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This is Caliban, the survivor, the adaptor, and heir to the twin kingdoms of biological and Sentient life. Free him from the aberrant path he was consigned to by his creator: Erra.

A twisted hybrid of Warframe and Sentient, he is raised in the wreckage of the Old War. This is Caliban, the survivor, the adaptive.

Once a weapon consigned by Erra after the Old War, Caliban is yours to sow vengeance in the New.

Release Date: December 15th, 2021

Amalgamated with our ancient nemesis, his vessel of Helminth morph suffused by adaptive bionics. Hybridize the powers of Warframe and Sentient combined as Caliban, the chimeral prototype. Splinter forth his trio of familial fragments, to sweep death across the warzone through cyclonic devastation and destructive energy infusion. Caliban returned to wage war in Update 31 (2021-12-15).

Acquisition

Caliban's main blueprint is purchased from the Market. His component blueprints are acquired from Narmer Bounties after completion of The New War on the Plains of Eidolon's day cycle and on Orb Vallis during the Plains' night cycle. One component blueprint is available as an uncommon drop; which component is available is chosen randomly at the beginning of the Plains of Eidolon's day cycle.

Item Source Chance Expected Nearly Guaranteed
Systems.png Systems Blueprint Narmer Fortuna Bounty Lvl 50-70 Stages 2 & 3 / A 8.11% ~ 12 Stages 81 ± 27 Stages
Systems.png Systems Blueprint Narmer Cetus Bounty Lvl 50-70 Stages 2 & 3 / A 8.11% ~ 12 Stages 81 ± 27 Stages
Systems.png Systems Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 4 / A 5.45% ~ 18 Stages 123 ± 41 Stages
Systems.png Systems Blueprint Narmer Cetus Bounty Lvl 50-70 Stage 5 / A 7.50% ~ 13 Stages 88 ± 29 Stages
Systems.png Systems Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 5 / A 7.50% ~ 13 Stages 88 ± 29 Stages
Systems.png Systems Blueprint Narmer Cetus Bounty Lvl 50-70 Stage 4 / A 5.45% ~ 18 Stages 123 ± 41 Stages
Helmet.png Neuroptics Blueprint Narmer Fortuna Bounty Lvl 50-70 Stages 2 & 3 / C 8.11% ~ 12 Stages 81 ± 27 Stages
Helmet.png Neuroptics Blueprint Narmer Cetus Bounty Lvl 50-70 Stages 2 & 3 / C 8.11% ~ 12 Stages 81 ± 27 Stages
Helmet.png Neuroptics Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 4 / C 5.45% ~ 18 Stages 123 ± 41 Stages
Helmet.png Neuroptics Blueprint Narmer Cetus Bounty Lvl 50-70 Stage 5 / C 7.50% ~ 13 Stages 88 ± 29 Stages
Helmet.png Neuroptics Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 5 / C 7.50% ~ 13 Stages 88 ± 29 Stages
Helmet.png Neuroptics Blueprint Narmer Cetus Bounty Lvl 50-70 Stage 4 / C 5.45% ~ 18 Stages 123 ± 41 Stages
Chassis.png Chassis Blueprint Narmer Fortuna Bounty Lvl 50-70 Stages 2 & 3 / B 8.11% ~ 12 Stages 81 ± 27 Stages
Chassis.png Chassis Blueprint Narmer Cetus Bounty Lvl 50-70 Stages 2 & 3 / B 8.11% ~ 12 Stages 81 ± 27 Stages
Chassis.png Chassis Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 4 / B 5.45% ~ 18 Stages 123 ± 41 Stages
Chassis.png Chassis Blueprint Narmer Cetus Bounty Lvl 50-70 Stage 5 / B 7.50% ~ 13 Stages 88 ± 29 Stages
Chassis.png Chassis Blueprint Narmer Fortuna Bounty Lvl 50-70 Stage 5 / B 7.50% ~ 13 Stages 88 ± 29 Stages
Chassis.png Chassis Blueprint Narmer Cetus Bounty Lvl 50-70 Stage 4 / B 5.45% ~ 18 Stages 123 ± 41 Stages

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations. Drop chances are rounded to two decimal places, following the official drop tables repository.
Expected means a player can expect to obtain at least one of a drop every N attempts on average.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 1 in 10^2,3, and 4 probability not to have recieved a single drop (99%, 99.9%, and 99.99% probability to have received at least one drop).
The combined probability of multiple drops is 1 - ((1-A%) * (1-B%) * ...) (add drops in same rotation)

For more detailed definitions and information, visit here.

Manufacturing Requirements
CreditsLarge.png
25,000
Helmet.png
1
Chassis.png
1
Systems.png
1
OrokinCell.png
12
Time: 72 hrs
Rush: PlatinumLarge.png 50
MarketIcon.png Market Price: PlatinumLarge.png 325 Blueprint2.svg Blueprints Price:CreditsLarge.png50,000
Caliban Neuroptics Blueprint
CreditsLarge.png
15,000
AnomalyShard.png
3
NarmerIsoplast.png
12
NeuralSensors.png
10
TralokEyes.png
20
Time: 12 hrs
Rush: PlatinumLarge.png 25
Caliban Chassis Blueprint
CreditsLarge.png
15,000
AnomalyShard.png
3
NarmerIsoplast.png
16
MortusHorn.png
20
HespazymAlloy.png
100
Time: 12 hrs
Rush: PlatinumLarge.png 25
Caliban Systems Blueprint
CreditsLarge.png
15,000
AnomalyShard.png
3
NarmerIsoplast.png
12
BreathOfTheEidolon.png
30
Hexenon.png
30
Time: 12 hrs
Rush: PlatinumLarge.png 25

Notes

Trivia

  • Caliban is the 48th unique Warframe to be released.
  • Caliban was first revealed in TennoCon 2021's Art of Warframe digital panel. The panel featured his concept artist, Keith Thompson, who designed much of the Sentient faction's aesthetic.
  • Caliban is a character from Shakespeare's play The Tempest, which depicts him as half human and half monster.
  • Caliban is second in line of Sentient-themed Warframes, after RevenantIcon272.png Revenant who is predominantly based on the Eidolon, a subspecies of undead spectral Sentients.
    • Similar to Revenant's Eidolon energy, Caliban exudes the signature Sentient unlight within his core cavity and the various exhaust vents on his body.
    • Caliban sports animated parts on his body ranging from the antennae spikes to the hovering shoulder blade pads.
    • Much like the Sentient drones and fragments, Caliban's body is bisected in two from the neck down, giving him the Sentients' thematic starfish-like appearance.
    • Caliban's abilities are derived from some attacks used by Sentient enemies:
  • Caliban shares his name with a mission node on Uranus.
  • While both Caliban's Agile and Noble Animation sets depict him hovering like TitaniaIcon272.png Titania and WispIcon272.png Wisp, Caliban himself does not have unique moving animations.
  • Oddly enough, despite Caliban's Sentient composition that would make him highly susceptible to DmgVoidSmall64.png Void damage, he and RevenantIcon272.png Revenant do fine in areas rife with Void Energy such as the Orokin Void and the Zariman Ten Zero.

Bugs

  • RazorGyre130xDark.png Razor Gyre's line of sight can be blocked by vacuumed Pickups, such as Mods and Survival Life Support Capsules, resulting in the ability being unable to hit enemies in range.
  • FusionStrike130xDark.png Fusion Strike's fallout zone cannot be seen by the player when playing as client.

References

Edit Tab

Passive

Versatile and resilient, CalibanIcon.png Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.

  • Passive values are not affected by Mods.
  • Damage over time from procs (such as DmgSlashSmall64.png Slash or DmgToxinSmall64.png Toxin for example) will not contribute nor maintain damage resistance.
  • Damage reduction effects such as those of Mod TT 20px.png Adaptation do not stack with Adaptive Armor. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.

Abilities 

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Main article: Razor Gyre (edit)
RazorGyreModx256.png RazorGyre130xWhite.png
ENERGY:
25
KEY
1
Razor Gyre
Become a spinning vortex of death. Hold LMB  to accelerate the maelstrom, increasing damage or target an enemy by tapping LMB  to dash toward them. Hitting enemies inflicted with Sentient Wrath creates a destructive blast.
Energy Drain: 4 s-1
Energy Drain Per Impact Damage Increase: 0.02 s-1
Strength:200 / 300 / 400 / 500 /s (DmgSlashSmall64.png Slash damage per second)
+ 1 / 2 / 3 / 4 HP/s (heal rate per enemy)
+ 50 / 50 / 75 / 100 /s (DmgImpactSmall64.png Impact and DmgSlashSmall64.png Slash damage increase per second)
150 / 200 / 350 / 500 (DmgImpactSmall64.png Impact slam damage)
Duration:N/A
Range:8 / 10 / 11 / 12 m
Misc:Knockdown & stagger immunity
2 (damage ticks per second)
50 m (dash distance)
10 m (dash slam radius)
Dash knockback on hit
10% DmgSlashSmall64.png Slash Status Chance

Info
  • Caliban levitates and rapidly rotates to generate a tempest of lacerating energy spanning a radius of 8 / 10 / 11 / 12 meters around himself. While active, Caliban gains knockdown and stagger immunity as Razor Gyre inflicts 200 / 300 / 400 / 500 DmgSlashSmall64.png Slash damage per second, and heals by 1 / 2 / 3 / 4 health per second for each enemy hit. Damage and healing per second are divided into 2 ticks per second, each with a chance to Stagger and 10% chance to DmgSlashSmall64.png Bleed. Enemies must remain in range and line-of-sight of Caliban to be affected.
    • Radius is affected by Ability Range.
    • Damage per second and heal rate per enemy are affected by Ability Strength.
    • Knockdown and stagger immunity, damage ticks per second and status chance are not affected by mods.
  • While active, Caliban can accelerate his rotation by holding down the fire key (default LMB ), increasing damage by 50 / 50 / 75 / 100 for each second the hotkey is held at the cost of 0.02 energy per second for every 1 damage stored. The stored damage continuously aplifies the spinning DmgSlashSmall64.png Slash attack and grants and single-use damage bonus to the dash DmgImpactSmall64.png Impact attack. The accumulated damage is lost when Razor Gyre is deactivated or Caliban dashes to an enemy.
    • Damage increase per second is affected by Ability Strength.
      • Damage increase on DmgSlashSmall64.png Slash damage is halved per tick similar to how the starting damage per second is split over 2 ticks per second. (e.g. Charging 100 damage adds 50 per tick or 100 per second.)
    • Damage increases by many increments of 1 rather than 100 on every second.
    • Damage increase is shown as a Razor Gyre buff icon beside Caliban's shield and health indicators.
  • While active, tapping the fire key (default LMB ) while an enemy is on the reticle causes Caliban to rapidly dash to them from up to 50 meters away for no additional energy cost, dealing 150 / 200 / 350 / 500 DmgImpactSmall64.png Impact damage plus the stored DmgImpactSmall64.png Impact damage all in a 10 meter radius, inflicting knockback and Knockdown effects of variable strength. The stored damage is reset to 0 whether he impacts his target or not.
    • DmgImpactSmall64.png Impact damage is affected by Ability Strength.
    • Dash distance, dash slam radius, and knockback on hit are not affected by mods.
    • Knockback force is weaker on the target the further caliban travels, and weaker on surrounding targets the further they are from the point of impact.
    • When dashing upwards into aerial or Lifted b.png Lifted enemies, Caliban can bounce high into the air.
    • Caliban can dash to an enemy target while there are obstructions in his path. He will cancel the dash if he cannot move for more than 1.5 seconds.
  • Caliban first expends 25 Energy to activate Razor Gyre, then drains 4 energy per second to continuously channel the ability. For every 1 DmgImpactSmall64.png Impact damage stored by Caliban's acceleration, Razor Gyre drains an additional 0.02 energy per second which resets to the base energy drain amount upon triggering the dash. Razor Gyre ends when Caliban runs out of energy or when manually deactivated by pressing the ability key again (default 1 ).
  • Ability Synergy:
    • While channeling Razor Gyre, SentientWrath130xDark.png Sentient Wrath can be cast, casts ~50% faster, and allows Caliban to continue moving during cast.
    • Sentient Wrath's damage vulnerability on enemies increases Razor Gyre's damage.
  • While channeling Razor Gyre, Caliban experiences various restrictions:
    • Cannot fire, switch or reload weapons.
    • Cannot perform most Maneuvers except basic movement.
    • Cannot cast LethalProgeny130xDark.png Lethal Progeny or FusionStrike130xDark.png Fusion Strike.
    • Cannot collect Pickups but can vacuum them along as floating items, including Energy Orbs.
  • Activating and deactivating Razor Gyre are full-body animations that stop Caliban's movement and other actions.

Bugs
  • Caliban can use the Gear and Emote menu while channeling Razor Gyre. If he performs a selected Emote, Razor Gyre cannot be deactivated manually until the player uses the ESC menu and resumes the game.
  • Pickups floating and following Caliban can block his line of sight, causing Razor Gyre to become unable to damage enemies in range.

  • Expand/Collapse
    Main article: Sentient Wrath (edit)
    SentientWrathModx256.png SentientWrath130xWhite.png
    ENERGY:
    50
    KEY
    2
    Sentient Wrath
    Smash the ground sending out a radial wave of destruction. Those not killed by the initial blast are helplessly lifted into the air, where they take amplified damage for a short time.
    Strength:6 / 8 / 12 / 16 (max targets)
    250 / 500 / 750 / 1,000 (DmgImpactSmall64.png Impact damage)
    15 / 20 / 25 / 35 % (damage vulnerability)
    Duration:4 / 6 / 8 / 10 s
    Range:10 / 14 / 18 / 22 m
    Misc:~10 m/s (projectile speed)
    Subsumable to Helminth

    Info
    • Caliban leaps and stomps the ground to unleash a fan of sentient shockwaves that seek up to 6 / 8 / 12 / 16 targets within 10 / 14 / 18 / 22 meters. Each shockwave homes in on an individual enemy, inflicting 250 / 500 / 750 / 1,000 DmgImpactSmall64.png Impact damage, Lifted b.png Lifting enemies, and making them 15% / 20% / 25% / 35% more vulnerable to all damage for 4 / 6 / 8 / 10 seconds.
      • Energy cost is affected by Ability Efficiency
      • Range is affected by Ability Range.
      • Max targets, damage, and damage vulnerability are affected by Ability Strength.
      • Duration is affected by Ability Duration.
      • Casting speed is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift
      • Shockwaves do not need line of sight to track and hit targets and will pass through obstacles and terrain.
      • Shockwaves can seek targets directly above and below, but extra waves always spread horizontally if they have no target.
    • Ability Synergy:
      • While channeling RazorGyre130xDark.png Razor Gyre, Sentient Wrath can be cast, casts ~50% faster, and allows Caliban to continue moving during cast.
      • Sentient Wrath's damage vulnerability on enemies increases Razor Gyre, LethalProgeny130xDark.png Lethal Progeny, and FusionStrike130xDark.png Fusion Strike's damage.
    • If cast in midair, Caliban will instantly drop to the ground to perform this ability.
    • Cannot be recast until after the shockwaves hit targeted enemies or fully traverse to max range.
      • Shockwaves from a new instance of Sentient Wrath can target and damage Lifted b.png Lifted enemies affected by a previous instance, but will not refresh their lifted duration.
    • Casting Sentient Wrath is a full-body animation that stops other actions and displaces Caliban to the nearest horizontal surface.
    • Subsuming Caliban to the Helminth will offer Sentient Wrath and its augments to be used by other Warframes.

    Tips & Tricks
    • Sentient Wrath becomes a good crowd controller with high Strength builds due to the increased number of lifted enemies in proportion to Strength. Moreover, as Lifted is considered a status effect, lifted enemies are prone to added damage from Mod TT 20px.png Condition Overload and the procs from the Saxum Mod Set. This is besides the already significant damage vulnerability debuff from the ability alone.

    Bugs
  • Stagger and other knockback effects (such as those of DmgImpactSmall64.png Impact status effect and FusionStrike130xDark.png Fusion Strike) will cause Lifted b.png Lifted enemies to stand up early before Sentient Wrath's duration expires.
  • Due to being Lifted, enemies have a tendency to float away from their initial positions when hit by an external force of damage.

  • Expand/Collapse
    Main article: Lethal Progeny (edit)
    LethalProgenyModx256.png LethalProgeny130xWhite.png
    ENERGY:
    50
    KEY
    3
    Lethal Progeny
    Call on Caliban's Sentient aspect to produce up to three Conculyst comrades to fight by his side, and repair his shields.
    Strength:Caliban's Rank x AStr (Conculyst rank)
    + 10 / 15 / 20 / 25 SP/s (shields per second)
    1 / 1.5 / 2 / 2.5 x (damage multiplier)
    1 / 1.33 / 1.66 / 2 x (health multiplier)
    Duration:10 / 15 / 20 / 25 s
    Range:N/A
    Misc:5 m (deploy range)
    25 m (shield repair range)
    10 m (teleport radius)
    40 m (teleport range)
    3 (max progeny active)

    Info
    • Caliban calls down Sentient reinforcements from above, deploying a single Conculyst at an available space up to 5 meters away toward the aiming reticle. The Conculyst is summoned at a variable rank level depending on Caliban's own Warframe Rank multiplied by his Ability Strength, with a damage multiplier of 1x / 1.5x / 2x / 2.5x and a Health multiplier of 1x / 1.33x / 1.66x / 2x, as it fights alongside Caliban for 10 / 15 / 20 / 25 seconds before self detonation. While within 25 meters and in soft line-of-sight of Caliban, the Conculyst constantly recharges its progenitor's Shields at 10 / 15 / 20 / 25 shield points per second which overflows into Overshields. The Conculyst will teleport within a radius of 10 meters around Caliban if it wanders beyond 40 meters away from him. Caliban can have up to 3 Conculysts active at a time.
      • Conculyst rank, shields per second, damage and health multipliers are affected by Ability Strength.
      • Duration is affected by Ability Duration.
      • Casting speed is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
      • Deploy range, shield repair range, teleport radius, teleport range, and max progeny active are not affected by mods.
      • Conculysts can deploy on any given space that is available, both on a surface or in midair.
      • Shield recharge per progeny stacks with the number of Conculysts in range of Caliban.
        • Amount of total shield recharge per second is shown under a Lethal Progeny buff icon displayed beside Caliban's shield and health indicators.
      • Shield recharge from Progeny is disabled when Shield Gate is triggered and will resume when Caliban's shields begin to recharge itself.
        • Shield recharge can be resumed by recovering any shield amount, including by the Augur Set.
    • Ability Synergy:
      • SentientWrath130xDark.png Sentient Wrath's damage vulnerability on enemies increases Lethal Progeny's damage.
    • Lethal Progeny's Conculysts behave similarly to regular Sentient Conculysts. They will first unfold their baton arms after deployment, proceed to seek out nearby enemies, perform their cyclone spin attack at least once, and strike enemies with melee attacks.
      • Conculysts will follow Caliban when not engaged in combat.
      • Conculysts possess high Threat Levels comparible to Tenno, therefore enemies will target Conculysts first if they are closer than Caliban and other Warframes.
      • Conculysts also possess their innate Damage Adaptation, which includes health gating and damage reduction for adapted damage types.
      • Conculysts have collision with players unlike other summoned units.
      • Lethal Progeny's Conculysts will receive percentage damage to their hitpoints and repeated Staggering when inside an ability-nullifying field, such as those of the Nullifier Crewman.
    • Can be recast while active up to max amount of Conculysts.
    • Casting Lethal Progeny is a full-body animation that stops Caliban's ground movement and other actions.
    • Caliban visually raises his left arm toward the sky to summon the Conculyst that descends immediately from high orbit above. The Conculyst's appearance colors match Caliban's appearance, except for their baton arms which remain Sentient red.
    • When receiving shields from a Conculyst, Caliban is visually linked to that Conculyst via a continuous stream of blue shielding energy.

    Tips & Tricks
    • The Conculyst support crew excel at crowd control due to their high threat level, improving the survivability of Caliban's party. Investing on high Ability Strength and decent Duration further give these Conculysts better survivability and thus prolonged ability to keep enemies at bay.
      • The Conculysts are also surprisingly tough in Steel Path missions even at base 100% Ability Strength, providing Caliban and allies additional breathing space in managing the increased difficulty setup.

    Expand/Collapse
    Main article: Fusion Strike (edit)
    FusionStrikeModx256.png FusionStrike130xWhite.png
    ENERGY:
    100
    KEY
    4
    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.
    Strength:2,500 / 3,000 / 4,000 / 5,000 (DmgBlastSmall64.png Blast damage per stream)
    2,500 / 3,000 / 4,000 / 5,000 (explosion DmgBlastSmall64.png Blast damage)
    20 / 25 / 35 / 50 % (armor and shield strip)
    Duration:6 / 9 / 12 / 15 s (fallout duration)
    Range:15 / 20 / 25 / 30 m (stream range)
    5 / 6 / 8 / 10 m (explosion and fallout radius)
    Misc:3 (number of streams)
    100 % (strip cap)

    Info
    • 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 / 5,000 DmgBlastSmall64.png Blast damage to all enemies it contacts. Upon full convergence, the streams collapse into an explosion that inflicts 2,500 / 3,000 / 4,000 / 5,000 DmgBlastSmall64.png Blast 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 current maximum Armor and Shields permanently.
      • Damage per stream, explosion damage, and defense strip are affected by Ability Strength. Defense strip is capped at 100%, achievable with a 100% increase in Ability Strength at max ability rank.
        • 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.
        • Defense strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. At 100% strip, armor is fully removed revealing the red health bar, and enemy shields will no longer naturally recharge.
          • Enemy shields can still regenerate 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.
      • Duration is affected by Ability Duration.
      • Casting speed is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
        • 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:
      • SentientWrath130xDark.png 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
    • A high Ability Strength build allows Fusion Strike to complete strip the armor of most bosses and Acolytes in Steel Path runs, making them easier to take down.

    Bugs
  • Fallout zone visual effects are not visible to Caliban when playing as client.

  • Expand/Collapse

    Strength Mods

    IntensifyModU145.png

    Duration Mods

    ContinuityModU145.png

    Range Mods

    StretchModU145.png

    RazorGyre130xWhite.png RazorGyre130xWhite.png RazorGyre130xWhite.png
    SentientWrath130xWhite.png SentientWrath130xWhite.png SentientWrath130xWhite.png
    LethalProgeny130xWhite.png LethalProgeny130xWhite.png
    FusionStrike130xWhite.png FusionStrike130xWhite.png FusionStrike130xWhite.png

    Edit Tab

    CalibanIcon.png Caliban can be equipped with the following items:

    Cosmetics

    Augments


    See Also

    Edit Tab

    Patch History

    Hotfix 31.5.10 (2022-05-17)

    • Fixed several issues with abilities when forced into Operator (in Zariman Cascade missions for example):
      • Fixed Caliban’s Razor Gyre not working correctly.

    Update 31.5 (2022-04-27)

    • Added animation functionality for Caliban’s Sentient Wrath while using Razor Gyre.
    • Fixed Caliban’s Sentient Wrath ability not being audible while using Razor Gyre.
    • Fixed being unable to chat link the Caliban Helmet.

    Hotfix 31.0.11 (2022-01-25)

    • Fixed volume levels for Caliban’s Abilities.

    Hotfix 31.0.9 (2022-01-20)

    • Fixed excessive force feedback during Caliban’s Razor Gyre ability.

    Hotfix 31.0.8 (2022-01-12)

    • Made performance improvements to Caliban’s Fusion Strike.
    • Fixed Caliban's Passive not working in certain situations.

    Hotfix 31.0.6 (2022-01-04)

    • Fixed deactivating Caliban’s Razor Gyre while in the middle of a dash resulting in your altitude becoming stuck.
    • Fixed a script error that could occur related to Caliban's Passive.

    Hotfix 31.0.3 (2021-12-17)

    • Increased Caliban’s max base Energy from 100 to 125.
    • Slightly increased the radius of Fusion Strike.
    • Caliban’s Fusion Strike now implodes as opposed to exploding upon full convergence.
    • Fixed Caliban’s Razor Gyre at max rank (3) increasing by 10 damage-per-second when charging it (holding down the fire key) when it should be 100 damage-per-second.
    • Fixed Caliban's Fusion Strike not stripping as much Armor as it claims.
    • Fixed Caliban’s Conculyst comrades dropping Sentient Cores after Caliban Revives. As reported here: https://forums.warframe.com/topic/1291487-calibans-sentient-summons-drops-sentient-core/

    Update 31 (2021-12-15)

    • Introduced

    Edit Tab

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