/ Destiny 2

A Visual Guide for Sentinel, a Titan Subclass

“Valiant heart, unwavering resolve.”

Sentinel is the new Void subclass of the Titan class, replacing the Defender Titan subclass from Destiny 1. The Sentinel is a very versatile subclass due to its many tools at its disposal.

Sentinel Shield

Press grenade and melee to summon a shield of Void Light. While Sentinel Shield is active, press melee to attack. Hold aim to guard. Press grenade to perform shield throw.

Sentinel Shield is Sentinel's extremely flexible super ability. The gif below shows meleeing while Sentinel Shield is active.

The gif below shows Sentinel being thrown and bouncing between targets.

The gif below showing the Sentinel Shield being used to absorb incoming attacks.

  • The melee ability functions similarly to a Striker super mode's melee attack—a powerful shoulder charge type attack with a wide reach.
  • The guard ability absorbs almost all damage—including supers from enemy Guardians in PvP (such as a Nova Bomb from Voidwalkers).
  • The shield throw is a projectile that can bounce between targets close to each other, landing multiple kills in one throw.
  • You only get to throw the shield once.
  • Throwing the shield does not end your super or stop you performing its other abilities.

Sentinels can pick from one of two available packages that will differentiate themselves within their own subclass — Code of the Protector and Code of the Aggresor. Most package skills are passive powers that complement or boost existing abilities in specific ways.

Code of the Protector

Code of the Protector is tuned with PvE as its focus.

Rallying Force

Melee kills restore Health for you and nearby allies.

A useful ability in a drawn out or mob heavy fire fight.

Defensive Strike

Kill an enemy with this melee ability to create an overshield around you and nearby allies.

A very useful perk in both PvE and PvP. Going in close for a melee killing blow usually open you up to attacks from other enemies - getting both an overshield and health (from Rallying Force) gives Sentinels a bit of breathing room so they can either continue their attacks or retreat.

Turn the Tide

Your Overshield from Defensive Strike lasts longer and increases melee damage and reload speed.

Complements well with the Defensive Strike perk.

Ward of Dawn

When Super energy is full, press and hold grenade and melee to create a shielding dome to protect you and your allies.

This is the second super ability of the Sentinel. Extremely useful in PvE situations, especially boss fights.

  • When you or your allies step inside the dome, you will get an overshield.
  • Sentinels get a buff to their melee damage while inside their dome. Do not try and fight one inside their dome.
  • The dome stops projectiles both ways—enemies can't shoot in and you can't shoot out.

Code of the Aggressor

Code of the Aggressor was not available in the beta. I will add more information and images to this section once they become available.

Shield Bash

After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that disorients enemies.

Superior Arsenal

Grenade kills recharge your Grenade energy.

In the Trenches

Kills while surrounded by enemies reduce the cooldown of your Super.

Second Shield

Gain an additional Shield Throw charge while Sentinel Shield is active.

Class Skill

Titan Guardians can pick one of two class skills:

Towering Barricade

Press and Hold crouch to create a large barrier that can be used to reinforce a position with cover from enemy fire.

Towering Barricade generates a tall energy shield that blocks all projectiles. This barricade is more useful in PvP situations—blocking off enemy fire or reinforcing a defensive position.

Rally Barricade

Press and Hold crouch to create a small barrier that allows you to peek over it while aiming down sights, and which instantly reloads your equipped weapon when you take cover.

A smaller barricade more suitable in PvE situations. The auto reloads and peeks allow Guardians to continuously put out damage while behind cover.


Sentinels may choose one of the three following grenades:

Magnetic Grenade

A grenade that attaches to enemies and explodes twice.

A grenade that can be stickied on to enemies and explodes twice.

Voidwall Grenade

A grenade that creates a horizontal wall of burning Void Light.

Useful to flush out enemies or be used tactically to suppress zones/areas.

Suppressor Grenade

An explosive grenade that prevents enemies from using abilities for a short time.

Very weak in damage but extremely useful when used strategically—shutting down enemy abilities (such as stealth) and even super abilities and energy from enemy Guardians. More testing will be done and results will be shared during the PC beta!

Movement Mode

Titans' Lift is similar to Warlocks' Glide with one minor difference—the activation from the second jump provides a vertical boost regardless of the Guardian's momentum at the time of activation.

It will take new Guardians awhile to get used to the lift mechanic so I recommend jumping around a lot to get used to it.

After jumping the second time, you will activate the Lift mechanic—you will get a boost of height and momentum, then proceed to start gliding, allowing you to cover a great distance while airborne.

High Lift

Jump while airborne to activate Lift and launch into the air to greater heights.

This lift allows greater distances. Think long jump!

Catapult Lift

Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum.

This lift allows greater vertical heights. Think high jump!

Strafe Lift

Jump while airborne to activate Lift and launch into the air with strong directional control.

A balance between High Lift and Catapult Lift.


  • To exit gliding effect, jump again and you’ll start dropping.
  • If you go over a ledge (dropping off) or if the floor disappears beneath you (happens often), that will be considered as your first jump. So technically, the first jump after falling off would be considered your second jump and thus it will activate the glide.
  • To maximize vertical gain from the lift, jump immediately after the first jump — that’s when you have the maximum vertical momentum.
  • To maximize the glide effect — sprint, jump and jump again at the peak of the first jump. This will activate the lift at the peak of your forward momentum.

Hope you liked this guide! This guide will be continuously updated whenever Bungie make any changes to the game.

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