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Destiny 2: All Armor Set Bonuses & Sources

With the Destiny 2: Monument of Light update, every piece of armor has received set perks that unlock when wearing 2 or 4 pieces of the same gear. The rework of all armors from raids, dungeons, and activities offers many meta choices.

Below is the complete list of all Armor Set Bonuses categorized by their source activity.


1. Raid Armor Set Bonuses

Armor Set / Activity 2-Piece Perk 4-Piece Perk
Great Hunt (Last Wish) Taken Barrier: Grenade final blows temporarily reduce incoming damage. Taken Armaments: Grenade final blows grant additional Heavy ammo progress.
Righteousness (Garden of Salvation) Network Admin: Being near allies creates a relay network giving handling and reload speed. Being near other Network Admins grants a Health stat bonus. Network Upload: Weapon final blows grant the wearer and nearby allies melee energy.
Legacy's Oath (Deep Stone Crypt) Augmented Servos: Powered melees release an additional disorienting pulse when defeating a target. God-Like Judgment: When shields are broken by a combatant, or upon casting Super, release heat-seeking micro-missiles.
Atheon's Memory (Vault of Glass) Radiolaria Breach: After picking up an Orb of Power, the next time shields break, gain health bonus and release a radiolaria burst. Collective Power: While you have a subclass buff, dealing sustained damage creates an Orb of Power.
Resonant Fury (Vow of the Disciple) Resonant Plating: Health begins regenerating immediately after taking melee damage from a powerful combatant. Siphoning Touch: Gain Siphoning Touch stacks for weapon or Glaive melee hits. Swapping weapons heals you and consumes stacks.
Oryx's Memory (King's Fall) Iron Sharpens Iron: Final blows on Guardians and powerful combatants generate additional ammo progress. Ascendant Escape: After defeating a powerful combatant, the next time shields break, you become invisible.
Nezarec's Nightmares (Root of Nightmares) Bad Dreams: Final blows versus subclass-debuffed targets have an escalating chance to spawn an Orb of Power. Dream-Devourer: Performing a finisher versus a powerful combatant grants Devour. Devour grants damage resistance versus combatants.
Crota's Memory (Crota's End) Cursed Fist: Melee final blows trigger a Cursed Thrall explosion. Power of the Son: Being in combat grants progressively more flinch resistance and damage resistance versus combatants.
Promised (Salvation's Edge) Stable Resonance: Defeating a powerful combatant generates Stable Resonance, which grants damage resistance and increased weapon damage. Resonance Redirection: While you have Stable Resonance, continued weapon damage occasionally generates a damaging and exhausting resonance burst.
Collective Psyche (Desert Perpetual) Accretion: Picking up an ammo brick gives a stacking bonus to weapon swap and stow speeds. Doppler Effect: Suspend, unravel, sever, radiant, and restoration effects have increased duration.
Wayward Psyche (Epic Desert Perpetual) Special Relativity: Picking up ammo reloads stowed Special weapons from reserves. Superluminal Motion: After dealing damage with Super, health and shields regenerate over time while in motion.
Pantheos Resplendent (Pantheon) Well Prepared: Picking up ammo grants Armor Charge, providing a health stat bonus per charge. Down the Line: Sustained damage on minibosses, Champions, and bosses increases weapon damage. Final blows consume stacks.

2. Dungeon Armor Set Bonuses

Armor Set / Activity 2-Piece Perk 4-Piece Perk
Techeun's Regalia (Shattered Throne) Queensfoil Rush: Gain a powerful overshield and release a slowing burst during finishers. Truth to Power: Gain increasing damage resistance when dealing damage or landing final blows. Max stacks increase ability recharge.
Apostate's Blade (Pit of Heresy) Regenerative Threshold: Finishers store power. The next time shields break, consume it to immediately heal and start regeneration. Melee Conduction: While you have Radiant, Restoration, or Cure, melee hits release a burst that scorches targets.
Coda (Prophecy) Between Poles: Light weapon final blows grant Grenade stat. Darkness/Kinetic weapon final blows grant Melee stat. So Very Thin: Alternating rapid final blows between Light and Darkness grants a short period of damage resistance.
Echo (Grasp of Avarice) Untold Greed: Collecting ammo, Orbs, or destroying Tangles reduces damage taken and boosts reload speed. Overflowing Coffers: Stacks of Untold Greed enhance Orbs and Tangles; when shields break, stacks convert into Orbs of Power.
Deep Explorer (Duality) Built Bitter: Taking damage increases the reload speed of your equipped weapon until stowed. Bittersweet: When stowing a weapon, restore health based on Built Bitter stacks lost.
TM Custom (Spire of the Watcher) Old Martian Diplomacy: Stowing a weapon after defeating a powerful combatant or Guardian heals you and disorients nearby foes. High Noon: Freshly drawn weapons deal increased precision damage (boosted for Tex Mechanica weapons).
Taken King (Ghosts of the Deep) The Ceremony: Finishers or revives initiate a Lucent Hive ritual granting increased Super stat. Lucent Swarm: Orbs extend Ceremony. While active, ability final blows occasionally spawn Arc moths.
Dark Age (Warlord's Ruin) Taking Initiative: Melee or Sword hits grant Initiative stacks, boosting handling and reload. Healing Initiative: Using class ability with Initiative active creates a stationary healing aura.
Spacewalk (Vesper's Host) Augmented Armaments: Primary ammo weapons deal increased damage to disoriented combatants. Augmented Explosives: Grenades release an additional disorienting pulse shortly after detonating.
Flain (Sundered Doctrine) Knit Together: Taking damage from combatants sometimes spawns a Threadling. Sinew Stitching: After shields break, your next several Threadling hits restore health.
Sage Protector (Equilibrium) Combat Meditation: Sword hits return grenade and class energy (boosted if Blade Focus is active). Blade Focus: Guarding with a Sword readies Blade Focus, increasing sword damage and lunge distance.

3. Competitive & PvP Armor Set Bonuses

Armor Set / Activity 2-Piece Perk 4-Piece Perk
Per Audacia (Competitive Crucible) Primary Chain: Primary ammo weapon final blows grant stacking mobility, range, and handling. Sublime Transit: Increases mobility, sprint speed, and slide distance.
Triumphal Anthem (Crucible) Scoot to Loot: Sliding collects nearby ammo and temporarily grants enhanced reload speed and handling. Shoot to Scoot: Dealing damage grants enhanced sliding; sliding provides damage resistance.
Wild Anthem (Crucible Focusing) Fanfare: Increased reload speed for the bottom half of your weapon's magazine. Suros Harmony: Reloading a weapon grants handling and reduces flinch (range boost for Suros weapons).
Last Disciple (Crucible Focusing) Terminal Velocity: Final blows with primary ammo weapons temporarily increase reload speed. Power Loader: Picking up an Orb of Power grants Special ammo progress.
Disaster Corps (Crucible Focusing) Pleas Heard: Reloading an Auto, Scout, or Sidearm after a final blow slowly restores health. Magnificent Duty: At critical health, Auto/Scout/Sidearms gain range, stability, and reload speed.
Cyberserpent Null (Gambit) Adrenal Rush: Sprinting grants a period of improved reload speed and handling. Bountiful Munitions: While active, final blows grant Special ammo progress (boosted against powerful targets/Guardians).
Cruel Electrum (Trials of Osiris) Primary Survivor: When an ally is defeated, Primary weapons gain handling, reload, and flinch resistance. Primary Phantom: Primary final blows remove you from radar temporarily.
New Demotic (Trials of Osiris) Paroli: Primary ammo weapons gain flinch resistance after sliding. Martingale: Weapons gain temporary handling and ADS speed when an ally is defeated or you revive an ally.
Twofold Crown (Trials of Osiris) Crook and Flail: Picking up an ammo brick heals you. Gift of Sight: Primary weapon final blows grant briefly increased radar resolution.
Iron Battalion (Iron Banner) Primary Honing: Increases handling, reload, and damage against non-bosses for Primary weapons. Supercyclical: Final blows while Super is active refund Super energy when it ends.
Iron Panoply (Iron Banner) Vigilant Watch: Lower health increases weapon stability and handling. Final blows heal you while shields are depleted. Iron Conviction: When shields break, gain ammo generation, flinch resistance, and damage resistance.
Circuit (SRL) Revving Up: Fast movement builds a charge increasing health regeneration (grants Speed Booster at max). Dielectric Drift: Sliding while Speed Booster is active jolts combatants in front of you.

4. Vanguard Ops Armor Set Bonuses

Armor Set / Activity 2-Piece Perk 4-Piece Perk
Bushido (Zavala Decoding) Iaido: Final blows with freshly drawn or reloaded weapons heal you. Unfaltering Focus: Bow, Shotgun, or Sword final blows temporarily reduce incoming damage.
Swordmaster (Zavala Decoding) Balestra: Melee/Sword/Glaive damage exhausts targets, reducing their outgoing damage. Stesso Tempo: Blocking attacks with a Sword/Glaive grants a short period of damage resistance when dropping guard.
Eutechnology (Vanguard Arena Ops) Gift of the Ley Lines: Rapid Void defeats spawn a Void breach. Techeun's Foresight: Collecting Void breaches causes your next Void weapon final blow to trigger a detonation.
Techsec (Zavala Decoding) Wrecker: Significantly increased Kinetic damage to combatant shields, overshields, vehicles, and constructs. Concussive Rounds: Breaking shields or defeating powerful foes with Kinetic damage releases a disorienting shockwave.
Smoke Jumper (Zavala Decoding) Ride Together, Die Together: Picking up an Orb of Power grants a brief period of damage reduction. Too Old For This: Defeating a powerful combatant with a finisher grants Special ammo progress and health.
Ferropotent (Zavala Decoding) Rapid Repair: When shields begin to regenerate, gain flinch and damage resistance. Built From Scratch: While reserves are low, weapon final blows boost other weapon ammo types.
Luminopotent (Vanguard Ops) Ionic Overclock: While amplified, Fusion/Linear Fusion/Heat weapons gain handling, reload, and vent speeds. Shock and Clear: Final blows with Jolt or against jolted combatants create Ionic Traces.

5. Destinations & World Armor Set Bonuses

Armor Set / Activity 2-Piece Perk 4-Piece Perk
Lustrous (Tower / Bravery) Photogalvanic: Receiving healing grants Solar weapons flinch resistance, handling, and reload speed. Cauterize: Rapid Solar final blows heal you.
Wildwood (EDZ Lost Sectors) Watchtower: Precision final blows while ADS grant damage resistance until you stop aiming. Field Expertise: Precision final blows grant a stacking bonus to reload speed, target acquisition, and non-boss damage.
Seventh Seraph (Cosmodrome) Rasputin's Wrath: Solar abilities/Seventh Seraph/IKELOS weapon final blows grant Warmind Charges (boosts Weapons/Grenade stats). Rasputin's Reprisal: Stacks release Solar detonations when defeating powerful foes or constructs, healing allies.
Exodus Down (Nessus Lost Sectors) Emergency Electromagnet: When shields break, pull in all nearby Orbs and ammo bricks. Repurposed Charge: Gaining, losing, or spending Armor Charge heals you and grants damage reduction.
Reverie Dawn (Dreaming City) A Wish for Protection: Significant damage generates a Protective Wish boosting reload and flinch resistance. A Wish Fulfilled: When the wish expires, it cures you.
Dreambane (Moon Lost Sectors) Nightmarish Power: Challenging combatant final blows grant Unstable Essence, boosting grenade/melee stats. Nightmarish Resilience: Rapid weapon damage with Unstable Essence heals you and starts regeneration.
Crystocrene (Europa Lost Sectors) Resupply: Out of combat for a duration makes your next final blow grant ammo progress and an Orb. From the Storm: Out of combat for a duration slowly grants Frost Armor.
Veritas (Throne World) Lucent Transmutation: Finishers or powered melee final blows generate an Elemental pickup. Lucent Tithes: Finishers on powerful combatants heal you and generate loyal Void moths.
Thunderhead (Neomuna Override) License to Thrill: Grenade activation or Nanotech Missiles provide point-blank damage resistance. Lethal Weave: Defeating unraveled targets grants grenade energy or Special ammo meter progress.
First Ascent (Pale Heart Overthrow) Stack 'Em Up: Unique elemental damage defeats boost Transcendence energy gains. Burn 'Em Down: While Transcendence is active, grenades consume Stack 'Em Up to grant grenade energy.
Aion Adapter (Kepler Sieve) Force Absorption: Explosive final blows temporarily decrease incoming area-of-effect damage. Reactive Shock: While active, taking melee damage causes you to emit a disorienting burst.
Aion Renewal (Kepler Sieve) Force Converter: Explosive final blows followed by sprinting grant Speed Booster. Reactive Booster: Speed Booster is activated immediately if shields break or you are slowed/suspended.
Shrewd Survivor (Lawless Frontier) Reflex Action: Swapping to Heat/SMG/Hand Cannon boosts handling and accuracy. Hotshot: Final blows during Reflex Action boost stability, reload, and aim assist.
Thriving Survivor (Lawless Frontier) Opening Act: Grenade final blows grant Heat/Primary weapons bonus stability and reload/vent speed. Room Clearing: Multiple weapon final blows boost stats and ammo generation.

Source: GameRant - All Armor Set Bonuses
Ingested on: 2026-07-02