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Amalgams are units hybridized with Sentient technology, developed by Alad V to be used as weapons for the Sentients.

Corpus AmalgamsEdit

  • Amalgam Alkonosts are Crewmen fully converted into Sentient. They are able to grab their fellow Crewmen and inject enhancers into their brain, increasing their damage and durability in the process.
  • Amalgam Heqet are sniper units that can create Spectralyst copies of their enemies. They are equipped with the Komorex Komorex sniper rifle.
  • Amalgam Kucumatz are drones that can alternate between rapid-fire projectiles and a highly damaging laser.
  • Amalgam Machinists can deploy a rapidly pulsing area of effect which heals them and can deploy Amalgam Ospreys. They wield Cyanex Cyanex pistols.
  • Amalgam MOAs can shift themselves out of phase, allowing them to regenerate large chunks of health.
  • Amalgam Ospreys can create Spectralyst copies of their allies.
  • Amalgam Satyrs are biped MOAs with two pairs of legs. Depending on which they stand on they act as either melee or ranged units.

Sentient AmalgamsEdit

All Corpus Amalgam units, with the exception of the Alkonost and the Osprey, have variants that can be encountered in hidden rooms or rarely in the field. They count as part of the Sentient faction and will therefore attack Corpus units. These variants act slightly different from their normal counterparts.

DemolystEdit

Main article: Demolisher

Demolysts are a special variant of Amalgams that only appear in the Disruption game mode on Ganymede, Jupiter. They are essentially a type of Demolisher that spawns once a conduit objective has been triggered, rushing in to destroy it. Demolysts emit a loud sound and, once close enough, are given a red marker. They will immediately beeline for any active conduit and will begin to self-destruct when they've reached one, destroying the conduit if not killed in time.

A Demolyst will pulse out a red aura every 5 seconds with a radius of 6.5 meters, immediately dispelling and disabling all Warframe abilities within range and on itself, similar to a Nullifier Crewman's bubble.

Wolf of Saturn Six & Saturn Six FugitiveEdit

The Wolf of Saturn Six and his Saturn Six Fugitives are assassins who were introduced in Nightwave: Series 1 – The Wolf of Saturn Six. The Wolf, formerly a Grineer rogue criminal who escaped from the Saturn Six Max-Pen prison, started to actively pursue the Tenno with his pack. As shown in the fourth diorama, the Wolf and his pack were lured into a trap by Alad V, who injected them with "Sentient juices" turning them into a much more powerful and fearsome opponent. However, the fifth diorama shows the Wolf breaking free from Alad V's clutches.

They are the first Amalgam units in the game not created by hybridizing a Corpus.

Amalgam ModsEdit

For Amalgam mods, see Category:Amalgam Mods.

NotesEdit

TriviaEdit

  • An amalgam is generally described as a mixture or blend of multiple things, and is derived from Amalgamation, which is the process of combining or uniting multiple entities into one form.
    • In chemistry, an Amalgam typically refers to an alloy composed of Mercury and another metal; all Amalgams encountered in WARFRAME are hybrids of Sentients and another faction.
  • Chronologically, the first Amalgam introduced was Ballas during the events of Chimera Prologue, transformed into an Orokin-Sentient hybrid. The next set of Amalgams, and where the term first originated, came into play during Nightwave Series 1 where the Grineer Saturn Six Fugitives and Wolf of Saturn Six were transformed into "Amalgam Dogs" by Alad V.
  • The Battacor Battacor and Ocucor Ocucor, as well as the Orb Mother combat platforms, are Corpus made weapons integrated with Sentient technology. However, these are not considered Amalgams, as they were created under Nef Anyo rather than Alad V.
  • Humanoid Amalgam can be considered cyborgs. For example: Amalgam Alkonosts, Amalgam Heqets, Amalgam Machinists, the Wolf of Saturn Six, and the Saturn Six Fugitives have all been altered with cybernetic and Sentient technology, while still retaining their humanoid form and organic matter.

GalleryEdit

Patch HistoryEdit

Update 26.0
  • Increased the ‘Additional Item Drop Chance’ of certain Amalgam enemies from 2% to 4% due to discovery that this drop was broken (fixed below). Happy hunting!
  • Fixed Amalgams not dropping the additional Kavat's Grace, Anti-Grav Array, Gale Kick, and Odomedic Mods.

Hotfix 25.8.2

  • Fixed Hexenon and Orokin Cell drops from Amalgams appearing as Mods.

Hotfix 25.1.2

  • Fixed a duplicate Demolyst entry in the Codex.

Hotfix 25.1.1

  • Hordes of enemies no longer attack players who are trying to extract individually in the Disruption gamemode. This prevents potential Amalgams from running away from the players who are choosing to stick around and fight.

Update 25.1

  • Demolysts can no longer be disarmed by the Halikar, as they stop attacking the Conduit. This follows precedent with Demolysts already being immune to the effects of Loki's and Mesa's disarm abilities.
  • Made a micro-optimization to Amalgam Arca Kucumatz's beam attack.

Hotfix 25.0.8

  • Boosted Drop Chance of Hexenon from Amalgams to ~7.7%

Hotfix 25.0.6

  • Fixed Loki being able to Switch Teleport enemy Demolysts/VIPs into pits and kill them instantly. VIPs are now teleported to safety if placed into a pit.

Hotfix 25.0.4

Disruption Gamemode Changes & Fixes
  • Demolyst marker changes:
    • Increased initial range of the attack marker from 25m to 30m.
    • The attack marker increases in range from 30m to 100m when the Demolyst is looked at by a nearby player, so that squadmates can see it without it being manually marked.
Changes
  • Reduced Rare Resource drop chance from 50% to 7% from Amalgam as seen here.
  • Reduced Rare Resource drop rate for Lab Amalgams from 50% to 7% as seen here.
  • Removed the Amalgam Alkonosts Armor and gave it a slight Health boost.
  • Fixed Rivens that are capable of hitting negative Damage via Critical Multiplier resulting in insta-killing enemies that have innate Damage resistance (Amalgam Alkonost). They will now properly take 0 Damage from a negative Critical Multiplier weapon, the same way regular enemies do.
  • Fixed Kavat's Grace, Gale Kick, Anti-Grav Array, and Odomedic not actually dropping from Amalgam enemies.
  • Fixed Nekros’ Shadows of Amalgam Machinists creating Ospreys that are friendly and break progression in Gas City Defense missions. The Ospreys spawned by Machinist Shadows will now be tracked properly as Shadows.

Hotfix 25.0.3

Disruption Gamemode Changes & Fixes
  • Increased Amalgam spawn rate! This will be more noticeable the more players you have in the squad.
  • Demolysts no longer spawn at the same point for each Conduit, instead they will spawn randomly within a set range from the Conduit.
  • Fixes towards Nullifier effects from Demolysts lingering permanently for Clients in Disruption.
  • Fixed a progression stopping issue where the Disruption Conduits would not spawn if you killed a Demolyst at the exact last second of their combustion.
  • Fixed numerous Host migration fixes for Disruption Conduits:
  • Fixed references to Demolysts being lost (fixes Health bar UI issue)
  • Fixed Demolysts not attacking the Conduits
  • Fixed Demolysts not exploding next to Conduits
  • Fixed Demolysts not appearing in the Codex.
Changes
  • Removed Amalgams spawning on Jupiter > Themisto due to narrative/lore confusion.

Update 25.0

  • Introduced.
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