For the longest time, armor sets in Destiny 2 had virtually no impact. Specific armor stats mattered, but because of transmog, chasing new armor was rarely worth it. The Edge of Fate changed that with the introduction of Armor set bonuses, and Monument of Triumph made it the norm by adding tens of new set bonuses
Every Armor Set Bonus available today
New and updated Armor sets now offer two set bonus perks when equipping two or four pieces of armor from the same set. As of the release of Monument of Triumph, there are 50+ armor sets that provide bonuses:
Raid Armor Bonus Sets
| Armor Set | Source | Bonuses |
|---|---|---|
| Pantheos Resplendent | Pantheon Raid Gauntlet | 2 Piece: Well Prepared Picking up ammo bricks grants you stacks of Armor Charge. This effect grants a passive bonus to your Health stat for each Armor Charge you currently hold. 4 Piece: Down the Line Dealing sustained damage to minibosses, Champions, and bosses increases your overall weapon damage against base and powerful combatants. Scoring a weapon final blow consumes one stack of this effect. |
| Wayward Psyche | Epic Desert Perpetual Raid | 2 Piece: Special Relativity Picking up ammo automatically reloads your stowed Special weapons directly from your reserves 4 Piece: Superluminal Motion After dealing damage with your Super, your health and shields will continuously regenerate over time as long as you remain in motion. Dealing additional Super damage refreshes this effect. |
| Collective Psyche | The Desert Perpetual Raid | 2 Piece: Accretion Picking up an ammo brick gives you a stacking bonus to weapon swap and stow speeds until you die. 4 Piece: Doppler Effect Suspend, unravel, and sever effects applied to targets, and radiant and restoration effects applied to you have increased duration. |
| Promised | Salvation's Edge Raid | 2 Piece: Stable Resonance Defeating a powerful combatant generates Stable Resonance, which grants you damage resistance and increased weapon damage for its duration. 4 Piece: Resonance Redirection While you have the Stable Resonance buff active, continuing to deal weapon damage occasionally generates a resonance burst that damages and exhausts targets. |
| Crota's Memory | Crota's End Raid | 2 Piece: Cursed Fist Your melee final blows trigger a devastating Cursed Thrall explosion. 4 Piece: Power of the Son Remaining in active combat for an extended duration grants you progressively higher flinch resistance and damage resistance against combatants. |
| Nezarec's Nightmares | Root of Nightmares Raid | 2 Piece: Bad Dreams Scoring final blows against targets debuffed by a subclass element has an escalating chance to spawn an Orb of Power. 4 Piece: Dream-Devourer Performing a finisher execution against a powerful combatant grants you the Devour buff. While Devour is active, you gain additional damage resistance against combatants. |
| Ory'x Memory | King's Fall Raid | 2 Piece: Iron Sharpens Iron Landing final blows on Guardians or powerful combatants generates additional ammo progress. 4 Piece: Ascendant Escape After secure a final blow on a powerful combatant, you will become entirely invisible the next time your shields are broken. |
| Resonant Fury | Vow of the Disciple Raid | 2 Piece: Resonant Plating Your health begins regenerating immediately after you take melee damage from a powerful combatant. 4 Piece: Siphoning Touch You gain stacks of Siphoning Touch by landing weapon hits or Glaive melee strikes. Switching your weapons will heal you and consume all active stacks. |
| Atheon's Memory | Vault of Glass Raid | 2 Piece: Radiolaria Breach After you pick up an Orb of Power, the next time your shields break, you gain a temporary bonus to your Health stat and release a burst of radiolaria fluid around you. 4 Piece: Collective Power While you are actively affected by any subclass buff, dealing sustained damage to targets will create an Orb of Power. |
| Legacy's Oath | Deep Stone Crypt Raid | 2 Piece: Augmented Servos Your powered melee attacks release an additional disorienting pulse when they are used to defeat a target. 4 Piece: God-Like Judgment When your shields are broken by a combatant, or immediately upon casting your Super, you release a swarm of heat-seeking micro-missiles. |
| Righteousness | Garden of Salvation Raid | 2 Piece: Network Admin Standing near allies creates a relay network that grants you improved weapon handling and reload speed. Being near other allied players running Network Admin additionally grants you a bonus to your Health stat. 4 Piece: Network Upload Weapon final blows grant melee energy to both you and your nearby allies. |
| Great Hunt | Last Wish Raid | 2 Piece: Taken Barrier Grenade final blows will temporarily reduce your incoming damage. 4 Piece: Taken Armaments Grenade final blows grant additional Heavy ammo generation progress. |
Dungeon Armor Bonus Sets
| Armor Set | Source | Bonuses |
|---|---|---|
| Sage Protector | Equilibrium Dungeon | 2 Piece: Combat Meditation Landing hits with a Sword returns both grenade and class ability energy. Bonus energy is granted if your Blade Focus buff is currently active. 4 Piece: Blade Focus You can briefly guard with a Sword to ready the Blade Focus mechanic. While Blade Focus is readied, hitting a target with your sword increases your Sword damage and lunge distance for a moderate duration. |
| Flain | Sundered Doctrine Dungeon | 2 Piece: Knit Together Taking incoming damage from combatants has a random chance to automatically spawn an allied Threadling. 4 Piece: Sinew Stitching For a short window of time after your shields are completely broken, your next several Threadling hits will restore your health. |
| Spacewalk | Vesper's Host Dungeon | 2 Piece: Augmented Armaments Your Primary ammo weapons deal increased damage against any combatants that are currently disoriented. 4 Piece: Augmented Explosives Your grenade abilities release an additional disorienting pulse of energy a short moment after detonating. |
| Dark Age | Warlord's Ruin Dungeon | 2 Piece: Taking Initiative Hitting combatants with standard melee attacks or Sword strikes grants a stack of Initiative, providing bonus weapon handling and reload speed. These stacks decay slowly over time. 4 Piece: Healing Initiative While you possess active stacks of Initiative, using your class ability creates a stationary healing aura on the ground. This aura offers increased healing potency based on the number of Initiative stacks you held upon activation. |
| Taken King | Ghosts of the Deep Dungeon | 2 Piece: The Ceremony Finishing combatants or reviving fallen allies initiates a Lucent Hive ritual. While this ritual remains active, you gain an increased Super stat. 4 Piece: Lucent Swarm Collecting Orbs of Power extends the duration of the Ceremony ritual. While active, your ability final blows will occasionally spawn allied Arc moths that seek out enemies. |
| TM Custom | Spire of the Watcher Dungeon | 2 Piece: Old Martian Diplomacy Stowing a weapon immediately after defeating a powerful combatant or an enemy Guardian heals you for a small amount and disorients nearby combatants. 4 Piece: High Noon Freshly drawn weapons deal significantly increased precision damage to combatants for a short period. Weapons featuring the Tex Balanced Stock Origin Trait or Exotics manufactured by the Tex Mechanica Foundry receive even greater benefits. |
| Deep Explorer | Duality Dungeon | 2 Piece: Built Bitter Taking damage from enemies increases the reload speed of your currently equipped weapon until it is stowed. Taking subsequent damage further amplifies this speed effect. 4 Piece: Bittersweet When you stow your weapon, you restore a portion of your health based directly on the number of Built Bitter stacks consumed. |
| Echo | Grasp of Avarice Dungeon | 2 Piece: Untold Greed Picking up ammo, Orbs of Power, or Elemental pickups, or destroying a Strand Tangle, grants stacks of Untold Greed. These stacks slightly reduce incoming damage and boost the reload speed of your equipped weapons, though some stacks are lost when your shields break. 4 Piece: Overflowing Coffers While you hold stacks of Untold Greed, Orbs of Power and Elemental pickups provide significantly more energy, and Strand Tangles deal increased damage. When your shields break, all active stacks are instantly converted into a fountain of Orbs of Power. |
| CODA | Prophecy Dungeon | 2 Piece: Between Poles Final blows secured with Light-element weapons grant stacks of Light Polarity, which increase your Grenade stat. Final blows secured with Darkness or Kinetic weapons grant stacks of Dark Polarity, which increase your Melee stat. 4 Piece: So Very Thin Final blows with Light weapons grant bonus grenade energy, while final blows with Dark or Kinetic weapons grant bonus melee energy. Rapidly alternating final blows between Light and Darkness elements grants a short period of damage resistance. |
| Apostate's Blade | Pit of Heresy Dungeon | 2 Piece: Regenerative Threshold Performing a finisher stores power within your armor. The next time your shields break, this stored power is consumed to immediately heal you and trigger health regeneration. 4 Piece: Melee Conduction While you are actively under the effects of Radiant, Restoration, or Cure, your standard melee hits release a burst of energy that scorches the target. |
| Techeun's Regalia | Shattered Throne Dungeon | 2 Piece: Queensfoil Rush You gain a powerful protective overshield while performing a finisher execution. Finishing a target also releases a slowing burst of energy around you. 4 Piece: Truth to Power You gain increasing damage resistance as you deal damage or land final blows, and execution finishers grant accelerated progress toward this effect. At maximum stacks, the recharge rate of your abilities is significantly increased. |
Crucible Armor Bonus Sets
| Armor Set | Source | Bonuses |
|---|---|---|
| Twofold Crown | Trials of Osiris (Crucible) | 2 Piece: Crook and Flail Picking up an ammo brick heals you. 4 Piece: Gift of Sight Final blows with Primary ammo weapons grant you briefly increased radar resolution. |
| New Demotic | Trials of Osiris (Crucible) | 2 Piece: Paroli Your Primary ammo weapons gain a significant bonus to flinch resistance for a brief moment after you perform a slide. 4 Piece: Martingale Your weapons gain a temporary increase to handling and aim-down-sights speed whenever an ally is defeated or when you successfully revive a fallen teammate. |
| Cruel Electrum | Trials of Osiris (Crucible) | 2 Piece: Primary Survivor When an ally is defeated, your Primary ammo weapons gain increased handling, reload speed, target acquisition, and reduced flinch. This bonus increases further if multiple allies are dead simultaneously or if you are running solo. 4 Piece: Primary Phantom Final blows secured with Primary ammo weapons entirely remove you from enemy radar for a short time. Drawing any weapon that does not use Primary ammo will immediately terminate this effect. |
| Iron Panoply | Iron Banner (Crucible) | 2 Piece: Vigilant Watch As your health drops lower, your equipped weapons gain increased baseline stability and handling. Weapon final blows secured while your shields are completely depleted will heal you. 4 Piece: Iron Conviction When your shields become broken, you temporarily gain increased ammo generation, flinch resistance, and overall damage resistance against nearby combatants. Final blows extend the duration of this effect. |
| Iron Battalion | Iron Banner (Crucible) | 2 Piece: Primary Honing This perk inherently increases the handling and reload speed of all Primary ammo weapons. Additionally, your Primary weapons deal increased damage against non-boss combatants based directly on your Weapons stat. 4 Piece: Supercyclical Securing final blows while your Super ability is active refunds a portion of your Super energy back to you once the Super ends. |
| Disaster Corps | Crucible Ops | 2 Piece: Pleas Heard Reloading an Auto Rifle, Scout Rifle, or Sidearm immediately after a final blow slowly restores your health until you reenter active combat. 4 Piece: Magnificent Duty When you reach critical health, or when you successfully heal an ally who is at critical health, your Auto Rifles, Scout Rifles, and Sidearms gain a period of increased range, stability, and reload speed. |
| Last Discipline | Crucible Ops | 2 Piece: Terminal Velocity Final blows with primary ammo weapons grant your primary ammo weapons temporarily increased reload speed. 4 Piece: Power Loader Picking up an Orb of Power grants special ammo progress. |
| Wild Anthem | Crucible Ops | 2 Piece: Fanfare You receive a passive increase to your reload speed whenever you reload from the bottom half of your weapon's magazine. 4 Piece: Suros Harmony Reloading a weapon grants it a temporary bonus to weapon handling and reduces incoming flinch. Weapons equipped with the SUROS Synergy Origin Trait are granted increased effective range instead. |
| Triumphal Anthem | Crucible Ops | 2 Piece: Scoot to Loot Sliding over ammo blocks automatically collects them and temporarily grants enhanced reload speed and handling to your weapons. 4 Piece: Shoot to Scoot Dealing damage with your weapons temporarily grants you enhanced sliding capabilities. Sliding while this is active provides damage resistance. |
| Per Audacia | Crucible Ops | 2 Piece: Primary Chain Primary ammo weapon final blows grant a stacking bonus to your mobility, weapon range, and weapon handling that persists until you are defeated. 4 Piece: Sublime Transit This perk inherently increases your mobility stat while granting enhanced sprint speed and a longer slide distance. |
Destination Armor Bonus Sets
| Armor Set | Source | Bonuses |
|---|---|---|
| Wildwood | EDZ Destination | 2 Piece: Watchtower Landing precision final blows while looking down your sights grants damage resistance that persists until you stop aiming. 4 Piece: Field Expertise Precision final blows with any weapon grant a stacking bonus to reload speed, target acquisition, and weapon damage against non-boss combatants. Scoring a weapon final blow with a non-precision direct hit ends this effect prematurely. |
| Seventh Seraph | Cosmodrome Destination | 2 Piece: Rasputin's Wrath Final blows with area-of-effect damage, Solar abilities, Seventh Seraph weapons, or IKELOS weapons grant Warmind Charges. Each stack of Warmind Charge increases your baseline Weapons and Grenade stats. 4 Piece: Rasputin's Reprisal While you hold Warmind Charges, defeating powerful combatants, destroying a construct, or destroying a Tangle releases a Solar detonation that damages combatants and heals nearby allies. |
| Exodus Down | Nessus Destination | 2 Piece: Emergency Electromagnet When your shields become broken, you instantly collect all nearby Orbs of Power and ammo bricks. 4 Piece: Repurposed Charge Whenever you gain, lose, or spend an Armor Charge, you heal and gain damage reduction for a short time. This defensive effect scales dynamically with the amount of Armor Charge shifted. |
| Reverie Dawn | Dreaming City Destination | 2 Piece: A Wish for Protection Taking significant damage in a short window of time generates a Protective Wish that makes it harder for combatants to hit you, while granting increased reload speed and flinch resistance. 4 Piece: A Wish Fulfilled When the Protective Wish buff naturally expires, it immediately cures your health. Securing rapid final blows will prematurely terminate the Protective Wish. |
| Dreambane | Moon Destination | 2 Piece: Nightmarish Power Final blows dealt to a challenging combatant or higher-ranked target grant Unstable Essence. While you hold Unstable Essence, you receive passive grenade and melee stat bonuses. 4 Piece: Nightmarish Resilience While you hold the Unstable Essence buff, landing rapid weapon damage or securing quick final blows heals you and triggers health regeneration. |
| Crystocrene | Europa Destination | 2 Piece: Resupply After remaining out of combat for a moderate duration, your very next final blow grants bonus ammo progress and creates an Orb of Power. 4 Piece: From the Storm After staying completely out of combat for a moderate duration, you slowly stack Frost Armor over time until you reenter a fight. |
| Veritas | Throne World Destination | 2 Piece: Lucent Transmutation Performing a finisher execution on a combatant, or landing successive powered melee final blows, generates an Elemental pickup matching your current Light subclass. 4 Piece: Lucent Tithes Performing a finisher execution on a powerful combatant heals you and spawns loyal Void moths that defend your position. |
| Thunderhead | Neomuna Destination | 2 Piece: License to Thrill Activating your grenade ability or triggering the Nanotech Tracer Missiles Origin Trait provides stacking resistance against incoming damage at point-blank range. 4 Piece: Lethal Weave Defeating an unraveled combatant grants immediate grenade ability energy. If your grenade energy is already maxed out, you are granted Special ammo meter progress instead. |
| First Ascent | Pale Heart Destination | 2 Piece: Stack 'Em Up Defeating targets with unique elemental damage types grants a stacking bonus to your Transcendence energy gains while Transcendence is inactive. 4 Piece: Burn 'Em Down While Transcendence is active, using your grenade ability completely consumes all active stacks of Stack 'Em Up to grant an escalating amount of bonus grenade energy. |
| Shrewd Survivor | Lawless Frontier Destination | 2 Piece: Reflex Action Swapping to a Heat weapon, a Submachine Gun, or a Hand Cannon grants a short period of increased handling and accuracy. This effect is extended by dealing damage with that weapon. 4 Piece: Hotshot Securing final blows while Reflex Action is active grants a bonus to your weapon stats and increases stability, reload, and aim assist for Heat weapons, Submachine Guns, and Hand Cannons for a moderate duration. |
| Thriving Survivor | Lawless Frontier Destination | 2 Piece: Opening Act Final blows secured with grenades grant Heat weapons bonus stability and vent cooling speed, while granting Primary ammo weapons bonus stability and reload speed. 4 Piece: Room Clearing Securing multiple final blows with Heat weapons or Primary ammo weapons grants temporary bonuses to both your weapon and grenade stats, alongside increased ammo generation for those weapon types. |
| AION Renewal | Kepler Destination | 2 Piece: Force Converter After a final blow with any Rocket or Grenade Launcher, sprint for a short time to gain Speed Booster. 4 Piece: Reactive Booster Once per activation of Force Converter, sprinting while at critical health, being suspended, or being slowed by a Stasis effect will immediately grant Speed Booster for a short duration. |
| AION Adapter | Kepler Destination | 2 Piece: Force Absorption Final blows with any Rocket or Grenade Launcher temporarily decrease incoming area-of-effect damage. 4 Piece: Reactive Shock When Force Absorption is active, taking melee damage causes you to emit a disorienting burst once. |
Other Playlists Bonus Sets
| Armor Set | Source | Bonuses |
|---|---|---|
| Circuit | Sparrow Racing League | 2 Piece: Revving Up Sustaining fast movement builds up an elemental charge that gradually accelerates your health regeneration speed. Once you are fully revved up, sprinting grants you the Speed Booster buff. 4 Piece: Dielectric Drift Performing a slide while the Speed Booster buff is active will jolt any combatants positioned directly in front of you. |
| Cyberserpent Null | Gambit Ops | 2 Piece: Adrenal Rush Sprinting for a short duration grants a temporary period of highly improved weapon reload speed and handling. Landing final blows extends the duration of this period. 4 Piece: Bountiful Munitions While the Adrenal Rush buff is active, scoring final blows grants Special ammo progress. Defeating powerful combatants, Guardians, and Taken grants significantly more progress. |
| Bushido | Pinnacle & Arena Ops | 2 Piece: Iaido Final blows with freshly drawn or reloaded weapons heal you. 4 Piece: Unfaltering Focus Bow, Shotgun, or Sword final blows temporarily reduce incoming damage. Damaging targets with those weapons extends the effect. |
| Swordmaster | Pinnacle & Arena Ops | 2 Piece: Balestra Damaging a target with a Sword, a Glaive, or any standard melee attack leaves them completely exhausted. Exhausted targets deal reduced outgoing damage to you and your fireteam. 4 Piece: Stesso Tempo Successfully blocking attacks with a Sword or a Glaive grants a short period of heavy damage resistance against targets the next time you drop your guard. |
| Eutechnology | Pinnacle & Arena Ops | 2 Piece: Gift of the Ley Lines Rapidly defeating combatants using Void energy spawns a Void breach at their location. 4 Piece: Techeun's Foresight After collecting a Void breach, your next final blow with a Void weapon triggers an elemental detonation. This detonation becomes significantly more powerful if it is triggered quickly after the initial breach collection. |
| Techsec | Fireteam & Solo Ops | 2 Piece: Wrecker You deal significantly increased Kinetic damage to combatant shields, overshields, vehicles, and constructs. Constructs include barricades, turrets, Stasis crystals, and other objects created in the field. 4 Piece: Concussive Rounds Defeating powerful combatants or breaking a combatant shield with Kinetic damage releases a disorienting Kinetic shockwave. |
| Smoke Jumper | Fireteam & Solo Ops | 2 Piece: Ride Together, Die Together When you pick up an Orb of Power, you gain a brief period of rapidly decaying damage reduction. 4 Piece: Too Old For This Defeating a powerful combatant with a finisher execution grants you Special ammo progress and replenishes a small amount of your health. |
| Ferropotent | Fireteam & Solo Ops | 2 Piece: Rapid Repair The exact moment your shields begin to regenerate, you gain a short window of increased flinch resistance and damage resistance. 4 Piece: Built From Scratch While your weapon reserves are running low, combatant final blows provide additional ammo progress based entirely on their ammo type. Primary weapons boost Special ammo progress, while Special weapons boost Heavy ammo progress. |
| Luminopotent | Fireteam & Solo Ops | 2 Piece: Ionic Overclock While you are amplified, your Fusion Rifles, Linear Fusion Rifles, and Heat weapons gain increased handling, reload speeds, and vent cooling speeds. 4 Piece: Shock and Clear Landing final blows with Jolt effects or directly against jolted combatants creates Ionic Traces that travel back to you. |
| Lustrous | Tenet of Bravery (Solstice) | 2 Piece: Photogalvanic Receiving healing temporarily grants your Solar weapons increased flinch resistance, handling, and reload speed. 4 Piece: Cauterize Rapid Solar final blows heal you. |
What are Armor Set Bonuses
Since Update 9.0.0.1, Armor Set Bonuses returned to Destiny 2 as part of the new Armor 3.0 system, which also delivered several other changes:
- All Armor 3.0 will drop with full Mod Energy.
- Armor now rolls with three stats – a primary stat (highest), secondary stat (second highest), and tertiary (lowest) stat.
- A piece of armor’s total stats are determined by its gear tier.
- Armor stats no longer require round numbers of 10 to improve their effects.
- Armor stats now provide two benefits:
- One benefit is provided from 1 to 100 points.
- A secondary “enhanced” benefit is provided from 101 to 200 points.
Regarding Masterworking:
- Masterworking now provides +1 to your three lowest stats on the armor per level, up to a maximum of +5.
- Only for New Armor: masterwork levels reduced from 10 to 5..
- Only for New Armor: masterworking now increases stats, not Armor Mod slots.
- Infusion costs of new Armor changes based on their tier.
Before you go…
Don’t miss all the new weapons released with Monument of Triumph.







0 Comments