Filters combine. Benefits can overlap: a perk may match more than one benefit. Weapon focus sorts the teaching examples, not every eligible roll: general and subclass-keyword entries are under “Across weapon types.” Element filters describe the perk's keyword, not your equipped subclass. Multi-element perks match each relevant element; Prismatic can use relevant keywords too. Search checks the full card text. Reset restores learning order.
The small symbols are original benefit markers, not official perk icons or copies of Shattered Vault's artwork. Read the name and benefit text to identify a perk. This is an expanded PvE learning selection, not an exhaustive game database; origin traits, artifact perks, and Exotic-only traits are outside its scope.
General / Reload utility
Reload / magazine
- Trigger & effect
- Holster the weapon for a short time to reload it automatically.
- Useful for
- Swap rotations: fire, use another weapon, then return after the reload completes.
- Watch out
- Swapping away and immediately back is not enough. Check reserves; this is a reload, not free ammo or a universal manual-reload perk trigger.
Read the perk source →
General / Combat uptime
Damage / explosions + Reload / magazine + Handling / weapon feel
- Trigger & effect
- Extended combat increases this weapon's damage, handling, and reload until you leave combat.
- Useful for
- A straightforward damage-and-feel improvement during sustained fighting, without requiring a final blow for activation.
- Watch out
- It needs combat time to activate. Do not assume the bonus is ready at the start of a short fight.
Read the perk source →
General / Grenade support
Ability / stat support + Reload / magazine
- Trigger & effect
- Weapon defeats grant grenade energy. Activating your grenade ability reloads this weapon from reserves.
- Useful for
- Grenade-focused builds that can reliably secure weapon defeats between ability uses.
- Watch out
- Damage without a defeat does not grant the kill-based energy. Grenade use still needs available energy, and the reload does not create ammo.
Read the perk source →
General / Weapon feel
Handling / weapon feel + Reload / magazine
- Trigger & effect
- Hit three different targets to temporarily improve handling, stability, reload, and range.
- Useful for
- Fighting groups where you can tag several targets without needing to defeat them first.
- Watch out
- Three hits on one enemy do not qualify. These are weapon-stat benefits, not armor-stat points or a direct damage buff.
Read the perk source →
General / Multi-target damage
Damage / explosions
- Trigger & effect
- Hit three separate targets to gain a temporary weapon damage increase.
- Useful for
- Multi-target combat where you want damage without needing a kill to activate it.
- Watch out
- It needs three targets, not three shots into one. Stats for All has a similar trigger but a different reward; verify both can roll together on your weapon before planning a pair.
Read the perk source →
General / Weapon rotation
Damage / explosions
- Trigger & effect
- Deal damage with all equipped weapons within a short window to boost this weapon's damage.
- Useful for
- Deliberate three-weapon rotations, especially when reload tools support swapping.
- Watch out
- Equipping three guns or just swapping is not enough; each must deal damage. Watch for activation and expiry instead of assuming every opening shot is buffed. The bonus belongs to the weapon with this perk.
Read the perk source →
Weapon-type / Explosion chains
Damage / explosions
- Trigger & effect
- Final blows with the weapon produce elemental damage explosions.
- Useful for
- Clearing clustered enemies with a suitable grenade launcher. This trait also exists on other weapon families; it is not grenade-launcher-exclusive.
- Watch out
- It requires a defeat. Elemental explosions are not automatically Scorch, Jolt, or Volatile, and damage is not automatically a grenade-ability final blow.
Read the perk source →
Weapon-type / Rocket payload
Damage / explosions
- Trigger & effect
- Rocket detonations release additional cluster bombs.
- Useful for
- Adding secondary explosions to rocket impacts.
- Watch out
- Not every cluster will hit the same target. Terrain and enemy positioning matter, so extra explosions are not a guaranteed best-damage result. Keep rockets away from nearby cover and teammates.
Read the perk source →
Weapon-type / Melee follow-up
Damage / explosions + Handling / weapon feel + Reload / magazine
- Trigger & effect
- A successful melee hit temporarily improves weapon damage, handling, and reload, ending after three shots or when its duration runs out.
- Useful for
- A close-range melee-to-shotgun sequence when approaching is safe.
- Watch out
- This boosts the weapon, not the melee that activates it. Getting close is a real survival cost; do not force the trigger against unsafe targets.
Read the perk source →
Weapon-type / Repeated strikes
Damage / explosions
- Trigger & effect
- Rapid sword strikes increase the sword's damage for a short duration. Guarding ends the effect.
- Useful for
- Repeated sword hits when you can safely remain in melee range.
- Watch out
- The opening strike does not start with a fully built bonus. Guard when survival requires it even though it ends the damage effect.
Read the perk source →
Weapon-type / Draw-time rhythm
Handling / weapon feel
- Trigger & effect
- Precision hits reduce draw time.
- Useful for
- Players who consistently land precision hits and want faster follow-up arrows.
- Watch out
- A precision hit is enough; a final blow is not required. It is a draw-time benefit, not a direct damage-per-arrow increase or infinite stacking.
Read the perk source →
Weapon-type / Full-battery burst
Damage / explosions
- Trigger & effect
- With a full battery, the next burst deals extra damage and causes enemies it defeats to explode.
- Useful for
- Opening a fight against a pack with a charged, full-battery shot.
- Watch out
- Do not assume later bursts qualify after the battery is no longer full. An explosion still needs a defeat; it is not automatically a subclass debuff.
Read the perk source →
Subclass-keyword / Solar
Debuffs / control + Damage / explosions
- Trigger & effect
- Defeats spread Scorch to nearby targets; more powerful enemies and opposing Guardians spread it over a larger area.
- Useful for
- Solar builds that reward scorching enemies, and general pack clearing even without a Solar subclass.
- Watch out
- Scorch is not an immediate guaranteed Ignition. A hit without a defeat does not start this perk's spread. Use the actual fragment text to check follow-up benefits.
Read the perk source →
Subclass-keyword / Arc
Debuffs / control + Damage / explosions
- Trigger & effect
- Reload after a weapon defeat to briefly overcharge the weapon; its next hit applies Jolt.
- Useful for
- A defeat-reload-hit rhythm that spreads pressure through Jolt and can complement Arc keyword choices.
- Watch out
- Reloading without the preceding defeat is not enough. Do not assume Auto-Loading Holster counts as the required reload. Jolt is not a guarantee of every Arc ability or Ionic Trace interaction.
Read the perk source →
Subclass-keyword / Void
Debuffs / control + Damage / explosions
- Trigger & effect
- Defeats create a Void burst. Hitting other targets with that burst makes them Volatile and grants you Volatile Rounds briefly.
- Useful for
- Void pack clearing and supplying debuffed enemies for compatible follow-up effects such as Repulsor Brace.
- Watch out
- This verified description includes a Volatile Rounds benefit; older descriptions may differ. An enemy being Volatile is distinct from your own Volatile Rounds buff. Check actual buff uptime and weapon eligibility for any Champion counter.
Read the perk source →
Subclass-keyword / Stasis
Debuffs / control
- Trigger & effect
- Precision final blows create a Stasis crystal where the target was defeated.
- Useful for
- Crystal-focused setups, including compatible fragments that reward shattering crystals.
- Watch out
- A precision hit without a defeat is not enough. A crystal is not automatically a Stasis shard pickup, Frost Armor, or a guaranteed freeze of every nearby enemy.
Read the perk source →
Subclass-keyword / Strand
Damage / explosions
- Trigger & effect
- Precision final blows or rapidly defeating targets with the weapon creates a Threadling at the target's location.
- Useful for
- Adding summons to weapon clear, with further synergy where your equipped subclass explicitly improves Threadlings.
- Watch out
- A Threadling is not Suspend, and summoning one does not automatically grant every Strand benefit. You do not need to be a Warlock to use the weapon perk.
Read the perk source →
Subclass-keyword / Void
Healing / protection
- Trigger & effect
- Defeat a Void-debuffed target to gain an overshield.
- Useful for
- Personal protection when you or a teammate can reliably provide a qualifying Void debuff.
- Watch out
- A plain Void weapon defeat is not enough without the debuff. The overshield is personal, not a team heal. Verify an actual weapon's columns before assuming a Destabilizing Rounds pair is available.
Read the perk source →
General / Kill-based damage
Damage / explosions
- Trigger & effect
- Weapon final blows build a short-lived, stacking weapon damage bonus.
- Useful for
- Maintaining momentum while clearing ordinary enemies.
- Watch out
- It needs kills and continued uptime; do not plan a no-add boss phase around full stacks.
Reference / Rampage →
General / Defeat then reload
Damage / explosions + Handling / weapon feel
- Trigger & effect
- Reload after a weapon kill to gain temporary damage and target-acquisition benefits.
- Useful for
- Preparing stronger follow-up fire after defeating a weaker target.
- Watch out
- A reload without the qualifying kill is not enough. An automatic refill is not necessarily the required reload.
Reference / Kill Clip →
General / Multi-kill reload
Damage / explosions
- Trigger & effect
- Reload after rapid weapon kills to gain damage based on the kills secured beforehand.
- Useful for
- A clear-then-reload rhythm with several available enemies.
- Watch out
- It is not Kill Clip with an identical trigger/reward curve; compare your actual kill access.
Reference / Multikill Clip →
General / Grenade-linked damage
Damage / explosions + Handling / weapon feel
- Trigger & effect
- Weapon and grenade final blows build weapon damage and handling, with grenade kills providing a strong shortcut to the bonus.
- Useful for
- Turning a grenade kill into stronger weapon follow-up.
- Watch out
- It boosts the weapon rather than making your grenade deal more damage. A grenade hit alone is not a final blow.
Reference / Adrenaline Junkie →
General / Melee-linked damage
Damage / explosions
- Trigger & effect
- Weapon kills build weapon damage; melee kills provide a shortcut to its stacked bonus.
- Useful for
- Weapon follow-up in a build that already gets safe melee kills.
- Watch out
- This is a weapon damage perk, not a direct melee damage multiplier. Do not force an unsafe approach.
Reference / Swashbuckler →
General / Priority targets
Damage / explosions
- Trigger & effect
- Deals more damage to qualifying bosses, vehicles, and Guardians using their Super.
- Useful for
- A straightforward bonus against eligible durable targets without a preceding kill.
- Watch out
- Not every tough-looking enemy qualifies. Bonus values vary by weapon/ammo context; it is not a universal percentage.
Reference / Vorpal Weapon →
General / Team proximity
Damage / explosions
- Trigger & effect
- Being near the required allies increases precision damage.
- Useful for
- Coordinated ranged fire where the group can safely stay together.
- Watch out
- Check the ally count and proximity condition. It is not a solo damage bonus or a boost to every damage component.
Reference / Firing Line →
General / Precision setup
Damage / explosions
- Trigger & effect
- Land the required magazine-based number of precision hits to activate temporary weapon damage.
- Useful for
- Steady fire into a target with an accessible precision spot.
- Watch out
- Reloading or stowing resets progress toward activation. Do not count body hits as precision hits.
Reference / Focused Fury →
General / Sustained precision output
Damage / explosions
- Trigger & effect
- Sustained damage builds an increase to precision damage.
- Useful for
- Continuous hits followed by accurate precision fire.
- Watch out
- The payoff is precision damage, not a blanket bonus to explosions or abilities. Interruptions can spoil the rhythm.
Reference / Precision Instrument →
General / Stay on target
Damage / explosions
- Trigger & effect
- Keeping continuous weapon damage on a target ramps the weapon's damage bonus.
- Useful for
- Targets that survive long enough for sustained fire to matter.
- Watch out
- Do not assume the opening shot has the maximum bonus. Misses, interruptions, and magazine-dependent thresholds matter.
Reference / Target Lock →
General / Nearby threats
Damage / explosions
- Trigger & effect
- Gain weapon damage while at least three enemies are sufficiently close.
- Useful for
- Dense fights where nearby enemies are already part of the situation.
- Watch out
- One nearby boss is not three enemies. A strong conditional bonus is not permission to stand in lethal pressure.
Reference / Surrounded →
General / Precision reload
Reload / magazine + Handling / weapon feel
- Trigger & effect
- A precision kill greatly accelerates the subsequent reload window.
- Useful for
- Fast reloads while clearing enemies with accurate final blows.
- Watch out
- Precision damage without the final blow does not qualify. It is less dependable when teammates secure the kills.
Reference / Outlaw →
General / Precision hits
Reload / magazine + Handling / weapon feel
- Trigger & effect
- Rapid precision hits build temporary stability and reload benefits.
- Useful for
- Accurate shooting against enemies that do not die immediately.
- Watch out
- A kill is not required, but body hits do not build the precision condition.
Reference / Rapid Hit →
General / Damage-based handling
Reload / magazine + Handling / weapon feel
- Trigger & effect
- Dealing damage improves reload speed and handling for a short time.
- Useful for
- Weapon uptime when kill-based reload perks are unreliable.
- Watch out
- It is a weapon-feel benefit, not a damage multiplier or an automatic magazine refill.
Reference / Enlightened Action →
General / Reserves and crouch reload
Reload / magazine + Ammo economy / pickups + Handling / weapon feel
- Trigger & effect
- Improves ammo reserves and provides reload/handling benefits while crouched.
- Useful for
- A deliberate crouch-reload rhythm and a larger reserve pool.
- Watch out
- The reserve benefit does not generate bricks. Check your exact weapon's reserve limits and safe positioning.
Reference / Field Prep →
General / Clear then overflow
Reload / magazine
- Trigger & effect
- Reload after rapid kills to load beyond the usual magazine capacity.
- Useful for
- Preparing a larger magazine after clearing a group.
- Watch out
- This uses a qualifying reload after kills; it does not passively refill a stowed weapon or create ammo.
Reference / Ambitious Assassin →
General / Other-weapon kills
Reload / magazine
- Trigger & effect
- Rapid kills with other weapons prepare a reserve-fed, potentially overflowing magazine when you ready this weapon.
- Useful for
- Preparing a damage weapon while clearing with another.
- Watch out
- It needs kills, not merely hits. Do not confuse it with Envious Arsenal's damage-based rotation.
Reference / Envious Assassin →
General / Rotation refill
Reload / magazine
- Trigger & effect
- Damage enemies with both other weapons before readying this one to refill it from reserves.
- Useful for
- Three-weapon rotations that do not depend on securing kills.
- Watch out
- Both other weapons must contribute damage. A refill is not new ammo or proof of every manual-reload interaction.
Reference / Envious Arsenal →
General / Passive loading
Reload / magazine
- Trigger & effect
- Gradually loads the weapon from reserves during eligible non-firing time, potentially reaching twice its normal capacity.
- Useful for
- Preparing an oversized magazine between uses.
- Watch out
- It takes time and reserve ammo. Do not expect the full overflow immediately after swapping.
Reference / Reconstruction →
General / Hits into refill
Reload / magazine
- Trigger & effect
- Emptying the magazine refills part of it from reserves based on hits landed.
- Useful for
- Extending accurate firing strings without a normal reload.
- Watch out
- Misses reduce the payoff. This consumes reserves and is not infinite ammo.
Reference / Rewind Rounds →
General / Kill-fed magazine
Reload / magazine
- Trigger & effect
- Weapon kills partially refill the magazine from reserves.
- Useful for
- Longer clearing sequences when the weapon gets frequent final blows.
- Watch out
- A boss you cannot defeat mid-magazine will not feed the perk. Reserve-fed refills do not create Special or Heavy ammo.
Reference / Subsistence →
General / Pickup-fed magazine
Reload / magazine + Ammo economy / pickups
- Trigger & effect
- Collecting Special or Heavy ammo loads this weapon beyond normal magazine capacity.
- Useful for
- Preparing a large magazine while replenishing reserves.
- Watch out
- You need a qualifying pickup. Do not run into danger for a brick or assume the perk generates one.
Reference / Overflow →
General / Heavy pickup value
Ammo economy / pickups
- Trigger & effect
- Picking up Heavy ammo also supplies ammo to this weapon.
- Useful for
- Supporting a Special-ammo weapon through Heavy pickups you already collect.
- Watch out
- It does not create Heavy bricks or promise unlimited Special ammo; pickup access still matters.
Reference / Lead from Gold →
General / Remote collection
Ammo economy / pickups + Reload / magazine
- Trigger & effect
- Shooting eligible ammo bricks collects them and reloads equipped weapons from reserves; eligible Orb pickups can also be collected by shooting.
- Useful for
- Collecting exposed pickups while remaining behind safer cover.
- Watch out
- It collects existing objects rather than generating them. Line of sight, pickup eligibility, and reserves still apply.
Reference / Shoot to Loot →
General / Precision ammo return
Ammo economy / pickups + Reload / magazine
- Trigger & effect
- Four rapid precision hits return two rounds to the magazine.
- Useful for
- Extending accurate damage sequences on an accessible precision target.
- Watch out
- Misses and timing gaps break the required sequence. Not every weapon or damage component can land precision hits.
Reference / Fourth Time's the Charm →
General / Melee support
Ability / stat support + Handling / weapon feel
- Trigger & effect
- Weapon final blows grant melee energy; melee damage temporarily improves weapon handling.
- Useful for
- A weapon-to-melee loop with a usable ranged fallback.
- Watch out
- Weapon hits without final blows do not supply the kill-based energy. Do not assume an instant full melee charge.
Reference / Pugilist →
General / Ability distribution
Ability / stat support
- Trigger & effect
- Weapon kills supply ability energy divided among abilities that are not charged.
- Useful for
- Broad ability recovery while your weapon can secure kills.
- Watch out
- It does not grant the full listed benefit separately to every ability. Your charged/uncharged state changes the distribution.
Reference / Wellspring →
General / Orb support
Ability / stat support + Healing / protection
- Trigger & effect
- Sustained weapon damage produces an Orb of Power under the perk's hit requirement.
- Useful for
- Orb access without depending only on final blows.
- Watch out
- The hit requirement depends on the weapon context. An Orb is not a heal until a real recovery effect makes it one.
Reference / Attrition Orbs →
General / Kinetic area pressure
Damage / explosions
- Trigger & effect
- Sustained Kinetic weapon damage on a target triggers damaging shockwaves nearby.
- Useful for
- Area pressure around a durable enemy without a kill prerequisite.
- Watch out
- Short-lived enemies may die before activation. These shockwaves are not Jolt or a free elemental Champion counter.
Reference / Kinetic Tremors →
Subclass-keyword / Shared Cure
Healing / protection
- Trigger & effect
- Reload soon after a final blow to apply Cure to yourself and nearby allies.
- Useful for
- A weapon-based shared recovery step while clearing enemies.
- Watch out
- Cure is an immediate heal, not ongoing Restoration. Confirm ally proximity and a qualifying reload.
Reference / Heal Clip →
Subclass-keyword / Repeated-hit Jolt
Debuffs / control + Damage / explosions
- Trigger & effect
- Repeated weapon damage applies Jolt; being Amplified accelerates its application.
- Useful for
- Jolt access without Voltshot's kill-and-reload sequence.
- Watch out
- The perk needs repeated damage, not one ordinary hit. Amplified helps the trigger but is not the same as Jolt.
Reference / Jolting Feedback →
Subclass-keyword / Aim then Weaken
Debuffs / control
- Trigger & effect
- Aim without firing long enough to prepare Weaken on the next target you hit.
- Useful for
- Preparing a debuff before opening fire on an important target.
- Watch out
- Firing or stopping aim resets preparation. Weaken sources do not simply add their strengths together.
Reference / Withering Gaze →
Subclass-keyword / Ammo-gated Slow
Debuffs / control
- Trigger & effect
- Direct hits from the top half of the magazine create a burst that Slows nearby enemies.
- Useful for
- Weapon-based control while the magazine condition is satisfied.
- Watch out
- Lower-magazine shots do not qualify. Do not assume every weapon freezes in the same number of hits.
Reference / Chill Clip →
Subclass-keyword / Frost Armor
Healing / protection
- Trigger & effect
- Destroy a Stasis crystal or defeat a frozen target with this weapon to gain Frost Armor.
- Useful for
- Personal protection when the loadout or teammates supply crystals and frozen enemies.
- Watch out
- A normal kill on a merely Slowed enemy is not the stated trigger. Frost Armor is protection, not healing.
Reference / Rimestealer →
Subclass-keyword / Class-to-Sever
Debuffs / control
- Trigger & effect
- Using your class ability gives weapon hits a brief, target-limited opportunity to apply Sever.
- Useful for
- Reducing enemy outgoing damage during a planned class-ability cycle.
- Watch out
- Sever is not Suspend or Unravel. The weapon's Sever window has limits; class ability use does not grant permanent coverage.
Reference / Slice →
General / Debuff-to-weapon feel
Reload / magazine + Handling / weapon feel
- Trigger & effect
- Applying an elemental debuff temporarily improves reload speed, aiming movement, and aim assist.
- Useful for
- Connecting a debuff-capable loadout to better weapon feel.
- Watch out
- Dealing elemental damage alone is not necessarily a debuff. The perk does not apply the debuff for you.
Reference / Loose Change →
Weapon-type / Melee setup
Damage / explosions
- Trigger & effect
- Landing every pellet from a shotgun shot on an enemy briefly increases eligible melee damage.
- Useful for
- A close-range shotgun-to-melee sequence with a compatible melee attack.
- Watch out
- Missing pellets can fail the trigger. Not all powered melees or Exotic interactions receive the same benefit.
Reference / One-Two Punch →
Weapon-type / Complete burst
Damage / explosions + Handling / weapon feel
- Trigger & effect
- Landing a complete burst briefly grants more damage and faster charging.
- Useful for
- Repeated fusion bursts against a target large enough to hit consistently.
- Watch out
- A partial burst does not satisfy the full-hit condition. The initial burst starts without a prepared bonus.
Reference / Controlled Burst →
Weapon-type / Charge or draw rhythm
Handling / weapon feel
- Trigger & effect
- Final blows temporarily accelerate charge or draw speed on eligible weapons.
- Useful for
- Faster follow-up shots after an opening kill; fusion rifles are the teaching example here.
- Watch out
- It also appears outside fusions, including bows. Faster charging is not the same as more damage per shot.
Reference / Successful Warm-Up →
Weapon-type / Hip-fire precision
Handling / weapon feel
- Trigger & effect
- A hip-fire precision hit grants a substantial temporary draw-speed benefit.
- Useful for
- A deliberate hip-fire opening followed by faster arrows.
- Watch out
- An aimed precision hit is not the specified hip-fire trigger. Do not confuse it with Archer's Tempo.
Reference / Archer's Gambit →
Weapon-type / Orb-loaded projectile
Damage / explosions
- Trigger & effect
- Orb pickups prepare enhanced projectile damage and blast radius on eligible launcher shots.
- Useful for
- Preparing stronger rockets or grenade-launcher shots before a damage opportunity.
- Watch out
- Prepared shots are limited. The perk does not create Orbs or boost every shot indefinitely.
Reference / Explosive Light →
Weapon-type / Delayed rocket
Damage / explosions
- Trigger & effect
- Rockets attach on impact and detonate later with increased damage and blast radius.
- Useful for
- Targets that remain vulnerable long enough for the delayed explosion.
- Watch out
- A short vulnerability window can end before detonation. Watch nearby cover and allies when firing rockets.
Reference / Lasting Impression →
Weapon-type / More rockets, trade-offs
Ammo economy / pickups + Reload / magazine
- Trigger & effect
- Increases rocket capacity and reserves while reducing per-rocket damage, blast radius, and reload speed.
- Useful for
- A rocket plan that values more shots rather than maximum damage per rocket.
- Watch out
- More rockets do not automatically mean better total output in your available firing window. Check the trade-offs together.
Reference / Bipod →
Weapon-type / Swap-to-lunge
Handling / weapon feel
- Trigger & effect
- Readying the sword opens a brief window of increased lunge distance.
- Useful for
- Reaching a nearby target when the approach and landing are safe.
- Watch out
- It is not a direct damage bonus. Extra movement can send you into hazards; this guide does not require movement exploits.
Reference / Eager Edge →
Weapon-type / Sword sustain
Ammo economy / pickups
- Trigger & effect
- Three qualifying light-attack hits within the required interval return sword ammo.
- Useful for
- Maintaining sword reserves through a safe repeated-hit sequence.
- Watch out
- Heavy swings are not the stated three-light-hit trigger. Ammo returns are conditional, not infinite sword use.
Reference / Relentless Strikes →
General / Impact explosion
Damage / explosions
- Trigger & effect
- Projectiles add an area detonation on impact, splitting their output into impact and explosive components.
- Useful for
- Extra area pressure and an explosive damage component.
- Watch out
- The explosion does not land precision damage like the impact component. Do not assume all precision-trigger interactions count it identically.
Reference / Explosive Payload →
General / Precision explosion
Damage / explosions
- Trigger & effect
- Precision kills create an elemental explosion around the defeated enemy.
- Useful for
- Clearing nearby weaker targets through accurate final blows.
- Watch out
- An elemental explosion is not automatically Scorch, Jolt, or Volatile. Body-shot kills do not satisfy the precision condition.
Reference / Dragonfly →
General / Solar explosion and reload
Damage / explosions + Reload / magazine
- Trigger & effect
- Precision kills create a Solar explosion and improve reload speed.
- Useful for
- Combining accurate pack clear with a quicker next magazine.
- Watch out
- Solar damage is not automatically Scorch. Do not treat this as an identical copy of Dragonfly or Incandescent.
Reference / Firefly →
General / Shield-to-Kinetic follow-up
Debuffs / control + Damage / explosions
- Trigger & effect
- Breaking an enemy shield with this weapon briefly increases the target's vulnerability to Kinetic damage.
- Useful for
- Coordinating a shield break with Kinetic follow-up from the team.
- Watch out
- Kinetic is not every weapon in the top slot. Stasis and Strand damage do not become Kinetic because of their inventory position.
Reference / Disruption Break →
General / Reload damage window
Damage / explosions
- Trigger & effect
- Reload after a kill for temporary increased damage; additional kills before that reload extend the resulting window.
- Useful for
- Turning a clear sequence into a longer damage opportunity.
- Watch out
- Extra duration is not the same as Multikill Clip's kill-count damage scaling. Check the exact trait name.
Reference / Mega Kill Clip →
Subclass-keyword / Amplified or reload
Damage / explosions
- Trigger & effect
- Reloading after a kill or becoming Amplified builds a temporary, stacking weapon damage benefit.
- Useful for
- A weapon-damage loop with either kill-reloads or an actual Amplified source.
- Watch out
- The perk accepts Amplified as an input; it does not promise to grant that buff or start at maximum stacks.
Reference / Gear Shift →
General / Buff-fed weapon feel
Reload / magazine + Handling / weapon feel
- Trigger & effect
- Amplified, Radiant, or Devour grants reload, handling, and aim-down-sight speed benefits.
- Useful for
- A loadout that already maintains one of those specific buffs.
- Watch out
- It consumes those buffs as conditions rather than supplying them. A different elemental buff does not automatically qualify.
Reference / Light Touch →
General / Precision refill window
Reload / magazine + Ammo economy / pickups
- Trigger & effect
- Reload after a precision kill to open a window in which precision hits refill a round from reserves.
- Useful for
- Accurate sustained fire after a qualifying opening kill and reload.
- Watch out
- This transfers reserve ammo rather than creating it. The precision-kill reload and later precision-hit steps are separate requirements.
Reference / Lucky Shot →
General / Pickup-to-grenade recovery
Ability / stat support
- Trigger & effect
- Elemental pickups or destroying a Tangle build a window in which weapon hits generate grenade energy. Throwing a Tangle adds time.
- Useful for
- A pickup-capable loadout that keeps landing weapon hits after collection.
- Watch out
- The linked GamesRef text specifies energy on hit; the shorter reference summary omits that step. An Orb is not automatically an elemental pickup, and collection alone is not an instant grenade refill.
Reference / Collective Demolition →
Subclass-keyword / Breach then final blows
Healing / protection
- Trigger & effect
- A Void Breach pickup enables subsequent final blows to provide a Void Overshield.
- Useful for
- Personal protection in a configuration that can create and collect Void Breaches.
- Watch out
- A plain Void kill or Orb pickup is not the Breach prerequisite. Overshields are not a shared heal.
Reference / Dimensional Shift →