Guide to Playing Destiny in Battlerite

Updated for patch 1.3.

Destiny is a ranged champion with absurd amounts of damage and control, but requires good game sense and positioning knowledge to really reach her potential. Due to her lack of iframes, she can be squishy in the hands of the careless.

Basic Abilities

Power Blaster (M1)

Power Blaster ranks up there as one of the best M1s in the game. The damage is on par with Jumong’s powerful hits, the hitbox is big, and the projectile is quick. While it does have a long cast time, this can actually work in your favor: either flick it at the last second (to hit unsuspecting targets) or cancelcast (to bait counters and defensives).

Successful hits reduce the cooldown of Charged Bolt, so it’s always smart to follow up M2s with at least one or two M1s. If you can hit 3 or 4 M1s, that should be enough for M2 to be ready again. This cycle lets you put out a lot of DPS but requires exceptional accuracy.


Plasma Infusion
Firing Power Blaster through a Plasma Wall increases the range by 25% and grants you a shield absorbing 6 damage on hit.

Not good at all. The range extension is barely noticeable, it forces you to waste Plasma Wall to get its benefits (Plasma Wall is too good to waste), and if you ever need an emergency shield, you can simply expend 1 bar of energy instead of dedicating an entire battlerite slot.

Charged Bolt (M2)

Charged Bolt is extremely powerful and extremely annoying. With a large hitbox and a fast projectile speed, it’s almost impossible to miss. When it hits, it inflicts a heavy amount of damage and applies a spellblock. If the target tries to cast any ability during the spellblock, they’ll get interrupted and silenced. If they don’t, the silence doesn’t trigger.

The damage and range scale based on how long you charge it, but the spellblock does not! You can tap-and-release to quickly fire an interrupting shot to stop big casts and channels. And if you hit them while they’re casting or channeling, the silence triggers instantly.

Most enemies can’t react fast enough to a tap-and-release; it’s great for locking down enemies who are trying to escape. But the full charge is scary, and most players will waste an out just to dodge it — Charged Bolt is perfect for cancelcast baiting. A full shot plus an M1 guarantees permanent damage.


Power Attachment
Charged Bolt deals 2-6 bonus damage.

A must-pick battlerite because of the sheer value it offers. At first 2-6 damage may not seem like a lot, but remember that’s 2-6 damage every few seconds. And since Charged Bolt’s cooldown is reduced by M1 hits, that extra damage piles up. Furthermore, this is 2-6 points of burst damage, which means permanent damage. Skip at your own peril.

System Shock
Charged Bolts that interrupt an ability have Silence duration increased from 0.7s to 1.4s.

A strong pick against champions who have long cast times or channel abilities because you’re more likely to get triggered spellblocks. The extended silence not only lets you fit in an extra M1 for more punish, but also helps relieve more pressure against aggression. It’s also good if you have a teammate who can follow up with another disable.

Magnetic Orb (Space)

Magnetic Orb turns Destiny into a ball that rolls around with extra movement speed, and the first enemy or object you touch gets damaged and knocked back. You can’t use any abilities while in ball form, but you can cancelcast to get out of it quickly if needed.

Despite the offensive potential, Magnetic Orb should primarily be saved as an escape. It’s your only reliable escape other than your ultimate. If an enemy is close to you, you can knock them away and then turn around and run away. But if they aren’t close by, just run away.

This ability dispels all movement impairing effects! This means if you’re snared or rooted, you can free yourself just by casting Magnetic Orb. Another reason why you should save it. You can be disabled while in ball form though, so if you’re about to get snared or rooted, wait until afterwards to cast it.


Magnetic Orb can be recast to leap to the target location, knocking enemies back when you land.

Dispatch is Destiny’s only reliable iframe. Against opponents with delayed explosion effects (e.g. Croak’s Venom), this is a must-pick. It’s not necessary for delayed effects with a snare component (e.g. Lucie’s Deadly Injection) because the dispel will remove it. It’s also a strong option on tight maps with lots of walls, allowing you to bait attackers in one direction and then hop over the wall at the last moment.

Note that due to global cooldowns, there’s a small delay between when you morph into Magnetic Orb and when you can recast it for the leap.

The duration of Magnetic Orb increases by 0.5s and its movement speed increases by 30%.

As if Magnetic Orb wasn’t fast enough on its own, this battlerite ramps it up and turns you into a train. The faster speed is useful for escaping AOEs, but especially good for keeping up high-mobility champions like Taya and Croak. Worst case scenario, you feel pressured so you turn into Magnetic Orb and put even more distance between you and your attacker than you normally would. Very useful.

Violent Revolution
Magnetic Orb deals 6 bonus damage and knockback increases by 20%.

The base damage and knockback on Magnetic Orb are nice, but they aren’t the main reason why you use Magnetic Orb. It’s a getaway tool. You want to save it for when you really need it, and you won’t always be able to tag somebody on your way out, so there are many occasions where you won’t get value out of this battlerite.

Sky Strike (Q)

Sky Strike is a counter that, when hit, sends you up into the air and fires down a big AOE attack after a delay. The cooldown is slightly longer than the average defensive ability so you really need to take care of it, and since the main benefit of a counter is that it completely negates damage and effects, you should save it for big attacks (CCs are preferable). Countering Iva’s Concussion Shot is way better than countering Jade’s M1.

After firing the shot, Destiny drops back down to the ground in your movement direction. If you hold W, then she’ll drop upwards. This helps you dodge any AOEs that might be casted below you. However, be mindful that she cannot move over walls this way.


Blast Processing
Sky Strike deals 8 bonus damage and its radius increases by 15%.

A top-tier battlerite because the radius increase helps with Sky Strike accuracy more than you might think. It’s large enough that enemies won’t be able to walk out of it if you catch them right in the center, so it forces outs. The damage bonus is icing on top of the cake: and makes orb control much easier.

Energy Conversion
Sky Strike grants you a shield that absorbs 12 damage and absorbs an additional 8 damage per hit.

Energy Conversion doesn’t offer enough for the situation it’s designed for. If you’re pressured so heavily that you need a shield after a successful counter, then 12 health isn’t going to do much for you. What if you can hit one or two targets? Still no. An unreliable 20 or 28 health shield isn’t something to bank on. Only useful in conjunction with Blast Processing, but even then there are better options.

Plasma Wall (E)

Plasma Wall is valuable for three particular use cases:

First, it provides massive orb control. It makes it all but impossible for ranged enemies to get any hits in unless they walk through the wall, which they won’t.

Second, it catches runaways. Once you’ve pressured an enemy so hard that they blow their outs, you can place a wall in their escape route and force them to get snared or turn around and fight you some more.

Third, it lets you pull ahead when trading ranged M1s. Not recommended against only one enemy because you can just dodge with sidesteps and good rhythm, but against multiple enemies a well-placed wall can neutralize a lot of pressure while letting you put out a bunch of your own. Just be careful to dodge any temporarily suspended projectiles!

One last note: some Destiny players like to trigger Sky Strike off of suspended projectiles, but this is suboptimal since you can just dodge them instead of negate them. Save Sky Strike for when you really need to negate an unavoidable attack.


Lasting Plasma
Plasma Wall duration increases by 0.5s and cooldown is reduced by 1s.

While more uptime on Plasma Wall is good for control and frustrating for opponents, it’s debatable whether half a second makes much of a difference. The cooldown reduction isn’t bad, but isn’t enough to make this worth picking over other battlerites.

Plasma Booster
Allies that move through Plasma Wall have movement speed increased by 30% for 3.5s.

Overall not very good. The haste stacks with Magnetic Orb, but only additively so you won’t notice much of a boost. If you want a faster escape, go for Globetrotter instead because it doesn’t force you to waste an important cooldown for the speed. You won’t be running through Plasma Wall much in general, and the haste isn’t that valuable for teammates, so it’s hard to envision a situation where this is worthwhile.

Plasma Wall deals 6 damage and increases Snare factor from 25% to 40% and duration from 1.5s to 2s.

Nowhere near as powerful as when it used to Root targets, but still pretty strong on small maps and against melee enemies. The extra boosts to snare factor and duration are significant enough to matter, and can be the difference between getting an extra few M1 hits or a critical M2 on a target at a crucial time. Not a must-pick, but certainly worth using.

Energy Abilities

Transform Weapon (EX-M1)

Transform Weapon is a temporary buff that changes the projectile fired by M1. The new projectile deals much less damage but grants you a shield whenever you hit a target. If you hit multiple times, the shield value stacks. If you hit a teammate, they get shielded as well. And yes, Transform Weapon’s shield does stack with the Plasma Infusion battlerite.

It’s best used when your teammate is facing lots of damage. The constant shielding can stall a ton of pressure without your teammate having to back off. It’s also good in 1v1 situations when you’re missing lots of recovery health, allowing you to trade without getting hurt and possibly even reposition to pick up greens.

Two drawbacks though: one, you’re sacrificing offensive pressure for defensive survival, and two, there’s no way to cancel it once transformed.

Lockdown (EX-E)

Lockdown summons a circle on the ground. If an enemy passes from inside the circle to outside the circle, they get stunned. If they walk back in and out again, they can get stunned a second time.

Because it costs energy, try to reserve it for when you can catch at least two targets in it. This forces them to either stay inside or eat the stun or use an out. If they don’t have outs, you and your team can capitalize with more AOE attacks. It synergizes extremely well with AOE knockbacks, like Rook’s Boulder or Lucie’s Clarity Potion or your own Mega Sphere.

Mega Sphere (R)

Mega Sphere fires a giant but slow ball that explodes after a long delay or when you detonate it with either M1 or M2. Whatever damage you would’ve caused with the M1 or M2, Mega Sphere explodes with bonus damage on top of it, plus a knockback, plus fading snare. If you blow it up with M2, the spellblock affects all who are hit!

Mega Sphere lasts for several seconds before detonating on its own. Since the radius is huge, it can be an incredible zoning tool. Enemies won’t want to be near it since you could blow it up at any time. If you just leave it, it can deter enemies from coming anywhere near you, which can work well for orb control or pressure relief.

It explodes prematurely if it collides with a wall, so aim it well. If you’re next to a wall and a melee is on you, you can just fire it at the wall for a guaranteed fast explosion. The knockback will also interrupt casts.


Expansion Pack
Mega Sphere cooldown is reduced by 3s and Fading Snare duration increases by 1s.

Expansion Pack is… okay. The higher uptime is nice because it lets you use it more for offensive pressure (whereas it’s mostly a zoning tool with its normal cooldown). The improved fading snare allows it to be a setup tool for follow-up punish and an escape tool so you can run away without expending Magnetic Orb.

Pinball (F)

Pinball is insanely useful. With the damage reduction mechanic, you can inflict up to 75 damage per target if you get a good bounce path. Even if you don’t, you can get an easy 60 damage on targets who are standing near walls. One good Pinball can flip rounds.

Despite all the “geometry” memes, it’s best to stick with flat surfaces and simple angles rather than trying to be clever with bounces. Learn 2-3 solid bounce paths on each map and stick to them for maximum reliability.

Pinball is best when you can line up at least two enemies. Keep in mind that a max Charged Bolt with Power Attachment battlerite essentially deals the same damage as a single Pinball hit, so try not to waste it on one-hit situations except as part of a setup or combo.


Maximum amount of Pinball bounces increases by 2 and transforms you into Magnetic Orb at the end of duration.

The damage reduction mechanic means the extra bounces don’t offer much added value. However, the Magnetic Orb at the end can be a huge lifesaver if your Pinball puts you in a bad position, and the extra Magnetic Orb collision damage is basically permanent if you successfully hit the target with Pinball. But overall, this is a gimmick pick.

Overall Playstyle


Destiny is an offensive machine. She has three of the best burst damage abilities in Battlerite (Charged Bolt, Sky Strike, Pinball) that are pretty hard to miss. She has one of the strongest M1 DPS abilities. She has an insane amount of map control with Charged Bolt, Magnetic Orb, Plasma Wall, and Mega Sphere.

All things considered, Destiny excels at poking from range and one-on-one pressure. Her basic pattern consists of M1s, M1s, M1s with the occasional M2 thrown in when it’s available. Don’t get too close, stick on one target, make their life miserable. Of course, if they get away, don’t chase mindlessly. Switch targets, apply pressure, make their life miserable.

As for her prowess in map control, she can block off entire chokepoints with a single Plasma Wall and Mega Sphere. If they clump up, a single Sky Strike can be very punishing. These three abilities are what allow you to take over mid. Use Magnetic Orb to push an enemy out, then keep them out with your insane control.


There isn’t much to say here. Destiny’s best defense is to overwhelm the enemy.

However, never forget that she can temporarily turn into a support with Transform Weapon. If a nearby teammate has a lot of “black health” (i.e. missing a lot of recovery health), then don’t be afraid to help them out with some shielding. It’s also a good idea to transform when you have a lot of black health as a way to stall until teammates can help or cooldowns reset.

Remember to save Magnetic Orb as an escape. Don’t play too aggressively, always staying at range and poking from afar. Reserve Sky Strike for negating big attacks, particularly ones with heavy CC effects, instead of triggering off of an M1 just for offensive punish.

Orb Control

Sky Strike > Charged Bolt > M1 is enough to break the middle orb even without any damage-boosting battlerites. With Blast Processing, Destiny can take the orb with a Charged Bolt plus Sky Strike. This is the safest and most reliable option.

Use Plasma Wall to block off enemies and give your team a few seconds to grab it before their projectiles can get through. With the Sizzle battlerite, you can even keep melee enemies away from the orb.

Mega Sphere is a good zoning tool to keep enemies away, but also a quick way to snipe the orb. Without any battlerites, you can bust the orb with Mega Sphere > Charged Bolt > M1. In practice: zone with Mega Sphere, M1, then charge M2 and detonate.

Build Ideas

Standard Destiny

  • Power Attachment (M2)
  • Globetrotter (Space)
  • Blast Processing (Q)
  • Sizzle (E)
  • Expansion Pack (R) or Dispatch (Space) or System Shock (M2)

Power Attachment and Blast Processing are Destiny’s two most powerful battlerites for kicking up her offensive pressure, and since Destiny specializes in offensive pressure, it’s pretty much always a good idea to grab these. The extra duration and speed on Globetrotter is always useful, the root on Sizzle provides a ton of zoning and control, and the last slot can be switched up depending on the matchup.


Destiny has huge potential for ripping up targets, locking them down, and controlling their movements around the map. But she can be squishy once Magnetic Orb is on cooldown, and poor usage of Sky Strike can severely gimp your offensive capabilities. Destiny needs to be so threatening that enemies hesitate to punish you even when your outs are down.

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2 Comments on "Guide to Playing Destiny in Battlerite"

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Just in time for my Destiny purchase!

On a related note, there are a few things I’d like to add:

1.Knowing to cancel is more useful than you might think – it allows me to avoid getting into a bad position when my Pinball goes wide, it lets me trick the enemy with Charged Shot and save it as well, and sometimes even helps with using Magnetic Orb. Just a thought.

2. Lockdown (EX-Plasma Wall) might not seem like it, but it actually has good mindgame value. In the heat of battle, I find that most mistake the circle for an AOE attack – and that either makes them waste an out, or they’ll walk blindly out of the circle and into a Stun. I don’t see them staying in there very often.