⚡ Destiny 2 Ability Cooldown Calculator
Estimate grenade, powered melee, and class ability cooldowns from stat tiers, armor charge kickstarts, subclass regen modifiers, and ability base bands.
| Ability lane | Fast band | Standard band | Slow band |
|---|---|---|---|
| Grenade | 0:58 to 1:16 | 1:31 to 2:01 | 2:32 to 3:02 |
| Melee | 0:45 to 1:15 | 1:31 to 1:45 | 1:54 to 2:01 |
| Hunter class | 0:29 dodge | 0:41 dodge | 1:22 acrobat |
| Titan/Warlock class | 0:36 dive | 0:48 barricade | 1:22 rift/wall |
Bands are planner values for comparing builds; match the closest in-game ability family.
| Tier | Approx stat | Factor | Use case |
|---|---|---|---|
| T4 | 40 | 1.13x | Low investment |
| T8 | 80 | 0.99x | Baseline build |
| T12 | 120 | 0.87x | Focused lane |
| T16 | 160 | 0.75x | High uptime |
| T20 | 200 | 0.63x | Hard commit |
The calculator treats every 10 stat as one tier and clamps entries from 0 to 20.
| Package | Grenade | Melee | Class |
|---|---|---|---|
| Single utility | 4% | 4% | 8% |
| Grenade focus | 18% | 3% | 3% |
| Melee focus | 3% | 18% | 3% |
| Utility focus | 3% | 3% | 18% |
| Balanced trio | 14% | 14% | 14% |
Refund values model energy returned after ability use and are applied before regen multipliers.
| Loop source | Grenade | Melee | Class |
|---|---|---|---|
| Solar firesprite | 1.18x | 1.10x | 1.05x |
| Void devour | 1.24x | 1.06x | 1.06x |
| Arc ionic trace | 1.16x | 1.16x | 1.08x |
| Stasis frost loop | 1.10x | 1.20x | 1.16x |
| Prismatic loop | 1.20x | 1.20x | 1.20x |
Use the modifier that best matches the loop you can actually keep active during combat.
| Preset | Primary lane | Secondary lane | Cooldown goal |
|---|---|---|---|
| Solar Warlock Ember Loop | Grenade | Rift | Keep grenade under one minute |
| Void Warlock Devour Vortex | Grenade | Class safety | Cut Vortex downtime after Devour |
| Arc Hunter Ionic Punch | Melee | Dodge | Keep punch and dodge linked |
| Prismatic Titan Consecration | Melee | Grenade | Lower long aspect melee gaps |
| Strand Titan Drengr Lash | Class | Melee | Shorten barricade suspend loops |
Reducing ability cooldowns in Destiny 2 changes the gameplay experience of the game, as faster cooldowns allow a player to more quickly respond to the situations that may arise during gameplay. Abilities such as grenades has long cooldowns, meaning that players must wait a while between using grenades. However, if the cooldown is shorter for grenade, players will be able to use those grenades more frequent.
Being able to use abilities more frequently allows a player to both answer a push from an enemy group, keep a boss under pressure, and also to recover from a mistake that was made in gameplay. Thus, cooldowns are at the center of Destiny 2’s gameplay, and the small decisions that a player makes for their character’s stats, armor, and subclass will have an impact upon there ability to use such abilities. Each of these calculators will provide mathematical results for players after they input information about their character and the specifics of the abilities that they intend to use.
Pick the Best Build with the Cooldown Calculator
The information that the player will need to be entered includes information for the players grenade type, melee family, class ability, stat tiers, armor charge package, and regeneration engine. Each of these inputs will have an impact upon the results that are provide for cooldowns. For instance, grenade bands will reflect the difference between the recharge rates for different types of grenades prior to investing in any stat tier.
Similarly, the type of melee abilities that a player selects will affect the recharge rates for those abilities, as some melee abilities offers refunds from kills or pickups while others do not. The class abilities that are selected will provide a base rate of recharge rates for abilities like dodges, barricades, and rifts, and each of these abilities will interact with other modifiers for that character. Each of the stat tiers that the player selects will reduce the cooldown rates for each of the player’s abilities; the higher the stat tier for an attribute, the more fast each of the player’s abilities will be.
However, investing all of the player’s stat tiers into one ability may result in the other two abilities of the player having cooldowns that are too long to be effective. Each armor charge package provide kickstart refunds for each of the player’s abilities; the more kickstarts that an armor charge package provides, the more a player can slow their base timers for their abilities; however, kickstart refunds only provide such benefits to abilities that have long base timers rather than fast base timers. Thus, the player can use the comparison view of the calculator to determine whether a player should select the armor with kickstart abilities despite the cost to the player’s survivability.
Similarly, each subclass provides regeneration modifier to each of the player’s abilities. These regeneration modifiers will continue to apply as long as the player utilizes the abilities that provide such regeneration. Each of these regeneration abilities can provide more energy than stat increases; however, the player must play in a specific pattern for such regeneration to occur.
If the player does not maintain the correct play pattern for each of these regeneration abilities, the player will lose the benefits of those abilities. Each of the benefits of including such a regeneration engine into the subclass can be compared to the same abilities without the regeneration engine to determine the energy that is provided by the active regeneration engine. Most players will choose to balance the three abilities rather than maximize only one.
The comparison grid for the calculator presents the result of adding two tiers to each of the three ability lanes rather than maximizing one, and also provides the results of removing the regeneration engine from the character. Each of these comparisons will help the player to choose between maximizing an ability and acquiring the benefits of a regeneration engine. For example, players can determine that the slow grenade ability provide more benefit from a kickstart refund than from an extra stat tier for the grenade; however, the fast melee might provide more benefit from a regeneration engine.
The reference tables that appear on the calculator will provide context for the calculations that are performed on the calculator; the tables will display the base values for the recharge rates for different types of grenades and class packages, as well as the percentages of abilities that is refunded with each type of armor charge package. These tables may be used to determine if the player has sufficiently high stats or armor packages. Additionally, these tables help to indicate whether the player is losing valuable seconds to each enemy push by ignoring one of the player’s ability lanes.
While the calculator will help the player to determine the best build for their destiny warrior, the best test of a build is when the player actually competes against there enemies in gameplay sessions. The build that appears to be best for a player in the calculations may fall apart when the player actually attempts to use it. For instance, the regeneration engine may require positioning of the player relative to the enemies, and the player may not be able to maintain such positioning during gameplay.
Additionally, the player may lose survivability if the armor charge package requires armor purchases that degrade the player’s survivability. Such tradeoffs can be tested using the calculator, but no calculator will be able to convey the sensation that a player will experience while utilizing a loop with their enemies. However, through practicing with their enemies, the player will be able to adjust each of their inputs for the calculator to mathematicaly reflect the type of gameplay that they would like to exhibit from their character.
