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reviews the new Rocket Pulse rifle in Destiny 2, highlighting its outstanding performance, key perks, damage comparisons, and recommendations for optimal roles and ammo management. The weapon stands out for its versatility, high damage output, and unique features among special weapons.

Weapon Overview and Functionality

  • The Rocket Pulse is a strand rocket-assisted pulse rifle with a new frame introduced this DLC.

  • Each burst fires three explosive rockets, allowing for both single-target and AOE effectiveness.

  • Rockets can crit for ~11% more damage, but body shots are still strong.

  • Skillful players can target multiple enemies with a single burst for efficient ad clear.

Key Perks and Recommended Rolls

  • Beacon Rounds for projectile speed, tracking, and reload speed is recommended for general use.

  • Pair Beacon Rounds with One For All for a 35% damage buff that's easy to proc due to the burst mechanic.

  • Chain Reaction is great for ad clear; can pair with Beacon Rounds or Hatchling for more threadlings.

  • Recycled Energy is less effective due to limited reload-based procs.

  • For DPS, Envious Arsenal (ammo generation) or Rewind Rounds are strong choices.

  • Damage perks: Bait and Switch offers 30% for 10s; Elemental Honing at x4 (30%) or x5 (35%) lasts 20s.

  • Master of Arms (24%) is good for major/champion damage in general play.

  • Slice is a niche but effective option, especially for Warlock/Hunter synergy with certain builds.

DPS Analysis and Comparisons

  • No-perk DPS is ~800 (body) to 860 (crits); Bait and Switch raises this to 1024.

  • Outperforms top snipers and shotguns for legendary specials; only slightly below Queen Breaker.

  • Has true infinite range—DPS even slightly higher at 50 meters.

  • Combines traits of sidearms (accuracy, burst), fusion rifles (single-target burst), snipers (range), and shotguns (close-range utility).

Ammo Management Tips

  • Default reserves are 17; Backup Mag increases to 18, enhanced to 21.

  • Using Backup Mag or Enhanced Backup Mag plus Scavenger mods increases ammo per brick up to 4.

  • Special Ammo Finder and ammo generation perks on armor further improve economy.

  • Users experiencing ammo issues may be overusing it as a primary; it’s best reserved for high-health or priority targets.

Weapon Usage Recommendations

  • Best-in-slot for general play, ad clear, and DPS roles among special weapons.

  • Versatile across classes; specific synergies with Warlock and Hunter builds.

  • Optimal rolls: Beacon Rounds + One For All or Master of Arms for general use; Envious Arsenal + Elemental Honing or Bait and Switch for DPS; Chain Reaction or Slice for specialized builds.

Final Recap and Advice

  • Farm for any of the recommended rolls; most perk combinations are strong.

  • Use appropriate ammo mods and playstyle for maximized efficiency.

  • The Rocket Pulse is currently a must-have special weapon in Destiny 2.


Rocket Pulse Rifle Overview

What's up guys, today we're going over the new Rocket Pulse. Finally, this is Destiny 2's best special and it's really not even remotely close. This scene is just absolutely wild. But really, everything in the game is just the best of every special type previously in Destiny 2 all mixed together into like the perfect weapon.

This scene absolutely hits like a truck when I was playing Mythic campaign missions. It was honestly the only weapon in the game that actually felt like it was still doing damage. And in this video, we'll be going over all the rules you want on this scene and why it's so good and looking at its DPS and comparing it to other specials in the game.

so let's just go right into the weapon this one be a strand rocket assisted frame pulse rifle so a new frame this dlc kind of similar to what sidearms got recently with their rocket assisted frame and so in function kind of the same way as the sword arms where every shot is like impact and explode like a rocket and instead of just one like the sidearm this will be a burst of three like a pulse and just like the sword arm the impact of the rocket can actually crit And almost like a shotgun, it's not going to be a huge difference. It's going to be roughly 11% increase to the total damage of a shot, which is, you know, 11%. So definitely aim for the head, but it's not like a deal breaker hitting only bodies with this pulse. One of the cool things about this pulse is that it shoots like a pulse in three different missiles so you can technically have a skill gap where you can aim at different things with each individual rocket from the burst and it's pretty hard to do and as you play more and more you might get better at it and as you saw in this clip I've done Skywatch a bajillion times already and that was the only time I've actually hit three of the crystals with one burst.

Usually I can get two pretty easily so that was pretty cool. is pretty crazy but for even a clear you can technically spread all three rockets and hit multiple things which is really really cool so it kind of has built in great a we act clear just because it's a rocket and the fact that it shoots three and you can cover a bigger area but now looking at the perks on this weapon looking at both columns at the same time there's gonna be a few roles i think are definitely worth getting on this weapon almost like mandatory this scene is so good i think this is like a must-have weapon So starting off with the I think best all around just general purpose role when you're actively using the pulse rifle is on the beacon rounds for the increased projectile speed and tracking along with a reload speed and with that I would pair it with one for all with it being explosive weapon and the fact that you have the three rockets per burst that you can kind of spread this will be pretty easy to proc one for all on this weapon and get that 35% buff and that paired with the tracking and reload speed of beacon rounds And the reload duration multiplier, it's pretty good. And so if I was to recommend one roll, I think that would be it. But you could go a different route of pure Acclure on this weapon. I think it leans more to traditional special than Acclure special.

But you could go with Chain Reaction in the right, making it even better for that group Acclure. and in the left you could once again pair with beacon rounds or go full out with hatchling for both threadlings and the explosion of chain reaction another thing you could pair with chain reaction is recycled energy this perk does work now but i do think this is more of a primary perk because it's only on reload not every kill if it was something like demo where it was gonna be on every kill that'd be a lot better because if you think about it you're gonna shoot one burst probably kill everything and reload and recycled energies only unproc that one time on that one reload so it's not really scale with the potential of the great group actor of this weapon so probably i would just stay away from that perk still on this weapon and finally we have two different perks for dps which this thing as you'll see is a legit dps option first we have envious arsenal to avoid reloading by just doing damage with our weapons and apparently this perk is supposed to have plus 20 ammo generation so this could be just good for general play kind of like beacon rounds just for that passive increase to the ability to create ammo with this weapon and the last one for tps could be rewind rounds and this paired with something like elemental honing in the right could be really good because i'm going to honing last for 20 seconds and with rewind you'll be able to shoot off like i think 10 or 11 or something like that and and we take advantage of that full buff. And so talking about the damage perks in the right that you would want to pair with EnVyUs or Rewind, first you have bait and switch, the classic 30% for 10 seconds. And that's just gonna be like the easiest perk to use for damage, but you could go with elemental honing. With this being an elemental weapon, it's not a big increase over bait and switch.

At x4, it's gonna be 30% and at x5, 35%, so a little bit higher. And with this being a strand top slot weapon, you can get x4 pretty easily with any setup and x5 on prismatic, so definitely a pretty good option. With it being 20 seconds double the length of bait and switch, that might be a good option.

that might be the way to go but really it's just whichever perk you get i think they're gonna be pretty similar for most things And finally, I recommended one for all on this weapon. You could go with Master of Arms if you're just pulling this thing out for like pulling majors, mini bosses, champions, things like that. And not actively using it, Master of Arms would be the better general play damage perk. I wish I had the new one in Binary Orbit.

It's also 24% and lasts a lot longer. With this being a string weapon in top slot, obviously that'd be really, really easy to proc. But Master of Arms is pretty good and might be the way to go for... Just using the scene like a traditional special. And finally the last right column perk.

I think I've mentioned all of the right column messages. How stacked the scene is. Is going to be Slice. I think Slice is actually a cool option. On Hunter or Warlock right now.

With Starfire Beam meta. And the whole combination blow. grapple build both of which use your class ability quite often and constant proccing slice and being able to sever targets could be pretty good so overall i think i mentioned like every perk on the weapon in some combination really just farm this pulse really whatever you get is probably pretty good i think the one perk i didn't mention was that's for all and that's still not even remotely bad i mean that's just passive for all of your stats using this weapon that you'll constantly have procced you really can't go wrong with this weapon And now looking at DPS on this weapon, why am I so excited about this thing? It just hits like a truck. So just looking at the DPS of no perks, just body shots, it's almost 800. And if we go for all crates, it will go a little bit higher.

So it's definitely worth aiming for crates, but it's not going to be like a huge, huge jump up. Taking the DPS now over the 1 mag to 860. Which is pretty good. But now we throw in a damage perk. The only one I have is Bait and Switch.

I need to go back into Pentacles. I've been farming a lot of solo ops. And DPS of 1 mag with Bait and Switch goes up to 1024. As we showed off in previous videos, that's already higher than the best sniper DPS in the game. And just slightly below Queen Breaker.

Which is absolutely wild from a special weapon that... doesn't seem to be about dps and compare that to a few different specials for dps looking at a mental honing fusion rifle times five this really isn't even close and it's gonna be just over 700 776 so it's not bad but i mean it's like 300 off right and looking at a slug shotgun with warpool once again really not even close at 700 and finally looking at a rocket sidearm Not even in the conversation at roughly 400 DPS. And you want to know the cool thing about the Rocket Pulse that none of these other ones can do? It also has infinite range. Like, true, true infinite range.

And as you see, the DPS was actually higher at 50 meters at 1034. So, yeah, it's just absolutely insane. Like if you could craft the perfect special, I don't think you could do a better job than this thing. It has the accurate potential of a rocket sidearm.

It has a single burst damage of a fusion. It has the range of a sniper. It has the ability to be used in close range like a shotgun. All this just in one weapon in one package.

With a really good, truly great perk pool. And the one thing I do hear about this weapon is the ammo economy isn't great. And I would just completely disagree.

I'm going to give you a few tips to make it better. I think if you're having issues with the ammo economy of this weapon. I think you're using it too much like a primary. This weapon definitely fits the role of traditional special.

We're going to be pulling out for high health targets, mini bosses, champions, even boss fights. Compared to something like the rocket start arm where that's going to be mostly for... Actually, right and that's where I think a lot of people that are having issues with the ammo are going wrong They see it that it's a rocket system frame think of the sidearm and think it's used for red bars And that's just not how this weapon is supposed to be used.

And if we look at the ammo on this weapon normally it holds 17 reserves and That's not great, right? But if you put on a backup mag actually goes up one higher to 18 and And then once you get a tier 4 version of this weapon where you can use enhanced mods, you can actually throw on enhanced backup mag. And this will make it hold a lot more ammo.

So it's definitely worth getting tier 4 drops of this weapon because now it will hold 21 ammo. Not only does backup increase the ammo this weapon can hold, it also increases the ammo from each special brick. So normally you only get two and then with backup mag it goes up to three and with enhanced backup mag it stays at three so no difference there. But you can throw on a scavenger and with artifacts scavengers only cost one energy so they're pretty cheap to use.

With that with backup or enhanced backup it'll go up to four per brick. Then if you really want to you can spec into the weapon stat and that will make it so you can get more ammo per brick on lucky drops. But overall what I like to run is a special ammo finder, then an ammo generation perk on my chest.

Whatever primary you're using I use sunshot a lot so solar and that plus a scavenger. I mean you're going to be getting ammo bricks every like 5-6 kills with your primary and every brick gives 4. If you're using this setup and you're still having problems with ammo, I think you're just using the weapon incorrectly because there's just no way. I mean, every like five or six kills, I'm getting a special brick with four ammo, right?

Even if I was using the pulse as a primary weapon, I'm going to be getting five plus kills in four shots of the weapon and getting those four shots back from the ammo brick if I use, you know, string in ammo generation so with that set up and using the weapon more like it's intended to be used i don't think you're gonna have really any issues with the ammo on this weapon But overall, for whatever reason, if you haven't used this pulse yet, definitely do it. It's by far the best special in the game. Best for general play, arguably the best for Ackler.

Definitely the most versatile, and at the same time, it seems to be the DPS king for legendary specials easily in the game currently. And when you take this scene into the portal or harder difficulties of Kepler, it just still truly chunks. And is just glued to my characters right now.

Definitely glued to my Warlock on. And I like to use Monte Carlo just for the melee regen. And for Hunter, I use Navigator. But honestly, I've been finding that I don't need Navigator for most content in the game.

So I've been rocking this instead. And it's just completely stuck to my characters. It is not coming off.

Anyways, one final recap of the roles I want on it. First, I want Beacon Rounds plus 1 for all or Massive Arms. I think both are pretty good just for general play.

And the second role for DPS would be Envious Arsenal plus Unwanted Honing or Bane Switch. Whichever you get, both are pretty good. And the final one I want to keep along the way is Hashling and Left. Then with Chain Reaction for pure Accelerator or Slice for...

for severing targets while playing warlock or even hunter and that last role isn't mandatory i think this would be really cool for certain builds and worth keeping if you get it anyways i think that's be it for the video let me know what role you want down below like usual thanks for watching catch you guys next time

The Rocket Pulse is Destiny 2's BEST Special (It's Not Even Close)

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Rocket Pulse 2:03

Perks/Rolls 6:28

DPS Test 8:40

Ammo Tips 11:16

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