Division 2

Division 2 Tool Intel

Division 2 Status Effects

Every Division 2 status effect: what it does, the Status Effect resistance that makes a target immune to it, the skills that apply it, and the gear talents built around it.

  • 10Status effects
  • 86%Lowest immunity
  • 8Skills that apply one

Reference

Division 2 Status Effects

Every status in the game: what it does, how much Status Effect resistance makes a target immune to it, which skills apply it, and which gear talents deal in it.

Status Immunity Applied by Gear talents
Bleed Damage over time. Does not interrupt what the target is doing. 93.8% HiveSeekerTurret Trauma
Blind/Deaf Takes away the target’s vision and audio cues for the duration. 91% Firefly Trauma
Burn Damage over time, and most NPCs break cover and run while burning. 91.4% Chem LauncherSeekerSticky BombTurret —
Disorient Staggers the target and spoils its aim and movement. 93.8% Pulse —
Disrupt Disables skills and electronics. The counter to enemy skill spam. 95.8% Sticky Bomb —
Ensnare Holds the target in place. It can still shoot. 93.8% Chem Launcher —
Poison Damage over time, and the target stops firing while affected. 89.2% — —
Shock Stops the target acting at all for the duration. 86% Trap Tamper Proof
Pulse Marks the target so it stays visible through cover. 100% Pulse —
Napalm (cleaners) The Cleaners’ own burn. Longer than a standard burn, so it needs more resistance than the figure here. 88.9% — —

Thresholds are against most enemies. Some attacks carry a longer duration and need more resistance than the figure shown. Status and skill figures come from The Gear Spreadsheet, compiled in the official Division 2 Discord's #build-advice channel — the numbers are theirs, not ours.

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SHD Wire posts here the moment news lands, new builds arrive credited to whoever made them, and there is always someone forming a group.

What lands, and what the target shrugs off

A status build fails quietly. The skill fires, the status never applies, and nothing on screen says the target was already immune. These are the resistance figures that decide it, with the skills and talents that deal in each status next to them.

Mission Focus

Use this page to check how much Status Effect resistance nullifies burn, bleed, shock, disrupt, ensnare, blind, disorient, poison or pulse, and to see which Division 2 skills and gear talents apply each one.

What Skill Tiers Actually Change

Skill Tier is not a single multiplier. Each variant scales its own stats at its own rate, so two skills at the same tier can gain very different amounts, and some stats do not scale with tier at all.

Reading the table for the exact variant you run is the difference between stacking tiers that help and spending core slots on tiers that do almost nothing for your loadout.

How to Use These Tables

  • Find your skill, then the variant you actually equip - variants differ sharply.
  • Compare the jump between your current tier and the next before committing a core.
  • Check which stats show a dash: those do not scale with tier.
  • Read the Overcharge column separately - it is a temporary state, not a tier.
  • Cross-check status effects against the resistance thresholds below.

Where These Numbers Come From

These tables are compiled by the community in the #build-advice channel of the official Division 2 Discord, and they are the work of those contributors rather than DivGaming. We index them so they are easier to search and link.

If a figure looks wrong after a title update, the spreadsheet is usually corrected there first and this page follows on the next data refresh.

Frequently Asked Questions

How much Status Effect resistance makes me immune?

It differs per status. Shock is the lowest at 86% and Pulse needs a full 100%; most of the rest sit between 89% and 96%. The table on this page lists each one.

Does hitting the threshold make me immune to everything?

No. Each status has its own figure, so a build can be immune to shock and still take burns. The thresholds also assume standard durations - some enemy attacks last longer and need more resistance than the figure shown.

Which skills apply status effects?

The Applied by column lists them per status, derived from the skill tier data. Most statuses come from a small number of skills - Chem Launcher, Turret, Seeker, Sticky Bomb, Firefly, Trap, Hive and Pulse between them cover almost all of it.

Where do these numbers come from?

The Gear Spreadsheet, compiled by community contributors in the #build-advice channel of the official Division 2 Discord. DivGaming indexes their work so it is easier to search, and credits and links back to the source.

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