All players will have their stats completely reworked with the start of Destiny 2's new expansion in July, The Edge of Fate. This means that Mobility, Resilience, Discipline, and more of these stats will disappear and be replaced with newer stats with new names, values, and mechanics.
For example, "Mobility" will be replaced by "Weapons," and its cap will be increased to 200. Typically, "Weapons" will provide a certain mechanical advantage to a build, similar to the five other stats.
This article guides you through the complete rework of the stat system in Destiny 2, and how each stat will work going forward.
How the stat rework will be implemented in Destiny 2: The Edge of Fate
Each stat in Destiny 2, such as Mobility, Resilience, and many more, will be renamed. Hence, Mobility will become Weapons, with the following stats being implemented in every character:
- Resilience will become Health.
- Recovery will become Class.
- Strength will become Melee.
- Discipline will become Grenade.
- Intellect will become Super.

Here is a list of what each of these stats will do from 1 to 100, and 100 to 200:
Weapons:
- 1-100: Improves weapon reload and handling speeds. Improves damage against minor and major combatants. (0-15% for primary and special, 0-10% for heavy)
- 100-200: Grants a chance for ammo bricks produced to contain more ammo than normal. Improves damage versus boss combatants and Guardians. (0-15% for Primary and Special, 0-10% for Heavy). Bonus weapon damage vs. players (0-6%).
Health:
- 1-100: Grants 0-70 healing when picking up an Orb of Power. Grants 0-10% flinch resistance.
- 100-200: Shields start recharging 0-25% more quickly and take 0-50% less time to fully recharge (0 to 20 additional shield capacity vs combatants).
Melee:
- 1-100: Improves the base cooldown of your melee ability. Improves the amount of melee energy gained from external sources and any melee regeneration speed scalars from other sources.
- 100-200: 0-30% increased melee ability damage. This includes powered, unpowered, and Glaive melees.
Class:
- 1-100: Improves the base cooldown of your class ability. Improves the amount of class energy gained from external sources and any class regeneration speed scalars from other sources.
- 100-200: Grants a 0-40 HP Overshield (0-10 in PvP) on casting your class ability. Duration is determined by the ability used. Example: Dodge and Thruster last 5s. Barricade and Rift last 10s.
Grenade:
- 1-100: Improves the base cooldown of your grenade ability. Improves the amount of grenade energy gained from external sources and any grenade regeneration speed scalars from other sources.
- 100-200: 0-65% increased grenade ability damage.
Super:
- 1-100: Improves the Super energy gained from damaging targets. It does not change the base cooldown time of your Super. Improves the amount of Super energy gained from external sources and any Super regeneration speed scalars from other sources.
- 100-200: 0-45% increased Super ability damage.
Read our other Destiny 2 articles:
- All Exotic weapon changes in Heresy Act I
- Imminence god roll guide
- Essence of Desire farming guide
- Best ways to heal in The Nether
- Easiest way to get the Queenbreaker Catalyst
- Derealize Exotic mission guide
- How to get the Barrow-Dyad quest