Malfeasance is an Exotic Kinetic Hand Cannon renowned for its unique capabilities against Taken adversaries and Gambit invaders. This guide provides a comprehensive overview of its acquisition, mechanics, and optimal usage in Destiny 2.
1. Malfeasance: Quick Weapon Overview
Malfeasance operates as a fast-firing Hand Cannon, delivering 180 Rounds Per Minute (RPM) and utilizing Primary ammo. Its core design philosophy centers on excelling in engagements against Taken forces and hostile Guardians in Gambit. Furthermore, its unique explosive properties grant it inherent utility against Unstoppable Champions.
Statistic | Value | Notes |
---|---|---|
Impact | 78 | |
Range | 40 | Relatively low base, addressed by catalyst |
Stability | 80 | High for its archetype |
Handling | 29 | Comparatively low |
Reload Speed | 80 | Offset by Extended Mag's penalty |
Magazine Size | 14 | Due to Extended Mag perk |
Rounds Per Minute | 180 | |
Aim Assistance | 50 | |
Recoil Direction | 98 | Near-perfectly vertical, enhancing control |
Ammo Type | Primary | |
Champions | Unstoppable | Intrinsic via Explosive Shadow perk |
A significant factor contributing to Malfeasance's effectiveness is its inherent controllability. The combination of a high base Stability stat (80 is substantial for a 180 RPM Hand Cannon) and an exceptional Recoil Direction score of 98 results in a weapon that is remarkably easy to keep on target. This ease of use is critical because the weapon's primary damage perk, Explosive Shadow, requires landing five consecutive shots on a target. The minimal and predictable vertical recoil allows players to focus on tracking their targets rather than fighting erratic weapon movement, thereby increasing the consistency of triggering its potent explosive effect. This characteristic makes Malfeasance more accessible and reliable compared to other hand cannons that might offer higher single-shot damage but demand greater recoil management.
2. Acquisition: The "Darkness in Light" Quest

Obtaining Malfeasance requires completing the Exotic quest "Darkness in Light." A crucial prerequisite for starting this quest and ultimately wielding the weapon is ownership of the Forsaken Pack DLC.
The method for initiating the "Darkness in Light" quest has been streamlined over time. Previously, it involved a degree of randomness, requiring the defeat of a specific, randomly spawning Ascendant Primeval Servitor in Gambit. Now, the quest can be obtained simply by winning any Gambit match and successfully defeating the Primeval at the end of that match.
Step # | Quest Step Name | Objective | Key Tips & Information |
---|---|---|---|
1 | The Seething Heart / Speak to the Drifter | Win a Gambit match and defeat the Primeval. Visit the Drifter in the Tower Annex. | The initial quest item "The Seething Heart" is now typically bypassed, with the quest being directly available from the Drifter or auto-acquired after the Gambit win. |
2 | City of Secrets / Defeat Taken Bosses | Defeat 25 Taken bosses or mini-bosses (enemies with yellow health bars). | The Dreaming City is rich with these targets, particularly during Public Events (e.g., Rift Generator) and in its Lost Sectors. Certain Strikes also feature numerous Taken majors. |
3 | The Corrupted (Special Mission Variant) | Complete a unique, higher-difficulty version of "The Corrupted" strike, accessible from the Dreaming City map. | This mission variant does not feature matchmaking. It is balanced for a fireteam of three Guardians. While more players could potentially join mid-activity, this is not intended and may lead to complications. A pre-made fireteam is strongly advised. |
4 | Business as Usual / Gambit Motes and Wins | Win Gambit matches and deposit Motes. Progress is earned through wins and Motes deposited. Lost Motes will subtract progress, typically at double the rate (e.g., losing 10 Motes subtracts as much progress as depositing 20). | Focus on survivability when carrying Motes. Bank frequently and coordinate with teammates. The total progress required equates to roughly depositing 500 Motes, factoring in wins. Some sources mention a flat 10 Gambit wins, but the in-game objective is a progress bar filled by both motes and wins. |
5 | Lights Out / Gambit Guardian Kills & Team Wipes | This step has two objectives that must be completed: 1. Defeat 25 opposing Guardians in Gambit (either as an invader or by eliminating invaders). 2. Achieve one of the following: As an invader, defeat all four members of the opposing team in a single invasion OR have an ally on the fireteam achieve this feat three times across any number of matches. |
This is often the most challenging step. For personal team wipes, conserve Super energy and Heavy ammunition for invasions. Effective communication and supporting the team's most proficient invader are key if relying on ally team wipes. |
6 | Return to Drifter | Speak with the Drifter in the Tower Annex. | The Drifter will grant Malfeasance upon completion of all prior steps. |
The design of this multi-step, Gambit-focused questline is deliberate. It serves to deeply connect Malfeasance thematically to the Drifter, the shadowy figure behind Gambit, and the mode's morally ambiguous underpinnings. By requiring players to engage with core Gambit mechanics—such as banking Motes under pressure, countering invaders, and achieving decisive invasion plays—the quest ensures that those who earn Malfeasance gain a practical understanding of the activities where the weapon is intended to shine. This immersive approach forges a stronger bond between the player, the weapon, and its narrative context, even with the initial acquisition step being made more accessible.
3. Gameplay Mechanics: Unraveling Malfeasance's Power
Malfeasance's unique combat performance stems from its two intrinsic Exotic perks, complemented by a curated roll of barrel, magazine, and grip perks.
Function: "Shoot tainted slugs that burrow into the enemy. Stacking enough slugs causes them all to explode".
Explosion Trigger: Precisely five slugs (i.e., five shots landed) on a single combatant will cause all embedded slugs to detonate simultaneously in a single, damaging explosion.
Damage Values & Impact: The cumulative explosion from these five slugs deals substantial damage. Based on community testing, the total damage from the explosion itself (referred to as "E" in some analyses) is approximately 30,770 against a test target like Carl in the Tribute Hall (pre-content vault) without external buffs. For context, five base headshots might total around 31,560 damage, making the subsequent explosion nearly as potent as landing those five headshots again.
A notable characteristic is that the slugs will still detonate if the target is defeated by the fifth shot (or even a subsequent shot if the target survives the initial five), potentially damaging nearby enemies.
Anti-Champion Capability: The detonation caused by Explosive Shadow intrinsically stuns Unstoppable Champions. This is a valuable asset in higher-level PvE content, allowing for champion control without relying on seasonal artifact mods.
Function: This perk grants "Bonus damage against Taken enemies and Gambit invaders".
Damage Bonus Percentage: Taken Predator provides a significant 25% damage increase against all Taken combatants and any opposing Guardian actively invading in Gambit or when the wielder is invading. This bonus applies to both the initial bullet impact and the damage from the Explosive Shadow detonations.
Perk Name | Function | Trigger Condition | Damage Bonus / Effect | Special Properties |
---|---|---|---|---|
Explosive Shadow | Shoots tainted slugs that burrow into enemies. Stacked slugs cause a large explosion. | 5 slugs landed on a single target. | Significant AoE explosion damage (approx. 30,770 base total explosion damage). | Stuns Unstoppable Champions. Explosion can occur even if target dies from the 5th shot. |
Taken Predator | Bonus damage against Taken enemies and Gambit invaders. | Target is a Taken combatant or a Gambit invader. | 25% damage increase to all damage dealt by Malfeasance (bullets and explosions). |
Other Fixed Weapon Perks:
- Corkscrew Rifling (Barrel): This barrel provides a balanced, slight increase to range, stability, and handling speed.
- Extended Mag (Magazine): This magazine perk greatly increases the magazine size to 14 rounds but comes with the downside of a significantly slower reload speed. It also offers a minor increase to airborne effectiveness. The larger magazine directly supports the need to land 5 shots for Explosive Shadow, often allowing for multiple such bursts before a reload.
- Heavy Grip (Grip): This grip is weighted for recoil control, offering increased stability at the cost of decreased handling speed. This further enhances the weapon's already good stability, making it easier to land consecutive shots.
The synergy between these perks and the weapon's 180 RPM archetype clearly defines Malfeasance's role. Taken Predator offers a potent, passive damage enhancement within its designated niches. Explosive Shadow, requiring 5 shots, is well-suited to the sustained fire of a 180 RPM Hand Cannon, and the Extended Mag ensures enough rounds are available to trigger this perk multiple times per magazine. The high stability, augmented by Heavy Grip and Corkscrew Rifling, ensures these crucial 5 shots can be landed with consistency. In Player versus Player (PvP) scenarios, this culminates in the Explosive Shadow perk offering a uniquely forgiving 5-shot body shot kill potential, which circumvents typical damage falloff limitations and the need for consistent precision hits that often challenge 180 RPM hand cannons. The added utility of stunning Unstoppable Champions broadens its PvE effectiveness beyond just Taken-focused encounters.
4. Optimal Loadouts: Maximizing Malfeasance's Potential

To unlock Malfeasance's highest potential, pairing it with specific Exotic armors, understanding weapon synergies, and selecting appropriate armor mods is crucial. The catalyst, discussed later, plays a significant role in many optimal loadouts.
Lucky Pants (Hunter Exotic Legs)
This is arguably the most potent Exotic armor pairing for Malfeasance, particularly for Hunters aiming for high burst damage.
- Mechanic: When the wearer swaps to a fully loaded Hand Cannon that matches their subclass damage type (or to any Kinetic Hand Cannon like Malfeasance after a recent update), the "Illegally Modded Holster" perk activates. For 6 seconds, each Hand Cannon hit grants a stacking damage buff, up to a maximum of 10 stacks. Each stack provides a 45% damage increase, leading to a potential 450% increase at 10 stacks. For Malfeasance, players will typically fire 5-7 shots within this window.
- Key Synergy: A significant advantage for Malfeasance is that its Explosive Shadow detonations were not adversely affected by a past nerf to Lucky Pants that diminished the effectiveness of other Hand Cannons with explosive capabilities. This resilience, combined with the Vorpal Weapon perk from its catalyst, makes Malfeasance a top-tier selection for this Exotic.
- Usage Pattern: The optimal loop involves ensuring Malfeasance is reloaded, swapping to it to activate the buff, firing a burst of 5-7 shots (ideally triggering Explosive Shadow), and then swapping to another weapon before the 6-second buff expires if 6 or fewer stacks were accrued. This avoids the longer 10-second cooldown on Illegally Modded Holster. This combination is highlighted for its exceptional boss damage output.
Starfire Protocol (Warlock Exotic Chest - Pre-Rework Context)
While Starfire Protocol has undergone significant changes, its previous synergy with Malfeasance illustrates a valuable principle. The build leveraged Malfeasance's consistent damage output to fuel Starfire's enhanced Solar grenade regeneration. This highlights that Malfeasance can pair effectively with Exotics that grant ability energy or other benefits based on sustained weapon damage or dealing with multiple targets.
General Synergies (All Classes)
Exotic armors that enhance weapon stability (e.g., Titan's Actium War Rig for auto-reloading, though less direct for HCs), reload speed (e.g., Transversive Steps for Warlocks), or provide general weapon damage buffs can complement Malfeasance's sustained fire nature.
A powerful interaction exists between Malfeasance and the Exotic Grenade Launcher, Witherhoard. When an enemy is affected by Witherhoard's blight (the area-of-effect damage pool it creates), that enemy is treated as if it were "Taken" for the purposes of Malfeasance's Taken Predator perk. This means Malfeasance will deal its 25% bonus damage to these blighted targets, even if they are not normally Taken enemies. This is an excellent fireteam synergy, where one player can use Witherhoard to "prime" high-health targets or groups of enemies, allowing Malfeasance users to inflict significantly increased damage.
Solar Hunter (Gunslinger)
This subclass pairs exceptionally well with the Lucky Pants and Malfeasance combination. Access to Radiant (via abilities like Weighted Throwing Knife or Acrobat's Dodge) provides a 25% weapon damage buff that stacks with other bonuses. Fragments like Ember of Empyrean (Solar weapon or ability final blows extend Restoration and Radiant timers) can be maintained with Malfeasance kills, further enhancing survivability and damage output.
General Subclass Choices
Any subclass that provides weapon damage buffs (e.g., Warlock's Well of Radiance, Titan's Ward of Dawn with Weapons of Light) or applies debuffs to enemies (e.g., Hunter Nightstalker's Shadowshot, Tractor Cannon) will naturally amplify Malfeasance's effectiveness.
- Helmet: Hand Cannon Targeting (improves aim assist stickiness and ADS speed), Kinetic Siphon (precision Kinetic weapon final blows create Orbs of Power)
- Arms: Hand Cannon Loader (increases reload speed, vital due to Extended Mag's penalty), Fastball (increases grenade throw distance, generally useful)
- Chest: Unflinching Hand Cannon Aim (reduces flinch taken while aiming down sights), relevant elemental damage resist mods
- Legs: Kinetic Weapon Surge (provides a damage bonus to Kinetic weapons when possessing Armor Charge, stacks with other buffs like Radiant and Taken Predator), Recuperation (replenishes health when picking up Orbs of Power)
- Class Item: Reaper (spawns an Orb of Power on the next weapon kill after using a class ability), Bomber (reduces grenade cooldown when using class ability)
The Malfeasance catalyst, which grants Vorpal Weapon, is a cornerstone for many of these optimal loadouts. Lucky Pants provides a substantial but temporary damage amplification. Vorpal Weapon, from the catalyst, adds a consistent 20% damage bonus against bosses, vehicles, and Guardians in their Super. When these are combined, Malfeasance shots fired while Illegally Modded Holster is active also benefit from Vorpal Weapon if the target qualifies (e.g., a raid boss). This layering of damage multipliers—Lucky Pants buff, Vorpal Weapon, Taken Predator (if applicable), and potentially Radiant—results in exceptionally high burst damage potential for a Primary ammo weapon. Without its catalyst, Malfeasance would still be a viable option with Lucky Pants, but the addition of Vorpal Weapon significantly elevates its performance in the precise scenarios (boss and champion damage) where such specialized loadouts are typically employed.
5. Combat Strategies: Dominating with Malfeasance
Effective use of Malfeasance involves understanding its strengths in both Player versus Environment (PvE) and Player versus Player (PvP) scenarios, particularly leveraging its unique perks.
PvE Applications:
This is Malfeasance's foremost role. It excels in any content with a high concentration of Taken enemies, such as the Last Wish raid, the Shattered Throne dungeon, various strikes, and Gambit matches. The 25% damage bonus from Taken Predator is a constant and significant advantage in these encounters.
The Explosive Shadow perk intrinsically stuns Unstoppable Champions after landing five shots. This capability frees up an armor mod slot or allows for more diverse weapon loadouts in activities featuring these champions.
Malfeasance is effective against single, durable targets like yellow-bar majors and minibosses due to the substantial damage from the stacking slug explosions. It is generally less efficient for clearing minor red-bar enemies, as they often perish before five slugs can accumulate to trigger the explosion, although the detonation can still provide useful collateral damage to nearby foes.
Gambit Dominance:
- Invader Neutralization: The Taken Predator perk's 25% damage bonus applies to enemy Guardians who are invading the player's side, as well as when the Malfeasance wielder is invading the opponent's side. This makes it a formidable dueling weapon in these high-stakes encounters.
- Primeval Damage: Malfeasance offers strong sustained damage against Primevals, especially those that are Taken (like the Ascendant Primeval Servitor), due to the combined effects of Taken Predator and Explosive Shadow.
- Blocker Clearing: Taken Blockers, which are a common nuisance in Gambit, are dispatched with increased efficiency thanks to Taken Predator.
As previously mentioned, coordinating with a teammate using Witherhoard can significantly boost Malfeasance's damage output. The Witherhoard blight will cause affected enemies to take 25% increased damage from Malfeasance, regardless of their faction, due to the Taken Predator interaction.
PvP Applications:
- Forgiving Engagement Model: Malfeasance's primary strength in PvP lies in its unique ability to secure a kill with five body shots on an opposing Guardian at any range, thanks to the detonation from Explosive Shadow. This makes the weapon highly consistent and less reliant on achieving precision hits compared to many other hand cannons, particularly when engaging targets outside of their optimal damage falloff distances.
- Time-To-Kill (TTK): As a 180 RPM Hand Cannon, Malfeasance's optimal TTK (typically achieved with four critical hits) is competitive, though not the absolute fastest in the Crucible. The 5-body shot kill capability provides a reliable alternative when precision targeting is difficult or when facing highly mobile opponents.
- Countering Supers (with Catalyst): The Vorpal Weapon perk, granted by its catalyst, provides a 20% damage bonus against Guardians actively using their Super ability. This transforms Malfeasance into a surprisingly effective tool for challenging and shutting down roaming Supers, provided the wielder can maintain fire.
- Team Shooting Utility: The Explosive Shadow slugs apply to a target regardless of which Guardian shot them. If multiple fireteam members are using Malfeasance, they can collectively stack the five necessary slugs on a single target much faster, leading to quicker detonations and focused takedowns.
- Range Considerations: Malfeasance's base range is modest. The +20 range provided by its catalyst is a very significant improvement. Nevertheless, players should remain mindful of engagement distances, especially when facing longer-range weaponry like pulse rifles or scout rifles. While the 5-body shot kill's explosion ignores damage falloff, the initial bullet impacts do not.
Success with Malfeasance, especially in PvP, hinges on playing to its strengths: its forgiveness through the 5-body shot kill mechanism and its potent niche advantages against Taken and Gambit invaders. Attempting to out-duel meta weapons in their optimal engagement scenarios without leveraging Malfeasance's unique perks can be challenging. Its base TTK with perfect precision, while decent for its archetype, may not always win a straight-up duel against higher-impact options. However, the consistent fallback of the 5-body shot kill via Explosive Shadow makes it exceptionally reliable in chaotic engagements or against elusive targets. In Gambit, the 25% damage bonus against Invaders dramatically shifts the balance of power, turning Malfeasance into a lethal threat. Therefore, strategic positioning, capitalizing on its consistent 5-shot potential, and aggressively exploiting its damage bonuses in Gambit or against active Supers (with the catalyst) are the keys to mastering this Exotic.
6. The Malfeasance Catalyst: Enhancement and Mastery

The Malfeasance Catalyst significantly enhances the weapon's performance and versatility.
How to Obtain:
The catalyst for Malfeasance is a random drop awarded upon completion of core playlist activities: Vanguard Ops (Strikes), Crucible matches, or Gambit matches. It's important to note that the Guardian must already possess the Malfeasance hand cannon for the catalyst to have a chance to drop. The drop rate is entirely based on RNG (random number generation) and is not influenced by the difficulty of the activity; for instance, completing a Grandmaster Nightfall does not offer a higher chance of obtaining the catalyst compared to a standard Vanguard Op.
Masterwork Completion:
Once the catalyst is obtained, it must be masterworked to unlock its benefits. This requires the player to defeat 700 enemies using Malfeasance.
Efficient locations for farming these kills include the Shuro Chi checkpoint in the Last Wish raid (using raid banners to replenish ammo), the entrance area of the Grasp of Avarice dungeon, or public events with high enemy density like Altars of Sorrow on the Moon.
Benefit | Description | Impact |
---|---|---|
Increased Range | Grants a flat +20 bonus to the weapon's Range statistic. | This significantly addresses one of Malfeasance's primary base weaknesses (a low range of 40), making it more competitive and reliable at longer engagement distances in both PvE and PvP. |
Vorpal Weapon (Perk) | Adds the Vorpal Weapon perk: "Increased damage against bosses, vehicles, and Guardians with their Super active." | This perk provides a 20% damage increase against these specific target types when using a Primary weapon like Malfeasance. This massively boosts its utility in endgame PvE against bosses and champions (many of whom are classified as minibosses or bosses for Vorpal Weapon's effect). In PvP, it makes Malfeasance a potent counter to active Supers. It also forms the cornerstone of high-damage Hunter builds when combined with Lucky Pants. |
The Malfeasance catalyst offers more than just an incremental upgrade; it fundamentally transforms the weapon's overall viability and versatility. Malfeasance's base range of 40 is a notable limitation for a hand cannon in many engagement scenarios. The +20 range granted by the catalyst elevates it to a much more competitive standing, allowing for more effective engagements beyond close-quarters combat. Simultaneously, the addition of Vorpal Weapon, with its 20% damage bonus, provides a direct and substantial increase in damage output in common endgame PvE situations (bosses, champions) and offers a critical utility in PvP (anti-Super capability). This combination of enhanced effective range and a potent, relevant damage perk significantly broadens Malfeasance's applications. It evolves from being primarily a niche anti-Taken and Gambit weapon into a more well-rounded tool that, while still excelling in its specialized roles, can also perform admirably in a wider array of PvE encounters and PvP engagements, particularly when synergized with Exotics like Lucky Pants. The catalyst truly makes Malfeasance feel like a more complete and powerful Exotic weapon.
7. A Glimpse into the Shadows: Malfeasance Lore
"It's time you had a weapon of hope. A weapon that understands the greater game."
Malfeasance is not merely a tool of destruction; it carries a significant narrative weight within the Destiny universe, deeply intertwined with the enigmatic Drifter and the allure of the Darkness.
Origins and Connections:
The weapon is thematically and visually reminiscent of Thorn, one of the infamous Weapons of Sorrow known for its corrupting influence. Lore suggests that Malfeasance is a replica of, or at least heavily inspired by, Thorn. Its creation is linked to the Shadows of Yor, a controversial group of Guardians who explore and attempt to wield powers associated with the Darkness, believing they can control it without succumbing.
The Drifter's Role:
The Drifter, the rogue Lightbearer who orchestrates Gambit, is central to Malfeasance's existence. The quest to obtain the weapon is a journey he sets Guardians upon, and its lore is steeped in his experiences with powers beyond the Light and his complex understanding of the Darkness. The weapon itself is a product of his unique insights and methods.
Nature of the Weapon:
Unlike Thorn, which is depicted as an object directly corrupted by Hive magic and capable of corrupting its wielder, Malfeasance appears to be a more controlled and purposeful application of similar dark energies. It is described in lore as being forged from "Motes of Darkness," the very same cosmic currency Guardians collect in Gambit. Its design philosophy seems to be about fighting fire with fire—a weapon born from an understanding of the Darkness, intended to be wielded by Guardians against the Taken, Gambit invaders, and other threats that emerge from or are empowered by the shadows. It represents a dangerous but potentially necessary tool in a universe where the lines between Light and Dark are increasingly blurred.