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Fires full auto with deeper ammo reserves. Faster reload when weapon is empty.
Lightly vented barrel. • Greatly controls recoil • Increases handling speed
Stable barrel attachment. • Increases stability • Moderately controls recoil • Slightly decreases handling speed
Balanced barrel. • Slightly increases range and stability • Slightly increases handling speed
Weighty barrel extension. • Increases range • Decreases handling speed • Moderately controls recoil
Ultra-light barrel. • Greatly increases handling speed • Slightly increases stability
Barrel optimized for distance. • Greatly increases range • Decreases stability • Slightly decreases handling speed
Durable ranged barrel. • Increases range
Barrel optimized for recoil reduction. • Increases stability
Dual strength barrel. • Increases range • Increases stability
While Aiming Down Sights: • Decreases Shotgun Pellet Spread by 5% • Reduces Precision Multiplier by 7.6% (1.1078x🠚1.0294x)
Ranged shotgun barrel. • Increases range • Greatly decreases handling speed
This weapon can fire longer distances. • Increases range
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
Linearly grants a Reload Duration Multiplier as your magazine drops from 50% capacity to empty. Reload Duration Multiplier scales from 0.9x at 50% capacity to 0.8x with an empty magazine.
Optimized for fast reloading. • Slightly increases stability • Greatly increases reload speed
Rounds ricochet off hard surfaces. • Increases stability • Slightly increases range
Improved reload and range. • Increases reload speed • Slightly increases range
Grants 5% increased damage against Elemental and Barrier Champion Shields. Allows bullets to overpenetrate enemies once.
Passively grants 30 Reload Speed with a 0.9x Reload Duration Multiplier. Decreases Magazine Size Stat by 30. (Equivalent to the "inverse" of Extended Mag)
This shotgun's magazine is optimized for quick combat. • Greatly increases stability • Increases rate of fire
Hits inflict increased Flinch on Enemies. PVE: Tier 1-2 Minors can be repeatedly staggered. Higher Tier Combatants stagger quicker. PVP: Flinch against Players varies based on damage and Weapon Archetype. Flinch increase ranges between 5-10%.
Scoring 4 Precision Hits within 2 seconds of each refills 2 Ammo into the Magazine from thin air. Cannot load the Magazine beyond its base capacity. Precision Hit counter persists through stow.
Grants the following for 5 seconds upon finishing a Reload within 3.6 seconds of a Weapon Kill: • 20 Aim Assist • ? ADS Handling • ?% decreased Accuracy Cone Growth
Weapon Kills grant a Stack of Heating Up for 5.5 seconds. Maximum of 2 Stacks. Benefits at 1|2 Stacks of Heating Up: • 15|30 Stability • 20|40 Recoil Direction • 15%|25% decreased Accuracy Cone Size • 15%|25% decreased Accuracy Cone Growth Buff remains active while stowed.
Weapon Hits against Orbs of Power collect them. If collecting ammo is possible: Weapon Hits against Ammo Bricks pick them up, trigger Ammo Pickup Effects, and refill all Weapons from reserves. Does not require direct hits.
Refills Magazine from reserves upon dropping to 30% Shield Health. Can activate while stowed. Grants 50 Handling and a 0.95x Ready/Stow Animation Duration Multiplier while at or below 30% Shield Health. Buff lingers for 1 second once the condition is no longer met.
Grants the following benefits while hipfiring: • 25 Stability and 15 Aim Assist • 2.7° larger Precision Aim Cone Angle • 30% decreased Accuracy Cone Size • 20% increased Aim Assist Falloff Distance • 20% increased Damage Falloff Distance The Damage Falloff increase does not apply to The Last Word, Shotguns, Sniper Rifles, and Fusion Rifles. PvP-specific note: the Precision Aim Cone Angle increase essentially just allows you to hit Crits while aimed above or slightly to the side of the head. (This is already the default behavior of Submachine Guns, Sidearms, Bows, Machine Guns, and Linear Fusion Rifles so it does not affect them)
On Weapon Kill, for 5 seconds: • 50 Mobility • 40 Handling and 20 Range • 5% increased Damage Falloff Distance Additional Kills extend the duration by 5 seconds, up to 8 seconds. Buff is removed on stow.
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
Grants 35% Flinch Resistance after 1 second of Aiming Down Sights (ADS) without firing. Remains active until you're no longer ADS. Timer starts as soon as the ADS input is pressed.
Weapon Kills refill 10% of the magazine (rounded up) from reserves. Submachine Gun and Auto Rifle Kills refill 17% of the magazine.
Precision Kills grant 70 Reload Speed with a 0.9x decreased Reload Animation Duration for 6 seconds. Buff is removed on stow.
"Buffed Hits" grant 1 Stack of Rapid Hit for 2 seconds. Maximum of 5 Stacks. "Buffed Hits" refer to any "Yellow Number" Hits such as Precision Hits or Hits against debuffed targets. Benefits at 1|2|3|4|5 Stacks: • 2|12|14|18|25 Stability • 5|30|35|42|60 Reload Speed • 0.99x|0.96x|0.95x|0.945x|0.92x Reload Duration Multiplier
Weapon Kills grant a Stack of Rampage. Maximum of 3 Stacks. Stacks expire one at a time every 4.5 seconds. Grants a 10%|21%|33.1% damage increase at 1|2|3 Stacks. Does not buff the Splash/Explosive damage elements of other perks.
Finishing a reload within 3.6 seconds of a kill grants 25% increased damage for 5 seconds. Stowing the weapon removes the buff. Does not buff the Splash/Explosive damage elements of other perks.
Weapon Kills grant an additional 1% Super Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant an additional 1.5% instead.
Grenade Ability usage refills 50% of your Magazine (rounded up) from reserves and changes the weapon's element to match your equipped Grenade Ability until stowed. Magazine Refill cannot be triggered again without stowing the weapon first. Kinetic weapons lose their Passive Damage Bonus against non-Boss PVE Combatants (10% on Primary, 15% on Special). Perks that replace your Grenade Ability (such as Gunpowder Gamble or Transcendence Grenades) will also trigger Osmosis.
On Weapon Kill: Grants 8% Ability Energy split equally amongst all uncharged abilities. Abilities with multiple charges only receive one third of the ability energy normally split to them once they have a full ability charge ready. 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.
Starts Health Regeneration and restores 65 HP upon reaching 100% Activation Progress with Weapon Kills within 5 seconds of each. Activation Progress by Enemy Rank: • Minor Combatants: 34% • Players: 67% • Elites, Minibosses, and Bosses: 100%
Passively decreases the ADS Animation Duration: • 50% decrease on Primary Weapons • 20% decrease on Special Weapons
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
Scoring Weapon Hits against 3 Separate Enemies within 3 seconds of each grants 35% increased damage for 10 seconds. Does not require Direct Hits. Buff duration cannot be refreshed.
Finishing a reload within 3.6 seconds of scoring 1|2|3 Weapon Kills within 3.5 seconds of each grants 17%|33%|50% increased damage for 5 seconds. Buff is overwritten every time it is triggered and is removed on stow.
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.
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.
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
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