The cells are very important because they can bring interesting bonuses. To take advantage of this, you will need one or more free slots on your weapons, armor and lanterns. They will also provide a tier bonus depending on their rarity:
→ +1 for common rarity
→ +2 for rare rarity
→ +3 for epic rarity
Having the same cell equipped several times improves the effect, so three common cells (+1) offers the same bonus as an epic cell (+3) (the bonus can go up to rank +6).
An example of how cells work and the bonuses provided.
Find below a summary table of all cell types.
Defense
Compétence | Description |
Fortress | You receive a shield if you haven't taken damage for 10 seconds. |
Lernean | +5% chance to halve incoming damage. |
Cold blood | When health drops below 50%, grants +5% damage reduction. |
guardian | +10% to any shield applied to you and also applied to your nearest ally for 15 seconds. |
Robustness | Increases your maximum hit points by 50 and healing received by 5%. |
Fire retardant | Reduces the duration of the "on fire" status effect by 10%. |
Heated | Reduces the duration of the "frozen" status effect by 30%. |
Assassin's Vigor | Recover 50 HP by destroying a Behemoth part. |
Insulating | Reduces the duration of the "Electricized" status effect by 25%. |
RĂ©silience | Reduces concussion damage and duration by 10%. |
Stabilizing | Prevents Staggers (120 second cooldown). |
Coagulation | Reduces duration of "wounded" status effect by 50%. |
Mobility
Compétence | Description |
Constitution | +5% to stamina regeneration. |
Agility | -10% to the endurance cost of dodges. |
Evasive Sprint | After dodging, movement speed is increased by 10% for 3 seconds. |
Endurance | Increases maximum stamina. |
Improved evasion | Increases invincibility duration when dodging by 7%. |
Light escape | Restores stamina after a perfect dodge. |
Engime
Compétence | Description |
stunner | +5% stun damage |
Aetherhunter | +5% damage against Aether-charged Behemoths. |
Ragehunter | +5% damage against enraged Behemoths. |
Rage | Deal 5% additional damage when below 30% health. |
Sharpened | +5% damage to limbs |
Demolition | Deal 110% damage to objects created by Behemoths |
Peacemaker | +10% stun damage against enraged Behemoths. |
Technical
Compétence | Description |
Acid | Increases wound damage at the expense of limb damage. |
Adrenaline | Increases damage dealt based on energy expended. |
Barbed | Adds a fixed amount of mangle damage to each hit. |
Blade Storm | Adds a fixed amount of damage to limbs with each hit. |
Critical Strike | Gives a chance to double damage inflicted. |
Evasive Fury | Temporarily increases attack speed when dodging a Behemoth's attack. |
Unforgiven | Increases maim damage against stunned Behemoths. |
Savagery | Increases damage against injured limbs. |
predatory | Increases damage dealt after not taking damage for a short time. |
Molten | Dealing damage generates a Molten Heart with a 23 second cooldown. The heart grants immunity to fire and increased attack and movement speed. |
Heavy Strikes | Adds fixed stun damage per hit. At the last rank, allows more weapons to interrupt attacks. |
Wild Frenzy | Increases attack speed when your life is low. |
Utility
Compétence | Description |
Aetheroportée | Increases the benefits of aether winds. |
Aether Harmonization | Increases Lantern Charge percentages with each attack. |
Aethereal Frenzy | Adds a fixed amount to the lantern charge gained from each attack. |
Driving | Lenten's sustained ability temporarily grants attack speed to all Slayers |
Charge | Increases weapon gauge charge speed |
Luminescent | The flask heals over time and charges the lantern |
Doctor | Improves your ability to revive your allies. |
Stunning Vigor | Restores some health when a Behemoth is stunned. |
vampire | Restores some health when a Behemoth is maimed. |
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