Warlock (Destiny)

==Summary==
Warlocks are warrior-scholars and one of the three Guardian classes. They specialize in manipulating the elements and supporting their allies in combat. Warlocks were the first to tap the power of the Traveller, wielding its light as they ventured beyond the safety of the Shield to acquire arcane knowledge and make revolutionary discoveries.
==Powers and Stats==
Tier: . At least physically, higher with abilities, up to 8-B with super abilities and weapons. At most to 
Name: Varies
Origin: Destiny
Gender: Varies
Age: Varies
Classification: Warlock, Light-bearer, Guardian, Risen
Powers and Abilities:
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|-|Basic Abilities=
Superhuman Physical Characteristics, Self-Sustenance (Type 3; Exos can’t get tiredGhost Fragment: Exo 3) for Exos, Weapon Mastery and Martial Arts (These are standard tools in a Guardian's arsenal), Stealth Mastery (Members of Ikora's Hidden are spies and excell at stealthily gathering intel), Vehicular Mastery, Limited Spatial Manipulation (Guardian jumpships can warp space for fast travelNLS Drive), Nanotechnology (Some Warlock equipment utilizes nanotechnologyHaliaetus I), Physics Manipulation (Some Warlock equipment can change its physical propertiesManifold Seeker I), Instinctive Reaction,Symmetry Fang II"Act on Instinct" Analytical Prediction,Cinder Pinion Cowl Accelerated Development (Guardians quickly grow far more capable, despite not even knowing what a gun is after their first resurrectionGhost Fragment: Abilities), Enhanced Senses (Via their radar. If a Guardian's Light is strong enough they can pick up on things they otherwise couldn'tGhost Fragment: Hive 4), Extrasensory Perception,Chrysura MeloA Matter of TrustCharge of Light - Tier III Information Analysis (Guardians can subconsciously analyze things at the molecular levelStarfire Protocol), Blessed, Acausality (Type 4), Empowerment, Immortality (Types 1, 3, 4, 7, and 8; dependent on their Ghost), Regeneration (Low-Godly; can regenerate from their Light even if they underwent complete physical destruction), Non-Physical Interaction (Can interact with ontology), Purification,Test Your BladeEris Morn - The Encroaching Nightmare Aura, Statistics Amplification, Subjective Reality (The Light and Darkness are ontological forces that grant power over that which is real, and that which isn’tDestiny 2: Season of Arrivals: The Reckoning), Reality Warping and Law Manipulation (Every demiurge of every race, is a ruler maker, which changes reality to their power/willA Thousand Wings), Existence Erasure (Their ontological powers can erase thingsEclipse Maw VI), Conceptual Manipulation (Type 1 [combat inapplicable]; Guardians utilize the Light, which is an ontological force), Mathematics Manipulation (Paracausal entities are capable of manipulating mathematics to change realityThe Taken), Creation and Weapon Creation (Guardians can create constructs and weapons from their Light), Absorption (Guardians can absorb energy and power sourcesThe Menagerie - The Arkborn), Forcefield Creation (All Guardians have a protective shield around them), Telekinesis, Levitation, Healing, Energy Manipulation, Matter Manipulation (Macro-Quantum; Warlocks can alter a substance's atomic particles with a wave of their hands), Limited Clairvoyance (Thanatonauts can receive visions in death), and Mind Manipulation (Can take pieces out of the minds of others;Ghost Fragment: Warlock 2 likely not combat-applicable)
|-|Ghost=
Acausality (Type 4), Levitation, Enhanced Senses (Ghosts can detect quarksEight Million Tales in the City: Miasma, Swamp), Extrasensory Perception,Ghost Fragment: Hive 2 Limited Invulnerability (With the exception of extremely high firepower, Ghosts can only be hurt by paracausal and ontological attacksIII - Cold ForgingThe Murder of Cayde-6), Body Control,Frontier Shell Information Analysis, Analytical Prediction,I: Sparky and the Scrivener Incorporeality (Ghosts can decompile into data points of LightLegacy), Creation and Weapon Creation (Ghosts can reproduce a Guardian's equipmentFirecrest), Technology Manipulation (Ghosts can repair and manipulate technologyThe Machinist), Hacking, Limited Magic (Ghosts can destroy or nullify Hive runesAdventure: Deathless), Telepathy (Ghosts can telepathically communicate with their GuardianCloak Judgement (CODA)), Data Manipulation and Information Manipulation (Ghosts can manipulate data and decode and encrypt engramsAna: Frayed), Resurrection and Healing (Ghosts bring back their Guardians from death and heal them), Teleportation via transmat
|-|Resistances=
Resistance to Hacking and Technology Manipulation for Exos (Exos have protection against interference with their functions2. THE BEGINNING, PART II), Power Mimicry, Information Analysis and Analytical Prediction (Paracausal entities resist the Vex’ analytical abilities and can’t be simulated normallyXXXIX: open your eye : go into itOsirisAdventure: Deep Conversation), Power Absorption and Power Modification (Paracausal powers have proven extremely difficult to directly affect), Quantum Manipulation, Space-Time Manipulation, Gravity Manipulation, Life-Absorption, Electricity Manipulation, Magnetism Manipulation, Energy Manipulation, Fire Manipulation, Heat Manipulation, Limited Resistance to Absolute Zero (Can survive being frozen by Stasis and break out), Matter Manipulation (Macro-Quantum), Subjective Reality, Law Manipulation, Reality Warping, Existence Erasure, Physics Manipulation (Guardians are aberrations of physics and the Light is superordinate to material physicsApproaching InfinityXVI: The Sword Logic), Mathematics Manipulation, Information Manipulation, Conceptual Manipulation (Type 2), Void Manipulation, Fusionism, Mind Manipulation, Madness Manipulation (Types 2 and 3) and Possession (Guardians can resist the effects of the Taken blight, though they do take damage over time. Some Guardians can can maintain their shape within the Sea of Screams and stay sound of mind), Transmutation (Some Guardians are unaffected by the Songs of the Black Garden which transmutate anything that hears themOn the Hunt), Disease Manipulation (Guardians seem far less susceptible to diseases), Poison Manipulation (Guardians are unaffected by high concentrations of methaneSloane: Overseer), Sleep Manipulation (Guardians don't need to sleepEgo Talon Bond), and Soul Manipulation (Damage to or destruction of Guardian souls is not particularly important to Guardians, as they regularly endure such effects)
|-|Solar Subclasses=
Standard abilities plus Quantum Manipulation, Energy Manipulation, Light Manipulation, Radiation Manipulation, Fire Manipulation, Temperature Manipulation, Magma Manipulation, Plasma Manipulation (Solar Light generates phenomena such as heat and flames and manipulates quanta), Aura, Improved Resurrection/Regeneration (High-Godly; Sungsingers can come back from being retroactively erased across the Vault of Glass), Intangibility (A Warlock in a state of Radiance threatens to slip beyond the bonds of the material, shrugging off physical harm), Damage Reduction with Radiance, Explosion Manipulation, Resistance Negation, Homing Attack with Daybreak, and a heightened, Empathic Manipulation (Sunsingers can fill their allies' hearts with courageFirefright), Resistance to Heat Manipulation (Sunsingers are chilled by solar winds)
|-|Arc Subclasses=
Standard abilities plus Quantum Manipulation, Electricity Manipulation, Magnetism Manipulation, Energy Manipulation (Arc Light manipulates electromagnetism and can be channeled as raw energy), Paralysis Inducement and Pain Manipulation (Arc Light can affect the nervous system and inflict great pain), Matter Manipulation (can cause fission), Explosion Manipulation, Vibration Manipulation with Stormtrance, Weather Manipulation, Technology Manipulation, Summoning with Arc Soul, and Absorption
|-|Void Subclasses=
Standard abilities plus Quantum Manipulation, Space-Time Manipulation, Gravity Manipulation (Void Light manipulates the quantum vacuum/zero-point fields and can manipulate space-time and gravity through this), Matter Manipulation (Can cause atoms to explode into Void Light and disintegrate matter), Energy Manipulation, Explosion Manipulation, Black Hole Creation (Void Light can be used to create black holes), Life and Energy-Absorption, Summoning, Invisibility, Homing Attack, Power Nullification via Suppressor Grenades, Resistance Negation via Echo of Undermining, Soul Manipulation, and Intangibility
|-|Stasis Subclasses=
Standard abilities plus Quantum Manipulation, Physics Manipulation, Energy Manipulation, Temperature Manipulation, Crystal Manipulation, Explosion Manipulation and Absolute Zero (Stasis manipulates reality on a quantum level to suck all the entropy out of its targets through crystals, which suppress normal electromagnetic interactions and shatter explosively), Summoning, Power Nullification (Stasis can shut off movement abilities), Vibration Manipulation, and Homing Attack
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Attack Potency: Varies (There are differences in power between individual Warlocks. A Guardian's capabilities with the Light at any given moment may varyHidden Dossier). At least Small Building level physically (Warlocks can turn others into ash and vaporize them with a handshake.The GoneMonolith Bleed IV Can physically harm other Guardians), higher with abilities, up to City Block level with super abilities and weapons (Guardians can take out combat vehicles, such as the Goliath Tank, with super abilities and powerful weaponryThe DreadnaughtArcus and SagitaVoid, Nowhere ProhibitedSolstice Hood (Rekindled)). At most Large Country level+ (Strong enough Warlocks should be comparable or superior to the Psion Flayers from the Ice Reapers, who were able to move Phobos into a geostationary orbit close to Mars.The Psion Flayers Comparable to powerful enemies such as Knights) to Continent level (The Guardian leads an unnamed group of Guardians into raids and strikes where they sometimes fight enemies such as Xol, Will of the Thousands)
Speed: Varies, at least Subsonic (Even unremarkable Guardians can easily blitz humansLiar's Handshake even though humans in Destiny have a faster reaction time than humans in the real worldKing's Wrath), up to Massively Hypersonic+ (Some Warlocks should be comparable if not superior to The Stormherd, who can hook lightning from the air mid-dsecend.Cloudstrike Some of them are on par with the Guardian, who was able to react to lightning during their Stormcaller trainingShard of the Traveler (Stormcaller)), up to Massively Hypersonic+ attack speed with Arc Light (Arc Light users can use lightning attacks and manipulate natural lightning), their attack speed Varies with weapons, FTL travel speed with their jumpship (Jumpships can quickly traverse the solar system)
Lifting Strength: Varies, at least Class 1, likely Class 5 (Warlocks are comparable to Titans and on par with Hunters, who frequently incorporate Titan armor componenets into their own gear.Rustburner 1.5 Titan helmets are heavy enough to snap a human neckDestiny 2 2017 and other armour pieces are heavy enough to break skullsKnight Type 1 and rocksFieldplate through sheer mass. Ikora can lift large stone blocksDestiny 2 Gameplay Premiere – Zavala’s Prelude), at least Class 5 with telekinesis (Felwinter could snap a Titan's neckLord Felwinter), at most likely Class P (Even the average Titan can lift 'impossible weight' if sufficiently motivated. Multiple Warlocks together could make large pieces of land float.Trial in the Clouds This likely makes their telekinesis comparable to that of the Psion Flayers from the Ice Reapers, who were able to move Phobos into a geostationary orbit close to Mars)
Striking Strength: Varies. At least Small Building level, higher with abilities. At most Large Country level+ to Continent level (Although they aren't known for their physical strength like Titans are, Warlocks are still capable of striking with great force, comparable to their peers)
Durability: Varies. At least Small Building level (Comparable to Titans, who can tank a Centurion's weapon shots with decent armor.Monitor Type 2 These shots can disintegrate small vehicles like sparrowsComrades in Arms), higher with abilities. At most Large Country level+ to Continent level (Can withstand hits from comparable opponents)
Stamina: Superhuman (All Guardians are capable of making long journeys and getting into prolonged battles without tiring)
Range: Extended Melee Range, up to Hundreds of Meters with ranged weapons and abilities, possibly higher, up to hundreds of kilometers for their Ghost
Standard Equipment:
*Ghost: For a Guardian, their Ghost serves as a companion, scout, librarian, and mechanic, able to activate ancient machinery and act as a codebreaker. Ghosts can support Guardians by performing certain actions such as illuminating darkened areas, repairing technology, scanning for and informing Guardians of incoming hostile threats, and providing communications. Most importantly, Ghosts may revive Guardians from death. As long as the Ghost survives, barring special circumstances, Guardians are effectively immortal and can be resurrected fully intact from any form of death without consequences. The death does not have to be immediate, nor do they have to be revived in the same place they died. Ghosts may also repair any injury a Guardian suffers in a matter of seconds.
*Sparrow: A Sparrow is a single-passenger, all-terrain antigravity bike with one purpose: moving from objective to objective with unmatched speed. Sparrows are quick, quiet, and simple to transmat.
*Weapons: Nearly all Guardians always have some form of armaments at hand, either carrying them with them or being able to summon them through transmat.
Intelligence: Above Average (Warlocks are the intellectual class of Guardians, with many of them taking on the roles of scholars and scientists. They are often very curious and eager to accumulate knowledge), up to Genius (Some Warlocks have been regarded as the greatest minds of their time with advanced knowledge in scientific fields and philosophy. Other Warlocks have been able to surpass their Ghosts in certain areas). Ghosts are Extraordinary Genius (They are companion supercomputers capable of deciphering information incomprehensible to normal minds and processing enormous amounts of data)
Weaknesses: If the Ghost of the Guardian is destroyed, their next death will be final.
Notable Attacks/Techniques:
Hide/Show
*Warlock Grenades:
**Vortex Grenade: A grenade that creates a Vortex, continually damaging enemies trapped inside.
**Scatter Grenade: A grenade that splits into many submunitions and covers a large area with explosions.
**Axion Bolt: A bolt of Void Light which forks into smaller bolts on impact which seek toward enemies.
**Handheld Supernova: A spin on the Atomic Breach melee ability which can be wielded at close range.
**Solar Grenade: A grenade that periodically damages enemies inside its explosion radius.
**Fusion Grenade: An explosive grenade that causes bonus damage when attached to its target.
**Firebolt Grenade: A grenade that unleashes bolts of Solar light at nearby enemies.
**Divine Protection: Charge your grenade to turn it into a Blessing, which acts as a health pickup which heals and shields allies.
**Pulse Grenade: A grenade that periodically damages enemies inside its explosion radius.
**Storm Grenade: A grenade that calls down a focused lightning storm.
**Arcbolt Grenade: A grenade that chains bolts of lightning to nearby enemies.
**Glacier Grenade: A grenade that creates walls out of Stasis shards to block damage and freeze targets; these walls can be shattered for damage.
**Duskfield Grenade: A grenade that shatters on impact, leaving behind a field that slows targets and freezes those who do not leave the volume.
**Coldsnap Grenade: A grenade that freezes on impact and sends another seeker to find and freeze targets.
*Warlock Mobility:
**Balanced Glide: Glide jump ability provides bonuses to both speed and control.
**Focused Burst: Glide jump ability provides an initial burst of speed
**Focused Control/Controlled Glide: Glide jump ability provides better directional control while in the air.
**Blink: Replaces Glide with short distance teleportation.
*Warlock Melee:
**Energy Drain: A powerful melee attack which drains energy from enemies and uses it to reduce the cooldown of your grenade.
***Surge: Damaging an enemy with Energy Drain increases weapon and movement speed.
***Life Steal: Damaging an enemy with Energy Drain immediately restores a significant portion of your health.
***Soul Rip: Damaging an enemy with Energy Drain reduces the cooldown of Nova Bomb.
***Entropic Pull: This melee ability recharges your grenade.
***Devour: This melee ability restores health upon a kill. Kills restore additional health for a short time.
**Atomic Breach: A ranged melee attack which creates a void explosion, chaining enemies.
***Dark Matter: Melee ability kills trigger rift, melee, and grenade energy, as well as a small health boost.
**Scorch: A powerful melee attack that Ignites enemies, causing damage over time.
***Flame Shield: Damaging an enemy with Scorch reduces incoming damage for a short time.
***Solar Wind: Reduces the cooldown of Scorch. Hitting enemies with Scorch knocks them back.
***Brimstone: Reduces the cooldown of Scorch. Killing enemies with Scorch causes them to explode.
***Igniting Touch: Strike an enemy with this melee ability to burn them and cause them to explode.
***Swift Strike: Strike an enemy with this melee ability to burn your target and temporarily increase your movement an reload speed.
**Guiding Flame: Melee attacks which connect empower nearby allies.
***Benevolent Dawn: Empowering nearby allies with Guiding Flame gives melee, grenade, and rift energy.
**Thunderstrike: Deliver an electrocuting Arc melee strike at extended range.
***Chain Lightning: Your Thunderstrike chains to another nearby enemy.
***Amplitude: Your Thunderstrike has greater range.
***Rising Storm: Hits with Thunderstrike charge your Super, Ability and melee energy.
***Gale Force: A longer-ranged melee attack that recharges Super, grenade and Melee energy.
**Ball Lightning: A ranged melee attack which shoots out a slow moving projectile that radiates lightning.
**Penumbral Blast: Fires Stasis energy from your staff and freeze opponents in their tracks.
*Warlock Supers:
**Nova Bomb: Hurl an explosive bolt of Void Light at the enemy, disintegrating those caught within its blast.
***Vortex: Nova Bomb creates a singularity which continuously damages enemies trapped inside.
***Shatter: Nova Bomb splits into three projectiles.
***Lance: Nova Bomb travels farther and faster, and does more damage.
***Cataclysm: Nova Bomb travels slowly, seeks enemies, shatters into seeker projectiles, and can be detonated early.
**Nova Warp: A super which allows for rapid blinks to close the gap between enemies, as well as being able to explode with pulses of void energy at close range.
**Radiance: Fill yourself with Solar Light, dramatically increasing the effectiveness of all your abilities.
***Song of Flame: While active, Radiance reduces all cooldowns for nearby allies.
***Radiant Skin: While active, Radiance reduces incoming damage.
***Fireborn: Radiance can now be activated from beyond the grave. Doing so returns you to life. Radiance duration is reduced.
**Daybreak: Weave Solar Light into blades and smite your foes from the skies.
***Fated for the Flame: Daybreak projectiles seek targets as they travel and, upon impact, launch a streak of deadly flames.
***Everlasting Fire: Killing an enemy with Daybreak extends its duration.
**Well of Radiance: A variation of Daybreak which slams the Daybreak sword into the ground, creating a massive rift which empowers and heals allies.
**Stormtrance: Chain Arc Lightning from your hands.
***Landfall: On casting Stormtrance, fire a bolt of lightning into the ground, creating a devastating shockwave under you.
***Superconductor: Doubles your Stormtrance lightning's chaining capabilities.
***Ionic Blink: Sprinting during Stormtrance causes the player to Blink.
**Chaos Reach: A spin on Stormtrance which produces a beam of arc energy which destroys enemies in its path. It can be deactivated to save super energy, but you will lose some.
**Winter's Wrath: Summon a powerful Stasis staff whose projectiles instantly freeze their targets. Detonate the staff’s crystal to send a shockwave of destruction towards your frozen foes, shattering them in the process.
*Aspects:
**Iceflare Bolts: Shattering a frozen target spawns seekers that track and freeze other nearby targets.
**Frostpulse: Casting your Rift generates a shockwave that freezes nearby combatants.
*Rifts:
**Healing Rift: Conjure a well of Light that continuously heals those inside it. Grants an Overshield at full health.
**Empowering Rift: Conjure a well of Light that increases the attack power of those inside it.
*Trainings:
**Arcane Wisdom: Training focused on battle recovery and speed.
**Arcane Spirit: Training focused on battle recovery and toughness.
**Arcane Force: Training focused on toughness and speed.
**Ancestral Order: Training focused on all attributes.
**Chaos Order: Training focused on raw speed.
**Divine Order: Training focused on toughness at all costs.
*Others:
**Void Abilities:
***Annihilate: Increases the size of explosions created by Nova Bomb and grenades.
***Angry Magic: Nova Bomb tracks enemies.
***The Hunger: Increases the duration of the Energy Drain effect.
***Vortex Mastery: Increases the range of Axion Bolt seekers and the duration of the Vortex effect of Nova Bomb and Vortex Grenade.
***Bloom: Enemies killed by any of your abilities explode.
***Embrace the Void: Killing enemies with Nova Bomb or any grenade triggers Energy Drain and restores your health.
***Chaos Accelerant: Draw from your Super energy to overcharge your grenade, making it deadlier and more effective.
***Feed the Void: Consume your grenade energy to restore your health. Grants the Devour effect.
***Insatiable: While Devour is active, killing enemies extends its duration and recharges your grenade.
**Solar Abilities:
***Radiant Will: Increases the duration of Radiance.
***Viking Funeral Targets afflicted with Ignite take more damage from all sources. Stacks up to 3 times.
***Sunburst: Killing an enemy with Scorch generates an Orb of Light.
***Touch of Flame: All grenades Ignite enemies, causing damage over time.
***Angel of Light: Aiming your weapon while in the air will hold you in place for a short time.
***Gift of the Sun: Gain an additional grenade.
***Winged Sun: Engage your enemies in mid-flight. Fire weapons and throw grenades while gliding.
***Icarus Dash: Activate while in midair to dodge.
***Heat Rises: Airborne kills recharge your grenade and melee energy. Casting Daybreak instantly refills all your ability energy.
***Phoenix Dive: Quickly descend from mid-air and regenerate health.
**Arc Abilities:
***Pulsewave: When critically wounded, trigger a Pulsewave that boosts speed for you and your allies.
***Feedback: Incoming melee attacks fully recharge and intensify your Thunderstrike.
***Transcendence: When cast with full grenade and melee energy, Stormtrance restores your health to full and drains slower.
***Electrostatic Mind: Stormtrance charges faster when allies are near. When Stormtrance is active, nearby enemies take damage.
***Arc Web: Enemies damaged by your grenades chain deadly lightning to nearby enemies.
***Perpetual Charge: Grenade kills recharge your melee. Melee kills recharge your grenade.
***Rising Storm: Rifts charge faster when nearby allies.
***Arc Soul: Rifts now grant an Arc Soul to aid whoever uses it in battle.
***Ionic Trace: Killed enemies sprout spikes of arc energy, which partially refill grenade, melee, rift, and super energy when collected.
***Pulsewave: Collecting Ionic Traces while wounded gives you and nearby allies a speed boost.
Note: Certain named characters may be far more powerful than what is displayed on this profile. Most Warlocks will not have every single listed power at once, although it is possible.
==Gallery==
File:WarlockConceptArt.jpg|Warlock concept art
File:WarlockConceptArt2.jpg|Concept art of a Voidwalker
File:WarlockGame.jpg|A Warlock as seen in the game
File:Voidwalker.jpg|In-game art of a Voidwalker
File:Stormcaller.jpg|In-game art of a Stormcaller
File:Dawnblade.jpg|In-game art of a Dawnblade
File:WarlockForsaken.png|In-game art of the Warlock super abilities added in Forsaken
File:Shadebinder.jpg|Official art of a Shadebinder
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Destiny
Category:Absolute Zero Users
Category:Absorption Users
Category:Acausal Characters
Category:Armor Users
Category:Black Hole Users
Category:Concept Users
Category:Electricity Users
Category:Energy Users
Category:Explosion Users
Category:Fire Users
Category:Flight Users
Category:Forcefield Users
Category:Game Characters
Category:Geniuses
Category:Gravity Users
Category:Gun Users
Category:Healers
Category:Immortals
Category:Law Users
Category:Life Users
Category:Magnetism Users
Category:Martial Artists
Category:Matter Users
Category:Mind Users
Category:Non-Physical Interaction Users
Category:Purification Users
Category:Quantum Users
Category:Reality Warpers
Category:Regeneration Users
Category:Resurrection Users
Category:Scientists
Category:Soldiers
Category:Soul Users
Category:Space Users
Category:Subjective Reality Users
Category:Super Soldiers
Category:Teleportation Users
Category:Temperature Users
Category:Time Users
Category:Vehicular Masters
Category:Video Game Characters
Category:Weapon Masters
Category:Science Fantasy Characters