Deceit

Long Gun

deceit long gun remnant2 wiki guide 300px
Damage

120

RPS

2

Magazine

7

Accuracy   

Ideal Range30m

Falloff Range75m

Max Ammo28

Critical Hit Chance15%

Weak Spot Damage Bonus+100%

Stagger Modifier0%

ouroboros weapon mod remnant2 wiki guide 75px

Ouroboroslocked mod

Conjures 6 sword fragments that encircle the wielder for 20s.
Performing a Melee Attack lets loose a Fragment which traints the blood of targets, causing all attacks from Deceit to register as Weakspot hits for short period of time.

Charge Melee Attacks fires all remaining Fragments at once.

Mod Power Requirement: 750      

A pinpoint accurate split-barreled rifle that fires two penetrating rails. High base damage, but cannot score Weakspot hits. Charge to fire

Deceit is a Long Gun and one of the Weapons in Remnant 2. Deceit is a long gun adorned with ornate filigree, concealing its high-damage potential. It fires pinpoint accurate shots with two penetrating rails and is effective at medium to long range, delivering devastating blows with precision. It is a brand new Long Gun debuting in the Remnant 2 The Awakened King DLC

 

Those who have met the imposter believe them to be veracious. Those who know better believe them false. Those who know best, however, see the imposter for who they truly are--a perfect and indiscernible blend of the two." 

 

How to Get Deceit in Remnant 2

Deceit can be obtained by:

  • __location__

 

Remnant 2 Deceit Weapon Mods

Deceit comes automatically equipped with the following Weapon Mod:

  • Ouroboros: Conjures 6 sword fragments that encircle the wielder for 20s.
    Performing a Melee Attack lets loose a Fragment which traints the blood of targets, causing all attacks from Deceit to register as Weakspot hits for short period of time.

    Charge Melee Attacks fires all remaining Fragments at once.

    Mod Power Requirement: 750      

NOTE: Deceit Weapon Mod CANNOT be removed, and can only be found exclusively equipped on it.

 

Remnant 2 Deceit Mutators

Deceit doesn't have any built-in Mutators. Players can equip a Mutator in its available slot.

 

Builds that use Deceit in Remnant 2

Deceit is used in the following Builds:

__builds__

 

Remnant 2 Deceit Upgrades

 Deceit is a Special Long Gun, therefore it can be upgraded up to 10 times.

Upgrade Level
Damage
Crafting Cost
Upgrade Level 1
132
Upgrade Level 2
144
Upgrade Level 3
156
Upgrade Level 4
168
Upgrade Level 5
180
Upgrade Level 6
192
Upgrade Level 7
204
Upgrade Level 8
216
Upgrade Level 9
228
Upgrade Level 10
240

   

Remnant 2 Deceit Notes & Trivia

  • On first glance, the weapon seems flimsy, merely decorative. But its ornate filigree is no pretense. It bears a destructive force to match. 
  • Long Guns are the primary weapon used by the player character, they are vital to defeating Enemies and Bosses and can be crafted from items dropped by them. They can also be rewarded from events, and some are sold by Merchants
  • Updated with the release of The Forgotten Kingdom DLC. Check Patch Notes for more information.
    • MOD: Added Melee Damage to Ring Swords and Thrown Swords
    • MOD: Increased Damage of Single Thrown Swords from 100 to 125 each
    • MOD: Reduced Damage of Charge Thrown Swords from 125 to 50
    • MOD: Reduced Proximity Ring Sword Damage from 35 to 25
    • MOD: Added clarification text for Charge Melee Fragment debuff
  • Notes, Tips, and Trivia for Deceit in Remnant 2 go here.

 

All Long Guns in Remnant 2
Alpha-Omega  ♦  Aphelion  ♦  AS-10 Bulldog  ♦  Blackmaw AR-47  ♦  Chicago Typewriter  ♦  Coach Gun  ♦  Corrupted Aphelion  ♦  Corrupted Arbalest  ♦  Corrupted Deceit  ♦  Corrupted Merciless  ♦  Corrupted Savior  ♦  Crescent Moon  ♦  Crossbow  ♦  Ford's Scattergun  ♦  Huntmaster M1  ♦  Merciless  ♦  Monarch  ♦  Monolith  ♦  Nightfall  ♦  Plasma Cutter  ♦  Polygun  ♦  Pulse Rifle  ♦  Repulsor  ♦  Royal Hunting Bow  ♦  Rusty Lever Action  ♦  Sagittarius  ♦  Savior  ♦  Sparkfire Shotgun  ♦  Sporebloom  ♦  Starkiller  ♦  Thorn  ♦  Trinity Crossbow  ♦  Twisted Arbalest  ♦  Widowmaker  ♦  Wrangler 1860  ♦  XMG57 Bonesaw



Tired of anon posting? Register!
    • Anonymous

      Debut information is incorrect, this gun has existed since vanilla release. Gained by killing one of the two "false lord" (Faelin specifically) bosses in the Fae half of Losomn. The gun is crafted from his drop material. So unless the DLC moved the location and method to obtain it, the information needs to be rectified, as it is not originally from the first DLC and probably still isn't obtained from it.

      • Anonymous

        Does the One True King Sigil increase only the thrown sword damage, or the shots when they have tainted blood as well?

        • Anonymous

          A lot of the discourse on this page is nonsense. Deceit is disgustingly good. It's not always the best choice, but it's always good enough in the face of better options. And in optimal conditions, it's simply monstrous.

          For those unfamiliar: the weapon mod is essential. It's allows you to deal weakspot damage (aka over double damage on most setups) against any enemy in the game. The weapon alone is reasonably solid for mobbing, but it's rather underwhelming against elites and bosses. With correct utilization of the weapon mod, it will allow the main gun to tear most things apart with ease. Generally, optimal use involves casting with a heavy melee attack to consume the full duration, and deal enough damage in the next six shots to completely recharge the mod. Using the mod reloads the gun, which allows you to continually skip the heinously slow reload animation. I cannot understate how critical it is to be able to reliably loop the mod for bossing. Adjusting your ability to generate mod power without sacrificing too much offensive potential is the trickiest but most important part of building around this weapon.

          There's a number of offensive trinkets to use with this build, but most of them are probably obvious. Probability Cord takes advantage of the weapon's high innate crit chance, and the bonus crit chance of Supercharger mutator (which you should probably be using). Zania's Malice is a lot of weakspot damage for use against bosses. Same goes for Ring of Flawed Beauty. Burden of the Follower and Faerin's Sigil are good options for helping you loop the mod (Faerin's may be broken - see below). Archer's Crest is a lot of attack speed for a ring slot. Butcher's Fetish is top tier if you're casting the mod with a weapon like Hero's Sword or Krell Axe. Gunslinger's Charm is decent for mobbing, since you'll still be dealing with that horrible reload a lot of the time, and it does appear to benefit from fire rate bonuses to some extent. Simple stuff works too, I sometimes run with Full Moon Circlet for easier damage or Burden of the Rebel for some solid skill cooldown. I'd avoid Stone of Expanse because the casted mod does surprisingly high damage on its own, plus some extra from Hero's Sword or Krell Axe if you're using them. Best to avoid reducing their damage if there's other rings available.

          I'm fairly certain that Faerin's Sigil (used in most meta builds for this weapon) is pulling a lot more weight than it's meant to be right now. It far outperforms Burden of the Follower despite adding a fraction of the mod power generation. I suspect it's adding an amount based on "total" damage including modifiers like crit and weakspot, which Follower (and most other rings) do not. I say this because stacking more damage trinkets seems to widen the gap between the two. It will be interesting to see how Deceit fares if this is fixed. Not that I expect it to be bad or even mediocre as a result.

          • Anonymous

            To be fair to Deceit; at first I thought it was a bit of a useless shitty gun because "hey it's mod is gimmicky and I don't like it." Admittedly, the mod holds it back a wee bit (having to melee to fire off a mark during, say, Apocalypse, in a fight where you may not have enough time to do that? Sometimes.)
            So, it has high damage and crit. I just did a ye olde Gunslinger Hunter (because infinite ammo for like 8s is just nice for a quick reload imo.) for ranged and crit bonuses. Since it can't weakspot without the mod, the high damage and crit makes up for this - you shhouuuullld? Be able to one shot trash mobs if you get one crit - and since this gun fires 2 shots with each round you're fairly likely to crit if you lean into it.
            Now, here's the funny thing: I'm an idiot and I never thought of this sooner. So you know how some enemies just don't have weakspots?
            Yeah, guess which gun says in its alt fire description "ALL SHOTS COUNT AS WEAKSPOTS.", yeah, so if you fight a boss like Legion, a boss that lacks weakspots, you have your high raw damage and fat crits. And then, when you use the mod? You get even *fatter* crits. It's actually a pretty solid gun, all in all.

            If you dislike how long it takes to fire, I recommend using a mod that speeds up charge times on Fusion Rifles / Bows. I'm... fairly sure? It works, and I THINK you get the crit bonuses. It's a little bit fiddly, but it's pretty solid. I got immense satisfaction from melting that arsehole Legion.

            • Anonymous

              I’ve compared this weapon unfavorably to the Crescent bow before. My position has reversed.

              Quick note: I don’t use the weapon’s mod as intended. I think it’s janky and all but useless. Thus, I use Burden of the Gambler since I don’t have to worry about hitting weak spots. If you can us3 the mod with consistent success then my hat’s off.

              Using Handler + Hunter I can consistently hit for 1500 per shot + another 1200 DoT from Fetid Wounds. If I use Alchemist instead of Hunter I will deal closer to 1400 dmg + 1500 DoT while losing reload/movement speed and the ability to mark targets.

              My Crescent build was able to hit for 1000 per shot, 2 when mod was active. Let’s say you are able to maintain near constant uptime for your mod. No way will you be doing the same dmg. Let’s be generous though. Let’s say consistent 1800 (900 x 2) per shot. I am doubtful you could activate Fetid Wounds consistently. Deceit wins in fire rate (double that of a bow) and total dmg by easily 900.

              My Deceit build can one shot all regular enemies in apocalypse. If the initial hit doesn’t kill them, the DoT will. It also has the stopping power to stun all regular enemies and even elites. This makes it very ammo efficient and allows you to address new targets as they present themselves. It also penetrates targets so if I’m being rushed (like in Cotton’s Kiln) I can shoot once, hit 2-3 targets, poison them all, and watch them all die as they rush toward me.

              As for the mod… eh, good for a quick reload or a 7th emergency shot, lol.

              • Anonymous

                I’ve compared this weapon unfavorably to Crescent bow before. My position has reversed.

                Skipping the details of my build (can post as a reply if anyone wants them), I am able to one shot all regular enemies in apocalypse.

                Handler + Hunter: 1500 dmg per shot + 1200 DoT from Fetid Wounds (1400 + 1500 if using Alchemist over Hunter and lose the ability to mark). That’s 27-2900 total. This is a crit based build that does not at all rely on the Deceit’s mod.

                • Anonymous

                  I find this one underwhelming. It has good range, precision and damage, but oh man do I HATE that firing delay. Also, I don't know if anyone else has this problem, but I also sometimes have trouble seeing the crosshair when there's a lot of stuff flying around on the screen. Adding a bracket around the two dots on the crosshair would do wonders.

                  • Anonymous

                    I don't know how "good" it is compared to min/maxxed builds, but during my friend and I's playthrough, this was the weapon I stuck with. It carried us through the final boss. The trick I used for its admittedly awkward mod was using the Huntress Spear. The charged Javelin toss counts as a Charged attack for the mod and always targets what you're targeting. Not having to go into melee range to activate it helps a lot. Otherwise, just stacking whatever crit enhancers and mod power generation you could find was more than enough to keep it rolling.

                    • Anonymous

                      I really like this weapon but it needs a buff. You CANNOT match the Crescent Moon bow without being able to hit weak spots and the peculiar nature of this weapon’s mod makes it difficult to use with consistent success. You have 6 seconds per thrown blade to deal major dmg and you have 30 seconds to use the blades once deployed. In a boss battle, particularly on Apocalypse, good luck having 6 uninterrupted seconds to shoot a boss or even an elite. Moreover, even though the crit chance is above average, it is not high enough to make up for lacking weak spot dmg when dealing with rushing mobs in apocalypse. I hate to keep harping about higher difficulties but honestly all weapons should be viable regardless of difficulty. The build variety is one of my favorite aspects of this game.

                      • Anonymous

                        If you find the mod too annoying and impractical to use you can try Burden of the Gambler for the added crit and crit dmg (it disables weak spots). Obviously you would also want to use Probability Cord for even more added crit dmg. Going further you can use the Twisted Wounds mutator (causes bleeding on crit) and Abrasive Whetstone (more crit chance and crit dmg vs bleeding targets). If you’re running Hunter + Gunslinger this nets you crit chance of 35% on your first shot and then 50% on your second shot (since the target is now likely to be bleeding). Realistically, since this weapon fires 2 shots at once your actual crit chance is 70% (first shot) and then 100% (second) and your crit dmg is boosted by 50% (first) and then 80% (second). Oh and in case you didn’t know, this weapon’s shots penetrate targets. When you’re getting rushed by the Dran in Losom you will regularly hit multiple at a time. I’ve only tested this on Veteran difficulty so I cannot say how effective this would be in tougher situations but using this and similar setups to maximize the weapon’s critical hits while all but ignoring the mod has not been a problem. Usually I can kill most or all enemies on screen before my team mates can really get into the fight due to the absurd dmg. Generally it will do enough dmg with high enough chance to cause bleeding that even if the first shot doesn’t kill the target, it will die soon after from bleeding. You can actually use the mod here in an interesting way by activating it, causing bleeding on targets and running on past them. Those that don’t die from the bleeding almost immediately will hit your spinning blades while pursuing you and either be stunned (yes they can stun when spinning around you) or be finished off before touching you. Granted this would only be possible vs melee enemies. Even without using the mod for its intended purpose you can still achieve reasonable dmg from launching the blades with a charged melee attack. If I remember correctly I think I doing around 1000-1,200 dmg vs the test dummies in Ward 13 not including the dmg of your melee weapon if it also connects which is entirely possible vs a charging enemy. Finally I would say leaning into the mod is probably better vs bosses but not worrying about it is somewhat liberating since it can be a little impractical to use in certain situations. The weapon is too strong to make using the mod sensible against regular enemies which is 90% of what you will fight.

                        • Anonymous

                          This is fun and unique weapon with some clear strengths and also some very clear weaknesses.

                          For starters, it's classified as a fusion rifle; which means it directly benefits from the Supercharger mutator and the Archer's Crest ring. Whilst the rail bullets from the gun itself are seemingly hitscan, the swords from the mod Ouroboros have a travel time and are projectiles, which means Archer's Crest benefits this gun on both fronts.

                          For weaknesses, its got a pretty long reload, and a low total ammo reserves, which both can feel pretty bad in some situations. General strengths wise; it has some of the highest base crit chance out of any long gun, and its got some nice range on it which means you can snipe some things from afar.

                          Finally let's talk about the fact that this gun essentially wants you to fully lean into its self-built gimmick with its mod. By default it cannot hit weakspots, but when you activate the mod you get 3 floating swords (which functions like ammo mods like Hot Shot/Overflow, it gives an instant reload) that hang around for 30 secs around you. Whilst they are circling you, they can hit enemies, and when they do detect enemies in melee range they spin faster around you to do (mostly pitiful) damage. Every time you swing your melee weapon, it sends out 1 sword which attaches to an enemy, similar to the Bore mod. During the attachment time, every shot from the gun counts as weakspot hits. These shots proc stuff like Zania's Malice, Hunter refresh skills and benefit from corresponding weakspot boosts in every way you'd expect.

                          From my own testing, each sword only lasts about 6 seconds on an enemy, and sending out more swords towards the same single enemy does not extend the weakspot hit timer on that one enemy. That being said, you're often encouraged to send out all 3 swords at the same enemy with a charged melee because it has multiple synergies with stuff like Butcher's Fetish (+crit & crit dmg), melee weapons with a charged melee projectile, and the fact that when you discharge all your swords you can instantly start building the mod charge back up with the swords still embedded in the enemy.

                          In practice, this means you'd want to find some setup where you can 'loop' the rotation of mod activation > charge melee swing > shoot free weakspots > activate mod again to instant reload, rinse and repeat. Thankfully, there are multiple ways to achieve this, either with %mod generation boosts, %mod cost discounts, Archon and stuff like Faerin's Sigil and the like.

                          So, in practice and as a tldr, is this gun ACTUALLY any good? I'd say yes, if you're okay with working around its limitations and playing into its gimmick of cycling melee and ranged. I personally have been going through my 3rd or so Apoc campaign playthrough, and this gun definitely can do the job. It decimates most elites (many of which have some annoying gimmick where they hide their weakspot), and some bosses I've straight up 1-phased and bypassed entire fight phases simply because this thing can hit so hard.

                          BUT, some other bosses which move around a lot or are hard to hit, or simply have a ton of mobs or projectiles to dodge, this weapon performs terribly since you don't have the chance to set up its rotation. It being so reliant on its own mod (and having a low ammo count) to do meaningful damage means its also terrible at general map traversal and mobbing, so you're gonna NEED a really reliable handgun that's adept at trash clear to make up for it.

                          • Anonymous

                            You will need a fast steady melee in order to be more precise shooting ouroboros when trying to survive and hit bosses. Any recommendation for the aforementioned?

                            • Anonymous

                              If you do the charge melee for the mod with three swords and it crits, the duration of the buff doubles.
                              Also using the mod reloads your weapon

                              • Anonymous

                                For the mod effect: You don't actually have to be near an enemy or hit your melee attack, just swing your melee and a sword will fly out to whatever is in front of you. It's got a pretty decent range on it.

                                • Anonymous

                                  Trash gun. You have to hold it for a long time before it fires one measly shot. Feels like a long-range rifle, but the mod makes you go up close (obviously to go melee). Might as well make the gun a shotgun or smg though if you want to keep close to enemies. This gun is just trash.

                                  • Anonymous

                                    It's cool that the blades deal damage while they orbit you. Enemies must be hugging you to be hit, but still - it triggers the gun's weakpoint buff.
                                    The more enemies the blades hit, the faster they expire.
                                    1 enemy: ~18 seconds.
                                    2 enemies: ~6 seconds.

                                    • Anonymous

                                      Pairs great with melee weapons with ranged charge attack mods (k axe, h spear, etc). Pop the blades, make one charged melee ranged attack to put them all into one target, unload with Deceit.

                                      Add Faerin's Sigil, and all of these guaranteed weakspot hits 3/4 recharge the combo without accounting for other traits/equipment.

                                      It seems like an intended combo as all of these items come from the same world, two from the same boss fight.

                                      • Anonymous

                                        Using the charged throw on Huntress spear while ouroborus is active on deciet is pog, esp with a hunter and challenger build.

                                        • Anonymous

                                          this seems like a worse version of the Crescent Moon Bow. The Mod allows it to shot two arrows...u can keep it up all the time just like Deceit's. It also HEals u... U dont have to switch to a Melee Weapon for it...just keep shooting.

                                          • Anonymous

                                            Interesting interaction, if you go into the malefic palace/dark zone the floating bits glow that eerie white instead of gold. I wonder if you can use this gun to unlock a secrete there? (I also wonder if you can use the sword to do the same)

                                            • Anonymous

                                              Fully upgraded, I've never cleared rooms full of mobs as quickly as with this thing. It's disgusting! It is somewhat of a late bloomer though, not really hitting it's deadly stride until you equip it with a level 10 Supercharger mutator. Aesthetically gorgeous, and that reload animation is the cherry ontop of an all around solid package.

                                              • Anonymous

                                                so I have been enjoying this gun and there's a couple things I've learned each blade can be tossed to activate the debuff for 6 seconds and can total to 18 seconds interestingly enough you could increase the debuff duration by using rings and amulets that increase mod duration, personally with testing I was able to get it up to around 9-10 seconds. Or you could be a mad lad and let them spin around you while hurting the boss that can last 30 seconds and could last even longer with rings and amulets be aware this may sound cool and useful in theory but in works I find that the charge time and danger of being close usually outweighs this strategy. another thing to take note of as you kill ads is that the charge attack can pass through enemies so if your fighting a horde you can charge a melee and if they are lined up it would apply the debuff to all of them.

                                                • Anonymous

                                                  unironically, this gun might actually be pretty viable on apoc though i have not gotten around to test this yet.
                                                  crit chance: 15% base, +10 supercharger mutator which gives 15% crit chance, bleed proc from nade for abrasive whetstone for 15% crit chance
                                                  crit dmg: abrasive for 30%, probability cord for 30%
                                                  weakspot dmg: flawed beauty and zania
                                                  archetype: hugs
                                                  combo: relic > hunter > deceit mod > gs > enter boss fog wall > nade > knell axe > shoot

                                                  • Anonymous

                                                    The weapon is a gimmick but that's not a bad thing, it's really good at killing bosses fast especially with the mod

                                                    • Anonymous

                                                      So how are you suppose to deal with him exactly I’m just being yoink everywhere and he spawns stuff deliberately behind the player camera…like that’s not a fun fight at all

                                                      • Anonymous

                                                        Great stuff "on paper" and totally useless in real life. To make shot you have to charge it for ~1 sec first. Do I have to explain how much can change on battlefield for this time? It can only be useful against paralyzed enemies.

                                                        • Anonymous

                                                          Worth noting, Ourboros will also prime targets for Godslayer causing all hit to be weakpoint hits for both weapons. Fracture (Godslayer's mod) will also prime enemies for this weapon to weakspot hit, though the duration is short lived only giving the chance for one shot with quick timing.

                                                        Load more
                                                        ⇈ ⇈