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 79 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

pandapaxxy

pve mkb controller 54 wishlist rolls

pandapaxxy (PvE / M+KB / Controller): "Jurassic Green has always been an interesting weapon. It has worse base stats compared to other Rapid-Fire frame pulse rifles. Even with the deterministic recoil I preferred the base recoil with counterbalance or full send to 100 recoil direction with Arrowhead Brake. Heal Clip and Incandescent are tried and true rolls but you could opt for Frenzy for the big boost to reload and handling. Loose Change with Incandescent can also make you forget about the reload stat, but falls off a bit in higher level content." Recommended MW: Stability or Reload Speed.

Strong alternatives

Arrowhead Brake Appended Mag Heal Clip Incandescent Desperate Measures Frenzy Loose Change Subsistence Tactical Mag Flared Magwell Smallbore

pandapaxxy

pvp controller 9 wishlist rolls

pandapaxxy (PvP / Controller): "Over in the crucible you've got a few things to keep in mind. AST base Jurassic Green hits out to 30.64m. at max you're only gaining ~5m. The better play is to invest your stats into consistency perks. Closing Time and Lone Wolf are both new and exciting perks but Keep Away is tried and true. Kill Clip will make follow up kills easier and depending on your build you could go for Adrenaline Junkie or even Desperate Measures. Headseeker is the best neutral option in the fourth column." Recommended MW: Stability.

Essential perks

Arrowhead Brake Accurized Rounds

Strong alternatives

Kill Clip Lone Wolf Adrenaline Junkie Headseeker Keep Away Closing Time

Adamsdown_Boy written v8.1.0.4

4 wishlist rolls

Adamsdown_Boy written v8.1.0.4 (PvE PvE-MinorSpec PvE-God M+KB Controller): PvE first-choice roll for clearing Minor adds in end-game content. Dreadful stats compared to any other energy rapid-fire pulse rifle, but it's still the only non-endgame solar one currently available. The Range of 27 equates to 30.64m ADS and 18.02m hipfire, 19 Handling is 0.48 ready speed, 0.42s ADS speed and 0.48s stow speed, while 27 Reload Speed is 2.30s reload. It's got a wonky recoil direction of 50, so you'll need to straighten that out as much as possible with a Recoil Direction or control it with a Stability barrel perk 9or a bit of both) and then add a bit more stability with the magazine perk with Tactical Mag or Flared Magwell. In the first trait perk slot, Subsistence passively refills your mag on enemy kills, and Frenzy in the second provides a decent ×1.15 damage boost in combat, as well as maxing out Handling and Reload Speed. The Search Party 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. Recommended MW: Stability, with a Backup Mag mod or, when masterworked, when masterworked, Synergy to generate Firesprites or Stunloader when there's a matching artifact mod.|tags:PvE PvE-MinorSpec PvE-God M+KB Controller

Essential perks

Subsistence Frenzy

Strong alternatives

Flared Magwell Chambered Compensator Polygonal Rifling Tactical Mag

Adamsdown_Boy written v8.1.0.4

4 wishlist rolls

Adamsdown_Boy written v8.1.0.4 (PvE PvE-MinorSpec PvE-EndGame PvE-God M+KB Controller): PvE first-choice roll for clearing Minor adds in end-game content. Dreadful stats compared to any other energy rapid-fire pulse rifle, but it's still the only non-endgame solar one currently available. The Range of 27 equates to 30.64m ADS and 18.02m hipfire, 19 Handling is 0.48 ready speed, 0.42s ADS speed and 0.48s stow speed, while 27 Reload Speed is 2.30s reload. It's got a wonky recoil direction of 50, so you'll need to straighten that out as much as possible with a Recoil Direction or control it with a Stability barrel perk 9or a bit of both) and then add a bit more stability with the magazine perk with Tactical Mag or Flared Magwell. In the first trait perk slot, Perpetual Motion passively boosts gunfeel stats just by moving about, or Subsistence passively refills your mag on enemy kills. In the second, Desperate Measures provides up to a decent, refreshable ×1.3 damage boost for 7s at three stacks, if you combine weapon and ability kills. The Search Party 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. Recommended MW: Stability, with a Backup Mag mod or, when masterworked, when masterworked, Synergy to generate Firesprites or Stunloader when there's a matching artifact mod.|tags:PvE PvE-MinorSpec PvE-EndGame PvE-God M+KB Controller

Essential perks

Subsistence Desperate Measures

Strong alternatives

Flared Magwell Chambered Compensator Polygonal Rifling Tactical Mag

Adamsdown_Boy written v8.1.0.4

4 wishlist rolls

Adamsdown_Boy written v8.1.0.4 (PvE PvE-MinorSpec PvE-EndGame PvE-God M+KB Controller): PvE first-choice roll for clearing Minor adds in end-game content, particularly with solar builds. Dreadful stats compared to any other energy rapid-fire pulse rifle, but it's still the only non-endgame solar one currently available. The Range of 27 equates to 30.64m ADS and 18.02m hipfire, 19 Handling is 0.48 ready speed, 0.42s ADS speed and 0.48s stow speed, while 27 Reload Speed is 2.30s reload. It's got a wonky recoil direction of 50, so you'll need to straighten that out as much as possible with a Recoil Direction or control it with a Stability barrel perk 9or a bit of both) and then add a bit more stability with the magazine perk with Tactical Mag or Flared Magwell. If you can't run a dungeon, this is the only way you can get the popular Heal Clip/Incandescent trait perk combination - good on their own to spread scorch and ignitions to clear add-dense areas while applying Cure to you and nearby fireteam members on reload after a kill - even better when synergising with solar fragments. The Search Party 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. Recommended MW: Stability, with a Backup Mag mod or, when masterworked, Synergy to generate Firesprites or Stunloader when there's a matching artifact mod.|tags:PvE PvE-MinorSpec PvE-EndGame PvE-God M+KB Controller

Essential perks

Heal Clip Incandescent

Strong alternatives

Flared Magwell Chambered Compensator Polygonal Rifling Tactical Mag

Adamsdown_Boy written v8.1.0.4

4 wishlist rolls

Adamsdown_Boy written v8.1.0.4 (PvE PvE-MinorSpec PvE-EndGame PvE-God M+KB Controller): PvE first-choice roll for clearing Minor adds in end-game content, particularly with solar builds. Dreadful stats compared to any other energy rapid-fire pulse rifle, but it's still the only non-endgame solar one currently available. The Range of 27 equates to 30.64m ADS and 18.02m hipfire, 19 Handling is 0.48 ready speed, 0.42s ADS speed and 0.48s stow speed, while 27 Reload Speed is 2.30s reload. It's got a wonky recoil direction of 50, so you'll need to straighten that out as much as possible with a Recoil Direction or control it with a Stability barrel perk (or a bit of both) and then add a bit more stability with the magazine perk with Tactical Mag or Flared Magwell. There's a rare trait perk pairing of Loose Change and Incandescent available, with the scorch spread by Incandescent kills proccing both +50 reload speed and +20 aim assist boosts, making crits more consistent. It's not essential, but you can use solar fragments to further improve scorch and ignitions. The Search Party 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. Recommended MW: Stability, with a Backup Mag mod or, when masterworked, Synergy to generate Firesprites or Stunloader when there's a matching artifact mod.|tags:PvE PvE-MinorSpec PvE-EndGame PvE-God M+KB Controller

Essential perks

Loose Change Incandescent

Strong alternatives

Flared Magwell Chambered Compensator Polygonal Rifling Tactical Mag

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.

Desperate Measures

Weapon Kills grant 'Desperate Measures x1' (DMx1), increasing damage by 10% for 7 seconds. Grenade or Melee Kills grant 20% increased damage for 7 seconds (DMx2). Scoring another Grenade or Melee Kill with DMx2 active increases this to 30% (DMx3). Can be activated while stowed. Weapon, Grenade, and Melee Kills refresh the buff duration.

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.

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.

Subsistence

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

Kill Clip

Finishing a reload within 3.6 seconds of a kill grants 25% increased damage for 5 seconds. Stowing the weapon removes the buff. Does not buff the Splash/Explosive damage elements of other perks.

Lone Wolf

Passively grants 5 Aim Assist, 15 Airborne Effectiveness, and a 10% decreased ADS Animation Duration. While no allies are within 15 meters: Bonuses are increased to 10 Aim Assist, 30 Airborne Effectiveness, and a 20% decreased ADS Animation Duration.

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

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.

Keep Away

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

Closing Time

Grants linearly scaling benefits as the Magazine drops from 50% capacity to empty: • 10 to 20 Range • 30? to 50? Handling • 10-20% decreased Handling Animation Duration • 5?% to 10?% decreased Accuracy Cone Size Special weapons only receive 50% of the benefits. Stats are rounded up.

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

Jurassic Green in Destiny 2

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