“"Our enemies are not subtle, so neither shall we be. Make the chasms echo with the thunder of your artillery." —Clovis Bray”
★ See the community god roll for Subzero Salvo →
This weapon fires a small auto-tracking missile. Missiles lock onto targets when aimed.
This weapon is optimized for an especially explosive payload. • Greatly increases blast radius • Slightly decreases handling speed • Slightly decreases projectile speed
This weapon's launch parameters are particularly stable. • Greatly increases stability • Increases blast radius • Decreases projectile speed
This weapon is weighted for vertical recoil. • Greatly controls recoil • Increases stability • Increases handling speed
This weapon's launch barrel is optimized for projectile speed. • Greatly increases projectile speed • Decreases stability • Slightly decreases blast radius
This weapon's launch barrel is well-balanced. • Slightly increases projectile speed • Slightly increases blast radius • Slightly increases stability
This weapon's barrel provides faster projectiles and much faster aiming. • Greatly increases handling speed • Increases projectile speed
This barrel is broadly optimized for firing control. • Moderately controls recoil • Increases stability • Increases handling speed • Slightly increases projectile speed
Reduces weight for faster reloads. • Greatly increases reload speed • Decreases stability
This weapon's explosives are more effective. • Slightly increases blast radius • Decreases stability
This weapon's projectiles are particularly light and quick. • Increases projectile speed • Increases reload speed
This weapon's projectiles travel faster and have a controlled explosion. • Increases projectile speed • Greatly increases stability • Decreases blast radius
Increases Impact damage by 10%, resulting in a 2.2% total damage increase (not accounting for other damage perks). High-Impact Rocket Launchers only receive a 1.03% total damage increase.
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 the following while Aiming Down Sights (ADS): • 10 Aim Assist • 10% decreased ADS Movement Speed Penalty
Reloading after scoring Kills with the weapon overfills the magazine from reserves based on the number of Kills scored. Overfill amount maxes out at 150% of the Magazine Capacity. Always rounds up. Kill counter persists through stow. Overfill amount per Kill scored: • Primary Weapons: 20% • Special and Power Weapons: 10%
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 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
Switching to the Weapon grants 100 Ready/Stow Handling and a 0.95x Ready Animation Duration Multiplier for 1 second. Buff is removed as soon as ADS input is pressed.
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
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%
Rocket detonations release 8 Cluster Bombs. Each Cluster Bomb deals up to 150 [11] damage in a 4 meter radius.
Weapon Kills grant an additional 1% Super Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant an additional 1.5% instead.
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.
Passively decreases the ADS Animation Duration: • 50% decrease on Primary Weapons • 20% decrease on Special Weapons
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