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Just in Case
Just in Case god roll & best perks
Legendary · Sword
Where it drops: Source: Season of the Deep Fishing
“Even contingencies need contingencies.”
Full perk pool, stats & source for Just in Case →
Built from 117 curated wishlist rolls for this Sword. Perks marked essential appear in every roll of a recommendation; alternatives are the other perks curators call worth keeping.
What these Just in Case perks do
Relentless Strikes
Scoring 3 Powered Hits within 2? seconds of each refunds 1 ammo.
Wolfpack Round Hits do not count.
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.
Tireless Blade
Your first Powered Sword Kill after (re)spawning refunds 1 Ammo. Afterward, every other Powered Sword Kill also refunds 1 Ammo.
Unrelenting
Starts Health Regeneration and restores 65 HP upon reaching 100% Activation Progress with Weapon Kills within 5 seconds of each.
Activation Progress by Enemy Rank:
• Minor Combatants: 34%
• Players: 67%
• Elites, Minibosses, and Bosses: 100%
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.
Valiant Charge
Taking any damage while Guarding increases Lunge Distance by 80% for the next swing within 1 second.
Guarding while receiving Healing Effects (including healing over time from Restoration) from allies also activates the perk.
Energy Transfer
Every point of damage taken while Guarding grants Class Ability Energy:
• 1.5% when Melee Damage is Blocked
• 1% when non-Melee Damage is Blocked
• 0.5% when damage isn't Blocked (getting hit from behind)
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.
En Garde
Readying the Sword grants 30% increased damage for 1.5 seconds.
2? second cooldown after the buff expires.
Recommendations aggregated from curated community wishlists; credit to the curators linked above.
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