Versatile and resilient, Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type 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 bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
Damage over time from procs (such as Slash or Toxin for example) will not contribute nor maintain damage resistance.
Adaptive Armor does not stack with Adaptation. 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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Dash forward in a spinning vortex of death. Struck enemies are inflicted with Tau Status Effect, making them more vulnerable to all other status effects. For each enemy hit, recover a portion of the energy cost, as well as health and shields. Enemies lifted by Sentient Wrath take increased damage.
Misc:
30 m (dash distance) 1 s (dash duration) 0.1 s (Tau damage interval) Stagger per hit 25% (Tau Status Chance per damage interval) +25% EP (energy restore per enemy)
Caliban expends 25energy as he rapidly rotates while dashing forward 30 meters for 1 second, generating a tempest of lacerating energy spanning a radius of 8 / 10 / 11 / 12 meters around himself while inflicting 200 / 300 / 400 / 500Tau total damage per second to enemies in range. Tau damage is divided into 10 hits, dealt once every 0.1 seconds, with each hit inflicting light Stagger and a 25%TauStatus Chance. Each enemy hit restores Caliban's Health by 15 / 20 / 25 / 30 points, which can flow into Shields and Overshields when at full health, and refunding 6.25 energy; hitpoints and energy restores only trigger once per enemy.
Energy refund scales inversely with Ability Efficiency, meaning less Efficiency increases the amount of energy refunded.
Energy refund value is equal to 1/4th of the ability's energy cost, meaning hitting at least 4 enemies minimum will restore the energy used to cast Razor Gyre. Hitting 5 or more enemies will earn Caliban extra energy.
Razor Gyre damages and breaks destructible Objects in range.
Press the jump button (default Spacebar ) while dashing to cancel Razor Gyre early, maintaining some forward momentum.
Caliban can steer his dash direction by moving the player camera, but his movement is restricted to horizontal forward following terrain elevation difference. He cannot perform other parkour maneuvers except jump to end Razor Gyre.
Caliban's camera field of view increases during the dash.
During the dash, holding down the left or right movement keys (default A or D ) provides minimal steering. Holding down the backward movement key (default S ) slows down Caliban's dash and reduces his travel distance to 20 meters.
Ability Synergy:
Razor Gyre inflicts 400 / 600 / 800 / 1,000Tau total damage per second to enemies raised by Sentient Wrath, in addition to the Damage Vulnerability it inflicts.
Razor Gyre's shield regeneration allows Lethal Progeny's shield recharge to immediately resume if shields are fully depleted.
Activation and deactivation is not affected by Casting Speed.
Activating and deactivating Razor Gyre are full-body animations that stop Caliban's movement and other actions.
Smash the ground sending out a radial wave of destruction. Those not killed by the initial blast are helplessly raised into the air, where they take amplified damage for a short time.
Caliban expends 50energy to stomp the ground to unleash a shockwave of Tau energy that travels 10 / 14 / 18 / 22 meters, inflicting enemies in range and Line of Sight500 / 1,000 / 1,500 / 2,000Tau damage and 1TauStatus Effect, raising them in aerial stasis, and applying 15% / 20% / 25% / 35%Damage Vulnerability for 4 / 6 / 8 / 10 seconds.
The shockwave expands from Caliban and has travel time, requiring enemies to be in sight as it passes through them.
Enemy Overguard prevents Sentient Wrath's raising, but its other ability effects persist. Once Overguard is removed from an enemy affected by this ability, it will be raised into aerial stasis.
Ability Synergy:
Razor Gyre inflicts 400 / 600 / 800 / 1,000Tau total damage per second to enemies raised by Sentient Wrath.
Cycle through Sentient unit types, then summon them to Caliban's side. Conculysts focus on raw melee damage. Ortholysts specialize in ranged attacks and inflict Tau Status Effect. Summulysts summon their own Choralysts and provide shield protection for the squad.
Heir apparent of his aberrant throne, Caliban calls upon one of three types of Sentient fragments by tapping the ability button (default 3 ) to freely cycle the selection wheel above his ability icons. Caliban expends 50Energy by holding down the ability button to call down Sentient reinforcements from above: Caliban's Conculysts, Caliban's Ortholysts, or Caliban's Summulyst. Sentient fighters are 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, and inflict 10x damage to non-Sentient enemies, as they fight alongside Caliban for ? / ? / ? / 45 seconds before self detonation. All Sentient fighters restore the Shields of Caliban and his allies within 25 meters and in soft Line of Sight by 10 / 15 / 20 / 25 shield points per Sentient fighter per second which overflows into Overshields.
Caliban's Conculyst:
3 melee fighters will appear when the ability is cast.
Moves and attacks quicker than normal Sentient Conculysts, striking enemies with their batons in melee combat. Has a chance to Critical Hit and inflict Slash status effect.
Occasionally performs a tornado attack inflicting 1,000Tau damage per second with a Slash status chance. This lasts for 10 seconds with a cooldown of 4 seconds. Conculysts will end their tornado attack early if their primary target is killed and no other enemies are nearby.
When empowered by Fusion Strike, gains the ability to perform the Sentient Battalyst laser prism special attack, causing Caliban's Conculysts to float and rotate in place to sweep multiple laser beams inflicting Tau damage per second.
Caliban's Ortholyst:
3 ranged fighters will appear when the ability is cast.
Fires twin cannons with 100%Tau status chance. Transforms into a stationary mortar against enemies at medium to long distances, to launch an arcing mortar shell that explodes with 300%Tau status chance, splitting into 3 scatter bombs that also inflict Tau statuses.
Caliban's Summulyst:
1 summoning unit will appear when the ability is cast.
Immediately moves to a viable surface to deploy its summoning gate to continuously summon up to 6Caliban's Choralysts with increased Threat Level.
After summoning, Summulyst prefers to stay near Caliban. When in combat, prefers to stay at range to redeploy its gate, launching several homing mines that lock onto their targets with a laser stream then explodes on contact.
Choralysts prefer spreading out away from Caliban. Launches a homing energy projectile that explodes on contact, both the initial hit and mini explosions have a Tau status chance. Often charges up a spinning slow-moving damaging orb that explodes with Stagger chance.
A Choralyst that dies will immediately be resummoned by the Summulyst if it is still alive.
Due to the higher number of summons, the Summulyst and Choralysts also provide more shield regeneration than other Sentient fighters.
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 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.
Sentient fighters are shown above Caliban's ability icons as a custom UI element including a cycle-selection wheel, duration timer, icons, names and effect descriptions.
Sentient fighters can be cycled before cast or while the ability is active at no energy cost by tapping the ability button.
Sentient fighters all share the below properties:
Summoned within 5 meters in front of Caliban. Conculysts and Ortholysts are summoned in a forked formation, while Summulyst is directly in front. Sentient fighters are summoned on solid surfaces and account for terrain elevation differences on landing.
Enhanced by Lethal Progeny's level rank bonus that affects their stats. For base stats scaling calculations, visit the Conculyst, Ortholyst, Summulyst and Choralyst articles and adjust the level scaling slider in the infobox.
Prefer to focus recharging Shields on one allied entity, prioritizing the owner Caliban, other players, Companions, and friendly AI in that order.
Possess their innate Damage Adaptation, which includes health gating and damage reduction for adapted damage types.
Do not have collision with players and Tenno allies.
Teleport within a radius of 10 meters around Caliban if they wander beyond 60 meters away from him.
Receive percentage damage to their hitpoints and repeated Stagger when inside an ability-nullifying field, such as those of the Nullifier Crewman.
Other players will see a dithering effect on Caliban's Sentient fighters to differentiate them from their enemy counterparts.
Constantly visible to the owner Caliban on the mini-map as allied blue dots, along with their shapes highlighted when behind walls and obstacles.
Can be recast while active, refreshing the duration and replenishing up to the maximum number of Sentient fighters.
Only one group of Sentient fighters can be active at a time. Casting the ability to summon a different group will remove the current group.
Ability Synergy:
Razor Gyre can generate shields if used while Caliban is at full health, allowing Lethal Progeny's shield recharge to immediately resume.
Fusion Strike coordinates Conculysts to become briefly Invulnerable and fire their own Fusion Strikes at Caliban's reticle for 0.5x damage effectiveness and defense strip, but does not create a fallout field. Caliban's Conculysts have a 3% chance to be empowered from casting Fusion Strike, granting them the Battalyst laser prism special attack for their remaining lifespan.
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 Sentient fighters that descends immediately from high orbit above. Their appearance colors match Caliban's appearance, except for their baton arms which remain Sentient red.
When receiving shields from Lethal Progeny, Tenno are linked to the Sentient fighters via a continuous stream of blue shielding energy.
Tips & Tricks
Conculysts are effective at dealing damage.
Ortholysts are effective at rapidly applying Tau status effects.
Summulyst and its Choralysts are effective at distracting enemies thus improving Caliban's survivability.
All Sentients are surprisingly durable even in The Steel Path, providing Caliban and allies additional breathing space in managing the increased difficulty setup.
Elemental Weapon Damage buffs that can be given to allies, like Shock Trooper apply their bonus, except on Ortholyst mortar, Conculyst spinning attack and spinning laser, and Summulyst seeking attack. Thermal Transfer never applies.*
Converge three streams of raw energy upon a single point, causing a massive explosion. The streams strip armor and shields, and each enemy struck detonates on stream convergence. Summoned Conculysts can wield their own mini Fusion Strikes.
Range:15 / 20 / 25 / 30 m (stream range) 5 / 6 / 8 / 10 m (explosion and fallout radius) 2 m (enemy explosion radius)
Misc:
3 (number of streams) ∞ beam Punch Through against enemy bodies Stagger on enemy explosions and final explosion 1 m (enemy explosions damage falloff) 100 % (strip cap) 3% (Lethal Progeny Conculyst laser prism chance on Fusion Strike)
Caliban expends 100Energy to expel 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 12,000 / 13,000 / 14,000 / 15,000Tau damage per second with 20% status chance and infinitePunch Through against enemy bodies. Caliban is Invulnerable and immobile, but able to aim the reticle with reduced camera panning speed and increased field-of-view to sweep the beam at multiple targets.
Upon full convergence, enemies that have been directly hit by beams detonate for 2,500 / 3,000 / 4,000 / 5,000Tau damage in a 2 meter radius and Stagger nearby enemies away; explosion damage has a 1 meter damage falloff. As the streams collapse, a final explosion occurs over a 5 / 6 / 8 / 10 meter radius, inflicting 600 / 650 / 700 / 750Tau damage and Staggers enemies away from the center, while leaving behind a field of fallout that envelops the targeted area spanning the same radius as the final explosion and lingers for 6 / 9 / 12 / 15 seconds. All enemies directly hit by the beams and wander into the fallout field lose 20% / 25% / 35% / 50% of their Armor and Shields permanently.
Enemy armor and shields are fully removed at 200%Ability Strength. With one Corrosive Projection, armor will be fully stripped at 164% Ability Strength.
Defense strip only occurs once per ability cast.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Enemy shields can still regenerate with natural shield regeneration (such as Armis Ulta, Kuva Lich, or Sisters of Parvos) or while affected by regeneration buffs (such as Shield Ospreys), even while inside the fallout field.
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.
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.
Fallout field visual effect fades out after a set time, but will remain in effect albeit invisible if ability duration is higher.
Lethal Progeny's Conculysts fire their own Fusion Strikes as they become briefly Invulnerable and coordinate with Caliban's Fusion Strike aimed at the reticle, with 0.5x damage effectiveness and defense strip, but does not create fallout fields. Caliban's Conculysts have a 3% chance to be empowered from casting Fusion Strike, granting them the Battalyst laser prism special attack for their remaining lifespan.
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
With one player using Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.