Soulbinder

soulbinder weapon mod remnant2 wiki guide 250px
Fires a projectile that attaches to the enemy dealing 40 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.


Mod Power Requirement: 650

 

Soulbinder is a Weapon Mod in Remnant 2. Soulbinder launches a projectile that attaches to enemies, compelling them to share damage and remain bound for a duration.

 

Remnant 2 Soulbinder Weapon Mod Effect

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

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

  • Fires a projectile that attaches to the enemy dealing 40 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.

 

How to Get Soulbinder Mod in Remnant 2

Soulbinder can be found in the following locations:

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

 

Builds that use Soulbinder in Remnant 2

Soulbinder is used in the following Builds:

__builds__

 

Remnant 2 Soulbinder 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
Fires a projectile that attaches to the enemy dealing 44 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 2
Fires a projectile that attaches to the enemy dealing 48 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 3
Fires a projectile that attaches to the enemy dealing 52 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 4
Fires a projectile that attaches to the enemy dealing 56 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 5
Fires a projectile that attaches to the enemy dealing 60 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 6
Fires a projectile that attaches to the enemy dealing 64 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 7
Fires a projectile that attaches to the enemy dealing 68 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 8
Fires a projectile that attaches to the enemy dealing 72 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 9
Fires a projectile that attaches to the enemy dealing 76 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 10
Fires a projectile that attaches to the enemy dealing 80 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 11
Fires a projectile that attaches to the enemy dealing 84 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 12
Fires a projectile that attaches to the enemy dealing 88 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 13
Fires a projectile that attaches to the enemy dealing 92 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 14
Fires a projectile that attaches to the enemy dealing 96 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 15
Fires a projectile that attaches to the enemy dealing 100 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 16
Fires a projectile that attaches to the enemy dealing 104 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 17
Fires a projectile that attaches to the enemy dealing 108 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 18
Fires a projectile that attaches to the enemy dealing 112 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 19
Fires a projectile that attaches to the enemy dealing 116 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.
Weapon Level 20
Fires a projectile that attaches to the enemy dealing 120 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s.

 

Remnant 2 Soulbinder Mod Notes & Trivia

  • 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 Soulbinder 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  ♦  Deadwood  ♦  Death Brand  ♦  Death Sentence  ♦  Defrag  ♦  Dreadwalker  ♦  Dreamwave  ♦  Dying Breath  ♦  Energy Wall  ♦  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  ♦  Polygun Mod  ♦  Power Stone  ♦  Prismatic Driver  ♦  Reaver  ♦  Ring Of Spears  ♦  Root Blades  ♦  Rootlash  ♦  Rotted Arrow  ♦  Sandstorm  ♦  Scrap Shot  ♦  Screamer  ♦  Shatterstar  ♦  Skewer  ♦  Song of Eafir  ♦  Soul Brand  ♦  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

      "Bosses hate him! Kill all adds with this one simple trick!"

      In all seriousness, this mod has been pretty niche for me. It's effectiveness is directly tied to the health of the target you hit, as the more damage you can pump into a target, the more damage everything else takes. It does make overkill worth going for, however, making this a good mod for the Widowmaker. Max spirit plus spirit stone means Widowmaker gets this mod in 4 shots. Yet as I quickly found, enemies just aren't grouped up enough to make the extra time setting it up to be worth it... That is, most of the time, because when it works, it WORKS. There really isn't anything like clearing out a mosh pit of enemies with a single headshot. Was very helpful against Faelin too, as it let me clear out half of his orb wall in very little time. But by far it's best use case is for boss/elite adds. Focus on reapplying this as soon as it wears off and adds will be evaporated as soon as they spawn in. Ironically, this mod would have made chimney much easier... Oh, well.

      • Anonymous

        Not tested, but combine with Firestorm mod to suck all the enemies into one place, then effectively multiply the damage by the number of targets. Firestorm already does ludicrous damage, the only problem with this idea is I don't think I've ever encountered enough dangerous enemies in one place that this would help. Weaker enemies already die to firestorm so fast the extra damage isn't needed.

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