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Autumn Wind
Autumn Wind god roll & best perks
Legendary · Pulse Rifle
Where it drops: Source: Complete Crucible matches and earn rank-up packages from Lord Shaxx.
“"I am the autumnal sun,
With autumn gales my race is run."”
Full perk pool, stats & source for Autumn Wind →
Built from 191 curated wishlist rolls for this Pulse Rifle. Perks marked essential appear in every roll of a recommendation; alternatives are the other perks curators call worth keeping.
What these Autumn Wind perks do
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.
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.
Armor-Piercing Rounds
Grants 5% increased damage against Elemental and Barrier Champion Shields.
Allows bullets to overpenetrate enemies once.
Pugilist
Weapon Kills grant 10% Melee Ability Energy.
Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%.
Dealing Melee Damage grants 35 Handling for 3 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.
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%
Adrenaline Junkie
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
Swashbuckler
Weapon Kills grant a Stack of 'Swashbuckler' for 4.5 seconds. Maximum of 5 Stacks.
(Glaive) Melee Kills grant all 5 Stacks instantly.
Damage increase at 1|2|3|4|5 Stacks:
6.7% | 13.3% | 20% | 26.6% | 33.3%
Stowing the weapon removes the buff.
Headseeker
Dealing non-Precision Direct damage grants the following benefits for 0.55 seconds:
• 20% increased Precision Bonus (complicated, see specific damage increases below)
• 3% increased Aim Assist Cone size
Precision damage increases by weapon type/frame:
• Pulse Rifles: Adaptive: 7.1%, Aggressive Burst: 10%, Heavy Burst: 9.5%, High-Impact: 8.74%, Lightweight: 6.3%, Rapid-Fire: 10.3%
• Sidearms: Adaptive Burst: 8.46%, Heavy Burst: 7.36%
• Scout Rifles: Precision: 8.66%
[Bug] Heavy Burst Hand Cannons: 7% increased Weakspot damage.
The distinction between Weakspots and Critspots is complicated and we might write an explainer blog post about it eventually. For the purposes of PvP, the two are equivalent.
Rangefinder
Aiming Down Sights grants the following benefits:
• 10 Range
• 10% increased Effective Zoom
• 5% increased Projectile Speed
The Effective Zoom increase pushes out Aim Assist Falloff by 10%, reduces (Absolute) Recoil by 10% and narrows the Accuracy and Aim Assist Cones by the same amount. (This is the normal behavior of Zoom and isn't unique to Rangefinder)
High-Caliber Rounds
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%.
Heating Up
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.
Killing Wind
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.
Moving Target
Grants the following while Aiming Down Sights (ADS):
• 10 Aim Assist
• 10% decreased ADS Movement Speed Penalty
Elemental Capacitor
Grants Passive Bonuses based on the element of your selected Super's element:
• Solar: 50 Reload Speed
• Arc: 50 Handling
• Void: 20 Stability
• Strand: 20 Airborne Effectiveness
• Stasis: 20 Recoil Direction & 20% decreased ADS Movement Speed Penalty
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.
Multikill Clip
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.
Recommendations aggregated from curated community wishlists; credit to the curators linked above.
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