Energy Wall

energy wall weapon mod remnant2 wiki guide 250px
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 500 damage received). Max 1 Wall at a time. Lasts 30s.


Mod Power Requirement: 500

 

Energy Wall is a Weapon Mod in Remnant 2. Energy Wall deploys an energy barrier that intercepts enemy projectiles while allowing allies to shoot through unimpeded.

 

Remnant 2 Energy Wall Weapon Mod Effect

Energy Wall can be socketed into any Weapon that has an available Weapon Mod slot.

Once equipped, the Energy Wall  Mod bestows the following effect upon the Weapon it is attached to:

  • Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 500 damage received). Max 1 Wall at a time. Lasts 30s.

 

How to Get Energy Wall Mod in Remnant 2

Energy Wall can be found in the following locations:

Energy Wall can be crafted at Ava McCabe. To craft Energy Wall you will need the following Materials:

 

Builds that use Energy Wall in Remnant 2

Energy Wall is used in the following Builds:

__builds__

 

Remnant 2 Energy Wall Mod Upgrades

Despite Weapon Mods not being upgradeable, once attached to a Weapon, they receive the benefits of the weapon's level, resulting in greater damage as the weapon's level increases.

Weapon Level
Effect
Weapon Level 1
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 525 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 2
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 550 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 3
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 575 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 4
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 600 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 5
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 625 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 6
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 650 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 7
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 675 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 8
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 700 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 9
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 725 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 10
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 750 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 11
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 775 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 12
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 800 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 13
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 825 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 14
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 850 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 15
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 875 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 16
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 900 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 17
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 925 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 18
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 950 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 19
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 975 damage
received). Max 1 Wall at a time. Lasts 30s.
Weapon Level 20
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 1000 damage
received). Max 1 Wall at a time. Lasts 30s.

 

Remnant 2 Energy Wall Mod Notes & Trivia

  • Updated with the release of The Forgotten Kingdom DLC. Check Patch Notes for more information 
    • Increased Base Size by 25%
  • Weapon Mods are components that grant active abilities which can be used in and out of combat, they provide a variety of effects including dealing damage, healing, buffing players and more.
  • Most Remnant 2 Mods can be freely slotted in and out of standard Weapons, while other Weapons have their own Mods that cannot be removed.
  • Notes, Tips, and Trivia for Energy Wall Mod in Remnant 2 go here.

 

All Weapon Mods in Remnant 2
Abrasive Rounds  ♦  Accelerator  ♦  Astral Burst  ♦  Athibar  ♦  Awakening  ♦  Banish  ♦  Beta Ray  ♦  Beyond The Veil  ♦  Big Bang  ♦  Blaze  ♦  Blood Draw  ♦  Bloodline  ♦  Bloodshot  ♦  Bloodthirst  ♦  Bore  ♦  Chain Of Command  ♦  Chaos Driver  ♦  Concussive Shot  ♦  Corrosive Rounds  ♦  Creeping Mist  ♦  Cube Room  ♦  Cube Shield  ♦  Cyclone  ♦  Deadpoint  ♦  Death Brand  ♦  Death Sentence  ♦  Defrag  ♦  Dreadwalker  ♦  Dreamwave  ♦  Dying Breath  ♦  Energy Wave  ♦  Eulogy  ♦  Explosive Shot  ♦  Familiar  ♦  Fargazer  ♦  Fathomless Deep  ♦  Faultline  ♦  Firestorm  ♦  Fission Strike  ♦  Flying Bomb Trap  ♦  Fracture  ♦  Fusion Cannon  ♦  Gravity Core  ♦  Guardian's Call  ♦  Guardian's Fury  ♦  Healing Shot  ♦  Heat Sink  ♦  Heatwave  ♦  Helix  ♦  Horizon Strike  ♦  Hot Shot  ♦  Kight Guard  ♦  Knight Guard  ♦  Krell Edge  ♦  Lifeline  ♦  Loath The Weak  ♦  Micronova  ♦  Moonlight Barrage  ♦  Nano Phase  ♦  Nano Swarm  ♦  Nano Swarn  ♦  Ouroboros  ♦  Overflow  ♦  Power Stone  ♦  Prismatic Driver  ♦  Reaver  ♦  Ring Of Spears  ♦  Root Blades  ♦  Rootlash  ♦  Rotted Arrow  ♦  Sandstorm  ♦  Scrap Shot  ♦  Screamer  ♦  Shatterstar  ♦  Skewer  ♦  Song of Eafir  ♦  Soul Brand  ♦  Soulbinder  ♦  Space Crabs  ♦  Spore Shot  ♦  Starfall  ♦  Stasis Beam  ♦  Supernova  ♦  Time Lapse  ♦  Tremor  ♦  Voltaic Rondure  ♦  Whirlwind  ♦  Will of the Wisp  ♦  Windfall  ♦  Witchfire



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    • Anonymous

      How do mutators that say "10% additional Mod Damage" affect this? Not at all? Or does it increase wall health?

      • Anonymous

        Looks like there's a weird effect (atleast in the firing range) where enemys don't take weakspot damage when firing through it with the Plasma cutter. Is this happening for anyone else?

        • Anonymous

          can build mod for the next right after throwing it out and 500 is really freakin cheap,i havent tried out anything past veteran yet but this sounds like its gonna be a godsend

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