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THE SWARM

Stats

Lore

The Cosmodrome quakes under a killing wind: fire sent roaring from entrenched Cabal gunlines across the Mothyards. A Cabal advance threatens to encircle a defensive line held by crimson frames and one lone Light.

Shaw Han dips his head beneath a swivel of Machine Gun rounds and dives for the trench line. He slams his back against an earthen wall next to a few shot-to-pieces Redjacks. His eyes focus on the gaping bullet holes perforating their thin plating as he runs a shaky hand over his own chest. At least they were just frames. He had bled out from open wounds before and was in no rush to relive the experience. Shaw peers down to the end of his trench where a detachment of Gladiators crash through their flanks. "Just a little farther…"

A Solar explosion vaporizes the leading Gladiator and scatters their charge. A surviving Cabal recoils from the explosion in confusion. He stumbles backward into another of Shaw's trip mines and obliterates the rest of his comrades in a chain of explosions. Shaw exhales the tension in his chest and makes a mental note of the frames lost in the blast. He could take a verbal lashing from Shaxx if it meant no more blood on his hands.

He glances back to the flank. Through the settling dust of a crisis averted, Shaw sees faint silhouettes of a second Cabal charge incoming.

"Damn it!" Commander Zavala had tasked him with holding this sector. Had called him by name directly, imbued Shaw with his trust. He couldn't go back having lost a fertile ground for new Lights. Old Russia was his to protect, and no Cabal conqueror would claim it while he still drew breath.

Slugs slap hard into the earthen trench wall at his back, sending reverberations through his ribs. He shifts to plot a safe path to defend the flank. Shaw readies to move as a heavy metal boot slams out of transmat in front of him, followed by a solid Light barricade erected to deflect the incoming metallurgic hail.

"Get up, Han. That ditch isn't going to save you." Machine Gun fire thunders off the barricade as Lord Saladin grabs him and raises Shaw to his feet. "That's for your Light to do."

"Saladin?" Shaw closes his mouth and tries again. "Lord Saladin."

"Zavala forwarded your support request." Saladin ignores Shaw's surprised expression and eyes the Cabal fortifications. "You're with me now."

"Sir." Shaw nods with a steady confidence. "What's the plan?"

Saladin peers through the cracking barricade, slugs crashing finger-lengths from his face. "Holliday is en route to deploy our heavy ordnance, but she needs their attention off the skies." Saladin looks at him for the first time and smiles. "Take out their flak guns, and give them no choice but to focus those Machine Gun nests on us."

"Oh…" Shaw wasn't sure if he'd call this a plan—maybe a Titan plan.

"You're fast on your feet, son. You'll be fine." Saladin motions the advance; "JACKS, SUPPRESSING FIRE!"

Lord Saladin strides into the no-man's-land surrounded by advancing Redjacks and a billowing aura of searing refraction. He hurls a fusion grenade across the expanse without breaking pace and demolishes one of the dozens of machinegun nests outright. Shaw moves behind him. Flame licks down the Ahamkara spine lashed to his arm until it meets the hammer of his weapon and ignites his Golden Gun. He singles out several enemy flak cannons and skewers them with Solar points, incinerating nearby Cabal.

Hot barrels realign on the Guardians as a magnificent flare emblazons Lord Saladin's armor in Solar Light. From his palms erupts a mighty maul that clinks into his gauntlets. Heavy slugs clang as they shrug off his immolated plate. He does not flinch or falter. Saladin charges the line, heat intensifying and melting slugs into slag droplets that ping and sizzle against him. He slams his maul into the dirt, driving a sweeping inferno toward the Cabal gunline. It hits like a bursting artillery shell, catching oil alight and spreading hot panic through the Cabal ranks.

Shaw dodges around incoming fire and reloads his weapon. He snaps off two more golden rays into the remaining enemy flak cannons. Frames push forward alongside them, absorbing slugs for the Guardians and keeping pressure on the gunline. Shaw spots several Gladiator detachments redirecting to confront them. He pushes the bulk of his Light into his weapon, spreads its influence to reach the nearby Redjacks, and reignites his gun before touching the barrel to the ground and firing. The ground bubbles with hot magmatic Light; a warmth envelops the Redjacks as Solar flame imbues and empowers their rifles with golden power. Shaw directs the firestorm of golden Redjack rifles to incinerate every last charging foe.

Saladin bears down on the Cabal, almost in their ranks now. He is a wildfire of Light and death. Legionaries flee their nests rather than challenge him. Frantic Cabal radio transmissions crackle across the battleground. All remaining guns turn to stop the Iron Lord's advance, but only succeed in slowing it. Saladin's voice bellows above the gunline.

"Now, Siegfried!" A Vanguard vulture-class battle carrier shrieks through the sky above, just long enough for a lone Guardian to drop from the clouds, a meteor wreathed in lightning, bringing down havoc from the skies.

The Swarm is tied specifically to the Nightfall playlist. Every week, one of three weapons will be available for players to grind. Additionally, the difficulty you play the Nightfall on will determine the firearm’s drop rate. For example, you will have a much, much harder time grinding for The Swarm at 1230 Power than the 1300 or 1330 Power Nightfalls. Also, while both Legend and Master state the Nightfall weapon is Common, it still drops far more frequently at 1330. If you have a chance, I strongly suggest only grinding the Legend and Master versions of this Nightfall, as this will give you a more consistent offering of The Swarm.

The Swarm God Rolls

The Swarm PVE God Roll

  • Fluted Barrel
  • Tactical Mag
  • Surplus
  • One For All or Dragonfly

Before we get into it, I want to make it clear that the roll we are listing is not for damaging bosses. Machine guns are not in a great spot for single target damage, as there are far more consistent options available to players.  If you do insist on using it for bosses then you’ll want Vorpal Weapon in the final column. Instead, we will be focusing on a build that can deal with most non-boss mobs, along with some Champions depending on the difficulty. This is a weapon you use to swiftly clear a room, not just stand there and little a health bar down to zero.

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With that in mind, our first two perks are Fluted Barrel and Tactical Mag. The former will give us a boost to stability and handling, allowing for great control over this machine gun’s kick. Range is rarely an issue with this weapon, so you shouldn’t need Hammer-Forged Rifling for PVE. Tactical Mag is also the ideal magazine perk since it increases our ammo and gives us a small boost to reload speed. There’s no Auto-Loading Holster perk available, so we will want to minimize our time spent changing magazines.

To help with this, we will also be rocking Surplus which is a terrific, versatile perk that works with most builds and subclasses. While you won’t always get the maximum benefit, it can still really help you out in a tricky situation. As for our final perk, it comes down to what you want. If you’re looking for raw damage then One For All is your best option. However, I actually like Dragonfly for this gun. The slow-firing design makes it much easier to headshot enemies, allowing you to maximize damage with minimal ammo spent. Plus, blowing up enemies is just so damn satisfying.

The Swarm PVP God Roll

  • Hammer-Forged Rifling or Corkscrew Rifling
  • Accurized Rounds
  • Dynamic Sway Reduction
  • Tap the Trigger

Like most machine guns, we will solely be focusing on increasing The Swarm’s stability and range for PVP. Since you’ll only have a few bullets in the magazine, it’s critical you make the most of them. To that end, Accurized Rounds and Hammer-Forged Rifling will give us a much-needed boost to range, letting you duel against those using popular weapons like Dead Man’s Tale or 120 RPM hand cannons. We will also be combining Dynamic Sway Reduction and Tap the Trigger, giving us terrific stability whenever we pull the trigger. An argument can be made for Killing Wind, but with such a low ammo count we cannot rely on it to consistently trigger. This perk combination isn’t flashy at all, but it will make the gun more manageable and easier to use in chaotic battles.

About the Author

Collin MacGregor

Collin MacGregor is the Guide Staff Writer at Fanbyte. He's also the person who willingly plays the support class (you're welcome) and continues to hold out for an Ape Escape remake.

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Barrel Slot

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Smallbore

Dual strength barrel. • Increases range • Increases stability

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Polygonal Rifling

Barrel optimized for recoil reduction. • Increases stability

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Hammer-Forged Rifling

Durable ranged barrel. • Increases range

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Full Bore

Barrel optimized for distance. • Greatly increases range • Decreases stability • Slightly decreases handling speed

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Fluted Barrel

Ultra-light barrel. • Greatly increases handling speed • Slightly increases stability

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Extended Barrel

Weighty barrel extension. • Increases range • Decreases handling speed • Moderately controls recoil

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Corkscrew Rifling

Balanced barrel. • Slightly increases range and stability • Slightly increases handling speed

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Chambered Compensator

Stable barrel attachment. • Increases stability • Moderately controls recoil • Slightly decreases handling speed

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Arrowhead Brake

Lightly vented barrel. • Greatly controls recoil • Increases handling speed