Falling Guillotine

Falling Guillotine — Destiny 2 Legendary Sword
Legendary Sword · Void · Heavy
Where it drops: Random Perks: This item cannot be reacquired from Collections.

“What won't be given must be taken.”

Weapon stats

Ammo Capacity 66
Range 40
Swing Speed 40
Charge Time 20
Charge Rate 20
Magazine 46
Impact 60

Intrinsic Traits

Vortex Frame

Weapon Perks

Hungry Edge Enduring Blade Honed Edge Jagged Edge Tempered Edge Hungry Edge Enduring Blade Honed Edge Jagged Edge Tempered Edge
Balanced Guard Burst Guard Enduring Guard Heavy Guard Swordmaster's Guard Balanced Guard Burst Guard Enduring Guard Heavy Guard Swordmaster's Guard
Dimensional Shift Chain Reaction Attrition Orbs Vorpal Weapon Repulsor Brace Relentless Strikes Frenzy Dimensional Shift Chain Reaction Attrition Orbs Vorpal Weapon Repulsor Brace Relentless Strikes Frenzy
Elemental Honing Sword Logic Bait and Switch Eager Edge Destabilizing Rounds Whirlwind Blade Surrounded Elemental Honing Sword Logic Bait and Switch Eager Edge Destabilizing Rounds Whirlwind Blade Surrounded
Indomitability

What the Falling Guillotine perks do

Vortex Frame

[Heavy Attack] : Launch a heavy spin attack. Heavy attacks are stronger with full energy.

Hungry Edge

Increased sword ammo.

Enduring Blade

Greatly increased sword ammo at the cost of damage.

Honed Edge

Increased sword damage.

Jagged Edge

Increased damage at the cost of sword ammo.

Tempered Edge

Increased sword damage and ammo.

Balanced Guard

Sword Guard has balanced overall defenses.

Burst Guard

Sword Guard has high resistance, but low endurance.

Enduring Guard

Sword Guard has high endurance, but low resistance.

Heavy Guard

Sword Guard has high overall defenses, but lowers charge rate.

Swordmaster's Guard

Sword Guard has low overall defenses, but increases charge rate.

Dimensional Shift

Collecting a Void Breach grants 'Dimensional Breach' until your next Weapon Kill. Scoring a Weapon Kill while Dimensional Breach is active grants a 22.5 HP Void Overshield for 8 seconds (12 with Echo of Persistence) and begins a 5 second timer. Additional weapon kills extend the timer back to 5 seconds.

Chain Reaction

Weapon Kills trigger an elemental explosion matching the weapon's element. Damage and radius of the explosions varies based on the weapon's ammo type: • Special Weapons: Up to 67.2 [44.8] damage in a 2.4 meter radius • Power Weapons: Up to 109.2 [72.8] damage in a 3 meter radius

Attrition Orbs

Scoring multiple Hits against enemies within 5 seconds of each spawns an Orb of Power that grants 0.8% Super Energy. Does not require Direct Hits. Hit counter persists through stow. Hit requirements for activation: • Rocket Launchers: 2 hits • Heavy Grenade Launchers: 3 Hits • Wave-Frame Grenade Launchers: 4 hits • Bows: 4 Hits • Swords: 5 Hits • Area-Denial Grenade Launchers: 26 Hits • Others: 55% of Magazine Size rounded down + 1 Support Frame Auto Rifle healing round Hits on damaged allies count as 2 Hits.

Vorpal Weapon

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%]

Repulsor Brace

Kills against Void Debuffed enemies grant a 45 HP Void Overshield for 8 seconds (12 with Echo of Persistence).

Relentless Strikes

Scoring 3 Powered Hits within 2? seconds of each refunds 1 ammo. Wolfpack Round Hits do not count.

Frenzy

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.

Elemental Honing

Dealing Elemental Damage grants a stack of Elemental Honing for 20 seconds for each unique Element used. Maximum of 5 stacks. Gaining a stack refreshes the buff duration. Duration cannot be refreshed once at 5 stacks. Buff can be activated while stowed. Kinetic Damage does not trigger the buff. Weapon damage increase at 1|2|3|4|5 stacks by weapon damage type: • Kinetic: 10%|20%|30%|35%|40% • Elemental (PVE): 2.5%|10%|20%|30%|35% • Elemental (PVP): 1.25%|5%|20%|30%|35%

Sword Logic

Weapon Kills grant Stacks of Sword Logic. The number of Stacks and the buff duration are tied to the highest Enemy Rank killed since activation: • Minors: 1 Stack for 5.5 seconds • Elites, Players: 2 Stacks for 7.5 seconds • Players in their Super and Minibosses: 3 Stacks for 10.5 seconds • Bosses: 4 Stacks for 15.5 seconds Damage increase at 1|2|3|4 Stacks: 15% | 25% [15%] | 35% | 50% Additional Kills refresh the buff duration to the duration tied to the highest Enemy Rank killed.

Bait and Switch

Dealing damage with a weapon starts a 7 second timer. Dealing additional weapon damage resets the timer to 7 seconds. Dealing damage with all 3 of your weapons without letting the timer run out grants you 'Bait and Switch' for 10 seconds, granting 30% increased damage. Timer is disabled while Bait and Switch is active, requiring a full activation sequence once the buff expires.

Eager Edge

Readying the Sword grants 80% increased Grounded and 64% increased Airborne Lunge Distance for 3 seconds. Buff is removed on stow. 3 second cooldown after the buff is removed.

Destabilizing Rounds

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.

Whirlwind Blade

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.

Surrounded

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.

Indomitability

Weapon Kills grant ability energy based on your Super's elemental alignment: • Light Super: 5% Grenade Ability Energy • Dark Super: 5% Melee Ability Energy 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.

Falling Guillotine in Destiny 2

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