Division 2

Division 2 Tool Intel

Division 2 Talents

Every Division 2 gear and weapon talent with its icon, what it actually does, the Perfect version where there is one, and the bucket it stacks in.

  • 49Gear talents
  • 66Weapon talents
  • 97With a Perfect

Gear

Gear talents

49 talents, what each one does, and the Perfect version where there is one.

Adrenaline Rush

Whenever you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times. Cooldown: 5s

backpackUtility

Perfect Adrenaline Rush Whenever you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times. Cooldown: 5s

Bewildered

When dealing Weapon Damage to an enemy. 50% of the damage will be dealt to another enemy within 30m instead. When there are no enemies nearby, deal damage normally. Does not apply to Armor Plates.

kneepads

Bloodsucker

Killing an enemy adds a stack of +10% bonus armor for 10s. Max stack is 10.

backpackUtility

Perfect Bloodsucker Killing an enemy adds a stack of +12% bonus armor for 10s. Max stack is 10.

Braced

While in cover weapon handling is increased by +45%.

chestUtility

Perfect Braced While in cover weapon handling is increased by +50%.

Calculated

Kills from cover reduce skill cooldowns by 10%.

backpackUtility

Perfectly Calculated Kills from cover reduce skill cooldowns by 15%.

Clutch

If you are below 15% armor, critical hits repair 2.5% missing armor. Kills allow you to repair up to 100% armor for 4-10s, based on your number of red core attributes.

backpackUtility

Perfect Clutch If you are below 20% armor, critical hits repair 2.5% missing armor. Kills allow you to repair up to 100% armor for 4-10s, based on your number of red core attributes.

Combined Arms

Shooting an enemy increases total skill damage by 25% for 3s.

backpackTotal Skill Damage

Perfect Combined Arms Shooting an enemy increases total skill damage by 30% for 3s.

Companion

While you are within 5m of an ally or skill, total weapon damage is increased by 15%.

backpackTotal Weapon Damage

Perfect Companion While you are within 10m of an ally or skill, total weapon damage is increased by 20%

Composure

While in cover, increases total weapon damage by 15%

backpackTotal Weapon Damage

Perfect Composure While in cover, increases total weapon damage by 20%.

Concussion

Headshots increase total weapon damage by 10% for 1.5s. 5s with marksman rifles Headshot kills increase total weapon damage by 15% for 10s.

backpackTotal Weapon Damage

Perfect Concussion Headshots increase total weapon damage by 20% for 1.5s. 5s with marksman rifles Headshot kills increase total weapon damage by 15% for 10s.

Creeping Death

When you apply a status effect, it is also applied to all enemies within 8m of your target. Cooldown: 15s

backpackUtility

Perfect Creeping Death When you apply a status effect, it is also applied to all enemies within 10m of your target. Cooldown: 10s

Efficient

Using an armor kit has a 50% chance to not consume the armor kit. Specialization armor kit bonuses are increased by 100% Requires 10 seconds to arm talent

chestUtility

Perfectly Efficient Using an armor kit has a 75% chance to not consume the armor kit. Specialization armor kit bonuses are increased by 100%. Requires 10 seconds to arm talent

Empathic Resolve

Repairing an ally increases their total weapon and skill damage by 3-15% for 20s. 1-7% if self. Effectiveness increased by your skill tier.

chestTotal Weapon Damage

Perfect Empathic Resolve Repairing an ally increases their total weapon and skill damage by 3-20% for 20s. 1-15% if self. Effectiveness increased by your skill tier.

Energize

Using an armor kit grants +1 skill tier for 15s. If already at skill tier 6, grants overcharge. Cooldown: 60s

backpackUtility

Perfect Energize Using an armor kit grants +1 skill tier for 15s. If already at skill tier 6, grants overcharge. Cooldown: 30s

Entrench

If you are below 30% armor, headshots from cover repair 20% of your armor. Cooldown: 2s

chestUtility

Perfect Entrench If you are below 30% armor, headshots from cover repair 30% of your armor. Cooldown: 1s

Explosive Delivery

Whenever you throw a skill, 1.5 seconds after landing, it creates an explosion damaging enemies within 5m. Damage scales with skill tier dealing 25-100% damage of a concussion grenade. At most once per skill.

chestExplosive Damage

Perfectly Explosive Delivery Whenever you throw a skill, 1.5 seconds after landing, it creates an explosion damaging enemies within 5m. Afterwards explosions will occur evey 5s. Damage scales with skill tier dealing 25-100% damage of a concussion grenade. Occurs once per skill. Applies to Remote Pulse, All Turrets, All Hives, Explosive Seeker, Cluster Seeker, Mender Seeker, Decoy, All Traps.

Fireworks Show

Concussion Grenades become Festive Grenades. Hitting an enemy with a Festive Grenade will cause explosions to happen around two other enemies within 20m.

backpack

Flurry

Every Status Effect you apply will also apply snowfall to the target.

kneepads

Focus

Increases total weapon damage by 5% every second you are aiming while scoped 8x or higher, up to 50%. REQUIRES Requires a Scope with 8x magnification or higher

chestTotal Weapon Damage

Perfect Focus Increases total weapon damage by 6% every second you are aiming while scoped 8x or higher, up to 60%. REQUIRES Requires a Scope with 8x magnification or higher

Galvanize

Applying a blind, ensnare, confuse, or shock to an enemy grants 40% of your armor as bonus armor to allies within 20m of that enemy for 10s.

backpackUtility

Perfect Galvanize Applying a blind, ensnare, confuse, or shock to an enemy grants 50% of your armor as bonus armor to you and all allies within 30m of that enemy for 10s.

Glass Cannon

All damage you deal is amplified by 25%. All damage you take is amplified by 50%.

chestAmplifier

Perfect Glass Cannon All damage you deal is amplified by 30%. All damage you take is amplified by 60%.

Gunslinger

Weapon swapping increases total weapon damage by 23% for 5s. This buff is lost for 5s if you weapon swap while it is active.

chestTotal Weapon Damage

Perfect Gunslinger Weapon swapping increases total weapon damage by 28% for 5s. This buff is lost for 5s if you weapon swap while it is active.

Headhunter

After killing an enemy with a headshot, your next weapon hit within 30s deals an additional 125% of that killing blow's damage. Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.

chestOther

Perfect Headhunter After killing an enemy with a headshot, your next weapon hit within 30s deals an additional 150% of that killing blow's damage. Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.

Intimidate

While you have bonus armor, gain 3 stack each second up to a max of 9. Each stack increases weapon damage by 4% to enemies within 10m. All stacks are lost when you have no bonus armor.

chestAmplifier

Perfect Intimidate While you have bonus armor, gain 3 stack each second up to a max of 10. Each stack increases weapon damage by 4% to enemies within 10m. All stacks are lost when you have no bonus armor.

Kinetic Momentum

When in combat, each skill generates a stack while active or not on cooldown. Stacks increase your total skill damage by 1.5% and total skill repair by 2%. Up to 15 stacks per skill. Lost when on cooldown.

chestTotal Skill Damage

Perfect Kinetic Momentum When in combat, each skill generates a stack while active or not on cooldown. Stacks increase your total skill damage by 1.5% and total skill repair by 2%. Up to 18 stacks per skill. Lost when on cooldown.

Leadership

Performing a cover to cover grants 15% of your armor as bonus armor to you and all allies for 10s. This is doubled if you end within 10m of an enemy. Cooldown: 10s

backpackUtility

Perfect Leadership Performing a cover to cover grants 20% of your armor as bonus armor to you and all allies for 10s. This is tripled if you end within 10m of an enemy. Cooldown: 10s

Mad Bomber

Grenade radius is increased by +50%. Grenades that kill an enemy are refunded. Grenades can now be "cooked" by holding the fire button, making them explode earlier. Gain +15% bonus armor while aiming grenades.

chestUtility

Perfectly Mad Bomber Grenade radius is increased by +75%. Grenades that kill an enemy are refunded. Grenades can now be "cooked" by holding the fire button, making them explode earlier. Gain +15% bonus armor while aiming grenades.

Obliterate

Critical hits increase total weapon damage by 1% for 10s. Stacks up to 20 times.

chestTotal Weapon Damage

Perfect Obliterate Critical hits increase total weapon damage by 1% for 10s. Stacks up to 24 times.

Opportunistic

Enemies you hit with shotguns and marksman rifles amplifies the damage they take by 10% from all sources for 5s. REQUIRES Requires a Marksman Rifle or Shotgun Drawn

backpackAmplifier

Perfectly Opportunistic Enemies you hit take 15% more damage from all sources for 5s. REQUIRES Using Marksman or Shotgun weapons only

Overclock

Allies within 7m of your deployed skills, gain +25% reload speed and reduces their active cooldowns by 0.2s each second.

backpackUtility

Perfect Overclock Allies within 15m of your deployed skills, gain +30% reload speed and reduces their active cooldowns by 0.6s each second.

Overwatch

After staying in cover for 10s, increases you and your allies' total weapon and skill damage by 12% as long as you remain in cover or in a cover-to-cover move.

chestTotal Weapon Damage

Perfect Overwatch After staying in cover for 8s, increases you and your allies' total weapon and skill damage by 14% as long as you remain in cover or in a cover-to-cover move.

Protected Reload

Grants +20% bonus armor while reloading. Grants 0-18% of your armor as bonus armor to all other allies when they are reloading, based on your blue core attribute.

chestUtility

Perfect Protected Reload Grants +40% bonus armor while reloading. Grants 0-30% of your armor as bonus armor to all other allies when they are reloading, based on your blue core attribute.

Protector

When your shield is damaged, you gain +5% bonus armor and all other allies gain 15% of your armor as bonus armor for 3s. Cooldown: 3s

backpackUtility

Perfect Protector When your shield is damaged, you gain +25% bonus armor and all other allies gain 35% of your armor as bonus armor for 3s. Cooldown: 3s

Reassigned

Killing an enemy adds 1 round of a random special ammo into your sidearm. Cooldown: 15s

chestUtility

Perfectly Reassigned Killing an enemy adds 1 round of a random special ammo into your sidearm. Cooldown: 8s

Safeguard

While at full armor, increases total skill repair by 130%.

backpackSkill Repair

Perfect Safeguard While at full armor, increases total skill repair by 160%.

Shock and Awe

Applying a status effect to an enemy increases total skill damage and repair by 20% for 20s.

backpackTotal Skill Damage

Perfect Shock and Awe Applying a status effect to an enemy increases total skill damage and repair by 20% for 27s.

Skilled

Skill kills have a 25% chance to reset skill cooldowns.

chestUtility

Perfectly Skilled Skill kills have a 30% chance to reset skill cooldowns.

Spark

Damaging enemies with a skill increases total weapon damage by 15% for 15s.

chestTotal Weapon Damage

Perfect Spark Damaging enemies with a skill increases total weapon damage by 18% for 20s

Spotter

Amplifies total weapon and skill damage by 15% to pulsed enemies.

chestAmplifier

Perfect Spotter Amplifies total weapon and skill damage by 20% to pulsed enemies.

Tag Team

The last enemy you have damaged with a skill is marked. Dealing weapon damage to that enemy consumes the mark to reduce active cooldowns by 6s. Cooldown: 4s

chestUtility

Perfect Tag Team The last enemy you have damaged with a skill is marked. Dealing weapon damage to that enemy consumes the mark to reduce active cooldowns by 12s. Cooldown: 4s

Tamper Proof

Enemies that walk within 3m of your hive, turret, or remote pulse are shocked. Arm time: 2s Cooldown per skill: 10s

chestUtility

Perfectly Tamper Proof Enemies that walk within 3m of your hive, turret, remote pulse or decoy are shocked. Arm time: 2s Cooldown per skill: 8s

Tech Support

Skill kills increase total skill damage by 25% for 20s

backpackTotal Skill Damage

Perfect Tech Support Skill kills increase total skill damage by 25% for 27s.

Trauma

Applies blind to an enemy hit in the head. Cooldown: 30s Applies bleed to an enemy hit in the chest. Cooldown: 30s

chestUtility

Perfect Trauma Applies blind to an enemy hit in the head. Cooldown: 20s Applies bleed to an enemy hit in the chest. Cooldown: 20s

Unbreakable

When your armor is depleted, repair 95% of your armor. Cooldown: 60s

chestUtility

Perfectly Unbreakable When your armor is depleted, repair 100% of your armor. Cooldown: 55s

Unstoppable Force

Killing an enemy increases total weapon damage by 5% for 15s. Stacks up to 5 times.

backpackTotal Weapon Damage

Perfectly Unstoppable Force Killing an enemy increases total weapon damage by 7% for 15s. Stacks up to 5 times. Grenade kills add 2 stacks.

Vanguard

Deploying a shield makes it invulnerable for 5s and grants 45% of your armor as bonus armor to all other allies for 20s. Cooldown: 25s

chestUtility

Perfect Vanguard Deploying a shield makes it invulnerable for 5s and grants 50% of your armor as bonus armor to all other allies for 20s. Cooldown: 25s

Versatile

Amplifies total weapon damage for 10s when swapping between your primary and secondary weapons if they are different. 35% to enemies within 15m for Shotguns and SMGs. 35% to enemies further than 25m for Rifles and Marksman Rifles. 10% to enemies between 15-25m for LMGs and Assault Rifles. At most once per 5s per weapon type.

backpackAmplifier

Perfect Versatile Amplifies total weapon damage for 10s when swapping between your primary and secondary weapons if they are different. 45% to enemies within 15m for Shotguns and SMGs. 40% to enemies further than 25m for Rifles and Marksman Rifles. 15% to enemies between 15-25m for LMGs and Assault Rifles. At most once per 5s per weapon type.

Vigilance

Increases total weapon damage by 25%. Taking damage disables this buff for 4s.

backpackTotal Weapon Damage

Perfect Vigilance Increases total weapon damage by 25%, Taking damage disables this buff for 3s.

Wicked

Applying a status effect increases total weapon damage by 18% for 20s.

backpackTotal Weapon Damage

Perfectly Wicked Applying a status effect increases total weapon damage by 18% for 27s.

Weapon

Weapon talents

66 talents, what each one does, and the Perfect version where there is one.

Back and Forth

Swapping to this weapon grants +10% Rate of Fire and +9% Weapon Damage for 10s. Swapping from this weapon grants +5% Rate of Fire and +4.5% Weapon Damage for 10s. Receiving one of the bonus groups will remove the other if it's still active. Two instances of this Talent will not function at the same time.

Weapon Damagear, lmg, mmr, rifle, shotgun, smg

Perfect Back and Forth Swapping to this weapon grants +13% Rate of Fire and +12% Weapon Damage for 10s. Swapping from this weapon grants +5% Rate of Fire and +4.5% Weapon Damage for 10s. Receiving one of the bonus groups will remove the other if it's still active. Two instances of this Talent will not function at the same time.

Behind You

Amplifies weapon damage by +20% to enemies that are not targeting you.

Amplifiermmr, rifle

Perfectly Behind You Amplifies weapon damage by +25% to enemies that are not targeting you.

Blossom Harvest

Amplifies Weapon Damage by 3.3% for each 10% combined Armor and Health the enemy has remaining.

Boiling Point

The first 53% of your magazine will have -100% Critical Hit Chance. The rest will have 100%.

ar, lmg, smg

Perfect Boiling Point The first 48% of your magazine will have -100% Critical Hit Chance. The rest will have 100%.

Boomerang

Critical hits have a 50% chance to return the bullet to the magazine. If a bullet is returned to the magazine the next shot has +40% increased damage.

Weapon Damagerifle

Perfect Boomerang Critical hits have a 75% chance to return the bullet to the magazine. If a bullet is returned to the magazine the next shot has +50% increased damage.

Brazen

Receive +3.5% Amplified Damage on the next shot with the weapon for each pellet that hits the target, if at least 6 pellets hit.

Amplifiershotgun

Perfect Brazen Receive +3.5% Amplified Damage on the next shot with the weapon for each pellet that hits the target, if at least 4 pellets hit.

Breadbasket

Landing body shots adds a stack of bonus +55% headshot damage to the next headshot for 10s. Max stack is 3.

Headshot Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Breadbasket Landing body shots adds a stack of bonus +70% headshot damage to the next headshot for 10s. Max stack is 2.

Close & Personal

Killing a target within 7m grants +30% weapon damage for 10s.

Weapon Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfectly Close & Personal Killing a target within 7m grants +38% weapon damage for 10s.

Determined

After killing an enemy with a headshot the next shot landed on any enemy will be a guaranteed headshot. While the talent is active killing an enemy will not retrigger the talent.

Utilitymmr, pistol, rifle

Perfect Determined After killing an enemy with a headshot the next shot landed on any enemy will be a guaranteed critical headshot. While the talent is active killing an enemy will not retrigger the talent.

Eyeless

Amplifies weapon damage by 30% to blinded enemies. After 4 kills, applies blind to the next enemy you hit.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Eyeless Amplifies weapon damage by 35% to blinded enemies. After 3 kills, applies blind to the next enemy you hit.

Fast Hands

Critical hits add a stack of 3% reload speed bonus. Max stack is 40.

Utilityar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Fast Hands Critical hits add a stack of 5% reload speed bonus. Max stack is 40.

Finisher

Swapping from this weapon within 10s of killing an enemy grants 30% critical hit chance and 30% critical hit damage for 15s.

Critical Hit Damagepistol

Perfect Finisher Swapping from this weapon within 10s of killing an enemy grants 35% critical hit chance and 40% critical hit damage for 15s.

First Blood

If scoped, your first shot fired from out of combat or after fully reloading from empty deals headshot damage to any part of the body hit. REQUIRES Requires a Scope with 8x magnification or higher

Utilitymmr

Perfect First Blood If scoped, your first 2 shots fired from out of combat or after fully reloading from empty deals headshot damage to any part of the body hit. REQUIRES Requires a Scope with 8x magnification or higher

Flatline

Amplifies weapon damage by 15% to pulsed enemies. After 4 kills, applies pulse to the next enemy you hit.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Flatline Amplifies weapon damage by 20% to pulsed enemies. After 3 kills, applies pulse to the next enemy you hit.

Foam at the Mouth

After killing an enemy with a headshot, applies Ensnare to the next enemy you hit. Amplifies Weapon Damage by 25% to ensnared enemies.

Frenzy

For every 10 bullets in the magazine capacity, gain +3% rate of fire and +3% weapon damage for 9s when reloading from empty.

Weapon Damagelmg

Perfect Frenzy For every 8 bullets in the magazine capacity, gain +3% rate of fire and +3% weapon damage for 9s when reloading from empty

Future Perfect

Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times. Weapon kills at skill tier 6 grant overcharge for 15s. Overcharge cooldown: 90s

Utilityar, lmg, mmr, pistol, rifle, shotgun, smg

Future Perfection Weapon kills grant +1 skill tier for 19s. Stacks up to 4 times. Weapon kills at skill tier 6 grant overcharge for 15s. Overcharge cooldown: 90s

Head Scratcher

Amplifies weapon damage by 30% to confused enemies. After 4 kills, applies Confuse to the next enemy you hit.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Head Scratcher Amplifies weapon damage by 35% to confused enemies. After 3 kills, applies Confuse to the next enemy you hit.

Hidden Rock

Headshots apply confuse. Cooldown: 20s

Ignited

Amplifies weapon damage by 25% to burning enemies. After 4 kills, applies burn to the next enemy you hit.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfectly Ignited Amplifies weapon damage by 30% to burning enemies. After 3 kills, applies burn to the next enemy you hit.

Immobilize

Amplifies weapon damage by 20% to ensnared enemies. After 4 kills, applies Ensnare to the next enemy you hit.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Immobilize Amplifies weapon damage by 25% to ensnared enemies. After 3 kills, applies Ensnare to the next enemy you hit.

In Sync

Hitting an enemy grants +15% skill damage for 5s. Using a non-shield skill or damaging an enemy with a skill grants +15% weapon damage for 5s. Damage increases are doubled while both buffs are active at the same time.

Weapon Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfectly In Sync Hitting an enemy grants +20% skill damage for 5s. Using a non-shield skill or damaging an enemy with a skill grants +20% weapon damage for 5s. Damage increases are doubled while both buffs are active at the same time.

Killer

Killing an enemy with a critical hit grants +70% critical hit damage for 10s.

Critical Hit Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Killer Killing an enemy with a critical hit grants +90% critical hit damage for 10s.

Lucky Shot

Magazine capacity is increased by 20%. Missed shots from cover have a 100% chance to return to the magazine.

Utilitymmr, pistol, rifle

Perfect Lucky Shot Magazine capacity is increased by 30%. Missed shots from cover have a 100% chance to return to the magazine.

Measured

The top half of the magazine has 25% rate of fire and -25% weapon damage. The bottom half of the magazine has -18% rate of fire and 30% total weapon damage.

Total Weapon Damagear, lmg, smg

Perfectly Measured The top half of the magazine has 25% rate of fire and -30% weapon damage. The bottom half of the magazine has -18% rate of fire and 38% total weapon damage.

Naked

Hitting an enemy with no armor grants +50% headshot damage for 5s.

Headshot Damagemmr

Perfectly Naked Hitting an enemy with no armor grants +50% headshot damage for 8s.

Near Sighted

Receive +80% stability at the cost of -35% optimal range.

Utilityar

Perfect Near Sighted Receive +100% stability at the cost of -35% optimal range.

On Empty

Reloading from empty grants +60% weapon handling for 10s.

Utilityar

Perfectly On Empty Reloading from empty grants +80% weapon handling for 10s.

Optimist

Weapon damage is increased by +3.5% for every 10% ammo missing from the magazine.

Weapon Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Optimist Weapon damage is increased by +4.5% for every 10% ammo missing from the magazine.

Outsider

After killing an enemy, gain 100% optimal range and +100% accuracy for 10s.

Utilitysmg

Perfect Outsider After killing an enemy, gain 150% optimal range and +125% accuracy for 10s.

Overflowing

Every 3 reloads from empty increases your base magazine capacity by 100%.

Utilityar

Perfect Overflowing Every 2 reloads from empty increases your base magazine capacity by 100%.

Overwhelm

Suppressing an enemy, that is not currently suppressed, grants +10% weapon damage for 12 seconds. Max stack is 4.

Weapon Damagelmg

Perfect Overwhelm Suppressing an enemy grants +12% weapon damage for 12 seconds. Max stack is 4

Perfect Allegro

+15% rate of fire.

Perfect Distance

+100% optimal range.

Perfect Jazz Hands

+50% reload speed.

Perfectly Accurate

+80% accuracy.

Perfectly Extra

+50% magazine capacity.

Perfectly Optimized

+40% weapon handling.

Perpetuation

Headshots grant +75% status effect damage and duration to the next status effect you apply. Cooldown: 20s

Status Effectar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Perpetuation Headshots grant +75% status effect damage and duration to the next status effect you apply. Cooldown: 16s

Precision Strike

Killing enemies farther than 20m builds up stacks. Max stack is 3. Hitting an enemy within 20m will use all stacks to provide +20% Amplified Damage to enemies within 20m for 5s.

Amplifierar, lmg, mmr, rifle

Perfect Precision Strike Killing enemies farther than 20m builds up stacks. Max stack is 2. Hitting an enemy within 20m will use all stacks to provide +35% Amplified Damage to enemies within 20m for 5s.

Preservation

Killing an enemy repairs 10% armor over 5s. Headshot kills improve the repair by an additional 10%.

Utilityar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Preservation Killing an enemy repairs 15% armor over 5s. Headshot kills improve the repair by an additional 15%.

Pressure Point

Amplifies weapon damage by 15% to enemies under Status Effects.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Pressure Point Amplifies weapon damage by 20% to enemies under Status Effects.

Primer Rounds

Damaged enemies lose 50% burn resistance for 5 seconds

Pummel

3 consecutive kills refills the magazine and grants +40% weapon damage for 10s.

Weapon Damageshotgun

Perfect Pummel 2 consecutive kills refills the magazine and grants +40% weapon damage for 10s

Pumped Up

Reloading grants +1% weapon damage for 10s. Stacks up to 25 times.

Weapon Damageshotgun

Perfect Pumped Up Reloading grants +6% weapon damage for 10s. Stacks up to 5 times.

Ranger

Amplifies weapon damage by 2% for every 4m you are away from your target.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Ranger Amplifies weapon damage by 2% for every 3m you are away from your target.

Reformation

Headshots grant +60% skill repair for 15s.

Skill Repairar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Reformation Headshots grant +80% skill repair for 15s.

Refreshing

The weapon fires a stream of water. Hitting an ally agent builds stacks on them. Max stack is 5. Stacks deplete every 2s. While having at least 1 stack, the ally will have +50% Hazard Protection.

Rifleman

Landing headshots adds a stack of bonus +10% weapon damage for 5s. Max stack is 5. Additional headshots refresh the duration.

Weapon Damagerifle

Perfect Rifleman Landing headshots adds a stack of bonus +11% weapon damage for 5s. Max stack is 6. Additional headshots refresh the duration.

Run and Gun

While moving, you accrue 5 stacks per second, up to a maximum of 100 stacks. Headshots with Lichtenberg grant 15 stacks and 20% Movement Speed for 5 seconds. While at maximum stacks your next shot with Lichtenberg consumes all stacks, deals 200% bonus damage and Shocks the target for 2 seconds.

Sadist

Amplifies weapon damage by 30% to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Sadist Amplifies weapon damage by 35% to bleeding enemies. After 3 kills, applies bleed to the next enemy you hit.

Salvage

Killing a target has a +70% chance to refill the magazine.

Utilitypistol

Perfect Salvage Killing a target has a +85% chance to refill the magazine.

Sledgehammer

Dealing damage with a grenade applies a mark on target. Targets with mark will take 15% more damage to armor from the agent that applied the mark and have a -20% movement speed. Mark will disappear after 10 seconds.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Sledgehammer Dealing damage with a grenade applies a mark on target. Targets with mark will take 20% more damage to armor from the agent that applied the mark and have a -30% movement speed. Mark will disappear after 10 seconds.

Soft Spot

Destroying a Weakpoint grants +27% Weapon Damage for 10s.

Weapon Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Soft Spot Destroying a Weakpoint grants +32% Weapon Damage for 15s.

Spike

Headshots grant +20% skill damage for 15s.

Skill Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Spike Headshots grant +25% skill damage for 15s.

Sport Mode

+20% Movement Speed. This bonus does not stack with other Movement Speed bonuses.

Stabilize

Firing your weapon increases Weapon Accuracy by 1% and Weapon Stability by 1% per shot, up to 60%. If you stop firing, the bonuses reset after 4 seconds.

Utilityar, smg

Perfect Stabilize Firing your weapon increases Weapon Accuracy by 1% and Weapon Stability by 1% per shot, up to 75%. If you stop firing, the bonuses reset after 6 seconds.

Steady Handed

Hits grant a stack of +1% Accuracy and Stability. At 100 stacks, consumes them to refill the magazine.

Utilityar, lmg, mmr, pistol, rifle, shotgun, smg

Perfectly Steady Handed Hits grant a stack of +1% Accuracy and Stability. At 75 stacks, consumes them to refill the magazine.

Strained

Gain +10% critical hit damage for every 0.5s you are firing. Stacks up to 5 times.

Critical Hit Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Strained Gain +10% critical hit damage for every 0.5s you are firing. Stacks up to 8 times.

Streamline

Increase Weapon Damage by 42% when no Skills are on cooldown.

Weapon Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Streamline Increase Weapon Damage by 47% when no Skills are on cooldown.

Swift

Performing a cover to cover grants +20% weapon damage for 20s.

Thunder Strike

Amplifies weapon damage by 30% to shocked enemies. After 4 kills, applies shock to the next enemy you hit.

Amplifierar, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Thunder-Strike Amplifies weapon damage by 35% to shocked enemies. After 3 kills, applies shock to the next enemy you hit.

Twinkling Lights

Only at night with twinkling lights can you fill their heads with festive might

Unhinged

Grants +18% weapon damage at the cost of -25% Stability and -25% Accuracy.

Weapon Damagelmg

Perfectly Unhinged Grants +22% weapon damage at the cost of -25% Stability and -25% Accuracy.

Unwavering

Swapping to this weapon grants +300% weapon handling for 5s. Kills refresh the buff. Swapping away disables this from all weapons for 5s.

Utilitysmg

Perfect Unwavering Swapping to this weapon grants +400% weapon handling for 5s. Kills refresh the buff. Swapping away disables this from all weapons for 5s.

Vindictive

Killing an enemy with a status effect applied grants you and all allies within 15m 16% critical hit chance and 16% critical hit damage for 20s.

Critical Hit Damagear, lmg, mmr, pistol, rifle, shotgun, smg

Perfect Vindictive Killing an enemy with a status effect applied grants you and all allies within 20m 21% critical hit chance and 21% critical hit damage for 20s.

Talent text and Perfect variants come from the hi-dep Division 2 codex; stacking groups from The Gear Spreadsheet, compiled in the official Division 2 Discord's #build-advice channel. Icons are mirrored from the codex.

The rest of the network

The intel moves faster in Discord

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 each talent does, in one place

Talent text is spread across item tooltips you only see once you own the piece. This lists all of them - gear and weapon, base and Perfect - so a build can be planned before the drop.

Mission Focus

Use this page to look up any Division 2 gear or weapon talent, read what it does, compare it against its Perfect version, and check which damage bucket it stacks in.

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

What is a Perfect talent?

The named-item version of a talent, with better numbers than the roll you can get on a normal piece. Where a talent has one, it is listed under the base talent with its own figures.

Why do some talents show a stacking group?

Talents in the same group add together rather than multiplying, so two from one bucket give less than the numbers suggest. The group is shown where The Gear Spreadsheet records one.

Why do a few talents have no icon?

Eight weapon talents have no icon in the codex this site mirrors, and none upstream either, so they show a lettered tile instead of a broken image. The text for them is complete.

Where does this come from?

Talent text and Perfect variants from the hi-dep Division 2 codex; stacking groups from The Gear Spreadsheet, compiled by contributors in the official Division 2 Discord. DivGaming indexes their work and links back to the source.

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