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Razor's Edge
Razor's Edge god roll & best perks
Legendary · Sword
Where it drops: Source: Complete Iron Banner matches and earn rank-up packages from Lord Saladin.
“Not a soul would speak of what remained after that wretched blade found its marks.”
Full perk pool, stats & source for Razor's Edge →
Built from 80 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 Razor's Edge perks do
Chain Reaction
Weapon Kills trigger an elemental explosion matching the weapon's element.
Damage and radius of the explosions varies based on the weapon's ammo type:
• Special Weapons: Up to 67.2 [44.8] damage in a 2.4 meter radius
• Power Weapons: Up to 109.2 [72.8] damage in a 3 meter radius
Duelist's Trance
Sword Kills grant 60 Guard Resistance, Guard Endurance, and (Guard) Charge Rate.
Buff is removed on stow.
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%
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.
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.
Assassin's Blade
Grants the following on Weapon Kills for 5 seconds:
• 15% increased damage
• Maximized Movement Speed
Remains active even if stowed.
Tireless Blade
Your first Powered Sword Kill after (re)spawning refunds 1 Ammo. Afterward, every other Powered Sword Kill also refunds 1 Ammo.
Thresh
Weapon Kills grant an additional 1% Super Energy.
Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant an additional 1.5% instead.
Skulking Wolf
Weapon Kills while at or below 90 HP grant the following benefits for 10 seconds:
• Enhanced Radar (6🠚12 sectors)
• Removes you from passively pinging enemy radars
• PvE Combatants become less accurate when targeting you
Firing weapons will still ping enemy radars for 2 seconds. (Radar Blip indicates that it's only visible for 0.75 seconds; this is inaccurate)
Relentless Strikes
Scoring 3 Powered Hits within 2? seconds of each refunds 1 ammo.
Wolfpack Round Hits do not count.
Wellspring
On Weapon Kill:
Grants 8% Ability Energy split equally amongst all uncharged abilities.
Abilities with multiple charges only receive one third of the ability energy normally split to them once they have a full ability charge ready.
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.
Recommendations aggregated from curated community wishlists; credit to the curators linked above.
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