Reduces damage to Health by [Damage Reduction Value]%. Shields are not affected by Armor.
—In-game Description
Armor is an attribute that reduces damage taken to health but not to shields. Not all enemies possess armor; Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For a given Warframe, its armor value can be found in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels due to Enemy Level Scaling.
In combat, enemies with more than one point of armor have their health bars displayed yellow instead of red. It is possible to strip away armor value through certain abilities or damage Status Effects, turning those enemies' health bars back to red.
In the current Damage system, health bars always have a health class (Flesh, Cloned Flesh, etc.) which decrease or increase incoming damage depending on the damage type being inflicted (Slash, etc.); armored entities have an additional class on their health called their armor class (either Ferrite Armor or Alloy Armor) that further decreases or increases incoming damage. This additional armor class is removed if the armor is stripped.
Effects[]
When damage is inflicted to an armored target, there are two related calculations made.
The working armor value of the target is increased or decreased based on the damage type, armor class, and health class of the weapons and entities involved.
Incoming damage is reduced by the type-modified armor value according to a damage reduction formula.
*Tenno Armor has no resistances or vulnerabilities
Damage type modifiers will affect the effectiveness of the target's armor value. They are given by the following equation:
Armor is your armor value before considering damage types.
Armor Class Modifier can be found on the nearby charts.
To illustrate, Slash damage against a target with Ferrite Armor would effectively be mitigated by an additional 15% of the target's total armor (). On the other hand, Puncture damage against a target with Ferrite Armor would effectively ignore 50% of the target's total armor ().
Apart from this armor value modification, type damage modifiers against the armor and health classes of the target also plainly multiply the damage. There is a more accurate total damage calculation further down the page, but this section covers the armor value modification.
Damage Reduction Formula[]
The damage reduction from armor is as follows:
A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 50%, so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% (reduction is 600 ÷ 900 = 66.6667%) of a weapon's outgoing damage. At 900 armor, inflicted damage is only 25% (reduction 900 ÷ 1200 = 75%), and so on.
When damage is reduced from armor, each damage type has a minimum damage of 1.
E.g. a Braton will always do a minimum of 3 damage against an armored target regardless of how high their armor value is, as it has 3 different damage types.
Non-Armor sources of damage reduction do not have such a behavior.
Effective health is the concept that each single point of health you have actually absorbs more than one point of damage, so you effectively have more hit points than indicated. Therefore, there are two ways that armor functionality can be imagined: either as a reduction to damage, or as an increase of effective health and incoming heals.
An alternative way to think of armor transforms the above equation to the following:
Nominal Health means "health in name", referring to the Health points in your screen's upper right corner.
Effective Health is your "health in effect", reflecting a "truer" measurement of survivability.
Or in terms of armor:
Example 1: If you have 1000 Nominal Health and 100 armor, your Effective Health would be:
Or
Example 2: If you have 1000 Nominal Health and 600 armor, your Effective Health would be:
Steel Fiber and Armored Agility increase armor value when equipped. As a percentage modifier, Warframes with higher base armor values have a higher benefit from it. Like with most other stats, armor gains from mods stack additively together before being multiplied with the Warframe's base armor:
Mod Multiplier refers to the value on the mods equipped. It is 1.1 at max rank Steel Fiber, 0.45 at max rank Armored Agility, and 1.55 with both equipped.
When killed, petrified enemies and Atlas' Rumblers drop a resource called Rubble that grants Atlas bonus armor if he is at full health. Bonus armor caps at 1,500 points. This bonus armor decays over time at a rate of 5 armor points per second.
Elemental Ward Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
Vex Armor When Shields are hit, Chroma and nearby allies' Armor grows stronger, when Health takes a hit, Weapon Damage increases. Active for a limited time, maximum increases corresponding to rank.
Strength:0.5 / 0.625 / 0.75 / 0.875 %/SP (Scorn armor bonus per shield point lost) 200 / 250 / 300 / 350 % (Scorn max armor bonus) 2 / 2.25 / 2.5 / 2.75 %/HP (Fury damage bonus per health point lost) 200 / 225 / 250 / 275 % (Fury max damage bonus)
Chroma enters a state of primal rage, by expending 75 energy to sustain an armor and damage buffing aura with a radius of 8 / 10 / 15 / 18 meters for 10 / 15 / 20 / 25 seconds. While active, Chroma and his allies within aura range gain the Scorn armor buff once Chroma's Shields are hit and the Fury damage buff once his Health is damaged.
Scorn increases Warframe Armor by 0.5% / 0.625% / 0.75% / 0.875% for every point of shields lost up to a maximum of 200% / 250% / 300% / 350%.
Fury increases weapon and Chroma's abilities' base damage by 2% / 2.25% / 2.5% / 2.75% for every point of health lost up to a maximum of 200% / 225% / 250% / 275%.
100 × (1 + 1.65 + 2.75 × (1 + 0.3)) = 622.5 (instead of 265 without the ability).
Both Scorn and Fury are additive multipliers that function the same as (and add together with) mods like Steel Fiber and base-damage-increasing mods like Serration. If these mods are present, all the multipliers are added together before any further calculations such as elemental damage mods, critical hit mods, or multishot mods.
Scorn and Fury are tracked from 0% to their maximum increase in the HUD next to Chroma's shield and health indicators.
Scorn and Fury will gradually increase each time shields or health are hit until they reach their maximum percentages. 400 shield points must be lost to maximize Scorn, and 100 health points must be lost to maximize Fury.
Hits on overshields count towards Scorn accumulation.
Shield drain from a Hijack payload counts towards Scorn accumulation.
Multiple Chromas' Scorn and Fury buffs will stack together.
Ability Synergy: The Fury aspect of Vex Armor boosts the damage output of Spectral Scream and Effigy.
Vex Armor is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
Vex Armor can be recast while active, retaining the existing buffs.
The ability has a casting animation time of 0.75 seconds.
Vexing Retaliation is a PvEWarframe Augment for Chroma that makes Vex Armor detonate an area-of-effect attack upon receiving 150 incoming damage, dealing procs on enemies.
Equipping a rank 4 or higher Vigor mod will allow you to maximize Scorn armor bonus without requiring shields to recharge, as well as provide additional health.
Using an electric element Elemental Ward will allow you to maximize the Scorn armor bonus without having to equip any mods increasing your shields.
Equipping a Decaying Dragon Key to lower your shields can increase the likelihood of health damage at the loss of some of the Scorn Armor bonus due to the reduction of your shields.
Using Energy to Shield conversion mods, like Brief Respite and Augur mod set effect, to generate shields/overshields when casting Vex Armor will help you maximize the Scorn armor bonus without having to equip any mods increasing your shields.
As shields are depleted while Vex Armor is active, Chroma's armor is increased by 350%. This is a total of 1250 before considering the effect of mods.
Grendel gains 50 additional armor for every enemy swallowed via Feast, but each enemy in his stomach drains 1.5 points of energy per second (or 30 health per second with the Gourmand augment), which ramps up the longer they remain trapped. Once all his energy is drained (in Gourmand's case, Grendel's health reaches 1), or Feast's ability key is held, Grendel vomits out all stored enemies and loses his armor bonus.
As of Update 31.1 (2022-02-09), Grendel can only hold up to 40 enemies in his stomach, granting a total of 2,000 bonus armor as long as he can manage the energy drain.
Scarab Swarm Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.
Energy Cost to Charge: 0
Health Drain per Armor Percent: 29 HP
Scarab Armor Cost per Cast: 25%
Inaros stands still to summon the desert sands and sacred scarabs, offering his Health as a sacrifice to gain Scarab Armor, which permanently increases his base armor by up to 100%. While holding down the ability key (default 4 ), Inaros loses 29 health points for every 1% of converted additional bonus armor, for a total of 2,900 health lost to fully charge the armor. Inaros will continue in the animation until releasing the ability key or Inaros only has 2 points of health left; health drain will cease once the bonus armor has reached 100%.
All Scarab Armor values are not affected by mods.
The armor bonus is additive to armor mods; with a fully charged Scarab Armor (100%) and a maxed rank Steel Fiber, Inaros will have a total armor value of: 225 × (1 + 100% + 110%) = 697.5
Charging Scarab Armor causes Inaros to lose all momentum, except when aim gliding.
Inaros is immune to stagger, knockback, and knockdown effects while charging Scarab Armor.
The current bonus armor value is displayed on the ability icon and also beside Inaros' health indicator.
Scarab Armor lasts indefinitely until partially or entirely removed by casting a swarm projectile, entering a Nullifier bubble, moving too close to a Comba or Scrambus, by being dispelled, or falling into a pit. Scarab Armor bonus can not be removed by enemy weapons fire.
When Scarab Armor is dispelled, all health previously converted into armor is instantly refunded to Inaros, provided his health is not at maximum value.
While Scarab Armor is at or above 25% and an enemy target is near the aiming reticle, tapping the ability key (default 4 ) causes Inaros to consume 25 energy and 25% of his total armor bonus to launch a swarm of scarabs that travels up to 20 / 22 / 25 / 30 meters away.
Scarab Swarm can not be launched if Scarab Armor value is below 25%.
Scarab Swarm is launched near the end of the casting animation, giving the player time to adjust the trajectory before the animation ends.
Launching a Scarab Swarm on an enemy that is still under the effects of another Scarab Swarm, will not refresh the debuff.
Scarab Swarm's projectile possesses innate punch through but does not bypass obstacles in the environment.
Once launched toward the targeted enemy, Scarab Swarm infests all enemies in its path on contact. Swarmed enemies will flail in panic and receive 100 / 150 / 175 / 200Corrosive damage per second for 6 / 10 / 12 / 15 seconds, during which they are completely disabled. Each swarm host generates an aura with a 6 / 10 / 12 / 15 meter radius that converts the damage dealt by Scarab Swarm into health points for Inaros and his allies in range. Scarab Swarm can spread all of its effects to any unaffected enemies within a 5 meter radius from a swarm host for 100% of its remaining duration.
Spread radius and remaining duration percentage are not affected by mods.
Scarab Swarm cast animation of 1.25 seconds is affected by Natural Talent and Speed Drift. Charging scarab armor or launching scarab attack while stationary will prevent movement, however casting scarab attack while moving will not interrupt movement.
Charging speed for Scarab Armor is not affected by cast speed.
It is more energy efficient to cast a Scarab Swarm attack on a single enemy in the middle of a large, clustered group, and allowing the swarm spreading effect to infect all nearby enemies. This is particularly effective against Infested that naturally tend to clump together in groups.
Players can get Scarab Swarm dispelled on purpose, such as by running into a Nullifier bubble, to instantly get up to 2,900 points of health back.
Indefinitely increases Inaros' armor by up to 100%. This bonus is additive to armor mods and not affected by Ability Strength.
Renewal Healing waves of energy flow outward from Oberon to his allies, regenerating health over time. Energy Drain: 2 s−1 Energy Drain per Target: 3 s−1
Oberon channels a field around him with radius of 10 / 15 / 20 / 25 meters. Ally players entering the field will receive a buff which will regenerate 15 / 20 / 25 / 40 health every second, while allied summoned units affected will regenerate 5 / 6.7 / 8.3 / 13.3 health every second (1/3rd the normal rate), for as long as Renewal remains active, regardless of range. Fully healed allies are additionally cleared of all negative status effects.
Initial heal and health over time are affected by Ability Strength.
The duration of the expanding pulse is inversely affected by Ability Strength, meaning it reaches its total range faster the more Ability Strength is used.
Renewal will continue to heal all affected targets for the duration of the ability, even if all their health has been restored and regardless of distance. Buff will remain until skill is deactivated, Oberon runs out of energy, or Oberon/ally falls off the map.
Incapacitated allies will have their bleedout time slowed by 20% / 25% / 35% / 45% for the ability's duration.
Renewal will show an additive increase to the bleedout timer, rather than slowing the rate at which it counts down.
Allies will have their bleedout timer extended or reduced even if they are already incapacitated when Renewal starts/stops affecting them.
As Loyal Companion scales with the player's bleedout timer, companions with this mod benefit twice from Renewal, as the companion links into the player's extended bleedout and then gets buffed by Renewal, potentially allowing several minutes of bleedout.
Ability Synergy: If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (150 × 2.1) + (200 × 1.3) = 575 armor).
As Link Armor scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
Renewal drains 2 energy per second to remain activated. When allied targets are below their maximum health, Renewal will drain an additional 3 energy per second for every allied player and 1 energy per second for every allied summoned unit affected by its healing; Renewal will end if Oberon runs out of energy, it is dispelled, or if deactivated manually by pressing the ability key again (default 3 ).
Energy drain per second and energy drain per target are affected by Ability Efficiency and Ability Duration, calculated by the following formula (minimum value of 25% of the unmodded value, ignore efficiency cap while calculating):
The number of allied targets currently being healed by Renewal is shown on the ability icon. If no allies targets are being healed at the time, the ability icon will only animate to indicate that Renewal is activated.
Multiple instances of Renewal's healing per second, and of Iron Renewal armor buff, do stack with each other.
Renewal's initial casting area will not expire unless Renewal is deactivated, allowing allies to receive the buff when they choose.
If Renewal is removed from Oberon or an Ally, (such as by falling/jumping out of bounds, or from the effects of a Nullifier or Nul Scrambus) they will not be able to regain the buff until Oberon re-casts Renewal. They can still gain the buff from another allied Oberon, though, as long as that Oberon's buff has not also been removed.
Phoenix Renewal is a Warframe Augment Mod for Oberon's Renewal. If a player takes fatal damage while under the effects of Renewal, instead of becoming incapacitated, the player is healed for a percentage of their health and granted 5 seconds of invulnerability. Each player that triggers Phoenix Renewal's effects must individually undergo a 90-second cooldown before they can benefit again.
If Oberon or any allies affected by Renewal stands on or moves onto his Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active, which can be increased by Ability Strength to 598 bonus armor. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds. Bonus armor is added after other armor increases. An Oberon with a maxed Steel Fiber and Intensify under the effect of the Iron Renewal buff has armor equaling:
Metronome Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.
Octavia raises the volume on her surround sound speakers, producing a melodic musical aura with a radius of 6 / 8 / 10 / 12 meters for 8 / 12 / 16 / 20 seconds. Octavia and her allies gain an 10% / 15% / 20% / 35% Armor bonus while inside the melodic aura.
Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
While the player and allies can hear the melody, Metronome's aura is considered silent to enemies.
While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:
Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
if a player does not perform an action when the ring disappears, their existing synchronize percentage does not decrease. however, if they do perform an action at the wrong time, their synchronize percentage resets; Meaning that players can skip certain beats and focus on precision if they cannot keep up with the Mandachord's rapid pace. This is particularly important for weapons with low fire rate / attack speed and with the Vivance (movement speed) buff.
The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.
Octavia and her allies can perform jumps (default Space ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Vivace buff which increases movement speed by 10% / 15% / 20% / 30% for 5 / 8 / 12 / 15 seconds.
Synchronize percentages can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Vivace buff icon will also be displayed with the remaining buff duration beneath and speed bonus percentage at the top-right of the icon.
Double jump (default press Space twice), wall climb (face wall and press Space ), and wall jump (face wall + W + Space ) can also be used to synchronize.
Players can repeatedly jump, double jump, wall climb, and wall jump to reapply the Vivace buff while in range of Metronome.
Octavia and her allies can crouch (default Ctrl ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Nocturne buff which grants invisibility for 5 / 8 / 12 / 15 seconds.
Synchronize percentages can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Nocturne buff icon will also be displayed with the remaining buff duration beneath the icon.
Slide (default W + Ctrl ) can also be used to synchronize.
Players can repeatedly crouch and slide to reapply the Nocturne buff while in range of Metronome.
Octavia and her allies can fire their ranged weapons (default LMB ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Opera buff, which applies 12% / 20% / 25% / 30% Multishot to ranged weapons for 5 / 8 / 12 / 15 seconds.
Synchronize percentage can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Opera buff icon will also be displayed with the remaining buff duration beneath and multishot bonus percentage at the top-right of the icon.
Alternate-fire or secondary attacks on select weapons are not known to be able to gain multishot from Opera (requires testing).
Players can repeatedly fire weapons to reapply the Opera buff while in range of Metronome.
Octavia and her allies can use melee weapons (default E ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Forte buff, which applies 20% / 25% / 25% / 30% bonus damage to melee weapon for 5 / 8 / 12 / 15 seconds.
Synchronize percentage can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Forte buff icon will also be displayed with the remaining buff duration beneath and melee damage bonus percentage at the top-right of the icon.
Forte's damage buff is an additive base damage multiplier that functions the same as (and adds together with) base damage mods like Pressure Point.
Charge attack (default hold E ) can also be used to gain Forte.
Players can repeatedly attack with melee weapons to reapply the Forte buff while in range of Metronome.
Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
Metronome affects the visuals and audio of any nearby Mallet and Resonator belonging to Octavia herself.
Tips & Tricks
Having the mandachord's melody set to a consistent rhythm makes it much easier to sync up your buffs.
Similar to Octavia's other abilities, without a melody this skill will do nothing.
The longer the pause is between notes, the higher is the percentage gained per successful action.
The intensity of light rings is determined by the number of notes in a particular column.
Valkyr lets out a rallying cry, bolstering the attack speed and defenses of herself and her allies while diminishing the attack speed and mobility of her enemies within 15 / 20 / 22 / 25 meters. Affected allies will gain 15% / 20% / 25% / 50%attack speed and 25% / 35% / 45% / 50%armor, while affected enemies will have their actions slowed by 15% / 20% / 25% / 30%. The effects last for 7 / 10 / 12 / 15 seconds.
The speed buff grants an additive bonus that will stack with other attack speed modifiers (e.g., Fury).
A maxed Fury and Intensify with a rank-3 Warcry will increase Valkyr's attack speed by: Attack Speed Mods + Warcry Modifier × (1 + Strength Mods) = 0.3 + 0.5 × (1 + 0.3) = 95%
The armor buff is based off of the affected Warframe's base armor value, and therefore stacks additively with other armor bonuses.
For example, a Valkyr with a max rank Steel Fiber, 130% Ability Strength, and while using Warcry increases her armor to: Base Armor × (1 + Armor Mods + Warcry Modifier × (1 + Strength Mods)) = 600 × (1 + 1.1 + 0.5 × (1 + 0.3)) = 1,650
The slow cannot exceed 75% under any circumstances.
Allies and enemies only need to be in range when Warcry is cast to be affected.
Warcry cannot be recast while active.
Allies affected by Warcry will not have its buffs dispelled upon entering the field of a Nullifier Crewman. However, if Valkyr herself enters a Nullifier field or falls off the tileset, Warcry will be dispelled from the entire squad.
Subsuming Valkyr to the Helminth will offer Warcry and its augments to be used by other Warframes.
However, Subsumed Warcry's attack speed bonus is reduced to ?% / ?% / ?% / 30%.
By combining a fully ranked Warcry with a Sentinel with Coolant Leak, melee enemies (particularly the melee-focused Infested) will be severely slowed down.
Very useful in Defense missions, as enemies are slowed down and the Artifact's armor is greatly enhanced.
Valkyr'sWarcry (2 ) increases the armor of all friendly units within range by 50%, or up to 142% with maximized Ability Strength. This bonus is calculated additively with other base armor multipliers, such as Steel Fiber. A Valkyr with a max rank Steel Fiber and unmodified Ability Strength increases her armor according to the following equation:
Defy Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured.
Wukong engages a defiant stance while priming his Iron Staff, becoming invulnerable to damage and new Status Effects, increasing his Threat Level to taunt enemies into attacking him, and reducing his movement speed by 50% for 2 seconds. Any damage Wukong takes while in this stance is absorbed and multiplied by 4 / 5 / 6 / 7.5, then stored. After the invulnerability period expires, Wukong cleanses himself of any negative status effects, spins in place while elongating his staff and deals ? / ? / ? / 250 damage plus the stored damage as Impact damage to all enemies within a radius of 7 / 8 / 10 / 12 meters. The spin has 100%critical chance and 2x critical damage. The spin can be executed earlier by pressing the ability key again (default 3 ) or using melee attack.
Status cleanse and movement speed penalty are not affected by mods.
Enemies hit by the staff are ragdolled away in the direction of the swing.
After executing his spin, Wukong gains a variable Armor bonus lasting for 15 / 18 / 20 / 25 seconds or until Defy is recast; Defy armor bonus value depends on the damage absorbed during the taunt, with the stored amount multiplied by 0.8 / 1 / 1.2 / 1.5 times to grant a minimum of 50 armor points, up to a maximum of 1,500 armor points.
Armor bonus is based on damage absorbed before the damage multiplier is applied.
Minimum and maximum armor bonuses are not affected by mods.
Armor bonus is removed if Defy is recast before it expires.
While the armor bonus is active, a stylized armor bonus counter appears above the ability icons.
Ability Synergy: When activating Defy with an active Celestial Twin, the twin engages in Defy, gaining the same increased Threat Level, invulnerability, damage reflection, and armor bonus.
Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
Subsuming Wukong to the Helminth will offer Defy and its augments to be used by other Warframes.
However, Subsumed Defy's armor bonus is capped at 750.
Wukong gains an armor bonus based on how much damage he absorbs. Minimum armor bonus is 50 while the maximum is 1,500.
Oberon's Reckoning (4 ) can be modified with the Hallowed Reckoningability augment, which increases armor by a fixed value of 250 at max rank. Because this is a fixed value and not a percentage, it provides a greater protection to frames with minimal armor.
Rhino'sRhino Charge (1 ) can be modified with the Ironclad Chargeability augment, which increases his armor by 50%, or 142% with maximized Ability Strength, for each enemy hit. This bonus is calculated multiplicatively with other armor modifiers, such as Steel Fiber. A Rhino with a max rank Steel Fiber and unmodified Ability Strength that has charged through 5 enemies increases the armor according to the following equation:
In the above example, using Ironclad Charge against 5 enemies increases Rhino's damage reduction from 57.08% at 399 armor to 82.32% at 1396.5 armor.
Neglecting damage type modifiers, the relative increase in effective health from this mod is exactly proportional to the armor increase. Let us call the effective health, nominal health, armor, and effective health multiplier, and use to denote the discrete increase in some variable , then:
Now we first find the change in as a result of a change in , and then the change in as a result of the change in . The total change in is the sum of these two changes:
Now ignoring any increases in the nominal health (i.e. ):
Since is a constant we end up with effective health being proportional to armor:
Where most algebraic simplification was omitted and to make the notation cleaner, we have set:
It is also worth noting that this is only including individual, independent variations in and . If we were to vary them at the same time, a different and much more involved analysis has to be carried out.
In-Depth Analysis
Let us begin by redefining our variation in the arbitrary variable as . This is purely due to convention and is just a "relabeling".
Given as a function of and (written more compactly as ) we need to find . Therefore, we carry on by considering the sum of and its variation in terms of and with their respective variations and then isolating the variations
This equation is the variation equation we wanted; it is the same as the one obtained in the first analysis but with the extra correction term .
When varying the terms independently, this term will evaluate to zero (since one of the variations would be zero) and we recover the equation from the previous analysis, and all the results that follow from it. It is good to note that at the moment, this equation is currently unnecessary for most of the applications it has in-game since the preceding equation is pretty much always sufficient. At the moment, the game has no circumstances where the nominal health is a function of its armor and vice versa, this is more for mathematical rigor.
For example, for Warframes with the common base armor value of 125, a maxed Steel Fiber increases effective health by only about +32.4%, whereas the benefit of a maxed Vitality at level 30 is +246.7%. Valkyr, at 600 base armor, still only gets +73.3% out of a maxed Steel Fiber. However, the effective health increases from Steel Fiber apply as gains from sources of healing—that is to say, increasing armor increases the effective healing received, whereas simply increasing max nominal health does not.
Metal Fiber is the equivalent mod for Sentinels and MOAs, while Kavats and Kubrows can increase armor via Link Armor, as well as via the Kavasa Prime Collar for the latter. Link Armor increases their armor by a percentage of the Warframe's total armor, which means that equipping Steel Fiber or Armored Agility on a Warframe directly increases the armor of its Kavat or Kubrow companion; the Kavasa Prime Collar gives a flat +100 armor bonus.
Warframe Armor and Effective Health[]
Unlike health and shield, a Warframe's base armor doesn't change as it advances from Rank 0 to Rank 30, with the exception of Nidus and Lavos.
Rhino hardens his skin to create a reinforcing buffer with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by 250% is also added to the buffer's health. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds. All incoming damage that is absorbed during this invulnerability period is converted into health and added to the buffer's health. While the Iron Skin is active, Rhino becomes immune to damage and status effects. Iron Skin will expire when the buffer's health is depleted.
Iron Skin's total health, before absorbing damage, is multiplicatively affected by Ability Strength.
Iron Skin's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.
Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 225 Base Armor, Rhino Prime has 275 Base Armor.
As an example for Rhino:
With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 225 × 2.1)) × 1.3 = 3,095.625 before absorbing damage.
Modifying that equation for Rhino Prime:
With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial health of (1200 + (2.5 × 275 × 2.1)) × 1.3 = 3,436.875 before absorbing damage.
While active, a health counter becomes visible on the ability icon that tracks Iron Skin's health percentage from 100% to 0%.
The amount of health gained from absorbed damage is displayed in the HUD beside Rhino's shield and health indicators while Iron Skin is invulnerable.
Despite invulnerability, status effects are not ignored during that period, allowing debilitating status effects such as knockdown and cold procs to occur until Iron Skin fully activates.
Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, are resisted. However, Eximus energy drains and Nauseous Crawler disables are not resisted by Iron Skin.
Iron Skin protects Rhino's health from damage that bypasses shields such as Toxin damage.
Allows Rhino's shields to regenerate while active.
Blocking with a melee weapon does not reduce damage taken while Iron Skin is active.
Using Iron Skin will not stop the health damage taken in the Vampire Challenge of Nightmare Mode. However, Iron Skin will not be drained.
Damage resistance on Rhino, like Trinity'sBlessing, other similar Warframe Abilities, and mods like Adaptation do not apply to Iron Skin (this list includes Armor).
Iron Skin uses object health, so incoming damage is not modified by type and cannot crit.
Ability Synergy: While Iron Skin is active, damage from Rhino Charge will have a 100% status chance for Blast effects.
For Rhino Prime, Iron Skin's visual effects will take into account the chosen accent color. It is otherwise functionally identical.
Can be activated while sliding, jumping, forward flipping, wall running, or wall clinging.
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino's Iron Skin that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remaining health as Puncture damage.
With a Streamline or Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
It is possible to gain a significant amount of health for Iron Skin by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
Using Rhino Charge with Ironclad Charge installed before casting Iron Skin can significantly boost its health by boosting the armor.
By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
Arcane Tanker can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.
Bugs
Migrating hosts will completely remove Iron skin, regardless of the level it was at.
If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
Procs from Blast damage can knockdown the player even if Iron Skin is still active.
Using Iron Skin while in a conveyor would make Rhino immovable.
Base health and armor multiplier are affected by Ability Strength.
Iron Skin's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Bonus))) × (1 + Ability Strength) + Absorbed Damage.
Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 190 Base Armor, Rhino Prime has 275 Base Armor.
As an example for Rhino:
With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 190 × 2.1)) × 1.3 = 2,856.75 before absorbing damage.
Frost creates a protective globe of ice with a diameter of 10 meters, a base health of 3000 / 4000 / 4500 / 5000, and additional health equal to 500% of Frost's base armor bonuses. Upon activation, the globe is invulnerable for 1 / 2 / 3 / 4 seconds. Incoming damage that is absorbed during the invulnerability period is converted into health and added to the globe's health.
Base health and armor multiplier are affected by Ability Strength.
Snow Globe's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + Armor Multiplier × (Frost's Base Armor × Base Armor Bonus + Additional Armor)) × (1 + Ability Strength) + Absorbed Damage
For example, with a maxed Steel Fiber and Intensify, rank-3 Snow Globe will have an initial health of (5000 + 5 × (300 × 1.1)) × (1 + 0.3) = 8,645 before converting absorbed damage.
While active, a health counter becomes visible on the ability icon that tracks the health percentage of the most recently placed Snow Globe from 100% to 0%.
Frost and his allies do not contribute to Snow Globe's health gain by shooting the globe during the invulnerability period.
Upon activation, Snow Globe freezes enemies within its radius over a duration of 3 seconds while violently pushing them outwards. If the enemies hit obstacles, they can be dealt as much as 50% of their maximum health as True damage. Enemies that enter the globe will have their attack/movement speed reduced by 40% / 50% / 60% / 67%.
Damage percentage and slow percentage are not affected by Ability Strength, and the damage bypasses armor and shields.
Most gunfire, both friendly and hostile, is blocked from entering the globe (gunfire can exit the globe normally). Abilities that are not area-of-effect in nature (e.g., Shuriken) are blocked as well.
Before Update 19.0 (2016-11-11), Area-of-effect blasts from the attacks of Grineer Napalms and Bombards penetrated the globe, as well as their respective stagger, knockdown, and burn procs. However, a globe large enough could prevent these aerial attacks from hitting players in the direct center or on the opposite end of the globe. Since Update 19.0 (2016-11-11), these attacks don't penetrate the globe anymore.
Snow Globe can be recast multiple times, but there are restrictions on the number of globes that can be created in the environment.
A maximum of 4 separate Snow Globes can be cast at any given time. Casting Snow Globe after reaching the maximum will remove the oldest globe.
Casting Snow Globe while inside an existing globe will remove the older globe and combine the total remaining health values of both globes for the newer one. The invulnerability period is reactivated for each cast.
Snow Globes created inside existing globes do not count toward the maximum number of instances, and Snow Globe's health can stack with repeated casts until reaching a maximum combined health of 1,000,000.
Synergy: Casting Freeze onto the exterior of a globe will destroy it, triggering an icy explosion that deals Freeze's base Cold area damage in an area of effect.
Place over a cryopod in defense missions to shield it from all incoming fire.
Maximized Ability Duration will reduce the globe's radius to 1.7 meters, allowing the globe to protect a cryopod without obstructing friendly fire.
Maximized Ability Range will create a snow globe that can cover large areas, making it ideal for slowing down large numbers of enemy units or melee-oriented Bosses. Bear in mind however that this strategy runs the risk of incapacitating players wielding explosive weapons, and generally makes it difficult for players outside the globe from attacking enemies inside it. As such, use this strategy at your own discretion.
When a teammate is downed, place a Snow Globe over them to protect you while reviving.
When facing a boss with ranged attacks, do not place a Snow Globe on it. Instead, place it where your team is to protect them from incoming damage.
The particle effect inside the globe can distract players' vision. Having a black energy color will remove this particle effect entirely, allowing better vision inside the globe.
Recasting the ability after 4 seconds while remaining inside the Snow Globe will allow to sustain an impenetrable Snow Globe, that will grow stronger and stronger. This is due to the fact that it absorbs the enemy fire into its health and adds this health to the next Globe, as long as it is cast inside the first one.
Particularly useful in T4 Defense, since the enemies will quickly reach a level where it does not matter how much base health your Snow Globe has.
Snow Globe's ability to temporarily freeze and push away enemies can be an effective way to rapidly clear a large safe area to revive teammates or remove enemies attacking a defense objective.
Using Freeze to detonate a Snow Globe can also be done while inside another globe. This will not affect the globe you are in. If multiple globes overlap, it is possible to shatter a globe which protrudes into another globe by aiming at the part inside your globe.
It is possible to detonate the Snow Globe that you are in in some Corpus or Void missions by bouncing Freeze off the Bubble of a Nullifier Crewman.(Results May be unpleasant)
Bugs
While using Helios, the Deconstructor projectile can be caught outside the globe and will not return to Helios unless Helios exits the globe.
The globe can sometimes push enemies through walls and could soft-lock the game if the target is required. This has a higher chance of happening if the enemy is touching a wall.
Base health and armor multiplier are affected by Ability Strength.
Snow Globe's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + 5 × Frost's Base Armor × Base Armor Bonus) × (1 + Ability Strength) + Absorbed Damage.
For example, with a maxed Steel Fiber and Intensify, rank-3 Snow Globe will have an initial health of (5000 + 5 × 300 × 2.1) × (1 + 0.3) = 10,595 before converting absorbed damage.
Nezha summons a fiery ring that encircles him, granting full immunity to status effects, and absorbing 90% of all incoming damage. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously staggered and dealt 50 / 75 / 100 / 125Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
Damage reduction affects Overshield, Shield and Health.
Warding Halo's Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
Warding Halo's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)
As an example, with a maxed Steel Fiber and Intensify, and one stack on Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
Slash damage instances immediately affect enemies as they enter the stun radius.
Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, Eximus energy drains and the speed reduction caused by the mucus of Tar-Mutalist MOAs are not resisted by Warding Halo.
Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
Warding Halo will release a wave of heat outward when it expires, inflicting all surrounding enemies with 100%Heatstatus effect, and making Nezha invulnerable for 1 second.
Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing him (if strong enough), before the 1 second invulnerability can take effect.
Blocking with a melee weapon will not reduce damage taken to Warding Halo's Health, but will reduce damage taken from the 10% that is not absorbed by Warding Halo.
Using Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much Power Strength.
Be careful against enemies like Mutalist Osprey. Their toxin cloud for example deals damage to your Warding Halo and to your HP, bypassing your shield. This can kill you very easily, even with a full Warding Halo.
Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
Warding Halo's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + Armor Multiplier × Nezha's Base Armor × (1 + Base Armor Bonus)) × (1 + Ability Strength) + Absorbed Damage.(More testing and confirmation needed)
As an example, with a maxed Steel Fiber and Intensify, a rank-3 Warding Halo will have an initial health of (900 + 2.5 × 175 × 2.1) × 1.3 = 2,364.375 before absorbing damage.
Reshaping the surrounding terrain, Atlas erects a Bulwark made of stone with a base health of 2850 / 3150 / 3450 / 3750 and additional health equal to 500% of Atlas' modded armor. Upon activation, the bulwark is invulnerable for 1 / 2 / 3 / 4 seconds; incoming damage that is absorbed during the invulnerability period is converted and added to the bulwark's health. After the invulnerability phase, whenever the Bulwark receives damage, the amount of health lost multiplied by 1 times is converted into Slash damage and inflicted on all enemies within ? meters from the Bulwark. Atlas can maintain only 1 bulwark at a time.
A bulwark's total health before absorbing damage, and health multiplier to Slash damage are multiplicatively affected by Ability Strength.
The bulwark's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + 5 × (Atlas' Base Armor × (1 + Armor Mods)) × (1 + Strength Mods) + Additive Armor) + Absorbed Damage.
For example, with a maxed Steel Fiber and Intensify, rank-3 Tectonics will produce a bulwark with an initial health of (3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage.
While active, a health counter becomes visible on the ability icon that tracks the bulwark's health percentage from 100% to 0%. Placing the HUD's targeting reticle over the bulwark will also display its health bar.
Atlas and his allies do not contribute to a bulwark's health gain by shooting it during the invulnerability period.
Armor multiplier, invulnerability duration, shrapnel damage radius and max bulwarks active are not affected by mods.
Reactivating the ability will cause the bulwark to compact into a Boulder that rolls towards the current direction of aim, dealing 150 / 300 / 450 / 600Impact damage per second to enemies that are dragged along its path. After rolling 15 meters or hitting an environmental object, the boulder will explode and inflict 250 / 300 / 350 / 500Puncture damage to enemies within a radius of 3 / 3 / 4 / 5 meters.
Ability Synergy: Casting Petrify on the Bulwark hardens it into a Petrified Bulwark. Boulders created from Petrified Bulwarks gain 200% rolling velocity and have their rolling distance increased to 30 meters. They also inflict 200% bonus damage on rolling and explosion damage.
Bulwarks and Boulders become silver-colored and metallic when petrified.
As the 3 bulwarks created by Tectonic Fracture cannot become boulders, Petrify has no effect on them.
Casting Petrify on a moving boulder will not grant it bonuses.
While the bulwark is capable of blocking most hostile gunfire, it does not provide cover from area of effect damage, including the explosive attacks of Grineer Bombards and Napalms.
Bulwarks and Boulders have collision detection for enemies only. Atlas and allies can move through Tectonics' objects unobstructed.
Enemies will attack the Bulwark if it obstructs their path. Though some enemies may simply run up against it.
Upon transforming the Bulwark into a Boulder, Tectonics can be recast immediately to create a new Bulwark.
The Bulwark will spawn on the same elevation as Atlas, but the bulwark does have gravity and will fall down if created in the air or without a surface directly underneath it.
Tectonic Fracture is a Warframe Augment Mod for Atlas that modifies Tectonics to allow additional simultaneous walls, but sacrifices the ability to turn them into offensive boulders.
Can completely block off narrow enough areas or chokepoints from enemies without limiting the movement of allies.
The Boulder can be used to push down long corridors, but care should be taken when aiming as the Boulder will detonate when it hits a side wall or standing obstacle.
The Bulwark's cover can assist in reviving allies who have fallen to a frontal threat.
Note that Bulwark's protection is less effective against enemy AoE attacks.
Enemies will not change their motion to sidestep a rolling Boulder. This makes the boulder very effective against lines of charging foes.
The bulwark's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + 5 × (Atlas' Base Armor × (1 + Armor Mods)) × (1 + Strength Mods) + Additive Armor) + Absorbed Damage.
For example, with a maxed Steel Fiber and Intensify, rank-3 Tectonics will produce a bulwark with an initial health of (3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage.
Rumblers Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble.
Atlas summons his 2 earthly elemental golems as he instantly petrifies all enemies into stone within a 3 / 4 / 5 / 6 meter radius for 10 seconds. Once summoned, the Rumblers will roam the battlefield seeking nearby enemies to attack. They last for 15 / 20 / 30 / 45 seconds unless they are killed or manually detonated.
Number of Rumblers summoned is not affected by mods.
Each Rumbler possesses 500 / 750 / 1000 / 1200Health, 50 / 150 / 250 / 500Armor, and a speed multiplier of 1. Rumblers inflict 800 / 1000 / 1400 / 2000Impact damage and stagger the target backwards with each melee attack; they can occasionally throw stones that home in on enemies to inflict 200 / 250 / 350 / 500Impact damage and ragdoll enemies hit.
Physical size of each Rumbler along with their health, armor, and all sources of damage are affected by Ability Strength. Health and armor are also affected by Warframe health, shield, and armor mods.
Rumbler health uses the following expression when accounting for Ability Strength: Modified Health = Health × (1 + Health Gain From Leveling + Health Mods + Shield Gain From Leveling + Shield Mods + Strength Mods).
For example, with Vitality, Redirection, Intensify, and Atlas all at max rank, rank-3 Rumblers will have a modified health of 1200 × (1 + 2 + 4.4 + 2 + 4.4 + 0.3) = 16,920.
Atlas' rank influences Rumbler health as the "Health Gain" and "Shield Gain" in the expression are referring to bonuses applied to Atlas' respective base stats. As Atlas at max rank will have 300 health and 300 shields (from 100 health and shields at rank 0), the +200% health and shield increase will also apply to the Rumblers' health.
Rumbler armor uses the following expression when accounting for Ability Strength: Modified Armor = Armor × (1 + Armor Multiplier + Ability Strength) + Additional Armor.
For example, with a maxed Steel Fiber and Intensify, rank-3 Rumblers will have a modified armor value of 500 × (1 + 1.1 + 0.3) = 1,200.
Speed multiplier is affected by Ability Range and can not fall below 0.5 or exceed 1.5 under any circumstances.
If the ability is reactivated or if Atlas becomes incapacitated, active Rumblers will self-destruct and inflict 500 / 750 / 1000 / 1250Blast damage to enemies within 3 / 4 / 5 / 6 meters.
Killing petrified enemies or self-destructing Rumblers will drop 1 piece of Rubble for Atlas to pick up, restoring 50 health or provides 50 bonus armor.
Rumbler Rubble provides reduced amounts of health or armor if Rumblers sustained damage to their health before expiring.
Amount of Rubble dropped per petrified enemy and per Rumbler, health restored, and bonus armor provided are not affected by mods.
Casting Petrify on injured Rumblers will instantly restore their health to 100%.
While melee kills by the Rumblers are considered melee kills by Atlas, they do not contribute to the Melee Combo Counter.
Rumblers have collision detection for enemies only. Atlas and allies can move through Rumblers unobstructed.
Atlas can maintain only 2 Rumblers at a time.
The number of active Rumblers is displayed in the HUD beside Atlas' shield and health indicators, and waypoints are displayed onscreen for each active Rumbler.
If a Rumbler enters a Nullifier bubble, it will have its health drained.
Titanic Rumbler is a Warframe Augment Mod for Atlas that modifies Rumblers to make one larger Rumbler with more health, damage, and melee range, and will occasionally increase its Threat Level, instead of the normal two Rumblers. The recast ability to remove Rumblers is replaced by the taunt and a slam attack that knocks down all enemies within 15 meters.
Rumbled is a Warframe Augment Mod for Atlas's Rumblers in PvE and Conclave that transforms Atlas into a Rumbler and grants additional armor that absorbs damage that scales off Atlas' modded health.
Mass Vitrify Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.
Gara coats herself in a shell of hardened glass, becoming immobile and invulnerable to damage as she unleashes a radial ring of molten glass that expands outward and downward. The molten glass ring's initial horizontal radius from Gara is 2 meters, which expands horizontally at a rate of 3 meters per second over 2 / 2.25 / 2.75 / 3 seconds, up to a maximum horizontal radius of 8 / 8.75 / 10.25 / 11 meters. Ring expansion initially drains 3 energy per second, which ramps up to 5 energy per second over the course of expansion. The molten glass ring's initial height is 3 meters high, which expands downward up to a maximum height of 12 meters.
Initial horizontal radius and expansion rate are affected by Ability Range, while initial and maximum vertical ring heights are not.
Enemies that contact the molten glass are crystallized over 3 seconds, slowing in movement and attack speed until completely solidified in place for 10 / 12 / 14 / 16 seconds. Crystallized enemies receive 20% / 30% / 40% / 50% more damage from weapons and abilities. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
Damage multiplier is affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as Steel Fiber equipped on Gara.
Damage multiplier is applied once the enemy is completely crystallized.
Effect duration is affected by Ability Duration, while crystallization time is not.
If Gara or allies are affected by a Radiation proc, allies may also be vitrified. This includes Sortie Defense Operatives, Syndicates Operatives, and Kavor Defectors in addition to fellow Tenno.
On death, crystallized enemies shatter into glass with visual and sound effects.
Upon pressing the ability key again (default 4 ), when maximum horizontal radius is reached, or when Gara runs out of Energy, Gara sheds her glass shell as the molten glass ring solidifies into a hardened glass barrier.
The glass barrier consists of a circle made out of 12 individual segments, each possessing 1250 / ? / 1950 / 2350 base health, plus Gara's armor value multiplied by 500%. For each enemy affected by the crystallization phase, Mass Vitrify also converts a portion of their maximum shields and health into extra health for the glass barrier segments. When a segment's health is depleted, it explodes outward and damages all enemies for 500 / ? / ? / 800 damage in a range of 5 / 6 / 7 / 8 meters. Glass barrier lasts until all segments are destroyed or when Mass Vitrify is recast.
Barrier segment base health and segment explosion damage are affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as Steel Fiber equipped on Gara.
Barrier segment health uses the following expression: Modified Health = (Base Health + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) + Absorbed Health
With a maxed Steel Fiber and Intensify a wall segment would have (2350 + 5 × (125 × (1 + 110%))) × (1 + 30%) = 4,761.25 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
Minimum Health added from crystallized enemies is affected by Ability Strength and Gara's Armor, while Maximum health added is affected by neither.
Minimum Health added from each enemy affected by the crystallization phase is Health Added = (320 + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods)
Maximum Health added is Health Added = (Max Enemy Health + Max Enemy Shields) ÷ 10
Whichever formula results in a greater value is used for health added.
Segment explosion range is affected by Ability Range.
The number of wall segments and armor-to-health conversion multiplier are not affected by mods.
During the crystallization phase, the number of total crystallize converted health is displayed beside the shield and health indicators on the HUD, as a buff icon with the number of converted health below the icon.
The number of intact glass barrier segments is shown on the ability icon while at least 1 segment exists.
Player and AI interaction with the glass barrier have notable differences:
Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as Miter and Arca Plasmor.
Some allies such as hacked Eidolon Lures and Sortie Defense Operatives cannot pass through.
Most enemies are blocked by the glass barrier from moving and attacking through it, including Kuva Clouds. However, most bosses and the Eidolon Teralyst can pass through unhindered.
Area of effect attacks (e.g., Shockwave MOAs and Bombards) and weapons with innate punch through (e.g. Tusk Grineer units) can hit through the glass barrier.
If Gara strikes her own Mass Vitrify glass barrier with Shattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and500 / 600 / 700 / 800 damage to all enemies within 8 / 10 / 12 / 15 meters from the barrier's exterior surface.
Explosion has a damage composition of 18.75%Impact, 37.5%Puncture, and 37.5%Slash.
Shattered Lash is not affected by the equipped melee weapon's stats and innate effects.
Shatter explosion range is affected by Ability Range.
Resulting explosion has infinite punch through throughout its entire effective range and can hit enemies behind walls.
Glass longsword's range is affected by Ability Range, while blade knockback radius and sweep arc are not.
Mass Vitrify's total damage uses the following expression when accounting for Ability Strength: Total Damage = [Shattered Lash Base Damage × (1 + Base Damage Bonus) × (1 + Ability Strength)] + [Mass Vitrify Explosion Damage × (1 + Ability Strength)].
As an example, with a maxed Steel Charge, Pressure Point, and Intensify, a rank-3 Mass Vitrify will have (800 × 2.8 × 1.3) = 2,912Puncture or Slash damage + (800 × 1.3) = 1,040 damage = 3,952 total damage before resistances.
Explosion is radial and not dependent on the direction Gara strikes Mass Vitrify with Shattered Lash. Gara must strike a currently intact part of the barrier, but the explosion will occur even around broken segments.
Enemies within the barrier's interior area are not affected by the explosion damage.
Casting Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
If Mass Vitrify's barrier is destroyed by Shattered Lash and Splinter Storm is within the explosion radius on the outside of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
Explosion damage from Mass Vitrify is affected by Ability Strength, while the percentage absorbed is not affected and is capped at 50%.
Absorbed damage is also affected by equipped melee mods including:
Base damage (e.g., Steel Charge), elemental damage, and physical damage mods.
As Shattered Lash's damage is not comprised of Impact damage, physical damage mods that affect Impact have no effect on absorbed damage for Splinter Storm.
Absorbed damage is calculated after additional damage from mods.
Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
Initial casting animation and release animation are affected by casting speed, from mods such as Natural Talent and Speed Drift.
Can be recast while active to expand molten glass and create a new barrier. Only 1 barrier may remain active per player.
When the barrier duration expires, the glass barrier shatters harmlessly into fragments that float away upward.
Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
As with most abilities, if a Nullifier Crewman bubble touches the glass, it will end the ability prematurely if casting, and instantly shatter it without dealing any damage to surrounding enemies if already hardened. However, enemies hardened with glass will only harden prematurely if the nullifier touches them.
Players are able to wall jump on the barriers from inside and outside.
Tips & Tricks
While Mass Vitrify is primarily a defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, both to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a high base damage weapon such as the Pennant and melee damage boosting Arcanes such as Arcane Blade Charger can further power up the resulting shrapnel explosion with Shattered Lash's damage boosted by melee weapon stats and then synergizing with Mass Vitrify.
For this offensive purpose, Gara players can opt to eschew Ability Duration to either further augment Range and Efficiency (by, for example, equipping Fleeting Expertise) or to increase Ability Strength. As this may entail reducing the effectiveness of either Spectrorage or Splinter Storm, Helminth may replace one of them for a damage-increasing ability such as Rhino's Roar, Mirage's Eclipse or Mesa's Shooting Gallery to augment Shattered Lash's base damage which, in turn, will also increase Mass Vitrify's shrapnel explosion.
Bugs
Casting Mass Vitrify in the air often delays the effect of refreshing Splinter Storm's duration until Gara lands on the ground, or if done from extreme heights, not refresh it at all.
Interrupting the expansion quickly after casting might sometimes result in a "fake" barrier which does not block damage and can not be detonated with Shattered Lash. This can also occasionally happen without voluntarily stopping the expansion.
Operators that come into contact with the ring while it's expanding are slowed down.
Barrier segment base health and segment explosion damage are affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as Steel Fiber equipped on Gara.
Barrier segment health uses the following expression: Modified Health = (Base Health + (5 × Base Armor × (1 + Armor Mods))) × (1 + Strength Mods)
With a maxed Steel Fiber and Intensify a wall segment would have [2225 + (5 × 125 × (1 + 1.1))] × (1 + 0.3) = 4,598.75 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
Enemy base armor values are displayed under the codex and infobox, but scale to the enemy's level. Generally, only Grineer and boss enemies have armor, while the only Corpus and Infested units to possess armor are Bursa units, Oxium Osprey, and the Juggernaut. When the enemy health bars are yellow, armor is in effect and damage will be reduced.
For armor, the ranges of level differences at which scaling transitions from exponential growth to a plateau is between 70 & 80. The formula by which enemy armor scales is as follows:
For Eximus enemies the same curves are used for scaling with smoothstep interpolation between level difference 70 and 80, but the base armor is also increased between certain breakpoints. Note that because base armor changes with level, this also means that the number of Shattering Impact hits needed to strip armor will change with level too.
Where the Armor Multiplier is the value that multiplies an enemy's base armor to its current armor.
Current armor scaling at Base Level = 1.
Removing Enemy Armor[]
All armor strip effects removes a percentage of the maximum value. For Heat and Corrosive, it is based on the current value, and thus has diminishing returns. Warframe abilities are based on the total; for example, an ability that strips 50% armor will remove it in just two casts.
Corrosive status effects remove 26% of a target's armor amount for 8 seconds. This stacks up to 10 times, with each subsequent proc removing 6% armor for a total of 80%.
This ability augment makes Shuriken find weaknesses in the target's armor, temporarily reducing its armor values by 70% for 8 seconds at max rank. Ability Strength increases this armor reduction percentage; at 143%, a Seeking Shuriken removes all armor from a foe.
This ability augment makes Sonic Boom strain the targets' armor, temporarily reducing their armor values by 70% permanently. Ability Strength can increase this armor reduction percentage and this augment can strip all the armor off of an affected enemy if the Ability Strength is increased above 143%.
Fusion Strike Converge three streams of raw energy upon a single point, causing a massive reactive blast. The fallout from the blast will strip the armor and shields from all enemies that touch it.
Caliban expels 3 concentrated streams of pure energy from his chest core and hands, carving a swathe of energized destruction over a range of 15 / 20 / 25 / 30 meters as he converges them into one toward the location on the aiming reticle. Each stream inflicts 2,500 / 3,000 / 4,000 / 5,000Blast damage to all enemies it contacts. Upon full convergence, the streams collapse into an explosion that inflicts 2,500 / 3,000 / 4,000 / 5,000Blast damage and violently pulls in enemies within a radius of 5 / 6 / 8 / 10 meters and in direct line-of-sight, while leaving behind a field of fallout that envelops the targeted area spanning the same radius as the explosion and lingers for 6 / 9 / 12 / 15 seconds; all enemies that wander within the fallout field lose 20% / 25% / 35% / 50% of their Armor and Shields permanently.
Damage per stream, explosion damage, and defense strip are affected by Ability Strength. Defense strip is capped at 100% at 200% Ability Strength.
Damage from the streams only applies once per cast to enemies. Multiple streams hitting the same enemy will not inflict double or triple the listed damage.
Explosion's line of sight restriction is centered on the middle of the fallout field, regardless if Caliban himself sees the enemy or not. Explosion damage diminishes with distance from the center.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Enemy shields can still regenerate with natural shield regeneration (such as Armis Ulta, Kuva Lich, or Sisters of Parvos) or while affected by regeneration buffs (such as Shield Ospreys), even while inside the fallout field.
Stream range, explosion and fallout radii are affected by Ability Range.
Casting speed affects the rate of convergence of the three streams.
Number of streams is not affected by mods.
Caliban can freely reorient his aiming reticle during the convergence to sweep the streams along damaging more enemies, then create the fallout field at the end of the casting animation.
Fallout field is created at the first contact point with a solid surface within the stream range, or at the maximum stream range. Fields can be created without a surface and hovering in midair.
Ability Synergy:
Sentient Wrath's damage vulnerability on enemies increases Fusion Strike's damage.
Can be recast while active to create new fallout fields.
Casting Fusion Strike is a full-body animation that stops Caliban's grounded movement and other actions, except reticle and camera movement.
Nullifiers cannot nullify the fields by passing over them or Caliban, and they cannot nullify the effects inflicted by the field.
Tips & Tricks
With one player using Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.
Bugs
Fallout zone visual effects are not visible to Caliban when playing as client.
This ability converges three beams that implodes, leaving a field that strips the target's armor by 50% permanently. Ability Strength can increase this armor reduction percentage, removing all armor if Ability Strength is increased above 200%.
Ember slams the ground, creating a wave of fire that expands outwards to a radius of 25 meters. Enemies in direct line of sight of Ember and within range are dealt 66 / 100 / 141 / 200Heat damage with a 100%status chance, have their Armor permanently reduced by 50% - 100%, and suffer knockdown and are violently pushed back.
Damage and armor reduction are affected by Ability Strength, and armor reduction is capped at 50-100%.
Each cast of Fire Blast decreasesImmolation's rate of heat generation by 2% per second, while also removing50% heat.
Fire Blast's enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum.
Has a cast delay of about 0.7 seconds.
Subsuming Ember to the Helminth will offer Fire Blast and its augments to be used by other Warframes.
Armor reduction per cast is capped at 75% of enemies' current armor, achievable with Ability Strength of 100% at max ability rank.
This ability creates a wave of fire that expands outwards and reduces the armor of enemies hit by 50% - 100%. The armor reduction depends linearly on the Immolation gauge. A filled gauge will result in the maximum armor reduction.
It will also apply a Heat status effect on enemies, further reducing armor.
Frost summons an avalanche to crash down around him, striking all surrounding enemies within 8 / 10 / 12 / 15 meters with a 600%Coldstatus chance. Shortly after, an icy pulse rapidly expands over the area, freezing enemies in place and permanently reducing their total armor by ? / ? / ? / 60% for 5 / 6 / 7 / 8 seconds. When the pulse dissipates, frozen enemies are immediately dealt 800 / 1000 / 1200 / 1500Cold damage. If an enemy dies from the sheer cold, they violently shatter upon death, dealing 100 / 200 / 300 / 400Cold damage to enemies in a 3 / 3.5 / 4 / 4.5 meter radius.
Armor reduction, initial damage and shatter damage are affected by Ability Strength. Armor strip is capped at 100% at 167% Ability Strength.
Shatter damage diminishes with distance and bypasses obstacles in the environment.
Ability radius and shatter radius are affected by Ability Range.
Status chance is not affected by mods.
Has a cast time of ~2.4 seconds and a cast delay of ~0.75 seconds.
The armor reduction is applied after ~1 second of the casting animation has passed, but before the damage is dealt.
Recasting on frozen enemies multiple times refreshes the freeze duration.
While frozen, enemies are unable to regenerate Shields.
While the avalanche does not affect Storage Containers, the explosion from frozen enemies does.
Casting Freeze on a target frozen by Avalanche will extend the armor reduction and freeze duration. The effects will expire when Freeze ends or when Freeze's health threshold is reached.
Icy Avalanche is a Warframe Augment Mod for Frost that grants allies within the radius a protective coating of ice for each enemy that is frozen by Avalanche.
With one player using Corrosive Projection, 100% armor strip can be achieved at 137% Ability Strength.
Avalanche can be used to immobilize large groups of enemies, as even if it does not kill enemies outright it lowers their armor, allowing players to finish off any survivors.
Avalanche staggers enemies back a small distance when cast, this may result in them being out of range for the freeze and subsequent damage when at the edge of the area of effect, so it is important to make sure you group enemies effectively before casting.
This ability can damage enemies through walls. Using Avalanche while pressed against a wall can clear a room without even entering.
Avalanche can hit enemies who are above or below Frost's position.
Scales well against Corpus as freeze does 50% more damage against shields, useful for destroying Corpus being protected by Shield Ospreys.
Avalanche can still serve as crowd control even with low Ability Duration, as the Cold status effects are not affected by mods and will stay on the target even when unfreezing (if the freeze duration is shorter than 6 seconds, that is).
This ability freezes enemies and reduces their armor by 60% for the duration of the effect. Ability Strength increases this armor reduction percentage; at 168% Ability Strength, Avalanche can remove all armor from affected enemies.
Thermal Sunder Siphon Kinetic energy from the area, charging the battery and inflicting Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Heat Status on nearby enemies.
Gauss manipulates the kinetic energy around him to create an area of extreme temperatures with an initial radius of 6 / 8 / 10 / 12 meters, which quickly shrinks to a final radius of 3 / 4 / 5 / 6 meters and lasts for 6 / 9 / 12 / 15 seconds.
Tap the ability key (default 3 ) to absorb kinetic energy, charging battery power by 10% to inflict a Cold proc on all enemies within range, lasting for a minimum duration of 2.5 / 3 / 3.5 / 4 seconds on empty battery, up to a maximum duration of 5 / 6 / 7 / 8 seconds on full battery. Enemies caught in the area creation receive a minimum of 75 / 100 / 125 / 150Cold damage on empty battery, up to a maximum of 375 / 500 / 625 / 750Cold damage on full battery; enemies lingering inside the area also receive damage per second, which diminishes in amount with the size of the area. When cast on enemies already affected by Cold proc, they are instantly frozen solid for the full status duration.
Hold down the ability key to expend kinetic energy, draining battery power by 10% to inflict a Heat proc on all enemies in range, lasting for a minimum duration of 2.5 / 3 / 3.5 / 4 seconds on empty battery, up to a maximum duration of 5 / 6 / 7 / 8 seconds on full battery. Enemies caught in the area creation receive a minimum of 150 / 200 / 250 / 300Heat damage on empty battery, up to a maximum of 750 / 1000 / 1250 / 1500Heat damage on full battery; enemies lingering inside the area also receive damage per second, which diminishes in amount with the size of the area. When cast on enemies already affected by Heat proc, Thermal Sunder deals its normal damage plus the damage of the current Heat proc.
Initial and final radius are affected by Ability Range.
Initial damage and damage per second are affected by both Ability Strength and battery power level.
Damage per second has a moderate chance to stagger light enemy units within the area.
Status duration is affected by both Ability Duration and battery power level.
Battery charge on cast, battery drain on cast, and ignite damage bonus are not affected by Mods.
Enemies already afflicted with a status effect of the same type will have it reapplied; its status duration uses the battery power level at the time of the new Thermal Sunder cast.
Both Heat and Cold can only have 4 distinct areas active at any given time. Casting Thermal Sunder in a new area after reaching the maximum of Heat or Cold areas will remove the oldest area of corresponding element.
Casting Thermal Sunder of the opposite damage type on enemies already afflicted with Cold or Heat procs, combines the damage type into Blast. Affected enemies first have the initial status effect removed, receive the new status effect, they also receive a Blast proc and deals damage based on the mode being used plus the damage of the canceled status.
Remaining Proc Duration is based on the duration of the proc on the enemy being canceled, i.e. casting a Heat Thermal Sunder on an enemy affected by a Cold will use the remaining duration of the Cold proc.
For example: Casting a Heat Thermal Sunder at 80% battery followed by a Cold Thermal Sunder at 70% battery with 6 seconds left on the Heat proc will deal: [300 + 0.8 * (1500 - 300)] * 6 + [150 + 0.7 * (750 - 150)] = 8,130 damage.
The order in which the elemental procs are combined changes the direction in which enemies within the ability area are knocked back by the Blast proc. Casting Cold first then Heat will knock enemies outwards, while casting Heat first then Cold will pull enemies in towards the player.
When casting both elements, the elemental proc cast second will override and replace the first element already present, e.g. if enemies were affected by the Cold area first, casting Heat proc on them will remove the Cold proc and replace it with Heat.
Ability Synergy:
Mach Rush through a Thermal Sunder area to add its Cold or Heat damage to Mach Rush's knockdown and shockwave explosion.
Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
Consecutive casts of the heat mode against enemies with a Heat proc each deal twice the damage of the previous cast.
The Blast proc permanently strips away the enemy's current amount of armor based off of battery power level, up to a maximum of 100% with a full battery charge, before inflicting its damage.
Can be recast while active to create new Cold or Heat sunder areas. Gauss may create up to 4 distinct areas of either element, resulting in only 8 total distinct areas active at once.
Subsuming Gauss to the Helminth will offer Thermal Sunder and its augments to be used by other Warframes.
The damage dealt by Subsumed Thermal Sunder is equivalent to 50% of Gauss's battery: 225 / 300 / 375 / 450Cold damage and 450 / 600 / 750 / 900Heat damage.
This ability creates a field of Cold when ability tapped or a field of Heat when ability held. When used while Redline is active and the battery gauge is above 80%, stacking the two fields creates a Blast zone that instantly and permanently strips armor on cast, equal to the battery gauge up to 100% at full battery.
Feast Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware, each foe in Grendel’s belly slowly consumes energy. Hold to vomit out stored enemies covering them in toxic bile.
Energy drain per enemy: (1.5 + 0.05t) s-1 t = time in seconds
Vomit energy cost: 0
Misc:1.5 s (maw open duration) 1 s (maw open extra duration per enemy) 100% (Toxin status chance on vomit) 8 m (vomit cone range) 40 (Max enemy body count)
Grendel opens his maw agape for 1.5 seconds, creating a powerful vacuum that disintegrates enemies near the aiming reticle within 10 / 15 / 20 / 25 meters and swallowing them whole to trap them inside Grendel's stomach. For each enemy swallowed by Feast, Grendel's maw stays open for an extra 1 second. Eaten enemies permanently lose 2% / 3% / 4% / 5% of their totalArmor points for every second spent trapped inside Grendel's gut. A maximum of 40 enemies can be held within Grendel's stomach.
Maw open duration, extra duration per enemy, and maximum enemy count are not affected by Mods.
Grendel can swallow multiple enemies by moving the aiming reticle to mark new targets with Feast, while his maw is still open.
Number of eaten enemies is displayed on the ability icon.
Feast also vacuums Pickups and thrown Hand Grenades near the aiming reticle for Grendel. Swallowed grenades will detonate inside Grendel's stomach and only damage nearby enemies.
Drains 1.5Energy points per second until killed or spat out; Each enemy swallowed beyond 2 enemies will increase the drain by an additional 1.5 energy. Energy drain increases by 0.05 energy per second as long as enemies remain in Grendel's gut.
Energy drain ramp up is not affected by number of enemies.
Hold down the ability key (default 1 ) to violently vomit all stored enemies out for no energy cost, inflicting 250 / 300 / 400 / 500Toxin scaling damage with a 100%Toxin status chance to vomitted enemies and other enemies within 8 meters in a cone in front of Grendel. Grendel also vomits all enemies out automatically when his energy pool is empty.
Toxin damage on vomit is affected by enemy level and amount of enemies stored.
Feast's Toxin damage on vomit benefits from sum of enemies levels stored using the following expression:
Total Toxin Damage = Toxin Base Damage × ((ΣEnemy Level - 1) / 15 + 1)
With 10 eaten enemies at level 101, Grendel will deal 500 × ((101 × 10 - 1) / 15 + 1) = 34,133.33 Toxin damage on vomit. Resulting damage is rounded down to the nearest whole number.
Toxin status effect inflicts 50% of total damage every tick for 6 ticks over 6 seconds. In the example above, Grendel will further deal (34,133.33 / 2) = 17,066.67 damage per tick, 17,066.67 × 6 = 102,400 damage in the span of a single Toxin effect, for a grand total of 34,133.33 + 102,400 = 136,533.33Toxin damage.
Status chance and vomit cone range are not affected by mods.
Sentient enemies swallowed by Grendel will automatically be expelled after 8 seconds. Repeated swallowing of the same enemies will reduce the maximum duration they can stay inside Grendel's stomach.
Feasted enemies are considered removed from play, removing them from Exterminate waypoints and allowing Defense waves to advance, even if they are still alive.
Ability Synergy:
Grendel's passive grants him 50 armor per enemy alive in his stomach.
Volatile Runners swallowed by Grendel’s Feast have a tendency to explode from within, causing Grendel to stagger.
Increasing the Ability Range of Grendel’s Feast increases the effective Vacuum Range, this is especially useful for survival since feast can be used to Vacuum Life Support pickups from a fair distance without having to leave the current room.
Helminth subsumed Gloom has no effect on enemies within Grendel's stomach, meaning they will not drain energy but damage over time effects such as Status Effects applied before swallowing or Pulverize's digestion will not heal Grendel. The lifesteal will still apply if the enemies within his stomach take damage from Feast's vomit, Regurgitate, or Pulverize's collision and ground slam; this can synergize with Gourmand, as Grendel will automatically expel all enemies in his stomach when his health is depleted to 2 HP, fully healing Grendel and providing a sort of failsafe.
Bugs
Vomit Toxin damage currently does not benefit from Ability Strength, despite the Ability Tooltip showing changes in the base Toxin damage value.
Enemies swallowed by this ability are stored in Grendel's stomach and lose 5% of their armor every second they remain swallowed, but each enemy in his stomach drains 1.5 points of Grendel's energy per second, ramping up the longer they remain ingested. Ability Strength increases armor reduction percentage.
Hildryn emits a radial pulse with an initial radius of 5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 20 meters per second over a duration of 2 seconds. Hildryn and allies touched by the expanding pulse are instantly cleansed of all negative Status Effects. Enemies in direct line of sight of Hildryn and within range of her aura are marked for pillage, reducing their current Shields and total Armor by 10% / 15% / 20% / 25%. When Pillage expires or when the ability key (default 2 ) is pressed again while the ability is active, the pulse instantly retracts to Hildryn to restore her missing shields and produce Overshields based on the amount of shields and/or armor stolen from all pillaged enemies.
Shield/armor drain per enemy is affected by Ability Strength. Defense strip is capped at 100% at 400% Ability Strength.
Roar, Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip.
Pillaged enemies leaving Pillage's pulse and/or Hildryn's line of sight will still return shields to her.
Casting Pillage is a full body animation that stops Hildryn's grounded movement and other actions.
Pillage cannot be cast while Aegis Storm is active.
Hildryn's shoulder-mounted shield pads briefly become visible when Pillage is cast.
Enemies affected by Pillage glow in an upward stream of energy particles. Pillaged shields return to Hildryn as energy missiles once the ability expires or is recast while active.
Pulse, energy stream, and energy missiles are affected by Hildryn's chosen Warframe energy color.
Subsuming Hildryn to the Helminth will offer Pillage and its augments to be used by other Warframes.
Subsumed Pillage uses 50 energy instead of shields.
Similar to Molecular Prime, ability duration is far more effective at increasing this ability's range than ability range itself. Increasing duration also provides more time for Hildryn to move around and tag enemies with the aura.
This ability releases a pulse that removes shields and armor by 25% to all enemies hit by the pulse. Ability Strength increases debuff percentage. If the affected enemy has both shield and armor, shield is removed first.
At maximum rank this ability augment causes the explosions of Tempest Barrage projectiles to apply a guaranteed Corrosive status effect.
While it may only remove 26% of an enemy's current armor with the first hit, it can stack Corrosive quickly for a maximum of 80%, especially with multiple casts on one location.
The ability can also be used to apply the effect to large groups, at any location within line-of-sight, up to a considerable range.
This ability augment makes Crush strain the targets' armor, permanently reducing armor by 75%. Ability Strength increases this armor reduction percentage; at ?% Ability Strength, Fracturing Crush can remove all armor from affected enemies.
Polarize Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.
Strength:250 / 300 / 350 / 400 (True damage and shield restoration) 1x / 1.5x / 2x / 2.5x (damage multiplier as Magnetic damage)
Mag produces a pulse of magnetic energy with an initial radius of 8 meters that expands outwards over 5 seconds at a constant speed of 5.9 meters per second for a 37.5 meters total radius. If the enemy has shields, the pulse deals 250 / 300 / 350 / 400 damage to it. If the enemy has armor, the armor value gets reduced by 250 / 300 / 350 / 400 and the enemy additionally suffers True Damage equal to the armor removed. Additionally, allies' shields are restored by 250 / 300 / 350 / 400 if they are present in the initial radius or come in contact with the pulse.
If at least one enemy has less current armor than the damage value of Polarize and two or more enemies are hit by the wave or the initial cast radius at the same time, then the armor removal can only affect one enemy at a time, leaving any other enemies unaffected.
Shield/armor damage and shield restoration are affected by Ability Strength.
If an armored enemy is the target of Magnetize, the damage is multiplied by 200%. This does not affect enemies inside Magnetize that are not target of a cast.
Damage multiplier is affected by Ability Strength.
All enemies with shields or armor within the initial radius, or that come in contact with the expanding pulse, will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as Magnetic damage to all other enemies within a 2.5 / 3 / 3.5 / 4 meter radius of each drained target.
Damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
Damage bypasses obstacles in the environment.
Explosion radius is increased by 0.5̅5 meters for each meter the bubble radius grows outwards.
Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
Drained enemies drop Polarize Shards that can be picked up by Mag within 3 meters. The shards rapidly orbit Mag to enemies within 1 meter of her, inflicting Slash and Puncture damage with a chance to proc.[citation needed]
Pickup radius and damage range are not affected by mods.
Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
Can be used to restore shields to the Cryopod, Cryocore, Excavator in an Excavation mission or an Artifact in a Defense mission.
Can break reinforced glass in Corpus Ships and Laser Plates/Rotation Plates on Orokin Tower laser traps, given an enemy with shields/armor is near them and was affected by Polarize.
Shards can inflict high amounts of Slash if used with Magnetize or when orbiting around Mag, if combined with a weapon able to inflict Viral this can cause incredibly high damage.
Nekros releases a psychic blast that causes up to 7 / 12 / 15 / 20 enemies within 5 / 10 / 12 / 15 meters to enter a state of panic for 10 / 15 / 20 / 25 seconds. While panicked, enemies will not attack and will haphazardly flee, exposing themselves and temporarily reducing their Armor by ?% / ?% / ?% / 60%.
Number of affected enemies and armor reduction are affected by Ability Strength. Armor strip is capped at 100% at 167% Ability Strength.
With one player using Corrosive Projection, 100% armor strip can be achieved at 137% Ability Strength.
Can be used to scare enemies off when the Cryopod is hoarded by enemies or used when you need to revive teammates stranded in a horde.
Fully works on Drones in the sense that the AI will attempt to turn away for its duration and also does not trigger alarms even when within their line of sight.
With a low Power Strength build, it is still possible to affect a large room of enemies, it requires only the appropriate amount of casts.
This ability causes affected enemies to flee and reduces their armor by 60% for the duration of the effect. Ability Strength increases this armor reduction percentage; at 168% Ability Strength, Terrify can remove all armor from affected enemies.
Psychic Bolts Nyx launches a cluster of force bolts at enemies, using telekinesis to adjust flight paths and seek nearby targets. Hits strip some enemy defenses.
Nyx launches 3 / 4 / 5 / 6 flying bolts of telekinetic energy toward her aiming reticle, which psychically seek out nearby enemies within her line of sight and 60 meters. Each psychic bolt dissipates and applies a Stagger on successful hit, weakening its target for 5 / 7 / 9 / 11 seconds. Affected enemies have 20% / 40% / 60% / 80% of their maximum Armor and Shields temporarily removed, while Infested enemies' movement speed are also slowed by ?% / ?% / ?% / 20% for the duration. Ancients also cannot emit their defensive auras while affected.
Defense reduction and Infested speed penalty are affected by Ability Strength. Defense strip is capped at 100% at 125% Ability Strength.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total.
Enemies can still gain bonus shield buffs (such as from Shield Ospreys), which are added after the shield strip value. This bonus shield buff can not be removed by Psychic Bolts.
Psychic Bolts can only do one of the following to an enemy at once, with the priority following the list order:
Remove armor and shields
Disable an Ancient's aura
Disable an Eximus's aura.
Bolts phase through obstacles in the environment.
Bolts will disappear after traveling for a few seconds if they do not strike targets.
Number of bolts in flight is shown on the ability icon (e.g. 6x). Once the bolts expire, the number on the ability icon will indicate how many enemies are currently debuffed.
Psychic Bolts will not target enemies behind obstacles in the environment unless Nyx has line of sight, or unless the enemy is aware of Nyx within a short period of time (e.g., an enemy that spots Nyx and runs out of view can still be targeted by Psychic Bolts if the ability is used within a small time frame).
Can be recast while enemies are still debuffed. Recasting will cancel the effect on previous remaining target(s).
Targeted enemies will briefly radiate energy as a visual indicator, and an audio cue will be played.
Psychic Bolts is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
With one player using Corrosive Projection, 100% armor strip can be achieved at 103% Ability Strength.
Psychic Bolts synergizes well with damage types that are effective against health classes (e.g. Cloned Flesh and Flesh), like Slash and/or Viral.
On the other hand, Corrosive or Magnetic, which is effective against armor/shield classes, gains less benefit from Psychic Bolts' full debuff.
A max rank Augur Secrets will put your Ability Strength at 124%, stripping defenses by 99% without removing their damage weaknesses to Corrosive, Radiation, and Magnetic.
This ability releases 6 telekinetic bolts that removes armor by 80% from up to 6 enemies in a single cast. Ability Strength increases debuff percentage; at 125%, Psychic Bolts can remove all armor.
Psychic Bolts will be active for its duration until all affected enemies die. It can be recasted at any time but doing so will cancel debuff on currently affected enemies.
Reckoning Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere.
Oberon lifts enemies within 8 / 10 / 12 / 15 meters up into the air and violently slams them to the ground, dealing 500 / 750 / 1000 / 1250 damage and applying knockdown and a Radiation proc. Additionally, Reckoning deals 100 / 225 / 400 / 625 extra damage to enemies affected by Radiation status effects. An enemy that dies by the effect of this ability has a 25% / 35% / 45% / 50% chance of spawning a Health Orb.
Affected enemies that survive the impact will emit an intense flash of light, blinding surrounding enemies within 2.5 / 3 / 3.5 / 4 meters that were unaffected by the initial cast, for 1 / 2 / 3 / 4 seconds.
Hallowed Reckoning is a Warframe Augment Mod for Oberon's Reckoning that makes enemies hit drop patches on the ground, dealing Radiation damage over time to enemies and provide armor to allies standing on them. It also passively increases Reckoning's range.
With one player using Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
Use Reckoning when surrounded by a large group of enemies to maximize its offensive effects and health orb generation.
Similar to Smite, Reckoning's Impact / Radiation damage type is particularly effective vs Corpus Shields and Grineer Alloy Armor, while being less effective against most types of Infested units.
Reckoning's widespread Radiation proc can be used to tactically nullify the threat of a large area of enemies, relieving allies outside of the area (temporarily) from needing to deal with them.
Enemies blinded by Reckoning's outer flashes are vulnerable to melee finishers.
With the health-to-energy conversion of an equipped Equilibrium mod, dropped health orbs from Reckoning may meet or exceed the ability's energy cost.
Pair with the Health Conversion mod to gain additional armor from Reckoning's health orbs.
Against higher level enemies, Ability Strength benefits health orb generation by increasing Reckoning's potential to kill.
Using Smite and Hallowed Ground to confuse enemies before using Reckoning, successfully increasing damage output.
Reckoning already has a 100% chance to confuse targets, increasing its own damage with further casts.
Bugs
Occasionally, if Oberon is knocked down just as Reckoning is cast, enemies will be attacked as normal without Oberon doing the skill animation. Only upon standing up from being previously knocked down does Oberon then perform the animation.
Casting Smite then immediately casting Reckoning removes the casting animation of Reckoning, allowing for player movement while casting Reckoning.
Rarely, spamming the ability on a group of enemies will make some enemies hover permanently in the air, much to the effect of Bastille. This may be caused by an enemy that is being lifted is struck again by the ability but not brought down.
This ability knockdowns affected enemies and if used along with Hallowed Ground, will permanently reduce their armor by 50%. Ability Strength increases this armor reduction percentage; at 200% Ability Strength, Reckoning can remove all armor from affected enemies.
Tharros Strike Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.
Strength:250 / 500 / 750 / 1,000 (Impact damage on swing) 50 / 65 / 80 / 100 HP (health restore per enemy hit) 50 % (defense reduction)
Styanax sweeps his shield Tharros before him to release a horizontal fan of 9 shield projections, which travels a distance of 9 meters toward the reticle, bashing away enemies within a 190 degrees horizontal spread and 160 degrees vertical spread. With a heavy shove, Styanax also knocks back enemies within a 2.5 meter radius around him.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Pushback, defense reduction, and damage affect enemies protected by Overguard.
Casting Tharros Strike is a full-body animation that interrupts Styanax's grounded movement and other actions.
Subsuming Styanax to the Helminth will offer Tharros Strike and its augments to be used by other Warframes.
Tips & Tricks
With one player using Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
Tharros Strike opens enemies to finishers briefly. Taking advantage of this requires using the ability at point blank or enemies pinned against a wall.
Axios Javelin's vortex assists Tharros Strike in en-masse enemy defense reduction and rapid health recovery for Styanax.
Rally Point taunts enemies to aggressively approach Styanax, potentially grouping inside Tharros Strike's area of effect. Energy regen recovers Tharros Strike's low cost quickly. Tharros Strike's defense reduction permanently cripples enemies for Styanax and rallied allies to kill them for shield recovery.
Final Stand's Slash and Blast damage effectiveness are enhanced by Tharros Strike's defense reduction.
This ability hurls shields in a cone in front of Styanax that strips the target's armor by 50% permanently. Ability Strength can increase this armor reduction percentage, removing all armor if Ability Strength is increased above 200%.
This ability augment makes Link drain the targets' armor, temporarily reducing their armor values by 60% for the ability's duration. Ability Strength increases this armor reduction percentage; at 168% Ability Strength, Abating Link can remove all armor from affected enemies.
Bastille Erect a containment field to capture enemies and suspend them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.
Collapse energy cost: 0
Strength:15 (Blast damage on device hit) 6 / 8 / 10 / 12 (max targets lifted) 2.5 / 5 / 7.5 / 10 % (armor removal per second) 50 (Magnetic damage per second in vortex)
Duration:8 / 10 / 12 / 15 s (bastille duration) 10 / 12 / 13 / 15 s (vortex duration) 10 s (armor buff duration) 3 s (auto collapse vortex duration)
Vauban throws a modular device in an arcing trajectory toward the aiming reticle. On impact with an enemy, the device inflicts 15Blast damage with a ?% status chance; on impact with an enemy or surface, the device erects an energy containment field that suspends up to 6 / 8 / 10 / 12 enemies into the air within a 5 / 7 / 8 / 10 meter radius. Armored enemies suspended by Bastille permanently lose 2.5% / 5% / 7.5% / 10% of their total Armor points per second, whilst unarmored enemies are simply held captive; simultaneously, Vauban and allies standing inside the containment field gain an armor bonus up to 1,000 armor points, based on the amount stripped from the suspended armored and unarmored enemies within. Bastille armor bonus lasts indefinitely while inside the field and remains active for 10 seconds once outside.
Device damage on hit, max targets lifted, and armor removal per second are affected by Ability Strength.
Status chance and armor bonus cap are not affected by Mods.
Bastille still grants Vauban and his allies an armor bonus if the suspended enemies are unarmored. The armor bonus is gained at a reduced rate compared to directly stripping armor from armored enemies.
Bastille armor bonus duration is reset to full when moving into any Bastille containment fields.
Suspended enemies are lifted into the air and completely immobilized, allowing headshots to hit their mark without resistance.
Bastille containment field will continue to capture enemies up to the max target count throughout its duration, in the event captured enemies are killed and new enemies come into range.
After 8 / 10 / 12 / 15 seconds have elapsed, the containment field automatically collapses into a Vortex singularity for 3 seconds
Field duration and auto collapse vortex duration are affected by Ability Duration.
Hold down the ability key (default 4 ) without any containment fields active to throw a new device set to Vortex mode. Hold down the ability key to collapse all active Bastille containment fields into Vortexes. Both methods of manually creating Vortexes resets the new and existing devices to last for 10 / ? / ? / 15 seconds.
If Bastille fields are in range of each other, manually collapsing them into vortexes causes them to converge on the location of the first active Bastille, based on the order of creation. Enemies and pickups captured by the vortexes will be dragged along toward the new destination.
The Vortex constantly draws in all enemies within the same radius toward the device and inflicting 50Magnetic damage per second with a ?% status chance on affected enemies.
Enemies captured by the vortex are ragdolled and clustered together at the center of the ability.
Vortex also draws in Pickups within its radius for convenient collection.
The drawing of multiple vortex add up.
Ability Synergy:
Minelayer's Tether Coil and Vector Pad can bring enemies into range of Bastille. Enemies tied to Tether Coils are released into Bastille's containment field for suspension, freeing the coils to seek new targets.
Coils are not freed if enemies tied to Tether Coil are pulled into Bastille's vortex mode, however.
Photon Strike's targeting beacon is attracted to Bastille's vortex mode, causing the beacon to home in on the device with the laser striking all enemies within range.
Can be used while performing many actions without interrupting them, including reloading.
Can be cast multiple times while active.
If cast while in midair, the casting animation changes with Vauban hovering briefly in the air as he throws the device.
Bastille is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
Repelling Bastille is a Warframe Augment Mod for Vauban's Bastille that repels new enemies when it reaches the maximum amount of enemies it can contain, and increases Vortex's duration for every additional Vortex thrown into it.
When used in narrow hallways or choke-points, enemies that are held up in the field block the path of others behind, negating the enemy limit and blocking all the enemies from advancing.
Bastille spawns from a ball that Vauban throws in an arc, so it can be deployed where aimed.
Enemies suspended by Bastille will be stripped of their armor at a rate of 10% per second.
The Lost Cycle through a trio of lost Warframe powers. Accuse manifests a Void fissure to corrupt enemies into allies. Gaze grasps targets in Void tendrils that capture damage and inflict it when the target is released. Deny annihilates with a beam of Void energy, wiping Sentient resistances.
Heeding the voices within to harness their powers, Xaku selectively casts one of three abilities originating from the three fallen Warframes. Tapping the ability key freely cycles the selection wheel between the Accuse, Gaze, and Deny sub-abilities. Holding down the ability key (default 3 ) expends 75 energy to cast the selected power.
Tap/hold cast can be inverted in the Settings menu.
The Lost's cycle selection wheel appears above Xaku's ability icons. Each ability's duration timer is displayed below their associated sub-ability icons in the wheel.
Channel the Void to access their lost components' unique powers:
Distorting reality with Accuse, Xaku manifests a Void fissure at the targeted location on the aiming reticle over unrestricted range. Up to 5 / 6 / 7 / 8 enemies within 5 / 7 / 9 / 11 meters from the fissure become corrupted by Void energy for 4 / 8 / 12 / 16 seconds, stunning them in place then causing them to fight for Xaku and turn on their former allies.
Accused enemies appear on the minimap as allied blue dots.
The number of active Accused units is displayed as an icon beside Xaku's shield and health indicators.
Accused enemies do count toward mission progression. They must be slain or their ability duration ended to progress.
Can be recast while active if under the max targets cap. Recasting on new enemies adds them to the existing number of Accused units up to the cap. Each new Accused unit has its own separate full ability duration.
Cannot be recast while at max targets count.
Casting Accuse is a full-body animation that restricts movement and other actions.
Xaku's shoulder and arm pieces visually detach and return to position, as Xaku reaches out with their right hand sending the right side pieces into the Void fissure forming at the targeted location. As the Void fissure forms, Void lightning strikes nearby enemies as the ability's area radius becomes briefly visible then fades with the breach's closing, while Xaku's pieces return to their positions on their body.
Enemies affected by Accuse glow with an upward stream of Void energy that resembles the Vengeful Trickster Ephemera, as well as emitting a Void energy cloud around the shoulders.
Gaze
Screeching in anguish with voices long lost, Xaku's Gaze freezes an enemy target within 10 / 15 / 20 / 25 meters and a ?° angle cone centered on the aiming reticle. Gazed target becomes entangled in Void tendrils, during which it is disabled, immobile, and invulnerable to damage for 5 / 8 / 11 / 14 seconds; while captive, the victim stores all damage prevented by its invulnerability and receives it in full when the ability expires. Gazed target also emits a defense reduction aura with a ? / ? / ? / 12 meter radius, which weakens other enemies' current maximum Shields and Armor by 20% / 30% / 40% / 50% while within range. Up to 2 Gazed targets may exist at once.
Range and aura radius are affected by Ability Range.
Defense reduction is affected by Ability Strength, capped at 100% at 200% Ability Strength.
Cone angle and max targets are not affected by mods.
While invulnerable, the Gazed target is still susceptible to Status Effects, with exception of the inability to proc Void status.
Gaze defense reduction auras stack their effects with diminishing returns if overlapping on enemies, due to affecting the current amount of shields and armor (e.g. first Gaze reduces 50%, second Gaze reduces 50% of the new armor or shield total value)
Enemies regain their reduced shields and armor once they move outside of Gaze's aura.
If the enemy target dies before Gaze's entanglement fully takes effect, the casting energy cost is refunded to Xaku.
If an enemy that has both shields and armor wanders into Gaze's aura, such as an Oxium Osprey, then shields will be prioritized over armor.
Holding down the ability key (default 3 ) while aiming directly at a Gazed target releases the victim early, causing it to receive all accumulated damage prevented by its brief invulnerability.
Gazed enemies do not count towards mission progression.
Can be recast while active to entangle a new enemy, freeing the oldest affected enemy if cast at max number of targets.
Casting Gaze is a full-body animation that restricts movement and other actions.
Xaku's head, face, chest, shoulder and arm pieces visually detach, as Xaku screams into the air above while blob-like substances fly out from their torso. The enemy target is frozen in place as it becomes entangled in a mass of rapidly growing Void tendrils.
While affected, the enemy target emits a radial aura visual effect and emits a Void energy cloud around the shoulders.
Deny
Discharging a torrent of Void energy, Xaku unleashes a ray of piercing light toward the aiming reticle that travels up to ? / ? / ? / 40 meters away. Enemies struck directly or within a ? meters radius from Deny's Void beam receive 1,000 / 2,000 / 3,000 / 4,000Void damage, reset damage resistances if used against Sentient faction, and become suspended in aerial stasis for 5 / 8 / 11 / 14 seconds.
At ability rank 3 with a maxed Intensify equipped, stolen 6 Void replicas, against an enemy affected by The Vast Untime, Xaku will deal 4,000 × (1 + 0.3) × (6 + 1) × 1.5 = 54,600Void damage.
Deny's damage can be further amplified by Enemy Body Parts multipliers.
Deny's Void beam possesses infinite Punch Through against enemy bodies, but can be obstructed by solid obstacles.
Beam radius and Sentient resistance reset on hit are not affected by mods.
Enemies with selective crowd control effect immunity such as the Battalyst and Conculyst are unaffected by Deny's aerial stasis.
Can be recast while active to strike new targets, or damage and refresh all effects on already affected enemies.
Casting Deny is an upper-body animation that allows reticle repositioning and movement, while restricting other actions.
Xaku's shoulder and arm pieces visually shiver then detach to hover above Xaku, as a beam of Void energy travels forward from Xaku's left hand, after which the pieces return to their positions.
Enemies affected by Deny are suspended in the air by an upward stream of Void energy that resembles the Lifted status effect.
Ability Synergy:
Xata's Whisper does not grant additional Void damage to The Lost's sub-abilities.
Grasp of Lohk can disarm and steal the weapons of enemies affected by all sub-abilities of The Lost.
Void replicas will not attack enemies corrupted by Accuse, unless affected by Radiation status effect or other faction modifier abilities (e.g. Chaos)
Void replicas will not attack an enemy trapped by Gaze.
Void replicas amplify Deny's damage, based on the number of stolen weapons hovering around Xaku.
The Lost's sub-abilities interact with each other in various ways:
Accuse can corrupt enemies into allies while they are lifted by Deny. However, it cannot corrupt a Gazed enemy target. Accused units will attack a Gazed enemy target, storing damage to inflict to the victim once released from the Void tendrils.
Gaze may be cast on an enemy affected by either Accuse or Deny. Gaze reduces the defenses of Accused units in range. Gazing an Accused unit creates an invulnerable decoy that draws enemy aggro until Accuse expires.
Deny does not affect Accused units, but will contribute damage to Gazed enemy targets.
The Vast Untime affects enemies crippled by all sub-abilities of The Lost and pauses all sub-abilities' ability duration timers while active.
Each active sub-ability is a separate instance from Xaku. As such, the ability nullifying effects of special enemies (e.g. Nullifier Crewman) will not dispel The Lost's sub-abilities if only Xaku is affected.
With one player using Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.
Cast Accuse on a nearby surface or the ground below you to quickly corrupt surrounding enemies to help fight alongside you, or cast on a group of enemies off in the distance to create a distraction when faced with ranged threats.
Accused enemies are allied units to the Tenno, therefore their special auras (such as those of Shield Osprey, Ancient Healer, Eximus, etc) or abilities will be used to briefly benefit you and your team.
Cast Accuse on or near a mission objective to enlist the enemy to defend them for you.
Cast Gaze on up to two enemies to completely disable them for the duration, while emitting an aura that reduces the defenses of other enemies in range.
All damage prevented by the Gazed target's invulnerability will be dealt in full when the ability ends.
Gazed targets do not halt mission progression such as Defense waves, allowing your defense reduction auras to persist in an area until you release the targets.
Gazed targets are still susceptible to status effects. Inflict Radiation procs to create an invulnerable distraction for nearby enemies.
Cast on enemies in different locations to encompass a larger area with the defense reduction auras, or close to each other to stack the defense reduction on enemies within the overlapping auras if the modded amount is below 100% defense strip, a full armor strip otherwise can be achieved with approx. 200% ability strength.
Gaze is cast within a cone centered on the aiming reticle. The closest enemy near the sides of the reticle will be automatically targeted by the ability.
Cast Deny against enemies packed in a tight line to maximize its effect.
Deny's damage is greatly amplified by the number of stolen weapons from Grasp of Lohk. Steal and maintain a large amount of weapons to deal devastating damage with Deny's Void beam.
Enemies lifted by Deny are made easy targets for headshots from your weapons.
Activate The Vast Untime to freeze all sub-abilities' duration timers. Accused enemies will remain on your side, Gazed targets stay trapped and emit their auras, and Denied enemies stay lifted airborne for an extended period of time. Strike enemies hit by the Void blast with Deny's Void beam to deal increased damage. This ability also slows enemies, making them easier to keep inside of Gaze's aura radius.
Gaze binds one enemy to produce an aura that reduces enemy armor by 50% while they are within its aura. Ability Strength increases armor reduction percentage, removing all armor if Ability Strength is increased above 200%. Enemies will regain their armor if they leave the debuff field or the ability ends.
Second Ability launches an energy bomb that explodes with a 5 / 6 / 7 / 8m radius, stripping 40 / 60 / 80 / 100% of enemy armor. Tap 2 again to detonate in-flight.
Armor is a fundamental part of Warframe’s balance, but the act of stripping armor has always been somewhat hard to gauge. Currently, when an armor stripping Ability is cast it uses the target’s current armor as the base for its calculation. This means that you may have to cast that Ability several times on the same enemy in order to strip their armor completely.
Players have adapted to this system by maximizing Ability Strength to the point where the armor stripping effect is as close to 100% as possible - thus reducing the number of casts required to strip armor to one.
In the effort of encouraging build diversity and streamlining the way that armor stripping abilities work, we are making the following changes:
ALL Armor Stripping Warframe abilities now apply to the TOTAL armor value.
How it worked before: You cast an ability that strips 50% Armor. The first cast will reduce the foe’s Armor to 50%, the second cast will reduce the armor to 25%, taking half of the existing 50%. This was the case for every ability except Oberon’s Reckoning, and special exceptions like Shattering Impact.
How it works now: Casting an ability that strips 50% Armor will reduce their Armor to 50% on the first cast, and 0% on the second cast.
This applies to every single Armor removal ability in the game. We have also buffed a few of these abilities in the process to bring them up to a usable level in light of these changes:
Increased Frost's Avalanche armor reduction from 40% to 60% and changed the armor reduction to be permanent.
Frost’s Avalanche can also now reduce armor from targets even if they are immune to crowd control abilities.
Increase Nekros' Terrify armor reduction from 20% to 60%.
Increase Oberon's Reckoning armor reduction from 30% to 50%.
Changed Banshee's Sonic Fracture (Augment) armor reduction to be permanent.
Increase Mag's Fracturing Crush (Augment) armor reduction from 50% to 75%, remove the 80% cap per cast and change the armor reduction to be permanent.
Increase Trinity's Abating Link (Augment) armor reduction from 45% to 60%.