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Looking Back at Destiny 2 Season of Defiance Week 3 Challenges in 2026

Season of Defiance challenges and Iron Banner raids offered Lightfall-era guardians thrilling objectives and memorable team experiences.

By Grant FisherJul 18, 20264 min read

Man, sifting through old Tower archives in 2026 sure brings back some vivid memories. I stumbled upon my guardian’s dusty logbook from the Season of Defiance, and there it was — week three’s seasonal challenges, a mix of high‑octane raids, grueling Iron Banner marathons, and more Taken kills than I’d care to remember. These challenges have long since been retired, but revisiting them feels like flipping through a scrapbook of late‑night fireteam antics and the first time I actually felt comfortable in a raid. So, let me dust off those memories and give you a peek at what Lightfall‑era guardians had to conquer.

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Back then, the H.E.L.M.’s War Table had just opened its third tier of upgrades, and Bungie dropped a fresh batch of ten objectives. You needed War Table upgrades, piles of XP, and Bright Dust — and honestly, the grind felt real but surprisingly manageable. Let me walk you through the key ones, the kind that made you either fist‑pump in triumph or groan audibly at 2 AM.

The Longest Path was the simplest entry point. Complete week three of the “We Stand Unbroken” questline. You’d run a Defiant Battleground, have a chat with Mithrax at the Farm, and boom — challenge complete. Nothing fancy. But paired with a new War Table upgrade, it gave a nice 25,000 XP boost. I remember thinking, “Alright, that’s the warm‑up.”

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Then came the ability‑focused and weapon‑specific grinds. Bane of the Shadow Legion asked for 50 ability kills inside the Defiant Battlegrounds playlist, with Strand abilities counting double. Oh boy, my Broodweaver Warlock became an absolute menace — Threadling grenades turned the battlefield into a green‑tinted nightmare for Shadow Legion troops. At the same time, Defiantly Defeated demanded 150 kills with Season of Defiance weapons. That meant pulling out Perpetualis, Regnant, or the trusty Caretaker from my vault. I’d weave defiance‑themed guns into my loadout just to hear that satisfying ding of progress. The combination turned ordinary playlist runs into a massacre of progression bars.

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Now, for the squad‑based stuff. Uprooted Nightmare required a full clear of the Root of Nightmares raid. Looking back, that was the first raid where I actually enjoyed explaining mechanics to newcomers. The encounter design felt accessible — less convoluted puzzle layers, more “stand here, shoot this, pass the buff.” If you’d never set foot in a six‑player endgame activity before, this was the perfect on‑ramp. I remember my fireteam’s comms lighting up when we shattered the final boss, and yes, we all gave commendations right after. Which conveniently leads to Commendation Appreciation — a challenge that simply wanted you to hand out ten of those shiny post‑match accolades across Vanguard, Crucible, or Gambit. Two per activity meant at least five match completions; a light nudge to foster a friendlier community, even if it sometimes felt like a “press this button for rewards” ritual.

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Patrol and Lost Sector fans had a double‑dip opportunity. EDZ Activities required bounties, patrols, public events, and Lost Sector completions in the European Dead Zone. I remember sprinting to Devrim in Trostland, grabbing his daily bounties, and then diving into the Terminus East Lost Sector for an efficient routine. Pair that with Mid‑Range Calibration — 200 kills in the EDZ using Hand Cannons, Auto Rifles, Glaives, Fusion Rifles, or Machine Guns — and you could knock out two challenges in a single afternoon. A persistent Exotic Glaive like Winterbite made short work of thick packs of Fallen, and the rhythm of my machine gun’s whir always felt therapeutic.

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Iron Banner always brings a special kind of chaos, but Iron Sharpens Iron arrived with a twist: the event was inactive during week three. So you had to twiddle your thumbs until the following week, then grind out fifteen matches (or seven wins with a double progress bonus). Waiting, man. That was a test of patience as much as skill. Meanwhile, Gambit enthusiasts faced Primeval Entourage, demanding 100 Taken kills. Envoys and the Primeval themselves counted for massive progress, so I learned to camp the bank and melt Blockers the second they popped. The drifter’s voice still echoes in my head from those sessions.

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And then there was the aspirational veteran challenge — Ultimate Champion. Defeat 60 Champions in Nightfall strikes on Hero difficulty or higher. Hero nightfalls became my playground, but I distinctly remember the community collective holding off for Grandmaster Nightfalls, which released a few weeks later in April. The extra difficulty was offset by way better loot, and by then my build could handle the contested power deltas. Still, seeing three Barrier Champions shield up at once never failed to trigger a mild panic.

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Looking back from 2026, these chores feel quaint. Destiny 2 has expanded in ways I couldn’t have imagined, but the Season of Defiance challenges taught me to juggle objectives, embrace new subclasses, and step into endgame content without fear. If you’re a new guardian digging through archives like I just did, think of this as a little time capsule — a snapshot of when we spent whole evenings hunting champions, spamming commendations, and discovering that a throwing hammer could solve nearly everything. It was chaotic, it was grindy, but boy, it was a blast.

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