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Destiny 2: Lightfalloverhauled how buildcrafting works.
Learn the basics of Destiny 2’s armor stats with this beginner-friendly guide.
Understanding builds in Destiny 2 will require mastery of its new armor mods, including the Armor Charge system.
This gives players a way to build into airborne effectiveness, useful for certain PvP builds.
We’ve updated this guide to include information on how this mod works and how it stacks with itself.
Veteran players shouldskip to the next section.
Inspecting your current rank will showcase a series of challenges you must complete to increase your rank.
Installing Mods And Upgrading Your Armor
Armor mods are the bread and butter of most builds.
The other three slots areArmor Mod Sockets.
For example, the Hands-On helmet mod costs three energy.
This means you’ll need a helmet with three spare energy to socket this mod.
Masterworked armor pieces have ten energy capacity and grant bonus stats to your character.
Armor Mod FAQ
What Armor Should I Upgrade?
What Mods Are Worth Using?
How Do I Get Upgrade Materials For My Armor?
Is There A Way To Make Modding Less Tedious?
Select any empty space to save a loadout for future use.
Reach the 2,020 Power cap quickly with this complete guide.
The table below showcases what every armor stat in Destiny 2 governs.
Mobility
Governs strafe speed, initial jump height, and the Hunter’s Dodge cooldown.
Resilience
Governs PvE damage resistance, total HP, flinch resistance, and the Titan’s Barricade cooldown.
Recovery
Governs health regeneration delay and the Warlock’s Rift cooldown.
Discipline
Governs grenade ability cooldown.
Intellect
Governs Super ability cooldown.
Strength
Governs melee ability cooldown.
If you’re interested in how exactly each stat affects ability cooldowns, consult ourDestiny 2 ability cooldowns guide.
This changes once you start equipping mods.
Yellow
Consumes one, three, or all Armor Charge stacks when the listed condition is met.
Blue
Grants a passive bonus while Armor Charged.
Your Amor Charge stacks now decay once every 10 seconds.
Keep this in mind when deciding what you wish to spend your Armor Charge stacks on.
Armor Charge FAQ
What’s The Best Way Of Getting Armor Charge?
it’s possible for you to buff this further with the Stacks on Stacks mod on leg armor.
Equip Firepower, Heavy Handed, or Siphon mods to easily spawn Orbs of Power for yourself and allies.
As for mods that grant Armor Charge, we findEmpowered Finishto be quite useful.
How Many Armor Charge Stacks Can I Hold?
With three Charge Up mods, you could hold up to six Armor Charge stacks.
Some Of My Favorite Mods Are Gone.
How Do I Replicate X Effect?
Firepower got merged into Grenade Kickstart.
All damage mods got rolled into weapon surge mods on leg armor.
What Are The Best Armor Charge Mods?
Weapon Surge mods are excellent for increasing your overall DPS in raids and other endgame activities.
For PvP, we recommendTime DilationandFontmods.
Expand any of the subsections below to find any mods you’re interested in.
Mods are separated based on slot and if they interact with the Armor Charge system.
Mods are listed in alphabetical order.
Nearly all mods showcased below work inside the Crucible.
We’ll make any mention if the mod doesn’t work or otherwise behaves differently in PvP environments.
For values missing from the compendium, we tested them ourselves.
Helmet Mods
All helmet mods that don’t involve Armor Charge can be found in this section.
Ammo Finder Mods
Cost
3 Energy
Effect
Weapon kills have an escalating chance of spawning Special/Heavy ammo.
Ammo restored is equivalent to 33/67/100% of a standard ammo brick.
Primaries (especially Exotics) spawn ammo much more frequently.
Does not work in PvP.
The jot down of finder mod determines the ammo jot down that drops (Special or Heavy).
Despite the in-game description, ammo finders drop deterministically.
Finder mods work on a point system that tallies up the number of weapon kills you’ve earned.
Upon reaching 100 points, your next kill is guaranteed to drop a finder brick.
Listed values are averages.
Enemy rank (minor, major, boss) has no impact on kill requirements.
Weapon
Finder Tally
Avg.
As with all ammo mods,Finders do not work inside the Crucible.
Requires an Ammo Finder mod to function.
Bricks only spawn for allies.
A second Ammo Scout mod will increase this ammo to 67% of a standard brick.
Allies can further increase the ammo restored by equipping an Ammo Scavenger mod on their leg armor.
Ashes To Assets
Gain 1.5/2.3/2.6% Super energy on grenade kills.
Yes (increased effect)
Energy Scaling?
This mod doesnotrefund Super energy while in a roaming Super.
Less effective in PvP.
With Dynamo equipped, using your class ability within 15 meters of an enemy will grant Super energy.
The class ability itself has no impact on your Super returns, only the class you’re currently playing.
For example, the Titan’s Thruster ability grants the same Super returns as a Bastion Barricade.
Exact Super returns for using Dynamo can be found below.
From our testing, x2 and x3 Dynamo both seem to give the same Super returns.
It’s unclear if this is intentional.
Values in parentheses are for PvP.
The tougher the enemy you kill, the more energy you’ll receive.
This mod doesnottrigger from Glaives, Swords, and roaming Supers.
It appears thatuncharged melee kills no longer trigger Hands-On, differing from its pre-Lightfall behavior.
Some examples include the Hunter’sCombination Blowand the Titan’sRoaring Flamesbuff.
Crucible values are noticeably higher.
Primary weapons see diminishing returns around 60 AE, while Special and Heavy weapons benefit up to 100.
Installing one mod increases your AE by +15, the same as the Icarus Dash mod on weapons.
This stacks with other sources of Airborne Effectiveness, but you cannot exceed 100 AE.
Yes (Mini orbs grant more Super energy)
Power Preservation’s in-game description isn’t entirely accurate.
Defensive Supers (Well of Radiance and Ward of Dawn) donotgenerate more orbs.
This effectively makes roaming Supers the best for generating Orbs of Power.
For example, a default Arc Staff Super can generate seven Orbs of Power.
Only allies may grab these orbs.
The weapon’s element must match the Siphon mod to function.
This mod has a two-second cooldown before it can be triggered again.
Stacking multiple copies of this mod will increase the Super energy gains from the generated orb.
Harmonic Siphon will always match your currently equipped subclass element.
The ADS scalar stacks with your weapon’s handling stat alongside any ADS-related perks like Snapshot Sights.
Stacking multiple copies of the same targeting mod improves the aim assist bonus,notthe accuracy and ADS scalars.
Harmonic Targeting works on any weapon that matches your currently equipped subclass element.
Arm Mods
All gauntlet mods that don’t involve Armor Charge can be found in this section.
Bolstering Detonation
2 Energy
Grenade damage restores 12/17/20% class ability energy.
Half as effective in PvP.
7-second cooldown between uses.
Harmonic Dexterity
Element-matching weapons gain 20/25/30% faster swap times.
This stacks with your weapon’s handling stat and related perks.
If you’re using Harmonic Dexterity, weapons that match your currently equipped subclass element will receive this benefit.
Harmonic Dexterity mods buff weapons that match your currently equipped subclass element.
Fastball
Grenades travel 25% faster when thrown.
This doesnotspeed up the grenade throwing animation.
Fastball has no effect on Strand’s Grapple ability.
Firepower
Grenade kills generate an Orb of Power, granting 0.87/1.1/1.2% Super energy.
Incurs a 10/5/1 second cooldown between uses.
The Orb of Power is created for both you and your allies.
Once used, Firepower incurs a ten-second cooldown before it can spawn another orb.
Multiple copies of this mod decrease this cooldown.
Firepower and Heavy Handed both feature the lowest Super returns out of any Orb of Power generator.
Focusing Strike
Melee damage restores 12/17/20% class ability energy.
Damaging an enemy with any melee attack will grant class ability energy.
Once this occurs, Focusing Strike will incur a seven-second cooldown before it can trigger again.
Both charged and uncharged melee attacks trigger Focusing Strike, but Glaive and Sword attacks do not.
Heavy Handed
Melee ability kills generate an Orb of Power, granting 0.87/1.1/1.2% Super energy.
Both Heavy Handed and Firepower feature the weakest Super returns out of any Orb of Power generator.
We recommend using this mod for builds that benefit from Armor Charge or orb-related mods found on leg armor.
Impact Induction
Melee damage restores 12/17/20% grenade energy.
Impact Induction grants grenade energy whenever you deal melee damage, incurring a seven-second cooldown between activations.
Both charged and uncharged melee attacks can trigger Impact Induction, but Glaives and Swords do not count.
Loader Mods
Weapons gain +10/15/18 reload speed stat.
These weapons also reload 15% faster.
This mod increases the reload speed stat on your weapons by +10, increased with multiple mod copies.
This scalar isnotaffected by multiple loader copies.
Harmonic Loaders buff weapons that match your currently equipped subclass element.
Momentum Transfer
Grenade damage restores 12/17/20% melee energy.
Momentum Transfer grants melee ability energy upon dealing grenade damage, incurring a seven-second cooldown between activations.
Any grenade that deals damage can trigger this perk, including Forerunner’s unique grenade.
Chest Mods
All chest armor mods that don’t use Armor Charge can be found here.
Ammo Reserve Mods
Weapons gain +20/40/50 inventory size.
Inventory size is a hidden stat on all weapons that determines how much ammunition they can carry.
you’re free to view a weapon’s inventory size in API apps likeDestiny Item Manager.
Harmonic Reserves will grant this reserve buff to any weapons that match your currently equipped subclass element.
Concussive Dampener
Take 15/25/35% less damage from AoE attacks.
Has no effect in PvP.
Concussive Dampener causes all area-of-effect (AoE) attacks to deal less damage to you in PvE content.
Multiple copies of this mod stack with diminishing returns.
Stacking Concussive Dampener with other DR sources will do so multiplicatively.
For more information on this, consult ourdamage resistance guide.
Elemental Damage Resistance Mods
Take 15/25/25% less damage from the mod’s listed element.
No enemies deal Strand damage, so using Harmonic Resistance on a Strand subclass does nothing.
Elemental resistance mods provide damage resistance against PvE combatants that match your mod’s listed element.
For example, Void Resistance causes you to take 15% less damage from Void attacks in PvE content.
Enemy projectiles, AoE attacks, melee attacks, and even environmental hazards can be mitigated with these mods.
Unlike other DR mods, stacking the same elemental DR mod three times grants no added benefit.
Lucent Blades
Swords gain +30/40/50 charge rate.
Glaive projectiles grant +20/30/35% more guard energy.
Glaives gain more guard energy from projectile hits instead, allowing them to block for longer.
Both effects work in PvP and benefit compatible Exotics.
Melee Damage Resistance
Take 15/25/35% less damage from enemies 4m or closer.
Melee damage resistance is deceptive in its description.
Any attack made within this distance will be mitigated, including weapon projectiles, explosives, and melee attacks.
Stacking this mod increases the DR bonus with diminishing returns.
Melee Damage Resistance stacks multiplicatively with other DR sources.
Sniper Damage Resistance
Take 15/25/35% less damage from enemies 29m or further.
If a sniper unit is closer than 29 meters to you, it willnothave its damage reduced.
Stacking multiple copies of this mod will increase its DR value with diminishing returns.
Stacking this mod with other DR sources will do so multiplicatively.
Unflinching Mods
Weapons gain +25/35/40% flinch resistance.
Flinch itself refers to the violent movement of your reticle while taking damage.
It pushes your reticle off target if you’re aiming at the enemy.
Conversely, flinch pushes your reticletowardsthe target if your aim is off.
This mod mitigates the magnitude of this flinch.
Stacking multiple sources of flinch will do so multiplicatively.
YouTuber Coolguy hasan excellent video that covers nearly every source of flinchfor those interested.
Leg Mods
All leg armor mods that don’t use Armor Charge can be found here.
Absolution
Orbs of Power grant 5/7.5/10% grenade, melee, and class ability energy when collected.
Absolution causes all Orbs of Power you collect to grant additional grenade, melee, and class ability energy.
All orb types will grant the same amount of ability energy.
Absolution has no cooldown and can be stacked multiple times.
Ammo Scavenger Mods
Ammo bricks restore 28-38% of reserves, from 25-33%.
Scavenger mods cause all ammo bricks you find to restore more ammunition.
By default, ammo bricks restore roughly 25-33% of your ammo reserves with Ammo Finder bricks providing less.
Better Already
Picking up an Orb of Power immediately starts health regeneration.
Better Already causes your health and shields to immediately start regenerating upon collecting an Orb of Power.
The strength of the orb does not matter, and the regeneration speed is affected by your Recovery stat.
Taking any damage will end Better Already’s health regeneration effect.
Despite the in-game description,Better Already gives no measurable benefits when stacked.
Holster Mods
Holstered weapons reload 10/10/15% of their magazine every 2.5/2/2 seconds.
Does not work with single-shot weapons.
Holstered weapons are reloaded in chunks every couple of seconds.
Unlike Ambitious and Envious Assassin, there is no audio queue for when this perk triggers.
Innervation
Orbs of Power grant 10/13/15% grenade energy when collected.
The strength of the orb you collect has no bearing on the energy received from Innervation.
Insulation
Orbs of Power grant 4/5/6% class ability energy when collected.
Insulation grants a small chunk of class ability energy when collecting an Orb of Power.
The strength of the orb has no impact on the class ability energy received.
Insulation features the worst energy returns out of any orb-related mod and is generally not recommended for most builds.
Class ability returns are the same for all classes across all game types.
Invigoration
Orbs of Power grant 10/13/15% melee energy when collected.
Picking up an Orb of Power will restore a small chunk of melee ability energy.
The strength of the orb has no bearing on the energy restored by Invigoration.
Orbs Of Restoration
Orbs of Power grant 10/13/15% energy to the least-charged ability when collected.
Orbs of Restoration doesnotgrant Super energy if your core abilities are charged.
Recuperation
Orbs of Power restore 70 HP when collected.
Collecting an Orb of Power will restore 70 HP immediately.
Despite the description, this mod can restore your shields if your HP is already full.
What’s also misleading is the in-game subsection stating this mod stacks.Recuperation doesnotstack.
As a point of reference, Guardians at T10 Resilience have 200 total HP and shields.
These mods include Bomber, Outreach, Distribution, Reaper, and Proximity Ward.
Bomber
Using your class ability restores 12/17/20% grenade energy.
Reduced effectiveness in PvP.
Bomber causes your class ability to restore a chunk of your grenade energy when used.
Distribution is effectively Dynamo combined with Bomber, Outreach, and the first part of Utility Kickstart.
Ability energy refers to your grenade, melee, and class abilities.
Distribution also stacks additively with other energy sources.
As with most energy mods, your class ability’s base cooldown dictates how much energy Distribution grants.
The longer the cooldown, the less energy you’ll receive from this mod.
Outreach
Using your class ability restores 12/17/20% melee energy.
As with Bomber, Outreach causes you to gain a chunk of melee energy upon using your class ability.
Your class ability’s base cooldown determines how much energy you receive.
The longer your ability’s base cooldown, the less energy you’ll receive.
Proximity Ward
Gain a 200-point overshield while performing a finisher.
Expires once the finisher is executed.
Performing a finisher will grant you a temporary overshield that has roughly 200 HP, effectively doubling your HP.
This overshield drops roughly one second after the finisher animation is complete.
Proximity Wardacts as another layer of HP and doesnotremoveVoid OvershieldsorStasis Overshieldsactive on your character.
This cooldown may be decreased by equipping multiple copies of Reaper on your class item.
Armor Charge Mods
All mods that interact with the Armor Charge mechanic are listed in this section.
Unless otherwise listed, all of these mods work inside the Crucible.
Elemental Charge doesnothave a cooldown between activations.
Strand Tangles must be destroyed through weapon damage to trigger Elemental Charge.
Throwing a Tangle to destroy it doesnotcount.
Consumes all Armor Charge.
The duration of Emergency Reinforcement is determined by two things: Armor Charge stacks and mod duplicates.
Emergency Reinforcement cannot last longer than 12 seconds, regardless of your mod configuration.
Additional charges consumed grant +10% each.
Benevolent:Spawns 3 Orbs of Power for your allies.
Bulwark:Provides a 50-point overshield for 10 seconds.
Empowered:Grants x1 Armor Charge if you have no charges.
Special:Generates a Special ammo brick for you and your allies.
Destiny 2’s loadout manager struggles to swap Finisher mods if they’re socketed in different slots.
Keep your finisher mods in the same socket across all builds to ensure they work with in-game loadouts.
Font Mods
All
+30/50/60 to the listed stat while Armor Charged.
Armor Charge now decays over time.
you’re free to extend how long these Font buffs last by using the Time Dilation mod.
Font mods are unaffected by your ability’s base cooldown, unlike most energy-generating mods.
Kickstart Mods
Arms and Class Item
Refunds 16-45% ability energy on use.
Half as effective in PvP.
Consumes all Armor Charge stacks on use, granting additional energy per stack.
Kickstart mods refund a portion of your ability energy when your ability energy is fully expended.
The mod checks if the energy isspent,notif the ability is used.
Ability Energy Scalars
Kickstart mod energy is also determined by your ability’s base cooldown.
The longer the cooldown, the less energy you’ll receive from your Kickstart mods.
This is unaffected by armor stats.
Exact energy returns are determined on an ability-by-ability basis.
Scalar values for each ability may be found in ourability cooldowns guide.
Bear in mind thatthese values are halved inside the Crucible.
We highly recommend using at least two copies of this mod for consistent results.
Picking up multiple orbs this way will trigger your orb-related mods and subclass Fragments multiple times.
Powerful Friends
Helmet
Picking up Orbs of Power grants x1 Armor Charge to nearby allies.
This Armor Charge cannot exceed your current Armor Charge cap.
Radiant Light
Casting your Super grants allies x1 Armor Charge.
Allies with a different subclass element gain x2 Armor Charge.
Pair this with Well of Radiance to easily trigger weapon surge mods during a DPS phase.
This mod does nothing inside the Crucible.
Osmosis weapons can also trigger this perk if your subclass element matches the shield throw in.
Stacks on Stacks works with this mod, granting x2 Armor Charge upon breaking a matching shield.
Stacks On Stacks
Gain +1 Armor Charge whenever you receive Armor Charge.
This added Armor Charge stack cannot bypass your Armor Charge carrying capacity.
Time Dilation
Armor Charge decays every 15/18/20 seconds.
Weapon Surge Mods
+11/17/22% weapon damage while Armor Charged.
Reduced to +3/4.5/5.5% in PvP.
Your Armor Charge now decays over time.
Surge mods stack with empowering buffs (Radiant, Weapons of Light, etc.)
and weapon damage perks.
While Armor Charged, surge mods grant a damage increase to weapons that match the listed element.
For example, Arc Weapon Surge buffs the damage of all Arc weapons while you have Armor Charge.
You donotneed to have a matching subclass equipped for surge mods to function.
Weapon Surge mods stack with other buffs and weapon perks, notably Radiant and Weapons of Light.