Destiny – How to kill the Fallen, Vex, Hive and Cabal

fallen

Destiny – How to kill the Fallen, Vex, Hive and Cabal

Some of the missions Destiny has to offer can be chaotic, and that is being sweet. It is not uncommon to see five or six different types of enemies insulting you. What many don’t know is that most of these terrifying species have weaknesses that can be exploited. Today, we’ll introduce you to the four different species of bad guys in Destiny, and then divide them by individual threats and how you can defeat them.

The Fallen

Dreg – It is the lower class of the Fallen, and they fight brutally to prove that they are worth something. Alone they are weak but they are fast and have a tendency to seek protection when they are in danger. Players can take them down using the most basic types of fire, physical or grenade attacks. Super Abilities must be saved for the most dangerous members of the Fallen.

Vandal – Above the Dreg, the Vandals are the fastest between the two and prefer to face the Guardians in the medium to long range. There are several variants but they must fall before the most basic weapons. Consider using precision weapons to take them down, and be careful when using grenades and physical attacks; Vandals are quick to avoid them.

Captain – The elite of the Fallen society. They have the ability to use Arc shields and can be teleported when they are in danger. If possible, ignore them and continue with the mission. If it is not possible, try to flank, and if possible use a weapon that applies Arc damage to finish them off quickly.

Shank – If you spent a lot of time on Earth you must have met these guys. They are robotic assault drones that provide support fire for other Fallen. Early versions of the Shank are easy to destroy but have no weaknesses. When you enter Mythic missions with Shanks with Solar shields, use a weapon that applies Solar damage to eliminate them.

Servitor – The Servitor is worse in theory than in practice. It is a floating unit that can use a short-range teleport when in danger. The good news is that Servitors are slow and have a huge weakness in their eye, so pointing the other way is wasting time. Try to eliminate any support units. They can heal you with the Void energy around you.

Skiff – The Skiff is not a problem as it is basically a transport ship. They have weapons mounted, but if they are just dropping reinforcements and leaving, they should avoid spending ammunition on them at all. If you decide to stay and threaten you, aim for the weapons to stop doing damage.

The Hives

Thrall – These guys are idiots. They have no weapons and are not afraid to die, so they try to surround you and undo you. As long as you keep your distance there should be no problem, but if they start to get closer, step back and hit several of them with a grenade or automatic weapon. From a distance they are not even a threat.

Cursed Thrall – A variant of the regular Thrall, which self-detonate when they are close to you. They hide among regular Thralls and explode when they are shot down. If you kill one hidden among the group, the blast kills them all. Do not allow them to approach you.

Acolyte – One step above the Thralls, and more comparable to the Dregs of the Fallen society. They are more certain when they are protected so try to shoot them when they are unprotected. There is no special trick here. They are very weak and must fall to any standard weapon, grenade or physical attack.

Knight – This member of Hive is extremely durable and there are several variants that can cause various problems. The most common tactic a Knight uses is to erect a wall of darkness to block your shots and regain energy. When this happens, try to open them and hit on both sides. If you see a Knight with a sword (Clever Knight) stay away from his physical attack.

Wizard – The most problematic of the Hives that you will face constantly. They hover above the battle and can fire slow projectiles and heal comrades. They have shields and can even damage you with a black sphere of energy if you get close. Grenades are not a good option. Opt for ranged precision weapons.

Ogre – As the name suggests, it is brutal and direct with two types of attacks. The first is a beam of Void energy, the second is a crush of the ground that you use when you are within your physical range. Go out and get into protection to knock them down at a distance, if it gets too close to you, try to jump from crushing the ground to avoid damage.

Shrieker – This unit acts like an immovable weapon but can transform in the middle of battle. As they don’t move, you can eliminate them from a distance, but be careful not to get caught in one of their Void energy rays. They don’t appear very often, but be careful not to allow one to be born next to you.

Tomb Ship – You must remember the Skiff of the Fallen. They can come and go, dropping Hive forces in any area where they fit. Like Skiff, it doesn’t deserve your attention unless you decide to stay, and just like in that case, shoot at the mounted weapons. Attempts to place a granda at its base to dispatch large quantities of Hive when they land.

The Vex

Goblin – Slow and soulless, these Vex are not difficult. The problem is their armor, so the natural instinct to shoot them in the head must be ignored. When you have the opportunity, fire into the stomach for maximum damage. They can be dispatched with most primary weapons.

Hobgoblin – This variant of the Goblin prefers to attack from a distance with its sniper-style Line Rifles. They have the ability to erect an impenetrable shield, but it may even work in our favor. Try to hit it with light fire to raise the shield. When it goes down, it points to your stomach to defeat them.

Harpy – Floating drone that is essentially the Hive version of a reinforced Shank. They often appear in groups but unlike the Shanks, they have a vulnerable spot in their eyes. Whoever wants to dispatch them quickly should aim there. In large groups, they can use Solar energy, and on Mythic difficulty they have Arc shields that need corresponding weapons to be knocked down.

Hydra – It is a huge flying unit armed with Torch Hammers and protected by a barrier that blocks fire attacks. Hydra is the main priority and they should try to attack from the flanks to reach their weak point, the eye. Don’t try to use rockets on this one, it’s a waste.

Minotaur – The biggest threat up to this point. They have no weaknesses and can teleport themselves several times in quick succession to avoid powerful weapons and Super Abilities. Oh, and they have an Arc shield that needs an Arc weapon to be destroyed. The trick is to destroy the shield and then the head to prevent it from regenerating.

The Cabal

Legionary – The most common type of enemy among the Cabal. They are unique due to their jumps that allow them to get close to the Guardians, or to sneak around the flanks while they are busy with other Cabal. They are the first to dispatch, easier when applying precision shots to the weak point, the head.

Phalanx – Very similar to Legionary, but exchange the heels for a shield that cannot be penetrated by conventional weapons. Slower movement and raise shields as soon as you shoot at them. Attempts to hit the exposed limb when shields are raised, or flanks to damage them with grenades or other standard attacks.

Centurion – If you combine a Legionary and a Phalanx you can have a Centurion, but stronger. They have heels and move quickly, but they also have shields. Use a weapon with Solar energy to drop the shields, and don’t be afraid to use a more powerful weapon or Super Ability. If you give them time, they’ll seek cover and heal.

Colossus – We don’t like the name of these, but they fit well in their large size. They can devastate a Guardian with ranged shots or a physical attack that smashes the ground. The catch is that they are slow so you should be able to keep your distance. The best strategy is to hit with precision types at a distance.

Psion – Much faster than the other Cabal, the Psion are known for hiding to gain an increase in their rate of fire and aim. They also have a psycho-kinetic Arc energy that moves like a wave and causes serious damage. Try to jump over this wave of Arc energy if possible, then shoot them down with precision shots from a distance.

Harvester – Like all factions before, the Cabal have a ship that drops troops under the name of Harvester. It can appear anywhere on Mars but it usually just leaves troops and leaves. If you can avoid the Solar weapons, do that and let it go. If you decide to stay, destroy the weapons to face the troops on the ground safely.

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