Crucible is one of the near exhilarating and most played activities in Destiny 2. With multiple Crucible modes and competitions like Iron Banner and Trials, it'southward safe to say that Crucible is a big function of this game. There'southward a total of 31 Crucible maps in Destiny 2. xx of them are original Destiny two maps. The other xi are from the original Destiny, which were either revamped or brought back.

Some maps make players feel similar they have a fair chance, but some make players feel like skipping to the next lucifer. Out of the 20 original maps in Destiny ii, here are the 5 best Crucible maps and v maps that are dreadful to play on.

10 WORST: Retribution

In Retribution, the narrow, round hallway makes fighting a fleck tough. The only open expanse in the map is the Deck, simply fighting rarely occurs there. This structure keeps everyone either waiting for the enemy to announced or running in circles aimlessly. Also, this map is also confining and the circular shape makes finding enemies a nuisance. Either you terminate upwardly chasing an enemy or you stop up being chased. Instead of aiming downward for enemies players terminate up peeking around corners considering of the map'south unusual shape. Usually, the map is played with 1 team holding downwardly the Mid-ring and Deck surface area waiting for enemies to peek out.

ix BEST: Expressionless Cliffs

The Dead Cliffs is a fast-paced and versatile map. This map evenly distributes lanes for long-range weapons and rooms for shut-range combat. Fifty-fifty though the map is not very big, it doesn't feel confined. The Expressionless Cliffs is a fluid map that pushes players to be on their toes and ready to go. The reason this isn't the summit map is that players tin can get spawn trapped. Since the map is so open, you don't realize its pocket-size size until the enemy team pushes in and gathers a couple more kills of spawns.

8 WORST: Emperor's Respite

Emperor'due south Respite appears grand, only it's quite unimpressive. The map is open near the spawns but clutters in the center. There are sniper alleys and ways to flank opponents but it doesn't benefit anyone. If you spawn outside, you lot're at a big disadvantage since fights rarely occur indoors.

Withal, the center of the map happens to exist the most problematic. The center is split with a doorway where players merely get a small view of the other side. Consequently, players end up wasting fourth dimension camping and waiting for enemies to appear. Spawns take up a lot of space on the map that in that location is no residual. All the zones are sick-placed.

7 BEST: Javelin-4

Javelin-four is a deceiving map because of its size. For a small map, information technology's easy to navigate and observe targets. The size of Javelin-4 is its best quality since the entire expanse can be utilized. With multiple routes, players tin can try other paths when one doesn't work out. If your squad is being mobbed by shotguns, yous can opt for a more distant arroyo at the Rockwall or Deck area. You lot can use any part of the map to keep the match in your favor. The but problem with this map is that if you are non mobile, y'all can hands get cornered by the opposing team.

6 WORST: Legion'due south Gulch

Legion'south Gulch may take worked well if it didn't accept the fans that wing y'all to the Drill. The map is very segregated, and players can hands mess with spawns by hopping through the fans. The Drill area is but actually used in Command, where flag B is, otherwise it is simply a ways for flanking. However, using the Bridge betwixt the Drill and Middle department is ameliorate for flanking since you lot are entering a fight zone and not the other team's spawn. Likewise many players attempting to flank the other team leads to abiding spawn flips which causes unnecessary defoliation for all players.

5 BEST: Endless Vale

Endless Vale essentially has iii areas where the fighting occurs, which are: Shrine, Mid, and Temple. The temple is oftentimes used to flank, the Mid is used to snipe or caput towards the Shrine. The Mid is occupied with snipers and lit upwardly with grenades, but the other regions are merely every bit agile. The Shrine is an open area where mobile players volition blitz and assault or static players wait for enemies to come out of their spawn.

Although it may seem like a prime spot, other players can target those in the Shrine hands because of how open up it is. This map doesn't brand one region more advantageous than another.

4 WORST: Equinox

From the get-go, leaving your spawn needs a lot of planning. The middle of the map is quite large and open. If you accept a sniper, bow, or picket rifle, you may have a fair take a chance of fighting. When you employ whatsoever other weapon, you need to become clever and discover means to sneakily go out of your spawn and caput towards the enemy team.

Ane manner to avoid the open area is to go through the Center Room off to the side. The Center Room takes you straight to the other area or you tin sneak to the center. Still, someone is usually hiding there waiting for their victims. The all-time mode to describe this map is that information technology'south similar first-come-first-serve. If you're not fix waiting for your enemy to appear, about likely someone on the opposing squad is.

3 BEST: Wormhaven

Wormhaven is a linear map with spacious rooms and narrow alleys which makes information technology suitable for all weapons. The curvature of the Overlook has players push back and forth to get the perfect angle for a shot or a grenade throw. The opponents caught up in the peek-a-booing in the Overlook might not realize that someone in the middle Foyer tin can get a perfect shot on them.

At times, enemies employ the Overlook to stare into your spawn, thankfully in that location are many routes you can take to avoid engaging with them. These routes include the Terrace and the Vestibule. These are other areas of the map where fighting takes place. If these areas are open, players may meet it as an opportunity to invade the opposing teams spawn. This then leads to flipped spawns which occur oft in this map.

2 WORST: Pacifica

The fighting mainly occurs in the centre Ruddy Bay region in Pacifica. Although this is a small role of the map, everyone heads here even though it gets quite chaotic and cramped. Attempting to go around the heart is fourth dimension-consuming since all the activeness is happening in 1 identify. Dominating the inside isn't difficult. In one case that area is dominated, it's hard to find a way to take downwards enemies. The match ends up existence too repetitive since the center is where all the activity happens.

i Best: Radiant Cliffs

Radiant Cliffs is a map that is active in all areas of the map. You can catch enemies effectually the map trying to snipe, rushing in with a shotgun, or trying to catch opponents off guard. This map has numerous areas where yous tin can fight opponents without feeling like it's repetitive or cramped. Radiant Cliffs allows for players to use weapons they are comfortable using rather than what is required past the map. With multiple passageways, players can discover enemies and return to their teammates if they demand aid. Having several areas for combat, hiding, and flanking, prevents spawns from existence flipped oftentimes since players won't feel cornered.

Adjacent: Destiny ii: 5 All-time Sparrows In The Game (& The five Worst)