Hush god roll & best perks

Hush — Destiny 2 Combat Bow
Legendary · Combat Bow
Where it drops: Source: Complete Gambit matches and earn rank-up packages from the Drifter.

“"Breathe. Line up the shot. Enjoy the quiet before the kill." —The Drifter”

Full perk pool, stats & source for Hush →

Built from 207 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

pandapaxxy

pve mkb controller 81 wishlist rolls

pandapaxxy (PvE / M+KB / Controller): "Hush is back! Arguably the greatest bow to ever exist. Archer’s Gambit also makes a return this season You can pair that with Archer’s Tempo for even faster draw times bringing it all the way down to a 157ms draw time with Elastic String and a draw time masterwork. Unrelenting with Incandescent will allow you to keep your health up while downing groups from afar and Shoot to Loot with either Incandescent or Explosive Head is niche but can keep your ammo topped up." Recommended MW: Draw Time.

Strong alternatives

Archer's Tempo Elastic String Fiberglass Arrow Shaft Incandescent Archer's Gambit Explosive Head Unrelenting Shoot to Loot Straight Fletching Helical Fletching Flexible String Polymer String

pandapaxxy

pvp mkb controller 54 wishlist rolls

pandapaxxy (PvP / M+KB / Controller): "In PvP bows are not the strongest weapons but a very niche but strong combo is Off-Hand Strike and Archer’s Gambit. Opening Shot and Archer’s Gambit also have strong synergy, as does Hip-Fire Grip. Archer’s Tempo and Explosive Head or Incandescent are going to be better for general use. Impulse Amplifier is great if you're using this bow more as a one and done versus maining it or cleaning up with it." Recommended MW: Draw Time.

Strong alternatives

Opening Shot Elastic String Explosive Head Fiberglass Arrow Shaft Incandescent Archer's Gambit Impulse Amplifier Straight Fletching Helical Fletching Flexible String Polymer String

Community wishlist roll

27 wishlist rolls

Adamsdown_Boy - information as at v8.0.0.6 (PvE / PvE-MinorSpec / PvE-God / M+KB / Controller): PvE pick for add-clearing Minor enemies in general content, particularly for melee builds. Hush is back, but is now in a quite crowded pool of solar bows, so it doesn't really stand out. If you already have a well-rolled solar bow, you can happily pass. If you're still looking, bring down Draw Time as much as you can with your Bowstring perk, and then recover any lost accuracy with the Arrow perk. Although, if you're using a bow right, you should be a fair distance from enemies there is the option of Pugilist in the first trait perk column, and Swashbuckler or Golden Tricorn in the second, or even Surrounded. Let's just say if you have that procced regularly that you really should examine your life choices. The perk pool is huge, so reset Gambit rank as many times as you can before you start focusing engrams. The Gun and Run origin trait is useful, if not very noticeable. Recommended MW: Draw Time or Reload Speed, with a Backup Mag mod.

Essential perks

Pugilist

Strong alternatives

Elastic String Fiberglass Arrow Shaft Swashbuckler Polymer String Flexible String Straight Fletching Helical Fletching Golden Tricorn Surrounded

Community wishlist roll

27 wishlist rolls

Adamsdown_Boy - information as at v8.0.0.6 (PvE / PvE-MinorSpec / PvE-God / M+KB / Controller): PvE pick for add-clearing Minor enemies in general content, for Titans using Hazardous Propulsion. Hush is back, but is now in a quite crowded pool of solar bows, so it doesn't really stand out. If you already have a well-rolled solar bow, you can happily pass. If you're still looking, bring down Draw Time as much as you can with your Bowstring perk, and then recover any lost accuracy with the Arrow perk. For Titans who need their barricade back as fast as possible to use Hazardous Propulsion with, Strategist speeds up class ability regeneration in the first trait perk column, and you can pair this with a damage perk like Incandescent (even better with solar fragments), Frenzy or Explosive Head. The perk pool is huge, so reset Gambit rank as many times as you can before you start focusing engrams. The Gun and Run origin trait is useful, if not very noticeable. Recommended MW: Draw Time or Reload Speed, with a Backup Mag mod.

Essential perks

Strategist

Strong alternatives

Elastic String Fiberglass Arrow Shaft Incandescent Polymer String Flexible String Straight Fletching Helical Fletching Explosive Head Frenzy

Community wishlist roll

18 wishlist rolls

Adamsdown_Boy - information as at v8.0.0.6 (PvE / PvE-MinorSpec / PvE-EndGame / PvE-God / M+KB / Controller): PvE pick for add-clearing Minor enemies in end-game content. Hush is back, but is now in a quite crowded pool of solar bows, so it doesn't really stand out. If you already have a well-rolled solar bow, you can happily pass. If you're still looking, bring down Draw Time as much as you can with your Bowstring perk, and then recover any lost accuracy with the Arrow perk. The standard endgame bow pairings of either Archer's Tempo or Shoot to Loot in the first perk column are available in the first trait perk column, with Explosive Head in the second for a little bonus damage and flinch, or Frenzy for a reliable +15% damage, and mexxed reload speed and handling. The perk pool is huge, so reset Gambit rank as many times as you can before you start focusing engrams. The Gun and Run origin trait is useful, if not very noticeable. Recommended MW: Draw Time or Reload Speed, with a Backup Mag mod.

Essential perks

Frenzy

Strong alternatives

Archer's Tempo Elastic String Fiberglass Arrow Shaft Polymer String Flexible String Straight Fletching Helical Fletching Shoot to Loot

What these Hush perks do

Archer's Tempo

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

Incandescent

Weapon Kills trigger a Solar explosion that applies 30 Scorch Stacks (40 with Ember of Ashes) and deals up to 30 damage to enemies within 4 meters of the target. Killing Elite or higher tier Combatants and Players increases the radius to 8 meters and applies 10 more Scorch Stacks. Scorch damage can be increased through Weapon Damage Buffs.

Archer's Gambit

Hip-fire Precision Hits grant the following benefits for 4 seconds: • 60% decreased Draw Time • 100 Reload Speed • ? Reload Duration Multiplier Hip-fire Precision Hits extend the buff duration by 4 seconds up to the maximum of 8 seconds.

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.

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%

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.

Opening Shot

Grants the following benefits for your first shot (of the burst): • 20 Aim Assist and 25 Range • 5% decreased Accuracy Cone Size • 10% decreased Accuracy Cone Growth Special weapons only receive 50% of the benefits. Stats are rounded up. Firing the weapon prevents the perk from activating for 3 seconds.

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%

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.

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.

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.

Golden Tricorn

While the perk's buff isn't active, Weapon Kills grant 'Golden Tricorn x1' for 7 seconds, increasing weapon damage by 15%. Additional Kills refresh the buff duration. While Golden Tricorn x1 or x2 is active: Grenade or Elemental Melee Kills matching the element of the Weapon grant Golden Tricorn x2 for 10 seconds, increasing weapon damage by 50%. Clarity tooltip editor's note: We're replacing the previous Powered Melee term with Elemental Melee. The former is now exclusively used for perks that require the consumption of a Melee Ability Charge. This note is temporary and will be removed in the future.

Surrounded

Being within 15 meters of 3 Enemies grants 40% increased damage. Buff lingers for 1.5 seconds once the condition is no longer met. Exceptions: • Swords only receive a 35% damage increase. • Grenade and Rocket Launchers receive a 35% Explosive Damage increase and a 40% Impact Damage increase. • Wolfpack Rounds receive a 35% Explosive Damage increase.

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.

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

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