There are nine different subclasses to choose from in Destiny 2, and most of them play significantly different from each other. Of the 3 classes, we have Titan, Warlock, and Hunter. From there, players choose from subclasses. The Warlock is the most magical, least armored class, with high health recovery. They make good allies and have exceptional advantages in PvP as well.

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There are some consistencies across all of the Warlock subclasses, but there are definitely a ton of little intricacies that make each of them unique. For this list, let's take a look at the Stormcaller subclass and how to get the most out of it in Crucible.

10 STORMTRANCE

Stormtrance is the super ability for the Stormcaller subclass unless you're using the Attunement of Control. Stormtrance is a roaming super that allows you to Palpatine your way across the map firing electricity from your hands. This has a cumulative effect, dealing more damage over time. While active, you're a pretty easy target with Stormtrance on unless you're using the Attunement of Conduction and making use of the Ionic Blink, but it's still a powerful super, especially if you're roaming the map in a way that keeps you out of those long sightlines.

9 GRENADES

The grenades available to the Stormcaller subclass are the Arcbolt Grenade, Pulse Grenade, and the Storm Grenade. Honestly, none of these grenades are incredible in Crucible, but none of them are terrible, either.

The Arcbolt Grenade explodes upon contact with a surface, damaging enemies in its radius and chaining damage between them, allowing for some serious range, provided enemies are stacked up together properly.

The Pulse Grenade explodes upon contact with any surface, releasing a pulse of energy every second or so that does damage to enemies in its radius. This can be okay for closing off a lane in Crucible, but if an enemy has high mobility and times their move right, they can get through without suffering much damage, if any.

The Storm Grenade calls down a focused lightning storm upon contact with a surface, dealing damage to enemies in an area around the initial detonation. This serves a similar purpose to the Arcbolt Grenade in that it deals nice AoE damage, but theoretically has less of an area of effect than the Arcbolt.

8 MELEE

destiny 2 crucible titan

The melee ability for the Stormcaller subclass has some serious range to it, regardless of what Attunement you choose. The effects of the melee can differ, from chaining lightning much like the Arcbolt Grenade to recharging all of your ability's energy. All of these melee abilities are going to be pretty useful. You can't go wrong with any of them.

7 RIFT

All Warlocks have the same two Rifts to choose from: Healing Rift or Empowering Rift. The Healing Rift continuously heals you and allies inside of it, making it perfect for defending a static area, especially when outnumbered.

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The Empowering Rift increases the weapon damage for you and allies inside of it. This can be nice for Crucible but has a much higher value in PvE situations.

6 GLIDE

A Warlock's weakness in Crucible is in their movement abilities, and the Stormcaller is no exception. They have access to the Strafe Glide, the Burst Glide, and the Balanced Glide. Strafe Glide is going to give you some extra directional control in the air, but you're likely going to be a sitting duck up there.

Burst Glide gives you an initial burst of speed when you start gliding, allowing you to get to your destination faster. That speed is going to make you a tougher target to hit, rewarding smart use.

The Balanced Glide has a foot in both worlds. It gives you a bit of directional control, while still giving a little bit of extra speed, too. There's not much to be said about this one. If you don't feel like you have enough control with the Burst Glide, this is the next best choice for Crucible.

5 ATTUNEMENT OF THE ELEMENTS

Attunement of the Elements comes with the abilities Rising Storm, Landfall, Arc Soul, and Electrostatic Surge. Rising Storm recharges your super, grenade, and melee energy upon landing a melee hit. This is a nice bonus that doesn't really require any upkeep. The more you use your melee ability, the more often you can keep using your melee ability, and grenade, and super as well.

Landfall creates a bolt of lightning that decimates enemies around you when you cast Stormtrance. This allows you to activate Stormtrance in similar situations as you would a super like Fists of Havoc, killing nearby enemies and allowing you to go in search of more prey.

Arc Soul grants you and any ally that wanders into your Rift an Arc Soul that aids in battle. This Arc Soul will fire itself at enemies dealing a small bit of damage. It doesn't seem like a lot at first, but it can make the difference in a lot of t close gunfights.

Electrostatic Surge allows your Rifts to last longer, and Rift energy to charge faster while allies are near. This can make for heavy use of Arc Souls and generally make the enemy team incredibly sad.

4 ATTUNEMENT OF CONTROL

Attunement of Control comes with the abilities Chaos Reach, Ball Lightning, Pulsewave, and Ionic Trace. Chaos Reach replaces Stormtrance as your super, releasing a long-range beam that deals heavy damage over time to enemies that it comes into contact with, as opposed to Stormtrance's lightning storm. This super use is very situational, but with the right circumstance, you can net a few kills.

Ball Lightning is a melee ability that fires an Arc projectile which releases a perpendicular ball of lightning as it travels forward. This does pretty average damage for a melee ability, but has some absolutely ludicrous range, basically functioning as a second grenade that fires in a straight line instead of on an arc.

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Pulsewave triggers an energy wave that boosts you and your allies' speed when you're critically wounded. This strengthens the team as a whole, and helps make up for Warlocks' greatest weakness.

Ionic Trace gives enemies a chance to drop an Ionic Trace when they die. Collecting these Ionic Traces helps recharge all of your abilities, creating a passive buff to your strength, intellect, and discipline.

3 ATTUNEMENT OF CONDUCTION

Attunement of Conduction comes with the abilities Chain Lightning, Transcendence, Ionic Blink, and Arc Web. Chain Lightning basically turns your melee ability into an Arcbolt Grenade, chaining lightning from your melee target to other nearby enemies.

Transcendence allows Stormtrance to last longer and fully restore your health, provided both your melee and grenade energy were full when cast.

Ionic Blink allows you to teleport while Stormtrance is active. This makes an absolutely huge difference when it comes to how much less often you get knocked out on your way to an enemy with Stormtrance active.

Arc Web chains lightning to enemies nearby your grenades; impact points. This will basically transform all grenades into a combination of their primary type plus the Arcbolt Grenade, while also returning grenade energy with each lightning chain created with either your grenade or melee.

2 CROWN OF TEMPESTS

The Crown of Tempests is a great perk for Stormcaller Warlocks, allowing each Arc ability kill to recharge a bit of energy for all of the Arc abilities. It also increases the duration of your Stormtrance. Extending the duration of a roaming super is always going to be a great thing, and if you're someone who makes good use of your abilities, they're going to be active a lot more often.

1 JACK OF ALL TRADES

The Stormcaller Warlock isn't the best at anything, but it isn't the worst at anything, either. The subclass has some serious fragging potential in Crucible. That goes for just about any Attunement you choose. But it also has the potential to fill a pretty nice support role, too. With Arc Souls, speed buffs, and similar powers you can help your teammates with.

For tips on using the Voidwalker subclass, click here. For tips on using the Dawnblade subclass, click here.

NEXT: Destiny 2: 10 Tips For Playing As The Gunslinger Subclass In Crucible