Destiny 2: Shadowkeep - Ranking Every Exotic Weapon #61 - #41

Ranking Every Exotic Weapon in Destiny 2

#61 - #41

Between the launch of Shadowkeep, the newest expansion, and going to free-to-play, Destiny 2 has seen a vast increase in its player count. New players intrigued by the radical changes at Bungie and old, disenchanted guardians alike are logging in to check out the current PvP and PvE sandboxes. And whether they're engaging with the insidious forces of darkness or duking it out in the Crucible, some of the best tools of destruction to utilize are the exotic weapons. With the ever evolving meta and a vast collection of exotic specific quests, it can be tough to decide which weapons are worth pursuing and which ones are better off vaulted. 

With that in mind I've put together a complete list of all sixty-one exotic weapons in the game and ranked them based on a variety of criteria. The categories within which I ranked each weapon are as follows: Player vs. Environment, Player vs. Player, Gambit, Power Fantasy, Endgame, and Fun Factor. Each individual ranking is out of ten points and each score will accompany the weapon descriptions below along with a brief summary of my thoughts. While most of these are self-explanatory, the 'Power Fantasy' category judges how well a weapon performs its intended action. For example, if a gun is supposed shoot grenades that crawl on walls and seek out enemies, does it do that well or not? Furthermore, this category will rank if an exotic's unique ability is interesting or not. Finally, the 'Endgame' category simply determines how useful the weapon is in either endgame PvE or PvP activities such as raids or competitive crucible. 

Now, without further adieu, thank you for reading and please enjoy the ranking!

Want to check out the full list? Click the links below!

*** #40 - 21 *** #20 - 1 ****


61. Borealis

PvE - 3.0 * PvP - 1.0 * Gambit - 1.0 * Power Fantasy - 2.0 * Endgame - 1.0 * Fun Factor - 1.0

Total - 9.0/60.0


While some of the other year-one exotics at the bottom of this list simply became outclassed when the inventory system changed in the Forsaken expansion, Borealis was always just bad. As the original PS4 exclusive, Bungie probably didn't want to give a good exotic to only one console but they needed to appease Sony and Activision so here we are. The unique ability to change elements practically never matters especially with a coordinated team and the base stats are flatly worse than several other legendary snipers. The sole exception to this rule is when the 'Match Game' modifier is active on a Nightfall strike but, even then, don't bring this unless you have no other option. In Crucible, it's slow and clunky and the exotic ability is literally worthless. Borealis does nothing in any game mode that would ever make it worth your exotic slot. Bore me at least instead of actively hurting my fireteam. Now that this gun is available to everyone, if any gun needs a complete overhaul, it's this one. 

60. The Queenbreaker

PvE - 1.0 * PvP - 1.5 * Gambit - 3.0 * Power Fantasy - 1.0 * Endgame - 1.0 * Fun Factor - 2.0

Total - 9.5/60.0


The Queenbreaker suffers from the fact that it's a linear fusion rifle, the single-most underused archetype in the entire game. With a single, exotic exception that will be discussed later, linear fusion rifles don't do enough damage to justify a heavy weapon slot, they can't clear minor enemies effectively, and they feel clunky and awkward to use. The exotic perk on The Queenbreaker does little to remedy this with two firing modes that feel equally bad and a blinding effect on enemies. Do you know what's better than blinding a single enemy with a heavy weapon? Killing them. Seriously, death is the best status effect that you can afflict an enemy with and this simply doesn't get there. And while headshotting guardians in Gambit can be fun with this weapon, it's nothing that a decent, legendary sniper can't do. If you plan on breaking some queens, or kings for that matter, then do yourself a favor and don't bring this along. 

59. Skyburner's Oath

PvE - 3.5 * PvP - 1.0 * Gambit - 2.0 * Power Fantasy - 2.5 * Endgame - 1.0 * Fun Factor - 1.0

Total - 11.0/60.0


On my oath as a writer, I'm dissappointed to say that Skyburner's Oath is still quite bad. The exotic perks here are that it has two firing modes: while you're aiming down sights, you'll fire slower, harder hitting rounds but while your shooting from the hip, the gun lobs slow-moving slugs that deal extra damage to Cabal and penetrate Phalanx shields. The first firing mode feels like any other 150 RPM scout rifle except with abysmal sights that actively impede you from hitting anything. The second and more interesting mode is simply irritating to use against any enemy type aside from Cabal since the rounds take their sweet time through the air making precision hits a thing of the past for you. With that being said, using it against Cabal can yield some quick kills since Skyburner's Oath not only does more damage to them but you can consistently hit them as they are also the slowest units in the game. In PvP, this thing is a joke and only worth it if you're playing for the memes. 

58. Sturm

PvE - 2.0 * PvP - 2.0 * Gambit - 1.0 * Power Fantasy - 3.0 * Endgame - 1.0 * Fun Factor - 3.0

Total - 12.0/60.0


Unlike the Borealis, the Sturm is a true casualty of the weapon slot rework that came with Forsaken. In order to use Sturm's exotic perk, you must have the Drang sidearm equipped alongside it. Every kill that you get with Drang loads an 'Overcharge Round' into your Sturm which deals significantly more damage. While this concept was kind of neat in year one Destiny 2, now that shotguns, snipers and fusion rifles are available, it doesn't stand up in the current meta. Bungie buffed the damage and amount of these overcharged rounds but not nearly enough to make it relevant. With that being said, there is some fun to be had running around with this combo as long as you don't plan on doing very well in any activity. This is one sturm not worth weathering. 

57. Rat King

PvE - 3.0 * PvP - 1.0 * Gambit - 1.0 * Power Fantasy - 3.5 * Endgame - 1.0 * Fun Factor - 4.0

Total - 13.5/60.0


Rat King has probably the silliest gimmick in the game to play around with but that doesn't mean that it's actually good. Standing near another guardian who is also wielding the Rat King will buff its damage and reloading after getting a kill grants invisibility for a short time. On the negative side, its a sidearm which, as an archetype, simply don't have a serious place in the meta currently. Submachine guns are basically better at everything, from PvE to PvP. However, getting a squad together to run through some strikes with Rat King can be quite fun, changing the play pattern considerably as you all try to huddle together for the most damage. The catalyst for this weapon is terrific as well, healing you every time you go invisible which makes it far more usable if you're going solo. But for anything serious or for PvP, leave this one at home. Were you a monarch, I would say don't bother with this rat, king.

56. Hard Light

PvE - 4.0 * PvP - 2.0 * Gambit - 1.0 * Power Fantasy - 3.0 * Endgame - 1.0 * Fun Factor - 3.0

Total - 14.0/60.0


When deciding to equip this exotic auto-rifle, try not to find yourself between a rock and a Hard Light. Because the rock might just be better. Very occasionally, switching between elements on a primary weapon can be useful, especially against the Match Game modifier, but outside of that specific scenario, it's unlikely that you can justify an exotic slot with this mediocre weapon. The fact that you can ricochet rounds sounds useful until you try it and find that it is extremely difficult to control where they go. It's good for a laugh if you're trying to mess around in Crucible but the severe recoil, even with the catalyst, makes it a short-lived bit of fun. While a superior option for Match Game than Borealis, that's saying little if anything at all. 

55. Worldline Zero

PvE - 3.5 * PvP - 1.0 * Gambit - 3.0 * Power Fantasy - 3.0 * Endgame - 1.0 * Fun Factor - 3.0

Total - 14.0/60.0


While previously useless, swords have developed a fairly niche part in the meta with the recent increase in their ammo reserves. Clearing an entire strike of minor enemies can be achieved with a sword even if you put yourself in considerable danger to do so. Regardless, if there were a thousand lines in the world, line zero is where I would put this in terms of usefulness. The exotic perk on Worldline Zero requires that you are sprinting into a group of enemies where you can decimate them with spinning AoE attack. It uses a fair amount of ammo but does kill anything in your path that's not an ultra. Regardless, you need to get close enough while sprinting to pull it off, it doesn't do enough damage to warrant this danger, and most ultras will stomp you away before you can sustain any attacks. All together this makes it not worth either the exotic or the heavy slot. On the off chance that you're a speed-runner, the other very odd benefit from this is that you get instant momentum from pulling it off which can be utilized to traverse great distances very quickly. So there's that, I guess. 

54. Fighting Lion

PvE - 4.0 * PvP - 3.0 * Gambit - 1.0 * Power Fantasy - 3.0 * Endgame - 1.0 * Fun Factor - 4.0

Total - 16.0/60.0


After recently finishing the catalyst for this weapon which required 1000 kills with it, I'm fighting lying thoughts that tell me I actually had fun doing it. Since the Fighting Lion uses primary ammo, you'll always have rounds for it at the cost of doing considerably less damage than other single-shot grenade launchers. But there is a satisfying learning curve here that I enjoyed getting the hang of. Holding my shots and then detonating them close to enemies became second nature and it actually became a quick way to dispatch groups of red bar combatants. Regardless, the actual perk on this weapons is next to useless, requiring direct hits to generate primary ammo and in any dangerous PvE activity, this exotic is clearly not worth it. In the Crucible, you can damage multiple guardians at once, but even a direct hit won't kill in one shot... unless you're playing the new Momentum Control mode where this grenade launcher is a monster. 

53. Merciless

PvE - 4.0 * PvP - 1.5 * Gambit - 3.0 * Power Fantasy - 4.0 * Endgame - 2.0 * Fun Factor - 3.0

Total - 17.5/60.0


In Merciless' gloried past, it was the go-to weapon to kill the final boss of the Leviathan raid. However, after a range of patches, updates, and expansions over the past two years, Merciless has fell by the wayside as another relic of a time long passed. In fairness, this fusion rifle gets the job done in most PvE content and can even provide a respectable amount of DPS to bosses with its unique perk. After landing a full burst on an enemy, if they didn't die, your next shot will fire faster. This effect stacks until you reload allowing you to empty your mag into a single target much more quickly than usual. It adds up to some quick damage but is only really useful on bosses or heavy ultras. Even then, a solid sniper would put out the same damage just as quickly. Nonetheless, if you're a fan of fusions then this will serve you fairly well provided you don't offer any mercy to your opponents. In PvP, heavy fusions such as Merciless are in fashion but many of the legendary variants such as Erentil and Wizened Rebuke have far superior range which is a necessity to combat the rampant shotguns. 

52. Two-Tailed Fox

PvE - 3.5 * PvP - 2.0 * Gambit - 2.0 * Power Fantasy - 4.0 * Endgame - 1.0 * Fun Factor - 6.5

Total - 19.0/60.0


Launching two rockets at the same time? That sounds awesome! Undeniably, it is thoroughly enjoyable to hear the *THUNK, THUNK, PHEEW, PHEEW* and watch two spiraling missiles detonate your target. Unfortunately, the effectiveness of this weapon leaves a lot to be desired. In Destiny 2, tailed foxes, along with most rocket launchers, can't measure up to the damage that grenade launchers can put out right now, especially with their limited magazines. While this rocket does inflict heavy damage if both rockets hit, it comes with a maximum ammo reserve of five which makes the total damage you can deal fairly low, especially when considering the slow reload speed. In PvP, despite the innate tracking, this rocket takes way too long to actually hit your target since both rockets have to deploy before igniting and actually traveling forward. This can also prove to be severely irritating if someone leaps in front of you while the rocket begins its trajectory. Overall, a very fun if underwhelming exotic. 

51. Prometheus Lens

PvE - 5.0 * PvP - 3.5 * Gambit - 3.0 * Power Fantasy - 4.0 * Endgame - 1.0 * Fun Factor - 3.0

Total - 19.5/60.0


 As the worst of the trace rifles, Prometheus Lens sits in a weird spot where it's not really worth picking it over any of the other choices. The exotic effect here is that you create an aura around wherever you're shooting that gradually grows the longer you fire and immolates any enemies that wander into it. The problem that arises is two-fold. First of all, the likelihood that you're going to be aiming at the same target without it dying and while more enemies are around it is very low. Secondly, you'll be spending all of your secondary ammo doing decent damage but not as much as Coldheart in the hopes that other minor enemies wander into your field of destruction. In PvP, this outshines Divinity but isn't nearly as good as a Wavesplitter. While not a bad weapon, it doesn't compete well within its own archetype. If Bungie offers new Promethean fire to this weapon, then I may see it through a new lens, but until then, I'm not sold on this mix tape.  

50. D.A.R.C.I.

PvE - 6.0 * PvP - 1.0 * Gambit - 4.0 * Power Fantasy - 3.0 * Endgame - 4.0 * Fun Factor - 2.0

Total - 20.0/60.0


Before the auto-loading mechanics were recently nerfed, D.A.R.C.I. was a contender for one of the most potent DPS machines in the game. Pumping out its massive reserve of ammo into an enemy weak point offered an impressive burst of damage. However, now that you have to reload, the effect is greatly diminished and is rarely worth the exotic heavy slot. Occasionally, you'll find a good situation for it (I still use it on the final boss in Scourge of the Past), but beyond that, it's rarely worth it. Furthermore, the fact that Izanagi's Burden is the best, pound for pound, DPS in the game and is a secondary sniper really hampers the utility of a heavy sniper. In PvP, this is awful, don't use it. For now, the D.A.R.C.I. leaves me unimpressed and my good opinion once lost, is lost forever (If you get that reference, kudos). 

49. Arbalest

PvE - 4.0 * PvP - 3.5 * Gambit - 5.5 * Power Fantasy - 3.0 * Endgame - 1.0 * Fun Factor - 4.0

Total - 21.0/60.0


 The Arbalest offers the first look at a recent trend that Bungie seems to be moving forward with which is switching a class of a certain archetype for a specific weapon and then tacking on a minor ability in order to call it exotic. For example, this is a secondary linear fusion rifle, the only one in the game, with the minor secondary ability of shield piercing. With a shorter charge time and less damage, the Arbalest can be useful in punching through majors' shields in PvE but with such a specific intended use and limited DPS it's hard to recommend. However, the exception to that rule is Gambit where it does enough damage to majors to not be embarrassing, it shreds the envoys' shields, and it's a great weapon to fend off invaders as one shot to the head will kill them. A skilled player may experience great success with this in Gambit defending your teammates' lives and motes. In basketball terms, I'll use this weapon to keep our ball lest they try and steal it.

48. Cerberus +1

PvE - 4.0 * PvP - 4.5 * Gambit - 4.0 * Power Fantasy - 3.5 * Endgame - 1.0 * Fun Factor - 4.5

Total - 21.5/60.0


As the first exotic weapon I got in the Forsaken expansion, the Cerberus +1 holds a special place in my heart and I still use it to this day. Unfortunately, that doesn't mean that the weapon is top tier even if it holds its own in most respects. In PvE, it does a considerably better job than most auto rifles at cleaning up minor enemies but doesn't outshine the best submachine guns or hand cannons. In PvP, at medium to close range, it can usually outgun most legendary primaries but at longer ranges, it gets beaten by pulse and scout rifles. Running Cerberus plus one sniper can be an effective combination as long as you choose your battles wisely. Something is just satisfying about chunking several bullets at the same time at enemies even if it's not always the most optimal way to play. 

47. Suros Regime

PvE - 4.0 * PvP - 6.0 * Gambit - 4.5 * Power Fantasy - 3.0 * Endgame - 1.0 * Fun Factor - 4.0

Total - 22.5/60.0


As one of the most efficient auto-rifles in the Crucible, the Suros Regime has remained moderately relevant during it's life cycle. While the overall archtype of auto-rifles is suffering in both PvE and PvP, Suros manages to buck the trend in several ways. First of all, the spinning up firing mode dishes out a quick surge of damage, melting unprepared Crucible opponents. Additionally, getting a burst of health randomly in PvE is useful, particularly in Gambit where enemies hurt a lot more. But the innate randomness of this trigger is disappointing even with the catalyst since you either bet your life on a random chance or you can just back off, which is usually the wisest course of action. Suros remains relevant in PvP and when the current regime of pulse rifles changes, then Suros may have another chance to shine. 

46. The Prospector

PvE - 7.5 * PvP - 1.0 * Gambit - 5.0 * Power Fantasy - 2.0 * Endgame - 5.0 * Fun Factor - 3.0

Total - 23.5/60.0


Despite a lackluster exotic perk, The Prospector retains usefulness due to it's innate grenade perks, magazine size, and a terrific catalyst. If you're looking for big boss damage in strikes or even in raids, then this will certainly fit the bill. The perk itself allows you to hold down the trigger, fire multiple grenades, and then detonate all of them at once when you release the trigger. This comes in play literally never so don't even bother. With regard to the Crucible, while the prospect of launching a bunch of grenades and waiting for someone to walk over them is enticing, the first time you pull it off won't be worth the losses you suffered to get there. Despite not being the most exciting exotic in the game, it serves an important purpose and can definitely put up respectable damage numbers. 

45. Vigilance Wing

PvE - 3.0 * PvP - 7.5 * Gambit - 3.5 * Power Fantasy - 2.5 * Endgame - 4.0 * Fun Factor - 4.0

Total - 24.5/60.0


Vigilance Wing remains a fine choice in the Crucible but a below average one everywhere else. The steadiness and consistency, especially with the catalyst which gives full-auto trigger, allows you to burst down enemy guardians from across the map. The exotic perk that grants health regen if a nearby teammate dies rarely procs since you have not only be near someone who dies but also low on health. The other exotic perk seems designed for competitive play and grants increased handling if you're the last living member of a fireteam, a bonus that I can't remember ever getting or feeling if I had it. In PvE, this isn't worth an exotic slot as it behaves like any other pulse rifle. I'm giving a little edge to it in Gambit here because you commonly have teammates in your wings and they may die despite their vigilance. Again a lackluster perk is overridden by the fact that the weapon feels consistent to shoot.

44. Trinity Ghoul

PvE - 6.0 * PvP - 2.0 * Gambit - 5.0 * Power Fantasy - 5.0 * Endgame - 1.0 * Fun Factor - 6.0

Total - 25.0/60.0


Getting a precision kill with Trinity Ghoul and subsequently electrocuting mobs of enemies is not only enjoyable to watch but quite effective at wiping out large groups with relative ease. If you need an exotic to exclusively clear minor baddies, then Trinity Ghoul is the bow for you. Firing from the hip fires a trinity of arrows in a spread formation at the nearest ghouls which can helps spread your electricity. However, it begins to falter against fatter enemies, merely chipping in damage especially if you can't find a random enemy to headshot. Furthermore, in PvP and even Gambit, the bow has deceptively bad range and you must ADS in order to do any significant damage. Still, frying a bunch of Acolytes and Thrall is fun as all get out and worth a slot every once and a while.

43. Black Talon

PvE - 3.0 * PvP - 5.0 * Gambit - 4.5 * Power Fantasy - 6.0 * Endgame - 1.0 * Fun Factor - 6.0

Total - 25.5/60.0


Throwing waves of abyssal energy with a sword is awesome. Practical? Usually not but that doesn't change the fact that flying into the air and whipping a slice of one-shot energy at an enemy guardian in Crucible is terrific. Each brick of heavy grants six slices of the normal sword attack and two ranged slices, which allows you to mix and match with whatever the moment calls for. Unfortunately, in PvE, the typical sword heavy attack is probably the better course of action as it resets the animation faster allowing for more damage but in Gambit, it can be surprisingly effective since you sometimes have to fend off an invader. This is a fun weapon to play around with in any mode even if it really doesn't optimize your loadout in any way. So practice the black arts and sink your talons into this exotic. 

42. The Colony

PvE - 2.0 * PvP - 8.0 * Gambit - 4.0 * Power Fantasy - 6.0 * Endgame - 3.0 * Fun Factor - 3.0

Total - 26.0/60.0


Spawning a bunch of grenades that chase your enemies down probably worked better on paper rather than in practice but here we are. Undoubtedly, the first few times you use this bad boy, you get that giddy sensation watching your little bomb bots chase down the nearest enemy and end them but once the novelty wears off, this grenade launcher becomes less charming in PvE and downright annoying in PvP. There's no doubt about its effectiveness in the Crucible as it practically guarantees at least one kill and it remains a staple in all game modes. However, using it yourself gives you the bizarre sensation of both success and slime since you know that it didn't take any skill to get that kill. In PvE, the grenades only become colonists if you don't get a direct hit with them and the overall damage is weak so it's simply not useful. In Gambit, you can just pepper an opponents side with the bomb bots but there's no guarantee they'll do anything as most people are fairly capable of dodging them at this point in the meta. Regardless, a solid heavy for any Crucible activity and it does exactly what it tells you it will. 

41. Polaris Lance

PvE - 6.5 * PvP - 3.0 * Gambit - 7.5 * Power Fantasy - 4.0 * Endgame - 1.0 * Fun Factor - 4.5

Total - 26.5/60.0



Probably one of the best scout rifles in the game for average PvE activities, Polaris Lance delivers explosions, auto-loading, and ridiculous range in a single package. Despite less than optimal sights, chaining headshots is fluid and feels good, returning ammo directly to your magazine and giving you a spectacular explosion every four precision hits. In PvP its a decent choice but not as a good as the other exotic scout rifle of the same archetype which we will discuss further at a later time. In Gambit, however, the spear of the stars shines brightly as it engages at any range with invaders and still offers plenty of damage to the waves of enemies. Overall, this is the first weapon on the list so far that I would actively recommend to seek out.


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