Midnight Coup god roll & best perks

Midnight Coup — Destiny 2 Hand Cannon
Legendary · Hand Cannon
Where it drops: Source: Into the Light

“The conspirators were too afraid to kill me—rightly so. I am the beloved father of the people, and the glorious mob would not suffer my death. My sentence was exile.”

Full perk pool, stats & source for Midnight Coup →

Built from 108 curated wishlist rolls for this Hand Cannon. Perks marked essential appear in every roll of a recommendation; alternatives are the other perks curators call worth keeping.

Recommended rolls

pandapaxxy

pve controller mkb 81 wishlist rolls

pandapaxxy (PvE / M+KB / Controller): "Midnight Coup is still my most used weapon of all time in PvE. I float around too much to stick with one weapon. I almost dethroned the King with Austringer back in Season of Opulence, but the King still stands tall. The newest version seeks the throne from the prototype and I'm looking to get a nice Holo-foil roll with double perks to really get the best of all worlds. Firefly is arguably the best perk in the third column as it provides AoE damage, and a reload speed bump. This way you won't have to spec into reload at all as the base 56 gets brought up to 100 with Firefly. Explosive Payload is also a flat damage increase in PvE and helps with stunning champions when Hand Cannon mods are up. Finally we have Shoot to Loot, this coupled with the next perk in column 4 can pick up orbs and ammo from across the map. That specific perk is Kinetic Tremors. Kinetic Tremors will activate after 6 shots, which will most likely happen against bosses, champions, or majors. If you wanted a more “on demand” perk, you could choose One for All which has the potential to ramp up after just one well timed and placed crit, knock out 3 enemies and you've got a 35% damage increase. The final perk you should at least try is Desperate Measures, it works with any ability build and allows you to flex between Swashbuckler / Adrenaline Junkie and Golden Tricorn; it isn't as build specific as the former two, and it is refreshable unlike the latter." Recommended MW: Reload Speed.

Strong alternatives

Appended Mag Fluted Barrel Firefly Kinetic Tremors One for All Desperate Measures Explosive Payload Shoot to Loot Tactical Mag Flared Magwell Smallbore Corkscrew Rifling

pandapaxxy

pvp controller 27 wishlist rolls

pandapaxxy (PvP / Controller): "If you were to take a roll into the Crucible, I would recommend Moving Target or Explosive Payload in the third column. Especially now that Explosive Payload has been brought back up to not have a resilience check. Moving Target will bring Midnight Coup to a nice even 100 aim assist, the only other gun to achieve this is Eyasluna with Moving Target, any sight, and a targeting adjustor. Pair this with Zen Moment or Opening Shot and you'll have an incredibly strong dueling weapon. Zen Moment makes subsequent shots easier by increasing your flinch resistance, and Opening Shot starting the duel out on the best possible foot. Midnight Coup suffers from below average range, so I would recommend Hammer-Forged Rifling to bring that up, with Zen Moment you won't need to worry about stability as much, but I would stay away from dropping any stats with Full Bore." Recommended MW: Range or Stability.

Essential perks

Accurized Rounds

Strong alternatives

Moving Target Smallbore Zen Moment Opening Shot Desperate Measures Explosive Payload Firefly Hammer-Forged Rifling Fluted Barrel

What these Midnight Coup perks do

Firefly

On Precision Kills: • Target explodes, dealing 104 [80] Solar damage in a 4 meter radius • Grants 50 Reload Speed for 6 seconds

Kinetic Tremors

Scoring multiple Direct Hits against a target within 3 seconds of each emits 3 damaging shockwaves from its location at the time of activation. Hit counter persists through stow. Shockwaves appear 0.25 seconds after scoring enough Hits and have a 1 second delay between each pulse. With Bows, the initial delay is decreased to 0.167 seconds. Each shockwave deals up to 90 [20] damage in a 6 meter radius. Shockwaves deal 33.33% more damage when activated on Miniboss or higher tier PvE Combatants. Shockwaves inherit Weapon Damage Buffs, the weapon's passive Kinetic Damage Bonus in PVE (10% on Primary, 15% on Special), and its Combatant Damage Scaling. They also count as non-direct Hits with the weapon for other interactions. The perk cannot be retriggered by anyone on a target until 2? seconds after the last shockwave. Hits required for Activation: • Submachine Guns: 14 • Auto Rifles: 12 • Pulse Rifles: 11 • Sidearms: 8 • Precision Hand Cannons and Precision Scout Rifles: 6 • Hand Cannons, Scout Rifles: 5 • Bows, Sniper Rifles: 3

One for All

Scoring Weapon Hits against 3 Separate Enemies within 3 seconds of each grants 35% increased damage for 10 seconds. Does not require Direct Hits. Buff duration cannot be refreshed.

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.

Explosive Payload

Splits off 50% of the weapon's bodyshot damage into an Explosive Payload that detonates on impact. The Payload deals 30% increased damage in PvE and staggers PvE Combatants more. On Hand Cannons, the Payload deals 7% decreased damage in PvP. The remaining Impact damage portion receives an increased Crit Multiplier to compensate for the Payload not benefitting from crits. [PvE] Total damage is increased by 15% of the weapon's bodyshot damage. For crits, the overall increase is roughly equal to 15% divided by the Crit Multiplier. [PvP] Total damage remains roughly the same but can vary by 1-2% in either direction for crits.

Shoot to Loot

Weapon Hits against Orbs of Power collect them. If collecting ammo is possible: Weapon Hits against Ammo Bricks pick them up, trigger Ammo Pickup Effects, and refill all Weapons from reserves. Does not require direct hits.

Moving Target

Grants the following while Aiming Down Sights (ADS): • 10 Aim Assist • 10% decreased ADS Movement Speed Penalty

Zen Moment

Weapon Hits grant 1 Stack of the perk for 1 second up to the maximum of 5? Stacks. Benefits granted per Stack: • Grants ?% Flinch Resistance • Reduces Visual Weapon Shake by 15% • Reduces Reticle Bounce by 15% Stacks gained per Weapon Hit by weapon type: • Hand Cannons, Scout Rifles: 2? • Pulse Rifles, Sidearms: 1.5 • Other Weapons: 1

Opening Shot

Grants the following benefits for your first shot (of the burst): • 20 Aim Assist and 25 Range • 5% decreased Accuracy Cone Size • 10% decreased Accuracy Cone Growth Special weapons only receive 50% of the benefits. Stats are rounded up. Firing the weapon prevents the perk from activating for 3 seconds.

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

Midnight Coup in Destiny 2

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