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Carving Mantis is a stance mod for Dual Swords type weapons. It combines strong slashes and quick stabs while keeping forward momentum.

Can be equipped on:

✓ denotes weapon with matching Stance polarity

Combos

Default Combos of Stance or Weapon (📝 Edit Stance Data)
Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @
1.0 Attack Speed
Animation
Neutral
(While Not Moving)
Rapid Incisions
Default Default
 200%
 100% DmgSlashSmall64
Default Default
 300% Lifted b
Default Default
 2x 300%
Default Default
 300% DmgSlashSmall64
Default Default
 200%
Default Default
 200% DmgSlashSmall64Knockdown b
487.2%/s 3.9s CarvingMantisCombo0
Forward
(While Moving)
Ambush Predator
Default Default
 100%
Default Default
 3x 100%
Default Default
 2x 100%
Default Default
 200%
Default Default
 300%
468.1%/s 2.4s CarvingMantisCombo1
Forward Block
(While Blocking & Moving)
Dire Courtship
Default Default
 2x 200%
Default Default
 2x 200% DmgImpactSmall64
666.7%/s 1.2s CarvingMantisCombo2
Block
(While Blocking)
Biting Mandibles
Default Default
 4x 100%
Default Default
 200%
 200% DmgSlashSmall64
Default Default
 400% Ragdoll b
489.8%/s 2.5s CarvingMantisCombo3
Heavy
(Heavy Attack)
Northern Coil*
Default Heavy
 2x 250% Knockdown b
Default Heavy
 2x 250% Knockdown b
303.0%/s 3.3s DualSwordsComboHeavy
Slide
(While Sliding)
Trimming Flowers*
Default Default
360 Default 200%
166.7%/s 1.2s DualSwordsComboSlide
Aerial
(While In Air)
Red Soil*
Default Default
 200%
Default Default
 200%
Default Default
 2x 200% Knockdown b
347.8%/s 2.3s DualSwordsComboAir
Wall
(While Wall Latching)
Weightless Steel*
Default Default
 300% Knockdown b
136.4%/s 2.2s DualSwordsComboWall
Finisher
(On Knocked Down Enemy)
Mirrored Spike*
Default Default
 2x 800% DmgSlashSmall64
842.1%/s 1.9s DualSwordsComboFinisherGround
Slam
(Looking At Ground While In Air)
Slam Attack*
Default Default
Direct Default 200%
Slam Default 100%
90.9%/s 2.2s DualSwordsComboSlam

Default Default Default "Sweep" Attack • 360 Default 360°/Spin Attack • Direct Default Direct Slam Attack • Slam Default Radial Slam Attack • Ranged Default Ranged Attack • Thrust Default "Thrust" Attack

View Full Legend
Key Inputs
Default Default Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Default Heavy Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)
Default Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Default Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Default
 200%
 Attack does double damage 
Default Default
 2x 100%
 Attack hits twice 
Forced Procs
DmgImpactSmall64 Knockback
DmgPunctureSmall64 Weakened
DmgSlashSmall64 Bleed
DmgBlastSmall64 Inaccuracy
Knockdown b Knockdown
Lifted b Lifted
RollingDroneAvatar Stagger
Ragdoll b Ragdoll
Finisher b Finisher (front, back, or ground) 
DmgImpairSmall64 Impair (PvP only) 
Melee Attack Explanations
  • 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.
  • 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.
View Full Legend
  • 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.

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
Cetus Bounty Cetus Bounty Lvl 40-60 Final Stage A 8.16% 1 0.0816
Cetus Bounty Cetus Bounty Lvl 40-60 Stage 4 A 5.41% 1 0.0541
Cetus Bounty Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 A 5.41% 1 0.0541
Cetus Bounty Steel Path Cetus Bounty Lvl 100-100 Final Stage A 8.16% 1 0.0816

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Mimic 30% 7.14% 2.142% 47 1 0.02142
Plains Commander 100% 0.5% 0.5% 200 1 0.005

Sourced from official drop table repository.

Notes[]

  • Many of the attacks do bonus DmgSlashSmall64 Slash damage.
    • The last 5 attacks of Rapid Incisions do 25% bonus DmgSlashSmall64 Slash damage.
    • Every attack of Ambush Predator except the first two hits of the second attack do 25% bonus DmgSlashSmall64 Slash damage.
    • The first and third attack of Biting Mandibles do 25% bonus DmgSlashSmall64 Slash damage.

Trivia[]

Media[]

Update 29.10 (2021-03-19)

  • Removed the forced Impact proc from Rapid Incisions' third attack.
  • Removed the forced Impact proc from the first hit of Rapid Incisions' fourth attack.
  • Removed the forced Impact proc from Ambush Predator's fourth attack.
  • Removed the forced Impact proc from Ambush Predator's fifth attack.
  • Removed the forced Impact procs from Dire Courtship's first attack.
  • Replaced the knockdown on Dire Courtship's second attack with an Impact proc.
  • Removed the forced Impact proc from the first hit of Biting Mandibles' second attack.

Update 22.0 (2017-10-12)

  • Introduced
  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)
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