Division 2 Exotics List and How to Get Them
Hello agents, check how to get all the Division 2 Exotics, their talents and don’t worry, we’re always adding the new ones.
Note: This article is still being updated since Division gets a lot of patches and values may chance from patch to patch.
Binary Trigger – This weapon is equipped with a binary trigger that fires on trigger pull and release.Brutality – While holstered, landing a shot has a 5% chance to deal 20% damage as explosive damage.
Lullaby – Landing a melee attack on an enemy after swapping to this weapon grants 35% bonus armor.Evasive – While equipped, dodging reloads 1% of your current weapon’s magazine.
Binary Trigger – This weapon is equipped with a binary trigger that fires on trigger pull and release. If both bullets hit the same enemy, gain a stack. At 7 stacks, shooting an enemy creates a 7 meter explosion dealing 900% weapon damage, consuming the stacks.
Sandman – Melee attacks instantly kill non-elite enemies. Cooldown: 15 seconds.
Incessant Chatter – When you reload, rate of fire is increased by 20% for each enemy within 15 meters for the duration of that magazine. Max Stacks: 5; Kills refill 50% of your magazine.
Liberty or Death – Gain a stack on each hit, up to 30. Headshots consume all stacks, repairing your shield for 3% per stack.
Plague of the Outcasts – Hits apply a debuff dealing 100% weapon damage over 10 seconds. This stacks up to 50 times. Whenever an enemy dies with this debuff, all stacks are transferred to a nearby enemy within 25 meters.
Electrocmagnetic Accelerator – Shots fired deal 0 – 100% weapon damage based on how long the trigger is held before releasing.
Eagle’s Strike – Accuracy increases as you continuously fire, up to 30%. Headshot kills grant the Tenacity buff for 15 seconds. The strength of Tenacity is increased by 1% for body shots and 5% for headshots.Tenacity – 40-80% of damage taken is delayed until the buff expires. All of the total delayed damage is reduced for each enemy killed while the buff is active, up to 100% with 3 kills.
Agonizing Bite – Diamondback randomly marks an enemy. Hitting that enemy consumes the mark, guaranteeing a critical hit with +20% total damage. A new random enemy is marked afterwards, and whenever you reload.
Quick Draw – While your pistol is holstered, gain a stacking vuff every 0.5 seconds, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack. Requires Pistol Equipped
Transference Overclock – Detonating a Hive refreshes all allies’ skill cooldowns and grants them overcharge for 15 seconds. Allies receiving this affect are unable to benefit from it again for 120 seconds.
Grace Under Fire: Cannot be staggedered by explosions. Staying in cover without firing for 6-12 seconds provides damage immunity while aiming for 1-2 seconds.
Big Game Hunter When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
Adaptive Instincts: Hitting 30 headshots grants 20% critical hit chance and 50% critical hit damage for 45 seconds. Hitting 60 body shots grants 80% weapon damage for 45 seconds. Hitting 30 leg shots grants 150% reload speed for 45 seconds.
Bullet Hell: This weapon never needs to be reloaded. For every 100 bullets that hit an enemy, replenish some ammo to you and your allies’ reserves
Regicide: Headshot kills deals 400% weapon damage and applies bleed to enemies within 5 meters of the enemy killed.
Geri and Freki: On trigger-pull, fire both barrels at once. When fired from the right shoulder, hits add offensive primers and defensive primers when fired from the left shoulder. Hits from one shoulder will detonate all of the opposite shoulder’s primers when present. When detonated, each offensive primer deals 75% weapon damage, while each defensive primer grants 2% bonus armor for 5 seconds. Primer effectiveness is doubled at 10 stacks.
Breathe Free: When moving, gain 4 stacks per second, or 8 stacks if sprinting, up to 40 stacks total. Each round fired consumes a astack, amplifying damage by 60%. Kills grant 20% movement speed for 10 seconds.
One in hand: Damaging an enemy with a grenade grants +1 skill tier for 15 seconds. Grants overcharge if already at skill tier 6. Cooldown is 60 seconds.
Two in the bag: +1 Armor Kit Capacity, +3 Grenade Capacity, +25% Ammo Capacity, +10% Skill Repair, +10% Status Effects
Ablative Nano-Plating: Whenever your or any all’ys armor breaks, they gain 80% of your armor as bonus armor for 10 seconds. Cooldown per ally: 45 seconds. Killing an enemy with your specialization weapon removes this cooldown for all allies.
Dragon’s Glare: While in combat, applies burn to the enemy closest to you within 20 meters. Cooldown: 40 seconds.
Parkour!: Performing a cover to cover or vaulting reloads your drawn weapon.
Pack Instincts: You and all allies gain a bonus based on the distance of the last enemy you hit. 0-15 meters: +25% critical hit damage. 15-25 meters: +10% critical hit damage and +10% critical hit chance. +25 meters: 25% critical chance.