How to Use This Guide
This is a text-only field guide for the permanent Pantheon that arrived with Update 9.7.0 (Monument of Triumph) on June 9, 2026. Every arena, role, and mechanic is stated in prose or a table. The guide does not rely on maps, diagrams, or screenshots.
Each boss chapter follows the same order: where the boss appears, the objective, roles, a numbered walkthrough, the damage phase, common errors, and a quick reference.
Before the first pull
- Decide which activity you are running and on which difficulty.
- Assign Player 1 through Player 6 and keep those labels for every boss.
- Read the live activity card for the current Power, modifiers, and Feats before you commit to a plan.
- For the full seven-boss run, agree on team names for every boss before you launch. There is no time to set them up between fights.
Activities, Difficulties, and the Weekly Feature
The three activities
Pantheon is reached from the Raids and Dungeons node on the Destinations screen. Raid rules apply: a six-player fireteam and no matchmaking.
| Activity | Bosses | Order |
|---|---|---|
| Calus Resplendent | 3 | Argos, then Gahlran, then Calus |
| Morgeth Surpassing | 3 | Warpriest, then Consecrated Mind, then Morgeth |
| Insurrection Prime Revolutionary | 7 | Argos, Warpriest, Gahlran, Consecrated Mind, Calus, Morgeth, Insurrection Prime |
Calus Resplendent holds the three reprise bosses. Morgeth Surpassing holds three of the four encore bosses. Insurrection Prime Revolutionary is the full gauntlet and is the only place Insurrection Prime appears outside the weekly feature. Some players call it "The Gauntlet."
Weekly featured bosses
Each weekly reset features two bosses as standalone fights:
- One Featured Reprise: Argos, Gahlran, or Calus.
- One Featured Encore: Warpriest, Consecrated Mind, Morgeth, or Insurrection Prime.
For example, the week of September 29, 2026 featured Gahlran and Warpriest. The pair rotates every week. Check the activity card for the current pair; this guide covers every boss that can appear.
Difficulties and Feats
| Difficulty | What it changes |
|---|---|
| Adventure | A lower Power target with unlimited revives. Built for learning the fights. |
| Standard | The normal version of each fight. |
| Custom | Lets you enable optional Feats. Each Feat raises the reward grade, from 0 up to 5. |
The Feats are the same five used by current raids:
| Feat | Effect |
|---|---|
| Token Limit | Fewer revive tokens for each encounter. |
| Phase Limit | The boss must die within a set number of damage phases. |
| Battalions | Adds extra enemy pressure (Banes). |
| Encounter Challenges | Turns on the encounter challenges. |
| Cutthroat Combat | Contest-style difficulty. |
1. Argos, Planetary Core
*Appears in Calus Resplendent, the full gauntlet, and as a Featured Reprise. Originally from Eater of Worlds.*
Objective
Read which element each of Argos's three shield orbs needs, charge Hobgoblin weapons with those elements, then shoot the orbs into Argos's core to break his shield and open damage.
Memory line: Read, charge, meet, break.
Roles
| Team | Players | Area | Job |
|---|---|---|---|
| Team Void | 2 | Void area | Clear ads; one player is the Hobgoblin killer |
| Team Arc | 2 | Arc area | Clear ads; one player is the Hobgoblin killer |
| Team Solar | 2 | Solar area | Clear ads; one player is the Hobgoblin killer |
The arena has three areas around Argos, one per element. Each team owns one area for the whole fight.
Walkthrough
- Start: Shoot the four glowing spikes on Argos to begin.
- Read: One team will see an opening in Argos's shield on their side. That team reads the three glowing orbs inside it, at the left, top, and right of the boss, and calls each orb's element.
- Hobgoblins: Each team kills the Malignant Hobgoblin on their right as they face the boss. It drops a cranium weapon.
- Charge: Each weapon holder takes the weapon to the corner whose element matches the orb they were assigned, and deposits it to charge it.
- Meet up: When the weapons are charged, the holders claim them, and the whole fireteam meets at the open side of the boss.
- Break the shield: Shoot the orbs with the charged weapons to push them into the center of Argos. That breaks the shield.
Damage phase
Platforms appear around Argos. Stand on them and break two of the six white weak spots (two each on the arms, the head, and the back) to begin damage.
- Argos places detain bubbles. A detained player floats away; free them quickly.
- Weak spots broken in the first phase do not return for the second phase. Pick new ones.
Common errors
| Symptom | Likely cause | Fix |
|---|---|---|
| Shield does not break | An orb was hit with the wrong element | Re-read the orbs and repeat the charge on the correct corner |
| No one sees the opening | Teams are all watching their own adds | Each team checks its own side of the boss after the spikes are shot |
| Second phase stalls | Team is looking for weak spots already broken | Call the remaining spots before platforms appear |
Quick reference
- Shoot four spikes to start.
- The team with the open side reads left, top, right.
- Kill the Hobgoblin on your right, charge its weapon in the matching corner.
- Meet at the open side, shoot orbs to the center.
- Break two weak spots, then damage.
2. Gahlran, the Sorrow Bearer
*Appears in Calus Resplendent, the full gauntlet, and as a Featured Reprise. Originally from Crown of Sorrow.*
Objective
Keep the Witch's Blessing alive by passing it between teammates, kill each shielded Deception, stun the three large Gahlrans with the hands mechanic, and damage the real one.
Memory line: Pass at fifteen. Bait to center. Hands, then head.
Roles
| Team | Players | Area | Job |
|---|---|---|---|
| Team Void | 2 | Void area | Blessing pair for that area |
| Team Boss | 2 | Boss area | Blessing pair for that area |
| Team Dog | 2 | Dog area | Blessing pair for that area |
Each team picks a first buff grabber.
Walkthrough
- Start: Shoot Calus to begin. Teams go to their three areas.
- First Blessing: One player from each team stands in the glowing green circle at the rally banner to receive the Witch's Blessing.
- Ads: Waves spawn in all three areas. About half can be killed by anyone; the other half can be killed only by a Blessing holder.
- Pass the buff: Watch the Blessing timer. At about 15 seconds left, both players stand near the purple glowing cauldron to the right of their area. The holder shoots the cauldron's ball to pass the Blessing to their partner.
- Recover a lost buff: If a holder dies, the unbuffed player stands at a cauldron and shoots it while a buffed player shoots it from outside the circle. The Blessing is then shared instead of transferred.
- Deceptions: Each area gets a shielded Gahlran's Deception. Bait it to the center of the platform. Both players enter its shield and damage it to drop the shield, then step off the platform. Some guides say a melee drops the shield; either way, both players must be inside.
- Sword strike: The large Gahlran's hand starts to glow. Shoot the hand. The resulting sword strike kills the Deception on the platform. Players lose their Blessing when their Deception dies.
Hands mechanic and damage
When all three Deceptions are dead, stun each large Gahlran: shoot both glowing hands before they clap above his head, then shoot his glowing head. Two copies disappear. Damage happens in the area with the remaining Gahlran.
During damage, repeat the hands mechanic whenever he goes immune to stun him again.
Common errors
| Symptom | Likely cause | Fix |
|---|---|---|
| Blessing expires | Pass called too late | Call the pass at fifteen seconds, not five |
| Deception will not die | Not baited to the center of the platform | Bait first, then break the shield |
| Wrong team loses its buff | A sword strike hit another team's Deception | Shoot only your own area's hand |
Quick reference
- Shoot Calus; one per team takes the first Blessing.
- Only Blessing holders kill the marked ads.
- Pass at fifteen seconds at the cauldron on your right.
- Bait the Deception to center, break its shield, shoot the hand.
- Hands, then head, to stun; repeat when he goes immune.
3. Emperor Calus
*Appears in Calus Resplendent, the full gauntlet, and as a Featured Reprise.*
Objective
Use the Shadow Realm team's symbol calls to remove the right bubble Psion in the Throne Room, build Force of Will by breaking skulls, then break Calus's shield and damage him plate by plate.
Memory line: Three calls, kill the fourth. Break skulls. One plate at a time.
Roles
| Team | Players | Job |
|---|---|---|
| Team Shadow Realm | 3 | Call symbols in a fixed order: first, second, third |
| Team Throne Room | 3 | One Psion slapper; two clear ads. Assign orb order: left, middle, right |
Walkthrough
- Start: Shoot Calus. Clear ads until the team is pulled into the Shadow Realm.
- Split: Three players touch the glowing purple orbs to return to the Throne Room, in their assigned left, middle, right order. Never grab the same orb. The three who stay are the Shadow Realm team.
- Shadow Realm: The Shadow team is pushed toward Calus and stopped at intervals by an invisible wall. Avoid the ramps; they launch you into the air.
- Call symbols: At each wall, each Shadow player sees a symbol on Calus's forehead. Call your symbol clearly, one at a time, in your assigned first, second, third order.
- Throne Room: The Throne Room has four bubble Psions under glass domes, each beneath a floating symbol. Two sit on the left side of the throne (crossed axes and a chalice) and two on the right (a beast and a sunburst). Common calls are Axes, Chalice or Cup, Beast or Dog, and Sun; the shorter word is usually the more common call. The slapper kills the Psion under the fourth symbol, the one not called.
- Next wall: The Shadow team also shoots bubble Psions on their side to spawn the next wall.
- Repeat the symbol round three times, until the Shadow team reaches the final wall and the pushing stops.
Skulls and Force of Will
- Shadow Calus fires a large stream of skulls at the Shadow team. Shoot as many as you can. Each one adds a stack of Force of Will. More stacks mean more damage.
- In the Throne Room, the other team slowly weakens Calus's shield, buying the Shadow team time.
- Break the shield completely when Force of Will is high. One team's notes say about 80 stacks; a second source did not confirm the number.
- The Shadow team touches the three purple orbs to return. Again, never grab the same orb.
Damage phase
The whole team stands on one symbol plate at a time to damage Calus. When Calus attacks a plate, that plate's damage is over; move to an unused plate. All four plates can be used.
Final stand: When the health bar is empty, Calus gains a white shield bar. Keep firing until it is gone.
Common errors
| Symptom | Likely cause | Fix |
|---|---|---|
| Two players stuck in the Shadow Realm | Two players took the same orb | Assign left, middle, right before the pull |
| Wrong Psion popped | Threadlings or a misheard call | Kill Threadlings first; Shadow players wait for silence before calling |
| Weak damage phase | Shield broken with few Force of Will stacks | Hold the shield until the Shadow team calls a high count |
Quick reference
- Three return to the Throne Room by orb order; three stay.
- Shadow calls first, second, third; Throne kills the fourth symbol.
- Three rounds, then break skulls for Force of Will.
- Break the shield on the Shadow team's call.
- One plate at a time; move when Calus attacks the plate.
4. Warpriest
*Appears in Morgeth Surpassing, the full gauntlet, and as a Featured Encore. Originally from King's Fall; this version folds in the Totems encounter.*
Objective
Collect Deathsinger's Power through the Totems loop, deposit it on one Warpriest plate until it is fully charged, give the damage bubble to the player holding the most Power, and keep the bubble alive with Brands.
Memory line: Stack, swap, dunk. Highest stack takes the bubble.
Roles
| Team | Players | Job |
|---|---|---|
| Team Left | 3 | First, second, and third runner for the left side |
| Team Right | 3 | First, second, and third runner for the right side |
Charging the plate
- Totems: The first runners start Totems as normal. Take the Brand in your hallway and stand on the Annihilator Totem in your room. Kill ads to build stacks of Deathsinger's Power.
- Brand Claimers: The second and third runners go to the Warpriest room and earn the Brand Claimer buff by killing a Wizard and a Taken Knight in the left and right plate areas.
- Swap: Brand Claimers go to the Totem rooms to relieve the Brand holders. The relieved players go to the Warpriest room and deposit their Power on one plate.
- Plate order: One team's notes deposit on the middle plate first and the right plate in the second phase. Whichever plate you use, the plate that gave the bubble cannot be used for deposits in the next phase.
- Repeat the cycle until the plate is fully charged. The same notes count 100 Deathsinger's Power; a second source did not confirm the number.
Ogres spawn in the Warpriest room as deposits climb. Have someone ready to deal with them.
Claiming the bubble
When the plate is fully charged it glows red. The first player to stand on it receives the damage bubble. The bubble lasts longer the more Power the claimer holds.
- Two or three players should be holding Power at this point. The first runners usually have the most.
- Everyone holding Power calls their count. The highest count stands on the plate.
Damage phase and extensions
Damage from the bubble. The other Power holders are the extenders:
- Instead of joining damage, each extender earns a Brand by killing a Wizard and a Knight near the left or right plate.
- While holding the Brand, keep killing ads to stack more Power, then claim the Brand to extend the bubble.
When all three Brands have been used, damage ends. Hide behind the pillar next to the plate you used to survive the wipe.
Second phase
Repeat the loop. The first Brands appear in the same starting positions. Use a different plate than the one that gave the bubble.
Common errors
| Symptom | Likely cause | Fix |
|---|---|---|
| Short bubble | A low-stack player stepped on the plate first | Call counts; only the highest stack moves |
| Bubble collapses early | A Brand holder stood inside the bubble | Extenders stay outside until they claim |
| Wipe at the end of damage | No one moved to the pillar | Call "pillar" as the last Brand is used |
Quick reference
- First runners: Brand, Totem, stack Power.
- Second and third runners: kill Wizard and Knight for Brand Claimer, then relieve.
- Deposit on one plate until it glows red.
- Highest stack takes the bubble; others extend with Brands from outside.
- Hide behind the pillar; switch plates next phase.
5. Consecrated Mind
*Appears in Morgeth Surpassing, the full gauntlet, and as a Featured Encore. Originally from Garden of Salvation; this version combines the Summon and Consecrated Mind encounters.*
Objective
Hold all five Confluxes against Vex sacrifices, tether to keep the Enlightened buff, break the boss's eyes when it visits each corner, and deposit motes in the center Conflux until damage opens.
Memory line: Tether, defend, eyes, dunk thirty.
Arena
The arena is a diamond. Confluxes 1 through 4 sit at the four corners and a fifth sits in the center. Each Conflux has a tether box. Portals link each corner to its neighbors and to the center.
Opening assignments
| Player | Opening job |
|---|---|
| 1 and 6 | Stay at Conflux 1. Kill the Angelic and tether. Player 6 then runs to Conflux 2. |
| 2 | Run straight to Conflux 2, kill the Angelic, and wait for Player 6 to tether. |
| 3, 4, and 5 | Run straight to Conflux 4, kill the Angelic, and tether. |
| 3 and 5 | Then run to Conflux 3, kill the Angelic, and tether. |
| 5 and 6 | Then run to the center Conflux, kill the Angelic, and tether. |
Once every box is tethered, all portals open.
- The boss goes to Conflux 2 or Conflux 4 first. The corner that does not have the boss rebuffs Player 1 when the game says "defenses subside."
- Player 6 runs to whichever corner has the boss to help with the eyes and the tether.
Defending
Players 1 through 5 each defend a Conflux. Player 6 roams and helps with eyes.
- Ads come in two waves per Conflux. Pairs of Angelics visit each Conflux; kill them quickly to unlock the tether box.
- When the game says "defenses subside," Player 6 returns to the center and tethers, then calls "Global Buff." The other players tether to their own boxes and call "Ready." Every tethered player is rebuffed.
- Once a corner's second wave is cleared, that defender should be solo tethered.
Motes
Players who kill a Malignant Motekeeper Hobgoblin collect 5 motes. Hold them until your second ad wave is cleared, then portal to the center, deposit, and tether there for the Global Buff when defenses subside.
Eyes
The boss visits each Conflux in turn. It drops Voltaic Overflow on the ground and shows three pairs of eyes: left, middle, and right.
- The Conflux defender stands in the Voltaic Overflow, which shows them which eye in each pair is correct (inner or outer).
- Shoot all three correct eyes. The boss then moves to another Conflux.
- A defender can do this alone, or Player 6 can help.
- Missing an eye or taking too long kills the buff holder.
- A player who has used the Overflow cannot take it again for 2:30.
Damage phase
Damage opens at the center Conflux after 30 motes have been deposited. Shoot all the boss's eyes to start. The boss holds still for about five seconds for burst damage, then drifts toward a corner Conflux. Follow it with long-range precision damage until it arrives.
Common errors
| Symptom | Likely cause | Fix |
|---|---|---|
| A corner loses Enlightened | Missed the Global Buff call | Tether on "Global Buff" before calling "Ready" |
| Defender dies at the eyes | Slow or missed eye | Call for Player 6 as soon as the boss arrives |
| Damage never opens | Motes held too long or lost | Deposit after your second wave; call the running total |
Quick reference
- Opening: 1 and 6 at Conflux 1; 2 at Conflux 2; 3, 4, 5 at Conflux 4, then 3; 5 and 6 at center.
- Defend two waves; kill Angelics fast.
- "Defenses subside": Player 6 tethers center, calls Global Buff; everyone else tethers and calls Ready.
- Overflow shows the correct eyes; 2:30 lockout after use.
- Thirty motes in the center opens damage.
6. Morgeth
*Appears in Morgeth Surpassing, the full gauntlet, and as a Featured Encore. Originally from Last Wish; this version adds a Queenswalk-style Heart of Riven sequence and uses the Last Wish symbols.*
Objective
Run three Strongman and Cleanser rounds. Each round sends a pair into Riven's Heart to collect the Strengths whose symbols were not called outside. The third round brings Morgeth into the Heart and starts damage.
Memory line: Two strengths, cleanse, call the door, take the rest.
Roles
| Team | Players | Job |
|---|---|---|
| Pair 1 | 2 | First Strongman and first Cleanser |
| Pair 2 | 2 | Second Strongman and second Cleanser |
| Pair 3 | 2 | Third Strongman and third Cleanser |
Assign one player outside to call the door symbols every round.
Round 1
- The first Strongman collects the first Strength. Clear ads until two more Strengths spawn.
- The first Strongman collects their second Strength and gets ready to be pulled into a tornado. The first Cleanser takes the Taken Essence buff from the Eye of Riven and stands by.
- The Cleanser uses their grenade on the Strongman to cleanse them. Both are teleported into Riven's Heart.
- Outside, two symbols appear to the left and right of the exit door behind Morgeth. The outside caller reads both.
- Inside, the Cleanser can see a symbol above each Strength. The Cleanser directs the Strongman to the two Strengths whose symbols were not called.
Round 2
- The second Strongman collects the remaining Strength. Clear ads until two more spawn.
- The second Strongman takes their second Strength. The second Cleanser takes the Eye of Riven and stands by.
- After the cleanse, the second pair enters the Heart. Both Cleansers can now see the symbols.
- Outside, two more symbols appear by the door. The caller reads them.
- The second Strongman collects the two Strengths whose symbols were not called in either round.
Round 3
- The third Strongman takes their second Strength; the third Cleanser takes the Eye of Riven.
- After the cleanse, the third pair and Morgeth are teleported into the Heart.
- The third Strongman picks up one final Strength to start damage.
One team's notes count four Strengths in the Heart in round 1 and six in round 2. A second source did not confirm the counts; follow the symbols, not the count.
Damage phase
Watch the Amassed Strength bar at the top of the screen. At about 80 percent, the first Cleanser takes the Eye of Riven. Fire the Eye's Super on Morgeth by about 90 percent; going past 90 percent risks the wipe. The Super ends damage and stops the wipe.
Repeat the rounds until final stand. Save damage Supers for final stand.
Final stand
Morgeth teleports away and a portal opens. Take it to a broken-bridge jumping section. Cross quickly and have each player collect two Strengths; the first player across takes the farthest ones. Morgeth's shield drops. Burst him down before the Amassed Strength bar fills.
Common errors
| Symptom | Likely cause | Fix |
|---|---|---|
| Wrong Strength taken | Door symbols called late or incompletely | The caller reads both door symbols before the pair moves |
| Round 2 fails | Round 1's called symbols were forgotten | Keep a running list of every called symbol |
| Wipe at the end of damage | Eye Super used too late | Call the bar early and have the Cleanser in position |
Quick reference
- Strongman takes two Strengths; Cleanser cleanses with the Eye of Riven's grenade.
- Outside caller reads the two door symbols.
- Inside, take the Strengths whose symbols were not called (this round, then both rounds).
- Round 3 brings Morgeth into the Heart; one more Strength starts damage.
- Take the Eye at about 80 percent Amassed Strength; fire its Super by about 90 percent. Final stand: bridge, two Strengths each, burst.
7. Insurrection Prime
*Appears as the final boss of Insurrection Prime Revolutionary and as a Featured Encore. Originally from Scourge of the Past; this version adds a Vault battery sequence.*
Objective
Find the right Berserker on the holographic map, carry its batteries to the correct dunk stations, collect the three tunnel buffs, then use a tank to drop the boss's shield and damage it in buff pairs.
Memory line: Map, Berserker, dunk. Tunnels, tank, pairs.
Roles
| Group | Players | Job |
|---|---|---|
| Battery team 1 | 3 | One Map Reader and two Dunkers |
| Battery team 2 | 3 | One Map Reader and two Dunkers |
Separately, the six players form three buff pairs for damage:
| Buff | Terminal shape | Damage position |
|---|---|---|
| Continuous | Circle | Left |
| Angular | Triangle | Middle |
| Parallel | Square | Right |
Map and batteries
- Kill the Berserker in front of spawn. The first Map Reader picks up the Radiant Battery and dunks it at the rally banner. A holographic map appears.
- On the map, Berserker spawns are marked with triangles. The battery Berserker is the one under a red orb. The three dunk stations, left, middle, and right, are marked with squares.
- The Map Reader guides the first Dunkers to that Berserker. Use Sparrows to move quickly. While waiting, the Map Reader helps break boss crits.
- The Dunkers kill the Berserker, which drops two batteries. The first Dunker picks one up and the Map Reader gives them a station; then the second Dunker does the same.
- Matching a station: On the map, the Dunker's icon gains dots above it. Each dunk station also has dots above it. Match the Dunker's dots to a station and call it: left, middle, or right.
- While the Dunkers dunk, the Map Reader breaks red crits on the boss and finds and kills the giant Servitor to open the tunnel doors.
- Battery team 2 repeats steps 3 through 5 with a second Berserker. Battery team 1, no longer running batteries, breaks red crits and goes to the basement for their buffs.
- When everyone has a buff, kill a second giant Servitor to open the tunnel doors again.
Buffs in the tunnels
Before entering, the second team breaks the boss's six white crit spots (knees, sides, and back).
- The tunnel is a loop with four numbered areas, each with a buff terminal. Find the terminal with your shape and hit it with an unpowered melee to take the buff.
- Turn away from the terminal and go to your left to find your exit door. Wait for it to open.
- While you wait, break any red crits on the boss you can see.
- Breaking the boss's red crits extends the hidden wipe timer.
Tanks and damage
When the fourth battery is dunked, each dunk station spawns a tank. One player uses a tank to drop the boss's shield. Bait the boss into a good position first.
During damage, stand with your buff partner and away from the other pairs. Matching buffs do more damage together; mismatched buffs tether and kill each other. Form a triangle in front of the boss: Continuous on the left, Angular in the middle, Parallel on the right.
Common errors
| Symptom | Likely cause | Fix |
|---|---|---|
| Battery taken to the wrong station | Dots not matched on the map | Map Reader confirms dots before calling a station |
| Wipe before damage | Red crits ignored | Everyone waiting breaks red crits |
| Players die at damage start | Mismatched buffs standing together | Hold the triangle: Continuous left, Angular middle, Parallel right |
Quick reference
- Radiant Battery at rally opens the map.
- Red orb marks the battery Berserker; two batteries per Berserker.
- Match the Dunker's dots to a station's dots.
- Kill the giant Servitor to open the tunnels; melee your shape's terminal; exit to your left.
- Fourth battery spawns tanks; damage in pairs.
Rewards, Armor, and the Godsbane Title
Weapons
All six Pantheon weapons share the origin trait Elliptical Orbit.
| Weapon | Type | Element | Frame | Drops from |
|---|---|---|---|---|
| Alone as a God | Sniper Rifle | Kinetic | Rapid-Fire | Argos and Calus (see note) |
| Bane of Sorrow | Machine Gun | Void | High-Impact | Gahlran |
| Zaouli's Bane | Hand Cannon | Solar | Adaptive | Warpriest |
| Reckless Oracle | Auto Rifle | Void | Rapid-Fire | Consecrated Mind |
| Chattering Bone | Pulse Rifle | Kinetic | Lightweight | Morgeth |
| Threat Level | Shotgun | Kinetic | Rapid-Fire | Insurrection Prime |
Armor
The Pantheon armor set is Pantheos Resplendent. Every boss can drop a piece.
| Pieces | Set bonus | Effect |
|---|---|---|
| 2 | Well Prepared | Picking up ammo grants Armor Charge, and each Armor Charge raises your Health stat. |
| 4 | Down the Line | Sustained damage on minibosses, Champions, and bosses builds stacks that raise weapon damage against regular and powerful enemies. Weapon final blows use up one stack each. |
Godsbane title and triumphs
The title is Godsbane. The Pantheon triumph node lists twelve triumphs, and the title needs eleven of them.
| Triumph | Requirement |
|---|---|
| Pantheon Arsenal | Collect the Pantheon weapons. |
| Resplendent Victory | Complete every encounter in Calus Resplendent. |
| Surpassing Victory | Complete every encounter in Morgeth Surpassing. |
| Revolutionary Victory | Complete every encounter in Insurrection Prime Revolutionary. |
| Feats of Revolution | Complete Insurrection Prime Revolutionary with two or more Feats. |
| Total Revolution | Complete Insurrection Prime Revolutionary with every Feat. |
| Unphased Encounter | Complete any encounter with Phase Limit. |
| The Sharpest Encounter | Complete any encounter with Cutthroat Combat. |
| Overrun Encounter | Complete any encounter with Battalions. |
| Death-Defying Encounter | Complete any encounter with Token Limit. |
| A Greater Challenge | Complete any encounter with Encounter Challenges. |
| End of Your Tether | Complete all four tether puzzles in the Pantheon. |
The 2024 title, Godslayer, is a separate and older record.
Other rewards
- Emblems: Calus Conquered, Morgeth Mastered, Insurrection Eradicated, and Hall of the Gods.
- The Orbiter ship, the Gilded Record Sparrow, and the Far-Traveling Shell Ghost.
Pull Checklist
Before launch
- Activity, difficulty, and Feats chosen.
- Player 1 through Player 6 assigned.
- Team names set for every boss you will face.
Argos
- Teams Void, Arc, Solar; Hobgoblin killer named.
- Open-side team reads left, top, right.
Gahlran
- Teams Void, Boss, Dog; first Blessing holder named.
- Pass at fifteen seconds.
Calus
- Shadow order first, second, third; Throne orb order left, middle, right; slapper named.
Warpriest
- First, second, and third runners per side.
- Highest stack takes the bubble; pillar call ready.
Consecrated Mind
- Opening table assigned; Player 6 is the roamer.
- Mote total called aloud.
Morgeth
- Three Strongman and Cleanser pairs; outside door caller named.
- Running list of called symbols.
Insurrection Prime
- Two battery teams with Map Readers.
- Three buff pairs and their damage positions.
Verification Notes and Sources
This edition was checked on October 17, 2026. Activity names, boss names, triumph names, the title, the armor set, and its bonuses come from Bungie's game data. Mechanics were drafted from one experienced team's notes and checked against two independent written guides. Numbers that only one source gives are marked in the chapter where they appear.
Official and game-data sources
- Bungie, Destiny 2 Update 9.7.0. Pantheon 2.0, Feats, and the reward model.
- Shattered Vault, Destiny 2 Update 9.7.0 (full patch-note mirror).
Read the source on shatteredvault.com
- MP1st, Destiny 2 Update 9.7.0.3. Consecrated Mind tether restored; Divinity change for Insurrection Prime.
Independent guides
- LFCarry, Destiny 2 Pantheon Guide.
Read the source on lfcarry.com
- d2raidguide, Pantheon.
Read the source on d2raidguide.com
- GameRant, Pantheon bosses and loot table.
Read the source on gamerant.com
- Yardbarker, Monument of Triumph Pantheon 2.0 weapons and armor.
Read the source on yardbarker.com
- Kyber's Corner, Weekly reset overview, September 29, 2026 (featured pair example).
Read the source on kyberscorner.com
Conflict resolutions applied
- Gauntlet name: The game calls the seven-boss activity Insurrection Prime Revolutionary. "The Gauntlet" is kept only as a common nickname.
- Weekly feature: The feature is one Reprise boss and one Encore boss, not any two of the seven.
- Alone as a God: Listed for Argos and Calus, with the disagreement stated.
- Gahlran's Deception shield: One source says damage it, another says melee it. The guide says both players must be inside either way.
- Unconfirmed numbers: Calus's 80 Force of Will, Warpriest's 100 Power and plate order, and Morgeth's four and six Strengths are each marked as one team's figure.