InDestiny 2, exotic armors are the protection you need to grant you key advantages on the battlefield. Like other exotic items, exotic armors offer perks that can ultimately play an integral role in your character build and strategy. Below is a comprehensive listing of all armors separated by category. Click on a specific item for further details.
Chest Armor
Actium War Rig
Steadily reloads a portion of your equipped Auto Rifle’s or Machine Gun’s magazine from reserves. Provides a moderate benefit to the airborne effectiveness stat of Auto Rifles and Machine Guns.
Arbor Warden
Using your class ability channels defensive Light inward, providing a grenade that creates a barricade on impact.
Armamentarium
Gain an additional grenade charge. Grenade final blows spawn an Orb of Power.
Chromatic Fire
Precision final blows from Kinetic weapons create an explosion in the element of your equipped Super and apply a matching elemental effect: [Arc] Blinds targets. [Solar] Scorches targets. [Void] Weakens targets. [Stasis] Slows targets. [Strand] Severs targets.
Crest of Alpha Lupi
Generates an additional Orb of Power from Supers and a healing pulse when Barricade is activated.
Cuirass of the Falling Star
Greatly increases your Thundercrash impact damage. Gain an overshield that lasts longer the farther you travel before striking a target.
Gifted Conviction
Activating Ascension or Tempest Strike throws bouncing explosives at nearby targets that jolt and damage them. Jolting nearby targets grants you damage resistance.
Gwisin Vest
Each Spectral Blades kill you make before going into stealth will restore more of your Super energy.
Gyrfalcon’s Hauberk
Your Void weapons gain Volatile Rounds after you emerge from being invisible. When you are invisible and defeat a combatant while using a finisher, all of your weapons gain bonus damage; you and your nearby allies gain a reserve overshield and improved class ability regeneration. These reserve overshields can be deployed by using a class ability.
Hallowfire Heart
Solar final blows while standing in a Sunspot create a Sunspot. Greatly improves recharge rate of your melee and grenade while your Solar Super is charged. Provides a small benefit to the airborne effectiveness stat of all weapons.
Hazardous Propulsion
Weapon precision hits or final blows have a chance to load a Kinetic Exodus rocket. Activating your class ability fires loaded Exodus rockets. Damaging targets with Exodus rockets temporarily increases the damage you deal with all other rockets.
Heart of Inmost Light
Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen, melees and grenades do more damage, and Barricades have more hit points.
Hoarfrost-Z
While you have a Stasis Super equipped, your Barricade becomes a wall of Stasis crystals that slows nearby targets when created. Standing behind this barricade will grant you and your allies increased weapon reload speed, stability, and range.
Lucky Raspberry
Increases the chaining capabilities of Arcbolt Grenades. Damaging enemies with Jolt lightning strikes and collecting Ionic Traces both grant additional Arcbolt Grenade energy. Arcbolt Grenades stun [Disruption] Overload Champions and delay their health regeneration.
Mantle of Battle Harmony
Final blows with weapons matching your equipped Super damage type grant you Super energy. When your Super energy is full, you instead gain a temporary bonus to weapon damage of that type.
Mataiodoxía
Targets damaged by Arcane Needle emit a suspending detonation when defeated, and landing multiple Arcane Needles on the same target immediately triggers a larger, more powerful detonation. Defeating suspended targets grants melee energy. Your Arcane Needles are strong against [Shield-Piercing]Barrier Champions.
Omnioculus
You gain a second Smoke Bomb charge and have damage resistance while invisible. When you make an ally invisible, they gain damage resistance while invisible and you gain melee energy.
Ophidia Spathe
Gain a second knife per charge. Getting a final blow with a throwing knife grants consecutive knives a temporary stacking damage bonus. Gambler’s Dodge refreshes the bonus timer.
Phoenix Protocol
Kills and assists you make while standing in your Well of Radiance return Super energy.
Raiden Flux
Quick successive attacks with Arc Staff increase its damage output and duration.
Raiju’s Harness
[Super] : Deactivate Arc Staff early to create a blinding explosion and gain a temporary boost to Arc weapon damage. Arc Staff consumes energy more slowly when not attacking.
Sanguine Alchemy
While standing in any rift, gain a bonus to weapons with a damage type matching your equipped Super. Weapon final blows while standing in any rift pause the rift’s countdown, extending its duration.
Severance Enclosure
Powered melee final blows unleash a damaging explosion. Finishers and final blows against more powerful targets increase the radius and damage of the explosion.
Starfire Protocol
Fusion Grenades have an additional charge and recharge from empowered weapon damage, with empowered weapon final blows granting more energy. Defeating targets with Fusion Grenades grant Rift energy.
Stormdancer’s Brace
Each target you defeat with Stormtrance increases the damage you deal with it and refunds Super energy when Stormtrance ends.
The Dragon’s Shadow
Dodging reloads all weapons and increases both movement and weapon handling speeds for a brief time.
The Sixth Coyote
Gain a second dodge charge. Shortly after dodging, your next weapon final blow spawns an Orb of Power.
Vesper of Radius
Rifts periodically release Arc shockwaves. Final blows with these shockwaves create an Arc explosion. While an Arc Super is equipped, the shockwaves and subsequent explosions blind nearby targets. Rift energy recharges faster when you are surrounded by targets.
Wings of Sacred Dawn
While you have a Solar super equipped, aiming weapons while you’re midair suspends you there for a short time, reducing incoming flinch and granting damage resistance. Weapon hits extend this effect’s duration, and weapon final blows reload your Solar weapons from reserves. Provides a large benefit to the airborne effectiveness stat of all weapons.
ACD/0 Feedback Fence
Melee hits grant Armor Charge, and you take less melee damage while you have Armor Charge. Taking melee damage causes you to emit a burst of damaging Arc energy that Jolts targets, consuming your Armor Charge and dealing more damage based on the number of stacks consumed.
Aeon Swift
Ashen Wake
Fusion Grenades gain increased throw speed, explode on impact, and stun Unstoppable Champions. Final blows with Fusion Grenades grant grenade energy.
Athrys’s Embrace
Weighted Knife gains a second bounce. Rapid precision hits with your weapons grant Weighted Knife a significant damage bonus, bonus strength, and the ability to stun unshielded combatants for a short time. Empowered Weighted Knife is strong against [Stagger] Unstoppable Champions.
Ballidorse Wrathweavers
Your Winter’s Wrath shockwave deals increased shatter damage. Allies in range of your Winter’s Wrath shockwave and Frostpulse gain Frost Armor and deal increased damage with Stasis weapons.
Briarbinds
Your Void Souls have a longer duration. They also gain escalating damage and durability as they defeat targets. You can retrieve your Void Souls by interacting with them, allowing them to be redeployed.
Caliban’s Hand
Your Proximity Knife scorches targets it damages with its explosions, or ignites targets on final blow. After throwing a Proximity Knife, you gain increased melee regeneration until the knife explodes.
Citan’s Ramparts
You and allies can shoot through your Towering Barricade, which has an increased cooldown and reduced health and duration.
Claws of Ahamkara
Gain an additional melee charge. Powered melee final blows spawn an Orb of Power.
Contraverse Hold
Resist incoming damage while charging your Void grenade with Chaos Accelerant. Charged Void grenades return grenade energy on a hit.
Doom Fang Pauldron
Defeating targets with Void damage has a chance to grant an escalating bonus to damage with Void weapons. Defeating targets with Void melee grants Super energy. While Sentinel Shield is active, defeating targets with melee attacks recharges Shield Throw, which extends your Super on hitting a target.
Getaway Artist
[Grenade] : Convert your Arc grenade into a Arc Soul and become amplified. The Arc Soul functions as an autonomous turret.
Icefall Mantle
Stasis final blows have a chance to grant an escalating bonus to Stasis weapon damage. Replaces your Barricade ability with a personal overshield. When you activate your Barricade, you gain the highest-tier Stasis weapon damage bonus and create a burst around yourself that slows combatants. While you have this overshield, you are slowed and Barricade does not recharge.
Karnstein Armlets
Melee and finisher final blows instantly grant cure and provide restoration for a short duration.
Khepri’s Sting
Punching someone with full melee energy will instantly cast Smoke Bomb. Your Smoke Bombs deal increased damage, regenerate more quickly when stuck to a surface, and grant you Truesight after damaging a target.
Liar’s Handshake
Using your Arc melee ability or being hit by a melee attack will allow you to follow up with an extremely powerful melee counterpunch that will heal you.
Mechaneer’s Tricksleeves
Increases Sidearm airborne effectiveness, ready speed, and reload speed. While you’re critically wounded, swapping to a Sidearm reloads it and increases its damage. While this effect is active, Sidearm final blows reload the weapon and extend the effect’s duration.
Mothkeeper’s Wraps
Your grenade becomes a cage of loyal moths that release on impact and fly toward the nearest target or ally. If they reach a target, they detonate in a blinding explosion; if they reach an ally, the moths grant your ally a Void overshield.
Necrotic Grip
Damaging a target with melee poisons them, dealing increasing damage over time. Defeating a poisoned target spreads the condition. Provides a moderate benefit to the airborne effectiveness stat of all Weapons of Sorrow.
No Backup Plans
While you have a Void Super equipped, rapid Shotgun final blows or defeating a powerful combatant with a Shotgun will grant a Void overshield and start health regeneration. While you have a Void overshield, Shotguns deal additional damage, and Shotgun final blows refresh the overshield. Provides a moderate benefit to Shotgun airborne effectiveness and reload speed.
Nothing Manacles
You gain an additional Scatter Grenade charge. Enables tracking for Scatter Grenade projectiles.
Oathkeeper
Bow charges can be held indefinitely. Gain a bonus to the Bow’s damage when released, based on how long the charge was held. Provides a moderate benefit to the airborne effectiveness stat of Bows.
Ophidian Aspect
Weapons ready and reload very quickly. Provides a small benefit to the airborne effectiveness stat of all weapons.
Osmiomancy Gloves
Your Coldsnap grenades have an additional charge that recharges quicker on direct impact. The seeker spawned from Coldsnap grenades travels further.
Point-Contact Cannon Brace
Defeating targets with your Thunderclap melee restores melee energy. Targets near you when you use your Thunderclap suffer lightning strikes and become jolted; being amplified increases the damage of these lightning strikes.
Pyrogale Gauntlets
Modifies Burning Maul into a single, high-damage slam of your hammer that creates several cyclones of flame. Consecration’s second slam creates a cyclone of flame.
Renewal Grasps
Your Duskfield grenades have a much larger effect radius. Allies inside the Duskfield gain Frost Armor and targets inside the area deal reduced damage.
Sealed Ahamkara Grasps
Dealing melee damage reloads your currently equipped weapon. Charged melee final blows reload all weapons. Provides a large benefit to the airborne effectiveness stat of all weapons, and movement speed and jump height after dealing melee damage.
Second Chance
Gain a second charge of your Shield Throw melee. Your Shield Throw melee now weakens targets and becomes shield-piercing, stunning [Shield-Piercing] Barrier Champions. When you stun a [Shield-Piercing] Barrier Champion with your Shield Throw melee, you regain a melee charge.
Shards of Galanor
Throwing Knife final blows decrease the cooldown of your Super. Hits and final blows with Blade Barrage will return Super energy after the Super ends.
Shinobu’s Vow
Improves Skip Grenade, and you gain an additional Skip Grenade charge. Skip Grenade returns energy when it damages enemies.
Stronghold
Maximizes guard stats on equipped Swords. You take reduced damage while blocking with a Sword. Rapidly damaging targets after blocking shots with a Sword grants restoration for a duration determined by the number of shots blocked.
Sunbracers
Increases the duration of Solar Grenades. Solar melee kills grant unlimited Solar Grenade energy for a brief time.
Synthoceps
When you’re surrounded, gain increased melee and Super damage, as well as improved weapon handling and reload speed.
Triton Vice
Increases Glaive reload speed and melee damage when surrounded. Glaive melee final blows overflow a round to the magazine. Glaive projectile final blows detonate in an explosion.
Ursa Furiosa
Move faster while guarding with Sentinel Shield or the Unbreakable shield. Damage blocked with either is converted to Super energy.
Winter’s Guile
Defeating targets with melee attacks increases your melee damage. Targets frozen by Penumbral Blast automatically shatter.
Wishful Ignorance
Gain an additional Frenzied Blade charge. Frenzied Blade and Flechette Storm briefly increase their damage with each strike. Pulses from your Banner of War return melee energy based on the number of allies healed.
Wormgod Caress
Defeating a target with melee or a finisher grants escalating melee damage, which decays over time. Higher levels of Burning Fists grant increased weapon damage.
Young Ahamkara’s Spine
Increases Tripmine Grenade duration and blast radius. Gain Tripmine Grenade energy from ability final blows.
An Insurmountable Skullfort
Kills with Arc melee abilities trigger health regeneration and restore melee energy.
Apotheosis Veil
Immediately regenerate health, melee, grenade, and Rift energy for you and your nearby allies upon activating your Super. After your Super ends, temporarily gain greatly increased melee and grenade regen.
Assassin’s Cowl
Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Astrocyte Verse
Blink further and more frequently, causing targets near you to become volatile. Weapon readies quickly out of Blink and radar remains up. While your Nova Warp Super is active, Dark Blink does not cost Super energy. Provides a moderate benefit to the airborne effectiveness stat of all weapons.
Blight Ranger
Attacks you redirect with your Arc Staff deal massively increased damage and generate Orbs of Power for your allies. Guarding with your Arc Staff does not consume extra Super energy.
Cadmus Ridge Lancecap
Thrown Diamond Lances create Stasis crystals, with more created by hitting bosses and vehicles. While a Stasis Super is equipped, rapid precision hits and precision final blows from behind a Rally Barricade will create a Diamond Lance near you.
Celestial Nighthawk
Precision final blows reduce the cooldown of your Super. Modifies Golden Gun to fire a single, high-damage shot. Targets defeated by that shot give you Super energy and explode.
Cenotaph Mask
Steadily reloads a portion of your equipped Trace Rifle’s magazine from reserves. Damaging a vehicle, boss, or Champion with a Trace Rifle marks them as the target. When an ally defeats the marked target, Special ammo is generated for you and Heavy ammo for your allies.
Crown of Tempests
Arc ability or jolt final blows increase the recharge rate of your Arc abilities and extend the duration of Stormtrance.
Cyrtarachne’s Facade
Gain Woven Mail when activating grapple. Increased flinch resistance while Woven Mail is active.
Dawn Chorus
Your Daybreak projectiles deal more damage and scorch targets on impact. Your scorch is improved and you gain a small amount of melee energy when your scorch damages a target.
Eternal Warrior
Arc final blows grant an escalating damage bonus with Arc weapons. Gain an overshield when activating Fists of Havoc, and gain the highest tier damage bonus to Arc weapons when your Fists of Havoc Super ends.
Eye of Another World
Highlights priority targets and improves the regeneration speed of your grenade, melee, and Rift abilities. Provides a small benefit to the airborne effectiveness stat of all weapons.
Fallen Sunstar
Ionic traces you create move faster and grant you additional ability energy. Nearby allies also gain ability energy when you collect an ionic trace.
Felwinter’s Helm
Powered melee final blows create a burst of energy that weakens nearby targets. Finishers and final blows against more powerful targets increase the radius of the burst and the length of the weakening effect.
Damaging a powerful combatant or Guardian with an ability temporarily increases weapon damage of the same type. Defeating that marked target with damage that matches the element creates an elemental pickup.

Graviton Forfeit
Increases the duration of any invisibility effects. While you are invisible, your melee recharges faster, your weapons reload faster, and your Recovery is greatly increased.
Helm of Saint-14
Targets that enter Ward of Dawn are blinded, while allies that pass through gain a weapon damage boost. Guarding with Sentinel Shield blinds nearby targets.
Khepri’s Horn
Solar final blows recharge your Barricade, which unleashes a blast of Solar energy that scorches targets when summoned.
Knucklehead Radar
Provides radar while you’re aiming. Enhances your radar resolution while crouched. Visually marks targets. Deals more damage to low-health marked targets. Provides a small benefit to the airborne effectiveness stat of all weapons.
Loreley Splendor Helm
While you have a Solar Super equipped, casting your Barricade or becoming critically wounded with full class ability energy creates a Sunspot at your location.
Mask of Bakris
While you have a Stasis Super equipped, your dodge becomes a longer range, faster moving shift that partially cloaks you during use. After shifting, your Stasis and Arc weapons deal increased damage for a short time.
Mask of the Quiet One
Grants ability energy when you’re damaged. When critically wounded, regain maximum health on kills.
Nezarec’s Sin
Void-damage kills increase ability energy recharge rate.
One-Eyed Mask
Highlights the target who dares to damage you. Track down and destroy them for an overshield.
Precious Scars
Final blows from weapons with a damage type matching your Super create a burst of healing around you that grants allies restoration. After reviving or being revived, you gain an aura that provides overshields to you and nearby allies.
Skull of Dire Ahamkara
Provides additional damage resistance during Nova Bomb. Nova Bomb kills grant Super energy.
Speaker’s Sight
Healing grenades spawn a Restorative Turret. Healing allies occasionally spawns an Orb of Power.
Your Rift provides damage reduction to allied Guardians standing in it. Grants Rift energy when you are critically wounded. On your death, creates a healing rift on your corpse.

Verity’s Brow
Weapon final blows with a damage type matching your grenade grant Death Throes, which provide a grenade damage bonus and grant you grenade energy. When you have Death Throes and throw a grenade, nearby allies gain greatly increased grenade regeneration for a short time.
Wormhusk Crown
Dodging gives a small health and shield bump.
Abeyant Leap
Improves Drengr’s Lash. Projectiles track targets more aggressively and travel farther. Gain Woven Mail when you suspend a target.
Antaeus Wards
While sliding with full class ability energy, you gain a frontal shield that reflects incoming damage. After reflecting damage, your class ability energy is depleted based on the amount of damage reflected.
Balance Of Power
Your Threaded Specter has increased duration and durability, and damaging it releases additional Threadlings. While near your Threaded Specter, you do not appear on radar.
Boots of the Assembler

Standing in a healing rift creates Noble Seekers that seek out allies that are not in a rift and heal them. Standing in an empowering rift creates Noble Seekers that grant both you and your ally a damage bonus. Each time a Noble Seeker finds one of your allies, the duration of your rift is briefly extended while you are standing in it. Provides a moderate benefit to the airborne effectiveness stat of the Hand Cannon Lumina.
Dunemarchers
Increases sprint speed. Sprinting builds up a static charge. After melee-attacking an enemy, that charge will chain damage to nearby enemies.
Increased grenade, melee, and dodge regeneration while sprinting. Dodging increases your sprint speed.

Gemini Jester
Dodging disorients nearby enemies and temporarily removes their radar.
Geomag Stabilizers
Damaging targets with Chaos Reach extends its duration. Collecting ionic traces grants you energy for Chaos Reach.
Lion Rampant
Provides additional aerial maneuverability and enables accurate hipfire while you’re in the air during Lift. Provides a large benefit to the airborne effectiveness stat of all weapons while hipfiring.
Lucky Pants
When you ready a fully loaded Hand Cannon that deals Kinetic damage or a damage type that matches your equipped Super, each hit from that Hand Cannon increases the damage of the next shot for a short time against a target. Hand Cannons ready faster and are more accurate immediately after swapping to them. Provides a small benefit to the airborne effectiveness stat of Hand Cannons while the buff is active.
Lunafaction Boots
Your Rifts gain the additional ability to increase weapon reload speeds. Empowering Rift makes weapons effective over longer ranges.
Mk. 44 Stand Asides
Grants an overshield when you’re sprinting at full health with Seismic Strike, Hammer Strike, or Shield Bash equipped and charged. Hits with these abilities recharge a portion of your melee energy.
Orpheus Rig
Provides ability energy for each target tethered by Deadfall anchors. Moebius Quiver has an additional shot.
Peacekeepers
Reloads stowed Submachine Guns and allows you to ready them instantly. Improves your handling with Submachine Guns and your movement while wielding one. Provides a moderate benefit to the airborne effectiveness stat of Submachine Guns.
Peregrine Greaves
All shoulder charge abilities (Seismic Strike, Hammer Strike, or Shield Bash) deal bonus damage when activated in the air. Damaging mini-bosses, Tormentors, or Champions with your shoulder charge refunds your melee. Provides a small benefit to the airborne effectiveness stat of all weapons.
Phoenix Cradle
Sol Invictus lasts twice as long. Allies who pass through your Sunspot are granted Sol Invictus and Solar restoration.
Promethium Spur
Daybreak final blows create a healing and empowering Rift at the target’s location. While a Solar Super is equipped, Solar weapon final blows grant Rift energy; standing in a Rift increases this energy. Final blows while in a Rift consume class ability energy to create a healing and empowering Rift at the target’s location.
Radiant Dance Machines
Activating your dodge ability while near targets allows you to dodge additional times for a short period. Defeating targets extends the duration of the additional dodge.
Rain of Fire
Air dodge reloads all of your weapons and improves the airborne effectiveness of Fusion Rifles and Linear Fusion Rifles; final blows with these weapons make you radiant. Provides a moderate benefit to the airborne effectiveness stat of Fusion Rifles and Linear Fusion Rifles.
Secant Filaments
While using a Void Super, casting an Empowering Rift will grant you Devour. Damage dealt by you and your allies from within your Empowering Rift will disrupt combatants.
Speedloader Slacks
Dodging boosts reload speed, handling, and airborne effectiveness for you and nearby allies. While the buff is active, final blows and additional dodges increase the buff strength and refresh the timer. Maxes out at 5 stacks.
Increases sprint speed and slide distance, and improves High Jump, Strafe Jump, and Triple Jump. Take less damage from targets when airborne.

Star-Eater Scales
You gain additional Super energy from Orbs of Power you pick up. While your Super energy is full, picking up an Orb of Power overcharges your Super, causing you to gain a burst of healing when cast and a bonus to your Super damage. At maximum overcharge, you also gain an overshield.
Destroying a Tangle spawns a Threadling. Your Threadlings unravel targets that they damage.
The Bombardiers
Dodging leaves behind an explosive that detonates after a short delay, damaging targets around it and creating a secondary effect based on your Super’s element: [Arc] Blinds targets. [Solar] Scorches targets. [Void] Suppresses targets. [Stasis] Slows targets. [Strand] Severs targets.
The Path of Burning Steps
Solar final blows periodically grant you an escalating bonus to weapon damage, and Solar grenade final blows grant you the highest bonus. You are harder to slow or freeze with Stasis, and when you break out, you take no damage from doing so, creating a burst of Solar energy around yourself.
Transversive Steps
Sprint speed increased. After a short time sprinting, your currently equipped weapon is automatically reloaded.