+   Fireteam Fieldnotes
DESTINY 2 / 2026 EDITION
Weapon perks / Europa palette
New Lights + returning Guardians / Weapon perks

Read the perk.
Understand the playstyle.

Seventy-three practical perk explanations: learn the trigger, payoff, and trade-off before chasing a roll. Find damage, reload, ammo, ability, support, and elemental options without activity walkthroughs or encounter spoilers.

Three ways to read a perk.

01 / General perks

Build your everyday loop

Traits found across multiple weapon families: damage, reloads, handling, and ability energy. Broad availability does not mean every weapon can roll them.

02 / Weapon-type perks

Lean into the weapon

Traits taught through a particular weapon family, such as rocket payloads, bow draw time, or shotgun follow-ups. Some also appear on other types; these are focus examples, not exclusive lists.

03 / Subclass-keyword perks

Connect weapons and abilities

Scorch, Jolt, Volatile, crystals, and Threadlings can complement subclass choices. These perks are not class locks and generally do not require a matching subclass just to function; fragments and aspects may add synergy.

Find a perk to learn.

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.

Showing all 73 perks.

Print includes every perk, even when filtered.

General / Reload utility

Auto-Loading Holster

  • Across weapon types
  • No elemental keyword

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

Frenzy

  • Across weapon types
  • No elemental keyword

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

Demolitionist

  • Across weapon types
  • No elemental keyword

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

Stats for All

  • Across weapon types
  • No elemental keyword

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

One for All

  • Across weapon types
  • No elemental keyword

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

Bait and Switch

  • Across weapon types
  • No elemental keyword

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

Chain Reaction

  • Grenade launcher example
  • No subclass keyword

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

Cluster Bomb

  • Rocket launchers
  • No elemental keyword

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

Trench Barrel

  • Shotguns
  • No elemental keyword

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

Whirlwind Blade

  • Swords
  • No elemental keyword

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

Archer's Tempo

  • Bows
  • No elemental keyword

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

Reservoir Burst

  • Fusion rifles
  • No elemental keyword

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

Incandescent

  • Across weapon types
  • Scorch

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

Voltshot

  • Across weapon types
  • Jolt

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

Destabilizing Rounds

  • Across weapon types
  • Volatile

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

Headstone

  • Across weapon types
  • Stasis crystal

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

Hatchling

  • Across weapon types
  • Threadlings

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

Repulsor Brace

  • Across weapon types
  • Overshield

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

Rampage

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

Kill Clip

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

Multikill Clip

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

Adrenaline Junkie

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

Swashbuckler

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

Vorpal Weapon

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

Firing Line

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

Focused Fury

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

Precision Instrument

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

Target Lock

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

Surrounded

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

Outlaw

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

Rapid Hit

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

Enlightened Action

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

Field Prep

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

Ambitious Assassin

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

Envious Assassin

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

Envious Arsenal

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

Reconstruction

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

Rewind Rounds

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

Subsistence

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

Overflow

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

Lead from Gold

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

Shoot to Loot

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

Fourth Time's the Charm

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

Pugilist

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

Wellspring

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

Attrition Orbs

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

Kinetic Tremors

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

Heal Clip

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

Jolting Feedback

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

Withering Gaze

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

Chill Clip

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

Rimestealer

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

Slice

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

Loose Change

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

One-Two Punch

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

Controlled 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

Successful Warm-Up

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

Archer's Gambit

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

Explosive Light

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

Lasting Impression

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

Bipod

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

Eager Edge

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

Relentless Strikes

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

Explosive Payload

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

Dragonfly

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

Firefly

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

Disruption Break

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

Mega Kill Clip

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

Gear Shift

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

Light Touch

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

Lucky Shot

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

Collective Demolition

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

Dimensional Shift

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 →

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Sources & version notes.

Expanded on 24 October 2026 using Shattered Vault / Weapon Perks for coverage and effect descriptions, alongside GamesRef entries and Light.gg records. Each card links its individual perk record; Light.gg links were resolved from the reference's item links rather than inferred weapon-roll availability. The explanations and benefit symbols are original teaching material, not copied descriptions or official perk artwork.

References can disagree or lag live changes. They are not a verified live game manifest: check your exact weapon's current tooltip, especially for recently introduced or reworked perks. These notes do not establish exact percentages, durations, enhanced variants, complete roll pools, or current meta rankings. A listed trait does not prove it rolls on a named weapon or pairs with another trait.

All 73 cards, SVG benefit symbols, filters, and styles are embedded for offline reading. Source links need internet. Print includes every card in the selected order; filters only affect the screen.