
Marathon Sentinel Guide: Season 2 Abilities & Tips
Marathon Vandal Shell complete guide is live: abilities, heat management, best builds, loadouts, and cores explained. Stop overheating mid-fight…

The Marathon Vandal Shell is a movement-first, survival-optional runner built around one idea: close the gap before the enemy can aim. It trades armor, utility, and any reasonable margin for error for raw kinetic output. You are faster than everyone else. You are also more fragile than everyone else. These two facts are related.
Manufacturer: Hyperion Dynamics (street-modded, because of course). Unlock: travel 50km on foot or hit Rank 5 with The Runners' Coalition. If you thought you'd just pick it up and immediately stomp, enjoy the 50km walk.
|
Stat |
Value |
Rating |
|
Heat Capacity |
65 |
Mid: every ability spends it |
|
Agility |
50 |
Highest in class |
|
Loot Speed |
Low |
You're not here for loot |
|
Armor |
Low |
Touch grass, not cover |
|
Skill Floor |
High |
Punishing |
|
Skill Ceiling |
Highest |
Theoretically unlimited |
Every ability the Vandal has generates heat. Every ability is also required to stay alive. This is not a coincidence. This is the entire game.
Overcharges your movement systems. Reduces heat generated by slides and jumps. Boosts speed and weapon dexterity. Pop this before any engagement, not during. If you activate it mid-fight you have already miscalculated.
Transforms your arm into a cannon. Tap for a fast energy projectile that deals damage and knocks targets back. Hold to overcharge: bigger blast, bigger radius, more chaos. Aimed at your own feet, it launches you vertically. Yes, this is intended. Yes, you should do it.
Double jump, activated mid-air. Costs heat. Gets you onto rooftops other shells physically cannot reach. Combine with Disrupt Cannon ground-blast for access to places that aren't supposed to be accessible. The enemy has no answer for this. Use it constantly.
A supercharged slide covering more ground than any other shell. Generates heat. Chain it into a Microjet into a shotgun burst and you have just ended someone's run in under two seconds. They will blame lag.
Strengths
Weaknesses
The Vandal heat management system is the only mechanic in Marathon specifically designed to punish you for playing Vandal. Every Microjet charge, every Power Slide, every Disrupt Cannon costs heat. Overheat and you lose ability access entirely: mid-fight, in the open, with enemies watching.
The rule is simple: always activate Amplify first. It cuts heat generation from movement abilities significantly, meaning you can chain repositions that would otherwise lock you out. Use Amplify during rotations, not just fights. The cooldown is shorter than you think, and the habit is worth building before you need it.

Vandal weapons need one quality above all: they must kill fast at close range. You have closed the gap at considerable personal cost. Do not waste the arrival.
|
Build |
Slot |
Loadout |
Key Notes |
|
Aggressive Entry |
Primary |
WSTR Combat Shotgun |
Deletes people who let you get close |
|
Aggressive Entry |
Secondary |
M77 Assault Rifle |
Reliable mid-range fallback |
|
Aggressive Entry |
Core 1 |
Adrenal Core |
Less heat during Amplify; extends Cardio Kick duration |
|
Aggressive Entry |
Core 2 |
Mechanized Holsters |
Power sliding reloads weapon |
|
Super Dash (High Skill) |
Primary |
Copperhead RF (Thermal Optic / Steady Rounds / Suppression Muzzle) |
Long-range mobility pressure setup |
|
Super Dash (High Skill) |
Secondary |
Impact HAR (Feather Mag / Combat Grip Deluxe) |
Stable follow-up weapon for aerial fights |
|
Super Dash (High Skill) |
Core 1 |
Microjet Efficiency Package |
Extra Microjet charge; reduced heat cost |
|
Super Dash (High Skill) |
Core 2 |
Adrenal Core |
Stacked heat reduction for extended airtime |
The best Vandal loadout is the one that kills before the heat bar fills. If you are dying to your own heat cap, the loadout is not the problem.
The Vandal runner shell playstyle is not complicated. It is just difficult. You move. You engage. You disengage. You do not hold angles, you do not fight fair, and you do not stop moving. Stopping moving as Vandal is a creative way to stand still while someone shoots you.
Against a squad: Amplify into Power Slide to flank, Disrupt Cannon the backline for separation, clean up individual targets. Against a Triage reviving someone: charge your Disrupt Cannon through the cover they're hiding behind. The medic comes out. You shoot the medic. Everyone loses except you.
At extraction, use Microjets and Amplify to claim the high ground above the zone before anyone else arrives. Fire Disrupt Cannon down to knock enemy runners physically out of the extraction circle. This is legal. It is also extremely satisfying.
Aim the cannon at your own feet and fire. The concussive blast launches you vertically. Combine with Microjets and you reach rooftops that are entirely off-limits to every other shell in the game. Use this to shoot people in the back of the head from positions they did not know were accessible. They will spend ten minutes trying to figure out how you got there.
The Marathon extraction shooter tips for Vandal collapse into one sentence: if you are not moving, you are losing.
Vandal Cores exist to fix the heat problem. The shell is built to burn through its own resource, and Cores are the ceiling on how badly that hurts.
|
Core |
Rarity |
Effect |
|
Adrenal Core |
Superior |
Less heat during Amplify. Cardio Kick extends Amplify duration. |
|
Microjet Efficiency Package |
Prestige |
Extra Microjet charge. Lowers aerial heat cost. The core for airborne builds. |
|
Mechanized Holsters |
Deluxe |
Power Slide reloads ballistic weapons. Weapon handling improved. |
|
Cut to the Chase |
Standard |
Reduces ability downtime after aggressive movement chains. |
|
Tag! |
Standard |
Enhances target tracking after tagging enemies mid-movement. |
Vandal's late-game Core selection is, frankly, weaker than what Destroyer and Assassin get. This is Bungie's opinion on how much you should be rewarded for playing the hard way. Note it and move on.
Vandal is the aggressive flanker build Marathon slot. Pair with a Triage to keep you alive after your fourth terrible decision in a row, and a Recon for intel so you know where to flank before you've already run there. Vandal in a squad is a problem for the enemy. Vandal solo is a problem for the Vandal.
Vandal should never be the last alive in a 1v3. Not because it can't win, but because if you've let your teammates die and you're the remaining option, you've been playing the wrong game. The shell is an initiator, not a cleanup crew.
The Marathon beginner shell guide answer is: no. Start with Destroyer. It forgives mistakes. Vandal does not forgive mistakes. It archives them.
Vandal requires you to know the maps well enough to have already planned your flank before you land. It requires you to manage heat like it's a second health bar, which it is. It requires you to be able to aim while moving at speeds the rest of the lobby cannot track. If you can do all of that, Vandal is the most fun shell in the game. If you cannot, you will die in the open a lot and wonder why the shell is bad. The shell is not bad. You are still learning.

Marathon Vandal Shell complete guide is live: abilities, heat management, best builds, loadouts, and cores explained. Stop overheating mid-fight…

Marathon Vandal Shell complete guide is live: abilities, heat management, best builds, loadouts, and cores explained. Stop overheating mid-fight…

Marathon Vandal Shell complete guide is live: abilities, heat management, best builds, loadouts, and cores explained. Stop overheating mid-fight…

No. Start with Destroyer. Come back when you know the maps, the heat system, and how to aim while moving.
WSTR Combat Shotgun for close range. Once you close the gap, it ends fights. Pair with M77 for flexibility.
Always activate Amplify before chaining movement abilities. Never slide or double jump cold into an engagement.
Yes. Aim at your feet, fire, combine with Microjets. You access rooftops no other shell can reach. Do this always.
B-Tier by community consensus. Underperforms in average hands, overperforms in skilled ones. Gap is enormous.


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