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Destiny 2 Prophecy Dungeon Flawless Solo Guide

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What is Prophecy?

Prophecy is a dungeon in Destiny 2 that has been first introduced in the Season of Arrivals DLC. Since the Pyramids have invaded the Solar system, our Guardians searched for any information about the Darkness. The Nine have it, but first, we would need to pass the trials they have prepared for us. Your goal is to use both Light and Darkness throughout the dungeon, defeat the final boss, the Kell Echo, and receive our answer.

Why Should I Do a Solo Flawless Run?

The reward for completing a solo flawless run is a wonderful emblem, Prophetic Visionary. The amount of players who can achieve this is pretty small, so it could be both a big milestone for you personally and a thing to flaunt in your raid and crucible groups. 

Prophecy Core Mechanics

The Prophecy has one core mechanic that you will be playing around with through the whole dungeon. Depending on where you're standing, either in lit-up areas or in places covered in shadows, you will receive a Light buff or a Darkness buff. You should be able to see which buff you currently have visually - if the border around your screen is white, you have a Light buff, and if it's black, you have a Darkness buff. This is key to understanding every dungeon encounter.

There's a type of mobs you will see from the very beginning, Taken Knights. On death, they drop three motes of Light or Dark. The type of motes dropping is under your control. You have to collect five motes of the same type - you will see how many you currently have on the lower left side of the screen. After you collect 5 of them, you will be carrying a big mote in your hands. You will need to put it in a giant pillar of Light or Dark, depending on which type of a mote you have. To activate the big mote, you should press the shoot button (R2/RT/LMB by default on Playstation/Xbox/PC). After you activate the appropriate mote near a pillar, it will disappear.

The Entrance

You will be introduced to this mechanic at the beginning of the dungeon. After jumping into the portal, you will see a big tunnel. The knights will be standing in smaller tunnels to your right. The main tunnel has easily identifiable dark and light places, which will allow you to test how the core mechanic works. You will need to cleanse two rooms with two pillars. After you are done with this tutorial level, follow the Kell Echo at the end of the tunnel, and you will see the arena where you're going to battle the first boss of Prophecy dungeon, Taken Phalanx.

Taken Phalanx

The first thing you will see in the arena is Toland, a floating orb in the room's center. To start the boss fight, you should come close to the orb. You're also going to see four pillars, two white and two black ones. After you start the encounter, 3 Taken Knights, two packs of Taken Psions, and the boss himself will spawn. The boss will be immune, so you will need to cleanse all four pillars to start the DPS phase.

Like in the previous encounter, you will need to kill Knights to get either Light or Dark motes. If you're all out of Knights, don't worry, they reappear after you clear all of them. After cleansing two pillars, two more packs of Psions will spawn. Use a Seventh Seraph weapon and the Global Reach mod to clear Psions if you have that combination, otherwise, try to clear all of them with any possible source of damage. Psions should be dead to guarantee your safety. They also won't disappear at the start of the DPS phase, so make sure you clean all Psions before cleansing the last pillar. Though, at least all remaining knights are going to disappear.

After approximately 30 seconds into DPS, Taken Goblins will spawn, shielding the boss from damage. This is going to happen twice during a phase. Try to kill only the goblin that is currently covering the boss. If you are playing as Titan or Warlock, using a sword with a Bubble (Sentinel upper tree) or Well (Dawnblade middle tree), can guarantee a one-phase kill. For Hunters, I would personally recommend playing it slow and two-phase the boss, dealing % of his HP per try. After you finish off the boss, take your loot and proceed to the middle of the room to teleport to the next encounter.

Phalanx Tips

  • Keep in mind Knights will follow you around for a few seconds if you come too close to them, so keep your distance.
  • You can cleanse two pillars with one orb. For that, you have to jump between 2 pillars and immediately activate the mote. It's pretty hard to execute consistently and risky for a flawless run, but it's something you might be able to use.
  • Try not to be in the middle of the room unless you have to pick up the motes. As you might know, Taken Phalanx's ability is that he can push you with their shield, which may put you in a dangerous situation with very low hp or even meet you from the arena. If you still got thrown away from the platform by Phalanx, try to jump as far as you can. The game should teleport you back into the arena in 5 seconds, so it's not going to break your flawless run and will save you from certain death.


Congratulations, you've nailed the first encounter! After taking the teleport, you'll be teleported to Wasteland. This is a big, fogged, almost empty area with multiple red lamps. 3 Taken blights and a bunch of adds are going to spawn on a random lamp, which you'll need to find. Be careful moving around, though, as there are also invisible Minotaurs who can shoot at you. They're just a distraction so that you can move past them on your sparrow. As soon as you destroy the blights and trigger the Toland orb by being near it, that will make the blights spawn on another lamp. The easiest way to clear blights is to drop a single Anarchy grenade under a blight. The damage will leave the blight low HP regardless of where you're standing. You can also jump on the blight as there's a spot of relative safety that leaves you immune to the overtime damage from the blight. Clear three blights three times, and you're done, you may now proceed to the Hexahedron!


Your next challenge will be to rotate this cube to the boss room, and the core mechanic of Light and Dark motes will return to help you with that. You will see Toland floating in a big circle in the middle of the room, and once again, coming close to him should start the encounter, but this time he's going to stick around to help us. Pillars of Light or Dark will spawn on each side of the room. Toland will be floating above the pillar you will need to cleanse. Take note which type of a pillar it is, as you will need the appropriate type of motes to use on it.

At the start of the encounter, two Taken Hobgoblins will spawn on the upper levels of the room and two packs of 4 Taken Acolytes on the main floor. You should take down the Acolytes first. While killing them, try to stay out of sight of the Hobgoblin snipers - they can do a significant amount of damage and barely miss. After dealing with Acolytes, kill both Hobgoblins with a long-range weapon. Killing a Hobgoblin spawns a Taken Knight, and vice versa; killing a Knight will spawn a Hopgoblin. Burst down the Knights while paying attention to where you stand to make them drop the motes you need. As usual, collect five motes so that you would be able to put them in a pillar with Toland above it. After that, you should run to the middle of the room to take a teleport to the next room. Using this strategy, you'll need to clear six rooms until you are teleported to the final one with two squishy Taken Centurions. Take them down and get out of the Hexahedron.

Hexahedron Tips 

  • Sometimes Toland might spawn on the ceiling of the room, not on a wall, meaning you can cleanse any pillar, Light or Dark, of your choice. You should usually choose whichever is more comfortable to do in that room. For example, if there's a lot of shadows in that room, go for Dark motes. 
  • After cleansing a pillar, you can slide through the middle of the room and hide. That will prevent a long floating teleport animation, which can get you killed in a very unlucky scenario.
  • As a Hunter, always go invisible before grabbing all five motes. Alternatively, as a Warlock or Titan, make sure you're full HP before grabbing motes. Don't forget to utilize your healing rift and big barricade, they'll save you many times! 

Wasteland 2: Electric Bungaloo

You don't have to do anything here. Follow the Kell Echo, and she will lead you to the next encounter.


You're going to see a huge area filled with ribbons and floating shapes. You can ride a sparrow or take a walk through these shapes and on ribbons till you get to the end of the encounter. You don't need to execute any mechanics here, but don't relax just yet - there is a lot of stuff here that can ruin your flawless run. When you see snipers ahead of you, try to clear them out with a long-range weapon because they're capable of breaking your sparrow quickly and finishing you off after that. You should watch out for the Taken blights on the walls as well; they can push you out to certain death or one-shot your sparrow, which will also most likely kill you. Jump into the teleport at the end of the encounter, and proceed to the dungeon boss.

The Kell Echo

The final boss arena is a room similar to the Hexahedron but in a triangular form. As soon as you start the encounter, a lot of things are going to happen. Three Kell Echo copies will appear in the corners of the room, with a pillar of Light or Dark in front of each of them. They don't do anything except occasionally shoot you. Two Taken Knights and three packs of Taken Psions are also going to spawn. Clear all Psions as fast as possible, then check the pillars, kill the Knights from either lighter or darker areas and take the motes, just like in the previous encounters. The twist is that after you cleanse any pillar, its copy of the Kell Echo will disappear, and a Taken Ogre is going to spawn instead. Kill the ogre as soon as possible and proceed to cleanse the next pillar. After cleansing all three pillars, you will have to go to the middle of the room to teleport to the boss DPS phase.

This phase has a lot of mechanics that you should be mindful of. You are going to see a large corridor with a lot of platforms. At first, the boss will stand on a platform close to you, but it will teleport on another platform further into the corridor after some time. Each teleport is a window of opportunity to do some damage. Eventually, it will hop on the last platform, giving you some more time to DPS, and disappear regardless of its current health. It will also occasionally cast waves, which will throw you back to the beginning of the corridor. This could be more than just a minor inconvenience to you, as there is also a debuff you should pay attention to. It gains stacks if you're not staying near the boss and wipes you out on ten stacks, so being teleported definitely won't help. If that's not enough, Taken Hobgoblins will spawn on some platforms as you and the boss move through the corridor. You should clear them as soon as possible and instantly get back to doing damage to the boss. After the boss disappears, you should jump into the same hole, which will bring you back to a triangular room. Repeat this as many times as you need to finish the boss, and you will complete the Prophecy dungeon!

The Kell Echo Tips:

  • After cleansing a pillar and killing an ogre, you can consider that part of the arena as "safe", at least until adds will move to that area.
  • Don't be too greedy - never walk through the middle of the room, and don't prioritize taking the motes over finishing all Psions.
  • Always take cover and move from one place to another; you should not be standing in one spot unless you have cleared safe spots.
  • Once again, a Seraph weapon and Global Reach mod are your best friends to deal with Psions.
  • Remember that during the DPS phase, the first and last platforms where the boss spawns are where it's going to stay for the longest time compared to other platforms; consider it as your main opportunities to do damage
  • You only have 5 DPS phases, then the enrage phase will start

Class-specific strategies


Hunter is probably the easiest class to do a flawless run with. There are many equipment setups you can use on Hunter, but in all of them you'd want to use the bottom tree Nightstalker subclass for its permanent invisibility. Why so? Hunter's bottom dodge ability, Gambler's Dodge, recharges your melee ability if you use your dodge near an enemy. It can also be activated through walls if the enemies are within approximately 5 meters. It has a huge potential on the bottom tree Nightstalker, as its melee ability is a smoke bomb that you can use to make yourself or your allies invisible. It can give you a lot of freedom other classes won't be able to have. The smoke bomb also gives you three stacks of "Heart of the Pack" buff that increases your reload speed by a significant amount, making your weapon DPS bigger than any class during solo runs. In addition to that, this tree's Super provides a very high single-target DPS while increasing the damage of our other weapons and abilities for a small period of time.

The strategy while using this subclass is simple. You should have (not necessarily, but it helps) your mobility at 80+ to lower the cooldown on your dodge ability. Chain your invisibility by using the smoke bomb, dodging near an enemy while invisible, and then using the smoke bomb again. Try to always keep your Heart of the Pack stacks up. Keep in mind that the mote will disappear from your hands if you use dodge, so always recharge your melee ability and go stealth before grabbing all five motes. On DPS phases, to maintain the stacks of Heart of the Pack buff, throw both your grenade and the smoke bomb into the boss because they recharge each other when they hit an enemy. Your Super also does double damage if you use it on a boss that is shielded by a Goblin (why? because Bungie, of course!), use it for your advantage!

Possible equipment for Hunter:

  1. The Sixth Coyote Exotic chest armor, which allows you to have two charges for your dodge ability, is almost a must-have, but not necessary if you don't have it.
  2. Anarchy, Exotic Heavy grenade launcher
  3. The Mountaintop, Pinnacle Kinetic grenade launcher
  4. Ikelos SMG with "Global Reach" armor mod
  5. Quick Charge Arc armor mod that allows you to gain "Charged with Light" buff for kills with SMG
  6. Protective Light Void armor mod to gain more survivability
  7. Exotic Heavy machine gun Xenophage is a decent replacement for Anarchy
  8. Heritage shotgun, or any other Kinetic special you're comfortable with, can also be used instead of the Mountaintop

Anarchy helps you use the full potential of your Nightstalker build, maintaining big DPS while safely invisible. It also allows you to do dungeon mechanics in a more consistent way - you don't need to risk and shoot the Knight from the only available Light spot when you can stand there and watch it melt from Anarchy. If you're running the Mountaintop instead of Heritage, use it with all three stacks of Heart of the Pack. Its direct hits will maintain huge DPS due to its very fast reload speed. Stacking Anarchy and the Mountaintop gives you almost the biggest passive damage you can wish for.

With Heritage, or any other Kinetic shotgun or sniper, as well as Xenophage, you will have to play more aggressively, and your DPS will be lower, but you should keep in mind that you have permanent invisibility and fast reload speed to your advantage. Do it slow, do it safely, and don't rush anything. 


With Warlock, we will be using two subclasses. On the Phalanx encounter, we are going to start with the Well of Radiance, the middle tree Dawnblade subclass. We will use it because it provides good survivability with its perks and grenade while giving us an opportunity to one-phase the boss without any additional tools but your Super. This subclass is pretty straightforward - leave your Well for the DPS phase and use everything else to stay alive before that. Don't forget about your melee for additional damage buff. On the Hexahedron and the Kell Echo, we are going to switch to the top tree Voidwalker Warlock to get more damage with its charged grenades. You want your discipline stat to be pretty high because you're going to spam those nades! You can use them both for the adds clear and for boss damage, which can be good in combination with Anarchy.

Possible equipment for Warlock:

  1. Exotic legs armor Transversive Steps for the Solar subclass.
  2. Exotic gauntlets "Contraverse Hold" for the Void subclass.
  3. The Lament, Exotic sword.
  4. Anarchy, Exotic Heavy grenade launcher.
  5. Lucent Blade Arc armor mod to potentially boost the Lament damage (not necessary)
  6. Ikelos SMG with "Global Reach" and Quick Charge armor mods
  7. Protective Light Void armor mod to gain more survivability
  8. Xenophage as a replacement for Anarchy
  9. Heritage, the Mountaintop, or any other Kinetic special you're comfortable with, can be also used instead

You are going to need Transversive Steps to move faster on the Phalanx encounter and the Lament to one-phase the Phalanx while standing in the Well of Radiance. On the Hexahedron and further, switch to the Voidwalker and Contraverse Hold. You can use Anarchy or Xenophage for the Hexahedron, and the Kell Echo encounters. The Lament can also be used on the Kell Echo fight to do the greatest possible damage on the first and last platforms. Don't forget to use your rift to heal up; always place the rift under the Kell if you plan to use the Lament as your main DPS weapon there.


We are going to use the top tree Sentinel, with its Bubble Super. On the Phalanx part, it will provide you with high survivability and an opportunity to one-phase the boss by using the Super right on his head and cutting him down with the Lament! The subclass doesn't provide something unique on the further encounters, but if you're more used to it, it can give you extra "Weapons of Light" damage buff from the Bubble and also a shield for finishing an enemy with your melee, which can save your flawless run in some situations. Don't hesitate to use your Super in tough situations, but activating it at DPS phases will always be more useful.

You can also switch to the bottom tree Sunbreaker Titan after the Phalanx encounter. Your Solar ability kills will give you a much-needed source of healing, especially against Psions, and Hallowfire Heart Exotic chest piece will help to recharge your abilities if you have it.

Possible equipment for Titan:

1. You can use any Exotic armor piece of your choice for the Sentinel subclass

2. "Hallowfire Heart" Exotic chest armor for the Sunbreaker subclass

3. The Lament, Exotic sword

4. Anarchy, Exotic Heavy grenade launcher

5. "Lucent Blade" Arc armor mod to potentially boost the Lament damage (not necessary)

6. Ikelos SMG with "Global Reach" and Quick Charge armor mods

7. "Protective Light" Void armor mod to gain more survivability

8. Xenophage as a decent replacement for Anarchy

9. Heritage, the Mountaintop, or any other Kinetic special you're comfortable with

Just like Warlock, Titan relies on his "safe" subclass, the top tree Sentinel. Don't forget you can finish a Psion with your melee to heal up to full HP and gain an over shield. Use the Bubble on a DPS phase to gain huge damage potential with the Lament. At the Hexahedron, you can use your Super at the very end to take both Phalanxes down quickly. On the last boss, you can use the Bubble at the beginning or end of the DPS phase to gain that sweet Weapons of Light buff, which combines perfectly with Anarchy or Xenophage!

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What do you get for solo flawless prophecy?

What do you get for solo flawless prophecy?

The reward for completing a solo flawless run is a wonderful emblem, Prophetic Visionary. The amount of players who can achieve this is pretty small, so it could be both a big milestone for you personally and a thing to flaunt in your raid and crucible groups.

How do you do the dungeon prophecy?

The first step of the Prophecy dungeon is to open up two doors that are blocking your path. When you arrive, you will be attacked by Taken Thrall and orange bar Taken Knights called Echos. By the first door, you&#;ll also find two columns that have either Dark (black) energy our Light (white) energy radiating from them.

Who is Kell echo?

The Kell Echo is a Taken projection of a Fallen Kell, conjured by the Nine, as a obstacle, to show The Guardian that by using the Dark and Light Motes, their aforementioned power are the means to survival in their battle against the Darkness. It is encountered as the final boss of Prophecy dungeon.

Is the prophecy dungeon free?

Destiny 2&#;s new dungeon, Prophecy, will take place in the realm of the mysterious Nine. Players can earn new DAITO foundry weapons and reprised armor from Trials of the Nine. The new dungeon is free for all players, and Guardians can participate even if they don&#;t own Shadowkeep or Season of Arrivals.

How do you clear a prophecy dungeon?

When Kell Echo teleports out of the room, find more sand to sink into. You&#;ll end up in a different triangle room with three new boss shades. Clear the pillars, enter the damage phase, and repeat until the boss is dead. When you kill the boss, you&#;ll teleport into the audience chamber of the Nine to get some loot.

How many people do you need for the prophecy dungeon?

If the two other members of your team are + and you&#;re hovering around , you might get away with just taking care of adds and collecting Motes while they take care of the bigger enemies. The Prophecy dungeon is free for all players – including New Light players – so grab two pals and get ready for a bit of fun.

Will there ever be destiny 3?

Unfortunately, there are currently no plans for a Destiny 3 release. Game director Luke Smith announced three planned expansions for the game, namely, Beyond Light, The Witch Queen, and Lightfall. Smith says that the company will still be observing the game as the months go by and will adjust updates as fit.

How long is the Shadowkeep campaign?

The Destiny 2: Shadowkeep campaign is several hours long, so expect to put aside 6 to 12 hours of your time finishing the story. Destiny 2 now starts all players at Power, so if you were lagging behind (or you&#;re just joining), don&#;t worry that you&#;ll be underpowered.

How do I get Xenophage 2 destiny?

To start the quest for Xenophage, head to the area where you meet Eris when completing her Memory quests. You can access this area directly by landing at Sorrow&#;s Harbor and heading north into the Scarlet Keep.

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Destiny 2: 10 Tips For Completing The Prophecy Dungeon Solo Flawlessly

By Charles BurgarUpdated


A perfect Prophecy Dungeon run is pretty hard, but with these tips, any Destiny 2 player can achieve the dream run.

Plenty of challenges exist inside of Destiny 2 for the most dedicated of players to beat. Completing raids, obtaining Legend in Competitive, or finishing a title are just a few examples of what the game has to offer for the hardcore.

RELATED: Destiny 2 Beyond Light: A Complete Guide To The Deep Stone Crypt Raid

Out of most of Destiny 2's challenges, however, one of the most daunting is completing a dungeon solo without dying, otherwise known as solo flawless. The newest dungeon, Prophecy, has proven to be a handful for some players. Plenty of tough encounters wait, but it is by no means impossible. For those chasing the prestigious emblem, here are 10 tips for completing solo flawless Prophecy in Destiny 2.

Updated December 27th, by Charles Burgar: Destiny 2: Beyond Light has made some major changes to the sandbox. Most of these changes have made the Prophecy dungeon much harder than previously. Acolyte Eyes no longer guarantee a Warmind Cell when slain while Hive and Taken Mods no longer work in this dungeon. We have updated the guide to reflect these changes and added a few more tips in their stead, covering recommended gear choices and tips for the Rainbow Road section of the dungeon.

10 Recommended Gear

Now that Taken and Hive Mods no longer work in the dungeon, you are going to have to rely on Combat Style Mods and good weaponry to survive in this dungeon. Fortunately, Beyond Light has brought some fantastic weapons that should make this dungeon much easier.


  • Hunter: Way of the Pathfinder is the safest option. Use The Sixth Coyote Exotic with Gambler's Dodge and maximize your mobility stat. You should be able to go invisible at-will due to how small the arenas in this dungeon are. If you're confident with your Guardian's damage resistance, Revenant is solid for its crowd control and AoE damage.
  • Warlock: Attunement of Grace is excellent for this dungeon since it grants on-demand healing and damage buffs. Use either Karnstein Armlets or Sunbracers for more healing. Attunement of Hunger is also great for the second encounter if you can kill enemies fast enough.
  • Titan: Titans have it the worst with this dungeon. Code of the Protector is the safest option, providing overshields and a defensive bubble when needed. Use Crest of Alpha Lupi or Rat King to stay alive.


  • Anarchy: This weapon trivializes most encounters. It does excellent passive damage against bosses, can lay traps for enemy spawn points, and it destroys Taken Blights in one bolt. Highly recommended.
  • Witherhoard: Use this if you don't have Anarchy or are going to use a Sword on Kell Echo.
  • The Lament: Swords are risky in solo flawless runs but can trivialize boss fights. Use this weapon during the first and final encounters to kill the boss in one phase. Highly recommended for Titans and Warlocks.
  • Xenophage: Xenophage can snipe targets from range, kill majors in a few shots, and can spawn Warmind Cells if you have the Wrath of Rasputin Mod equipped. This weapon covers most of your bases for each encounter if you lack any of the above weapons.
  • Rat King: Use this weapon for the invisibility effect. With the Masterwork, this weapon grants health every time you go invisible from reloading. This is an excellent choice if you have a hard time staying alive.


  • Damage Resistance Mods (1 energy, Chest): Chest armor can equip damage resistance Mods that reduce incoming damage by 25%, 40% with two Mods. Concussive Dampener and Melee Damage Resistance are both excellent choices. Combat Style Mods can also provide damage resistance.
  • Special Ammo Finisher (2 energy, Universal): Use this to make sure you have Special ammo for killing majors or damaging bosses.
  • Combat Style Mods: These Mods can make you much tougher to kill or clear waves of enemies for you. Combat Style Mods are covered in more detail in the next section.

9 Use Combat Style Mods

Before you consider a solo flawless Prophecy run, you should have a few Combat Style Mods in your collections. These Mods focus on using Charged with Light or Warmind Cells to even the odds, the former providing powerful buffs while the latter annihilates targets with a deadly AoE explosion.

To make this dungeon easier, here are a few Combat Style Mods that will make a solo flawless run much easier:

  • Protective Light (2 energy, Void): This Mod grants 50% damage resistance for a variable duration after your shields break. The duration is based on your Charged with Light stacks. Two stacks give ten seconds of damage resistance, a cap that is easy to hit when paired with Taking Charge.
  • Warmind's Protection (2 energy, Void): Warmind Cells cause enemies near them to deal 50% less damage to you, an effect that stacks with other damage resistance Mods and effects.
  • Global Reach (1 energy, Universal): Warmind Cells deal increased damage and cover a much larger radius. This is essential for the Hexahedron encounter, allowing your Warmind Cells to clear the entire room on their own.
  • Wrath of Rasputin (1 energy, Solar): Solar splash damage can generate Warmind Cells. This works with Sunshot, Xenophage, One Thousand Voices, Solar Rocket and Grenade Launchers, as well as any Solar weapons with Dragonfly.

8 Upgrade Mobility

Nothing is worse than dying to Taken Knight's fire attack during any encounter. Concussive Dampener is great for countering this, but it can only do so much.

RELATED: Destiny 2: The 5 Best Activities To Farm Gear (& 5 Things That Aren't Worth It)

No dungeon encourages a high mobility stat more than Prophecy. A mobility stat of 70 or higher is best for quickly strafing out of Knight fire or dodging Hobgoblin projectiles. Using Traction and the Powerful Friends mod from Season of Dawn are two great ways of increasing a player's mobility stat.

7 Bring Anarchy For Blights

To speed up the wasteland sections of the dungeon, it is highly recommended to obtain Anarchy.

One Anarchy bolt is enough to fully destroy a Taken Blight from full health. After the first encounter, head to the Blights and fire one Anarchy bolt onto the orb. By the time players reach the next one, the last Blight should be destroyed. Repeat this to speed up the Wasteland encounter.

6 Utilize Invisibility, Crowd Control, Or Healing

This entire dungeon will throw hundreds of projectiles and enemies towards you. It's important to be able to avoid these projectiles outright by turning invisible or out-healing the damage being received. If you own the Beyond Light expansion, you can also freeze enemies with Stasis to stay alive.

Hunters should use Way of the Pathfinder on Nightstalker with Gambler's Dodge. With the Sixth Coyote Exotic, Hunters can stay invisible at will for long periods while granting time to heal and reposition. Warlocks should either use the Attunement of Grace Dawnblade or Attunement of Hunger Voidwalker to utilize overheal grenades and Devour, respectively. Titans have it hardest for Prophecy, but utilizing Crest of Alpha Lupi with Towering Barricades can be invaluable for tanking damage. The Code of the Commander spec for Sentinel is great for maintaining their health and ability energy thanks to Detonators.

5 Tunnels Skip

To save some time for each solo flawless attempt, players can skip the opening tunnels encounter if they have either a Sword or Salvation's Grip

If you do not own Beyond Light

Spawn into the tunnels and climb up the nearest orb in the room. Warlocks should use top tree Dawnblade, Hunters should use STOMP-EE5 with triple jump, and Titans should use Lion Rampants. Equip a sword, then jump into the diagonal tube leading up to the boss arena, swinging the sword repeatedly to climb up. Once the player reaches close to the top, swing to the side of the platform and use a jump or dash to climb up. Jump across the arena to the central platform to start the first boss fight.

If you own Beyond Light

Equip Salvation's Grip and fire Stasis crystals along the pipe. Climb up a Stasis crystal, fire another one above your location, then repeat this process until you climb to the top of the pipe. You should be able to use your movement ability to reach the Phalanx Echo arena.

4 Phalanx Echo Tips

Phalanx Echo is all about positioning. Playing too close to the edge of the arena is certain death, so it's best to stay as close to the middle as possible. Since dark tends to be at the edge of the arena, cleanse dark plates first before moving on to light.

As for dealing with Knights, players should either use Witherhoard or Falling Guillotine to quickly dispose of them. Try to isolate one Knight as to not get blasted by three fire attacks at once. Psions will spawn on a timer throughout the encounter, multiplying if not dealt with. Use Warmind Cells, Trinity Ghoul, Riskrunner, or Witherhoard to quickly take care of them.

RELATED: 15 Tips To Make An Overpowered Character In Destiny 2: Beyond Light

For plates, players can cleanse two at once if they position themselves exactly in between both plates while high in the air, well above both plates. This cuts the time down to damage phase by half if done properly.

3 Hexahedron Tips

Upon starting the encounter, immediately take out the two Taken Hobgoblins that spawn before they can start sniping. Use a Warmind Cell-compatible weapon and destroy the following groups of rank and file enemies to spawn a Warmind Cell. Detonate the cell to kill any remaining enemies. Knights can be killed with Anarchy, Witherhoard, Xenophage, or even a Sword. Keep in mind that defeating a Knight will also spawn a Hobgoblin.

Toland will lead the way in every encounter. Cleansing the plate he's on six times will start the final boss. When Toland appears above the cube, cleanse the side that has no lit cube symbol on it. To make transitioning between rooms easier, touch the central plate then immediately run away from it to prevent being locked in place. Once players reach the boss, it should be fairly easy to defeat both of them with Supers or Power weapons.

2 Rainbow Road Tips

Take your time when you reach this encounter. There are a few Vandals along the path that will attempt to snipe your Sparrow. Since you aren't on a time limit, feel free to equip a Sniper Rifle during this section and take them down from a distance. If you're out of Special ammo, a Scout Rifle works as well.

By far the scariest part of the encounter is the gravity lift at the end of the path. When you're on the last set of platforms that lead down to the lift, use a Scout or Sniper Rifle and snipe any Taken Phalanxes that spawn. These enemies are glitchy and will respawn repeatedly until you kill them. Failing to do this can cause their shield to kill you while heading up the gravity lift. For added safety, let your Sparrow despawn before heading up the lift so it doesn't collide with your character and kill you.

1 Kell Echo Tips

The final encounter is arguably the most stressful moment in the entire run. Staying cool is important but so is add control. Killing all of the Psions at the start of the encounter is key to staying alive. It is highly recommended to use Warmind Cells to take care of these Psions before they start multiplying.

Once a side has been cleansed, stay for a few seconds and immediately kill the Ogre that spawns. Leaving the Ogres alive is a surefire way to die. Use invisibility or healing as much as possible during the first part.

Once you make your way to the fight proper, use Anarchy or Witherhoard to deal constant damage to the boss. If you have a Well of Radiance or Ward of Dawn Super at the ready, you can instead use The Lament Sword and burst the boss down in a couple of seconds. Focus on the Hobgoblins first before damaging the boss. There isn't an enraged timer in this encounter, meaning players can take as many damage phases as they need to kill Kell Echo. Anarchy or Witherhoard on their own should be able to defeat Kell in 4 phases while Lament can easily do it in one with an added risk factor. No matter which strategy you employ, stay calm. As long as you can manage the Psions and Hobgoblins that spawn, this encounter shouldn't give you too much trouble.

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EASILY Solo Flawless Prophecy Dungeon: NO ANARCHY - Season Of The Splicer Edition: WARLOCK


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Prophecy Dungeon Solo Flawless full run


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Prophecy solo rewards flawless

Prophecy Solo Flawless - No Rewards (Please tell me this is a joke)

Sooooo.. I read this week's patch notes and as it seemed like Bungie fixed the bug where you get no Triumph rewards after completing the Prophecy dungeon (epic foreshadowing). So I thought: "Hey! I've got Anarchy, Mayhem is in this weeks Crucible rotation and it seems like they fixed this bug! I hate pvp more than anything on this planet but I desperatly want to get the solo flawless Triumph and the corresponging amazing emblem." So I spent days doing what I hate the most to get where I want to be and unlocked my Mountaintop. So I made my way with powerlevel +, Mountaintop in one hand and Anarchy in the other and gave it my A-Game. Now as you probably already guessed I managed to get my solo flawless completion after hours of trying. And then standing there at the Emmisary - shaking, tired and completely exhausted - I get to count down the timer with a pale face and a big emptiness, not knowing what to say, think or do at this moment. Checked the tiumphs; nothing. Changed character; nothing. Restarted the game; nothing. Bungie I know that you have more than enough things to deal with but could you please for the love of god stop pronouncing for the 2nd time that you've fixed a bug even though it is still around? Imagine my frustration right now, I gave it all I had, spent days playing what I hate the most to be optimally prepared for my goal and just get absolutely nothing except for a helmet, an arm piece, a broken weapon that I sacrificed my soul to the devil to get that will be sunset in year 4 and mixed feelings whether or not I should keep playing this game when it keeps punching me in the gut like this. I feel extremely frustrated and completely betrayed by you given that you announced you've fixed this game breaking bug for the 2nd time even though you didn't while instantly fixing afk Forge farming and the powerful reward glitch at the recaster. I hope that this message will get trough to you and that instead of saying "We are listening" you actually implement something to either prevent this bug at least offer us an actual help desk instead of having us post our issues on the forum and pray to RNGesus that you might read it. Sincerely Haunter

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Destiny 2 Solo Flawless Prophecy Guide - Warlock - Season of the Lost

My hands are still shaking, but I really wanna share my experience! It was a mix of pain, anger, despair and I went through all 5 steps of accepting death, but it was really worth it (I mean, have you seen the emblem and the ghost shell?)

I did this on a void top tree hunter with the 6th coyote exotic (the one with 2 dodges), but I also tried warlock and titan. Two invis dodges on demand imo are much more reliable than the rift or barricade. You can disengage, dunk safely, save the situation when you accidently f'ed up. I tried bottom solar titan (with bubble on first boss), but I found that sunspots and heals are not that consistent. Void warlock with devour also works (with well on fist boss and mote phase on Kell), but I guess I am not that good at it yet.

Also, why not bottom tree void hunter – I find that invis on melee sometimes launches you in a knights face instead of dropping a smoke bomb, also you need to focus on dodges for refreshing the CD. Pressing one button anywhere on a short CD was much easier for me.


1st boss: Witherhoard, Ikelos SMG and Falling guillotine. Mods: sword ammo finder, scavenger, 2xconcussive dampener, passive guard seasonal mod, warmind protection, wrath of rasputin, burning cells and global reach (I dont have protective light or rage). Took me two phases. Kill psions asap, spam witherhoard and jump around avoiding damage.

Warlocks and titans can 1 phase this boss with either well or bubble.

Wasteland: Switched to succession (to kill hobs), Ikelos SMG and Anarchy (1 anarchy shot kills blights, couple anarchy shots also help with minotaurs). DO NOT HURRY, kill everything you see just in case.

Cube room: Succession, Ikelos SMG and Xenophage. Switched all mods for machine guns and passive guard for Power of Rasputin. Hide behind pillars, well placed warmind cell can blow up the snipers), try to dunk while invis, because snipers can focus you down really fast. After you dunk the mote you can stay in the room and farm redbars for ammo. Snipers and knights do not spawn after dunking. Bosses are easy, but I managed to die once to a stomp. Look under your feet, some rooms have places where you can fall. I did &#;

Sparrow puzzle: I ran all the way to the second pyramid, then jumped down the platforms, found it much safer than sparrow. Kill snipers, take it slowly.


And Kell Echo: I had two loadouts: for mote part I used witherhoard, Ikelos SMG and Falling guillotine again with the same mods (same as the first fight), except I had grenade launcher mods on (scavenger, finder, load). The main difficulty are the first waves on each phase, with 3 bosses, 2 knights and hella lot of psions shoooting at you. Get rid of psions asap, finish knights with witherhoard (or sword if they stand close), dunk the motes, ALWAYS kill OGRES and now you have a safe place to hide.

After cleansing 3 pillars I switch to: Succession, Ikelos SMG and Anarchy. Farm some red bars before entering the damage phase (every 30 or 45 secs 3 packs spawn, you can kill them for ammo).

During damage phase: focus on killing snipers and watching your entropy stacks. Shoot boss with anarchy here and there, but always stay either close to him or in front of him (what you like more). Kill snipers, avoid dark clouds, don't hurry with dps, I did this in 4 phases. Before jumping the platform switch back to witherhoard and the sword, you can also shoot all SMG and witherhoard ammo and wait for the auto regen (you can leave your heavy ammo untouched). Rinse and repeat.

Here are the important things:

  1. My successful run took 1h20mins, so have enough time. You will have places to take rest between encounters, but when you decide to give it another try – be ready to spend at least 2 hours there (just in case)
  2. Prepare for sudden deaths and disconnects. I died once on the first boss while sliding down from the pillar after cleansing it (thanks, architects), I had anteater error while being already on a spaghetti part. Cube room glitched and did not TP me to the next phase. There were a lot of things that ruined my runs that were not my own stupid mistakes, it can totally break your spirit.
  3. Take your time! DO NOT HURRY! PLAY SAFE! Yes, you can get that last mote in the middle of the room to cleanse the last pillar, but you will die! Better collect all 5, but from a safe distance. Wait for your super to regen. Farm redbars for ammo. Take breaks between the encounters.

It really feels like an accomplishment, although bugs and other issues are really disappointing and heartbreaking, there should be some protection against that. But it is a great dungeon, the rewards are wonderful and the experience is awesome! Believe in yourself, take it slow, watch some Eso videos and do it! I'll try to answer any questions if you have them &#;

Good luck, gamers!

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Hello! In this guide, I will explain how I was able to achieve a flawless Prophecy run with easily accessible and effective equipment.

(Proof of a flawless solo dungeon:

Ground rules:

&#; No exotics (weapons and armor) were used.

&#; No ritual/vertical/sneaky weapons were used (Mountaintop, Wendigo, Edgewise, Adored, etc.).

&#; No weapons from non-match lists were used (i.e. raids, dungeons, GM nightfalls, events).

&#; The cells were not charged with light or heat

&#; No artifact mods were used (i.e. passive guardian).

These rules were put in place to ensure that the gear I used was easy to recreate for anyone playing this season, and to keep this guide up to date for future seasons.

The only exception I&#;ve made for myself is the use of high-status armor, which I know is not available to everyone. This test was conducted on a battle magician

General changes to shielding :

&#; Changes in statistics (mainly recovery)

&#; DEMPFENER CONCURRENT (it will save your life, believe me).

&#; Scavenger. Findings and caveats (caveats can be replaced by resistance modes)

&#; Double cast to spam the abilities when fighting the two bosses.

Phalanx Echo

(Note: The tunnel encounter can be skipped if you use a wizard with a sword from the high twilight tree).


The fountain of brilliance (Sunshine Tree)

Extraordinary Rendition (Source: Battlegrounds)

Truth seekers (preferably with flashbangs) (Source: World Drop Pool)

Falling guillotine (preferably with continuous blows and a rotating blade) (Source: World Drop Pool)


I prefer to start between where the knight and psions appear. By blinding the knight first, you have some time to deal with the psions to your left. Eliminate all psions in the 1st. Place, because they can easily overpower you and end your flight. When they are all dead, kill the knights with GL and smg (sword ammo is better saved for the final boss). Don&#;t be afraid to run to the middle to get ammo or moths, as the Phalanx has no high damage attacks and its shield bounce can be parried with a single sword strike. Try to throw only when there are two horses left, or preferably only one. This will prevent you from dying while trying to clean the plate. If you can do a double clean, it will help significantly because you can then halve the time you have to spend on this stroke. This technique is performed by jumping high above the two plates, staying roughly in the middle. However, the success of this trick depends more on the height than on the horizontal distance. So if you have to maneuver a bit to gain height, it&#;s not a problem. When all four tiles are empty, drop the well and go to town to see the sword boss. This fight is often very tight on bosses, so if you run out of resources and aren&#;t sure you can take him down in a few seconds, retreat to cover and wait for the fight to resume. If this happens, make sure you remove the captured goblins, as they can make the knights immune, which is incredibly bad.

Waste ground


Nova Devour. (Empty lower tree)

Burning Winds (Source: Searches and Events in Europe)


The saw of the seventh seraph (Source: World Drop Pool)


Honestly, there&#;s not much to say about this encounter, other than to take your time and kill the Hobgoblins on the poles first. Don&#;t destroy the fixtures until all the devils are dead, and be sure to regenerate your health before facing the next fixture. If your Fade has captains or centurions, the Fade is incredibly useful because it stops the annoying spamming of abilities and teleporters for a few seconds.



Nova Devour. (Empty lower tree)

Exceptional transfer


Wrath of Korsar (Source: Ranks of Wrath and Packs of Ravens)


In this encounter, I prefer to go directly under one of the Hobgoblins and kill the others, which means that if all the Acolytes are dead, I only have one Acolyte left to hurt. Try to avoid killing two knights or two goblins in short order, as this can result in two goblins or knights having new shooting angles, respectively. If you need ammo, a good way to get it is to hunt down the seemingly endless number of sidekicks, who appear in small groups and can easily be killed with a grenade launcher or two. I would recommend saving the heavy ammo for long range targets like knights or hobgoblins, as GL is unpredictable at that distance. When you have gone through the six wall panels, you will be teleported to a room where two Centurions are kept prisoner by the boss. Melt one of them immediately with Nova and find a safe place to attack the other. Thrall appear after the death of either boss, but they are easy to kill and are very useful because they have a devour timer. When they are both dead, go through the LSD tunnel to the Wasteland.

Wasteland (Part 2)

Just get on your sparrow and follow the boss, lmao.

Dead Sea


Solar tree fixing

Long Shadow (Source: World Drop Pool)

Imperial Pin (Source: Battlegrounds)

The fall of the guillotine


If you are not sure you can handle the sparrow, do not use a sparrow. Follow the road and eliminate vandals for maximum safety. When you reach the pyramid where the captured knight appears on the right and above, go to where he appears and enter the room above it. From there, go down the platforms to the swamp at the end of the road, shooting vandals and phalanxes along the way.

Kell Echo


Devourer (Lower Tree Gap)

Extraordinary Pursuit (replaceable by Sizzling Wind in the DPS phase)


Needle and thread (Source: Battlefields)

I&#;m not going to lie to you, this is the hardest part of the dungeon, even with the meta weapons. Four phases of this pattern with the above download took me about 25 minutes. I start the meeting and retreat to the back, activating the goat. Blind the psions that appear near you and kill them. Then begin to destroy the other creatures in the room, most of which climb the small hill in the middle of the room, making it an easier target. When all the psions are dead, kill the knights. Make sure the color of the snot matches one of the two dipping points closest to the entrance, as you will not be protected if you dip at the farthest column. Once submerged, go to the right support of the released plate and open it. Take out the ogre that appears with your GL, then use the safe zone to take out all the extras and knights. Repeat this process for the other two plates. When the 3 plates are cleared and the 3 ogres are killed, switch to the bow and go to the middle. I like to run directly to the platform right front and drop my nova bomb, then start dpsing with line merge and GL. When the snipers appear, kill them as soon as possible and go back to damage the boss. Try to follow him until he brings snipers on the platform near the exit &#; these are the last two snipers to appear. Kill those two and run to the exit platform and stand by the rear posts. This provides a safe space for the DSS. If you do it right, you&#;ll have seconds of unobstructed DPS. When the boss leaves, wait for all your skills (and super powers if you want) and jump back into the portal. Always try to kill the psions in a room first, as they kill on the run if you don&#;t keep an eye on them. This battle is a head-scratcher, so be prepared to stick around for a while and don&#;t be discouraged by setbacks. Keep practicing and you will eventually succeed.

Thanks for reading! I appreciate that. If you have any questions, please contact me and I will be happy to answer them.

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