Destiny 2 - Random Rolls perk tierlist

Weapon random rolls in Destiny 2: a guide


Table of Contents:

  1. What weapons do I keep?
  2. Main perks ("Traits") tierlist
  3. Other misc. perks tierlists
  4. What kinds of weapons are good?
  5. What pinnacle weapons should I go for?

1. My vault is full! What do I dismantle? What should I keep??

If your gun has a single S- or A-tier perk (specifically Traits - the special ones in the third and fourth column usually - not magazines or scopes or ballistics or barrels) then it's probably worth using. One great perk is much better than a bunch of good ones. Otherwise you can just delete it if you're not sure - you can always get another one with "just ok" perks.


2. Perks (usually in the third and fourth column, technically called Traits)

S-tier:

These perks make your weapon almost certainly decent by themselves and increase your damage or utility through intuitive or easy methods. They'll come up in basically every engagement.

Swashbuckler

5 stacks max, adds to 65% extra damage. 1 stack per kill or melee kill for 5 stacks instantly. Fantastic for Special weapons especially since you don't need to consume ammo to get a damage buff.

Rampage

3 stacks max, adds to 65% extra damage. Lasts shorter than Swashbuckler (unless you have the Rampage Spec mod), no shortcut to max. Probably better on Primaries where you're gettting kills frequently, but notably worse on Specials.

Genesis

(on Energy slot Special weapons)

Free special ammo if you match a shield element. Mostly found on snipers and makes them fantastic shield-breaking weapons.

Trench Barrel

Free 50% extra damage from any melee hit. Found on Shotguns.

Kill Clip/

Multikill Clip

Requires a reload to proc while Rampage/Swash are instant. Doesn't auto-refresh. KC gives you a flat 50%, MKC gives you up to 3 stacks and up to 100%.

A+-tier:

These perks give you benefits easily but the effect might not be super strong, or might not come up that often. Still, they are very useful especially in combination with other perks.

Outlaw/

Feeding Frenzy/

Rapid Hit

Reload-boosting perks. Feeding Frenzy is the easiest to activate, Outlaw is the biggest bonus but requires precision, and Rapid Hit is the most versatile (not requiring a kill) but not as great reload buff as the other two usually.

Dragonfly

Full Court

Found on Grenade Launchers. See my breakdown here.

Cluster Bombs

Found on Rocket Launchers.

Demolitionist

One-Two Punch

Found on Shotguns.

High-Impact Reserves

(on Special weapons)

Free special ammo if you match a shield element. Mostly found on snipers and makes them fantastic shield-breaking weapons.

Overflow

Firing Line

Found on Sniper Rifles.

Backup Plan

Found on Fusion Rifles.

A-tier:

These perks give you benefits easily but the effect might not be super strong, or might not come up that often. Still, they are very useful especially in combination with other perks.

Field Prep

(on Special and Power weapons)

Triple Tap/Fourth Time's the Charm

Auto-Loading Holster

Opening Shot

Gives you a very noticable range/aim assist boost on your shots, re-arms after 3 seconds of not shooting. Very useful in PvP, and kind of useful in PvE, but definitely a PvP perk. Rangefinder is essentially Ricochet Rounds from further down the list, but it increases your visual zoom a little bit as well. Also solidly a PvP perk.

Quickdraw/Snapshot Sights

Disruption Break

Archer's Tempo

Found on Bows.

Explosive Payload/

Explosive Head

Have fallen off in usage a lot since the heyday of Year 1, but they are still a free damage boost on every shot, plus extra flinch on enemies. The main disadvantage is just that they often roll in a slot where you could have an S-tier damage perk instead, and the explosive portion of the damage doesn't work with Outlaw which is the most common reload perk.

Rangefinder


B-tier:

These are good but niche, or just don't have a very powerful effect.

Surrounded

Tap the Trigger/Zen Moment

Firmly Planted

(on Sniper and Fusion Rifles)

Mulligan

Found on Sniper Rifles.

Ambitious Assassin

Box Breathing

Found on Sniper Rifles. Maybe will get a buff to longevity in Shadowkeep - if so, it'll be a solid A+ tier or higher.

Grave Robber

Slideshot/Slideways

Genesis

(on Energy slot Primary weapons, or Kinetic slot Special weapons)

Sneak Bow

Threat Detector

Shield Disorient

Headseeker

Tracking Module

Found on Rocket Launchers.

Hip-Fire Grip

Very useful on Sniper Rifles for PVP - yes, I'm serious. With a 72rpm snipe, you do nearly 160 damage to the body, a serious chunk of health, and if you can hit them consistently without even having to scope, you have a very potent tool in your kit. Combo'd with a melee or really any cleanup damage, you can get cleanups like you have a shotgun. You still get good chunk damage from the higher RPM snipers, too.

C-tier:

These just have pretty minor effects, or aren't useful in more than a handful of situations.

Moving Target

Pulse Monitor/Underdog/Eye of the Storm

Under Pressure/Dynamic Sway Reduction

Hip-Fire Grip

Firmly Planted

High-Impact Reserves

Field Prep

(on Primary weapons)

Genesis

(on Power weapons)

Timed Payload

Mulligan

Air Assault


F-tier:

Subsistence

Drastically reduces your reserve size, which could be ok on something with high ammo reserves like an Auto Rifle but is still not that powerful in my opinion. For something with more limited reserves like an SMG or Hand Cannon, it makes their ammo capacity unusable. Supposed to get better in Shadowkeep!

Random rolls perk tier list

Table of Contents:

  1. How to tell what guns to keep

  2. Main perks/"Traits" tierlist

  3. Other perks tierlists

  4. What kinds of weapons are good?

  5. What pinnacle weapons should I go for?

1. My vault is full! What should I delete? What should I keep??

If your gun has a single S- or A-tier perk (specifically Traits - the special ones in the third and fourth column usually - not magazines or scopes or ballistics or barrels) then it's probably worth using. One great perk is much better than a bunch of good ones. Otherwise you can just delete it if you're not sure - you can always get another one.

2. Perks (usually third and fourth column, in-game called Traits)

S-tier:

These perks make your weapon almost certainly decent by themselves and increase your damage or utility through intuitive or easy methods. They'll come up in basically every engagement.


- **Swashbuckler**

- 5 stacks max, adds to 65% extra damage. 1 stack per kill or melee kill for 5 stacks instantly. Fantastic for Special weapons especially since you don't need to consume ammo to get a damage buff

- **Rampage**

- 3 stacks max, adds to 65% extra damage. Lasts shorter than Swashbuckler (unless you have the Rampage Spec mod), no shortcut to max. Still great or potentially better on primaries, but notably worse on Specials.

- **Genesis** (on Energy slot Special weapons)

- Free special ammo if you match a shield element. Mostly found on snipers and makes them fantastic shield-breaking weapons.

- **Trench Barrel**

- Free 50% extra damage from any melee hit.

- **Kill Clip/Multikill Clip**

- Requires a reload to proc while Rampage/Swash are instant. Doesn't auto-refresh. KC gives you a flat 50%, MKC gives you up to 3 stacks and up to 100%.

### A+-tier

- These perks give you benefits easily but the effect might not be super strong, or might not come up that often. Still, they are very useful especially in combination with other perks.

- **Outlaw/Feeding Frenzy/Rapid Hit**

- Reload-boosting perks. Feeding Frenzy is the easiest to activate, Outlaw is the biggest bonus but requires precision, and Rapid Hit is the most versatile (not requiring a kill) but not as great reload buff as the other two usually.

- **Dragonfly**

- Personally one of my favorites, but it's too situational for S-tier. Pair with a Dragonfly Spec mod for increased explosion damage and range. Absolutely still usable in the majority of scenarios

- **Full Court**

- **Cluster Bombs** (found on Rocket Launchers)

- **Disruption Break**

- **High-Impact Reserves** (on Special weapons)

- On a primary, the damage increase from HIR isn't enough to really compete with other damage perks, and if you're reloading often to take advantage of reload perks you won't be spending that much time at the end of the magazine anyways. However, on Special weapons where your reserves are limited and you're expecting to empty your magazine, it's free damage at a scale that you might actually notice.

- **One-Two Punch**

- **Overflow**

- **Backup Plan** (on Fusion Rifles)

- **Firing Line**

- **Demolitionist**

### A-tier

- **Field Prep** (on Special and Power weapons)

- Usually gives you an extra shot or two in reserves, plus crouching gives you a noticeable reload boost.

- **Triple Tap/Fourth Time’s the Charm**

- **Auto-Loading Holster**

- **Opening Shot/Rangefinder**

- Opening Shot gives you a very noticable range/aim assist boost on your shots, re-arms after 3 seconds of not shooting. Very useful in PvP, and kind of useful in PvE, but definitely a PvP perk. Rangefinder is essentially Ricochet Rounds from further down the list, but it increases your visual zoom a little bit as well. Also solidly a PvP perk.

- **Quickdraw/Snapshot Sights**

- **Archer’s Tempo**

- **Explosive Payload/Explosive Head**

- Have fallen off in usage a lot since the heyday of Year 1, but they are still a free damage boost on every shot, plus extra flinch on enemies. The main disadvantage is just that they often roll in a slot where you could have an S-tier damage perk instead, and the explosive portion of the damage doesn't work with Outlaw which is the most common reload perk.

### B-tier

- **Surrounded**

- **Tap the Trigger/Zen Moment**

- **Full Auto Trigger System**

- **Firmly Planted** (on Sniper Rifles)

- **Mulligan** (on Special weapons)

- **Ambitious Assassin**

- **Box Breathing**

- **Grave Robber**

- **Slideshot/Slideways**

- **Genesis** (not on Special Energy weapons)

- **Sneak Bow**

- **Threat Detector**

- **Shield Disorient**

- **Headseeker**

- **Tracking Module** (on Rocket Launchers)

- **Hip-Fire Grip** (on Snipers for PvP- yes, I’m serious)

### C-tier

- **Pulse Monitor/Underdog/Eye of the Storm**

- **Under Pressure/Dynamic Sway Reduction/Firmly Planted/Hip-Fire Grip**

- **Moving Target**

- **High-Impact Reserves**

- **Field Prep** (on Primary weapons)

- **Timed Payload**

- **Mulligan**

- **Air Assault**

### F-tier

- **Subsistence**

- Drastically reduces your reserve size, which could be ok on something with high ammo reserves like an Auto Rifle but is still not that powerful in my opinion. For something with more limited reserves like an SMG or Hand Cannon, it makes their ammo capacity unusable.

## 3a. Magazine Perks (usually the second column)

### S-tier

- **Ricochet Rounds**

- **Spike Grenades**

- **Assault Mag** (on Shotguns)

- **Drop Mag** (if you don't reload proactively)

- **Tactical Mag**

### A-tier

- **Impact Casing** (on Rocket Launchers)

- **Flared Magwell**

- **Light Mag**

- **Appended Mag**

- **Accurized Rounds**

## 3b. Ballistics Perks (the first column, depending on weapon this column can be scopes or ballistics)

### S-Tier

- **Arrowhead Brake**

- **Full Choke/Rifled Barrel** (on Shotguns- both are best paired with Snapshot or Quickdraw)

### A-Tier

- **Fluted Barrel**

- **Chambered Compensator/Extended Barrel**

### F-Tier

- **Smoothbore** (on Shotguns)

## 3c. Scopes

Generally you'll want medium zoom or increased range scopes on Primaries (and Fusion Rifles), and short zoom scopes on Sniper Rifles. Long range scopes on Primaries are sometimes usable but generally are not going to be super useful and are just going to decrease your Handling.

## 4. What weapon archetypes are good?

### Hand Cannons

- All of them

### Pulse Rifles

- Adaptive frame, 390rpm

- Aggressive Burst frame, 450rpm (NOT lightweight)

- Rapid-Fire frame, 540rpm

### Auto Rifles

- High-Impact frame, 360rpm

- Adaptive frame, 600rpm

- Rapid-Fire frame, 720rpm

### Scout Rifles

- Lightweight frame, 200rpm

- VEIST Rapid-Fire frame, 260rpm is actually one of the best in the game

### Submachine Guns

- Aggressive frame, 750rpm

- Lightweight frame, 900rpm

- Adaptive frame, 900rpm

### Sidearms

- All of them

### Bows

- Really only Le Monarque and Hush for normal play, but other bows are fine for very ranged low-pressure solo things.

### Shotguns

- Shotguns in PVE are more about the perks than the archetype. Trench Barrel is great, and One-Two Punch or Swashbuckler are quite good too.

- That said, any Rapid-Fire frame 140rpm Shotgun is going to be an all around decent option and easy to use.

### Fusion Rifles

- Loaded Question is S-tier, otherwise more about perks - Epicurean can get Swashbuckler so it's gonna be the second best option by a long shot.

### Sniper Rifles

- All are decent

### Linear Fusion Rifles

- They're just OK

- Sleeper Simulant is good and easy to use

### Swords

- Black Talon is really fantastic

- Swords in general are misunderstood but can be quite good. Check [this in-depth guide](https://www.reddit.com/r/DestinyTheGame/comments/d201eg/a_serious_look_at_swords/).

### Grenade and Rocket Launchers

- Mountaintop and 150rpm Grenade Launchers are some of the highest damage weapons in the game, other Heavy archetypes of grenade launcher are good but other Lightweight Special archetypes are not so much

- Non-Exotic rockets all have the same base damage so the faster it fires, the better

## 5. What pinnacle weapons should I go for?

Generally pinnacle weapons are Good. There are a few that are Really Good for all the time gameplay though:

- Loaded Question

- The best Legendary fusion rifle, probably even a little better than Exotic fusion rifles. Reward for the quest named "Countdown to Zero" from Zavala.

- 21% Delirium

- The best Legendary machine gun, probably even a little better than Exotic machine guns. Reward for the quest named "By Your Bootstraps" from Drifter.

- The Recluse

- The best Legendary SMG, probably even a little better than Exotic SMGs. Reward for the quest named "From the Mouths of Babes" from Lord Shaxx.

- The Mountaintop

- Absurd damage if you know how to use it, very unique and great for all activities. Reward for the quest named "First of Many" (?) from Lord Shaxx. Inordinately long and annoying quest but if you're hardcore about the endgame, you probably already know you need this. Otherwise you're probably fine without it.

Random rolls perk tier list

Table of Contents:

  1. How to tell what guns to keep
  2. Main perks/"Traits" tierlist
  3. Other perks tierlists
  4. What kinds of weapons are good?
  5. What pinnacle weapons should I go for?

1. My vault is full! What should I delete? What should I keep??

If your gun has a single S- or A-tier perk (specifically Traits - the special ones in the third and fourth column usually - not magazines or scopes or ballistics or barrels) then it's probably worth using. One great perk is much better than a bunch of good ones. Otherwise you can just delete it if you're not sure - you can always get another one.

2. Perks (usually third and fourth column, in-game called Traits)

S-tier

  • These perks make your weapon almost certainly decent by themselves and increase your damage or utility through intuitive or easy methods. They'll come up in basically every engagement.
  • Swashbuckler
    • 5 stacks max, adds to 65% extra damage. 1 stack per kill or melee kill for 5 stacks instantly. Fantastic for Special weapons especially since you don't need to consume ammo to get a damage buff
  • Rampage
    • 3 stacks max, adds to 65% extra damage. Lasts shorter than Swashbuckler (unless you have the Rampage Spec mod), no shortcut to max. Still great or potentially better on primaries, but notably worse on Specials.
  • Genesis (on Energy slot Special weapons)
    • Free special ammo if you match a shield element. Mostly found on snipers and makes them fantastic shield-breaking weapons.
  • Trench Barrel
    • Free 50% extra damage from any melee hit.
  • Kill Clip/Multikill Clip
    • Requires a reload to proc while Rampage/Swash are instant. Doesn't auto-refresh. KC gives you a flat 50%, MKC gives you up to 3 stacks and up to 100%.

A+-tier

  • These perks give you benefits easily but the effect might not be super strong, or might not come up that often. Still, they are very useful especially in combination with other perks.
  • Outlaw/Feeding Frenzy/Rapid Hit
    • Reload-boosting perks. Feeding Frenzy is the easiest to activate, Outlaw is the biggest bonus but requires precision, and Rapid Hit is the most versatile (not requiring a kill) but not as great reload buff as the other two usually.
  • Dragonfly
    • Personally one of my favorites, but it's too situational for S-tier. Pair with a Dragonfly Spec mod for increased explosion damage and range. Absolutely still usable in the majority of scenarios
  • Full Court
  • Cluster Bombs (found on Rocket Launchers)
  • Disruption Break
  • High-Impact Reserves (on Special weapons)
    • On a primary, the damage increase from HIR isn't enough to really compete with other damage perks, and if you're reloading often to take advantage of reload perks you won't be spending that much time at the end of the magazine anyways. However, on Special weapons where your reserves are limited and you're expecting to empty your magazine, it's free damage at a scale that you might actually notice.
  • One-Two Punch
  • Overflow
  • Backup Plan (on Fusion Rifles)
  • Firing Line
  • Demolitionist

A-tier

  • Field Prep (on Special and Power weapons)
    • Usually gives you an extra shot or two in reserves, plus crouching gives you a noticeable reload boost.
  • Triple Tap/Fourth Time’s the Charm
  • Auto-Loading Holster
  • Opening Shot/Rangefinder
    • Opening Shot gives you a very noticable range/aim assist boost on your shots, re-arms after 3 seconds of not shooting. Very useful in PvP, and kind of useful in PvE, but definitely a PvP perk. Rangefinder is essentially Ricochet Rounds from further down the list, but it increases your visual zoom a little bit as well. Also solidly a PvP perk.
  • Quickdraw/Snapshot Sights
  • Archer’s Tempo
  • Explosive Payload/Explosive Head
    • Have fallen off in usage a lot since the heyday of Year 1, but they are still a free damage boost on every shot, plus extra flinch on enemies. The main disadvantage is just that they often roll in a slot where you could have an S-tier damage perk instead, and the explosive portion of the damage doesn't work with Outlaw which is the most common reload perk.

B-tier

  • Surrounded
  • Tap the Trigger/Zen Moment
  • Full Auto Trigger System
  • Firmly Planted (on Sniper Rifles)
  • Mulligan (on Special weapons)
  • Ambitious Assassin
  • Box Breathing
  • Grave Robber
  • Slideshot/Slideways
  • Genesis (not on Special Energy weapons)
  • Sneak Bow
  • Threat Detector
  • Shield Disorient
  • Headseeker
  • Tracking Module (on Rocket Launchers)
  • Hip-Fire Grip (on Snipers for PvP- yes, I’m serious)

C-tier

  • Pulse Monitor/Underdog/Eye of the Storm
  • Under Pressure/Dynamic Sway Reduction/Firmly Planted/Hip-Fire Grip
  • Moving Target
  • High-Impact Reserves
  • Field Prep (on Primary weapons)
  • Timed Payload
  • Mulligan
  • Air Assault

F-tier

  • Subsistence
    • Drastically reduces your reserve size, which could be ok on something with high ammo reserves like an Auto Rifle but is still not that powerful in my opinion. For something with more limited reserves like an SMG or Hand Cannon, it makes their ammo capacity unusable.

3a. Magazine Perks (usually the second column)

S-tier

  • Ricochet Rounds
  • Spike Grenades
  • Assault Mag (on Shotguns)
  • Drop Mag (if you don't reload proactively)
  • Tactical Mag

A-tier

  • Impact Casing (on Rocket Launchers)
  • Flared Magwell
  • Light Mag
  • Appended Mag
  • Accurized Rounds

3b. Ballistics Perks (the first column, depending on weapon this column can be scopes or ballistics)

S-Tier

  • Arrowhead Brake
  • Full Choke/Rifled Barrel (on Shotguns- both are best paired with Snapshot or Quickdraw)

A-Tier

  • Fluted Barrel
  • Chambered Compensator/Extended Barrel

F-Tier

  • Smoothbore (on Shotguns)

3c. Scopes

Generally you'll want medium zoom or increased range scopes on Primaries (and Fusion Rifles), and short zoom scopes on Sniper Rifles. Long range scopes on Primaries are sometimes usable but generally are not going to be super useful and are just going to decrease your Handling.

4. What weapon archetypes are good?

Hand Cannons

  • All of them

Pulse Rifles

  • Adaptive frame, 390rpm
  • Aggressive Burst frame, 450rpm (NOT lightweight)
  • Rapid-Fire frame, 540rpm

Auto Rifles

  • High-Impact frame, 360rpm
  • Adaptive frame, 600rpm
  • Rapid-Fire frame, 720rpm

Scout Rifles

  • Lightweight frame, 200rpm
  • VEIST Rapid-Fire frame, 260rpm is actually one of the best in the game

Submachine Guns

  • Aggressive frame, 750rpm
  • Lightweight frame, 900rpm
  • Adaptive frame, 900rpm

Sidearms

  • All of them

Bows

  • Really only Le Monarque and Hush for normal play, but other bows are fine for very ranged low-pressure solo things.

Shotguns

  • Shotguns in PVE are more about the perks than the archetype. Trench Barrel is great, and One-Two Punch or Swashbuckler are quite good too.
  • That said, any Rapid-Fire frame 140rpm Shotgun is going to be an all around decent option and easy to use.

Fusion Rifles

  • Loaded Question is S-tier, otherwise more about perks - Epicurean can get Swashbuckler so it's gonna be the second best option by a long shot.

Sniper Rifles

  • All are decent

Linear Fusion Rifles

  • They're just OK
  • Sleeper Simulant is good and easy to use

Swords

  • Black Talon is really fantastic
  • Swords in general are misunderstood but can be quite good. Check this in-depth guide.

Grenade and Rocket Launchers

  • Mountaintop and 150rpm Grenade Launchers are some of the highest damage weapons in the game, other Heavy archetypes of grenade launcher are good but other Lightweight Special archetypes are not so much
  • Non-Exotic rockets all have the same base damage so the faster it fires, the better

5. What pinnacle weapons should I go for?

Generally pinnacle weapons are Good. There are a few that are Really Good for all the time gameplay though:

  • Loaded Question
    • The best Legendary fusion rifle, probably even a little better than Exotic fusion rifles. Reward for the quest named "Countdown to Zero" from Zavala.
  • 21% Delirium
    • The best Legendary machine gun, probably even a little better than Exotic machine guns. Reward for the quest named "By Your Bootstraps" from Drifter.
  • The Recluse
    • The best Legendary SMG, probably even a little better than Exotic SMGs. Reward for the quest named "From the Mouths of Babes" from Lord Shaxx.
  • The Mountaintop
    • Absurd damage if you know how to use it, very unique and great for all activities. Reward for the quest named "First of Many" (?) from Lord Shaxx. Inordinately long and annoying quest but if you're hardcore about the endgame, you probably already know you need this. Otherwise you're probably fine without it.