There's nothing in Destiny 2 quite as devastating as a Warmind Cell. These glowing orbs deal a nuclear amount of damage when detonated, clearing entire rooms with a single explosion.
Of course, that level of firepower requires the right mods and a thorough understanding of how they work. This guide will help with that. If you aren't familiar with the basics of Warmind Cells, check out our in-depth guide on how they work. If you want to take your Warmind Cell build to the next level, you've come to the right place. We'll go over what each mod does and cover any nuances they might have. Use the quick links above to find the mod you're interested in.
Updated September 8th, 2021 by Charles Burgar: Warmind Cells saw a rather significant nerf in Season of the Lost. Their base damage and blast radius saw some major nerfs, along with a few mods in this guide. We've updated the guide to reflect some of the changes these mods received. Thanks to Bungie, we can also state the exact values some of these mods grant.
Blessing Of Rasputin
Blessing of Rasputin: Collecting a Warmind Cell increases the chances that your next final blow with a Seraph weapon will create a Warmind Cell.
|Effect||Collecting Warmind Cells increases your chances of spawning a Warmind Cell by 25%.|
Collecting a Warmind Cell involves running over a Warmind Cell, causing it to despawn while granting this effect. You do not need Grasp of the Warmind to use this mod. Blessing of Rasputin grants around 25% progress towards your next Warmind Cell.
Burning Cells: Destroying a Warmind Cell creates a burst of Solar energy that causes enemies to burn for several seconds.
|Effect||Warmind Cell explosions burn targets for 10 seconds.|
The duration of the burn is around ten seconds. Enemies burn for minimal damage each second. Since the burn damage is so low, this mod is best used to either delay enemy shield regeneration or enable passives related to burning.
This mod has unique synergies with the following:
- The Burning Edge (Gunslinger): Burning Cells activates this perk, allowing your Dodge to recharge much faster.
- Sol Invictus (Siegebreaker): Targets that die while burning leave Sunspots in their wake if Sun Warrior is active.
Burning Cells does not synergize with Dawn Chorus' Exotic perk.
Cellular Suppression: Damaging a Warmind Cell creates a burst of suppressing Void energy. Additionally, you deal less damage to Warmind Cells.
|Effect||Warmind Cells suppress nearby targets when hit. |
When you damage a Warmind Cell, it will release a suppressing wave of energy about the radius of a Warmind Cell explosion. Enemies caught in the blast are suppressed for two seconds, disabling ability usage, limiting their movement, and preventing them from attacking you. You can suppress every enemy type except bosses and Champions. This mod is fantastic in Nightfalls and pinnacle PvE content.
Chosen Of The Warmind
Chosen of the Warmind: Collecting or destroying a Warmind Cell creates a concussive blast that pushes enemies away.
|Effect||Warmind Cells push enemies away from you whenever you collect or break one.|
Enemies are pushed back a few meters whenever you walk over or destroy a Warmind Cell. The blast deals no damage. Compared to blowing up a Warmind Cell, this mod leaves a lot to be desired.
Fireteam Medic: Destroying a Warmind Cell creates a burst of healing for you and allies near you.
|Effect||Warmind Cell explosions grant 50% HP to you and nearby allies.|
The effective range of Fireteam Medic is around the range of a Warmind Cell explosion. Fireteam Medic activates Benevolent Dawn.
Global Reach: Warmind Cells you create affect and damage targets at a greater distance.
|Effect||Warmind Cell radius is increased by 10 meters.|
Global Reach increases the effective range of your Warmind Cell explosions and any associated effects by 10 meters. Your Warmind Cell explosions will cover 16 meters when detonated.
Cellular Suppression, Warmind's Protection, and other mods that apply an effect over a radius are improved when Global Reach is slotted. Global Reach is unlocked for all players by default.
Grasp Of The Warmind
Grasp of the Warmind: You can pick up, carry, and throw Warmind Cells. Once thrown, a Warmind Cell cannot be picked up again.
|Effect||Warmind Cells can be picked up and thrown. You can do this once per Warmind Cell.|
When you approach a Warmind Cell, you'll be given a prompt to pick up the Warmind Cell. Once grabbed, you can only run or throw the cell; you can't melee with it like other orb objects. When thrown, the Warmind Cell will aggressively stick to enemies close to its path, making it easy to stick a Warmind Cell onto a target. Should the target die while a Warmind Cell is on them, it'll detach from the corpse after a short time. Warmind Cells do not expire while you're carrying one.
Grabbing a Warmind Cell does not count as consuming a cell! Arc mods that consume Warmind Cells will force them to despawn when you get near one, making Grasp of the Warmind useless. Do not use mods that consume Warmind Cells in conjunction with this mod.
Incinerating Light: Become Charged with Light by rapidly defeating multiple enemies with the explosion of a Warmind Cell.
|Effect||Warmind Cell explosions grant x1 Charged with Light stacks if they kill at least two enemies.|
Multiple multikills from the same Warmind Cell do not grant multiple Charged with Light stacks. Only you gain Charged with Light stacks from Incinerating Light. This mod works with Stacks on Stacks.
Light From Darkness
Light from Darkness: Become Charged with Light by rapidly defeating multiple enemies near a Warmind Cell using weapons or abilities.
|Effect||Achieving double kills on targeted near Warmind Cells will grant x1 Charged with Light stacks.|
Enemies near your Warmind Cells will glow orange. Achieving a triple kill will grant one stack of Charged with Light. There's a short cooldown before you can gain Charged with Light this way again. Any weapon or ability will grant Charged with Light stacks. This mod works with Stacks on Stacks.
Enemies need to be fairly close for this mod to function, although you can drastically improve the effective range by using Global Reach.
Light Of The Fire
Light of the Fire: Rapidly defeating targets with the detonation of a Warmind Cell generates an Orb of Power.
|Effect||Warmind Cell explosions generate one Orb of Power for allies if the explosion kills two targets.|
The Orb of Power only spawns for allies. Warmind Cell explosions can only spawn one Orb of Power.
Modular Lightning: Collecting a Warmind Cell creates a burst of chaining Arc energy around you.
|Effect||Collect a Warmind Cell to damage nearby enemies with chain lightning.|
Modular Lighting behaves similarly to Riskrunner's chain lightning, hitting multiple enemies with a single lightning chain. If no enemies are nearby when the Warmind Cell is consumed, the lightning will persist around your character until you get close to a target, at which point the effect will activate. The damage is lackluster, incapable of killing most fodder enemies.
Power Of Rasputin
Power of Rasputin: You gain a bonus to weapon damage against enemies that are near Warmind Cells.
|Effect||Enemies near Warmind Cells take 10% increased weapon damage. |
Power of Rasputin's radius is around the same size as a Warmind Cell explosion, making this a fantastic choice for virtually every Warmind Cell build. The damage boost is 10% and stacks with other debuffs—Tractor Cannon, Shadowshot, and Divinity, to name a few. Enemies affected by this mod glow orange.
Rage Of The Warmind
Rage of the Warmind: Adds additional Solar damage to the explosions of Warmind Cells you destroy.
|Effect||Warmind Cells now deal Solar damage.|
Despite the mod's description, Rage of the Warmind only turns your Warmind Cells' explosive damage into Solar damage. While lackluster on its own, this has an absurdly strong synergy with Wrath of Rasputin. With that mod equipped, your Warmind Cells can spawn Warmind Cells.
Sheltering Energy: Collecting a Warmind Cell grants you an overshield.
|Effect||Collecting a Warmind Cell grants a 20-second overshield.|
This overshield is exactly the same as Defensive Strike, granting a powerful overshield that regenerates itself as long as it doesn't break. The overshield lasts 20 seconds.
Strength Of Rasputin
Strength of Rasputin: Collecting a Warmind Cell grants you melee energy.
|Effect||Collecting a Warmind Cell grants 50% melee energy.|
Warmind's Light: Become Charged with Light by collecting a Warmind Cell.
|Effect||Collecting a Warmind Cell grants x1 Charged with Light stacks.|
Warmind's Light grants x2 Charged with Light Stacks if you use the Stacks of Stacks mod.
Warmind's Longevity: Warmind Cells you create last longer.
|Effect||Warmind Cells expire after 30 seconds instead of 20.|
Warmind's Protection: You take reduced damage from enemies that are near Warmind Cells.
|Effect||Enemies near Warmind Cells deal 50% less damage.|
Warmind's Protection's effective radius is quite large, comparable to the size of a Warmind Cell explosion. Enemies affected by Warmind's Protection glow orange. The damage reduction bonus is multiplicative with other DR sources such as Protective Light.
Wrath Of Rasputin
Wrath of Rasputin: Solar splash damage final blows have a chance to create Warmind Cells.
|Effect||Solar splash damage contributes towards spawning Warmind Cells. Also increases damage by 25-100.|
Both Solar weapons and abilities that deal splash damage can spawn Warmind Cells. When combined with the Rage of the Warmind mod, your Warmind Cells can generate Warmind Cells. This mod is a game-changer for most loadouts, allowing the likes of Xenophage and Ticcu's Divination to spawn Warmind Cells. This mod also increases the damage your Warmind Cells deal when detonated by 25-100 damage—based on how close the target is to the cell detonation.
Weapon and abilities that work with this mod are listed below:
|Ace of Spades||Firefly explosion|
|Jotunn||The projectile blast|
|One Thousand Voices||Beam explosion|
|Polaris Lance||The Perfect Fifth and Dragonfly|
|Skyburner's Oath||Hip-Fire slugs|
|Dragonfly/ Firefly||Dragonfly must be from a Solar weapon|
|Explosive Payload||Must be from a Solar weapon|
|Grenade Launchers||Must be from a Solar weapon|
|Rocket Launchers||Must be from a Solar weapon|
|Ticcu's Divination||Sacred Flame explosion|
|Burning Maul||Titan||Tornados only|
|Celestial Nighthawk||Hunter||On-kill explosion|
|Daybreak||Warlock||Bottom tree spec|
|Hammer of Sol||Titan||N/A|
|Hammer Strike||Titan||Extremely unreliable|
|Proximity Explosive Knife||Hunter||Explosion only|
|Solar Grenades||All||The grenade must land the final blow|
|Throwing Hammer||Titan||Only the AoE on impact counts|
|Warmind Cells||Any||Requires Rage of the Warmind|
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