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Randy's Throwing Knife
Randy's Throwing Knife god roll & best perks
Legendary · Scout Rifle
Where it drops: Source: Complete Crucible matches and earn rank-up packages from Lord Shaxx.
“"On me, team; I'm capturing the third point!" —Randy, upon receiving orders not to”
Full perk pool, stats & source for Randy's Throwing Knife →
Built from 141 curated wishlist rolls for this Scout 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
81 wishlist rolls
pandapaxxy (PvE / M+KB / Controller): Recommended MW: Stability. Rapid-Fire Frame(260) Kinetic Scout Rifle Primary Ammo. "Randy’s Throwing Knife is back! My favorite little scout-auto love child. This time with random rolls!!! I do enjoy seeing older ritual / pinnacle weapons refreshed with more options, especially post sunsetting. It does feel good grinding them out again. Randy’s Throwing Knife was the best rapid-fire scout for its time but unfortunately fell into a time where scouts were just awful to use and did not have a set place outside of MIDA Multi-Tool or a few specific options. Randy’s Throwing Knife with Kinetic Tremors will feel great as it fires fast enough to get the AoE back to back. Cascade Point is really funny to me, seeing a 260 scout bumping the RPM all the way up to 428 via D2Foundry. If this lands for me I don’t even really care about viability, it will just be fun."
Strong alternatives
Rapid Hit
Arrowhead Brake
Appended Mag
Kinetic Tremors
Fluted Barrel
Smallbore
Armor-Piercing Rounds
Flared Magwell
Pugilist
Well-Rounded
Cascade Point
Kill Clip
pandapaxxy
pvp
controller
36 wishlist rolls
pandapaxxy (PvP / Controller): Recommended MW: Stability. Rapid-Fire Frame(260) Kinetic Scout Rifle Primary Ammo. "Randy’s Throwing Knife did find its slight niche within PvP, hopefully the new version delivers. I think it does and then some. The old version had Rapid Hit and Kill Clip, which you can get again, but with Extended Mag instead of a better mag boosting perk. You also have the option of bumping up the recoil direction making those quick headshots a lot easier. While the old Randy’s Throwing Knife didn’t have a bad roll, getting it again with slightly better options feels good."
Strong alternatives
Rapid Hit
Arrowhead Brake
Kill Clip
Ricochet Rounds
Corkscrew Rifling
Smallbore
High-Caliber Rounds
Zen Moment
Perpetual Motion
Swashbuckler
pandapaxxy
pvp
mkb
24 wishlist rolls
pandapaxxy (PvP / M+KB): Recommended MW: Stability or Handling. Rapid-Fire Frame(260) Kinetic Scout Rifle Primary Ammo. "Randy’s Throwing Knife did find its slight niche within PvP, hopefully the new version delivers. I think it does and then some. The old version had Rapid Hit and Kill Clip, which you can get again, but with Extended Mag instead of a better mag boosting perk. You also have the option of bumping up the recoil direction making those quick headshots a lot easier. While the old Randy’s Throwing Knife didn’t have a bad roll, getting it again with slightly better options feels good."
Strong alternatives
Rapid Hit
Kill Clip
Extended Barrel
Ricochet Rounds
Extended Mag
High-Caliber Rounds
Zen Moment
Perpetual Motion
Swashbuckler
What these Randy's Throwing Knife perks do
Rapid Hit
"Buffed Hits" grant 1 Stack of Rapid Hit for 2 seconds. Maximum of 5 Stacks.
"Buffed Hits" refer to any "Yellow Number" Hits such as Precision Hits or Hits against debuffed targets.
Benefits at 1|2|3|4|5 Stacks:
• 2|12|14|18|25 Stability
• 5|30|35|42|60 Reload Speed
• 0.99x|0.96x|0.95x|0.945x|0.92x Reload Duration Multiplier
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
Armor-Piercing Rounds
Grants 5% increased damage against Elemental and Barrier Champion Shields.
Allows bullets to overpenetrate enemies once.
Pugilist
Weapon Kills grant 10% Melee Ability Energy.
Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%.
Dealing Melee Damage grants 35 Handling for 3 seconds.
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.
Well-Rounded
Grenade Ability usage and Elemental Melee hits grant 1 Stack of Well-Rounded for 15 seconds. Super Ability usage grants 2 Stacks. Maximum of 2 Stacks.
Each Stack grants 10 Range, 10 Stability, and 10 Handling.
Clarity tooltip editor's note: We're replacing the previous Powered Melee term with Elemental Melee. The former is now exclusively used for perks that require the consumption of a Melee Ability Charge. This note is temporary and will be removed in the future.
Cascade Point
After scoring a kill or multiple Precision Hits within 5 seconds of each with a different weapon:
Readying this weapon reduces its Firing Delay for 2.5 seconds.
Firing Delay is reduced by 30% on SMGs and Machine Guns and by 40% on other archetypes.
Precision Hits requried per weapon archetype:
• Bows, Linear Fusion/Sniper Rifles, Shotguns, Glaive Projectiles: 2 hits
• Hand Cannons, Scout Rifles: 4 hits
• Auto/Trace/Pulse Rifles, SMGs, Machine Guns, Sidearms: 6 hits
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.
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%.
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
Perpetual Motion
While moving at a minimum of 2 meters per second:
Grants a Stack of 'Perpetual Motion' after 2 seconds and a second Stack after 10 seconds.
Each Stack provides 10 Stability, 10 Handling, and 10 Reload Speed. All Stacks are removed if movement speed is below 2 m/s for 0.5 seconds.
Works and can activate while stowed.
Swashbuckler
Weapon Kills grant a Stack of 'Swashbuckler' for 4.5 seconds. Maximum of 5 Stacks.
(Glaive) Melee Kills grant all 5 Stacks instantly.
Damage increase at 1|2|3|4|5 Stacks:
6.7% | 13.3% | 20% | 26.6% | 33.3%
Stowing the weapon removes the buff.
Recommendations aggregated from curated community wishlists; credit to the curators linked above.
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