Artifact Breakdown: Paradrome Cube
Like other Seasonal Artifacts before it, the Paradrome Cube allows Guardians to gain additional Power bonuses from leveling up via XP. Additionally, you will have to level up in order to go through 12 Artifact unlocks that will allow you to claim up to 12 different mods from the Paradrome Cube. You will be able to choose out of a total of 25 mods from the Artifact, and the further you get into the available mods, the more unique mods you will gain access to. Some of these mods are simply enhanced versions of previously existing mods, and any Seasonal mods can be applied to any Armor regardless of its Elemental Affinity.
It is important to note that there are limited combinations, but, should you want to spec out a different set of mods, Guardians do have the option to reset their Artifact. At first, the cost for resetting an Artifact will be 10,000 Glimmer, but this cost will increase for every consecutive reset. Beware not to reset too many times or you may find yourself having to give up an exorbitant amount of Glimmer when trying a new build.
Armor Slot: Arms
Energy Cost: 1
“Uninterrupted fire from your equipped SMGs grants bullets that stun combatants, delaying ability energy regeneration and lowering combatant damage output.
Strong against Overload Champions.”
This mod is particularly strong against Fallen and Vex combatants as those are the enemies that will have Overload Champions in the form of Captains and Minotaurs, respectively. Unlike Sidearms and Hand Cannons, this mod will require a steady stream of weapon fire from an SMG in order to proc and stun any Overload Champions, and additional shots will further prevent Champions from healing or teleporting. While this mod does work in the Crucible, it is better to keep its use mostly in PvE activities.
Armor Slot: Arms
Energy Cost: 1
“Scout Rifles you are wielding fire shield-piercing rounds and stun Barrier Champions.
Scout Rifles deal bonus damage against Barrier Champions.”
A straightforward mod used to take down Barrier Champions, which can appear from almost all enemy races in Nightfalls. Be sure to use the corresponding weapon type to damage Barrier Champions to capitalize on the additional damage this mod gives. Can pair with Exotic Scout Rifles such as
Armor Slot: Arms
Energy Cost: 1
“Aiming down sights with any Sidearm you are wielding loads a powerful explosive payload that stuns unshielded combatants.
Strong against Unstoppable Champions.”
When using this mod, it is important to keep in mind that you must hold the aim down sights button for a few seconds before the Sidearm glows and an Unstoppable Round is loaded in. This mod can be strong against other enemies besides Champions, as the Unstoppable Round is capable of staggering almost any unshielded enemy when shot. Although extremely niche, the micro-stagger the mod affords can be used to prevent a singular enemy from shooting at you for a bit longer, and, sometimes, can be chained.
Armor Slot: Arms
Energy Cost: 1
“Landing consecutive hits disrupts combatants, stunning them, delaying ability energy regenerations and lowering combatant damage output. Strong against Overload Champions.”
Similarly to Overload Submachine Gun, this mod is capable of stunning Overload Champions quickly. Usually 3 shots of a Hand Cannon will be enough to proc the Overload Rounds buff for about 5 seconds, but this can be expedited by using a Hand Cannon with the
Armor Slot: Arms
Energy Cost: 1
“Auto Rifles you are wielding fire shield-piercing rounds and stun Barrier Champions.
Auto Rifles deal bonus damage against Barrier Champions.”
A straightforward mod used to take down Barrier Champions, which can appear from almost all enemy races in Nightfalls. Be sure to use the corresponding weapon type to damage Barrier Champions to capitalize on the additional damage this mod gives. Can pair with Exotic Auto Rifles such as
This column deals mostly with pre-existing mods that have had their Energy cost lowered.
Armor Slot: Legs
Energy Cost: 1
“Grenade Launchers get bonus reserves when you pick up ammo.”
Although it is not immediately apparent, both this mod and the regular version is capable of giving additional Grenade Launcher ammo to both breech-loading (Special) and regular (Heavy) Grenade Launchers. Unlike the regular version, however, the Seasonal mod is reduced to 1 Energy cost and allows for other mods to be added in. Pairs well with the
Armor Slot: Legs
Energy Cost: 1
“Rocket Launchers get bonus reserves when you pick up ammo.”
For a weapon type that has small reserves and small ammo pick-ups for a Heavy weapon, having a Rocket ammo scavenger mod makes it even more worthwhile to run similar mods like
Armor Slot: Chest
Energy Cost: 1
“Reduces flinching from incoming fire while aiming Pulse Rifles.”
Reduced flinch while aiming down sights on a Pulse Rifle will mainly be useful in PvP, but can be useful in PvE as well when using Pulse Rifles to try to take down faraway enemies or deal out damage on a priority target while being shot at by smaller enemies.
Armor Slot: Arms
Energy Cost: 1
“Increases reload speed of Scout Rifles.”
In Nightfalls and similar PvE activities, where Scout Rifles are one of the main weapons against Barrier Champions, having less of a lull when firing at high priority targets is important so this mod will be particularly helpful to that end. In PvP, it is helpful to have your weapons reloaded for most fights that you may end up taking, and this mod is especially helpful for
Armor Slot: General (Combat Style)
Energy Cost: 1
“Become Charged with Light by rapidly defeating multiple combatants with Grenade Launchers or Rocket Launchers.”
This mod is derived from a previously existing mod that is normally only usable for 3 Energy on a Solar Affinity armor piece. Using it will allow Guardians to gain Charged with Light stacks off of rapid kills on enemies and opens up use of other Charged with Light mods such as
Like the second column, this one deals with reduced cost mods that have already been around for some time.
Armor Slot: Chest
Energy Cost: 1
“Greatly reduces flinching from incoming fire while aiming Auto Rifles.”
This mod is good for use in PvP when aiming down sights with weapons such as the
Armor Slot: General (Combat Style)
Energy Cost: 1
“While Charged with Light, readying or firing a Rocket Launcher grants it increased damage and reload speed. Damaging a combatant with a rocket consumes one stack of Charged with Light.”
Derived from a 5 Energy mod found on Solar Affinity armor, this mod is highly efficient for the Energy it takes up. As it can give you additional damage and reload speed when Charged with Light, it makes up for Rocket Launchers that don’t have Impulse Amplifier and is especially powerful when used with Exotics such as
Armor Slot: Arms
Energy Cost: 1
“Faster ready and stow speed for Grenade Launchers.”
For the most part this mod is best used with breech-loading (Special) Grenade Launchers and can be particularly useful when paired with
Armor Slot: Arms
Energy Cost: 1
“Increases reload speed of Rocket Launchers”
For Guardians that like to be able to shoot Rocket Launchers as quickly as possible, this mod is able to stack with itself and pairs well with weapons that already have
Armor Slot: Helmet
Energy Cost: 1
“Gain bonus Super energy on grenade kills.”
This is an extremely useful mod that was normally only available on a Solar Affinity Helmet piece for 3 Energy. Any kills with a grenade, regardless of subclass, will provide Guardians with additional Super energy, and can be used to greater effect with high Discipline builds and negates the need for Intellect. Pairs well with the
This column provides more tools for use against Champion enemies that appear in Nightfalls and high-tier PvE activities.
Armor Slot: Arms
Energy Cost: 7
“When you ready or reload a Grenade Launcher, for a short period, that weapon stuns Unstoppable Champions.
Strong against Unstoppable Champions.”
When using this mod, you will, for the most part, have access to an Unstoppable Shot so long as you have ammo. Anytime that a Grenade Launcher (Special or Heavy) is swapped to or reloaded, there will be about 3 seconds on the Unstoppable Shot that will allow you to stun any Unstoppable Champions you hit. Be sure to swap in and out of the held Grenade Launcher to refresh the cooldown whenever you are aiming at or waiting on an Unstoppable Champion to spawn.
Armor Slot: General (Combat Style)
Energy Cost: 1
“The detonations from Warmind Cells you destroy cause disruption, stunning combatants, delaying ability energy regeneration and lowering combatant damage output.
Strong against Overload Champions and Unstoppable Champions.”
For those that run Warmind Cells builds add clear is usually not much of an issue, and, with good RNG, this mod will make Champions just as easy to clear out. So long as you run a Seventh Seraph or IKELOS weapon such as the
Armor Slot: Class Item
Energy Cost: 2
“Stunning a Champion creates an explosive blast.”
For activities that contain Champions, Sundering Blast is capable of inflicting additional damage to the Champion being stunned or clear out minor enemies that may be in the vicinity of said Champion. This mod can be particularly useful in enemy dense areas or against enemies that like to cluster around Champions (e.g. Fallen around Barrier Servitors.) When stacked, Sundering Blast will deal additional explosive damage to the Champion and enemies affected, so it may be beneficial to run multiple copies when you are struggling to take Champions down.
Armor Slot: Class Item
Energy Cost: 2
“Arc grenades disrupt combatants, stunning them, delaying ability regeneration and lowering combatant damage output.”
If you are ever in need of additional tools against Overload Champions and you are running an Arc subclass, this mod will potentially be very useful. For the most part, this mod will be used on Titans and Warlocks as their options on Arc subclasses work much better in PvE. This mod should not replace Overload weapon mods and instead should be a supplement to your build when getting ready for activities involving Fallen or Vex Champions.
Armor Slot: Class Item
Energy Cost: 2
“Void melee abilities stun unshielded combatants.
Strong against Unstoppable Champions.”
Overall, this mod is a bit niche, but can be used to great effect by Hunters and Titans to excel in their positions while taking care of Unstoppable Champions. Hunters have the capacity to throw smoke bombs from a distance, but it may be better to save them for invisibility depending on their subclass tree, whereas Titans may be in an unfavorable position by having to move up close to Champions despite their defensive capabilities. Several weapons and exotics such as
The mods in this column are by far the strongest tools you'll have through the Season of the Splicer, and can be used to switch up your playstyle in almost any activity, depending on your preferences. You will only be able to hold two at a time, so choose wisely.
Armor Slot: Class Item
Energy Cost: 9
“When using a Grenade Launcher, damaging a boss, damaging a Champion, or breaking a combatant’s shield reloads your stowed weapons and causes the combatant to take an increased damage for a short duration.”
This mod is by far the strongest toll for PvE this season as it allows you to debuff specific enemies to deal additional damage. Although it is not as universal as previous seasonal mods, such as
Armor Slot: Class Item
Energy Cost: 6
“Defeating targets with your Stasis Super refunds Super energy.”
A particularly strong mod that works only for Guardians running a Stasis subclass. Similarly to Super recharging Exotic armor, this mod will grant Super energy back on kills which allow for faster chaining of Stasis Supers depending on how many kills you get. Be mindful that only kills with the Super itself will count towards the energy refund as Shatter and Stasis shard kills will not count.
Armor Slot: General (Combat Style)
Energy Cost: 3
“Void splash damage final blows have a chance to create Warmind Cells.”
This mod works similarly to the
Armor Slot: Arms
Energy Cost: 3
“Grenade final blows grant grenade energy. Multiple copies of this mod increase the amount of energy gained.”
Essentially, this mod will recycle grenade kills into grenade energy and benefits long-lasting or high area of effect range grenades. Pairs well with the enhanced
Armor Slot: Class Item
Energy Cost: 2
“Your Dragonfly, Chain Reaction, and Firefly explosions deal more damage.”
Use of this mod will increase the damage from
The Champion weapon mods from the first column, for example, should be used primarily by players engaging in PvE activities throughout the Season. Players who spend most of their time in PvP modes would instead focus on the second and third column with some choices in the fifth column also being strong when used against other Guardians. This, again, is to prevent the need to reset the Seasonal Artifact and keep the Glimmer cost low should it ever be necessary to re-spec the mods any given player is using throughout the Season of the Splicer.
With the Sundering Blast mod, it is possible that the explosion caused by stunning a Champion may immediately un-stun the same enemy. This happens more commonly with weapons that have perks like Explosive Payload.
As of Patch 3.2.0.2, Energy Accelerant stopped doubling damage from other explosive weapons and now focuses only on those weapons with its mentioned associated perks.