Quick Links
Destiny 2: The Edge of Fateis making sweeping changes to Destiny’s core difficulty and progression systems. Loot pursuits are getting some major reworks in July, notably armor sets and how armor stats work. Nearly every aspect of Destiny’s armor system is about to change.
Stats now go to 200, set bonuses return for the first time since Season of the Drifter, and a new tiered rarity system will change how you farm for endgame armor. Calling this rework extensive would be an understatement. To help you understand it all, here is everything we know about Destiny 2’s Armor 3.0 rework.
Updated May 07, 2025, by Charles Burgar:Now that we’ve played with the Armor 3.0 system, we’ve uncovered some small quirks with stats that are worth mentioning. We’ve updated this guide to reflect the recent stat value changes that launched shortly after Edge of Fate’s release, and we’ve updated the armor sets section to include The Desert Perpetual, Trials of Osiris, Mythic Kepler, and Solstice armor perks.
What Is Armor 3.0?
Armor 3.0 is a rework of all armor itemization that was released with the Edge of Fate expansion.The Armor 3.0 rework can be broken down into three components:
That’s a lot of change to digest in one go, so we’ll be breaking down this overhaul into each component. But before we do, it’s important to mention thatall armor has been converted to the Armor 3.0 stat system, even your current armor. Older armor did notreceive set bonuses or a stat archetype, but your stats have been transferred one-to-one with this new system.
Stat Conversions On Older Armor
With Armor 3.0, Mobility, Resilience, and Recovery have been replaced with new stats. Any armor you currently own will be automatically converted to use the new stats. Mobility has been converted to Weapons; Resilience has been converted to Health; Recovery has been converted to Class.
We cover what’s happening to your character’s base Mobility, Resilience, and Recovery in the FAQ section of this guide.
Overall, Armor 3.0 is anetbuff to all Destiny 2 builds.The new stat system allows you to lean heavily into a preferred playstyle to buff your ability uptime, weapon DPS, or improve your character’s survivability. These changes also affect PvP, although most armor stats have different values inside the Crucible.
How Stats Are Changing In Edge Of Fate
Under the Armor 3.0 system, all armor (including class items) will drop withthreeof the six listed stats: Weapons, Health, Class, Super, Grenade, and Melee. Each stat governs a certain element of your character, such as ability uptime or your weapon prowess.All points buff a given stat; there are no wasted stats in this system.
Your first 100 points will scale the stat’s base effect, usually an ability’s base cooldown and scalars.When you get past 100, all points will contribute towards a secondary, enhanced property.Each stat has a unique secondary bonus, such as improved ammo quantity (Weapons) or increased grenade damage (Grenade).Stats cannot exceed 200 points.
Max Stat Values
Weapons
0–100:Governs weapon reload speed, handling, and damage versus PvE minor and major combatants.
101–200:Governs ammo restored from bricks, and improves weapon damage versus Guardians and PvE bosses.
0–100:Governs flinch resistance and HP restored from Orbs of Power.
101–200:Governs shield capacity in PvE and shield recharge speed.
0–100:Governs class ability cooldowns and energy scalars.
0–100:Governs grenade cooldowns and energy scalars.
0–100:Governs melee ability cooldowns and energy scalars.
101–200:Governs melee damage, including uncharged melees and Glaives.
Weaponswill buff the effectiveness of your firearms, both in PvE and PvP. For the first 100 points, you will receive increased weapon handling, reload speed, and a damage bonus against PvE minor and major combatants. All weapon buffs from this stat are multiplicative with their respective categories. The damage bonus stacks withevery other weapon buff: perks, character buffs like Radiant, and surges.
Past 100, theWeapons stat will scale your weapon damage against PvE bosses and enemy Guardians inside the Crucible.Additionally, all ammo bricks you pick up can grant twice as much ammo. The chance is proportional to your Weapons stat. At 200 points, the chance is guaranteed. This ammo bonus doesnotwork inside the Crucible.
Overall,Weapons is always worth investing in.In PvE, this grants a global damage bonus against all enemies, including bosses if you get past 100. In PvP, Weapons can prove useful for adjusting the TTK of certain weapons—notably 180 and 260 RPM Hand Cannons, 450 RPM Pulse Rifles, and 491 RPM Sidearms. If you aren’t using these weapon archetypes in the Crucible, it’s generally better to invest in Health instead.
Health
Healthis a combination of the previous Resilience and Recovery stats. This stat determines how much HP you restore from Orbs of Power, which is the same behavior as the Recuperation mod. You also gain a small amount of flinch resistance with this stat, reducing how much your reticle veers off-center while taking damage.
Past 100,Health will scale your shield capacity in PvE. Your shield goes up to +20, roughly a nine percent EHP buff—for context, you have 230 combined HP and shields by default. More importantly,your shield’s recharge delay and overall recharge speed are improved with heavy investment. At 160 points, it matches what T10 Recovery did in the old system. At 200 points, it’s about one second faster than what was previously possible, fully restoring your shields after a four-second delay.
In our view,Health is the weakest stat in Armor 3.0 and can be ignored by PvE players.The entirety of the Health stat can be replicated with leg armor mods like Better Already and Recuperation. With that said, faster shield regenerationisuseful inside the Crucible, so PvP players might want to consider scaling this stat if their build doesn’t benefit from the Weapons stat.
Class
Classdictates how quickly your class ability recharges. This affects your ability’s base cooldownandhow much energy you receive from all class ability sources—the Strategist perk, Insulation leg mod,Heart of Inmost Light, Facet of Hope on Prismatic, et cetera.
Past 100, the Class statprovides a weak overshield whenever you cast your class ability. This goes up to a 40-HP overshield in PvE at 200 Class, reduced to 20 HP inside the Crucible. For context, you have 230 combined HP and shields by default. Overshield duration is based on your ability’s base cooldown. Fast cooldowns grant a five-second overshield; everything else grants a ten-second overshield.
Most Hunter builds and Titans using the Thruster ability can make good use of the Class stat.Gaining a small overshield by casting an ability is surprisingly helpful in harder content. Heavy investment into this stat can helpHeart of Inmost Lightand Facet of Hope skyrocket your class ability regenerationon Prismatic, letting you deploy an overshield whenever you see fit.
Super
Superdictates how much Super energy you receive from all sources; it doesnotaffect your Super’s base cooldown. Energy scalars affect Orbs of Power, armor mods like Ashes to Assets, andSuper energy received from taking and receiving damage. You’ll need a Super stat of 100 to match the energy values before Edge of Fate.
Past 100, investment into the Super stat willincrease your Super damage, up to a 45% damage buff in PvE and 15% in PvP. This stacks multiplicatively with other Super damage effects likeStar-Eater Scales. Supers that only offer utility effects, such asWell of Radiance, tend to receive more duration instead of added damage.
Super is tied with Weapons for the best DPS stat in PvE.A 45% damage buff to your Super is substantial. When paired with the massive energy scalar bonus from 100+ Super, you should be able to cast your Super twice during a damage phase. This might outpace the Weapons stat depending on the encounter. Of course, if you prefer to use utility Supers likeWell of RadianceorShadowshot: Deadfall, investing past 100 Super is seldom useful.
Grenade
Grenadeinfluences your grenade ability’s base cooldown and energy scalars. Scalars refer to any source of grenade energy—including the likes ofHeart of Inmost Light,Crown of Tempests, the Devour keyword, the Demolitionist perk, etc.
Past 100, additional investment willincrease your grenade damage output, up to +65% damage in PvE content; Crucible is reduced to a 20% buff. This stacks multiplicatively with any other form of grenade damage scaling, notably Exotics likeVerity’s Brow. This damage bonus also affects the melee attack of theGrapplegrenade.
Most ability-centric builds will want to scale their Grenade stat to at least 70, as this will make the energy regeneration scalars of Exotics and perks behave at their intended efficacy. The damage bonus from 200 Grenade is substantial and shouldn’t be undervalued when making an endgame PvE build. If you enjoyGrappleor grenade spam builds, scaling the Grenade stat is always a good idea.
Melee
Meleeinfluences your melee ability cooldowns and all melee energy scalars. Anything that restores melee energy—Gambler’s Dodge for Hunters, Exotics likeHeart of Inmost Light, the Pugilist perk, et cetera—are affected by the Melee stat.
Past 100, additional stat investmentincreases the damage of all melee attacks. This includes melee abilities, uncharged melee attacks, and even Glaives. Swords are not included; the Weapons stat does instead. Any other sources of melee damage stack multiplicatively with the Melee stat. At 200, Melee grants 30% increased melee damage in PvE and 20% in PvP.
Any Hunter build using Gambler’s Dodge and most melee-centric builds will want to scale the Melee stat. Since Gambler’s Dodge technically gives melee energy back, it’s affected by this stat. You’ll need to achieve 70 Melee to fully refund a melee ability.
Excluding that odd case, this is a similar deal to the Grenade stat.If you spam melee attacks or abilities in general, it’s always worth investing some points in the Melee stat.Only invest past 100 if the damage bonus is enough to one-tap enemies you wouldn’t otherwise be able to.
Armor Archetypes And Tiers
Whenever an armor piece drops in Edge of Fate, you’ll notice anarmor archetypelisted under its Power level. This is the armor’s stat bias, similar to the ‘spikey’ distributions present in Armor 2.0. Out of the six stats available, your armor will only roll withthree stats. The three stats you get are weighted as primary, secondary, and tertiary stats.
Each stat’s value is determined by thetier of armor that dropped.In Edge of Fate, harder content will drop items of higher quality, denoted by tiered pips on the item’s inventory icon.
Weapon and armor tiers arenotretroactive. Crafted items are also not tiered in any way, even if made after the Edge of Fate expansion.
Higher-tier armor pieces can roll with higher stat maximums.The most points an armor piece can roll with naturally is 75, achieved at Tier 5. This is the highest tier of armor possible and can be found from decrypting Prime Engrams past 400 Power. More sources of T5 gear will be added in future updates.
All Armor Archetypes
There are six armor archetypes you’ll find in The Edge of Fate.
Every armor piece that drops will come with one of these listed archetypes. The primary stat always receives more stats than the secondary stat. Your tertiary stat is then randomly selected from the remaining four stats and receives the remaining points. In general,there’s roughly afive-pointdifference between your primary, secondary, and tertiary stats.This gap is more pronounced on lower-tier items.
Veteran Destiny players will notice that some stat combinations are missing, such as Grenade + Melee and Weapons + Super.Not every stat combination will be possible at the start of Edge of Fate. If there is a combination of stats listed here that you don’t see, keep any Armor 2.0 rolls with those stat combinations.
Masterworking Armor
Masterworking armor is getting a slight adjustment as well.Any armor piece you fully masterwork will gain five points in the three statsnotselected by your archetype.For example, if you got an armor piece with the Paragon archetype and Grenade as its tertiary stat, you’d get a +5 stat bonus to the three stats without any points—in this case, Health, Class, and Weapons. A Guardian with a full set of masterworked armor will gain 25 points towards their three lowest stats.
This change will apply tonew armor drops in Edge of Fate, including Exotics. This masterwork change willnotbe retroactive to any armor you obtained during Armor 2.0. All stat values on your current gear will remain as-is.
Gear Tiers
All Legendary armor pieces from Edge of Fate contentand the Portalwill be rated on a scale of 1-5, labeled as itsgear tier.The higher the tier, the better the item’s quality is. Higher tiers of armor are awarded by playing harder content, such as Grandmaster Portal content. T5 armor is the absolute best of the best.Exotics are exempt from this tiering systemas of launch, but they are functionally identical to T2 armor.
For launch,gear tiers determine your armor’s stat totals.Higher tiers can achieve better stat totals, up to 75.
52-57
58-63
64-69
70-75 + extra mod point
Tier 5
75 + stat tuning
While the jump between T4 and T5 seems minor,all T5 armor has a bonus socket for stat tuningthat unlocks once masterworked. T5 armor will have one of its six stats randomly tagged as a tuned stat, similar to a masterwork stat you’d get on a weapon. There is no way of changing an armor’s tuned stat.
All T4 and T5 armor has an extra energy point for installing mods, bringing your total budget to 11 energy, from 10. Tuning mods don’t drain any energy, similar to Artifice mods.
The tuning socket allows you totransfer five points from any stat into your tuned stat.Since masterworking an armor piece grants five points to your three dump stats, this is a good opportunity to redistribute some of those masterwork points toward something your build can better utilize.If you dislike your tuned stat, you may add a point to your three masterwork stats instead.
Armor Set Bonuses
The third and final pillar of the Armor 3.0 rework is set bonuses.Every new armor set will come with two bonus perks.To activate them, you’ll need to equip multiple armor pieces from the same set. Set bonuses trigger uponwearing two and four pieces of the same set,respectively. Since you have five armor slots, you can safely pair a four-piece set with any Exotic.
It’s best tothink of armor sets as origin traits for armor.While these bonuses aren’t particularly build-defining on their own, they offer some strong utility effects that can help round out a build’s issues or add some gameplay variety. Optimal builds will use set bonuses regardless, but they aren’t required to make a build functional in Destiny.
All Armor Set Bonuses
We currently know ofeight set bonuses in Edge of Fate. Current armor sets willnotbe receiving retroactive armor set bonuses.
Kepler
Force Converter
After a final blow with any rocket or grenade launcher, sprint for a short time to gain Speed Booster.
Reactive Booster
Once per activation of Force Converter, sprinting at critical HP or experiencing a crowd control effect will immediately grant Speed Booster for a short duration.
Kepler (Mythic)
Force Absorption
After a final blow with any rocket or grenade launcher, gain 20% AoE damage resistance and 60% self-damage resistance.
Reactive Shock
Once per activation of Force Absorption, being hit by a melee attack triggers a disorienting blast.
PvE
Wrecker
You deal significantly increased Kinetic damage to combatant shields, overshields, vehicles, and constructs.
Concussive Rounds
Defeating powerful combatants or breaking a combatant shield with Kinetic damage releases a disorienting Kinetic shockwave.
Final blows with freshly drawn or reloaded weapons heal you.
Unfaltering Focus
Bow, Shotgun, or Sword kills temporarily reduce incoming damage. Damaging targets with those weapons extends the effect.
Crucible (PvP)
Terminal Velocity
Final blows with primary weapons grant them temporarily increased reload speed.
Crook and Flail
Solstice Event
Photogalvanic
When healed, gain bonus handling, reload speed, and flinch resistance for Solar weapons.
The Desert Perpetual
Accretion
Picking up an ammo brick grants an escalating weapon swap speed buff until death. Stacks x20 times.
Doppler Effect
Solar buffs and Strand debuffs last 50% longer. WithEmber of Solace, Solar buffs last 70% longer instead.
Some of these set bonuses are fairly powerful, but nothing here is required for a build to function. For example, the four-piece bonus of Last Disciple is fantastic for double special loadouts, but there are other ways of generating special ammo if you so choose. The major standouts here areBushido’s two-piece Iaido bonus, Last Disciple’s four-piece bonus, and Techsec’s two-piece perk.
It’s worth noting that you can still mix and match armor under Armor 3.0.You can run a couple of two-piece perks from different armor sets—you don’t have to run a four-piece bonus. For example, if you like Bushido’s Iaido bonus but don’t care for its DR four-piece effect, you can run two pieces of another set, say Aion Renewal, to gain its Force Converter bonus.
What Are The Best Stats?
Most players are going to want to spec forWeapons and Super.Weapons is arguably the best stat for general play, increasing all weapon damage in both PvE and PvP with enough investment. PvE players effectively get Vorpal Weapon for free on all their Heavy weapons, and Crucible players can use the Weapons stat to adjust the TTK values of certain weapon archetypes. Put another way,Weapons is now the new Resilience stat for PvP.
Super is a fantastic option for PvE buildslooking to maximize their damage output. At 200 points, your Supers will deal a whopping 45% more damage at base. For comparison,Star-Eater Scalesat maximum stacks provides a 70% damage bonus. Paired with the higher Super energy scalars, it should be possible to use multiple Supers during lengthy damage windows, further improving your total damage.
Ability-focused builds will want a mix ofGrenade and Meleeto increase their energy scalars, allowing you to recharge your abilities as fast as possible. You’ll want to get both stats to at least 70. From there, focus on scaling one of the stats to improve its damage output. Grenade has a higher damage bonus than Melee, but the Melee stat influences uncharged melees and Glaives as well.
Ideal Stat Archetypes
The best stat archetypes to chase areGunner and Paragon.Gunner is ideal for weapon-centric builds; Paragon scales Super the best. You can even mix and match both sets if you wish to sacrifice your potential DPS for more ability uptime.
It’s worth noting thatarmor archetypes can have their drop rates influenced by Ghost Shell mods.These archetype mods replace the armorer mods that were previously on Ghost Shells and serve the same purpose. If you’re chasing Gunner or Paragon armor, be sure to equip the respective armorer mod before you start farming.
Unobtainable Stat Combinations In Edge Of Fate
Due to the limited nature of stat archetypes,some stat combos are currently inaccessible with the Edge of Fate expansion.The following stat combinations arecurrently unobtainable.As Bungie adds more armor archetypes in subsequent updates, this list will dwindle. If you’re cleaning out your Vault, keep any armor in this chart.
Recovery + Strength
Class + Melee
The main standout here isWeapons + Super, currently listed as Mobility + Intellect. If you have any armor with these stat combinations, keep them. Weapons and Super will become DPS standouts in the upcoming expansion.
Armor 3.0 FAQ
We covered a lot of ground in this guide, but there are still some niche cases with this upcoming rework that require more specific explanations. Any questions tied to Armor 3.0 are answered below.
How Does Armor 3.0 Apply To My Current Armor?
Armor will retain its current stat values, but Mobility, Resilience, and Recovery stats will be converted to Armor 3.0 stats.Mobility will become Weapons; Resilience will become Health; Recovery will become Class. Stat totals, stat distributions, masterwork bonuses, and Artifice sockets (if applicable) will remain the same.
Any armor you’ve obtained willnotgain stat archetypes, set bonuses, or be ranked in the new gear tier system. They’ll function exactly as they do currently.
What’s Happening With Exotic Class Items? Do I Need To Regrind Them?
All Exotic class items you own will be given custom stat packages based on their roll.This is retroactive and will apply to all Exotic class items you’ve acquired; you won’t need to regrind them. With that said, we aren’t sure exactly what archetypes each perk combination will receive. Bungie has said they’ll be curating stats for them on a case-by-case basis (source).
Any Exotic class items you get after Edge of Fate launches will drop with stat archetypes as well.The left column perk dictates the stat archetype; the right column perk determines the tertiary bonus.
What About Exotic Armor In General?
Exotic armor will bias certain stat archetypes, but they willnotbenefit from gear tiers.For example, a pair ofSynthocepswill tend to drop with the Brawler stat archetype, increasing your Melee and Health stats. Armorer mods found on your Ghost Shell can influence an Exotic’s stats, similar to how Armor 2.0 works. Armor obtained through collections will have a fixed stat archetype but low stat totals.
When the expansion launches,Ada-1 will give you 20 Exotic vouchers you’re able to redeem on custom-rolled Exotic armor.Her shop will be updated to include a focusing menu that allows you to pick the exact stat archetype you want on your Exotic. Purchasing an Exotic this way costs one voucher. This service will be available until the Year of Prophecy ends, so be sure to spend your vouchers beforehand.
Ada-1’s shop doesnotinclude the Exotic class item. Vouchers are account bound.
Do Artifice Sockets Still Work In Armor 3.0?
Yes, Artifice sockets retain their functionality in Armor 3.0.Any Artifice items you own will still grant a +3 bonus to your chosen stat. This applies to Legendary Artifice armor and the Artifice socket present on fully-upgraded Exotic armor.
OnlyExotic class itemsare losing an Artifice socket, as they are being converted to use every new feature of Armor 3.0.
Are Mobility, Resilience, And Recovery Still In Destiny?
Not as armor stats, no.However, all three stats will be set to fixed values once Edge of Fate releases. Here’s what Bungie is doing to each stat.
Mobilitycan now be modified through a new leg armor mod. Stacking this mod three times should give Hunters 100 Mobility and other classes 90 Mobility. Miscellaneous sources of Mobility, such as Lightweight weapons and Amplified, will still increase your Mobility stat.Mobility now scales up to 130,allowing you to jump and strafe faster than what was possible before Edge of Fate.
Resilienceis set to 100 for all characters and cannot be changed. This means all characters have an intrinsic 30% damage resistance buff in PvE content, regardless of build. All PvP TTK breakpoints should now be calculated assuming a Guardian is at T10 Resilience.
Recoveryis set to roughly what 60 used to be. You can hasten your shield recharge speed through the new Health stat. Getting to 160 Health is roughly equal to what 100 Recovery used to be.
Can I Change An Armor’s Stat Archetype?
No, an armor’s stat archetype is fixed.If you want a different archetype, you’ll need to farm for a new armor piece. Fortunately, you can bias an archetype’s drop rate through armorer mods on your Ghost Shell.
Can You Upgrade An Armor’s Tier?
No. An armor’s tier is fixed and cannot be changed.If you want higher-tier armor, you’ll need to play harder content.
How Many Stats Can You Get On Armor Now?
The highest stat total you can get on an armor piece is 103.T5 armor can drop with a stat value of 75 by default. A masterwork bonus gives you +15 stats distributed evenly between your three empty stats. A stat mod gives you an extra +10, and the tuningn socket can give you an extra +3 if you choose not to redistribute your stats. This totals to 103. If you get perfect gear in all five slots, you can get upwards of 515 stats for your build.
You can get additional stats through subclass fragments, artifact perks, certain weapon traits, and font mods present on armor.
How Are Fragments Impacted By Armor 3.0?
Fragment stats have been translated to Armor 3.0 one-to-one.For example, Facet of Purpose has a -10 Recovery penalty in the current game. In Edge of Fate, this changed to a -10 Class penalty. If any additional balance changes are made to fragments, we’ll update this section with more information.