When The Edge of Fate launched on July 15, 2025, Destiny 2 threw out the stat system players had used since Shadowkeep. Mobility, Resilience, Recovery, Discipline, Intellect and Strength were replaced by six new stats: Weapons, Health, Class, Grenade, Super and Melee. The community calls the new system Armor 3.0. This guide covers what each stat does, why going past 100 matters, and how archetypes, set bonuses and tuning fit into planning a build.
The six stats at a glance
Each new stat roughly takes over from an old one. Weapons replaced Mobility, Health replaced Resilience, Class replaced Recovery, Grenade replaced Discipline, Super replaced Intellect and Melee replaced Strength. Armor you already owned kept its numbers when the switch happened. The values just moved to the new names.
What really changed is the range. A stat used to stop doing anything at 100. Now each stat runs from 0 to 200, and it works in two bands. Points from 1 to 100 give a stat its basic job, which for most stats means faster ability regeneration. Points from 101 to 200 add a second, separate bonus, usually extra damage or extra survivability.
| Stat | Replaced | 0–100 effect | 101–200 effect |
|---|---|---|---|
| Weapons | Mobility | Reload and handling, more damage against minor and major enemies | Damage against bosses and Guardians, chance of extra ammo from bricks |
| Health | Resilience | Healing from Orbs of Power, flinch resistance | Faster shield recharge, extra shield capacity against combatants |
| Class | Recovery | Class ability cooldown and energy gains | Overshield when you cast your class ability |
| Grenade | Discipline | Grenade cooldown and energy gains | Bonus grenade damage |
| Super | Intellect | More Super energy from dealing damage and other sources | Bonus Super damage |
| Melee | Strength | Melee cooldown and energy gains | Bonus melee damage |
The numbers below are the maximum values Bungie announced ahead of The Edge of Fate. Later sandbox patches have adjusted parts of the game, so treat in-game tooltips as the final word on exact percentages.
What each stat does
Weapons
Weapons is the only stat built for gunplay. Up to 100, it improves reload speed and handling, and it adds damage against minor and major enemies: up to 15% for Primary and Special weapons, and up to 10% for Heavy. Past 100, the same bonus extends to bosses and enemy Guardians. In PvP the bonus against players is much smaller, topping out around 6%. High Weapons also gives ammo bricks a chance to hold extra ammo. If your build relies on guns more than abilities, this is the stat to push. You can look up damage perks to pair with it in our weapon perk database.
Health
Health is about staying alive between fights rather than raw damage reduction. Its first band makes Orbs of Power heal you (up to 70 health at 100) and adds up to 10% flinch resistance. The second band speeds up shield recovery, with recharge up to 25% faster and up to 50% less time to fully refill. It also adds up to 20 extra shield capacity against PvE combatants. Health is a strong choice for solo play and harder content where you can’t always back off to recover.
Class
Below 100, Class lowers your class ability’s base cooldown and boosts the energy you get from other sources, such as mods, fragments and exotics. Above 100, casting your class ability gives you an overshield of up to 40 HP in PvE and up to 10 in PvP. The overshield lasts longer on abilities that keep you in place. Bungie’s figures put it at 5 seconds for dodges and thrusters, and 10 seconds for Barricade and Rift.
Grenade
Grenade works like Class for your grenade: lower base cooldown, plus better returns from outside energy sources up to 100. Past 100 it raises grenade damage by up to 65%, the biggest damage scaling of any stat. That makes it the core of most grenade-spam builds. You can browse grenades for every subclass on our abilities page.
Super
Super is different from the old Intellect stat in one important way: it doesn’t shorten your Super’s passive cooldown. Its first band increases the Super energy you get from damaging enemies and from other sources. The second band adds up to 45% Super damage. Super is most useful if you deal a lot of damage and want to cast your Super more often, or if your Super is your main damage phase tool.
Melee
Melee follows the same pattern: faster base cooldown and better energy gains up to 100. Past 100 it gives up to 30% more melee damage. That covers charged melee abilities, uncharged punches and Glaive melee attacks.
Armor archetypes
Under Armor 3.0, a piece of armor no longer spreads points across all six stats. Each piece has points in three stats only. Its archetype sets the two main stats, and the third (tertiary) stat is rolled at random from the four the archetype doesn’t use.
| Archetype | Primary stat | Secondary stat |
|---|---|---|
| Gunner | Weapons | Grenade |
| Bulwark | Health | Class |
| Specialist | Class | Weapons |
| Grenadier | Grenade | Super |
| Paragon | Super | Melee |
| Brawler | Melee | Health |
Since the pairings are fixed, some combinations can never show up as the two main stats on one piece. Weapons and Super is one example. That matters when you plan a build. You can’t hit high numbers in two unrelated stats with a single archetype, so you’ll usually mix pieces of different archetypes, or pick tertiary rolls that fill the gap. You can make an archetype more likely to drop with Ghost mods and by targeting it through activity or vendor rewards.
Higher-difficulty content drops armor with more points in its archetype stats, so the gear tier of a piece directly affects how high your stats can go. Tier 5 armor has the highest stat totals, up to 75 points per piece across its three stats. Our gear tiers guide covers how each tier works.
Set bonuses
Legendary armor from The Edge of Fate onward belongs to named sets. Wear two pieces from the same set to activate its first bonus, and four pieces for the second. These are perks, not stat points. Each set rewards a specific weapon type or playstyle. Because sets have fixed bonuses but random archetypes and tertiary stats, you’ll often trade a few stat points to finish a four-piece set. Most good builds land somewhere between perfect stats and the set bonus they want. You can browse every piece in our armor database.
Tuning on Tier 5 armor
Tier 5 armor has an extra socket for a tuning mod. Each Tier 5 piece has its own tuned stat, and the socket gives you two options:
- Shift five points: +5 to the piece’s tuned stat in exchange for -5 to another stat.
- Balanced tuning: +1 to each of the piece’s three lowest stats.
The swap option is the one that matters for min-maxing. A few well-tuned pieces can push a stat over a target number without giving up an armor mod slot. Balanced tuning is a smaller gain, but it adds stats without costing anything.
How to plan your stats
Because the 101–200 bands exist, you’re no longer trying to hit 100 everywhere. You’re deciding which one or two stats deserve to go past 100. A practical approach:
- Start from your damage source. If your build kills with grenades, Grenade is your main stat. If it relies on guns, choose Weapons. Push that stat well past 100.
- Choose a second focus. Pick an archetype whose secondary stat supports the first. For example, Grenadier pairs Grenade with Super, and Gunner pairs Weapons with Grenade.
- Cover survivability. In hard content, enough Health for Orb healing is often worth more than a few extra percent of damage.
- Fill gaps last. Use tertiary rolls, general armor mods from our mods database and Tier 5 tuning to top up the stats that are just short of a target.
- Remember your subclass. Fragments and exotics change your stats and energy gains too, so check your subclass setup before chasing perfect numbers on armor.
To test combinations before you farm for them, try our build planner. You can choose a subclass, exotic, armor stats and mods, then share the build with a single link.
Quick answers
What is the maximum for a stat?
Each stat goes up to 200. The second half of the range unlocks a different bonus from the first.
Did my old armor become useless?
No. Older armor kept its values under the new stat names. Older pieces don’t have set bonuses or Tier 5 tuning, though, so newer armor generally works better for focused builds.