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Destiny 2: Sparrow Racing League – All Triumphs and Rewards

Start your engines.

It sure took Bungie a long time, but Sparrow Racing League is finally back in Destiny. I guess all it took was the game ending. But alas, better late than never. SRL is just as fun as I remember it, and I’ve been having a blast with it so far. In this article, I’ll go over all the SRL triumphs, the armor set, and every weapon including God Rolls!

All Triumphs

Competitions: SRL – Complete triumphs in the SRL category.*

Podium Placement – Finish races in the top three. First and second place reward additional progress.*

Built To Win – Complete a race in first place.*

Racetrack Runway – Complete a race while using a full set of SRL armor and weapons.

Gate Lord – Complete a lap without missing a single boost gate and place in the top three.

Defensive Driver – Complete a race without dying.

Don’t Mess With The Honk – Sound your horn upon defeating a combatant in SRL.

SRL Tricky – Perform 26 or more Sparrow tricks during a race and finish in the top five.*

Furiously Fast – Complete a lap on a track with an excellent time.

Light Speed – Complete a race on the Eternity track with a time under 5:10.

*All marked triumphs require completing the listed objective multiple times to complete.

SRL Armor Set (Circuit)

2-Piece Bonus – Revving Up: Fast movement builds up a charge that gradually increases your health regeneration speed. Once you are Fully Revved, sprinting grants Speed Booster.

4-Piece Bonus – Dielectric Drift: Sliding while Speed Booster is active jolts combatants in front of you.

Overall, the Circuit set is great for Arc builds. The 2-piece bonus is notable since it gives you Speed Booster, which is helpful in longer missions or any with long running sections. Then the 4-piece bonus lets you weaponize the Speed Booster, adding a bit of extra ad-clear to your Arc build. It’s also really strong in PVP, as running faster is always a strong bonus, and sliding is already a common tactic for dealing damage either with aspects or to surprise someone with a shotgun or melee. I wish it had some kind of Sparrow buff, but I guess that would be unbalanced in SRL.

SRL Weapons

Accelerando-42 (Strand Fusion Rifle)

  • PVE God Roll: Cornered / Successful Warm-Up + Controlled Burst
  • PVP God Roll: Slideways + Rangefinder

Accelerando-42 is not an exciting weapon. First off, it’s a precision frame Fusion Rifle, and I’m not sure if there’s ever been a good one of those other than the one from Vow, and even that’s not great. Its PVE roll is pretty basic, but effective. Cornered is slightly better, but Successful Warm-Up is good too if you don’t want to be close-range all the time. Controlled Burst is the only real option for the second perk, as it gives increased damage and charge time after landing every shot from a burst. With a precision frame Fusion, it’s really easy to hit each shot, so this is a really good perk for one. Still not the most exciting weapon though, but far from the worst.

Snipehunt Mk.47 (Arc Auto Rifle)

  • PVE God Roll: Jolting Feedback + Rolling Storm / Voltshot

Snipehunt Mk.47 is a lightweight frame Auto Rifle with some really great Arc perks. Lightweight frames are not my favorites, but I can overlook that since the perk pool is so good. Jolting Feedback is fantastic for PVE, as it lets you deal jolt just by dealing sustained damage. Then Rolling Storm lets you use Bolt Charge to clear rooms with ease, or you can use Voltshot for even more jolting. If you’re using an Arc build, this is a perfectly good Auto Rifle to try out if you’re willing to use a lightweight frame.

Veillantif-D (Solar Pulse Rifle)

  • PVE God Roll: Heal Clip + Incandescent

As a micro-missile frame Pulse Rifle, Veillantif-D has a lot of potential. This archetype has been pretty good lately, so I won’t be surprised to see it get used quite a bit. Especially since it has the go-to PVE Solar roll of Heal Clip + Incandescent, which is strong on any Solar weapon. Heal Clip is great in endgame content since it lets you stay alive easier, and Incandescent is great in any content since it’s so good at ad-clear. I could see this being a strong Pulse Rifle for a Solar build focused on ranged damage.

Vikala SMG4 (Void SMG)

  • PVE God Roll: Cooling Baubles + Destabilizing Rounds
  • PVP God Roll: Perpetual Motion + Chaos Reshaped / Rangefinder

I really like Vikala SMG4, as the overheating mechanic is fun to utilize. Personally I’m a fan of Cooling Baubles as the first perk in PVE, as it lets you turn elemental pickups into reduced heat generation. Then Destabilizing Rounds is the obvious choice for the second perk, as it’s one of the best ad-clear perks in the entire game. Void SMGs have always been strong in Destiny 2, and I don’t expect that to change now.

Crux Celeritas IV (Strand Rocket Launcher)

  • PVE God Roll: Danger Zone / Clown Cartridge + Elemental Honing / Bipod

Crux Celeritas IV isn’t a bad Rocket Launcher, but I don’t think it’s going to be making a large impact. It does have a decent PVE roll, but not good enough to make it a meta DPS weapon. Maybe I’m wrong, but I can’t imagine this replacing any of the better raid Rocket Launchers any time soon. It’s certainly fun to use, though. In average content it’s definitely good enough to use, but I wouldn’t advise using it for extremely hard content.

Terciopelo-4bl (Solar Sword)

  • PVE God Roll: Eager Edge + Chaos Reshaped

Throughout all of Destiny 2 (and D1), swords have rarely felt worth using. With the exception of using Falling Guillotine and The Lament years ago when they were meta, swords are usually just too high-risk, low-reward to use. Since they require you to be close to your enemies, there’s always going to be an inherent risk to using them. Sometimes that pays off, but it requires some major buffs or artifact mods to make work. At this point, I think you could get some use out of Terciopelo, but probably not a lot.

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