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Warlock

Destiny 2 Warlock BuildCataclysm's Promise - Nothing Manacles

VoidVoid
PvEPvE
subclass
super
Nova Bomb: Cataclysm
abilities
Empowering Rift
Strafe Glide
Pocket Singularity
Scatter Grenade
aspects
Child of the Old Gods
Feed the Void
fragments
Echo of Undermining
Echo of Provision
Echo of Instability
Echo of Domineering
gear and mods
weapons
New Malpais
New MalpaisExotic Pulse Rifle

Rounds fired embed themselves in targets. [Alternate Weapon Action] to detonate embedded rounds.

Armor

You gain an additional Scatter Grenade charge. Enables tracking for Scatter Grenade projectiles. Scatter Grenade final blows create additional Scatter Grenade projectiles.

stats priority
Grenade
Class
Health
Weapons
Super
Melee
Armor Sets Bonuses
Opening Act
Opening Act
Final blows with grenades grant Heat weapons bonus stability and vent speed and grant Primary ammo weapons bonus stability and reload speed.
Room Clearing
Room Clearing
Multiple final blows with Heat weapons or Primary ammo weapons grant bonuses to weapon and grenade stats and increased ammo generation for Heat weapons and Primary ammo weapons.
artifact perks
Void Infestation
Press The Advantage
Armorsmith
Anti-Barrier Hand Cannon
Dielectric
Elemental Orbs: Arc
Power from Pain
Overload Pulse Rifle
Strengths and Weaknesses

strengths

  • Unmatched Add Clear
  • Extreme Survivability
  • The Perfect Little Game (Weapon/Grenade Loop)
  • Transcendent Stats
  • Ability Uptime

weaknesses

  • Low Melee Investment
  • Reliance on Kills

Build Details

How It Works

How It Works & Gameplay Loop

This build creates a beautiful sequential "little game": Kill with Weapon → Buff Grenade → Kill with Grenade → Buff Weapon → Repeat.

  1. Engagement Start: Cast your Empowering Rift to deploy Child of the Old Gods. This immediately starts weakening targets and feeding you energy.

  2. Build Opening Act (Weapon Kills): Use New Malpais to clear a few red-bar enemies. This triggers Opening Act, pushing your grenade stats to effective 200 for your next throw.

  3. Become Charged with Light: Your kills are generating orbs. Pick one up. Taking Charge activates, and suddenly Font of Wisdom, Vigor, Restoration, and Agility all kick in. Your stats skyrocket: 130 Mobility, 130 Recovery, and boosted Intellect.

  4. Deploy the Monster Grenade (Grenade Kills): Now your grenade is buffed to 200. Throw a Scatter Grenade at a group or High-Value Target. The grenade weakens them (Echo of Undermining) and the seekers do massive damage. The kills from this grenade trigger Room Clearing.

  5. The Kill: Thanks to Power from Pain and Void Infestation, killing weakened targets spawns TWO seekers AND grants you Devour.

  6. Weapon Buff Phase (Back to Weapon Kills): Now Room Clearing is active, giving your New Malpais massively increased reload speed. Use your lightning-fast primary to clear more adds. These kills will eventually re-trigger Opening Act for your next grenade.

  7. Regen Phase: Your grenade kills from Heavy Handed spawn more orbs. Pick them up. This refreshes your Charged with Light (and thus all Font buffs), heals you (Recuperation), and gives you more grenade energy (Innervation). By the time you move to the next group, your Rift is back (Distribution), your grenades are full, and your stats are permanently buffed beyond mortal limits.

The Loop Simplified:

  1. Weapon Kills → Opening Act (Grenade to 200)

  2. Grenade Kills → Room Clearing (Primary Reload Buff)

  3. Repeat forever.

In-Depth Explanation

Gameplay Loop

The Loop Simplified:

Weapon Kills → Opening Act (Grenade to 200)

Grenade Kills → Room Clearing (Primary Reload Buff)

Repeat forever.

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