Game Mobalytics

New Destiny 2 Lightfall Mods

Destiny 2 Lightfall Mods have arrived in the game! With the introduction of the new Lightfall campaign in Destiny 2, the mod system has undergone a complete revamp. These changes have left players eagerly searching for the most powerful and effective mods for their builds.

There is an abundance of new mods to choose from, so it’s important to take the time to determine which mods will work best in each slot. Below, we have compiled a list of all the new mods available, categorized by the body armor slots they belong to.

New Destiny 2 Lightfall Mods

All General Mods

Destiny 2 Lightfall General Mods

  • Discipline Mod = +10 Discipline. Requires 3 Energy
  • Intellect Mod = +10 Intellect. Requires 4 Energy
  • Minor Discipline Mod = +5 Discipline. Requires 1 Energy
  • Minor Intellect Mod = +5 Intellect. Requires 2 Energy
  • Minor Mobility Mod = +5 Mobility. Requires 1 Energy
  • Minor Recovery Mod = +5 Recovery. Requires 2 Energy
  • Minor Resilience Mod = +5 Resilience. Requires 2 Energy
  • Minor Strength Mod = +5 Strength. Requires 1 Energy
  • Mobility Mod = +10 Mobility. Requires 3 Energy
  • Recovery Mod = +10 Recovery. Requires 4 Energy
  • Resilience Mod = +10 Resilience. Requires 4 Energy
  • Strength Mod = +10 Strength. Requires 3 Energy

Please note that there are currently 3 locked General Mod slots that are unavailable. Players will likely be able to unlock them by completing specific activities or through future trials. We will provide updates as more information becomes available.

Head

Destiny 2 Lightfall Head Mods

  • Arc Siphon = Rapid Arc weapon final blows create an Orb of Power. Requires 1 Energy
  • Arc Siphon = Rapid Arc weapon final blows create an Orb of Power. Requires 3 Energy
  • Arc Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons. Requires 1 Energy
  • Arc Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons. Requires 3 Energy
  • Ashes to Assets = Gain bonus Super energy on grenade kills. Requires 1 Energy
  • Ashes to Assets = Gain bonus Super energy on grenade kills. Requires 3 Energy
  • Dynamo = Reduces Super cooldown when using your class ability near targets. Requires 1 Energy
  • Dynamo = Reduces Super cooldown when using your class ability near targets. Requires 3 Energy
  • Font of Wisdom = You gain a bonus to intellect while you have any Armor Charge. Armor Charges decay over time. Requires 1 Energy
  • Font of Wisdom = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
  • Hands-On = Gain bonus Super energy on melee kills. Requires 1 Energy
  • Harmonic Siphon = Rapid Arc weapon final blows create an Orb of Power. Requires 1 Energy
  • Harmonic Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons. Requires 1 Energy
  • Harmonic Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons. Requires 2 Energy
  • Heavy Ammo Finder = Increases the drop chance of Heavy ammo on kill. Requires 1 Energy
  • Heavy Ammo Finder = Increases the drop chance of Heavy ammo on kill. Requires 3 Energy
  • Heavy Ammo Scout = When one of your ammo finder perks creates a brick of Heavy ammo for you, it also creates bricks of Heavy ammo for your allies. Requires 1 Energy
  • Kinetic Siphon = Rapid Kinetic weapon final blows create an Orb of Power. Requires 1 Energy
  • Kinetic Siphon = Rapid Kinetic weapon final blows create an Orb of Power. Requires 2 Energy
  • Kinetic Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Kinetic weapons. Requires 1 Energy
  • Kinetic Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Kinetic weapons. Requires 3 Energy
  • Power Preservation = Your Super final blows create extra Orbs of Power for your allies. Requires 1 Energy
  • Powerful Friends = Collecting an Orb of Power causes nearby allies to increase their current Armor Charge by 1. Requires 1 Energy
  • Radiant Light = Casting your Super causes nearby allies to also increase their current Armor Charge by 1. Allies with a different subclass element from you increase Armor Charge by 2. Requires 1 Energy
  • Solar Siphon = Rapid Solar weapon final blows create an Orb of Power. Requires 1 Energy
  • Solar Siphon = Rapid Solar weapon final blows create an Orb of Power. Requires 3 Energy
  • Solar Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Solar weapons. Requires 1 Energy
  • Solar Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Solar weapons. Requires 3 Energy
  • Solar/Strand Dual Siphon = Rapid Solar weapon final blows create an Orb of Power. Requires 3 Energy
  • Special Ammo Finder = Increases the drop chance of Special ammo on kill. Requires 1 Energy
  • Special Ammo Finder = Increases the drop chance of Special ammo on kill. Requires 3 Energy
  • Special Ammo Scout = When one of your ammo finder perks creates a brick of Special ammo for you, it also creates bricks of Special ammo for your allies. Requires 1 Energy
  • Stasis Siphon = Rapid Stasis weapon final blows create an Orb of Power. Requires 1 Energy
  • Stasis Siphon = Rapid Stasis weapon final blows create an Orb of Power. Requires 3 Energy
  • Stasis Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Stasis weapons. Requires 1 Energy
  • Stasis Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Stasis weapons. Requires 3 Energy
  • Strand Siphon = Rapid Strand weapon final blows create Orbs of Power. Requires 1 Energy
  • Strand Siphon = Rapid Strand weapon final blows create Orbs of Power. Requires 3 Energy
  • Strand Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Strand weapons. Requires 1 Energy
  • Strand Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Strand weapons. Requires 3 Energy
  • Void Siphon = Rapid Void weapon final blows create an Orb of Power. Requires 1 Energy
  • Void Siphon = Rapid Void weapon final blows create an Orb of Power. Requires 3 Energy
  • Void Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Void weapons. Requires 1 Energy
  • Void Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Void weapons. Requires 3 Energy
  • Void/Strand Dual Siphon = Rapid Void weapon final blows create an Orb of Power. Requires 3 Energy
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Just like the General Mods, there are currently 3 locked Helmet Armor Mod slots that are unavailable. Players will likely be able to unlock them by completing specific activities or through future trials. We will provide updates as more information becomes available.

Chest

Destiny 2 Lightfall Chest Mods

  • Arc Reserves = Increases the amount of ammo you can carry for Arc weapons. Requires 1 Energy
  • Arc Reserves = Increases the amount of ammo you can carry for Arc weapons. Requires 3 Energy
  • Arc Resistance = Reduces incoming Arc damage from combatants. Requires 1 Energy
  • Arc Resistance = Reduces incoming Arc damage from combatants. Requires 2 Energy
  • Charged Up = Increases the maximum number of stacks of Armor Charge you can carry by 1. Requires 1 Energy
  • Charged Up = Increases the maximum number of stacks of Armor Charge you can carry by 1. Requires 3 Energy
  • Concussive Dampener = Reduces incoming area-of-effect damage from combatants. Requires 1 Energy
  • Concussive Dampener = Reduces incoming area-of-effect damage from combatants. Requires 3 Energy
  • Emergency Reinforcement = When your shields become broken, you gain temporary damage reduction. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the damage reduction for each charge consumed. Requires 1 Energy
  • Emergency Reinforcement = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
  • Font of Endurance = You gain a bonus to resilience while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
  • Font of Endurance = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
  • Harmonic Reserves = Increases the amount of ammo you can carry for Arc weapons. Requires 1 Energy
  • Harmonic Reserves = Increases the amount of ammo you can carry for Arc weapons. Requires 2 Energy
  • Harmonic Resistance = Reduces incoming Arc damage from combatants. Requires 1 Energy
  • Kinetic Reserves = Increases the amount of ammo you can carry for Kinetic weapons. Requires 1 Energy
  • Kinetic Reserves = Increases the amount of ammo you can carry for Kinetic weapons. Requires 3 Energy
  • Lucent Blades = Increases the energy recharge rate of your equipped Swords. Your equipped Glaives gain more energy from dealing damage with their ranged attacks. Requires 1 Energy
  • Lucent Blades = Increases the energy recharge rate of your equipped Swords. Your equipped Glaives gain more energy from dealing damage with their ranged attacks. Requires 2 Energy
  • Melee Damage Resistance = Reduces incoming damage from combatants that are at point-blank range. Requires 1 Energy
  • Melee Damage Resistance = Reduces incoming damage from combatants that are at point-blank range. Requires 3 Energy
  • Sniper Damage Resistance = Reduces incoming damage from combatants that are at long range. Requires 1 Energy
  • Sniper Damage Resistance = Reduces incoming damage from combatants that are at long range. Requires 3 Energy
  • Solar Reserves = Increases the amount of ammo you can carry for Solar weapons. Requires 1 Energy
  • Solar Reserves = Increases the amount of ammo you can carry for Solar weapons. Requires 3 Energy
  • Solar Resistance = Reduces incoming Solar damage from combatants. Requires 1 Energy
  • Solar Resistance = Reduces incoming Solar damage from combatants. Requires 2 Energy
  • Stasis Reserves = Increases the amount of ammo you can carry for Stasis weapons. Requires 1 Energy
  • Stasis Reserves = Increases the amount of ammo you can carry for Stasis weapons. Requires 3 Energy
  • Stasis Resistance = Reduces incoming Stasis damage from combatants. Requires 1 Energy
  • Stasis Resistance = Reduces incoming Stasis damage from combatants. Requires 2 Energy
  • Strand Reserves = Increases the amount of ammo you can carry for Strand weapons. Requires 1 Energy
  • Strand Reserves = Increases the amount of ammo you can carry for Strand weapons. Requires 3 Energy
  • Unflinching Arc Aim = Reduces flinching from incoming fire while aiming an Arc weapon. Requires 3 Energy
  • Unflinching Harmonic Aim = Reduces flinching from incoming fire while aiming an Arc weapon. Requires 1 Energy
  • Unflinching Harmonic Aim = Reduces flinching from incoming fire while aiming an Arc weapon. Requires 2 Energy
  • Unflinching Kinetic Aim = Reduces flinching from incoming fire while aiming a Kinetic weapon. Requires 1 Energy
  • Unflinching Kinetic Aim = Reduces flinching from incoming fire while aiming a Kinetic weapon. Requires 3 Energy
  • Unflinching Solar Aim = Reduces flinching from incoming fire while aiming a Solar weapon. Requires 1 Energy
  • Unflinching Solar Aim = Reduces flinching from incoming fire while aiming a Solar weapon. Requires 3 Energy
  • Unflinching Stasis Aim = Reduces flinching from incoming fire while aiming a Stasis weapon. Requires 1 Energy
  • Unflinching Stasis Aim = Reduces flinching from incoming fire while aiming a Stasis weapon. Requires 3 Energy
  • Unflinching Strand Aim = Reduces flinching from incoming fire while aiming a Strand weapon. Requires 1 Energy
  • Unflinching Strand Aim = Reduces flinching from incoming fire while aiming a Strand weapon. Requires 3 Energy
  • Unflinching Void Aim = Reduces flinching from incoming fire while aiming a Void weapon. Requires 1 Energy
  • Unflinching Void Aim = Reduces flinching from incoming fire while aiming a Void weapon. Requires 3 Energy
  • Void Reserves = Increases the amount of ammo you can carry for Void weapons. Requires 1 Energy
  • Void Reserves = Increases the amount of ammo you can carry for Void weapons. Requires 3 Energy
  • Void Resistance = Reduces incoming Void damage from combatants. Requires 1 Energy
  • Void Resistance = Reduces incoming Void damage from combatants. Requires 2 Energy
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Similar to the previous categories, there are currently 3 locked Chest Armor Mod slots that are unavailable. Players will likely be able to unlock them by completing specific activities or through future trials. We will provide updates as more information becomes available.

Arms

Destiny 2 Lightfall Arm Mods

  • Arc Dexterity = Faster ready and stow speed for Arc weapons. Requires 1 Energy
  • Arc Dexterity = Faster ready and stow speed for Arc weapons. Requires 3 Energy
  • Bolstering Detonation = Grants class ability energy when you cause damage with a grenade. Requires 1 Energy
  • Bolstering Detonation = Grants class ability energy when you cause damage with a grenade. Requires 2 Energy
  • Fastball = Increases grenade throw distance. Requires 1 Energy
  • Firepower = Your grenade final blows create Orbs of Power. Requires 1 Energy
  • Firepower = Your grenade final blows create Orbs of Power. Requires 3 Energy.
  • Focusing Strike = Grants class ability energy when you cause damage with a melee attack. Requires 1 Energy
  • Focusing Strike = Grants class ability energy when you cause damage with a melee attack. Requires 2 Energy
  • Font of Focus = You gain a bonus to discipline while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
  • Font of Focus = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
  • Font of Vigor = You gain a bonus to strength while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
  • Font of Vigor = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
  • Grenade Kickstart = When your grenade energy is fully expended, you gain grenade energy. Additionally, your Armor Charge is consumed, and you gain additional grenade energy for each stack. Requires 1 Energy
  • Grenade Kickstart = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
  • Harmonic Dexterity = Faster ready and stow speed for Arc weapons. Requires 1 Energy
  • Harmonic Dexterity = Faster ready and stow speed for Arc weapons. Requires 2 Energy
  • Harmonic Loader = Increases reload speed of Arc weapons. Requires 1 Energy
  • Harmonic Loader = Increases reload speed of Arc weapons. Requires 2 Energy
  • Heavy Handed = Your powered melee final blows create Orbs of Power. Requires 1
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Just like the previous categories, there are currently 3 locked Arm Armor Mod slots that are unavailable. Players will likely be able to unlock them by completing specific activities or through future trials. We will provide updates as more information becomes available.

And that wraps up the details of the new Destiny 2 Lightfall Mods. Stay tuned for more updates on Destiny 2!

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