Destiny 2 Stat Priority Calculator

Calculate stat priorities and cooldowns for your Guardian build

18s Dodge

33% DR

100% Regen

49s Grenade

4:33 Super

113s Melee

Build Summary

Build Grade

D

Total Stats

370

Wasted Points

0

Class Ability

Dodge

Recommended Stat Priority (PVE)

#1Resilience
#2Recovery
#3Discipline
#4Mobility
#5Strength
#6Intellect

Current Tier Effects

MobilityT5

18s Dodge

ResilienceT6

33% DR

RecoveryT10

100% Regen

DisciplineT8

49s Grenade

IntellectT5

4:33 Super

StrengthT3

113s Melee

Stat Priority Tips

  • - Resilience 100: Mandatory for all builds - 30% damage resistance
  • - Recovery: Priority for most builds - faster health regeneration
  • - Discipline: Important for grenade-focused builds
  • - Intellect: Heavily nerfed - lowest priority in most cases
  • - Points past tier breakpoints (multiples of 10) are wasted
  • - Class ability stat depends on your class (Mobility/Resilience/Recovery)

What Is the Destiny 2 Stat Priority Calculator?

The Destiny 2 Stat Priority Calculator is a build-optimization tool that evaluates your Guardian's six armor stats — Mobility, Resilience, Recovery, Discipline, Intellect, and Strength — and tells you exactly which stats to chase on your armor pieces. Rather than guessing at stat rolls, this calculator converts every raw stat number into an actionable tier (T0–T10), shows you the real cooldown or effect at that tier, and grades your overall build from S down to D so you know at a glance whether your armor investment is paying off.

Destiny 2's armor system rewards players who understand the tier breakpoint mechanic. Each stat runs from 0 to 100, but the game only recognizes improvements at multiples of 10 — those are the tier thresholds. A stat of 68 gives exactly the same benefit as a stat of 60 (both are Tier 6). Points between breakpoints are wasted. The calculator surfaces this clearly with a Wasted Points counter so you can target armor that brings every stat up to a clean multiple of 10.

The tool also personalizes recommendations by class and playstyle. A Hunter chasing Trials of Osiris wins on different priorities than a Warlock farming root-of-nightmares on Master difficulty. By selecting your class (Hunter, Titan, or Warlock) and playstyle (PvE or PvP), you receive a ranked stat priority list that reflects community consensus and the unique class-ability mechanics baked into each Guardian type. Whether you are a returning veteran refreshing your build or a new Light optimizing your first exotic armor piece, this calculator removes the guesswork from Destiny 2 armor farming.

How Stat Tiers and Cooldowns Work

Destiny 2 divides each armor stat into eleven discrete tiers labeled T0 through T10. The calculator maps any raw value to its tier using a single formula applied to every stat equally. Understanding this formula is the most important concept for efficient armor farming because it determines when a stat point matters and when it is simply wasted budget on your armor roll.

Once the tier is known, the calculator looks up the corresponding cooldown or multiplier in a pre-built data table. The tables below show the actual values used by the calculator for each stat:

Stat / Tier T0 T3 T5 T7 T9 T10
Discipline (Grenade, s) 152 113 88 62 36 32
Strength (Melee, s) 152 113 88 62 36 32
Intellect (Super, s) 507 366 273 226 86 79
Resilience (DR %) 15% 24% 30% 36% 43% 46%
Recovery (Regen %) 43% 59% 70% 80% 91% 100%
Mobility (Hunter Dodge, s) 29 24 18 13 9 7

Notice that Discipline and Strength share identical cooldown tables, so there is never a mechanical reason to favor one over the other from a raw numbers standpoint — playstyle and build synergy determine which gets priority. Also note that the jump from T9 to T10 for Intellect only saves 7 seconds on Super recharge, making the top tier extremely inefficient compared to lower tiers of Discipline or Strength.

Stat Tier and Wasted Points Formula

Tier = min(10, floor(statValue / 10)) | WastedPoints = Σ (statValue − Tier × 10)

Where:

  • statValue= Raw armor stat (0–100)
  • Tier= Effective tier (0–10); only changes at multiples of 10
  • WastedPoints= Sum of sub-tier remainders across all six stats — points that grant no benefit
  • floor()= Round down to nearest whole number
  • min(10, …)= Cap at Tier 10 since no benefit exists above stat value 100

Stat Priority by Class and Playstyle

Every class has a unique class-ability stat that governs its signature action: Mobility controls the Hunter Dodge cooldown, Resilience governs the Titan Barricade cooldown, and Recovery sets the Warlock Rift cooldown. This creates distinct priority profiles that the calculator surfaces instantly when you select your class and playstyle.

Hunter Priorities

  • PvE: Resilience → Recovery → Discipline → Mobility → Strength → Intellect
  • PvP: Resilience → Recovery → Mobility → Discipline → Strength → Intellect

Hunters in PvP swap Discipline and Mobility because a shorter Dodge cooldown provides a reliable in-combat damage-avoidance tool that outvalues grenade frequency when facing other players. In PvE content the grenade often outdamages a dodge roll, so Discipline climbs above Mobility.

Titan Priorities

  • PvE: Resilience → Recovery → Discipline → Strength → Mobility → Intellect
  • PvP: Resilience → Recovery → Discipline → Strength → Mobility → Intellect

Titans share identical PvE and PvP priority lists because Barricade is powered by Resilience, the universal top-priority stat. Strength ranks above Mobility for both modes since melee abilities are central to many Titan builds, especially Strand and Solar subclasses.

Warlock Priorities

  • PvE: Resilience → Recovery → Discipline → Strength → Mobility → Intellect
  • PvP: Resilience → Recovery → Discipline → Strength → Mobility → Intellect

Warlocks mirror Titan priorities because Recovery already handles the Rift cooldown as their class stat. Mobility provides the least return for Warlocks since their base movement speed is the lowest of the three classes and Rifts are stationary anyway.

Across all classes and modes, Intellect consistently ranks last. Super energy recharges primarily through gameplay actions — dealing damage, picking up orbs, using Charged with Light mods — so the raw cooldown reduction from Intellect armor is marginal compared to the massive cooldown benefits from maxing Discipline or Strength.

Build Grading System Explained

The calculator assigns a letter grade to your current build based on two factors: whether your core defensive stats meet minimum thresholds, and how high your total stat sum is. This grading system is designed to give you an instant benchmark — an S-grade Guardian is ready for endgame content, while a D-grade setup will struggle in even mid-tier activities.

Grade Resilience Recovery Total Stats Readiness
S T10 (100) T8+ (80+) ≥ 340 Master / Grandmaster content
A T10 (100) T8+ (80+) 300–339 Legend / raid-ready
B T10 (100) T8+ (80+) < 300 Hero / dungeon difficulty
C T7+ (70+) Any Any Normal activities
D < T7 (70) Any Any Needs improvement

The grading thresholds reflect real community standards. Resilience T10 is considered mandatory for any endgame play because the 46% damage resistance multiplier can literally double your effective health pool in the right situations. Recovery T8 or higher (80% health regeneration speed) ensures you recover quickly enough between enemy engagements to maintain offensive pressure without burning through your Ghost's revive budget on every encounter.

Minimizing Wasted Points for Maximum Build Efficiency

Wasted points are the silent enemy of an efficient Destiny 2 build. Because the game only recognizes stat improvements at multiples of 10, any point between those thresholds is dead weight. A stat of 67 performs identically to a stat of 60 — those 7 points could have padded a different stat toward its next tier instead. The calculator's Wasted Points counter adds up the sub-tier remainder (value minus tier × 10) across all six stats, giving you a single number that quantifies how much armor efficiency you are leaving on the table.

In practice, zero wasted points is an aspirational goal that requires carefully selecting armor pieces and using stat mods. Destiny 2 players often rely on tools like the D2 Armor Picker or DIM (Destiny Item Manager) to pre-filter armor by stat distribution before using a calculator like this one to confirm tier levels and grade the resulting build. A typical high-end build might accept up to 20 wasted points as unavoidable, but anything above 30 points wasted signals that better armor exists.

Common strategies for reducing wasted points include:

  • Using Minor Stat Mods (+5) or Major Stat Mods (+10) to bump a near-threshold stat over the line
  • Prioritizing armor pieces with high base stats concentrated in your two or three priority stats rather than spread evenly
  • Applying Artifice Armor sockets to add a free +3 bonus in any chosen stat for additional fine-tuning
  • Using class items and exotic armor with fixed high stats to anchor specific tier targets and then filling the gaps with legendary pieces

Every point of wasted budget represents armor stat capacity that could have pushed another stat to a higher tier. With 340+ total stats achievable for S-grade builds, efficient allocation — not just raw stat totals — separates good builds from great ones.

Why Resilience 100 and Recovery 80+ Are Mandatory

Of all the advice in the Destiny 2 community, the recommendation to maximize Resilience stands out as almost universally agreed upon. At T10 (stat value 100), Resilience grants a 46% damage resistance multiplier. This is not a small bonus — it is the difference between surviving a one-shot in Grandmaster Nightfalls and dying instantly. The resilience multiplier compounds with other damage resistance sources, meaning every other defensive layer in your kit becomes proportionally more effective when Resilience is maxed.

Recovery at T8 (stat value 80) reaches 80% of maximum health regeneration speed. Pushing from T8 to T10 adds only 20 percentage points of regen speed, while the armor stat cost of those two additional tiers could instead push Discipline from T6 to T8 — a shift that drops Grenade cooldown from 75 seconds to 49 seconds. This trade-off explains why T8 Recovery is the community-accepted floor rather than T10: the marginal regen benefit from the final two tiers simply does not match the cooldown reduction available elsewhere.

Together, Resilience T10 and Recovery T8+ form the absolute baseline for any endgame build. The calculator enforces this by only awarding B-grade or higher when both thresholds are met. If your current armor cannot hit these minimums, the priority is to farm or acquire new armor before optimizing secondary stats like Discipline or Strength.

Worked Examples

Hunter PvE — S-Grade Endgame Build

Problem:

A Hunter has the following armor stat totals: Resilience 100, Recovery 90, Discipline 80, Mobility 60, Strength 10, Intellect 10. Calculate tiers, effects, wasted points, and grade for PvE.

Solution Steps:

  1. 1Calculate tiers using getTier(value) = min(10, floor(value / 10)): Resilience T10, Recovery T9, Discipline T8, Mobility T6, Strength T1, Intellect T1.
  2. 2Sum all stat values for Total Stats: 100 + 90 + 80 + 60 + 10 + 10 = 350.
  3. 3Calculate Wasted Points = Σ(value − tier × 10): (100−100)+(90−90)+(80−80)+(60−60)+(10−10)+(10−10) = 0 wasted points — perfectly efficient.
  4. 4Look up cooldown effects by tier: Resilience T10 → 46% DR; Recovery T9 → 91% Regen; Discipline T8 → 49s Grenade; Mobility T6 (Hunter) → 15s Dodge; Strength T1 → 139s Melee; Intellect T1 → 460s (7:40) Super.
  5. 5Grade check: Resilience T10 ≥ T10 ✓, Recovery T9 ≥ T8 ✓, Total Stats 350 ≥ 340 → Grade S.

Result:

S-Grade Hunter PvE build. Total: 350, Wasted: 0. 46% damage resistance, 15s Dodge, 49s Grenades, 91% regen speed — fully optimized for Grandmaster Nightfall content.

Titan PvP — C-Grade Build Needing Improvement

Problem:

A Titan has: Resilience 70, Recovery 60, Discipline 50, Strength 40, Mobility 30, Intellect 20. Evaluate tiers, effects, wasted points, and grade for PvP.

Solution Steps:

  1. 1Calculate tiers: Resilience T7, Recovery T6, Discipline T5, Strength T4, Mobility T3, Intellect T2.
  2. 2Sum Total Stats: 70 + 60 + 50 + 40 + 30 + 20 = 270.
  3. 3Wasted Points = (70−70)+(60−60)+(50−50)+(40−40)+(30−30)+(20−20) = 0. Every stat lands cleanly on a breakpoint.
  4. 4Look up effects: Resilience T7 → 36% DR; Recovery T6 → 75% Regen; Discipline T5 → 88s Grenade; Strength T4 → 101s Melee; Mobility T3 → N/A (Titan); Intellect T2 → 413s (6:53) Super.
  5. 5Grade check: Resilience T7 is NOT ≥ T10, so S/A/B are out. Resilience T7 ≥ T7 → Grade C.

Result:

C-Grade Titan PvP build. Total: 270. Priority upgrade path: push Resilience from 70 to 100 to unlock 46% DR and open the door to A or S grade.

Warlock PvE — A-Grade Raid-Ready Build

Problem:

A Warlock has: Resilience 100, Recovery 80, Discipline 70, Strength 30, Mobility 20, Intellect 20. Check tiers, effects, wasted points, and grade for PvE.

Solution Steps:

  1. 1Calculate tiers: Resilience T10, Recovery T8, Discipline T7, Strength T3, Mobility T2, Intellect T2.
  2. 2Sum Total Stats: 100 + 80 + 70 + 30 + 20 + 20 = 320.
  3. 3Wasted Points = (100−100)+(80−80)+(70−70)+(30−30)+(20−20)+(20−20) = 0 wasted points.
  4. 4Look up effects: Resilience T10 → 46% DR; Recovery T8 → 80% Regen; Discipline T7 → 62s Grenade; Strength T3 → 113s Melee; Mobility T2 → N/A (Warlock); Intellect T2 → 413s (6:53) Super.
  5. 5Grade check: Resilience T10 ≥ T10 ✓, Recovery T8 ≥ T8 ✓, Total Stats 320 ≥ 300 but 320 < 340 → Grade A.

Result:

A-Grade Warlock PvE build. Total: 320, Wasted: 0. Raid-ready with 46% DR, 80% regen speed, and 62s Grenade cooldown. Push total to 340+ (e.g., Discipline 100, Strength 50) for S-grade.

Tips & Best Practices

  • Always hit Resilience T10 (stat value 100) first — the 46% damage resistance is the single highest-impact stat point in any build.
  • Aim for Recovery T8 (value 80) as your second core target; pushing to T10 wastes budget that could push Discipline from T6 to T8.
  • Keep your Wasted Points as close to zero as possible by targeting armor pieces where each stat lands on a clean multiple of 10.
  • Intellect is a dump stat in most endgame scenarios — Super energy refills faster through gameplay actions like picking up Orbs of Power than through passive regen.
  • Use Artifice Armor's +3 stat bonus to push a near-breakpoint stat over the line without spending a full major mod slot.
  • In PvP as a Hunter, prioritize Mobility over Discipline since a shorter Dodge cooldown is more immediately impactful than grenade frequency against other players.
  • A total stat sum of 340+ with zero wasted points is the S-grade endgame benchmark — farm Masterworked armor to maximize your stat ceiling.
  • Strength and Discipline share identical cooldown tables, so choose which to prioritize based on your subclass's melee or grenade synergy rather than raw numbers.
  • Titan Barricade cooldown scales with Resilience, making Resilience doubly valuable for that class — both defensively and for class ability uptime.
  • If your grade is C, the fastest path to improvement is replacing armor pieces that keep Resilience below T10, not spreading stats evenly across all six categories.

Frequently Asked Questions

Resilience directly reduces the damage your Guardian receives from enemy attacks through a multiplicative resistance bonus. At T10 (stat value 100), it provides 46% damage resistance, which roughly doubles your effective health pool in PvE. For Titans specifically, Resilience also controls the Barricade class ability cooldown — making it doubly valuable for that class.
Intellect has the lowest return on investment of all six armor stats. Super energy recharges primarily through in-game actions like killing enemies, picking up Orbs of Power, and using specific mods — not through passive regeneration. The raw cooldown difference between T0 (507s) and T10 (79s) looks large, but in practice you will charge your Super through combat long before the timer expires. Most endgame builders treat Intellect as dump-stat territory, accepting whatever value remains after prioritizing Resilience, Recovery, and Discipline.
Destiny 2 only recognizes stat improvements at multiples of 10 — those are the tier thresholds. A stat of 67 provides exactly the same benefit as a stat of 60 because both are Tier 6. The 7 extra points from 60 to 67 provide zero in-game benefit. The Wasted Points counter sums these sub-tier remainders across all six stats; lowering that number (ideally to zero) means your armor is operating at maximum efficiency without sacrificing any tier.
Subclass choice influences stat priority indirectly rather than directly changing the tier math. Certain subclasses have mechanics that make specific stats more valuable — for example, grenade-heavy Solar builds get far more value from high Discipline, while melee-focused Strand or Arc builds might push Strength higher. The calculator's class and playstyle selectors capture the most impactful priority differences; fine-tuning for specific subclass perks is a secondary layer of optimization that sits on top of the core framework this tool provides.
For S-grade builds the calculator requires a total stat sum of 340 or higher alongside the mandatory Resilience T10 and Recovery T8 thresholds. In practical terms, 340+ total stats with zero wasted points means chasing Masterworked armor with high base stat totals and stacking appropriate stat mods. For players just starting endgame content, a total of 300+ (A-grade) with Resilience at 100 is a realistic mid-term target that makes most Legend-tier activities approachable.
The grade uses a two-factor check. First, it tests whether Resilience is T10 (value 100) AND Recovery is T8 or higher (value 80+); if both pass, the total stat sum determines the letter grade — S for 340+, A for 300–339, and B for anything below 300. If Resilience is only T7 or higher (without meeting the full first condition), the build earns a C. Any build with Resilience below T7 receives a D. The grade is intended as a quick endgame readiness signal, not a comment on creativity or subclass viability.
For Titans and Warlocks, Mobility provides only the base effect — improved movement speed and jump height — without controlling any class ability cooldown. This is why Mobility ranks fifth or sixth in priority for those classes. For Hunters, Mobility controls Dodge cooldown directly, which is why it climbs to third or fourth priority depending on the mode. Even for Hunters, however, Resilience and Recovery always rank above Mobility because the defensive value they provide outweighs the convenience of a shorter Dodge timer.

Sources & References

Last updated: 2026-06-05

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MyCalcBuddy Editorial Team

This page is maintained as an educational calculator reference.

Source

Formula Source: Standard Mathematical References

by Various

UpdatedLast reviewed: May 2026
CheckedFormula checks are based on standard references and internal QA review.

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