Warlock (Destiny)



"Warrior-scholars of the Light, Warlocks devote themselves to understanding the Traveler and its power. A Warlock's mind is an arsenal of deadly secrets, balanced between godhood and madness. On the battlefield, those secrets can shatter reality itself."

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 Traveler, wielding its light as they ventured beyond the safety of the Shield to acquire arcane knowledge and make revolutionary discoveries.

Powers and Stats
Tier: Varies, at least 8-B, up to 5-C, possibly 4-B

Name: Varies

Origin: Destiny

Gender: Varies

Age: Varies

Classification: Warlock, Light-bearer, Guardian, Risen

Powers and Abilities:

Resistance to Power Mimicry, Information Analysis and Analytical Prediction (Paracausal entities resist the Vex’ analytical abilities and can’t be simulated normally), Subjective Reality, Reality Warping, Law Manipulation, Existence Erasure, Heat Manipulation, Energy Manipulation, Fire Manipulation, Quantum Manipulation, Space-Time Manipulation, Gravity Manipulation, Matter Manipulation (Macro-Quantum), Electricity Manipulation, Magnetism Manipulation, Life-Absorption, Limited Resistance to Absolute Zero (Can survive being frozen by Stasis and break out), Mind Manipulation, Madness Manipulation (Some Warlocks are capable of enduring the effects of the Ascendant Plane and Sea of Screams just fine, with them being multiverses encompassing spaces beyond numbers that will passively destroy the minds and bodies of those who enter), Physics Manipulation (Guardians are aberrations of physics and the Light is superordinate to material physics), Transmutation (Some Guardians are unaffected by the Songs of the Black Garden which transmutate anything that hears them), Disease Manipulation (Guardians seem far less susceptible to diseases), and Soul Manipulation (Damage to or destruction of Guardian souls is not particularly important to Guardians, as they regularly endure such effects) All standard abilities plus Heat Manipulation, Energy Manipulation, Fire Manipulation, Quantum Manipulation (Solar Light generates heat and fire 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 Resistance to Heat Manipulation (Sungsingers are chilled by solar winds) All standard abilities plus Electricity Manipulation, Magnetism Manipulation, Energy Manipulation (Arc Light manipulates electromagnetism and can be channeled as raw energy), Matter Manipulation (can cause fission), Explosion Manipulation, Vibration Manipulation with Stormtrance, Technology Manipulation, Summoning with Arc Soul, and Absorption All 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), Explosion Manipulation, Black Hole Creation (Void Light can be used to create black holes), Life and Energy-Absorption, Homing Attack, Soul Manipulation, and Intangibility All standard abilities plus Quantum Manipulation, Energy Manipulation and Absolute Zero (Stasis manipulates reality on a quantum level to lower the entropy of its targets to zero, turning them into perfect crystals, which have absolute zero temperatures), Power Nullification (Stasis can shut off movement abilities), Vibration Manipulation, and Homing Attack
 * -|Basic Abilities=Superhuman Physical Characteristics, 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), Resurrection, Acausality (Type 4), Non-Physical Interaction (Can interact with Vex energy and data structures, souls, metaphysical samples, Vex that exist as agressive ideas and Nightmares made of chaos, negation, and the raw things found existing in spaces between thought and fear), Self-Sustenance (Type 3; Exos can’t get tired) for Exos, Weapon Mastery, Combat Expert, Vehicular Mastery, Enhanced Senses via radar, Aura, Statistics Amplification, Teleportation, Levitation, Healing, Purification (Type 2), Subjective Reality (The Light and Darkness are ontological forces that grant power over that which is real, and that which isn’t), Reality Warping and Law Manipulation (Every demiurge of every race, is a ruler maker, which changes reality to their power/will), Existence Erasure (Their ontological powers can erase things), Energy Manipulation, Matter Manipulation (Macro-Quantum; Warlocks can alter a substance's atomic particles with a wave of their hands), Creation and Weapon Creation (Ghosts can reprodruce a Guardian’s equipment. Guardians can create constructs and weapons from their Light), Absorption (Guardians can absorb energy and power sources), Forcefield Creation (All Guardians have a protective shield around them), Limited Clairvoyance (Thanatonauts can receive visions in death), Stealth Mastery (Members of Ikora's Hidden are spies and excell at stealthily gathering intel), Mind Manipulation (Can take pieces out of the minds of others; likely not combat-applicable), Limited Magic (Ghosts can destroy or nullify Hive runes), Telepathy (Ghosts can telepathically communicate with their Guardian), Data Manipulation and Information Manipulation (Ghosts can manipulate data and decode and encrypt engrams), Information Analysis (Guardians can also subconsciously analyze things at the molecular level) and Hacking via Ghost
 * -|Resistances=
 * -|Solar Subclasses=
 * -|Arc Subclasses=
 * -|Void Subclasses=
 * -|Stasis Subclasses=

Attack Potency: Varies, at least City Block level (The Warlock Aunor destroyed a city block), up to Moon level+ (Strong enough Warlocks should be comparable or superior to the nameless Taken who were going to destroy Io. Comparable to powerful enemies such as Knights), possibly Solar System level (The Guardian leads an unnamed group of Guardians into raids where they fight enemies such as Malok, Pride of Oryx)

Speed: Varies, at least Relativistic, up to FTL (Should at least be faster than Ghosts, who can dodge enemy attacks, many of which move at relativistic speeds. Some Guardians can dodge laser weapons and projectiles that travel faster than those lasers)

Lifting Strength: Unknown

Striking Strength: Varies, at least City Block Class, up to Moon Class+, possibly Solar System Class (Although they aren't known for their physical strength like Titans are, Warlocks are still capable of striking with great force)

Durability: Varies, at least City Block level, up to Moon level+, possibly Solar System level (Can take hits from comparable opponents)

Stamina: Extremely High (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 anti-gravity 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 geniuses (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.

Others
Notable Victories:

Notable Losses:

Inconclusive Matches: