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Destiny 2 Crota's End Raid Guide

Crota's End is the free Moon raid with the lamp run and the Swordbearer. Here is how every encounter works and how to farm it

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Crota’s End is the second raid from the original Destiny, rebuilt for Destiny 2. It is free to play, set on the Moon, and ends with Crota himself. The raid is famous for two things: the Abyss lamp run and the Thrallway.

Crota’s End encounter breakdown

The Abyss is a running fight where you keep a lamp alive while enemies swarm. The Bridge is an ogre and gate fight with a strict timer. The Thrallway is the hall of knights that punishes slow teams. Ir Yut is the wailing-mother encounter with a banshee chorus. Crota is the final boss, where the Swordbearer drops the sword and one player calls the smash direction. The Bridge timer punishes teams that linger, so keep moving even when adds are cleared.

Preparing for Crota’s End

Bring a sword and weapons with high burst. Power level 1330 or higher is comfortable. The Thrallway kills more teams than the boss does, so move as a group and never stop. Keep one player on lamp duty in the Abyss while the rest clear ahead, and never split the group during the run.

Abyss and Crota mistakes that end the run

  • Letting the lamp die in the Abyss.
  • Standing still in the Thrallway.
  • Missing the Swordbearer before it reaches Crota.
  • Letting the lamp carrier run ahead alone in the Abyss.

FAQ

Is Crota’s End free? Yes, it is free to play.

What is the best weapon? A sword for Crota and a rocket for the ogres.

Can it be soloed? Some encounters are soloable, but the raid is designed for six.

  • Keep the lamp alive in the Abyss.
  • Move through the Thrallway as a group.
  • Call the Swordbearer at Crota.
  • Farm during featured weeks.

Who carries the lamp

The Abyss fails on lamp duty, not on add control, so decide the carrier before the run starts. The carrier walks the route and never stops to shoot; everyone else clears ahead of the lamp and rotates back to it. Doing it the other way round — carrier leading, group clearing behind — is how a lamp dies with the person holding it alone at the edge of the light. Rotate the job across runs so two people know it, because a group with one lamp carrier is one disconnect away from a wipe. Naming roles before every encounter is the entire skill; the raid guide hub has the rest of the sequence and the preparation guide covers loadouts.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.