A build is not a stat sheet — it's a self-sustaining ability loop. Your super, aspects, fragments, exotic, mods, stats and set bonuses all exist to make one engine cycle: spend an ability, get it back, spend it again, faster. This is the capstone that wires the element pages, Armor 3.0 and the weapon system into a loop you can actually run. Built on the Monument baseline, Destiny 2's final content sandbox; these are settled fundamentals, not a rotating tier list.
Stop thinking "what's my highest stat." Start thinking "what do I spend, and how does it come back." A good build is an engine that refuels itself — and your stats, mods, fragments and exotic are just the parts that close the circuit.
Five jobs, all pointing the same direction:
If those five don't point one way, you have a costume, not a build.
Several old buildcrafting habits are dead. Treat pre-9.7.0 guides as suspect:
Every build is the same chain of decisions, each one feeding the next. Pick from the top; if a link doesn't serve the link above it, cut it. The detail for each link lives on its own page — this is the order you assemble them in.
Start here. Your super decides whether the build is add-clear, boss DPS, or support — everything downstream serves it. Full super lists are in the element / subclass guides.
Your two aspects define the core loop behavior and how many fragment slots you get. They're the biggest single lever. Catalog: subclass guides.
Fragments are where the refund usually lives (kill → energy, orb → buff) — and many carry a stat rider, so picking fragments is also picking stats. See the per-element fragment pools in the subclass guides.
One armor exotic that breaks a rule in your favor — infinite grenades, a free overshield, a doubled super. Build the loop around the exotic, not the reverse.
Siphon/orb-gen, Surge/damage, Font/stat-while-charged, ability-regen and resist mods. This is where a lot of the refund quietly lives — set mods before tuning stats. Detailed below in section 03.
Now bias the cooldown math toward your spend: ~100 in your main ability stat, then spread. The full six-stat math and archetypes are in Armor 3.0. Summarized below in section 02.
2-piece and 4-piece armor set bonuses are back. Run them to solve a gap the rest of the loop left open, not to define the whole build. Set mechanics live in Armor 3.0.
Pick the one of seven artifacts that accelerates your element: Arc/Amplified → NPA Repulsion Regulator, Void/Weaken → Tablet of Ruin, Solar/rockets → Queensfoil Censer, Prismatic/snipers → Hunter's Journal, Stasis/Frost Armor → Apothecary Satchel, Strand/Tangles → Implement of Curiosity, swords/kinetic → Encrypted Data Disk. Economy and damage, never a gate — and disabled in Competitive/Trials.
Last: make sure your guns' intrinsic frames cover the Barrier / Overload / Unstoppable champions present — anti-champion is no longer an artifact mod. Frames are mapped in the weapon system guide.
You don't need the full stat math here — that's Armor 3.0. You need to know what each stat buys for your loop, and the one rule that governs the rest. Each stat goes to a 200 cap; the first 100 scales the base effect, 101–200 unlocks a second damage-or-defense bonus.
Handling/reload, then boss damage past 100. The DPS-window stat — push it on a damage set, dump it on an ability loop.
Orb healing + flinch resist, then raw effective-HP past 100. The survivability floor that lets the loop keep running.
Class-ability cooldown — Rift/Dodge/Barricade — then an overshield on cast past 100. Never zero this if your loop spends class energy.
Grenade cooldown (energy scalars behave near ~70), then up to +65% grenade damage at 200.
Super energy, then up to +45% super damage at 200. Note the −60% super-from-boss change — bring it as one big hit.
Melee cooldown + melee energy scalars, then melee damage past 100 (not Swords — those scale Weapons).
Mods are where a lot of the refund quietly lives — set them before you tune stats. Each armor piece has one general stat-mod socket and three slot-specific sockets; the question is not "what looks strong," it's what job this slot is doing for the loop.
Helmet Siphon mods make rapid matching-element weapon kills drop Orbs of Power. Orbs are the currency the rest of the build runs on — if nothing here generates them, half your other mods do nothing. The first family to slot.
Leg <Element> Weapon Surge mods add weapon damage of a matching element — biggest on the weekly featured surge. Stack them for a real DPS bump in a damage window. Pure payoff, no refund.
Font mods grant a temporary stat boost while you have Armor Charge: Super lives on head, Grenade/Melee on arms, Health on chest, Weapons on legs, and Class on the class item. Orb pickup grants the Armor Charge that powers them, so they become on-demand stat spikes — but Armor Charge decays unless you extend it.
The Bomber / Outreach / Distribution / Innervation family: ability energy returned on class-ability use, on orb pickup, or through ability damage. This is the refund layer that complements your fragments — layered small refunds beat one tall stat.
Chest resist mods (Concussive Dampener, elemental resists) cut incoming damage so the loop survives endgame; the same slot also carries ammo-generation and unflinching mods. Note: anti-champion is not a mod family anymore — it moved onto weapon frames (see weapon system), so don't budget armor mod slots for it. The artifact can discount or add passive mods — active in PvE and standard Crucible, but disabled in competitive Crucible modes (Competitive and Trials) per the 9.7.0 notes.
Watch the nine links assemble into one gameplay loop. This is a teaching example, not a tier-list verdict — the shape is the lesson, the specific picks just illustrate it. Build it by following the chain top to bottom.
Here's the freeing consequence of "the loop is the constant, the spend is the variable": your exotic weapon slot is also a variable. A neutral PvE engine is powered by your exotic armor + subclass + mods — so you can rotate whatever exotic weapon you're chasing a catalyst on through it without breaking a thing. The build doesn't care which gun sits in the slot; it cares that the loop keeps closing.
In a neutral build the exotic armor is the cheat that bends the cooldown rule; the exotic weapon is just damage. Pull the weapon out and the loop still runs:
If pulling your exotic weapon breaks the loop, the loop was secretly built on the gun — fix that first.
Everything above is PvE-first. In the Crucible the same chain holds, but the priorities flip — and the heavy lifting of optimizing real rolls is done by external tools, not by hand.
In Crucible the same chain holds, but the priorities flip: survive first, then win range, then time abilities. Fights end in seconds, so you build for the first spend, not the tenth — and Health stops being optional.
The full duel-first model — co-equal Weapons and Health, the 12 archetypes sorted by job, Crucible mods, and a starter kit per class — lives in its own guide. This page stays PvE-first.
One mode rule: the Artifact is disabled in Competitive and Trials, so a Comp/Trials loop can't lean on artifact perks for anti-Champion or economy — only the standard sandbox carries. Build those modes from intrinsic frames and gear alone.
Once you know the shape of the loop, let a build tool find the exact armor rolls and stat splits. Pull a real roll, check it against a live database, then farm with intent. Links open in a new tab — no embeds, no tracking.
Read the loop here; optimize the numbers there.
No paywall, no login. If a guide saved you a wipe, the videos and the people who watch them are what keep this site going.