With the launch of each Destiny 2 Episode, an array of mods are available to select. These mods are immediately applied, providing buffs alongside ways of dealing with Champion enemies. These change each Episode, meaning you’ll need to modify your builds to account for the changes.
With Episode: Revenant, the Slayer Baron Apothecary Satchel brings with it an array of mods for those who like to bring a little chill to the battlefield. Here are all the seasonal artifact mods in Destiny 2 Episode: Revenant.
Every seasonal artifact mod in Destiny 2 Episode: Revenant
As with Episode: Echoes, the seasonal artifact begins with 25 mods split across five separate columns. Act II adds five, while Act III will bring another five finishing things off at 35. When the additional 10 mods are brought in, we’ll be sure to update this page. With all that in mind, here are all seasonal artifact mods by column:
Column 1 | Column 2 | Column 3 | Column 4 | Column 5 |
---|---|---|---|---|
Anti-Barrier Scout Rifle – Scout Rifles stun Barrier Champions and are always overcharged. | One With Frost – While Frost Armor is active, Stasis weapons get increased reload speed and stability. Stasis swords gain increased guard resistance. | Wind Chill – Rapid Stasis weapon precision hits grant you a stack of Frost Armor. Rapid precision hits from weapons with the Dark Ether Reaper origin trait grants you more stacks of Frost Armor. | Armor of Eramis – While Frost Armor is active, taking critical damage from combatants causes you to emit a freezing burst. | Brain Freeze – Frozen combatants become surrounded by a chilling fog, which slows combatants that aren’t already. Weapons with the Dark Ether Reaper origin trait deal more damage to frozen combatants. |
Overload Submachine Gun – Submachine Guns stun Overload Champions and are always overcharged. | Killing Breeze – Rapid weapon final blows grant you a bonus to mobility. Weapon final blows with the Dark Ether Reaper origin trait count as more than one. | Crystalline Converter – Gather Stasis Shards to gain stacks of Crystalline Converter. Your next powered Stasis melee hit creates Stasis crystals equal to the number of stacks you have. | Hail the Storm – Shattering Stasis crystals releases shards of ice that damage and slow targets. | Supernova – Picking up a Void Breach causes you next source of Void damage to create a large weakening pulse. |
Unstoppable Pulse Rifle – Pulse Rifles stun Unstoppable Champions and are always overcharged. | Enhanced Ether Generator – Dark Ether Reaper origin trait has a chance to spawn an extra Dark Ether charge. Weapons with the Dark Ether Reaper origin trait are overcharge when this mod is active. | Total Carnage – After finishing a powerful combatant, gain temporary damage resistance. While you have 2 or more Shadestalker armor pieces equipped, after finishing a powerful combatant, gain increased temporary damage resistance and replenish health. | Debilitating Wave – Finishers emit a damaging wave that matches the element of your currently equipped Super. | Conductive Cosmic Crystal – Your Arc abilities, Void abilities, and weapons with the Dark Ether Reaper origin trait do bonus damage to targets that are affected by a Stasis debuff. |
Anti-Barrier Shotgun – Shotguns stun Barrier Champions and are always overcharged. | Fell the Revenant – Deal increased weapon damage to Scorn. Wearing Shadestalker Armor increases the bonus damage. | Power from Pain – Rapid final blows against weakened combatants grant you Devour. | Concussive Reload – Using a Grenade Launcher to damage a boss, damage a Champion, or break a combatant’s shield weakens them. | Served Cold – Picking up a Stasis Shard grants you class ability energy. Picking up a Void Breach grants you melee energy. |
Overload Breechloaded Grenade Launcher – Primary and Special ammo Grenade Launchers stun Overload champions and are always overcharged. | Rapid Impacts – Dealing damage with a Grenade Launcher temporarily increases the reload speed of Grenade Launchers. | Trace Evidence – Rapid precision hits or rapid final blows on targets affected by Jolt or Blind will generate Ionic Traces. | Retinal Burn – Rapid Arc weapon precision hits consume an Armor Charge to blind the target. | Kinetic Impacts – Sustained damage with a Power Grenade Launcher causes the combatant to emit a shockwave that damages nearby combatants. This shockwave can stun Unstoppable Champions. |
Certain traits listed above have bonuses, provided you take the correct tonic. Tonics are acquired through the new Last City seasonal hub. The bonuses for each trait are as follows:
- Wind Chill – Dealing Stasis weapon damage to slowed targets has the chance to spawn a Stasis shard.
- Crystalline Converter – Stasis weapon final blows after activating your class ability spawn a Stasis shard
- Power from Pain – Rapidly defeating weakened combatants spawns a Void Breach.
- Trace Evidence – Picking up an Ionic Trace grants an Armor Charge.
- Armor of Eramis – Increase radius and strength of this freezing burst.
- Hail the Storm – Shattering frozen targets and Stasis crystals deals increased damage.
- Debilitating Wave – While you have an Arc, Void, or Stasis Super equipped, the blast also applies Blind, Weaken, and Slow, respectively.
- Concussive Reload – Using Grenade Launchers to damage bosses, Champions or to break combatants’ shields automatically reloads stowed weapons.
- Retinal Burn – Blinding a target this way instead emits a blinding burst.
- Conductive Cosmic Crystal – Increase bonus damage to combatants affected by a Stasis debuff.
Which seasonal artifact mods are the best?
Among the above seasonal artifact mods, the first column is all worth taking since they help stun those annoying Champion enemies. Fell the Revenant is a great choice in a lot of seasonal content as well, since Scorn are the main enemy type. Power from Pain is excellent for any Void builds due to the increased Devour procs. Otherwise, the Stasis mods are all good but are heavily dependent on your Stasis build.
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