Jurassic Green god roll & best perks

Jurassic Green — Destiny 2 Pulse Rifle
Legendary · Pulse Rifle
Where it drops: Source: Festival of the Lost 2021

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

Full perk pool, stats & source for Jurassic Green →

Built from 36 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

Community wishlist roll

18 wishlist rolls

Inspired by @PodvsEnemies Podcast vs Enemies episode 83 (https://open.spotify.com/episode/4ISDC0TSrLmfEyPuI9oU2m?si=9fbd5a7cf0bc4f07) with @ImpetusAlways, @Saint_Kabr and @CourtProjects. (Backup PvE pick for solar synergy and Minor Spec add-clearing in general content. Jurassic Green is a solar rapid-fire pulse, with the intrinsic 20% faster reload when its magazine is empty. It's got a similar stat range to its other world-drop peers, but comes a poor second to end-game drops in the energy slot. The recoil direction is a frankly awful 50 at base. The best even Arrowhead Brake can do is bring it up to a not entirely awful 80, and you can choose a little extra range, stability or reload speed with your mag slot perk. Then, in the first trait column as the support perk there are a few decent options to help with reload and gunfeel - Keep Away, Perpetual Motion and Subsistence. For damage, in the second column as the signature trait perk Golden Tricorn is an easy choice - you have plenty of tools in the solar kit to proc the second stack of +50% damage for 10s. Alternatively, you can generate plenty of firesprites or other elemental pickups for a regular +20% damage boost. The Field Tested origin trait is probably the better PvE trait of the two - it'll just work steadily in the background to gradually improve your gunfeel, as long as you don't die! Recommended MW: Range or Handling, with a damage boosting (Minor or Taken Spec) mod.|tags: PvE, PvE-MinorSpec, PvE-God, M+KB, Controller

Essential perks

Arrowhead Brake

Strong alternatives

Golden Tricorn Accurized Rounds Keep Away Tactical Mag Flared Magwell Perpetual Motion Subsistence Collective Action

Community wishlist roll

12 wishlist rolls

Inspired by @PodvsEnemies Podcast vs Enemies episode 83 (https://open.spotify.com/episode/4ISDC0TSrLmfEyPuI9oU2m?si=9fbd5a7cf0bc4f07) with @ImpetusAlways, @Saint_Kabr and @CourtProjects. (Backup PvE pick for solar synergy and Minor Spec add-clearing in general content, if you don't already have a decent Incandescent pulse rifle, and haven't got around to shaping a BXR-55 Battler yet. Jurassic Green is a solar rapid-fire pulse, with the intrinsic 20% faster reload when its magazine is empty. It's got a similar stat range to its other world-drop peers, but comes a poor second to end-game drops in the energy slot. The recoil direction is a frankly awful 50 at base. The best even Arrowhead Brake can do is bring it up to a not entirely awful 80, and you can choose a little extra range, stability or reload speed with your mag slot perk. Then, in the first trait column as the support perk there are a few decent options to help with reload and gunfeel - Keep Away, Loose Change, Perpetual Motion and Subsistence. Incandescent in the second column as the signature perk is great for add clear, as you spread solar scorch and ignite around. The Field Tested origin trait is probably the better PvE trait of the two - it'll just work steadily in the background to gradually improve your gunfeel, as long as you don't die! Recommended MW: Range or Handling, with a damage boosting (Minor or Taken Spec) mod.|tags: PvE, PvE-MinorSpec, PvE-God, M+KB, Controller

Essential perks

Arrowhead Brake Incandescent

Strong alternatives

Accurized Rounds Keep Away Tactical Mag Flared Magwell Loose Change Perpetual Motion Subsistence

Community wishlist roll

2 wishlist rolls

Inspired by @PodvsEnemies Podcast vs Enemies episode 83 (https://open.spotify.com/episode/4ISDC0TSrLmfEyPuI9oU2m?si=9fbd5a7cf0bc4f07) with @ImpetusAlways, @Saint_Kabr and @CourtProjects. (First-choice PvE pick for solar synergy and Minor Spec add-clearing in general content. Jurassic Green is a solar rapid-fire pulse, with the intrinsic 20% faster reload when its magazine is empty. It's got a similar stat range to its other world-drop peers, but comes a poor second to end-game drops in the energy slot. The recoil direction is a frankly awful 50 at base. The best even Arrowhead Brake can do is bring it up to a not entirely awful 80. Looking at the traits, you'll need to prioritise reload speed with the mag perk - Flared Magwell or Tactical Mag, together with the Masterwork. The new to season 22 Heal Clip in the first trait column as the support perk will apply one stack of Cure to you and anyone else near on reloading after a kill, while Incandescent spreads scorch and ignite to help clear adds - two solar verbs in a single package to enhance with your fragments. The Field Tested origin trait will just work steadily in the background to gradually improve your gunfeel, as long as you don't die! Recommended MW: Reload Speed, with a damage boosting (Minor or Taken Spec) mod.|tags: PvE, PvE-MinorSpec, PvE-God, M+KB, Controller

Essential perks

Arrowhead Brake Heal Clip Incandescent

Strong alternatives

Flared Magwell Tactical Mag

Community wishlist roll

1 wishlist roll

Inspired by @PodvsEnemies Podcast vs Enemies episode 83 (https://open.spotify.com/episode/4ISDC0TSrLmfEyPuI9oU2m?si=9fbd5a7cf0bc4f07) with @ImpetusAlways, @Saint_Kabr and @CourtProjects. (First-choice PvE pick for solar synergy and Minor Spec add-clearing in end-game content. Jurassic Green is a solar rapid-fire pulse, with the intrinsic 20% faster reload when its magazine is empty. It's got a similar stat range to its other world-drop peers, but comes a poor second to end-game drops in the energy slot. The recoil direction is a frankly awful 50 at base. The best even Arrowhead Brake can do is bring it up to a not entirely awful 80. Looking at the traits for this roll, the best option is to just increase the range with Accurized Rounds. The new to season 22 Heal Clip in the first trait column as the support perk will apply one stack of Cure to you and anyone else near on reloading after a kill, while Frenzy in the second column as the signature perk boosts handling and reload speed to 100, and adds 15% damage when procced. The Field Tested origin trait will just work steadily in the background to gradually improve your gunfeel, as long as you don't die! Recommended MW: Reload Speed, with a damage boosting (Minor or Taken Spec) mod.|tags: PvE, PvE-MinorSpec, PvE-EndGame, PvE-God, M+KB, Controller

Essential perks

Arrowhead Brake Heal Clip Accurized Rounds Frenzy

pandapaxxy

pvp mkb 1 wishlist roll

pandapaxxy (PvP / M+KB): "Both rolls for PvP are very similar except for two differences in stat investments. On controller you'll want a bit more stability, on MnK you can invest those stat points into range. Headseeker and Keep Away are the key points, but definitely keep an eye out for Arrowhead Brake to correct that recoil direction." Recommended MW: Range.

Essential perks

Headseeker Arrowhead Brake Accurized Rounds Keep Away

SirStallion_

pvp mkb controller 1 wishlist roll

SirStallion_ (PvP / M+KB / Controller): "[...] I'm looking for something a little more niche. Perp Motion gives stats when on the move (which this gun desperately needs) and Collective Action gives me a reason to be on the move with its enticing damage boost (that the gun also needs in PvE). Technically this job could be done by frenzy also, but if I build in such a way that both my subclass and guns benefit from pickups, it's a win win." Recommended MW: Handling (M+KB) or Stability (Controller).

Essential perks

Arrowhead Brake Killing Wind Flared Magwell Collective Action

Clegmir

pvp mkb controller 1 wishlist roll

Clegmir (PvP / M+KB / Controller): "On the PvP side, with the changes to Rangefinder and damage falloff, Killing Wind and Keep Away will be your stars, I think. The former is a “next kill” perk while the latter is to help you secure that first kill. There are a lot of viable rolls for this gun, so if you get one, try it out! I’ll be looking for Killing Wind/Encore and Keep Away/Headseeker, personally." Recommended MW: Range.

Essential perks

Arrowhead Brake Encore Killing Wind Accurized Rounds

What these Jurassic Green perks do

Heal Clip

Finishing a reload within 5.3? seconds of a Kill grants Cure x2 to you and Cure x1 to allies within 15 meters.

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.

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.

Keep Away

While no enemies are within 15 meters: Grants 10 Range, 30 Reload Speed, and decreases Accuracy Cone Growth by 5?%.

Loose Change

Applying an Elemental Debuff grants the following benefits for 9 seconds: • 50 Reload Speed and 20 Aim Assist • 20% decreased ADS Movement Speed Penalty Buff can be activated 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 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.

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.

Collective Action

Elemental Pickup Interactions grant 30% [10%] increased damage for a variable duration based on the pickup. Can be activated while stowed. Ionic Traces, Stasis Shards, and Tangle Detonations grant the buff for 4 seconds. Throwing a held Tangle grants 4 additional seconds. Firesprites and Void Breaches grant the buff for 8 seconds. Additional Pickups can extend the duration up to the maximum of 16 seconds. Elemental Pickup Interactions: • Destroying a Tangle (or Elemental Orbs), either by shooting or throwing. • Collecting Firesprites, Ionic Traces, Stasis Shards, or Void Breaches Does not trigger with Stasis Shards generated from Facet of Awakening or Facet of Command.

Headseeker

Dealing non-Precision Direct damage grants the following benefits for 0.55 seconds: • 20% increased Precision Bonus (complicated, see specific damage increases below) • 3% increased Aim Assist Cone size Precision damage increases by weapon type/frame: • Pulse Rifles: Adaptive: 7.1%, Aggressive Burst: 10%, Heavy Burst: 9.5%, High-Impact: 8.74%, Lightweight: 6.3%, Rapid-Fire: 10.3% • Sidearms: Adaptive Burst: 8.46%, Heavy Burst: 7.36% • Scout Rifles: Precision: 8.66% [Bug] Heavy Burst Hand Cannons: 7% increased Weakspot damage. The distinction between Weakspots and Critspots is complicated and we might write an explainer blog post about it eventually. For the purposes of PvP, the two are equivalent.

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.

Encore

On Weapon Kill, for 7 seconds: Grants 1 Stack on Bodyshot Kills and 2 Stacks on Precision Kills. Maximum of 4 Stacks. Each stack grants 5 Range, 8 Stability, and -1.25% Accuracy Cone Size.

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

Jurassic Green in Destiny 2

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