Crota's End Raid Guide for Destiny 2: Prepare and Get a Carry

Three Guardians cross a golden bridge spanning a dark chasm lit by green aurora light

Crota's End is a six-player Destiny 2 raid that returned from the original Destiny. To prepare, check the recommended power level, bring a flexible loadout and use voice chat. A self-play carry lets you play your own account while a Sherpa explains each encounter.

Last updated: November 3, 2026. Written by the Guardian Sherpa Team.

Quick answer: Crota's End is a six-player Destiny 2 raid reprised from the original Destiny on September 1, 2023. You carry a chalice of light across the Abyss and Bridge, then fight Ir Yut and Crota. Role discipline wins this raid. A Guardian Sherpa carry lets you play your own account while a guide explains each encounter.

Three Guardians cross a golden bridge spanning a dark chasm lit by green aurora light
Crota's End raid guide cover art from the Guardian Sherpa library.

What is the Crota's End raid?

Crota's End launched in the original Destiny on December 9, 2014 and was reprised for Destiny 2 on September 1, 2023 (Destinypedia, Shacknews). It supports a fireteam of up to six Guardians and revolves around the Chalice of Light, the Enlightened buff, Hive swords and lanterns.

The Destiny 2 reprise launched with a recommended power of 1790 (Destinypedia); current requirements differ, so check the in-game Director. Typical clear length depends on team experience and we do not publish a fixed time.

Ancient raid chamber lit by golden light, background art for Guardian Sherpa Destiny 2 raid carries
Raid carries at Guardian Sherpa are guided self-play runs.

Crota's End encounter guide

Crota's End has six main steps: the Hellmouth, the Abyss, the Bridge, the Thrallway, Ir Yut and Crota. Mechanics below come from public guides and wikis (Shacknews, Destinypedia) and describe general play, not guaranteed strategies; numbers such as timers can change with updates.

Crota's End encounter flow Diagram of the Crota's End encounters in order, each with a one-line goal.Crota's End: encounter flow1HellmouthCharge the chalice2AbyssLight lanterns in the dark3BridgeSwords beat Gatekeepers4ThrallwayClimb and deposit5Ir YutKill Wizards, drop shield6CrotaSwords, Oversoul, final stand
Diagram of the Crota's End encounters in order, each with a one-line goal.

1. The Hellmouth: charging the Chalice

Goal: Charge the Chalice of Light and add the charge to the plate to start building the bridge.

Roles: Pass the chalice between Guardians. Each holder charges it while carrying, then another Guardian takes it, which makes the holder Enlightened, and the cycle repeats.

Key mechanics: The Chalice of Light charges while held, and the Enlightened buff lets players use sword and barrier mechanics that appear later.

Common wipes: Dropping the chalice mid-cycle or holding it past the point where a handoff was due.

Tip: Practice the handoff order here, because the same cycling returns in later rooms.

2. The Abyss: lanterns and the dark path

Goal: Travel the dark path by lighting lanterns, then use Enlightened on the plate at the end to start the bridge.

Roles: One player scouts the lantern route while others follow. Players with grapple movement or fast traversal help carry the chalice through darkness.

Key mechanics: Engulfed in Darkness counts down from 60 seconds and resets when a lantern is lit or the chalice is preserved. Weight of Darkness builds up to ten stacks, slowing movement and blocking double jumps. Lit lanterns explode after about 15 seconds. Preservation nodes beside certain lanterns activate the next group.

Common wipes: Lighting a lantern without a preservation node beside it, which fails the Conservation of Energy challenge, and running out of the darkness timer, which kills you.

Tip: Grapple Grenades and Eager Edge were suggested for fast movement. Light lanterns only after the chalice is preserved beside them.

3. The Bridge: swords, gatekeepers and totems

Goal: Build the bridge, send Swordbearers' swords across to defeat Gatekeepers and survive waves of enemies.

Roles: Sword carriers, chalice carriers, a player on the construction plate and players under the totems. Snipers or scout rifles handle long-range enemies, and Solar grenades can be thrown across.

Key mechanics: Annihilator Totems wipe the team when someone is on the plate unless a Guardian stands under each totem. Swordbearers drop Hive swords that only Enlightened players can pick up, and unattended swords disappear. Only the sword damages Gatekeepers. Crossing requires holding the chalice or a sword.

Common wipes: Leaving a sword on the ground, which makes it vanish, and moving to cross before the bridge is ready. The "Precarious Balance" challenge requires crossing while the bridge deforms.

Tip: Settle who crosses, who holds totems and who carries swords before building starts.

4. The Thrallway: climbing and depositing

Goal: Climb the hill, defeat Thrall and Shriekers and deposit the chalice to open the hole in the ground.

Roles: Enlightened players pass barriers while the others clear Thrall and Shriekers.

Key mechanics: Defeating Shriekers removes them as a barrier. The Enlightened buff lets you pass otherwise blocked barriers.

Common wipes: Stopping to fight instead of moving as a group.

Tip: Move with the chalice carrier and keep the group together.

5. Ir Yut, the Deathsinger

Goal: Defeat Ir Yut before her Dark Liturgy finishes.

Roles: Split into two groups of three, with one player scouting Wizard locations. Enlightened players kill the Wizards hiding behind green barriers.

Key mechanics: Ir Yut's shield drops when a Wizard dies, so kill them at the same time. Each damage phase needs one more Wizard kill (three, then four, then five). Dark Liturgy starts when a Wizard dies or after three minutes, and wipes the team if its timer runs out before the health notch is reached. Enlightened players can Expunge her for burst damage. The "Equal Vessels" challenge requires cycling the chalice in the same order.

Common wipes: Taking too long to kill Wizards, which starts Dark Liturgy automatically.

Tip: Have the scout call Wizard rooms before the fight starts and keep chalice order the same throughout.

6. Crota, Son of Oryx

Goal: Remove Crota's shield with swords, complete damage phases and finish him in the final stand.

Roles: A Titan with Burning Maul and Tractor Cannon, a player dedicated to finishing Swordbearers, a Warlock using Cenotaph Mask and one player per tower were reported as strong roles.

Key mechanics: Defeating Hive Knight Boombers in the towers summons Ogres and a Swordbearer whose sword removes the shield; two or three swords are needed. An Oversoul wipes the team after 30 seconds unless an Enlightened player destroys it, which ends the damage phase. The Presence of Crota debuff restricts chalice swaps to a beam of light. The "All For One" challenge requires three swords at once.

Common wipes: Destroying the Oversoul too early, wasting the damage phase, and wasting Heavy ammo or Supers in phase three. After the final chunk Crota is briefly immune, so stay out of melee range.

Tip: Pick a dedicated Oversoul destroyer and a sword finisher before the fight.

What roles and loadout work in Crota's End?

A six-Guardian raid works best when every slot has a clear job before the first room. The chart below uses generic archetypes. No specific weapon or subclass is mandatory, and the best loadout is the one you already know how to play well.

Crota's End fireteam roles Generic six-slot role chart for a Crota's End fireteam. Roles are archetypes, not required builds.Six-slot fireteam role chart1CallerChalice order and timers2Chalice carrierCharges and hands off3Sword finisherCollects and uses swords4Totem / plateHolds totems and plate5ScoutFinds lanterns and Wizards6Flex damageHeavy ammo for bosses
Generic six-slot role chart for a Crota's End fireteam. Roles are archetypes, not required builds.
  • Caller: reads timers and mechanics aloud so the team acts on one voice.
  • Mechanic runners: handle the encounter-specific task, such as nodes, relics or chalices.
  • Add control: keeps enemies off the mechanic players with wave-clear weapons and abilities.
  • Boss damage: brings precision or Heavy weapons and saves Supers for damage windows.
  • Flex support: revives, covers a missed slot and swaps in when someone falls behind.

Bring weapons for three jobs: adds, bosses and long-range threats. Pack at least one weapon you can use with Heavy ammo, keep a couple of utility abilities handy, and be honest with your fireteam about your role comfort. Make sure every Guardian knows how to pass the chalice cleanly, because cycling order matters throughout the raid.

How do I prepare for Crota's End?

  • Update the game and check the recommended power level in the in-game Director.
  • Bring weapons for different damage needs and a build you know well.
  • Use a headset so you can hear callouts.
  • Turn on two-factor sign-in for your account.
  • Agree on roles and a caller before you start.
  • Pick a time window when you can play without interruption.
Crota's End prep checklist Checklist graphic: update, voice chat, loadout, roles, two-factor sign-in and scheduling.Pre-raid checklistGame updated, power checked in the DirectorHeadset and voice chat workingWeapons for adds, bosses and Heavy ammoRoles agreed before the first roomTwo-factor sign-in turned onTime window confirmed on your order page
Checklist graphic: update, voice chat, loadout, roles, two-factor sign-in and scheduling.

What are the most common Crota's End mistakes?

  • Leaving a Hive sword on the ground.
  • Lighting a lantern before the chalice is preserved beside it.
  • Destroying the Oversoul too early on Crota.
  • Skipping the pre-fight briefing and trying to learn mechanics mid-wipe.
  • Spending Heavy ammo and Supers on adds instead of saving them for damage windows.
  • Talking over each other, which hides the one callout that matters.
  • Letting one player carry every mechanic, which makes a single death a team wipe.

What rewards does Crota's End offer?

On Master difficulty, War's Lament (an Exotic ship) is the reward for completing the raid, and Crota's Exile (an Exotic Sparrow) is the reward for completing every encounter on Master with the challenges (Destinypedia). The Destiny 1 version also had three Exotic weapons: No Land Beyond, The 4th Horseman and Dragon's Breath. We did not confirm a seal name, so we do not list one.

Golden weapon silhouette in violet mist, background art for exotics and catalysts
Exotic and catalyst help is covered in our exotic and catalyst guide.
Ornate golden seal emblem on dark violet stone, background art for titles and seals
Titles and seals are explained in the titles and seals guide.

Drop tables, drop rates and rewards can change between seasons. Always confirm in game, and do not treat any drop as guaranteed on a given run.

How does a Crota's End carry work?

A Guardian Sherpa carry is a guided self-play run. You stay signed in on your own account and play every encounter yourself, while an experienced Sherpa joins your fireteam, explains each mechanic and helps the team stay on track. We never ask for your password on self-play orders. See the Crota's End raid carry for the options; it is listed from $30 for a full clear, and the flawless-goal option is $60.

Crota's End carry timeline Timeline comparing a self-run attempt with a self-play carry where you play your own account. No result is guaranteed.Carry vs going in blindGoing in blindQueueLearn by wipingRetryMaybe clearGuardian Sherpa carryOrderSherpa acceptsInvite and briefPlay together
Timeline comparing a self-run attempt with a self-play carry where you play your own account. No result is guaranteed.
  1. Pick the run type on the product page and check out.
  2. Open your private order page and confirm your platform, Bungie name and a time window.
  3. You can cancel for a full refund until a Sherpa accepts your order.
  4. A Sherpa accepts the order and sends a normal in-game fireteam invite at the agreed time.
  5. You play the raid together on your own account, with each encounter explained.
  6. After the run you have a 48-hour review window.
Two armored Guardians on a ridge at dusk, background art for Destiny 2 coaching
A Sherpa guides the run while you play your own account.

What is included, and what is not?

  • Included: a guided, self-play run with an experienced Guardian, a private order page, encounter explanations and a 48-hour review window.
  • Not included: account sharing or piloting (see our separate piloted listings if you want that), guaranteed drops, guaranteed completion times or any promise of in-game results.

What is a flawless run?

A flawless run is one finished without a death. We play toward that goal but cannot guarantee in-game results.

Is a carry safe for my account?

Self-play carries less risk than services that log in for you, but no provider can promise zero risk. Read our account safety page.

Guardian Sherpa shield logo, light version for dark backgrounds
Guardian Sherpa. Browse every carry in our full catalog.

More raid guides

New to carries? Read how a self-play carry works and see the FAQ.

Frequently asked questions

How much does a Crota's End carry cost?

A Crota's End self-play carry is $30 for a full clear and $60 for a flawless-goal run (no deaths) at Guardian Sherpa. Prices are shown before checkout, there are no hidden fees, and the WELCOME20 code takes 20% off a first order. See the Crota's End carry page for the current price.

How long does a Crota's End run take?

Time varies with the team, how many encounters are new to you and whether you choose the flawless goal. Your Sherpa gives an estimate on your order page before the run starts and explains each encounter as you go, which adds a little time but saves wipes.

What power level do I need for Crota's End?

Check the recommended power shown in the in-game Director for Crota's End and bring a character at or near it. Your Sherpa checks your character before the run and can suggest a quick power catch-up if you are under the recommendation.

Do I have to share my Destiny 2 login?

For self-play orders, no. You stay signed in on your own account and you stay signed in on your own account and join our fireteam through a normal in-game invite. On self-play orders we never ask for your password, your email login or your platform credentials. Piloted orders need secure account access, shared only after payment through your private order page. Read the account safety page for the full policy.

Can I cancel my order for a refund?

Yes, up to the moment a Sherpa accepts your order. Until then you can cancel from your order page for a full refund to the original payment method. After a Sherpa accepts, the customer-side cancel option closes, but our team can still cancel, refund or reschedule if something goes wrong. See the refund policy.

How do I book and what happens next?

Pick the run type on the product page and check out. You get a private order page where you confirm your platform, Bungie name and a time window. A Sherpa accepts the order, you receive a fireteam invite at the agreed time, and you play the activity together. Afterwards you have a 48-hour review window. The step-by-step guide covers each stage.

How much does the flawless option cost for Crota's End?

The Crota's End carry is listed from $30 for a full clear, and the flawless-goal option is $60. A flawless goal means we play toward finishing with no deaths, but it is a goal, not a guarantee. The price is always shown on the product page before you check out.