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Banshee's call heralds death. She maintains crowd control and identifies enemy weak points with sonic attacks. Few can hold their position when struck by her force.

This is Banshee, stealthy and ranged.

No one puts Banshee in a corner, Tenno. The element of surprise is in her favor.

Release Date: March 18th, 2013

Banshee is a sound-themed Warframe. Sophisticated acoustic powers enable Banshee to pinpoint enemy positions and weak spots, suppress gunfire sounds in her surrounding environment, and even emit trembling vibrations to topple her foes. Banshee debuted in Update 7.0 (2013-03-18).

Acquisition

Banshee's blueprints can be researched from the Tenno Lab in the Dojo.

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell Orokin Cell
1
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 225 Blueprint2 Blueprints Price: N/A
Banshee Neuroptics Blueprint
Credits
15,000
Circuits Circuits
150
NeuralSensors Neural Sensors
1
PolymerBundle Polymer Bundle
200
Salvage Salvage
500
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Banshee Chassis Blueprint
Credits
15,000
Morphics Morphics
1
Ferrite Ferrite
900
Rubedo Rubedo
50
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Banshee Systems Blueprint
Credits
15,000
ControlModule Control Module
1
Morphics Morphics
1
Salvage Salvage
500
Plastids Plastids
400
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Tenno Lab Research
Blueprint • ClanAffinity645,000
Credits
5,000
MutagenMass Mutagen Mass
1
DetoniteInjector Detonite Injector
1
Fieldron Fieldron
1
OrokinCell Orokin Cell
1
Time: 3 Day(s)
Prereq: N/A
Neuroptics • ClanAffinity641,500
Credits
10,000
DetoniteInjector Detonite Injector
1
NeuralSensors Neural Sensors
1
NanoSpores Nano Spores
1,000
PolymerBundle Polymer Bundle
500
Time: 3 Day(s)
Prereq: Banshee
Chassis • ClanAffinity641,500
Credits
10,000
MutagenMass Mutagen Mass
1
ControlModule Control Module
1
Ferrite Ferrite
1,000
Rubedo Rubedo
500
Time: 3 Day(s)
Prereq: Banshee
Systems • ClanAffinity641,500
Credits
10,000
Fieldron Fieldron
1
Morphics Morphics
1
Salvage Salvage
1,000
Plastids Plastids
500
Time: 3 Day(s)
Prereq: Banshee
Ghost Clan x1 Shadow Clan x3 Storm Clan x10 Mountain Clan x30 Moon Clan x100

Trivia

  • The name Banshee comes from the Irish mythological creature which wails loudly if someone is about to die. This corresponds to the Warframe's powers as she is based on sound.
  • Banshee was originally developed under the name Decree and is still referred to as as such internally in the game files.
  • The characteristic large spike on Banshee's left shoulder is considered a customizable Armor part, and will be removed if any other arm plates are used. This makes it possible to make a symmetrical Banshee.

Edit Tab
AladVPortrait d
“Market forces dictate that you need to evolve or die.”
Banshee Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
Banshee Prime assails her foes by manipulating sonic forces to deadly effect. Featuring altered mod polarities for greater customization.

These like-faced savages, these earth-worn mules, a vast violent ocean at our command. Yet they wither. Mired in massed steel and flesh, casting these hordes from gene molds and flock minds, we inspire nothing.

Our demons of void womb must be different. Unusual. Singular. Crafted without cast, wrought of the finest ore, slender and queer.

Sight without eye. Wrath without sound.

Not a soldier, but a myth. Not a warrior... a spirit... Banshee.

Release date: February 28th, 2017

Banshee Prime is the Primed variant of BansheeIcon272 Banshee, possessing higher armor, energy capacity, and sprint speed, as well as an additional Naramon Pol polarity. Banshee Prime was released alongside EuphonaPrime Euphona Prime and HeliosPrime Helios Prime.

Acquisition

Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Banshee Prime's Relic Drops
Chassis Blueprint Banshee PrimeIcon272 Blueprint Systems Blueprint Neuroptics Blueprint
MesoRelicIntact Meso B2 Rare (V)
NeoRelicIntact Neo B1 Rare (V)
NeoRelicIntact Neo B2 Rare (V)
NeoRelicIntact Neo B6 Rare (V)
AxiRelicIntact Axi A12 Uncommon (V)
AxiRelicIntact Axi C3 Uncommon (V)
AxiRelicIntact Axi K3 Uncommon (V)
MesoRelicIntact Meso E5 Uncommon (V)
MesoRelicIntact Meso T2 Uncommon (V)
NeoRelicIntact Neo H1 Uncommon (V)
NeoRelicIntact Neo N7 Uncommon (V)
NeoRelicIntact Neo T1 Uncommon (V)
NeoRelicIntact Neo V7 Uncommon (V)
AxiRelicIntact Axi B1 Rare (V)
AxiRelicIntact Axi B2 Rare (V)
LithRelicIntact Lith K5 Uncommon (V)
NeoRelicIntact Neo B4 Rare (V)
NeoRelicIntact Neo B5 Rare (V)
AxiRelicIntact Axi H5 Common (V)
LithRelicIntact Lith B5 Common (V)
LithRelicIntact Lith M7 Common (V)
LithRelicIntact Lith V5 Common (V)
MesoRelicIntact Meso S4 Common (V)
NeoRelicIntact Neo K2 Common (V)
NeoRelicIntact Neo S7 Common (V)


Vaultings

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
PrimeHelmet
1
PrimeChassis
1
PrimeSystems
1
OrokinCell Orokin Cell
5
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price: N/A
Banshee Prime Neuroptics Blueprint
Credits
15,000
NeuralSensors Neural Sensors
2
AlloyPlate Alloy Plate
6,000
Circuits Circuits
1,500
NitainExtract Nitain Extract
2
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Banshee Prime Chassis Blueprint
Credits
15,000
Morphics Morphics
10
Cryotic Cryotic
1,500
Rubedo Rubedo
2,000
Salvage Salvage
7,000
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Banshee Prime Systems Blueprint
Credits
15,000
ArgonCrystal Argon Crystal
2
ControlModule Control Module
10
Oxium Oxium
300
Ferrite Ferrite
4,500
Time: 12 Hour(s)
Rush: PlatinumLarge 25

Notes

  • Banshee Prime, compared to BansheeIcon272 Banshee:
    • Higher Armor (135 vs. 105)
    • Higher Energy (215/265 vs. 175/225)
    • Higher Starting Energy (125 vs. 100)
    • Higher Sprint Speed (1.15 vs. 1.1)
    • Different Polarities (Madurai PolMadurai PolNaramon Pol vs. Madurai PolMadurai Pol)
  • As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
  • Currently, EuphonaPrime Euphona Prime lacks a Signature Weapon bonus with Banshee Prime.
  • Banshee Prime possesses a Appearance Left Arm Attachment called Banshee Prime Armor.

Trivia

  • Banshee Prime is the third Warframe to have a direct Mastery Rank requirement, the first being RhinoIcon272 Rhino and the second being Oberon PrimeIcon272 Oberon Prime (as of Update 19.13 (2017-03-09) the mastery rank requirement for Rhino has been removed). She is also the second Warframe to have a Mastery Rank (direct or indirect) above the common 5, the first being TitaniaIcon272 Titania.
  • The Banshee Prime Access Pack was unintentionally teased in console version 19.8.0.
  • Players who won the Prime Gaming Giveaway received the Banshee Prime Access Pack on Hotfix 19.11.4 (2017-02-22), a week before the pack's official release.

Media

See Also

  • Prime, the Orokin enhancement to a Warframe or weapon.

Edit Tab

Passive

All of BansheeIcon272 Banshee's equipped weapons, including Gunblades such as Redeemer Redeemer, and weapons equipped on Sentinels should they be present, are treated as silent.

Abilities 

View Maximization
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This section is transcluded from Sonic Boom . To change it, please edit the transcluded page.
SonicBoomModx256 SonicBoom130xWhite
1
EnergyOrb25
Sonic Boom

Banshee emits a sonic shockwave that pushes targets in range with enough force to incapacitate or kill attackers.


Introduced in Update 7.0 (2013-03-18)

AbilityStrengthBuff Strength:25 / 35 / 40 / 50 (DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:10 / 12 / 13 / 15 m

Misc: 180° (cone angle)
Ragdoll on hit

Expand/Collapse
This section is transcluded from Sonar . To change it, please edit the transcluded page.
SonarModx256 Sonar130xWhite
2
EnergyOrb50
Sonar

Using acoustic location, Banshee's Sonar power finds and tracks enemies, and exposes critical weak spots to everyone in your squad.


Introduced in Update 7.0 (2013-03-18)

AbilityStrengthBuff Strength:2x / 3x / 4x / 5x
AbilityDurationBuff Duration:10 / 15 / 20 / 30 s
AbilityRangeBuff Range:20 / 25 / 30 / 35 m
Expand/Collapse
This section is transcluded from Silence . To change it, please edit the transcluded page.
SilenceModx256 Silence130xWhite
3
EnergyOrb75
Silence

Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks.


Introduced in Update 7.0 (2013-03-18)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 15 / 20 / 30 s
AbilityRangeBuff Range:10 / 13 / 15 / 20 m

Misc: 2 s (stun duration)
Enemy abilities disabled

Subsumable to Helminth
Expand/Collapse
This section is transcluded from Sound Quake . To change it, please edit the transcluded page.
SoundQuakeModx256 SoundQuake130xWhite
4
EnergyOrb25
+12/s
Sound Quake

Channeling all of her acoustic energy into the environment, Banshee uses ultrasonic reverberations to violently shake the ground.


Introduced in Update 7.0 (2013-03-18)

AbilityStrengthBuff Strength:125 / 150 / 175 / 200 /s (DmgBlastSmall64 Blast damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:12 / 15 / 18 / 20 m

Misc: Caster immobile
Stagger per hit

Expand/Collapse

Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

BansheeSonicBoom BansheeSonicBoom
BansheeSonar BansheeSonar BansheeSonar
BansheeSilence BansheeSilence
BansheeSoundQuake BansheeSoundQuake BansheeSoundQuake

Edit Tab

Patch History

Hotfix 35.5.3 (2024-04-04)

  • Fixed Banshee’s Sonic Boom ability stripping armor without the Augment equipped.

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

Warframe Stat Changes:

BANSHEE
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

BANSHEE PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Hotfix 33.0.7 (2023-05-09)

  • Banshee’s Silence no longer stuns CC immune enemies (VIPs/bosses, Overguard, etc.). While they will no longer be stunned, enemies under its effects will still be stopped from casting their abilities.
    • The main motivation was to fix Thrax Legatus enemies falling through the map and going invisible due to Silence - causing a progression halt in Spiral/Circuit Stages. It also brings Silence in line with other stun, stagger, knockdown, etc. abilities and how they are intended to be ignored when CC immunities are present.

Hotfix 33.0.6 (2023-05-04)

  • Banshee’s Silence will no longer cause VIPs/bosses and other CC immune enemies to perform a reaction animation (pausing to clutch their ears).
    • We are aware that the reaction animation may have been used in the past to open a window of attack on these types of enemies, but similar to yesterday’s Magus Lockdown change, this too has been causing major issues with progression in Duviri (see fix below). Another motivation was to bring it in line with how CC immune enemies should be reacting to it. Fully invincible enemies do not react to Silence, but CC immune do. So while Silence does affect enemies within a range, bosses (and other CC immune enemies) should not be reacting as if they were stunned.
    • This change was made to address and fix an issue with Banshee’s Silence causing Thrax Legatus enemies to fall through the map and go invisible if cast during their incorporeal clone ability.
    • The fix didn't take, and therefore, this bug still lives. We will revisit it for a true fix.

Hotfix 32.2.10 (2023-01-18)

  • Fixed script error with Banshee’s Sonar.

Hotfix 32.0.9 (2022-10-05)

  • Reduced the Mastery Rank restriction of all Prime Warframes to 0.
    • Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes).

Hotfix 31.5.10 (2022-05-17)

  • Fixed several issues with abilities when forced into Operator (in Zariman Cascade missions for example):
    • Fixed Banshee’s Sound Quake not working correctly.
    • Fixed camera shake issues with Banshee’s Sound Quake.

Update 31.5 (2022-04-27)

  • Enemies that are not affected by CC can now be armor stripped by Banshee’s Sonic Boom.

Hotfix 30.5.1 (2021-07-06)

  • Fixed a few abilities, items and screens that were not applying weapon noise reduction properly nor correctly interacting with Mods that have that effect.
    • This should resolve issues with Banshee’s passive

Update 29.5 (2020-11-19)

  • Improved performance when playing with Banshee.

Update 27.4 (2020-05-01)

  • Banshee Ability videos have been added to their respective Arsenals!

Update 27.2 (2020-03-05)

  • Armor Change:
    • Banshee: 15 to 100
    • Banshee Prime: 65 to 125
    • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

Update 25.7 (2019-08-29)

  • Fixed issues with Ayla, Misa Prime and Pyra Syandana offsets on Banshee Prime.

Update 25.6 (2019-08-08)

Sonic Fracture - Sonic Boom Augment - Banshee
  • Armor Reduction is applied even if Ragdoll fails.

Update 24.6 (2019-04-04)

  • The following abilities require ground to activate, but can now be cast in the air and will do a melee-esque slam to the ground:
    • Banshee Sound Quake

Hotfix 24.2.13 (2019-02-06)

  • Fixed Banshee Sonar reading "CRITICAL MULTIPLIER" when it’s actually "DAMAGE MULTIPLIER".

Update 22.20 (2018-05-17)

  • Fixed Banshee’s Resoquake only consuming 25 Energy when it is supposed to use 100 (on Clients, it would require having at least 100 Energy, but wouldn't use it).

Update 22.12 (2018-02-09)

  • Mod TT 20px Resonating Quake (Augment)
    • Although still a singular cast allowing free movement, Resonating Quake will only hit enemies once as it expands outward.

Hotfix 22.0.2 (2017-10-13)

  • Fixed a shader issues with Banshee.

Hotfix 21.7.1 (2017-09-12)

  • Fixed casting Banshee’s Soundquake when hitting an enemy with a "grappling hook weapon" allowing you to move around.

Hotfix 21.0.4 (2017-07-05)

  • Fixed a script error when casting Banshee’s Sonar.

Hotfix 20.6.2 (2017-05-30)

  • Fixed Banshee’s Silent stopping the Conculyst Whirlwind attack, rendering the Sentient invincible.

Update 20.6 (2017-05-24)

  • Fixed Banshee's Sound Quake doing slightly less damage at low frame-rates (1.7% less at 30 FPS, 0.8% at 60 FPS).

Hotfix 20.2.3 (2017-04-19)

  • Fixed a bug that would cause Banshee's Silence to last longer depending on your frame-rate (approximately 5% longer at 60 FPS, 30% longer at 30 FPS).
  • Buffed Silence's base Duration to 10/15/20/30 (20% at max rank) which now matches Sonar so you can cast them in tandem.

Update 20.0 (2017-03-24)

  • Fixed aggressive flickering lighting when loading into Warframe with Banshee Prime on the diorama.
  • Fixed Banshee being able to cast a perpetual Soundquake by initiating a handshake then pausing.
  • Fixed the Teplo Syandana sitting too high on Banshee Prime and Banshee Prime with the default Banshee skin.

Update 19.12 (2017-03-02)

  • Fixed Banshee Sound Quake ability causing her Syandana to fly straight up.
  • Fixed Banshee Prime’s Helmet antennas flying straight up during her Sound Quake ability.

Hotfix 19.11.5 (2017-02-28)

  • Introduced Banshee Prime.

Update 19.0 (2016-11-11)

  • Fixed Banshee’s Silence ability permanently turning off enemy barks.

Update 18.13 (2016-05-27)

  • Passive: All weapons are treated as silent.

Update 18.11 (2016-05-11)

Update 18.9 (2016-04-20)

  • Fixed hearing headshot sounds while Silence is active.
  • Fixed Silence freezing Sargas Ruk during his boss fight.

Update 18.6 (2016-03-16)

  • Fixed Sonar creating outdated enemy markers on the minimap.

Update 18.5 (2016-03-04)

  • Sonic Boom, Silence, and Sound Quake will no longer be able to push, stun, or stagger boss-type enemies.
  • Augment: Fixed Sonar Resonance not properly functioning when an enemy is ragdolled during the killing blow.

Hotfix 18.4.7 (2016-02-04)

  • Fixed Sound Quake audio FX still playing after a Host Migration occurs.

Hotfix 17.8.1 (2015-10-22)

  • Fixed Sonar indefinitely stacking Resonance in the same location without a delay.
  • Fixed Sonar visual FX displaying as super bright.

Hotfix 17.2.2 (2015-08-21)

  • Fixed an issue preventing some abilities (such as Sound Quake) from being deactivated using the Power Menu.

Hotfix 17.0.5 (2015-08-07)

  • Added Apex particles to Push.
  • Added visual trails FX to Banshee’s Ability powers.

Hotfix 17.0.3 (2015-08-04)

  • Fixed an issue with Banshee’s idle animation.

Hotfix 16.10.2 (2015-07-02)

  • Fixed enemies focusing their attacks on player Sentinels after Silence has been cast.

Update 16.9 (2015-06-17)

  • Fixed Sonic Fracture Mod not affecting all enemies when used by Clients.

Update 16.7 (2015-06-04)

  • Augment: Fixed Sonic Fracture FX lingering if the target became immediately ragdolled.

Update 16.6 (2015-05-27)

Hotfix 16.5.6 (2015-05-19)

  • Fixed Immortal Skin not properly applying to their shoulder pads.

Update 15.7 (2014-12-17)

  • Fixed Resonance Augment Mod not functioning.

Update 15.6 (2014-12-11)

Update 15.5 (2014-11-27)

  • Augment: Enemies affected by Savage Silence Mod are now open to finishes while under the effects of crowd control.

Hotfix 15.0.1 (2014-10-24)

  • Fixed a bug that was incorrectly scaling Syandanas down on Banshee by 20%.
    • Should address some physics issues with Syandanas.

Update 15.0 (2014-10-24)

Update 14.7 (2014-09-17)

  • Trinity's Energy Vampire will no longer provide energy to Banshees performing Sound Quake so as to prevent infinite energy usage.

Update 14.5 (2014-08-28)

  • Sonar ignore security cameras and turrets.
  • Sonar now uses Energy Colour.

Update 14.2 (2014-08-13)

  • Silence no longer affects the Stalker.
  • Fixed an issue with Silence not properly affecting Specters or player opponents in Dark Sector missions.

Hotfix 14.1.4 (2014-08-06)

  • Sonar Fixes:
    • Fixed the weak spot indicators not appearing correctly for clients.
    • Fixed AI frames only being able to cast the ability once.
    • Fixed an issue with all the enemy minimap markers being removed once a single affected enemy is killed.
    • Fixed an issue with the weak spot indicator being removed prematurely when the ability is cast again.
    • Fixed an issue with the weak spot damage amplification not being correctly removed after the ability ends.

Hotfix 14.0.8 (2014-07-24)

  • Fixed an issue with Banshee's Immortal Skin always appearing white.

Hotfix 14.0.2 (2014-07-19)

  • Fixed Banshee's toggle-able powers being broken by pause menu.

Hotfix 13.9.1 (2014-07-02)

  • Silence now includes new Aura and stun properties.

Update 13.9 (2014-06-25)

  • Shifted Banshee's shoulder pad back slightly to reduce clipping.

Update 13.8 (2014-06-19)

  • Fixed issue where the FX of Silence does not disappear when the power duration is cancelled by a teleport volume (falling off map and respawning).

Update 13.5 (2014-05-28)

  • Adjusted the positioning of Chest Armor.

Hotfix 13.4.1 (2014-05-23)

  • Fixed issue where Sonar was not recastable.

Update 13.4 (2014-05-21)

  • Tweaked Sound Quake sound effects.
  • Fixed Sonar having a cool down discrepancy between host and client.
  • Fixed an issue with players getting stuck in Sound Quake animation if cast right as they entered into the downed state.

Update 13.3 (2014-05-14)

  • Silence: Is now a radial ranged effect that moves with you. As enemies enter the radius/area, they experience a ‘sonic disturbance’ which they react to. This disturbance deafens the targets and affects their awareness.
  • Sound Quake: Players can now control when to deactivate Sound Quake, with the option to toggle it on or off. Sound Quake will consume energy per second while active.
  • Toggling changes will give players more freedom instead of being locked in place while the rest of your team runs around. It should also add a nice element of resource management, rather than being stuck in place at the cost of X energy.
  • Tweaked the ability and energy visuals.

Update 13.2 (2014-05-01)

  • Fixed an issue with Sonar highlighting nonexistent weak points on Vay Hek.
  • Fixed an issue with Banshee's visual effects lingering after usage when experiencing heavy lag.

Update 13.0 (2014-04-09)

  • Improved the code performance on Sonic Boom.

Hotfix 12.5.1 (2014-03-19)

  • Fixed Imperator Syandana appearing on Banshee’s waist.

Hotfix 12.4.5 (2014-03-12)

  • Fixed Sonar effects lingering after enemies have been killed.

Update 12.1 (2014-02-13)

  • Fixed Banshee’s Sonar not showing enemies on clients.

Update 12.0 (2014-02-05)

  • Banshee parts now researchable in the Dojo Labs.

Update 11.2 (2013-12-04)

  • Armor buff from 10 to 15.

Hotfix 11.0.4 (2013-11-22)

  • Fixed Banshee Immortal skin not being tintable.

Update 10.8 (2013-11-13)

  • Sonic Boom now stunlocks opponents. A cooldown of 5 seconds has been added to Sonic Boom in Duels.

Hotfix 10.7.1 (2013-11-08)

  • Fixed Sonar leaving mini-map icons for dead enemies.

Update 10.3 (2013-10-09)

  • Added unique casting sounds for Banshee abilities and updated Soundquake and Silence.

Update 10.0 (2013-09-13)

  • Added idle FX.
  • Fixed Sonar not applying damage multipliers to shields.

Update 9.6 (2013-08-16)

  • Fixed Silence not using correct energy colours.

Hotfix 9.1.1 (2013-07-15)

  • Fix for crash with Soundquake if gore was disabled.

Hotfix 8.1.2 (2013-06-13)

  • Fixed Sonar "Power in Use" issue.

Hotfix 8.0.7.1 (2013-06-07)

  • Fix for clients not seeing Silence.

Hotfix 8.0.7 (2013-06-06)

  • Fixed Silence not affecting enemies.

Update 8.0 (2013-05-23)

  • Infested enemy types now play reaction to Soundquake.

Update 7.11 (2013-05-17)

  • Sound Quake has been balanced to do more intended damage amounts on use.

Update 7.10 (2013-05-03)

  • Fixed mods not affecting Sonar.

Update 7.9 (2013-04-26)

  • Fixed Soundquake causing visibility issues for other players (not the caster).

Update 7.8 (2013-04-19)

  • Fixed Push not working against Chargers.

Hotfix 7.7.3 (2013-04-12)

  • Blueprints moved to the uncommon pool.

Update 7.0 (2013-03-18)

  • Added into game.

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