💀 Y8S3
A Tier 5+ Escalation Guide
Agony and despair
Y8S3 | |
Season ending in 3 weeks |
Last significant update: 2026-10-24
[YYYY-MM-DD]
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Note: Token cost is “removed”
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Find an updated gear spreadsheet with other guides and a lot more information made by wonderful members of The Division 2 community here:
Before we begin, I need to stress that:
You should not be attempting it without good knowledge of builds, positioning, corner peeking, spawns, and enemy AI behavior.
You also do not need Prototype gear to clear any other content in the game.
Recommended prerequisites: Minimum SHD level of 800, able to solo Heroic missions reliably, and some significant investment towards Expertise 30
“[...] This might take a while. Hope you cleared your schedule.” |
Escalation is a new game mode added in Y8S1 for very late endgame players. It provides a variety of extremely bullet spongy enemies that can instantly kill you, as well as giving you Prototype gear as another layer of endgame progression.
>> For basic info on Escalation (enemy scaling, prototype drop rates, etc.), refer to the following Reddit post by dognuttz. <<
(click on it)
High-tier Escalation is basically an extremely aggressive DPS check, alongside a bunch of stuff, and it is a unique challenge that demands both a different build and different playstyle compared to Legendary and Master difficulty.
This guide aims to provide some pointers and info on how to beat T5+ Escalation, so you can finally get that new shiny purple colored loot you’ve always wanted.
Because mutators are subject to change every season, there is a possibility that the meta for Escalation may change. As such, please check whether the guide is up to date before you reference anything from it.
This guide will be more biased towards Tier 10 since 99.9% of my runs are in T10, but most stuff in this guide should still be applicable to T5+. Anything below that more or less ranges from base Heroic to Heroic with some moderately jacked health pools, and generally doesn’t really require significant changes in builds and strategy, if any (and in fact doing so regardless may actually worsen your performance, e.g. using Striker chest in T2). It’s around T5 or so when things start to get serious, and that’s what the rest of the guide will be about.
This guide assumes you know at least the most common abbreviations used and are familiar with much of the game’s basic mechanics.
Also, yes, this document is a massive infodump. That’s how much stuff we need to get through.
If you’re a newer player and feel overwhelmed by how long this document is, I should stress again that Escalation is a late endgame mode. Good Escalation runs depend on your build, gameplay and knowledge, and you need to be familiar with all three of these factors by playing the other endgame modes before you attempt this.
Mutators remain unchanged in Y8S3. |
Note: Mutators may or may not be changed every season. |
Mutator type | Mutator | Appears in |
Enemy | Harvester | T1+ |
Global | Unyielding | T2+ |
Enemy | One For All | T3+ |
Global | Variety Pack | T5+ |
Enemy | Aid Specialist | T7+ |
Global | ISAC Says | T7+ |
Tier | Chance for enemies to roll the mutator | ||
Harvester | One For All | Aid Specialist | |
1 | 60% | ||
2 | 60% | ||
3 | 75% | 35% | |
4 | 75% | 35% | |
5 | 75% | 35% | |
6 | 75% | 35% | |
7 | 75% | 35% | 35% |
8 | 75% | 35% | 60% |
9 | 75% | 60% | 60% |
10 | 75% | 60% | 75% |
0-1 mutators are randomly assigned to enemies as soon as they spawn. It takes three seconds for the mutator to become visible.
When dealing damage, this enemy regenerates Armor and Health by a percentage of your maximum Armor. Can overheal.
Harvester in-game
Appears from Tier 1 onwards.
Is not particularly problematic if you’re not a tank. Don’t let them hit you and you’ll be fine. Ideally, you never want to get shot in Escalation anyway thanks to the absurd enemy scaling.
If you are a tank, please stop. Tanks are near-worthless in Escalation, and Harvester is just the cherry on top of the pile of reasons to not use tanks in Escalation.
This enemy periodically repairs the Armor of all allies around them, if they are badly damaged.
Aid Specialist in-game
Appears from Tier 7 onwards.
Very problematic.
For obvious reasons. Shoot them or the enemies near them will get healing.
These enemies should be prioritized whenever possible (except if someone has OFA).
“Chunga with One For All. Harvest him. Extract his value.” |
When combat starts, some random enemies receive One For All. One For All grants 60%* Damage Resistance to allied enemies** within 20m. However, damage inflicted on enemies with One For All is also applied to all enemies without it in the same radius***. This damage bypasses the Damage Reduction from One For All.
One For All in-game
* The game says 40%, but this is wrong.
** The game claims that One For All enemies don’t get the damage reduction, but this is wrong. Enemies with One For All will also be affected by the damage resistance if there are other One For All enemies nearby. The damage reduction does not stack.
*** One For All enemies do not transfer damage if the instance of damage is fatal.
Appears from Tier 3 onwards.
Extremely helpful, problematic if ignored.
I cannot emphasize this enough.
SHOOT THEM FIRST. ALWAYS SHOOT THEM FIRST.
By shooting them you also deal the equivalent damage to nearby enemies, so there’s no reason to neglect their existence.
With a bit of luck and good enemy RNG, you can sometimes clear several spawn waves just by shooting a tanky enemy with OFA. Entire rooms can be trivialized or wiped out just by taking advantage of OFA. If the enemy you’re shooting is a tank or Hyena shield guy, make sure to fully utilize OFA by intentionally only shooting their shield/armor plates, such that you can clear even more spawn waves with a single enemy.
A fully harvested chunga
40% damage resistance for everyone is bad, but at least the enemy with OFA doesn’t have anything special themselves.
Additional note: OFA does NOT reduce loot drops. Enemies killed by OFA damage transfer still drop loot as if you shot them personally. Anyone saying OFA reduces loot drops is misinformed thanks to Reddit and confirmation bias. There is not a reason to not shoot OFA enemies.
===
These mutators are always active.
All enemies cleanse their status effects once when significantly damaged.
Appears from Tier 2 onwards.
If you use Foam Crowd Control (Foam CC) builds, this means you will likely have to use more of your chem charges than normal.
Each time you kill an enemy with an equipped weapon, beyond the first 2 kills, you gain a stacking -10% penalty to Weapon Damage, to a maximum of -50%. Reset the stacks by killing an enemy with a different weapon.
Variety Pack in-game. 1st image is when you have Variety Pack, 2nd image is when others have it
Appears from Tier 5 onwards.
Info mainly from this video: Variety Pack guide - explanation, quirks and counters
Special thanks to Heller. for the additional info regarding the impact of Variety Pack.
Variety Pack (VP) has 7 stacks, and each kill increases the stack count by 1. The first two stacks do nothing and do not appear as a debuff on your HUD. The 3rd to 7th stack deduct your Weapon Damage by 10% per stack. This is cleared when you get a kill with a different weapon.
VP directly deducts from Weapon Damage*, which includes All Weapon Damage from your red cores + SHD watch and Specific Weapon Damage from your weapon, spec tree, etc.
* if you have 300% WD and get 3 stacks of VP, you lose 10% WD, and you end up with 290% WD.
VP mainly hurts exotics that incentivize you to stick to the weapon like glue, like Backfire and The Bighorn, but as we’ll get to later in this doc, the best DPS weapons to use in Escalation aren’t exotics and have talents that aren’t really affected by this.
For reasons that I will go into in the builds section of the guide, having any VP stacks or even all 7 VP stacks is fine. It’s preferable to clear it regardless, but you don’t need to rush to do so.
To clear VP, kill someone with a different weapon. This can be an AR or another LMG (the latter is not recommended due to ammo problems)
At random times, ISAC will display a random color. Each color inflicts a debuff, which can only be cleared by specific actions. When clearing a debuff, you get 30% Rate of Fire, for 10 seconds.
Color | Debuff | Action Required |
Red | -25% Weapon Damage | Destroy a weakpoint/armor plate* |
Blue | -30% Weapon Handling | Kill/Assist kill 3 enemies |
Yellow | 1.3× Skill Cooldowns** | Kill/Assist kill enemy with sidearm*** |
Clearing a debuff = +30% Rate of Fire for 10s | ||
* In-game description does not include armor plates, but it still clears if you break an armor plate.
** In-game, it is listed as +30% Skill Cooldowns. The effect is that your Skill CD is multiplied by 1.3×.
*** The in-game description says “Kill enemy with sidearm”, but actually it clears even if you only perform an assist kill.
What counts as an assist kill with a sidearm? Apparently it includes the enemy you recently damaged being killed by another player as you’re holding the sidearm. This therefore includes:
Red debuff, blue debuff, yellow debuff
RoF buff from ISAC Says
ISAC Says on other players
Appears from Tier 7 onwards.
The effect this mutator has on the main Escalation builds is varied and thus deserves its spotlight later on for each build.
The gist is that the Red and Blue debuff are rather benign. The Yellow debuff can be problematic for supports, but is easily cleared.
Also, even the +30% Rate of Fire (RoF) can technically present its own issues, but is very unlikely to cause problems.
Once you get a debuff, it will never clear on its own or change, so if you never bother to clear the debuff, it will stay the same for the whole run.
From this point on, all info that are based on the current set of mutators will be colored in orange and underlined. If it is a large section of text, it will be surrounded by [[ these symbols. ]] If it is an entire section, it will be stated. |
A successful Escalation run is dependent on three pillars: Build, gameplay, knowledge. You need all three. Not having one of these pillars means you’re likely to fail. You won’t succeed with a Core Strength build even if you have the best gameplay and complete knowledge of enemy AI and spawns (you’ll run out of ammo and time), and you won’t succeed with a meta, fully prototyped Escalation Striker build if you don’t know how to position and corner peek, or where and what enemies will spawn.
Let’s first start with, well, the first thing.
Note: The meta may change as mutators are cycled in and out of rotation. |
DPS is always king, though having a support player is extremely preferred for 3-4 players.
1-2 players: All DPS
3-4 players: 1 support, the rest are DPS
Escalation shanks build diversity in a dark alley on a cold 3 AM night. You really don’t have much flexibility in terms of builds when it comes to high tier Escalation.
Now, by no means are any builds that are not listed below unviable. You aren’t required to strictly follow what’s shown. I personally don’t even use the most meta Escalation Striker build, and I’ve played with people who ran builds that made Escalation (subjectively) more fun even if it wasn’t optimal. However, the options below have proven themselves from lots of runs, testing, calculations and general consensus, to be by far the most consistent in their performance with little caveats. If you’re new to Escalation, it’s always better to stick to the basics first.
The following are the standard Escalation builds that are mostly foolproof and are good options for the majority of players.
>> For more advanced builds, click here. <<
Yeah, it’s exactly what you’re thinking when it comes to this section.
There is basically no flexibility for DPS players. You get to enjoy stacks forever.
It’s Striker. It’s always Striker.
Striker’s Battlegear | Weapon Damage |
2pc - +15% Weapon Handling 3pc - +15% Rate of Fire 4pc - Striker’s Gamble | |
Striker’s Gamble | Gear Set Effect |
Weapon hits amplify damage dealt by your weapons by 0.65%, stacking additively with itself up to 100 times. 1 stack lost per second between 0 and 50 stacks, 2 stacks lost per second between 51 and 100 stacks. | |
Press the Advantage | Gear Set Chest Talent |
Increases max stacks for Striker’s Gamble from 100 to 200. | |
Risk Management | Gear Set Backpack Talent |
Increases weapon damage amplification gained per stack of Striker’s Gamble from 0.65% to 0.90%. | |
Description | |
Optimized ISAC tracking and prediction code through rapid machine learning predictions for immediate combat parameters. Due to large data intake and processing limitations, memory dumps must be handled quickly. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
Due to the bullet sponginess of the enemies in Escalation, the standard Striker setup is not as optimal. You’ll need a specific Striker build tailored for Escalation and Escalation only.
Refer to the build guide below.
(scroll down for the Escalation-specific variant)
Escalation Striker builds.
From left to right/top to bottom: The meta build for those who can prototype a full red The Hollow Man mask, the meta build for those who can’t or don’t have a full red The Hollow Man mask.
Please click on the link to the build guide for more information, this is more of an overview than anything. Sourced from Strikers Guide (Y8S3)
Avoid using this build outside of Escalation or below T5, specifically because enemies are too squishy for you to benefit from using the Striker chest. Below ~150 Striker stacks, it will be akin to running standard Striker without a chest talent.
“Goddammit! My GR9 got reloaded! What the fuck?” |
There are 3 common options: Military MK46 (or any M249 variant), IWI Negev, and GR9 (w/ 200 mag size), all with Frenzy. A Frenzy LMG is critical in Escalation for the high amount of burst and sustained damage.
Frenzy |
For every 10 bullets in the magazine capacity, gain +3% rate of fire and +3% weapon damage for 9s when reloading from empty. |
150rd mag - +45% RoF, +45% WD |
The LMGs mentioned sync with Frenzy, as in Frenzy expires either as soon as you empty the mag or sometime between emptying and the end of a reload, so you can chain Frenzy over and over and thus have very high uptime on the talent.
As for which LMG to use, they have their pros and cons.
GR9 (200 mag size) | Military MK46 / M249 (150 mag size) | IWI Negev (150 mag size) |
Best Frenzy DPS on paper + Unaffected by Weapon Handling + Unaffected by Gunner 3rd reload + Faster reload speed - Annoying to empty outside of Frenzy - Unforgiving Frenzy timing - Poor DPS outside of Frenzy | 2nd place in terms of Frenzy DPS + Easy to empty outside of Frenzy + Forgiving Frenzy timing + Good DPS w/o Frenzy - Affected by Weapon Handling - Affected by Gunner 3rd reload - Slowest reload speed | 3rd place in terms of Frenzy DPS + Tolerable to empty outside of Frenzy + Forgiving Frenzy timing + Unaffected by Gunner 3rd reload + Good DPS w/o Frenzy (less than MK46) - Affected by Weapon Handling - Slow reload speed |
Forgiving Frenzy timing means you can afford to stop shooting without causing Frenzy to expire before your mag is emptied. Unforgiving Frenzy timing means not shooting at any moment will cause Frenzy to expire before your mag is emptied. | ||
Frenzy sync can be affected by WH and Gunner 3rd reload if the total time to empty the mag w/ Frenzy is less than 9 seconds. | ||
It’s ultimately up to personal preference. MK46 / M249 and IWI Negev are the most popular options. GR9 is more annoying to use but is the best option if you’re good at the game and don’t expect yourself to get interrupted all that much.
If you do decide to use GR9, get ready to complain about your gun getting reloaded.
Any 790+ RPM AR that you can handle comfortably will work. Your secondary will mainly serve as:
Good options are:
Recommended talents:
For Killer, it depends. If you have good uptime (small group/you are the only DPS, can get kills frequently), it’s a good option. Otherwise, don’t use it.
Press the Advantage | Gear Set Chest Talent |
Increases max stacks for Striker’s Gamble from 100 to 200. | |
The point at which Striker chest pulls ahead of Equalizer / The Sacrifice is a bit unclear, but in general somewhere between T4-6 is when it becomes easy to maintain max stacks due to the tankiness of ads.
Using Equalizer + Striker Backpack is equivalent to around 150 Striker stacks, and using Sacrifice + Striker Backpack is equivalent to around 163 Striker stacks. If you can’t maintain above 150-160 stacks (~75% of the bar) consistently, the Striker chest is not worth using.
If you can fully utilize Striker chest, its power is very apparent. It takes a bit to get there, however.
With how tanky ads are in this mode, there is no need to stack with an ACS-12 / Rock n’ Roll / Stack Broker. Just firing your LMG is enough.
Named effect |
Damage to Health (unique attribute) 14.0% (21.0% when prototyped) |
DTH may seem like a pointless stat, but in Escalation, 21% DTH from a prototype The Hollow Man mask is very powerful.
You need to be Expertise 30 to have a full red prototype The Hollow Man mask. If you can’t prototype it or if it has a non-crit attribute, it is not worth running over a Ceska mask.
Weakest Link |
Amplifies damage dealt by 30% to the lowest ranking enemies currently in combat, as per the Tier hierarchy. Tier 3 is the lowest tier, and veterancy (color) is not considered. Tier 1: Controller, Leader, Heavy Weapons, Shield, Medic, Tank, Warhound, Marauder, Rogue, Hunter Tier 2: Support, Engineer, Immobilizer (foam), Drone Operator, Mini Tank, Bomber (cleaner drone) Tier 3: Rusher, Assault, Thrower, Sniper, Scorcher, most skill proxies (drones, RC cars, turrets, etc.) If an enemy lacks an archetype (no icon), the effect will not apply. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to Agt.Taro for the info. |
Overdogs tiers. Sourced from Agt.Taro in the official Division Discord server.
Affected by One For All due to randomized target prioritization.
[[ If the OFA enemy is not the lowest ranking enemy in the area, you will suffer from reduced damage overall. While this does not kill the viability of Overdogs in Escalation, it is something to consider. ]]
Initially, it may seem like it will suffer in Escalation, since it is a mode that demands target prioritization that often will not adhere to the tier hierarchy. However, there are a few things that make Overdogs still meta in this mode.
Česká Výroba s.r.o. Brand Set |
1pc - +8.0% Critical Hit Chance 2pc - +24.0% Shotgun Damage 3pc - +30.0% Hazard Protection |
1pc 8% CHC, good even without prototyping. Permits further investment into CHD. This item is often used in place of The Hollow Man if you’re not at Expertise 30, can’t afford to prototype one or don’t have one with all red attributes. Not worth having more than one.
Vigilance |
Increases total weapon damage by 25%. Taking damage disables this buff for 4s. |
Yes, even with Striker Chest, having Vigilance is still overall more damage than the Striker backpack. Provides a lower but more consistent damage increase than Overdogs and Contractor’s. Uptime issues are generally not common as you are already greatly incentivized to not get hit, and even a single bullet is enough to take you out of the fight long enough for Vigilance to kick back in.
As a bonus, this makes it slightly less painful to hotswap to Birdie’s.
Named effect |
Damage to Armor (unique attribute) 8.0% (12.0% when prototyped) |
Efficacy depends on mission and enemy type, can be strong and more consistent than Overdogs if there are many elites. Also provides some specific weapon damage (SWD) for your LMG. Worth prototyping.
Named effect |
Damage to Targets Out of Cover (unique attribute) 8.0% (12.0% when prototyped) |
Damage to Targets Out of Cover. Good against everything. Worth prototyping.
Gunner specialization for the 50rd large pouch. This is realistically your only option.
A shield is not recommended.
You can’t use a LMG with the shield. Also, the shield will break instantly and disorient you, which is usually a recipe for getting killed.
If you’re planning to do Escalation, you should already be comfortable ditching the shield.
Echo |
Every bullet fired has a 1.2% chance to deal its damage twice. Chance increases additively by 0.2% per level, up to 3% at level 10. Each copy of this augment will have the trigger chance stack additively with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to v1rtualzZ for the info. |
Amalgam |
Every bullet hit has a 1.6% chance to apply a random Status Effect. Cooldown: 5s Chance increases additively by 0.3% per level, up to 8.5% at level 10. Each copy of this augment will have the trigger chance stack additively with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to v1rtualzZ for the info. |
Recommended mix of augments:
Paradox is not recommended due to it canceling reloads and potentially screwing up Frenzy sync.
Now, how much does VP affect your damage?
It depends.
You can calculate the impact yourself using the equation:
Where and (10/20/30/40/50 from 3/4/5/6/7 VP stacks respectively). |
The larger your WD at 0-2 VP stacks, the smaller the impact of VP will be.
Impact of max VP stacks on WD, and subsequently, damage. The equation above was used, with 7 VP stacks (-50% WD).
It’s best to evaluate this yourself since every build will have differences due to the gear set and inherent RNG of prototypes, but in general:
Using the meta Escalation Striker build, Frenzy with a 150rd mag, and at least 15.0% WD for all attributes, you will have between 260% to 312.5% WD depending on how many prototyped WD stats you have and how close to max they are. This also assumes maxed WD on your SHD watch and 15% SWD from your specialization. With 7 VP stacks, you lose anywhere between:
No prototypes, all expertise 0 | All WD sources prototyped and maxed |
~19.23% damage lost | 16% damage lost |
| |
Think of it this way: You are using a Lexington with Killer. Now imagine not being able to proc the talent at all. That’s basically what max VP stacks does to you.
So having the stacks, even at the max, is not the end of the world. It’s still preferable to swap off to your secondary to clear it, but you don’t have to drop everything just to do it.
Clear VP by killing someone with a different weapon. This can be an AR or another LMG (the latter is not recommended due to ammo problems)
ISAC Says has rather mild effects on DPS players in terms of damage, but there are some gameplay considerations.
Color | Debuff | Action Required |
Red | -25% Weapon Damage | Destroy a weakpoint/armor plate |
As stated before in the Variety Pack section, depending on your original WD stat, the damage decrease will vary. You can calculate the impact yourself using the equation:
Where and (25% for ISAC Says red debuff). |
The larger your WD, the smaller the impact of the red debuff will be.
Impact of the red debuff on WD, and subsequently, damage. The equation above was used.
Again, it’s best to evaluate this yourself since every build will have differences due to the gear set and the inherent RNG of prototypes, but in general:
Using the most meta Escalation Striker build, Frenzy with a 150rd mag, and at least 15.0% WD for all attributes, you will have between 260% to 312.5% WD depending on how many prototyped WD stats you have and how close to max they are. This also assumes maxed WD on your SHD watch and 15% SWD from your specialization. With the red debuff:
No prototypes, all expertise 0 | All WD sources prototyped and maxed |
~9.61% damage lost | 8% damage lost |
So no need to panic when you get this debuff. You will still have plenty of damage to destroy a weakpoint, and even if there isn’t a weakpoint to destroy, you will still hit mostly as hard.
When combined with Variety Pack, the damage loss is more substantial. With 7 VP stacks and the red debuff, you lose 75% WD. Using the same assumptions from before:
No prototypes, all expertise 0 | All WD sources prototyped and maxed |
~28.88% damage lost | 24% damage lost |
This does serve as a detriment, and it is something you should keep in mind, but the good news is that neither of these debuffs are hard to clear in the first place.
Color | Debuff | Action Required |
Blue | -30% Weapon Handling | Kill/Assist kill 3 enemies |
-30% WH affects reload speed, accuracy & stability and swap speed.
You don’t need to think too hard about clearing this debuff. As long you are killing things, it will be cleared eventually.
Reload Speed
This is less of a problem since a slower reload speed will not affect your Frenzy uptime. However, with LMGs and their already slow reload speed, it will become extra slow, and this is something you need to be aware about.
Accuracy & Stability
The most common weapon picks are already borderline laser beams with essentially zero recoil. -30% WH will decrease the two stats, but nothing much in practice. Still controllable and definitely nowhere near Division 1 levels of recoil and spread.
Swap Speed
In general you can speed up weapon swapping by:
This skips the animation for putting the originally equipped weapon away and is faster. It’s good tech to keep in mind even without this mutator.
Color | Debuff | Action Required |
Yellow | 1.3× Skill Cooldowns | Kill/Assist kill enemy with sidearm |
The only big detriment is that it significantly lengthens revive hive CD, and thus reduces your leeway for dying.
The in-game description says “Kill enemy with sidearm”, but actually it clears even if you only perform an assist kill.
What counts as an assist kill with a sidearm? Apparently it includes the enemy you recently damaged being killed by another player as you’re holding the sidearm. This therefore includes:
If you get this debuff, simply shoot an enemy, keep your pistol held out as the enemy gets shot by the group, and trust your teammates to kill them.
Clearing a debuff = +30% Rate of Fire for 10s |
insert gif here
Yeah, funnily enough, this is an issue. Ironically, the RoF buff that is intended to be a good thing is a bigger potential problem than the actual debuffs.
Or at least it would be if the odds of that causing issues weren’t so low.
Below are some calculations to show this.
Keep in mind that the scenarios listed below are near-worst case scenarios. This assumes that you:
MK46/M249
pain
MK46/M249 is only ~0.21 seconds away from syncing with Frenzy. The odds of the 30% RoF buff actually screwing the sync up is low.
This does make the odds of having your Frenzy sync screwed up by the 3rd reload higher, but in practice this doesn’t happen very often.
IWI Negev
“negev enjoyers eating good” - dien.aka.kim
IWI Negev is only ~0.68 seconds away from syncing with Frenzy on the 3rd reload. The odds of the 30% RoF buff actually screwing the sync up is very low.
GR9 (no mag size mods)
disgusted by their greed
GR9 is immune to the RoF buffs.
Conclusion
You would have to be really unlucky for ISAC Says to actually throw off your Frenzy sync.
Again, these are near-worst case scenarios. You generally won’t run into such tight timings with ISAC Says, because the odds of having a blue debuff cleared by an assist kill the moment you start firing is pretty low.
====================
Just because it is purple and shiny does not automatically mean it is better than items that aren’t purple and shiny. Garbage in, garbage out – prototyping can elevate already good gear to new heights, but it will not be of much use if the gear itself has incorrect stats/talents/etc.
Simply put, High-End / Gear Set / Exotic items of the correct type/attributes/talents are almost always better than Prototype gear with the wrong type/attributes/talents. There can be exceptions, but it’s a good general rule of thumb to stick to.
As an example, each Echo augment is a ~3% DPS increase. It is absolutely not worth sacrificing your build just on that basis alone. Don’t overrate augments.
Survivability means nothing in high tier Escalation. You either do damage or you die. Taking any number of cores/attributes/talents/items to increase survivability only hampers your damage, and you will still die as quickly anyway.
====================
The Tipping Scales buff this season translates to a 7.9% increase in damage* due to diminishing returns as a result of having so much CHD. It is still not worth it to forego the backpack. |
*assuming a base of 60% CHC, 120% CHD, and using the backpack Thanks to dien.aka.kim for the calculation. |
Tipping Scales | Weapon Damage |
2pc - +30% Magazine Size 3pc - +30% LMG Damage 4pc - Throttle Control | |
Throttle Control | Gear Set Effect |
Shooting builds stacks to a max of 50. Stacks are gained at a fixed rate of 10 per second. Each stack provides +0.5% Weapon Handling and +5% Critical Hit Damage. Lose 6 stacks per second while not shooting. No stacks are lost if an enemy is Suppressed. | |
Sustainability | Gear Set Chest Talent |
Increases the maximum number of stacks from 50 to 75. | |
Snowball | Gear Set Backpack Talent |
Increases the Critical Hit Damage received per stack from 5 to 8. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
While usable, it has a few issues that cause it to fall behind Striker.
Comparison between TS w/ Equalizer, TS w/ chest and TS w/ The Sacrifice. Sourced from Tipping Scales (Y8S1 TU27)
For these reasons, Tipping Scales is a less preferred option than Striker.
However, TS can still pack a punch despite its flaws. If you wish to use TS, use the standard TS setup from the Tipping Scales (Y8S1 TU27) guide. Skills, augment and specialization recommendations are the same as Striker.
Tipping Scales build. Sourced from Tipping Scales (Y8S1 TU27)
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While there is some leeway with supports, with DPS every other option either has massive caveats or is off the table. Heartbreaker must be played fully red with Vigilance as survivability is useless, and is just a worse Striker. Negotiator’s Dilemma suffers in terms of single-target damage. Ongoing Directive (as a DPS build) needs you to kill enemies within a mag, which can be difficult due to enemy scaling. Headhunter builds require chaining headshot kills, which ranges from difficult to impossible.
Escalation is where build diversity goes to die. You might be able to squeeze some value out of other sets, but this is out of the scope of this guide.
>> For more advanced builds, click here. <<
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death by -2147483647 fire grenades
There’s actually quite a lot to talk about for supports, so strap in.
Unlike with DPS, you have more options to play with. The options below are proven to work consistently well in T10 (foam is a bit iffy, we will get to it), but you can run some other off-meta options without harming your team. That being said, you really shouldn’t try your hand at unorthodox combinations unless you know what you’re doing.
Be warned that taking up a support role is not an easy task. You have to juggle and micromanage several things at once, and any slip-up can cost you and your team. It is more difficult to be a good support player than it is to be a good DPS player.
Also, unlike with DPS, the options below are extremely useful even outside Escalation.
Future Initiative | Skill Tier |
2pc - +30% Repair Skills 3pc - +15% Skill Haste +30% Skill Duration 4pc - Ground Control | |
Ground Control | Gear Set Effect |
Increases you and your allies’ total weapon damage and total skill damage by 15% when at full armor. When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount. | |
Tactical Superiority | Gear Set Chest Talent |
Increases Ground Control damage bonus from 15% to 25%. | |
Advanced Combat Tactics | Gear Set Backpack Talent |
Increases Ground Control proximity repair from 60% to 120%. | |
Description | |
Using the latest 3D printing technology combined with extremely efficient nano tech, The Division's Q-Branch has developed field gear with enhanced support functionality. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
FI Healer is a strong support option for Escalation for its powerful damage buffs and healing. Great for less experienced teams.
Future Initiative Healer (Y6 S3)
FI Healer. Please click on the link to the build guide for more information, this is more of an overview than anything. Sourced from Future Initiative Healer (Y6 S3)
However, since death is near-inevitable in Escalation and can happen in a matter of seconds, you need to be able to hotswap to the Birdie’s Quick Fix Pack (Exotic Backpack) ASAP, and having the BTSU Datagloves (Exotic Gloves) in the way can prove deadly.
It is recommended that you use a Hana-U piece of any kind that isn’t the chest or backpack in place of the BTSU Datagloves. Technically, prototyped Improvised Gloves with skill tier and the needed mix of skill haste or repair skills is BiS but is a lot harder to get. The additional skill haste is to make up for the loss from replacing the BTSU Datagloves.
If you are highly proficient at hotswapping (and I do mean highly proficient at it), keeping BTSU Datagloves long-term will provide more value thanks to the significant boost in hive skill haste.
If your team is dying constantly, it may be better to keep Birdie’s Quick Fix Pack on semi-permanently. Otherwise, refrain from keeping Birdie’s on long-term, as it provides no utility outside of reviving.
NOTE:
The term FI healer (specifically the “healer” part) is a bit reductive. Being one does NOT mean your only job is healing. In fact, it’s not even the most important aspect of your job. It is important to keep everyone topped off, yes, but healing can only do so much. When every single bullet in this mode can instantly one-tap you, armor might as well only exist to maintain the FI buff.
Once everyone is healed, you do not sit behind cover and twiddle your thumbs while holding your chem launcher. You have a lot of other work to do, and we’ll go through what else you should do in the Gameplay section.
Reinforcer Chem Launcher and Restorer Hive.
These two are your only options. Every other healing skill is worse in every way.
Perfectly Opportunistic |
Enemies you hit have their damage taken from all sources amplified by 15% for 15s. Only active when using Marksman Rifles or Shotguns. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
15% amp is very powerful and a mainstay in any support build. Remember to regularly proc this by shooting enemies with a shotgun.
Transference Overclock |
Grants +15% Hive skill haste per skill tier, up to 90% at Skill Tier 6. Detonating a Hive refreshes your skill cooldowns and grants overcharge for 15s. If at Skill Tier 6, this effect also applies to all allies. Allies receiving this effect are unable to benefit from it again for 120s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
While it is not recommended to keep them on during combat sections, they are far from useless. Global overcharge (global OC) is extremely powerful as it elevates both you and your allies’ skills. Here’s just a taste of what the global OC can allow:
Not to mention OC means everyone’s skills are automatically elevated to above Skill Tier 6.
Remember, global OC means everyone gets these buffs, and it should not be overlooked. You should learn when to hotswap to the gloves for much-needed OC during critical sections.
Combat Medic |
+80% Revive Speed +45% Hive Efficiency Provides +50% Damage Resistance to both agents while reviving or being revived, and for 5s after a successful Hive Revive, or 10s after a Manual Revive. Any successful revives provide +1 Skill Tier for 5s. Revives at Skill Tier 6 grant you Overcharge for 15s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Outside of revives it is mostly useless, so it is not recommended to keep this equipped long-term.
The overcharge only applies to yourself.
Only hotswap to it when you need to revive someone.
If your team is bad and dies constantly, then it is probably better to keep it equipped long-term.
Septic Shock |
Shooting a target applies stacks of venom, which last for 10s. Increasing stacks adds more severe debuffs to the target. 2 - Poison 4 - Disorient 6 - Shock 8 - Target takes additional 20% damage from all sources. Stacks no longer increase. Duration of Status Effects is based on the percentage of pellets hit on applying shot. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Scorpio is most useful for proc’ing Opportunistic and being able to apply CC (4th and 6th shot), as well as the amp from the 8th shot. If your allies are topped off, you switch to Scorpio and start shooting enemies to slow them down.
Roll Rate of Fire on the Scorpio if you want, but it doesn’t make that much of a difference.
Count your shots. Don’t spam them. Let the CC effect expire before you continue firing.
you can also buy either scorpio skin so you don't need to memorize. literally p2w
It’s rather rare to proc the 8th shot effect since it takes a long time, so in general you only do that when you’re dealing with a tank or a Named enemy.
Startling |
Suppressing an enemy that is not already suppressed will apply Disorient on the suppressed enemy, forcing them out of cover, and provide/refresh a +30% Damage to Targets Out of Cover buff to both you and allies for 15s. Swapping to a different weapon will cancel the buff. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Large DTTOOC increase when you suppress an enemy, with some minor CC when you do so. Keep in mind that you need to personally begin suppressing an enemy. If an enemy is already suppressed, nothing happens and the enemy just gets suppressed harder. You also lose the buff for everyone if you swap weapons.
Better for large areas and scattered enemies (which is where Scorpio runs into range issues), and areas where you can easily suppress enemies. Will fall off if you can’t easily suppress anyone, e.g. when spawncamping enemies.
Damage buff will be worse than Scorpio + P. Opportunistic, but it’s not specific to any enemy – everyone has the DTTOOC buff against all enemies, which can be helpful and easier to deal with than Scorpio.
Also has worse CC than Scorpio, but better than nothing.
Use depending on the circumstance.
Perfect Sledgehammer |
Dealing damage with a grenade applies a mark on target. Targets with mark will take 20% amplified damage to armor and armor plating from all sources and receive -30% movement speed. Mark will disappear after 10 seconds. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
The Sledgehammer talent provides a significant damage boost for your team, and it is easy to proc with fire grenades. A few things to consider:
Roll Swap Speed or Rate of Fire on Lefty.
You can technically use Stage Left (also has Perfect Sledgehammer) instead, but Lefty is just more convenient here since it still lets you proc Opportunistic.
Sandman |
Melee attacks deal 1,000,000,000 damage to non-elite enemies, instantly killing them. Cooldown: 15s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
You should absolutely not use the shotgun if you don’t know enough about how enemies will react to you running up to an enemy.
For more advanced play, the exotic shotgun is useful for immediately clearing problematic ads and getting you crossbow bolts fast. It has some caveats however:
In general, you should not keep it on, and only hotswap to this when:
Avoid melee’ing an enemy affected by OFA unless they’re really far away or difficult to shoot.
You should also note that staying alive and supporting your team through other means is more valuable than killing off random ads at 15 second intervals, especially considering the risk involved in doing so.
You can look… |
When out of combat, receive 10 stacks. |
…but you can't touch |
When taking damage, 1 stack is automatically consumed to fully repair/heal the instance of damage received. This healing can also instantly revive you. 1 stack replenishes every 3s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
The “oh shit we’re going to fucking wipe” gun. Yeah, the quirk of its repair being able to instantly revive you makes it a pretty good panic button to have. Don’t keep this on for obvious reasons.
Hotswap to this alongside Birdie’s Quick Fix Pack when the entire team is down, and swap back to something more useful when you’re done.
Survivalist gives you:
Technician gives you:
Which one to use?
Survivalist outclasses Technician in terms of utility and is the best for general use.
Technician has some utility in some areas (e.g. EMP room in The Pentagon), but is a lot more niche.
Atomize |
Increases Grenade Radius and Damage by 12.5%. Bonus increases additively by 1% per level, up to 21.5% at level 10. Each copy of this augment will have the bonus stack additively with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to v1rtualzZ for the info. |
Recommended mix of augments:
If you equip either piece while entering the White House or in a safe house and then unequip it, you keep the additional grenades. Having more fire grenades is always a good thing.
Since debuffs never clear or change on their own once you get one, it is best if you get the Red debuff so you don’t have to worry too much about gambling for a good debuff.
If you plan to use a crossbow to break armor plates, this will clear the red debuff. You’ll have to be ready to clear a potential yellow debuff at a moment’s notice.
A blue debuff will eventually be cleared no matter what you do (unless you never shoot your gun ever), so you need to be ready to clear a potential yellow debuff.
Color | Debuff | Action Required |
Yellow | 1.3× Skill Cooldowns | Kill/Assist kill enemy with sidearm |
The in-game description says “Kill enemy with sidearm”, but actually it clears even if you only perform an assist kill.
What counts as an assist kill with a sidearm? Apparently it includes the enemy you recently damaged being killed by another player as you’re holding the sidearm. This therefore includes:
If you get this debuff, simply shoot an enemy with your pistol, keep your pistol held out as the enemy gets shot by the group, and trust your teammates to kill them.
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Just because it is purple and shiny does not automatically mean it is better than items that aren’t purple and shiny. Garbage in, garbage out – prototyping can elevate already good gear to new heights, but it will not be of much use if the gear itself has incorrect stats/talents/etc.
Simply put, High-End / Gear Set / Exotic items of the correct type/attributes/talents are almost always better than Prototype gear with the wrong type/attributes/talents. There can be exceptions, but it’s a good general rule of thumb to stick to.
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Not recommended.
EE is… fine if you are new to using CC or if you haven’t learned the spawns of a mission, but it’s definitely suboptimal and you should definitely refrain from using it if possible.
A major part of CC is that you stop the enemies from moving. Fire doesn’t do that, so even if they can’t shoot you, they will still disperse and make your life hell once the effect expires.
Most people run this with the Tactician drone, which is locked to the Sharpshooter specialization. This means you lose everything Survivalist has to offer. Crossbow, teamwide damage amp, group armor kit, and the most painful of them all, incendiary grenades for easy sledge procs and CC.
Some enemies don’t burn (clankers) or ignore it (tanks), and this means EE is pretty useless against them.
A 60% chance to burn enemies with the EE chest means that 40% of enemies won’t burn, which is a pretty significant number. You can’t just go AFK with EE because of this.
If you are using normal pulse and enemies burn inside a spawn door or a similarly inaccessible area, they will wait until they stop burning before getting out. This means your DPS players get to twiddle their thumbs and do nothing for the next few seconds, and you won’t get the benefit of the CC anyway.
Not recommended.
Healing isn’t the most important aspect of a support build, since enemies are generally capable of deleting you in seconds, and any amount of healing will not save you from bullets that can either instantly trigger one-shot protection or kill you outright. What matters more is the buffs or other utility a support build can provide, and that’s why Future Initiative is generally the better choice for a healer build with the TWD buff.
Reficere on its own can only provide Hazard Protection, which isn’t a particularly important stat to have, and you will need to rely on Empathic Resolve for the TWD buff. Since the talent will only proc when you heal someone, this means you need your teammates to catch stray bullets, which is a very risky move considering how much damage enemies in Escalation deal.
Not recommended.
The main issue is that Banshee is locked to the Gunner specialization. This means you lose everything Survivalist has to offer. While not terrible and unworkable, these losses are pretty significant and hence it is not a recommended option.
Using Banshee on Future Initiative or Eclipse Protocol is… meh. Not much else can be said other than the whole ‘no survivalist’ thing.
Hard Wired Banshee is just… no. Spamming Banshee will result in enemies gaining immunity to Disorient. This is why spamming foam chems is not recommended, and HW is dedicated to completely going against the advice but with Banshee.
Not recommended.
Worse and less consistent healing, less buffs for your team, and your turrets and drones will be immediately shot and destroyed. The damage you deal with your turrets and drones will not amount to much, and you will have to rely on Empathic Resolve for the TWD buff.
(im incredibly bored please excuse this cry for help)
Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooo.
Like, in what world is having 50 revives in a single run ever a good thing?
They are extremely extra useless in high tier Escalation. The buffs enemies receive to their damage means that choosing to be a tank is more of a decision between dying instantly and dying instantly but with no contribution to your team.
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Combat Medic |
+80% Revive Speed +45% Hive Efficiency Provides +50% Damage Resistance to both agents while reviving or being revived, and for 5s after a successful Hive Revive, or 10s after a Manual Revive. Any successful revives provide +1 Skill Tier for 5s. Revives at Skill Tier 6 grant you Overcharge for 15s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Everyone should have this on hand to hot swap to when needed.
If you are a Striker DPS player, you should:
That way, you can still keep your Striker stacks without accidentally resetting them.
You can look… |
When out of combat, receive 10 stacks. |
…but you can't touch |
When taking damage, 1 stack is automatically consumed to fully repair/heal the instance of damage received. This healing can also instantly revive you. 1 stack replenishes every 3s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
The “oh shit we’re going to fucking wipe” gun. Yeah, the quirk of its repair being able to instantly revive you makes it a pretty good panic button to have. Don’t keep this on for obvious reasons.
Combine this with Birdie’s Quick Fix Pack for the ultimate panic button.
Sandman |
Melee attacks deal 1,000,000,000 damage to non-elite enemies, instantly killing them. Cooldown: 15s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
You should absolutely not use the shotgun if you don’t know enough about how enemies will react to you running up to an enemy.
For more advanced play, the exotic shotgun is useful for immediately clearing problematic ads. It has some caveats however:
In general, you should only hotswap to this when:
Avoid melee’ing an enemy affected by OFA unless they’re really far away or difficult to shoot.
You should also note that staying alive is more valuable than killing off random ads at 15 second intervals, especially considering the risk involved in doing so.
If you equip either piece while entering the White House or in a safe house and then unequip it, you keep the additional grenades. Having more grenades is always a good thing.
“Yummy sliced pies.” |
Video guide by Toastey. It may be from Y8S1 and the title may mention solo’ing T10 and say DCD (which may or may not be in the current Escalation lineup), but it is still very good general advice.
Positioning and How to Solo Tier 10 DCD - The Division 2
This section will cover DPS players in general, though there will be a section for supports.
Being a good DPS doesn’t just mean dealing damage, it also means not taking damage.
Having the best build in the world won’t help you if you die immediately as soon as you pop your head out of cover or if you let yourself constantly get flanked.
I have a more in-depth guide to not getting hit here, but that’s more tailored for new players. Still, I will post some of the most relevant points here. In addition, there are a few other caveats that my other guide doesn’t cover.
Use tall cover whenever possible. Shooting behind tall cover exposes you significanty less than short cover.
“Slice the pie” constantly. It is more beneficial to ignore the in-game cover mechanic and just manually hide behind tall objects. You stand a distance away from behind a large object, and angle yourself in a way to limit the LOS enemies have towards you. You will have to adjust your angle as needed. Make sure you only see one enemy at a time.
Here’s also a video demonstration by dien.aka.kim.
Oh hey, a familiar screenshot.
Something similar, now in 16:10 aspect ratio
Maintain awareness of the battlefield. Check your radar constantly and make sure that where you’re standing isn’t a position that will let the enemy hit you easily. If enemies are going to flank you, either quickly dispatch the flanking enemies, or reposition to break enemy LOS.
Combine the cover-to-cover (C2C) mechanic and rolling to reposition. Both mechanics significantly reduce the chances of you getting hit when repositioning.
Basic example:
For the love of god please make a new diagram
Video demonstration by dien.aka.kim:
Manning National Zoo Birdhouse/Aviary Fight Tutorial - Know Your Strategy!
Enemy prioritization is critical in Escalation.
[[ You will have to also prioritize enemies depending on what mutator they have, and this can often be more important than an enemy’s archetype. ]]
[[ As a reminder, you should prioritize the following mutators: ]]
For dangerous enemy archetypes, there isn't much more to say for most of them, except for Tanks. The scaling makes each piece of their armor plating a pain to destroy, and they will push the group slowly but surely. They need to be taken down ASAP, especially if they have mutators.
Blowing up explosive weakpoints next to yourself and two other people is generally known as a bad idea.
(Video from 1asteroid, and I was the one who blew up the explosive weakpoint)
Not much more to say other than the usual stuff, but there is an interesting quirk with some enemies:
Enemy archetypes that deploy explosive deployables (Black Tusk drone operators, Hyena controllers) are more vulnerable to their own explosives than others. With the drone operator as an example, if you shoot the drone as soon as it comes out, the damage the drone operator receives scales to their armor and health, which is often enough to either severely injure them or kill them outright. Taking advantage of this can be of great help, especially with the tankiness of ads in this mode.
That’s what the Decoy is for.
Other options (turret, drone) are significantly less effective in Escalation due to the tendency for enemies to destroy them in one shot.
“Immediate medical assistance needed.” |
“Serious trauma detected.” |
“Vital signs critical.” |
If you receive normally fatal damage from an enemy, the game will leave you alive at 1 HP instead for approximately 1-2 seconds. It will then go on a 30 second cooldown. It’s either called health gating or one-shot protection (OSP).
Demonstration by Raucey: Division 2: The Basic Mechanic For Staying Upright
With how much damage the enemies deal, OSP is the only thing that will help you survive. Make sure you are always aware of whether OSP is ready, active, or on cooldown.
NOTE: OSP is always inactive for the first 30 seconds after you start a mission, it will not protect you from damage-over-time (DoT) status effects (the effects tend to outlast OSP duration), and it will not protect you from self-inflicted damage.
First things first, don’t murder your teammates.
(Screenshot from dien.aka.kim and me respectively)
You should avoid separating yourself from the group in 3-4 players. It will make the life of a support player much harder and increase the chances of a wipe.
However, do not get too close to another DPS player. Doing so will mean that no aggro will be spread between both of you, and you’ll get both them and yourself killed.
Discuss who should revive who beforehand. Usually the support player is tasked with reviving. If the support player goes down, they are the top priority.
If multiple people are down, prioritize the following in order:
What you use to revive also matters. It is generally better to use the Reviver Hive since it is the safest option. If, however, you don’t have it, you’re being EMP’d, or if its on cooldown, your next option is to use the Birdie’s Quick Fix Pack. You should learn how to hotswap to it quickly. Sort your gear by loadout and put Birdie’s in the 2nd loadout slot and the Escalation DPS build in the 1st loadout slot for easy hotswapping.
Refrain from reviving someone else without a hive or Birdie’s.
Remember, if your build already has an exotic, swap the exotic for a gear set piece, then swap to Birdie’s. That way you maintain the gear set effects. To hotswap back, do the steps in reverse.
If, for example, you are a Striker DPS player, you should first:
That way, you can still keep your Striker stacks without accidentally resetting them.
Before running to the downed player, drop your decoy if you have one. Use the cover-to-cover mechanic to move to the downed player. Find an angle that puts you at the least risk of getting shot/flanked, quickly revive, and get out ASAP.
“Photon, fuck your Smart Cover.” - AstrayVoid |
Standing, emoting, and doing nothing is a prime example of what NOT do as a support player.
(I’m the support player who’s emoting in this screenshot)
This section is about supports in general, and assumes you are using Survivalist. |
Learn how to quickly hotswap gear pieces. Sort your inventory by loadout and use the grid view in the inventory.
Learn when to swap to BTSU Datagloves and when to trigger its overcharge. Generally, you do it before a difficult fight/wave of enemies or if you need to overcharge.
Monitor your teammates while having awareness of the battlefield. You don’t want to let them down when they need help.
Throw fire grenades. Throw as many fire grenades as you can. Memorize enemy spawns and throw fire grenades in front of spawns as much as possible. Switch to your weapon with the Sledgehammer talent as the fire grenade burns people, then swap away (continuing to hold the sledgehammer weapon has no effect, since the effect can only be refreshed on expiry) to a more useful weapon. I cannot stress this enough. Throw fire grenades.
When firing Scorpio, do not spam the trigger. Count your shots and make sure the CC effect expires before you keep shooting.
Use crossbow bolts on tanks as soon as you see them. Call out which armor plate you broke to your team.
If you’re out of grenades, teleport to the White House/any random safehouse and teleport back to restock. Remember to equip Acosta’s Go Bag / Collector before you fast travel.
Open ammo boxes for your team so they don’t have to re-empty their LMGs.
This section is about Future Initiative healers. |
Ensure your team is topped off as much as possible so they can benefit from the FI buff.
Relocate your hive to advantageous positions as much as possible, even if it means you have to immediately pick your hive up after dropping it. It requires LOS to the players to work, so make sure you can see everyone from where you’ve placed the hive. If you have BTSU gloves equipped, picking the hive up is more valuable than letting it go down.
Use your reinforcer chem launcher charges wisely. Do not spam them.
Advise your teammates to stay reasonably close with you.
“What the- How are there back spawns? What the fuck?” |
If you are attempting high tier Escalation, you should at least have a vague idea on how the enemy AI works. The enemy AI is the exact same as in Heroic, so it is advised that you should be familiar with Heroic missions and can solo them reliably before you reach this point.
You should also be familiar with the enemy spawns in each mission and know where you should position yourself to safely shoot the enemies. It is recommended that you run through the mission on Heroic normally a few times to drill it into your head before you attempt the same mission in Escalation.
Potential mission quirks:
If a mission has mechanics, you should learn how to quickly go through it. Stuff like dealing with the Rat Queen in The Art Museum will be problematic if you don’t know how to do it in the first place and you’re dealing with T10 scaling.
In my opinion, here’s a non-exhaustive list of missions, in no particular order, that are:
The easiest:
Tolerable but more annoying:
Annoying fucking pieces of shit:
Directives have no effect in Escalation (* except Special Ammo), but their XP bonus will still apply.
You should turn all directives on for free XP. Special Ammo should generally be avoided however, as it will still apply in Escalation.
Augments gain XP equivalent to your SHD xp gained, so if you’re holding a prototyped weapon at the end of a mission, the augment gets a bunch of XP. If you instinctively swap to Quickstep, a large amount of augment XP will be thrown away, so hold the weapon that you want upgraded before the mission complete notification pops up (the small one that comes before the countdown, not the mission summary).
Some enemies have unique scaling in Escalation. This applies to all tiers from T1-10 and is fixed, so they have the exact same scaling between T1-10, and do not become more difficult as a result (aside from maybe mutators).
Enemy | Damage scaling | Health scaling | Armor scaling | Found in |
Rogue Agent | +50% | +70% | +70% | Anywhere (random encounter) |
LM-21 “Marauder” | +100% | +50% | +50% | Army Terminal |
Jasinski | +100% | +70% | +70% | H5 Refinery |
Violet | +50% | +40% | +40% | H5 Refinery |
Thanks to dognuttzz for providing this info. | ||||
The end screen at the end of a mission can only handle signed 32-bit integers, and it’s very rare for DPS players to not deal more than 4,294,967,296 damage in total at higher tiers if they’re not actively throwing. The game can still somewhat keep track of who dealt the most damage after the first overflow, but once the number rolls to 0, all bets are off and the game completely loses track of who dealt the most damage. This is why the damage dealt stat is now a horribly inaccurate measure of contribution of a group member. In some cases, the support player can even be considered the highest damage dealer by the game, despite their ineptitude in actually dealing damage.
I am considered to have the most damage in the end screen, but I was the support in the group.
It is never a good idea to revolve your builds and strats around temporary events and bonuses, but come on, take advantage of them while they exist.
SHD Exposed (Global Event)
Massive damage amp when you proc it with cover-to-cover movement. The increase to damage received doesn’t really matter, since you get healthgated instantly anyway. Issue is that it is annoying to proc in a group due to aggro being constantly redistributed across the team.
Reanimated (Global Event)
Massive headshot damage increase alongside large corrosive clouds. Can make one-shot Headhunter builds viable even in T10. Beware of enemies being revived.
Assault (Global Event)
Massive damage amp when you’re close to enemies. Good for getting out of sticky situations.
Ambush (Global Event)
Massive damage amp when staying still. Situational, but damage is damage.
Golden Bullet (Global Event)
Killing enemies with the golden bullet reloads your gun, which is guaranteed to screw up your Frenzy sync.
Hollywood (Global Event)
Do you really want damage reduction on top of overinflated health pools?
Corrosive Shell (Global Event)
Heavy damage reduction if the buff is not cleared from enemies. Unyielding will have them cleanse themselves of purple flame and not let you proc the buff. Clearing the buff from enemies causes everyone nearby to catch on fire, and not only does this means CQC becomes extremely dangerous, the radius is also bigger than you might expect. Also, if you do manage to proc the buff, you’ll notice that it can throw off Frenzy sync if you’re using a MK249 or its variants.
Vanguard Overdrive (Overdrive Event)
If you use a MK249 or any of its variants, the reload speed increase will screw up Frenzy sync. You will have to swap to a different weapon before you reload.
Negev and GR9 are not affected by this.
Hope the rogues have OFA!
Enemy | Damage scaling | Health scaling | Armor scaling | Found in |
Rogue Agent | +50% | +70% | +70% | Anywhere (random encounter) |
Yes, they do randomly spawn in Escalation. Yes, they can get mutators. No, you don’t get a checkpoint.
Rogues have a fixed and more forgiving scaling, but they will throw out highly dangerous skills.
If a rogue agent has One For All, SHOOT THEM.
Be aware of what skills rogues are throwing out. Oxidizer chems are extremely dangerous and will kill you in seconds even through cover. Turrets and drones must be dealt with ASAP.
This is the one occasion where PFE tanks are actually useful. Use Mosquito to draw aggro.
Meaningless screenshot to fill space
Congratulations, you made it this far into the guide (or you just scrolled here idk). I hope the information provided in this very long document was useful and helps you in your future Escalation runs.
If you’re a newer player and all of this sounds really overwhelming, I should stress again that Escalation is a late endgame mode. You really do need to know a lot of this stuff in order to be able to clear higher tier Escalation, because the mode is very unforgiving. I suggest taking the time to familiarize yourself with the other content the game has to provide first. You don’t need Prototype gear to clear anything that isn’t Escalation, and even then, Prototype is not the most important factor in the mode it’s designed for.
Either way, thanks for taking the time to read all of this.
P.S.: If you are wondering why I didn’t mention some notable builds, this document has multiple tabs.
If you have any questions or concerns, tag @corruptphoton in the official/community Division Discord server or whatever
discord.gg/thedivisiongame | discord.gg/thedivision |
"Fuck this shit game," he yelled in futile defiance, knowing full well that he will still be crawling back to the same shitty grind day after day, never stopping until the moment he ceases to be and his bones turn into dust.
Written by corruptphoton without the use of AI.
i am a larper
A number of great people have guided me with the creation of this document. Their input, info and the countless Escalation runs done to test builds and mechanics were invaluable. Without them, this guide would not exist, or would probably be a lot worse.
Special thanks:
To the following people for reviewing my guide and providing comments and suggestions:
To the following people for providing additional info and/or clarifications:
To dien.aka.kim and Ru, greatest support player dead or alive that stands at precisely 5’7”, for the Tier 10 Escalation runs in Y8S1 (American History Museum is burned into my mind at this point),
To Heller. and nzo__ for showing me the power of FI foam (at least until Paradox got fixed),
To dognuttzz and 1asteroid for joining me through the confusing phase of figuring out what the hell was the green watch icon for (thank you devs for changing the patch notes without warning),
And to the rest of the fine folks in The Division 2 community for all the gained and lost tokens, as well as their guidance and support. Without these people, this guide would not be as extensive as it is, or it might not even exist.
If the changelog note for a particular date doesn’t point to anything specific in the game or the document, then it means the edits on that day were minor.
Y8S1 |
2026-05-11 | Initial version (working title: A Very Short T5+ Escalation Guide) 2026-05-12 | Massive changes thanks to suggestions 2026-05-13 | It’s in the build hub yay 2026-05-14 | Some edits (thanks ImMrChow) 2026-05-15 | im tired boss 2026-05-16 | fdsgdfh 2026-05-17 | added some things 2026-05-18 | In today’s socioeconomic climate, 2026-05-20 | Summer cleaning 2026-05-21 | Something 2026-05-24 | minor shit 2026-06-02 | welp, Y8S2 is coming soon anyway |
Y8S2 |
Pre-Y8S2.2 |
2026-06-16 | preparations 2026-06-16 | part 2: some changes from checking the escalation menu. i’ll do t10s someday 2026-06-17 | drafted a rewrite to the support build section. i’ll implement it once we do some testing 2026-06-18 | got some important data on how well foam works. will implement once everyone agrees on it 2026-06-19 | some other cleanup 2026-06-21 | some small changes, still waiting for agreement on the changes. now for unrelated news, im a time traveler 2026-06-22 | but if you close your eyes 2026-06-23 | “are we there yet?” 2026-06-25 | i did it. im going to sleep now 2026-06-26 | wording 2026-06-28 | literal breath of fresh air 2026-06-29 | “Why do I have to be the one to write the goddamned changelogs?” 2026-06-30 | paradox nerf 2026-07-10 | I did something 2026-07-11 | the little things 2026-07-14 | new sections & explanations. i hate this shit game 2026-07-16 | i would rather live in Los Sueños 2026-07-17 | tom clanker’s 2026-07-18 | tipping of the scales expanded 2026-07-20 | I hate this game. I hate this game. 2026-07-21 | Are you fucking kidding me |
Y8S2.2+ |
2026-07-21 | Preparing for the next TU 2026-07-22 | New info awaiting consensus. Some stuff like the yellow debuff from ISAC says remains unevaluated 2026-07-23 | One For All completed. Now what the hell is going on with ISAC Says... 2026-07-24 | bruh. ISAC Says done. Actually, a lot of things have been done. Also added a revive section 2026-07-25 | fixed something with the ISAC Says RoF section, changed yellow debuff, rogues, new knowledge 2026-07-27 | new image for slicing the pie 2026-07-28 | Same shit, different title update. Added Echo to TS section 2026-07-29 | Yellow debuff shenanigan. also needed to redo frenzy calculations because i forgot 10% reload speed from watch 2026-07-30 | OFA 2026-07-31 | DPS discouraged alternatives, additional mutator details for DPS, other shit idfk i didn’t sleep last night 2026-08-03 | 9ueshfuiosdhguiosdhg 2026-08-04 | rouges 2026-08-05 | rouges, again. also unique scaling for specific enemies 2026-08-07 | end screen 2026-08-08 | “They said my document was too long. They’re right, but I don’t know what else to do.” 2026-08-09 | i blow up my teammates 2026-08-10 | OFA 2026-08-14 | Overdogs 2026-08-17 | made document look uglier 2026-08-18 | made document look uglier 2026-08-20 | made document look uglier, consolidated gear choices 2026-08-21 | made document look uglier, additional gear details for support 2026-08-24 | made document look uglier, i hate banshee, anyway vigilance, prepping for new season |
Y8S3 |
2026-08-27 | Hi. 2026-08-30 | ijfgoijsdgpsiogsg 2026-08-31 | working on it 2026-09-01 | bleughghaghagagagd 2026-09-02 | time to go to sleep for half the season until they fucking change the mutators mid-season for no reason 2026-09-03 | vp and lmgs 2026-09-06 | fire grenades, useless screenshots 2026-09-12 | CoCo is now in the guide as an advanced build 2026-09-14 | made document look uglier, changed some stuff 2026-09-20 | im tired boss 2026-09-21 | i misspelled empathic resolve and never noticed. i give up 2026-09-28 | minor cxhanges 2026-09-29 | vertigo 2026-10-02 | scorpions 2026-10-14 | ok bro, go off i guess 2026-10-15 | in a tokenless world 2026-10-24 | end screen |
Delta-03 Airlines
🥧 Advanced Builds
Advanced Build
Congratulations, you thought of yourself to be more competent than the average RMM teammate. Hopefully that is true in practice.
The builds below are more specific and advanced. You should be at minimum somewhat proficient in the game and be with competent teammates, and make sure you are at least somewhat familiar with what makes a build tick before you use these. Understanding damage is calculated, what TWD and amps are, and knowing what works and what doesn’t in certain areas are paramount to using these more specific builds effectively, and it’s also just good knowledge to have for the rest of the game. You should also already know how to be a good DPS / a good support, or else the builds here may cause issues.
More specifically, the support options require a certain level of competency from you and your team for them to be effective, and any deficiencies will generally result in rapid failure. However, if you can get through that hurdle, they can become extremely powerful.
This season really didn’t do much for DPS players, we’re still stuck with Striker. So here is a new flavor, and also an additional one for good measure.
“Wow, something slightly different for once?”
“Only the most shallow of differences.”
>> Requires an Ongoing Directive support player. <<
There is absolutely no point in running this without one.
The performance of this build is increased by OFA due to the randomized target prioritization not being as much of a problem with this build.
[[Without OFA, it will be closer to Escalation Striker in terms of the uptime of the 30% amp. ]]
With the new Ongoing Directive buff this season, pairing Sadist’s 30% amp and Frenzy alongside the whopping 40% amp from OD’s hollow point ammo can give way to a very strong DPS build. Sadist amp can be better utilized than Overdogs due to OFA. The issue is that you need good teamwork, especially with the OD support player, and you need to kill things fast to ensure a steady supply of hollow point ammo and therefore maintain both Sadist uptime and HP ammo supply.
Buh.
Just like the standard Escalation Striker, it is not advised to use it outside of Escalation.
Unless it is specified, all remaining recommendations are the same as the standard Escalation Striker build.
Military MK46 (or any M249 variant) or IWI Negev with either Sadist or Frenzy in the primary slot, and any LMG with the other talent in the secondary slot.
Sadist |
Amplifies damage dealt by your weapon by 30% to bleeding enemies. After 4 kills, applies bleed to the next enemy you hit. |
Frenzy |
For every 10 bullets in the magazine capacity, gain +3% rate of fire and +3% weapon damage for 9s when reloading from empty. |
ISAC is outfitted with unique capabilities that allow for weapon characteristic changes on the fly.
- AlphaBridge flavor text
Abridged |
If your Primary and Secondary weapons are not Exotic or Named and of the same weapon type, the Secondary Weapon’s talent will also be applied to the Primary Weapon. Does not apply if the Primary or Secondary Weapon’s Talent includes weapon swapping. Does not apply if the Primary and Secondary Weapon’s Talents are the same. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
This is the thing that makes this build work. With a good OD support player and high bleed uptime, Sadist provides a 30% amp, which when combined with Frenzy, is basically like running Overdogs. Problem is that you only get half of a mag of HP ammo per kill, and the kill requirement means that your uptime will be lower than Overdogs. Not to mention that clankers can’t bleed.
In addition, having to use 2 LMGs means it’s harder to clear VP, and you may run into ammo issues if you’re not careful.
[[ The advantage that Tinkerer has in this scenario is that it can fully benefit from OFA. Since OFA is randomly assigned to enemies, there is a good chance that OFA is applied to a Tier 2 or Tier 1 enemy, and the need to immediately focus on OFA enemies mean you have no Overdogs uptime in that time. Sadist can help overcome this, and it therefore causes Sadist to pull ahead of Overdogs in terms of uptime thanks to OFA. ]]
Česká Výroba s.r.o. Brand Set |
1pc - +8.0% Critical Hit Chance 2pc - +24.0% Shotgun Damage 3pc - +30.0% Hazard Protection |
1pc 8% CHC, good even without prototyping. Permits further investment into CHD. Not worth having more than one.
Vigilance |
Increases total weapon damage by 25%. Taking damage disables this buff for 4s. |
Yes, even with Striker Chest, having Vigilance is still overall more damage than the Striker backpack. Provides a lower but more consistent damage increase than Contractor’s. Uptime issues are generally not common as you are already greatly incentivized to not get hit, and even a single bullet is enough to take you out of the fight long enough for Vigilance to kick back in.
As a bonus, this makes it slightly less painful to hotswap to Birdie’s.
Named effect |
Damage to Armor (unique attribute) 8.0% (12.0% when prototyped) |
Efficacy depends on mission and enemy type, can be strong and more consistent than Overdogs if there are many elites. Also provides some specific weapon damage (SWD) for your LMG. Worth prototyping.
Named effect |
Damage to Targets Out of Cover (unique attribute) 8.0% (12.0% when prototyped) |
Damage to Targets Out of Cover. Good against everything. Worth prototyping.
PVGC = Perfect Glass Cannon + Perfect Vigilance combo
A situational pick.
This option is actually worse damage-wise than the standard Escalation Striker build. Its top end damage is simply less.
Heroic Art Museum certified!
So why include this?
PVGC Striker has the highest upfront damage of all Striker variants.
It’s helpful for encounters where the enemies are more sparse and scattered around a large area. Areas like the beginning of DCD make Escalation Striker less optimal due to the hampered ability to shoot enemies and therefore gain stacks. PVGC Striker lets you get up on the ground running ASAP with less need of stack gain.
Swap to this when you’re dealing with large open areas with sparse enemy placement. Swap off of this when you’re dealing with enemies concentrated in a confined space.
Unlike the standard Escalation Striker, this one is really good outside of Escalation as well. It is also very easy to swap to Birdie’s with this build.
Unless it is specified, all remaining recommendations are the same as the standard Escalation Striker build. Gear pieces are fixed.
garbage
“It’s not Striker? Holy shit!”
Concentrated Company | Weapon Damage |
2pc - +10% Weapon Damage 3pc - +30% Weapon Handling 4pc - Camaraderie | |
Camaraderie | Gear Set Effect |
Shooting an enemy marks them for 10s. A maximum of 4 marks can be present simultaneously. When a marked enemy dies, receive 1 stack for each Ally or Skill that has contributed to killing that enemy, including yourself. Each stack gives 3% Weapon Damage and 3% Critical Hit Damage, stacking additively. Max 35 stacks. Stacks decay by 1 per 10s. | |
All for One | Gear Set Chest Talent |
The number of marks that can be present simultaneously is increased from 4 to 8. | |
One for All | Gear Set Backpack Talent |
The Weapon Damage bonus per stack is increased from 3% to 6%. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
Extended CoCo guide:
Concentrated Company General Use Variants
Benefits from very slow stack decay, but has issues with ramp-up time and diminishing returns. Also still lower top-end damage than Escalation Striker.
dumb descriptions
Because stacks requires kills and you can’t get them quickly, in the beginning this build is incredibly weak, and even more so with a smaller group. You can circumvent this by pre-stacking in the shooting range, open world enemies, or even starting the mission unescalated to get stacks. If you can’t pre-stack, however, you basically need to be carried at the start. It’s therefore not recommended to have all DPS players be using CoCo.
You also need your teammates to be competent enough to kill things at a reasonable pace. Otherwise, you’re doomed unless you can pre-stack.
However, once you’re at max stacks, they take a very long time to decay. Even if you take your time between rooms, you will have most of your stacks ready in the next room and can immediately dish out good damage. Basically, it grants you leeway to not be shooting enemies all the time.
If you need stacks, make sure at least 3 enemies are marked at all times.
This build scales less well with Prototype and benefits less from Frenzy due to the WD and CHD increases leading to massive diminishing returns, but in return this means CoCo is less affected by VP and ISAC Says red debuff, because you already have a shit ton of WD at max CoCo stacks.
You will also need to be extremely careful when swapping to Birdie’s and ensure you always have 4pc CoCo at all times, or you’ll lose all of your stacks.
Unlike Escalation Striker, this build is viable in places that aren’t Escalation.
Unless it is specified, all remaining recommendations are the same as the standard Escalation Striker build.
Perfect Obliterate |
Critical hits adds and refreshes a stack of 1% total weapon damage for 10s. Max 24 stacks, and each stack is additive with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Perfect Glass Cannon |
All damage you deal is amplified by 30%, and all damage you take is amplified by 60%. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
CoCo chest is useless, so these two are your only options. The Sacrifice is slightly better than Equalizer.
PGC’s 60% amp to damage received doesn’t really matter in Escalation since you’re dying from a single bullet either way.
Weakest Link |
Amplifies damage dealt by 30% to the lowest ranking enemies currently in combat, as per the Tier hierarchy. Tier 3 is the lowest tier, and veterancy (color) is not considered. Tier 1: Controller, Leader, Heavy Weapons, Shield, Medic, Tank, Warhound, Marauder, Rogue, Hunter Tier 2: Support, Engineer, Immobilizer (foam), Drone Operator, Mini Tank, Bomber (cleaner drone) Tier 3: Rusher, Assault, Thrower, Sniper, Scorcher, most skill proxies (drones, RC cars, turrets, etc.) If an enemy lacks an archetype (no icon), the effect will not apply. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to Agt.Taro for the info. |
You know why it’s here.
Česká Výroba s.r.o. Brand Set |
1pc - +8.0% Critical Hit Chance 2pc - +24.0% Shotgun Damage 3pc - +30.0% Hazard Protection |
1pc 8% CHC, good even without prototyping. Permits further investment into CHD. Not worth having more than one.
Named effect |
Damage to Armor (unique attribute) 8.0% (12.0% when prototyped) |
Efficacy depends on mission and enemy type, can be strong and more consistent than Overdogs if there are many elites. Also provides some specific weapon damage (SWD) for your LMG. Worth prototyping.
Named effect |
Damage to Targets Out of Cover (unique attribute) 8.0% (12.0% when prototyped) |
Damage to Targets Out of Cover. Good against everything. Worth prototyping.
====================
====================
The “basic” support options already have a lot of micromanaging, but these are next level. You really need to be familiar with what makes the standard support builds optimal before you try your hand at these. Being a good support is harder than being a good DPS.
Again, unlike with DPS, the options below are extremely useful even outside Escalation.
With the new gear rebalance this season, we now have more exciting, or at least unique options for supports.
A high risk, high reward play.
Foam CC can be very strong, but its efficacy depends on both the user, the team, and the environment. Effective use of foam requires knowledge on enemy spawns, will run into problems depending on how dispersed the enemies are and how open the area is, and requires strong DPS from your team to follow up.
Tight spaces with predictable spawns close together (e.g. many District Union Arena and American History Museum rooms) are excellent places to use foam. Wide open spaces with unpredictable spawns and/or far away spawns (e.g. final area of DCD Headquarters) make foam less useful.
You will also likely have to shoot several foam chems to keep enemies locked down due to Unyielding.
Additionally, for foam to work effectively, enemies need to die fast. Your team needs to 1. have strong DPS output, and 2. be aggressive. Remember that foamed enemies can’t (usually) fight back. However, even if just one enemy manages to run away, things can go to shit extremely quickly.
If used well, it will work amazingly. If used poorly or your team lacks sufficient DPS, your run will turn to shit very fast. If the area is too wide open for foam to be used effectively, your run will also turn into a mess depending on which flavor of foam you pick.
You have two options for foam CC:
The first option provides a mix of foam CC and healing for when things turn south and is better for general use. Foam uptime will be shorter than the other option (mainly due to lack of status effect spread), however, so you will have to move quickly and be more thoughtful with your chem usage.
The second option is a “double or nothing” approach. It provides the best CC but limits your ability to heal significantly. It requires enclosed spaces with predictable spawns to work well, has little margin for error, and requires well-coordinated teams with solid builds and gameplay. It is very strong, but I do not recommend choosing Eclipse Protocol unless you and your team are well-coordinated, have solid builds, good gameplay, deep knowledge of spawns and enemy behavior, and the arena is an enclosed space with tightly packed, predictable spawns.
Eclipse Protocol | Skill Tier |
2pc - +15% Status Effects 3pc - +15% Skill Haste +30% Hazard Protection 4pc - Indirect Transmission | |
Indirect Transmission | Gear Set Effect |
On the death of a status affected enemy, spread the status effect they were afflicted with to all enemies within 10m, and refresh 50% of the status effect duration. | |
Proliferation | Gear Set Chest Talent |
Increases Indirect Transmission range from 10m to 15m and refresh percentage from 50% to 75%. | |
Symptom Aggravator | Gear Set Backpack Talent |
Amplifies all damage you deal to status affected targets by 30%. Not applicable to allies. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
Eclipse Foam setup. Replace BTSU Datagloves with Electrique gloves if you can’t hotswap quickly to Birdie’s with BTSU gloves in the way. Replace The Setup with The Courier if you want better foam spread. If prototyping, put Trapper and Atomize.
A showcase on what good foam application can do (outdated due to fix to paradox)
Trapper |
Increases Status Effect Duration by 5%. Bonus increases additively by 1% per level, up to 14% at level 10. Each copy of this augment will have the bonus stack additively with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to v1rtualzZ for the info. |
Recommended mix: Half of both
Massive thanks to ProdigyReflexz for much of the info about this build.
Ongoing Directive | Weapon Damage |
2pc - +15% Status Effects 3pc - +30% Reload Speed 4pc - Rules of Engagement | |
Rules of Engagement | Gear Set Effect |
A mark is applied when you shoot a status affected enemy. The mark lasts for 10s and can be refreshed. If a marked enemy is killed by you or an ally, grants a full magazine of Hollow-Point Ammo for your active weapon, and half a magazine of Hollow-Point Ammo for the active weapon of the rest of the party. Hollow-Point Ammo amplifies damage dealt by your weapon by 40% and applies Bleed on hit. | |
Parabellum Rounds | Gear Set Chest Talent |
Increases Hollow-Point Ammo damage amplification to 60% for yourself only. | |
Trauma Specialist | Gear Set Backpack Talent |
Increases duration of bleed status by 50% and all bleed damage done by 100%. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. Also, IT’S A FUCKING MAGAZINE, NOT A CLIP! | |
Provides hollow point (HP) ammo for your group when anyone kills a marked enemy. HP ammo is a 40% amp for the entire team. Combined with Tinkerer and Sadist for your DPS players, as well as Benefactor for the TWD buff and The Setup for the damage amp, Support OD is a very powerful option in Escalation.
Thanks to ProdigyReflexz for the build.
In addition to the damage increase, HP ammo acquisition refills the reserves of your team by the amount of HP ammo they gain, so it means there is less risk of your team running out of ammo mid-fight, and less of a need to open the ammo box in some cases.
Support OD has some caveats, however.
In addition, Empathic Resolve from Benefactor only procs when healing is done. This requires your group to catch stray bullets, which is a very risky move considering the scaling in Escalation. If your team is too good, you may never be able to consistently proc Empahtic.
Truly suffering from success.
Perfect Empathic Resolve |
Repairing an ally increases their total weapon damage and total skill damage by 3-20% for 20s, 1-15% if self. Effectiveness increased by your skill tier. |
No FI? No problem! Just use Empathic Resolve for the TWD buff.
Except it only works when you heal someone.
Because every bullet in Escalation is capable of instantly triggering OSP and/or killing you, having to take stray bullets just to proc Empathic is a very risky move. Depending on how good your team is, you may have significant uptime issues. If that’s the case, there is one option you can opt for.
Bond |
When you are within 10m of an ally, both you and the ally within range receive: +30% Critical Hit Damage +15% Skill Efficiency +2% Armor Regen for yourself +16% Armor Regen for allies When you are within 10m of your skills, you receive: +15% Critical Hit Damage +8% Skill Efficiency +1% Armor Regen Only the highest group of buffs can be active at the same time. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Requires 2 prototyped skill tiers.
If you find it difficult to proc Empathic Resolve due to the overflowing competency and skill of your teammates, you can opt to run Beacon instead so you are still providing some buffs to your team. This does require you to be within 10 meters of your allies, however. Additionally, the buffs given by Beacon have significantly less value than the TWD offered by Empathic Resolve. Only use this if your Empathic Resolve uptime is extremely poor.
Its CC effects are extremely useful for applying the OD mark.
Startling |
Suppressing an enemy that is not already suppressed will apply Disorient on the suppressed enemy, forcing them out of cover, and provide/refresh a +30% Damage to Targets Out of Cover buff to both you and allies for 15s. Swapping to a different weapon will cancel the buff. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Same caveats, but this has one additional advantage:
On support OD, this gun naturally makes it very easy to apply OD marks. Just shoot people. It is very hard to screw up your OD mark application when you have 250 rounds of HP ammo.
Perfect Sledgehammer. You know why it’s here.
This section is all about the supports. Nothing much else can be said for DPS players.
Most of the gameplay notes have already been stated in the Gameplay section for supports in the main tab, and most of it will apply. You should go back to it before you continue. The following are just additional notes for the specific support build.
Memorize spawns.
Use foam chem charges wisely. You do not want to run out of them. Use one on a spawn door as the enemies spill out, and only shoot another if your allies are struggling to clear stragglers.
Additional note: Enemies gain temporary resistance/immunity to status effects when reapplied in a short period of time, so don’t spam your foam.
Remember that fire grenades are still very useful. Once you’re done foaming, throw fire grenades. Fire grenades are a great supplement to foam and are not replaced by it.
Tell your teammates to shoot the foamed enemies ASAP because my god the number of times I’ve foamed enemies only for my group to not shoot them like holy fu
The trifecta of Opportunistic, Sledgehammer and fire grenades are what will help you maintain a constant supply of HP ammo to your team as well as damage to your teammates. Throw grenades often, especially at spawn doors and where enemies are most concentrated. Proc Opportunistic and Sledgehammer as much as possible. Use your Scorpio often, and foam enemies at the spawn doors as well.
The Escalation mines make people go crazy
The Archive
All old versions of the guide will go in the subtabs when a new season drops.
Mutator List
A list of all current and past mutators. |
Mutator type | Mutator | Appears in |
Enemy | Harvester | T1+ |
Enemy | Suppressor | T3+ |
Enemy | Anchor | T5+ |
Enemy | Aid Specialist | T7+ |
Global | Unyielding | T5+ |
Global | Hot Foot | T6+ |
Mutator type | Mutator | Appears in |
Enemy | Harvester | T1+ |
Enemy | Suppressor | T3+ |
Enemy | Aid Specialist | T7+ |
Global | Unyielding | T2+ |
Global | Variety Pack | T5+ |
Global | Hot Foot | T7+ |
Mutator type | Mutator | Appears in |
Enemy | Harvester | T1+ |
Enemy | One For All | T3+ |
Enemy | Aid Specialist | T7+ |
Global | Unyielding | T2+ |
Global | Variety Pack | T5+ |
Global | ISAC Says | T7+ |
Mutator type | Mutator | Appears in |
Enemy | Harvester | T1+ |
Enemy | One For All | T3+ |
Enemy | Aid Specialist | T7+ |
Global | Unyielding | T2+ |
Global | Variety Pack | T5+ |
Global | ISAC Says | T7+ |
Y8S1
OUTDATED // OUTDATED // OUTDATED
This version of the guide is not up-to-date with the current season and is only kept for archival purposes. Interpret the contents at your own risk!
Archive of Y8S1
Y8S1 Season Ended
Last updated: 02/06/2026 [DD/MM/YYYY]
High-End
Gear Set
Exotic
Prototype
Before we begin, I need to stress that Escalation is a late endgame mode.
You should not be attempting it without good knowledge of builds, positioning, corner peeking, spawns, and enemy AI behavior.
You also do not need Prototype gear to clear any other content in the game.
Escalation is a new game mode added in Y8S1 for very late endgame players. It provides a variety of extremely bullet spongy enemies that can instantly kill you, as well as giving you Prototype gear as another layer of endgame progression.
High-tier Escalation is basically an extremely aggressive DPS check, alongside a bunch of stuff, and it is a unique challenge that demands both a different build and different playstyle compared to Legendary and Master difficulty.
This guide aims to provide some pointers and info on how to beat T5+ Escalation, so you can finally get that new shiny purple colored loot you’ve always wanted.
Because mutators are subject to change every season, there is a possibility that the meta for Escalation may change. As such, please check whether the guide is up to date before you reference anything from it.
This guide will be more biased towards Tier 10 since most of my runs are in T10, but most stuff in this guide should still be applicable to T5+.
Note: Modifiers may or may not be changed every season. |
Updated to Y8S1 Season ended |
0-1 mutators are randomly assigned to enemies a few seconds after they spawn.
Harvester
When dealing damage, this enemy regenerates Armor and Health by a percentage of your maximum Armor. Can overheal.
Appears from Tier 1 onwards.
Is not particularly problematic. Don’t let them hit you and you’ll be fine. Ideally, you never want to get shot in Escalation anyway thanks to the absurd enemy scaling.
Suppressor
When damaged, this enemy starts to charge an EMP blast. When fully charged, they unleash it, disrupting everything in the area.
Appears from Tier 3 onwards.
Problematic.
The EMP blast will also stagger you, which means stuff like your reloads will be interrupted. It will stagger you through walls and cover as well.
The EMP blast will only start charging if they receive any damage. Therefore, you should not shoot any enemies with Suppressor unless:
Anchor
This enemy has damage resistance and fires incendiary ammo as long as they have allies around them.
Appears from Tier 5 onwards.
Extremely problematic.
Enemies with Anchor active receive only 33% of the damage you deal to them. Their incendiary ammo means that getting shot by them will typically lead to you getting health gated (one-shot protection), and then you dying from the fire unless you pop an instant armor kit.
These enemies should be prioritized whenever possible.
“People complain about Hot Foot like Anchor isn't a thing.”
Aid Specialist
This enemy periodically repairs the Armor of all allies around them, if they are badly damaged.
Appears from Tier 7 onwards.
Extremely problematic.
For obvious reasons. Shoot them or the enemies near them will get healing. This becomes extra worrisome if the enemy being healed has Anchor.
These enemies should be prioritized whenever possible, above Anchor.
These mutators are always active.
Unyielding
All enemies become immune to crowd control effects while significantly damaged.
Appears from Tier 2 onwards.
This mutator makes crowd control (CC) builds a lot harder to use in higher tiers. The immunity means you need to kill the enemies quickly to be able to take advantage of the CC, which requires a good team that can output a lot of DPS.
Hot Foot
If you stay in the same spot for too long, a charge counter begins to fill. When it reaches maximum, you are Shocked and take damage.
Appears from Tier 6 onwards.
Hot Foot can kill you directly. The game considers this damage you inflict yourself, which means it will bypass one-shot protection.
Getting shocked means you’re forced to stand up from behind cover, which can prove deadly in the wrong circumstances.
The best way to avoid this is to stand behind tall cover, but specifically avoid using the in-game cover mechanic. Wiggle around while standing behind the cover as you shoot to avoid building up Hot Foot, and flail around when reloading.
From this point on, all info that are based on the current set of mutators will be colored in orange and underlined. If it is a large section of text, it will be surrounded by [[ these symbols. ]] |
A successful Escalation run is dependent on three pillars: Build, gameplay, knowledge. You need all three. Not having one of these pillars means you’re likely to fail. You won’t succeed with a Core Strength build even if you have the best gameplay and complete knowledge of enemy AI and spawns (you’ll run out of ammo and time), and you won’t succeed with a meta, fully prototyped Escalation Striker build if you don’t know how to position and corner peek, or where and what enemies will spawn.
Let’s first start with, well, the first thing.
Note: The meta may change as mutators are cycled in and out of rotation. |
DPS is always king, though having a support player is typically preferred for 3-4 players.
Escalation shanks build diversity in a dark alley on a cold 3 AM night. You really don’t have much flexibility in terms of builds when it comes to high tier Escalation. At best, you might become a brick. At worst, you’ll lose tokens, or cost the host their tokens.
Now, by no means are any builds that are not listed below unviable. However, the options below are by far the most consistent in their performance with little caveats. If you’re new to Escalation, it’s always better to stick to the basics first.
It’s Striker. It’s always Striker.
Due to the bullet sponginess of the enemies in Escalation, the standard Striker setup is not as optimal. You’ll need a specific Striker build tailored for Escalation and Escalation only.
Refer to the build guide below.
(scroll down for the Escalation-specific variant)
Avoid using this build outside of Escalation, specifically since enemies are a lot less spongy outside of Escalation and thus you will get less benefit from the Striker chest (below ~150 stacks it will be akin to running standard Striker without a chest talent).
A few other notes:
Weapon Choice
The Military MK46 (or any M249 variant) with Frenzy is critical for proper DPS output in high-tier Escalation for the burst and sustained damage.
Why the MK46/M249?
Make sure to keep the mag emptied at the end of fights so you can proc Frenzy as soon as possible in the next room.
Skill Choice
Augment Choice
Paradox is not recommended due to it canceling reloads and potentially screwing up Frenzy sync.
Damage to Health (DTH)
DTH may seem like a pointless stat, but in Escalation, 21% DTH from a prototype The Hollow Man mask is very powerful.
Overdogs (Exotic Gloves)
Initially, it may seem like it will suffer in Escalation, since it is a mode that demands target prioritization that often will not adhere to the tier hierarchy. However, there are a few things that make Overdogs still meta in this mode.
The Ravenous (Exotic Rifle)
If the talent is properly utilized, tank armor can be deleted relatively quickly thanks to the amplified damage to armor plating.
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 drom the left shoulder. Hits from one shoulder will detonate all of the opposite shoulder's primers when present. When detonated, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s. Primer effectiveness is doubled at 10 stacks. |
Each defensive primer stack provides 10% amplified damage to armor plating, and at max stacks the buffs are doubled. This means that if you max out defensive primers and detonate them all, you gain 200% amplified damage to armor plates for 5 seconds.
In short, max out your defensive primers by firing from the left shoulder, swap to the right shoulder and fire once to detonate the defensive primer, then swap back to the left shoulder. Rinse and repeat.
That being said, it should be something you hot swap to when you encounter a tank (or armor plated enemy), and not something you keep equipped long-term.
The Ravenous can be crafted by acquiring the blueprint from Black Tusk retaliation completions, or you can do the Iron Horse raid.
Here’s a good video on how to use the rifle by Toastey:
Ravenous, How it works and where it works best - The Division 2
Tipping Scales (TS)
The main problem is that it builds stacks slowly and loses stacks quickly. Striker only needs you to hit the enemy at least 200 times (it will be more due to stack loss) which can be quickly achieved with a high RoF weapon, but TS mandates a 10/15s firing time no matter what. This is often time you don’t really have when things get hectic. On top of that, there are a variety of things that can cause you to stop shooting. Getting rushed, EMP’d, having Hot Foot trigger, needing to reposition, etc. TS loses stacks extremely quickly compared to chest Striker, and this means you need to waste more time and ammo to get back to your maximum damage potential. Suppression pauses stack loss, but if an enemy is suppressed, you usually can’t damage them anyway. Striker is just the more consistent option in the end.
Talents/Builds that rely on kills
They suffer greatly in Escalation. Enemies are extremely bullet spongy, and it is difficult to kill enemies within a reasonable time frame. This means talents like Killer and gear sets like Concentrated Company and Ongoing Directive will be significantly less viable. Also, any sniper builds.
Any number of blue cores/attributes/talents/items that provide survivability
Survivability means nothing in high tier Escalation. You either do damage or you die. Taking any number of cores/attributes/talents/items to increase survivability only hampers your damage, and you will still die as quickly anyway.
Shields
You can’t use a LMG with the shield.
Also, the shield will break instantly and disorient you, which is usually a recipe for getting killed.
If you’re planning to do Escalation, you should already be comfortable ditching the shield.
Future Initiative Healer (FI Healer) is currently the most consistent support option for Escalation for its powerful damage buffs and healing.
Future Initiative Healer (Y6 S3)
However, Escalation often demands one change with an FI build, and that is to use Birdie’s Quick Fix Pack (Exotic Backpack).
Normally, this isn’t recommended to be worn long-term on a FI healer build, only something you hotswap to. However, death is near-inevitable in Escalation and can happen in a matter of seconds. You do not have time to hotswap. You need to be ready to quickly revive allies at all times. Hence, Birdie’s stays.
Use an Alps Summit Armaments or Hana-U piece of any kind that isn’t the chest or backpack.
If your team is really good at not getting shot, you will have more value using The Setup for team buffs. It is still recommended to keep the Alps/Hana-U gloves to let you quickly hotswap to Birdie’s when needed.
A few other notes:
Technician vs. Survivalist
[[ Technician gives you Faraday Field, which allows you and your allies to ignore the Shock status effect from Hot Foot. It will, however, not prevent the damage caused by it. ]]
Survivalist gives you a crossbow, which is extremely valuable for clearing armor plating* and a guaranteed stagger on problematic enemies if required. It also provides incendiary grenades, which are useful for making enemies temporarily stationary at spawn doors and allows for easy sledgehammer procs. The 10% damage amp for status affected enemies is also good.
Generally, Survivalist will be the better option for most combat encounters, [[ but Technician can work if you really need to hunker down in one spot. ]] It depends on the group and the mission.
* If an enemy with armor plating has Anchor, it will take two crossbow shots to break the plating.
Augment Choice
BTSU Datagloves
While it is not recommended to keep them on during combat sections, they are still useful for quickly resetting your group’s revive hives between rooms.
Foam Chem
[[ They are still useful for the CC, but are affected by the Unyielding modifier. It will still lock enemies down to an appreciable degree, but you will have to kill them fast. You will need a good team that can output a lot of DPS in order to make the most out of the foam. ]]
Refactor
Bad for high tier Escalation. Worse and less consistent healing, less buffs for your team, and your turrets and drones will either be immediately shot to death or EMP’d by enemies with Suppressor. Do not choose this over FI.
Tanks
They are extremely extra useless in high tier Escalation (with one single exception). The buffs enemies receive to their damage means that choosing to be a tank is more of a decision between dying instantly and dying instantly but with no contribution to your team.
Birdie’s Quick Fix Pack (Exotic Backpack)
Everyone should have this on hand to hot swap to when needed.
Sweet Dreams / Lullaby (Exotic Shotgun)
The Sandman talent is useful for immediately clearing problematic ads. It has some caveats however:
Video guide by Toastey. The title mentions solo’ing T10 and say DCD (which may or may not be in the current Escalation lineup), but it is still very good general advice.
Positioning and How to Solo Tier 10 DCD - The Division 2
This section will cover DPS players in general, though there will be a section for supports.
Being a good DPS doesn’t just mean dealing damage, it also means not taking damage.
Having the best build in the world won’t help you if you die immediately as soon as you pop your head out of cover or if you let yourself constantly get flanked.
I have a more in-depth guide to not getting hit here, but that’s more tailored for new players. Still, I will post some of the most relevant points here. In addition, there are a few other caveats that my other guide doesn’t cover.
Use tall cover whenever possible. Shooting behind tall cover exposes you significanty less than short cover.
“Slice the pie” constantly. It is more beneficial to ignore the in-game cover mechanic and just manually hide behind tall cover, especially with the Hot Foot mechanic. You stand a distance away from behind a piece of tall and wide cover, and angle yourself in a way that you can still shoot the enemy, but the enemy has no LOS towards you. You will have to adjust your angle as needed. Here’s also a video demonstration by dien.aka.kim.
Figure 1: Oh hey, a familiar screenshot.
Maintain awareness of the battlefield. Check your radar constantly and make sure that where you’re standing isn’t a position that will let the enemy hit you easily. If enemies are going to flank you, either quickly dispatch the flanking enemies, or reposition to break enemy LOS.
Combine the cover-to-cover (C2C) mechanic and rolling to reposition. Both mechanics significantly reduce the chances of you getting hit when repositioning.
Basic example:
Figure 2: For the love of god please make a new diagram
Video demonstration by dien.aka.kim:
Manning National Zoo Birdhouse/Aviary Fight Tutorial - Know Your Strategy!
Enemy prioritization is critical in Escalation.
[[ However, you will have to also prioritize enemies depending on what mutator they have, and this can often be more important. ]]
[[ As a reminder, you should prioritize the following mutators: ]]
For dangerous enemy archetypes, there isn't much more to say for most of them, except for Tanks. The scaling makes each piece of their armor plating an absolute pain to destroy, and they will push the group slowly but surely. They need to be taken down ASAP, especially if they have mutators.
That’s what the Decoy is for.
Other options (turret, drone) are significantly less effective in Escalation due to the tendency for enemies to destroy them in one shot. They can also trigger Suppression, which can prove problematic in the wrong circumstances.
You should avoid separating yourself from the group in 3-4 players. It will make the life of a support player much harder and increase the chances of a wipe.
However, do not get too close to another DPS player. Doing so will mean that no aggro will be spread between both of you, and you’ll get both them and yourself killed.
If you receive normally fatal damage from an enemy, the game will leave you alive at 1 HP instead for approximately 1-2 seconds. It will then go on a 30 second cooldown. It’s either called health gating or one-shot protection (OSP).
Demonstration by Raucey: Division 2: The Basic Mechanic For Staying Upright
With how much damage the enemies deal, OSP is the only thing that will help you survive. Make sure you are always aware of whether OSP is ready, active, or on cooldown.
NOTE: OSP is always inactive for the first 30 seconds after you start a mission, it will not protect you from damage-over-time (DoT) status effects, and it will not protect you from self-inflicted damage (Hot Foot included).
This section will be about Future Initiative healers. |
Learn how to quickly hotswap gear pieces. Sort your inventory by loadout and use the grid view in the inventory.
Ensure your team is topped off as much as possible so they can benefit from the FI buff.
Relocate your hive to advantageous positions often. Do not place it too close to enemies, lest one of them turn out to have the Suppressor mutator.
Monitor your teammates while having awareness of the battlefield.
Use your reinforcer chem launcher charges wisely. Do not spam them or you’ll run out at a critical moment.
Advise your teammates to stay reasonably close with you.
If you are attempting high tier Escalation, you should at least have a vague idea on how the enemy AI works. The enemy AI is the exact same as in Heroic, so it is advised that you should be familiar with Heroic missions and can solo them reliably before you reach this point.
You should also be familiar with the enemy spawns in each mission and know where you should position yourself to safely shoot the enemies. It is recommended that you run through the mission on Heroic normally a few times to drill it into your head before you attempt the same mission in Escalation.
Directives have no effect in Escalation, but their XP bonus will still apply. There is no reason to not turn all of them on when you do Escalation.
Yes, they do randomly spawn in Escalation. Yes, they scale to the current tier. Yes, they can get mutators. No, you don’t get a checkpoint.
Rogues in high tier Escalation are bullet spongy to a ludicrous degree and can kill you instantly. Alongside that, their numbers will be always one more than the size of your current group, so if you’re in a 4-player group, you will have to deal with 5 rogues. Fun.
You will have to take them on one by one. You and/or your group cannot fight more than one at once. You need to lure one to a safer spot before you can start shooting at them.
Protection From Elite (PFE) tanks have utility here. Have someone swap to a PFE tank build and walk into the room first, while the rest of the group stays behind. The tank player should lure the rogue to a safer spot where the other players can whittle them down without too much danger.
Expect death to occur all the time. If you’re the support player, you must be able to revive everyone on short notice, and that’s what Birdie’s is for.
Congratulations, you made it this far into the guide (or you just scrolled here idk). I hope the information I provided was useful and helps you in your future Escalation runs.
If you’re a newer player and all of this sounds really overwhelming, I should stress again that Escalation is an extremely endgame mode. You really do need to know a lot of this stuff in order to be able to clear higher tier Escalation, because the mode is very unforgiving. I suggest taking the time to familiarize yourself with the other content the game has to provide first. You don’t need Prototype gear to clear anything that isn’t Escalation, and even then, Prototype is not the most important factor in the mode it’s designed for.
Either way, thanks for taking the time to read all of this.
If you have any questions or concerns, tag @corruptphoton in the official/community Division Discord server or whatever
To the following people for reviewing my guide and providing comments and suggestions:
dien.aka.kim and Mutespell for the Tier 10 Escalation runs (American History Museum is burned into my mind at this point),
And the rest of the fine folks in The Division 2 community for their guidance and support.
Y8S1
11/05/2026 | Initial version
12/05/2026 | Massive changes thanks to suggestions
13/05/2026 | It’s in the build hub yay
14/05/2026 | Some edits (thanks Chow)
15/05/2026 | im tired boss
16/05/2026 | fdsgdfh
17/05/2026 | added some things
18/05/2026 | In today’s socioeconomic climate,
20/05/2026 | Summer cleaning
21/05/2026 | Something
24/05/2026 | minor shit
02/06/2026 | welp, Y8S2 is coming soon anyway
OUTDATED // OUTDATED // OUTDATED
This version of the guide is not up-to-date with the current season and is only kept for archival purposes. Interpret the contents at your own risk!
Archive of Y8S1
Y8S2 | Pre-TU29.2
OUTDATED // OUTDATED // OUTDATED
This version of the guide is not up-to-date with the current season and is only kept for archival purposes. Interpret the contents at your own risk!
Archive of Y8S2 | Pre-Y8S2.2 Mutator Change
A Tier 5+ Escalation Guide
Figure 1: I love Escalation if you can’t tell
Y8S2 Pre-TU29.2 TU29.1 ended
Last updated: 2026-07-20 [YYYY-MM-DD]
If you have any questions or concerns, tag @corruptphoton in the official/community Division Discord server or whatever
High-End
Gear Set
Exotic
Prototype
Before we begin, I need to stress that Escalation is a late endgame mode.
You should not be attempting it without good knowledge of builds, positioning, corner peeking, spawns, and enemy AI behavior.
You also do not need Prototype gear to clear any other content in the game.
Escalation is a new game mode added in Y8S1 for very late endgame players. It provides a variety of extremely bullet spongy enemies that can instantly kill you, as well as giving you Prototype gear as another layer of endgame progression.
High-tier Escalation is basically an extremely aggressive DPS check, alongside a bunch of stuff, and it is a unique challenge that demands both a different build and different playstyle compared to Legendary and Master difficulty.
This guide aims to provide some pointers and info on how to beat T5+ Escalation, so you can finally get that new shiny purple colored loot you’ve always wanted.
Because mutators are subject to change every season, there is a possibility that the meta for Escalation may change. As such, please check whether the guide is up to date before you reference anything from it.
This guide will be more biased towards Tier 10 since most of my runs are in T10, but most stuff in this guide should still be applicable to T5+. Anything below that more or less ranges from base Heroic to Heroic with some moderately jacked health pools, and generally doesn’t really require significant changes in builds and strategy, if any (and in fact doing so regardless may actually worsen your performance, e.g. using Striker chest in T2). It’s around T5 or so when things start to get serious, and that’s what the rest of the guide will be about.
Note: Mutators may or may not be changed every season. |
0-1 mutators are randomly assigned to enemies a few seconds after they spawn.
Harvester
When dealing damage, this enemy regenerates Armor and Health by a percentage of your maximum Armor. Can overheal.
Figure 2: Harvester in-game
Appears from Tier 1 onwards.
Is not particularly problematic. Don’t let them hit you and you’ll be fine. Ideally, you never want to get shot in Escalation anyway thanks to the absurd enemy scaling.
Suppressor
When damaged, this enemy starts to charge an EMP blast. When fully charged, they unleash it, disrupting everything in the area.
Figure 3: Suppressor in-game
Appears from Tier 3 onwards.
Problematic.
The EMP blast will also stagger you, which means stuff like your reloads will be interrupted. It will stagger you through walls and cover as well, and the radius is larger than you may think.
The EMP blast will only start charging if the enemy with Suppressor receives any damage. Therefore, you should avoid shooting any enemies with Suppressor unless:
Aid Specialist
This enemy periodically repairs the Armor of all allies around them, if they are badly damaged.
Figure 4: Aid Specialist in-game
Appears from Tier 7 onwards.
Extremely problematic.
For obvious reasons. Shoot them or the enemies near them will get healing.
These enemies should be prioritized whenever possible.
Anchor is gone. Good fucking riddance.
These mutators are always active.
Unyielding
All enemies cleanse their status effects once when significantly damaged.
Appears from Tier 2 onwards.
If you use Foam Crowd Control (Foam CC) builds, this means you will likely have to use double your chem charges than normal.
Variety Pack
Each time you kill an enemy with an equipped weapon, beyond the first 2 kills, you gain a stacking -10% penalty to Weapon Damage, to a maximum of -50%. Reset the stacks by killing an enemy with a different weapon.
Figure 5: Variety Pack in-game. 1st image is when you have Variety Pack, 2nd image is when others have it
Appears from Tier 5 onwards.
Info mainly from this video: Variety Pack guide - explanation, quirks and counters
Variety Pack (VP) directly deducts from Weapon Damage*, which includes All Weapon Damage from your red cores and Specific Weapon Damage from your weapon, spec tree, etc.
VP mainly hurts exotics that incentivize you to stick to the weapon like glue, like Backfire and The Bighorn, but as we’ll get to later in this doc, the best weapons to use in Escalation aren’t exotics and have talents that aren’t really affected by this.
The damage loss at max stacks is about 16%, so having the stacks is not the end of the world. It’s still preferable to swap off to your secondary to clear it, but you don’t need to scramble to do it.
* if you have 250% WD and get 3 stacks of VP, you lose 10% WD, and you end up with 240% WD.
How to counter:
Conventional way
Unconventional ways
Hot Foot
If you stay in the same spot for too long, a charge counter begins to fill. When it reaches maximum, you are Shocked and take damage.
Figure 6: Hot Foot in-game
Appears from Tier 7 onwards.
Hot Foot can kill you directly. The game considers this damage you inflict yourself, which means it will bypass one-shot protection.
Getting shocked means you’re forced to stand up from behind cover, which can prove deadly in the wrong circumstances.
The best way to avoid this is to stand behind tall cover, but specifically avoid using the in-game cover mechanic. Wiggle around while standing behind the cover as you shoot to avoid building up Hot Foot, and flail around when reloading.
From this point on, all info that are based on the current set of mutators will be colored in orange and underlined. If it is a large section of text, it will be surrounded by [[ these symbols. ]] |
A successful Escalation run is dependent on three pillars: Build, gameplay, knowledge. You need all three. Not having one of these pillars means you’re likely to fail. You won’t succeed with a Core Strength build even if you have the best gameplay and complete knowledge of enemy AI and spawns (you’ll run out of ammo and time), and you won’t succeed with a meta, fully prototyped Escalation Striker build if you don’t know how to position and corner peek, or where and what enemies will spawn.
Let’s first start with, well, the first thing.
Note: The meta may change as mutators are cycled in and out of rotation. |
DPS is always king, though having a support player is preferred for 3-4 players.
Escalation shanks build diversity in a dark alley on a cold 3 AM night. You really don’t have much flexibility in terms of builds when it comes to high tier Escalation. At best, you might become a brick. At worst, you’ll lose tokens, or cost the host their tokens.
Now, by no means are any builds that are not listed below unviable. I’ve personally played with people who ran builds that made Escalation more fun even if it wasn’t optimal. However, the options below are by far the most consistent in their performance with little caveats. If you’re new to Escalation, it’s always better to stick to the basics first.
It’s Striker. It’s always Striker.
Due to the bullet sponginess of the enemies in Escalation, the standard Striker setup is not as optimal. You’ll need a specific Striker build tailored for Escalation and Escalation only.
Refer to the build guide below.
(scroll down for the Escalation-specific variant)
Figure 7: Escalation Striker builds. Please click on the link to the build guide for more information, this is more of an overview than anything. Sourced from Strikers Guide (Y8S1 WIP)
Avoid using this build outside of Escalation or below T5, specifically because enemies are too squishy for you to benefit from using the Striker chest (below ~150 stacks it will be akin to running standard Striker without a chest talent).
Military MK46 (or any M249 variant) or IWI Negev with Frenzy is critical for proper DPS output in high-tier Escalation for the burst and sustained damage.
Frenzy |
For every 10 bullets in the magazine capacity, gain +3% rate of fire and +3% weapon damage for 9s when reloading from empty. |
Why the MK46/M249/Negev?
Make sure to keep the mag emptied at the end of fights so you can proc Frenzy as soon as possible in the next room.
GR9 is viable but less preferred. It technically has the best DPS of all LMGs, but it has a few problems compared to the listed options above.
* Gunner spec 3rd reload speed increase will screw up Frenzy for the MK46/M249 if you are constantly firing, but considering how hectic Escalation can get, this usually isn’t a problem.
Any 790+ RPM AR that you can handle comfortably will work. Your secondary will mainly serve as:
Popular options are:
Recommended talents:
Killer is not recommended due to bullet spongy enemies.
Gunner specialization for the 50rd large pouch. This is realistically your only option, since without the pouch, you can’t sync Frenzy with the recommended LMGs.
Conventional way
Unconventional ways
Recommended mix of augments:
Paradox is not recommended due to it canceling reloads and potentially screwing up Frenzy sync.
DTH may seem like a pointless stat, but in Escalation, 21% DTH from a prototype The Hollow Man mask is very powerful.
You need to be Expertise 30 to have a full red prototype The Hollow Man mask. If you can’t prototype it or if it has a non-crit attribute, it is not worth running over a Ceska mask.
Initially, it may seem like it will suffer in Escalation, since it is a mode that demands target prioritization that often will not adhere to the tier hierarchy. However, there are a few things that make Overdogs still meta in this mode.
Unless otherwise stated, the pieces below are only really worth using over other options if prototyped.
Efficacy depends on mission and enemy type, but can be strong if there are many ads with armor. Also provides some specific weapon damage (SWD) for your LMG.
Damage to Targets Out of Cover. Good against everything.
1pc 8% CHC, good even without prototyping. This item can be used in place of The Hollow Man if you’re not at Expertise 30, can’t afford to prototype one or don’t have one with all red attributes. Not worth having more than one.
====================
Just because it is purple and shiny does not automatically mean it is better than items that aren’t purple and shiny. Garbage in, garbage out – prototyping can elevate already good gear to new heights, but it will not be of much use if the gear itself has incorrect stats/talents/etc.
Simply put, High-End/Gear set items of the correct type/attributes/talents are almost always better than Prototype gear with the wrong type/attributes/talents. There can be exceptions, but it’s a good general rule of thumb to stick to.
i swear to fucking god if i get accused of using AI because of the em dash. check my goddamned edit history if you're so sure
While usable, it has a few issues that cause it to fall behind Striker.
Figure 8: Comparison between TS w/ Equalizer, TS w/ chest and TS w/ The Sacrifice. Sourced from Tipping Scales (Y8S1 TU27)
For these reasons, Tipping Scales is a less preferred option than Striker.
If you still wish to use TS, use the standard TS setup from the Tipping Scales (Y8S1 TU27) guide. Weapons, skills, augment and specialization recommendations are the same as Striker.
Figure 9: Tipping Scales build. Sourced from Tipping Scales (Y8S1 TU27)
They suffer greatly in Escalation. Enemies are extremely bullet spongy, and it is difficult to kill enemies within a reasonable time frame. This means talents like Killer and gear sets like Concentrated Company and Ongoing Directive will be significantly less viable. Also, any Headhunter builds.
Survivability means nothing in high tier Escalation. You either do damage or you die. Taking any number of cores/attributes/talents/items to increase survivability only hampers your damage, and you will still die as quickly anyway.
You can’t use a LMG with the shield.
Also, the shield will break instantly and disorient you, which is usually a recipe for getting killed.
If you’re planning to do Escalation, you should already be comfortable ditching the shield.
====================
====================
There’s actually quite a lot to talk about for supports, so strap in.
FI Healer is a strong support option for Escalation for its powerful damage buffs and healing.
Future Initiative Healer (Y6 S3)
Figure 10: FI Healer. Please click on the link to the build guide for more information, this is more of an overview than anything. Sourced from Future Initiative Healer (Y6 S3)
However, since death is near-inevitable in Escalation and can happen in a matter of seconds, you need to be able to hotswap to the Birdie’s Quick Fix Pack (Exotic Backpack) ASAP, and having the BTSU Datagloves (Exotic Gloves) in the way can prove deadly.
It is recommended that you use a Hana-U piece of any kind that isn’t the chest or backpack in place of the BTSU Datagloves. Technically, prototyped Improvised Gloves with skill tier and the needed mix of skill haste or repair skills is BiS but is a lot harder to get. The additional skill haste is to make up for the loss from replacing the BTSU Datagloves.
If your team is dying constantly, it may be better to keep Birdie’s Quick Fix Pack on semi-permanently.
Reinforcer Chem Launcher and Restorer Hive.
These two are your only options. Every other healing skill is worse in every way.
Septic Shock |
Shooting a target applies stacks of venom, which last for 10s. Increasing stacks adds more severe debuffs to the target. 2 - Poison 4 - Disorient 6 - Shock 9* - Target takes additional 20% damage (from all sources). Stacks no longer increase. Duration of Status Effects is based on the percentage of pellets hit on applying shot. |
* This is wrong. It procs on the 8th shot, the 9th shot just refreshes it.
Scorpio is most useful for proc’ing Opportunistic and being able to apply CC (4th and 6th shot), as well as the amp from the 8th shot. If your allies are topped off, you switch to Scorpio and start shooting enemies to slow them down.
Count your shots. Don’t spam them. Let the CC effect expire before you continue firing.
you can also buy either scorpio skin so you don't need to memorize. literally p2w
It’s rather rare to proc the 8th shot effect since it takes a long time, so in general you only do that when you’re dealing with a tank or a Named enemy.
You should absolutely not use the shotgun if you don’t know enough about how enemies will react to you running up to an enemy.
For more advanced play, the exotic shotgun is useful for immediately clearing problematic ads. It has some caveats however:
In general, you should not keep it on, and only hotswap to this when:
While it is not recommended to keep them on during combat sections, they are far from useless. Global overcharge (global OC) is extremely powerful as it elevates both you and your allies’ skills. Here’s just a taste of what the global OC can allow:
Not to mention OC means everyone’s skills are automatically elevated to above Skill Tier 6.
Remember, global OC means everyone gets these buffs, and it should not be overlooked. You should learn when to hotswap to the gloves for much-needed OC during critical sections.
Survivalist gives you:
Technician gives you:
Which one to use?
Survivalist outclasses Technician in terms of utility and is the best for general use.
[[ There are some situations where Technician can work if you really need to hunker down in one spot, but it’s quite rare. Either way, it depends on the group and the mission. ]]
personally i don’t think hot foot is that scary to warrant losing everything survivalist has to offer
Fire grenades are very useful for their ability to CC and proc sledgehammer. Memorize enemy spawns and preemptively throw nades in front of spawns. Your DPS players will thank you.
(Perfect) Sledgehammer |
Dealing damage with a grenade applies a mark on target. Targets with mark will take 15% (20%) more damage to armor* from the agent that applied the mark** and have a -20% (-30%) movement speed. Mark will disappear after 10 seconds. |
* Unrelated with the Damage to Armor attribute. This debuff is an amplifier and is not additive with DTA, but the amp only applies to armor (white bars) and armor plates (tanks, warhounds. This normally only takes Damage to Health into account).
** This is wrong. The damage increase applies for all players.
The Sledgehammer talent provides a significant damage boost for your team, and it is easy to proc with fire grenades. A few things to consider:
If you equip either piece while in the White House or in a safe house and then unequip it, you keep the additional grenades. Having more fire grenades is always a good thing.
====================
A high risk, high reward play.
Now that Unyielding has been nerfed this season, Foam CC is a lot more accessible.
Foam CC can be very strong, but its efficacy depends on both the user, the team, and the environment. Effective use of foam requires knowledge on enemy spawns, will run into problems depending on how dispersed the enemies are and how open the area is, and requires strong DPS from your team to follow up.
Tight spaces with predictable spawns close together (e.g. many District Union Arena rooms) are excellent places to use foam. Wide open spaces with unpredictable spawns and/or far away spawns (e.g. final area of DCD Headquarters) make foam less useful.
You will also likely have to shoot several foam chems to keep enemies locked down due to Unyielding.
Additionally, for foam to work effectively, enemies need to die fast. Your team needs to 1. have strong DPS output, and 2. be aggressive. Remember that foamed enemies can’t fight back. However, even if just one enemy manages to run away, things can go to shit extremely quickly.
If used well, it will work amazingly. If used poorly or your team lacks sufficient DPS, your run will end very quickly. If the area is too wide open for foam to be used effectively, your run will also end depending on which flavor of foam you pick.
You have two options for foam CC:
The first option provides a mix of foam CC and healing for when things turn south and is better for general use. Foam uptime will be shorter than the other option, however, so you will have to move quickly and be more thoughtful with your chem usage.
The second option is a “double or nothing” approach. It provides the best CC but limits your ability to heal significantly. It requires enclosed spaces with predictable spawns to work well, has little margin for error, and requires well-coordinated teams with solid builds and gameplay. It is very strong, but I do not recommend choosing Eclipse Protocol unless you and your team are well-coordinated, have solid builds, good gameplay, deep knowledge of spawns and enemy behavior, and the arena is an enclosed space with tightly packed, predictable spawns.
A showcase on what good foam application can do (slightly outdated due to recent fix to paradox)
Global overcharge (global OC) is extremely powerful as it elevates both you and your allies’ skills. Here’s just a taste of what the global OC can allow:
Not to mention OC means everyone’s skills are automatically elevated to above Skill Tier 6.
Remember, global OC means everyone gets these buffs, and it should not be overlooked. You should learn when to proc the OC for critical sections.
If you equip either piece while in the White House or in a safe house and then unequip it, you keep the additional grenades. Having more fire grenades is always a good thing.
====================
Just because it is purple and shiny does not automatically mean it is better than items that aren’t purple and shiny. Garbage in, garbage out – prototyping can elevate already good gear to new heights, but it will not be of much use if the gear itself has incorrect stats/talents/etc.
Simply put, High-End/Gear set items of the correct type/attributes/talents are almost always better than Prototype gear with the wrong type/attributes/talents. There can be exceptions, but it’s a good general rule of thumb to stick to.
====================
Not recommended. Healing isn’t the most important aspect of a support build, since enemies are generally capable of deleting you in seconds, and any amount of healing will not save you from bullets that can either instantly trigger one-shot protection or kill you outright. What matters more is the buffs or other utility a support build can provide, and that’s why Future Initiative is generally the better choice for a healer build for the TWD buff.
Reficere on its own can only provide Hazard Protection, which isn’t a particularly important stat to have (and Hot Foot should not be a reason to use it), and you will need to rely on Empathic Resolve for the TWD buff. Since the talent will only proc when you heal someone, this means you need your teammates to catch stray bullets, which is a very risky move considering how much damage enemies in Escalation deal.
Do not choose this over FI and/or foam CC.
Not recommended. Worse and less consistent healing, less buffs for your team, and your turrets and drones will either be immediately shot to death or EMP’d by enemies with Suppressor. The damage you deal with your turrets and drones will not amount to much, and you will have to rely on Empathic Resolve for the TWD buff.
Do not choose this over FI and/or foam CC.
Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooo.
They are extremely extra useless in high tier Escalation (with one single exception). The buffs enemies receive to their damage means that choosing to be a tank is more of a decision between dying instantly and dying instantly but with no contribution to your team.
====================
====================
Everyone should have this on hand to hot swap to when needed.
If you are a Striker DPS player, you should first:
That way, you can still keep your Striker stacks without accidentally resetting them.
You should absolutely not use the shotgun if you don’t know enough about how enemies will react to you running up to an enemy.
For more advanced play, the exotic shotgun is useful for immediately clearing problematic ads. It has some caveats however:
In general, you should only hotswap to this when:
If you equip either piece while in the White House or in a safe house and then unequip it, you keep the additional grenades. Having more grenades is always a good thing.
Video guide by Toastey. It may be from Y8S1 and the title may mention solo’ing T10 and say DCD (which may or may not be in the current Escalation lineup), but it is still very good general advice.
Positioning and How to Solo Tier 10 DCD - The Division 2
This section will cover DPS players in general, though there will be a section for supports.
Being a good DPS doesn’t just mean dealing damage, it also means not taking damage.
Having the best build in the world won’t help you if you die immediately as soon as you pop your head out of cover or if you let yourself constantly get flanked.
I have a more in-depth guide to not getting hit here, but that’s more tailored for new players. Still, I will post some of the most relevant points here. In addition, there are a few other caveats that my other guide doesn’t cover.
Use tall cover whenever possible. Shooting behind tall cover exposes you significanty less than short cover.
“Slice the pie” constantly. It is more beneficial to ignore the in-game cover mechanic and just manually hide behind tall cover, especially with the Hot Foot mechanic. You stand a distance away from behind a piece of tall and wide cover, and angle yourself in a way that you can still shoot the enemy, but the enemy has no LOS towards you. You will have to adjust your angle as needed. Here’s also a video demonstration by dien.aka.kim.
Figure 11: Oh hey, a familiar screenshot.
Maintain awareness of the battlefield. Check your radar constantly and make sure that where you’re standing isn’t a position that will let the enemy hit you easily. If enemies are going to flank you, either quickly dispatch the flanking enemies, or reposition to break enemy LOS.
Combine the cover-to-cover (C2C) mechanic and rolling to reposition. Both mechanics significantly reduce the chances of you getting hit when repositioning.
Basic example:
Figure 12: For the love of god please make a new diagram
Video demonstration by dien.aka.kim:
Manning National Zoo Birdhouse/Aviary Fight Tutorial - Know Your Strategy!
Enemy prioritization is critical in Escalation.
[[ You will have to also prioritize enemies depending on what mutator they have, and this can often be more important than an enemy’s archetype. ]]
[[ As a reminder, you should prioritize the following mutators: ]]
For dangerous enemy archetypes, there isn't much more to say for most of them, except for Tanks. The scaling makes each piece of their armor plating a pain to destroy, and they will push the group slowly but surely. They need to be taken down ASAP, especially if they have mutators.
Not much more to say other than the usual stuff, but there is an interesting quirk with some enemies:
Enemy archetypes that deploy explosive deployables (Black Tusk drone operators, Hyena controllers) are vulnerable to their own explosives. With the drone operator as an example, if you shoot the drone as soon as it comes out, the damage the drone operator receives scales to their armor and health, which is often enough to either severely cripple them or kill them outright. Taking advantage of this can be of great help, especially with the tankiness of ads in this mode.
That’s what the Decoy is for.
Other options (turret, drone) are significantly less effective in Escalation due to the tendency for enemies to destroy them in one shot. They can also trigger Suppression, which can prove problematic in the wrong circumstances.
You should avoid separating yourself from the group in 3-4 players. It will make the life of a support player much harder and increase the chances of a wipe.
However, do not get too close to another DPS player. Doing so will mean that no aggro will be spread between both of you, and you’ll get both them and yourself killed.
If you receive normally fatal damage from an enemy, the game will leave you alive at 1 HP instead for approximately 1-2 seconds. It will then go on a 30 second cooldown. It’s either called health gating or one-shot protection (OSP).
Demonstration by Raucey: Division 2: The Basic Mechanic For Staying Upright
With how much damage the enemies deal, OSP is the only thing that will help you survive. Make sure you are always aware of whether OSP is ready, active, or on cooldown.
NOTE: OSP is always inactive for the first 30 seconds after you start a mission, it will not protect you from damage-over-time (DoT) status effects (the effects tend to outlast OSP duration), and it will not protect you from self-inflicted damage (Hot Foot included).
This section will be about Future Initiative healers. |
Learn how to quickly hotswap gear pieces. Sort your inventory by loadout and use the grid view in the inventory.
Learn when to swap to BTSU Datagloves and when to trigger its overcharge. Generally, you do it before a difficult fight/wave of enemies.
Ensure your team is topped off as much as possible so they can benefit from the FI buff.
Relocate your hive to advantageous positions often. It requires LOS to the players to work, so make sure you can see everyone from where you’ve placed the hive. Do not place it too close to enemies, lest one of them turn out to have the Suppressor mutator. If you have BTSU gloves equipped, picking the hive up is more valuable than letting it go down.
Monitor your teammates while having awareness of the battlefield.
Memorize enemy spawns. Throw fire grenades in front of spawns as much as possible. Switch to your weapon with the Sledgehammer talent as the fire grenade burns people, then swap away (continuing to hold the sledgehammer weapon has no effect, since the effect can only be refreshed on expiry) to a more useful weapon.
Use your reinforcer chem launcher charges wisely. Do not spam them or you’ll run out at a critical moment.
When firing Scorpio, do not spam the trigger. Count your shots and make sure the CC effect expires before you keep shooting.
Use crossbow bolts on tanks as soon as you see them.
If you’re out of grenades, teleport to the White House/any random safehouse and teleport back to restock.
Advise your teammates to stay reasonably close with you.
This section will be about Foam CC. |
Much of what was said in the section above still applies. The list below has more foam-specific details.
Use foam chem charges wisely. You do not want to run out of them. Use one on a spawn door as the enemies spill out, and only shoot another if your allies are struggling to clear stragglers.
Additional note: Enemies gain temporary resistance/immunity to status effects when reapplied in a short period of time, so don’t spam your foam
Throw fire grenades in front of spawns as much as possible. Switch to your weapon with the Sledgehammer talent as the fire grenade explodes, then swap away (continuing to hold the sledgehammer weapon has no effect, since the effect can only be refreshed on expiry) to a more useful weapon.
Tell your teammates to shoot the foamed enemies ASAP because my god the number of times I’ve foamed enemies only for my group to not shoot them like holy sh
If you are attempting high tier Escalation, you should at least have a vague idea on how the enemy AI works. The enemy AI is the exact same as in Heroic, so it is advised that you should be familiar with Heroic missions and can solo them reliably before you reach this point.
You should also be familiar with the enemy spawns in each mission and know where you should position yourself to safely shoot the enemies. It is recommended that you run through the mission on Heroic normally a few times to drill it into your head before you attempt the same mission in Escalation.
Directives have no effect in Escalation (except Special Ammo), but their XP bonus will still apply.
You should turn all directives on for free XP. Special Ammo should generally be avoided however, as it will still apply in Escalation.
Augments gain XP according to your SHD level, so if you’re holding a prototyped weapon at the end of a mission, the augment gets a bunch of XP. If you instinctively swap to Quickstep, a large amount of augment XP will be thrown away, so hold the weapon that you want upgraded before the mission complete notification pops up (the small one that comes before the countdown, not the mission summary).
Seasonal Modifier
+35% Weapon Handling, +20% magazine size, +15% DtA and +15% RoF.
SHD Exposed (Global Event)
Massive damage amp when you proc it with cover-to-cover movement. The increase to damage receive doesn’t really matter, since you get healthgated instantly anyway.
Yes, they do randomly spawn in Escalation. Yes, they scale to the current tier. Yes, they can get mutators. No, you don’t get a checkpoint.
Rogues in high tier Escalation are bullet spongy to a ludicrous degree and can kill you instantly. Alongside that, their numbers will be always one more than the size of your current group, so if you’re in a 4-player group, you will have to deal with 5 rogues. Fun.
You will have to take them on one by one. You and/or your group cannot fight more than one at once. You need to lure one to a safer spot before you can start shooting at them.
Protection From Elite (PFE) tanks have utility here. Have someone swap to a PFE tank build (preferrably with 6/7 maxed Quantum) and walk into the room first, while the rest of the group stays behind. The tank player should lure the rogue to a safer spot with something like Mosquito (Exotic Pistol) where the other players can whittle them down without too much danger.
Expect death to occur all the time. If you’re the support player, you must be able to revive everyone on short notice, and that’s what Birdie’s is for.
Congratulations, you made it this far into the guide (or you just scrolled here idk). I hope the information I provided was useful and helps you in your future Escalation runs.
If you’re a newer player and all of this sounds really overwhelming, I should stress again that Escalation is a late endgame mode. You really do need to know a lot of this stuff in order to be able to clear higher tier Escalation, because the mode is very unforgiving. I suggest taking the time to familiarize yourself with the other content the game has to provide first. You don’t need Prototype gear to clear anything that isn’t Escalation, and even then, Prototype is not the most important factor in the mode it’s designed for.
Either way, thanks for taking the time to read all of this.
If you have any questions or concerns, tag @corruptphoton in the official/community Division Discord server or whatever
To the following people for reviewing my guide and providing comments and suggestions:
To the following people for providing additional info and/or clarifications:
To dien.aka.kim and Mutespell for the Tier 10 Escalation runs in Y8S1 (American History Museum is burned into my mind at this point),
To Heller. and nzo__ for showing me the power of FI foam (at least until Paradox got fixed),
And to the rest of the fine folks in The Division 2 community for their guidance and support.
>> Jump to the top of the document <<
“Can’t we just go play a good game instead, like Big Rigs: Over the Road Racing?”
Y8S1
2026-05-11 | Initial version
2026-05-12 | Massive changes thanks to suggestions
2026-05-13 | It’s in the build hub yay
2026-05-14 | Some edits (thanks Chow)
2026-05-15 | im tired boss
2026-05-16 | fdsgdfh
2026-05-17 | added some things
2026-05-18 | In today’s socioeconomic climate,
2026-05-20 | Summer cleaning
2026-05-21 | Something
2026-05-24 | minor shit
2026-06-02 | welp, Y8S2 is coming soon anyway
Y8S2
2026-06-16 | preparations
2026-06-16 | part 2: some changes from checking the escalation menu. i’ll do t10s someday
2026-06-17 | drafted a rewrite to the support build section. i’ll implement it once we do some testing
2026-06-18 | got some important data on how well foam works. will implement once everyone agrees on it
2026-06-19 | some other cleanup
2026-06-21 | some small changes, still waiting for agreement on the changes. now for unrelated news, im a time traveler
2026-06-22 | but if you close your eyes
2026-06-23 | “are we there yet?”
2026-06-25 | i did it. im going to sleep now
2026-06-26 | wording
2026-06-28 | literal breath of fresh air
2026-06-29 | “Why do I have to be the one to write the goddamned changelogs?”
2026-06-30 | paradox nerf
2026-07-10 | I did something
2026-07-11 | the little things
2026-07-14 | new sections & explanations. i hate this shit game
2026-07-16 | i would rather live in Los Sueños
2026-06-17 | tom clanker’s
2026-06-18 | tipping of the scales expanded
2026-06-20 | I hate this game. I hate this game.
Figure 13: Delta-03 Airlines
OUTDATED // OUTDATED // OUTDATED
This version of the guide is not up-to-date with the current season and is only kept for archival purposes. Interpret the contents at your own risk!
Archive of Y8S2 | Pre-TU29.2 Mutator Change
Y8S2.2
OUTDATED // OUTDATED // OUTDATED
This version of the guide is not up-to-date with the current season and is only kept for archival purposes. Interpret the contents at your own risk!
Archive of Y8S2.2+
A Tier 5+ Escalation Guide
I love Escalation if you can’t tell
Y8S2 | TU29.2+ |
Season ended | |
Last updated: 2026-08-24
[YYYY-MM-DD]
If you have any questions or concerns, tag @corruptphoton in the official/community Division Discord server or whatever
Before we begin, I need to stress that:
You should not be attempting it without good knowledge of builds, positioning, corner peeking, spawns, and enemy AI behavior.
You also do not need Prototype gear to clear any other content in the game.
Recommended prerequisites: Minimum SHD level of 1000 and some significant investment towards Expertise 30
“[...] This might take a while. Hope you cleared your schedule.” |
Escalation is a new game mode added in Y8S1 for very late endgame players. It provides a variety of extremely bullet spongy enemies that can instantly kill you, as well as giving you Prototype gear as another layer of endgame progression.
(click on it)
High-tier Escalation is basically an extremely aggressive DPS check, alongside a bunch of stuff, and it is a unique challenge that demands both a different build and different playstyle compared to Legendary and Master difficulty.
This guide aims to provide some pointers and info on how to beat T5+ Escalation, so you can finally get that new shiny purple colored loot you’ve always wanted.
Because mutators are subject to change every season, there is a possibility that the meta for Escalation may change. As such, please check whether the guide is up to date before you reference anything from it.
This guide will be more biased towards Tier 10 since most of my runs are in T10, but most stuff in this guide should still be applicable to T5+. Anything below that more or less ranges from base Heroic to Heroic with some moderately jacked health pools, and generally doesn’t really require significant changes in builds and strategy, if any (and in fact doing so regardless may actually worsen your performance, e.g. using Striker chest in T2). It’s around T5 or so when things start to get serious, and that’s what the rest of the guide will be about.
This guide assumes you know at least the most common abbreviations used.
Also, yes, this document is a massive infodump. That’s how much stuff we need to get through.
If you’re a newer player and feel overwhelmed by this revelation, I should stress again that Escalation is a late endgame mode. Good Escalation runs depend on your build, gameplay and knowledge, and you need to be familiar with all three of these factors by playing the other endgame modes before you attempt this.
Note: Mutators may or may not be changed every season. |
Mutator type | Mutator | Appears in |
Enemy | Harvester | T1+ |
Global | Unyielding | T2+ |
Enemy | One For All | T3+ |
Global | Variety Pack | T5+ |
Enemy | Aid Specialist | T7+ |
Global | ISAC Says | T7+ |
Tier | Chance for enemies to roll the mutator | ||
Harvester | One For All | Aid Specialist | |
1 | 60% | ||
2 | 60% | ||
3 | 75% | 35% | |
4 | 75% | 35% | |
5 | 75% | 35% | |
6 | 75% | 35% | |
7 | 75% | 35% | 35% |
8 | 75% | 35% | 60% |
9 | 75% | 60% | 60% |
10 | 75% | 60% | 75% |
0-1 mutators are randomly assigned to enemies as soon as they spawn. It takes three seconds for the mutator to become visible.
When dealing damage, this enemy regenerates Armor and Health by a percentage of your maximum Armor. Can overheal.
Harvester in-game
Appears from Tier 1 onwards.
Is not particularly problematic if you’re not a tank. Don’t let them hit you and you’ll be fine. Ideally, you never want to get shot in Escalation anyway thanks to the absurd enemy scaling.
If you are a tank, please stop. Tanks are near-worthless in Escalation, and Harvester is just the cherry on top of the pile of reasons to not use tanks in Escalation.
This enemy periodically repairs the Armor of all allies around them, if they are badly damaged.
Aid Specialist in-game
Appears from Tier 7 onwards.
Very problematic.
For obvious reasons. Shoot them or the enemies near them will get healing.
These enemies should be prioritized whenever possible (except if someone has OFA).
When combat starts, some random enemies receive One For All. One For All grants 40% Damage Resistance to allied enemies without One For All* within 20m. However, damage inflicted on enemies with One For All is also applied to all enemies without it in the same radius. This damage bypasses the Damage Reduction from One For All.
One For All in-game
* This is wrong. Enemies with One For All will also be affected by the damage resistance if there are other One For All enemies nearby.
Appears from Tier 3 onwards.
Extremely helpful, problematic if ignored.
I cannot emphasize this enough.
SHOOT THEM FIRST. ALWAYS SHOOT THEM FIRST.
By shooting them you also deal the equivalent damage to nearby enemies, so there’s no reason to neglect their existence.
With a bit of luck and good enemy RNG, you can sometimes clear several spawn waves just by shooting a tanky enemy with OFA. Entire rooms can be trivialized or wiped out just by taking advantage of OFA.
40% damage resistance for everyone is bad, but at least the enemy with OFA doesn’t have anything special themselves.
Additional note: OFA does NOT reduce loot drops by itself. If you kill an enemy while they’re still stuck in a spawn door, they won’t drop loot, but that’s been a problem in the game since forever and not because of OFA by itself. Anyone saying OFA itself reduces loot drops is misinformed thanks to Reddit and confirmation bias. This is not a reason to not shoot OFA enemies.
===
These mutators are always active.
All enemies cleanse their status effects once when significantly damaged.
Appears from Tier 2 onwards.
If you use Foam Crowd Control (Foam CC) builds, this means you will likely have to use double your chem charges than normal.
Each time you kill an enemy with an equipped weapon, beyond the first 2 kills, you gain a stacking -10% penalty to Weapon Damage, to a maximum of -50%. Reset the stacks by killing an enemy with a different weapon.
Variety Pack in-game. 1st image is when you have Variety Pack, 2nd image is when others have it
Appears from Tier 5 onwards.
Info mainly from this video: Variety Pack guide - explanation, quirks and counters
Special thanks to Heller. for the additional info regarding the impact of Variety Pack.
Variety Pack (VP) has 7 stacks, and each kill (not assist kill) increases the stack count by 1. The first two stacks do nothing and do not appear as a debuff on your HUD. The 3rd to 7th stack deduct your Weapon Damage by 10% per stack. This is cleared when you get a kill with a different weapon.
VP directly deducts from Weapon Damage*, which includes All Weapon Damage from your red cores + SHD watch and Specific Weapon Damage from your weapon, spec tree, etc.
* if you have 300% WD and get 3 stacks of VP, you lose 10% WD, and you end up with 290% WD.
VP mainly hurts exotics that incentivize you to stick to the weapon like glue, like Backfire and The Bighorn, but as we’ll get to later in this doc, the best DPS weapons to use in Escalation aren’t exotics and have talents that aren’t really affected by this.
A quirk of VP is that for some reason it gets cleared if you destroy any deployable skill (either manually, by enemies, or letting it expire) or if you kill Black Tusk warhounds and minitanks and wait for them to explode.
For reasons that I will go into in the builds section of the guide, having any VP stacks or even all 7 VP stacks is fine. It’s preferable to clear it regardless, but you don’t need to rush to do so.
How to counter:
Conventional way
Unconventional way
At random times, ISAC will display a random color. Each color inflicts a debuff, which can only be cleared by specific actions. When clearing a debuff, you get 30% Rate of Fire, for 10 seconds.
Color | Debuff | Action Required |
Red | -25% Weapon Damage | Destroy a weakpoint/armor plate* |
Blue | -30% Weapon Handling | Kill/Assist kill 3 enemies |
Yellow | 1.3× Skill Cooldowns** | Kill/Assist kill enemy with sidearm*** |
Clearing a debuff = +30% Rate of Fire for 10s | ||
* In-game description does not include armor plates, but it still clears if you break an armor plate. Armor plates are pieces on a tank/warhound that you need to destroy first.
** In-game, it is listed as +30% Skill Cooldowns. The effect is that your Skill CD is multiplied by 1.3×.
*** The in-game description says “Kill enemy with sidearm”, but actually it clears even if you only perform an assist kill.
What counts as an assist kill with a sidearm? Apparently it includes the enemy you recently damaged being killed by another player as you’re holding the sidearm. This therefore includes:
Red debuff, blue debuff, yellow debuff
RoF buff from ISAC Says
ISAC Says on other players
Appears from Tier 7 onwards.
The effect this mutator has on the main Escalation builds is varied and thus deserves its spotlight later on for each build.
The gist is that the Red and Blue debuff are rather benign. The Yellow debuff can be problematic for supports, but is easily cleared.
Also, even the +30% Rate of Fire (RoF) presents its own issues, but is very unlikely to cause problems.
Once you get a debuff, it will never clear on its own or change, so if you never bother to clear the debuff, it will stay the same for the whole run.
From this point on, all info that are based on the current set of mutators will be colored in orange and underlined. If it is a large section of text, it will be surrounded by [[ these symbols. ]] If it is an entire section, it will be stated. |
A successful Escalation run is dependent on three pillars: Build, gameplay, knowledge. You need all three. Not having one of these pillars means you’re likely to fail. You won’t succeed with a Core Strength build even if you have the best gameplay and complete knowledge of enemy AI and spawns (you’ll run out of ammo and time), and you won’t succeed with a meta, fully prototyped Escalation Striker build if you don’t know how to position and corner peek, or where and what enemies will spawn.
Let’s first start with, well, the first thing.
Note: The meta may change as mutators are cycled in and out of rotation. |
DPS is always king, though having a support player is preferred for 3-4 players.
1-2 players: All DPS
3-4 players: 1 support, the rest are DPS
Escalation shanks build diversity in a dark alley on a cold 3 AM night. You really don’t have much flexibility in terms of builds when it comes to high tier Escalation. At best, you might become a brick. At worst, you’ll lose tokens, or cost the host their tokens.
Now, by no means are any builds that are not listed below unviable. You aren’t required to strictly follow what’s shown. I personally don’t even use the most meta Escalation Striker build, and I’ve played with people who ran builds that made Escalation (subjectively) more fun even if it wasn’t optimal. However, the options below have proven themselves from lots of runs, testing, calculations and general consensus, to be by far the most consistent in their performance with little caveats. If you’re new to Escalation, it’s always better to stick to the basics first.
It’s Striker. It’s always Striker.
Striker’s Battlegear | Weapon Damage |
2pc - +15% Weapon Handling 3pc - +15% Rate of Fire 4pc - Striker’s Gamble | |
Striker’s Gamble | Gear Set Effect |
Weapon hits amplify damage dealt by your weapons by 0.65%, stacking additively with itself up to 100 times. 1 stack lost per second between 0 and 50 stacks, 2 stacks lost per second between 51 and 100 stacks. | |
Press the Advantage | Gear Set Chest Talent |
Increases max stacks for Striker’s Gamble from 100 to 200. | |
Risk Management | Gear Set Backpack Talent |
Increases weapon damage amplification gained per stack of Striker’s Gamble from 0.65% to 0.90%. | |
Description | |
Optimized ISAC tracking and prediction code through rapid machine learning predictions for immediate combat parameters. Due to large data intake and processing limitations, memory dumps must be handled quickly. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
Due to the bullet sponginess of the enemies in Escalation, the standard Striker setup is not as optimal. You’ll need a specific Striker build tailored for Escalation and Escalation only.
Refer to the build guide below.
(scroll down for the Escalation-specific variant)
Escalation Striker builds.
From left to right/top to bottom: The meta build for those who can prototype a full red The Hollow Man mask, the meta build for those who can’t or don’t have a full red The Hollow Man mask.
Please click on the link to the build guide for more information, this is more of an overview than anything. Sourced from Strikers Guide (Y8S1)
Avoid using this build outside of Escalation or below T5, specifically because enemies are too squishy for you to benefit from using the Striker chest. Below ~150 Striker stacks, it will be akin to running standard Striker without a chest talent.
Military MK46 (or any M249 variant) or IWI Negev with Frenzy is critical for proper DPS output in high-tier Escalation for the burst and sustained damage.
Frenzy |
For every 10 bullets in the magazine capacity, gain +3% rate of fire and +3% weapon damage for 9s when reloading from empty. |
Why the MK46/M249/Negev?
Make sure to keep the mag emptied at the end of fights so you can proc Frenzy as soon as possible in the next room.
If you’re currently dealing with a modifier/global event/overdrive/etc. that throws off your Frenzy sync by increasing your reload speed, you can circumvent the issue by swapping to your sidearm first to cancel Frenzy before you start the empty reload. Be careful to not swap too late in the animation or the gun will be reloaded on your back.
GR9 is good but less preferred. It technically has the best DPS of all LMGs, but it has a few problems compared to the listed options above.
* Gunner spec 3rd reload speed increase will screw up Frenzy for the MK46/M249 if you are constantly firing, but considering how hectic Escalation can get, this usually isn’t a problem.
Any 790+ RPM AR that you can handle comfortably will work. Your secondary will mainly serve as:
Popular options are:
Recommended talents:
Killer is not recommended due to bullet spongy enemies making maintaining uptime difficult.
Geri and Freki |
On trigger pull, fire both barrels at once. When fired from the right shoulder, hits add offensive primers. When fired from the left shoulder, hits add defensive primers. Primers can stack up to 10. Hits from one shoulder will detonate all of the opposite shoulder’s primers when present. When detonated, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s. Primer effectiveness is doubled at 10 stacks. Each offensive primer at 10 stacks will deal 200% weapon damage, while defensive primers at 10 stacks will grant a total of +80% bonus armor and +200% amplified damage to armor plates. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Optional.
Nowadays, with the lack of Anchor, there isn’t much need to use this weapon. It can still situationally be helpful if you have to get rid of a tank quickly.
Each defensive primer stack provides 10% amplified damage to armor plating, and at max stacks the buffs are doubled. This means that if you max out defensive primers and detonate them all, you gain 200% amplified damage to armor plates for 5 seconds.
In short, max out your defensive primers by firing from the left shoulder, swap to the right shoulder and fire once to detonate the defensive primer, then swap back to the left shoulder. Rinse and repeat.
That being said, it should be something you hotswap to when you encounter a tank (or armor plated enemy), and not something you keep equipped long-term.
Here’s a good video on how to use the rifle by Toastey:
Ravenous, How it works and where it works best - The Division 2
Press the Advantage | Gear Set Chest Talent |
Increases max stacks for Striker’s Gamble from 100 to 200. | |
The point at which Striker chest pulls ahead of Equalizer / The Sacrifice is a bit unclear, but in general somewhere between T4-6 is when it becomes easy to maintain max stacks due to the tankiness of ads.
Using Equalizer + Striker Backpack is equivalent to around 150 Striker stacks, and using Sacrifice + Striker Backpack is equivalent to around 163 Striker stacks. If you can’t maintain above 150-160 stacks (~75% of the bar) consistently, the Striker chest is not worth using.
If you can fully utilize Striker chest, its power is very apparent. It takes a bit to get there, however.
With how tanky ads are in this mode, there is no need to stack with an ACS-12 / Rock n’ Roll / Stack Broker. Just firing your LMG is enough.
Named effect |
Damage to Health (unique attribute) 14.0% (21.0% when prototyped) |
DTH may seem like a pointless stat, but in Escalation, 21% DTH from a prototype The Hollow Man mask is very powerful.
You need to be Expertise 30 to have a full red prototype The Hollow Man mask. If you can’t prototype it or if it has a non-crit attribute, it is not worth running over a Ceska mask.
Weakest Link |
Amplifies damage dealt by 30% to the lowest ranking enemies currently in combat, as per the Tier hierarchy. Tier 3 is the lowest tier, and veterancy (color) is not considered. Tier 1: Controller, Leader, Heavy Weapons, Shield, Medic, Tank, Warhound, Marauder, Rogue, Hunter Tier 2: Support, Engineer, Immobilizer (foam), Drone Operator, Mini Tank, Bomber (cleaner drone) Tier 3: Rusher, Assault, Thrower, Sniper, Scorcher, all skill proxies (drones, RC cars, turrets, etc.) If an enemy lacks an archetype (no icon), the effect will not apply. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to Agt.Taro for the info. |
Overdogs tiers. Sourced from Agt.Taro in the official Division Discord server.
Affected by One For All due to randomized target prioritization.
[[ If the OFA enemy is not the lowest ranking enemy in the area, you will suffer from reduced damage overall. While this does not kill the viability of Overdogs in Escalation, it is something to consider. ]]
Initially, it may seem like it will suffer in Escalation, since it is a mode that demands target prioritization that often will not adhere to the tier hierarchy. However, there are a few things that make Overdogs still meta in this mode.
Česká Výroba s.r.o. Brand Set |
1pc - +8.0% Critical Hit Chance 2pc - +20.0% Hazard Protection 3pc - +90.0% Health |
1pc 8% CHC, good even without prototyping. Permits further investment into CHD. This item is often used in place of The Hollow Man if you’re not at Expertise 30, can’t afford to prototype one or don’t have one with all red attributes. Not worth having more than one.
Vigilance |
Increases total weapon damage by 25%. Taking damage disables this buff for 4s. |
Yes, even with Striker Chest, having Vigilance is still overall more damage than the Striker backpack. Provides a lower but more consistent damage increase than Overdogs and Contractor’s. Uptime issues are generally not common as you are already greatly incentivized to not get hit, and even a single bullet is enough to take you out of the fight long enough for Vigilance to kick back in.
Named effect |
Damage to Armor (unique attribute) 8.0% (12.0% when prototyped) |
Efficacy depends on mission and enemy type, can be strong and more consistent than Overdogs if there are many elites. Also provides some specific weapon damage (SWD) for your LMG. Worth prototyping.
Named effect |
Damage to Targets Out of Cover (unique attribute) 8.0% (12.0% when prototyped) |
Damage to Targets Out of Cover. Good against everything. Worth prototyping.
Gunner specialization for the 50rd large pouch. This is realistically your only option.
A shield is not recommended.
You can’t use a LMG with the shield.
Also, the shield will break instantly and disorient you, which is usually a recipe for getting killed.
If you’re planning to do Escalation, you should already be comfortable ditching the shield.
Echo |
Every bullet fired has a 1.2% chance to deal its damage twice. Chance increases additively by 0.2% per level, up to 3% at level 10. Each copy of this augment will have the trigger chance stack additively with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to v1rtualzZ for the info. |
Amalgam |
Every bullet hit has a 1.6% chance to apply a random Status Effect. Cooldown: 5s Chance increases additively by 0.3% per level, up to 8.5% at level 10. Each copy of this augment will have the trigger chance stack additively with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to v1rtualzZ for the info. |
Quantum |
Every instance of damage provides a 1.6% chance of becoming immune to all damage for 2s. The bonus cannot refresh while active. Chance increases additively by 0.3% per level, up to 4.3% at level 10. Each copy of this augment will have the trigger chance stack additively with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to v1rtualzZ for the info. |
Recommended mix of augments:
Paradox is not recommended due to it canceling reloads and potentially screwing up Frenzy sync.
Now, how much does VP affect your damage?
It depends.
You can calculate the impact yourself using the equation:
Where and (10/20/30/40/50 from 3/4/5/6/7 VP stacks respectively). |
The larger your WD at 0-2 VP stacks, the smaller the impact of VP will be.
Impact of max VP stacks on WD, and subsequently, damage. The equation above was used, with7 VP stacks (-50% WD).
It’s best to evaluate this yourself since every build will have differences due to the gear set and inherent RNG of prototypes, but in general:
Using the meta Escalation Striker build and at least 15.0% WD for all attributes, you will have between 260% to 312.5% WD depending on how many prototyped WD stats you have and how close to max they are. This also assumes maxed WD on your SHD watch and 15% SWD from your specialization. With 7 VP stacks, you lose anywhere between:
No prototypes, all expertise 0 | All WD sources prototyped and maxed |
~19.23% damage lost | 16% damage lost |
| |
So having the stacks, even at the max, is not the end of the world. It’s still preferable to swap off to your secondary to clear it, but you don’t have to drop everything just to do it.
To clear VP:
Conventional way
Unconventional way
Color | Debuff | Action Required |
Red | -25% Weapon Damage | Destroy a weakpoint/armor plate |
Blue | -30% Weapon Handling | Kill/Assist kill 3 enemies |
Yellow | 1.3× Skill Cooldowns | Kill/Assist kill enemy with sidearm |
Clearing a debuff = +30% Rate of Fire for 10s | ||
ISAC Says has rather mild effects on DPS players in terms of damage, but there are some gameplay considerations.
Color | Debuff | Action Required |
Red | -25% Weapon Damage | Destroy a weakpoint/armor plate |
As stated before in the Variety Pack section, depending on your original WD stat, the damage decrease will vary. You can calculate the impact yourself using the equation:
Where and (25% for ISAC Says red debuff). |
The larger your WD, the smaller the impact of the red debuff will be.
Impact of the red debuff on WD, and subsequently, damage. The equation above was used.
Again, it’s best to evaluate this yourself since every build will have differences due to the gear set and the inherent RNG of prototypes, but in general:
Using the most meta Escalation Striker build and at least 15.0% WD for all attributes, you will have between 260% to 312.5% WD depending on how many prototyped WD stats you have and how close to max they are. This also assumes maxed WD on your SHD watch and 15% SWD from your specialization. With the red debuff:
No prototypes, all expertise 0 | All WD sources prototyped and maxed |
~9.61% damage lost | 8% damage lost |
So no need to panic when you get this debuff. You will still have plenty of damage to destroy a weakpoint, and even if there isn’t a weakpoint to destroy, you will still hit mostly as hard.
When combined with Variety Pack, the damage loss is more substantial. With 7 VP stacks and the red debuff, you lose 75% WD. Using the same assumptions from before:
No prototypes, all expertise 0 | All WD sources prototyped and maxed |
~28.88% damage lost | 24% damage lost |
This does serve as a detriment, and it is something you should keep in mind, but the good news is that neither of these debuffs are hard to clear in the first place.
Color | Debuff | Action Required |
Blue | -30% Weapon Handling | Kill/Assist kill 3 enemies |
-30% WH affects reload speed, accuracy & stability and swap speed.
You don’t need to think too hard about clearing this debuff. As long you are killing things, it will be cleared eventually.
Reload speed
This is less of a problem since a slower reload speed will not affect your Frenzy uptime. However, with LMGs and their already slow reload speed, it will become extra slow, and this is something you need to be aware about.
Accuracy & Stability
The most common weapon picks are already borderline laser beams with essentially zero recoil. -30% WH will decrease the two stats, but nothing much in practice. Still controllable and definitely nowhere near Division 1 levels of recoil and spread.
Swap Speed
In general you can speed up weapon swapping by:
This skips the animation for putting the originally equipped weapon away and is faster. It’s good tech to keep in mind even without this mutator.
Color | Debuff | Action Required |
Yellow | 1.3× Skill Cooldowns | Kill/Assist kill enemy with sidearm |
The only big detriment is that it significantly lengthens revive hive CD, and thus reduces your leeway for dying.
The in-game description says “Kill enemy with sidearm”, but actually it clears even if you only perform an assist kill.
What counts as an assist kill with a sidearm? Apparently it includes the enemy you recently damaged being killed by another player as you’re holding the sidearm. This therefore includes:
If you get this debuff, simply shoot an enemy, keep your pistol held out as the enemy gets shot by the group, and trust your teammates to kill them.
Clearing a debuff = +30% Rate of Fire for 10s |
insert gif here
Yeah, funnily enough, this is an issue. Ironically, the RoF buff that is intended to be a good thing is a bigger potential problem than the actual debuffs.
Or at least it would be if the odds of that causing issues weren’t so low.
Below are some calculations to show this.
Keep in mind that the scenarios listed below are near-worst case scenarios. This assumes that you:
This does not assume that you have Gunner 3rd reload (every 3rd reload is 50% faster).
MK46/M249
pain
MK46/M249 is only ~0.62 seconds away from syncing with Frenzy. The odds of the 30% RoF buff actually screwing the sync up is low.
IWI Negev
“negev enjoyers eating good” - dien.aka.kim
IWI Negev is only ~0.25 seconds away from syncing with Frenzy. The odds of the 30% RoF buff actually screwing the sync up is very low.
GR9 (no mag size mods)
Aw man.
GR9 is immune to the RoF buffs, but is now susceptible to Gunner 3rd reload buff.
Conclusion
You would have to be really unlucky for ISAC Says to actually throw off your Frenzy sync.
Again, these are near-worst case scenarios. You generally won’t run into such tight timings with ISAC Says, because the odds of having a blue debuff cleared by an assist kill the moment you start firing is pretty low.
A fun fact: With the RoF buff, enjoy going deaf as the Wwise sound engine runs out of audio budget instantly, gives up and culls your ability to hear forever.
====================
Just because it is purple and shiny does not automatically mean it is better than items that aren’t purple and shiny. Garbage in, garbage out – prototyping can elevate already good gear to new heights, but it will not be of much use if the gear itself has incorrect stats/talents/etc.
oh look he used an em dash.
Simply put, High-End/Gear set items of the correct type/attributes/talents are almost always better than Prototype gear with the wrong type/attributes/talents. There can be exceptions, but it’s a good general rule of thumb to stick to.
As an example, each Echo augment is a ~3% DPS increase. It is absolutely not worth sacrificing your build for just on that basis alone. Don’t overrate augments.
They suffer greatly in Escalation. Enemies are extremely bullet spongy, and it is difficult to kill enemies within a reasonable time frame. This means talents like Killer and gear sets like Concentrated Company and Ongoing Directive will be significantly less viable. Also, any Headhunter builds.
Survivability means nothing in high tier Escalation. You either do damage or you die. Taking any number of cores/attributes/talents/items to increase survivability only hampers your damage, and you will still die as quickly anyway.
====================
Tipping Scales | Weapon Damage |
2pc - +30% Magazine Size 3pc - +30% LMG Damage 4pc - Throttle Control | |
Throttle Control | Gear Set Effect |
Shooting builds stacks to a max of 50. Stacks are gained at a fixed rate of 10 per second. Each stack provides +0.5% Weapon Handling and +4% Critical Hit Damage. Lose 6 stacks per second while not shooting. No stacks are lost if an enemy is Suppressed. | |
Sustainability | Gear Set Chest Talent |
Increases the maximum number of stacks from 50 to 75. | |
Snowball | Gear Set Backpack Talent |
Increases the Critical Hit Damage received per stack from 4 to 7. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
While usable, it has a few issues that cause it to fall behind Striker.
Comparison between TS w/ Equalizer, TS w/ chest and TS w/ The Sacrifice. Sourced from Tipping Scales (Y8S1 TU27)
For these reasons, Tipping Scales is a less preferred option than Striker.
However, TS can still pack a punch despite its flaws. If you wish to use TS, use the standard TS setup from the Tipping Scales (Y8S1 TU27) guide. Weapons, skills, augment and specialization recommendations are the same as Striker.
Tipping Scales build. Sourced from Tipping Scales (Y8S1 TU27)
====================
While there is some leeway with supports, with DPS every other option either has massive caveats or is off the table. Heartbreaker must be played fully red with Vigilance as survivability is useless, and is just a worse Striker. Negotiator’s Dilemma suffers in terms of single-target damage. Concentrated Company requires kills to gain stacks, which is difficult due to enemy scaling. Ongoing Directive needs you to kill enemies within a mag, which is difficult due to enemy scaling. Headhunter builds require kills to gain Headhunter stacks, which ranges from extremely difficult to nigh impossible. Every build that isn’t the recommended option either has poor scaling, requires kills, has significant caveats, or all three.
Escalation is where build diversity goes to die. It’s all Striker and sometimes Tipping Scales. You might be able to squeeze some value out of other sets, but this is out of the scope of this guide.
====================
====================
There’s actually quite a lot to talk about for supports, so strap in.
Unlike with DPS, you have more options to play with. The options below are proven to work consistently well in T10 (foam is a bit iffy, we will get to it), but you can run some other off-meta options without harming your team. That being said, you really shouldn’t try your hand at unorthodox combinations unless you know what you’re doing.
Be warned that taking up a support role is not an easy task. You have to juggle and micromanage several things at once, and any slip-up can cost you and your team. It is more difficult to be a good support player than it is to be a good DPS player.
Also, unlike with DPS, the options below are extremely useful even outside Escalation.
Future Initiative | Skill Tier |
2pc - +30% Repair Skills 3pc - +15% Skill Haste +30% Skill Duration 4pc - Ground Control | |
Ground Control | Gear Set Effect |
Increases you and your allies’ total weapon damage and total skill damage by 15% when at full armor. When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount. | |
Tactical Superiority | Gear Set Chest Talent |
Increases Ground Control damage bonus from +15% to +25%. | |
Advanced Combat Tactics | Gear Set Backpack Talent |
Increases Ground Control proximity repair from +60% to +120%. | |
Description | |
Using the latest 3D printing technology combined with extremely efficient nano tech, The Division's Q-Branch has developed field gear with enhanced support functionality. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
FI Healer is a strong support option for Escalation for its powerful damage buffs and healing. Great for less experienced teams.
Future Initiative Healer (Y6 S3)
FI Healer. Please click on the link to the build guide for more information, this is more of an overview than anything. Sourced from Future Initiative Healer (Y6 S3)
However, since death is near-inevitable in Escalation and can happen in a matter of seconds, you need to be able to hotswap to the Birdie’s Quick Fix Pack (Exotic Backpack) ASAP, and having the BTSU Datagloves (Exotic Gloves) in the way can prove deadly.
It is recommended that you use a Hana-U piece of any kind that isn’t the chest or backpack in place of the BTSU Datagloves. Technically, prototyped Improvised Gloves with skill tier and the needed mix of skill haste or repair skills is BiS but is a lot harder to get. The additional skill haste is to make up for the loss from replacing the BTSU Datagloves.
If you are highly proficient at hotswapping (and I do mean highly proficient at it), keeping BTSU Datagloves long-term will provide more value thanks to the significant boost in hive skill haste.
If your team is dying constantly, it may be better to keep Birdie’s Quick Fix Pack on semi-permanently. Otherwise, refrain from keeping Birdie’s on long-term, as it provides no utility outside of reviving.
NOTE:
The term FI healer (specifically the “healer” part) is a bit reductive. Being one does NOT mean your only job is healing. In fact, it’s not even the most important aspect of your job. It is important to keep everyone topped off, yes, but healing can only do so much. When every single bullet in this mode can instantly one-tap you, armor might as well only exist to maintain the FI buff.
Once everyone is healed, you do not sit behind cover and twiddle your thumbs while holding your chem launcher. You have a lot of other work to do, and we’ll go through what else you should do in the Gameplay section.
Reinforcer Chem Launcher and Restorer Hive.
These two are your only options. Every other healing skill is worse in every way.
Perfectly Opportunistic |
Enemies you hit have their damage taken from all sources amplified by 15% for 15s. Only active when using Marksman Rifles or Shotguns. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
15% amp is very powerful and a mainstay in any support build. Remember to regularly proc this by shooting enemies.
Transference Overclock |
Grants +15% Hive skill haste per skill tier, up to 90% at Skill Tier 6. Detonating a Hive refreshes your skill cooldowns and grants overcharge for 15s. If at Skill Tier 6, this effect also applies to all allies. Allies receiving this effect are unable to benefit from it again for 120s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
While it is not recommended to keep them on during combat sections, they are far from useless. Global overcharge (global OC) is extremely powerful as it elevates both you and your allies’ skills. Here’s just a taste of what the global OC can allow:
Not to mention OC means everyone’s skills are automatically elevated to above Skill Tier 6.
Remember, global OC means everyone gets these buffs, and it should not be overlooked. You should learn when to hotswap to the gloves for much-needed OC during critical sections.
Combat Medic |
+80% Revive Speed +45% Hive Efficiency Provides +50% Damage Resistance to both agents while reviving or being revived, and for 5s after a successful Hive Revive, or 10s after a Manual Revive. Any successful revives provide +1 Skill Tier for 5s. Revives at Skill TIer 6 grant Overcharge for 15s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Outside of revives it is mostly useless, so it is not recommended to keep this equipped long-term.
The overcharge only applies to yourself.
Only hotswap to it when you need to revive someone.
If your team is bad and dies constantly, then it is probably better to keep it equipped.
Septic Shock |
Shooting a target applies stacks of venom, which last for 10s. Increasing stacks adds more severe debuffs to the target. 2 - Poison 4 - Disorient 6 - Shock 8 - Target takes additional 20% damage from all sources. Stacks no longer increase. Duration of Status Effects is based on the percentage of pellets hit on applying shot. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Scorpio is most useful for proc’ing Opportunistic and being able to apply CC (4th and 6th shot), as well as the amp from the 8th shot. If your allies are topped off, you switch to Scorpio and start shooting enemies to slow them down.
Roll Reload Speed on the Scorpio.
Count your shots. Don’t spam them. Let the CC effect expire before you continue firing.
you can also buy either scorpio skin so you don't need to memorize. literally p2w
It’s rather rare to proc the 8th shot effect since it takes a long time, so in general you only do that when you’re dealing with a tank or a Named enemy.
Perfect Sledgehammer |
Dealing damage with a grenade applies a mark on target. Targets with mark will take 20% amplified damage to armor and armor plating from all sources and receive -30% movement speed. Mark will disappear after 10 seconds. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
The Sledgehammer talent provides a significant damage boost for your team, and it is easy to proc with fire grenades. A few things to consider:
Roll Swap Speed on Lefty.
You can technically use Stage Left instead, but Lefty is just more convenient here since it still lets you proc Opportunistic.
Sandman |
Melee attacks deal 1,000,000,000 damage to non-elite enemies, instantly killing them. Cooldown: 15s. This damage cannot be transferred to other enemies by any means. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
You should absolutely not use the shotgun if you don’t know enough about how enemies will react to you running up to an enemy.
For more advanced play, the exotic shotgun is useful for immediately clearing problematic ads and getting you crossbow bolts. It has some caveats however:
In general, you should not keep it on, and only hotswap to this when:
Avoid melee’ing an enemy affected by OFA.
You should also note that staying alive and supporting your team through other means is more valuable than killing off random ads at 15 second intervals, especially considering the risk involved in doing so.
Survivalist gives you:
Technician gives you:
Which one to use?
Survivalist outclasses Technician in terms of utility and is the best for general use.
Technician has some utility in some areas (e.g. EMP room in The Pentagon), but is more niche.
Fire grenades are very useful for their ability to CC and proc sledgehammer. Memorize enemy spawns and preemptively throw nades in front of spawns. Your DPS players will thank you.
Atomize |
Increases Grenade Radius and Damage by 12.5%. Bonus increases additively by 1% per level, up to 21.5% at level 10. Each copy of this augment will have the bonus stack additively with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to v1rtualzZ for the info. |
If you equip either piece while in the White House or in a safe house and then unequip it, you keep the additional grenades. Having more fire grenades is always a good thing.
Color | Debuff | Action Required |
Red | -25% Weapon Damage | Destroy a weakpoint/armor plate |
Blue | -30% Weapon Handling | Kill/Assist kill 3 enemies |
Yellow | 1.3× Skill Cooldowns | Kill/Assist kill enemy with sidearm |
Clearing a debuff = +30% Rate of Fire for 10s | ||
Since debuffs never clear or change on their own once you get one, it is best if you get the Red debuff so you don’t have to worry too much about gambling for a good debuff.
If you plan to use a crossbow to break armor plates, this will clear the red debuff. You’ll have to be ready to clear a potential yellow debuff at a moment’s notice.
A blue debuff will eventually be cleared no matter what you do (unless you never shoot your gun ever), so you need to be ready to clear a potential yellow debuff.
Color | Debuff | Action Required |
Yellow | 1.3× Skill Cooldowns | Kill/Assist kill enemy with sidearm |
The in-game description says “Kill enemy with sidearm”, but actually it clears even if you only perform an assist kill.
What counts as an assist kill with a sidearm? Apparently it includes the enemy you recently damaged being killed by another player as you’re holding the sidearm. This therefore includes:
If you get this debuff, simply shoot an enemy with your pistol, keep your pistol held out as the enemy gets shot by the group, and trust your teammates to kill them.
====================
A high risk, high reward play.
Now that Unyielding has been nerfed this season, Foam CC is a lot more accessible.
Foam CC can be very strong, but its efficacy depends on both the user, the team, and the environment. Effective use of foam requires knowledge on enemy spawns, will run into problems depending on how dispersed the enemies are and how open the area is, and requires strong DPS from your team to follow up.
Tight spaces with predictable spawns close together (e.g. many District Union Arena and American History Museum rooms) are excellent places to use foam. Wide open spaces with unpredictable spawns and/or far away spawns (e.g. final area of DCD Headquarters) make foam less useful.
You will also likely have to shoot several foam chems to keep enemies locked down due to Unyielding.
Additionally, for foam to work effectively, enemies need to die fast. Your team needs to 1. have strong DPS output, and 2. be aggressive. Remember that foamed enemies can’t fight back. However, even if just one enemy manages to run away, things can go to shit extremely quickly.
If used well, it will work amazingly. If used poorly or your team lacks sufficient DPS, your run will turn to shit very fast. If the area is too wide open for foam to be used effectively, your run will also turn into a mess depending on which flavor of foam you pick.
You have two options for foam CC:
The first option provides a mix of foam CC and healing for when things turn south and is better for general use. Foam uptime will be shorter than the other option (mainly due to lack of status effect spread), however, so you will have to move quickly and be more thoughtful with your chem usage.
The second option is a “double or nothing” approach. It provides the best CC but limits your ability to heal significantly. It requires enclosed spaces with predictable spawns to work well, has little margin for error, and requires well-coordinated teams with solid builds and gameplay. It is very strong, but I do not recommend choosing Eclipse Protocol unless you and your team are well-coordinated, have solid builds, good gameplay, deep knowledge of spawns and enemy behavior, and the arena is an enclosed space with tightly packed, predictable spawns.
Eclipse Protocol | Skill Tier |
2pc - +15% Status Effects 3pc - +15% Skill Haste +30% Hazard Protection 4pc - Ground Control | |
Indirect Transmission | Gear Set Effect |
On the death of a status affected enemy, spread the status effect they were afflicted with to all enemies within 10m, and refresh 50% of the status effect duration. | |
Proliferation | Gear Set Chest Talent |
Increases Indirect Transmission range from 10m to 15m and refresh percentage from 50% to 75%. | |
Symptom Aggravator | Gear Set Backpack Talent |
Amplifies all damage you deal to status affected targets by 30%. Not applicable to allies. | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
Eclipse Foam setup. Status Effect rolls, Skill Haste mods. Use Riot Foam Chem Launcher. Replace BTSU Datagloves with Hana-U gloves if you can’t hotswap quickly to Birdie’s with BTSU gloves in the way. Replace The Courier with The Setup if the area you’re foaming is confined for more group damage. If prototyping, put Trapper on everything.
A showcase on what good foam application can do (slightly outdated due to recent fix to paradox)
Trapper |
Increases Status Effect Duration by 5%. Bonus increases additively by 1% per level, up to 14% at level 10. Each copy of this augment will have the bonus stack additively with each other. |
This description has been modified to be clearer and/or more accurate to how it works in practice. Credit to v1rtualzZ for the info. |
If you equip either piece while in the White House or in a safe house and then unequip it, you keep the additional grenades. Having more fire grenades is always a good thing.
Color | Debuff | Action Required |
Red | -25% Weapon Damage | Destroy a weakpoint/armor plate |
Blue | -30% Weapon Handling | Kill/Assist kill 3 enemies |
Yellow | 1.3× Skill Cooldowns | Kill/Assist kill enemy with sidearm |
Clearing a debuff = +30% Rate of Fire for 10s | ||
Since debuffs never clear or change on their own once you get one, it is best if you get the Red debuff so you don’t have to worry too much about gambling for a good debuff.
If you plan to use a crossbow to break armor plates, this will clear the red debuff. You’ll have to be ready to clear a potential yellow debuff at a moment’s notice.
A blue debuff will eventually be cleared no matter what you do (unless you never shoot your gun ever), so you need to be ready to clear a potential yellow debuff.
Color | Debuff | Action Required |
Yellow | 1.3× Skill Cooldowns | Kill/Assist kill enemy with sidearm |
The in-game description says “Kill enemy with sidearm”, but actually it clears even if you only perform an assist kill.
What counts as an assist kill with a sidearm? Apparently it includes the enemy you recently damaged being killed by another player as you’re holding the sidearm. This therefore includes:
If you get this debuff, simply shoot an enemy with your pistol, keep your pistol held out as the enemy gets shot by the group, and trust your teammates to kill them.
====================
Just because it is purple and shiny does not automatically mean it is better than items that aren’t purple and shiny. Garbage in, garbage out – prototyping can elevate already good gear to new heights, but it will not be of much use if the gear itself has incorrect stats/talents/etc.
Simply put, High-End/Gear set items of the correct type/attributes/talents are almost always better than Prototype gear with the wrong type/attributes/talents. There can be exceptions, but it’s a good general rule of thumb to stick to.
====================
Not recommended.
Healing isn’t the most important aspect of a support build, since enemies are generally capable of deleting you in seconds, and any amount of healing will not save you from bullets that can either instantly trigger one-shot protection or kill you outright. What matters more is the buffs or other utility a support build can provide, and that’s why Future Initiative is generally the better choice for a healer build with the TWD buff.
Reficere on its own can only provide Hazard Protection, which isn’t a particularly important stat to have, and you will need to rely on Empathic Resolve for the TWD buff. Since the talent will only proc when you heal someone, this means you need your teammates to catch stray bullets, which is a very risky move considering how much damage enemies in Escalation deal.
Do not choose this over FI and/or foam CC.
Not recommended.
The main issue is that Banshee is locked to the Gunner specialization. This means you lose everything Survivalist has to offer – crossbow, teamwide damage amp, group armor kit, and most importantly, incendiary grenades for easy sledge procs. While not terrible and unworkable, these losses are pretty significant and hence it is not a recommended option.
Using Banshee on Future Initiative or Eclipse Protocol is… meh. Not much else can be said.
Hard Wired Banshee is just… no. Spamming Banshee will result in enemies gaining immunity to Disorient. This is why spamming foam chems is not recommended, and HW is dedicated to completely going against the advice but with Banshee.
Avoid choosing this over foam CC.
Not recommended.
Worse and less consistent healing, less buffs for your team, and your turrets and drones will be immediately shot and destroyed. The damage you deal with your turrets and drones will not amount to much, and you will have to rely on Empathic Resolve for the TWD buff.
Do not choose this over FI and/or foam CC.
(im incredibly bored please excuse this cry for help)
Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooo.
Like, in what world is having 50 revives in a single run ever a good thing?
They are extremely extra useless in high tier Escalation. The buffs enemies receive to their damage means that choosing to be a tank is more of a decision between dying instantly and dying instantly but with no contribution to your team.
====================
====================
Combat Medic |
+80% Revive Speed +45% Hive Efficiency Provides +50% Damage Resistance to both agents while reviving or being revived, and for 5s after a successful Hive Revive, or 10s after a Manual Revive. Any successful revives provide +1 Skill Tier for 5s. Revives at Skill TIer 6 grant Overcharge for 15s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Everyone should have this on hand to hot swap to when needed.
If you are a Striker DPS player, you should:
That way, you can still keep your Striker stacks without accidentally resetting them.
You can look… |
When out of combat, receive 10 stacks. |
…but you can't touch |
When taking damage, 1 stack is automatically consumed to fully repair the instance of damage received. This repair can also instantly revive you. 1 stack replenishes every 3s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
The “oh shit we’re going to fucking wipe” gun. Yeah, the quirk of its repair being able to instantly revive you makes it a pretty good panic button to have. Don’t keep this on for obvious reasons.
Combine this with Birdie’s Quick Fix Pack for the ultimate panic button.
Sandman |
Melee attacks deal 1,000,000,000 damage to non-elite enemies, instantly killing them. Cooldown: 15s. This damage cannot be transferred to other enemies by any means. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
You should absolutely not use the shotgun if you don’t know enough about how enemies will react to you running up to an enemy.
For more advanced play, the exotic shotgun is useful for immediately clearing problematic ads. It has some caveats however:
In general, you should only hotswap to this when:
Avoid melee’ing an enemy affected by OFA.
You should also note that staying alive is more valuable than killing off random ads at 15 second intervals, especially considering the risk involved in doing so.
If you equip either piece while in the White House or in a safe house and then unequip it, you keep the additional grenades. Having more grenades is always a good thing.
Video guide by Toastey. It may be from Y8S1 and the title may mention solo’ing T10 and say DCD (which may or may not be in the current Escalation lineup), but it is still very good general advice.
Positioning and How to Solo Tier 10 DCD - The Division 2
This section will cover DPS players in general, though there will be a section for supports.
Being a good DPS doesn’t just mean dealing damage, it also means not taking damage.
Having the best build in the world won’t help you if you die immediately as soon as you pop your head out of cover or if you let yourself constantly get flanked.
I have a more in-depth guide to not getting hit here, but that’s more tailored for new players. Still, I will post some of the most relevant points here. In addition, there are a few other caveats that my other guide doesn’t cover.
Use tall cover whenever possible. Shooting behind tall cover exposes you significanty less than short cover.
“Slice the pie” constantly. It is more beneficial to ignore the in-game cover mechanic and just manually hide behind tall objects. You stand a distance away from behind a large object, and angle yourself in a way to limit the LOS enemies have towards you. You will have to adjust your angle as needed. Make sure you only see one enemy at a time.
Here’s also a video demonstration by dien.aka.kim.
Oh hey, a familiar screenshot.
Something similar, now in 16:10 aspect ratio
Maintain awareness of the battlefield. Check your radar constantly and make sure that where you’re standing isn’t a position that will let the enemy hit you easily. If enemies are going to flank you, either quickly dispatch the flanking enemies, or reposition to break enemy LOS.
Combine the cover-to-cover (C2C) mechanic and rolling to reposition. Both mechanics significantly reduce the chances of you getting hit when repositioning.
Basic example:
For the love of god please make a new diagram
Video demonstration by dien.aka.kim:
Manning National Zoo Birdhouse/Aviary Fight Tutorial - Know Your Strategy!
Enemy prioritization is critical in Escalation.
[[ You will have to also prioritize enemies depending on what mutator they have, and this can often be more important than an enemy’s archetype. ]]
[[ As a reminder, you should prioritize the following mutators: ]]
For dangerous enemy archetypes, there isn't much more to say for most of them, except for Tanks. The scaling makes each piece of their armor plating a pain to destroy, and they will push the group slowly but surely. They need to be taken down ASAP, especially if they have mutators.
Blowing up explosive weakpoints next to yourself and two other people is generally known as a bad idea. (Video from 1asteroid, and I was the one who blew up the explosive weakpoint)
Not much more to say other than the usual stuff, but there is an interesting quirk with some enemies:
Enemy archetypes that deploy explosive deployables (Black Tusk drone operators, Hyena controllers) are more vulnerable to their own explosives than others. With the drone operator as an example, if you shoot the drone as soon as it comes out, the damage the drone operator receives scales to their armor and health, which is often enough to either severely injure them or kill them outright. Taking advantage of this can be of great help, especially with the tankiness of ads in this mode.
That’s what the Decoy is for.
Other options (turret, drone) are significantly less effective in Escalation due to the tendency for enemies to destroy them in one shot.
If you receive normally fatal damage from an enemy, the game will leave you alive at 1 HP instead for approximately 1-2 seconds. It will then go on a 30 second cooldown. It’s either called health gating or one-shot protection (OSP).
Demonstration by Raucey: Division 2: The Basic Mechanic For Staying Upright
With how much damage the enemies deal, OSP is the only thing that will help you survive. Make sure you are always aware of whether OSP is ready, active, or on cooldown.
NOTE: OSP is always inactive for the first 30 seconds after you start a mission, it will not protect you from damage-over-time (DoT) status effects (the effects tend to outlast OSP duration), and it will not protect you from self-inflicted damage.
First things first, don’t murder your teammates. (Screenshot from dien.aka.kim)
You should avoid separating yourself from the group in 3-4 players. It will make the life of a support player much harder and increase the chances of a wipe.
However, do not get too close to another DPS player. Doing so will mean that no aggro will be spread between both of you, and you’ll get both them and yourself killed.
Discuss who should revive who beforehand. Usually the support player is tasked with reviving. If the support player goes down, they are the top priority.
If multiple people are down, prioritize the following in order:
What you use to revive also matters. It is generally better to use the Reviver Hive since it is the safest option. If, however, you don’t have it, you’re being EMP’d, or if its on cooldown, your next option is to use the Birdie’s Quick Fix Pack. You should learn how to hotswap to it quickly. Sort your gear by loadout and put Birdie’s in the 2nd loadout slot and the Escalation DPS build in the 1st loadout slot for easy hotswapping.
Refrain from reviving someone else without a hive or Birdie’s.
Remember, if your build already has an exotic, swap the exotic for a gear set piece, then swap to Birdie’s. That way you maintain the gear set effects. To hotswap back, do the steps in reverse.
If, for example, you are a Striker DPS player, you should first:
That way, you can still keep your Striker stacks without accidentally resetting them.
Before running to the downed player, drop your decoy if you have one. Use the cover-to-cover mechanic to move to the downed player. Find an angle that puts you at the least risk of getting shot/flanked, quickly revive, and get out ASAP.
Standing, emoting, and doing nothing is a prime example of what NOT do as a support player. (I’m the support player who’s emoting in this screenshot)
This section will be about Future Initiative healers. |
Learn how to quickly hotswap gear pieces. Sort your inventory by loadout and use the grid view in the inventory.
Learn when to swap to BTSU Datagloves and when to trigger its overcharge. Generally, you do it before a difficult fight/wave of enemies or if you need to overcharge.
Ensure your team is topped off as much as possible so they can benefit from the FI buff.
Relocate your hive to advantageous positions often. It requires LOS to the players to work, so make sure you can see everyone from where you’ve placed the hive. Do not place it too close to enemies, lest one of them turn out to have the Suppressor mutator. If you have BTSU gloves equipped, picking the hive up is more valuable than letting it go down.
Monitor your teammates while having awareness of the battlefield.
Memorize enemy spawns. Throw fire grenades in front of spawns as much as possible. Switch to your weapon with the Sledgehammer talent as the fire grenade burns people, then swap away (continuing to hold the sledgehammer weapon has no effect, since the effect can only be refreshed on expiry) to a more useful weapon.
Use your reinforcer chem launcher charges wisely. Do not spam them or you’ll run out at a critical moment.
When firing Scorpio, do not spam the trigger. Count your shots and make sure the CC effect expires before you keep shooting.
Use crossbow bolts on tanks as soon as you see them. Call out which armor plate you broke to your team.
If you’re out of grenades, teleport to the White House/any random safehouse and teleport back to restock. Remember to equip Acosta’s Go Bag before you fast travel.
Open ammo boxes for your team so they don’t have to re-empty their LMGs.
Advise your teammates to stay reasonably close with you.
This section will be about Foam CC. |
Much of what was said in the section above still applies. The list below has more foam-specific details.
Memorize spawns.
Use foam chem charges wisely. You do not want to run out of them. Use one on a spawn door as the enemies spill out, and only shoot another if your allies are struggling to clear stragglers.
Additional note: Enemies gain temporary resistance/immunity to status effects when reapplied in a short period of time, so don’t spam your foam.
Tell your teammates to shoot the foamed enemies ASAP because my god the number of times I’ve foamed enemies only for my group to not shoot them like holy sh
If you are attempting high tier Escalation, you should at least have a vague idea on how the enemy AI works. The enemy AI is the exact same as in Heroic, so it is advised that you should be familiar with Heroic missions and can solo them reliably before you reach this point.
You should also be familiar with the enemy spawns in each mission and know where you should position yourself to safely shoot the enemies. Some missions have spawn waves that can be skipped through certain actions. It is recommended that you run through the mission on Heroic normally a few times to drill it into your head before you attempt the same mission in Escalation.
The few easiest missions to run (in no particular order) are:
Directives have no effect in Escalation (* except Special Ammo), but their XP bonus will still apply.
You should turn all directives on for free XP. Special Ammo should generally be avoided however, as it will still apply in Escalation.
Augments gain XP according to your SHD level, so if you’re holding a prototyped weapon at the end of a mission, the augment gets a bunch of XP. If you instinctively swap to Quickstep, a large amount of augment XP will be thrown away, so hold the weapon that you want upgraded before the mission complete notification pops up (the small one that comes before the countdown, not the mission summary).
Some enemies have unique scaling in Escalation. This applies to all tiers from T1-10 and is fixed, so they have the exact same scaling between T1-10, and do not become more difficult as a result (aside from maybe mutators).
Enemy | Damage scaling | Health scaling | Armor scaling | Found in |
Rogue Agent | +50% | +70% | +70% | Anywhere (random encounter) |
LM-21 “Marauder” | +100% | +50% | +50% | Army Terminal |
Jasinski | +100% | +70% | +70% | H5 Refinery |
Violet | +50% | +40% | +40% | H5 Refinery |
Thanks to dognuttzz for providing this info. | ||||
The end screen at the end of a mission can only handle signed 32-bit integers, and it’s very rare for DPS players to not deal more than 4,294,967,296 damage in total at higher tiers if they’re not actively throwing. The game can still somewhat keep track of who dealt the most damage after the first overflow, but once the number rolls to 0, all bets are off and the game completely loses track of who dealt the most damage. This is why the damage dealt stat is now a horribly inaccurate measure of contribution of a group member. In some cases, the support player can even be considered the highest damage dealer by the game, despite their ineptitude in actually dealing damage.
[[ With the existence of One For All, the kill counter is now also inaccurate. Kills caused by OFA do not count as your kills, and it means with heavy exploitation of OFA enemies, the total number of enemies killed in a mission by the group will be lower than the number of enemies that actually exist in the mission. ]]
In short, don’t trust the end screen.
I am considered to have the most damage in the end screen, but I was the support in the group. The total number of enemies killed being shown here is 134, but Heroic Roosevelt Island normally has ~150 enemies.
It is never a good idea to revolve your builds and strats around temporary events and bonuses, but come on, take advantage of them while they exist.
Seasonal Modifier
Buffs from high-quality munitions. Remember to refresh them.
Contagion provides a 40% amp to enemies within 10 meters. If you have a good foamer on your team this is easy to proc.
Unfriendly Fire makes Hyena shielders a lot easier to deal with. Always shoot the shield first, even if they’re flailing around. An unbroken shield on death is lost value.
SHD Exposed (Global Event)
Massive damage amp when you proc it with cover-to-cover movement. The increase to damage received doesn’t really matter, since you get healthgated instantly anyway.
Reanimated (Global Event)
Large headshot damage increase alongside large corrosive clouds. Can make one-shot MMR builds viable even in T10. Beware of enemies being revived.
Assault (Global Event)
Massive damage amp when you’re close to enemies. Good for getting out of sticky situations.
Ambush (Global Event)
Massive damage amp when staying still. Situational, but damage is damage.
Golden Bullet (Global Event)
Killing enemies with the golden bullet reloads your gun, which is guaranteed to screw up your Frenzy sync.
Hollywood (Global Event)
Do you really want damage reduction on top of overinflated health pools?
Vanguard Overdrive (Overdrive Event)
If you use a MK249 or any of its variants, the reload speed increase will screw up Frenzy sync. You will have to swap to a different weapon before you reload.
Negev is not affected by this.
Hope the rogues have OFA!
Enemy | Damage scaling | Health scaling | Armor scaling | Found in |
Rogue Agent | +50% | +70% | +70% | Anywhere (random encounter) |
Yes, they do randomly spawn in Escalation. Yes, they can get mutators. No, you don’t get a checkpoint.
Rogues have a fixed and more forgiving scaling, but they are still very bullet spongy and will throw out highly dangerous skills. Alongside that, their numbers will be always one more than the size of your current group, so if you’re in a 4-player group, you will have to deal with 5 rogues. Fun.
You will have to take them on one by one. You and/or your group cannot fight more than one at once. You need to lure one to a safer spot before you can start shooting at them.
If a rogue agent has One For All, SHOOT THEM.
Be aware of what skills rogues are throwing out. Oxidizer chems are extremely dangerous and will kill you in seconds even through cover. Turrets and drones must be dealt with ASAP.
Expect death to occur fairly often. If you’re the support player, you must be able to revive everyone on short notice, and that’s what Birdie’s is for.
Meaningless screenshot to fill space
Congratulations, you made it this far into the guide (or you just scrolled here idk). I hope the information provided in this very long document was useful and helps you in your future Escalation runs.
If you’re a newer player and all of this sounds really overwhelming, I should stress again that Escalation is a late endgame mode. You really do need to know a lot of this stuff in order to be able to clear higher tier Escalation, because the mode is very unforgiving. I suggest taking the time to familiarize yourself with the other content the game has to provide first. You don’t need Prototype gear to clear anything that isn’t Escalation, and even then, Prototype is not the most important factor in the mode it’s designed for.
Either way, thanks for taking the time to read all of this.
If you have any questions or concerns, tag @corruptphoton in the official/community Division Discord server or whatever
discord.gg/thedivisiongame | discord.gg/thedivision |
"Fuck this shit game," he yelled in futile defiance, knowing full well that he will still be crawling back to the same shitty grind day after day, never stopping until the moment he ceases to be and his bones turn into dust.
Written by corruptphoton without the use of AI.
A number of great people have guided me with the creation of this document. Their input, info and the countless Escalation runs done to test builds and mechanics were invaluable. Without them, this guide would not exist, or would probably be a lot worse.
Special thanks:
To the following people for reviewing my guide and providing comments and suggestions:
To the following people for providing additional info and/or clarifications:
To dien.aka.kim and Mutespell for the Tier 10 Escalation runs in Y8S1 (American History Museum is burned into my mind at this point),
To Heller. and nzo__ for showing me the power of FI foam (at least until Paradox got fixed),
dognuttzz and 1asteroid for joining me through the confusing phase of figuring out what the hell was the green watch icon for,
And to the rest of the fine folks in The Division 2 community for all the gained and lost tokens, as well as their guidance and support. Without these people, this guide would not be as extensive as it is, or it might not even exist.
If the changelog note for a particular date doesn’t point to anything specific in the game or the document, then it means the edits on that day were minor.
Y8S1 |
2026-05-11 | Initial version (working title: A Very Short T5+ Escalation Guide) 2026-05-12 | Massive changes thanks to suggestions 2026-05-13 | It’s in the build hub yay 2026-05-14 | Some edits (thanks ImMrChow) 2026-05-15 | im tired boss 2026-05-16 | fdsgdfh 2026-05-17 | added some things 2026-05-18 | In today’s socioeconomic climate, 2026-05-20 | Summer cleaning 2026-05-21 | Something 2026-05-24 | minor shit 2026-06-02 | welp, Y8S2 is coming soon anyway |
Y8S2 |
Pre-TU29.2 |
2026-06-16 | preparations 2026-06-16 | part 2: some changes from checking the escalation menu. i’ll do t10s someday 2026-06-17 | drafted a rewrite to the support build section. i’ll implement it once we do some testing 2026-06-18 | got some important data on how well foam works. will implement once everyone agrees on it 2026-06-19 | some other cleanup 2026-06-21 | some small changes, still waiting for agreement on the changes. now for unrelated news, im a time traveler 2026-06-22 | but if you close your eyes 2026-06-23 | “are we there yet?” 2026-06-25 | i did it. im going to sleep now 2026-06-26 | wording 2026-06-28 | literal breath of fresh air 2026-06-29 | “Why do I have to be the one to write the goddamned changelogs?” 2026-06-30 | paradox nerf 2026-07-10 | I did something 2026-07-11 | the little things 2026-07-14 | new sections & explanations. i hate this shit game 2026-07-16 | i would rather live in Los Sueños 2026-07-17 | tom clanker’s 2026-07-18 | tipping of the scales expanded 2026-07-20 | I hate this game. I hate this game. 2026-07-21 | Are you fucking kidding me |
TU29.2+ |
2026-07-21 | Preparing for the next TU 2026-07-22 | New info awaiting consensus. Some stuff like the yellow debuff from ISAC says remains unevaluated 2026-07-23 | One For All completed. Now what the hell is going on with ISAC Says... 2026-07-24 | bruh. ISAC Says done. Actually, a lot of things have been done. Also added a revive section 2026-07-25 | fixed something with the ISAC Says RoF section, changed yellow debuff, rogues, new knowledge 2026-07-27 | new image for slicing the pie 2026-07-28 | Same shit, different title update. Added Echo to TS section 2026-07-29 | Yellow debuff shenanigan. also needed to redo frenzy calculations because i forgot 10% reload speed from watch 2026-07-30 | OFA 2026-07-31 | DPS discouraged alternatives, additional mutator details for DPS, other shit idfk i didn’t sleep last night 2026-08-03 | 9ueshfuiosdhguiosdhg 2026-08-04 | rouges 2026-08-05 | rouges, again. also unique scaling for specific enemies 2026-08-07 | end screen 2026-08-08 | “They said my document was too long. They’re right, but I don’t know what else to do.” 2026-08-09 | i blow up my teammates 2026-08-10 | OFA 2026-08-14 | Overdogs 2026-08-17 | made document look uglier 2026-08-18 | made document look uglier 2026-08-20 | made document look uglier, consolidated gear choices 2026-08-21 | made document look uglier, additional gear details for support 2026-08-24 | made document look uglier, i hate banshee, anyway vigilance, prepping for new season |
Delta-03 Airlines
OUTDATED // OUTDATED // OUTDATED
This version of the guide is not up-to-date with the current season and is only kept for archival purposes. Interpret the contents at your own risk!
Archive of Y8S- | TU29.2+
😭 Testing 123 Testing
TESTING TAB. ALL INFO THAT IN THIS TAB SHOULD NOT BE TAKEN AS ADVICE UNTIL IT IS IN THE ACTUAL GUIDE.
Coming soon to theaters near you.
Save me from this torment
Y8S4 | |
// WORK IN PROGRESS // |
Last updated: 2162-08-21
[YYYY-MM-DD]
If you have any questions or concerns, tag @corruptphoton in the official/community Division Discord server or whatever
Why even fucking bother? Every single update lobotomizes Escalation to the point where it’s just easier than Legendary to an extent.
WORK IN PROGRESS // WORK IN PROGRESS |
This version of the guide is not fully up-to-date with the current season and is currently in the process of being updated. Interpret the contents at your own risk!
Current document status // |
“Goddammit! What did I say? We don’t use the Striker backpack in this household, you fucking idiot! We always use The Gift!” |
WORK IN PROGRESS // WORK IN PROGRESS |
Updated to the current season |
Note: The meta may change as mutators are cycled in and out of rotation. |
DPS is always king, though having a support player is extremely preferred for 3-4 players.
1-2 players: All DPS
3-4 players: 1 support, the rest are DPS
Escalation shanks build diversity in a dark alley on a cold 3 AM night. You really don’t have much flexibility in terms of builds when it comes to high tier Escalation. At best, you might become a brick. At worst, you’ll lose tokens, or cost the host their tokens.
Now, by no means are any builds that are not listed below unviable. You aren’t required to strictly follow what’s shown. I personally don’t even use the most meta Escalation Striker build, and I’ve played with people who ran builds that made Escalation (subjectively) more fun even if it wasn’t optimal. However, the options below have proven themselves from lots of runs, testing, calculations and general consensus, to be by far the most consistent in their performance with little caveats. If you’re new to Escalation, it’s always better to stick to the basics first.
The following are the standard Escalation builds that are mostly foolproof and are good options for the majority of players.
>> For more advanced builds, go here. Do be warned that I do mean advanced. <<
(no link yet)
GR9 (200 mag size) | Military MK46 / M249 (150 mag size) | IWI Negev (150 mag size) |
Frenzy-related info | ||
Best Frenzy DPS on paper + Unaffected by Weapon Handling + Unaffected by Gunner 3rd reload - Unforgiving Frenzy timing - Average Burst DPS outside of Frenzy | 2nd place in terms of Frenzy DPS + Forgiving Frenzy timing + Great Burst DPS outside of Frenzy - Affected by Weapon Handling - Affected by Gunner 3rd reload | 3rd place in terms of Frenzy DPS + Forgiving Frenzy timing + Unaffected by Gunner 3rd reload - Affected by Weapon Handling - Average Burst DPS outside of Frenzy |
General gun info | ||
● Average Burst DPS + Great Sustain DPS + Great Damage Per Mag ● Average RPM ● Average Handling ~ Above average reload | + Great Burst DPS ● Average Sustain DPS ● Average Damage Per Mag + Great RPM + Above average Handling - Below average reload + Long Underbarrel Rail | ● Average Burst DPS + Great Sustain DPS + Great Damage Per Mag ● Average RPM ● Average Handling + Above average reload |
Forgiving Frenzy timing means you can afford to stop shooting without causing Frenzy to expire before your mag is emptied. Unforgiving Frenzy timing means not shooting at any moment will cause Frenzy to expire before your mag is emptied. | ||
Frenzy sync can be affected by WH and Gunner 3rd reload if the total time to empty the mag w/ Frenzy is less than 9 seconds. | ||
Y8S3 | |
Season ending in 3 weeks |
Y8S3 |
2026-08-// | |
Y8S4 |
2162-10-27 | |
aaaaaaaaaaaaaaaaaaaaaaaa
TESTING TAB. ALL INFO THAT IN THIS TAB SHOULD NOT BE TAKEN AS ADVICE UNTIL IT IS IN THE ACTUAL GUIDE.
Advanced Testing
Startling |
Suppressing an enemy that is not already suppressed will apply Disorient on the suppressed enemy, forcing them out of cover, and provide +30% Damage to Targets Out of Cover to both you and allies for 15s. If you suppress an enemy while the buff is active, the enemy will be afflicted with Disorient, but the buff will not be refreshed. Swapping to a different weapon will cancel the buff. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Large DTTOOC increase when you suppress an enemy, with some minor CC when you do so. Keep in mind that you need to personally begin suppressing an enemy. If an enemy is already suppressed, nothing happens and the enemy just gets suppressed harder. You also lose the buff for everyone if you swap weapons.
Better for large areas and scattered enemies (which is where Scorpio runs into range issues), and areas where you can easily suppress enemies. Will fall off if you can’t easily suppress anyone, e.g. when spawncamping enemies.
Damage buff will be worse than Scorpio + P. Opportunistic, but it’s not specific to any enemy – everyone has the DTTOOC buff against all enemies, which can be helpful and easier to deal with than Scorpio.
Also has worse CC than Scorpio, but better than nothing.
Use depending on the circumstance.
On support OD, this gun naturally makes it very easy to apply OD marks. Just shoot people. It is very hard to screw up your OD mark application when you have 250 rounds of HP ammo.
I will probably remove this at some point. The TP buffs just don’t seem like they’re good enough.
True Patriot | Armor |
2pc - +15% Weapon Handling 3pc - +30% Magazine Size 4pc - Red, White and Blue | |
Red, White and Blue | Gear Set Effect |
Enemies you shoot receive one of three debuffs. The debuff to be applied cycles between Red, White and Blue every 2s in that order. All three debuffs can be present simultaneously. Red: Amplifies the enemy’s damage taken by 15%. White: Shooting the enemy repairs the attacking agent’s armor by 2% once every second. Blue: Decreases the enemy’s damage dealt by 10%. Full Flag: Enemies that die while under the effect of all 3 debuffs create a 5m explosion, dealing damage equal to the user’s total health and armor. Explosion damage reduced on Named enemy deaths. | |
Waving the Flag | Gear Set Chest Talent |
Shortens Red, White and Blue rotation interval to 1s. | |
Patriotic Boost | Gear Set Backpack Talent |
Increases Red, White and Blue debuff strength. Red: From 15% to 30% White: From 2% to 5% Blue: From 10% to 20% | |
This description has been modified to be clearer and/or more accurate to how it works in practice. | |
I'm not actually sure whether TP is worth it. The rebalance is still meh.
It has one major caveat, however: The debuff color cycles every 2 seconds. This means:
It also has the issue of needing to rely on Benefactor/Empathic Resolve as well. Empathic Resolve only procs when healing is done. This requires your group to catch stray bullets, which is a very risky move considering the scaling in Escalation.
Because TP’s playstyle leans towards high RPM weapons, the options will be notably different.
Startling |
Suppressing an enemy that is not already suppressed will apply Disorient on the suppressed enemy, forcing them out of cover, and provide +30% Damage to Targets Out of Cover to both you and allies for 15s. If you suppress an enemy while the buff is active, the enemy will be afflicted with Disorient, but the buff will not be refreshed. Swapping to a different weapon will cancel the buff. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Large DTTOOC increase when you suppress an enemy, with some minor CC when you do so. Keep in mind that you need to personally begin suppressing an enemy. If an enemy is already suppressed, nothing happens and the enemy just gets suppressed harder. You also lose the buff for everyone if you swap weapons.
Since Scorpio doesn’t work as well with TP, Vertigo is the next best thing. Will fall off if you can’t easily suppress anyone, e.g. when spawncamping enemies. Worse CC than Scorpio, but it’s serviceable.
Disruptor Rounds |
Shooting an enemy applies/refreshes a mark on them and adds a stack to the agent up to 50. When you deploy a non-shield skill, remove all stacks and all marked targets receive effects based on the number of stacks. At 50 stacks, the effects automatically trigger if a marked enemy is killed. 1-10 stacks: Pulse marked targets for 5s 11-25 stacks: Pulse and Disrupt marked targets for 5s 26-49 stacks: Pulse, Disrupt and Disorient marked targets for 5s 50 stacks: Pulse, Disrupt and Disorient marked targets and all hostiles within 10m of the marked targets for 5s |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Provides a variety of CC effects, but no damage buffs.
You can manually trigger the talent by:
Ardent |
Shooting fills up a heat meter equivalent to 50% of the weapon’s standard magazine size. When the meter is full, hits from the weapon ignite enemies. This is independent of special ammo. When not shooting, the meter depletes over time. Reloading or weapon swapping resets the meter. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Can burn enemies, stopping them from shooting. No damage buffs.
(this is joke and just me venting my boredom)
image removed
Combat Medic |
+80% Revive Speed +45% Hive Efficiency Provides +50% Damage Resistance to both agents while reviving or being revived, and for 5s after a successful Hive Revive, or 10s after a Manual Revive. Any successful revives provide +1 Skill Tier for 5s. Revives at Skill TIer 6 grant Overcharge for 15s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
This is a horribly suboptimal build, but it excels at one thing: Carrying bad teammates. Things can go catastrophically wrong and you will still be able to help them clear even T10. Eventually.
“[...] This might take a while. Hope you cleared your schedule.”
There aren’t really any mainstay weapons here. Most weapon choices should be cycled through to account for different situations.
Sandman |
Melee attacks deal 1,000,000,000 damage to non-elite enemies, instantly killing them. Cooldown: 15s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
You should absolutely not use the shotgun if you don’t know enough about how enemies will react to you running up to an enemy.
For more advanced play, the exotic shotgun is useful for immediately clearing problematic ads and getting you crossbow bolts. It has some caveats however:
In general, you should not keep it on, and only hotswap to this when:
Avoid melee’ing an enemy affected by OFA.
You should also note that staying alive and supporting your team through other means is more valuable than killing off random ads at 15 second intervals, especially considering the risk involved in doing so.
Scorpio to do Scorpio things. For when every enemy is an Elite or can’t be melee’d for other reasons.
You can look… |
When out of combat, receive 10 stacks. |
…but you can't touch |
When taking damage, 1 stack is automatically consumed to fully repair the instance of damage received. This repair can also instantly revive you. 1 stack replenishes every 3s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
The “oh shit we’re going to fucking wipe” gun. Yeah, the quirk of its repair being able to instantly revive you makes it a pretty good panic button to have. Don’t keep this on for obvious reasons.
Perfect Sledgehammer. You know why its here.
Sport Mode |
+20% movement speed when equipped. This bonus does not stack with other movement speed bonuses. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
Gotta be fast when you’re reviving your teammates.
Gear choices should be cycled through to account for different situations.
Perfectly Efficient |
Using an armor kit has a 75% chance to not consume the armor kit. Specialization armor kit bonuses are increased by 100%. Requires 10 seconds to arm the talent. |
Use armor kits often and close to your teammates so you can share the healing with Survivalist. This is your main source of healing.
Combat Medic |
+80% Revive Speed +45% Hive Efficiency Provides +50% Damage Resistance to both agents while reviving or being revived, and for 5s after a successful Hive Revive, or 10s after a Manual Revive. Any successful revives provide +1 Skill Tier for 5s. Revives at Skill TIer 6 grant Overcharge for 15s. |
This description has been modified to be clearer and/or more accurate to how it works in practice. |
This is the core of the build. Become the reviver hive.
You generally will not use your hive to revive others. It’s for yourself when you go down by mistake. As for everyone else, you run up to them to get them back up.
Requires a minimum of 2 prototyped skill tiers.
Nobody needs a revive? No problem! Just put this on and get close to your teammates.
For an overcharge. If you’re reviving, you generally don’t use your hive. You only need 1 charge for in case something goes wrong.
Duh.
If nobody needs a revive, this is useful for the amp.
Tab 10