Archetype
Stats
Impact | 84 | ||||
Range | 40 | ||||
• Damage Falloff | |||||
Stability | 45 | ||||
Handling | 60 | ||||
Reload Speed | 56 | ||||
• Reload Time | |||||
Aim Assistance | 90 | ||||
Inventory Size | 60 | ||||
Zoom | 14 | ||||
Airborne Effectiveness | 24 | ||||
Recoil | 80 | ||||
Rounds Per Minute | 140 | ||||
Magazine | 12 | ||||
Selected Perks | |||||
Popularity: Overall | Select 4 perks to see their popularity. | ||||
Popularity: Perks | |||||
Popularity: Trait Combo | |||||
Popularity: MW Bonus |
Perk Playground
Curated Roll
Random Rolls
TIP: Theorycrafter Recommendations
The blue/red/gold icons & glows below are Theorycrafter Recommendations. They are the perks that trusted community theorycrafters like for this weapon and can disagree with what is most popular. The colors indicate the game mode for which they prefer the perk.Learn More
Color Icon Game Mode Blue PVE Red PVP Gold PVE & PVP
Popular Trait Combos
Popular Individual Perks
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14.8%
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14.8%
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11.8%
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11.7%
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11.4%
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11.1%
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10.2%
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9.4%
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4.2%
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29.8%
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20.2%
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17.3%
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13.3%
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7.9%
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5.9%
-
5.2%
-
42.0%
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35.9%
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5.7%
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4.7%
-
4.5%
-
3.5%
-
3.3%
-
32.0%
-
15.5%
-
14.1%
-
13.3%
-
9.3%
-
7.8%
-
7.7%
-
100.0%
Masterwork Popularity
Mod Popularity
Your Rolls
TIP: Popularity Ranks
The letters F thru S below are Popularity Ranks. They measure how popular your roll is versus the most popular roll for this weapon among the global community. The most popular roll is ranked S+. The least popular is ranked F-. Popular doesn't necessarily mean "good"; unpopular doesn't necessarily mean "bad". Use what you enjoy!
Learn More
TIP: Theorycrafter Recommendations
The blue/red/gold icons & glows below are Theorycrafter Recommendations. They are the perks that trusted community theorycrafters like for this weapon and can disagree with what is most popular. The colors indicate the game mode for which they prefer the perk.Learn More
Color Icon Game Mode Blue PVE Red PVP Gold PVE & PVP
TIP: API Perk Swap
The Bungie API now allows us to swap weapon perks for you*. Click individual perks below to swap them in-game. Click "Equip Popular Perks" to pick the perks that result in the highest popularity rank (if you're not already using them).* You must be in orbit, a social space, or logged off.
Related Collectible
Lore
Midnight Coup
"The conspirators were too afraid to kill me—rightly so. I am the beloved father of the people, and the glorious mob would not suffer my death. My sentence was exile." — Former Emperor Calus
"That's awfully ruthless, no?" Lord Shaxx queried. "It's one thing to kill an enemy in combat. But executions… that's dirty business. I know from experience."
"Hmm," Saladin grumbled, turning the elaborate hand cannon over in his hands. "I felt the same way, at the time. I was content to let Calus rot away in deep space, drinking himself into oblivion."
Saladin furrowed his brow. "But after Neomuna; after going tusk-to-tusk with the Shadow Legion, I wonder if his exile was mercy… or weakness."
"Careful, Valus," Shaxx quipped, "your empress might not take kindly to that sort of talk."
Saladin passed the hand cannon back to Shaxx with an approving nod. "I doubt she feels differently. Seeing her father changed like that… had to be harder in the long run."
Shaxx holstered the cannon. "Maybe so, but that's what sets Caiatl apart. It's what set the Vanguard apart! Acting with honor, even at great cost to ourselves."
"Sometimes our honor IS the cost," Saladin rebutted. "And we'd better remember that on the other side of the portal."
I am so excited for this gun being reprised. I've tried some rolls, and let me tell you: KT + EP works, but I personally didn't get much feedback from Kinetic Tremors, may be the fact that it's on a 140 rpm hand cannon. It certainly works and has its use cases, even strong ones, but once i tried EP paired with a damage perk, I fell in love with this thing. Especially Desperate measures and OFA.
I recently felt the Fatebringer kinda fell off with more aggressive enemy scaling, Frenzy only being a 15% damage buff. Kinda felt a little powercrept in some of the latest activities, kinda felt like you were using a perkless exotic with less damage. 'Cause that's what you're looking for. You're looking to match the damage your exotic primaries have, so to use your exotic on another slot and complement your build, implementing a good chain of effects, and that one exotic you need might happen to be a special or an heavy, leaving you in the need for a reliable primary, but being also forced on a legendary one. Apart from 3.0 verbs, these things do feel a bit like pea shooters, at least in comparison to their exotic counterparts. But Midnight Coup. It shines.
Let me give you some numbers:
Exotic primaries, we all know, have a 40% buff on damage against red bars.
Hand cannons as an archetype have a 70% buff on damage against majors, or so I've read from various sources.
Being an adaptive frame, you start with decent base damage, add EP, an overall 13-15% increase in damage, and One for all, adding a whopping 35% damage, which cannot be refreshed, but has the only requirement to HIT SHOTS (no need to kill anything) on three enemies, aka use the gun, which with Explosive Payload can be procced even instantly on three enemies slightly grouped up, even by shooting at the ground beneath them, and then immediately reprocced. Also, OFA is going to enhance the damage your Explosive payloads are outputting, enabling you to even stop aiming and instead shoot at the ground to kill enemies, if that's your drift. I've tried it, you just always have it on and it really impacts things. It gives you the match on your exotic handcannon of choice, regarding damage, and even surpasses it by 10%, slap on a major spec and you've got another 7% of edge against majors (Hive knights, I'm looking at you). Strictly speaking about single target dps, this thing defies the need to swap to a fusion or shotgun to melt those beefier enemies, and you can do it at a safely distance even.
Now, you're going to think - Yeah, ok, so I basically have a perkless exotic as my primary. Nope. Enter the origin trait. On your primary, and with this ttk, you're going to really feel it. Synergizes so well with heavy ability builds, your uptime is going to thank you. Also, here's another exotic perk: you can equip any other exotic and feel free to play with your builds, without missing in the slightest your sunshots or thorns.
It's obviously going to fall off a bit into later stages of the game, but not by how much you'd think. This is really solid and serves well. I don't think it'll leave my kinetic slot for a bit.
Still have to get and try firefly OFA, which is something I'm looking forward to. Still, I think the extra damage and utility with range and stagger EP gives makes it so viable even in harder content, I tried and it felt really good.
Now as Super energy is gained by damage done: The more damage you do each shot = the more super energy you get back per shot. So the EP + OFA roll is likely going to make your entire loop feel better, but for those that find importance in the feel of their primary, Frenzy is still definitely an amazing perk to have.
As for 0 fall off for late game, I really can't praise Kinetic Tremors more. I know it's 6 shots and feels awkward but when it procs, it's very noticeable in it's effectiveness. Although there's no denying a kinetic Scout will do you better, I've played around in a GM and in Legend Onslaughts and found a ton of use cases for it. It lacks range to bring damage itself but being able to proc 100% of the KT damage regardless of where you are as long as you get the 6 shots? That's never a bad thing.
I've managed to get a Shiny with EP/Attrition Orbs + Frenzy/KT and I've found a great loop in using EP+Frenzy for low tier content and lower waves of Legend Onslaught, swapping to EP+KT for later waves when enemies are tougher and in GMs as well as Attrition Orbs + KT for pure utility.
Honestly there are so many good PvE rolls on this weapon it's hard to say anything is objectively better. So glad it came back with the perk options it did.