination Blow(Hunter) | Weighted Knife(Hunter) |
T0 Strength | 0:50 | 2:16 |
T1 Strength | 0:46 | 2:03 |
T2 Strength | 0:42 | 1:53 |
T3 Strength | 0:40 | 1:49 |
T4 Strength | 0:33 | 1:31 |
T5 Strength | 0:29 | 1:18 |
T6 Strength | 0:25 | 1:08 |
T7 Strength | 0:22 | 1:00 |
T8 Strength | 0:20 | 0:54 |
T9 Strength | 0:18 | 0:49 |
T10 Strength | 0:15 | 0:42 |
All Class Ability Cooldowns
Base Cooldowns (T3 Mobility, Resilience, Recovery)
Hunter (Mobility) | |
---|---|
Marksman's Dodge | 0:34 |
Gambler's Dodge | 0:46 |
Acrobat's Dodge | 1:22 |
Titan (Resilience) | |
---|---|
Thruster | 0:36 |
Rally Barricade | 0:38 |
Towering Barricade | 0:48 |
Barricades w Bastion Aspect | 1:22 |
Warlock (Recovery) | |
---|---|
Empowering Rift | 1:22 |
Healing Rift | 1:22 |
Phoenix Dive | 1:22 |
Class Ability Cooldowns
Barricades created with Sentinel's Bastion Aspect have the same cooldown as Warlock Rifts. Additionally, Citan's Ramparts slows down Barricade cooldowns by 70% while equipped, including Bastion Barricades.
Mask of Bakris uses the Marksman's Dodge cooldown with a ten-second delay, even if you're using Gambler's Dodge.
All values are hand tested and may be off by ~1-2 seconds.
Hunter Dodge Cooldowns | |||
---|---|---|---|
Dodge (Row)Mobility (Column) | Markman's Dodge | Gambler's Dodge | Acrobat's Dodge (Solar) |
T0 Mobility | 0:41 | 0:54 | 1:57 |
T1 Mobility | 0:38 | 0:52 | 1:43 |
T2 Mobility | 0:36 | 0:49 | 1:31 |
T3 Mobility | 0:34 | 0:46 | 1:22 |
T4 Mobility | 0:32 | 0:42 | 1:15 |
T5 Mobility | 0:29 | 0:39 | 1:08 |
T6 Mobility | 0:27 | 0:35 | 1:03 |
T7 Mobility | 0:24 | 0:31 | 0:59 |
T8 Mobility | 0:21 | 0:27 | 0:51 |
T9 Mobility | 0:18 | 0:25 | 0:46 |
T10 Mobility | 0:16 | 0:23 | 0:41 |
Titan Barricade Cooldowns | ||||
---|---|---|---|---|
Barricade (Row)Resilience (Column) | Thruster (Arc) | Rallying Barricade | Towering Barricade | Bastion Barricades (Void) |
T0 Resilience | 0:51 | 0:55 | 1:09 | 1:57 |
T1 Resilience | 0:45 | 0:48 | 1:00 | 1:43 |
T2 Resilience | 0:40 | 0:43 | 0:54 | 1:31 |
T3 Resilience | 0:36 | 0:38 | 0:48 | 1:22 |
T4 Resilience | 0:32 | 0:35 | 0:44 | 1:15 |
T5 Resilience | 0:29 | 0:32 | 0:40 | 1:08 |
T6 Resilience | 0:27 | 0:29 | 0:37 | 1:03 |
T7 Resilience | 0:24 | 0:26 | 0:32 | 0:59 |
T8 Resilience | 0:20 | 0:22 | 0:26 | 0:51 |
T9 Resilience | 0:17 | 0:19 | 0:23 | 0:46 |
T10 Resilience | 0:14 | 0:16 | 0:19 | 0:41 |
Warlock Class Ability Cooldowns | |||
---|---|---|---|
Ability (Row)Recovery (Column) | Healing Rift | Empowering Rift | Phoenix Dive (Solar) |
T0 Recovery | 1:57 | 1:57 | 1:57 |
T1 Recovery | 1:43 | 1:43 | 1:43 |
T2 Recovery | 1:31 | 1:31 | 1:31 |
T3 Recovery | 1:22 | 1:22 | 1:22 |
T4 Recovery | 1:15 | 1:15 | 1:15 |
T5 Recovery | 1:08 | 1:08 | 1:08 |
T6 Recovery | 1:03 | 1:03 | 1:03 |
T7 Recovery | 0:59 | 0:59 | 0:59 |
T8 Recovery | 0:51 | 0:51 | 0:51 |
体育开户平台 (电竞体育注册送平台) | 0:46 | 0:46 | 0:46 |
T10 Recovery | 0:41 | 0:41 | 0:41 |
All Super Cooldowns
Base Cooldowns (T3 Intellect)
Tier 5 (Fastest Cooldown) | |
---|---|
Ward of Dawn | 6:57 |
Well of Radiance | 6:57 |
Tier 4 | |
Blade Barrage | 7:35 |
Shadowshot: Deadfall | 7:35 |
Silence And Squall | 7:35 |
Tier 3 | |
Burning Maul | 8:20 |
Gathering Storm | 8:20 |
Nova Bomb: Cataclysm | 8:20 |
Nova Bomb: Vortex | 8:20 |
Shadowshot: Moebius Quiver | 8:20 |
Thundercrash | 8:20 |
Tier 2 | |
Arc Staff | 9:16 |
Chaos Reach | 9:16 |
Golden Gun: Deadshot | 9:16 |
Golden Gun: Marksman | 9:16 |
Glacial Quake | 9:16 |
Fists Of Havoc | 9:16 |
Nova Warp | 9:16 |
Sentinel Shield | 9:16 |
Stormtrance | 9:16 |
Winter's Wrath | 9:16 |
Tier 1 (Slowest Cooldown) | |
Daybreak | 10:25 |
Hammer Of Sol | 10:25 |
Spectral Blades | 10:25 |
Intellect Cooldowns
Tier (Row)Intellect (Column) | Tier 5 | Tier 4 | Tier 3 | Tier 2 | Tier 1 |
---|---|---|---|---|---|
T0 Intellect | 10:00 | 10:55 | 12:00 | 13:21 | 15:01 |
T1 Intellect | 8:51 | 9:40 | 10:38 | 11:49 | 13:17 |
T2 Intellect | 7:57 | 8:40 | 9:32 | 10:36 | 11:55 |
T3 Intellect | 6:57 | 7:35 | 8:20 | 9:16 | 10:25 |
T4 Intellect | 6:35 | 7:11 | 7:54 | 8:47 | 9:53 |
T5 Intellect | 6:16 | 6:50 | 7:31 | 8:21 | 9:24 |
T6 Intellect | 5:59 | 6:31 | 7:10 | 7:58 | 8:58 |
T7 Intellect | 5:43 | 6:14 | 6:51 | 7:37 | 8:34 |
T8 Intellect | 5:33 | 6:03 | 6:39 | 7:24 | 8:19 |
T9 Intellect | 5:23 | 5:53 | 6:28 | 7:11 | 8:05 |
T10 Intellect | 5:19 | 5:48 | 6:23 | 7:05 | 7:59 |