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Temptation's Hook
Temptation's Hook god roll & best perks
Legendary · Sword
Where it drops: Source: Episode: Heresy Activities
“A finger of death from which to hang.”
Full perk pool, stats & source for Temptation's Hook →
Built from 43 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 Temptation's Hook perks do
Tireless Blade
Your first Powered Sword Kill after (re)spawning refunds 1 Ammo. Afterward, every other Powered Sword Kill also refunds 1 Ammo.
Collective Action
Elemental Pickup Interactions grant 30% [10%] increased damage for a variable duration based on the pickup. Can be activated while stowed.
Ionic Traces, Stasis Shards, and Tangle Detonations grant the buff for 4 seconds. Throwing a held Tangle grants 4 additional seconds. Firesprites and Void Breaches grant the buff for 8 seconds.
Additional Pickups can extend the duration up to the maximum of 16 seconds.
Elemental Pickup Interactions:
• Destroying a Tangle (or Elemental Orbs), either by shooting or throwing.
• Collecting Firesprites, Ionic Traces, Stasis Shards, or Void Breaches
Does not trigger with Stasis Shards generated from Facet of Awakening or Facet of Command.
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
Valiant Charge
Taking any damage while Guarding increases Lunge Distance by 80% for the next swing within 1 second.
Guarding while receiving Healing Effects (including healing over time from Restoration) from allies also activates the perk.
Relentless Strikes
Scoring 3 Powered Hits within 2? seconds of each refunds 1 ammo.
Wolfpack Round Hits 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.
Assassin's Blade
Grants the following on Weapon Kills for 5 seconds:
• 15% increased damage
• Maximized Movement Speed
Remains active even if stowed.
En Garde
Readying the Sword grants 30% increased damage for 1.5 seconds.
2? second cooldown after the buff expires.
Energy Transfer
Every point of damage taken while Guarding grants Class Ability Energy:
• 1.5% when Melee Damage is Blocked
• 1% when non-Melee Damage is Blocked
• 0.5% when damage isn't Blocked (getting hit from behind)
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.
Duelist's Trance
Sword Kills grant 60 Guard Resistance, Guard Endurance, and (Guard) Charge Rate.
Buff is removed on stow.
Recommendations aggregated from curated community wishlists; credit to the curators linked above.
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