Wicked Sister

Wicked Sister — Destiny 2 Legendary Grenade Launcher
Legendary Grenade Launcher · Strand · Heavy
Where it drops: Source: Complete strikes and earn rank-up packages from Commander Zavala.

“The bad influence in the family.”

★ See the community god roll for Wicked Sister →

Weapon stats

Stability 37
Handling 40
Aim Assistance 70
Ammo Generation 24
Velocity 33
Airborne Effectiveness 6
Recoil Direction 64
Zoom 13
Blast Radius 50
Magazine 5
Reload Speed 41
Rounds Per Minute 120

Intrinsic Traits

Adaptive Frame

Weapon Perks

Volatile Launch Confined Launch Countermass Hard Launch Linear Compensator Quick Launch Smart Drift Control Volatile Launch Confined Launch Countermass Hard Launch Linear Compensator Quick Launch Smart Drift Control
Proximity Grenades Spike Grenades Alloy Casing Augmented Drum High-Explosive Ordnance High-Velocity Rounds Mini Frags Sticky Grenades Proximity Grenades Spike Grenades Alloy Casing Augmented Drum High-Explosive Ordnance High-Velocity Rounds Mini Frags Implosion Rounds Disorienting Grenades Implosion Rounds Disorienting Grenades Sticky Grenades
Impulse Amplifier Clown Cartridge Slice Envious Arsenal Field Prep Unrelenting Danger Zone Quickdraw Auto-Loading Holster Envious Assassin Perpetual Motion Strategist Impulse Amplifier Clown Cartridge Slice Envious Arsenal Field Prep Unrelenting Danger Zone Quickdraw Auto-Loading Holster Envious Assassin Perpetual Motion Strategist
Hatchling Deconstruct Explosive Light Reverberation Bait and Switch Vorpal Weapon Cascade Point Chain Reaction High Ground Demolitionist Full Court One for All Hatchling Deconstruct Explosive Light Reverberation Bait and Switch Vorpal Weapon Cascade Point Chain Reaction High Ground Demolitionist Full Court One for All
Vanguard's Vindication Nadir Focus

What the Wicked Sister perks do

Adaptive Frame

A well-rounded grip, reliable and sturdy.

Volatile Launch

This weapon is optimized for an especially explosive payload. • Greatly increases blast radius • Slightly decreases handling speed • Slightly decreases projectile speed

Confined Launch

This weapon's launch parameters are particularly stable. • Greatly increases stability • Increases blast radius • Decreases projectile speed

Countermass

This weapon is weighted for vertical recoil. • Greatly controls recoil • Increases stability • Increases handling speed

Hard Launch

This weapon's launch barrel is optimized for projectile speed. • Greatly increases projectile speed • Decreases stability • Slightly decreases blast radius

Linear Compensator

This weapon's launch barrel is well-balanced. • Slightly increases projectile speed • Slightly increases blast radius • Slightly increases stability

Quick Launch

This weapon's barrel provides faster projectiles and much faster aiming. • Greatly increases handling speed • Increases projectile speed

Smart Drift Control

This barrel is broadly optimized for firing control. • Moderately controls recoil • Increases stability • Increases handling speed • Slightly increases projectile speed

Proximity Grenades

Grenades fired from this weapon have increased proximity detection but a decreased blast radius.

Spike Grenades

Increases Grenade Impact damage: • 12.12% increase on Special Grenade Launchers • 12.5% increase on Power Grenade Launchers Due to the ratio of Detonation and Impact damage being tied to the Blast Radius stat on Grenade Launchers, a lower stat will provide a slightly higher overall damage increase.

Alloy Casing

Reduces weight for faster reloads. • Greatly increases reload speed • Decreases stability

Augmented Drum

Heavy, high capacity drum. • Greatly increases magazine size • Greatly decreases reload speed

High-Explosive Ordnance

This weapon's projectiles are larger and travel faster. • Increases blast radius • Slightly increases projectile speed • Decreases magazine size

High-Velocity Rounds

This weapon's projectiles are particularly light and quick. • Increases projectile speed • Increases reload speed

Mini Frags

Grenades are smaller and more compact for easier reloading. • Increases magazine size • Increases reload speed • Decreases blast radius

Sticky Grenades

Grenades stick to impacted surfaces for up to ? seconds and detonate once an enemy gets within ? meters. Increases Detonation damage by 30% and decreases Impact damage by 85%. Due to the ratio of Detonation and Impact damage being tied to the Blast Radius stat on Grenade Launchers, a higher stat will be more beneficial: • 20 Blast Radius: 6% decreased total damage • 48 Blast Radius: unchanged total damage • 100 Blast Radius: 11% increased total damage

Implosion Rounds

This weapon's projectiles travel faster and have a controlled explosion. • Increases projectile speed • Greatly increases stability • Decreases blast radius

Disorienting Grenades

Passively grants -200 Blast Radius, 25% decreased damage, and 15% decreased detonation radius. Enemies within 6 meters of the explosion are disoriented for 4.5 seconds. Disorient radius cannot be increased using other perks. Champions and Bosses are unaffected by Disorient. (Disorient is effectively the equivalent of Arc Blind without any of the elemental synergies and anti-champion benefits) Players near the explosion briefly lose their HUD and have their screen distorted for up to ? seconds. Duration varies depending on the distance from the blast.

Impulse Amplifier

Passively grants 20 Reload Speed and 15% decreased Reload Animation Duration (20% for Rocket Launchers). Passively increases Projectile Velocity based on Weapon Archetype: • Rocket Launchers: 10% • Support-Frame Auto Rifles: 15% • Micro-Missile Frame Weapons: 25%

Clown Cartridge

Reloading randomly overfills the Magazine from reserves by 10% to 50% of the base Magazine Capacity (rounded up). Works out to a 30% overfill on average.

Slice

Using your Class Ability (even while the weapon is stowed) grants you 'Slice' for 8 seconds. While 'Slice' is active, damaging non-Severed targets Severs them, grants a stack of Slice, and refreshes the buff duration. (Hitting immune targets also triggers this.) Reaching 5 stacks immediately removes the buff. If the Severing hit kills the target, the perk will not trigger and you will not gain a stack.

Envious Arsenal

Dealing any damage with both of your other weapons refills the magazine from reserves upon readying the weapon.

Field Prep

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)

Unrelenting

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%

Danger Zone

Increases Blast Radius by ?% and decreased Self-Damage while within 15 meters of 3 enemies. Effect lingers for 3.5 seconds once no longer surrounded. Grenade Launchers: 40% decreased Self-Damage Rocket Launchers: 99.99% decreased Self-Damage and allows for rocket jumping

Quickdraw

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.

Auto-Loading Holster

Refills stowed weapon from reserves after 3.5 seconds of it being stowed.

Envious Assassin

Upon readying the weapon after scoring Kills with your other Weapons: Refills and/or overfills the Magazine from reserves based on the amount of Weapon Kills scored. Maximum total overfill amount is 200% of the Magazine Capacity. Each activation can only load up to 100% of the Magazine Capacity into the magazine. Loaded ammo per Kill by ammo type (rounds up): • Primary Weapons: 10% of Magazine Capacity • Special and Power Weapons: 20%

Perpetual Motion

While moving at a minimum of 2 meters per second: Grants a Stack of 'Perpetual Motion' after 2 seconds and a second Stack after 10 seconds. Each Stack provides 10 Stability, 10 Handling, and 10 Reload Speed. All Stacks are removed if movement speed is below 2 m/s for 0.5 seconds. Works and can activate while stowed.

Strategist

Weapon Kills grant 10% Class Ability Energy. Kills with Fusion Rifles, Glaives, Shotguns, and Sniper Rifles grant 20%. Class Ability usage grants ? Stability for ? seconds. 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.

Hatchling

Scoring a Precision Kill or 3 kills within 3 seconds of each other spawns a Threadling at the target's location.

Deconstruct

Upon scoring multiple hits within 6 seconds of each: • Refills 10% of the Magazine (rounded up) from reserves. Can be reactivated without a cooldown. Cannot load the Magazine beyond its base capacity. • Grants 40% increased damage against Constructs and Vehicles for 5 seconds. Additional hits refresh the buff duration. Number of Hits Required: • If Magazine Size is 1: 3 Hits • Otherwise: 2 + 50% (25% on Primary Weapons) of Base Magazine Capacity rounded down Hits against Constructs and Vehicles provide 1.5x activation progress for Primary weapons and 2x progress for Special weapons. Wave Frame Grenade Launchers: • Direct Impacts count as 2 Hits • Doesn't receive bonus activation progress against Constructs and Vehicles

Explosive Light

Orb of Power pickups (even while the weapon is stowed) grant 1 Stack of Explosive Light. Maximum of 6 Stacks. Firing the weapon comsumes 1 Stack per Shot, granting increased damage and 100 Blast Radius. Grenade Launchers: 60% increased Explosive damage. Rocket Launchers: 25% increased Impact and Explosive damage. (Does not affect Wolfpack Rounds)

Reverberation

Weapon Kills grant 100 Blast Radius for 5.5 seconds. Blast Radius does not affect the lingering pools created by Area Denial Frame Grenade Launchers.

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.

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%]

Cascade Point

After scoring a kill or multiple Precision Hits within 5 seconds of each with a different weapon: Readying this weapon reduces its Firing Delay for 2.5 seconds. Firing Delay is reduced by 30% on SMGs and Machine Guns and by 40% on other archetypes. Precision Hits requried per weapon archetype: • Bows, Linear Fusion/Sniper Rifles, Shotguns, Glaive Projectiles: 2 hits • Hand Cannons, Scout Rifles: 4 hits • Auto/Trace/Pulse Rifles, SMGs, Machine Guns, Sidearms: 6 hits

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

High Ground

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.

Demolitionist

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.

Full Court

Starts linearly increasing Detonation and Burn (DoT) damage 0.2 seconds after the grenade projectile is fired. Reaches maximum strength after 1.1 seconds at a 35% damage increase. The damage increase is finalized at the point of detonation and any lingering effects left will not increase it further.

One for All

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.

Vanguard's Vindication

Weapon Kills restore 10 HP.

Nadir Focus

Firing or swinging the weapon grants a stack of Nadir Focus for 2 seconds. Stowing the weapon removes the buff. Maximum number of Stacks by Weapon Type: • Auto Rifles, Submachine Guns?: 11 stacks • Sidearms, Swords: 5 stacks • Hand Cannons, Scout Rifles: 4 stacks • Grenade Launchers: ? stacks Benefits scale linearly? with each stack, equalizing between Weapon Types at max stacks. (E.g.: you would gain 1/4 of the maximum benefit per stack with Hand Cannons) Benefits at max Stacks: • 10 Range • 7.5%? decreased Accuracy Cone Size • 100%? increased Lunge Distance (Swords) • ?% increased Projectile Velocity (Grenade Launchers)

Wicked Sister in Destiny 2

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