Destiny 2 Guide: Every Reworked Armor Set Bonus In Monument Of Light

Bungie completely flipped the armor meta by giving every set unique two and four piece bonuses.

A group of three Destiny 2 Guardians—a Hunter, Titan, and Warlock—standing together while wearing their Crystocrene armor sets from the Beyond Light expansion.

Automatically sharding armor with bad stat spikes isn't a safe bet anymore. The system tracks bonuses at two and four pieces, meaning you can mix sets to build specific gameplay loops rather than running a single look.

Every single set in the game now directly affects weapon performance, ability loops, or resource generation. I compiled the complete manifest of all 56 sets, grouped by activity type and restructured completely to save you time.

Crucible and Vanguard PvP Gear

Trials of Osiris (Twofold Crown)

  • Two-Piece Bonus (Crook and Flail): Picking up an ammo brick heals you.

  • Four-Piece Bonus (Gift of Sight): Final blows with Primary ammo weapons grant you briefly increased radar resolution.

Crucible (Last Disciple)

  • Two-Piece Bonus (Terminal Velocity): Final blows with primary ammo weapons grant your primary ammo weapons temporarily increased reload speed.

  • Four-Piece Bonus (Power Loader): Picking up an Orb of Power grants Special ammo progress.

Iron Banner (Iron Battalion)

  • Two-Piece Bonus (Primary Honing): Increases handling and reload speed for Primary ammo weapons. Primary ammo weapons gain increased damage against non-boss combatants based on your Weapons stat.

  • Four-Piece Bonus (Supercyclical): Final blows while your Super is active refund Super energy when it ends.

Crucible (Wild Anthem)

  • Two-Piece Bonus (Fanfare): Gain increased reload speed for the bottom half of your equipped weapon's magazine.

  • Four-Piece Bonus (Suros Harmony): Reloading a weapon grants it a bonus to handling and reduces incoming flinch for a short time. Weapons with the SUROS Synergy Origin Trait are granted increased range instead.

Trials of Osiris (Cruel Electrum)

  • Two-Piece Bonus (Primary Survivor): When an ally is defeated, Primary ammo weapons gain increased handling, reload speed, target acquisition, and reduced flinch. The bonus increases when multiple allies are dead at the same time or when you are running solo.

  • Four-Piece Bonus (Primary Phantom): Final blows with Primary ammo weapons remove you from radar for a short time. Drawing a weapon that does not use Primary ammo will immediately end this effect.

Crucible (Disaster Corps)

  • Two-Piece Bonus (Pleas Heard): Reloading an Auto Rifle, Scout Rifle, or Sidearm after a final blow slowly restores health until you reenter combat.

  • Four-Piece Bonus (Magnificent Duty): When you reach critical health or heal an ally at critical health, Auto Rifles, Scout Rifles, and Sidearms gain a period of increased range, stability, and reload speed.

Crucible (Triumphal Anthem)

  • Two-Piece Bonus (Scoot to Loot): Sliding collects nearby ammo and temporarily grants enhanced reload speed and handling to your weapons.

  • Four-Piece Bonus (Shoot to Scoot): Dealing damage with your weapons temporarily grants enhanced sliding. Sliding provides damage resistance.

Iron Banner (Iron Panoply)

  • Two-Piece Bonus (Vigilant Watch): As your health gets lower, your weapons gain increased stability and handling. Weapon final blows while your shields are depleted heal you.

  • Four-Piece Bonus (Iron Conviction): When your shields become broken, you gain increased ammo generation, flinch resistance, and damage resistance against nearby combatants for a short time. Final blows extend this effect.

Crucible (Per Audacia)

  • Two-Piece Bonus (Primary Chain): Primary ammo weapon final blows grant a stacking bonus to mobility and Primary weapon range and handling until you are defeated.

  • Four-Piece Bonus (Sublime Transit): Increases mobility and grants enhanced sprint speed and slide distance.

Trials of Osiris (New Demotic)

  • Two-Piece Bonus (Paroli): Primary ammo weapons gain a bonus to flinch resistance after sliding.

  • Four-Piece Bonus (Martingale): Your weapons gain a temporary increase to handling and aim down sights speed when an ally is defeated or you revive an ally.

Raid and Dungeon Gear

Crota's End

  • Two-Piece Bonus (Cursed Fist): Melee final blows trigger a Cursed Thrall explosion.

  • Four-Piece Bonus (Power of the Son): Being in combat for a duration grants progressively more flinch resistance and damage resistance versus combatants.

Salvation's Edge (Promised)

  • Two-Piece Bonus (Stable Resonance): Defeating a powerful combatant generates Stable Resonance, which grants damage resistance and increased weapon damage for the duration.

  • Four-Piece Bonus (Resonance Redirection): While you have Stable Resonance, continued weapon damage occasionally generates a resonance burst that damages and exhausts targets.

Deep Stone Crypt (Legacy's Oath)

  • Two-Piece Bonus (Augmented Servos): Powered melees release an additional disorienting pulse when used to defeat a target.

  • Four-Piece Bonus (God-Like Judgment): When your shields are broken by a combatant, or upon casting your Super, release a swarm of heat-seeking micro-missiles.

Vow of the Disciple (Resonant Fury)

  • Two-Piece Bonus (Resonant Plating): Your health begins regenerating immediately after taking melee damage from a powerful combatant.

  • Four-Piece Bonus (Siphoning Touch): Gain stacks of Siphoning Touch for weapon or Glaive melee hits. Switching weapons heals you and consumes all stacks.

Garden of Salvation (Righteousness)

  • Two-Piece Bonus (Network Admin): Being near allies creates a relay network that gives the wearer improved handling and reload speed. Being near other allied Network Admins additionally grants the wearer a bonus to the Health stat.

  • Four-Piece Bonus (Network Upload): Weapon final blows grant the wearer and nearby allies melee energy.

King's Fall

  • Two-Piece Bonus (Iron Sharpens Iron): Final blows on Guardians and powerful combatants generate additional ammo progress.

  • Four-Piece Bonus (Ascendant Escape): After a final blow on a powerful combatant, the next time your shields are broken, you become invisible.

Last Wish (Great Hunt)

  • Two-Piece Bonus (Taken Barrier): Grenade final blows temporarily reduce incoming damage.

  • Four-Piece Bonus (Taken Armaments): Grenade final blows grant additional Heavy ammo progress.

Root of Nightmares

  • Two-Piece Bonus (Bad Dreams): Final blows versus subclass-debuffed targets have an escalating chance to spawn an Orb of Power.

  • Four-Piece Bonus (Dream-Devourer): Performing a finisher versus a powerful combatant grants Devour. While you have Devour, gain damage resistance versus combatants.

Vault of Glass

  • Two-Piece Bonus (Radiolaria Breach): After picking up an Orb of Power, the next time your shields are broken, gain a bonus to the Health stat for a short duration and release a burst of radiolaria around you.

  • Four-Piece Bonus (Collective Power): While you have a subclass buff, dealing sustained damage creates an Orb of Power.

Pantheon (Pantheos Resplendent)

  • Two-Piece Bonus (Well Prepared): Picking up ammo grants Armor Charge. Grants a bonus to the Health stat per Armor Charge you have.

  • Four-Piece Bonus (Down the Line): Sustained damage on minibosses, Champions, and bosses increases weapon damage versus base and powerful combatants. Weapon final blows consume one stack each.

Ghosts of the Deep (Taken King)

  • Two-Piece Bonus (The Ceremony): Finishing combatants or reviving allies initiates a Lucent Hive ritual. While the ritual is active, gain an increased Super stat.

  • Four-Piece Bonus (Lucent Swarm): Collecting Orbs of Power extends the Ceremony. While it is active, ability final blows occasionally spawn allied Arc moths.

Warlord's Ruin (Dark Age)

  • Two-Piece Bonus (Taking Initiative): Hitting combatants with melee attacks or Sword strikes grants a stack of Initiative, giving bonus handling and reload. Stacks decay slowly over time.

  • Four-Piece Bonus (Healing Initiative): While you have Initiative, using your class ability creates a stationary healing aura. The aura gains increased healing based on the number of Initiative stacks.

Grasp of Avarice (Echo)

  • Two-Piece Bonus (Untold Greed): Picking up ammo, Orbs of Power, Elemental pickups, or destroying a Strand Tangle grants stacks of Untold Greed, slightly reducing damage taken and providing reload speed to equipped weapons. When your shields are broken, some stacks are lost.

  • Four-Piece Bonus (Overflowing Coffers): While you have stacks of Untold Greed, Orbs of Power and Elemental pickups provide more of their respective energy, and Strand Tangles deal increased damage. When your shields are broken, all stacks are converted into a fountain of Orbs of Power.

Duality (Deep Explorer)

  • Two-Piece Bonus (Built Bitter): Taking damage increases the reload speed of your equipped weapon until it is stowed. Taking more damage increases the effect.

  • Four-Piece Bonus (Bittersweet): When you stow a weapon, restore health based on the number of Built Bitter stacks lost.

Vesper's Host (Spacewalk)

  • Two-Piece Bonus (Augmented Armaments): Primary ammo weapons deal increased damage to disoriented combatants.

  • Four-Piece Bonus (Augmented Explosives): Your grenade abilities release an additional disorienting pulse shortly after detonating.

Pit of Heresy (Apostate's Blade)

  • Two-Piece Bonus (Regenerative Threshold): Performing a finisher stores power. The next time your shields are broken, consume stored power to immediately heal and start health regeneration.

  • Four-Piece Bonus (Melee Conduction): While you have Radiant, Restoration, or Cure, your melee hits release a burst that will scorch the target.

Shattered Throne (Techeun's Regalia)

  • Two-Piece Bonus (Queensfoil Rush): Gain a powerful overshield while performing your finisher. When you finish a target, release a slowing burst around you.

  • Four-Piece Bonus (Truth to Power): Gain increasing damage resistance when you deal damage or land final blows. Finishers grant accelerated progress. At max stacks, the recharge rate of your abilities is also increased.

Vanguard, Destination, and World Drops

Cosmodrome (Seventh Seraph)

  • Two-Piece Bonus (Rasputin's Wrath): Final blows with area of effect damage, Solar abilities, Seventh Seraph weapons, or IKELOS weapons grant Warmind Charges. Each stack of Warmind Charge increases your Weapons and Grenade stats.

  • Four-Piece Bonus (Rasputin's Reprisal): While you have Warmind Charges, defeating powerful combatants, destroying a construct, or destroying a Tangle releases a Solar detonation that damages combatants and heals allies. Constructs include barricades, turrets, Stasis crystals, and other objects created in the field.

EDZ (Wildwood)

  • Two-Piece Bonus (Watchtower): Precision final blows while aiming down sights grant damage resistance until you stop aiming down sights.

  • Four-Piece Bonus (Field Expertise): Precision final blows with any weapon grant a stacking bonus to reload speed, target acquisition, and weapon damage against non-boss combatants for a short duration. Weapon final blows with non-precision direct hits end this effect early.

Europa (Crystocrene)

  • Two-Piece Bonus (Resupply): After being out of combat for a moderate duration, your next final blow grants additional ammo progress and creates an Orb of Power.

  • Four-Piece Bonus (From the Storm): After being out of combat for a moderate duration, slowly gain Frost Armor until you reenter combat.

Moon (Dreambane)

  • Two-Piece Bonus (Nightmarish Power): Final blows to a challenging combatant or higher-ranked target grant Unstable Essence. When you have Unstable Essence, you receive grenade and melee stat bonuses.

  • Four-Piece Bonus (Nightmarish Resilience): When you have Unstable Essence, rapid weapon damage or final blows heal you and begin health regeneration.

Neomuna (Thunderhead)

  • Two-Piece Bonus (License to Thrill): Activating your grenade or the Nanotech Tracer Missiles Origin Trait provides stacking resistance to incoming damage at point-blank range.

  • Four-Piece Bonus (Lethal Weave): Defeating an unraveled combatant grants grenade ability energy. If you have max grenade energy, you are granted Special ammo meter progress instead.

Nessus (Exodus Down)

  • Two-Piece Bonus (Emergency Electromagnet): When your shields become broken, collect all nearby Orbs of Power and ammo bricks.

  • Four-Piece Bonus (Repurposed Charge): Whenever you gain, lose, or spend an Armor Charge, heal and gain damage reduction for a short time. This effect scales with the amount of Armor Charge gained, lost, or spent.

Pale Heart (First Ascent)

  • Two-Piece Bonus (Stack 'Em Up): Defeating targets with unique elemental damage grants a stacking bonus to Transcendence energy gains while Transcendence is inactive.

  • Four-Piece Bonus (Burn 'Em Down): While Transcendence is active, using your grenade ability consumes all stacks of Stack 'Em Up to grant an escalating amount of grenade energy.

Dreaming City (Reverie Dawn)

  • Two-Piece Bonus (A Wish for Protection): Taking significant damage in a short time generates a Protective Wish that makes it harder for combatants to hit you, and grants increased reload speed and flinch resistance.

  • Four-Piece Bonus (A Wish Fulfilled): When the Protective Wish expires, it cures you. Rapid final blows prematurely end the Protective Wish.

Gambit (Cyberserpent Null)

  • Two-Piece Bonus (Adrenal Rush): Sprinting for a short time grants a period of improved reload speed and handling. Final blows extend this period.

  • Four-Piece Bonus (Bountiful Munitions): While Adrenal Rush is active, final blows grant Special Ammo progress. Final Blows against powerful combatants, Guardians, and Taken grant additional progress.

Pinnacle & Arena Ops (Bushido)

  • Two-Piece Bonus (Iaido): Final blows with freshly drawn or reloaded weapons heal you.

  • Four-Piece Bonus (Unfaltering Focus): Bow, Shotgun, or Sword final blows temporarily reduce incoming damage. Damaging targets with those weapons extends the effect.

Pinnacle & Arena Ops (Eutechnology)

  • Two-Piece Bonus (Gift of the Ley Lines): Rapidly defeating combatants with Void energy spawns a Void breach.

  • Four-Piece Bonus (Techeun's Foresight): After collecting a Void breach, your next final blow with a Void weapon triggers a detonation. The detonation is more powerful if it is triggered quickly after collecting a Void breach.

Pinnacle & Arena Ops (Swordmaster)

  • Two-Piece Bonus (Balestra): Damaging a target with a Sword, Glaive, or any melee attack exhausts them. Exhausted targets deal reduced outgoing damage.

  • Four-Piece Bonus (Stesso Tempo): Blocking attacks with a Sword or Glaive grants a short period of damage resistance against targets when you next drop your guard.

Prophecy (Coda)

  • Two-Piece Bonus (Between Poles): Final blows with Light weapons grant stacks of Light Polarity, which grant the Grenade stat. Final blows with Darkness or Kinetic weapons grant stacks of Dark Polarity, which grant stacks of the Melee stat.

  • Four-Piece Bonus (So Very Thin): Final blows with Light weapons grant additional grenade energy. Final blows with Dark or Kinetic weapons grant additional melee energy. Rapid final blows that alternate between Light and Darkness grant a short period of damage resistance.

Spire of the Watcher (TM Custom)

  • Two-Piece Bonus (Old Martian Diplomacy): Stowing a weapon after defeating a powerful combatant or a Guardian heals you a small amount and disorients nearby combatants.

  • Four-Piece Bonus (High Noon): Freshly drawn weapons deal increased precision damage to combatants for a short period. Weapons with the Tex Balanced Stock Origin Trait equipped or Exotics manufactured by the Tex Mechanica Foundry gain further increased benefits.

Sundered Doctrine (Flain)

  • Two-Piece Bonus (Sinew Stitching): For a short time after your shields break, your next several Threadling hits restore health.

  • Four-Piece Bonus (Knit Together): Taking damage from combatants sometimes spawns a Threadling.

Tenet of Bravery, The Tower (Lustrous)

  • Two-Piece Bonus (Photogalvanic): Receiving healing temporarily grants your Solar weapons increased flinch resistance, handling, and reload speed.

  • Four-Piece Bonus (Cauterize): Rapid Solar final blows heal you.

Sparrow Racing League (Circuit)

  • Two-Piece Bonus (Revving Up): Fast movement builds up a charge that gradually increases your health regeneration speed. Once you are Fully Revved, sprinting grants Speed Booster.

  • Four-Piece Bonus (Dielectric Drift): Sliding while Speed Booster is active jolts combatants in front of you.

Fireteam & Solo Ops (Ferropotent)

  • Two-Piece Bonus (Rapid Repair): When your shields begin to regenerate, you gain flinch resistance and damage resistance for a short time.

  • Four-Piece Bonus (Built From Scratch): While your reserves are low, combatant final blows with weapons provide additional ammo progress based on their ammo type. Primary ammo weapons boost Special ammo progress, and Special ammo weapons boost Heavy ammo progress.

Fireteam & Solo Ops (Luminopotent)

  • Two-Piece Bonus (Ionic Overclock): While amplified, your Fusion Rifles, Linear Fusion Rifles, and Heat weapons gain increased handling, reload, and vent speeds.

  • Four-Piece Bonus (Shock and Clear): Final blows with Jolt or against jolted combatants create Ionic Traces.

Fireteam & Solo Ops (Smoke Jumper)

  • Two-Piece Bonus (Ride Together, Die Together): When you pick up an Orb of Power, gain a brief period of rapidly decaying damage reduction.

  • Four-Piece Bonus (Too Old For This): Defeating a powerful combatant with a finisher grants you Special ammo progress and replenishes a small amount of health.

Fireteam & Solo Ops (Techsec)

  • Two-Piece Bonus (Wrecker): You deal significantly increased Kinetic damage to combatant shields, overshields, vehicles, and constructs. Constructs include barricades, turrets, Stasis crystals, and other objects created in the field.

  • Four-Piece Bonus (Concussive Rounds): Defeating powerful combatants or breaking a combatant shield with Kinetic damage releases a disorienting Kinetic shockwave.

Epic Desert Perpetual (Wayward Psyche)

  • Two-Piece Bonus (Special Relativity): Picking up ammo reloads stowed Special weapons from reserves.

  • Four-Piece Bonus (Superluminal Motion): After dealing damage with your Super, health and shields regenerate over time while you are in motion. Additional Super damage refreshes this effect.

Equilibrium (Sage Protector)

  • Two-Piece Bonus (Combat Meditation): Sword hits return grenade and class energy. Bonus energy is granted if Blade Focus is active.

  • Four-Piece Bonus (Blade Focus): Briefly guard with a Sword to ready Blade Focus. While Blade Focus is readied, hitting a target with your sword increases Sword damage and lunge distance for a moderate duration.

Lawless Frontier (Shrewd Survivor)

  • Two-Piece Bonus (Reflex Action): Swapping to a Heat weapon, Submachine Gun, or Hand Cannon grants a short period of increased handling and accuracy. This effect is extended by dealing damage with that weapon.

  • Four-Piece Bonus (Hotshot): Dealing final blows while Reflex Action is active grants a bonus to the weapon stat and increases stability, reload, and aim assist for Heat weapons, Submachine Guns, and Hand Cannons for a moderate duration.

Lawless Frontier (Thriving Survivor)

  • Two-Piece Bonus (Opening Act): Final blows with grenades grant Heat weapons bonus stability and vent speed, and grant Primary ammo weapons bonus stability and reload speed.

  • Four-Piece Bonus (Room Clearing): Multiple final blows with Heat weapons or Primary ammo weapons grant bonuses to weapon and grenade stats and increased ammo generation for Heat weapons and Primary ammo weapons.

The Desert Perpetual (Collective Psyche)

  • Two-Piece Bonus (Accretion): Picking up an ammo brick gives you a stacking bonus to weapon swap and stow speeds until you die.

  • Four-Piece Bonus (Doppler Effect): Suspend, unravel, and sever effects applied to targets, and radiant and restoration effects applied to you have increased duration.

Kepler (Aion Adapter)

  • Two-Piece Bonus (Force Absorption): Final blows with a Rocket Launcher, Grenade Launcher, or micro-missile temporarily decrease incoming area of effect damage.

  • Four-Piece Bonus (Reactive Shock): When Force Absorption is active, taking melee damage causes you to emit a disorienting burst once.

Kepler (Aion Renewal)

  • Two-Piece Bonus (Force Converter): After a final blow with a Rocket Launcher, Grenade Launcher, or micro-missile, sprint for a short time to gain Speed Booster.

  • Four-Piece Bonus (Reactive Booster): Once per activation of Force Converter, sprinting while at critical health, being suspended, or being slowed by a Stasis effect will immediately grant Speed Booster for a short duration.

Jori

Jori specializes in competitive shooters and major single-player campaigns. He breaks down titles like Battlefield, Arc Raiders, and Fortnite with a dry wit and exactly zero patience for bloated mechanics.

Previous
Previous

Fortnite Guide: Every Free Skin and Cosmetic Available in June 2026

Next
Next

Fortnite Chapter 7 Season 3 Guide: How to Find Every Gummy Sprite