Every Destiny 2 Final Shape and Episode Echoes seasonal artifact mod for endgame
Destiny 2's Final Shape expansion arrives today, and while it doesn't arrive with the kind of season we've come to expect, it does kick off a new episode called Echoes.
Both the expansion and the episode share a new seasonal artifact, with unlockable perks to give you the edge over your enemies. In fact, the artifact is crucial for endgame content since you'll need its perks to take down Barrier, Unstoppable, and Overload Champions in Nightfalls, Legendary Lost Sectors, and more.
Here's every artifact mod in the Hunter's Journal, including the best ones to pick up first.
All Destiny 2 Hunter's Journal artifact mods
Champion mods are highlighted in bold.
Column 1
Anti-Barrier Pulse Rifle | Your equipped Pulse Rifle fires shield-piercing rounds and stuns Anti-Barrier champions. Additionally, Pulse Rifles are always overcharged when that modifier is active. |
Unstoppable Sidearm | Aiming down the sights of a Sidearm for a short time loads a powerful explosive payload that stuns Unstoppable champions. |
Unstoppable Scout Rifle | Aiming down the sights of a Scout Rifle for a short time loads a powerful explosive payload that stuns Unstoppable champions. |
Overload Hand Canon | Landing Consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability regeneration and lowering combatant damage output. Strong against Overload Champions. |
Anti-Barrier SMG | Your equipped SMG fires shield-piercing rounds and stuns Anti-Barrier champions. Additionally, Pulse Rifles are always overcharged when that modifier is active. |
Column 2
Logic Reductor | Weapons with the Radiolaria Transposer origin perk deal increased damage to Vex. Extends the duration of the radiolaria pools created by Radiolaria Transposer. |
Overcharged Armory | Weapons with the Dealer’s Choice, Radiolaria Transposer, Collective Purpose, and Sundering Origin traits are always Overcharged weapons for you when that modifier is active. |
Authorized Mod: Elemental Charge |
The energy cost of Elemental Charge mods is significantly discounted. |
Sanit’s Inspiration | Rounds loaded by the Cast No Shadows origin perk can overflow the magazine. |
Winning Hand |
While using weapons with the Dealer’s Choice origin trait, combatant precision final blows or rapidly defeating combatants cause the target to explode, dealing Solar damage to nearby enemies. Having several equipped weapons with the Dealer’s Choice origin trait increases the effect of the explosion. |
Click to enlargeVoid Guardians could have a lot of fun this Episode
Column 3
Elemental Siphon |
Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super. |
Overload Sword |
Landing consecutive hits with a Sword you are wielding disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Champions. Additionally, Swords are always overcharged when that modifier is active. |
Creeping Chill |
Stasis weapon final blows against slowed or frozen targets release a burst that slows. |
Press the Advantage |
Breaking a combatant’s shield grants increased weapon stability, handling, and reload speed. Swords gain increased guard resistance. |
Threaded Blast |
Destroying a Tangle with a Strand weapon creates a larger and more damaging explosion. |
Column 4
Counter Energy |
When you or a member of your fireteam stuns a champion, you gain energy for your least-charged ability. |
Blade Stamina |
Rapidly defeating combatants with a Sword refunds some ammo. |
Void Hegemony |
While you have a Void or Prismatic subclass equipped, defeating weakened targets provides a small Void Overshield. |
Radiant Orbs |
While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant. |
Galvanic Armor |
While you have an Arc or Prismatic subclass equipped, incoming damage from combatants is reduced while amplified. |
Click to enlargeAs you'd imagine, Prismatic Guardians get plenty of buffs
Column 5
Prismatic Transfer |
When you cast your Super, each member of your fireteam with a Super type different than yours gains a bonus to weapon damage. |
Argent Blade |
While you have Armor Charge, dealing damage with a Sword consumes an Armor Charge and empowers your Sword for a short time, granting it bonus damage and energy charge rate. |
Expanding Abyss |
Void sources deal increased damage to weakened targets. |
Shieldcrush |
While you have Woven Mail, Frost Armor, or a Void Overshield, your melee recharges faster and deals increased damage. While you have amplified or radiant, your grenade recharges faster and deals increased damage. |
Transference |
Gain increased grenade and melee damage while transcendent. Weapon final blows while transcendent refund Light and Dark energy after Transcendence ends. |
The best artifact perks for Episode 1: Echoes
While I'm waiting to go hands-on, it's clear there's a big focus on Void and Prismatic subclasses here. That could make either of those particularly fun to use throughout Episode 1.
Naturally, you'll want to unlock the Champion-focused (Bold) mods first to be able to deal with everything thrown at you in The Final Shape, but I'm particularly excited by Expanding Abyss for Void Weaken builds (hello, my Hunter).
That would mean something like The Recluse from the BRAVE arsenal could really rip through Void enemies, while Void Hegemony can then reward you with an Overshield, too.
It's clear there's a big focus on Swords this time around, too, which ties nicely in with a damage buff for the weapon type in the Final Shape update - so grab those and start swinging.
For more on Destiny 2 buildcrafting, be sure to check out our rundown of the Prismatic subclass, including all the Aspects and Fragments, as well as the new Exotics.