The Division 2 Weapon Stats and Talents – TU8

Weapon Stats

The Division 2 Weapon Stats and Talents have had a massive overhaul with the release of Title Update 8.

Along with several other tables that we have created (links below) you can add this table to your collection to help you navigate your way through creating a new build that uses the revamped weapon talents and stats to compliment your active gear talents and brand set bonuses.

For a printable version of the below table please click here.

RiflesAssault RiflesMarksman RiflesShotgunsSMGsLMGsPistols
Core Attributes
Rifle Damage 15%Assault Rifle Damage 15%Marksman Rifle Damage 15%Shotgun Damage 15%SMG Damage 15%LMG Damage 15%Pistol Damage 15%
Critical Hit Damage 17%Health Damage 11%Headshot Damage 111%Damage to Armor 12%Critical Hit Chance 21%DMG to target out of cover 12%
Attributes
Damage to Armor 6%Damage to Armor 6%Damage to Armor 6%Critical Hit Chance 9.5%Damage to Armor 6%Damage to Armor 6%Damage to Armor 6%
Critical Hit Chance 9.5%Critical Hit Chance 9.5%Critical Hit Chance 9.5%Health Damage 9.5%Health Damage 9.5%Critical Hit Chance 9.5%Critical Hit Chance 9.5%
Health Damage 9.5%DMG to target out of cover 10%Health Damage 9.5%DMG to target out of cover 10%DMG to target out of cover 10%Health Damage 9.5%Health Damage 9.5%
DMG to target out of cover 10%Headshot Damage 10%DMG to target out of cover 10%Headshot Damage 10%Headshot Damage 10%Headshot Damage 10%DMG to target out of cover 10%
Headshot Damage 10%Critical Hit Damage 10%Critical Hit Damage 10%Critical Hit Damage 10%Critical Hit Damage 10%Critical Hit Damage 10%Headshot Damage 10%
Reload Speed 12%Reload Speed 12%Reload Speed 12%Reload Speed 12%Reload Speed 12%Reload Speed 12%Critical Hit Damage 10%
Stability 12%Stability 12%Stability 12%Stability 12%Stability 12%Stability 12%Reload Speed 12%
Accuracy 12%Accuracy 12%Accuracy 12%Accuracy 12%Accuracy 12%Accuracy 12%Stability 12%
Optimal Range 24%Optimal Range 24%Optimal Range 24%Optimal Range 24%Optimal Range 24%Optimal Range 24%Accuracy 12%
Magazine Size 12.5%Magazine Size 12.5%Magazine Size 12.5%Magazine Size 12.5%Magazine Size 12.5%Magazine Size 12.5%Optimal Range 24%
Rate of Fire 5%Rate of Fire 5%Rate of Fire 5%Rate of Fire 5%Rate of Fire 5%Rate of Fire 5%Magazine Size 12.5%
Swap Speed 15%Swap Speed 15%Swap Speed 15%Swap Speed 15%Swap Speed 15%Swap Speed 15%Rate of Fire 5%
Swap Speed 15%
Talents
Breadbasket: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10s. Max stack is 3.Breadbasket: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10s. Max stack is 3.Breadbasket: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10s. Max stack is 3.Breadbasket: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10s. Max stack is 3.Breadbasket: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10s. Max stack is 3.Breadbasket: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10s. Max stack is 3.Breadbasket: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10s. Max stack is 3.
Killer: Killing an enemy with a critical hit grants +40% critical hit damage for 10s.Killer: Killing an enemy with a critical hit grants +40% critical hit damage for 10s.Killer: Killing an enemy with a critical hit grants +40% critical hit damage for 10s.Killer: Killing an enemy with a critical hit grants +40% critical hit damage for 10s.Killer: Killing an enemy with a critical hit grants +40% critical hit damage for 10s.Killer: Killing an enemy with a critical hit grants +40% critical hit damage for 10s.Killer: Killing an enemy with a critical hit grants +40% critical hit damage for 10s.
Preservation: Killing an enemy repairs 10% armor over 5s. Headshot kills improve the repair by an additional 10%.Preservation: Killing an enemy repairs 10% armor over 5s. Headshot kills improve the repair by an additional 10%.Preservation: Killing an enemy repairs 10% armor over 5s. Headshot kills improve the repair by an additional 10%.Preservation: Killing an enemy repairs 10% armor over 5s. Headshot kills improve the repair by an additional 10%.Preservation: Killing an enemy repairs 10% armor over 5s. Headshot kills improve the repair by an additional 10%.Preservation: Killing an enemy repairs 10% armor over 5s. Headshot kills improve the repair by an additional 10%.Preservation: Killing an enemy repairs 10% armor over 5s. Headshot kills improve the repair by an additional 10%.
Optimist: Weapon Damage is increased by +3% for for every 10% ammo missing from the magazine.Optimist: Weapon Damage is increased by +3% for for every 10% ammo missing from the magazine.Optimist: Weapon Damage is increased by +3% for for every 10% ammo missing from the magazine.Optimist: Weapon Damage is increased by +3% for for every 10% ammo missing from the magazine.Optimist: Weapon Damage is increased by +3% for for every 10% ammo missing from the magazine.Optimist: Weapon Damage is increased by +3% for for every 10% ammo missing from the magazine.Optimist: Weapon Damage is increased by +3% for for every 10% ammo missing from the magazine.
Strained: Gain +10% critical hit damage for every 0.5s you are firing. Stacks up to 5 times.Strained: Gain +10% critical hit damage for every 0.5s you are firing. Stacks up to 5 times.Strained: Gain +10% critical hit damage for every 0.5s you are firing. Stacks up to 5 times.Strained: Gain +10% critical hit damage for every 0.5s you are firing. Stacks up to 5 times.Strained: Gain +10% critical hit damage for every 0.5s you are firing. Stacks up to 5 times.Strained: Gain +10% critical hit damage for every 0.5s you are firing. Stacks up to 5 times.Strained: Gain +10% critical hit damage for every 0.5s you are firing. Stacks up to 5 times.
Close & Personal: Killing a target within 7m grants +30% weapon damage for 10s.Close & Personal: Killing a target within 7m grants +30% weapon damage for 10s.Close & Personal: Killing a target within 7m grants +30% weapon damage for 10s.Close & Personal: Killing a target within 7m grants +30% weapon damage for 10s.Close & Personal: Killing a target within 7m grants +30% weapon damage for 10s.Close & Personal: Killing a target within 7m grants +30% weapon damage for 10s.Close & Personal: Killing a target within 7m grants +30% weapon damage for 10s.
Fast Hands: Critical hits add a stack of 4% reload speed bonus. Max stack is 40.Fast Hands: Critical hits add a stack of 4% reload speed bonus. Max stack is 40.Fast Hands: Critical hits add a stack of 4% reload speed bonus. Max stack is 40.Fast Hands: Critical hits add a stack of 4% reload speed bonus. Max stack is 40.Fast Hands: Critical hits add a stack of 4% reload speed bonus. Max stack is 40.Fast Hands: Critical hits add a stack of 4% reload speed bonus. Max stack is 40.Fast Hands: Critical hits add a stack of 4% reload speed bonus. Max stack is 40.
Sadist: Deal +20% weapon damage to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit.Sadist: Deal +20% weapon damage to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit.Sadist: Deal +20% weapon damage to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit.Sadist: Deal +20% weapon damage to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit.Sadist: Deal +20% weapon damage to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit.Sadist: Deal +20% weapon damage to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit.Sadist: Deal +20% weapon damage to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit.
Vindictive: Killing an enemy with a status effect applied grants you and all allies 15m 15% critical hit chance and 15% critical hit damage for 20s.Vindictive: Killing an enemy with a status effect applied grants you and all allies 15m 15% critical hit chance and 15% critical hit damage for 20s.Vindictive: Killing an enemy with a status effect applied grants you and all allies 15m 15% critical hit chance and 15% critical hit damage for 20s.Vindictive: Killing an enemy with a status effect applied grants you and all allies 15m 15% critical hit chance and 15% critical hit damage for 20s.Vindictive: Killing an enemy with a status effect applied grants you and all allies 15m 15% critical hit chance and 15% critical hit damage for 20s.Vindictive: Killing an enemy with a status effect applied grants you and all allies 15m 15% critical hit chance and 15% critical hit damage for 20s.Vindictive: Killing an enemy with a status effect applied grants you and all allies 15m 15% critical hit chance and 15% critical hit damage for 20s.
Ranger: Amplifies weapon damage by 2% for every 5m you are away from your targetRanger: Amplifies weapon damage by 2% for every 5m you are away from your targetRanger: Amplifies weapon damage by 2% for every 5m you are away from your targetRanger: Amplifies weapon damage by 2% for every 5m you are away from your targetRanger: Amplifies weapon damage by 2% for every 5m you are away from your targetRanger: Amplifies weapon damage by 2% for every 5m you are away from your targetRanger: Amplifies weapon damage by 2% for every 5m you are away from your target
Steady Handed: Hits grant a stack of +1% Accuracy and Stability. At 100 stacks, consumes them to refill the magazine.Steady Handed: Hits grant a stack of +1% Accuracy and Stability. At 100 stacks, consumes them to refill the magazine.Steady Handed: Hits grant a stack of +1% Accuracy and Stability. At 100 stacks, consumes them to refill the magazine.Steady Handed: Hits grant a stack of +1% Accuracy and Stability. At 100 stacks, consumes them to refill the magazine.Steady Handed: Hits grant a stack of +1% Accuracy and Stability. At 100 stacks, consumes them to refill the magazine.Steady Handed: Hits grant a stack of +1% Accuracy and Stability. At 100 stacks, consumes them to refill the magazine.Steady Handed: Hits grant a stack of +1% Accuracy and Stability. At 100 stacks, consumes them to refill the magazine.
Spike: Headshots grant +20% skill damage for 8s.Spike: Headshots grant +20% skill damage for 8s.Spike: Headshots grant +20% skill damage for 8s.Spike: Headshots grant +20% skill damage for 8s.Spike: Headshots grant +20% skill damage for 8s.Spike: Headshots grant +20% skill damage for 8s.Spike: Headshots grant +20% skill damage for 8s.
Eyeless: Deal +20% weapon damage to blinded enemies. After 4 kills, applies blind to the next enemy you hit.Eyeless: Deal +20% weapon damage to blinded enemies. After 4 kills, applies blind to the next enemy you hit.Eyeless: Deal +20% weapon damage to blinded enemies. After 4 kills, applies blind to the next enemy you hit.Eyeless: Deal +20% weapon damage to blinded enemies. After 4 kills, applies blind to the next enemy you hit.Eyeless: Deal +20% weapon damage to blinded enemies. After 4 kills, applies blind to the next enemy you hit.Eyeless: Deal +20% weapon damage to blinded enemies. After 4 kills, applies blind to the next enemy you hit.Eyeless: Deal +20% weapon damage to blinded enemies. After 4 kills, applies blind to the next enemy you hit.
Ignited: Deal +20% weapon damage to burning enemies. After 4 kills, applies burning to the next enemy you hit.Ignited: Deal +20% weapon damage to burning enemies. After 4 kills, applies burning to the next enemy you hit.Ignited: Deal +20% weapon damage to burning enemies. After 4 kills, applies burning to the next enemy you hit.Ignited: Deal +20% weapon damage to burning enemies. After 4 kills, applies burning to the next enemy you hit.Ignited: Deal +20% weapon damage to burning enemies. After 4 kills, applies burning to the next enemy you hit.Ignited: Deal +20% weapon damage to burning enemies. After 4 kills, applies burning to the next enemy you hit.Ignited: Deal +20% weapon damage to burning enemies. After 4 kills, applies burning to the next enemy you hit.
Perpetuation: Headshots grant +50% status effect damage and duration to the next status effect you apply. Cooldown: 20s. Perpetuation: Headshots grant +50% status effect damage and duration to the next status effect you apply. Cooldown: 20s. Perpetuation: Headshots grant +50% status effect damage and duration to the next status effect you apply. Cooldown: 20s. Perpetuation: Headshots grant +50% status effect damage and duration to the next status effect you apply. Cooldown: 20s. Perpetuation: Headshots grant +50% status effect damage and duration to the next status effect you apply. Cooldown: 20s. Perpetuation: Headshots grant +50% status effect damage and duration to the next status effect you apply. Cooldown: 20s. Perpetuation: Headshots grant +50% status effect damage and duration to the next status effect you apply. Cooldown: 20s.
Reformation: Headshots grant +30% skill repair for 8s.Reformation: Headshots grant +30% skill repair for 8s.Reformation: Headshots grant +30% skill repair for 8s.Reformation: Headshots grant +30% skill repair for 8s.Reformation: Headshots grant +30% skill repair for 8s.Reformation: Headshots grant +30% skill repair for 8s.Reformation: Headshots grant +30% skill repair for 8s.
Rifleman: Landing headshots adds a stack of bonus +10% weapon damage for 5s. Max stack is 5. Additional headshots refresh the duration.Near Sighted: Receive +80% stability at the cost of -30% optimal range.Naked: Hitting an enemy with no armor grants +50% headshot damage for 5s.Pummel: 3 consecutive kills refills the magazine and grants +40% weapon damage for 10s.Outsider: After killing an enemy, gain 100% optimal range and +100% accuracy for10s.Unhinged: Grants +18% weapon damage at the cost of -25% Stability and -25% Accuracy.Salvage: Killing a target has a +70% change to refill the magazine.
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.On Empty: Reloading from empty grants +30% weapon handling for 10s.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: a Scope with 8x magnification or higherPumped Up: Reloading grants +1% weapon damage for 10s. Stacks up to 25 times.Unwavering: Swapping to this weapon grants 300% weapon handling for 5s. Kills refresh the buff. Swapping away disables this from all weapons for 5s.Frenzy: For every 10 bullets in the magazine capacity, gain +3% weapon damage for 5s when reloading from emptyFinisher: Swapping from this weapon within 10s of killing an enemy grants 30% critical hit chance and 30% critical hit damage for 15s.
Lucky Shot: Magazine capacity is increased by 20%. Misses shots from cover have a 100% changes to return to the magazine.Overflowing: Every 3 reloads from empty increases your base magazine capacity by 100%.Lucky Shot: Magazine capacity is increased by 20%. Misses shots from cover have a 100% changes to return to the magazine.Measured: The top half of the magazine has 20% rate of fire and -30% weapon damage. The bottom half of the magazine has -20% rate of fire and 30% total weapon damage.Measured: The top half of the magazine has 20% rate of fire and -30% weapon damage. The bottom half of the magazine has -20% rate of fire and 30% total weapon damage.Lucky Shot: Magazine capacity is increased by 20%. Misses shots from cover have a 100% changes to return to the magazine.
Overwhelm: Suppressing an enemy, that is not currently suppressed, grants +10% weapon damage for 12 seconds. Max stack is 4.

There’s a lot of content to take in, and a ton of relearning to be done for those of us that have been playing since launch. Using these tables will assist you with that.

You can couple the above table with the following guides/updates: