Cells in Dauntless are special items that are acquired from Cores. These cells can be placed in the cell slots of Weapons, Armor, and Lanterns in order to empower their effectiveness and to customize your slayer to your playstyle. Each cell provides a bonus to a Perks' tier based on the rarity, Green colored cells are Uncommon types, Blue colored cells are Rare types, and Purple colored are Epic - cells can be found scattered around various locations and are also acquired by participating and completing daily and weekly quests that can be found in the slayer's journal.
Cells Categories in Dauntless

Defence
Provides protection from various status abnormalities, grants defenses, and improvements to a slayer's health.

Utility
Focuses on increasing and/or adding the effectiveness of using support-based items and effects.
Perks Table
Listed below is a table with the associated perks for each cell. You can visit the Perks page to view each available Perk along with its details.
Click headings to sort the table.
Perk Name | Cell Type | Description |
Assassin's Vigour | Defence | Grants Health after breaking a Behemoth part. |
Bloodless | Defence | Protects against Wounded and Crippling Wounds statuses. |
Fireproof | Defence | Protects against being set on fire. |
Fortress | Defence | Grants a small shield after avoiding damage for a short time. |
Guardian | Defence | Grants a portion of any shield applied to you to your nearest ally. |
Iceborne | Defence | Increases Defense when at low health, and at later ranks, grants life steal |
Insulated | Defence | Protects against Shocked status effect and allows you to attack electric shields. |
Nine Lives | Defence | Grants a chance to reduce damage, and later the ability to cheat death. |
Shellshock Resist | Defence | Protects against the explosion damage and status effect Shellshock. |
Sturdy | Defence | Prevents being staggered on a cooldown. |
Tough | Defence | Increases Max Health. |
Warmth | Defence | Protects against Chilled and Frozen status effects. |
Agility | Mobility | Reduces the stamina cost of dodging. |
Conditioning | Mobility | Increases Stamina Regen. |
Endurance | Mobility | Increases Max Stamina. |
Evasion | Mobility | Increases the time you are invincible when dodging. |
Fleet Footed | Mobility | Temporarily increases Movement Speed after a dodge. |
Nimble | Mobility | Restores Stamina when dodging through behemoth attacks. |
Swift | Mobility | Increases Movement Speed when your weapon is sheathed. |
Aetherhunter | Power | Increases damage against aether charged Behemoths. |
Deconstruction | Power | Bonus damage against objects created by Behemoths. |
Knockout King | Power | Percent increase to Stagger damage. |
Overpower | Power | Increases damage against staggered Behemoths. |
Pacifier | Power | Increases Stagger damage against enraged Behemoths. |
Rage | Power | Increases your damage when your health is low. |
Ragehunter | Power | Increases damage against enraged Behemoths. |
Sharpened | Power | Percent increase to part damage. |
Acidic | Technique | Increases Wound damage at the cost of Part damage. |
Adrenaline | Technique | Increases damage dealt based on stamina spent. |
Barbed | Technique | Adds a flat amount of Wound damage on hit. |
Bladestorm | Technique | Adds a flat amount of Part damage on hit. |
Cunning | Technique | Grants a chance to deal double damage. |
Evasive Fury | Technique | Temporarily increases attack speed when dodging through a Behemoth's attack. |
Merciless | Technique | Increases Wound damage against staggered Behemoths. |
Molten | Technique | Grants Molten Heart drops on cooldown. |
Savagery | Technique | Increases damage against Wounded parts. |
Predator | Technique | Increases damage after avoiding damage for a short time. |
Weighted Strikes | Technique | Adds a flat amount of Stagger damage on hit. At later ranks, allows more weapon attacks to interrupt. |
Wild Frenzy | Technique | Increases Attack Speed when at low health. |
Aetherborne | Utility | Increases the benefits of using aether vents. |
Aetheric Attunement | Utility | Percent increase to Lantern Charge gained from attacks. |
Aetheric Frenzy | Utility | Gains a flat amount of Lantern Charge on each weapon hit. |
Conduit | Utility | Using a Lantern's hold ability increases all Slayers' attack speed temporarily. |
Energized | Utility | Increases weapon meter gain rate. |
Lucent | Utility | Flask heals over time and generates lantern charge |
Medic | Utility | Improves your ability to revive allies. |
Stunning Vigour | Utility | Restores some health whenever a Behemoth is staggered. |
Vampiric | Utility | Restores some health whenever a Behemoth part is Wounded. |
This page needs to be updated to include all the new cells and perks available from the Trials: Berserker Technique Reduces max health. Dealing damage stacks increased damage dealt for a short period. Sprinter Mobility Reduces max stamina. Increases movement speed and reduces sprint cost. Mender Utility Reduces healing from Slayer Flask. Using your flask restores other Slayers' health. Discipline Power Prevents you from having over half health. Increases critical strike chance. Strategist Defense Reduces max health. Dodging through Behemoth attacks grants health shields to all Slayers. Engineer Utility Reduces healing from Slayer flask. Increases range of pylons.
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