Destiny 2: Pantheon Raid Mechanics Explained
Destiny 2 introduced the limited-time Pantheon mode, which is a raid boss gauntlet that must be beaten within a time limit to obtain the highly prestigious title of “Godslayer.” Every week, new challenges are introduced with more bosses and lowered power levels. For players willing to take part in this event or for those still unfamiliar with the many mechanics for each boss, this guide will best explain each encounter as simply as possible so that you know the many roles to take and how you can do them to the best of your ability.
Table of Contents
Golgoroth Mechanics
For loadouts, have at least two Well of Radiance Warlocks for DPS, while two players use Izanagi’s Burden to hold Golgoroth’s Gaze.
Golgoroth has two mechanics to do in order to get as much DPS as possible: Golgoroth’s Gaze and Unstable Light. Teams must be divided into two roles for this encounter: The Gaze holders and the DPS team.
For the players doing Golgoroth’s Gaze, there should only be two players doing this mechanic. The Gaze holders must shoot the fleshy, glowing back of Golgoroth to hold his gaze. The current Gaze holder has a timer showing how long Golgoroth is looking at them. To extend the damage phase, the other holder without the Gaze must shoot Golgoroth’s back to inherit the debuff. If you are holding its Gaze, find cover and start counting down the Gaze timer loudly and clearly so that your partner will know when to shoot the back. The Gaze holder must stand behind the team doing DPS, as this will expose his stomach’s weak point. The best weapon for each Gaze holder is Izanagi’s Burden, as shooting the back with Honed Edge x4 will deal more than a million damage to Golgoroth, letting you deal DPS-like damage for a supporting role.
For the DPS team, shoot the bubble on the ceiling, as the area they will land on will be the spots where you do DPS. Two random players in the DPS will have a debuff called “Unstable Light.” If you have this debuff, go right next to Golgoroth and wait for the debuff timer to run out, as this will cause heavy damage to the boss. Be careful not to stand near other players while you have this debuff, as they will die from the explosion you emit. Coordinate with the other player who has the debuff as if you both stand next to each other, you will both die from the explosion.
The Caretaker Mechanics
Divide your team into three roles: Boss stun team, add clear team, and symbols team.
For the symbols team, two players must alternate going inside the dark room behind the obelisk and gather symbols inside. If you are on the symbols team, you must go inside the dark room and gather the first three symbols you see. Remember the symbols you picked up as you will shoot those same symbols on the obelisk. Talk to your partner about what symbols you gathered so that they know which ones to shoot once you come out. Once you have gathered three symbols, you and your partner must shoot those same symbols on the obelisk as fast as possible. While in the dark room, you must run as fast as you can as you will receive a debuff called Pervading Darkness, which will instantly kill you after it reaches 10 stacks. To start the damage phase, your team must deposit nine symbols on the obelisk.
For the stunning team, two players must constantly stand near the boss. Stunning The Caretaker is simple: Once he slams on the ground, his face will glow yellow. Shoot his face to open the coffin on his back. The player standing behind him should then shoot the glowing spot in the coffin to stun him. If the Caretaker reaches any of the plates before the damage phase, the whole team will be wiped out.
Add clear teams must prioritize the Taken Vandals, Ogres, and orange bar Scorn that spawn in the arena, as they can deal a lot of damage to the stun and symbols teams.
To deal damage, the team must stand on an orange glowing plate to bypass his immunity. A popular and optimal damage strategy for Caretaker is using Special and a couple of Heavy weapon shots on the first plate, Primary weapons only on the second plate, and magdumping Heavy and Supers on the third plate. If done right, this will skip the third floor of the encounter and go straight to the last stand moment.
Zo’aurc, Explicator of Worlds Encounter
The team must be divided into three teams. The first two players will stand at the bottom left and bottom right triangular platforms, the following two players will stand at the top left and top right triangular platforms, and the last two will clear adds.
The arena is divided into two sections: Light Left and Dark Right. The left side will have mostly Light planets, while the right side will have mostly Dark planets. The goal for the planet teams is to take the odd planet out and dunk it on the other side of the room. To be able to switch planets, the players responsible must kill the Colossi that spawn on their platforms. The players that deal the killing blow to a Colossus will get the “Planetary Alignment” buff. This buff lets the player pick up a planet and transfer it to the triangular platform on the other side. Each triangular platform has three planets on it, one of them being on the wrong side of the room (i.e., one Dark planet on the Light side and one Light planet on the Dark side.) If you are doing planet-switching, talk to your partner about which side of the triangle you should dunk their planet.
For the add clear team, prioritize the Cabal Centurions that spawn since defeating them will spawn the Colossi needed to do the main mechanic.
Once all planets are placed on their proper sides, this will start the next mechanic. Each of the three plates at the center of the room will have a planet on them. Two plates will share the same color while one will be the opposite, so it’s either two Dark plates and one Light plate or two Light plates and one Dark plate. The planet teams must kill their Colossi, grab the required colored planet, and dunk it into the plate. Once all three plates have their required planet, the damage phase will start, but before your fireteam starts DPS, make sure to alternate between the colored plates. If there are two Dark plates, your plate order should be Dark, Light, Dark. If there are two Light plates, the order should be Light, Dark, Light.
Atraks-1 Mechanics
For weapon loadouts, use the Parasite heavy grenade launcher for maximum DPS. If not, The Lament Sword is a viable alternative.
Divide your team into two groups: Ground team and Space team. The Ground team should have one player pick up the red Operator buff, while the Space team should have one player pick up the Scanner buff. The elevators will be the only way between the Ground and Space areas.
To start, 3 people should immediately head to the Space area and look for the Vandal with the Scanner buff. This will spawn the Sentinel Servitors, three of which will spawn on the Ground area and three in the Space area. Killing all six Sentinels will start the DPS phase. The Ground team must kill their three Sentinels, grab the Operator buff, and go to the Space area using the elevators. The Operator can call an elevator by shooting the red panels right next to the elevators. Once all Ground team members are in Space, the Space team should have their Scanner player ready and kill their Sentinels. This starts the DPS phase.
The player with the Scanner buff must find an Atraks copy that is glowing bright yellow. It is essential that your team time their DPS, as hitting the boss will cause it to disappear after a few seconds. Everyone in the raid team must use a subclass with burst damage DPS, so Titans with Thundercrash or Burning Maul (Cuirass of the Falling Star and Pyrogale Gauntlets), Warlocks with Nova Bomb, and Hunters with Golden Gun (Celestial Nighthawk). Time your Parasite shots and Super use with your team so you can, preferably, one phase Atraks-1.
Once an Atraks copy dies, it will leave behind an energy ball. Any player not running the Operator buff should pick it up, as it will countdown. If the ball is left on the floor for too long, it will wipe the raid. The Operator can reset the timer by shooting the Atraks clone hanging on the player’s back.