Destiny 2 Charged With Light Mod Overview

Destiny 2 Charged With Light Mod Overview 1 - steamsplay.com
Destiny 2 Charged With Light Mod Overview 1 - steamsplay.com
I’m sure you’ve heard of Charged With Light mods before, but there’s so many and some are element exclusive and just what the heck are you supposed to do to use them?? If you’ve been there, this guide is here to help!

 
 

Why Should I Use These Mods?

 
They’re kind of insane. You want a massive free damage boost on Rocket Launchers, Swords, or Sidearms? They can do that. You want to improve your survivability massively once your health hits critical? They can do that. You want to spam the hell out of your melee ability? You can do that. Want to 2-tap with 120s in Crucible just by getting a double kill? You can do that. 
 
Charged With Light mods are like a miniature subclass you can build. You can gain and lose Charges however you like to play. Use Pulse Rifles a lot? Run Swift Charge. Prefer just mowing down adds however you feel like? Run Charge Harvester. They’re adaptable, fun, and easy to use. Some even improve your stat build! All you need is a Yellow mod and a Green mod equipped. 
 
 

The Basics

 
Starting out, Charged With Light (referred to as CWL from here on) mods come in three types: the green chargers, the yellow consumers, and the white miscellaneous. In order to be able to use CWL mods, you must have both a charger and a consumer equipped on your armor. Alternatively, if you wish to be dependent on allies for your Charges, you can run only a consumer mod. You will always gain and keep Charges until you hit max, even if you swap mods (though swap strats are grossly impractical). Charges do nothing unless consumed by a consumer mod, therefore there is no reason to keep them as a passive buff. 
 
Yes, Charged With Light works in PvP, but you may find it a touch hard to work with, depending on the mods of choice. 
 
You can hold up to two Charges of Light at a time by default, and every Charge-granting mod only grants one Charge at a time. Excessive Charges are discarded. There are white miscellaneous mods that can boost how many Charges you gain at a time and how many Charges you can hold. You lose all Charges of Light on death. 
 
It is generally good practice to have only one yellow consumer mod equipped at a time, as your Charges of Light can be easily exhausted through the various consumption methods. 
 
Next is the armor. Non-Legendary armor cannot equip Charged With Light mods, as they lack Seasonal mod slots. Other than that, any Legendary can equip any standard CWL mod. Thank goodness, because before Beyond Light it was seasonally locked! 
 
Lastly, one may have noticed that Arc and Void CWL mods come with additional effects. These effects are granted whether or not you hold a Charge of Light or have a green-yellow CWL mod pairing to use Charges. Arc mods grant an additional effect if another Arc-specific mod is equipped in the same armor or if a CWL-themed Arc mod is slotted in another equipped armor piece, and Void mods inflict a flat -10 penalty to a specified armor statistic. This penalty will be inflicted directly to your stat spread, not the armor’s stats, so you can’t outsmart the developers by equipping a -10 Recovery mod onto an armor with 2 Recovery and escaping with 8 Recovery. As a caveat to these effects, Arc mods cost more and Void mods cost less, generally. 
 
To give Solar CWL yellow consumer mods an edge, you can stack copies across armor to increase the effect! The boost is multiplicative, not additive. As a downside, the stackable Solar mods tend to be weaker on their own. This stacking effect does not apply to green charger mods. 
 
 

Becoming Charged- Green Charger Mods

 
Organized by element, then by chronological season. 

  • Taking Charge 
    • universal element 
    • 3 Energy cost 
    • When picking up an Orb of Light, also gain a Charge of Light. Does not apply to Motes of Light from Gambit or other souces (because someone has asked). 
    • Notes: very easy to activate (a definite go-to), practically free in PvE with Masterworked weapons as orbs drop from every 2 MW weapon kills, great with Wards of Dawn or Wells of Radiance allies in PvP, will consume an Orb even at full Super if your Charges are not full (allowing you to activate Leg Orb mods more often!)

     

  • Shield Break Charge 
    • universal element 
    • 1 Energy cost 
    • Breaking an enemy elemental shield with its same element (causing the shield burst) grants a Charge of Light. 
    • Notes: situational, way too dependent on enemies you face and when you face them, good for Strikes when you’re using a low-activation-rate yellow consumer mod, very cheap to slot into armor

     

  • Empowered Finish 
    • universal element 
    • 1 Energy cost 
    • Successfully performing a Finisher on an enemy grants a Charge of Light. 
    • Notes: easy to use with coordinated allies in PvE, sluggish when paired with high-activation-rate yellow consumer mods, useless in PvP, very cheap to slot into armor, great on a fast-charging Super build, prioritize “Taking Charge” if Energy cost is not a concern

     

  • Elemental Charge 
    • Only on Beyond Light or newer armor, and Exotics 
    • universal element 
    • 2 Energy cost 
    • Picking up a Well grants 1 Charge of Light. Picking up a matching Well grants 2 Charges of Light. Stacks on Stacks increases both gains by 1 Charge (if you have room to hold the Charge). 
    • Notes: not good on a single player but great with a team running Well mods, can situationally replace “Taking Charge” on a Masterwork-missing Exotic build, otherwise better off with “Taking Charge”

     

  • Quick Charge 
    • Arc element 
    • 5 Energy cost, 6+ with Arc mod pairing if for second effect 
    • Killing 3-4 enemies with Fusion Rifles or Shotguns within about 3 seconds of one another grants a Charge of Light. 
    • If another Arc mod is equipped on the same armor, also grants a ready speed boost to Fusion Rifles, Shotguns, Submachine Guns, and Swords. 
    • Notes: Good for add clear, requires teammates not pilfering kills (you must land the final blow!), ready speed on these weapons can be very helpful in PvP as a stat-booster option

     

  • Warmind’s Light 
    • Arc element 
    • 3 Energy cost 
    • Collecting a Warmind Cell by walking over it grants a Charge of Light. 
    • Unlike most Arc CWL mods, this one does not come with a second effect. 
    • Notes: a more situational/clumsy/opportunity-wasting “Taking Charge,” better off using mods that boost Warmind Cells rather than collecting them or “Incinerating Light” to gain Charges by popping the Warmind Cell

     

  • Swift Charge 
    • Arc element 
    • 5 Energy cost, 6+ with Arc mod pairing if for second effect 
    • Killing 3-4 enemies with Pulse Rifles, Sidearms, or Submachine Guns within about 3 seconds of one another grants a Charge of Light. 
    • Killing not-player enemies with a Pulse Rifle has a chance to create Special ammo for allies 
    • Notes: easy to activate thanks to primary weapons, vulnerable to kill-pilfering by teammates (you must land the final blow!), great for coordinated Gambit to top up allies with Special ammo

     

  • Blast Radius 
    • Solar element 
    • 3 Energy cost 
    • Killing 2 enemies with (any ammo type) Grenade Launchers or Rocket Launchers within about 3 seconds of one another grants a Charge of Light. 
    • Notes: easy to activate given the weapon types and reduced kill count compared to like mods, great for lower-health encounters but situational in raids/dungeons

     

  • Incinerating Light 
    • Solar element 
    • 3 Energy cost 
    • Killing 2 enemies with a Warmind Cell explosion grants a Charge of Light. 
    • Notes: easy to activate, pairs well with Seventh Seraph or IKELOS weapons, amazing in wave defense, only grants 1 instance of Charge once per explosion, finicky with “High-Energy Fire” being consumed on cell explosion and thus this combo is best avoided

     

  • Sustained Charge 
    • Solar element 
    • 4 Energy cost 
    • Killing 3-4 enemies with Auto Rifles, Trace Rifles, or Machine Guns within about 3 seconds of one another grants a Charge of Light. 
    • Notes: easy to activate thanks to weapon type selection, vulnerable to kill-stealing by teammates (you must land the final blow!)

     

  • Precisely Charged 
    • Void element 
    • 1 Energy cost, -10 Discipline 
    • Killing 3 enemies with Sniper Rifles or (any ammo type) Linear Fusion Rifles within about 3 seconds of one another grants a Charge of Light. 
    • Notes: Anti-synergetic to grenade builds, very cheap to slot into Void armor

     

  • Precision Charge 
    • Void element 
    • 3 Energy cost, -10 Strength 
    • Killing 3-4 enemies with Bows, Hand Cannons, or Scout Rifles within about 3 seconds of one another grants a Charge of Light. 
    • Notes: Anti-synergetic to melee builds, cheap to slot into Void armor

     

  • Charge Harvester 
    • Void element 
    • 3 Energy cost, -10 to (Mobility for Hunters, Resilience for Titans, Recovery for Warlocks) 
    • Every kill has a chance to grant a Charge of Light, usually obtained every 4-6 kills and (supposedly) capping at 6 kills. Despite description, Charge Harvester works when you are Charged With Light. 
    • Notes: trades less class ability spam for ease of use, pairs very well with multikill mods as a second Charge source

 
 
 

Using Charges- Yellow Consumer Mods (Universal/Arc/Solar)

 
Organized by element, then by chronological season. ‘Activation rate’ refers to how often when the mod will activate when you have a Charge of Light, and could also be called the ‘charge consumption rate.’ 

  • High-Energy Fire 
    • Universal element 
    • 4 Energy cost 
    • Activation rate: fast when unmanaged, up to never when managed 
    • Until you kill an enemy with weapons, you deal 20% increased damage with weapons. Consumes a Charge of Light on a weapon kill. 
    • Notes: ONLY weapon kills will consume a Charge of Light (and not anything else!), incredible for boss DPS, can be easily maintained in a pinch if you finish enemies with melees/finishers/Supers/grenades/etcetera instead of weapons

     

  • Striking Light 
    • Arc element 
    • 5 Energy cost, 6+ with Arc mod pairing if for second effect 
    • Activation rate: rapid-fast with Sword, uncommon when unmanaged, slow when managed 
    • Killing an enemy with a melee or Sword drops one Orb of Light for allies (not self) and consumes a stack of Charge of Light on activation. Only drops 1 Orb per Charge consumption. 
    • When paired with another Arc mod, grants damage resistance while sprinting. The damage resistance is theorized to be 20% and will only work against PvE enemies. 
    • Notes: pairs INCREDIBLY with “Taking Charge” on allies, pairs great with shoulder bashing Titans, rapidly chain-activates if using a Masterworked Sword and “Taking Charge” in a crowd

     

  • Heavy Handed 
    • Arc element 
    • 7 Energy cost, 8+ with Arc mod pairing if for second effect 
    • Activation rate: rapid-fast on a melee build, otherwise variable to Strength stat and melee tendencies 
    • Regain half your melee energy when consuming a melee charge (no kill required) at the cost of a Charge of Light. 
    • When paired with another Arc mod and when surrounded by 3+ enemies, kills with a Fusion Rifle, Shotgun, Sidearm, or Submachine Gun fill its mag from reserves. This distance is roughly the same as the distance of the activation of Surrounded. 
    • Notes: amazing on any melee build, great for utility melees like Titan-Void top tree or Warlock-Solar middle tree, worth more the worse your Strength is

     

  • Lucent Blade 
    • Arc element 
    • 4 Energy cost, 5+ with Arc mod pairing if for second effect 
    • Activation rate: rare when managed 
    • On landing any kind of Sword strike (heavy or light!), consume a Charge to grant a 35% damage buff to Sword damage called ‘Keened’ for 6 seconds. Keened does not activate immediately on the first strike, but rather activates a moment after the initial hit (this means a Sword must land a light attack first to get the damage boost for a heavy attack). Keened stacks with Sword-innate perks like Surrounded but not other external buffs like High-Energy Fire or Weapons of Light. 
    • When paired with an Arc mod on the same equipped armor, also grants a strong boost to Sword energy recharge rate. 
    • Notes: absolutely a necessity for Sword use in general for both damage and recharge rate, DO NOT USE UNDER THE EFFECTS OF WELL OF RADIANCE AS WELL CURRENTLY OVERRIDES YOUR 35% WITH ITS 25%

     

  • Reactive Pulse 
    • Arc element 
    • 3 Energy cost, 4+ with Arc mod pairing if for second effect 
    • When taking damage while somewhat near an enemy, pulse a blast of Arc energy to inflict damage and possibly stagger enemies and consume a Charge. Its explosion radius is roughly 7 meters wide? 
    • When paired with an Arc mod, also grants a potent overshield while performing Finishers. The overshield is theorized to be about 200 HP, an effective doubling of your health. 
    • Notes: a great ‘hands-free’ breathing room creator thanks to the stagger, pairs excellently with any Finisher mods or Exotics, damage appears to scale with enemy level, kills count as grenade kills for some reason

     

  • Heal Thyself 
    • Solar element 
    • 4 Energy cost 
    • Activation rate: somewhat common when managed, uncommon when unmanaged 
    • Unstacked: Kills with a grenade heal you about 20% health and do not trigger health regeneration when doing so for one Charge of Light. Only activates once per grenade. 
    • When stacked: grants ~50% health recovery with two copies, ~80% with three copies, full heal with 4 copies 
    • Notes: fairly garbage with only one stack, always stack with at least one other copy if used, situational and awkward to use for panic-healing, 4 stacks is overkill in practice, Energy opportunity cost for effective use

     

  • Firepower 
    • Solar element 
    • 4 Energy cost 
    • Activation rate: rapid-fast on grenade build, variable with Discipline 
    • Unstacked: Grants 10% grenade energy on using your grenade, consuming a Charge of Light. 
    • When stacked: grants ~22% energy on two copies, ~45% energy on three copies, ~56% energy on four copies 
    • Notes: way too heavy of an investment to be useful compared to other builds (opportunity cost), a good general choice if you wish for more grenades, worth more the worse your Discipline is

     

  • Argent Ordnance 
    • Solar element 
    • 5 Energy cost 
    • Activation rate: rare but varies with Rocket Launcher use 
    • Unstacked: Grants 20% increased damage to both explosion and direct hit damage of your next Rocket Launcher shot, consuming a Charge of Light on firing. This is indicated to occur on your next shot with the ‘Godslayer Warheads’ buff. 
    • When stacked: +30% damage on two stacks, about +35% damage on three or four stacks (no further effect). Like all damage boosts of this type, this will not stack with external buffs like Weapons of Light or Well of Radiance. 
    • Notes: 2+ stacks of mod a necessity for Rocket Launcher DPS, having 2+ Charges of Light when activating Argent Ordnance and using Truth (or any 2+ magazine Rocket Launcher) allows the full rapidly-emptied magazine to possess the damage boost from one Charge consumption rather than only buffing a single shot, also turns Two-Tailed Fox into an ammo-efficient boss DPS monster for as many Charges of Light as you can carry

     

  • Kindling the Flame 
    • Solar element 
    • 5 Energy cost 
    • Activation rate: dependent on ally death rate 
    • Grants a healing effect to allies within 10? meters when an ally is revived by you, removing a Charge in the process. Presuming this triggers the same way as Heal Thyself, it will grant 20/50/80/100% healing according to mod count but will not trigger health regeneration. 
    • Notes: untested and hard to test effectively, better equipment out there for this sort of effect

 
Due to the size of these descriptions and the character cap per section, Void has been split from the rest of the list. 
 
 

Using Charges- Yellow Consumer Mods (Void)

 

  • Protective Light 
    • Void element 
    • 2 Energy cost, -10 Strength 
    • When your shields are broken, you gain a highly impactful amount of damage resistance (50%?) and have all Charges of Light consumed. You gain 4 seconds of resistance, even once shields are restored, per stack of Charge you had consumed. 
    • Notes: does not appear to work in PvP?, highly impactful in high level content, a must for solo runs of dungeons

     

  • Extra Reserves 
    • Void element 
    • 3 Energy cost, -10 Intellect 
    • Activation rate: dependent on what your Void damage source is 
    • When you kill an enemy with any form of Void damage, all Charges are consumed to grant a chance at Special ammo dropping with the odds increasing with the number of stacks consumed. 
    • Notes: does not work in PvP, hard to justify over Aeons or “Special Finisher” or “Swift Charge’s” secondary effect, pairs poorly with Void primary or a Void subclass

     

  • Surprise Attack 
    • Void element 
    • 1 Energy cost, -10 Intellect 
    • Activation rate: often, dependent on your use rate of your Sidearm and your Charge build 
    • Reloading or readying your Sidearm consumes all Charges you have to grant a 35% damage buff called “Charged Magazine” to that Sidearm for 5 shots (not burst!) landed per Charge consumed. Only consumes Charges on reload once all stacks of “Charged Magazine” are spent. 
    • Notes: formerly granted a 100% damage boost, pairs great with “Swift Charge” and “Stacks on Stacks”, pairs poorly with 3-round burst Sidearms like High Albedo as every round in the burst consumes a “Charged Magazine” buff

     

  • Energy Converter 
    • Void element 
    • 4 Energy cost, -10 Discipline 
    • Grants roughly 10% Super per Charge consumed when you throw your grenade. This boost will not push your Super meter above 50%, but will always consume every Charge you hold when it grants Super. Therefore if you are above 50% Super energy, you will not lose your Charged With Light stacks and your Super will not increase.&nnbsp;
    • Notes: used to activate and grant the full percent so long as you were below 50% Super meter, very good for getting a lot of Super back quickly after using your last one if you plan ahead.

 
 
 

Miscellaneous- White Passive Mods

 
Organized by element, then by chronological season. 

  • Powerful Friends 
    • Arc element 
    • 4 Energy cost, 5+ to activate secondary effect 
    • When you gain a Charge of Light, your allies within 15(?) meters of you also gain a Charge. Gaining a Charge from an ally’s Powerful Friends will activate your own, but Powerful Friends will only grant a Charge to those who do not have a Charge already. 
    • When paired with another Arc mod, also grants +20 Mobility. This can only trigger once and will deactivate if 2+ Powerful Friends mods are equipped. 
    • Notes: amazing on Hunters, great for a “everybody in the team gets Charged” setup

     

  • Radiant Light 
    • Arc element 
    • 3 Energy cost, 4+ to activate secondary effect 
    • When you activate your Super, your allies within 15(?) meters gain a Charge of Light. 
    • When paired with another Arc mod, also grants +20 Strength. This can only trigger once and will deactivate if 2+ Radiant Light mods are equipped. 
    • Notes: amazing for any melee build, a must-have for projectile melee subclasses, great on-demand Charge support, pairs superbly with allies running “Powerful Friends”

     

  • Charged Up 
    • Solar element 
    • 2 Energy cost 
    • You can hold an additional stack of Charged With Light. Stacks with other mods with the same effect. This bump can allow up to 5 total Charges (base is 2 Charges). 
    • Notes: great in general, pairs well with “Supercharged”

     

  • Supercharged 
    • Solarelement 
    • 5 Energy cost 
    • You can hold 2 additional stacks of Charged With Light. Stacks with other mods with the same effect. This bump can allow up to 5 total Charges (base is 2 Charges). 
    • Notes: great in general, pairs well with “Charged Up”

     

  • Stacks on Stacks 
    • Void element 
    • 4 Energy cost, -10 Recovery 
    • When you gain a Charge of Light, you gain an additional stack. This does not “self-cycle” and will thus not trigger from its own effect. Cannot stack with itself. 
    • Notes: great in general, pairs well with multi-kill charger mods like “Swift Charge”

 
 
 

Where Do I Get These Mods?

 
Banshee (as of Season of Chosen) sells 1 weapon mod and 1 “Combat Style” mod every day, and he is currently the only way to gain these mods. He sells them for 10 Mod Materials, and you gain 2 per Weaponsmith bounty per character per day. Or, think of it as 8 Mod Materials per character per day. 
 
Here’s hoping they’ll be added to the world pool someday! 
 
There is a “Destiny loot alarm” somewhere on the Internet which can email you when a particular mod you want is being sold today, which I will link here if I ever find it again… 
 

Written by ChillMaster707

Here we come to an end for Destiny 2 Charged With Light Mod Overview hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!


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