Destiny 2: The Prophecy dungeon guide – Beating every boss and encounter

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron

Kell Echo boss fight

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Destiny 2: Season of Arrivals may not have a raid, but the final boss fight in The Prophecy dungeon might be one of the most epic ones devised in recent memory. This is going to be a challenge, but, hopefully, you can pull through.

  • Ideal loadouts: The Mountaintop/Recluse/Anarchy (or just use other good weapons that’ll ensure that you’re still at a high enough power level)
  • Ideal subclasses: Warlocks with Well of Radiance and Phoenix Protocol. Titans should use Ward of Dawn with Helm of Saint-14. Hunters should go with top-tree Nightstalker with Orpheus Rig.
  • Enemy power level: 1060

The Kell Echo boss room is divided into two phases:

  • The motes phase where you’re doing the light and dark motes (with a little twist).
  • The DPS phase which is quite hectic.

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 1

Motes phase

First, take note of the three sections of the room (left, center/front, right). These will spawn copies of the Kell Echo. You can’t damage them, but their scorch cannons will obliterate you if you’re not careful.

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 2

The idea here is to camp safe spots with a clear line-of-sight towards those sections (such as the wall with a circular opening on the left side):

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 3

Of course, you’re still doing the light and dark motes when killing the Knights. Remember to stand on either the shaded or well-lit areas depending on the colors of the plates that need to be cleansed. These motes need to be banked on the pedestals close to the Kell Echo copies, which means an invisible Hunter would have increased survivability. If you don’t have one, then a super fast Titan would suffice.

Each pedestal that gets cleansed will spawn a Taken Ogre. This is where high DPS weapons like The Mountaintop or pre-fired Anarchy grenades would be helpful. When an Ogre is downed, you’ve got a bit of breathing room since the Kell Echo’s copy from that side will disappear. Still, try to play it safe since the mobs are 1060 PL.

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 4

DPS phase

After cleansing all three pedestals and killing the Taken Ogres, make your way to the plate at the center of the room. This will teleport you to a large, open area for the DPS phase.

Note: You can skip the third ogre if you want, just make sure there’s a Titan with a Towering Barricade ready so it can block the enemy’s shots.

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 5

Anyway, you’ll reach a vast expanse where the DPS phase will occur. The Kell Echo will fire those annoying “Darkness Blobs” that Taken Captains shoot (except, since it’s a Kell, the projectile will look like a large pillar). If you’re hit by the Darkness Blob, you’ll get teleported all the way back where you started from.

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 6

You’ll also notice a debuff at the bottom-left corner of your screen called “Dark Entropy.” The Echo Kell will continue moving backward until it reaches the exit, and you must keep following it while doing DPS.

If you fail to do so and you reach 10x stacks of Dark Entropy, you’ll die. Given that the boss’ projectiles will also spawn you further away, the Dark Entropy debuff will likely kill you before you can get close once more. Oh, and before I forget, there are also Taken Hobgoblins that’ll snipe you (because why not).

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 7

Additional notes

There are two ideal DPS spots (ie. pop your Well of Radiance or Tether):

  • The first platform to your right. Bar none, this is where you’ll have the most time to nuke the boss.
  • Either of the side platforms towards the end. If you have a second Warlock, then you could have another Well of Radiance for this part.

The Echo Kell will stand around for roughly 20 seconds before teleporting away from these spots, so you should be able to pump a lot of DPS within that timeframe. Likewise, the low walls to the edge of those platforms will also block the Echo Kell’s Darkness Blob (though it’s a bit inconsistent).

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 7b

Once the Echo Kell teleports out, you’ll no longer have the Dark Entropy debuff so you can look around for some ammo if you want. When you’re ready, stand on the plate at the large platform and you’ll be teleported to a room with a different layout.

It really won’t matter if the room looks different from before because you should immediately hightail it for a safe spot — ie. the low wall with a circular opening which every room would have:

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 8

Just lather, rinse, and repeat until the Echo Kell is defeated. The pinnacle reward is the one that drops when the boss is killed.

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 9

The one that you obtain from the chest, however, is just on-level which seems a little bit disappointing. But, then again, The Prophecy dungeon, in its entirety, does manage to bring the excitement in Destiny 2: Season of Arrivals.

Destiny 2 Season Of Arrivals The Prophecy Dungeon Guide Kell Echo Boss Fight Hexahedron Final Boss 10

In any case, if you want to understand the progression of the Echo Kell boss fight, you could watch this clear from Destiny 2 YouTuber Spazmatic:


Destiny 2: Season of Arrivals is available on Steam. For more information, check out our guides and features hub.


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Jason Rodriguez is a guides writer. Most of his work can be found on PC Invasion (around 3,400+ published articles). He's also written for IGN, GameSpot, Polygon, TechRaptor, Gameskinny, and more. He's also one of only five games journalists from the Philippines. Just kidding. There are definitely more around, but he doesn't know anyone. Mabuhay!