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Destiny 2: Every Charged With Light Mod Explained

Charged with Light is one of Destiny 2’s most complicated mechanics. This unique mechanic allows players to create builds centered around unique traits. Increased damage, damage resistance, and spawning constant Special ammo are just a few things these mods can do.

You can only obtain these mods from Banshee-44 currently, so you’ll want to be purchasing any mods he sells. With 38 Charged with Light mods, it can be somewhat tough figuring out how each one works and which ones are worth getting. That’s what this guide is for. We’ll give an in-depth look at every Charged with Light mod in Destiny 2, covering everything from its effects to any special mechanics it has.

Argent Ordnance

Argent Ordnance: 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.

  • Affinity: Solar
  • Cost: 5 Energy
  • Effect: While Charged with Light, Rocket Launchers deal 20-35% increased damage and reload faster.
  • Consumes: x1 Charged with Light
  • Stack Effect: 5% increased rocket damage per Argent Ordnance (caps at 35%)

Argent Ordnance does not stack with Weapons of Light, High-Energy Fire, or other damage buffs.

When you have Charged with Light stacks, a buffed named “Godslayer Warheads” will display on your screen. Damaging a target will remove a stack of Charged with Light after one second. Rocket Launchers with multiple rockets in their tube, such as Truth, can fire multiple rockets before the buff expires. Damaging multiple targets while Godslayer Warheads is active will only consume one stack of Charged with Light.

Blast Radius

Blast Radius: Become Charged with Light by rapidly defeating multiple combatants with Grenade Launchers or Rocket Launchers

  • Affinity: Solar
  • Cost: 3 Energy
  • Effect: Double kills with Grenade or Rocket Launchers grant Charged with Light stacks.
  • Grants: x1 Charged with Light
  • Stack Effect: Grants additional Charged with Light stacks

Charge Harvester

Charge Harvester: While you are not Charged with Light, any kill or assist has a small cumulative chance to cause you to become Charged with Light. -10 to the stat that governs your class ability recharge rate.

  • Affinity: Void
  • Cost: 3 Energy
  • Effect: Kills grant ~10% cumulative chance to become Charged with Light. -10 Mobility (Hunter), Resilience (Titan), Recovery (Warlock).
  • Grants: x1 Charged with Light

Charged Up

Charged Up: Allows for 1 additional stack of Charged with Light.

  • Affinity: Solar
  • Cost: 2 Energy
  • Effect: +1 Charged with Light stack cap
  • Stack Effect: Increases your Charged with Light stack cap (up to 4).

Empowered Finish

Empowered Finish: Become Charged with Light by finishing a combatant, consuming one-tenth of your Super energy.

  • Affinity: Universal
  • Cost: 1 Energy
  • Effect: Finishers grant Charged with Light at the cost of 10% of your Super energy.
  • Grants: x1 Charged with Light

Energy Converter

Energy Converter: While Charged with Light, using your grenade attack grants you Super energy, consuming all stacks of Charged with Light. The more stacks you have, the more energy you gain, up to a maximum of 50% of your Super energy. -10 Discipline.

  • Affinity: Void
  • Cost: 4 Energy
  • Effect: Throwing your grenade grants Super energy, consuming all stacks of Charged with Light. Only grants up to the first 50% of your Super. -10 Discipline.
  • Consumes: All Charged with Light stacks

Energy Converter will only regenerate the first 50% of your Super bar. After you reach 50% Super energy, throwing a grenade will not consume Charged with Light stacks nor give Super energy. If you are just shy of 50%, Energy Converter will grant Super energy up to 50%, consuming all Charged with Light stacks regardless of how much Super energy was given.

Obtaining multiple Charged with Ligh stacks makes this mod significantly better:

  • One Stack: 5%
  • Two Stacks: 10%
  • Three Stacks: 15%
  • Four Stacks: 25%
  • Five Stacks: 40%

Extra Reserves

Extra Reserves: While Charged with Light, defeating combatants with Void damage grants a chance to drop Special ammo, This effect consumes all stacks of Charged with Light. The more stacks you have, the higher your chance of gaining the ammo drop. -10 Intellect.

  • Affinity: Void
  • Cost: 3 Energy
  • Effect: While Charged with Light, Void kills can drop Special ammo.
  • Consumes: All Charged with Light stacks

Multiple Charged with Light stacks seem to massively increase the chance of Special ammo dropping, nearly guaranteeing a drop at x5 Charged with Light stacks. Any Void damage can proc Extra Reserves, not just Void weapons.

Firepower

Firepower: While Charged with Light, regain a portion of your grenade energy when you use your grenade, consuming one stack of Charged with Light.

  • Affinity: Solar
  • Cost: 4 Energy
  • Effect: While Charged with Light, throwing your grenade grants 15-60% grenade energy.
  • Consumes: x1 Charged with Light
  • Stack Effect: 15% increased grenade regeneration (caps at 60%)

Heal Thyself

Heal Thyself: While you are Charged with Light, grenade final blows heal you and consume one stack of Charged with Light.

  • Affinity: Solar
  • Cost: 4 Energy
  • Effect: While Charged with Light, grenade kills heal 25-100% of your health and shields.
  • Consumes: x1 Charged with Light
  • Stack Effect: 25% increased health recovered (caps at 100%)

Heavy Handed

Heavy Handed: While Charged with Light, regain half of your melee energy when you use a charged melee ability, consuming one stack of Charged with Light.

  • Affinity: Arc
  • Cost: 7 Energy
  • Effect: While Charged with Light, melee abilities refund 50% melee energy.
  • Consumes: x1 Charged with Light
  • Secondary Effect: While three or more enemies surround you, kills with Fusion Rifles, Shotguns, Sidearms, or Submachine Guns add ammo for that weapon to your reserves.

The ammo granted by the secondary effect is equivalent to an ammo finder brick. Ammo gained this way is not affected by ammo finder mods. Using the same weapon category in two slots will grant ammo to both weapons on kill, excluding Heavy weapons.

High-Energy Fire

High-Energy Fire: While Charged with Light, gain a bonus to weapon damage. Each defeated combatant consumes one stack of Charged with Light.

  • Affinity: Universal
  • Cost: 4 Energy
  • Effect: While Charged with Light, your weapon deal 20% increased damage.
  • Consumes: x1 Charged with Light on kill

High-Energy Fire does not stack with Weapons of Light, Well of Radiance, or other damage buffs.

This mod works against Guardians in PvP environments, allowing Aggressive Frame Sniper Rifles to one-tap and 120 RPM Hand Cannons to two-tap.

Kindling The Flame

Kindling the Flame: While Charged with Light, reviving a downed Guardian gives you a burst of healing, consuming one stack of Charged with Light.

  • Affinity: Solar
  • Cost: 2 Energy
  • Effect: While Charged with Light, reviving a downed Guardian heals you for 25-100%.
  • Consumes: x1 Charged with Light
  • Stack Effect: 25% increased healing (caps at 100%)

Lucent Blade

Lucent Blade: While Charged with Light, dealing damage with a sword gives you bonus Sword damage for 5 seconds, consuming one stack of Charged with Light.

  • Affinity: Arc
  • Cost: 4 Energy
  • Effect: While Charged with Light, hitting an enemy with your Sword grants a 35% damage buff for 5 seconds.
  • Consumes: x1 Charged with Light
  • Secondary Effect: Greatly increases the charge rate for your equipped Swords.

Lucent Blade does not stack with Weapons of Light, Well of Radiance, or other damage buffs.

Charge rate refers to your Sword’s Guard energy, allowing you to heavy attack enemies and deflect enemy projectiles. The charge rate increase is immense.

Powerful Friends

Powerful Friends: When you become Charged with Light, nearby allies also become Charged with Light, if they are not already.

  • Affinity: Arc
  • Cost: 4 Energy
  • Effect: When you become Charged with Light, nearby allies also become Charged with Light.
  • Grants: x1 Charged with Light
  • Secondary Effect: +20 Mobility

A common strategy for PvP builds is to use Powerful Friends and Radiant Light together, granting +20 Mobility and +20 Strength to your build for little investment.

Precisely Charged

Precisely Charged: Become Charged with Light by getting multiple rapid precision final blows with Linear Fusion Rifles or Sniper Rifles. -10 Discipline.

  • Affinity: Void
  • Cost: 1 Energy
  • Effect: Precision multikills from Sniper Rifles or Linear Fusion Rifles grant one Charged with Light stack. -10 Discipline.
  • Grants: x1 Charged with Light

Precision Charge

Precision Charge: Become Charged with Light by rapidly defeating combatants with precision kills from Bows, Hand Cannons, and Scout Rifles. -10 Strength.

  • Affinity: Void
  • Cost: 2 Energy
  • Effect: Precision multikills from Bows, Hand Cannons, or Scout Rifles grant one Charged with Light stack. -10 Discipline.
  • Grants: x1 Charged with Light

Protective Light

Protective Light: While Charged with Light, you gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of Charged with Light. The more stacks consumed, the longer the damage resistance lasts.-10 Strength.

  • Affinity: Void
  • Cost: 2 Energy
  • Effect: While Charged with Light, gain 50% damage resistance for 5-20 seconds when your shields break. -10 Strength.
  • Consumes: All Charged with Light stacks

Protective Light’s damage resistance carries over to your shields if they regenerate. If your shields break again when Protective Light is active, its duration will reset. The duration is based on how many Charged with Light stacks are consumed. The exact values are listed below:

  • One Stack: 6 seconds
  • Two Stacks: 10 seconds
  • Three Stacks: 12 seconds
  • Four Stacks: 15 seconds
  • Five Stacks: 20 seconds

Quick Charge

Quick Charge: Become Charged with Light by rapidly defeating multiple combatants with Fusion Rifles or Shotguns.

  • Affinity: Arc
  • Cost: 5 Energy
  • Effect: Multikills with Fusion Rifles or Shotguns grant one stack of Charged with Light.
  • Grants: x1 Charged with Light
  • Secondary Effect: Greatly increases the ready speed of Fusion Rifles, Shotguns, Submachine Guns, and Swords.

The ready speed bonus from Quick Charge is negligible at best. Dexterity mods on your armor are far more useful.

Radiant Light

Radiant Light: Casting your Super causes nearby allies to become Charged with Light.

  • Affinity: Arc
  • Cost: 3 Energy
  • Grants: x1 Charged with Light
  • Stack Effect: +20 Strength

Radiant Light has excellent synergy with Powerful Friends, allowing any build to obtain +20 Mobility and Strength for little effort.

Reactive Pulse

Reactive Pulse: While Charged with Light, when you take damage while surrounded by combatants, you emit a burst of damaging Arc energy, consuming one stack of Charged with Light.

  • Affinity: Arc
  • Cost: 3 Energy
  • Effect: While Charged with Light, taking damage while surrounded releasing chain lightning.
  • Consumes: x1 Charged with Light
  • Secondary Effect: Gain a powerful overshield while performing your finisher.

Reactive Pulse used to activate Arc-based effects—Crown of Tempest’s Conduction Tines, Trinity Ghoul’s Exotic perk, etc.—but has stopped doing so ever since Season of the Chosen launched. It is unknown if this is a bug or intentional.

The damage from Reactive Pulse is pitiful, not even capable of killing Thrall.

Shield Break Charge

Shield Break ChargeBecome Charged with Light by breaking a combatant shield with the matching energy type.

  • Affinity: Universal
  • Cost: 1 Energy
  • Grants: x1 Charged with Light

Shield Break Charge only works against PvE enemies.

Stacks On Stacks

Stacks on Stacks: Gain an extra stack of Charged with Light for every stack you gain. -10 Recovery.

  • Affinity: Void
  • Cost: 4 Energy
  • Effect: Gain twice as many Charged with Light stacks as normal.

Stacks on Stacks works with every mod that grants Charged with Light, some notable being Radiant Light to Taking Charge. This mod has a powerful interaction with Elemental Charge. If you grab an elemental well that matches your subclass element, Stacks on Stacks will grant four Charged with Light stacks, not three.

Striking Light

Striking Light: While Charged with Light, defeating combatants with melee damage and Swords spawns 1 Orb of Power for your allies and consumes one stack of Charged with Light.

  • Affinity: Arc
  • Cost: 5 Energy
  • Effect: While Charged with Light, melee and Sword kills spawn an Orb of Power for allies.
  • Consumes: x1 Charged with Light
  • Secondary Effect: Gain 25% damage resistance against combatants while sprinting.

The Orb of Power from Striking Light only spawns for your allies. This mod’s secondary effect grants 25% damage resistance while sprinting, although this effect only works against PvE enemies.

Supercharged

Supercharged: You can have 2 additional stacks of Charged with Light, up to a maximum of 5.

  • Affinity: Solar
  • Cost: 5 Energy
  • Stack Effect: Caps your Charged with Light stacks to 5 (inefficient, see below).

With Supercharged equipped, your maximum Charged with Light cap can reach five. Since one Supercharged mod increased your cap from two to four, it’s recommended that you pair this mod with Charged Up instead of a second Supercharged mod.

Surprise Attack

Surprise Attack: While Charged with Light, reloading or readying a Sidearm will consume all stacks of Charged with Light and convert them into stacks of a major damage buff, which are depleted as you damage combatants with that Sidearm. -10 Intellect

  • Affinity: Void
  • Cost: 1 Energy
  • Effect: While Charged with Light, gain a 35% damage increase to Sidearms after reloading or readying them. The buff lasts for a variable number of shots. -10 Intellect
  • Consumes: All Charged with Light stacks

This mod was nerfed in Season of the Chosen, reducing the damage bonus from 100% to 35%. Surprise Attack’s buff does not stack with other damage buffs.

After you reload or ready a Sidearm, the “Charged Magazine” buff appears, displaying how many rounds you have that will deal 35% increased damage. This buff is only consumed when you hit a target; missing bullets don’t consume Charged Magazine stacks. You cannot refresh this buff until you lose all Charged Magazine stacks, either by swapping your weapon or using all overcharged bullets.

Each Charged with Light stack grants five stacks of Charged Magazine, up to a cap of 25.

Sustained Charge

Sustained Charge: Become Charged with Light by rapidly defeating combatants with Auto Rifles, Trace Rifles, or Machine Guns. Additional copies of this mod increase the time allowed between combatants that are defeated.

  • Affinity: Solar
  • Cost: 4 Energy
  • Grants: x1 Charged with Light
  • Stack Effect: +1 seconds allowed between kills.

You’ll need to land around four rapid kills to activate Sustained Charge. Copies of this mod allow for more time between each kill.

Swift Charge

Swift Charge: Become Charged with Light by rapidly defeating combatants with Pulse Rifles, Sidearms, or Submachine Guns.

  • Affinity: Arc
  • Cost: 5 Energy
  • Grants: x1 Charged with Light
  • Secondary Effect: Pulse Rifle final blows in PvE can drop Special ammo for allies.

Similar to Sustained Charge, you’ll need around four rapid kills to obtain a stack of Charged with Light.

Taking Charge

Taking Charge: Become Charged with Light by picking up Orbs of Power.

  • Affinity: Universal
  • Cost: 3 Energy
  • Grants: x1 Charged with Light

This is easily the best means of becoming Charged with Light in Destiny 2. Orbs of Power from Masterworked weapons can activate Taking Charge.

Next: Destiny 2: Beyond Light Complete Guide And Walkthrough

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  • Destiny 2: Beyond Light

Charles Burgar is an expert on all things tech and gaming. Graduating from Pikes Peak Community College in 2018 with an Associate of Science, Charles has spent his time dissecting popular video games, movies, and technology. With an understanding of games for as long as he can remember, Charles has a large interest in understanding what makes things fun. He is currently a Freelance writer for TheGamer and Game Rant.

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