There are nine different subclasses to choose from in Destiny 2, and they all have some pretty unique abilities.

Other than the pretty similar melee abilities, Titans have some real variety when it comes to how each subclass accomplishes what it does; still, each of them can be super effective in Crucible. For this list, let's take a look at the Striker subclass, and how to get the most out of it in Crucible:

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10 FISTS OF HAVOC

Fists of Havoc is the supercharge for the Striker subclass, provided you haven't gone down the Code of the Missile. Fists of Havoc supercharges your fists, allowing you to Hulk-smash around the map eviscerating any Guardian unfortunate enough to be in your way. This is a decent roaming super; though it doesn't have a ranged attack, it's melee is an AoE, so it will only take one slam into the ground to take out any Guardian's in your immediate vicinity instead of multiple attacks.

9 GRENADES

The Striker subclass comes with the Flashbang Grenade, Pulse Grenade, and the Lightning Grenade. Let's take a look at the strengths and weaknesses of each of these in Crucible.

The Flashbang Grenade does a bit of damage, but also blinds enemies for a (very) short period of time. There really isn't much argument to be made for using this grenade in Crucible unless you're having trouble winning gunfights.

The Pulse Grenade is a decent area-denial grenade; it isn't the best of them, and it isn't the worst of them. It detonates on impact with a surface, blanketing that area with a radius of pulsing Arc energy that damages enemies inside the radius on each pulse. In most cases, this is inferior to the Lightning Grenade.

The Lightning Grenade attaches to whatever surface it comes in contact with, releases bolts of lightning opposite the surface it's attached to at regular intervals. Because of the way many of the maps in Destiny are designed, you can cover a more meaningful amount of surface with the Lightning Grenade as compared to the Pulse Grenade, making it superior in most cases.

8 MELEE

destiny 2 crucible titan

The Striker subclass has always had some seriously good melee abilities, and that hasn't changed. Unlike most other subclasses, Strikers have access to three different melee abilities that function pretty differently, ranging from a usual style of adding an effect onto a default melee attack, to a unique melee attack altogether.

7 BARRICADE

All Titans have access to the same two Barricade abilities: Towering Barricade, and Rally Barricade. Towering Barricade creates quite a big amount of cover, definitely enough to cover more than one person.

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Rally Barricade isn't usually going to help nearly as much as the other; it just doesn't provide very much cover. It does increase reload speed while behind it, but that isn't usually going to be reason enough to swap it in.

6 LIFT

All Titans have access to the same movement abilities: High Lift, Strafe Lift, and Catapult Lift. High Lift allows you to reach a bit more height, but in Crucible, that isn't really going to be all that beneficial.

Strafe Lift gives you a measurable amount more control in the air, which will be more useful than the extra height, in a lot of situations.

The Catapult Lift gives a strong boost of extra speed upon lifting, which can really help someone with a fast playstyle. This is, in most cases, going to be the preferred ability.

5 CODE OF THE JUGGERNAUT

Code of the Juggernaut comes with the abilities Frontal Assault, Reversal, Trample, and Knockout. Frontal Assault is the melee ability for this Code, causing your melee to reload your currently equipped weapon and increase weapon stability and damage.

Reversal causes melee kills to immediately trigger health regeneration. Combine that with the reload/weapon bonus that you get, and melee killing someone is going to feel like a fresh start.

Trample extends the duration of Fists of Havoc whenever you get a kill with it. As always, getting a longer roaming super is only ever a good thing, so this is a pretty nice ability.

Knockout increases your melee range and damage upon critically wounding an enemy. A close-range build utilizing a sidearm or shotgun is going to benefit from this ability in spades, allowing you to save that extra shot or two and melee kill an enemy from a decent distance away. Plus, you get that melee off, and suddenly your weapon is reloaded and your health is regenerating.

4 CODE OF THE MISSILE

Code of the Missile comes with the abilities Thundercrash, Ballistic Slam, Inertia Override, and Impact Conversion. Thundercrash replaces Fists of Havoc as your super, instead allowing you to hurtle through the air like a missile and smash into the ground, causing massive damage to enemies in a not-negligible radius.

Ballistic Slam is the melee for this Code, allowing you to leap into the air and slam back down into the ground dealing damage in a radius around you. This requires a bit of setup to pull off and does not one-shot enemies, so if they've got a shotgun, you'd better pray they were already hurt when you landed.

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Inertia Override reloads your currently equipped weapon if you pick up ammo while sliding, while also increasing weapon damage for a short time. This doesn't generally come into play in Crucible terribly often.

Impact Conversion gives you super energy when you hit enemies with Ballistic Slam. As mentioned before, Ballistic Slam leaves you pretty vulnerable against a decent enemy, so encouraging more use of Ballistic Slam isn't likely to lead to success.

3 CODE OF THE EARTHSHAKER

Code of the Earthshaker comes with the abilities Seismic Strike, Aftershocks, Terminal Velocity, and Magnitude. Seismic Strike (Shoulder Charge) is a melee ability that can be activated after sprinting for a short time. It launches you forward, almost-always one-shotting whatever enemy you come into contact with.

Aftershocks recharge your grenade when hitting enemies with Seismic Strike. Not a lot to say about this one, but recharging abilities quicker is always welcome, especially when it's based around using a pretty powerful attack.

Terminal Velocity creates damage-dealing fields (essentially extra-powerful Pulse Grenades) whenever you land with Fists of Havoc, and allows the ability to deal more damage the longer you're in the air.

Magnitude gives you an additional grenade charge, and also allows grenade effects to last longer. This is especially nice with Lightning Grenades and Pulse Grenades, allowing you to blanket twice the area with damage than you normally would.

2 HEART OF INMOST LIGHT

The Heart Of Inmost Light allows using one ability to empower every other ability, meaning using your melee will empower your grenade and barricade, and so forth. Empowering an ability recharges it quicker and allows it to do more damage, along with allowing your barricade to withstand more damage. This is a great bonus for Crucible, especially when paired with the Code of the Earthshaker that gives you a great melee ability and two grenade charges.

1 BRAWLER

The Striker Titan is, unsurprisingly, built around close-range combat. Code of the Earthshaker and Code of the Juggernaut are both generally going to be more effective in Crucible, though arguments can be made for using the Code of the Missile with certain playstyles. Both the Earthshaker and Juggernaut come with some awesome bonuses for meleeing enemies, whether it be in the form of an awesome melee attack or a buff for meleeing an enemy at all.

For tips on using the Sunbreaker subclass, click here. For tips on using the Sentinel subclass, click here.

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