The beta for Destiny 2 has begun. In addition to various legendary weapons, Bungie lets us play with three exotic guns. Find out here what the weapons can do and how to get them.
This article is current: Destiny 2: All Exotic Weapons and how to obtain them.
When you start the (open) beta, you will quickly notice that you are not at level 1 and that there is already a vast arsenal of weapons in your inventory to try out. However, they are all of legendary quality.
To gain access to the exotic weapons, you need to complete a specific part of the first story mission: gain access to the armory.
Inside, there is an exotic weapon. Which one you get depends on the class you chose at the start. You will receive the following weapons:
- Titans receive the exotic auto rifle Sweet Business
- Warlocks get to enjoy the submachine gun Riskrunner and
- Hunters can try out the exotic hand cannon Sunshot.
You can equip the weapons immediately and get started. It is notable that each perk is fixed. With the legendary weapons available in the beta, the sight and another perk can be chosen freely. These options are not available for the exotic ones. Whether Bungie will change this during further development remains to be seen.
The auto rifle Sweet Business
The auto rifle comes with a magazine of 99 rounds and a rate of fire of 300 rounds per minute. Since the weapon is equipped in the kinetic slot, it has no elemental damage. According to the description of the exotic perk Payday, Sweet Business has a larger magazine than other representatives of this weapon type and improved accuracy when firing from the hip.

The Polygonal Rifling is noted as a barrel optimized for recoil reduction. Stability is also increased. Furthermore, the weapon has High-Caliber Rounds, which push your opponents back more and slightly increase range. This perk is already known from Destiny 1.
According to the weapon trait “Let’s get down to business”, we get bonuses on range and rate of fire when we hold down the trigger. Additionally, ammo pickups are automatically loaded into the magazine.
The stock slightly increases stability and decreases the time it takes to ready the weapon.
The firing behavior is reminiscent of the exotic machine gun Thunderlord, especially when holding down the trigger for longer. Whether the exotic perk of the weapon is actually worth the only exotic slot is something everyone must decide for themselves – although we have had similar thoughts in the distant past about a certain rocket launcher.

For larger groups of enemies that regularly drop ammo, this weapon can be very effective. The high-caliber rounds ensure that foes are pushed back, and due to the increased rate of fire, they go down faster and ammo pickups are directly loaded into the magazine. John Rambo would have certainly appreciated this weapon.
The submachine gun Riskrunner
The exotic representative of the new weapon class of submachine guns offers a magazine of 40 rounds with a rate of fire of 900 rounds per minute. The submachine guns are comparable to the fast-firing auto rifles from Destiny 1 like Doctrine of Passing or Arminius-D.

The exotic perk “Arc Conductor” causes this weapon to become stronger when taking incoming Arc damage. Additionally, you lose less health when taking further Arc damage. Kills extend this effect further.
The barrel is called Arrowhead Brake and is designed to significantly reduce recoil and increase weapon readiness speed. The enlarged magazine, surprise surprise, provides you with a larger magazine, but the reload time increases significantly as a result.
The description of the Achieved Grip states that this weapon is particularly easy to hold and the weapon readiness speed is increased.
The weapon trait “Super Conductor” grants the chance to cause fired shots to chain lightning and return ammo to the magazine as long as the ability “Arc Conductor” is active.

With these perks, you hold the little brother of Zhalo Supercell in your hands. Unfortunately, the weapon only becomes truly interesting when you take Arc damage; this restriction is not present with the Zhalo Supercell. The weapon is also not nearly as stable as the representative from Destiny 1, and unfortunately, the range cannot compete either.
If you want to explore the true potential of the weapon, play the strike The Corrupted Vex up to the last part of the final boss fight. Stand in the white stuff at the edge of the arena (the Vex Milk), set up a healing rift (with the Warlock), and start shooting. The Vex Milk continuously causes Arc damage, which is absorbed by your rift and triggers the exotic perk of the weapon. Now you can shoot nearly indefinitely at enemies (as long as you hit anything).
The hand cannon Sunshot
The hand cannon Sunshot comes with 8 rounds in the magazine and a rate of fire of 150 rounds per minute. The exotic perk is called Sunburn and causes you to fire explosive rounds and mark hit targets.

The barrel of the weapon increases its stability and corrects the direction of recoil at the cost of weapon readiness speed. The magazine increases your range, while the grip of the weapon significantly improves weapon readiness speed and reduces stability.
The weapon trait is called Solar Explosion and causes killed enemies to explode with Solar energy.

Anyone thinking of the Fatebringer with these properties is not entirely wrong. Explosive rounds and fireball are present; only the element has changed. Sunshot plays its great strength out against groups of enemies, as the explosions damage surrounding foes.
Which exotic weapon is your favorite so far? Let us know in the comments!
Interesting: Read our preview report on the PVP mode in the beta here
