Armor 3.0
Destiny 2 · Edge of Fate Era · For Returning Players

Armor3.0

You left somewhere around Armor 2.0 and came back to gear with names like Siegebreaker and Bulwark. This is the whole new system in one place: the six reworked stats, all twelve archetypes, the 1–5 tier ladder, and how to actually build a Guardian again.

Stats
6 newRenamed & reworked
Stat cap
200Up from 100
Archetypes
12Fix your top 2 stats
Gear tiers
1–5Harder content = higher
Set bonuses
Back2-pc & 4-pc perks
00 · Veteran Translation

What your old stats became

Edge of Fate (mid-2025) renamed and re-tuned every stat on a clean 1:1 conversion. Your old gear was auto-converted — 20 Mobility became 20 Weapons, and so on. Here's the map.

Old (Armor 2.0)New (Armor 3.0)What it does now
Mobility→WeaponsMovement is gone from stats entirely. This is now a damage/handling stat for your guns.
Resilience→HealthOrb healing + flinch resist. (The old 30% damage resist from 100 Resil is now baked in for everyone.)
Recovery→ClassClass-ability cooldown (rift/dodge/barricade). Base health regen is now a fixed baseline.
Discipline→GrenadeGrenade cooldown — plus grenade damage once you pass 100.
Intellect→SuperSuper energy — plus Super damage once you pass 100.
Strength→MeleeMelee cooldown — plus melee damage once you pass 100.
The three mindset shifts: (1) Stats now go to 200, and every single point matters — no more 10-point tier breakpoints, so a "weird" total like 67 is no longer wasted. (2) Past 100, each stat unlocks a second, damage-or-defense bonus. (3) You no longer chase raw high-stat rolls — you chase archetypes (below), which guarantee your top two stats.
Monument baseline: last gameplay patch Update 9.7.0.3 (2026-07-07). Update 9.7.0.4 (2026-07-28) shipped without notes; Update 9.7.0.5 (2026-10-07) is an anti-cheat back-end fix only. Checked 2026-10-08. The stat system and tier ladder are settled, not a rotating seasonal tier list. Known issue: the Vault cannot filter by the new set bonuses (see Bungie's Known Issues list). The build loop that uses these stats is wired up in Buildcrafting.
01 · The Six Stats

What each stat does now

Your first 100 points scale the base effect (cooldowns, energy). Points from 101–200 unlock a second bonus. The bars below mark the practical targets: 70 (where ability energy scalars behave), 100, and 200.

Weaponswas Mobility
70100200
1–100Reload, handling, and ~15% more damage vs minors & majors.
101–200Extra ammo from bricks, up to ~15% boss damage for Primary/Special weapons, ~10% for Heavy, +6% in PvP.
Best all-round stat. Strong for weapon-focused DPS and PvP TTK, but Heavy weapons get the smaller 101-200 bonus. Push high on a DPS set, then balance your survival and ability loop.
Healthwas Resilience
100200
1–100Up to ~70 HP healing from Orbs of Power + ~10% flinch resistance.
101–200Keeps raising your effective HP / shield pool — pure survivability.
Your PvP anchor. Hard to dump in Crucible. ~30% damage resist is now baseline, so this stacks on top.
Classwas Recovery
100200
1–100Class-ability cooldown — Rift, Dodge, Barricade.
101–200Grants an overshield on class-ability cast (~40 HP PvE / ~10 PvP).
Rewards higher investment than most. Great on Rift-reliant Warlock builds.
Grenadewas Discipline
70100200
1–100Grenade cooldown. Energy scalars behave correctly around 70.
101–200Up to +65% grenade damage in PvE at 200.
Hit ~70 for uptime; go all the way to 200 only for grenade-damage builds.
Superwas Intellect
100200
1–100Super energy gain from kills and other sources.
101–200Up to +45% Super damage at 200 — stacks multiplicatively with Star-Eater etc.
Still a real damage bonus — but Update 9.7.0 cut Super energy from boss damage by 60%, so you won't refund your Super mid-phase the way you used to. Bring it as one big hit.
Underrated for DPS. Lets you fit multiple Supers into long damage windows.
Meleewas Strength
70100200
1–100Melee cooldown + all melee energy scalars (Pugilist, etc.).
101–200Increased melee damage — abilities, punches, and Glaives. Not Swords (those scale with Weapons).
Same logic as Grenade: ~70 for uptime, 200 for a melee-damage build.
The one rule that governs all six — don't max one stat blindly. A fully masterworked Tier 5 set is 5 × 90 = 450 base stat points before mods and tuning, so you can't max everything. Update 9.7.0 capped the active ability cooldown bonus from stats at 125% (down from 190%), and that single change is why a lone 200-stat no longer pays off — you hit the cooldown wall long before the spike earns its cost. Build for a role plus survivability: push ~100 in your main ability stat, then spread the rest into Health and one secondary ability or damage stat. Damage stats like Weapons and Grenade can still climb past 100 for their damage bonus — just never zero out Health or your class loop to do it.
02 · Archetypes

All 12 archetypes

This is the system you missed. Every armor piece drops with an archetype that locks its primary (rolls up to +30) and secondary (up to +25) stat. The third stat is random (up to +20). Find the archetype whose two stats match your build — like a weapon's intrinsic frame, but for stats.

You asked about this
Siege­breaker
Primary
Health
Secondary
Grenade
Bulwark
Primary
Health
Secondary
Class
Brawler
Primary
Melee
Secondary
Health
Skirmisher
Primary
Melee
Secondary
Weapons
Grenadier
Primary
Grenade
Secondary
Super
Demolitionist
Primary
Grenade
Secondary
Class
Colossus
Primary
Super
Secondary
Health
Paragon
Primary
Super
Secondary
Melee
Reaver
Primary
Class
Secondary
Melee
Specialist
Primary
Class
Secondary
Weapons
Gunner
Primary
Weapons
Secondary
Grenade
Powerhouse
Primary
Weapons
Secondary
Super
How to read it for builds: weapon/DPS builds want Gunner or Powerhouse; survivability wants Bulwark or Siegebreaker; grenade builds want Grenadier or Demolitionist; Super-DPS wants Paragon. You don't need five matching pieces — mixing archetypes across slots lets you balance several priorities.
03 · The Tier Ladder

Tiers 1–5 & masterworking

Both armor and weapons now drop with a tier (teal pips on the icon), set by how hard the activity is. For armor, tier controls total stats and extras. You start at Tier 1 and unlock higher tiers by raising Seasonal Power and beating tougher content.

1

Tier 1–2 · Entry bands

Tier 1 and Tier 2 are the entry bands, roughly 52–57 and 58–63 base stat total per piece. Standard stat totals and full mod energy on drop. For weapons, crafted Legendaries can now be tier-upgraded separately; for armor, the drop tier still matters. (Exotic armor was bumped up to Tier 5 in Update 9.7.0 — see below.)

3

Tier 3 · The old "good roll"

Higher stat totals (64–69 base) — roughly where a strong Armor 2.0 / artifice piece used to land. Legacy pre-Edge-of-Fate armor caps around here.

4

Tier 4 · Extra mod energy

Bigger stat totals (70–75 base) plus +1 mod energy (11 instead of 10), giving you more room to slot mods.

5

Tier 5 · Best in slot

Top stat totals (~75 base: 30 / 25 / 20) and a stat tuning slot: shift +5/−5 between stats, or add +1 to your three lowest stats. This is the new "Adept" — the prestige chase.

Masterworking changed

You no longer spend cores just to unlock mod energy — it's full on drop. Instead, fully masterworking a piece adds +5 to each of the three stats your archetype doesn't cover, lifting your dump stats off zero.

Across a full set that's ~75 points spread into your weak areas, so you rarely have a truly dead stat anymore.

The math, roughly

A full Tier 5 set with stat mods reads 90 per piece (75 base + 15 masterwork) → 5 × 90 = 450 total before mods and tuning.

That budget is why you spread intelligently — and with the active ability cooldown bonus capped at 125% (down from 190%), the answer is ~100 in your main ability stat, then Health and one secondary. A single tall stat no longer pays off. Decide your role before you farm.

04 · Exotics Under 3.0

Exotic armor & class items

Exotic armor

Since Update 9.7.0, all Armor 3.0 Exotics now carry Tier 5 stats and can use all tuning mods — applied retroactively, so you don't need to re-acquire them (Collections rolls aren't upgraded). They still come with their fixed Exotic perk.

Exotic weapons are not tiered. Crafted weapons now do tier up — gear tiers unlock at weapon level 11 / 25 / 30 (Tier 5 at level 30) as of Update 9.7.0. Note that upgrading a weapon's tier does not add perk-column options, so a natural multi-perk drop still matters.

Exotic class items (the trick)

These don't roll random archetypes. They're a fixed 63 stats (30 / 20 / 13) where the left-column perk sets the archetype and the right-column perk sets the tertiary.

They still use your one Exotic armor slot, so Relativism, Stoicism, and Solipsism cannot be equipped alongside another Exotic helmet, arms, chest, or legs.

So a Relativism with Spirit of Inmost Light (left) always rolls a Paragon (Super/Melee) spread — predictable, plannable.

05 · Targeting Gear

How to farm what you actually want

RNG is far more controllable now. Three levers do most of the work.

1

Armorer Ghost mods

Slot the matching Armorer mod in your Ghost's Economic socket to raise the odds of your target archetype dropping to 1-in-2. Also applies when focusing Exotics.

2

Ada-1 / Cryptarch focusing

You can focus Exotic armor toward a specific archetype. Use focusing to skip the lottery on key pieces.

3

Farm Tier 5 in the right places

Highest tiers come from the hardest content: Distortions, Portal activities on Grandmaster, and the weekly featured raid & dungeons. Lower-difficulty/older activities cap lower.

4

Match the set to the build

Every activity has its own armor set with 2-piece and 4-piece bonuses. You can run two different 2-piece bonuses at once, and they stack alongside your Exotic — so pick set perks that solve a gap, not the whole build.

Don't dismantle everything yet: a few old pairings (for example Class+Super) can't roll on new armor because no archetype produces them; Weapons+Super comes from the Powerhouse archetype. If you have well-rolled legacy pieces with those combos, they can still be worth keeping for niche min-maxing.

Set-bonus tuning in 9.7.0.2

The Monument hotfix reined in the loudest set-bonus outliers. The strongest loops still work — they just hit less hard:

  • Pit of Heresy (4-pc): the instant-ignite loop is fixed and scorch on the bonus dropped 30+10 → 20+10.
  • Grasp of Avarice (4-pc): orb-size and Tangle-damage outliers fixed — no more oversized payouts.
  • King's Fall (2-pc): the ammo bonus was cut hard — Special −70%, Heavy −75%.
  • Pale Heart (2-pc): Transcendence reworked to a flat Light/Dark energy amount instead of a percentage.
  • Frostees: PvP Frost Armor generation reduced.

What it means for farming

None of these are dead — they're corrected to baseline, which is exactly the Monument pattern: settle the sandbox, then patch only what overperforms.

Still pick a 2-piece (or two stacked 2-pieces) to solve a gap your loop left open, not to define the whole build. The King's Fall ammo nerf and the Pale Heart rework are the two worth re-checking if you leaned on them — both shipped quietly (confirmed via Bungie's @Destiny2Team post, then folded into the official notes after launch) and the numbers above are the corrected values. Wiring set bonuses into the rest of the loop is covered in Buildcrafting.

06 · Quick Buildcraft Rules

If you remember nothing else

PvE

  • Raids/dungeons (DPS): stack Weapons toward 200. Consider a second loadout you hot-swap to right before a damage phase.
  • General farming: spread into Grenade + Melee (~70 each) for ability uptime and easy add-clear.
  • Ability-spam builds: get your main ability stat to ~70 first, then push to 200 if you want the damage bonus.

PvP

  • Health is king — it's hard to give up. Don't trade it away for a small Weapons TTK shift unless you know the breakpoint.
  • Class matters more in Crucible for ability resets and the overshield past 100.
  • Your three uninvested stats sit near 25 from masterworking — treat those as your dump stats and stop worrying about them.

PvP stat priorities are breakpoint-sensitive and tuned separately from PvE. The duel-first stat model — co-equal Weapons and Health, the 12 archetypes sorted by job, and per-class kits — lives in the PvP Buildcrafting guide.

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