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Crimson Dervish is a stance mod for swords, specializing in strong spinning attacks that can hit adjacent enemies or deal multiple strikes against a single foe, sacrificing mobility and speed.

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)
Twisting Flurry
Default Default
 300%
Default Default
 300%
Default Default
360 Default 200%
 200% DmgImpactSmall64
 400% Knockdown b
700.0%/s 2.0s CrimsonDervishCombo0
Forward
(While Moving)
Crimson Orbit
Default Default
 100%
Default Default
360 Default 200%
Default Default
 100%
 200%
300.0%/s 2.0s CrimsonDervishCombo1
Forward Block
(While Blocking & Moving)
Coiling Impale
Default Default
360 Default 200%
360 Default 200% DmgImpactSmall64DmgSlashSmall64
Thrust Default 400% Knockdown b
533.3%/s 1.5s CrimsonDervishCombo2
Block
(While Blocking)
Twisting Flurry
Default Default
 300%
Default Default
 300%
Default Default
360 Default 200%
 200% DmgImpactSmall64
 400% Knockdown b
700.0%/s 2.0s CrimsonDervishCombo0
Heavy
(Heavy Attack)
Perfect Cut*
Default Heavy
 500% Lifted b
Default Heavy
 500% Knockdown b
N / A N / A SwordComboHeavy
Slide
(While Sliding)
Spiral Cut*
Default Default
360 Default 100%
144.9%/s 0.7s SwordComboSlide
Aerial
(While In Air)
Weightless Steel*
Default Default
 200%
Default Default
 200%
Default Default
 300%
N / A N / A SwordComboAir
Wall
(While Wall Latching)
Weightless Steel*
Default Default
 300% Knockdown b
N / A N / A SwordComboWall
Finisher
(On Knocked Down Enemy)
Death's Mark*
Default Default
 1000% DmgSlashSmall64
N / A N / A SwordComboFinisherGround
Slam
(Looking At Ground While In Air)
Slam Attack*
Default Default
Slam Default 200%
N / A N / A SwordComboSlam

Default Default Default "Sweep" Attack • 360 Default 360°/Spin Attack • Slam Default Direct and 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. 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.
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
Rathuum Tier 2 Rathuum A 0.5% 1 0.005
Weekly Conclave Challenge Reward Weekly Conclave Challenge Reward A 2.27% 1 0.0227

Complete all weekly Conclave challenges to get this reward in your in-game inbox:

  • Match Won: Win 6 matches of any game type.
  • Match Complete: Complete 20 matches of any game type.
  • Conditioning: Complete 10 Daily Challenges.

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Bombard 3% 0.5% 0.015% 6667 1 0.00015
Knave Specter 100% 6.06% 6.06% 17 1 0.0606
Narmer Bombard 3% 0.5% 0.015% 6667 1 0.00015
Tusk Bombard 3% 0.5% 0.015% 6667 1 0.00015
Tusk Mortar Bombard 3% 0.5% 0.015% 6667 1 0.00015

Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

Notes[]

  • The last hit of Crimson Orbit's third attack does 100% bonus DmgSlashSmall64 Slash damage.

Trivia[]

Gallery[]

Media[]

Patch History[]

Update 29.10 (2021-03-19)

  • Removed the forced Impact procs from Twisting Flurry's third attack.

Hotfix 26.0.7 (2019-11-14)

  • Fixed Crimson Dervish not having it’s sliding heavy attack hooked up.
  • Increased the damage and combo-point value of Crimson Dervish's Neutral (Twisting Flurry) and Forward+Block (Coiling Impale) combos

Hotfix 19.11.5 (2017-02-28)

  • Removed from Kuva Heavy Gunner drop tables.

Hotfix 18.4.13 (2016-02-22)

  • The final attack of Coiling Impale's combo has been changed to deliver a Stun proc.

Update 13.0 (2014-04-09)

  • Introduced.

See also[]

  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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