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Coiling Viper is a stance mod for Whip type weapons. Wielders of this Stance trade range for highly mobile attacks. True to the namesake, the attack style of the stance greatly resembles a slithering Viper as opposed to Mod TT 20px Burning Wasp's flowing style.

Can be equipped on:

✓ denotes weapon with matching Stance polarity

Combos

Default Combos of Stance or Weapon (📝 Edit Stance Data)
Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @
1.0 Attack Speed
Animation
Neutral
(While Not Moving)
Whistling Wind
Default Default
 100%
Default Default
 200%
 200% Lifted b
Default Default
 100% DmgImpactSmall64
 400%
370.4%/s 2.7s CoilingViperCombo1
Forward
(While Moving)
Whistling Wind
Default Default
 100%
Default Default
 200%
 200% Lifted b
Default Default
 100% DmgImpactSmall64
 400%
370.4%/s 2.7s CoilingViperCombo1
Forward Block
(While Blocking & Moving)
Tumbling King
Default Default
 200% DmgImpactSmall64
Default Default
 300%
217.4%/s 2.3s CoilingViperCombo2
Block
(While Blocking)
Whistling Wind
Default Default
 100%
Default Default
 200%
 200% Lifted b
Default Default
 100% DmgImpactSmall64
 400%
370.4%/s 2.7s CoilingViperCombo1
Heavy
(Heavy Attack)
Rolling Thunder*
Default Heavy
 450% DmgSlashSmall64Knockdown b
Default Heavy
 450% DmgSlashSmall64Knockdown b
N / A N / A WhipComboHeavy
Slide
(While Sliding)
Spiral Cut*
Default Default
360 Default 200% DmgImpactSmall64
312.5%/s 0.6s WhipComboSlide
Aerial
(While In Air)
Mountain's Chisel*
Default Default
 200% DmgImpactSmall64
Default Default
 200% DmgImpactSmall64
Default Default
 300% DmgImpactSmall64DmgSlashSmall64
N / A N / A WhipComboAir
Wall
(While Wall Latching)
Weightless Steel*
Default Default
 300% Knockdown b
N / A N / A WhipComboWall
Finisher
(On Knocked Down Enemy)
Resounding Fear*
Default Default
 1000%
N / A N / A WhipComboFinisherGround
Slam
(Looking At Ground While In Air)
Slam Attack*
Default Default
Direct Default 300%
Slam Default 100%
N / A N / A WhipComboSlam

Default Default Default "Sweep" Attack • 360 Default 360°/Spin Attack • Direct Default Direct Slam Attack • Slam Default Radial Slam Attack • Ranged Default Ranged Attack • Thrust Default "Thrust" Attack

View Full Legend
Key Inputs
Default Default Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Default Heavy Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)
Default Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Default Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Default
 200%
 Attack does double damage 
Default Default
 2x 100%
 Attack hits twice 
Forced Procs
DmgImpactSmall64 Knockback
DmgPunctureSmall64 Weakened
DmgSlashSmall64 Bleed
DmgBlastSmall64 Inaccuracy
Knockdown b Knockdown
Lifted b Lifted
RollingDroneAvatar Stagger
Ragdoll b Ragdoll
Finisher b Finisher (front, back, or ground) 
DmgImpairSmall64 Impair (PvP only) 
Melee Attack Explanations
  • A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
  • A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
  • A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
  • A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack.
  • A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
  • A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
  • Average Damage Multiplier per second only applies to single-target DPS calculations.
  • Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
  • Combo animation lengths are approximate and are only accurate within a few tenths of a second.
  • Each tile marking in stance preview gifs are 2m apart.
  • Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
Spy Lua Spy C 37.94% 1 0.3794
Weekly Conclave Challenge Reward Weekly Conclave Challenge Reward A 2.27% 1 0.0227

Complete all weekly Conclave challenges to get this reward in your in-game inbox:

  • Match Won: Win 6 matches of any game type.
  • Match Complete: Complete 20 matches of any game type.
  • Conditioning: Complete 10 Daily Challenges.

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Corrupted Crewman 3% 0.86% 0.0258% 3876 1 0.000258

Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

Notes[]

  • The first attack of Tumbling King does 25% bonus DmgImpactSmall64 Impact damage plus 25% of any innate elemental damage, but not modded elemental damage.
  • The second attack of Tumbling King gives a 25% damage bonus to innate elemental damage, but not modded elemental damage.

Gallery[]

Media[]

Update 29.10 (2021-03-19)

  • Added a forced Impact proc to Tumbling King's first attack.
  • Removed the knockdown from Tumbling King's second attack.

Update 13.0 (2014-04-09)

  • Introduced
  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)
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