Destiny 2 Dungeon Carry Guide: What to Know Before You Run One

Three Guardians climb a stone stair toward a golden dungeon door framed by purple crystals

A Destiny 2 dungeon carry guides a three-player fireteam through a dungeon with an experienced Guardian. You play your own character and learn each encounter as you go. Dungeons are smaller than raids, so each player matters more and communication is key.

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

What is a dungeon carry?

A dungeon carry is a guided run through one dungeon. Dungeons are three-player activities with their own mechanics, bosses and rewards. With a self-play carry you take part yourself while your Sherpa explains what to do and when.

Because a dungeon fireteam is just three Guardians, every role is covered by a single person. That makes dungeons a good place to learn how to handle a mechanic on your own, while a Sherpa keeps the run safe. If you are still deciding between formats, our guide to how a self-play carry works explains the order process from checkout to completion.

Dark dungeon corridor with a violet glow, the category art for Destiny 2 dungeon carries
Dungeons are three-player activities with tight corridors, bosses and mechanics of their own.

Who is a dungeon carry for?

A dungeon carry suits several kinds of player, and it helps to know which one you are before you book.

Players new to endgame activities

If you have never completed a dungeon, a guided run removes the guesswork. You see how encounters flow, learn what the danger signals mean and finish with a clear picture of how to approach the next one yourself.

Returning players

Destiny 2 changes often. If you are coming back after a break, a Sherpa can catch you up on how a dungeon plays today, which builds work and which mechanics have changed, without you having to read several guides first.

Players short on time or teammates

Dungeons need exactly three Guardians. If your friends are busy or you prefer not to queue with strangers, a booked session gives you a dependable fireteam at a time you choose.

Players chasing a specific goal

Triumphs, titles and weekly objectives often point back to a dungeon. A carry gets the activity finished efficiently, and you can read our titles and seals guide to see how dungeons fit into longer goals.

How does a dungeon carry run on Guardian Sherpa?

How a dungeon carry runs Pick a dungeon, confirm details, check loadout, clear encounters together, review.From order to final boss1Pick your dungeonChoose one of ten dungeon services2Confirm your detailsPlatform, gamer tag and a start time3Loadout checkYour Sherpa reviews weapons and build4Clear it togetherEncounters explained, then attempted5Review within 48 hoursReport any problem with the run
The five stages of a dungeon carry.

You choose a dungeon from our services, check out, and confirm your details on a private order page. A Sherpa accepts the order, and until then you can cancel for a full refund. At the agreed time you get a fireteam invite on your own account. The Sherpa does a short loadout check, explains the first encounter and then plays through the dungeon with you.

How do I prepare for a dungeon carry?

Dungeon preparation checklist Update the game, check power, pick a known build, protect time, use voice chat.Dungeon prep checklistUpdate and check powerMatch the level shown in the directorPick a build you knowFamiliar beats fashionableBring varied weaponsCover different damage and enemy needsProtect uninterrupted timeDungeons are best played in one sittingUse voice chatQuick callouts keep a three-player team alive
Five checks before your dungeon run.
  • Update the game and check the recommended power level in the in-game director.
  • Pick a build you know well and bring weapons for different damage needs.
  • Set aside uninterrupted time, since dungeons are best played in one sitting.
  • Use voice chat so callouts are quick.
  • Check your platform settings so the fireteam invite reaches you.

What roles do three players cover?

With three Guardians, nobody can hide in the background. Roles shift by encounter, but these jobs appear in most dungeons.

Roles in a three-player dungeon fireteam Mechanic handler, add control, damage dealer, with the Sherpa covering gaps.Three players, three jobsMechanic handlerCompletes the encounter's key task on timeAdd controlKeeps enemies off the team during the mechanicDamage dealerBrings bosses down during the damage windowSherpa safety netCovers gaps and calls out danger
Typical dungeon roles. Your Sherpa assigns them encounter by encounter.

Which dungeons can I get a carry for?

Our catalog and the weekly rotation decide what is available. Browse current options on our services page. Prices below are for a full clear; flawless-goal runs are priced at double.

How is a dungeon carry different from a raid carry?

A dungeon has fewer players, so the run is usually shorter and more personal. A raid involves six players and more coordination. See our raid carry guide for the full raid picture.

Ancient raid chamber lit by golden light, the category art for Destiny 2 raid carries
Raids bring six players and more coordination than a dungeon.
Dungeon carry Raid carry
Fireteam size 3 players 6 players
Starting price (full clear) From $25 From $30
Coordination Fewer roles, each player matters more More roles and callouts to manage
Good first step? Often the gentler start Better once you are comfortable with groups

Dungeon carry, coaching or doing it solo?

Dungeon carry versus coaching versus solo A carry finishes the dungeon with expert help, coaching builds skills, solo is free but slower.Pick the right routeDungeon carryFinish the dungeon with an expert beside youCoaching sessionBuild skills and a build you reuseSolo or with friendsFree, but you work out each mechanic
Three routes through a dungeon.
Two armored Guardians on a ridge at dusk, the category art for Destiny 2 coaching
Prefer to learn the skills yourself? Read the coaching guide or book a coaching session.

What does a typical dungeon encounter look like?

Dungeons usually combine a few ordinary combat sections with one or more encounters built around a mechanic and a boss. The rhythm is similar from one dungeon to the next, even though the details differ.

Approach and positioning

Your Sherpa explains where to stand, which enemies matter most and what the danger signals look like. This takes a minute or two and is the best moment to ask questions.

The mechanic and the boss

The team completes the encounter's key task, then focuses on damage when the boss is vulnerable. With only three players, a mistake is felt quickly, so short and clear callouts are worth more than long explanations during a fight.

Resetting without frustration

If an attempt fails, the team resets, the Sherpa explains what happened and you try again. Wipes are a normal part of learning a dungeon and are not a sign that the carry has gone wrong.

How do I get the most out of the run?

  • Tell your Sherpa your goal at the start, whether that is learning the dungeon, completing a triumph or a first clear.
  • Ask for the reasoning behind each callout so you can repeat it on your own later.
  • Keep your weapons and abilities topped up between encounters.
  • Stay for the whole booked window so the team can finish the dungeon in one sitting.

How long does a dungeon take?

Length varies by dungeon and team, so treat these as planning ranges and not promises. As a rough guide, a dungeon is commonly one to a few hours for a first run, and shorter once you know the encounters. Your Sherpa gives an estimate for your dungeon on the order page before the run starts and explains each encounter as you go.

What do the full clear and flawless-goal options mean?

A full clear means finishing the dungeon from the first encounter to the last boss with your Sherpa guiding. A flawless-goal run aims to complete the dungeon without anyone on the fireteam dying, which asks for tighter play and usually takes more preparation. It is priced at double the full-clear price. As with every Guardian Sherpa service, the goal is the attempt and the guidance: a flawless run depends on the whole team playing cleanly, so we describe it as a goal rather than a guarantee. Pick the full clear if you mainly want to learn the dungeon, and the flawless goal if you are chasing a flawless triumph.

Does platform matter?

You confirm your platform and gamer tag on your order page, and your Sherpa sends the invite on that platform. Check that your party and privacy settings allow invites, and tell us if you play with crossplay settings that differ from the default so the invite reaches you without delay.

What is included, and what is not?

A dungeon carry includes a Sherpa who joins your fireteam, checks your loadout, explains encounters and guides the run. It does not include a guaranteed drop, because dungeon loot is random, and nobody ever plays your character for you. Anything beyond the dungeon you booked is outside the service unless your order page says otherwise.

What are common dungeon mistakes?

  • Underestimating the final boss. It still demands a solid build and damage rotation, so ask for a walkthrough before the attempt.
  • Using an untested loadout. Run the build you know, not one you read about an hour ago.
  • Starting without ammo or abilities. Check your kit between encounters.
  • Getting disconnected mid-run. Check your connection and platform settings before you start.
  • Expecting every drop. The carry guarantees guidance, not a particular piece of loot.

Is it safe for my account?

Self-play lowers risk but cannot remove it. We never ask for your password and you join through a normal in-game invite. Read our account safety page first, and see the FAQ for more.

Related guides

Frequently asked questions

How much does a dungeon carry cost?

Guardian Sherpa dungeon carries are $25 for most dungeons and $29 for Shattered Throne and Sundered Doctrine for a full clear, with flawless-goal runs at double. All ten dungeons are listed on the product pages with prices shown before checkout.

How long does a dungeon take?

Length varies by dungeon and team. Your Sherpa gives an estimate for your dungeon on the order page before the run starts and explains each encounter as you go. Treat any estimate as a planning range, not a promise.

Is a dungeon easier than a raid?

Dungeons are built for three players and have fewer roles to coordinate, so they are the better first step for a new player. The final bosses still demand a solid build and damage rotation, which your Sherpa walks you through before each encounter.

Which dungeon should I start with?

Tell your Sherpa which dungeons you have cleared and what you want from the run. Any of our $25 dungeons is a sensible starting price point, and your Sherpa can recommend one that matches your build and experience.

Can I ask questions during the run?

Yes. Your Sherpa explains each encounter before you attempt it and can repeat or simplify a mechanic. Asking early saves time, because a misunderstood callout is the most common reason an encounter resets.

Do I have to share my Destiny 2 login?

No. Self-play means 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.