Destiny

Season of Arrivals Iron Banner Console God Roll Weapon Guide – Crimil’s Dagger

Iron Banner Season of Arrivals

Season of Arrivals, Destiny 2’s 11th season, features eight weapons in the Iron Banner loot pool. Two of these weapons are reprised weapons from the game’s first year, returning to us for the first time with random rolls. The other six are reissued weapons that will have a max power cap of 1360, meaning they’ll be good for the next year.

You can check out the previous god roll guide for The Fool’s Remedy here.

Now, here’s my console God Roll Guide for the reissued Crimil’s Dagger.

Crimil's Dagger Destiny 2 Season of Arrivals Iron Banner

First things first, there’s absolutely no difference between this Crimil’s Dagger and the one that has been available for many seasons in terms of perk rolls. The only difference is this season the gun is “reissued,” and thus any you earn this season will have a max power cap of 1360 and the god roll you may already have will be sunsetted in September and capped at 1060. Yes, it’s stupid.

Crimil’s Dagger is a Aggressive Frame 110rpm hand cannon, and those aren’t in a good spot especially on console. This is not a meta weapon.

You’re looking at a very bad 1.07 optimal time-to-kill with 2 crits 1 body. Body shot TTK is 1.6 requiring 4 shots.

  • Impact = 92
  • Range = 64
  • Stability = 31
  • Handling = 31
  • Reload Speed = 32
  • RPM = 110
  • Magazine = 8
  • Aim Assistance = 67
  • Inventory Size = 56
  • Zoom = 14
  • Recoil = 98
  • Bounce Intensity = 2, Tends Vertical

Base stats, this gun is trash in stability, handling, and reload speed. Considering the lethality of other hand cannons and easier to use weapons like AR’s and pulses, you are at quite the disadvantage using Crimil’s Dagger.

So let’s make it the best it can be on console.

  • Steadyhand HCS (+10 Handling, +10 Stability, +5 Aim Assistance) / Truesight HCS +3 Range, +3 Handling, +3 Stability, +5 Aim Assistance)
  • Flared Magwell (+5 Stability, +15 Reload Speed) / Tactical Mag (+5 Stability, +10 Magazine +10 Reload Speed) / Steady Rounds (-5 Range, +15 Stability)
  • Outlaw / Moving Target (or Range Finder)
  • Timed Payload / Kill Clip (or Opening Shot)
  • Masterwork: Stability or Range
  • Mod: Targeting Adjuster

Again, for console, I almost always favor stability over range and Crimil’s Dagger. Some would say the gun fires so slow that you’re already pacing yourself enough where you don’t need it, but quite frankly range on hand cannons at the moment means very little.

I don’t think this gun is worth grinding for itself, but here’s the roll I wouldn’t dismantle:

Steadyhand HCS / Flared Magwell / Outlaw / Timed Payload / Stability MW

This gun needs all the help it can get reload speed wise; Flared gives us +15 there and Outlaw helps it out even after the nerf.

Because other guns kill faster and are easier to use, you’ll need some help knocking your enemy off target with flinch. Timed Payload is going to split your damage, doing some of it on a delay. This delay double flinches your opponent, hopefully messing them up enough for you to get your two crits and one body.

Kill Clip would knock this down to a two tap, so it’s obviously top tier as well but Timed Payload is always benefiting you which is why I prefer it.

Overall, in the current sandbox Crimil’s Dagger and other 110’s are really mediocre at best. You can get away with using some now that SBMM has been removed, but it’s not something your going to use in high level comp or Trials by any means. Outlaw/Kill Clip would be a fun PvE roll, but then there are much better primaries for PvE that are easily farmable.

Skill Based Match Making is no longer a thing in Iron Banner, so jump in and get to grinding!

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