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No Survivors
No Survivors god roll & best perks
Legendary · Submachine Gun
“"There's not enough seats."”
Full perk pool, stats & source for No Survivors →
Built from 158 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.
What these No Survivors 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.
Sword Logic
Weapon Kills grant Stacks of Sword Logic.
The number of Stacks and the buff duration are tied to the highest Enemy Rank killed since activation:
• Minors: 1 Stack for 5.5 seconds
• Elites, Players: 2 Stacks for 7.5 seconds
• Players in their Super and Minibosses: 3 Stacks for 10.5 seconds
• Bosses: 4 Stacks for 15.5 seconds
Damage increase at 1|2|3|4 Stacks:
15% | 25% [15%] | 35% | 50%
Additional Kills refresh the buff duration to the duration tied to the highest Enemy Rank killed.
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
Rewind Rounds
Upon emptying the Magazine:
Refills 60% of the number of Hits landed (rounded up) into the Magazine from reserves.
Hits are counted from either your last reload or the last time the perk was triggered. Does not require Direct Hits.
Requires firing 28.75% of the Magazine Capacity for the refill to activate.
Cannot load the Magazine beyond its base capacity.
Hits after triggering a refill do not count while the Rewind Rounds buff is active (1? second).
Adaptive Burst Linear Fusion Rifle behavior:
• Each individual bolt in the burst counts as a Hit
• Refill amount is uniquely 14% of the number of Hits rounded up (numbers are subject to change once we get more data points)
Demolitionist
Weapon Kills grant 10% Grenade Ability Energy.
Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%.
Using your Grenade Ability refills the Magazine with a 3 second cooldown.
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.
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.
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)
Master of Arms
Scoring a Kill with any weapon grants Master of Arms x1, granting 15% increased damage for 7 seconds.
Scoring a Kill with any weapon with Master of Arms active grants Master of Arms x2, granting 25% increased damage for 4 seconds.
Master of Arms x2 expiring reverts the buff back to Master of Arms x1.
Surplus
Grants Stat Bonuses depending on the number of Charged Abilities.
Stat Bonuses with 1|2|3+ Charged Abilities:
• 5|15|25 Stability
• 5|25|60 Handling
• 10|25|60 Reload Speed
High-Caliber Rounds
Hits inflict increased Flinch on Enemies.
PVE: Tier 1-2 Minors can be repeatedly staggered. Higher Tier Combatants stagger quicker.
PVP: Flinch against Players varies based on damage and Weapon Archetype. Flinch increase ranges between 5-10%.
Recommendations aggregated from curated community wishlists; credit to the curators linked above.
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