“An Earth artifact, refashioned to suit the Emperor's modest tastes.”
★ See the community god roll for Death's Razor →
[Heavy Attack] : Launch a heavy spin attack. Heavy attacks are stronger with full energy.
Increased sword ammo.
Greatly increased sword ammo at the cost of damage.
Increased sword damage.
Increased damage at the cost of sword ammo.
Increased sword damage and ammo.
Sword Guard has balanced defenses and maximized endurance.
Every point of damage taken while Guarding grants Class Ability Energy: • 1.5% when Melee Damage is Blocked • 1% when non-Melee Damage is Blocked • 0.5% when damage isn't Blocked (getting hit from behind) 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.
Weapon Kills grant an additional 1% Super Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant an additional 1.5% instead.
Upon receiving damage within 0.5 seconds of starting to Guard: Grants 50% increased damage for 2 seconds.
Your first Powered Sword Kill after (re)spawning refunds 1 Ammo. Afterward, every other Powered Sword Kill also refunds 1 Ammo.
Sword Kills grant 60 Guard Resistance, Guard Endurance, and (Guard) Charge Rate. Buff is removed on stow.
Scoring 3 Powered Hits within 2? seconds of each refunds 1 ammo. Wolfpack Round Hits do not count.
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.
Taking any damage while Guarding increases Lunge Distance by 80% for the next swing within 1 second. Guarding while receiving Healing Effects (including healing over time from Restoration) from allies also activates the perk.
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%]
Powered Sword Hits grant 3% increased damage for 3.5 seconds. Stacks 10 times for a 30% Buff. Stowing the weapon or Blocking removes all stacks. Wolfpack Round Hits also count as Powered Sword Hits.
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.
Weapon Kills apply Volatile to enemies in a 7 meter radius around the target and grant Volatile Rounds for 3 seconds. 1.5 second cooldown between activations.
Connect your Bungie account and Shard or Keep appraises every copy in your vault against curated community wishlists.
Connect Bungie account