Baruuk's tolerance for violence wanes as his hand is forced by his foes. Restraint is a resource unique to Baruuk that provides up to 50%Damage Reduction when the meter is completely depleted.
Restraint meter is displayed in the lower-right on the HUD, above the ability icons.
Restraint meter starts fully filled, and is depleted using Baruuk's abilities:
Each attack evaded through Elude erodes 1.2% from the meter.
Each enemy affected by Lull erodes 0.8% from the meter.
Each enemy disarmed by Desolate Hands erodes 1.6% from the meter.
Baruuk's fourth ability Serene Storm utilizes Restraint instead of Energy to cast and maintain. Using this ability refills Restraint meter by 4% on activation and by 0.8% per second until the ability is deactivated.
Restraint can still erode from using Baruuk's other abilities during this ability.
Abilities []
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Baruuk enters a stance that grants him 100%Dodge Chance, causing incoming enemy projectiles and melee attacks to harmlessly phase through his body at angle of 120° / 130° / 150° / 180° relative to the direction Baruuk himself is facing (not the player's camera), but only while not attacking. Should Baruuk attack, there is an approximately 0.2 second delay before Elude reactivates.
Attacking counts as any form of firing a weapon or during a melee animation. Charging a gun does not count as attacking but charging a melee heavy attack does.
The delay will start once a gun has stopped being fired or after a melee animation is finished.
Detonating explosives which require a secondary input will not interrupt Elude; however, the initial act of throwing or firing them will.
Ability Synergy:
Baruuk's Restraint erodes by 1.2% per attack dodged.
While Elude is active, the seeking range of Desolate Hands daggers is doubled.
Elude costs 25energy to activate. While active, Elude drains 2.5 energy per second to maintain the stance until deactivated manually by pressing the ability key again (default 1 ) or automatically when Baruuk runs out of energy.
Baruuk's idle animation changes to a nonchalant-looking stance as his torso visibly vibrates constantly while Elude is active. Flowing Void energy waves emit from his upper body to visually represent the angle of evasion.
Evaded attacks cause transparent holes to briefly open at the contact spots on Baruuk's body, while a stream of energy particles move through at high speed as each hole closes.
A calming wave slows enemies until they fall into a slumber. Enemies woken by damage will be confused and disoriented. Short-term amnesia means all waking enemies forget anything that happened before the lull.
Baruuk expends 50energy to cast a calming wave over an area of 10 / 15 / 20 / 25 meters that lingers for 2 / 3 / 4 / 5 seconds. Enemies in sight or aware of Baruuk's presence that enter the area will gradually slow and then fall asleep for 10 / 13 / 18 / 20 seconds. Sleeping enemies awaken early when damaged, suffering disorientation for a brief moment, along with amnesia causing their alertness level to reset.
Endless Lullaby is a Warframe Augment Mod for Baruuk's Lull that re-triggers Lull for its remaining duration upon initiating a finisher on or killing a sleeping enemy. This mod also passively increases Lull's duration.
Baruuk expends 75energy to summon a protective ring of 3 / 4 / 6 / 8 levitating energy daggers around him that passively provide him with 10%Damage Reduction per dagger orbiting in the ring. The daggers will seek enemies in sight and within 6 meters, launching one by one to Disarm their targets on impact, then explode dealing 100 / 150 / 200 / 250Blast damage to all enemies within a 3 meter radius.
Arsenal lists the damage reduction with maximum daggers.
Damage reduction can not exceed 90% under any circumstance, capping out at 9 daggers.
Enemies that have already been disarmed will not be targeted by the daggers.
While active, Desolate Hands shares its effects with allies by launching 1 dagger at a time to the nearest ally within Baruuk's dagger seek range and in direct line of sight. Shared daggers also provide damage reduction, disarm charges, and erodes Baruuk's Restraint on enemy disarm for the affected allies; each ally can carry up to 50% of the modded number of daggers.
With his Restraint eroded, Baruuk commands the Desert Wind to deliver powerful radial strikes with his fists and feet. Each moment commanding the storm restores his Restraint.
Baruuk foregoes his restraints to empower his fists with volatile energies, commanding the Desert Wind and wielding it as his melee Exalted Weapon. While Serene Storm is active, Baruuk also receives 10% / 15% / 20% / 25%Damage Reduction against enemy attacks, and slows enemies within a 3 meter radius by 50%.
Damage reduction is capped at 40%.
Damage reduction only applies when Desert Wind is the active weapon.
Slow amount and radius are not affected by mods.
Rather than using energy, Baruuk regenerates his Restraint, recovering 4% Restraint on activation and then restores 0.80% Restraint per second.
Baruuk can still erode his Restraint while Serene Storm is active by using his other abilities.
Baruuk does not need to have completely eroded his Restraint meter to use Serene Storm. He is free to activate it as long as he has 96% Restraint, and can deactivate it at any time to stop restoring his Restraint if he wishes.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Serene Storm will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
The mods that can be equipped on and affect Desert Wind include:
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Range mods do not affect the radius of slam attacks.
The combo counter will reset when equipped with melee weapons that pause the combo counter (such as Tenet Grigori) or have infinite combo duration (such as Xoris).
Serene Storm's combo counter decay is affected by Power Spike.
Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
Ground finishers inflict 1600% of the total modified damage from normal attacks. Prompted finishers inflict 6400% of the total modified damage from normal attacks as True Damage.
The damage composition of a ground finisher is the same as a modified normal attack; however, Impact damage from ground finishers is multiplied by 125%.
The finisher multipliers for both attacks are affected by Finishing Touch.
Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
Normal attacks will emit a wind wave in the direction of aim that travel 20 meters. Wind waves have the same base damage as the melee attacks that release them.
The wind waves and Serene Storm itself are considered separate entities and will both deal damage separately.
Wind waves will Punch Through and hit enemies and terrain regardless of thickness up to their maximum range.
Wave damage does not fall off with distance.
Wave range and flight speed are not affected by mods.
Enemies hit by the waves will suffer a stagger.
Enemy projectiles hit by the waves have a 100% chance to be redirected toward their originating direction.
Serene Storm comes installed with its own unique stance. Additional combos will be unlocked as Serene Storm increases in rank.
Forward melee combo thrusts Baruuk's fists toward his enemies to generate a powerful push that inflicts damage, stagger, and ragdoll effects.
Hold melee combo creates an upward draft that drifts forward and gradually lifts enemies high into the air.
Block melee combo creates a suctioning pull to drag enemies toward Baruuk.
Slide melee combo bends gravity around Baruuk to radially lift all nearby enemies into the air.
Slam melee combo creates a radial blast that knocks back all enemies in range.
Slam melee combo while blocking creates a radial vortex that pulls in all enemies in range.
Any hits made directly by the impact of Baruuk's fist or the waves of energy caused by Desert Wind, have a chance to permanently Disarm the enemy.
Serene Storm is a unique Stance exclusive to Desert Wind that can only be acquired and used by activating Baruuk's fourth ability, Serene Storm. This Stance overrides the Stance on any currently equipped melee weapon for as long as Serene Storm remains active.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
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Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.