“"Act like you're nothing, and no one'll ever ask you for anything." —The Drifter”
★ See the community god roll for Dead Weight →
Fires full auto with deeper ammo reserves. Faster reload when weapon is empty.
Ranged shotgun barrel. • Increases range • Greatly decreases handling speed
Increases Shotgun Pellet Spread by 7.5%
Dual strength barrel. • Increases range • Increases stability
Balanced shotgun barrel. • Increases stability • Increases handling speed
Balanced barrel. • Slightly increases range and stability • Slightly increases handling speed
While Aiming Down Sights: • Decreases Shotgun Pellet Spread by 5% • Reduces Precision Multiplier by 7.6% (1.1078x🠚1.0294x)
This weapon's magazine is built for higher capacity. • Increases magazine size
This weapon has multiple tactical improvements. • Slightly increases stability • Increases reload speed • Slightly increases magazine size
This weapon has a greatly increased magazine size, but reloads much slower. • Greatly increases magazine size • Greatly decreases reload speed • Increases airborne effectiveness
This magazine is optimized for recoil control. • Greatly increases stability • Slightly decreases range • Increases airborne effectiveness
This weapon can fire longer distances. • Increases range
Improved reload and range. • Increases reload speed • Slightly increases range
Optimized for fast reloading. • Slightly increases stability • Greatly increases reload speed
Grenade Ability usage and Elemental Melee hits grant 1 Stack of Well-Rounded for 15 seconds. Super Ability usage grants 2 Stacks. Maximum of 2 Stacks. Each Stack grants 10 Range, 10 Stability, and 10 Handling. Clarity tooltip editor's note: We're replacing the previous Powered Melee term with Elemental Melee. The former is now exclusively used for perks that require the consumption of a Melee Ability Charge. This note is temporary and will be removed in the future.
Grants the following while Crouched: • 50 Reload Speed • 0.8x Reload Duration Multiplier • 0.8x Ready/Stow Duration Multiplier Passively grants 20 Ammo Generation stat. (50% more than 1 Ammo Generation armor mod)
Weapon Kills refill 10% of the magazine (rounded up) from reserves. Submachine Gun and Auto Rifle Kills refill 17% of the magazine.
Powered Melee Hits and (Glaive) Melee Kills refill the magazine from reserves. 3 second cooldown between activations.
While moving at a minimum of 2 meters per second: Grants a Stack of 'Perpetual Motion' after 2 seconds and a second Stack after 10 seconds. Each Stack provides 10 Stability, 10 Handling, and 10 Reload Speed. All Stacks are removed if movement speed is below 2 m/s for 0.5 seconds. Works and can activate while stowed.
Weapon Kills grant 100 Handling and a 0.825x Handling Animation Duration Multiplier to all weapons for 8.5 seconds. Additional kills while the perk is active refresh the duration to 6.5 seconds.
Grants 30 Handling and 40 Reload Speed while within 15 meters of an ally. Buff lingers for 1.5 seconds once you're no longer near allies.
Reloading loads 1 additional round into the magazine at a time.
Heavy Ammo Pickups grants 25% of your maximum Special Ammo Reserves even while the weapon is stowed. Equipping two Special Weapons halves the amount of ammo granted.
Grants Stat Bonuses depending on the number of Charged Abilities. Stat Bonuses with 1|2|3+ Charged Abilities: • 5|15|25 Stability • 5|25|60 Handling • 10|25|60 Reload Speed
Weapon Kills grant 1 Stack of Feeding Frenzy for 3.5 seconds, increasing the Reload Speed of the weapon. Maximum of 5 Stacks. Bonuses at 1|2|3|4|5 Stacks: • 8|50|60|75|100 Reload Speed • 2.5%|10%|13%|16%|20% decreased Reload Animation Duration
Refills stowed weapon from reserves after 3.5 seconds of it being stowed.
While the perk's buff isn't active, Weapon Kills grant 'Golden Tricorn x1' for 7 seconds, increasing weapon damage by 15%. Additional Kills refresh the buff duration. While Golden Tricorn x1 or x2 is active: Grenade or Elemental Melee Kills matching the element of the Weapon grant Golden Tricorn x2 for 10 seconds, increasing weapon damage by 50%. Clarity tooltip editor's note: We're replacing the previous Powered Melee term with Elemental Melee. The former is now exclusively used for perks that require the consumption of a Melee Ability Charge. This note is temporary and will be removed in the future.
Upon breaking a Combatant's Elemental Shield or the Shield of a Guardian in their Super: Grants a 30 HP Overshield for 10 seconds.
Passively decreases the ADS Animation Duration: • 50% decrease on Primary Weapons • 20% decrease on Special Weapons
Being within 15 meters of 3 Enemies grants 40% increased damage. Buff lingers for 1.5 seconds once the condition is no longer met. Exceptions: • Swords only receive a 35% damage increase. • Grenade and Rocket Launchers receive a 35% Explosive Damage increase and a 40% Impact Damage increase. • Wolfpack Rounds receive a 35% Explosive Damage increase.
After being in Combat for 12 seconds: Grants 15% increased damage, 100 Handling, and 100 Reload Speed for 7.2 seconds. Works and can activate while stowed. Dealing and receiving damage refreshes the buff duration. For Frenzy, being in Combat is defined as having either dealt or received damage within the last 5 seconds. Self-damage and environmental damage do not count.
Weapon Kills grant 10% Grenade Ability Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%. Using your Grenade Ability refills the Magazine with a 3 second cooldown. Ability energy gained may be significantly decreased based on your selected ability's Chunk Energy Scalar. Learn more about this mechanic in our explainer blog post on the Clarity website.
Hitting a target with all 12 Pellets in the spread increases the damage of your next Melee attack within 3 seconds. Melee Damage increase by weapon type: • Shotgun: 150% additional base melee damage • Hand Cannon: 75% [100?%] additional base melee damage Stowing the weapon removes the buff. The buff does not stack with the passive Melee Damage increase against Frozen non-Boss targets. The higher buff of the two takes precedence.
Upon readying the weapon within 3 seconds of getting a Kill with a different weapon: Grants 20% increased damage and 15 Handling for 7 seconds.
Weapon Kills grant a Stack of 'Swashbuckler' for 4.5 seconds. Maximum of 5 Stacks. (Glaive) Melee Kills grant all 5 Stacks instantly. Damage increase at 1|2|3|4|5 Stacks: 6.7% | 13.3% | 20% | 26.6% | 33.3% Stowing the weapon removes the buff.
Weapon Kills grant 1 Stack of Adrenaline Junkie for 4.5 seconds. Grenade Kills grant all 5 Stacks instantly even if the weapon is stowed. Adrenaline Junkie benefits: • 20 Handling • 6.7%|13.3%|20%|26.6%|33.3% increased damage at 1|2|3|4|5 Stacks
Dealing Melee Damage grants the following for the next 3 shots within 5 seconds: • 30 Reload Speed and 30 Handling • 50% increased damage Stowing the weapon removes the buff.
Deals increased damage against Minibosses, Bosses, and Vehicles, as well as Players in their Super Ability. Damage increase by Ammo Type: • Primary Weapons: 20% [60%] • Special Weapons: 15% [20%] • Power Weapons: 10% [20%]
Kills grant one stack of 'Gun And Run' for 10 (🡅 11) seconds. Maximum of 3 stacks. If the buff expires, the next kill will grant however many stacks were previously held. After sprinting for 0.75 seconds without a full magazine, consume one stack and refill 25% magazine capacity every 0.85 seconds. For bows, this trait instead grants a 15% Faster Draw Time for ? seconds. Provides no benefit to Swords.
Hits and Kills with your Weapon grant you 'Points'. Hitting Point thresholds grants Stacks of Field Test. Maximum of 5 Stacks. Buff is only removed on death. Stat Bonuses at 1|2|3|4|5 Stacks: • 3 | 6 | 9 | 12 | 20 Range • 5 | 10 | 20 | 35 | 50 Reload Speed • ? | ? | ? | ? | 30? Stability • ? | ? | ? | ? | ? Handling • 5 | 10 | 20 | 35 | 55 Charge Rate (Swords) • 5 | 10 | 20 | 30 | 40 Guard Resistance (Swords) Points required for 1|2|3|4|5 Stacks: • Primary Weapons: 51|151|351|651|1001 • Special Weapons: 26|76|176|326|501 • Power Weapons: 11|31|71|131|201 Each Hit grants 1 Point regardless of Weapon Archetype and Enemy Rank. Does not require Direct Hits. Points granted by Kills are based on Enemy Rank: • Tier 1-2 Minors: 1 Point • Tier 3-4 Minors, Tier 2+ Elites, and higher: 4 Points • Tier 1 Elites: 5 Points • Enemy Players: 10 Points Kill Point Multipliers by Weapon Archetype: • Primary Weapons and Shotguns: 5x • Sniper Rifles: 2.5x • Breech-Loaded Grenade Launchers: 2x
Connect your Bungie account and Shard or Keep appraises every copy in your vault against curated community wishlists.
Connect Bungie account