Bunch of notes on certain champions to help players fight them even more: - Unstoppable Taken Phalanx & Cabal Incendior have to charge their strong attack before you take a big hit, meaning you can bait them into doing it by going around a corner or a rock, which immobilizes them for a bit and keep them from dmging you. - Overload Taken Hobgoblins can still unleash their Retaliation blasts while stunned if you provoke them before disrupting them. Be careful about damaging them before disrupting them. - All Barrier Champions may not regenerate their health if they have no targets in range (you or another race). So if you die against a barrier, it may not put its barrier up after you die, since it has nothing else to provoke it (the enemy will likely become docile and roam around like a regular ad). However, if this happens, and you provoke it, it will IMMEDIATELY throw its shield up to regenerate health. This doesn't always happen, but its nice to know. - All Overloads can still regenerate health while frozen and not stunned. However, this regeneration is far more tame that normal (as in it's slower than usual). So just because he can't move or attack, doesn't mean he isn't getting healthy. - Unstoppable Abominations are very slow while attacking and their attacks aren't as powerful as others. Time your shots while they attack and you'll be fine. - Unstoppable Ogres are by far the most dangerous champion outside of its stun state. Their beams melt, their slams are usually OHKOs, they are very fast, and ofc, cannot be "staggered" (as in doing massive dps to put them on the back foot) like Barrier and Overloads. Use caution. See Overload & Unstoppable below for stun states. - Barrier Servitors (assuming it's still like this) during their stun state will look up slightly after they are pierced (and just sitting there). So what? Well, their crit spot is actually shifted off of their eye during this time if you are attacking at a level field or slightly below them. If you aren't getting crits, even if shooting its eye, adjust your aim or positioning accordingly. - Overload Minotaurs will very likely begin charging at you, spawning in and out of existence as they approach you (they want to punch you). Follow their rhythm of teleports and remember it. This will help you time your shots and prevent wasted abilities. - Overload & Unstoppable Champions have rings around them or some root looking thing sprouting from them. While these are bright and white, they CANNOT be stunned. When these accessories turn dark and brown, that is when they can be stunned again. - Overload Captains teleport a TON. Watch its red fade effect for the direction it is going. If you can't see the dude, either he went behind an obstacle, or you are about to get cooked from behind. Deal with them asap when safe. - Overload Scorn Chieftains will CONSTANTLY spawn those little elemental trinkets. These are Solar (burn you), Arc (suck you), and Void (protect them and nearby enemies). Imo, these cats are TOP priority in higher content since they can protect entire rooms. Even if you destroy a void one, he may spawn another as soon as you destroyed it. There may be multiple trinkets from one Champion at any given time. - Barrier Colossus and Vex Hobgoblins do big damage while using their Solar weapons (minigun and sniper, respectively). Bait their attacks, and then stun from another angle. On higher difficulty, charging at these guys head-on is practically suicide. - Overload effects are not just bound to bullets on a weapon. Ex. An Overload Champion that is poisoned with Overload Osteo Striga will constantly have Overload rounds on them (the poison can stun them twice even). Experiment with weapons effects to see what can work for you. EDIT: - Certain Overload and Unstoppable Champions can be jumped over without taking damage at all (ex. Overload Minotaur, Unstoppable Incendior, Unstoppable Taken Phalanx). If you are getting charged at by one of these guys, charge back at them and jump over them. If done properly, their melee or boop attack will completely miss you. This maneuver takes practice and is high risk, mid reward. Good for being caught in bad situations. If you know any other tips, lmk, I know I'm forgetting some good ones. (Check replies)
Very well said, You actually spoke of each different factions champions, and spoke of their quirks. EDIT: High level Overload and Barrier champs are very scary regeneration rate, DO NOT LET THEM GET A MOMENT TO REGENERATE.
To add on to your last one, any kind of extra effect counts as weapon damage, on a champion. Payload perks count as two hits, kinetic tremors' AoE counts as hits (this has saved me a number of times when having to reload). This even makes it possible to stun a champion with splash damage.* -Barrier champions have marks on their health bars health bar which indicate the point at which they'll activate their barrier. So if you keep an eye on that you can time your reloads and/or weapon switches to be ready to lay in on them as soon as they start to raise their barrier or bait it out. On that note, as soon as a barrier starts their animation for activate their barrier you can start shooting to break it and stun them. This allows you to prevent any health regeneration. -Overloads: continuously shooting them with an overload weapon will now prevent them from activating their health regeneration. So, just keep laying into them. -Last point is not about champions themselves, but the so called champion mods: the mods affect ALL enemies, not just champions. Unstoppable rounds will stagger all unshielded enemies (well, as long as their not immune to stagger), anti-barrier will do extra damage to shielded enemies (excluding immune effects), and most importantly, overload rounds will delay enemies ability regen and reduce their damage output. You should always be using overload rounds, even if there are no overload champions (a great secondary benefit of Divinity). *Well, at least I hope I'm not misremembering this.
@Welverin That last tip is incredible info, and I can't believe I forgot to include it. Btw, "Immune" is special. If a regular Vex Hobgoblin puts his shield up to regenerate and become immune, Anti-Barrier goes through that. Same with Hive Knight shields, Cabal Phalanx shields, but NOT Taken Phalanx shields. It's a case by case basis. - I'm not sure if it's placebo, but from Season 9 onward, I'm pretty sure aiming for an Anti-Barrier's crit spot does more damage to their shield than just shooting them anywhere else. Good shouts, dude.
Not sure if datto mentioned it but with barriers you don't actually have to break the barrier to stop their regen so long as you have a weapon with anti-barrier you can just continuously tap away at their shields to stop them regenning. This isn't an issue nowadays but in the past barrier shields could literally take you a mag and a half to break, however in today's world it's still worth knowing you can at least delay the regen even if you don't have enough shots to break the barrier, then you can reload and break it when it puts it up again.
a niche tip for barriers, the barrier is not actually a physical barrier, you can go trough it, this allows u to throw something like a stasis cristal, shackle grenade or suspend effect like hunter and titan class ability, this will interrupt its barrier, as long as you do the action while inside the barrier
For more mid tierish content the cryostesia 77k is fun to use as a way to counter both barrier and unstoppable champs with the piercing sidearms artifact mod this season and it being able to freeze unstops
@@Brian-wp9er with a controlled demolition supression grenade, void leech is technically capable of stunning both barrier and overload at once, while applying a 15%(?) debuff with Undermining
@@looksnormal sadly void leech doesnt give volatile rounds as a perk, so it doesnt work for barrier champions. With gyrfalcons hauberk or echo of inatability though, you do get volatile rounds. So when unstoppable pulses come around, you can stun all champions with it
Haven't seen enough people mention this - this season only, if you use the added scorch artifact mod for firebolt grenades, instead of throwing the firebolt on the ground you should throw it so it IMPACTS the target, because the impact will also apply scorch in addition to the regular lock-on from the nade, which will cause a GUARANTEED ignition, so long as the grenade hits the target directly. Very good for unstops obviously but also for causing as many ignitions as you like.
Another thing people have yet to mention - Collective obligation can stun 2 different champions at once. Barriers with anti pulse, and overloads with suppression effects.
Note about Shatter/Ignitions vs. Unstoppables: You don't need to ignite/shatter them directly, just deal that damage type. So if you ignite a target next to the champ, the champ will still stun.
Same for jolt, jolt damage is the thing that stuns overloads, not jolt itself. So applying jolt to an overload wont stun it, while dealing jolt damage, with it coming either from another enemy or from the champion itself will
THIS NEEDS TO BE AT THE TOP!! igniting or shattering a random enemy next to an unstoppable is probably more effective than just taking the champ on directly
Something to note about jolt & overloads it that it’s not the application of jolt that stuns the champion, just taking jolt damage whilst being jolted. So you can jolt an overload and so long as you keep damaging it, it’ll remain overloaded until the jolt debuff ends, which can sometimes be long enough to stun the champion twice from the same jolt procc.
fantastic work with this datto. I appreciate that you added clips of you slowly stunning champs, it really helps drive the points you're making home. I knew all this already, but I'm sure there are tons of people that need this video.
1 thing to note is all these anti champion things have 2 distinct effects. 1 is the ability to stun champions. Hitting an active overload or unstoppable champion with the effect makes them stunned, and depending on the difficulty of the content they stay stunned, then go into the recovery phase, then return to normal where they can be stunned again. The second effect is what the mods actually list, and these work against everything. Overload stops health Regen, ability regen, and decreases the enemies outgoing damage. Overload champions have health Regen, really fast ability regen, and deal more damage. Overload effects remove all 3 of these buffs for ~3 seconds. That's why you have to continually reapply overload, these effects are separate from the actual stun. It also allows these effects to be used against other enemies. Overloading a knight will prevent it from using a shield, overloading an ogre will prevent it from regenerating health when it enrages. Overloading any enemy will make them deal less damage. Unstoppable rounds are also like this. They stagger unshielded enemies. This lets them momentarily stop even boss tier enemies. Unstoppable champions happen to have damage resistance when they aren't staggered, which lines up with its stun, but it's still worth mentioning that it works outside of champions. Anti-Barrier effects are also like this. They can go through most non-elemental shields in the game. I just thought it was important to point out that these effects do a thing AND also stun champions.
Coming back to D2 after almost a year. I DESPERATELY needed this type of detailed guide, especially regarding to subclass effects to stun champs. Thanks daddy Datto
You can also manipulate how champions move! Whenever an Overload is charging toward you, if you stand on ground that they cannot walk on, they'll slowly walk back toward their original spawn point. This is useful for isolating them, like in Perdition with its 2nd Overload. I'm not sure if it's applicable to Unstops though.
Freezing a champ also makes them immediately restunnable by bypassing the recovering phase which can be useful when an unstop is charging you but you can't stun them
The 1st rocket is void 2nd is solar so 2nd rocket is great if you run dominant solar builds because you just need slightly more scorch to ignite for unstops and you can still use radiant to counter all barriers
FINALLY I understand overload, I've known about the Active, Stunned, and Recovery phase but I had no idea you had to hit it with overload in its recovery phase as well
The new stasis bow, 'Verglas Curve' is an outlier, at least whilst overload bow is around, as you can also stun unstoppable champions by freezing and then shattering them. It makes for a fantastic all-round weapon in GMs.
Two Tailed Fox is also useful for champions, mostly barrier and overload champions. Since you can apply volatile rounds to it and it has both suppression and jolt intrinsically if you have the catalyst
even as someone who has played over 1500 hours, this still had some pretty useful info and it was laid out in a way that was super useful. if introduce any new people to the game ill definitely show them this video
This is good stuff, Datto! Thank you. Along with your gameplay breakdown/coaching videos, this is a great resource for folks who are just dipping their toes into higher-level content.
Honestly this was the most useful thing I've seen in a while. The 'stun and burst strategy' works ok in lower-end content so I never realized there was so much nuance in dealing with champions. This is definitely going to change how I play.
I routinely farm GM’s. Master raids. Low man’s. Day 1’s. I still watch datto explain the most basic stuff I can’t help it I have to watch and I can’t explain why.
Running Voltshot for crowd control is handy when you've got champions mixed in because all the arc jumping around will keep them stunned while you clean up the mobs. That way you can focus on the champion without being shot up by harpies or whatever. I was doing some weekly mission farming and it was great for clearing mobs and keeping the champions stumbling.
He has spoken. Everything explained, well structured and not getting too deep into some very specific unimportant examples. This game changes so fast and so much since Beyond Light. Videos like this are so needed if you want to do GM after just one or two seasons break from the game.
A fun interaction (although not something to rely on outside of seasonal content) is that hunter's gunpower gamble aspect technically counts as ignition damage, which means it's capable of stunning unstoppable champs.
there are several finisher bonuses you can incorporate into enhancing your performance as well which include healing, over shields, and cooldown reduction for skills. Void subclasses have a aspect that can make you go invisible for any class, and strand has a finisher to spawn threadlings.
Gread vid as usual! One small consideration that I didn't see mentioned: Barrier and Overload health regen scales with activity difficulty. In something like a Hero nightfall or a legend lost sector, it takes them several seconds to recover from ~33% health to full, but in a GM it takes them *maybe* 1.5 seconds. Not a huge issue if you're handling them correctly (i.e. clear out trash mobs, *then* tackle the champ), but just be aware that you need to be much more diligent with them in higher-level content.
Always down to watch one of your videos to gain some small bit of insight I may have missed or overlooked. Coming back to the game and seeing abilities be able to stun champions was fantastic.
A big problem that newer players face, is that they won't have high-stat, maxed out armour + mod slots. It took me the better part of two seasons to be able to complete a legend lost sector. And I still don't have maxed out armour. Power level helps, though, and shackle grenades.
Strand suspend can also be very useful for managing Overload Captains as it will hold them in place. If you are having a hard time hitting them because of how often they teleport, this can be a useful tool
Unstoppables: Unload Conditional Finality into them until they die Overload: Do a quick stun then unload Conditional Finality into them until they die Barrier: Unload Conditional Finality into them until they raise their barrier, walk into their barrier, then unload Conditional Finality into them until they die
Man there's a fair amount of nuance I wasn't aware of. I was curios about those red numbers and hadn't quite pieced it together as I tend to get tunnelvision ingame. Also that overload bit was extremely helpful and really brings light as to why freeze was so bad for them and why they went with slow stalling them. Also makes sense why thunderlord got overload rounds. To constantly apply it. It definitely seems like a big one eighty over the other two where you want to stop to conserve ammo. But with overload you want to keep dumping. This was extremely helpful and helps shed light on a number of things I hadn't quite pieced together but "felt" when I played if that makes sense.
*Collective Obligation* is great for Overload/Barrier on demand since you can store them and choose to fire them whenever. Storing Suppress and Volatile lets you deal with multiple champs in a room
Jolt and Blind stunning overloads and unstoppables is part of why I love arc hunter so much - the dodge/punch combo applies jolt, and punching a jolted target blinds them.
hi i am noob player :D i got all the expansions gifted to me by my best friend recently, so i really got into the game. i really appreciate these videos! and i hope you make more since i have a lot to still learn! :)
I'm glad I watched this refresher. Seeing the other Overload options was great because SMG/Auto overload is just awful at higher difficulty. Getting overload rounds in during recovery(not stunable yet) to prevent the healing is pretty important as it can begin healing faster than the recover ends and the timing of overload on SMG/Autos sucks solo. (Also particularly overload minotaurs basically rushing you like a regenerating unstoppable is a nightmare)
I'm just getting back into Destiny 2 and this helped alot. Before I was just shooting randomly killing things until I finally tried Legend lost sector and got eviscerated. I didnt even know that this was so worth it. Thank you for the video and explaining it so well
Neat little tip for barrier champs is that if you die to them before they put they’re shield up and it’s low hp if you respawn and don’t alert any enemies they won’t put up their shield. So you have a chance to insta kill them with something like a rocket. Something I noticed while doing solo lost sectors.
That works only some of the time. I've had times where it worked like a charm 3 separate times and times where I couldn't keep it at low health to save my life. Be careful with it and count yourself lucky if it happens. Definitely take advantage of when it does, though.
Just wanted to add something here that I didn’t hear in the video. The perk adaptive munitions will let your weapons capable of stunning barrier champions do much more damage to their shields. I am not sure of the percentage but for example, I have a lightweight pulse rifle with adaptive munitions that does anti barrier rounds this season and I am able to 3 bursts a champion by myself in a GM. Another good example is the pointed inquiry, if the seasonal mods call for it and it is anti barrier scout, you are able to 2 tap a champion shield on GM. I would say everytime you get a weapon with adaptive munitions just keep it in your vault if you think it could be a good anti barrier weapon, they provide a lot of good utility, especially considering legendary primaries can feel kind of bad in endgame content sometimes.
There is one thing I can add to this video, specifically the chill clip section. If you are radiant and you shoot a chill clip shot at an overload champion, the shot will stop their health regeneration, however, it will NOT stop the champion from chasing you and/or attacking you. The only attack I've found it stopping is the retaliation shots that overload taken hobgoblins shoot.
As someone who has played Destiny since D1 Beta way back in the day, through D2's launch I still watch these. Also it's amazing how much stuff in the game, Bungie either A: Doesn't tell you how to do something or B: Goes into very little detail about how to do it beyond, Barrier Champions need this, Unstoppables need that but then go into no other details beyond that when really they probably should.
One more thing I don't think was mentioned. In different level activities the champs recovery phases has different times. For barrier/overloads their health will Regen at different speeds.
I think is also worth saying that the stun timer against a champion is dependant on the level of the difficulty. A champion remains longer in the stun state in low level content, in master and grandmaster they recover faster from the stun state.
As someone who is still pretty new, even though I’ve hit 1810, I really appreciate this. I know I’ve done a bunch of stunning before, just didn’t know how I was doing it. I’d really appreciate an up to date armor guide. I still have absolutely no idea how armor works in this game.
One big tip about barrier champions and freeze, if you put a duskfield at them BEFORE they pop their shield, it'll keep working inside of it, stunlocking him out of the shield for a free kill
As a quick addendum, you can actually suspend Barrier champions if their barrier is up, if you shove the suspend source inside the barrier. IE, you can run up to a Barrier champion with its barrier up, and pop your Drengr's Lash barricade and suspend them.
I have played since the game went f2p and i still found a lot of this info useful. I was wondering why radiant wasn't working but it turns out it is because i usually have an smg with overload equipped. Good video, appreciate it
Le monarque can also stun multiple overloads at once with the poison spread effect. I found this very useful in particular master lost sectors where overload taken hobgoblins had a tendency to bunch up in pairs
FYI - you can still use suspend during a barrier bubble if you manage to step inside their bubble and throw a shackle grenade inside, it'll stop the health Regen and suspend them.
To add to the overload champ health regen part (and their ability spam and increased damage), I think of it as a separate invisible on/off light switch. Anti-overload anything will turn that switch to off for ~3 seconds. It can be, and should be, reapplied repeatedly, especially during the normal “recovery” period. The stun noise and text chat stun is mainly the “stop them from attacking” portion, you need to mentally keep track of the health regen light switch so you can apply anti-overload to keep it from turning back on. Tractor Cannon can also apply suppress to stun overloads, but is less used as it’s pretty ammo inefficient and low damage compared to other heavy weapons, even with the damage debuff.
One small note: While you have radiant procced,I've noticed that chill clip fusions don't actually "stun" overload champs,they do stop them from regening health,but they won't stop shooting you.
I'm glad someone is pointing this out, because I thought with the changes people would actually bring champion stun capabilities. HOWEVER, most of the time people STILL somehow don't stun champions in nightfalls
Thanks for the video - really learned a lot as I was almost exclusively using strand first. Now I understand better what other subclasses and builds I can use
One note is that you don't have to deal any damage with Overload Auto Rifle, SMG, or Machine Gun to proc Overload. You only need to hold down the trigger for 1.4 seconds for autos, or 1 second for smg/lmg. You can shoot a wall behind cover and peek after a second when your Overload comes up if you need to be that careful about not exposing yourself for as long.
There's a few more exotics that can help stun champions: DARCI jolts, so it can stun overloads; Polaris Lance and One Thousand Voices scorch and can easily cause ignition (unstoppable). Skyburner and Prometheus also scorch, but it's going to be tough to make an ignition out of them, so they're not a good pick against unstoppables. Two Tailed Fox scorches, suppresses, and with the catalyst jolts, so it's extra strong against overloads, and can cause an ignition for unstoppables (two rockets I believe). Can't recall any others right now. edit: thought of new ones Cryostesia can freeze and slow (overload + unstoppable) though it's not easy to setup the new exotic bow can freeze (unstoppable); also not easy to setup Winterbite can slow and freeze; Salvation's Grip can freeze (unstoppable) Aegis scepter can slow and freeze (overload + unstoppable) Ruinous effigy can suppress (overload); hard to setup Tractor cannon can suppress (overload)
I think these videos are great because it covers things you’d think people would *intrinsically* know, but that’s not the case for a good chunk of people.
Veteran here. Still learnt something, though. Specifically, the thing about voltshot procing on weapons with other champion stun mods. Great vid. Would still have watched even if I had a doctrate in champion stunning. We need more vids like these that explain the intricacies Bungie does not.
Community: “Datto is Elitist, he doesn’t understand the player base” Eliteist Datto: Makes user friendly videos for people to get better at the game. Seriously, the community complains about the game’s difficulty but the community doesn’t understand how beautifully complex Destiny is. It challenges you in many ways and helps you grow. Datto is my favorite streamer because he calls it like he sees it and also offers soooo many resources for people to get better at the game.
My Champion advice for people struggling, when in a fight with champions, the only ones that need to be dealt with right away are Unstops. Barriers and Overloads will require special attention to kill and are passive, so you can just stun them occasionally while dealing with the trash mobs to make your life easier. Unstops however, have different AI in that they will always hyper aggro rush the player, meaning that you can peel an unstop away from the rest of the fight to deal with it, then re-engage the rest of the room (Example: In the final room of the Skydock IV Lost Sector, an Unstoppable will spawn. You can get this unstoppable to chase you through the narrow tunnel and around the corner to deal with it without any of the Psions or Legionaries being able to see you)
There is one exception to the Radiant Anti-Barrier rule. Using Well of Radiance will convert any weapon to Anti-Barrier, even weapons that have other Champion-stunning abilities (Overload and Unstoppable). As long as you are within the Well, any weapon counts.
Regarding Overload and slows, I have noticed that being Radiant while having Chill Clip would result in the Overload champion not being stunned. I'm not sure if this is consistent behaviour as I haven't run that combo since, but just something to keep in mind.
A note for using overload bows, the bow gains champion stunning capabilities only when the bow string is fully drawn back, it wont stun unless you fully draw the bow
i did the master weekly mission the other day and man that overload was tough, because the regeneration is so fast and it was one of the teleporters. i tried chill clip fusion (didnt work because of the teleport), smg (didnt work because it proccing on continuous fire only means theres enough time to die in one shot), monarque (really thought that would work because of the poison, but the champ recovered 40% health in between two monarque shots, the poison somehow did not proc overload as soon as he was active). so i ended up at thunderlord and that worked great. instant stun with the first bullet, you can just keep shooting, no need to switch between a dps weapon and the overload weapon, just wait until hes in a spot where you can deal with him alone and hold fire. i just shot through his recovery period as to get the stun again as soon as possible, if you position yourself right he cant get to you before hes vulnerable again, so literally just keep shooting. compared to all other option where you need to juggle weapons, get the timing right otherwise all your damage is undone this felt super safe and consistent.
Speaking of Conditional Finality, between the freezes and it's reasonably quick reload speed, you can *usually* get two bursts off to dunk on a Barrier Champion before the shield even goes up. For Unstoppables with CO, I instead freeze, melee to stun with the Shatter, then fire the second shot, as it's a bit more ammo-efficient. Conditional Overload's burst damage is generally great as a whole, so I've found myself sticking to it a lot since it plays so well into Champions' shorter vulnerability phases.
Fun Fact: as long as you're constantly hitting an overload with le monarque, you can kill it by yourself on GM difficulty (especially if it's void singe). Tested it out on mu hunter (without volatile build) on a captain, minotaur, and taken gobbie. As long as you're getting that perfect draw and at least hit it over and over (crit not required) it will die... at some point. Really good for team play so you can distract an overload while your teammates get rid of the ads or do something else.
Despite having played for a long time since champions were added, Ive only recently found time to get into high end content thats difficult enough champions actually matter. The specifics that overloads need to keep being hit after recovering never really crossed my mind because they usually get melted by Parasite and a finisher. That mindset though doesnt really work in master lost sectors though so knowing the more minor details of champs has been very insightful!
Two tailed fox is great for overloads because the void rocket comes first, meaning if you have catalyst, the solar and arc rockets do full damage while they're stunned and the reload is long enough that you'll reapply suppression as they recover, so if you have an smg or auto, shoot the overloads with two shots from two tailed, reload, then switch to SMG or auto to restun and damage (and likely kill at this point) the overload
Exotics that have subclass keywords or verbs also stun champs. Conditional Finality’s shatter AND ignition shots stun unstops, Touch of Malice’s Charged with Blight blinding shot also stuns unstop champs, Outbreak Perfected’s SIVA nanites help pierce barrier champs if anti-barrier pulse is available from the artifact, I believe Sunshot’s solar explosions can stun unstop champs if your solar subclass is built towards ignitions, Skyburners Oath when using hip fire applies scorch and enough scorch stacks ignite stunning unstops, Polaris Lance’s Perfect Fifth can stun unstops, Delicate Tomb’s Tempest Cascade can disrupt overloads, Tractor Cannon’s suppression can also disrupt overloads, updated DARCI can jolt and disrupt overloads, Two-Tailed Fox’s suppression rocket disrupts overloads, Salvation’s Grip is good for unstops
I’ve been having a lot of success using osteo striga with the overload smg perk since the poison counts towards resetting the overload timer and you can usually get a large mag from explosions so that you can do lots of damage up front and then run away to get any more stubs that you need when you run out of ammo
Depending on artifact most selection, you can go full anti-champ (ex. AP Pulse, O/L SMG/Auto, and Leviathan's Breath [accurate as of season 20]). Mods, fragments, and aspects can supplement damage for ad-clear or DPS. Granted, may be noob level, but it has worked for me for 2 seasons (Seraph and Defiance).
Idk if this has been posted yet but Strand counters barriers extremely hard because you can suspend them when they pop their shield by walking in the bubble with them and suspend them inside the shield which takes them out of it immediately
i love watching these videos even as someone with thousands of hours 😭
same lol
Same
its like validation, youre hoping that datto says the correct way is how you already were doing it.
at least thats how it is for me lmao
No need to cry about it
Always something to learn or something to remind yourself on.
Bunch of notes on certain champions to help players fight them even more:
- Unstoppable Taken Phalanx & Cabal Incendior have to charge their strong attack before you take a big hit, meaning you can bait them into doing it by going around a corner or a rock, which immobilizes them for a bit and keep them from dmging you.
- Overload Taken Hobgoblins can still unleash their Retaliation blasts while stunned if you provoke them before disrupting them. Be careful about damaging them before disrupting them.
- All Barrier Champions may not regenerate their health if they have no targets in range (you or another race). So if you die against a barrier, it may not put its barrier up after you die, since it has nothing else to provoke it (the enemy will likely become docile and roam around like a regular ad). However, if this happens, and you provoke it, it will IMMEDIATELY throw its shield up to regenerate health. This doesn't always happen, but its nice to know.
- All Overloads can still regenerate health while frozen and not stunned. However, this regeneration is far more tame that normal (as in it's slower than usual). So just because he can't move or attack, doesn't mean he isn't getting healthy.
- Unstoppable Abominations are very slow while attacking and their attacks aren't as powerful as others. Time your shots while they attack and you'll be fine.
- Unstoppable Ogres are by far the most dangerous champion outside of its stun state. Their beams melt, their slams are usually OHKOs, they are very fast, and ofc, cannot be "staggered" (as in doing massive dps to put them on the back foot) like Barrier and Overloads. Use caution. See Overload & Unstoppable below for stun states.
- Barrier Servitors (assuming it's still like this) during their stun state will look up slightly after they are pierced (and just sitting there). So what? Well, their crit spot is actually shifted off of their eye during this time if you are attacking at a level field or slightly below them. If you aren't getting crits, even if shooting its eye, adjust your aim or positioning accordingly.
- Overload Minotaurs will very likely begin charging at you, spawning in and out of existence as they approach you (they want to punch you). Follow their rhythm of teleports and remember it. This will help you time your shots and prevent wasted abilities.
- Overload & Unstoppable Champions have rings around them or some root looking thing sprouting from them. While these are bright and white, they CANNOT be stunned. When these accessories turn dark and brown, that is when they can be stunned again.
- Overload Captains teleport a TON. Watch its red fade effect for the direction it is going. If you can't see the dude, either he went behind an obstacle, or you are about to get cooked from behind. Deal with them asap when safe.
- Overload Scorn Chieftains will CONSTANTLY spawn those little elemental trinkets. These are Solar (burn you), Arc (suck you), and Void (protect them and nearby enemies). Imo, these cats are TOP priority in higher content since they can protect entire rooms. Even if you destroy a void one, he may spawn another as soon as you destroyed it. There may be multiple trinkets from one Champion at any given time.
- Barrier Colossus and Vex Hobgoblins do big damage while using their Solar weapons (minigun and sniper, respectively). Bait their attacks, and then stun from another angle. On higher difficulty, charging at these guys head-on is practically suicide.
- Overload effects are not just bound to bullets on a weapon. Ex. An Overload Champion that is poisoned with Overload Osteo Striga will constantly have Overload rounds on them (the poison can stun them twice even). Experiment with weapons effects to see what can work for you.
EDIT: - Certain Overload and Unstoppable Champions can be jumped over without taking damage at all (ex. Overload Minotaur, Unstoppable Incendior, Unstoppable Taken Phalanx). If you are getting charged at by one of these guys, charge back at them and jump over them. If done properly, their melee or boop attack will completely miss you. This maneuver takes practice and is high risk, mid reward. Good for being caught in bad situations.
If you know any other tips, lmk, I know I'm forgetting some good ones. (Check replies)
Very well said, You actually spoke of each different factions champions, and spoke of their quirks. EDIT: High level Overload and Barrier champs are very scary regeneration rate, DO NOT LET THEM GET A MOMENT TO REGENERATE.
To add on to your last one, any kind of extra effect counts as weapon damage, on a champion. Payload perks count as two hits, kinetic tremors' AoE counts as hits (this has saved me a number of times when having to reload). This even makes it possible to stun a champion with splash damage.*
-Barrier champions have marks on their health bars health bar which indicate the point at which they'll activate their barrier. So if you keep an eye on that you can time your reloads and/or weapon switches to be ready to lay in on them as soon as they start to raise their barrier or bait it out.
On that note, as soon as a barrier starts their animation for activate their barrier you can start shooting to break it and stun them. This allows you to prevent any health regeneration.
-Overloads: continuously shooting them with an overload weapon will now prevent them from activating their health regeneration. So, just keep laying into them.
-Last point is not about champions themselves, but the so called champion mods: the mods affect ALL enemies, not just champions. Unstoppable rounds will stagger all unshielded enemies (well, as long as their not immune to stagger), anti-barrier will do extra damage to shielded enemies (excluding immune effects), and most importantly, overload rounds will delay enemies ability regen and reduce their damage output. You should always be using overload rounds, even if there are no overload champions (a great secondary benefit of Divinity).
*Well, at least I hope I'm not misremembering this.
@Welverin That last tip is incredible info, and I can't believe I forgot to include it. Btw, "Immune" is special. If a regular Vex Hobgoblin puts his shield up to regenerate and become immune, Anti-Barrier goes through that. Same with Hive Knight shields, Cabal Phalanx shields, but NOT Taken Phalanx shields. It's a case by case basis.
- I'm not sure if it's placebo, but from Season 9 onward, I'm pretty sure aiming for an Anti-Barrier's crit spot does more damage to their shield than just shooting them anywhere else.
Good shouts, dude.
Not sure if datto mentioned it but with barriers you don't actually have to break the barrier to stop their regen so long as you have a weapon with anti-barrier you can just continuously tap away at their shields to stop them regenning. This isn't an issue nowadays but in the past barrier shields could literally take you a mag and a half to break, however in today's world it's still worth knowing you can at least delay the regen even if you don't have enough shots to break the barrier, then you can reload and break it when it puts it up again.
a niche tip for barriers, the barrier is not actually a physical barrier, you can go trough it, this allows u to throw something like a stasis cristal, shackle grenade or suspend effect like hunter and titan class ability, this will interrupt its barrier, as long as you do the action while inside the barrier
00:13 You’re right, but you’re Datto. So I must watch
This is the way
For more mid tierish content the cryostesia 77k is fun to use as a way to counter both barrier and unstoppable champs with the piercing sidearms artifact mod this season and it being able to freeze unstops
With the buff it’s good in GMs now
@@jmuk3571 good to know
Shouldn’t it also stop overload with the aoe slow thing? Or is the slow just for pvp?
@@thedeanmachine704 i think the slow is only in pvp
@@thedeanmachine704 Indirect hits only slow in PvP, in PvE Cryo's special shot will always freeze as long as it hits or is close to an enemy.
Another tip! Tractor Cannon applies the suppression debuff making it effective at stunning Overload Champions!! (-:
As does Wavesplitter on sustained fire now.
So does collective. Which means collective can stun barriers with anti pulse and still stun overloads with suppression.
@@Brian-wp9er with a controlled demolition supression grenade, void leech is technically capable of stunning both barrier and overload at once, while applying a 15%(?) debuff with Undermining
@@looksnormal sadly void leech doesnt give volatile rounds as a perk, so it doesnt work for barrier champions. With gyrfalcons hauberk or echo of inatability though, you do get volatile rounds. So when unstoppable pulses come around, you can stun all champions with it
DARCI as well, since it now applies Jolt on hit. Of course that would require running DARCI, but it's a choice none the less
Haven't seen enough people mention this - this season only, if you use the added scorch artifact mod for firebolt grenades, instead of throwing the firebolt on the ground you should throw it so it IMPACTS the target, because the impact will also apply scorch in addition to the regular lock-on from the nade, which will cause a GUARANTEED ignition, so long as the grenade hits the target directly. Very good for unstops obviously but also for causing as many ignitions as you like.
I just let my teammates deal with all the champions
Another thing people have yet to mention - Collective obligation can stun 2 different champions at once. Barriers with anti pulse, and overloads with suppression effects.
@@Argonian0727 so how do you get new exotic armors then, hmmm?
@@Argonian0727 not a good plan if you run into people who have the same plan because then you don't have good experience managing them
@@uncoveredkhan09gaming38 probably as I and many others do, we don't
Note about Shatter/Ignitions vs. Unstoppables: You don't need to ignite/shatter them directly, just deal that damage type. So if you ignite a target next to the champ, the champ will still stun.
Same for jolt, jolt damage is the thing that stuns overloads, not jolt itself. So applying jolt to an overload wont stun it, while dealing jolt damage, with it coming either from another enemy or from the champion itself will
THIS NEEDS TO BE AT THE TOP!! igniting or shattering a random enemy next to an unstoppable is probably more effective than just taking the champ on directly
For vets, this is Comfy FIreside Chat - for newer players, this is vital; Datto stays winning
Best comment.
Something to note about jolt & overloads it that it’s not the application of jolt that stuns the champion, just taking jolt damage whilst being jolted. So you can jolt an overload and so long as you keep damaging it, it’ll remain overloaded until the jolt debuff ends, which can sometimes be long enough to stun the champion twice from the same jolt procc.
fantastic work with this datto. I appreciate that you added clips of you slowly stunning champs, it really helps drive the points you're making home. I knew all this already, but I'm sure there are tons of people that need this video.
Great video! Was going to make one of these myself, but you explained everything better and more succinctly than I ever could have! Good job GOAT!
1 thing to note is all these anti champion things have 2 distinct effects.
1 is the ability to stun champions. Hitting an active overload or unstoppable champion with the effect makes them stunned, and depending on the difficulty of the content they stay stunned, then go into the recovery phase, then return to normal where they can be stunned again.
The second effect is what the mods actually list, and these work against everything.
Overload stops health Regen, ability regen, and decreases the enemies outgoing damage. Overload champions have health Regen, really fast ability regen, and deal more damage. Overload effects remove all 3 of these buffs for ~3 seconds. That's why you have to continually reapply overload, these effects are separate from the actual stun. It also allows these effects to be used against other enemies. Overloading a knight will prevent it from using a shield, overloading an ogre will prevent it from regenerating health when it enrages. Overloading any enemy will make them deal less damage.
Unstoppable rounds are also like this. They stagger unshielded enemies. This lets them momentarily stop even boss tier enemies. Unstoppable champions happen to have damage resistance when they aren't staggered, which lines up with its stun, but it's still worth mentioning that it works outside of champions.
Anti-Barrier effects are also like this. They can go through most non-elemental shields in the game.
I just thought it was important to point out that these effects do a thing AND also stun champions.
Coming back to D2 after almost a year. I DESPERATELY needed this type of detailed guide, especially regarding to subclass effects to stun champs. Thanks daddy Datto
You can also manipulate how champions move!
Whenever an Overload is charging toward you, if you stand on ground that they cannot walk on, they'll slowly walk back toward their original spawn point. This is useful for isolating them, like in Perdition with its 2nd Overload. I'm not sure if it's applicable to Unstops though.
“But why bother when my teammates can just kill them”
- All of LFG
Freezing a champ also makes them immediately restunnable by bypassing the recovering phase which can be useful when an unstop is charging you but you can't stun them
Important to note that hunter tether will apply suppression which will stun overload champions
As a Side note: Two Tailed Fox also has "Built-in" overload, the 2nd rocket supresses and the 3rd rocket (from the catalyst) jolts.
The 1st rocket is void 2nd is solar so 2nd rocket is great if you run dominant solar builds because you just need slightly more scorch to ignite for unstops and you can still use radiant to counter all barriers
FINALLY I understand overload, I've known about the Active, Stunned, and Recovery phase but I had no idea you had to hit it with overload in its recovery phase as well
This is why Lemon bow is so good against Overloads. Anytime I see Overload as a LS perk, I am grabbing Lemon.
The new stasis bow, 'Verglas Curve' is an outlier, at least whilst overload bow is around, as you can also stun unstoppable champions by freezing and then shattering them. It makes for a fantastic all-round weapon in GMs.
Two Tailed Fox is also useful for champions, mostly barrier and overload champions. Since you can apply volatile rounds to it and it has both suppression and jolt intrinsically if you have the catalyst
It can cause Ignitions so it can stun Unstoppables as well
No matter how long I have played a game, I still will always learn something from a 101 video like this. Thanks.
even as someone who has played over 1500 hours, this still had some pretty useful info and it was laid out in a way that was super useful. if introduce any new people to the game ill definitely show them this video
Main takeaway from this video: chill clip is insane and we should all be using it
This is good stuff, Datto! Thank you. Along with your gameplay breakdown/coaching videos, this is a great resource for folks who are just dipping their toes into higher-level content.
Honestly this was the most useful thing I've seen in a while. The 'stun and burst strategy' works ok in lower-end content so I never realized there was so much nuance in dealing with champions. This is definitely going to change how I play.
I routinely farm GM’s. Master raids. Low man’s. Day 1’s. I still watch datto explain the most basic stuff I can’t help it I have to watch and I can’t explain why.
Running Voltshot for crowd control is handy when you've got champions mixed in because all the arc jumping around will keep them stunned while you clean up the mobs. That way you can focus on the champion without being shot up by harpies or whatever.
I was doing some weekly mission farming and it was great for clearing mobs and keeping the champions stumbling.
He has spoken.
Everything explained, well structured and not getting too deep into some very specific unimportant examples. This game changes so fast and so much since Beyond Light. Videos like this are so needed if you want to do GM after just one or two seasons break from the game.
No matter how many hours i put into destiny i will always watch your videos 🙌🏼
A fun interaction (although not something to rely on outside of seasonal content) is that hunter's gunpower gamble aspect technically counts as ignition damage, which means it's capable of stunning unstoppable champs.
As someone who's just started to poke their head into content with chmpions this video is very useful thank you
there are several finisher bonuses you can incorporate into enhancing your performance as well which include healing, over shields, and cooldown reduction for skills. Void subclasses have a aspect that can make you go invisible for any class, and strand has a finisher to spawn threadlings.
Gread vid as usual! One small consideration that I didn't see mentioned: Barrier and Overload health regen scales with activity difficulty. In something like a Hero nightfall or a legend lost sector, it takes them several seconds to recover from ~33% health to full, but in a GM it takes them *maybe* 1.5 seconds. Not a huge issue if you're handling them correctly (i.e. clear out trash mobs, *then* tackle the champ), but just be aware that you need to be much more diligent with them in higher-level content.
Always down to watch one of your videos to gain some small bit of insight I may have missed or overlooked. Coming back to the game and seeing abilities be able to stun champions was fantastic.
A big problem that newer players face, is that they won't have high-stat, maxed out armour + mod slots. It took me the better part of two seasons to be able to complete a legend lost sector. And I still don't have maxed out armour. Power level helps, though, and shackle grenades.
datto i don’t think you understand how much this helps my friends who have just recently gotten back into the game
Strand suspend can also be very useful for managing Overload Captains as it will hold them in place. If you are having a hard time hitting them because of how often they teleport, this can be a useful tool
Unstoppables: Unload Conditional Finality into them until they die
Overload: Do a quick stun then unload Conditional Finality into them until they die
Barrier: Unload Conditional Finality into them until they raise their barrier, walk into their barrier, then unload Conditional Finality into them until they die
I didnt know people needed a guide, but love the content and the bettering of the community lol
I played D1 and D2 for 6 years then stopped in 2020. recently came back and was VERY confused by the champions. Appreciate the video.
Barrier champions can also effectively be stunned by conditional finality - if you walk into the barrier and freeze them, they drop it and don't heal
Man there's a fair amount of nuance I wasn't aware of. I was curios about those red numbers and hadn't quite pieced it together as I tend to get tunnelvision ingame. Also that overload bit was extremely helpful and really brings light as to why freeze was so bad for them and why they went with slow stalling them. Also makes sense why thunderlord got overload rounds. To constantly apply it. It definitely seems like a big one eighty over the other two where you want to stop to conserve ammo. But with overload you want to keep dumping. This was extremely helpful and helps shed light on a number of things I hadn't quite pieced together but "felt" when I played if that makes sense.
*Collective Obligation* is great for Overload/Barrier on demand since you can store them and choose to fire them whenever. Storing Suppress and Volatile lets you deal with multiple champs in a room
Jolt and Blind stunning overloads and unstoppables is part of why I love arc hunter so much - the dodge/punch combo applies jolt, and punching a jolted target blinds them.
hi i am noob player :D
i got all the expansions gifted to me by my best friend recently, so i really got into the game.
i really appreciate these videos! and i hope you make more since i have a lot to still learn! :)
I'm glad I watched this refresher. Seeing the other Overload options was great because SMG/Auto overload is just awful at higher difficulty. Getting overload rounds in during recovery(not stunable yet) to prevent the healing is pretty important as it can begin healing faster than the recover ends and the timing of overload on SMG/Autos sucks solo. (Also particularly overload minotaurs basically rushing you like a regenerating unstoppable is a nightmare)
I'm just getting back into Destiny 2 and this helped alot. Before I was just shooting randomly killing things until I finally tried Legend lost sector and got eviscerated. I didnt even know that this was so worth it. Thank you for the video and explaining it so well
Neat little tip for barrier champs is that if you die to them before they put they’re shield up and it’s low hp if you respawn and don’t alert any enemies they won’t put up their shield. So you have a chance to insta kill them with something like a rocket. Something I noticed while doing solo lost sectors.
That works only some of the time. I've had times where it worked like a charm 3 separate times and times where I couldn't keep it at low health to save my life. Be careful with it and count yourself lucky if it happens. Definitely take advantage of when it does, though.
Noticed that too👌
Keep up the good work Datto!
Just wanted to add something here that I didn’t hear in the video.
The perk adaptive munitions will let your weapons capable of stunning barrier champions do much more damage to their shields. I am not sure of the percentage but for example, I have a lightweight pulse rifle with adaptive munitions that does anti barrier rounds this season and I am able to 3 bursts a champion by myself in a GM. Another good example is the pointed inquiry, if the seasonal mods call for it and it is anti barrier scout, you are able to 2 tap a champion shield on GM. I would say everytime you get a weapon with adaptive munitions just keep it in your vault if you think it could be a good anti barrier weapon, they provide a lot of good utility, especially considering legendary primaries can feel kind of bad in endgame content sometimes.
Love these videos Datto! You should make more coach videos, they've helped a lot.
There is one thing I can add to this video, specifically the chill clip section. If you are radiant and you shoot a chill clip shot at an overload champion, the shot will stop their health regeneration, however, it will NOT stop the champion from chasing you and/or attacking you. The only attack I've found it stopping is the retaliation shots that overload taken hobgoblins shoot.
As someone who has played Destiny since D1 Beta way back in the day, through D2's launch I still watch these. Also it's amazing how much stuff in the game, Bungie either A: Doesn't tell you how to do something or B: Goes into very little detail about how to do it beyond, Barrier Champions need this, Unstoppables need that but then go into no other details beyond that when really they probably should.
It's fun to watch these even knowing how to demolish any and every champ
One more thing I don't think was mentioned. In different level activities the champs recovery phases has different times. For barrier/overloads their health will Regen at different speeds.
I think is also worth saying that the stun timer against a champion is dependant on the level of the difficulty. A champion remains longer in the stun state in low level content, in master and grandmaster they recover faster from the stun state.
That unstop and overload scout rifle point you made is something I didn't know about! I'll have to get my crafted one out of the vault now!
As someone who is still pretty new, even though I’ve hit 1810, I really appreciate this. I know I’ve done a bunch of stunning before, just didn’t know how I was doing it. I’d really appreciate an up to date armor guide. I still have absolutely no idea how armor works in this game.
Excellent guide for my new light friends, thanks again Datto!
Great informative vid! Hoping for new enemies like hive guardians or tormenters further in the future from D2.
Any weapon that has intrinsic anti-champ capabilites cannot gain a new one.
@@Vynirian then I am a goober and titan main through and through, (but Lazer pistol go BRRRRRRRT!)
Damn. I didn't realize how much I needed this going into my 9th year of Destiny.
One big tip about barrier champions and freeze, if you put a duskfield at them BEFORE they pop their shield, it'll keep working inside of it, stunlocking him out of the shield for a free kill
As a quick addendum, you can actually suspend Barrier champions if their barrier is up, if you shove the suspend source inside the barrier. IE, you can run up to a Barrier champion with its barrier up, and pop your Drengr's Lash barricade and suspend them.
I’ve got 5000+ hours on this game and D1 and I still watched this video. Love your content Daddo
The good part about suppression doing overload is that it allows the collective obligation to do both overload and barrier
I have played since the game went f2p and i still found a lot of this info useful. I was wondering why radiant wasn't working but it turns out it is because i usually have an smg with overload equipped. Good video, appreciate it
Le monarque can also stun multiple overloads at once with the poison spread effect. I found this very useful in particular master lost sectors where overload taken hobgoblins had a tendency to bunch up in pairs
FYI - you can still use suspend during a barrier bubble if you manage to step inside their bubble and throw a shackle grenade inside, it'll stop the health Regen and suspend them.
really? wow but I mean that's basically suicide unless they're not looking at you
Wow I'm conquerer x8 and I was just thinking about how do you stun Champs, this guide will come in clutch for GMs this season!
To add to the overload champ health regen part (and their ability spam and increased damage), I think of it as a separate invisible on/off light switch. Anti-overload anything will turn that switch to off for ~3 seconds. It can be, and should be, reapplied repeatedly, especially during the normal “recovery” period. The stun noise and text chat stun is mainly the “stop them from attacking” portion, you need to mentally keep track of the health regen light switch so you can apply anti-overload to keep it from turning back on.
Tractor Cannon can also apply suppress to stun overloads, but is less used as it’s pretty ammo inefficient and low damage compared to other heavy weapons, even with the damage debuff.
One small note: While you have radiant procced,I've noticed that chill clip fusions don't actually "stun" overload champs,they do stop them from regening health,but they won't stop shooting you.
I'm glad someone is pointing this out, because I thought with the changes people would actually bring champion stun capabilities. HOWEVER, most of the time people STILL somehow don't stun champions in nightfalls
Thanks for the video - really learned a lot as I was almost exclusively using strand first. Now I understand better what other subclasses and builds I can use
One note is that you don't have to deal any damage with Overload Auto Rifle, SMG, or Machine Gun to proc Overload. You only need to hold down the trigger for 1.4 seconds for autos, or 1 second for smg/lmg. You can shoot a wall behind cover and peek after a second when your Overload comes up if you need to be that careful about not exposing yourself for as long.
There's a few more exotics that can help stun champions: DARCI jolts, so it can stun overloads; Polaris Lance and One Thousand Voices scorch and can easily cause ignition (unstoppable). Skyburner and Prometheus also scorch, but it's going to be tough to make an ignition out of them, so they're not a good pick against unstoppables. Two Tailed Fox scorches, suppresses, and with the catalyst jolts, so it's extra strong against overloads, and can cause an ignition for unstoppables (two rockets I believe). Can't recall any others right now.
edit:
thought of new ones
Cryostesia can freeze and slow (overload + unstoppable) though it's not easy to setup
the new exotic bow can freeze (unstoppable); also not easy to setup
Winterbite can slow and freeze;
Salvation's Grip can freeze (unstoppable)
Aegis scepter can slow and freeze (overload + unstoppable)
Ruinous effigy can suppress (overload); hard to setup
Tractor cannon can suppress (overload)
I think these videos are great because it covers things you’d think people would *intrinsically* know, but that’s not the case for a good chunk of people.
Veteran here. Still learnt something, though. Specifically, the thing about voltshot procing on weapons with other champion stun mods.
Great vid. Would still have watched even if I had a doctrate in champion stunning. We need more vids like these that explain the intricacies Bungie does not.
Community: “Datto is Elitist, he doesn’t understand the player base”
Eliteist Datto: Makes user friendly videos for people to get better at the game.
Seriously, the community complains about the game’s difficulty but the community doesn’t understand how beautifully complex Destiny is.
It challenges you in many ways and helps you grow.
Datto is my favorite streamer because he calls it like he sees it and also offers soooo many resources for people to get better at the game.
Oh that's me not shooting the Unstoppable properly at 4:10 ! I made it into a video POG
My Champion advice for people struggling, when in a fight with champions, the only ones that need to be dealt with right away are Unstops.
Barriers and Overloads will require special attention to kill and are passive, so you can just stun them occasionally while dealing with the trash mobs to make your life easier. Unstops however, have different AI in that they will always hyper aggro rush the player, meaning that you can peel an unstop away from the rest of the fight to deal with it, then re-engage the rest of the room (Example: In the final room of the Skydock IV Lost Sector, an Unstoppable will spawn. You can get this unstoppable to chase you through the narrow tunnel and around the corner to deal with it without any of the Psions or Legionaries being able to see you)
Good stuff Datto… I learned some tips and tricks here. Gracias amigo!
There is one exception to the Radiant Anti-Barrier rule. Using Well of Radiance will convert any weapon to Anti-Barrier, even weapons that have other Champion-stunning abilities (Overload and Unstoppable). As long as you are within the Well, any weapon counts.
As a player who recently came back to the game after leaving back in 2018, thanks for this, Datto.
Regarding Overload and slows, I have noticed that being Radiant while having Chill Clip would result in the Overload champion not being stunned. I'm not sure if this is consistent behaviour as I haven't run that combo since, but just something to keep in mind.
A note for using overload bows, the bow gains champion stunning capabilities only when the bow string is fully drawn back, it wont stun unless you fully draw the bow
i did the master weekly mission the other day and man that overload was tough, because the regeneration is so fast and it was one of the teleporters.
i tried chill clip fusion (didnt work because of the teleport), smg (didnt work because it proccing on continuous fire only means theres enough time to die in one shot), monarque (really thought that would work because of the poison, but the champ recovered 40% health in between two monarque shots, the poison somehow did not proc overload as soon as he was active).
so i ended up at thunderlord and that worked great. instant stun with the first bullet, you can just keep shooting, no need to switch between a dps weapon and the overload weapon, just wait until hes in a spot where you can deal with him alone and hold fire. i just shot through his recovery period as to get the stun again as soon as possible, if you position yourself right he cant get to you before hes vulnerable again, so literally just keep shooting. compared to all other option where you need to juggle weapons, get the timing right otherwise all your damage is undone this felt super safe and consistent.
I knew all this but watched it for fun. Very good breakdown. All new players should watch
These videos really help, thank you datto.
Speaking of Conditional Finality, between the freezes and it's reasonably quick reload speed, you can *usually* get two bursts off to dunk on a Barrier Champion before the shield even goes up.
For Unstoppables with CO, I instead freeze, melee to stun with the Shatter, then fire the second shot, as it's a bit more ammo-efficient.
Conditional Overload's burst damage is generally great as a whole, so I've found myself sticking to it a lot since it plays so well into Champions' shorter vulnerability phases.
Fun Fact: as long as you're constantly hitting an overload with le monarque, you can kill it by yourself on GM difficulty (especially if it's void singe). Tested it out on mu hunter (without volatile build) on a captain, minotaur, and taken gobbie. As long as you're getting that perfect draw and at least hit it over and over (crit not required) it will die... at some point. Really good for team play so you can distract an overload while your teammates get rid of the ads or do something else.
Despite having played for a long time since champions were added, Ive only recently found time to get into high end content thats difficult enough champions actually matter. The specifics that overloads need to keep being hit after recovering never really crossed my mind because they usually get melted by Parasite and a finisher. That mindset though doesnt really work in master lost sectors though so knowing the more minor details of champs has been very insightful!
Two tailed fox is great for overloads because the void rocket comes first, meaning if you have catalyst, the solar and arc rockets do full damage while they're stunned and the reload is long enough that you'll reapply suppression as they recover, so if you have an smg or auto, shoot the overloads with two shots from two tailed, reload, then switch to SMG or auto to restun and damage (and likely kill at this point) the overload
Exotics that have subclass keywords or verbs also stun champs. Conditional Finality’s shatter AND ignition shots stun unstops, Touch of Malice’s Charged with Blight blinding shot also stuns unstop champs, Outbreak Perfected’s SIVA nanites help pierce barrier champs if anti-barrier pulse is available from the artifact, I believe Sunshot’s solar explosions can stun unstop champs if your solar subclass is built towards ignitions, Skyburners Oath when using hip fire applies scorch and enough scorch stacks ignite stunning unstops, Polaris Lance’s Perfect Fifth can stun unstops, Delicate Tomb’s Tempest Cascade can disrupt overloads, Tractor Cannon’s suppression can also disrupt overloads, updated DARCI can jolt and disrupt overloads, Two-Tailed Fox’s suppression rocket disrupts overloads, Salvation’s Grip is good for unstops
I’ve been having a lot of success using osteo striga with the overload smg perk since the poison counts towards resetting the overload timer and you can usually get a large mag from explosions so that you can do lots of damage up front and then run away to get any more stubs that you need when you run out of ammo
I recently learned that Touch of Malice's Charge With Blight shot can stun unstops. it's pretty damn convenient.
Depending on artifact most selection, you can go full anti-champ (ex. AP Pulse, O/L SMG/Auto, and Leviathan's Breath [accurate as of season 20]). Mods, fragments, and aspects can supplement damage for ad-clear or DPS. Granted, may be noob level, but it has worked for me for 2 seasons (Seraph and Defiance).
I have a good few hundred hours in this game already but Overloads still make me scratch my head sometimes
This was quite helpful, thank you
Idk if this has been posted yet but Strand counters barriers extremely hard because you can suspend them when they pop their shield by walking in the bubble with them and suspend them inside the shield which takes them out of it immediately
Good lookin out man i have needed a guide on how all this works since thw changes.