Passive
All of Banshee's equipped weapons, including Gunblades such as Redeemer, and weapons equipped on Sentinels should they be present, are treated as silent.
Abilities
1 25 |
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) |
Strength:25 / 35 / 40 / 50 ( Impact damage) | |
Duration:N/A | |||
Range:10 / 12 / 13 / 15 m | |||
Misc:
180° (cone angle) |
Info
- Banshee expends 25 energy to channel sound at high velocity to create a shockwave 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 Impact damage.
- The shock wave does not affect enemies behind obstacles in the environment unless Banshee has line-of-sight.
- 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.
Augment
- Main article: Sonic Fracture
Sonic Fracture is a Warframe Augment Mod for Banshee's Sonic Boom that allows it to permanently strip armor off enemies.
Sonic FractureTips & 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 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.
Bugs
- 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.
2 50 |
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) |
Strength:2x / 3x / 4x / 5x | |
Duration:10 / 15 / 20 / 30 s | |||
Range:20 / 25 / 30 / 35 m |
Info
- Banshee expends 50 energy to emit 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 the highlighted body part causes the inflicted damage to be multiplied by 200% / 300% / 400% / 500%.
- Enemies typically have 6 different body parts that can be highlighted: The head, torso, arms (left and right), and legs (left and right). Each part highlighted will affect the entire body part it is on, even if the highlight does not visually cover it. Conversely, each highlight only affects one body part, despite visually reaching other body parts.
- Damage can also be increased by body-part multipliers such as the head or unprotected body parts.
- Slash, Toxin, and Heat damage over time status effects are not affected by damage multiplier.
- Electricity, and Gas damage over time status effects can be affected by damage multiplier, as they are able to target specific body parts.
- 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 (up to a maximum of TWO times).
- 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 Nova's Molecular Prime.
Augment
- Main article: Resonance
Resonance is a Warframe Augment Mod for Banshee's 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.
ResonanceTips & 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 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 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 affects only direct and aerial hits, not status damage.
- Sonar's augment mod 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 Enemy Radar or Enemy Sense, it is stronger than each of them.
- 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.
3 75 |
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) |
Strength:N/A | |
Duration:10 / 15 / 20 / 30 s | |||
Range:10 / 13 / 15 / 20 m | |||
Misc:
2 s (stun duration) | |||
Subsumable to Helminth |
Info
- Banshee expends 75 energy to emit 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.
- 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.
- Enemies immune to crowd control, such as Overguard or bosses, will not experience the stun effect.
- 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.
- Disabled by Silence:
- Actively cast buffs & debuffs (Grineer Regulators, Corpus Scrambus Auras, etc)
- Actively cast shields & attacks (all Eximus special abilities, thrown grenades, ground slams from Grineer, all Ambulas abilities except main gun, etc.)
- Movement abilities (Osprey's charge, Charger's charge, Leaper's leap, Flameblade's teleport, etc)
- Hook/pull attacks (Scorpion's hook, Ancient's hook, etc)
- Summoning/spawning (Drahk Master, Fusion MOA, Brood Mother, Juno Tech, etc) - note that some units such as Drahk Master immediately summon after spawning. This cannot be prevented unless they are within range of you when they spawn, but it will prevent any further summoning.)
- Acolyte abilities.
- Immune to Silence:
- Ranged/melee attacks even if unique (Osprey grenade launchers, Swarm Mutalist MOA's gun, Bombard homing rockets, Electric Crawler melee, etc)
- Intrinsic damage reduction: (Ex: Nox armor, Sentient damage adaptation, etc)
- Passive auras (Shield Osprey emitter, Ancient Healer's aura, Arbitration Shield Drone aura, etc)
- On-death abilities (Volatile Runner's suicide, Toxic Crawler's death cloud, Boiler's infested pod, Undying Flyer's rebirth, etc)
- Nullifier fields (Nullifier Crewman, Isolator Bursa nullifier sphere)
- Special Grineer Interactions:
- Special Infested Interactions:
- Projectiles shot by Lobber Crawler don't come from a gun, they're an ability and are completely disabled.
- Mutalist Osprey cannot let go of Crawlers it has picked up.
- Maggots cannot attach to Tenno, they just do nothing and die.
- Special Corpus Interactions:
- Remech Osprey cannot revive disabled Ambulas and can be stopped mid-cast by Silence.
- Osprey units cannot charge & self-destruct when low on health.
- Isolator Bursa can unpredictably make itself immune to Silence due to its nullifier sphere ability.
- All Scrambus units can be silenced INCLUDING the Fog Scrambus which should disable Silence, but ironically becomes unable to because it is silenced.
- Special Sentient Interactions:
- All attacks which aren't their standard ranged weaponry are disabled, including the spinning laser attack which can be disabled while already in progress.
- If a silenced sentient is also disarmed then it will do NOTHING because it has no programmed melee attack. It will simply hover in place or move around helplessly.
- Other Interactions:
- All abilities of enemies in The Index are disabled (Armis Ulta just shoots, Auditor just shoots, etc.)
- All abilities of enemy specters are disabled (Junction Specter, Knave Specter, etc) and they can only shoot or melee.
- All abilities of enemy Necramech units are disabled and they can only shoot or melee.
- The following units are immune to Silence: The Stalker, Grineer Manic, Kuva Guardian (when immune to Warframe damage), Vomvalyst (when incorporeal), Nullifier Crewman, Isolator Bursa (when nullifier sphere is active).
- Disabled by Silence:
- 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.
Augment
- Main article: Savage Silence
Savage Silence is a Warframe Augment Mod for Banshee's Silence that multiplies the damage of standing finisher attacks on affected enemies.
Savage SilenceTips & 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.
Bugs
- 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 becoming 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.
4 25 +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) |
Strength:125 / 150 / 175 / 200 /s ( Blast damage) | |
Duration:N/A | |||
Range:12 / 15 / 18 / 20 m | |||
Misc:
Caster immobile |
Info
- Banshee plants her hands on the ground and remains stationary, releasing ultrasonic reverberations around her which inflict 125 / 150 / 175 / 200 Blast damage per second and Stagger all enemies within 12 / 15 / 18 / 20 meters.
- Damage does not diminish with distance and does not require line of sight.
- 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 cannot replenish energy using Energy Vampire, Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores, Energy Siphon, Energy Nexus, Dreamer's Bond and/or Wellspring while Sound Quake is active.
- Energy Orbs, Orokin Void Death Orb's energy restores, Rage, Hunter Adrenaline, Spellbound Harvest, Arcane Energize, and Emergence Dissipate's Energy Motes can still replenish Banshee's energy during Sound Quake.
- 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.
Augment
- Main article: Resonating Quake
Resonating Quake is an Warframe Augment Mod for Banshee that replaces Sound Quake's channeling feature for a single, large shockwave that deals bonus damage at the epicenter, but decreases damage as the shockwave spreads.
Resonating QuakeTips & 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, ( Primed) 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 Vacuum equipped to pick up nearby Energy Orbs and prolong the duration Sound Quake is active.
Bugs
- 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.
Strength Mods | Duration Mods | Range Mods |
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