Multimach CCX god roll & best perks

Multimach CCX — Destiny 2 Submachine Gun
Legendary · Submachine Gun
Where it drops: Source: Complete Iron Banner matches and earn rank-up packages from Lord Saladin.

“Friends are as companions on a journey who ought to aid each other to persevere.”

Full perk pool, stats & source for Multimach CCX →

Built from 103 curated wishlist rolls for this Submachine Gun. Perks marked essential appear in every roll of a recommendation; alternatives are the other perks curators call worth keeping.

Recommended rolls

Community wishlist roll

48 wishlist rolls

Inspired by @PodvsEnemies Podcast vs Enemies episode 101 from 17 April 2024 (https://open.spotify.com/episode/1CJQuqM89I7hWA9KYvjCop?si=arncPmZ1SseRp6Atuf1ilw) with @ImpetusAlways and @CourtProjects. First-choice PvE pick for add-clearing Minor Spec enemies in end-game content. If you find a roll you like, keep for the ability to enhance perks when Final Shape arrives. MultiMach CCX has the lightweight frame's +20 Mobility and +6.25% speed bonus, and the stats are great - it's just a shame there's nothing here to get excited about for PvE. If you must (really?), look for stability to help with keeping shots on target and then - are you absolutely insisting still? - Attrition Orbs or Under Over in the first trait perk column, and Frenzy with Kinetic Tremors in a distant second. Of the origin traits, Field Tested provides solid escalating gunfeel boosts for landing hits, as long as you don't die. Recommended MW: Stability, with a damage boosting (Minor or Taken Spec) mod.|tags: PvE, PvE-MinorSpec, PvE-EndGame, PvE-God, M+KB, Controller

Strong alternatives

Tactical Mag Polygonal Rifling Under-Over Frenzy Smallbore Chambered Compensator Corkscrew Rifling Flared Magwell Steady Rounds Attrition Orbs Kinetic Tremors

pandapaxxy

pve mkb controller 28 wishlist rolls

pandapaxxy (PvE / M+KB / Controller): "How do we feel about lightweight submachine guns in PvE content? Well, if it’s not named CALUS Mini-Tool, I don’t think they are the best option. Multimach is no exception. Frenzy will give you the easiest damage bonus and increase our reload speed. Target Lock and Kinetic Tremors will both have utility in PvE activities, but won’t have as much utility without a reload perk in column 3." Recommended MW: Reload Speed.

Strong alternatives

Appended Mag Dynamic Sway Reduction Smallbore Frenzy Target Lock Kinetic Tremors Under-Over Tactical Mag Flared Magwell Corkscrew Rifling

pandapaxxy

pvp controller 27 wishlist rolls

pandapaxxy (PvP / Controller): "Multimach is back and boy do I have conflicting views on this. Should we invest in lethality or consistency? Iron Reach will be incredible in 3v3 game modes, as well as Trials and potentially in Rumble, but Kill Clip will be even better for 6v6 game modes or slayers. Ideally you’ll find a healthy mix of range and stability, but Dynamic Sway Reduction will cover most of your stability if you opt for Iron Reach. If you prefer Kill Clip, then I would recommend Moving Target for better movement speed and being that quick slayer we all know you are." Recommended MW: Range or Stability.

Essential perks

Accurized Rounds

Strong alternatives

Iron Reach Dynamic Sway Reduction Smallbore Kill Clip Tap the Trigger Rangefinder Moving Target Hammer-Forged Rifling Corkscrew Rifling

What these Multimach CCX perks do

Under-Over

Increases damage against shielded targets: • 125% increase against PVE Combatant Overshields • 50% increase against PVE Combatant Elemental Shields and Barrier Champion Shields • 20% increase against Player Overshields and for bodyshots against Players with Woven Mail Notable Combatant Overshields include Shadow Legion Tech Pack and Lucent Moth Overshields. They are indicated with a glowing outline around the targets as well as a small blue health bar under the normal one. Does not buff the Splash/Explosive damage elements of other perks.

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.

Attrition Orbs

Scoring multiple Hits against enemies within 5 seconds of each spawns an Orb of Power that grants 0.8% Super Energy. Does not require Direct Hits. Hit counter persists through stow. Hit requirements for activation: • Rocket Launchers: 2 hits • Heavy Grenade Launchers: 3 Hits • Wave-Frame Grenade Launchers: 4 hits • Bows: 4 Hits • Swords: 5 Hits • Area-Denial Grenade Launchers: 26 Hits • Others: 55% of Magazine Size rounded down + 1 Support Frame Auto Rifle healing round Hits on damaged allies count as 2 Hits.

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

Dynamic Sway Reduction

Each shot while holding down the trigger grants the following benefits: • 1 Stability • ?% decreased Accuracy Cone Size • 10% decreased Accuracy Cone Growth Reaches maximum strength after 10 shots, granting 10 Stability, ?% decreased Accuracy Cone Size, and 100% decreased Accuracy Cone Growth.

Target Lock

Successive Hits within 0.2 seconds of each grant a ramping Damage Buff after scoring 12.5% of the Magazine Capacity as hits. Missing deactivates the buff. Stacks displayed on-screen are only visual aides, the buff ramps up with each shot once active. Reaches maximum strength at 5 Stacks. % of the Magazine Capacity as Hits required for each Visual Stack: 12.5%|35.5%|54.5%|74.5%|110.33% Damage Buff ramps up from 16.73% [10.46%] to 40% [25%] upon reaching maximum strength. Assuming no missed shots, it provides roughly a 25% [15.85%] Damage Buff on average after firing 100% of the Magazine Capacity.

Iron Reach

Passively increases Range by 20 but decreases Stability by 20.

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.

Tap the Trigger

Firing grants 'Tap The Trigger' for 0.6 seconds, providing the following benefits: • 40 Stability • 50% decreased Recoil • 10% decreased Accuracy Cone Size Fusion Rifles only receive 25% of the benefits. Buff cannot be refreshed until Automatic Weapons stop firing, or until the next burst. [Controller-Only] Weapon fires the instant trigger pressure is applied.

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)

Moving Target

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

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

Multimach CCX in Destiny 2

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