Submachine guns have just about always had a pretty decent time-to-kill (TTK) inDestiny 2’s Crucible, but, due to a combination of them being (usually) difficult to control and theother weaponsthat excel in the same range as them being generally pretty easy to use, submachine guns haven’t always been very popular.
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That being said, they are definitely in no way useless, and, because they aren’t generally popular, enemies aren’t going to be accustomed to playing against them. Let’s take a look at the most important stats on these weapons, along with some of the best perks, and a few good choices when it comes to Exotic and Legendary’s:
10Stability
Hands-down the most important stat when it comes to Submachine Guns is their stability. It doesn’t matter how impressive a weapons TTK is if you can’t hit your shots with it. The point at which a weapon’s stability is just too bad is going to vary depending on the player and their ability to control it, but, once a weapon starts bouncing from side-to-side, it doesn’t matter who you are. Vertical recoil is controllable; if a weapon bounces side-to-side too much, you’re going to want to look for some stability perks.
9Range
Another important stat for a submachine gun is range; this is going to dictate what kinds of engagements you’re able to take with your submachine gun, and, in turn, whatother weaponyou can afford to bring.
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This does go somewhat hand-in-hand with stability, too; no matter the damage range, your weapon is going to be more difficult to control the further your target is away. But, for submachine guns that have reached some decent stability, being able to take mid-range engagements with them is pretty convenient.
8Ricochet Rounds
Ricochet Rounds are going to improve both stats listed above, making the submachine gun better across the board. It’s also going to allow you to shoot around corners by banking shots off of walls, though that is not going to be a foolproof killing method. That said, if an enemy is at low health, it can’t hurt to fire a few shots in the hopes you can bounce the shots into them.
7Kill Clip
Extra damage is really going to add up on a submachine gun because of their rate of fire, so Kill Clip is definitely going to be a solid perk. Reloading after getting a kill will give you a little extra damage on the next clip of the same weapon, which is going to reduce your TTK by a little and can make a huge difference in a fight. You’re going to notice a huge difference in those close 1v1 fights when Kill Clip is active.
6Quickdraw
Sometimes, a shotgunner slides around a corner and you’ve got to think fast. If you’ve got Quickdraw on your submachine gun, you’ll be able to whip that baby out and have a fighting chance against them. This is generally just a convenient perk, making the weapon feel a little bit better to have around, but it can make a fighting difference in those think-fast scenarios.
5Zen Moment
Don’t have a perk like Ricochet Rounds? Don’t shard it just yet, as there are other perks like Zen Moment that can still make a pretty decent difference when it comes to weapon stability. With Zen Moment, dealing damage with your weapon is going to improve its stability, so, while it isn’t going to show up in the stats when you inspect the weapon, it’s going to be measurably easier to use.
4Under Pressure
Under Pressure is another perk that’s going to make the weapon a bit easier to use, though it isn’t going to make the same kind of almost constant difference that Zen Moment will.
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With Under Pressure, your weapon will get more stable and accurate the lower the magazine gets, so, if you want it to make a difference throughout an entire gunfight, start pre-firing right before an enemy rounds the corner.
3Legendary
Legendarysubmachine guns are going to rely heavily on the individual roll, and a player’s ability to keep its stability under control. That said, here are a couple of good starting points when it comes to legendary submachine guns:
Antiope-D/Bad Reputation are some of the lower rate of fire submachine guns, and, because of this, they have a pretty decent default range. Along with this, both of these weapons can roll all three perks of Ricochet Rounds, Zen Moment, and Kill Clip, which would make either of these two a ludicrous engine of destruction.

2Exotic
There are some pretty solid exotic submachine guns too, like these two. Though they aren’t generally going to be found in the most competitive matches, they can each be used in the average match and be enjoyable to use:
Riskrunner is a higher rate of fire submachine gun, if you can control the recoil, Riskrunner can be a decent little submachine gun. This is especially true when fighting an enemy that’s dealing Arc damage, when Riskrunner really comes into its own.

Mida Mini-Tool is another high rate of fire Submachine Gun, Mida-Mini Tool is usable on its own, but, when combined with Mida Multi-Tool, it can actually be a pretty good time. Strafe around the map and dance back and forth through each gunfight, and enemies are going to have a pretty tough time engaging you.
1Playstyle
Submachine guns can be used in a variety of playstyles depending largely on personal skill in handling the recoil and the range capabilities of the Submachine Gun in question. In the closer ranges, submachine guns can keep up with most other weapons (besides shotguns, obviously) provided you can control them. However, some submachine guns can be used in mid-range fights too, where their impressive TTK can out-damage other weapons that may be easier to use but have a lower ceiling.







