PvE Weapons
Destiny 2 · Monument of Triumph · The PvE Damage Check

Pass theDamage Check

The weapon system guide is the rulebook — tiers, perks, Champion frames in the abstract. This is the PvE application: the job each gun does against a health bar and a timer, the concrete good guns and god rolls by role, and the swap rotation that turns a damage perk into a burst window. The PvP weapons page is the Crucible mirror of this one. Built on the Monument baseline, Destiny 2's final content sandbox.

Monument baseline · settled sandbox
Model
Three jobsDPS · clear · support
Loadout
One of eachCover the check
Rolls
Damage perk firstThen the enabler
Burst
Swap rotationEnvious → Bait
Picks
Dated calloutsNo eternal tier list
00 · The Loadout Role Model

The three-job loadout

Forget "what's the single best gun." A PvE loadout answers three questions at once: how do I delete the boss, how do I clear the room, and how do I multiply the team? Build one DPS option + one add-clear + a debuff/utility piece and you've covered the damage check. A run that feels bad is usually a loadout missing one of the three jobs, not a bad gun.

Boss DPS Special Heavy

The damage-phase deleter. Your big, metered burst for an immune-shield window — heavy rockets/GLs and swords, plus swap-special snipers. Highest damage in the shortest window; you ration ammo for the phase.

Add-clear Primary Special

Room control and uptime. The gun that keeps the floor clear so you can do everything else — chaining exotic primaries and wave-frame GLs. Feeds your ability economy; never runs dry.

Support / debuff Special Heavy

The multiplier. Weaken, a crit cage, or Wolfpack Rounds — it raises the whole team's damage for a few seconds. Cheap to apply, huge payoff before a burst.

The flex slot Primary

What you actually hold most of the time. A comfortable primary that survives between phases — Champion frames, ammo economy, and consistency matter more than peak numbers. Reliability over ceiling.

Champion coverage is a separate axis. On the Monument baseline, anti-Champion is built into weapon frames, not an Artifact mod — so "do my guns stun the Champions present?" is a frame question answered on the weapon system page, layered on top of the three jobs here. Pick your roles first, then make sure the frames cover Barrier / Overload / Unstoppable.
Monument baseline: last gameplay patch Update 9.7.0.3 (2026-07-07). Update 9.7.0.4 (2026-07-28) shipped without notes; Update 9.7.0.5 (2026-10-07) is an anti-cheat back-end fix only. Checked 2026-10-08. The model and picks below are Monument-era recommendations, not a rotating seasonal tier list. Exact damage percentages belong in the cited source list and damage tools; only claims on Bungie's active Known Issues list are flagged inline.
01 · Archetype Jobs

What each archetype is for

The durable layer under the meta churn: each archetype has an evergreen PvE job. Tags: Primary Special Heavy.

Rocket Launchers Heavy

Job: the current burst-DPS king at range. Reserve-loading damage perks (Envious Arsenal) feed back-to-back Bait-and-Switch shots for the highest legendary ranged burst in the game right now.

Heavy Grenade Launchers Heavy

Job: rocket-class burst with splash. Wave/area frames clear; single-shot heavy GLs roll the same swap perks and rival rockets for boss damage.

Linear Fusion Rifles Heavy

Job: precision sustained DPS at range. The historical benchmark; still strong, but no longer the top burst pick in the 9.7.0 sandbox.

Swords Heavy

Job: melee-range sustained DPS with a guard. Best when you can stand on the boss; the classic Relentless Strikes + Whirlwind Blade roll refunds ammo and stacks a damage buff as you swing.

Snipers / Fusions Special

Job: the swap-special damage stick. Honed-Edge snipers and reserve-loading legendaries fill the gap between heavy bursts in a DPS rotation.

Wave-frame GLs / Glaives Special

Job: special-slot add-clear and sustain. Chain-Reaction wave GLs delete rooms; glaives add a survivable melee option.

Exotic primaries Primary

Job: never-dry room control. Explosive/chaining exotics (Sunshot, Graviton, Osteo) clear adds and feed your subclass economy without burning special.

Legendary primaries Primary

Job: the consistent flex pick. Explosive Payload + a damage perk (Incandescent, One for All) gives ranged clear and Champion frames you hold between phases.

Trace Rifles / debuff exotics Special Heavy

Job: the team multiplier. Divinity's crit cage, Tractor's Weaken, Gjallarhorn's Wolfpack Rounds — apply, then everyone bursts.

02 · Good Guns & God Rolls

The picks, by role

Concrete examples for each job — Exotics need no roll; for legendaries the god roll is the two damage-relevant columns (the rest is comfort). These are Monument-baseline callouts, not an eternal ranking: the roles above don't expire.

Boss / single-target DPS

delete the phase
Boss DPS picks and god rolls.
WeaponTypeWhy it works · god roll
Hezen Vengeance LegendaryRocket · Heavy · SolarThe burst-meta legendary rocket: Envious Arsenal auto-loads from reserves so you fire Bait-and-Switch (~30%) shots back to back.god roll · Envious Arsenal + Bait and Switch
VS Chill Inhibitor LegendaryHeavy GL · StasisRolls the same swap god-roll as the top rockets and frees your exotic slot — effectively interchangeable in a DPS rotation.god roll · Envious Arsenal + Bait and Switch
Fafnir Exotic · NewLinear Fusion · Heavy · VoidThe best new Monument exotic for a damage-and-debuff heavy: delayed-detonation Void damage plus Quantum Nova, which consumes reserves to Weaken the boss — the more reserves spent, the longer the Weaken lasts. One slot covers damage and debuff, though it leans utility rather than topping the raw-DPS charts.
Falling Guillotine LegendarySword · Heavy · VoidA default Vortex-frame sword for fights where you can stand in melee; Relentless Strikes refunds ammo on light-attack hits and Whirlwind Blade stacks a damage buff across all your sword damage.god roll · Relentless Strikes + Whirlwind Blade
Cataclysmic LegendaryLinear Fusion · Heavy · SolarThe long-standing LFR benchmark for ranged sustained damage. Still strong, but linear fusions aren't the current burst meta — bring it for range, not for the top phase number.god roll · Fourth Time the Charm + Bait and Switch
Still Hunt ExoticSniper · Special · SolarGrants a Golden Gun on the weapon for any class; on Hunters it pairs with Celestial Nighthawk for two Golden-Gun nukes a phase — the definitive Hunter boss-burst package. Known issue: a teammate's Lumina can override your Radiant when you cast your Golden Gun super, stripping its damage buff — have them hold their noble round during your Nighthawk nuke (Still Hunt's own weapon shot is unaffected).

Add-clear

own the room
Add-clear picks and god rolls.
WeaponTypeWhy it works · god roll
Zaouli's Bane LegendaryHand Cannon · Primary · SolarFrequently called the best legendary primary in the game: kills spread scorch and chain ignitions across a Solar build.god roll · Explosive Payload + Incandescent
Forbearance LegendaryWave GL · Special · ArcThe benchmark wave-frame special: Chain Reaction makes each kill cascade across the room; Ambitious Assassin overflows the tube in groups.god roll · Ambitious Assassin + Chain Reaction
Sunshot ExoticHand Cannon · Primary · SolarExplosive rounds detonate on kill and trigger Solar ignitions — premier ignition-build add-clear.
Graviton Lance ExoticPulse · Primary · VoidPost-buff and endgame-viable: kills spawn seeking Void explosions that chain whole waves in Volatile/Weaken builds.
Osteo Striga ExoticSMG · Primary · KineticPoison spreads between enemies on kill; with Necrotic Grip it clears entire rooms. A premier close-range clear primary.
Trinity Ghoul ExoticBow · Primary · ArcWith its catalyst, any Arc final blow triggers a chain-lightning shot across packs — one of the best Arc add-clear tools, and it benefits from the Monument bow buffs.

Support / debuff

multiply the team
Support and debuff picks.
WeaponTypeWhy it works
Divinity ExoticTrace · Special · ArcCreates a cage that makes all fireteam shots count as precision and applies a ~15% debuff — the standard "crit bubble" for coordinated DPS.
Tractor Cannon ExoticShotgun · Heavy · VoidApplies a ~30% Weaken to the target for the whole fireteam — the cheapest, fastest team damage amp before a burst phase.
Gjallarhorn ExoticRocket · Heavy · SolarWolfpack Rounds buff nearby Guardians' legendary rockets with tracking submunitions — a force multiplier in 3- and 6-player content.
Fafnir Exotic · NewLinear Fusion · Heavy · VoidDoubles as a debuff stick: Quantum Nova applies a strong Weaken — spend more reserves for a longer Weaken — while still dealing linear-fusion damage.
Cull's Shadow Exotic · NewFusion · Special · Kinetic (Sorrow)The last exotic added (Oblation chain). A Weapon of Sorrow with an intrinsic Unstoppable stun and a Soulfire loop — defeated corrupted enemies leave Soulfire crystals that detonate when you shoot them. Niche but strong add-pressure; hardest of the new three to earn.

Special & primary workhorses

what you hold between phases
Special and primary workhorse picks and god rolls.
WeaponTypeWhy it works · god roll
Witherhoard ExoticBreech GL · Special · KineticThe most versatile special in PvE: blight pools tick persistent damage so you fire-and-swap — chip DPS and area denial in one.
Izanagi's Burden ExoticSniper · Special · KineticHoned Edge consolidates the mag into one huge shot — the canonical swap-DPS special between heavy bursts.
Conditional Finality ExoticShotgun · Special · Stasis+SolarIts two barrels alternate — the first shot fires freezing Stasis pellets, the second igniting Solar pellets — high single-target burst into champions plus crowd control.
Defiance of Yasmin LegendarySniper · Special · KineticThe default fireteam raid sniper: Firing Line gives a ~20% precision bonus near two-plus allies — cheap, accessible champion/add damage.god roll · Lead from Gold + Firing Line
Khvostov 7G-0X ExoticAuto · Primary · KineticEvery 7th shot deals bonus damage and ricochets to nearby targets — the most comfortable sustained kinetic primary.
Doom of Chelchis LegendaryScout · Primary · VoidExcellent ranged Void primary in debuff builds — One for All grants ~35% after tagging three targets.god roll · Explosive Payload + One for All
Monument baseline · new exotics
Monument of Triumph added three exotics worth slotting: Fafnir (Void linear fusion — a damage-and-debuff heavy that Weakens as it fires), Turncoat (a hip-fire Void hand cannon whose empowered state applies weakening shots, with a Void-overshield catalyst, free on the Triumphant Rewards Pass), and Cull's Shadow (the final exotic, from the secret Oblation mission chain — see Pinnacle Ops).

Which artifact to run

match it to your element
Best Artifact 2.0 pick by build element and weapon type.
Your buildBest artifactWhy
Arc — Amplified / Jolt / Bolt ChargeNPA Repulsion Regulator · Tablet of RuinNPA drives Amplified uptime and Jolt add-clear; Tablet of Ruin adds the Bolt Charge loop for Arc DPS and ability economy.
Void — Volatile / Weaken / BreachTablet of Ruin · NPA Repulsion RegulatorTablet of Ruin drives Volatile → Weaken chains; NPA adds the Void Breach → overshield engine that shields the team.
Solar — Radiant / Ignite + Rockets & GLsQueensfoil CenserRadiant ignition chains plus a Rocket / Grenade-Launcher Armor-Charge DPS economy.
Prismatic / Sniper DPSHunter's JournalSniper's Meditation stacks sniper damage, plus Transcendence support for Prismatic burst.
Stasis — Frost Armor / shatter + GLsApothecary SatchelFrost Armor and crystal-shatter chains with Grenade-Launcher and Void Devour survivability.
Frost Armor + Scouts / SidearmsImplement of CuriosityFrost Armor sustain plus Elemental Overdrive — elemental pickups and Strand Tangles stack weapon damage on precision primaries. A Solar/Stasis/Strand hybrid, not a single-element artifact.
Swords / Kinetic weaponsEncrypted Data DiskSword guard-and-combo perks plus a Kinetic-weapon ammo economy.
Artifacts accelerate, they don't gate. Match the artifact to your subclass and weapons, not a single gun — and remember they're disabled in Competitive and Trials but free in all PvE. Full mod tables on the Artifacts hub.
03 · Roll Priorities

PvE roll priorities

A PvE roll chases a damage check, not a duel — so the order is the opposite of the PvP priority. Get the damage perk first, then whatever enables it (reserves, reload, mag), and only then comfort stats.

1

Damage perk

The whole point of the roll. Bait and Switch, One for All, Incandescent, Vorpal, Firing Line — this column is your DPS multiplier. Everything else serves it.

2

The enabler perk

What lets you actually use the damage perk. Envious Arsenal loads the stowed heavy from reserves; Fourth Time's the Charm refills its own mag as you land crits; Ambitious Assassin overflows the tube. The pairing is the god roll.

3

Reserves & magazine

How many shots the phase gets. More reserves and a bigger mag mean more damage windows before you run dry — high value on heavies.

4

Reload & handling

Tightens the rotation. Faster reload and swap speed shave dead time between shots — meaningful on a long boss, minor on a one-shot.

5

Stability / range

Consistency under fire. Keeps crits landing on a moving boss or at a distance. Comfort that protects your damage, not a multiplier itself.

The split you must internalize: a PvP god roll and a PvE god roll can be different weapons entirely. PvE chases sustained or burst damage against a health bar; PvP chases range and the first accurate shot against a person. Don't bring a duel roll to a damage phase, or a raid roll to the Crucible.
04 · The Swap Rotation

How a damage phase actually works

The reason two damage perks make a god roll is the swap rotation: most top burst comes from chaining a heavy and a special so each reloads the other "for free." Internalize the loop and any new meta weapon just slots into it.

The reserve-loading loop

  • Open with your Bait-and-Switch heavy (rocket / heavy GL), then swap off it.
  • Deal damage with both your other weapons — a primary tag and a special shot (Izanagi's, a swap sniper). That two-weapon damage is what arms Bait and Switch and triggers Envious Arsenal to refill the heavy from reserves; swapping alone does nothing, since both perks count damage, not weapon-swaps.
  • Swap back — the heavy is loaded from reserves and Bait and Switch is armed for a bonus-damage shot. Repeat until reserves run out.
  • Stack a debuff first. Tractor/Divinity/Fafnir Weaken applied before the loop multiplies every shot in it.

Practical habits

  • Pre-stack the buff and debuff before the phase opens — Radiant/Well, then Weaken — so the first shot already counts.
  • Know your reserve count; it decides how many loops the phase gets. Bricks and Heavy ammo finders extend it.
  • Coordinate the debuff in a fireteam — one Tractor/Divinity covers everyone; don't double it up.
  • Match the surge. The weekly elemental surge and your subclass buff (Radiant, Weaken) stack with the rotation.
Monument baseline
On the settled Monument sandbox the rotation is the durable skill. Specific damage-perk percentages (Bait and Switch ~30%, One for All ~35%, Firing Line ~20%) are tuning details; the loop — debuff, then reserve-loaded swap burst — is what every endgame DPS setup is built on.
05 · Farm Routing

Where to get the rolls

PvE chase weapons come from four durable sources on the Monument baseline. Route by what you want and prefer craftable patterns — a crafted god roll beats farming for a random one.

If you want…SourceHow it works / what to chase
A guaranteed god rollCraftable patternsRaid, dungeon, and Pinnacle Ops weapons with red-border/Deepsight unlock a craftable pattern — shape the exact two-perk roll instead of farming RNG. Always the best route when a weapon is craftable.
Top DPS legendariesRaids & dungeonsThe Envious/Bait swap rolls and benchmark heavies drop from endgame activities (and their crafting patterns). Run the encounter that drops your target, or buy the pattern with red borders.
Exotic primaries & missionsPinnacle Ops · Exotic missionsWhisper of the Worm, Outbreak Perfected, Choir of One and more come from Pinnacle Ops exotic missions — first clear gives a Deepsight copy to craft, repeats give catalysts/upgrades.
Ritual & world fallbackVanguard / Nightfall focusingStrike, Nightfall, and seasonal focusing cover a usable roll when you can't run endgame. Focus the damage perk you need; not the best per-run rate, but always on.
Monument baseline
Prefer crafting, and route to the live source. Every Exotic now has a catalyst, and Monument added Pantheon-style redemption for raid exotics. Craftable weapons let you skip the RNG entirely — check whether your target rolls a pattern before grinding random drops.
06 · The Picture

The loadout triangle

The whole model on one figure: three jobs, one loadout. Schematic only — no real weapon stats, just the shape of a complete PvE kit.

The PvE loadout triangle A triangle with three corner nodes representing the three PvE weapon jobs: Boss DPS at the top, Add-clear at the bottom left, and Support or debuff at the bottom right. A center node labelled "your loadout" connects to all three. Edges note that a debuff multiplies your DPS, add-clear feeds your ability economy, and the flex primary is what you hold between phases. A caption states the rule: cover all three jobs. YOUR loadout BOSS DPS rockets · heavy GLs · swords · swap-special ADD-CLEAR exotic primaries · wave GLs SUPPORT / DEBUFF Divinity · Tractor · Gjallarhorn feeds ability economy multiplies your DPS
Three jobs, one loadout: a debuff multiplies your DPS, add-clear feeds your abilities, the flex primary holds the line. Cover all three.
07 · Go Deeper

Wire it into a build

This page owns the guns and the rotation. The rulebook owns archetypes and Champion frames; buildcrafting owns the loop that keeps you firing.

Chasing a specific exotic? A dozen-plus exotic-mission weapons come from Pinnacle Ops — each a craftable Deepsight reward with a catalyst on repeat clears. The Artifacts page covers the perks that accelerate these loadouts, and Subclasses covers the element roles your weapons pair with.
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