Armor

AppraiseBuildcraftCalculator
Armor 3.0 reference. For target stats → farming recipe (which archetypes, tertiaries, and mods to chase), use the Calculator tab. Per-class stat-priority recommendations are still in design.
56 of 56 sets

Promised

Raid: Salvation's Edge
2-piece
Stable Resonance
Defeating a powerful combatant generates Stable Resonance, which grants damage resistance and increased weapon damage for the duration.
Grants 7% increased damage and 25% Damage Resist for 12 Seconds on Orange bar+ kill
Damage ResistanceWeapon Damage
4-piece
Resonance Redirection
While you have Stable Resonance, continued weapon damage occasionally generates a resonance burst that damages and exhausts targets.
Dealing ~600 Damage triggers an 8-meter radius Exhausting Blast that deals damage and inflicts exhaustion. ~2 second internal cooldown.
ExhaustionWeapon Damage

Iron Battalion

Vendor: Valus Saladin
2-piece
Primary Honing
Increases handling and reload speed for Primary ammo weapons. Primary ammo weapons gain increased damage against non-boss combatants based on your Weapons stat.
Primary WeaponsHandlingReloadWeapon Damage
4-piece
Supercyclical
Final blows while your Super is active refund Super energy when it ends.
Super

Nezarec's Nightmare

Raid: Root of Nightmares
2-piece
Bad Dreams
Final blows versus subclass-debuffed targets have an escalating chance to spawn an Orb of Power.
Requires 3 elementally debuffed kills to spawn an orb. No internal cooldown?
Orb Generation
4-piece
Dream-Devourer
Performing a finisher versus a powerful combatant grants Devour. While you have Devour, gain damage resistance versus combatants.
Grants Devour for 6 (+3) Seconds, while Devour is active, gain +20% Damage Resist against Combatants.
FinishersDevourDamage Resistance

Seventh Seraph

Patrol: Cosmodrome
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 Weapons and Grenade stats.
Stacks up to 10x with a duration of 10 seconds. All stacks disappear on expiration. Each stack grants +3 grenade stat and +3 weapon stat up to +30 maximum for each
GrenadesWeapon DamageSolar Weapons
4-piece
Rasputin's Reprisal
While you have Warmind Charges, defeating powerful combatants, destroying a construct, or destroying a Tangle releases a Solar detonation that damages combatants and heals allies. Constructs include barricades, turrets, Stasis crystals, and other objects created in the field.
On Elite+ Kill: Damage is 405 Solar Damage, restoring +50HP to user and allies over 10 meters. On Construct Kill: ~half damage and health over same radius. Warmind detonations can grant warmind stacks but not chain into other warmind detonations. .3 second internal cooldown.
HealingTanglesSolar Weapons

Yearning Echo

Dungeon: Grasp of Avarice
2-piece
Untold Greed
Picking up ammo, Orbs of Power, Elemental pickups, or destroying a Strand Tangle grants stacks of Untold Greed, slightly reducing damage taken and providing reload speed to equipped weapons. When your shields are broken, some stacks are lost.
Untold Greed stacks up to x100. Reaching Critical Health removes 10 stacks.
Ammo PickupOrb PickupElemental PickupsTanglesDamage ResistanceReload
4-piece
Overflowing Coffers
While you have stacks of Untold Greed, Orbs of Power and Elemental pickups provide more of their respective energy, and Strand Tangles deal increased damage. When your shields are broken, all stacks are converted into a fountain of Orbs of Power.
Testing needed. Your greed sickens me
Orb GenerationOrb PickupElemental PickupsTangles

Techeun's Regalia

Dungeon: Shattered Throne
Exotic Mission: //node.ovrd.AVALON//
Vendor: Ada-1
2-piece
Queensfoil Rush
Gain a powerful overshield while performing your finisher. When you finish a target, release a slowing burst around you.
Grants a +200 HP Overshield for the duration of the finisher. The slow radius is 7 meters
FinishersOvershieldsSlow
4-piece
Truth to Power
Gain increasing damage resistance when you deal damage or land final blows. Finishers grant accelerated progress. At max stacks, the recharge rate of your abilities is also increased.
Each Damage instance scored grants Truth stacks, up to x999 stacks. Kills/finishers grant more stacks. Truth grants Damage Resist: x250 = 3.75%, x500 = 7.5%, x750 = 10%, x999 = 15%. At x999, turns into power, which boosts Ability Regeneration Rate on top of the DR.
FinishersDamage ResistanceAbility Regen

Crota's Memory

Raid: Crota's End
2-piece
Cursed Fist
Melee final blows trigger a Cursed Thrall explosion.
Radius of explosion is 4.5 meters. No? internal cooldown. Explosion is ARC damage.
Melee
4-piece
Power of the Son
Being in combat for a duration grants progressively more flinch resistance and damage resistance versus combatants.
Similar to Frenzy requirements for combat (Deal/receive damage every 7 seconds). After 12 Seconds, gain 15% Damage Resist + Flinch Resist. After 24 Seconds, gain 25% Damage Resist + Flinch Resist.
Flinch ResistanceDamage Resistance

Eutechnology

Vendor: Hawthorne
2-piece
Gift of the Ley Lines
Rapidly defeating combatants with Void energy spawns a Void breach.
Requirement is 3 Void kills within 5 seconds of each other.
Void Weapons
4-piece
Techeun's Foresight
After collecting a Void breach, your next final blow with a Void weapon triggers a detonation. The detonation is more powerful if it is triggered quickly after collecting a Void breach.
Techeun's Foresight granted on collecting void breach: next void weapon kill triggers a 3 meter Void detonation for 87 Damage. If Void breach collection is rapid, grants Techeun's Clairvoyance: next void weapon kill triggers a 5 meter Void detonation for 173 damage
Void WeaponsWeapon Damage

Exodus Down

Patrol: Nessus
2-piece
Emergency Electromagnet
When your shields become broken, collect all nearby Orbs of Power and ammo bricks.
Radius is 10 meters. Picking up multiple orbs will grant multiple stacks of 4-piece Repurposed charge buff.
Orb PickupAmmo Pickup
4-piece
Repurposed Charge
Whenever you gain, lose, or spend an Armor Charge, heal and gain damage reduction for a short time. This effect scales with the amount of Armor Charge gained, lost, or spent.
Grants +5 HP per Armor charge change, with duration = 3 seconds * stacks. The change scales based off SIMULTANEOUS gains/loses. Maxes out at x7 stacks. x2 = 13% DR, x3 =21% DR, x4 = 29.5% DR, x7 = 35% DR
Armor ChargeHealingDamage Resistance

First Ascent

Patrol: Pale Heart
2-piece
Stack 'Em Up
Defeating targets with unique elemental damage grants a stacking bonus to Transcendence energy gains while Transcendence is inactive.
Buff duration is 24 seconds, refreshed on unique elemental kill. CANNOT refresh once all 5 elements have been utilized.
Prismatic
4-piece
Burn 'Em Down
While Transcendence is active, using your grenade ability consumes all stacks of Stack 'Em Up to grant an escalating amount of grenade energy.
Grants 6% Prismatic Grenade energy per stack of Stack 'Em up used up to 30% at maximum.
PrismaticGrenades

Great Hunt

Raid: Last Wish
Vendor: Hawthorne
2-piece
Taken Barrier
Grenade final blows temporarily reduce incoming damage.
Grants Damage Resist x1 (10%) for 7 seconds
GrenadesDamage Resistance
4-piece
Taken Armaments
Grenade final blows grant additional Heavy ammo progress.
GrenadesHeavy Ammo

Techsec

Vendor: Hawthorne
Vendor: Commander Zavala
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.
Passively grants +200% increased Kinetic Damage towards Combatant Shields and Overshields. 15% increased Kinetic Damage towards Constructs.
Kinetic WeaponsWeapon Damage
4-piece
Concussive Rounds
Defeating powerful combatants or breaking a combatant shield with Kinetic damage releases a disorienting Kinetic shockwave.
Disorienting Blast deals 162 Kinetic Damage, Heavy staggering, and inflicts disorient in a 10 meter radius.
Kinetic WeaponsDisorient

Sage Protector

Dungeon: Equilibrium
2-piece
Combat Meditation
Sword hits return grenade and class energy. Bonus energy is granted if Blade Focus is active.
Grants 3% Grenade and Class Ability energy per Sword hit. Bonus increases to 8% with Blade Focus active.
SwordsGrenadesClass Ability
4-piece
Blade Focus
Briefly guard with a Sword to ready Blade Focus. While Blade Focus is readied, hitting a target with your sword increases Sword damage and lunge distance for a moderate duration.
After guarding for 1.35 seconds then hitting a target, grants Blade focus: +10% bonus sword damage, +100% sword lunge range, buff duration 7 seconds or on sword guard or stow.
SwordsWeapon Damage

Veritas

Patrol: Savathun's Throne World
Vendor: Fynch
2-piece
Lucent Transmutation
Performing a finisher on a combatant, or landing successive powered melee final blows, generates an Elemental pickup based on your Light subclass.
Requires a finisher or 2 melee final blows (small .2 second cooldown between kills for some reason. DOES NOTHING if Strand/Stasis super is equipped.
FinishersMeleeElemental Pickups
4-piece
Lucent Tithes
Performing a finisher on powerful combatants heals you and generates loyal Void moths.
On elite+ finisher, Restores +50 HP and spawns 3 Loyal Void Moths that grant 22.5 HP Void Overshield to user and allies on impact.
FinishersHealingVoid MothsOvershields

Legacy's Oath

Raid: Deep Stone Crypt
Vendor: Hawthorne
2-piece
Augmented Servos
Powered melees release an additional disorienting pulse when used to defeat a target.
Disorient triggers .67 seconds after combatant death in a 10 meter radius that applies Disorient for 2.5 Seconds.
MeleeDisorient
4-piece
God-like Judgment
When your shields are broken by a combatant, or upon casting your Super, release a swarm of heat seeking micro-missiles.
Critical Health releases 2 680 Damage micromissiles while casting super releases 4 680 Damage micromissiles.
Super

Oryx's Memory

Raid: King's Fall
2-piece
Iron Sharpens Iron
Final blows on Guardians and powerful combatants generate additional ammo progress.
Don't know numbers yet but it's a lot.
Ammo Generation
4-piece
Ascendant Escape
After a final blow on a powerful combatant, the next time your shields are broken, you become invisible.
Duration of invisibility is ~6 seconds
Invisibility

Swordmaster

Vendor: Xur
2-piece
Balestra
Damaging a target with a Sword, Glaive, or any melee attack exhausts them. Exhausted targets deal reduced outgoing damage.
No internal cooldown
SwordsGlaivesMeleeExhaustion
4-piece
Stesso Tempo
Blocking attacks with a Sword or Glaive grants a short period of damage resistance against targets when you next drop your guard.
Upon Blocking, grants 50% Damage Resist for 3 seconds after Guard is dropped. No internal Cooldown.
SwordsGlaivesDamage Resistance

Taken King

Dungeon: Ghosts of the Deep
2-piece
The Ceremony
Finishing combatants or reviving allies initiates a Lucent Hive ritual. While the ritual is active, gain increased Super stat.
Duration of Ceremony is 30 Seconds. Buff can be refreshed up to a max of 30 seconds. Grants + 30 Super Stat while active.
FinishersRevivesSuper
4-piece
Lucent Swarm
Collecting Orbs of Power extends the Ceremony. While it is active, ability final blows occasionally spawn allied Arc moths.
Scoring 2 ability kills spawns a Loyal Arc moth with 8 second duration. The moth chases enemies within 60+ meters and deals 180 damage, inflicting blind for 8 seconds over ~6 meters. All means of Bolt Charge discharge trigger can spawn the moth (except Praxic Blade).
Orb PickupArc Moths

TM Custom

Dungeon: Spire of the Watcher
2-piece
Old Martian Diplomacy
Stowing a weapon after defeating a powerful combatant or a Guardian heals you a small amount and disorients nearby combatants.
HealingDisorient
4-piece
High Noon
Freshly drawn weapons deal increased precision damage to combatants for a short period. Weapons with the Tex Balanced Stock Origin Trait equipped or Exotics manufactured by the Tex Mechanica Foundry gain further increased benefits.
Grants +7% increased Precision Damage against Combatants for 3 seconds. Bonus doubles to +15% for Tex Mechanica Origin Trait weapons and exotics, including DMT, Huckleberry, Last Word, Tarrabah, Chaperone, and Prospector.
Precision Damage

CODA

Dungeon: Prophecy
2-piece
Between Poles
Final blows with Light weapons grants stacks of Light Polarity, which grants Grenade stat. Final blows with Darkness or Kinetic weapons grants stacks of Dark Polarity, which grants stacks of Melee stat.
GrenadesMeleeKinetic Weapons
4-piece
So Very Thin
Final blows with Light weapons grants additional grenade energy. Final blows with Dark or Kinetic weapons grants additional melee energy. Rapid final blows that alternate between Light and Darkness grant a short period of damage resistance.
GrenadesMeleeKinetic WeaponsDamage Resistance

Bushido

Vendor: Xur
Vendor: Hawthorne
Vendor: Commander Zavala
2-piece
Iaido
Final blows with freshly drawn or reloaded weapons heal you.
Kills Restore 35 HP. There is a 3 second Cooldown between perk activation.
Healing
4-piece
Unfaltering Focus
Bow, Shotgun, or Sword final blows temporarily reduce incoming damage. Damaging targets with those weapons extends the effect.
Resist x1 (10%) for 7 seconds. Additional damage extends buff by +2 seconds with maximum of 9 seconds.
BowsShotgunsSwordsDamage Resistance

Circuit

Sparrow Racing League
2-piece
Revving Up
Fast movement builds up a charge that gradually increases your health regeneration speed. Once you are Fully Revved, sprinting grants Speed Booster.
Stacks accumulate at 1 per 5 seconds (45 seconds total) up to 10x stacks (+45% HP/s). Each stack grants increased Critical Health Regeneration Speed, NOT Shields. When slow, stacks deplete at 4x stacks/second
MovementHealth RegenerationSpeed BoosterSprint Speed
4-piece
Dielectric Drift
Sliding while Speed Booster is active jolts combatants in front of you.
No internal cooldown?
Slide DistanceSpeed BoosterJolt

Dark Age

Dungeon: Warlord's Ruin
2-piece
Taking Initiative
Hitting combatants with melee attacks or Sword strikes grants a stack of Initiative, giving bonus handling and reload. Stacks decay slowly over time.
Initiative stacks up to 5x and lasts for 8 seconds per stack, decaying 1 at a time
MeleeSwordsHandlingReload
4-piece
Healing Initiative
While you have Initiative, using your class ability creates a stationary healing aura. The aura gains increased healing based on the number of Initiative stacks.
Upon Class ability usage, deploys a stationary Healing Drone that heals every 2 seconds. Health restored is +10 HP (+50 HP Max) per initiative stack and can pulse up to 5 times per Class Ability use
Class AbilityHealing

Dreambane

Patrol: Moon
2-piece
Nightmarish Power
Final blows to a challenging combatant or higher-ranked target grant Unstable Essence. When you have Unstable Essence, you receive grenade and melee stat bonuses.
Buff triggers on elite+, lasts for 15 seconds, and grants +30 to melee and grenade stat.
GrenadesMelee
4-piece
Nightmarish Resilience
When you have Unstable Essence, rapid weapon damage or final blows heal you and begin health regeneration.
While buff is active, 8 damage instances within 3 seconds each (only counted once per .45 seconds) Begins Critical Health Regeneration and restores 20 HP. 2 second internal cooldown.
HealingHealth Regeneration

Ferropotent

Vendor: Commander Zavala
2-piece
Rapid Repair
When your shields begin to regenerate, you gain flinch resistance and damage resistance for a short time.
Grants 10% Damage Resist and ? flinch resist for 7 seconds
Flinch ResistanceDamage Resistance
4-piece
Built from Scratch
While your reserves are low, combatant final blows with weapons provide additional ammo progress based on their ammo type. Primary ammo weapons boost Special ammo progress, and Special ammo weapons boost Heavy ammo progress.
Primaries grant +3% Special progress and Specials grant +2% Heavy ammo progress on low ammo reserves.
Primary WeaponsSpecial WeaponsAmmo GenerationSpecial AmmoHeavy Ammo

Smoke Jumper

Vendor: Hawthorne
Vendor: Commander Zavala
2-piece
Ride Together, Die Together
When you pick up an Orb of Power, gain a brief period of rapidly decaying damage reduction.
Buff duration is 3 seconds. Initially grants 40% DR, scales down to 30% within 1.5 seconds and is further reduces to 24% with 1 second left, decreasing to 0% at no time remaining.
Orb PickupDamage Resistance
4-piece
Too Old for This
Defeating a powerful combatant with a finisher grants you Special ammo progress and replenishes a small amount of health.
Grants 16% Special Ammo Progress and restores +35 HP on elite+ finisher
FinishersSpecial AmmoHealing

Thriving Survivor

Patrol: Lawless Frontier
2-piece
Opening Act
Final blows with grenades grant Heat weapons bonus stability and vent speed and grant Primary ammo weapons bonus stability and reload speed.
Duration of buff is 15 seconds.
GrenadesHeat WeaponsPrimary WeaponsStabilityReload
4-piece
Room Clearing
Multiple final blows with Heat weapons or Primary ammo weapons grant bonuses to weapon and grenade stats and increased ammo generation for Heat weapons and Primary ammo weapons.
Triggers upon scoring 3 kills within 4 seconds of each and grants Room Clearing: Buff duration is 10 seconds and grants +40 Grenade and +40 Weapons Stat and +40 ammo generation for Heat/primary ammo weapons.
Heat WeaponsPrimary WeaponsGrenadesWeapon DamageAmmo Generation

AION Adapter

Patrol: Kepler
2-piece
Force Absorption
Final blows with any Rocket or Grenade Launcher temporarily decrease incoming area-of-effect damage.
After a Micromissile, Rocket Launcher, or Grenade Launcher Kill: 20% AOE Damage Resist and 60% self-explosive Damage Resist for 15 Seconds
Rocket LaunchersGrenade LaunchersDamage Resistance
4-piece
Reactive Shock
When Force Absorption is active, taking melee damage causes you to emit a disorienting burst once.
This disorienting burst can only be triggered ONCE per Reactive Shock activation
Disorient

Apostate's Blade

Dungeon: Pit of Heresy
Vendor: Ada-1
2-piece
Regenerative Threshold
Performing a finisher stores power. The next time your shields are broken, consume stored power to immediately heal and start health regeneration.
Grants Regenerative Threshold on Finisher. When reaching Critical Health, consumes Regenerative Threshold and grants 20 HP and begins Health Regeneration.
FinishersHealingHealth Regeneration
4-piece
Melee Conduction
While you have Radiant, Restoration, or Cure, your melee hits release a burst that will scorch the target.
While Radiant, Restoration, or Cure are active: The triggered Solar Blast deals 28 Damage and inflicts 30 (+10 ashes) scorch within 7 meters
RadiantRestorationCureMeleeScorch

Atheon's Memory

Raid: Vault of Glass
2-piece
Radiolaria Breach
After picking up an Orb of Power, the next time your shields are broken, gain a bonus to Health stat for a short duration and release a burst of radiolaria around you.
Orb Pickup
4-piece
Collective Power
While you have a subclass buff, dealing sustained damage creates an Orb of Power.
Orb Generation

Deep Explorer

Dungeon: Duality
2-piece
Built Bitter
Taking damage increases the reload speed of your equipped weapon until it is stowed. Taking more damage increases the effect.
Stacks to 10x. Self Damage does not count. ~+50 reload speed and ~.85x -.9x Reload Duration Multiplier at MAX stacks
Reload
4-piece
Bittersweet
When you stow a weapon, restore health based on the number of Built Bitter stacks lost.
~+35 HP at 1 stack (Full Heal at >8x stacks). Healing seems to be inconsistent and can provide substantially more health sometimes.
Healing

Pantheos Resplendent

Pantheon 2.0
2-piece
Well Prepared
Picking up ammo grants Armor Charge. Grants a bonus to Health stat per Armor Charge you have.
Grants 1x Armor Charge on ammo brick pick up. Each Armor charge stack grants +10 Health Stat, maxing out at +60 Health Stat at x6 Armor Charge
Ammo PickupArmor Charge
4-piece
Down the Line
Sustained damage on minibosses, Champions, and bosses increases weapon damage versus base and powerful combatants. Weapon final blows consume one stack each.
Stacks up to 10x, grants 15% bonus Damage against Orange bar and lower enemies. Each kill consumes 1 stack.
Weapon Damage

Thunderhead

Patrol: Neomuna
Vendor: Nimbus
2-piece
License to Thrill
Activating your grenade or the Nanotech Tracer Missiles Origin Trait provides stacking resistance to incoming damage at point-blank range.
Buff can stack up to x10 and lasts for 15 seconds. Quicksilver Storm micromissiles do synergize. Damage Resist at x1 stack is 12% against enemies within 5 meters. This scales up to 30% Damage Resist at max stacks.
GrenadesDamage Resistance
4-piece
Lethal Weave
Defeating an unraveled combatant grants grenade ability energy. If you have max grenade energy, you are granted Special ammo meter progress instead.
GrenadesUnravelSpecial Ammo

Disaster Corps

Vendor: Lord Shaxx
2-piece
Pleas Heard
Reloading an Auto Rifle, Scout Rifle, or Sidearm after a final blow slowly restores health until you reenter combat.
Healing is 20 HP/s after reloading within 3 seconds of a kill. Lasts until any "combat" action is taken (ability use, weapon, class, super, take damage).
Auto RiflesScout RiflesSidearmsHealing
4-piece
Magnificent Duty
When you reach critical health or heal an ally at critical health, Auto Rifles, Scout Rifles, and Sidearms gain a period of increased range, stability, and reload speed.
Grants +20 Range, +20 Stability, +30 Reload Speed, and .9x Reload Duration Multiplier to listed weapons for 11 seconds.
Auto RiflesScout RiflesSidearmsRangeStabilityReload

Iron Panoply

Vendor: Valus Saladin
2-piece
Vigilant Watch
As your health gets lower, your weapons gain increased stability and handling. Weapon final blows while your shields are depleted heal you.
Grants +30 HP on weapon kills when shields broken. 5 second internal cooldown.
StabilityHandlingHealing
4-piece
Iron Conviction
When your shields become broken, you gain increased ammo generation, flinch resistance, and damage resistance against nearby combatants for a short time. Final blows extend this effect.
Grants +35 ammo Regeneration stat, 15% Damage Resist against Combatants within 15 meters for 7 seconds. Additional kills refresh buff duration. Buff can't retrigger until any shield has been recovered.
Ammo GenerationFlinch ResistanceDamage Resistance

Reverie Dawn

Patrol: Dreaming City
2-piece
A Wish for Protection
Taking significant damage in a short time generates a Protective Wish that makes it harder for combatants to hit you, and grants increased reload speed and flinch resistance.
Buff duration is 7 seconds and incurs a 5 second internal cooldown before it can be triggered again
ReloadFlinch ResistanceDamage Resistance
4-piece
A Wish Fulfilled
When the Protective Wish expires, it cures you. Rapid final blows prematurely end the Protective Wish.
Grants Cure x1
CureHealing

Spacewalk

Dungeon: Vesper's Host
2-piece
Augmented Armaments
Primary ammo weapons deal increased damage to disoriented combatants.
The damage bonus is +15% against disoriented combatants, but does NOT work with Arc Blind.
Primary WeaponsDisorientWeapon Damage
4-piece
Augmented Explosives
Your grenade abilities release an additional disorienting pulse shortly after detonating.
GrenadesDisorient

Twofold Crown

Vendor: Saint-14
2-piece
Crook and Flail
Picking up an ammo brick heals you.
Grants +70 HP on ammo brick pickup.
Ammo PickupHealing
4-piece
Gift of Sight
Final blows with Primary ammo weapons grant you briefly increased radar resolution.
Duration is 5 seconds and can trigger off constructs.
Primary Weapons

Wildwood

Patrol: European Dead Zone
2-piece
Watchtower
Precision final blows while aiming down sights grant damage resistance until you stop aiming down sights.
After a kill, Grants Resist x2 (25% Damage Resist) until no longer ADS
Precision DamageDamage Resistance
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 for a short duration. Weapon final blows with non-precision direct hits end this effect early.
On precision kill, grants 1 stack of Field Expertise for 15 seconds, stacking up to 5 stacks. Lose all stacks on non-precision kill. At x1 stack, grants +3.5% non-boss combatant damage up to a max of +10% non-boss combatant damage at x5 stacks.
Precision DamageReloadAim AssistWeapon Damage

Flain

Dungeon: Sundered Doctrine
2-piece
Sinew Stitching
Taking damage from combatants sometimes spawns a Threadling.
Threadlings
4-piece
Knit Together
For a short time after your shields break, your next several Threadling hits restore health.
ThreadlingsHealing

Luminopotent

Vendor: Hawthorne
Vendor: Commander Zavala
2-piece
Ionic Overclock
While amplified, your Fusion Rifles, Linear Fusion Rifles, and Heat weapons gain increased handling, reload, and vent speeds.
AmplifiedFusion RiflesLinear Fusion RiflesHeat WeaponsHandlingReload
4-piece
Shock and Clear
Final blows with Jolt or against jolted combatants create Ionic Traces.
JoltIonic Traces

Lustrous

Event Engram: Solstice
2-piece
Photogalvanic
Receiving healing temporarily grants your Solar weapons increased flinch resistance, handling, and reload speed.
Grants +20 Handling, +10 Reload Speed, .85x Reload Duration Multiplier, and Flinch Resist for Solar weapons upon ANY sources of healing while not at full HP
HealingSolar WeaponsFlinch ResistanceHandlingReload
4-piece
Cauterize
Rapid Solar final blows heal you.
Grants +35 HP after 3 Solar kills within 3 seconds of each other. Small internal cooldown.
Solar WeaponsHealing

Resonant Fury

Raid: Vow of the Disciple
Vendor: Hawthorne
2-piece
Resonant Plating
Your health begins regenerating immediately after taking melee damage from a powerful combatant.
Health Regeneration Triggers on Miniboss+ melee hits
Health Regeneration
4-piece
Siphoning Touch
Gain stacks of Siphoning Touch for weapon or Glaive melee hits. Switching weapons heals you and consumes all stacks.
Stacks up to 5x. Consumes all stacks on weapon stow and Heals +30 HP per stack consumed.
GlaivesMeleeHealing

Collective Psyche

Raid: Desert Perpetual
2-piece
Accretion
Picking up an ammo brick gives you a stacking bonus to weapon swap and stow speeds until you die.
Stacks up to 20x. Persist through death. Special grants 1 stack, Heavy 3 stacks. Bonus to ready/stow speeds at maximum is .8x Ready/Stow Animation duration at 20 stacks.
Ammo PickupHandling
4-piece
Doppler Effect
Suspend, unravel, and sever effects applied to targets, and radiant and restoration effects applied to you have increased duration.
Duration increase is 50% longer with Ember of Solace or Thread of Continuity boosting benefit to 70%
SuspendUnravelSeverRadiantRestoration

Cyberserpent Null

Vendor: The Drifter
2-piece
Adrenal Rush
Sprinting for a short time grants a period of improved reload speed and handling. Final blows extend this period.
Triggers after 5 seconds
Sprint SpeedReloadHandling
4-piece
Bountiful Munitions
While Adrenal Rush is active, final blows grant Special Ammo progress. Final Blows against powerful combatants, Guardians, and Taken grants additional progress.
Special Ammo

Kentarch 3

Raid: Garden of Salvation
2-piece
Network Admin
Being near allies creates a relay network that gives the wearer improved handling and reload speed. Being near other allied Network Admins additionally grants the wearer a bonus to Health stat.
HandlingReload
4-piece
Network Upload
Weapon final blows grant the wearer and nearby allies melee energy.
Melee

Last Discipline

Vendor: Lord Shaxx
2-piece
Terminal Velocity
Final blows with primary ammo weapons grant your primary ammo weapons temporarily increased reload speed.
Grants +20 reload speed and .95x Reload Duration Multiplier for Primary Weapons for 6 Seconds. Triggers on Constructs as well.
Primary WeaponsReload
4-piece
Power Loader
Picking up an Orb of Power grants special ammo progress.
Grants 6% Special Ammo Progress on Orb pickup.
Orb PickupSpecial Ammo

Per Audacia

Vendor: Lord Shaxx
2-piece
Primary Chain
Primary ammo weapon final blows grant a stacking bonus to mobility and Primary weapon range and handling until you are defeated.
Primary WeaponsMovementRangeHandling
4-piece
Sublime Transit
Increases mobility and grants enhanced sprint speed and slide distance.
MovementSprint SpeedSlide Distance

Wayward Psyche

Raid: Desert Perpetual (Epic)
2-piece
Special Relativity
Picking up ammo reloads stowed Special weapons from reserves.
Fully reloads
Ammo PickupSpecial WeaponsReload
4-piece
Superluminal Motion
After dealing damage with your Super, health and shields regenerate over time while you are in motion. Additional Super damage refreshes this effect.
Restores +30 HP/S for 11 seconds as long as you are moving.
SuperHealth RegenerationMovement

AION Renewal

Patrol: Kepler
2-piece
Force Converter
After a final blow with any Rocket or Grenade Launcher, sprint for a short time to gain Speed Booster.
After a Micromissile, Rocket Launcher, or Grenade Launcher Kill: Grants force converter, granting speed boost
Rocket LaunchersGrenade LaunchersSpeed BoosterSprint Speed
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.
This benefit can only trigger ONCE per Force Converter Activation
Speed BoosterSprint Speed

Shrewd Survivor

Patrol: Lawless Frontier
2-piece
Reflex Action
Swapping to a Heat weapon, Submachine Gun, or Hand Cannon grants a short period of increased handling and accuracy. This effect is extended by dealing damage with that weapon.
Duration is 1.5 seconds. Dealing damage extends duration. Grants +50 handling, .6x Ready Duration Multiplier, and -2.5% Accuracy Cone Size for 1.5 seconds
Heat WeaponsSMGsHand CannonsHandlingAim Assist
4-piece
Hotshot
Dealing final blows while Reflex Action is active grants a bonus to weapon stat and increases stability, reload, and aim assist for Heat weapons, Submachine Guns, and Hand Cannons for a moderate duration.
Scoring a kill grants Hotshot for 10 seconds: +15 Stability, +20 Reload Speed, Bonus Aim Assist, and +30 Weapons stat
Heat WeaponsSMGsHand CannonsStabilityReloadAim AssistWeapon Damage

Cruel Electrum

Vendor: Saint-14
2-piece
Primary Survivor
When an ally is defeated, Primary ammo weapons gain increased handling, reload speed, target acquisition, and reduced flinch. Bonus increases when multiple allies are dead at the same time or when you are running solo.
Primary WeaponsHandlingReloadAim AssistFlinch Resistance
4-piece
Primary Phantom
Final blows with Primary ammo weapons remove you from radar for a short time. Drawing a weapon that does not use Primary ammo will immediately end this effect.
Primary WeaponsInvisibility

Crystocrene

Patrol: Europa
2-piece
Resupply
After being out of combat for a moderate duration, your next final blow grants additional ammo progress and creates an Orb of Power.
Ammo GenerationOrb Generation
4-piece
From the Storm
After being out of combat for a moderate duration, slowly gain Frost Armor until you reenter combat.
Frost Armor

New Demotic

Vendor: Saint-14
2-piece
Paroli
Primary ammo weapons gain a bonus to flinch resistance after sliding.
Primary WeaponsFlinch ResistanceSlide Distance
4-piece
Martingale
Your weapons gain a temporary increase to handling and aim-down-sights speed when an ally is defeated or you revive an ally.
HandlingRevives

Triumphal Anthem

Vendor: Hawthorne
Vendor: Lord Shaxx
Vendor: Commander Zavala
2-piece
Scoot to Loot
Sliding collects nearby ammo and temporarily grants enhanced reload speed and handling to your weapons.
Slide DistanceAmmo PickupReloadHandling
4-piece
Shoot to Scoot
Dealing damage with your weapons temporarily grants enhanced sliding. Sliding provides damage resistance.
Slide DistanceDamage Resistance

Wild Anthem

Vendor: Lord Shaxx
2-piece
Fanfare
Gain increased reload speed for the bottom half of your equipped weapon's magazine.
While ammo is <= 50% of magazine AND ammo isn't 0, +15 Reload Speed and .95x Reload Duration Multiplier. Does not work with Bows, GLs, or Rockets (unless magazine isn't 1).
Reload
4-piece
Suros Harmony
Reloading a weapon grants it a bonus to handling and reduces incoming flinch for a short time. Weapons with the SUROS Synergy Origin Trait are granted increased range instead.
After reload, +30 handling and some flinch resistance for 6 seconds. The Range benefit for the origin trait is +15 Range. Persists through stow only on the weapon it was initially triggered on.
ReloadHandlingFlinch Resistance