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Crushing Ruin is a stance mod for Hammer type weapons. Wielders of this Stance thrust in strong whirlwind attacks.

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)
Raging Whirlwind
Default Default
 400% DmgImpactSmall64
Default Default
360 Default 200%
360 Default 300%
Default Default
 500% Knockdown b
Slam Default 100%
466.7%/s 3.0s CrushingRuinCombo0
Forward
(While Moving)
Tidal Force
Default Default
 100%
Default Default
360 Default 2x 100%
Default Default
 200%
Default Default
 300%
307.7%/s 2.6s CrushingRuinCombo1
Forward Block
(While Blocking & Moving)
Shattered Village
Default Default
 300%
360 Default 2x 50%
Default Default
 300%
360 Default 2x 50%
Default Default
360 Default 400% DmgImpactSmall64
Default Default
 500%
Slam Default 100% Knockdown b
400.0%/s 4.2s CrushingRuinCombo2
Block
(While Blocking)
Winding Temper
Default Default
 300%
 200%
 400%
Slam Default 100% Knockdown b
400.0%/s 2.2s CrushingRuinCombo3
Heavy
(Heavy Attack)
Crowd Fall*
Default Heavy
 600% Lifted b
Default Heavy
 600% Knockdown b
N / A N / A HammerComboHeavy
Slide
(While Sliding)
Hell's Wave*
Default Default
360 Default 200% DmgImpactSmall64
206.2%/s 1.0s HammerComboSlide
Aerial
(While In Air)
Mountain's Chisel*
Default Default
 200% DmgImpactSmall64
Default Default
 200% DmgImpactSmall64
Default Default
 200% DmgImpactSmall64
N / A N / A HammerComboAir
Wall
(While Wall Latching)
Cyclical Dwelling*
Default Default
 200%
N / A N / A HammerComboWall
Finisher
(On Knocked Down Enemy)
Tunneling Spike*
Default Default
 1200%
N / A N / A HammerComboFinisherGround
Slam
(Looking At Ground While In Air)
Slam Attack*
Default Default
Slam Default 200%
N / A N / A HammerComboSlam

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 1 Rathuum A 0.34% 1 0.0034
Spy Lua Spy B 1.29% 1 0.0129
The Circuit Tier 6 The Circuit (Normal) A 1.03% 1 0.0103

Accessed through Duviri's The Circuit gamemode

The Circuit Tier 4 The Circuit (Normal) A 1.49% 1 0.0149

Accessed through Duviri's The Circuit gamemode

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]
Arid Seeker 3% 0.67% 0.0201% 4975 1 0.000201
Drekar Seeker 3% 0.67% 0.0201% 4975 1 0.000201
Frontier Seeker 3% 0.67% 0.0201% 4975 1 0.000201
Kuva Seeker 3% 0.67% 0.0201% 4975 1 0.000201
Seeker 3% 0.67% 0.0201% 4975 1 0.000201
Tusk Seeker 3% 0.67% 0.0201% 4975 1 0.000201

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

Notes[]

  • Many of the combos do bonus DmgImpactSmall64 Impact damage.
    • The first and last attacks of Raging Whirlwind do 50% bonus DmgImpactSmall64 Impact damage.
    • The third attack of Shattered Village does 50% bonus DmgImpactSmall64 Impact damage.

Media[]

Update 29.10 (2021-03-19)

  • Removed the Lifted proc from Tidal Force's third attack.
  • Removed the forced Impact proc from second hit of Winding Temper.

Update 13.0 (2014-04-09)

  • 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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