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One-shot handheld Grenade Launcher. Projectiles release a wave of energy when they contact the ground.
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
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
Grenades fired from this weapon have increased proximity detection but a decreased blast radius.
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 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)
Upon damaging 3 Separate Enemies within 3 seconds of each, for 10 seconds: • 35 Handling and Reload Speed • 10 Stability and Range • 5% increased Damage Falloff Distance • 0.95x Reload Duration Multiplier Buff duration cannot be refreshed.
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%
Grants the following after sprinting for 1.5 seconds with the weapon readied: • 20 Reload Speed • 0.95x Reload Duration Multiplier • ? Handling • 0.95x Handling Animation Duration Multiplier Sprinting refreshes the buff duration. Being Amplified removes the sprinting requirement and increases the Reload Speed stat bonus to 60.
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.
Finishing a reload within 5.3 seconds of a Weapon Kill grants Voltshot for 7 seconds. While Voltshot is active, your next Weapon Hit consumes the buff and applies Jolt to the target. Applied Jolt's damage (generally) does not count as Weapon Damage.
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.
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.
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 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.
Scoring a Kill grants 1 [2] Stacks of 'High Ground' for 7 seconds. Maximum of 3 Stacks. Weapon damage increases at 1|2|3 Stacks: 10% [5%] | 17.5% [10%] | 25% [15%] While you are not airborne: Damaging targets that are 2 meters [5 for Primary weapons] lower in elevation than the ground you stand on immediately grants all 3 Stacks [Primary weapons only grant 1 Stack] of the buff. The damage increase is applied to the shot triggering the perk as well. The reference point of enemies' elevation is generally their lowest point.
Stunning a Champion refills the magazine from reserves, restores 60 HP, and grants 40 Recovery for 3 seconds.
Weapon Kills restore 10 HP.
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