Recommended MW
28 wishlist rollsRecommended MW: Range
Essential perks
Strong alternatives
“An antique from Neomuna's founding, given new life.”
Full perk pool, stats & source for Iterative Loop →
Built from 69 curated wishlist rolls for this Fusion Rifle. Perks marked essential appear in every roll of a recommendation; alternatives are the other perks curators call worth keeping.
Recommended MW: Range
Essential perks
Strong alternatives
pandapaxxy (PvE / M+KB / Controller): Recommended MW: Reload. Rapid-Fire(500) Arc Fusion Rifle Special Ammo. "Iterative Loop needs better recoil direction. You might almost want to run counterbalance mod on it at all times. Accelerated Coils bumps up your damage per second. Lead from Gold is a very fun build and this could be a great major / champ killer. Compulsive Reloader and Voltshot would make a great pairing and clear rooms quickly. Not quite as strong as Reservoir Burst but an interesting arc alternative."
Essential perks
Strong alternatives
pandapaxxy (PvP / Controller): Recommended MW: Range. Rapid-Fire(500) Arc Fusion Rifle Special Ammo. "Over in the Crucible void mains will be happy. Under Pressure and Elemental Capacitor will make this weapon feel like it doesn’t move. Another incredible combo would be Under Pressure and Kickstart. Pair those two with heavy investments into charge time and you will have a 336ms anti-shotgun. This might almost fire so quickly you won’t be able to precharge as often or aim as well. Another issue is you have to be sliding which on MnK you can slide180 our controller players will not be able to as reliably. Making this lean more towards one input over another."
Essential perks
Strong alternatives
Recommended MW: Charge Time
Essential perks
Strong alternatives
pandapaxxy (PvP / M+KB): Recommended MW: Range. Rapid-Fire(500) Arc Fusion Rifle Special Ammo. "Over in the Crucible void mains will be happy. Under Pressure and Elemental Capacitor will make this weapon feel like it doesn’t move. Another incredible combo would be Under Pressure and Kickstart. Pair those two with heavy investments into charge time and you will have a 336ms anti-shotgun. This might almost fire so quickly you won’t be able to precharge as often or aim as well. Another issue is you have to be sliding which on MnK you can slide180 our controller players will not be able to as reliably. Making this lean more towards one input over another."
Essential perks
Strong alternatives
Inspired by @PodvsEnemies Podcast Versus Enemies episode 54 with @CourtProjects, @ImpetusAlways and @Saint_Kabr (https://open.spotify.com/episode/3obSAgsEW0RBeSjYXOVcgN?si=95ac723a75f749c3). First-choice PvE roll for Arc synergy and burst damage. Seeing as fusion rifles apply the highest Jolt tick damage of any special weapon, it would be rude not to pick or shape a roll. Rapid fire fusions need a fair bit of control with nine bolts being fired, so Arrowhead Break takes the recoil direction to 77, or up the stability through Fluted Barrel or Polygonal Rifling. In the battery, there's nothing to help speed up reloading, so Particle Repeater adds more stability, or Accelerated Coils speeds up charge time. Compulsive Reloader and a Reload Speed Masterwork boosts reload to 100 at the top half of the mag, so your reloads after a kill to proc Voltshot should be as snappy as it's possible to get. On top, the Nanotech Tracer Rockets add both damage and flinch when you proc them with rapid kills - really fun for PvE. Recommended MW: Reload Speed or Stability, with a damage-boosting (Major, Boss or Taken Spec) or Backup Mag mod.|tags: PvE, PvE-Boss, PvE-MajorSpec, PvE-BossSpec, PvE-God, Controller, M+KB
Essential perks
Strong alternatives
While above 50% Magazine Capacity: 50 Reload Speed with a 0.95x Reload Duration Multiplier.
Increases charge time by 40ms and damage by 2%.
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.
Finishing a reload within 5.3 seconds of a Weapon Kill grants Voltshot for 🡅8 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. 🡅 Buff can be held 1 second longer.
While above 50% Magazine Capacity: 🡅55 Reload Speed with a 0.95x Reload Duration Multiplier. 🡅 Reload Speed bonus is increased by 5.
Decreases charge time by 40ms and damage by 2%.
Upon sliding after sprinting for 1.5 seconds with the weapon held: Grants 15% increased damage and 20% decreased Charge Time for ? seconds. 🡅 Buff Duration is increased.
Grants linearly scaling benefits as the Magazine drops from 50% of its base capacity to empty: • 🡅15% to 🡅30% decreased Accuracy Cone Size • 0 to 30? Stability 🡅 Accuracy benefit is increased by 20%. (25%🠚30%)
Upon sliding after sprinting for 1.5 seconds with the weapon held: Grants 15% increased damage and 20% decreased Charge Time for ? seconds.
Grants linearly scaling benefits as the Magazine drops from 50% of its base capacity to empty: • 12.5% to 25% decreased Accuracy Cone Size • 0 to 30? Stability
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
Grants Passive Bonuses based on the element of your selected Super's element: • Solar: 🡅55 Reload Speed • Arc: 🡅55 Handling • Void: 🡅25 Stability • Strand: 🡅25 Airborne Effectiveness • Stasis: 🡅25 Recoil Direction & 20% decreased ADS Movement Speed Penalty 🡅 Stat Bonuses are increased by 5.
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.
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
Grenade Ability usage and Elemental Melee hits grant 1 Stack of Well-Rounded for 15 seconds. Super Ability usage grants 2 Stacks. Maximum of 2 Stacks. Each Stack grants 10 Range, 10 Stability, and 10 Handling. 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.
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.
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%)
Grenade Ability usage and Elemental Melee hits grant 1 Stack of Well-Rounded for 15 seconds. Super Ability usage grants 2 Stacks. Maximum of 2 Stacks. Each Stack grants 🡅12 Range, 🡅12 Stability, and 🡅12 Handling. 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. 🡅 Stat bonuses are increased by 2?.
Heavy Ammo Pickups grants 25% of your maximum Special Ammo Reserves even while the weapon is stowed. Equipping two Special Weapons halves the amount of ammo granted.
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.
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.
Passively grants: • 100 Handling • 0.95x Ready Animation Duration Multiplier • 20% decreased Auto Aim Cone Size (No effect on Magnetism AKA Reticle Stickiness)
Recommendations aggregated from curated community wishlists; credit to the curators linked above.
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