Can I run faster with higher mobility? How much can my Guardian withstand at full resilience? We answer these and other questions about stats in Destiny 2 in this article.
These are the stats in Destiny 2: Destiny 2 is not a pure shooter. In addition to loot, there are also other RPG-like aspects in the game.
One of these RPG elements are the stats (character values) or “stats” of your Guardian. There are 6 different attributes:
- Mobility
- Resilience
- Recovery
- Discipline
- Intellect
- Strength
Each of these values can be increased from 0 to 100. Every 10 points you reach a new tier. We clarify what the individual values do and where you should invest in this guide.
How do your stats increase or decrease? In Destiny, you do not increase your stats like in many other games through experience points and leveling up, but through your equipment.
Each piece of armor gives you a bonus on each of the 6 stats. How exactly these values turn out is random for each item depending on the roll. A gauntlet can give you a significant boost in Mobility. The same gauntlet can also come with more balanced values or focus on Strength and Recovery.
This also has a direct impact on your stats:
- If a piece of equipment is a complete masterpiece, it gives a bonus of +2 on each of the 6 values. Thus, the total value increases by 12 points.
- Mods give you bonus points on certain stats. Regular armor mods give you +10 on a stat. Some seasonal mods provide even larger bonuses but can also negatively affect some individual stats.
The Stats Under Review
This is what Mobility does: Mobility affects two aspects: jump height and strafing speed. The higher the mobility value, the higher your maximum jump height will be. You can jump quite a bit higher.
Strafing refers to your sideways movements. The speed at which you can change your position to the left or right is determined by the strafing speed. Here too, the additional boost is noticeable. It cannot be said generally that a higher value is always better. Just like with crosshair sensitivity, you need to feel comfortable when strafing.
Mobility does not mean you can sprint faster. However, effects from lightweight weapons or movement exotics actually increase your sprint speed.
This is what Resilience does: Resilience indicates how much your Guardian can withstand. Each level in this stat gives you a little more health or shield capacity.
This is how much health you have with the various resilience values:
- 0 corresponds to 186 health
- 10 corresponds to 187 health
- 20 corresponds to 188 health
- 30 corresponds to 189 health
- 40 corresponds to 190 health
- 50 corresponds to 191 health
- 60 corresponds to 192 health
- 70 corresponds to 194 health
- 80 corresponds to 196 health
- 90 corresponds to 198 health
- 100 corresponds to 201 health
Please note that these values are rounded. Furthermore, it currently seems that the health values between levels 4 and 9 are slightly lower (0.5%) than displayed.
How much resilience you ideally need depends on the meta in PvP. In PvE, a higher resilience value does not play as dominant a role.
This difference does resilience at level 6: For many weapons, a higher resilience does not necessarily change the TTK, but the ratio of headshots to body shots. Currently, 6 resilience is establishing itself as the ideal value. For these reasons, you should aim for this value:
- 110 hand cannons: now require 2 headshots and 1 body shot instead of 1 headshot and 2 body shots. Examples of such weapons include Sturm.
- Dorn: You survive the poison effect and damage from 2 critical hits and one body shot. Additionally, Dorn can no longer cause you to bleed out with just 2 shots after its buff.
- MIDA Multi-Tool: You easily survive 3 critical hits and one body shot.
- Fusion rifles: Weapons like Erentil require one more projectile to take you down. Instead of the usual 4 shots, you now need to be hit by 5. (This applies without the perk “Liquid Coils”)
- Sniper rifles: Even if your opponent is standing in a rift that boosts them, one shot from an aggressive sniper is enough to not kill you. (From resilience 5 and below, this becomes possible)
Further investigations into resilience values and what you survive at what level have been made by Drewsky in this video:
This is what Recovery does: Recovery influences two effects. Firstly, you start the healing process faster after taking damage. This affects shield and health regeneration.
Secondly, if you invest properly in recovery, the healing itself takes less time. While at 0 recovery you might still be in a critical state, with level 10 you have almost regained your entire shield after the same time.
Higher levels in recovery bring significant advantages. If you want to invest in this value, you should aim for at least level 7. With the maximum level, you will be ready for action in no time, as if nothing ever happened.

How stats affect your class ability
For some time now, the values for mobility, resilience, and recovery have another benefit. Each class has a specific stat that reduces the cooldown of the class ability.
The Hunter’s class ability: How often you can use your dodge depends on the mobility stat. At 0 Mobility, you have a cooldown of 28 seconds. With maximum mobility, you only have to wait 9 seconds to dodge. Each level reduces the wait time by about 2 seconds.
The Titan’s class ability: Your resilience determines the cooldown of the barricade. With 0 resilience, the recharge takes 52 seconds. If you fully utilize the resilience, you can place a new wall after just 14 seconds. The biggest boost comes from the first stages, your bonuses decrease later.
The Warlock’s class ability: The rift has the longest cooldown. However, with higher recovery, you can reduce the wait time. With 0 recovery, it takes almost 2 minutes (1:57) to recharge. At the highest level, you only have to wait 41 seconds. Like with the Titan, there are diminishing returns here.
What about the remaining stats?
This is the influence of Discipline, Intellect, and Strength: Your three remaining values influence how quickly you regain your abilities. The cooldowns are identical for all three Guardian classes. We consider the recharge rates without any bonuses – basically, as if we are standing still in a corner.
This is what Discipline does: The more Discipline you have, the more often you can use your grenade ability. Without a point in Discipline, you have to wait 1:43 minutes for a new grenade. At level 10, you get the grenade back after 32 seconds.

This is what Intellect does: The speed at which you have your super ready again is related to the intellect value. If you simply wait and do not invest in intellect, you need 7:12 minutes to charge your ultimate ability. With maximum intellect, this takes only 3:48 minutes.
This is what Strength does: If you like to use your melee attack, you rely on strength. The cooldown times are identical to the grenade ability. At level 0, you wait 1:43 minutes and at level 10 only 32 seconds.
Was our guide helpful and do you now understand the stat salad better? Do you want more RPG elements and greater impacts of these values? Let us know in the comments.





