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Crown of Destiny | |
Area: | Preloop Vaults |
Pro: | Free Mutation |
Con: | Narrow Future |
Sprites: | ||
Selection | Idle | Walk |
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Tech
- Upon taking Destiny, one free mutation will be granted.
- Runs that start with Crown of Destiny will grant the mutation after completing 1-1.
- The maximum mutations in a set is brought from 8 to 9, or from 11 to 12 with Melting's Detachment.
- Last Wish will never appear while running Crown of Destiny, unless if playing as Horror.
- Taking the crown multiple times in a run will not grant any extra mutations.
- On Non-Beta (u99r1) the mutation given is the first mutation of the last set seen and is predictable.
- On any Betas this is a separate set that is essentially random on normal runs.
- This separate set is seeded and everyone gets the same for a daily/weekly. This can be shared over the community scouting sheet.
- Only one mutation will be seen in a set instead of the usual four. ("Narrow Future")
- This also effects ultras, only granting one of the two randomly.
- If Crown of Destiny is removed the extra mutation is still kept while further sets will return to four mutations, avoiding the downside further.
- Horror's passive lets them see two mutations instead of one, which also applies for their ultras.
- Bug: If leveling up while in a vault and Crown of Destiny is removed, it will erase the following set.
- It is unlikely this bug will ever be patched and exists in both Non-Beta and Betas.
Strategy Guide
Crown of Destiny is a unique crown in that the bonus mutation is kept even if the crown is taken off, while benefits from other crowns are lost upon switching them. There is a popular strategy known as 'radstarving' in which Destiny is taken for the extra mutation, then leveling up is purposefully avoided until the crown is next switched off to avoid the downside. This is a time consuming process and generally only recommended for longer runs (preferably L2+) and is outlined on a separate page here.
As for normal gameplay, a full run with Destiny will have the downsides severely outweigh the upside. Having 8 mutations that compliment a certain playstyle is far better than any number of random mutations, as some may barely help over the course of the run. For this reason the crown is only best used for unlock or utility with radstarving.
For crown unlock runs it's generally best to level up as many times as possible before the 5-2 vault, and only then take the crown to minimize the amount of random sets seen. This will make the run as close to vanilla as possible and makes for an easy unlock.
For preloop starts, such as with weeklies, Destiny runs will be considerably difficult as having 9 random mutations gives no room for set building. If a set is particularly awful this can be circumvented to switching to another Steam version that could have slightly better mutations, or utilizing niche Non-Beta set mechanics. As for the actual run, this is very situational based on what random mutations are given, but a general piece of advice is to lean into any weapons that are complimented by any mutations being ran. Otherwise, any generalized weapons that have a decent firerate are less reliant on any particular mutation to work well.
There are no character/mutation notes for this crown page as the sets are essentially randomized, however it should be noted that Horror is always the best mutant for any random Destiny runs, as they get two mutation/ultra choices allowing for some set variety. Any other mutant with a well-rounded passive and/or active will do decently with the lack of great mutations.