Fel Taradiddle god roll & best perks

Fel Taradiddle — Destiny 2 Combat Bow
Legendary · Combat Bow
Where it drops: Source: Wellspring Boss Bor'gong, Warden of the Spring

“It's an unassuming thing, but you'll be amazed at the damage it can do when applied with precision.”

Full perk pool, stats & source for Fel Taradiddle →

Built from 235 curated wishlist rolls for this Combat Bow. Perks marked essential appear in every roll of a recommendation; alternatives are the other perks curators call worth keeping.

Recommended rolls

YeezyGT's WQ

pve 108 wishlist rolls

[YeezyGT's WQ] [MW: Accuracy with Elastic] "Fel Taradiddle is a great-feeling Bow to directly compete with Whispering Slab. As a Craftable, you can fine-tune it to be as strong as possible, which I believe to be (Elastic String, Compact for Reload or Straight Fletching for Accuracy, with an Accuracy MW). You have access to Archer's, Perpetual and Killing Wind depending on playstyle, and Explosive/Successful and Adrenaline Junkie. Whereas I believe Whispering Slab's Swashbuckler to be a stronger perk for Bows (with AJ having more grenade synergy on Energy weapons), the damage perk does not go unnoticed. Fel feels great, and it's definitely worth having one in your back pocket."

Essential perks

Elastic String Psychohack

Strong alternatives

Compact Arrow Shaft Archer's Tempo Explosive Head Explosive Head Successful Warm-Up Successful Warm-Up Adrenaline Junkie Adrenaline Junkie Archer's Tempo Perpetual Motion Perpetual Motion Killing Wind Killing Wind Fiberglass Arrow Shaft Straight Fletching

pandapaxxy

pvp mkb controller 63 wishlist rolls

pandapaxxy (PvP / M+KB / Controller): "In PvP most people would opt for the higher damage archetype, especially now that Under Your Skin can have an almost immediate draw time. But Under Your Skin is also energy, so you have a kinetic option, again if you don’t have a Whispering Slab. The same perks can work in PvP as they do in PvE. Archer’s tempo for faster follow up shots and explosive head for the double flinch can mess up your opponents as they try to combat you.". Recommended MW - Draw Time.

Strong alternatives

Killing Wind Elastic String Explosive Head Fiberglass Arrow Shaft Flexible String Polymer String Straight Fletching Helical Fletching Rangefinder Archer's Tempo Successful Warm-Up Adrenaline Junkie

pandapaxxy

pve mkb controller 54 wishlist rolls

pandapaxxy (PvE / M+KB / Controller): "Whispering Slab has some decent competition. [...] You can easily hit the draw time floor of 540 with a couple different combinations and archer’s tempo does drop that even further. Pair that draw time with damage perks like adrenaline junkie or one for all. Or you can go the “double stagger” route with explosive head when overload bows come back as an artifact mod (there are few things more satisfying than infinite staggering a champion).". Recommended MW - Draw Time.

Strong alternatives

Archer's Tempo Elastic String Explosive Head Fiberglass Arrow Shaft Flexible String Polymer String Straight Fletching Helical Fletching Shoot to Loot One for All Adrenaline Junkie

Community wishlist roll

pve 4 wishlist rolls

Inspired by DMB Player Versus Enemies Podcast 8. Shapeable through the Mars Relic. PvE first choice roll for end-game content. Lightweight frame, so an alternative if you haven't dropped an Accrued Redemption or Biting Winds that you like. Bowstring and Arrow depend on your choice balancing Accuracy and Draw Speed. Then it's the tried and trusted combination of Archer's Tempo and Explosive Head - good anyway, but very useful when an anti-barrier bow mod is around. Recommended MW: your choice to round out bowstring and arrow perks, with a damage-boosting (Minor, Major or Taken Spec) mod.

Strong alternatives

Archer's Tempo Explosive Head Archer's Tempo Explosive Head

Community wishlist roll

pve 4 wishlist rolls

Inspired by DMB Player Versus Enemies Podcast 8. Shapeable through the Mars Relic. PvE first choice roll for general content. Lightweight frame, so an alternative if you haven't dropped an Accrued Redemption or Biting Winds that you like. Bowstring and Arrow depend on your choice balancing Accuracy and Draw Speed. Then Archer's Tempo is the best perk in the first trait column and Adrenaline Junkie is useful with the strength of void grenades in Void 3.0. Recommended MW: your choice to round out bowstring and arrow perks, with a damage-boosting (Minor, Major or Taken Spec) mod.

Strong alternatives

Adrenaline Junkie Archer's Tempo Archer's Tempo Adrenaline Junkie

Community wishlist roll

2 wishlist rolls

Chevy's S16 Super Pog PvE Loot List. Recommended MW - Reload

Essential perks

Archer's Tempo Carbon Arrow Shaft Elastic String

Strong alternatives

Explosive Head Successful Warm-Up

What these Fel Taradiddle perks do

Archer's Tempo

Precision Hits decrease Draw Time by 25% for 3 seconds. Buff is removed on stow.

Explosive Head

Splits off 50% of the Bow's bodyshot damage into an Explosive Payload that detonates in a 3 meter radius on impact. The Payload deals 30% increased damage in PvE and staggers PvE Combatants more. Payload detonation time after hitting a target or surface depends on the distance. The remaining Impact damage portion receives an increased Crit Multiplier to compensate for the Payload not benefitting from crits. [PvE] Total damage is increased by ~15% of the weapon's bodyshot damage. On crits, the overall increase is 10.33% for Precision Bows and 9.69% for Lightweight Bows. [PvP] Total damage remains roughly the same but can vary by 1-2% in either direction for crits.

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.

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.

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

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.

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)

Successful Warm-Up

Weapon Kills decrease Charge/Draw Time by 37.5% for 6 seconds. Kills while the perk is active add 4 seconds to the duration up to a maximum of 20 seconds. Buff is removed on stow.

Archer's Tempo

Precision Hits decrease Draw Time by 25% for 🡅4 seconds. Buff is removed on stow. 🡅 Buff duration is increased by 1 second.

Explosive Head

Splits off 50% of the Bow's bodyshot damage into an Explosive Payload that detonates in a 3 meter radius on impact. The Payload deals 30% increased damage in PvE and staggers PvE Combatants more. Payload detonation time after hitting a target or surface depends on the distance. The remaining Impact damage portion receives an increased Crit Multiplier to compensate for the Payload not benefitting from crits. [PvE] Total damage is increased by ~15% of the weapon's bodyshot damage. On crits, the overall increase is 10.33% for Precision Bows and 9.69% for Lightweight Bows. [PvP] Total damage remains roughly the same but can vary by 1-2% in either direction for crits. 🡅 Passively grants 5 Accuracy.

Adrenaline Junkie

Weapon Kills grant 1 Stack of Adrenaline Junkie for 🡅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 🡅 Buff Duration is increased by 0.5 seconds.

Psychohack

Scoring multiple Hits on targets Exhausts them. Triggering it on Players makes them deal 10% less damage. Exhaust duration cannot be refreshed. Hit Requirements by Weapon Type: • 3 Hits: Bows, Glaives (both Projectile and Melee), Grenade/Rocket Launchers (Impact and Detonation damage count separately), Sniper Rifles • 7 Hits: Scout Rifles • 12 Hits: Sidearms • 13 Hits: Submachine Guns • 14 Hits: Fusion Rifles • 16 Hits: Auto Rifles

Successful Warm-Up

Weapon Kills decrease Charge/Draw Time by 37.5% for 6 seconds. Kills while the perk is active add 🡅5 seconds to the duration up to a maximum of 20 seconds. Buff is removed on stow. 🡅 Additional kills add 1 more second to the duration.

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.

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 🡅9 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. 🡅 Second Stack is gained 1 second sooner.

Killing Wind

On Weapon Kill, for 🡅5.5 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. 🡅 Initial Buff Duration is increased by 0.5 seconds.

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

Fel Taradiddle in Destiny 2

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