Battle Scar god roll & best perks

Battle Scar — Destiny 2 Pulse Rifle
Legendary · Pulse Rifle
Where it drops: Source: Open Legendary engrams and earn faction rank-up packages.

“"Do not concern yourself with how many horns I bear." —Lord Shaxx”

Full perk pool, stats & source for Battle Scar →

Built from 20 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.

Recommended rolls

pandapaxxy

pve mkb controller 12 wishlist rolls

pandapaxxy (PvE / M+KB / Controller): Recommended MW: Reload. Lightweight(450) Kinetic Pulse Rifle Primary Ammo. "It's interesting to see this pulse come back this season. Battle scar was not utilized much in year 1, this season it has some utility in Kinetic Tremors for clearing groups. If you're hurting for a good PvE pulse this will suffice. There are much better dedicated rolls, but this will do just fine."

Essential perks

Arrowhead Brake

Strong alternatives

Appended Mag Encore Kinetic Tremors Tactical Mag Flared Magwell Shoot to Loot Multikill Clip

Community wishlist roll

4 wishlist rolls

Inspired by @PodvsEnemies Podcast vs Enemies episode 56 (https://open.spotify.com/episode/6hjWp0NaachsNymnN22FDL) with @ImpetusAlways, @Saint_Kabr and @CourtProjects. First-choice PvE roll for Minor add-clear in end-game content. Not a lot of current competition for lightweight pulse rifles (as at v7.0.0.7, anyway) but they add a very useful +20 mobility (useful when buildcrafting) and +6.25% movement speed. Unfortunately, the stats on the reprised Battle Scar are low across the board - the New Devrim Kay VIII Foundry Field Tested origin perk should help, but it takes a long time to proc the higher tiers (five stacks would take 1001 hits to achieve!). You'd really be looking for Arrowhead Brake in the barrel ideally, to help clean up the low recoil direction and, if you prefer stability and reload speed go for Tactical Mag, or for range go for Accurized Rounds. To improve your gunfeel, in the first trait slot as you r support perk, Perpetual Motion adds a decent bump to handling, stability and reload speed, or if you want extra range then Keep Away boosts that, reload speed and accuracy. Osmosis, as your signature perk in the second trait column is fairly rare and will pick up any of the energy synergies from your subclass (say, volatile rounds when that's procced by a void ability) - if you haven't already got a pulse rifle with the perk, then this would be worth hanging on to. Recommended MW: TBH anything will work - just go with your preferece, with a damage-boosting (Minor, Taken Spec) mod|tags: PvE, PvE-MinorSpec, PvE-God, PvE-EndGame, Controller, M+KB

Essential perks

Arrowhead Brake Osmosis

Strong alternatives

Tactical Mag Perpetual Motion Accurized Rounds Keep Away

pandapaxxy

pvp controller 3 wishlist rolls

pandapaxxy (PvP / Controller): Recommended MW: Range. Lightweight(450) Kinetic Pulse Rifle Primary Ammo. "In PvP lightweight frame pulses are not meta. They are usable with damage perks. Battle Scar gets Multikill Clip for damage and Eye of the Storm for consistency. Depending on what you value you could swing it either way."

Essential perks

Arrowhead Brake Perpetual Motion Accurized Rounds

Strong alternatives

Eye of the Storm Headseeker Multikill Clip

Community wishlist roll

1 wishlist roll

Inspired by @PodvsEnemies Podcast vs Enemies episode 56 (https://open.spotify.com/episode/6hjWp0NaachsNymnN22FDL) with @ImpetusAlways, @Saint_Kabr and @CourtProjects. First-choice PvE roll for Minor add-clear in end-game content. Not a lot of current competition for lightweight pulse rifles (as at v7.0.0.7, anyway) but they add a very useful +20 mobility (useful when buildcrafting) and +6.25% movement speed. Unfortunately, the stats on the reprised Battle Scar are low across the board - the New Devrim Kay VIII Foundry Field Tested origin perk should help, but it takes a long time to proc the higher tiers (five stacks would take 1001 hits to achieve!). You'd really be looking for Arrowhead Brake in the barrel ideally, to help clean up the low recoil direction and, if you prefer stability and reload speed go for Tactical Mag, or for range go for Accurized Rounds. Battle Scar is one of the first kinetic weapons that can roll with Kinetic Tremors as your signature perk in the second trait column - for end-game activities this pairs nicely with Shoot to Loot as, as well as the passive damage boost just for repeated hits you will also pick up ammo from anywhere in the shockwave area and reload all of your guns too. Recommended MW: TBH anything will work - just go with your preference, with a damage-boosting (Minor, Taken Spec) mod|tags: PvE, PvE-MinorSpec, PvE-God, PvE-EndGame, Controller, M+KB

Essential perks

Arrowhead Brake Accurized Rounds Shoot to Loot Kinetic Tremors

What these Battle Scar perks do

Encore

On Weapon Kill, for 7 seconds: Grants 1 Stack on Bodyshot Kills and 2 Stacks on Precision Kills. Maximum of 4 Stacks. Each stack grants 5 Range, 8 Stability, and -1.25% Accuracy Cone Size.

Kinetic Tremors

Scoring multiple Direct Hits against a target within 3 seconds of each emits 3 damaging shockwaves from its location at the time of activation. Hit counter persists through stow. Shockwaves appear 0.25 seconds after scoring enough Hits and have a 1 second delay between each pulse. With Bows, the initial delay is decreased to 0.167 seconds. Each shockwave deals up to 90 [20] damage in a 6 meter radius. Shockwaves deal 33.33% more damage when activated on Miniboss or higher tier PvE Combatants. Shockwaves inherit Weapon Damage Buffs, the weapon's passive Kinetic Damage Bonus in PVE (10% on Primary, 15% on Special), and its Combatant Damage Scaling. They also count as non-direct Hits with the weapon for other interactions. The perk cannot be retriggered by anyone on a target until 2? seconds after the last shockwave. Hits required for Activation: • Submachine Guns: 14 • Auto Rifles: 12 • Pulse Rifles: 11 • Sidearms: 8 • Precision Hand Cannons and Precision Scout Rifles: 6 • Hand Cannons, Scout Rifles: 5 • Bows, Sniper Rifles: 3

Shoot to Loot

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.

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.

Eye of the Storm

Grants a scaling buff to Handling and Accuracy as your Shield Health drops below 40 and reaches maximum strength at 0 Shield HP. Buff at maximum strength grants: • 30 Handling • 40% decreased Accuracy Cone Size • 17% decreased Accuracy Cone Growth The buff linearly scales from 0% at 80 Shield HP to 100% at 0 Shield HP (Critical Health). It initially triggers as you drop to 40 Shield HP — giving you 50% of the maximum buff. However, as you regenerate your Shield Health, the buff will still remain until you reach 80 Shield HP where the benefits scale down to zero.

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.

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.

Osmosis

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.

Keep Away

While no enemies are within 15 meters: Grants 10 Range, 30 Reload Speed, and decreases Accuracy Cone Growth by 5?%.

Recommendations aggregated from curated community wishlists; credit to the curators linked above.

Battle Scar in Destiny 2

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