There are nine different subclasses to choose from in Destiny 2, and most of them play significantly different from each other.

Besides their similar melee abilities, Titans have quite a bit of variety when it comes to how each subclass works, and each of them can be monstrously effective in Crucible. For this list, let's take a look at the Sunbreaker subclass, and how to get the most out of it in Crucible.

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10 HAMMER OF SOL

Hammer of Sol is the super for the Sunbreaker unless you go down the route of the Code of the Siegebreaker. Hammer of Sol creates a Solar energy hammer that has both a melee attack and a ranged attack, similar to the Sentinel Shield. Because of both a melee and ranged attack, this super is one of the best in Crucible, allowing for a ton of flexibility and kill potential.

9 GRENADE

The Sunbreaker subclass has access to the Inendiary Grenade, the Thermite Grenade, and the Fusion Grenade. These all fill pretty different roles, so let's get into the strengths of each.

The Incendiary Grenade is your usual sort of grenade; throw it, it lands wherever it lands, and it explodes. This grenade will light enemies on fire doing Damage over Time (DoT) which can be useful for certain builds that make use of flaming enemies, though that's harder to pull off in Crucible.

The Thermite Grenade explodes upon coming in contact with the ground, creating a burning line directly forward that damages enemies in it's path. This can be a decent way to cut off a doorway or a 90-degree turn in a hallway, but doesn't have a very big area of effect, making it tough to use in some situations.

The Fusion Grenade attaches to enemies and explodes for a hefty amount of damage. It isn't likely to kill an enemy on its own, but one or two shots on an enemy as it explodes, and it's certainly going to.

8 MELEE

destiny 2 crucible titan

The melee abilities for the Sunbreaker subclass are very similar in nature to the other two Titan subclasses; they have one Shoulder Charge style melee, which is activated after spriting a short while, and one melee ability that is a normal melee attack with a separate effect thrown in for added effect. Where they differ is the ranged melee attack, similar in nature to the Throwing Knife, giving a bit more variety for the Sunbreakers.

7 BARRICADE

All Titans have access to the same two Barricade abilities: Towering Barricade, and Rally Barricade. Towering Barricade creates a large barrier that provides a serious amount of cover that can keep multiple teammates (and yourself) safe from enemy fire, forcing them to either push your position or wait.

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Rally Barricade is generally less favorable to use in Crucible, simply because of the little cover that it provides. The Rally Barricade allows you to peek over it while aiming down sights and increases your weapons reload speed while behind it.

6 LIFT

All Titans have access to the same movement abilities: High Lift, Strafe Lift, and Catapult Lift. High Lift gives you a little bit of extra verticality with your lift, but that extra height isn't usually going to be of much use in Crucible; if anything, it's going to make you a more appealing target because it puts you further out of cover.

Strafe Lift gives you a bit of extra control while in the air. Because the Titan Lift is still quicker by default than the Warlock Glide, this is actually a usable option, though it still is generally inferior to the Catapult Lift.

The Catapult Lift gives you a strong initial burst of momentum upon Lifting, getting you where you're going quicker, whether that's closing the gap on an enemy of high-tailing it into cover. The fact of the matter is, the quicker you're moving, the harder you are to shoot, so unless you're having difficulty controlling your Lift, this is going to be the better choice.

5 CODE OF THE FIRE-FORGED

Code of the Fire-Forged comes with the abilities Hammer Strike, Tempered Metal, Vulcan's Rage, and Explosive Pyre. Hammer Strike is a melee attacked that can be activated after sprinting for a short while, swinging a flaming hammer that weakens enemies. For a close-range style of play, this is a great melee option.

Tempered Metal grants you and nearby allies bonus movement speed and reload speed upon getting a kill with a solar ability. This is especially beneficial to those with a fast style of play and, again, getting in for those close-range fights.

Vulcan's Rage causes Hammers thrown with Hammer of Sol active to explode into molten embers on impact. This isn't going to really make much of a difference in Crucible in most cases.

Explosive Pyre ensures that enemies killed by Hammer of Sol explode, dealing hefty AoE damage. This can be very nice for fights against multiple enemies who happen to be all bunched up, allowing you to get the quick kill on all of them and move on instead of having to linger around and smack them all.

4 CODE OF THE SIEGEBREAKER

Code of the Siegebreaker comes with the abilities Burning Maul, Throwing Hammer, Roaring Flames, and Tireless Warrior. Burning Maul replaces Hammer of Sol as your super, instead summoning a flaming maul that crushes enemies. This is another roaming super and has some decent AoE attacks as compared to the Hammer of Sol, so it's definitely a viable alternative.

Throwing Hammer is a ranged attack that, well, throws a hammer, dealing some decent damage. Plus, once thrown, you can run over and pick it back up, immediately recharging the ability, which is just cool.

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Roaring Flames allows solar ability kills to increase that abilities damage, stacking up to three times. For those that are pretty skilled with their abilities, this can only help.

Tireless Warrior enables health regeneration after throwing your hammer, hitting an enemy, then picking it up. Don't just leave those things lying around.

3 CODE OF THE DEVASTATOR

Code of the Devastator comes with the abilities Mortar Blast, Sol Invictus, Endless Siege, and Sun Warrior. Mortar Blast creates a solar explosion that sets nearby enemies on fire upon landing a melee attack. This isn't going to make a whole lot of difference in Crucible, but occasionally that extra DoT might help you out.

Sol Invictus allows Solar ability kills to recharge your melee and grenade, along with enabling Sun Warrior kills to leave a Sunspot in their wake. Having your abilities active more often is only ever a good thing, as it gives you more options with each fight.

Endless Siege enables Hammers to create a Sunspot on impact with a surface. While standing in a Sunspot, you can throw even more hammers faster, increasing your kill potential.

Sun Warrior causes your grenade and melee abilities to recharge faster when in a Sunspot, as well as allowing your super to last longer and increase all of your damage. This is absolutely fantastic, and can really help you wreak havoc on the enemy team.

2 ASHEN WAKE

This isn't generally regarded as super useful for Crucible, but humor me. Ashen Wake enables Fusion Grenades to throw faster and to explode on impact, instead of after a short delay. While Fusion Grenades aren't a one-shot, they still do some hefty damage. Firing a couple of shots on an enemy and immediately slapping them with a Fusion Grenade is going to be a pretty good time-to-kill, and then combine that with the abilities in the Code of the Devastator. Getting Solar ability kills is going to recharge your abilities, and while in a Sunspot your grenade is going to be recharging faster.

1 VERSATILITY

The Sunbreaker subclass really has a lot of options. Three wildly different melee abilities, an emphasis on either buffing yourself or yourself and some allies, as well as a supercharge that's effective at range or up-close. Sunbreakers can be used to adapt to a lot of situations, and can fit a lot of different playstyles, making it a good fit for a wide variety of players.

For tips for using the Striker subclass, click here. For tips on using the Sentinel subclass, click here.

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