The Division 2 weapons come in many forms, but the best Division 2 weapons will combine not only some great stats, but great weapon talents, too.

Below, you'll find a whopping rundown of all known weapons in The Division 2 in our weapon damage stats charts and lists, and we'll also provide a full list of weapon talents and some explanation of how it all ties together, too.

We'll start with the weapon damage stats, and then move to an explanation of those talents, including what they are and how exactly they work.

On this page:

The Division 2 weapon damage stats explained - how do you find the best Division 2 weapons ?

Choosing your weapon, or identifying the best weapons in The Division 2, is down to more than just the raw numbers. Different weapons require different strengths - it's more important a rifle can deal out huge damage in one round, for instance, whilst it's more important that an SMG has high damage-per-second as you empty a full clip.

There's also the fact that weapon damage in The Division 2 works differently to a game where guns have 'flat' stats. The Division 2 is a loot shooter - it's about getting better versions of things as you progress through the game - and as such you'll find multiple versions of the same weapon with different stats for things like damage (and as a result, damage-per-second).

With that in mind, here are a handful of things to bear in mind about both how you use the stats below, and how we've chosen to present them ourselves, which are worth quickly reading over before you dive into the numbers!

  • Firstly, these stats are sourced from datamines of the game - our sources include this excellent spreadsheet from AdmiralRegis on reddit, assembled by that player and the community, and other sources like redditor Apocryphate's 'encyclopaedia' of weapon info.
  • Two stats in particular need explaining: Damage, and Damage-per-second (DPS). In the tables below these are normalised, which means they're the flat numbers you'll see in, say, PvP areas like The Dark Zone and Conflict. In PvE areas though the damage isn't normalised, meaning one FAMAS, say, might do more damage than another FAMAS, because it's a higher level, higher rarity, or the stats have simply rolled differently. Treat the numbers below as a baseline then, from which numbers can vary upwards and downwards unless you're in normalised play.
  • Times are in seconds
  • Some weapons have multiple sub-weapon types within them. So the FAMAS Assault Rifle could either be a FAMAS 2010 or a FAMAS 2010 Replica. In most cases the differences are just aesthetic, but occasionally these affect the damage and availability, too. In those cases we've done our best to choose either the highest-quality varient or the one which is available at the most tiers of play (some weapon varients aren't available until different 'world tiers' of the endgame, so we've opted to exclude those for clarity and concieness' sake).
  • Equally important in finding out which weapon is for you are that weapon's talents, and the unique weapon class bonus provided by that weapon - more on those in the sections further below!

The Division 2 weapon damage stats list and damage charts - find the best weapons in The Division 2

With that explanation out of the way, let's dive into the weapon damage stats and numbers themselves!

Rifle damage stats (Sniper Rifles):

WeaponDamageDPSRPMClip SizeReload

Rifle damage stats (DMRs):

WeaponDamageDPSRPMClip SizeReload
Mk17 / Mk201746380039275202.2
SIG 7161309765485300202.4
M4 / LAR-151060342412240302.4

LMG damage stats:

WeaponDamageDPSRPMClip SizeReload

Assault Rifle damage stats:

WeaponDamageDPSRPMClip SizeReload
FAL / SA-58623767568650202.2
AUG A3592567150680302

SMG damage stats:

WeaponDamageDPSRPMClip SizeReload
AUG A3623775364725252
Thompson SMG686068600600302.2

Shotgun damage stats:

WeaponDamageDPSRPMClip SizeReload
Double Barrel6486021620020022.2
Super 90299347982416084.8

Sidearm and Pistol damage stats:

WeaponDamageDPSRPMClip SizeReload
586 Magnum149693991716061.7

Look for more advice pages like this? Visit our The Division 2 guide hub, tips, mission list walkthrough for all of our helpers in one place, such as The Division 2 weapon damage stats, best weapons and Weapon Talents list, Division 2 error codes like Mike-01, Alpha-02 and Delta-03, The Division 2's best Skills and best Perks explained, or our outlining of The Division 2 Hyena Key locations, plus Outcasts Key, True Sons Key and Faction Keys.

The Division 2 weapon talents explained - what are active, passive and holstered weapon talents?

Weapon Talents are the things that are going to turn a good weapon into a great one. Talents are perks, or bonuses, essentially - things that grant a specific bonus to a specific thing, and can make a huge difference to the viability of the weapon at hand.

There are about fifty weapon talents in The Division 2, and they break down into three categoeis: passive, active, or holstered. Here's what those mean:

  • Active talents - these require some kind of action from you for the bonus to be activated. It could be killing a target within a specific range, or stacking a bonus for each body shot you land in quick succession, and so on.
  • Passive talents - these are always-on buffs, such as increased magazine capacity or accuracy.
  • Holstered talents - these are only active when the weapon with the talent is holstered. So it might be when weapon A is holstered, weapon B gains a bonus like better accuracy. Holstered bonuses require a bit more build planning but the payoffs can be great.

As well as these types of talent there are a couple of other things to bear in mind.

First, not all talents can be found on all weapons. Whether a weapon has a talent is down to luck - unless it's an Exotic, which comes with fixed talents for that unique Exotic itself - but obviously the type of weapon it is will narrow it down a bit. The 'Cannon' talent isn't available on Rifles, for instance, but it is on Marksman Rifles.

Second, and quite importantly, some talents have specific requirements for be activated, too. Aside from First Blood and Naked, which both require you to have 8x Scopes or lesser equipped, all of these requirements are based on the number of specific stat bonuses you have. Stat bonuses, if you need a refresher (which would be understandable...) come in three kinds: Offensive, Defensive, or Skills. These are colour-coded red, blue, and yellow respectively, and are shown next to your level number (or Gear Score, after you hit level 30 and the endgame) in your inventory menu.

Look for a little yellow battery symbol for your number of active Skill stat boosts, a blue shield that looks like a downwards pointing arrow for your Defensive stat boosts, and a red circular target for your Offensive boosts.

Bringing it back to talents: many of them will require a certain number of a certain type of stat boost. The Frenzy talent, for instance, requires 4 or fewer Defensive stat boosts; the Perpetuation talent requires 5 or more Skill ones.

The Division 2 weapon talents list

With that hopefully much clearer, let's dive into the numbers again. Here's a big list of known weapon talents - again, thanks to Apocryphate on reddit who's spreadsheet is our main source here, along with this infographic shared by MyWorstEnemy on reddit and the above spreadsheet again.

The Division 2 Weapon Talents list - Active weapon talents

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 +20% increased damage.
- - - - - - 5 or more Offensive
Breadbasket Landing body shots adds a stack of bonus +5% headshot damage to the next headshot for 10s. Max stack is 10. 5 or more Offensive
Close + Personal Killing a target within 7m grants +50% weapon damage for 5s. 5 or more Offensive
Eyeless Deal +20% weapon damage to blinded enemies. -
Fast Hands Critical hits add a stack of 3% reload speed bonus. Max stack is 20. -
Finisher Swapping from this weapon within 3s of killing an enemy grants +30% critical hit chance for 15s. - - - - - - 4 or less Utility
First Blood First shot fired from a full magazine deals headshot damage to any part of the body hit. - - - - - - 8x Scope or higher
Frenzy Reloading from empty grants +35% weapon damage and +35% rate of fire for 7s. - - - - - - 4 or less Defensive
Ignited Deal +20% weapon damage to burning enemies. -
Killer Killing an enemy with a critical hit grants +50% critical hit chance for 5s. 5 or more Offensive
Lucky Shot Magazine capacity is increased by 20%. Missed shots from cover have a 25% 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
Near Sighted Receive +35% stability at the cost of -20% critical strike range and -20% optimal range. - - - - - - 4 or less Utility
On Empty Reloading from empty grants +30% weapon handling for 10s. - - - - - - 4 or less Defensive
Optimist Weapon damage is increased by +3% for every 10% ammo missing from the magazine. 5 or less Offensive
Outsider Weapon fire rate is lowered but optimal range increases as the weapon is fired. - - - - - - 4 or less Offensive
Perpetuation Headshot kills grant +5% skill duration, ammo, and charges to the next skill used. Max stack is 10. 5 or more Utility
Premeditated Weapon damage is increased for every shell loaded to a max of +35%.
If all shells are reloaded then weapon damage is increased by an additional +50%. Buff lasts for 10 seconds.
- - - - - - 4 or less Utility
Preservation Killing an enemy repairs 5% armor over 3s. Headshot kills improves the repair. 5 or more Defensive
Pummel 3 Consecutive body shot kills refills the magazine and grants +50% weapon damage for 7s. - - - - - - 4 or more Offensive
Ranger Every 5m you are from the target grants +2% weapon damage. 4 or less Utility
Reformation Headshot kills increase skill repair and healing by 25% for 25s. 4 or less Offensive
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.
- - - - - - 4 or less Defensive
Sadist Deal +20% 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.
5 or less Offensive
Strained 5% critical hit damage is gained for every 5% of your armor that is depleted. 5 or less Offensive
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 Offensive

The Division 2 Weapon Talents list - Passive weapon talents

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 -

The Division 2 Weapon Talents list - Holstered weapon talents

Double Duty While holstered, reloading from empty gives you a 20% of your magazine back as free ammo. Can occur once every 30s. - -
Everlasting While holstered and in cover, this weapon regenerates 2 ammo every 5s. - -
Greased While holstered, weapon swap speed is increased 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 5 ensnare attempts. Can occur once every 60s. -
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, skills deployed at full armor have +25% duration, charges, and ammo. - -
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. -

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Chris Tapsell

Chris Tapsell

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Chris Tapsell is Eurogamer's Staff Writer, its newest Chris, and a keen explorer of the dark arts of gaming, from League of Legends to the murky world of competitive Pokémon.