It is advisable to have at least one powerful, reasonably accurate weapon for each weapon class.
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The next issue is ammunition. The Destroyer can take hundreds of hits before dying, which places some importance on ensuring that all ammunition is well stocked before the fight.
Ammo regeneration weapons or class mods work well when combined with lower-level SDU's. Eridian weapons can also be used to help alleviate the ammunition depletion, but due to their slow recharge times they should be considered to be an occasional sidearm at best.
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The levels of the attacking characters can also be taken into consideration. By levelling characters several levels above the level of the Destroyer, any attackers will inflict more damage, and sustain less throughout the course of the fight. In Playthrough 2 the upgraded next playthrough-like setting becomes accessible as soon as the mission Find Steele is completed, so characters can exit the Vault and proceed to farm even higher level creatures for experience and maximum damage weapons before returning to finish off the Destroyer.
The Destroyer shouldn't be approached up close, as it will periodically slam its front tentacles down onto the ground, creating a powerful shockwave in the area directly in front of it. The first priority is to take cover and destroy the purple tentacles that sprout from the Destroyer's back.
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These launch large purple needles that explode upon hitting the ground, dealing extreme damage often being enough to instantly down a Vault Hunter with a direct hit. The needles often arc over the available cover, so they cannot simply be ignored. Accurate weapons of any type work well here. The glowing purple orbs near the middle of the tentacles can be destroyed to score critical hits. The tentacles can be destroyed to obtain a Second Wind if downed, although it may not be possible to get line-of-sight on them if one is downed while behind cover due to a spike arcing over cover.
It is generally a poor idea to take cover at the rear of the arena, near the cliff edge, as the Destroyer will periodically lash out with a tongue attack from its mouth which has significant range and will knock Vault Hunters backward a few dozen feet, potentially sending them over the cliff edge.
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The two large pillars on either side of the Destroyer make for much better cover, as they are far enough away to be out of the range of the Destroyer's shockwave attack, and also large enough to provide cover from its eyebeam attack. When the tentacles have been dealt with, it is largely safe to fire on the eye to yield a string of critical hits that quickly whittle down the Destroyer's life. Rapid-fire weapons with large magazine sizes, such as combat rifles or SMGs, will generally deal more damage-per-second than slower firing, low magazine, higher damage-per-bullet weapons such as sniper rifles or revolvers.
Shooting the tongue when it attacks also yields a critical hit, which can be useful for shotgun users. Another tactic which can make this fight trivial is to run behind the top right pillar.
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Provided that the character's shield is strong enough, or the character has transfusion grenades etc. The flying spikes will still hit, but shields can effectively absorb their damage. Goodbye, USA. So what about obliterating the moon? We've got it. These wonderfully graphic calculations are courtesy of graphic designer Maximilian Bode , who tallied how many warheads of varying sizes it'd take to annihilate everything from San Francisco to the landmass of Earth itself. Both are bad.
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One is a little worse. Four to totally erase DC, and over 3. The Ivy King bomb tested by the US would be a slightly more efficient means of ushering in the apocalypse, with 55, and some change needed to level all of North America.
The Castle Bravo thermonuclear hydrogen bomb is no slouch—almost 9, would eradicate what little there is on the Moon. And finally, the Tzar Bomba—the largest nuclear weapon humanity has ever concocted. A real doomsday device. Of course, none of these figures take fallout and other atmospheric effects into account—just square mileage blown away.
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