Destiny provides many challenges to the Guardians brave enough to take up arms across its worlds. Some of the most daunting are the Strikes that can be within each major area. These tests of skill and cooperation can spell the end for the uninitiated, or provide rewards for those who overcome the darkness.
But, as with all things in Destiny, not all strikes are created equal. Strikes come in many different forms. Some are short and simple, with a quick scuffle before a large boss fight. Others test your skill throughout the entire experience. As the game evolved, Bungie got better and better and creating team-based experiences for players to really test their skills.
Of course, the studio did get some thing right early on, allowing for the ranks to be mixed up quite a bit.
The Devil’s Lair was a Guardian’s first taste at what strikes had to offer in Destiny. Fighting through countless fallen to reach the leader who ends up being nothing more than a huge Servitor was sort of bitter sweet. With all of the great Fallen warriors that were spoken about as players moved through the Cosmodrome, one would reasonably expect a knockdown drag-out fight with one of the many-armed aliens. Instead, it was just a long range shooting fest with a floating robot ball. The Devil’s Lair gave a hint of the intensity to come, but kept the dial turned relatively low.
The Nexus strike is an interesting one. The Vex are possibly the most interesting of all enemies that guardians must face, and the sheer number of Minotaurs and Hobgoblins will keep even the best players on their toes, especially during Nightfall. Working your way down into the area where Sekron, the Nexus Mind was, was fun and engaging, but the boss fight lacked that same appeal. Thanks to huge splash damage and an endless stream of spawning minions, many turned this encounter into a game of hide and snipe. Just sit behind a wall and pluck away with critical hits. With an Icebreaker in tow, this was like shooting fish in a barrel.
Cerberus Vae III was easily the most frustrating strike of Destiny Year One. For starters, this activity felt as if it had many more bosses than it should have. That wasn’t necessarily a bad thing, though, as players welcomed a real challenge. Fighting Val Bo’ourc, Val Ma’aurg, and Val Zu’uarc before getting into a shooting contest with a tank was extreme. You could try your luck on equal footing or try to pick it off from afar.
Things began to crumble once players finally reached Valus Ta’aurc, the big boss of Cerberus Vae III. Here was one of Destiny’s most notorious bullet sponges, and he had an endless supply of rockets. The fight went on for far too long, no matter how good at the game you were. The only challenge here was getting through without getting bored and quitting after all the excitement from the first two segments wears off.
The Undying Mind was one of the strikes introduced as part of Destiny’s first expansion, The Dark Below. Helping to lure in players was the fact that it took place in the spot where the main story ended. Getting to work your way back through the Black Garden brought back plenty of memories to players as they reminisced over saving the world… at least for now.
Other than the nostalgia, the strike wasn’t all that special. The boss, who shares its name with the entire strike, was similar to Sekron from the Nexus Strike, only a bit more aggressive. Having to place shots between the three constantly rotating shields added a bit of challenge, but the construction of the arena made this a fairly simple, straight forward encounter. While there wasn’t anything particularly wrong with it, there were certainly better strikes to be enjoyed.
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Strikes in Destiny
Destiny provides many challenges to the Guardians brave enough to take up arms across its worlds. Some of the most daunting are the Strikes that can be within each major area. These tests of skill and cooperation can spell the end for the uninitiated, or provide rewards for those who overcome the darkness. But, as with all things in Destiny, not all strikes are created equal. Each brings something new to the table to help it stand above the rest while very few shine as pinnacles of what the game has to offer.
14. The Devil's Lair
The Devil's Lair was a Guardian's first taste at what strikes had to offer in Destiny. Fighting through countless fallen to reach the leader who ends up being nothing more than a huge Servitor was sort of bitter sweet. With all of the great Fallen warriors that were spoken about as players moved through the Cosmodrome, one would reasonably expect a knockdown drag-out fight with one of the many-armed aliens. Instead, it was just a long range shooting fest with a floating robot ball. The Devil's Lair gave a hint of the intensity to come, but kept the dial turned relatively low.
13. The Nexus
The Nexus strike is an interesting one. The Vex are possibly the most interesting of all enemies that guardians must face, and the sheer number of Minotaurs and Hobgoblins will keep even the best players on their toes, especially during Nightfall. Working your way down into the area where Sekron, the Nexus Mind was, was fun and engaging, but the boss fight lacked that same appeal. Thanks to huge splash damage and an endless stream of spawning minions, many turned this encounter into a game of hide and snipe. Just sit behind a wall and pluck away with critical hits. With an Icebreaker in tow, this was like shooting fish in a barrel.
12. Cerberus Vae III
Cerberus Vae III was easily the most frustrating strike of Destiny Year One. For starters, this activity felt as if it had many more bosses than it should have. That wasn't necessarily a bad thing, though, as players welcomed a real challenge. Fighting Val Bo'ourc, Val Ma'aurg, and Val Zu'uarc before getting into a shooting contest with a tank was extreme. You could try your luck on equal footing or try to pick it off from afar. Things began to crumble once players finally reached Valus Ta'aurc, the big boss of Cerberus Vae III. Here was one of Destiny's most notorious bullet sponges, and he had an endless supply of rockets. The fight went on for far too long, no matter how good at the game you were. The only challenge here was getting through without getting bored and quitting after all the excitement from the first two segments wears off.
11. The Undying Mind
The Undying Mind was one of the strikes introduced as part of Destiny's first expansion, The Dark Below. Helping to lure in players was the fact that it took place in the spot where the main story ended. Getting to work your way back through the Black Garden brought back plenty of memories to players as they reminisced over saving the world... at least for now. Other than the nostalgia, the strike wasn't all that special. The boss, who shares its name with the entire strike, was similar to Sekron from the Nexus Strike, only a bit more aggressive. Having to place shots between the three constantly rotating shields added a bit of challenge, but the construction of the arena made this a fairly simple, straight forward encounter. While there wasn't anything particularly wrong with it, there were certainly better strikes to be enjoyed.
10. Echo Chamber
The Echo Chamber is currently a PlayStation-exclusive strike that was part of Destiny: The Taken King. The strike itself plays out a lot like the Nexus strike, only with a far more interesting boss encounter. The latest expansion introduced a new mechanic that forced players to use orbs to unlock barriers or trigger events. This mechanic took center stage, forcing players to coordinate movements and cover one another in order to be able to take down Theosyion, the Restorative Mind. The Medusa Stare employed by this fleeting boss made cover a necessary part of the challenge, as well, keeping all players on their toes.
9. The Summoning Pits
Phogoth, the Untamed. One of the first large monsters shown during Destiny's hype train, this monster did not fail to impress. As players make their way down to the center of the Summoning Pits, you can hear his terrifying roars and feel the quake of the ground beneath your feet as he stirs. Finally setting eyes upon him lets you know that this will not be a quick fight. Phogoth sits there in chains, open to your assault. But once you start feeling comfortable, he breaks free and it becomes a race to kill him before he kills you. This is the second strike made available in Destiny, but also one of the more challenging ones when you first enter its confines. The overbearing challenge of a towering ogre isn't for the faint of heart.
8. The Fallen S.A.B.E.R.
As part of The Taken King, The Fallen Saber introduces one of the toughest openings Nightfall players have had to face in a long time. Seriously, even though the boss itself presents a healthy challenge, the first few minutes of this strike will test the skill and patience of some of the most seasoned guardians out there. The layout for this particular challenge is one that keeps things fresh. Taking out guards, clearing blights, watching out for snipers and bombs, turning off power systems. There is so much going on, and that helps everything feel urgent. The boss itself, S.A.B.E.R.-2, helps to keep that feeling going until the end. As you whittle away its health, it changes between three powerful forms that will require you to keep aware at all times.
7. Winter's Run
Winter's Run was one of the best strikes in vanilla Destiny. Here was an activity that promised a fight against a powerful Fallen warrior and it delivered. Aksor, Archon Priest was ferocious as he peppered players with flaming rounds and teleported right behind them to give them a startle when they least expected it. The feeling is of seeing him climb out of his pod for the first time was one that put fear in the hearts of new players. Unfortunately, this boss also suffered from being one large bullet sponge, a problem that plagued a large portion of Destiny year one. The most recent update adds an alternate version of this strike that replaces Aksor with Nixis, Hunger of Oryx. The new Taken abilities help add some much needed variety to the classic strike and help it stand out as one of the base game's best offerings.
6. Dust Palace
As players worked their way to the Dust Palace, encountering Cabal and Vex along the way, there was never any clue as to what the Psion Flayers, your primary targets, had in store. When you finally did reach them, you were faced with three uniquely powerful Psions that each managed one of Destiny's three burns. While this encounter has been made relatively easy thanks to the exotic swords, this was one seriously tough encounter when it was first released, especially during nightfall. Yet even now, with the Dust Palace being easy to run through, there's something fun about facing off against the three most stylish Destiny bosses. Splitting the members of their forces among your fireteam never gets old.
5. The Shadow Thief
The House of Wolves expansion introduced the Prison of Elders to Destiny players, and only one strike. That activity, however, left its mark as Taniks tormented countless guardians and left their burning corpses in that tight hallway near the end of the strike. What makes this one of the best strikes in the game is Taniks' presence throughout the activity. The way he pops into the level to give you a taste of his formidable power before leaving you to continue your hunt. His seemingly endless forces as you board his cramped Ketch. Everything about it lets you know that he is not one to be trifled with, and that's something that the developers conveyed very well.
4. Will of Crota
Omnigul, Will of Crota, was one of the more unique encounters in Destiny Year One as it joined the mix as part of the Dark Below expansion. While every encounter up until this point placed players in large rooms with plenty of avenues to take out the boss, Omnigul forced guardians into a closer, more personal affair. Like Taniks, Omnigul showed her face throughout the strike. Even if you missed her appearance, her piercing scream would let you know what awaited at the end of the journey as you fought through hordes of Fallen and Hive. When you finally did reach her, she enlisted the power of other powerful Wizards, Knights, and Cursed Thralls to keep the pressure on as she floated defiantly in the center of her small room.
3. The Sunless Cell
While Destiny has some scary elements to its lore and worlds, it never really used fear in any of its activities. The game, as a whole, was relatively safe for all until the release of The Taken King. For the first time since the game's release, the Darkness felt like something you really should worry about. The strike that encapsulated this fear the most was the Sunless Cell. For the most part it was pretty straight forward. You fought some Hive, unlocked some doors, and pushed on. Nothing to write home about. But, when you got to the Sunless Cell, Alak-Hul's pitch black prison, the oppressing nature of darkness gave way to a startling encounter. Using your weapons as a source of light and dealing with a powerful Knight who approached with speed and intensity was one truly enjoyable experience.
2. Shield Brothers
The Dust Palace was intriguing thanks to the multiple bosses you had to face at once, but the Psion Flayers never exactly worked together. While it was cool to deal with all of the burns in the heat of battle, it felt a lot like your typical fight in Destiny. Shield Brothers gave players a taste of what happens when powerful forces work together to take you down. Valus Tlu'urn and Valus Mau'ual are formidable opponents in their own rights, but once you face them as a team, you'll find yourself racing for cover. The wide open room where you encounter offers little in the way of protection and their Cabal soldiers will like nothing more than to pluck you out of the sky. Figuring out who to take down first is a must. But remember, once you kill one, the other gets all the powers. It's a balance that makes you assess the risk/reward at all times, and definitely how strikes should be.
1. Blighted Chalice
While the April Update does leave a bit to be desired it definitely did one thing very well; it introduced an amazing strike. The Blighted Chalice gives players another opportunity to revisit the King's Fall raid areas as well as the Shrine of Oryx. In a way, it's like the Undying Mind, only with a far more interesting boss encounter and a lot more atmosphere. Malok, Pride of Oryx is after the throne, and if he has to go through a few squishy guardians to claim it, so be it. His encounter is a mix of every nasty ability The Taken King introduced, The gravity of darkness, blindness, endless hordes of horribly twisted, Taken enemies, and a powerful Knight standing at the center of it will test all that have come this far. While players look forward to the next big challenge in the Destiny universe, Malok stands to keep things interesting for the time being.
About the author
Ishmael Romero
Just a wandering character from Brooklyn, NY. Fan of horrible Spider-Man games, anime, and corny jokes.