Quick Links
Scenic Route
Touch And Go
At Capacity
Changing Tactics
Balanced Diet
Singular Torment
Varied Geometry
Equal Distribution
Coordinated Efforts
Careful Calculation
Salvation's Edge has ten unique Triumphs to complete in Destiny 2: The Final Shape. Five of these challenges are evergreen modifiers that can be attempted at anytime, while the other five rotate on a weekly basis. Complete any of these challenges, and you'll increase the drop chance of the Euphony raid Exotic. More importantly, you'll make progress towards the Iconoclast raid title.
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There aren't any challenges nearly as difficult as Feather-Light from Croat's End, but this raid is still quite heavy on mechanics. You'll need a good team to complete all of these challenges, but so long as you understand how each challenge works, you should be able to lead any team to victory. Here is a complete guide to every raid challenge available in Salvation's Edge.
Updated July 4, 2024, by Charles Burgar: The second challenge of Salvation's Edge is now available, requiring players to micromanage their Resonance stacks in the raid's second encounter. We've updated this guide to include a breakdown of how to complete the second weekly challenge as quickly as possible.
Scenic Route
Encounter | Substratum |
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Challenge | The team that gets their Overload Champion first must not kill it. The team that gets their Overload Champion second must kill it. |
Weekly? | Yes |
Scenic Route extends the pre-Tormentor section of the encounter by an additional room. The first team that gets an Overload Champion must ignore it. Kill the Hydra that spawns to open the next room for the second group. The second team must then enter the next room and kill their Overload Champion. You're effectively opening an extra room and killing the Overload Champion inside.
Beyond that, the encounter plays out like normal. Once the Overload Champion dies, both teams converge to the middle room and eliminate the Tormentor. You'll need to repeat this process throughout the entire encounter. Killing the wrong Champion will break the challenge and require an encounter restart.
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Touch And Go
Encounter | Substratum |
---|---|
Challenge | Each player must grab one stack of Resonance before additional stacks may be acquired. |
Weekly? | No |
Touch and Go is a simple challenge on paper that can be rather challenging if your team doesn't have clear communication. Throughout the entire encounter, no one can grab multiple stacks of Resonance until everyone has at least one stack. For example, once a player grabs x1 Resonance, they must wait until everyone else has x1 Resonance before they can grab a second stack.
Plate runners can simply stick to their respective rooms to grab Resonance. Flex players should grab Resonance from the central chamber where the box spawns. Once everyone has a stack, plate runners grab a second symbol while flex players grab any spare symbols in the plate rooms. Everyone should easily hit x2 with this strategy. Lock the conductors, kill the Subjugator, dunk, and repeat.
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At Capacity
Encounter | Dissipation |
---|---|
Challenge | You may only deposit x3 Resonance into the Resonance box. |
Weekly? | Yes |
Throughout the second encounter, your fireteam may only deposit x3 Resonance into the Resonance box that starts the DPS phase. Dunking one or two stacks of the buff will immediately fail the challenge. Locking the conductor does not require max Resonance, just the box.
The easiest way to complete this is to have your conductor closers grab a single stack of Resonance while partners grab max Resonance. This will result in three players having max Resonance, which will give you the maximum bonus time allowed (150 seconds). Repeat as needed until the encounter ends.
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Changing Tactics
Encounter | Dissipation |
---|---|
Challenge | Resonance players must swap wings while charging conductors. |
Weekly? | No |
This challenge is simple enough. Before you lock a conductor, you must grab Resonance from another part of the map. For example, if you're on right side and need Spherical Resonance, then you'd need to grab Spherical Resonance from either the left or bottom wings.
The easiest way to do this is with the failed charge strategy. After killing your major, pass the signal a total of four times (two per plate) and let it fail. This will spawn a major near the conductor. Kill the major, and now you'll have all Resonance pickups ready to go without needing to juggle adds. All three sides spawn the same symbols.
Once your team has Stolen Favor, give a callout of what symbol each conductor needs, ideally in text chat. Conductor players will grab the symbol needed for the wing to their left, then rotate clockwise. For example, if you're on the bottom wing and left side needs Spherical Resonance, then you'll grab Spherical Resonance on your side (bottom) before rotating to the left wing.
- Left Side ⇾ Right Side
- Right Side ⇾ Bottom Side
- Bottom Side ⇾ Left Side
You can rotate counter-clockwise as well. Just make sure everyone's going in the same direction.
Grab the buff, rotate sides, shoot the conductor, lock it, then dunk any spare Resonance to start the DPS phase. Repeat as needed until the encounter ends.
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Balanced Diet
Encounter | Repository |
---|---|
Challenge | Currently Unknown |
Weekly? | Yes |
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Singular Torment
Encounter | Repository |
---|---|
Challenge | Only one player may kill Tormentors. |
Weekly? | No |
During the third encounter, only one player may kill Tormentors. Your team can help damage the Tormentor; they just can't land the killing blow. Assign one player to Tormentor killing, and have them equip Forerunner. It's a great weapon for killing Tormentors quickly. Other players should use Machine Guns to help lower the Tormentor's HP. Once it drops below 10%, let the assigned player get the kill.
Whoever is assigned to slaying Tormentors will be the only person to get Stolen Favor, so the Tormentor slayer must also give Conductor symbol callouts. Quickly run to all three conductors and callout what symbols are needed. The rest of the encounter plays out like normal.
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Varied Geometry
Encounter | Verity |
---|---|
Challenge | Currently Unknown |
Weekly? | Yes |
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Equal Distribution
Encounter | Verity |
---|---|
Challenge | Your fireteam cannot deposit on the same statue twice in a row. |
Weekly? | No |
Equal Distribution's challenge description is slightly misleading. Your fireteam cannot deposit on the same statue twice in a row, emphasis on that last part. You can still deposit on the same statue during a dissection or 2D swap, but that swap cannot select the same statue back-to-back. Let's give an example:
- You need to dunk left and middle.
- You interact with left, then middle.
- Your team cannot start with middle on your next dunk.
- If you're dissecting and need to select that statue, pick it second.
- First dissection: left ⇾ middle.
- Second dissection: right ⇾ middle.
- If you're dissecting and need to select that statue, pick it second.
The same rule applies for the solo/inside players. In essence, this challenge forces your fireteam to state which statue they're depositing on. The way in which you dunk symbols is the exact same as before. You just need to coordinate every buff swap. It goes without saying, but clear communication is a hard requirement.
To complete the challenge, we recommend solo players complete their swaps first, then dissection team creates their 3D shapes. The strategy your team uses doesn't matter here, but you must avoid dunking on the same statue twice. You can find encounter examples below for each role.
Solo Team Example
The above example is the absolute worst case scenario, as no one spawned with two of the same symbol. Our first goal is to give everyone two of the same symbol, preferably the symbol they're holding. Have the left player start first, then middle, then right. Pass one symbol, then wait for your teammates to pass their symbols. Make a callout every time you swap.
Once everyone has the same shape, you must give away your shape to your teammates. Whoever was dunked at last should start, although this isn't a hard requirement. So long as you don't dunk at the previous statue, you'll be fine. The side that starts will deposit both of their symbols. Whichever player got the last symbol will then go next. Repeat this process until all three players deposit both their symbols. Call out when you're done so dissection can start.
Dissection Team Example
Do not start dissecting symbols until the other team is finished.
Surprisingly, dissection isn't that much harder if you're attempting to complete this Triumph. We recommend you try to create a simple 3D shape with your first swap (CC, TT, or SS). The catch is that whichever statue is going to get the simple 3D shape should be grabbed second.
In the above example, we want to create a pyramid (TT) on right side, so we're going to dissect a triangle (T) on left side. We then dissect a square (S) on right side, swapping the symbols around. Once the first dissection is done, whichever statue you didn't touch will get dissected next. In this case, we interact with middle (C), and then we dissect right (T). We're done. The solo players can now escape.
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Coordinated Efforts
Encounter | Zenith |
---|---|
Challenge | Currently Unknown |
Weekly? | Yes |
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Careful Calculation
Encounter | Zenith |
---|---|
Challenge | You cannot exceed x2 Resonant stacks. |
Weekly? | No |
Not much needs to be explained here. Throughout the encounter, you cannot exceed x2 of any Resonance type. This is the debuff that the Witness applies whenever you stand in a telegraphed attack. In other words, you cannot make any mistakes while breaking the Witness' hands. If you grab the wrong buff or stand in a telegraph for too long, the challenge will fail.
We recommend each limb player select a specific attack type they'll counter. They should also bring a Machine Gun to easily break the bracelets. When an attack telegraph appears, slide in and immediately damage the bracelet. This will reveal the color without giving you a Resonance debuff. Grab the correct Resonance buff, return to the limb, then break the bracelet. The rest of the encounter plays out like normal.
Glyphbreakers should stand on the DPS plate when breaking Glyphs to cleanse their Resonance stacks.
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