This is the Crucible translation of the Armor 3.0 stat system — same six stats, same caps, same archetypes as the Armor 3.0 guide, re-read through "will this win a 1v1?" Stats and survival live here; range decisions belong to the weapon page. Nothing here contradicts the systems rulebook — it just reweights it for players who shoot back. Built on the Monument baseline, Destiny 2's final content sandbox.
A PvE build farms a room: spread stats, spam abilities, stand in the open and out-sustain the AI. That loop loses duels. In Crucible a build does three jobs in order — survive the first exchange, own a range band, then time your abilities — and everything below is just how the Armor 3.0 stats serve that order.
Same stats as the Armor 3.0 guide (Mobility→Weapons, Resilience→Health, Recovery→Class, Discipline→Grenade, Intellect→Super, Strength→Melee), reframed by what they do in a duel. Weapons and Health are co-equal PvP pillars — lead with whichever serves the breakpoint you're chasing.
Shifts TTK breakpoints, improves handling and reload, and past 100 grants a flat +6% damage vs Guardians. The armor guide calls it the "best all-round stat." This is half your PvP baseline.
1–100: orb healing (up to ~70 HP) + ~10% flinch resist. 101–200: more effective HP / shield. The old ~30% Resilience DR is now baseline for everyone, so Health buys you HP, shield and flinch — not raw resist. The "PvP anchor."
1–100: rift / dodge / barricade cooldown — your reset and reposition button. Past 100 grants an overshield on cast worth ~40 HP in PvE but only ~10 HP in PvP. PvP overshield values are tuned separately, so don't infer them from a simple half-value rule.
Grenade cooldown 1–100; damage bonus past 100 (PvE figures — PvP differs). A role tool: an opener, an area-denial, a finisher. Worth pushing only if grenades are central to your kit.
Super energy 1–100; bonus past 100 (PvE figures). A tempo swing, not a stat you live on. Value depends on whether your super wins fights or just trades — see the subclass hub.
Melee cooldown 1–100; damage past 100 (PvE figures). A role tool for shoulder-charge / knife / brawler kits. Most gunfight builds leave this near the dump floor.
The 200-cap and the 125% cooldown cap change how you spend points versus the old 100-cap, 10-point-tier era.
| Band | What it does | PvP read |
|---|---|---|
| 1 – 100 | Scales the base effect (TTK shift, HP/flinch, cooldown, etc.). Every single point counts — there are no 10-point tiers anymore. | Your first 100 in a stat is where most of the value is. Get your two pillars and your main ability stat into this band before anything else. |
| 101 – 200 | Unlocks a second bonus (e.g. Weapons' +6% vs Guardians, more effective HP, ability damage). A smaller, secondary return. | Spend here only after your pillars are set — and beware the cooldown cap below. |
| Cap 200 | Hard ceiling per stat. A full Tier 5 set caps around ~515 total points (~103 per piece) before exotics/mods, so you cannot max everything. | You're always trading. Pillars + one ability stat to ~100, then spread the remainder. |
| Cooldown cap | Update 9.7.0 capped stat-based ability cooldowns at 125% (down from 190%). | ~100 in your main ability stat, then SPREAD. Dumping a stat to 200 for cooldown no longer pays — the cap eats it. |
Each armor piece rolls an archetype: a Primary / Secondary stat pair. Instead of memorising them abstractly, group them by the job they do in Crucible. The same twelve from the Armor 3.0 guide — nothing added or dropped — just sorted by duel role.
TTK and handling first, a grenade to open or finish. The cleanest pure-gunfight roll.
TTK plus super uptime — gunfight neutral game with a tempo super on tap.
Effective HP plus a fast reset (rift/barricade/dodge). The textbook survive-and-re-peek roll.
Tanky with a grenade for area denial — hold a lane and punish pushes.
Survivable with super uptime — a defensive anchor that can swing a held angle.
Fast resets plus gunfight stats — the mobile lane duelist's roll.
Melee tempo plus TTK — close-range pressure and quick re-engages.
Tanky melee — shoulder-charge and knife kits that want to survive the trade.
Two ability stats — for kits where abilities are the whole plan.
Grenade pressure plus reset uptime — area control with an escape.
Super and melee — roaming-super and ability-finisher builds.
Reset speed plus melee — mobile close-range tempo with frequent resets.
Mods are jobs, not numbers — learn what each family does and the specific values can patch underneath you. These are the families that actually matter in Crucible.
Improves aim assist / target acquisition; comes per element, so take the one matching your weapon. Helps you land the first crit — the shot that wins the TTK race. A staple for your primary type.
Faster ready / stow; comes per element, so take the one matching your weapon. Wins primary-to-special swaps in a duel — the difference between a clean shotgun follow-up and eating a melee.
Reduces flinch when shot; comes per element as Unflinching Aim, so take the one matching your weapon. Lets you hold your crit through return fire — huge for scouts, pulses and snipers that lose duels to flinch.
Faster reload; comes per element, so take the one matching your weapon. Shortens your vulnerable window behind cover so you re-peek sooner. Quietly one of the best PvP mod jobs.
Class-item mods that return ability energy on certain actions. Keeps your reset / opener online more often — under the 125% cooldown cap, refund procs matter more than raw stat-cooldown.
Mods that make or gather Orbs of Power to charge supers / trigger armor effects. Feeds your tempo economy across a match rather than a single fight.
The class item's mod slots host much of the ability-refund and economy layer. Treat it as a build slot, not an afterthought — it often decides your tempo.
Your exotic armor slot and exotic weapon slot can each solve a real gap your stats can't: an escape you lack, a duel you keep losing, a movement option, a way to survive a specific matchup. Pick the exotic that fixes your recurring death, not the one a tier list calls strongest.
A win-button exotic that does your aiming for you is a crutch and a balance-patch risk. A gap-filler exotic (mobility, sustain, a reload/handling fix) raises your floor without papering over fundamentals.
These don't roll random archetypes. They're a fixed 63 stats (30 / 20 / 13), and the left-column perk sets the archetype — so the spread is predictable and plannable rather than rolled.
They still occupy your one exotic armor slot, so a class item can't be worn alongside another exotic helmet, arms, chest or legs. Choose: exotic class item or another exotic armor piece. Either can still pair with an exotic weapon.
Three starting points, one per class. Each gives an identity, three PvP stat priorities to anchor on, and a hand-off to the weapon page for the range pair and back to the hub for fundamentals. Tune the spread to your subclass once you've picked a role.
Identity: rift-anchored lane support — hold a sightline, heal/empower the duel, control space with movement and grenades.
Identity: barricade-and-overshield space-taker — claim ground, force peeks, brawl the close band and deny pushes.
Identity: dodge / invis tempo duelist — fast resets, verticality, and pick-your-fight aggression off the radar.
These are not rigid DIM loadouts. They are three sniper shells: a class identity, a stat spread, an exotic job, and the range pair that makes the sniper work. Pick the one that matches how you want to take the first angle.
Shell: Nightstalker or Prismatic Hunter with Knucklehead Radar; swap to Graviton Forfeit if you want longer invis chains instead of ADS information.
How it plays: hold radar while ADS, take the first clean head, then dodge/invis out before the counter-peek arrives. This is the "I want information while scoped" build.
Shell: Solar Dawnblade with Icarus Dash and Ophidian Aspect; go Voidwalker with Astrocyte Verse if you want Blink entry/exit instead.
How it plays: pre-aim the lane, take a fast scoped shot, then dash/blink or rift-reset instead of floating in the open. This is the "my sniper should feel instant" build.
Shell: Arc or Void Titan with Peacekeepers. The sniper creates the opening; the SMG and barricade convert it into space.
How it plays: open a lane with the sniper, barricade the counter-angle or revive, then swap to the SMG and take ground. This is the "pick, push, and hold the body" build.
These shells are built around the same truth: a hand cannon wins by opening first, touching cover, and resetting before the opponent gets sustained damage. The class choice decides how you get that first angle and how you leave it.
Shell: Gunslinger, Nightstalker, or Prismatic Hunter with Knucklehead Radar while learning hand-cannon lanes; swap to your favorite dodge or movement exotic once map reads are automatic.
How it plays: take the first shot, dodge the counter-angle, and reappear from a different slice. This is the "make them chase a moving mid-band duel" build.
Shell: Solar Dawnblade or Voidwalker with Ophidian Aspect. The exotic smooths hand-cannon ready, reload, and swap feel so your primary and special stop fighting each other.
How it plays: pre-aim, land the first shot, swap cleanly when rushed, and rift only after you have cover. This is the "my hand cannon should always be ready" build.
Shell: Void or Arc Titan with a neutral exotic you trust. The barricade is the build: it turns a hand-cannon lane into a repeatable angle, revive shield, or forced rotation.
How it plays: barricade the angle, chunk with a 120 or clean up with a 140, then hold the body or objective. This is the "mid-band anchor" build.
The subclass hub is the PvE-first rulebook for what each element does. This is the Crucible translation: the one job each element is best at when another Guardian shoots back, the verbs that do it, and the super's PvP value. Pick the element whose job matches your class role and range band — abilities are tempo and control here, not your primary damage.
Invisibility & Devour. The strongest information tool in PvP — vanish off radar, reposition, and re-peek with the first shot. Volatile punishes anyone hugging cover.
Verbs: invis (Stylish Executioner, Vanishing Step), Devour heal-on-kill, weaken.
Restoration & Radiant. The sustain element — cure through chip damage and buff your gun. Anchors a sightline a rift can't leave; scorch/ignite is weaker vs Guardians.
Verbs: restoration, radiant, cure (Heat Rises, Ember fragments).
Amplified & speed. The aggression element — Amplified boosts movement and handling; jolt and blind swing close fights. Built to rush and finish.
Verbs: amplified, jolt, blind (Knockout, Flashbang, Seismic Strike).
Slow & freeze. The control element — slow a rusher to a crawl or freeze them for a free kill, and wall off a lane with crystals. Hard-counters shotgun apes and super pushes.
Verbs: slow, freeze, shatter (Duskfield, Coldsnap, Withering Blade).
Suspend & grapple. Mobility plus control — grapple takes an angle a jump can't, suspend lifts a target helpless out of a fight, and Woven Mail buys survivability.
Verbs: suspend, sever, grapple, Woven Mail (Shackle, Drengr's Lash).
Two elements, one kit. Pair a Light reset with a Darkness control verb — invis + slow, or Devour + Amplified — and bank Transcendence for a mid-fight power spike. The flexible duelist's canvas.
Verbs: any two sides' picks + Transcendence, Facet fragments.
Two layers sit on top of your subclass and gear: the Artifact layer (a swappable, loadout-saved perk board) and your armor mods. The single most important PvP fact about the Artifact is where it isn't — so build a core that stands without it.
The current slate lives on the Artifact 2.0 hub (seven returning artifacts; the tier data there is community-reconstructed). Pick the perks that serve your build's verb and weapon type — and remember none of it carries into Comp or Trials.
Unlike the Artifact, your armor mods are legal in every mode. These are the always-on duel mods from §03 — worth repeating because they're what carries you in Comp and Trials:
Match the weapon-type mods to the gun you actually duel with, not the one you occasionally swap to.
The shells above are weapon-first; these are subclass-first full builds — two per class, spanning all six elements. Each is a mode-agnostic core: subclass, aspects, fragments, exotic, and a weapon range pair that's legal everywhere, Comp and Trials included. Layer the Artifact on top only in the modes that allow it. Treat them as role-true starting points on the Monument sandbox; tune the fragments and stat spread to your hand.
Every PvP build is a point inside this triangle. The three corners pull against each other; where you sit is your identity. Schematic only — no in-game numbers.
Three pages, navigable in any order. The hub owns the fundamentals, this page owns stats and survival, and the weapon page owns range and farms. Hand cannons and snipers now have both halves: build shells here, weapon discipline there.
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