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Level 2PvP mode

Emberline

Crucible: Twilight Gap · Fireteam of 12 · About 10 min

One Ember, six beacons, no respite. Carry a burning relic across Twilight Gap to light the enemy's three beacons while it eats your health, and douse your own in the seconds the field is empty.

Mechanics

  • 01The Ember: one relic spawns mid-map. Carrying it replaces your weapons with a short Solar slam and burns 2% health per second. It drops on death and returns to mid if untouched for 15 s.
  • 02Beacons: each team owns three plates on its side. The carrier lights an enemy beacon by standing on it for 4 s and lit beacons stay lit. Light all three to win, or lead on beacons at 8 minutes.
  • 03Dousing: a team can douse one of its own lit beacons by holding the plate for 10 s uncontested, but only while the Ember is off the field during its 15 s reset. Timing the pick-up matters.

Phases

  1. 1

    Drop

    30 s of positioning, then the Ember spawns at mid. Both teams commit or bait; the first carrier usually dies at the top of the stairs.

  2. 2

    First Light

    Early captures. Carriers hand off at chokepoints to spread the burn, while defenders decide whether to chase or hold plates.

  3. 3

    Douse Windows

    Once one side leads, defenders play the reset. Every Ember death opens 15 s to douse a beacon, so escorts try to grab it instantly.

  4. 4

    Closing

    At 8 minutes the leader on beacons wins. If tied, every beacon douses and a single neutral beacon opens at mid for one final light.

Why it works in Destiny

Twilight Gap's long lanes and stacked heights already funnel fights through the middle, so one objective that must cross it sets the tempo on its own. Relics with speed and damage rules, plates with hold timers and a match clock are the Level 2 primitives applied to a Crucible map instead of a PvE space. Bungie has shipped relic-carry modes before, so balance references and review criteria already exist.