Jurassic Green god roll & best perks

Jurassic Green — Destiny 2 Pulse Rifle
Legendary · Pulse Rifle

“"'Monster' is a relative term. Just look at the Drifter." —Glint”

Full perk pool, stats & source for Jurassic Green →

Built from 223 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

WarlockMaggie

pvp mkb controller 72 wishlist rolls

WarlockMaggie (PvP / M+KB / Controller): "Jurassic Green is back with new perks and an intrinsic trait. Unfortunately, Jurassic continues to be plagued with lowest-in-archetype stats nearly across the board. Improving recoil direction, increasing stability and handling, and building out a perk combo is going to be your plan for making this gun work for you." Recommended MW: Handling or Stability

Strong alternatives

Arrowhead Brake Perpetual Motion High-Caliber Rounds Multikill Clip Adrenaline Junkie Rangefinder Golden Tricorn Killing Wind Ricochet Rounds Flared Magwell Fluted Barrel Smallbore

WarlockMaggie

pve mkb controller 69 wishlist rolls

WarlockMaggie (PvE / M+KB / Controller): "Jurassic Green is back with new perks and an intrinsic trait. Unfortunately, Jurassic continues to be plagued with lowest-in-archetype stats nearly across the board. Improving recoil direction, increasing stability and handling, and building out a perk combo is going to be your plan for making this gun work for you." Recommended MW: Handling or Stability

Strong alternatives

Arrowhead Brake Subsistence Extended Mag Frenzy Golden Tricorn Adrenaline Junkie Perpetual Motion Steady Hands Appended Mag Ricochet Rounds Polygonal Rifling Chambered Compensator

Community wishlist roll

PvE PvE-God PvE-MinorSpec Controller MKB 48 wishlist rolls

Inspired by DMB PvE Podcast 37. PvE first-choice roll for non-endgame content, particularly for solar subclasses. The Origin Trait, gaining better ADS and strafe speed when on your own, might be useful when you're away from your fireteam, but think of it more as a useful added extra when it's procced. Dreadful stats compared to any other energy rapid-fire pulse rifle as at v6.2.5.1, but it's the only solar one currently available. Wonky recoil direction of 50, so you'll need to straighten that out as much as possible with a Recoil Direction barrel, Stability Barrel or a bit of both. Take your choice of the combat-effect mag perks in your mag slot - any of them should work fine. Subsistence keeps your magazine topped up or Perpetual Motion boosts gunfeel stats passively. In the second column, Golden Tricorn provides a reliable 15% damage boost with one stack, or a full 50% at two stacks after a solar ability kill, or play with solar subclass scorch and ignite stacks with Incandescent. Recommended MW: Handling or Stability, with a damage-boosting (Minor or Taken Spec) mod. Tags: PvE, PvE-God, PvE-MinorSpec, Controller, MKB

Strong alternatives

Arrowhead Brake Subsistence Armor-Piercing Rounds Golden Tricorn Chambered Compensator Polygonal Rifling Smallbore High-Caliber Rounds Ricochet Rounds Perpetual Motion Incandescent

Community wishlist roll

PvE PvE-God PvE-MinorSpec PvP-EndGame Controller MKB 12 wishlist rolls

Inspired by DMB PvE Podcast 37. PvE first-choice roll for endgame content. The Origin Trait, gaining better ADS and strafe speed when on your own, might be useful when you're away from your fireteam, but think of it more as a useful added extra when it's procced. Dreadful stats compared to any other energy rapid-fire pulse rifle as at v6.2.5.1, but it's the only solar one currently available. Wonky recoil direction of 50, so you'll need to straighten that out as much as possible with a Recoil Direction barrel, Stability Barrel or a bit of both. Take your choice of the combat-effect mag perks in your mag slot. For endgame use, Perpetual Motion boosts gunfeel stats passively and Frenzy provides a decent 15% damage boost in combat. Recommended MW: Handling or Stability, with a damage-boosting (Minor or Taken Spec) mod. Tags: PvE, PvE-God, PvE-MinorSpec, PvP-EndGame, Controller, MKB

Essential perks

Perpetual Motion Frenzy

Strong alternatives

Arrowhead Brake Armor-Piercing Rounds Chambered Compensator Polygonal Rifling Smallbore High-Caliber Rounds Ricochet Rounds

Community wishlist roll

PvE PvE-God PvE-MinorSpec Controller MKB 12 wishlist rolls

Inspired by DMB PvE Podcast 37. PvE first-choice roll for general content. The Origin Trait, gaining better ADS and strafe speed when on your own, might be useful when you're away from your fireteam, but think of it more as a useful added extra when it's procced. Dreadful stats compared to any other energy rapid-fire pulse rifle as at v6.2.5.1, but it's the only solar one currently available. Wonky recoil direction of 50, so you'll need to straighten that out as much as possible with a Recoil Direction barrel, Stability Barrel or a bit of both. Take your choice of the combat-effect mag perks in your mag slot. Subsistence keeps your mag topped up and Frenzy provides a decent 15% damage boost in combat. Recommended MW: Handling or Stability, with a damage-boosting (Minor or Taken Spec) mod. Tags: PvE, PvE-God, PvE-MinorSpec, Controller, MKB

Essential perks

Subsistence Frenzy

Strong alternatives

Arrowhead Brake Armor-Piercing Rounds Chambered Compensator Polygonal Rifling Smallbore High-Caliber Rounds Ricochet Rounds

Community wishlist roll

PvP PvP-KillChain PvP-God MKB Controller 5 wishlist rolls

Inspired by DMB Podcast 280 with @ImpetusAlways. First-choice PvP pick for kill-chaining, particularly for solar subclasses. The Origin Trait is aimed more at 3v3 game modes, where you're less likely to be near a team mate to gain the better ADS and strafe speed. Reasonably competitive out of the box with a subfamily TTK of 0.8s with 8 crits and 1 body shot), and an accuracy-adjusted TTK of 1.00s (7c, 3b) which only needs the smallest of damage boosts to improve as at v6.2.5. Unfortunately, stats are pretty weak across the board - the 50 Recoil Direction and joint lowest zoom means that, even with a recoil direction-correcting or stability barrel, you'll will still probably find a Counterbalance mod necessary. You really need both more range and more stability, once you've sorted the recoil direction, so Ricochet Rounds are your best mag perk. In the first trait column, Rangefinder will help push out range with an extra point of zoom. The second trait column is a bit short on PvP picks, but Golden Tricorn is the most reliable damage perk. One stack after a kill drops TTK down to 0.73s (7c, 1b) and accuracy-adjusted TTK to 0.8s (5c, 4b). If you manage to proc both stacks, this drops further to a lightning-fast TTK of 0.47s (6c) or an accuracy-adjusted TTK of 0.67s (4c, 3b). Recommended MW: Stability, with a Counterbalance mod.

Essential perks

Ricochet Rounds Golden Tricorn Rangefinder

Strong alternatives

Arrowhead Brake Chambered Compensator Polygonal Rifling Smallbore Fluted Barrel

Community wishlist roll

PvE PvE-Boss PvE-God PvE-MajorSpec PvP-EndGame Controller MKB 4 wishlist rolls

Inspired by DMB PvE Podcast 37. PvE first-choice roll for Barrier Champions and match game endgame content. The Origin Trait, gaining better ADS and strafe speed when on your own, might be useful when you're away from your fireteam, but think of it more as a useful added extra when it's procced. Dreadful stats compared to any other energy rapid-fire pulse rifle as at v6.2.5.1, but it's the only solar one currently available. Wonky recoil direction of 50, so you'll need to straighten that out as much as possible with a Recoil Direction barrel, Stability Barrel or a bit of both. Armor-Piercing Rounds adds 5% damage to shields in your mag slot. Perpetual Motion boosts gunfeel stats passively and, if you don't already have a better solar pulse rifle with Adaptive Munitions, then you should always have one in your vault to both deal with Barrier Champions, when the mod's around, or for dealing with shields in match game activities. Recommended MW: Handling or Stability, with a damage-boosting (Major or Taken Spec) mod. Tags: PvE, PvE-Boss, PvE-God, PvE-MajorSpec, PvP-EndGame, Controller, MKB

Essential perks

Adaptive Munitions Perpetual Motion Armor-Piercing Rounds

Strong alternatives

Arrowhead Brake Chambered Compensator Polygonal Rifling Smallbore

Community wishlist roll

PvP PvP-KillChain MKB Controller 1 wishlist roll

Inspired by DMB Podcast 280 with @ImpetusAlways. Backup PvP pick for kill-chaining. The Origin Trait is aimed more at 3v3 game modes, where you're less likely to be near a team mate to gain the better ADS and strafe speed. A competitive subfamily TTK of 0.8s if you can hit 6 crits and 1 body shot, and a not-awful accuracy-adjusted TTK of 0.93s (4c, 4b) as at v6.2.5. Decent stats within the subfamily. Ignore the recoil direction, as this is a precision frame, so you can use the barrel to fill in your favoured stat - this does have the lowest zoom of its peers so you can either try and compensate with range, or live with it and improve stability. Ricochet Rounds adds range and stability, and is your best mag choice. For kill-chaining, Swashbuckler x5 after a melee kill reduces TTK to 0.67 (4c, 2b), while Pugilist turns this into a legendary "Monte Carlo-lite", recovering melee ability energy to repeat the cycle. Recommended MW: Stability or Range, with a Quick Access Sling, Sprint Grip or Targeting Adjuster mod depending on your preference.

Essential perks

Perpetual Motion Fluted Barrel Ricochet Rounds Golden Tricorn

What these Jurassic Green perks do

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.

Armor-Piercing Rounds

Grants 5% increased damage against Elemental and Barrier Champion Shields. Allows bullets to overpenetrate enemies once.

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.

High-Caliber Rounds

Hits inflict increased Flinch on Enemies. PVE: Tier 1-2 Minors can be repeatedly staggered. Higher Tier Combatants stagger quicker. PVP: Flinch against Players varies based on damage and Weapon Archetype. Flinch increase ranges between 5-10%.

Subsistence

Weapon Kills refill 10% of the magazine (rounded up) from reserves. Submachine Gun and Auto Rifle Kills refill 17% of the magazine.

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.

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.

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%

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)

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

Steady Hands

Weapon Kills grant 100 Handling and a 0.825x Handling Animation Duration Multiplier to all weapons for 8.5 seconds. Additional kills while the perk is active refresh the duration to 6.5 seconds.

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.

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.

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

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