The Division 2 Weapon And Gear Talents List
March 14, 2019
by GamerDiscovery

The Division 2 Weapon and Gear Talents are perks which you can get on weapons and equipment. These perks are going to be a big boost to damage, survivability or even both. This The Division 2 Weapon And Gear Talents list currently features all of the Division 2 known weapon and item talents. Picking the best and strongest ones will be crucial for optimizing your build so below are the Gun and Equipment Talent lists where you can find all of the information you need about talents-- Talent stats, what they do, how much they stack and what are their requirements.
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- Weapons Guide and Gun Tier List (Best & Strongest Weapons)
- Overpowered Shield Agent Build
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- Weapon Mods List and Locations
- [Endgame] Green Gear Sets (Bonuses, Drop Locations)
The Division 2 Weapon Talents List
Talent | Description | Stacks | Requirements |
---|---|---|---|
Breadbasket | Landing body shots adds a stack of bonus +5% headshot damage to the next headshot for 10s. Max stack is 10. | (1x - 10x) (5% - 50%) | 5 or more Offense |
Close & Personal | Killing a target within 7m grants +50% weapon damage for 5s. | - | 5 or more Offense |
Eyeless | Deal +10% weapon damage to blinded enemies. | - | - |
Fast Hands | Critical hits add a stack of 3% reload speed bonus. Max stack is 20. | (1x - 20x) (3% - 60%) | - |
First Blood | First shot fired from a full magazine deals headshot damage to any part of the body hit. | - | 8x Scope or higher |
Ignited | Deal +10% weapon damage to burning enemies. | - | - |
Killer | Killing an enemy with a critical hit grants +50% critical hit chance for 5s. | - | 5 or more Offense |
Lucky Shot | Magazine capacity is increased. Missed shots from cover have a chance to return to the magazine. | - | - |
Measured | The top half of the magazine has +15% rate of fire and -20% weapon damage.The bottom half of the magazine has -25% rate of fire and +20% weapon damage. | - | - |
Naked | Headshot damage is increased by +50% while your armor is depleted. | - | 8x Scope or higher |
On Empty | Reloading from empty grants +30% weapon handling for 10s. | - | 4 or less Defensive |
Optimist | Weapon damage is increased by +10% for every 2% ammo missing from the magazine. | (1x - 49x) (10% - 490%) | 5 or less Offense |
Perpetuation | Headshot kills grant +5% skill duration, ammo, and charges to the next skill used. Max stack is 10. | (1x - 10x) (5% - 25%) | 5 or more Utility |
Preservation | Killing an enemy repairs 5% armor over 3s. Headshot kills improves the repair. | - | 7 or more Defensive |
Pummel | 3 Consecutive body shot kills refills the magazine and grants +50% weapon damage for 7s. | - | 4 or more Offense |
Ranger | Every 5m you are from the target grants +2% weapon damage. | (1x - 20x) (2% - 40%) | 4 or less Utility |
Reformation | Headshot kills increase skill repair and healing by 25% for 25s. | - | 4 or less Offense Stat |
Rifleman | Landing headshots adds a stack of bonus +10% weapon damage for 5s. Max stack is 5.Additional headshots refresh the duration. All non-headshots remove the bonus. | (1x - 5x) (10% - 50%) | 4 or less Defense Stat |
Sadist | Deal +10% weapon damage to bleeding enemies. | - | - |
Salvage | Killing a target has a +50% chance to refill the magazine. | - | - |
Spike | Headshot kills grant +25% skill damage for 10s. | - | 5 or more Utility |
Steady Handed | Landing a shot adds a stack of bonus 2% weapon handling. Max stack is 15.At max stacks each shot landed has a 5% chance to consume the weapon handling bonus and refill the magazine. | (1x - 15x) (2% - 30%) | 5 or less Offense |
Strained | +10% critical hit damage is gained for every 5% of your armor that is depleted. | (1x - 20x) (10% - 200%) | 5 or less Offense |
Unhinged | Receive +25% weapon damage at the cost of -35% weapon handling. | - | - |
Unwavering | Swapping to this weapon grants max weapon handling for 5s. Kills refresh the buff. | - | - |
Vindictive | Killing an enemy with a status effect applied grants all group members within 15m +20% critical hit chance for 10s. | - | 4 or less Offense |
Accurate | +15% Accuracy | - | - |
Allegro | +10% Rate of Fire | - | - |
Distance | +15% Optimal Range | - | - |
Extra | +20% Magazine Capacity | - | - |
Jazz Hands | +10% Reload Speed | - | - |
Optimized | +15% Weapon Handling | - | - |
Stable | +15% Stability | - | - |
Double Duty | While holstered, reloading your primary weapon reloads this weapon. | - | - |
Everlasting | While holstered, this weapon regenerates ammo while in cover. | - | - |
Greased | While holstered, this weapon increases weapon swap speed by 10%. | - | - |
Overlap | While holstered, your equipped weapon gains a handling bonus based on this weapon's type. | - | - |
Transmission | While holstered, shock applied to the Agent transfers to an enemy within 10m. Can occur once every 60s. | - | - |
Wascally | While holstered, you are able to resist 2 ensnare attempts. | - | - |
Cannon | While equipped, this weapon increases throwing distance by 10%. | - | - |
In Rhythm | While equipped, enemy kills have a 5% chance to refresh active skill cooldowns. Can occur once every 60s. | - | - |
Protected Deploy | While equipped, this weapon grants +10% bonus armor while deploying a skill. | - | - |
Protected Reload | While equipped, this weapon grants +10% bonus armor while reloading. | - | - |
Recharged | While equipped, enemy kills from cover can recharge depleted skill charges. | - | - |
Rooted | While equipped and in cover, all skill damage and healing is increased by +25% for 10s.Buff is lost when exiting cover. Can occur once every 25s. | - | - |
Stop, Drop, and Roll | While equipped, rolling removes burn, bleed, and poisoned status effects. Can occur once every 60s. | - | - |
Zen | While equipped, resting in cover for 3s removes blind and disorient status effects. | - | - |
The Division 2 Gear Talents List
Talent | Description | Requirements |
---|---|---|
Berserk | +10% weapon damage for every 10% of max armor depleted. | While using an AR//SMG/Shotgun |
Braced | While in cover Weapon Handling is increased by +15%. | - |
Centered | Headshot kills grant status effect immunity for 10s. | 4 or more Defense Stat |
Cloaked | When your armor breaks enemy skills cannot track you. | 3 or less Skill Stat |
Clutch | Crtical hits restore 15% health and repair 2% armor. | While using an AR/SMG/LMG |
Compensated | Weapon damage is increased when you have low critical hit chance. | 3 or less Offense Stat |
Creeping Death | Status effect spread to the nearest enemy within 10m. Can occur once every 15s. | 4 or less Offense Stat |
Efficient | Using an armor kit has a 50% chance to not consume the armor kit. | No other active talents affecting armor kits |
Entrench | Headshots from cover repair 5% of your armor. | Using a Rifle/Marksman weapon |
Fill'er Up | Reloading from empty reloads all weapons. | - |
Gunslinger | Swapping to your sidearm within 3s of a kill refills the sidearm's magazine and grants +20% weapon damage for the entire magazine. | 5 or less Defensive |
Mad Bomber | Grenade radius is increased by +150%. Grenades that kill an enemy are refunded. | 4 or less Utility |
Obliterate | Depleting an enemy's armor grants +25% critical hit damage for 5s. | 4 or more Offense Stat |
On the Ropes | Weapon Damage is increased by +25% while all skills are on cooldown or reach zero charges. | 7 or more Utility |
Patience | After being in cover for 3s, armor repairs by 5% every 1s. | 7 or more Defensive |
Payload | Destroying an enemy's asset grants +50% Explosive Damage for 15s. | 4 or less Defensive |
Restorative | +10% Health on Kill | - |
Safeguard | Killing a target grants a 150% bonus to repairing and healing for 20s. | 5 or less Offense Stat |
Skilled | Skill kills have a 35% chance to reset Skill Cooldowns. | 4 or more Utility |
Spotter | +10% Weapon Damage to pulsed enemies. | 5 or more Utility |
Tech Support | Kills by active skills grant +25% Skill Damage for 10s. | 6 or more Utility |
Terminate | Depleting an enemies armor grants +35% skill damage for 15s. | 5 or more Utility |
To Order | Grenades can now be "cooked"" by holding the fire button | making them explode earlier." |
Unbreakable | 25% of max armor is repaired when your armor is depleted. Armor kits used within the next 5s are not consumed. | No other active talents affecting armor kits |
Unstoppable Force | Killing an enemy grants 2% Weapon Damage for every 10,000 Max Armor. | 7 or more Defense Stat |
Capacitive | +20% Skill Duration | - |
Destructive | +20% Explosive Damage | - |
Hard Hitting | +15% Damage to Elites | - |
Hardened | +10% Armor | - |
Insulated | +10% Hazard Protection | - |
Self Adjusting | +20% Armor Regeneration | - |
Surge | +10% Skill Haste | - |
Vital | +20% Health | - |
Original spreadsheet.