With The Division 2, as with most loot-n-shooters, you’re solely pretty much as good because the weapons you carry. And when you may solely preserve two main weapons and one sidearm in your individual as you stalk the streets of a dilapidated Washington D.C., 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 could find via each class tier stage, from the frequent and worn all the way in which as much as legendary Exotic weapons such because the Ruthless Rifle and the Lullaby Shotgun.
If you’re after a extra basic overview on Tom Clancy’s newest open-world loot-n-shooter, try our principal The Division 2 guide, which is filled with newbie’s suggestions and hyperlinks to our sections of our guides collection, from The Division 2 best perks to all The Division 2 factions you may encounter throughout your travels.
The Division 2 weapons information
We’ve received lots 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 beneath to skip forward to a specific part of your selecting.
The Division 2 weapon tiers and rarities
The Division 2’s weapons are usually not solely sorted by sort (Assault Rifle, SMG, and so on.) but in addition by stage and rarity. If you’re simply beginning out, it most likely received’t take you too lengthy to come back throughout the identical weapon in two completely 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 harm of the weapon and in addition provides its class-based trait a lift (extra on this later). But completely different colors don’t simply give stat boosts; greater tiers and rarities can even increase the weapon with a number of particular skills that might utterly remodel each the gun and your model of play. Take a have a look at the desk beneath for the total 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, wonderful stats |
Exotic | Red/Peach | Unique named weapons with distinctive Talents |
Weapon stats defined
The stats for every gun in The Division 2 is usually a bit complicated and overwhelming at first look, however issues will change into clear after just a little time with the game. There are seven principal values that you need to take note of with every weapon: DMG (Damage), RPM (Rounds Per Minute), MAG (Magazine Size), Accuracy, Stability, Reload Time, and Damage Drop Off.
Stats like reload time, magazine dimension and RPM are pretty straightforward to grasp, and naturally you should use the RPM and DMG to get the gun’s DPS (Damage Per Second), a helpful worth that the game doesn’t offer you itself. However, there are a few issues that aren’t instantly clear, so let’s go over the details of confusion one after the other.
The Division 2 is a loot shooter, that means you may loot higher forms of weapons as time goes on and also you progress via the game. As talked about beforehand, the identical weapon at completely different ranges can have completely different harm values. To steadiness issues out for everybody in PvP zones, Ubisoft have carried out what is known as “Normalized” harm stats, which makes it in order that in these PvP areas every weapon has the identical stats, no matter your character’s or weapon’s high quality or stage. The stats are nonetheless affected by sure Gear and Weapon skills, however in any other case they’re the identical throughout the board.
They sound like very related traits for a gun, don’t they? In reality, similar to in The Division 1, Accuracy and Stability imply completely different (albeit associated) issues. Stability controls the recoil of a weapon – how a lot it drifts and kicks each vertical and horizontally whilst you’re firing. Accuracy, then again, impacts the dimensions of your reticule and due to this fact the unfold and literal accuracy of your photographs.
Guns received’t all the time hearth precisely the place you level them in The Division 2, notably automated weapons equivalent to Assault Rifles, SMGs, and LMGs. As you’re taking pictures an automated weapon, it’s best to take note of the white dot that seems for every shot inside your reticule (proven above), all the time in a special place. This tells you precisely the place your shot went. The next Accuracy worth will cut back the randomness of this dot’s actions and assist it hearth nearer to the centre of your reticule for longer.
Damage Dropoff is a vital state (nicely, set of stats, actually) to concentrate to with every weapon. Each class of gun (Assault Rifle, Marksman Rifle, and so on.) has a special optimum efficient vary, however every gun has a special harm dropoff, visualised by a graph within the weapon’s stats which reveals you precisely how the gun offers much less harm the additional away your goal. Graphs with a really steep drop, such because the Double Barrel Shotgun, can have a really mounted restrict on the efficient vary of their weapon, whereas a extra gradual curve means you may nonetheless use the weapon at these longer distances – it simply received’t deal as a lot harm.
Exotic weapons in The Division 2
The rarest weapons it’s doable to search 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 not be present in different weapon tiers.
- Exotic weapons all have a really distinct mannequin and look, and their rarity color is pink/peach.
These Exotic weapons are designed to replicate your present stage, and may be upgraded over time, so with due diligence concerning upkeep you may 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 all the time 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 larger potential than different rarities of weapon. It’s additionally value noting that the Lullaby and Ruthless Exotic weapons are unique to the Capitol Defender pack, which you’ll learn extra about in Dave’s The Division 2 preorder bonus item information.
Take a glance via the desk beneath for info on all of the Exotic weapons we at the moment 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% likelihood to deal +20% harm as explosive harm) |
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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 good points +75% per primer detonated. Only one enemy can have primers and at most 5 primers may be embedded) Brutality (whereas holstered, touchdown a shot has a 5% likelihood to deal +20% harm as explosive harm) |
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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) |
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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) |
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The Chatterbox | Exotic SMG | 700 | 60 | 2.2s | 0-30m | |
Talents: | Incessant Chatter (each shot landed grants 1% fee of fireplace 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 lively, each shot landed will increase journal capability by 1 to a max of 60. Killing a goal consumes the buff to completely refill the elevated journal) Blabbermouth (whereas holstered, reloading your weapon inside 5s after a kill grants 20% fee of fireplace for 10s) |
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Kendra’s Liberty | Exotic Pistol | 150 | 8 | 1.9s | 0-30m | |
Talents: | Liberty (acquire +100% harm 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 harm. If that shot kills an enemy, your journal is refilled and grants +100% weapon harm 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 provided to you while you first begin out with a brand new character. Different ARs may be full-auto or hearth in bursts, however you’re typically speaking a couple of dependable, fast-firing gun with a good magazine dimension and extensive efficient vary. The class-specific trait for all Assault Rifles is a bonus to Health harm.
Note: the values within the beneath tables had been discovered via a mix of our personal testing and in-game experiences, and datamined info collated by Reddit person “AdmiralRegis” on this spreadsheet.
Name | DPS (Normalized) |
Damage (Normalized) |
RPM | Mag Size | Reload Time |
---|---|---|---|---|---|
ACR | 67568 | 6237 | 650 | 30 | 2.2s |
AK-M | 71100 | 7110 | 600 | 30 | 2.5s |
Black Market AK-M | 71100 | 7110 | 600 | 30 | 2.3s |
Military AK-M | 71100 | 7110 | 600 | 30 | 2.5s |
AUG A3 | 67150 | 5925 | 680 | 30 | 2.0s |
CTAR | 70170 | 4678 | 900 | 30 | 2.1s |
F2000 | 70678 | 4989 | 850 | 30 | 2.0s |
FAL/SA-58 | 67568 | 6237 | 650 | 20 | 2.2s |
Tactical SA-58 | 67568 | 6237 | 650 | 20 | 2.3s |
FAMAS | 79515 | 5301 | 900 | 30 | 2.2s |
G36 | 70163 | 5613 | 750 | 30 | 2.1s |
Military G36 | 70163 | 5613 | 750 | 30 | 2.3s |
Police M4 | 70678 | 4989 | 850 | 30 | 2.4s |
Mk16 | 68208 | 6548 | 625 | 30 | 2.2s |
P416 | 77963 | 6237 | 750 | 30 | 2.2s |
Marksman Rifles/Sniper Rifles
Marksman Rifles, or Sniper Rifles, are slow-firing however pack one hell of a punch. Ideally for use at lengthy vary, these sharpshooters have a really excessive base harm 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 harm.
Name | DPS (Normalized) |
Damage (Normalized) |
RPM | Mag Size | Reload Time |
---|---|---|---|---|---|
Classic M44 Carbine | 40021 | 43659 | 55 | 5 | 4.1s |
Classic M44 Carbine Replica | 40021 | 43659 | 55 | 5 | 4.2s |
Custom M44 | 40021 | 43659 | 55 | 5 | 3.2s |
Hunting M44 | 41164 | 44906 | 55 | 5 | 3.8s |
SRS | 38357 | 38357 | 60 | 7 | 3.0s |
M700 | 47714 | 53015 | 54 | 7 | 7.1s |
M700 Tactical | 34802 | 38669 | 59 | 7 | 7.1s |
SR-1 | 37733 | 37733 | 60 | 5 | 3.2s |
SVD | 94597 | 21830 | 260 | 10 | 2.5s |
Rifles
Rifles are the one class we didn’t see in The Division 1, they usually slot properly between the gradual however punchy Marksman Rifles and the full-auto Assault Rifles. Rifles normally have a better fee of fireplace than their Marksman cousins, in addition to a larger magazine dimension and a smoother journey on the whole, although they predictably lack the flat harm potential per shot of the Marksman Rifles. These Rifles are typically very versatile by way of their 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 harm.
Name | DPS (Normalized) |
Damage (Normalized) |
RPM | Mag Size | Reload Time |
---|---|---|---|---|---|
1886 | 31185 | 51975 | 100 | 5 | 4.0s |
ACR | 69853 | 9979 | 420 | 30 | 2.2s |
Classic M1A | 67359 | 22453 | 180 | 10 | 3.0s |
M1A CQB | 76507 | 14345 | 300 | 10 | 3.0s |
M4/LAR-15 | 42412 | 10603 | 240 | 30 | 2.4s |
Mk17/Mk20 | 80039 | 17463 | 275 | 20 | 2.2s |
SIG 716 | 65485 | 13097 | 300 | 20 | 2.4s |
Urban MDR | 55300 | 11850 | 280 | 20 | 1.9s |
USC | 39916 | 9979 | 240 | 20 | 2.2s |
M16A2 | 29625 | 5925 | 300 | 30 | 2.4s |
SMGs (Submachine Guns)
Submachine Guns, or SMGs, are light-weight and really nimble choices for close- to mid-range fight. What units them aside from the opposite lessons is a capability to dish out a stupendous variety of bullets in a brief area of time whereas concurrently providing you a stability that allows you to possibly truly hit with a few of these bullets. They’re a diversified class and a very good backup weapon to be paired with an Assault Rifle or Marksman Rifle, however be cautious of its intense harm dropoff over longer distances. The class-specific trait for all SMGs is a bonus to Critical Hit likelihood.
Name | DPS (Normalized) |
Damage (Normalized) |
RPM | Mag Size | Reload Time |
---|---|---|---|---|---|
AUG | 75364 | 6237 | 725 | 25 | 2.0s |
T821 | 74323 | 8108 | 550 | 32 | 1.9s |
SMG-9 | 77179 | 5613 | 825 | 32 | 2.0s |
SMG-9 A2 | 77179 | 5613 | 825 | 32 | 1.8s |
M1928 | 68600 | 6860 | 600 | 30 | 2.2s |
Tommy Gun | 66520 | 4989 | 800 | 50 | 2.2s |
MP5 | 74840 | 5613 | 800 | 32 | 2.0s |
MP5 ST | 74840 | 5613 | 800 | 32 | 1.9s |
MP7 | 69128 | 4366 | 950 | 40 | 2.0s |
MPX | 70678 | 4989 | 850 | 30 | 2.2s |
P90 | 67350 | 4490 | 900 | 50 | 2.0s |
PP-19 | 69125 | 5925 | 700 | 53 | 2.5s |
UMP-45 | 68600 | 6860 | 600 | 30 | 2.2s |
Vector 9mm | 74840 | 3742 | 1,200 | 33 | 1.9s |
Vector .45 APC | 74840 | 3742 | 1,200 | 25 | 1.9s |
Tactical Vector | 87320 | 4366 | 1,200 | 19 | 1.9s |
LMGs (Light Machine Guns)
The massive brother of the SMG, the LMG is a beast of a weapon class, typically dealing greater harm per shot than SMGs at comparable charges of fireplace. The LMG’s declare to fame is its magazine dimension, which may vary all the way in which as much as 100 in some circumstances. 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 | DPS (Normalized) |
Damage (Normalized) |
RPM | Mag Size | Reload Time |
---|---|---|---|---|---|
M60 | 72767 | 8732 | 500 | 100 | 5.8s |
Classic RPK-74 | 67568 | 6237 | 650 | 45 | 3.0s |
Black Market RPK-74 E | 67568 | 6237 | 650 | 45 | 2.5s |
Military RPKR-74 M | 67568 | 6237 | 650 | 45 | 2.8s |
M249 B | 71463 | 7796 | 550 | 100 | 5.6s |
Tactical M249 Para | 71463 | 7796 | 550 | 100 | 5.5s |
MG5 | 66520 | 4989 | 800 | 50 | 5.6s |
L86 | 69743 | 6860 | 610 | 30 | 3.0s |
MK46 | 71463 | 7796 | 550 | 100 | 5.0s |
Shotguns
Shotguns are, nicely, shotguns. Big, close-range monsters that deal disgusting quantities of harm, 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 harm over longer distances, and also you’re all set. The class-specific trait for all Shotguns is a bonus to melee harm.
Name | DPS (Normalized) |
Damage (Normalized) |
RPM | Mag Size | Reload Time |
---|---|---|---|---|---|
ACS-12 | 74820 | 14964 | 300 | 20 | 2.3s |
Double Barrel | 129720 (adjusted for magazine dimension) |
64860 | 200 | 2 | 2.2s |
M870 | 68603 | 54882 | 75 | 5 | 3.7s |
SASG-12 | 67356 | 22452 | 180 | 7 | 3.0s |
SPAS-12 | 69356 | 59874 | 70 | 8 | 5.4s |
Super 90 | 79824 | 29934 | 160 | 8 | 4.8s |
Marine Super 90 | 79824 | 29934 | 160 | 8 | 4.3s |
Pistols/Sidearms
Pistols are solely obtainable to be geared up into your Sidearm slot, and typically function a backup if all else fails. There’s a reasonably numerous vary of Pistols to select from, some buying and selling harm for a quicker fee of fireplace or vice versa, however they’re all pretty helpful at shut and medium ranges. There isn’t any class-specific trait for Pistols.
Name | DPS (Normalized) |
Damage (Normalized) |
RPM | Mag Size | Reload Time |
---|---|---|---|---|---|
First Wave PF45 | — | — | 230 | 12 | 1.9s |
Custom PF45 | — | — | 230 | 15 | 1.9s |
D50 | 62370 | 24948 | 150 | 8 | 1.9s |
M1911 | 62703 | 14470 | 260 | 7 | 1.9s |
M45A1 | — | — | 260 | 8 | 1.9s |
M9 | 40748 | 9979 | 245 | 15 | 1.7s |
Px4 Storm Type F | — | — | 250 | 17 | 1.9s |
Px4 Storm Type T | — | — | 250 | 20 | 1.9s |
X-45 | 67773 | 10166 | 250 | 10 | 1.9s |
X-45 Tactical Replica | 67773 | 10166 | 400 | 15 | 1.0s |
93R | 74323 | 4054 | 1100 | 20 | 1.9s |
586 Magnum | 39917 | 14969 | 160 | 6 | 1.7s |
Police 686 Magnum | 48000(?) | 18000(?) | 160 | 6 | 1.5s |
Diceros | 26961 | 8987 | 180 | 7 | 1.8s |
Snubnosed Diceros | 26961 | 8987 | 180 | 6 | 1.8s |
Double Barrel Sawed Off Shotgun | 129720 (adjusted for magazine dimension) |
64860 | 200 | 2 | 2.2s |
And that’s all the things we’ve received thus far 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 large new world.