In The Division 2, you’re solely pretty much as good because the weapons you carry. And whereas there’s a substantial amount of weapons to select from this time spherical as you stalk what stays of Washington, D.C, you’re solely in a position to carry two major weapons and one sidearm, so it’s greatest to know what to anticipate with every gun. Our The Division 2 weapons information will stroll you thru the stats and behaviours of each weapon you’ll find via each tier stage, from the frequent and worn all the way in which as much as legendary Exotic weapons such because the Lullaby Shotgun and the Ruthless Rifle.
If you’re after a extra normal overview on Tom Clancy’s newest open-world loot-and-shooter, take a look at our fundamental The Division 2 guide, which is full of newbie’s ideas and hyperlinks to our sections of our guides collection, from The Division 2 best perks to all The Division 2 factions you’ll be able to encounter throughout your travels.
The Division 2 weapons information
We’ve obtained so much to cowl on this The Division 2 weapons information, from stats and behaviours to explanations of the assorted Exotic weapons within the game. Feel free to make use of any of the hyperlinks under to skip forward to a selected part of your selecting.
The Division 2 weapon tiers and rarities | |||
Exotic weapons | Assault Rifles | Marksman Rifles | Rifles |
SMGs | LMGs | Shotguns | Pistols |
The Division 2 weapon tiers and rarities
The Division 2’s weapons should not solely sorted by sort (Assault Rifle, SMG, and many others.) but additionally by stage and rarity. If you’re simply beginning out, it in all probability received’t take you too lengthy to come back throughout the identical weapon in two totally different colors, one white and one inexperienced, or maybe blue.
The next stage of the identical weapon (i.e. Level 2 vs Level 1) will increase the bottom injury of the weapon and likewise offers its class-based trait a lift (extra on this later). But totally different colors don’t simply give stat boosts; larger tiers and rarities may also increase the weapon with a number of particular skills that would utterly rework each the gun and your fashion of play. Take a take a look at the desk under for the complete particulars of what every tier will give you.
Tier/Rarity | Colour | Effect |
---|---|---|
Worn | White | 0 Talents, low stats |
Standard | Green | 0 Talents, mediocre stats |
Specialized | Blue | 1 Talent, elevated stats |
Superior | Purple | 2 Talents, excessive stats |
High-End | Orange | 3 Talents, glorious stats |
Exotic | Red/Peach | Unique named weapons with distinctive Talents |
Exotic weapons in The Division 2
The rarest weapons it’s potential to seek out in The Division 2 are so-called Exotic weapons. This high tier of weaponry distinguishes itself from the remaining in a number of methods:
- You might solely have one Exotic weapon geared up at any given time.
- Each Exotic weapon has distinctive Talents that can’t be present in different weapon tiers.
- Exotic weapons all have a really distinct mannequin and look, and their rarity color is purple/peach.
These Exotic weapons are designed to mirror your present stage, and could be upgraded over time, so with due diligence relating to upkeep you’ll be able to take an Exotic weapon with you from the beginning of your journey all the way in which into Endgame territory. So whereas their stats aren’t at all times assured to be above these of different weapons, they’re designed to work in ways in which different weapons can’t, they usually have a a lot higher potential than different rarities of weapon. It’s additionally price noting that the Lullaby and Ruthless Exotic weapons are unique to the Capitol Defender pack, which you’ll be able to learn extra about in Dave’s The Division 2 preorder bonus item information.
Take a glance via the desk under for info on all of the Exotic weapons we presently know of in The Division 2.
Name | Class/Type | RPM | Mag Size | Reload Time | Range | |
---|---|---|---|---|---|---|
Ruthless | Exotic Rifle | 260 | 30 | 2.5s | 10-60m | |
Talents: | Binary Trigger (this weapon is provided with a binary set off that fires on set off pull and launch) Brutality (whereas holstered, touchdown a shot has a 5% probability to deal +20% injury as explosive injury) |
|||||
Merciless | Exotic Rifle | 260 | 30 | 2.5s | 10-60m | |
Talents: | Binary Trigger (this weapon is provided with a binary set off that fires on set off pull and launch) Guerilla Warfare (pulling the set off fires primer rounds that keep embedded in an enemy. Releasing the set off fires detonator rounds that detonate all primers on the enemy it hits. Each primer detonated beneficial properties +75% per primer detonated. Only one enemy can have primers and at most 5 primers could be embedded) Brutality (whereas holstered, touchdown a shot has a 5% probability to deal +20% injury as explosive injury) |
|||||
Lullaby | Exotic Shotgun | 70 | 8 | 4.1s | 0-20m | |
Talents: | Lullaby (touchdown a melee assault on an enemy after swapping to this weapon grants 35% bonus armor.) Evasive (whereas geared up, dodging reloads 1% of your present weapon’s journal) |
|||||
Sweet Dreams | Exotic Shotgun | 70 | 8 | 4.1s | 0-20m | |
Talents: | Sweet Dreams (touchdown a melee assault on an enemy after swapping to this weapon grants 35% bonus armor and applies the Sandman debuff. Killing an enemy with the Sandman debuff reapplies the bonus armor.) Sandman (this debuff prevents the enemy from utilizing armor kits and from receiving therapeutic from any supply) Evasive (whereas geared up, dodging reloads 1% of your present weapon’s journal) |
|||||
The Chatterbox | Exotic SMG | 700 | 60 | 2.2s | 0-30m | |
Talents: | Incessant Chatter (each shot landed grants 1% price of fireside to a max of 60%. This resets on reload) Box Magazine (kills with this weapon refill 20% of its journal and grants a buff for 10s. While the buff is energetic, each shot landed will increase journal capability by 1 to a max of 60. Killing a goal consumes the buff to totally refill the elevated journal) Blabbermouth (whereas holstered, reloading your weapon inside 5s after a kill grants 20% price of fireside for 10s) |
|||||
Kendra’s Liberty | Exotic Pistol | 150 | 8 | 1.9s | 0-30m | |
Talents: | Liberty (acquire +100% injury to hostile electronics. While aiming, enemy weak factors and hostile electronics are highlighted.) Blind Justice (after destroying an enemy’s weak level or hostile electronics, your subsequent bullet offers +500% weapon injury. If that shot kills an enemy, your journal is refilled and grants +100% weapon injury for the whole journal) Independence (whereas holstered, destroying weakpoints refills 20% of your present weapon’s journal) |
Assault Rifles
Assault Rifles are your bread-and-butter in The Division 2, and the category of gun which is equipped to you whenever you first begin out with a brand new character. Different ARs could be full-auto or hearth in bursts, however you’re typically speaking a couple of dependable, fast-firing gun with an honest magazine dimension and extensive efficient vary. The class-specific trait for all Assault Rifles is a bonus to Health injury.
Name | RPM | Mag Size | Reload Time | Range |
---|---|---|---|---|
ACR | 650 | 30 | 2.2s | 10-45m |
AK-M | 600 | 30 | 2.5s | 10-45m |
Black Market AK-M | 600 | 30 | 2.3s | 10-45m |
Military AK-M | 600 | 30 | 2.5s | 10-45m |
AUG A3 | 680 | 30 | 2.0s | 10-45m |
CTAR | 900 | 30 | 2.1s | 10-45m |
F2000 | 850 | 30 | 2.0s | 10-45m |
FAL/SA-58 | 650 | 20 | 2.2s | 10-45m |
Tactical SA-58 | 650 | 20 | 2.3s | 10-45m |
FAMAS | 900 | 30 | 2.2s | 10-45m |
G36 | 750 | 30 | 2.1s | 10-45m |
Military G36 | 750 | 30 | 2.3s | 10-45m |
Police M4 | 850 | 30 | 2.4s | 10-45m |
Mk16 | 625 | 30 | 2.2s | 10-45m |
P416 | 750 | 30 | 2.2s | 10-45m |
Marksman Rifles
Marksman Rifles are slow-firing however pack one hell of a punch. Ideally for use at lengthy vary, these sharpshooters have a really excessive base injury per shot corresponding to that of shotguns, and to compensate for this they’ve excessive recoil, are gradual to fireplace and to reload, and have typically very low magazine sizes. The class-specific trait for all Marksman Rifles is a bonus to headshot injury.
Name | RPM | Mag Size | Reload Time | Range |
---|---|---|---|---|
Classic M44 Carbine | 55 | 5 | 4.1s | 10-70m |
Classic M44 Carbine Replica | 55 | 5 | 4.2s | 10-70m |
Custom M44 | 55 | 5 | 3.2s | 10-70m |
Hunting M44 | 55 | 5 | 3.8s | 10-70m |
SRS | 60 | 7 | 3.0s | 10-70m |
M700 | 54 | 7 | 7.1s | 10-70m |
M700 Tactical | 59 | 7 | 7.1s | 10-70m |
SRS-1 | 60 | 5 | 3.2s | 10-70m |
SVD | 260 | 10 | 2.5s | 10-70m |
Rifles
Rifles are the one class we didn’t see in The Division 2, they usually slot properly between the gradual however punchy Marksman Rifles and the full-auto Assault Rifles. Rifles normally have a better price of fireside than their Marksman cousins, in addition to a higher magazine dimension and a smoother journey typically, although they predictably lack the flat injury potential per shot of the Marksman Rifles. These Rifles are typically very versatile in efficient vary, ready for use at each lengthy and shut vary with out an excessive amount of problem. The class-specific trait for all Rifles is a bonus to Critical Hit injury.
Name | RPM | Mag Size | Reload Time | Range |
---|---|---|---|---|
1886 | 100 | 5 | 4.0s | 10-60m |
ACR | 420 | 30 | 2.2s | 10-60m |
Classic M1A | 180 | 10 | 3.0s | 10-60m |
M1A CQB | 300 | 10 | 3.0s | 10-60m |
M4/LAR-15 | 240 | 30 | 2.4s | 10-60m |
Mk17/Mk20 | 275 | 20 | 2.2s | 10-60m |
SIG 716 | 300 | 20 | 2.4s | 10-60m |
Urban MDR | 280 | 20 | 1.9s | 10-60m |
USC | 240 | 20 | 2.2s | 10-60m |
M16A2 | 300 | 30 | 2.4s | 10-60m |
SMGs (Submachine Guns)
Submachine Guns, or SMGs, are light-weight and really nimble choices for close- to mid-range fight. What units them other than the opposite courses is a capability to dish out a stupendous variety of bullets in a brief area of time whereas concurrently providing you a stability that lets you perhaps really hit with a few of these bullets. They’re a diverse class and a very good backup weapon to be paired with an Assault Rifle or Marksman Rifle, however be cautious of its intense injury dropoff over longer distances. The class-specific trait for all SMGs is a bonus to Critical Hit probability.
Name | RPM | Mag Size | Reload Time | Range |
---|---|---|---|---|
AUG | 725 | 25 | 2.0s | 0-30m |
T821 | 550 | 32 | 1.9s | 0-30m |
SMG-9 | 825 | 32 | 2.0s | 0-30m |
SMG-9 A2 | 825 | 32 | 1.8s | 0-30m |
M1928 | 600 | 30 | 2.2s | 0-30m |
Tommy Gun | 800 | 50 | 2.2s | 0-30m |
MP5 | 800 | 32 | 2.0s | 0-30m |
MP5 ST | 800 | 32 | 1.9s | 0-30m |
MP7 | 950 | 40 | 2.0s | 0-30m |
MPX | 850 | 30 | 2.2s | 0-30m |
P90 | 900 | 50 | 2.0s | 0-30m |
PP-19 | 700 | 53 | 2.5s | 0-30m |
UMP-45 | 600 | 30 | 2.2s | 0-30m |
Vector 9mm | 1,200 | 33 | 1.9s | 0-30m |
Vector .45 APC | 1,200 | 25 | 1.9s | 0-30m |
Tactical Vector | 1,200 | 19 | 1.9s | 0-30m |
LMGs (Light Machine Guns)
The massive brother of the SMG, the LMG is a beast of a weapon class, typically dealing larger injury per shot than SMGs at comparable charges of fireside. The LMG’s declare to fame is its magazine dimension, which may vary all the way in which as much as 100 in some instances. It additionally has very heavy recoil which decreases the longer you maintain down the set off, so don’t be afraid to maintain your finger held down and let these bullets fly. The class-specific trait for all LMGs is a bonus to break to targets out of canopy.
Name | RPM | Mag Size | Reload Time | Range |
---|---|---|---|---|
M60 | 500 | 100 | 5.8s | 10-50m |
Classic RPK-74 | 650 | 45 | 3.0s | 10-50m |
Black Market RPK-74 E | 650 | 45 | 2.5s | 10-50m |
Military RPKR-74 M | 650 | 45 | 2.8s | 10-50m |
M249 B | 550 | 100 | 5.6s | 10-50m |
Tactical M249 Para | 550 | 100 | 5.5s | 10-50m |
MG5 | 800 | 50 | 5.6s | 10-50m |
L86 | 610 | 30 | 3.0s | 10-50m |
MK46 | 550 | 100 | 5.0s | 10-50m |
Shotguns
Shotguns are, nicely, shotguns. Big, close-range monsters that deal disgusting quantities of injury, however solely as much as a sure distance, after which they flip into bubble shooters. Pair these up with a faster-firing weapon that may deal injury over longer distances, and also you’re all set. The class-specific trait for all Shotguns is a bonus to melee injury.
Name | RPM | Mag Size | Reload Time | Range |
---|---|---|---|---|
ACS-12 | 300 | 20 | 2.3s | 0-20m |
Double Barrel | 200 | 2 | 2.2s | 0-20m |
M870 | 75 | 5 | 3.7s | 0-20m |
SASG-12 | 180 | 7 | 3.0s | 0-20m |
SPAS-12 | 70 | 8 | 5.4s | 0-20m |
Super 90 | 160 | 8 | 4.8s | 0-20m |
Marine Super 90 | 160 | 8 | 4.3s | 0-20m |
Pistols/Sidearms
Pistols are solely out there to be geared up into your Sidearm slot, and generally function a backup if all else fails. There’s a reasonably numerous vary of Pistols to select from, some buying and selling injury for a quicker price of fireside or vice versa, however they’re all pretty helpful at shut and medium ranges. There isn’t any class-specific trait for Pistols.
Name | RPM | Mag Size | Reload Time | Range |
---|---|---|---|---|
First Wave PF45 | 230 | 12 | 1.9s | 0-30m |
Custom PF45 | 230 | 15 | 1.9s | 0-30m |
D50 | 150 | 8 | 1.9s | 0-30m |
M1911 | 260 | 7 | 1.9s | 0-30m |
M45A1 | 260 | 8 | 1.9s | 0-30m |
M9 | 245 | 15 | 1.7s | 0-30m |
Px4 Storm Type F | 250 | 17 | 1.9s | 0-30m |
Px4 Storm Type T | 250 | 20 | 1.9s | 0-30m |
X-45 | 250 | 10 | 1.9s | 0-30m |
X-45 Tactical Replica | 400 | 15 | 1.0s | 0-30m |
93R | 1100 | 20 | 1.9s | 0-30m |
586 Magnum | 160 | 6 | 1.7s | 0-30m |
Police 686 Magnum | 160 | 6 | 1.5s | 0-30m |
Diceros | 180 | 7 | 1.8s | 0-30m |
Snubnosed Diceros | 180 | 6 | 1.8s | 0-30m |
Double Barrel Sawed Off Shotgun | 200 | 2 | 2.2s | 0-30m |
And that’s every little thing we’ve obtained to date on all The Division 2 weapons! Hopefully you’ve emerged having discovered the data you had been after. And preserve checking again, as a result of we’ll be updating this and all our different The Division 2 guides as time goes on and we study extra about Massive’s huge new world.