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Using sonic attacks and acoustic target detection, Banshee is well suited for stealth gameplay and is capable of filling both attack, and support roles.

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).


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

Manufacturing Requirements
Time: 72 hrs
Rush: PlatinumLarge.png 50
MarketIcon.png Market Price: PlatinumLarge.png 225 Blueprint2.svg Blueprints Price:N/A
Banshee Neuroptics Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Banshee Chassis Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Banshee Systems Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Tenno Lab Research
Blueprint • ClanAffinity64.png5,000
Mutagen Mass.png
Detonite Injector.png
Time: 72 hrs
Prereq: N/A
Neuroptics • ClanAffinity64.png1,500
Detonite Injector.png
Time: 72 hrs
Prereq: Banshee
Chassis • ClanAffinity64.png1,500
Mutagen Mass.png
Time: 72 hrs
Prereq: Banshee
Systems • ClanAffinity64.png1,500
Time: 72 hrs
Prereq: Banshee
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Warframe Guides

“I am the Lotus. I will guide you, but we must hurry.”
Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within.

See Category:Banshee Guides to read user-made guides on how to play this Warframe.


  • 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.

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AladVPortrait d.png
“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 gameplay at this time. 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.png Banshee, possessing higher armor, energy capacity, and sprint speed, as well as an additional Naramon Pol.svg polarity. Banshee Prime was released alongside EuphonaPrime.png Euphona Prime and HeliosPrime.png Helios Prime.


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.png Blueprint Systems Blueprint Neuroptics Blueprint
VoidRelicBronzeIcon64.png Meso B2 Rare (V)
VoidRelicSilverIcon64.png Neo B1 Rare (V)
VoidRelicSilverIcon64.png Neo B2 Rare (V)
VoidRelicSilverIcon64.png Neo B6 Rare (V)
VoidRelicGoldIcon64.png Axi A12 Uncommon (V)
VoidRelicGoldIcon64.png Axi C3 Uncommon (V)
VoidRelicGoldIcon64.png Axi K3 Uncommon (V)
VoidRelicBronzeIcon64.png Meso E5 Uncommon (V)
VoidRelicBronzeIcon64.png Meso T2 Uncommon (V)
VoidRelicSilverIcon64.png Neo H1 Uncommon (V)
VoidRelicSilverIcon64.png Neo N7 Uncommon (V)
VoidRelicSilverIcon64.png Neo T1 Uncommon (V)
VoidRelicSilverIcon64.png Neo V7 Uncommon (V)
VoidRelicGoldIcon64.png Axi B1 Rare (V)
VoidRelicGoldIcon64.png Axi B2 Rare (V)
VoidRelicIronIcon64.png Lith K5 Uncommon (V)
VoidRelicSilverIcon64.png Neo B4 Rare (V)
VoidRelicSilverIcon64.png Neo B5 Rare (V)
VoidRelicGoldIcon64.png Axi H5 Common (V)
VoidRelicIronIcon64.png Lith B5 Common (V)
VoidRelicIronIcon64.png Lith M7 Common (V)
VoidRelicIronIcon64.png Lith V5 Common (V)
VoidRelicBronzeIcon64.png Meso S4 Common (V)
VoidRelicSilverIcon64.png Neo K2 Common (V)
VoidRelicSilverIcon64.png Neo S7 Common (V)

Manufacturing Requirements
Time: 72 hrs
Rush: PlatinumLarge.png 50
MarketIcon.png Market Price: PlatinumLarge.png N/A Blueprint2.svg Blueprints Price:N/A
Banshee Prime Neuroptics Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Banshee Prime Chassis Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Banshee Prime Systems Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25




  • Banshee Prime is the third Warframe to have a direct Mastery Rank requirement, the first being RhinoIcon272.png Rhino and the second being Oberon PrimeIcon272.png 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.png 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.


See Also

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

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


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Main article: Sonic Boom (edit)
SonicBoomModU15.jpeg BansheeSonicBoom.png
Sonic Boom
Banshee emits a sonic shockwave that pushes targets in range with enough force to incapacitate or kill attackers.
Strength:25 / 35 / 40 / 50 (DmgImpactSmall64.png Impact damage)
Range:10 / 12 / 13 / 15 m

  • Banshee channels sound at high velocity to create a shock wave that propagates forward in a 180° cone up to 10 / 12 / 13 / 15 meters away. Enemies caught by the wave are ragdolled several meters and receive 25 / 35 / 40 / 50 DmgImpactSmall64.png Impact damage.
    • Damage is affected by Ability Strength.
    • The shock wave does not affect enemies behind obstacles in the environment unless Banshee has line-of-sight.
    • Range is affected by Ability Range.
    • The shock wave will have a very slight delay between activating and knocking down enemies at the maximum range of the ability, as it has a very minute travel time.
  • Some enemies, including most heavy units, have a cooldown before being able to be knocked back again.
  • Some enemies will simply be stunned or be knocked down, but most will be pushed back.
  • Can be used while jumping, sliding, flipping, wall-running or wall-clinging.
  • Delay of about 0.8 seconds between uses.

Main article: Sonic Fracture

Sonic Fracture is a Warframe Augment Mod for BansheeIcon272.png Banshee's SonicBoom130xDark.png Sonic Boom that allows it to temporarily strip armor off enemies.

Rank Armor Reduction Duration Cost
0 30% 2s 6
1 45% 4s 7
2 55% 6s 8
3 70% 8s 9

Tips & Tricks
  • Can be used effectively as a source of instant crowd control to get large amounts of enemies out of your face incredibly quickly.
  • When combined with Mod TT 20px.png Energy Siphon and Maximized Ability Range, this ability can be used continuously to keep large crowds of enemies off their feet until death. This is one of the most energy efficient crowd-control effects in the game.
  • Since Sonic Boom can knock most enemies back, it can be used to instantly kill enemies by sending them down a bottomless pit.

  • Sonic Boom will leave enemies vulnerable to Finisher attacks long after they have gotten back up from the knockdown, even if she doesn't have Savage Silence equipped or has Silence active.

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    Main article: Sonar (edit)
    SonarModU15.jpeg BansheeSonar.png
    Using acoustic location, Banshee's Sonar power finds and tracks enemies, and exposes critical weak spots to everyone in your squad.
    Strength:2x / 3x / 4x / 5x
    Duration:10 / 15 / 20 / 30 s
    Range:20 / 25 / 30 / 35 m

    • Banshee emits a sound wave and reveals the location of every enemy within 20 / 25 / 30 / 35 meters. Tracked enemies will be visible on every player's mini-map, and each enemy will have a body part highlighted. These effects last for 10 / 15 / 20 / 30 seconds. Hitting an enemy in the highlighted area causes the inflicted damage to be multiplied by 200% / 300% / 400% / 500%.
      • Damage multiplier is affected by Ability Strength.
        • Damage can also be increased by body-part multipliers such as the head or unprotected body parts.
      • Duration is affected by Ability Duration.
      • Range is affected by Ability Range.
    • Has a cast delay of about 0.8 seconds and a recast time of about 2.4 seconds.
    • Recasting Sonar while it's still active will cause additional body parts to be highlighted. Highlighted areas can overlap, causing inflicted damage to be further amplified multiplicatively.
    • Sonar does not highlight all enemies within its maximum area of effect immediately, instead the effect propagates outward from the caster's position, traveling at a fixed pace irrespective of Ability Range mods, similar to the mechanics of NovaIcon272.png Nova's MolecularPrime130xDark.png Molecular Prime.

    Main article: Resonance

    Resonance is a Warframe Augment Mod for BansheeIcon272.png Banshee's Sonar130xDark.png Sonar that triggers an additional Sonar pulse with a fraction of the original pulse's remaining duration if an enemy is killed in a highlighted weakspot.

    Rank Duration Cost
    0 50% 6
    1 65% 7
    2 80% 8
    3 100% 9

    Tips & Tricks
    • Can increase damage done by abilities if the glowing body part is the torso, since most abilities target the torso.
    • This ability can help with ranking up new weapons, as the damage multiplier can increase a weapon's damage to a given area, thereby increasing ammo efficiency. Coupled with Mod TT 20px.png Rifle Amp, this can greatly improve a weapon's effectiveness before it has enough room for much-needed mods.
    • Because of its multiplicative nature, Sonar is arguably the most potential damage booster currently in the game. A fully modded Banshee combined with a fully modded EquinoxIcon272.png Equinox can increase the damage multiplier to 18.95, so a single overlapping area will multiply the damage 359 times. For example: a single rifle shot of 5000 damage on a doubled-weakspot on an unarmored target would deal 1.8 million damage.
    • Sonar's augment mod Mod TT 20px.png Resonance helps greatly with Ability Efficiency, since it allows Sonars to be automatically cast every few seconds simply by dealing killing damage on weakpoints.
    • Although the enemy reveal effect does not combine with Mod TT 20px.png Enemy Radar or Mod TT 20px.png Enemy Sense, it is stronger that either of them on their own.
    • It seems the traveling speed of this ability depends on the distance to the target. The wave propagates at ~12 m/s for 24 meters, but at ~15 m/s for 48 meters and at ~16.5 m/s for 80 meters.

    Main article: Silence (edit)
    SilenceModU15.jpeg BansheeSilence.png
    Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks.
    Duration:10 / 15 / 20 / 30 s
    Range:10 / 13 / 15 / 20 m
    Misc:2 s (stun duration)
    Enemy abilities disabled
    Subsumable to Helminth

    • Banshee emits a sound dampening aura within 10 / 13 / 15 / 20 meters around her for 10 / 15 / 20 / 30 seconds. Enemies entering the aura will initially experience a sonic disturbance becoming momentarily stunned for 2 seconds; affected enemies remain deafened to sounds which alert them to the direction of nearby combat, as well as become unable to perform special abilities while within Silence's influence.
      • Aura radius is affected by Ability Range.
      • Duration is affected by Ability Duration.
      • Casting speed is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
      • Stun duration is not affected by mods.
      • Unaware enemies will not become alerted when affected by the aura and will resume normal behavior after recovering from the stun.
      • Enemies exiting then reentering the aura can repeatedly experience the stun again.
      • Silence will also deafen the caster, muffling all gunfire from friend, foe, and self alike.
      • Some enemy special abilities such as Heavy Gunner ground slam, Shockwave MOA stomp, and grenade toss are disabled from use entirely.
    • Enemies under the effect of the aura will not respond to sounds such as gunfire, alarms and death screams, and generally become unable to detect players and other enemies by means other than sight or touch.
      • Unaware enemies will still become alerted when sighting players or taking damage.
      • Taking damage will not inform enemies to the location of the attacking player, but they are still likely to investigate in the direction the attack came from.
      • Enemies that are alert before entering Silence's aura will remain alerted, but may still lose track of players if line of sight is broken.
      • After a brief delay, enemies that do not have line of sight with a player will become susceptible to Stealth Damage Multipliers from melee attacks as long as line of sight remains broken and the player does not come into direct physical contact with the enemy.
      • The ability does not change a weapon's Noise Level from "Alarming" to "Silent".
    • Disables enemies from using most special abilities which are neither a ranged nor melee attack; passive abilities are not disabled.
    • Affected enemies will glow with Banshee's energy color.
    • Has a cast delay of about 0.4 seconds.
    • Cannot be recast while active.
    • Subsuming Banshee to the Helminth will offer Silence and its augments to be used by other Warframes.

    Main article: Savage Silence

    Savage Silence is a Warframe Augment Mod for BansheeIcon272.png Banshee's Silence130xDark.png Silence that multiplies the damage of standing finisher attacks on affected enemies.

    Rank Effect Cost
    0 +150% 6
    1 +200% 7
    2 +250% 8
    3 +300% 9

    Tips & Tricks
    • Silence can be used as a form of crowd control due to the momentary stun dealt to enemies entering its field. This is most useful for Banshees engaging in melee combat, as they can stun ranged enemies simply by approaching them, giving them time to close the distance and engage.
    • Silence can also be used to keep Infested enemies at bay, giving more time to attack them from range.
    • With a maximized range build, Silence can be used to clear a room of enemies using firearms without alerting enemies in adjacent rooms. Keep in mind however, that enemies will still react if they see you, or if they see one of their own killed.
    • Despite the excellent utility provided, Silence can also render Banshee deaf, preventing her from anticipating nearby enemies or enemies from behind while attacking enemies.
    • Too much range may reduce the potency of this ability as a crowd control tool, as enemies are only stunned when they initially enter the aura and may be out of attack range (behind walls, etc.), allowing them to recover.
    • Enemies are more likely to target the player's Sentinel when Silence is active, which can prove to be harmful for weaker Sentinels.
    • Blinded enemies under the effect of Silence will not react to most things aside from direct contact and wander around aimlessly.
    • Staying on the move and frequently breaking line of sight with affected enemies can result in taking much fewer hits as they cannot use the sound of gunfire to find players or other enemies that are in combat.

  • At times, Silence can be cast yet be unable to affect enemies, indicated by the lack of an energy glow on them. The sound reduction for the player and energy ripples on Banshee will remain until mission ends, however.
    • The skill can most likely not be recast while this bug is in active.
  • Silence ability block can sometimes prevent triggers coded as abilities that activate after certain animations and scripts, including Lieutenant_Lech_Kril from becomming vulnerable after using his hammer slam by preventing the backpack coolant freeze, Raptors power cell explosion if the Osprey was silenced from spawn to death and pipe within range and General Sargas Ruk opening his heatskin during Eruption in phase 2.

  • Expand/Collapse
    Main article: Sound Quake (edit)
    SoundQuakeModU15.jpeg BansheeSoundQuake.png
    Sound Quake
    Channeling all of her acoustic energy into the environment, Banshee uses ultrasonic reverberations to violently shake the ground.
    Energy Drain: 25 / 18 / 15 / 12 s-1
    Strength:125 / 150 / 175 / 200 (DmgBlastSmall64.png Blast damage)
    Range:12 / 15 / 18 / 20 m

    • Banshee plants her hands on the ground, releasing ultrasonic reverberations around her which inflict 125 / 150 / 175 / 200 DmgBlastSmall64.png Blast damage per second and stagger all enemies within 12 / 15 / 18 / 20 meters.
      • Damage is affected by Ability Strength.
      • Damage does not diminish with distance and does not require line of sight.
      • Range is affected by Ability Range.
    • Sound Quake drains 25 / 18 / 15 / 12 energy per second, and will remain active so long as Banshee has energy. Sound Quake will end if Banshee runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
    • Banshee is not invincible during the animation.
    • Enemies inside the area of effect are staggered for the duration of the skill. However, it's possible for an enemy to stumble outside of Sound Quake's range if they are too close the edge of the effective area.
    • Will destroy lights in the area of effect, but not Reinforced Glass or other objects.
    • If cast in midair, Banshee will instantly drop to the ground to perform this ability.
    • Has a cast delay of 1 second and post-cast delay of 1 second.

    Main article: Resonating Quake

    Resonating Quake is an Warframe Augment Mod for BansheeIcon272.png Banshee that replaces SoundQuake130xDark.png Sound Quake's channeling feature for a single, large shockwave that deals bonus damage at the epicenter, but decreases damage as the shockwave spreads.

    Rank Damage Cost
    0 x10 6
    1 x12 7
    2 x15 8
    3 x20 9

    Tips & Tricks
    • Using Sound Quake can be a very effective crowd control technique to give your team some breathing room to do some of the following:
      • Revive a fallen teammate.
      • Clear out some heavy mobs without retaliation.
      • Re-orient themselves to dish out some CC of their own.
    • As Sound Quake's duration is based on the amount of energy one has, (Mod TT 20px.png Primed) Mod TT 20px.png Flow and/or the Arcane Reverb Helmet is very useful in extending the effective duration of the ability.
    • Moas are extremely susceptible to Sound Quake, and it generally works well against other Corpus enemies. Though decent against Grineer, it performs the worst out of the three due to their innate high armor.
    • While standing on the cryo floors in the Void, Sound Quake's drain is reduced. However, the cast delay is increased and the damage tick occurs once every 2 seconds.
    • Since Banshee is immobilized when the ability is active, it's highly suggested to bring a Sentinel with Mod TT 20px.png Vacuum equipped to pick up nearby Energy Orbs and prolong the duration Sound Quake is active.

  • Caused by minimizing the game during the use of Sound Quake. The animation will continue afterward, disallowing any actions. Only leaving or dying will fix it.
  • While casting, getting knocked back into a bottomless pit or otherwise falling into one (the casting animation moves Banshee forward a little bit), will cause the Sound Quake to persist. It will continue to do damage and stun enemies at the cast point, but will not drain energy. Banshee can move around after coming back up from the fall, but can't do most actions like shooting. Recasting Sound Quake will cancel the damage inflicted by Sound Quake, but will leave the visual effects (camera blur and shake) in the area permanently.
  • Sound Quake's Blast procs do not actually knock down afflicted enemies (except on the initial shockwave) because the repeated stagger animation caused by the quakes overrides the knockdown. The proc indicator will flash when it occurs, but the enemy that it occurred to will remain standing and staggering around as if it wasn't affected by the Blast proc.

  • Expand/Collapse

    Strength Mods


    Duration Mods


    Range Mods


    BansheeSonicBoom.png BansheeSonicBoom.png
    BansheeSonar.png BansheeSonar.png BansheeSonar.png
    BansheeSilence.png BansheeSilence.png
    BansheeSoundQuake.png BansheeSoundQuake.png BansheeSoundQuake.png

    Edit Tab

    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.png 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 (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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