Destiny Exotic Armors and Stat Rolls List

Destiny Exotic Armors and Stat Rolls List by Eterys

With a whole new (old) set of gear coming around, and the question “can X be rolled with INT/DIS/STR?” already cropping around time and again (every Xursday in particular), I figured I’d make a list of what armor can get what stats, as well as secondary perks, which I think may as well be called a guide to reforging exotics. All information is taken or directly inferred from the bungie Armory, and includes all gear listed at lv40/310 Light, regardless if it’s actually currently in-game. EDIT: Note that everything not yet in game may be subject to changes until it’s officially released (but at least for the gear that’ coming tomorrow I doubt it will at this point). EDIT: Also a reminder that rerolling with Glass Needles does not reset any node upgrade progress.

Perk overwiev

  • Chest Armor: Chests are simple for the most part. They have two perk choices, the First Row of which is a pick between a random primary and secondary ammo capacity each. There is an exception in which some armors have perks simply titled Special Ammo and Heavy Ammo instead, which increase the amount of the respective ammunition dropped. Second Row will always be Burn Defense or Elemental Recovery and Subclass Armor, all of which will apply to one of the three Arc/Solar/Void elements. Burn Defense reduces damage from one damage type (possibly only when a Burn modifier is active; will need to figure this one out), Elemental Recovery grants a Recovery boost after taking splash damage from that element and Subclass Armor increases the Armor stat when using the a subclass of the respective element.
  • Gauntlets: In the first row Gauntlets offer a choice of Increased Melee speed/Increased Grenade throw distance, the exact names of which are dependent on the class (Switchblade/Snap Discharge/Rain Blows and Fastball/Energy Projection/Paramuscle Armature for Hunter/Warlock/Titan), or Momentum Transfer/Impact Induction. The former will grant melee energy on grenade hits, the latter grants grenade energy on melee hits. The Second Row will always be some Weapon Reload perk, usually random by weapon type (Primary/Secondary/Heavy) in whatever distribution, see the list for specifics (Note that this means a reload perk for one type of weapon of that category, not like the Y1 generic perks).
  • Helmets: Helmets have 2 secondary perks. First Row is a single of four options, all of which grant an effect when picking up an Orb of Light. Innervation (gain 10% grenade charge), Invigoration (gain 10% melee charge), Infusion (regain health), Better Already (start shield regeneration). “Second Row” has a pick of Inverse Shadow/Ashes to Assets/Hands On and Second Thoughts/Heavy Lifting. The former three grant additional super energy on PvE/grenade/melee kills respectively, and the latter two on PvE secondary/heavy weapon kills.
  • Boots Boots don’t have that much variety. Their First Row will be an Element Double Down perk that grants an Agility boost for 5 seconds after a double kill with that element (both weapons and abilities). Their Second Row is a choice of a random Special/Heavy Ammo capacity each, though there is a single piece that instead has the same Special Ammo/Heavy Ammo perk as on a chestpiece.
  • Cloaks/Bonds/Marks Exotic Class Items are a thing as well. All have random split stats (no pure rolls) and a pick of a random Primary/Secondary+Heavy Focus each, increasing the upgrade rate of that specific weapon type. They are for all intents and purposes identical, so there’s no need to bloat the table with them.

Stat rolls

Several exotics can have either “split” or “pure” rolls. Split means that two stats are present on the gear before upgrading any node, and in a similar magnitude, with the stat perks increasing either. Pure rolls have a single stat to a stronger degree, with one of the perk options increasing it even further and the other adding a second stat with a few points. Also gear can have one stat be mandatory, which means any roll will include it as either pure or split, or rule out one stat entirely. See the following table for maximum stat values on gear (the increase gained through perks is accurate for 310 legendary and exotic gear and will be higher or lower with the defense value):

Slot Pure Split Gain from upgrade perks
Helmet 95 60 +17
Gauntlets 84 53 +15
Chest 124 78 +23
Boots 71 +21 *

* There are currently no exotic boots with a possible pure stat roll in the Armory, so the value is unknown. EDIT: As I don’t have any 310 boots, the value for gain is according to tehdaw from this list. (If you can fill in any of the blanks, feel free to tell them.)

The big list “Name” is self-evident; the armor is sorted as in the Armory by type and then alphabetical. “Pure” lists which stat or stats (if any) can appear as a pure roll. “Split” lists possible split rolls, where / means any possible combination and + means one stat plus the option of either of the others. “First Row” and “Second Row” are the respective perk choices, where a / separates the first and second option (if applicable) and ‘any’ means any of the perks listed for the respective gear, unless it appears in another slot. “Notes” is any additional information.

Name Pure Split First Row Second Row Notes
Chest Armor
Alchemist’s Raiment INT INT+DIS/STR Special Ammo/ Heavy Ammo Burn Defense/any Mandatory INT
ATS/8 Tarantella INT/DIS INT/DIS any Arc Defense/Arc Armor no STR
Crest of Alpha Lupi (H) INT INT+DIS/STR any Burn Defense/any Mandatory INT
Crest of Alpha Lupi (T) INT INT+DIS/STR any Burn Recovery/any Mandatory INT
Heart of the Praxic Fire INT/DIS INT/DIS any Burn Defense/Solar Armor no STR
Lucky Raspberry DIS DIS+INT/STR any Burn Recovery/Arc Armor Mandatory DIS
Purifier Robes INT INT+DIS/STR Special Ammo/ Heavy Ammo Burn Defense/Solar Armor Mandatory INT
Starfire Protocol DIS DIS+INT/STR Special Ammo/ Heavy Ammo Burn Defense/Solar Armor Mandatory DIS
The Armamentarium DIS DIS+INT/STR Special Ammo/ Heavy Ammo Burn Recovery/any Mandatory DIS
Twilight Garrison INT/DIS/STR Special Ammo/ Heavy Ammo Burn Recovery/any
Voidfang Vestments DIS DIS+INT/STR any Burn Defense/Void Armor Mandatory DIS
ACD/0 Feedback Fence STR STR+INT/DIS Rain Blows/any Primary Loader/Secondary+Heavy Loader Mandatory STR
Claws of Ahamkara STR STR+INT/DIS Snap Discharge/any Primary Loader/Secondary+Heavy Loader Mandatory STR
Don’t Touch Me STR STR+INT/DIS Switchblade/any Primary Loader/ Secondary+Heavy Loader Mandatory STR
Immolation Fists INT/STR INT/STR Rain Blows/any Primary Loader/ Secondary+Heavy Loader no DIS
Khepri’s Sting STR STR+INT/DIS Switchblade/any Primary Loader/ Secondary+Heavy Loader Mandatory STR
No Backup Plans STR STR+INT/DIS Rain Blows/any Shotgun Loader/ Heavy Loader Mandatory STR (noticing a trend here?)
Nothing Manacles DIS DIS+INT/STR Energy Projection/any Primary Loader/ Secondary+Heavy Loader Mandatory DIS (thank god no STR)
Ophidian Aspect STR STR+INT/DIS Snap Discharge/any Primary Loader/ Secondary+Heavy Loader Mandatory STR
Ruin Wings INT/DIS/STR any Heavy Loader/ Primary+Secondary Loader
Sealed Ahamkara Grasps STR STR+INT/DIS Switchblade/any Secondary Loader/ Heavy Loader Mandatory STR
Shinobu’s Vow DIS DIS+INT/STR Fastball/any Primary Loader/ Secondayr+Heavy Loader Mandatory DIS
Sunbreakers DIS DIS+INT/STR Energy Projection/any Primary Loader/ Secondayr+Heavy Loader Mandatory DIS
Thagomizers INT/STR INT/STR Rain Blows/any Primary Loader/ Secondary+Heavy Loader no DIS
The Impossible Machines STR STR+INT/DIS Snap Discharge/any Primary Loader/ Secondar+Heavy Loader Mandatory STR (why, bungie, why?)
Young Ahamkara’s Spine DIS DIS+INT/STR Fastball/any Primary Loader/ Secondar+Heavy Loader Mandatory DIS
Achlyophage Symbiote INT INT+DIS/STR any any Mandatory INT
An Insurmountable Skullfort STR STR+INT/DIS Invigoration Hands-On/any Mandatory STR
Apotheosis Veil INT INT+DIS/STR any any Mandatory INT
Astrocyte Verse STR STR+INT/DIS any any Mandatory STR
Celestial Nighthawk INT INT+DIS/STR any any Mandatory INT
Empyrean Bellicose INT/DIS/STR any any Row 1 anyexceptInvigoration
Eternal Warrior INT INT+DIS/STR any any Mandatory INT
Graviton Forfeit INT INT+DIS/STR any any/Heavy Lifting Mandatory INT
Helm of Inmost Light INT INT+DIS/STR any any Mandatory INT
Helm of Saint-14 INT INT+DIS/STR any any Mandatory INT
Knucklehead Radar INT/DIS/STR any any/Inverse Shadow
Light Beyond Nemesis INT INT+DIS/STR any any Mandatory INT
Mask of the Third Man INT INT+DIS/STR any any Mandatory INT
Obsidian Mind INT INT+DIS/STR any any Mandatory INT
Skull of Dire Ahamkara INT/STR INT/STR Invigoration Hands-On/any no DIS
Skyburners Annex INT INT+DIS/STR any any/Heavy Lifting Mandatory INT
The Glasshouse INT INT+DIS/STR any any Mandatory INT
The Ram STR STR+INT/DIS Invigoration or Infusion any Mandatory STR; Row 2 anyexceptAshes to Assets
The Taikonaut INT/DIS/STR any any/Heavy Lifting
Bones of Eao INT/DIS/STR any any
Dunemarchers INT/DIS/STR any any
Fr0st-EE5 INT/DIS/STR any any
Mk. 44 Stand Asides INT/DIS/STR Arc Double Down any
Peregrine Greaves INT/DIS/STR Arc Double Down any
Radiant Dance Machines INT/DIS/STR All three Double Down perks any (these are all rather similar, aren’t they?)
Transversive Steps INT/DIS/STR any Special Ammo/Heavy Ammo


A slightly more subjective issue, but I spent a lot of time working on builds for all the subclasses, so let me say what I think. Obviously for the stats you want whatever fits the purpose of the gear and synergizes with the exotic perk; INT for super-centric, DIS for grenades and STR for melee. Several pieces (more than I thought at first, tbh) have a mandatory stat that may or may not (*cough* Impossible Machines *cough*) fit the perk, but mostly they do fit, so there’s that. There’s no hard and fast rule, but frequently, INT is more valuable because supers are a highly potent tool, whereas STR is less so, because especially in high-level content a melee playstyle may just not be viable (as always barring some exceptions). Ultimately what stat/s you want will depend not only on your build and playstyle, but also what stats are on your other gear.

As for perks, that’s a bit easier. Chestpieces, Ammo Capacity will depend on your weapon of choice; on the pieces that have it, “Heavy Ammo” is better than special. Personally I don’t care for Burn Defense or Elemental Recovery because the element used against you is not predictable enough for them to be overly noticeable, unless you intend to use the armor only for one very specific encounter. But I believe Arc is the most common element, since a lot of Taken carry it, and Void is the rarest. Regardless the Subclass Armor is pretty much always the better option. Some subclass-specific pieces have this perk locked, which makes the intended use rather apparent, on the others you’ll need to decide which subclass you’re most frequently going to be playing while wearing that piece, or if there’s one specific build you’ll be using it for. Gauntlets, same as Chests, Weapon Loader is entirely based on preference, but a Heavy Loader is always nice. Second Row, Melee Speed is the perk of choice for melee-centric builds (and commonly locked anyways), and Impact Induction otherwise. Not much of a discussion there. Helmets, unless you’re playing PvP only, Inverse Shadow is the best Second Row perk. First Row will depend on your preferences; Innervation is handy if you like your grenades, Invigoration for melee, but as mentioned before, focusing on melee is a bit sketchy in the current PvE endgame (as always, there’s exceptions). Infusion and Better Already seem functionally nigh identical and are conventient to quickly heal up after using your super and may actually save your life in a tight spot (just be sure to remember if you a wearing that perk or not, or you may end up surprised and/or dead that you didn’t get health back when you rushed that Orb). This will be a judgement call, but for the most part I’d avoid Invigoration (safe for a few melee-centric helmets).

Boots, Ammo Capacity, same as above. Double Down perks aren’t that strong as a whole, of course you could match it with the subclass/weapons you think you’ll be using along with the piece, but the effect is that minor I really wouldn’t waste any Glass Needles on that (maybe unless you’re an incredible perfectionist and/or swimming in resources).

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