King's Fall
Destiny 2 · Hive Raid · The Dreadnaught

King's
Fall

A full visual field guide to the reprised Taken King raid — the Tomb Ship jump, the brand-juggling Totems, Warpriest plate order, Golgoroth's gaze, the Daughters' refuge, and Oryx's plate-and-bomb climax. Built for a second screen: schematic maps, beginner-safe roles, and the durable Monument-era loadout shape.

Fireteam
6Non-matchmade · comms-heavy
Destination
DreadnaughtReprised 2022 · Taken King
Complexity
MediumRaid fundamentals
Status
CurrentLive · weekly checkpoint
Exotic Chase
Touch of MaliceKinetic Scout Rifle
Read the full lore of King's Fall →
00 · Before You Open

Read this first

King's Fall is the game's best "raid fundamentals" tour: nearly every mechanic family — relics, plates, brands, gaze, refuge, dunks, bombs — shows up here once. Learn it and most other raids feel familiar. Two warnings up front: it is a reprise, so old Destiny 1 muscle memory misleads, and its loot now uses the 2026 tiered-loot / featured-raid model.

Stable truths

  • It is live and launchable right now from the Dreadnaught node in the Director — this is a current, not a vaulted, raid.
  • 6 players, no matchmaking. Set roles and a callout language before you pull. Weekly checkpoints persist if you leave.
  • The whole raid runs on three repeating verbs: pick up a relic/brand, stand on a plate, then swap or dunk before a timer punishes you. See the primer below.
  • Falling kills more runs than enemies in the Tomb Ship jump and the Oryx platforms. Slow is smooth.
  • Every encounter has a damage gate — the boss is immune until a mechanic opens the window. Guns alone never finish a phase.

What wipes groups · what stale guides get wrong

Top wipe causes: nobody calls the Warpriest plate order; the Golgoroth gaze-holder dies or never grabs it; a Daughters plate-holder steps off and the torn player's platforms vanish over the pit; an Oryx Knight or bomb gets ignored and Oryx detonates the platform.

D1 vs D2: the reprisal kept the structure but retuned damage, timers and the loot. Old D1 "stand here, this exact super" videos can mislead — trust the live mechanic, not 2015 footage. Loot pools and the reprised-exotic path are flagged inline where they matter.

The Fiction

Why you're here

The brands, tomb-ships, and gorged god-monsters aren't a theme park — the whole Dreadnaught runs on Sword Logic, the Hive's law of "kill or be erased." Here's the god you boarded the ship to end.

The Dreadnaught

Oryx, the Taken King has brought his Dreadnaught to the Solar System to avenge his son Crota. You board the god-ship — through his fleet, his tombs, and the corpse-god Golgoroth — to reach his throne and end him before his Taken swallow everything.

The whole ship runs on Sword Logic. Death-brands and the shared Deathsinger aura are the Hive's own permission to exist where the unbranded are simply erased, and only the vessels of the dead — tomb-ships — cross Oryx's chasms.

Oryx is deathless in his own Throne World, so ordinary damage can't finish him. You weaponize his own Light-detonations for the worthy death Sword Logic demands.

Core Mechanic

The brand & relic triad

King's Fall reuses one idea in three flavours. A buff you carry, a buff you pass, and a buff you steal from the boss. Learn these three and you've learned the raid — every encounter is a remix of them.

Carried buff

Brand

› Hold & juggle
A timed buff (Deathsinger's Power in Totems, Brand Claimer at Warpriest) that one player holds. It decays — pass it before it expires or the team takes lethal aura damage.
Held zone

Plate

› Stand & order
Standing on a plate charges or reveals something. Warpriest demands a specific plate order; Oryx wants plates held in sequence. Step off early or out of order and you fail the phase.
Stolen window

Gaze

› Take the eye
Golgoroth's gaze: one player shoots his back to steal aggro and open the boss's crit pool for everyone else. Hold it too long and you die; drop it and the window closes.
Reading the brand runes: King's Fall has an official in-game Hive symbol set used for callouts. We do not reproduce it here — invent quick nicknames with your team instead ("triangle / arc / spike"). The schematic marks on the maps below are original mnemonic marks, not the game's glyphs; use them only to follow the diagrams.
Mechanic Checkpoints

What moves the encounter

King's Fall is a sequence raid: plate order, buff handoff, gaze handoff, then bomb timing. Call what advances each phase before anyone worries about damage.

Low-man / speedrun read: low-man King's Fall collapses brand swaps, gaze swaps, plate coverage, and bomb detonations onto the same few players. The run dies to expired aura, wrong plate order, dropped gaze, or mistimed Doom survival before it dies to low damage.

Tomb Ships

Progress: open the raid in the Hall of Souls by dunking relics on the statues, then ride the Tomb Ships across the Portico while two players hold the side plates to drop the force fields.

Fail/wipe: the Portico is mostly falling. A missed relic dunk or a side falling behind stalls the opener until the team regroups.

Totems

Progress: keep both side plates manned while the brand cycles side to middle to opposite side through the full add wave.

Fail/wipe: the brand lapsing on a manned plate exposes players to lethal aura pressure. Pass before decay, every time.

Warpriest

Progress: step plates in the called order; the last plate-holder receives Brand of the Initiate and opens damage. Kill the Blightguard Knight and grab the Brand Claimer buff to extend the brand before Oculus.

Fail/wipe: wrong plate order wipes instantly, and anyone outside cover when Oculus fires dies. Hide before the last damage tick.

Golgoroth

Progress: shoot the ceiling orb, take gaze from his back, stand in the crit pool, and rotate gaze holders before each timer expires.

Fail/wipe: a gaze holder keeping it too long dies; a dropped gaze ends damage. Unstable Light after DPS punishes stacked players.

Daughters

Progress: plate holders make hidden platforms, the torn player collects three Blightguard pieces, then the team steals the brand and burns the vulnerable Daughter.

Fail/wipe: plate holders stepping off drops platforms; after one Daughter dies, the other must die in the next damage phase.

Oryx

Progress: step lit plates in order, kill the Ogre, detonate the bomb in Oryx's open chest, then damage his exposed chest weak point.

Fail/wipe: missed bombs, wrong detonation timing, or standing outside the survival light during Doom wipes the platform.

Field Maps

The raid at a glance

King's Fall is a march down the spine of the Dreadnaught: a jumping puzzle, a brand-juggle, two plate fights, a torn-between duel, and the Taken King himself. Here's the whole route; each encounter below carries its own schematic next to the walkthrough.

Full raid routeDreadnaught → Oryx's throne
King's Fall full raid route A top-to-bottom route through six stages along the Dreadnaught: 1 Tomb Ships jumping traversal, 2 Totems brand-juggle, 3 Warpriest plate fight, 4 Golgoroth gaze fight, 5 Daughters of Oryx torn-between duel, 6 Oryx the Taken King plate-and-bomb finale. The Oryx stage ends with a lethal slam if the bomb sequence is missed. ▼ deeper 1 Traversal · The Crux & Portico Tomb Ships Ride the moving ships across the chasm to the Totems jumping puzzle 2 Encounter · Basilica Totems Juggle the brand between three plates · don't let it lapse brand juggle 3 Boss · Warpriest arena Warpriest Stand plates in order · hold the brand · burn in the window plate order 4 Boss · Golgoroth arena Golgoroth One holds the gaze · team burns crits from the pool gaze steal 5 Boss · Daughters' arena Daughters of Oryx Cross hidden platforms · gather the relic · claim the brand relic collect 6 Final Boss · The Court Oryx, the Taken King Plates in order · detonate bombs · stagger and burn · survive Doom platform wipe
Route · raid spine Brand / plate Gaze Lethal hazard
Hidden Loot

Every secret chest

Three chests sit in the gaps between encounters, and a fourth appears after Oryx. Each one is a route choice off the main path, so call it before the group commits.

1 · Portico, tomb ships

Where: the Tomb Ship Jump, before Totems. Reach: while riding toward the force field, look left, jump to the sloping wall ledge and walk up to the small doorway.

Route choice: two players must stay on the dock plates the whole time the force fields must stay down, so they skip the ride.

2 · Golgoroth's Cellar

Where: the maze between Warpriest and Golgoroth. Reach: five hidden plates, one holder each; the order is random each attempt, so step on and off until your plate glows green (red means wait your turn), then stay on it. The chest appears behind the locked door in the middle of the maze.

Route choice: five players leave the main route to hold plates, so run it before Golgoroth. Plate spots and map are in the Golgoroth section.

3 · Transept, wall puzzle

Where: the piston-wall jumping puzzle after Golgoroth, before Daughters. Reach: with the first plate held, look right and use Ghost to reveal hidden platforms, climb the pillar and wall to the doorway and the chest room.

Route choice: one player stays on the first plate; the rest take the Ghost platforms off the main path.

4 · Deepsight chest, after Oryx

Where: the end of the raid. Reach: memorize the three Hive symbols shown under the Court of Oryx portal, shoot the matching glowing panels placed through the raid, then clear Oryx.

Route choice: assign a symbol-shooter per encounter, since panels sit off the fight path.

The Descent

Six stages, top to bottom

Work down the Dreadnaught in order. Each fight teaches a mechanic family you'll meet again in other raids — pay attention to the brand, plate order, and gaze patterns as you go.

1
Traversal · The Crux & Portico

The Tomb Ship Jump

"Cross the Hive's chasm — one ship at a time."
Lore lens · why it works

Only the vessels of the dead cross Oryx's chasms — the god-ship offers no ordinary passage. Riding and timing the tomb-ships is you borrowing the Hive's own funerary transit, slipping into the King's court by the same means his dead are carried through it.

The loop
  1. The raid opens in the Hall of Souls: two players each take a relic and dunk them on the statues, round after round until all six are lit and the portal opens.
  2. Cross the Crux and drop into the Portico, where moving Tomb Ships cycle across the chasm.
  3. Jump across the floating ships as they cycle toward the force field at the far end.
  4. Two players hold the left and right dock plates to drop the force fields while the rest ride across; then the plate-holders cross to rejoin. Wipe the ambush adds and head on to the Totems.
FallsThis is a jumping puzzle first, a fight second. The chasm is bottomless — most failures here are missed jumps, not enemies. Take ship timings slowly.
RolesBeginner split: pick your two plate-holders before the ride; the rest cover the jump and clear Thrall. Mobility / glide subclasses make this trivial.
RouteCross the Crux on its swinging pendulums, then ride the Hive ships through the Portico. Everyone boards the first ship together; each ship glows green and breaks up on a timer, so leave it as the next one comes alongside. Early hops run right-rear, then front-right, then left. Two players hold the left and right dock plates to drop the force fields, and they lower each one only as a ship closes on it.
Secret chestPortico chest. Riding the ship toward the narrow gap and force field, look left: a sloping ledge on the wall climbs to a small doorway with a chest inside. The door stays open only while both plate-holders stay on their plates, so pick your two holders before the ride.
Map · Tomb Ship JumpTraversal · The Crux & Portico
Tomb Ship jumping puzzle map A force field at the far end of a bottomless chasm. Two players hold the left and right dock plates to drop the force fields while the rest jump across the moving Tomb Ships; the plate-holders then cross to rejoin the team. Force field plates drop it chasm (bottomless) chasm (bottomless) L plate L ship R plate R ship ⚠ jump the ships carefully — the gap kills, not the adds
Ship / path Plate / force field Chasm
2
Encounter · Basilica

The Totems

"Keep the brand alive — three plates, one chain."
Lore lens · why it works

The Deathsingers' totems drain the room unless a living presence rotates the brand between the plates. This is Sword Logic as a tax: you feed the Hive's death-magic just enough to survive it, keeping the brand — the permission to exist here — alive by passing it hand to hand.

The loop
  1. There are three plates: a left and a right side room, and a central plate. Each side room needs a body holding it.
  2. A player kills the Deathsinger aura's source to claim the brand (Deathsinger's Power), then stands the plate to keep that room safe.
  3. The brand decays. Before it runs out, the holder runs to the middle plate and a partner there picks the brand up — passing it side ↔ middle ↔ other side.
  4. Keep both side plates manned and the brand juggling between them. Survive the full add wave to complete and open the chest.
DecayIf the brand lapses on anyone, a killing aura ramps on the unbuffed players. The whole encounter is a relay race — the buff can never be allowed to drop on a manned plate.
RolesBeginner setup: 2 left, 2 right, 2 floaters killing adds and running brand to middle. Assign a single "brand caller" per side so two people don't grab it at once.
RewardFirst loot chest of the raid drops on completion.
Map · Totems RotationEncounter 2 · Basilica
Totems brand-juggle map Three plates form a chain: a left side room, a central plate, and a right side room. The brand buff is carried from a side plate to the centre and handed to the opposite side before it decays, keeping both side rooms manned while add waves are cleared. Left room man the plate brand source Right room man the plate brand source Middle pass-through plate brand juggles side ↔ middle ↔ side before it decays ⚠ never let the brand lapse on a manned plate — the aura kills the unbuffed
Brand / pass Plate Decay aura
3
Boss · Warpriest arena

The Warpriest

"Plates in the right order, brand in the right hands."
Lore lens · why it works

The Warpriest's Aura of Immortality is a ritual sequence, not a raw shield — it can only be broken by performing the rite correctly. Reading the glyph order and holding the Gaze is you completing the Hive ceremony out of turn, stripping the protection the ritual was meant to grant him.

The loop
  1. Three plates ring the room (left, middle, right). A random plate lights up first — a caller reads the order and the team steps plates in that sequence.
  2. Stepping the correct order grants Brand of the Initiate to the player on the last plate — this opens the damage window for the whole team.
  3. Everyone burns the Warpriest during the window. Kill the Blightguard Knight so a player can grab the Brand Claimer buff, then steal and extend the brand before it decays.
  4. When the window ends, the boss casts Oculus — a wiping beam. Hide behind a pillar until it passes, then reset plates and repeat.
WipeWrong plate order or a missed plate = instant wipe. The Oculus beam also wipes anyone caught in the open — get behind a pillar the moment damage ends.
RolesOne caller reads the lit plate and counts the order aloud. Assign each plate a person. One dedicated brand-holder and a brand-passer keep the buff alive across phases.
PassThe brand decays like at Totems — pass it before it expires or the team loses the damage buff and eats aura damage.
Map · Warpriest PlatesEncounter 3 · Warpriest arena
Warpriest plate-order map Three plates (left, middle, right) face the Warpriest. A caller reads which plate lights first and the team steps them in that sequence. The last plate grants Brand of the Initiate and opens the damage window. A Blightguard Knight appears during damage; kill it to grab the Brand Claimer buff so a player can steal and extend the brand before everyone hides behind a pillar to survive the wiping Oculus beam. Warpriest immune until brand window Left called order Middle called order Right called order first light starts sequence caller reads lit plate step in sequence pillar pillar brand opens DPS → ⚠ then hide from Oculus beam
Plate (order) Brand / DPS Boss / Oculus
4
Boss · Golgoroth arena

Golgoroth

"One holds the eye, the rest hit the crit."
Lore lens · why it works

Golgoroth is an Ogre-god gorged on Light, sustained by the pool beneath him. Seizing his Gaze is you stealing the attention that feeds him — the light-pool keeps the holder alive while it exposes his back, so his own hoarded Light becomes the thing that opens him up.

Before the fight · the maze
RouteGolgoroth's Cellar is a dark maze between Warpriest and the boss. Turn right, left, left, right, then go straight to the exit. In compass terms from the entrance: north, east, north, west until you hit a pit, then north past both pits.
PitsThe west hallway ends in a pit and the final stretch has two more. Jump them deliberately; the exit sits at the top of the maze and leads into Golgoroth's lair.
Secret chestCellar chest. Five hidden plates, one player on each (numbered for reference): 1 bottom-right (alcove at the end of the right path), 2 top-left (end of the left hallway by the exit), 3 bottom-left (left hallway by the entrance), 4 middle-left (climb through the hole near the ceiling at the end of the middle-left hallway), 5 top-right (end of the right hallway at the exit; jump the rocks on the way). The stepping order is random each attempt: step on and off until your plate turns green, step off if it turns red, and once it's green stay on it. The chest spawns behind the locked door in the centre; from the main route, look left at the hole just before the final right turn to spot it.
Map · Golgoroth's CellarBetween Warpriest & Golgoroth
Golgoroth's Cellar maze map A schematic of the maze with the entrance at the bottom and the exit at the top. The route runs north, east, north, west to a pit, then north past two pits to the exit. Five hidden plates sit in the quadrants, numbered for reference: bottom-right, top-left, bottom-left, middle-left, top-right. The stepping order is random each attempt. A locked chest room sits in the centre. Positions are schematic, not to scale. exit → Golgoroth entrance (from Warpriest) locked chest room N E N W N ✕pit ✕ ✕2 pits ① BR ② TL ③ BL ④ MLhole in ceiling ⑤ TR schematic · plate spots by quadrant, not to scale
Route Plate / chest room Pit
The loop
  1. Shoot the glowing orb on the ceiling to start. Golgoroth turns and exposes the weak point on his back.
  2. One player shoots the back to take the gaze — Golgoroth fixates on them and a crit pool forms on the floor.
  3. The rest of the team stands in the pool and unloads into his exposed back/stomach for bonus damage.
  4. The gaze-holder passes the gaze (another player shoots the back) before their personal timer runs out, kiting Golgoroth around the room so the pool stays usable.
  5. When damage ends, spread out — Unstable Light pools mark players and explode. Reset and repeat.
Gaze deathHold the gaze too long and Golgoroth one-shots you. Call gaze swaps clearly — "I have gaze, next is [name]." A dropped gaze ends the damage window.
RolesBeginner: pick 2–3 dedicated gaze-holders who rotate the eye while everyone else commits to the crit pool. Don't let DPS players accidentally steal the gaze.
SpreadAfter DPS, Unstable Light tags random players; spread out so chained explosions don't clip the team. Watch for the floor pillars rising — they hide you from his slam.
Secret chestTransept chest. In the piston-wall jumping puzzle after Golgoroth, one player holds the first plate while the rest look right and use Ghost to reveal hidden platforms. Climb the pillar and wall, using Ghost again for the next set of platforms, up to the doorway and the chest room.
Map · Golgoroth GazeEncounter 4 · Golgoroth arena
Golgoroth gaze map A pit arena with a ceiling orb to shoot first. One player takes the gaze by shooting Golgoroth's back, drawing his fixation and forming a crit pool on the floor where the rest of the team stands to deal bonus damage. The gaze is passed between holders before each timer expires, and players spread out afterward to avoid Unstable Light explosions. orb ① shoot to start Golgoroth gaze holder shoots back · kites CRIT POOLteam stands & burns pass gaze before timer ⚠ after DPS: spread for Unstable Light ⚠ holding the gaze too long one-shots the holder
Gaze / holder Crit pool / orb Unstable Light
5
Boss · Daughters' arena

The Daughters of Oryx

"Cross the hidden platforms, gather the relic, claim the brand."
Lore lens · why it works

Ir Halak and Ir Anûk, the Daughters of Oryx, are sister-Deathsingers who shield each other — neither is mortal while the other sings. Passing the relic to silence one so the other turns killable is you breaking their mutual ward, cutting the harmony that keeps both untouchable.

The loop
  1. Platforms ring a pit of fire. A Knight spawns holding the relic — kill it to start the cycle.
  2. One random player is hit with the "Torn Between Dimensions" debuff — they become the relic-collector and the only one who can see a set of invisible platforms, and must reach a Blightguard piece to clear it (Taken Vandals and the fire pit will kill them if they stall). Two teammates stand on ground plates to make those platforms physical and must hold them (if a plate-holder steps off, that player's platforms vanish).
  3. The torn player jumps the platforms to a glowing sphere and grabs one piece of the Blightguard relic, which clears the torn status. A different player is tagged each cycle.
  4. Collect three Blightguard pieces to earn the Brand Claimer buff, steal the vulnerable Daughter's brand, and open the damage window on her.
  5. Burn the vulnerable Daughter, then repeat for the second. If you kill one, the other must die in the following damage phase or the team wipes.
Torn betweenIf you're tagged torn between dimensions, you're the relic-collector — call it the instant it lands ("torn, plates up!") so your two plate-holders lock in and the platforms appear under you.
RolesDedicate two plate-holders who keep the platforms physical for the torn player, a caller for which Daughter is vulnerable, and rotate the torn player each cycle. Healing/overshield Supers steady the platform DPS.
FallsThe pit is lethal. Don't chase kills off your platform; the jump across the hidden platforms is narrow and the fire below ends runs fast.
Map · Daughters PlatformsEncounter 5 · Daughters' arena
Daughters of Oryx platform map Platforms ring a pit of fire. One player tagged torn between dimensions can see a set of invisible platforms; two teammates stand on ground plates to make those platforms physical so the torn player can jump across to a glowing sphere and collect a piece of the Blightguard relic. Three pieces grant the Brand Claimer buff, which opens the damage window on the currently vulnerable Daughter. fire pit — lethal platform platform platform platform plate-holders keep platforms physical Daughter A Daughter B (vuln.) ⚠ "torn between" → cross the hidden platforms to the sphere and grab a Blightguard piece
Hidden platforms / relic Daughters Fire pit / vuln.
6
Final Boss · The Court of Oryx

Oryx, the Taken King

"Everything you've learned — plates, bombs, brand, and nerve."
Lore lens · why it works

Oryx, the Taken King is deathless in his own Throne World — you cannot simply out-damage a god on his own ground. Detonating his Light-bombs in his face weaponizes his own power against him, dealing the worthy, self-inflicted death that Sword Logic will finally accept as real.

The loop — the whole raid at once
  1. Four corner plates. Oryx slams a fist that lights one plate; a caller reads the order and players stand the plates in sequence to spawn an Ogre on the platform he's facing.
  2. Kill the Ogres to create blight bombs near the plates, then kill the Light-Eater Knights before they consume those bombs.
  3. On call, bomb-runners detonate the preserved bombs to stagger Oryx and open his chest weak point. The floor lights up; stand on it and burn his exposed chest.
  4. Survive his Doom aura: after the stagger he counts down a wipe. Stand in the rising platform light to survive it; players outside it die.
  5. Repeat for multiple cycles. In the final stand he teleports the team to a small arena — burst him down before the timer wipes everyone.
Platform wipeMiss the bomb, blow it in the wrong spot, or stand outside the survival light during Doom and the platform / countdown wipes the team. This is the #1 cause of failed Oryx runs.
RolesAssign four plate-standers, a bomb-runner, and a Knight-killer who opens Oryx's chest on cue. One caller reads the lit-plate order each cycle. Lock these roles before you start.
DPSThe stagger window is short — stack a damage Super and Heavy and dump it on the exposed chest when it glows white. (See the Armory for the loadout shape.)
Map · Oryx ArenaEncounter 6 · The Court
Oryx the Taken King arena map A square arena with four corner plates and a central platform facing Oryx at the top. Oryx lights a plate order; players stand the plates in sequence to spawn an Ogre, kill it for a detonator bomb, then a runner blows the bomb in Oryx's opened chest to stagger him. The team stands the lit floor to burn his chest and must stay inside the rising survival light during his Doom wipe countdown. Oryx slams a fist → lights a plate plate plate plate plate stand in order → center platform bomb → chest → stagger → DPS ⚠ DOOM countdown: stay inside the rising survival light or wipe
Plate (order) Platform / DPS Bomb / Doom
Loadouts

Loadout jobs (mid-2026)

Build around jobs, not god rolls: one boss-DPS option for the stagger windows, reliable add-clear for the brand/plate phases, and survivability for the platforming and Doom timers. Specific named guns are examples — the archetype is what matters. This is the durable Monument-era (mid-2026) loadout shape for King's Fall.

Boss DPS

For Warpriest / Oryx windows
Heavy Linear Fusion / Sniper
Precision burst for short stagger windows — Cataclysmic-class LFRs or a Heavy sniper land big damage on the exposed crit spot.
Rocket archetype (Bait-and-Switch)
Highest sustained legendary DPS when paired with a swap weapon. Coordinate so the whole team fires in the same window.
Golden Gun + nuke exotic Exotic
A single-shot Super build (Hunter) chunks a phase. Any class burst Super works in the stagger.
Damage-buff exotic (debuff)
Tractor Cannon / Divinity-style team debuff before DPS lifts the whole fireteam's numbers.

Add Clear

Totems, plates, ambient
Chain-explosion primary Exotic
Sunshot / Graviton-class guns delete the Thrall and Acolyte waves at Totems and during plate cycles.
Add-clear Heavy (GL / MG)
A wave-frame grenade launcher or machine gun keeps side rooms clean while the brand juggles.
Anti-Knight special
A shotgun or fusion to delete Brand Claimer / Light-Eater Knights on cue so the cycle stays on time.
Witherhoard-style DoT Exotic
Passive area damage holds chokepoints and chips the boss while you swap to Heavy.

Survivability

Platforms & Doom timers
Healing / overshield Super
A team anchor keeps the crit pool, platforms, and Doom phase alive. The safest pick for new groups.
Mobility / glide exotic
Anything that softens the Tomb Ship jump and the Daughters platforms keeps flawless attempts alive.
Restoration / self-heal tools
Restoration and self-heal keep the gaze-holder and platform players alive through the chip damage of each mechanic.
Warlock
Well of Radiance / Prismatic

Drop a Well in the Oryx stagger for survivability and a damage buff. Prismatic gives flexible healing for the gaze and platform fights.

Titan
Thundercrash / Bubble

Thundercrash is huge burst on a staggered boss; Banner/Bubble shelters the team during Doom and the Oculus beam.

Hunter
Golden Gun / Prismatic

Golden Gun with a nuke exotic for single-shot phases; invis and dodge aspects steady gaze swaps and platform runs.

Loadout note: these reflect the mid-2026 (Renegades / Monument-era) sandbox. For King's Fall the mechanics matter far more than the meta — a coordinated team with solid add-clear and one healing Super clears it with almost any modern Heavy. The gap between the meta and what you already own barely matters here.
Rewards

What you're chasing

The exotic chase: Touch of Malice

Touch of Malice is the headline chase — a Hive-themed Kinetic Scout Rifle reprised alongside the raid. In Destiny 2 it is a random drop from defeating Oryx, with challenge Triumphs able to improve the odds; the catalyst is a separate in-raid puzzle.

The raid also drops a full King's Fall weapon and armor set across its encounters, with the usual raid challenge / Master tier layered on top for higher-stat gear.

2026 reward model · featured weeks

Legacy and reprised raids were folded into the Edge of Fate / Renegades (2025) tiered-loot and armor set-bonus systems, and the Monument of Triumph update extended the tiered rewards to older raids like King's Fall.

Two raids are featured each week. Featured: Standard encounters and challenges drop Deepsight weapons or Tier 5 armor, hidden chests drop Tier 5 armor on a weekly lockout, and Master adds Adept weapons from challenges. Not featured: Standard gives a chance at Deepsight weapons and Tier 3 armor; Master and challenges still give Deepsight weapons and Tier 5 armor. Feats raise the reward grade (Grade 0: Tier 3; 1: Tier 3+4; 2: Tier 4+5; 3: two Tier 5; 4: Tier 4 + two Tier 5; 5: three Tier 5; Cutthroat Combatants +4, Challenges +3, Shocktroopers +2, Token Limit and Phase Limit +1). Standard mode earns the weekly tiered reward without Feats.

Monument baseline: last gameplay patch Update 9.7.0.3 (2026-07-07). Update 9.7.0.4 (2026-07-28) shipped without notes; Update 9.7.0.5 (2026-10-07) is an anti-cheat back-end fix only. Checked 2026-10-08.
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