Insidious god roll & best perks

Insidious — Destiny 2 Pulse Rifle
Legendary · Pulse Rifle
Where it drops: Source: "Vow of the Disciple" Raid

“Shape: Deception”

Full perk pool, stats & source for Insidious →

Built from 1156 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

YeezyGT's WQ

pve 920 wishlist rolls

[YeezyGT's WQ] [MW: Stab / Handling] "Insidious is the perfect candidate for Crafting - a very rich perk pool with some great potential synergy, but with the need to fine-tune some things like Handling/Reload Speed depending on your perk choices. A PvE Insidious can have a one-of-a-kind (non-sunset) combo in Dragonfly/Rampage, though you're no longer benefitting from something like Rapid Hit / Heating Up, which are usually fixing your reload/recoil direction issues. Vorpal shreds Supers on this archetype, Demo/Adrenaline still rocks, Rapid Hit is perfect for 4-burst Pulses (and you feel the stability change mid-burst too) - there's a lot to love here, you've just gotta get the stars to align."

Strong alternatives

Arrowhead Brake Dragonfly Accurized Rounds Rampage Rampage Adrenaline Junkie Adrenaline Junkie Vorpal Weapon Vorpal Weapon Dragonfly Rapid Hit Rapid Hit Demolitionist Demolitionist Heating Up Heating Up Steady Rounds Tactical Mag Flared Magwell Fluted Barrel Smallbore Hammer-Forged Rifling Corkscrew Rifling

Community wishlist roll

72 wishlist rolls

Inspired by @Saint_Kabr and @ImpetusAlways (PvE PvE-Minor PvE-SingleAdd PvE-EndGame PvE-God M+KB Controller): First-choice PvE roll for clearing individual Minor adds or tougher enemies in activities rated Very Hard, Hard or Normal difficulty. The updated Insidious is an Aggresive Burst pulse rifle which as a subfamily are currently rated D-Tier for endgame PvE by @TheAegisRelic Endgame Analysis spreadsheet in https://www.destiny2.science/ as "essentially just a poor high-impact auto, but arguably worse due to 4-burst nature". The frame intrinsic offers built-in anti-Unstoppable, and fires a 4-round burst as per the https://www.destiny2.science/ Destiny Data Compendium. The stats are pretty much best in class by comparison with its peers - you can see the stats at https://destiny.report/w/3428521585/insidious and hopefully https://d2foundry.gg/w/3428521585 will show how weapon stats impact in-game performance when the site is back up and running. The recoil is right and a little loose, so to tighten that up, look for a barrel perk that helps with Recoil Direction or, if you can handle it just go for extra stability (you'll get handling from the trait perks), and then with the magazine perk go for something that helps improve magazine size, stability or reload. For single target damage, while there are some decent first trait perk column perks, it's difficult to look beyond Frenzy which, after being in combat for 12s - that's dealing or taking damage - boosts Handling and Reload Speed by +100 and boosts damage by ×1.15 for a refreshable 7.2s. In the second column, for even more multiplicative damage, Chaos Reshaped stacks up to ×2 on dealing or receiving damage within a 5s window for at least 12s (11.5s when enhanced) - at ×1 it provides a ×1.2 damage boost for a refreshable 7s and then at ×2 provides ×1.35 damage for a refreshable 7s together with a healing burst of up to 35HP that also starts health regeneration. There's also One For All which boosts damage by ×1.35 for a non-refreshable 10s (11s when enhanced) after hitting three separate targets within 3s of each and Rampage which stacks up to ×3 on kills for a max ×1.331 damage for a refreshable 4.5s (5s when enhanced), with the stacks decaying one at a time. The Souldrinker origin trait is very good for endgame activities, restoring up to +50HP on reload, depending on the proportion of the magazine landed as hits. If you're interested, "insidious" means proceeding in a gradual, subtle way, but with harmful effects, reflecting the modus operandi of The Witness and its Disciple, Rhulk. Recommended MW: Stability or Range, with your preferred choice of mod to boost weapon stats, ammo generation, or elemental pickups for builds.|tags:PvE PvE-Minor PvE-SingleAdd PvE-EndGame PvE-God M+KB Controller

Essential perks

Frenzy

Strong alternatives

Tactical Mag Arrowhead Brake Chaos Reshaped One for All Rampage Appended Mag Alloy Magazine Flared Magwell Chambered Compensator Extended Barrel Polygonal Rifling Fluted Barrel Corkscrew Rifling

pandapaxxy

pve mkb controller 54 wishlist rolls

pandapaxxy (PvE / M+KB / Controller): "The theme of this expansion is arrowhead brake. [...] Depending on what you want your Insidious to do you can spec it out a few ways. Vorpal and rapid hit for bosses / majors. Demolitionist and adrenaline junkie for all the grenades and all the damage boosts. Dragonfly and adrenaline junkie to power up your explosions. Adaptive munitions and literally whatever to rip shields. Your will is your own, so craft it however you like.". Recommended MW - Reload.

Strong alternatives

Tactical Mag Arrowhead Brake Vorpal Weapon Dragonfly Fluted Barrel Appended Mag Extended Mag Demolitionist Rapid Hit Adaptive Munitions Adrenaline Junkie

Community wishlist roll

24 wishlist rolls

Inspired by @Saint_Kabr and @ImpetusAlways (PvE PvE-Minor PvE-GroupAdd PvE-EndGame PvE-God M+KB Controller): First-choice PvE roll for clearing groups of Minor adds in activities rated Very Hard, Hard or Normal difficulty, particularly with Arc builds. The updated Insidious is an Aggressive Burst pulse rifle which as a subfamily are currently rated D-Tier for endgame PvE by @TheAegisRelic Endgame Analysis spreadsheet in https://www.destiny2.science/ as "essentially just a poor high-impact auto, but arguably worse due to 4-burst nature". The frame intrinsic offers built-in anti-Unstoppable, and fires a 4-round burst as per the https://www.destiny2.science/ Destiny Data Compendium. The stats are pretty much best in class by comparison with its peers - you can see the stats at https://destiny.report/w/3428521585/insidious and hopefully https://d2foundry.gg/w/3428521585 will show how weapon stats impact in-game performance when the site is back up and running. The recoil is right and a little loose, so to tighten that up, look for a barrel perk that helps with Recoil Direction or, if you can handle it just go for extra stability (you'll get handling from the trait perks), and then with the magazine perk go for something that helps improve magazine size, stability or reload. For single target damage, while there are some decent first trait perk column perks, it's difficult to look beyond Frenzy which, after being in combat for 12s - that's dealing or taking damage - boosts Handling and Reload Speed by +100 and boosts damage by ×1.15 for a refreshable 7.2s. In the second column, for arc synergy and add groups, Voltshot applies Arc Jolt to the next target you hit within 7s (8s when enhanced), after a reload within 5.3s of a kill, for additional damage to the target on further hits plus AoE chain lightning damage on nearby enemies. The Souldrinker origin trait is very good for endgame activities, restoring up to +50HP on reload, depending on the proportion of the magazine landed as hits. If you're interested, "insidious" means proceeding in a gradual, subtle way, but with harmful effects, reflecting the modus operandi of The Witness and its Disciple, Rhulk. Recommended MW: Stability or Range, with your preferred choice of mod to boost weapon stats, ammo generation, or elemental pickups for builds.|tags:PvE PvE-Minor PvE-GroupAdd PvE-EndGame PvE-God M+KB Controller

Essential perks

Voltshot Frenzy

Strong alternatives

Tactical Mag Arrowhead Brake Appended Mag Alloy Magazine Flared Magwell Chambered Compensator Extended Barrel Polygonal Rifling Fluted Barrel Corkscrew Rifling

Community wishlist roll

16 wishlist rolls

Inspired by Destiny Massive Breakdowns from Podcast 241. PvP first choice roll for damage chaining (6s). Rare example of a strong, forgiving subtype, even though the perks are more PvE orientated. Aim to improve the recoil direction, get stability in the mid-70s and then add range. Recommended MW: Stability with Targeting Adjuster or Quick Access Sling mod depending on play style.

Strong alternatives

Rapid Hit Accurized Rounds Rampage Chambered Compensator Rapid Hit Heating Up Heating Up Rampage Extended Barrel Steady Rounds

Community wishlist roll

16 wishlist rolls

Inspired by Destiny Massive Breakdowns from Podcast 251. PvP first choice roll for damage chaining (6s). Rare example of a strong, forgiving subtype, even though the perks are more PvE orientated. Looking to get stability high enough so when either Rapid Hit or Heating Up kicks in, it mitigates the slightly-off recoil direction. Recommended MW: Stability with Targeting Adjuster or Quick Access Sling mod depending on play style.

Essential perks

Steady Rounds

Strong alternatives

Rapid Hit Smallbore Rampage Polygonal Rifling Rapid Hit Heating Up Heating Up Rampage

pandapaxxy

pvp mkb 12 wishlist rolls

pandapaxxy (PvP / M+KB): "Similar to PvE if you can control the recoil you can opt for not having arrowhead brake, but I would highly recommend it. Base range is 77 which puts you at 38m in-game. Pushing that out can get you comfortably past the extremes of hand cannons. Rapid hit also keeps your bursts consistent at those ranges which can keep your TtK low. I’d also recommend adrenaline junkie for the bonuses to handling and any damage boost just makes your two burst easier.". Recommended MW - Range.

Strong alternatives

Adrenaline Junkie Rapid Hit Arrowhead Brake Accurized Rounds Hammer-Forged Rifling Tactical Mag Demolitionist Vorpal Weapon

Community wishlist roll

10 wishlist rolls

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

Essential perks

Accurized Rounds Corkscrew Rifling

Strong alternatives

Adaptive Munitions Dragonfly Stats for All Demolitionist Rapid Hit One for All Adrenaline Junkie Rampage

pandapaxxy

pvp controller 8 wishlist rolls

pandapaxxy (PvP / Controller): "Similar to PvE if you can control the recoil you can opt for not having arrowhead brake, but I would highly recommend it. Base range is 77 which puts you at 38m in-game. Pushing that out can get you comfortably past the extremes of hand cannons. Rapid hit also keeps your bursts consistent at those ranges which can keep your TtK low. I’d also recommend adrenaline junkie for the bonuses to handling and any damage boost just makes your two burst easier.". Recommended MW - Stability.

Essential perks

Smallbore

Strong alternatives

Adrenaline Junkie Rapid Hit Accurized Rounds Tactical Mag Demolitionist Vorpal Weapon

Community wishlist roll

8 wishlist rolls

Inspired by Destiny Massive Breakdowns from Podcast 251. PvP first choice roll for damage chaining (6s). Rare example of a strong, forgiving subtype, even though the perks are more PvE orientated. Looking to improve recoil direction, stability and range, and then follow Shaxx's advice grenade frequency with Demolitionist and Adrenaline Junkie. Recommended MW: Stability with Targeting Adjuster or Quick Access Sling mod depending on play style.

Strong alternatives

Adrenaline Junkie Accurized Rounds Demolitionist Chambered Compensator Demolitionist Adrenaline Junkie Extended Barrel Steady Rounds

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 endgame content. Fairly rare four-round burst pulse rifle subtype. Good all-round stats, although the recoil direct could use a little help from the barrel perk. Once you proc Stats for All and One for All, you'll get a 35% damage boost and significant stat buffs. Recommended MW: Reload Speed or Handling, with a Backup Mag or damage-boosting (Minor, Major or Taken Spec) mod.

Strong alternatives

Stats for All One for All Stats for All One for All

Community wishlist roll

pve 4 wishlist rolls

Inspired by DMB Player Versus Enemies Podcast 8. Shapeable through the Mars Relic. PvE backup roll for endgame content. Fairly rare four-round burst pulse rifle subtype. Good all-round stats, although the recoil direct could use a little help from the barrel perk. Adaptive Munitions is useful for Match Game content, and Rapid Hit gives solid boosts to reload speed and stability to keep you shooting. Recommended MW: Reload Speed or Handling, with a Backup Mag or damage-boosting (Minor, Major or Taken Spec) mod.

Strong alternatives

Rapid Hit Adaptive Munitions Rapid Hit Adaptive Munitions

What these Insidious perks do

Chaos Reshaped

Being in Combat for 12 seconds grants a Stack of 'Chaos Reshaped' for 7 seconds. Maintaining the first Stack for 12 seconds grants a second Stack. Buff can be activated while stowed. For Chaos Reshaped, being in Combat is defined as having either dealt or received damage within the last 5 seconds. Benefits at Chaos Reshaped x1 and x2: • x1: grants 20% increased damage • x2: grants 35% increased damage and grants a periodic burst of healing Healing effect is bugged! While Chaos Reshaped x2 is active: Stowing the weapon or keeping it readied for 7 seconds grants a continous healing effect of 5 HP per second. Stowing this weapon grants the effect for 1 to 7 seconds (cycling, it's complicated), while keeping it readied after activation makes the healing effectively constant. While this healing effect is active, NO OTHER SOURCE OF HEALING CAN RESTORE THE FINAL [~35 to 5] HP OF YOUR HEALTH BAR! This unrecoverable HP segment can only be healed by Chaos Reshaped's 5/HPs effect. For more details, visit the perk description in the Destiny Data Compendium.

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.

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.

Rampage

Weapon Kills grant a Stack of Rampage. Maximum of 3 Stacks. Stacks expire one at a time every 4.5 seconds. Grants a 10%|21%|33.1% damage increase at 1|2|3 Stacks. Does not buff the Splash/Explosive damage elements of other perks.

Alloy Magazine

Linearly grants a Reload Duration Multiplier as your magazine drops from 50% capacity to empty. Reload Duration Multiplier scales from 0.9x at 50% capacity to 0.8x with an empty magazine.

Voltshot

Finishing a reload within 5.3 seconds of a Weapon Kill grants Voltshot for 7 seconds. While Voltshot is active, your next Weapon Hit consumes the buff and applies Jolt to the target. Applied Jolt's damage (generally) does not count as Weapon Damage.

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%]

Dragonfly

Precision Kills cause targets to explode, dealing up to 123.89 [95.3] weapon-matching elemental damage in a 4.5-meter radius.

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.

Rapid Hit

"Buffed Hits" grant 1 Stack of Rapid Hit for 2 seconds. Maximum of 5 Stacks. "Buffed Hits" refer to any "Yellow Number" Hits such as Precision Hits or Hits against debuffed targets. Benefits at 1|2|3|4|5 Stacks: • 2|12|14|18|25 Stability • 5|30|35|42|60 Reload Speed • 0.99x|0.96x|0.95x|0.945x|0.92x Reload Duration Multiplier

Adaptive Munitions

Hits against Barrier Champion or non-matching Elemental Shields deal increasingly higher damage. Buff is removed upon hitting a matching shield or an unshielded enemy. Damage increase by Weapon Archetype: • Fusion Rifles: untested • Machine Guns, Auto/Pulse/Trace Rifles: 10% per hit, up to 50% • Linear Fusion Rifles: 22% per hit, up to 44% • Bows, Glaives, Hand Cannons, Scout Rifles: 25% per hit, up to 50%

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

Stats for All

Upon damaging 3 Separate Enemies within 3 seconds of each, for 10 seconds: • 35 Handling and Reload Speed • 10 Stability and Range • 5% increased Damage Falloff Distance • 0.95x Reload Duration Multiplier Buff duration cannot be refreshed.

Stats for All

Upon damaging 3 Separate Enemies within 3 seconds of each, for 🡅11 seconds: • 35 Handling and Reload Speed • 10 Stability and Range • 5% increased Damage Falloff Distance • 0.95x Reload Duration Multiplier Buff duration cannot be refreshed. 🡅 Buff duration is increased by 1 second.

One for All

Scoring Weapon Hits against 3 Separate Enemies within 3 seconds of each grants 35% increased damage for 🡅11 seconds. Does not require Direct Hits. Buff duration cannot be refreshed. 🡅 Buff Duration is increased by 1 second.

Rapid Hit

"Buffed Hits" grant 1 Stack of Rapid Hit for 2 seconds. Maximum of 5 Stacks. "Buffed Hits" refer to any "Yellow Number" Hits such as Precision Hits or Hits against debuffed targets. Benefits at 1|2|3|4|5 Stacks: • 2|12|14|18|25 Stability • 5|30|35|42|60 Reload Speed • 0.99x|0.96x|0.95x|0.945x|0.92x Reload Duration Multiplier 🡅 Stronger Effect.

Adaptive Munitions

Hits against Barrier Champion or non-matching Elemental Shields deal increasingly higher damage. Buff is removed upon hitting a matching shield or an unshielded enemy. Damage increase by Weapon Archetype: • Fusion Rifles: untested • Machine Guns, Auto/Pulse/Trace Rifles: 🡅14% per hit, up to 🡅70% • Linear Fusion Rifles: 🡅30.8% per hit, up to 🡅61.6% • Bows, Glaives, Hand Cannons, Scout Rifles: 🡅35% per hit, up to 🡅70% 🡅 The damage buff is increased by ~40%.

Demolitionist

Weapon Kills grant 🡅11% Grenade Ability Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 🡅22%. 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. 🡅 Grenade Ability Energy gains are increased by 10%. (e.g. 10%⁠🠚⁠11%)

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.

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.

Heating Up

Weapon Kills grant a Stack of Heating Up for 🡅6.5 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. 🡅 Buff Duration is increased by 1 second.

Rampage

Weapon Kills grant a Stack of Rampage. Maximum of 3 Stacks. Stacks expire one at a time every 🡅5 seconds. Grants a 10%|21%|33.1% damage increase at 1|2|3 Stacks. Does not buff the Splash/Explosive damage elements of other perks. 🡅 Buff Duration is increased by 0.5 seconds.

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%] 🡅 Passively grants 5 Stability or Guard Resistance (Swords).

Dragonfly

Precision Kills cause targets to explode, dealing up to 123.89 [95.3] weapon-matching elemental damage in a 4.5-meter radius. 🡅 Increases detonation damage by 10%.

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

Insidious in Destiny 2

Already own a god roll of Insidious?

Connect your Bungie account and Shard or Keep checks every copy in your vault against these wishlists — verdicts in seconds.

Connect Bungie account

More god rolls worth chasing

← More god rolls