
Destiny 2 Titan BuildLoW / Wormgod Solar Bonk Destroyer Titan
PvEFires a powerful short-range burst of Solar damage.
Defeating a target with melee or a finisher grants escalating melee damage, which decays over time. Higher levels of Burning Fists grant increased weapon damage.
strengths
Permanent uptime on Radiant and Restoration
Fantastic survivability
Buffed abilities and weapons
It's bonk hammer
weaknesses
Sike
Build Details
Bonk hammer! It's back. Don't let the naysayers dissuade you, bonk hammer is still amazing and goes stupidly hard with this pure Solar Titan build. We're running Wormgod Caress to juice our Throwing Hammer and provide a substantial weapon buff to our Lord of Wolves and Speleologist at high enough stacks. The entire time, you will have constant Radiant, Restoration x1 and Cure, make an orb on every melee kill and charge your Burning Maul extremely fast.
Wormgod Caress gives stacking bonuses to melee and weapon damage when landing melee kills. This can easily be kickstarted with Throwing Hammer on trash mobs to ramp melee damage up by 275% and weapon damage up by 35% at 5 stacks of Burning Fists. That's the gameplay loop: throw hammer, pick up hammer, throw hammer again. Each time doing more and more damage and readying a large weapon damage buff for Lord of Wolves and Speleologist.
Thanks to Ember of Torches, each Throwing Hammer that hits an enemy grants us Radiant for an improved 12 seconds thanks to Ember of Solace for a 20% weapon damage buff and intrinsic Anti-Barrier rounds. Any time we use our Throwing Hammer, we will be stood on top of a Sunspot that will grant us Restoration x1 and 100% base melee grenade and melee regen rate. With Ember of Empyrean equipped, these buffs can be extended by getting Solar weapon or ability kills. The aspect Roaring Flames allows for our Solar ability kills from either Solar Grenade or Throwing Hammer to grant increased ability damage up to a 200% melee damage buff and a 50% grenade and Super damage buff from getting only 3 ability kills. The buff lasts for a staggering 20 seconds and can be refreshed at maximum stacks. Whilst any stacks of Roaring Flames are held, unpowered melee hits inflict Scorch and count as powered melee hits to proc fragments like Ember of Torches. TLDR: lots of free synergies and damage. Very good. Very nice.
If you haven't been using Lord of Wolves for the last few months then I don't know what to say. It's arguably the best gun in the game and gets access to a 35% damage buff from Burning Fists and a 20% damage buff from Radiant nearly all the time. Hip-fire for Scorch on hit and increased damage to burst down Majors and above, ADS for an Incandescent style perk and Pulse-Rifle gameplay. Worth noting that any Scorch and Ignitions that spawn from Lord of Wolves deal 110% increased damage as well, in case the gun wasn't good enough.
Seeing as though we will be meleeing a large majority of the time, it only makes sense to run a Shotgun with Trench Barrel. As great as One-Two Punch is, it doesn't activate from Throwing Hammer so is a complete waste here. I personally like running the Until Its Return crafted Strand shotgun as this season it gets easy access to Unraveling Rounds for free bonus damage and easy access to a God roll with enhanced perks (I went for Overflow / Trench Barrel). If for some reason you are having trouble killing something with this build, you now have a 50% damage buff up at all times for your other shotgun.
I took Speleologist in the heavy slot as boss / burst damage is taken care of by melees and two great shotguns. Having access to a roll of Envious Assassin / Incandescent turns the Heavy slot into a panic button that can clear a room on demand and take advantage of some great artifact perks such as Hold the Line and Heavy Ordnance Regeneration for heal on multikills, damage resistance and ability regen buffs. In terms of other artifact perks that synergise with this build, make sure to grab Unraveling Orbs, Elemental Siphon and Limit Break for more shotgun damage, ability regen and Super damage.
Armor mods are set up to keep your ammo stockpiles high and your orb creation juiced. Harmonic Siphon on the helmet allows kills from either of our Solar weapons to create an orb. Ashes to Assets grants us bonus Super energy on each hammer kill. Three copies of Heavy Handed creates an orb on every melee kill. Rainbow resists on the chest to play it safe. Recuperation, Innervation and Stacks on Stacks for more sustain, grenade regen and fuel for Special Finisher whenever we need more ammo. Reaper, Distribution and Special Finisher on the class item for even more orbs and ability regen, as well as access to Special ammo** on demand.
In endgame content where all three Champion types are active, simply swap out your Kinetic slot shotgun for a Chill Clip weapon such as Tinasha's Mastery or Riptide to stun Overload and Unstoppable Champions. As mentioned, you will have a near permanent uptime on Radiant for Anti-Barrier rounds.
A very fun, pretty brainless and nostalgic build that actually manages to perform in endgame content due to its fantastic performance across the board when it comes to ability damage, ability spam, weapon damage and survivability. All the while taking advantage of one of the best weapons in the game in Lord of Wolves. This build should only get stronger next season in the Edge of Fate DLC with the seasonal artifact putting a big emphasis on Solar.
- Throw hammer and kill trash mob
- Collect hammer and kill bigger mobs
- Use super buffed best weapon in the game (if you really want to)
- Bask in the glory knowing that bonk hammer Titan is back
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