Another season, another batch of Grandmaster Nightfalls to battle against. The pinnacle endgame PvE activity has returned to Destiny 2 for Season 20, the season accompanying the recent Lightfall expansion. Grandmasters are the pinnacle piece of endgame PvE content outside of Raids, providing a challenging experience that tests you on every aspect of Destiny 2. In recent seasons, the entry requirements have been drastically reduced and with more ways to earn Adept weapons than before, all players will want to give Grandmasters a try.
Grandmaster Nightfalls are capped at 25 above your current Power Level, no matter what. This means that you only need to be 1815 to be at maximum effectiveness for the GM, a much lower requirement than before. This means that more Guardians, of all skill levels, can try GMs much earlier in the season and have a chance at some sweet new loot: Adept guns, upgrade materials galore, Ascendant Shards, Exotics and the Conqueror title are all up for grabs.
Here’s everything you need to know about the Grandmaster Nightfall line-up for Destiny 2 Season 20. That includes a deep dive into each available Grandmaster, what Champions you’ll be going against, what weapons and gear are best to use and what kind of loot you’ll get at the end of it.
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Season 20 Grandmaster Nightfall List
Before we go any further, let’s discuss what Nightfalls you’ll be running as you hunt down Adept loot and aim to complete your Conqueror Seals. While there are some familiar faces on the list, this season’s roster of available Nightfalls is actually one of the freshest in recent memory thanks to the addition of the first GM Battleground, two completely revamped Strikes and the inclusion of the brand new Lightfall Strike. This will certainly be an interesting Grandmaster rotation paired with several of the new sandbox changes.
Some other things have changed in Grandmasters, too. Perhaps the most important is the removal of the Match Game modifier from endgame activities: combatant shields that do not match your current weapon type will no longer stand as beefy, impenetrable walls, allowing for a bit more loadout diversity than you may otherwise be used to. Additionally, the new Surge and Threat mechanic is replacing Burns and the new Weapon Overcharge to give some weapons a bit of a bump.
With that out of the way, here are the 6 GMs you’ll be running in Season 20 of Destiny 2:
- Proving Grounds
- Heist Battleground: Mars
- The Glassway
- The Arm’s Dealer
- HyperNet Current
- Lake of Shadows
Each Grandmaster has one week of availability starting at the weekly reset, and each will come paired with a different Adept weapon. If you happen to miss a week or want to do all of the GMs on day 1, you can use the catch-up node to complete any Strikes you’re missing for the seal. Do be warned that they can only be completed once this way and will disappear from the node upon completion.
Now, let’s dive deep into each of the Strikes to prepare you for what’s to come.
Proving Grounds
After a few seasons away, the original irritating Grandmaster returns for another bout with the Guardians. Proving Grounds was released during Season of the Chosen and tasks your fireteam with infiltrating a Cabal Land Tank to face off against the Champion of Empress Caiatl. This Stirke is going to be difficult, in most part due to the lack of safe cover for the entire run, so be ready for a tough time.
As the synopsis suggests, Proving Grounds is a Cabal Strike (not counting some half-dead groups of Vex at the very start) which means dealing with Barrier Champions (Pulse Rifles + Sidearms) and Unstoppable Champions (Scout Rifles + Swords). In addition to them, you’ll mainly be dealing with Void Shield Incendiors and Solar Shield Centurions, with a couple of Colossi thrown in for good measure.
The trouble begins immediately with this Strike. After getting through a few packs of squabbling Vex and Cabal, you’ll arrive at the doors to the Land Tank, which happens to be guarded by quite the tanky Colossus and their entourage. Your best bet is to engage at range, moving around the bits of makeshift cover as the mini-boss whenever the mini-boss starts inching towards you. Once you get rid of half of their health, a dome shield will appear around them that can only be destroyed from within alongside an Unstoppable Champion. Being careless here can lead to significant time loss or complete failure, so focus on one threat at a time.
When you eventually make it into the Land Tank, it’s only going to get worse. The hangar area of the Strike is where most teams will meet their end: whether it’s the two Cabal Interceptors that will kill you in a single hit, the Psion snipers up high that will kill you in a single hit or the legion of War Beasts that will, shockingly, kill you in a single hit. To make matters worse, there’s little-to-no cover and most attacks here is splash damage. Oh, and you’ll have to fight two Cabal Tanks, too. The best bet is to go wild with Supers – whether to thin the hoard, lock down an area or provide a place of safety – and space out so one lucky Psion won’t take out your entire fireteam.
Once you manage to escape the hangar bay, the rest of Proving Grounds is honestly quite tame and manageable up until the final boss. This is a hefty, mobile Cabal Centurion who chases you around the rather small arena, throwing waves of tracking fireballs at you. On top of this, waves of regular adds and Unstoppable Champions will regularly interrupt your duel, and the arena has nowhere to hide. This encounter asks for a lot of communication and teamwork, with someone slaying out, someone focusing on the boss and someone keeping an eye on the fireballs so you can shoot them down. Be ready to abandon your current position at all times and play at range wherever you can.
Heist Battleground: Mars
The next Destiny 2 Season 20 Grandmaster is the first Battleground to join the Grandmaster rotation, in the form of Heist Battleground: Mars. The structure of a Battleground is similar but distinctly different to most regular Strikes. They typically have fewer “encounters” to move through, but have more than enough enemies to make up for it. The Mars Battleground is one of the toughest. You’ll be battling the Hive, calling for Anti-Barrier (Pulse Rifles + Side Arms) and Unstoppable (Scout Rifles + Swords) weapons and abilities.
The first part of the Battleground is likely the most difficult. In the familiar snowy setting of the Braytech facility on Mars, you and your fireteam must activate three Warmind pillars from the Escalation Protocol days so you can make it into the facility properly. The issue arises at how many adds there will be and how little cover you unfortunately have. The Hive are relentless and you’ll be dealing with constant waves of Thrall, the annoying miasma of the Wizards and the chunky damage of the Knights. You have to stand in a specific place to raise the towers, so Supers like Well, Bubble or Sentinel are going to be incredibly useful here for survivability.
Make it inside and you’ll need to defend Ghost as they get a door open. Once again, waves of adds will swarm the point and you have to hold them off for as long as it takes. Several high-tier enemies will drop items that make the progress go slightly faster but only collect these under the protection of a Super, Overshield or some other defensive measure.
The next part of Battleground is pretty typical, as you slay groups of adds as you near the boss fight: just be aware of the Rasputin Tower which will kill you if you don’t get out of the way fast enough, a real annoyance when you have limited resurrection tokens. The boss is the final major hurdle here, as you face down the wrath of Kelgorath once more. This giant Hive Knight will teleport around the room in much the same way as the Darkblade did back in Destiny 1. Kelgorath isn’t an issue, but the many adds and tight corridors of the Braytech lab will become your worst enemy, especially when you need to ferry Arc Charges back to the centre of the room.
The main difference between Strikes and Battlegrounds is in the density of enemies compared to mechanics. You’ll likely want to bring at least one or two add-clearing Supers to quickly cleave through the hoards of adds, especially during the final boss. Try to make the centre of the arena as safe as possible so you can deposit the Arc Charges quickly. Do that and Kelgorath should go down fairly easily.
The Glassway
Back for the third time in a row is the infamous Europan Strike, The Glassway. Introduced in the Beyond Light Expansion, The Glassway asks Guardians to traverse deep into the heart of Vex space on the icy moon to close a portal to the home world that was once opened by Eramis and House Salvation troops. This Strike is the bane of many Conquerors and while the sandbox changes and overall GM changes may have bought it down a peg, it’s still worthy of its notorious reputation.
The Strike has a mixture of Vex and Fallen enemies at different points who, fortunately, share Champion types. This means having to contend with Anti-Barrier Champions (Pulse Rifles + Sidearms) and Overload Champions (Auto Rifles + Submachine Guns + Bows + Glaives). Although Match Game is gone, you may still want to bring Solar and Arc weapons to quickly strip opponents of their elemental shields.
The first major part of the Strike will be a duel against the Fallen. You’ll be jumping and hiding inside icy caves as you try to deal with a ton of Barrier Servitors, Overload Captains and House Salvation goons just looking to Slow you down with Stasis. Aside from the bigger enemies, Shanks and Vandals will be positioned in several rooms as snipers, hiding in the back on near ledges to quickly kill you in only a few hits. This is especially true when you’re fighting against the Fallen Commanders who use Stasis, as they are both encountered in large rooms with many snipers keeping you pinned down as Dregs and Wretches rush to skewer you behind cover.
The next part of the Strike will be where you have to drain a room of Vex Radiolarian Fluid to safely cross to your destination. To drain it, someone needs to stand on a Vex plate that just happens to be in the middle of the room… where the Shanks and Vandals can easily see you and easily pick you off. The best way to get through this bit is to either have a Bubble, Well or Sentinel stand on the plate in their Super while your allies hide behind cover and pick off the Tracer Shanks and Heavy Shanks that will surely be rushing your teammate. If you don’t have any of those Supers, simply walk onto the plate until the adds spawn and then duck into cover until you dust them.
Last, and certainly least, is the fabled boss room of The Glassway. You’ll be battling two Vex Hydras – one ordinary-sized one and one very big one – who roam the arena and can kill you in a few short hits. You’ll likely spend most of the fight contained to one of the side rooms, which have tight corners and corridors that can make seeing the bosses a bit tricky. The smaller Hydra will likely come and join you in that room but it’s the bigger one which will be a nightmare. As you deal more damage and the Hydras cycle out, various waves of Wyverns, Overload Minotaurs and Barrier Hobgolbins will rush in. Wait at one of the Vex gates at the start of each health gate: you can burst down one group of adds immediately, giving yourself some space.
Honestly, though, the biggest battle here is against the clock. With the way the bosses work and how pinned down you’ll be, it’s easy to grow complacent and stand around doing nothing until the timer hits 45 minutes and kicks you out of the GM. Be proactive and jump between rooms to attract the boss if that is necessary.
The Arms Dealer
The Arms Dealer is one of two Vanilla Destiny 2 Strikes to get an update in Lightfall. The Strike uses the same locations, but they’re slightly jumbled and most of the encounters have been remixed with new enemies and objectives. In some ways, knowledge of the old Strike will certainly help, but in others, it may hinder you. As a Cabal Strike, you’ll be fighting Barrier Champions (Pulse Rifles + Sidearms) and Unstoppable Champions (Scout Rifles + Swords).
The first part of the Strike is honestly pretty similar to how it used to be. There are a bunch of Cabal Legionaries and Psions who can pick you off from range with snipers or frag grenades, so you’ll need to watch your feet and make sure you stay close to cover.
The real trouble begins when you make it to the bridge into the boss’ ship. Before, you could simply jump up, deal with Barrier Champion and then race on into the depths of the ship. Now, you have to take a long way around. Several groups of enemies need to be dealt with first, including a few Threshers which aim to make your life a misery for as long as they are kicking about. You will have some support from Caiatl’s troops as they both take enemy aggro and deal some damage back, but do not become over-reliant on them.
The next area is similarly difficult. The room hangar area which once contained the dual Cabal Tanks are different now, with the most pressing change being the absolute abundance of Cabal Turrets and the terrifying Tormentor that descend the elevator where the second tank once stood. Tormentors on Grandmaster difficulty are a force to be reckoned with and should be approached with the utmost caution: stay at range, never get into melee and make sure to pop their shoulders to deal maximum damage.
Finally, we come to the boss’ room. In some ways, it is quite similar to how it was before, but it is infinitely harder in others. To start, as soon as you exit the elevator, you’ll be surrounded by about 8 Cabal Turrets that can (and will) tear you to shreds should you not move away fast enough. These turrets will become a reoccurring theme, respawning each time Braccus Zahn returns to the ground. Additionally, if things weren’t bad enough already, two Cabal ships, including a Thresher, will constantly rain down fire on you while the boss is sitting in his shield: these cannot be left alive for too long, so focus on destroying them with everything you have to get them out of the fight.
You need to stay on your toes here and try not to be out in the open. Make sure you’re aware of where the boss is and when he is both going away and coming back to the battlefield: not doing so can mean getting caught by a stray turret as it appears in front of your face or being out in the open as a Cabal Thresher spawns in. Play safe, be careful and, hopefully, Braccus Zahn should fall once more.
HyperNet Current
HyperNet Current is the newest Strike in the game, joining the roster with the Destiny 2: Lightfall expansion. Set in the Vex Network, HyperNet Current has you exploring a section of the domain being overrun with Taken. As such, this is primarily a Taken Strike, with some Vex thrown in at the beginning, so get your Unstoppable (Scout Rifles + Swords) and Overload (Auto Rifles + Submachine Guns + Bows + Swords) ready.
The first major roadblock comes as you try to enter the Vex domain. In the location where you first managed to properly tap into the power of Strand, waves of Vex and Taken will be attempting to keep you from entering. The main issue arrives when a Tormentor appears to completely bar your progress. Unlike some of the other Tormentors in this season’s Strikes, the HyperNet Current Tormentor is considered a boss and so it cannot be Frozen, Suppressed, Suspended or Blinded. You’ll need to keep yourself at a distance and near cover, avoiding the Tormentor’s long-ranged attacks while still keeping in mind the location of other enemies.
Once you manage to enter the Vex domain after killing the Tormentor, make your way through several areas of the map which have been corrupted by the Taken. Supers should be used as often as you can here, especially when there isn’t a lot of cover and invisible Taken Minotaurs can kill you in one or two hits. The other thing to take note of is the Sparrow section about halfway through the Strike: if you play too carelessly here and fall off, you’ll make the rest of the Strike way harder for your team, as they won’t be able to successfully revive you until later in the Stirke, so be careful.
The next point of contention is the arena right before the final boss. You have to kill Taken Minotaurs to obtain corrupted cores that can destroy Taken Blights. This arena is small, filled with enemies and those same Blights you need to destroy will be shooting at you the entire time. Bursting down adds and then separating to take care of different Blights is risky but will result in quicker progress through the mission, and may be safer than grouping up where one lucky hit can end your run.
Then we get to the final boss, a massive Taken Hydra protected by a special shield. The fight itself isn’t too difficult, and there aren’t any Champions to deal with, but make sure to be aware of cover. There’s a decent amount of cover, just keep an eye on those Blights and any Thrall who may threaten to rush you.
Lake of Shadows
What was once the easiest and quickest Grandmaster in the game has undergone a facelift in Season 20 of Destiny 2, one which has made Lake of Shadows a universally irritating Strike once more. Just like The Arms Dealer, Lake of Shadows has had its encounters, mechanics and enemies overhauled to give some more spice to the ageing Strike. The Taken that once infested the EDZ has taken a step back in favour of the Shadow Legion, meaning that Unstoppable Champions (Scout Rifles + Swords) and Barrier Champions (Pulse Rifles + Sidearms) will be a regular occurrence.
The main reason why Lake of Shadows has become a lot more frustrating is that the first half of the Strike consists of two escort missions. As soon as you load into the Strike, you’ll be directed to a payload similar to those in the Throne World. You need to escort the payload through ravenous waves of Cabal and Taken. The only way to progress is stand next to the payload, out in the open where you can be easily picked off by snipers and Champions. You’ll have to take things slowly here, dealing with basically all the adds before continuing to move the payload. The worst enemies here are undoubtedly the Cabal Turrets as well as the Taken Centurions and their Axion Darts.
Once you’ve delivered the second payload, you’ll be greeted by a Taken Chimera, the meatball-looking enemy from the end of the Forsaken campaign. This boss isn’t all that difficult – it does hit hard, though, so be sure to stick to cover – but it sure is tanky. You’ll also have to be aware of the Taken-filled arena, as Thrall and Psions continuously rush you and hazardous Taken goop limits where you can stand.
The next tricky part of Lake of Shadows is the infamous bridge. Once upon a time, speedrunners and blueberries alike could coast through this arena with no trouble. Now, though, there are waves of annoying adds and two Cabal Threshers with homing rockets that will not cease until you are dead. You have to play this section at a glacial pace to get through safely, moving around the scaffolding of the bridge to avoid direct line-of-sight with the worst enemies. Take things slowly and be aware of the Taken projectiles that may boop you off the map if you aren’t careful.
If that wasn’t enough, you’ll also have to fight a Tormentor right before you get to the final boss. The arena is absolutely tiny, the Tormentor has a ton of health and about 3 Acolyte Eyes will spawn around the room every 15 seconds. The one silver lining is that this Tormentor isn’t considered a boss, meaning that it can be Frozen, Suspended, Blinded or Suppressed, making the fight more manageable. Do be very careful when getting into melee range, as the Tormentor’s Void slam will basically OHKO every time.
Eventually, the final boss will be waiting for you. The mechanics for the boss itself aren’t actually too different to how it was before: it will roam around the battlefield, teleporting to try and get in melee with you, and it will sometimes fire a Tether that can trap and slow you down. Taken Psions and Knights will appear on the perimeter of the arena and they are the main danger here, as they can quickly overwhelm or take you by surprise. Additionally, a new mechanic added to this version of Lake of Shadows is Darkness Splinters. Four of them will spawn around the room periodically and, if you don’t destroy them, the arena will quickly fill with Taken slop that limits where you can stand.
All Rewards from Season 20 Grandmasters
Now that we’ve gone through each of the Grandmaster Nightfalls in-depth, what kind of rewards can you get?
Firstly, you will either gild or earn your Conqueror Title based on your progress in previous seasons. If you manage to complete all 6 of the Grandmasters during Season 20 you can Gild Conqueror, turning the title orange for the remaining duration of the season. Conqueror is one of the coolest, and one of the titles most representative of player skill, in the game, making it a must-have pick for all.
For gear, Grandmaster Nightfalls will drop Adept versions of the Nightfall weapons. Adept weapons are a different colour, and have the ability to slot exclusive Adept mods and gain bonus stats upon being Masterworked. Each Adept weapon is available for a single week and if you don’t complete a Grandmaster during that week, the weapon will become unavailable. Below is a list of the current rotation of weapons, with the available Nightfall listed alongside them:
- Hung Jury SR4 Kinetic Precision Scout Rifle (Proving Grounds)
- Mindbender’s Ambition Solar Aggressive Shotgun (Heist Battleground: Mars)
- Wendigo GL3 Arc Adaptive Grenade Launcher (HyperNet Current)
- The Militia’s Birthright Kinetic Breech Grenade Launcher (The Arms Dealer)
- Buzzard Kinetic Adaptive Sidearm (The Glassway)
- THE SWARM Arc High-Impact Machine Gun (Lake of Shadows)
Another new addition to the loot pool in Lightfall is Adept Ciphers. You can spend these at Zavala for additional chances at the weekly Adept weapon: for example, if Hung Jury is the current Adept weapon and I gather enough Cipers, I can buy another roll of the Adept Hung Jury directly from Zavala. You need 10 Ciphers to get an Adept and you’ll earn these upon completing Grandmaster Nightfalls (Platinum run GMs award 4 Ciphers).
- Vanguard Focusing
- Adept Ciphers
Best Weapons for Grandmaster Nightfalls
Kinetic
Once again, here to claim a spot on the Kinetic weapon podium, is Arbalest. As a Special Linear Fusion Rifle, Arbalest already deals very competitive damage to every tier of opponent, allowing it to easily keep up in the endgame. Innate Anti-Barrier lets you instantly pop annoying Barrier Champions and the combination of the perks Disruption Break and Genesis (with the Catalyst) makes Arbalest a beast in any activity, even if Match Game is no longer plaguing the game.
The next recommendation is Quicksilver Storm, an Auto Rifle which has been hogging the limelight for the last few seasons. As a normal Auto-Rifle, it deals very good damage thanks to the micro-rockets that fire whenever you land enough hits on a target. These rockets allow you to convert the weapon into a Grenade Launcher, which also deals very high damage and can reliably take on Majors, Ultras or Bosses. What’s more, with the Catalyst equipped, Quicksilver becomes a Strand weapon capable of spawning Tangles on kill, letting it perfectly synergise with Strand subclasses (which are very good for this suite of Grandmasters).
Other good Kinetic Exotics include the likes of Wish-Ender and Outbreak Perfected. The former is a Barrier popping machine that can confidently take on rank-and-file enemies in a single shot, while still being a good pick for tougher foes. Meanwhile, Outbreak remains one of the best Kinetic weapons in the game, with its nanites quickly capable of tearing apart any enemy, allowing you to use it anywhere to a high degree of success. You can also run Anti-Barrier Pulse this season to let Outbreak deal with Champions. You will want to bring a good Heavy or Special weapon alongside either of these, though, so you can quickly burst down harder adds.
In terms of Legendary picks, Riptide or Lingering Dread will serve you well if you want a good Special weapon capable of stunning Champions. If either weapon has the Chill-Clip Perk, you can deal with Unstoppable and Overload Champions while still having very good damage output. There is also a good suite of Kinetic Pulse Rifles (Smite of Merain, Piece of Mind), Auto Rifles (Rufus’ Fury, Lodbrok-C) and Scout Rifles (Servant Leader, Hung Jury SR4) to easily deal with each Champion type.
Energy
For those who want to take up a support role, Divinity remains a top-tier option for endgame content. Despite a hefty nerf, the 15% damage buff and the precision bubble are still absolutely fantastic in every single Grandmaster in the game, especially because it also deals Overload damage. Divinity helps you deal with more agile bosses, as well as fighting at longer ranges or against smaller foes, especially the Tormentors. If you decide to take Divinity into a Grandmaster, you’ll find very few Guardians complaining.
If you want to take a more offensive approach, Polaris Lance is a great sleeper pick. After getting Solar 3.0 support, the Perfect Fifth perk now deals Scorch damage: land three Perfect Fifth shots and, not only will you deal the initial explosion damage, but you will instantly cause an Ignition on your target. This makes Polaris a perfect pairing with Solar builds and any player who wants to use a powerful Primary capable of stunning Unstoppable Champions. Polaris Lance shreds through everything from mobs to bosses, making it something you’ll certainly want to use.
Another classic Solar option is Eriana’s Vow, an Exotic that launched alongside the Champion system back in Shadowkeep. This Special Hand Cannon deals great damage and can pop Barrier Champions in only a hit or two. You get the benefits of both a Hand Cannon and a Sniper Rifle rolled up into a single gun. While it may not be as exciting as recent Exotic offerings, Eriana’s Vow can (and will) carry you through the Grandmasters.
Other options include Le Monarque, Ticuu’s Divination and Hierarchy of Needs. All three can do Overload this season (Monarque can do it natively and the other two bows can use the Overload Bow mod) and all three have reasons to use them. Le Monarque is a powerful Void bow which can synergise its Void poison damage with Volatile Rounds to create an add clear monster. Then we have the Hierarchy of Needs or Ticuu’s Divination, both great Solar Bows with high damage and add clear potential.
Heavy
The current Heavy weapon Meta in Destiny 2 is Rocket Launchers, a departure from last year’s obsession with Linear Fusion Rifles. As such, there’s a plethora of options to choose from when it comes to Rockets. If you want to go with a solid Legendary option, Hothead, Ascendancy or Bump in the Night all have very high damage potential. Gjallarhorn has settled into being a support weapon and is a good pick if your teammates are also bringing in Rocket Launchers.
One Exotic Rocket Launcher of particular note is the Two-Tailed Fox. This weapon was already pretty good, especially with the Rocket Launcher buff, but what makes it shine is its Catalyst. The Third Tail perk adds a third Arc rocket to Two-Tailed Fox, allowing you to deal Jolt alongside Suppression and Scorch. These elemental verbs together give you amazing potential at clearing adds and at dealing boss damage, with Jolt allowing you to hit some crazy damage numbers without relying on Gjallarhorn.
Machine Guns have also become an important staple of the endgame. Thunderlord and the new Deterministic Chaos Machine Guns both serve as great picks which are equally good at clearing waves of enemies and dealing damage to bosses. If you want a Legendary option, the Commemoration from Deepstone Crypt is a solid craftable option, as is Qullim’s Terminus and the new Strand Machine Gun Circular Logic.
If you want a more unconventional Exotic choice, Leviathan’s Breath is pretty crazy right now. With high burst damage potential, native Volatile Rounds on a perfect draw, native Unstoppable arrows and great synergy with the Void subclasses, Leviathan’s Breath has risen as a super powerful choice in the current meta. You do have to sacrifice your Exotic slot for it, which may not be viable depending on your builds, but it’s an excellent choice for Grandmaster Nightfalls.
And that was everything you needed to know about Grandmaster Nightfalls in Destiny 2‘s Season of Defiance. Good luck out there, Conquerors!