DAMAGE EFFICACY x1.5 damage to Infested Deimos x0.5 damage to Corpus Amalgam
STATUS EFFECT
Created by combining Heat and Cold damage.
Blast deals 30% of base damage after 1.5 seconds as an explosion. At 10 stacks or on death, stacks deal their damage simultaneously to enemies within 5m while staggering them.
—In-game Description
Blast Damage is one of the six secondary elemental damage types, composed of Heat and Cold elements. Deals increased damage to Infested Deimos, but reduced on Corpus Amalgam. Its status effect causes enemies to detonate an area of effect.
The status effect of Blast damage is Detonate. It causes a miniature explosion inflicting 30% of base damage after 1.5 seconds. On maximum 10 stacks or when the target dies, the fuse will forcibly end early and all stacks are dealt simultaneously as enemies within 5 meters are dealt 300% of base damage per proc. The increased damage from premature detonation only applies to surrounding enemies hit by the explosion, but not the initial target. The radius is unaffected by Firestorm or Fulmination.
Enemies affected by a Blast proc will have their heads covered in sparks and a smoke-like cloud.
Status Damage[]
Upon expiring normally, each proc deals Blast damage equal to:
Notice that modded base damage calculation used for proc damage is not the same as normal damage calculations, ignoring physical and elemental damage bonuses.
Upon expiring early, either by reaching maximum stacks or by killing the target, each proc will also deal Blast damage in a 5m radius:
Additional Multipliers include modded critical multiplier on Critical Hit and multipliers on Enemy Body Parts; these stack multiplicatively with each other.
The radial damage of all procs will be combined into one damage instance. This radial damage does not affect the initial target, which will only take the normal expiration damage of all procs.
Status Duration affects the fuse timer. Unlike other forms of Status Damage, Detonate will always deal damage even if total Status Duration is below 0%. Additionally, killing blows that inflict at least 1 Blast proc will still activate the full 5 meter, 300% damage explosion.
Railjack[]
Blast does not have a Railjack space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.
Banshee plants her hands on the ground and remains stationary, releasing ultrasonic reverberations around her which inflict 125 / 150 / 175 / 200Blast damage per second and Stagger all enemies within 12 / 15 / 18 / 20 meters.
Damage does not diminish with distance and does not require line of sight.
Sound Quake drains 25 / 18 / 15 / 12energy per second, and will remain active so long as Banshee has energy. Sound Quake will end if Banshee runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
Enemies inside the area of effect are staggered for the duration of the skill. However, it's possible for an enemy to stumble outside of Sound Quake's range if they are too close the edge of the effective area.
Will destroy lights in the area of effect, but not Reinforced Glass or other objects.
If cast in midair, Banshee will instantly drop to the ground to perform this ability.
Has a cast delay of 1 second and post-cast delay of 1 second.
Resonating Quake is an Warframe Augment Mod for Banshee that replaces Sound Quake's channeling feature for a single, large shockwave that deals bonus damage at the epicenter, but decreases damage as the shockwave spreads.
Using Sound Quake can be a very effective crowd control technique to give your team some breathing room to do some of the following:
Revive a fallen teammate.
Clear out some heavy mobs without retaliation.
Re-orient themselves to dish out some CC of their own.
As Sound Quake's duration is based on the amount of energy one has, (Primed) Flow and/or the Arcane Reverb Helmet is very useful in extending the effective duration of the ability.
Moas are extremely susceptible to Sound Quake, and it generally works well against other Corpus enemies. Though decent against Grineer, it performs the worst out of the three due to their innate high armor.
While standing on the cryo floors in the Void, Sound Quake's drain is reduced. However, the cast delay is increased and the damage tick occurs once every 2 seconds.
Since Banshee is immobilized when the ability is active, it's highly suggested to bring a Sentinel with Vacuum equipped to pick up nearby Energy Orbs and prolong the duration Sound Quake is active.
Bugs
Caused by minimizing the game during the use of Sound Quake. The animation will continue afterward, disallowing any actions. Only leaving or dying will fix it.
While casting, getting knocked back into a bottomless pit or otherwise falling into one (the casting animation moves Banshee forward a little bit), will cause the Sound Quake to persist. It will continue to do damage and stun enemies at the cast point, but will not drain energy. Banshee can move around after coming back up from the fall, but can't do most actions like shooting. Recasting Sound Quake will cancel the damage inflicted by Sound Quake, but will leave the visual effects (camera blur and shake) in the area permanently.
Sound Quake's Blast procs do not actually knock down afflicted enemies (except on the initial shockwave) because the repeated stagger animation caused by the quakes overrides the knockdown. The proc indicator will flash when it occurs, but the enemy that it occurred to will remain standing and staggering around as if it wasn't affected by the Blast proc.
Siphon kinetic energy from the area, charging the battery and inflicting Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Heat Status on nearby enemies.
Range:6 / 8 / 10 / 12 m (initial radius) 3 / 4 / 5 / 6 m (final radius)
Misc:10% (battery charge) 1 (Cold status proc on cast) 9 (Cold status procs on Cold afflicted enemy) 10 (Cold status procs from Redline) ≤100% (Blast enemy armor reduction from Redline) 4 (limit of areas per element)
Range:6 / 8 / 10 / 12 m (initial radius) 3 / 4 / 5 / 6 m (final radius)
Misc:10% (battery drain) 1 (Heat status proc on cast) 100% (Heat ignite damage bonus) 100% Heat ignite chance from Redline) ≤100% (Blast enemy armor reduction from Redline) 4 (limit of areas per element)
Gauss expends 50energy to manipulate the kinetic energy around him to create an area of extreme temperatures with an initial radius of 6 / 8 / 10 / 12 meters, which gradually shrinks to a final radius of 3 / 4 / 5 / 6 meters and lasts for 6 / 9 / 12 / 15 seconds.
Tap the ability key (default 3 ) to absorb kinetic energy, charging battery power by 10% to inflict a Cold proc on all enemies within range, lasting for 2.5 - 5 / 3 - 6 / 3.5 - 7 / 4 - 8 seconds based on battery. Enemies caught in the area creation receive 75 - 375 / 100 - 500 / 125 - 625 / 150 - 750Cold damage based on battery with guaranteed Status Effect; enemies lingering inside the area also receive damage per second, which diminishes in amount with the size of the area. When cast on enemies already affected by Cold proc, they receive 9 additional Cold status procs to be instantly frozen solid for the full status duration.
Hold down the ability key to expend kinetic energy, draining battery power by 10% to inflict a Heat proc on all enemies in range, lasting for a minimum duration of 2.5 - 5 / 3 - 6 / 3.5 - 7 / 4 - 8 seconds based on battery. Enemies caught in the area creation receive 150 - 750 / 200 - 1000 / 250 - 1250 / 300 - 1500Heat damage based on battery with guaranteed Status Effect; enemies lingering inside the area also receive damage per second, which diminishes in amount with the size of the area. When cast on enemies already affected by Heat proc, Thermal Sunder deals its normal damage plus the damage of the current Heat proc[1].
Damage per second has a moderate chance to stagger light enemy units within the area.
Enemies already afflicted with a status effect of the same type will have it reapplied; its status duration uses the battery power level at the time of the new Thermal Sunder cast.
Casting Thermal Sunder of the opposite damage type on enemies already afflicted with Cold or Heat procs, combines the damage type into Blast. Affected enemies first have the initial status effect removed, receive the new status effect, they also receive a Blast proc and deals damage based on the mode being used plus the damage of the canceled status.
Blast damage is given by :
Remaining Proc Duration is based on the duration of the proc on the enemy being canceled, i.e. casting a Heat Thermal Sunder on an enemy affected by a Cold will use the remaining duration of the Cold proc.
For example: Casting a Heat Thermal Sunder at 80% battery followed by a Cold Thermal Sunder at 70% battery with 6 seconds left on the Heat proc will deal: [300 + 0.8 * (1500 - 300)] * 6 + [150 + 0.7 * (750 - 150)] = 8,130 damage.
At 100% battery with Redline, this formula can be simplified if the ability is recasted immediately: (12000 * Ability Duration + 750) * Ability Strength
The order in which the elemental procs are combined changes the direction in which enemies within the ability area are knocked back by the Blast proc. Casting Cold first then Heat will knock enemies outwards, while casting Heat first then Cold will pull enemies in towards the player.
When casting both elements, the elemental proc cast second will override and replace the first element already present, e.g. if enemies were affected by the Cold area first, casting Heat proc on them will remove the Cold proc and replace it with Heat.
Ability Synergy:
Mach Rush through a Thermal Sunder area to add its Cold or Heat damage to Mach Rush's knockdown and shockwave explosion.
Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
Cold mode applies 10Cold status procs to instantly freeze enemies solid.
Heat mode's damage is doubled. This doubling is applied after the bonus damage from active heat procs on a target, allowing consecutive casts to do double the previous cast's damage.
The Blast proc permanently reduces enemy's current amount of armor based off of battery power level, up to a maximum of 100% with a full battery charge, before inflicting its damage.
Armor reduction scales linearly from 0% armor reduction at 80% battery to 100% armor reduction at 100% battery.
Can be recast while active to create new Cold or Heat sunder areas. Gauss may create up to 4 distinct areas of either element, resulting in only 8 total distinct areas active at once. Casting Thermal Sunder in a new area after reaching the maximum of Heat or Cold areas will remove the oldest area of corresponding element.
Subsuming Gauss to the Helminth will offer Thermal Sunder and its augments to be used by other Warframes.
The damage dealt by Subsumed Thermal Sunder is equivalent to 50% of Gauss's battery: 225 / 300 / 375 / 450Cold damage and 450 / 600 / 750 / 900Heat damage.
However, the damage scaling from Heat status is capped to 10x of the ability's damage.
(TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix.
(HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone.
Mag expends 50energy to create a magnetic field around an enemy target by tapping the ability key (default 2 ) when aiming at them over an unrestricted range. By holding down the ability key, Mag creates the magnetic singularity between her hands instead, protecting her from enemy fire.
Cast animation of 1 second, affected by Casting Speed.
Once the protective singularity is formed, the ability key may be released without deactivating the ability.
An enemy affected by Magnetize is anchored in place and cannot move. The magnetic field has a radius of 4 meters encompassing the target, and slowly drags in all enemies within 4 / 6 / 7 / 8 meters with a magnetic pull of 2x / 2.5x / 3.5x / 4x. During the field's lifetime, all projectiles, bullets, and Polarize shards will be redirected towards its center, and incoming damage from all sources will be increased 1.25x / 1.5x / 1.75x / 2x.
Only the main target is affected by the damage multiplier.
The magnetized target can still attack and cast abilities, among other actions.
Enemies immune to crowd control such as Overguard will not be anchored, but magnetic fields will move with them.
Additionally, the field absorbs 10% / 15% / 20% / 25% of the damage from all redirected projectiles, bullets and Polarize shards. All stored damage will be dealt per second in full to all enemies within the field. The field deals Magnetic damage, and damage is applied in half-second increments.
Damage decreases radially from the center of the Magnetize field, down to a minimum of 50% damage.
Absorbed damage does not take critical hits into account.
Multishot multiplier on any type of weapon is taken into account for absorbed damage.
Projectile weapons have each projectile from the shot taken into account for absorbed damage.
If the initial target dies while magnetized, the field destabilizes and explodes at the end of its duration for 50 / 150 / 200 / 300Blast base damage in a 15 meter radius. Each time an enemy gets hit by the damage ticks inside the bubble, 100% of the currently absorbed damage gets added to the explosion damage. For example, if Magnetize is shot once with a 1000 damage weapon, it will absorb 250 damage, so each tick of damage dealt to an enemy will add 250 damage to the explosion. If one enemy is hit with 20 half-second ticks of damage before the explosion without having any further damage added to the field, the expression for explosion damage would be 300 + (20 × 1000 × 0.25) = 5,300.
Explosion damage diminishes with distance and does not bypass obstacles in the environment.
Should the initial target's corpse despawn before the duration is over, the enemy pull effect is disabled, but the explosion will still happen.
Redirected projectiles travel in a straight line from the point of impact to the center of the sphere which can draw fire away from enemy weak spots. However, you can target vital areas by aiming for any point on the sphere that is perpendicular to the weak spot. Hitscan weapons have less difficulty hitting weak spots; simply aiming at the target's weak spots will yield extra damage in most cases.
Shots fired within the field are also redirected, including shots fired by the magnetized target.
In addition to the Warframe abilities mentioned above, Magnetize will also affect the grenades from each of Vauban's abilities. All grenades are pulled to the center of the sphere and will function normally if they contact a surface (i.e enemy body, wall, door, etc). Assuming no surface is met, they are held suspended (and inactive) until Magnetize dissipates, upon which time they may or may not be launched unpredictably. Photon Strike is held inactive as it detonates after a set duration of being thrown, surface or no. Additionally, any active ability grenades will be pulled to the center of the sphere and continue to function should a new placed Magnetize overlap the current position of the grenade.
Does not redirect area-of-effect abilities & gunblades.
Casting Magnetize on a target is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
The magnetic singularity grows in power, starting with 50 / 150 / 200 / 300Blast damage at base and increasing by 10 / 15 / 20 / 25Blast damage every second, for as long as its held. All bullets and projectiles caught within 4 meters around Mag are absorbed by the singularity, their damage is then multiplied by 2x and added to the total damage stored. Any Polarize shards caught within will add 200 / 300 / 400 / 500 to the total damage stored. When the duration ends, or the ability is recast while active, Mag releases all stored damage in front of her as an explosive blast, damaging enemies in an angle of 120 degrees and up to 15 meters away.
The singularity does not absorb area or melee damage nor friendly fire.
When activated, Mag will holster her weapons and start walking at a slow pace, still being able to jump from the floor and aim glide. However, crouching (default Ctrl ), rolling (default Shift ) and double jumping is disabled for the duration.
Mag can still pick up portable items (such as datamasses or power cores) and interact with Mobile Defense terminals and Defense operatives, but cannot hack consoles nor revive teammates.
Mag will be susceptible to melee assailants and damage over time effects.
Holding Magnetize is an upper-body action that can be done while moving, but will interrupt reloading, charging, shooting and sprinting.
Can be used in mid-air, but not while on a zipline.
Only 3 Magnetized enemy fields can be active at the same time, magnetizing a fourth target will make the first field either explode or disappear (whether the original target died or not).
The Protective singularity from holding down the ability does not count towards this limit.
If the target dies before the Magnetize field appears, energy used for Magnetize will be refunded.
Ability Synergy:
Shards dropped by Polarize can be picked up by Magnetize, inflicting 50 damage distributed evenly between Puncture and Slash, further increased by 25% of the total drained value.
Crush inflicts an extra 800 / 1000 / 1250 / 1500Magnetic damage to the enemy targeted by Magnetize.
Magnetize's visual effects are affected by Mag's chosen energy colors.
Magnetized Discharge is a Warframe Augment Mod for Mag's Magnetize that allows manual detonation by recasting the ability on an active Magnetize bubble. Enemies hit by the detonation have a chance to be disarmed. Additionally increases Magnetize's range.
As the pull effect is disabled when the initial target's corpse despawns, some effects, like the Heat status effect or the innate vaporization on death of weapons like Ferrox, can preemptively disable the pull effect by making the corpse despawn almost immediately after their death.
As such it is advisable to use Magnetize in tandem with an ability that prevents the original enemy from dying and ending the pull effect early such as Garuda's Blood Altar.
This ability can be used defensively. No bullets or projectiles can pass through the field without being redirected.
Maximized Ability Range is a very effective choice of maximization for this ability as it provides a large radius of protection from most enemy damage.
Beware, however, as physical projectiles can still damage you while inside it if you find yourself between the entering point of the bullet and the center of the bubble.
Synergizes very well with Excalibur's Exalted Blade, as his blade waves have infinite punch through and are redirected around the magnetic field, allowing them to damage enemies several times until dissipating after traversing 40m.
Extremely effective against heavy enemies, especially fast moving, such as Oxium Osprey or Bursas.
When this ability is used with punch through weapons, like the Lanka and Miter, the bullet or projectile will hit the target multiple times. However, this does not increase the damage over time produced by the field or the damage of the final explosion. This is ideal for taking out specific targets.
Using beam weapons, such as the Ignis, Atomos, Gammacor, Quanta, etc., will not hit the enemies multiple times the same way that punch through projectiles do, but will greatly increase the damage over time generated by the field and the final explosion. This is ideal for creating choke-points where every enemy that walks through the bubble gets killed by the field's damage over time effect.
Weapons with the ability to empty their magazines into a single torrent of shot, such as the Kuva Kraken, Tenet Detron, Pandero (Prime), and Kuva Hek, synergize especially well with the short-tap Magnetize bubble. Combined with a high reload speed, these weapons can quickly turn the bubble into a deadly trap and time bomb.
A Grakata with Wild Frenzy synergizes extremely well with Magnetize, as the bubble greatly increases the mod's two-kill ammo refund requirement and thus almost ensuring a limitless supply of bullets to feed the bubble.
While Gaseffects don't increase absorbed damage, they can help in damaging all enemies inside the bubble, especially if punch through is on the used weapon, which allows multiple procs to occur per shot.
Holding down the ability and getting hit by enemy bullets, while not taking damage, they still contribute towards Adaptation's build-up. This makes for a safe way to cap the resistances.
As Eximus unit cannot be pulled by magnetic bubbles, they're priority target for Magnetize because the bubbles can prevent them from damaging the Tenno with firearms. They can also potentially sweep more enemies into magnetized bubbles as the bubbles move with them.
Bugs
The blast cone from holding the ability is not centered towards the aiming reticle, but noticeably to the left.
Nova expends 25energy to create 6 / 8 / 10 / 12 antimatter particles that orbit her and automatically launch themselves one by one every 1 second at enemies within ? / ? / ? / 10 meters inflicting ? / ? / ? / 200Blast damage with 100% status chance. Each particle persists on Nova indefinitely until launched, granting her 5%Damage Reduction as they orbit her.
The particles can also benefit from flat critical chance, such as from Covenant or Arcane Avenger. However, they have a critical multiplier of 1x, so sources of critical damage like Tenacious Bond are required for any effect on the damage.
Most elemental damage boosts, such as Shock Trooper, have no effect. Valence Formation does however apply both its effects.
While active, a counter becomes visible on the ability icon that displays the number of available particles.
Null Star has a 2.5 second cooldown between casts
Nova cannot be knocked down while casting Null Star.
Ability Synergy: With Molecular Fission equipped, enemies killed while affected by Molecular Prime will restore a Null Star charge with a chance to restore a second charge.
Subsuming Nova to the Helminth will offer Null Star and its augments to be used by other Warframes.
However, Subsumed Null Star's damage reduction caps at 75%.
If Garuda subsumes Null Star or Nova subsumes Blood Altar, then the particles will not target enemies currently impaled by Blood Altar.
Neutron Star is a Warframe Augment Mod for Nova's Null Star that allows it to inflict Heat damage with guaranteed status effect in a radius and recasting the ability will disperse currently active particles to seek out enemies before being replenished. Neutron Star's seek radius is doubled than that of Null Star's.
90% damage reduction can be achieved with 150% strength or duration, as long as the other stat is not below 100%. Going beyond this is still useful, as it provides a buffer when particles are used up.
When you are full on energy and come across extra energy spheres laying on the floor, you can cast a "free" Null Star and instantly go back to full energy. This allows you to easily keep stars active for each encounter.
Stars will launch themselves at unaware enemies, alerting them if they survive. This makes this ability sub-optimal for stealth oriented missions.
Each particle will stun on hit, allowing you to continually stagger a target while you attack them.
Defensively, it is wise to use it before reviving an ally or accessing a terminal, as you are very vulnerable when doing either. Activating Null Star beforehand can stun or kill any enemies nearby that decide to attack you, preventing you from taking a lot of unnecessary damage.
On higher enemy ranks Nova may wish to use the skill in the same manner as Rhino's Iron Skin and recast it every time her damage reduction dips significantly below 90%, as this will prevent her from being blindsided by enemies that are stuck in corners or behind obstacles. This is particularly important in Grineer tilesets because infantry will often jam themselves into corners on either side of the round doorways and open fire as soon as the player passes by.
To focus on keeping Null Star particles for damage reduction, it can be beneficial to have Ability Range lower than 100%. Lower range will prevent particles from seeking enemies at a distance. This will however hinder her other abilities, particularly Antimatter Drop.
Null Star particles will seek deactivated Bursa in range. It is advisable to stay away to prevent wasting the particles.
The Molecular Fission augment will allow Molecular Prime to restore up to two charges of Null Star per enemy killed while under its effects.
Bugs
The base damage of null star is currently 200, not the 300 stated in the patch notes
Nova expends 50energy to create a volatile orb of antimatter that travels forward which is steered with the aiming reticle. This particle absorbs all damage (friendly and hostile) when shot at, lasting indefinitely until it makes contact with a surface. Upon collision, the particle inflicts 10Blast damage on contact, then explodes to inflict 100 / 125 / 150 / 200 base damage plus 2x / 4x / 6x / 8x all absorbed damage as Blast damage with 100% status chance to all enemies within 5 / 8 / 10 / 15 meters and in direct Line of Sight.
The particle cannot absorb more damage being shot 5 times (excluding Multishot, but will count a contact + explosion attack as two hits), after which it will speed up.
The particle cannot absorb more than 25,000 damage.
The particle does not absorb damage from other Antimatter Drop explosions.
Recasting the ability will cause the active particle to massively speed up.
The particle is guided via the HUD's targeting reticle, steering itself towards any object the reticle is placed on including environmental obstacles and enemies.
Ability Synergy: An Antimatter Drop that enters a Wormhole absorbs 12,500 damage.
The antimatter particle appears as a sphere contained inside another sphere, with the inner sphere growing in size as it absorbs damage.
Damage/Blast Damage's visuals will appear gold when cast by Nova Prime.
This ability is a one-handed action; as such, it will not interrupt full actions such as reloading, charging, or shooting.
Antimatter Absorb is a Warframe Augment Mod for Nova's Antimatter Drop that allows it to absorb incoming enemy gunfire, adding to its total damage potential.
A quick and reliable way to utilize the Antimatter Drop's damage potential is to aim it at the floor and blast it with a shotgun point blank as soon as it's launched, resulting in a radial explosion around the player. A well-modded Sancti Tigris or Tigris Prime are capable of fully charging the Drop with a single duplex shot, while Arca Plasmor's wide effective area makes it easy to hit the Drop without taking time to aim.
Antimatter Drop moves towards a point at which the player is placing their reticle, whether aiming or not. Keep this in mind to control it. If you aren't absolutely sure that enemy fire will kill you it may be wiser to persevere through the hail of bullets and continue guiding the Drop until it detonates as prematurely running for cover may cause a loaded drop to float back to you and waste your invested ammo.
If done correctly, this is the most effective ability that can be used against powerful bosses that retain a single stage of health, as a well-charged drop can deal damages up to more than 100,000 Radiation damage on a single explosion.
The Opticor is an example of one weapon that can provide a large amount of damage to the drop.
It is preferable to use weapons that have zero or little recoil, as recoil moves the weapon and this will move the reticle as well. Which in turn will steer the orb away from the centerline (when it flies away from you) and will make it take time to re-steer it to where you wish it to hit
Critical damage does not amplify the Drop further, as Critical hits do not affect objects.
Most likely due to the behavior of abilities with Cataclysm, it is ill-advised to use Antimatter Drop inside of said ability. The orb will always count as "outside of the rift plane" and therefore you will be unable to hit it unless you leave the Cataclysm.
Using the augment, you can create a moving shield that charges itself.
Being squad host will remove the burden on experiencing input lag when using this ability. When playing as a client the position needs to be sent to the host & back to you.
Nova expends 100energy to unleash a radial wave of antimatter particles. The wave starts 5 meters from Nova and propagates at a speed of 5 meters per second for 2 / 3 / 4 / 6 seconds before dissipating. All enemies in range are coated in antimatter that destabilizes their molecular structure for 10 / 15 / 20 / 30 seconds.
For example, Molecular Prime at rank 3 with 150% Ability Duration will have wave radius of:
5 + (5 × (6 × 150%)) = 50 meters
Tap the ability key to unleash a Slow wave. Hold the ability key to unleash a Speed-Up wave. Primed enemies have their action speed increased or decreased by ?% / ?% / ?% / 50%, receive 100%Damage Vulnerability, and detonate upon death dealing 150 / 300 / 500 / 800Blast damage with 20%Status Chance to enemies within 6 / 7 / 8 / 10 meters.
Slow/speed-up debuff is capped at 75%, achievable with 150% Ability Strength.
Ability Synergy: Enemies killed by Nova while slowed passively have a 15% chance to drop a Health Orb, while enemies killed while sped-up have a 15% chance to drop an Energy Orb.
Each explosion can cause the subsequent death and detonation of nearby enemies, resulting in a chain reaction.
Molecular Prime does not stack from multiple Novas.
Recasting Molecular Prime clears the spread of the previous cast.
Molecular Fission is a Warframe Augment Mod for Nova's Molecular Prime that makes primed enemies restore Null Star charges when killed and causes Null Star particles to inflict Molecular Prime.
Speed-Up (hold cast) is particularly useful in Defense missions to force enemy waves to come out faster.
Molecular Prime works incredibly well in conjunction with Antimatter Drop, weakening a boss, or killing entire legions of enemies by triggering an explosion.
It should be noted that the slow effect for Molecular Prime stacks with other abilities that slow. When used alongside Frost's Snow Globe, or other effects such as Cold elemental mods, this ability is also capable of bringing enemies and bosses to a grinding halt, dramatically slowing them and easing the capability of landing headshots for the whole team.
Synergizes well with Nyx's Chaos as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Synergizes well with Saryn's SporesCorrosive proc by first spreading and weakening every individual armored unit, then causing a series of chain explosions when a single one dies.
Synergizes well with Loki's augment mod Irradiating Disarm for his fourth ability Radial Disarm which creates an AoE disarm and Radiation proc as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Primed enemies' bodies visibly dissolve after death by detonation, but they are actually hidden and not yet removed, thus allowing Nekros to cast Desecrate.
Bugs
Casting Molecular Prime then having a Trinity cast Blessing before executing a target will cause the explosion to be the color of the Trinity's energy, rather than your own.
Octavia expends 25energy to throw a spherical music device in an arc toward the direction she aims. Upon impact, the device deploys into the Mallet which hovers in place for 8 / 12 / 16 / 20 seconds. The Mallet is an invulnerable hovering orb that continuously plays percussive music, attracting enemies in sight to attack it while absorbing and accumulating all enemy damage hitting its energy mass. Stored damage is converted into Blast damage, multiplied by 1x / 1.5x / 2x / 2.5x, and rhythmically dealt to all enemies within a radius of 5 / 6 / 8 / 10 meters and Line of Sight from the Mallet.
Absorbed damage can diminish over time.
Mallet has no target priority, enemies will be likely to shoot the Tenno if they are in line of sight.
Mallet's music is in tune with the Percussion section of the Mandachord, drawing from the preset musical notes to determine the percussive aura's damage strength and intervals.
Up to 1 Mallet can be deployed at a time. Deploying a new Mallet will remove the current one.
Ability Synergy:
When Mallet and Resonator are both active, Resonator will reroute toward the Mallet and carry it around.
When carried by Resonator, Mallet actively inflicts damage per beat that continuously increases and stacks over time against enemies inside Mallet's damage radius. This damage instance is separate from the stored damage portion of the ability.
Enemies charmed by Resonator are no longer pacified and will attack a carried Mallet to fuel its damage.
Resonator increases Mallet's Threat Level, making enemies outside of Resonator's charm radius more likely to shoot the Mallet instead of the Tenno.
If Mallet is placed where Resonator is unable to reach, Resonator will ignore Mallet.
Mallet will be dropped to the ground when Resonator expires.
When Mallet is hovering over an Amp field, Mallet's range doubled.
Damage is not doubled, contrary to the ability description.
Casting Mallet is not a One-Handed Action and interrupts other actions, but allows movement.
Throwing animation speed is affected by Casting Speed.
Mallet will visually emit sound bars from its core to beat-match Percussion notes. Sound bars enlarge and shrink based on Percussion, Bass, and Melody music in the environment.
Percussion bars appear from a horizontal ring around the Mallet core, while Bass and Melody bars appear from diagonal rings that layer on top the Mallet when Resonator and Metronome are active and nearby.
Mallet's core and percussive aura borders are affected by the chosen Warframe energy color. The percussive aura is briefly visible to allies when Mallet is cast before fading away, and is constantly visible to Octavia herself.
Rhino expends 100energy to stomp the ground with tremendous force, dealing 150 / 300 / 500 / 800Blast damage to all enemies within an initial radius of ? / ? / ? / 5 meters. After a short delay, a second instance of damage is inflicted to enemies within 15 / 18 / 22 / 25 meters. Affected enemies are forced into a tumble with their movements Slowed by 80% / 90% / 95% / 97.5% over 3 / 4 / 5 / 8 seconds.
Initial damage instance does not bypass obstacles in the environment and diminishes with distance.
Second damage instance bypass obstacles in the environment and does not diminish with distance.
Ragdoll and Lifted will instantly break the tumbling effect.
If cast in midair, Rhino will instantly drop to the ground to perform this ability.
Can be recast while active; however, enemies already affected by Rhino Stomp will not have their stasis duration reset and are only damaged by the initial short-range burst. This can be remedied if you cast said abilities after they are in the recovery animation (the moment when they start to get up), which is shortly after into the 2s recovery animation.
Similar to Celestial Stomp, there is a 2s recovery duration after the 8s stasis duration.
Ability Synergy:Rhino Charge deals an additional 100% damage to enemies affected by Rhino Stomp.
Sevagoth’s Shadow flies outward ravaging enemies in his path. Survivors are damaged by Death’s Harvest over time. The souls of the dead fill the Death Well.
Misc:
10 / 15 m/s (tap-cast flight speeds) 20 / 30 m/s (hold-cast flight speeds) 1 (active Shadow limit) 1 (damage and mark instance per enemy) 25% (current enemy health done as Blast) 4 m (radial damage range) 5 % (Death Well gain per enemy)
Sevagoth expends 25energy to sever apart from his Shadow and expel it toward the direction of his aiming reticle. Reap's Shadow is an invulnerable flying object that lasts for 2.5 / 3 / ? / 6 seconds, with a variable flight speed of 10 meters per second if cast by tapping the ability key, or 20 meters per second if held down. The Shadow's harrowing wail weakens all enemies within 2 / 3 / ? / 8 meters, inflicting 100 / 150 / 200 / 250Radiation damage and marking them with Death's Harvest; marked enemies receive 10% / 20% / 30% / 50%Damage Vulnerability for 5 / 7 / 8 / 10 seconds. Only 1 Shadow from Reap may be active at once per player.
Damage and Harvest mark only apply to each individual enemy once per instance of Reap.
Reap's damage can benefit from Harvest marks inflicted by a previous instance of Reap or Death's Harvest.
Reap's Shadow is tracked on the minimap as an allied blue dot.
Recasting the ability will remove the current Shadow and send out a new one.
While the Shadow is in flight, aiming once at a location (default RMB ) marks it as the Shadow's new travel direction, causing it to fly through the intended area until Reap expires or switching destinations; hold aim on an area to command the Shadow to accelerate its flight speed to 15 meters per second if Reap was cast via tapping the ability key, or 30 meters per second if held down; while aim is sustained by Sevagoth, the Shadow will continuously follow his reticle and encircle over the location the reticle rests upon.
Reap's Shadow still experiences collision with objects and terrain, and will automatically attempt to maneuver around them.
Casting Reap directly on or aiming once on a targeted enemy will not cause the Shadow to follow it.
Manually blocking with a melee weapon will not redirect the Shadow.
The Shadow will audibly respond to Sevagoth's aim to indicate it is rerouting.
Ability Synergy:
Enemies seeded with Sow hit by Reap are dealt 25% of their current health as True damage and detonate, dealing 25% of their current health as Blast damage to all enemies in a 4 meter radius.
Explosion damage has no falloff.
While Gloom is active, enemies damaged by Reap's Shadow heal Sevagoth's health.
Each enemy marked then killed by any source, or directly killed by Reap's Shadow fills 5% of the Death Well for Exalted Shadow.
Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
Casting Reap is an upper-body animation that allows movement and Maneuvers while restricting other actions.
Sevagoth visually raises his arms to open a portal for the Shadow to fly through. As the Shadow flies, it constantly emits an eerie wail with shadows trailing in its wake. Affected enemies emit shadow tendrils flailing from their torso. Upon expiration, the Shadow collapses into a fading blackhole to return to Sevagoth.
Reap's Shadow uses Sevagoth's Shadow's Appearance customizations, except for energy color which uses Sevagoth's Appearance loadout selection.
Reap's Shadow will expire prematurely upon colliding with a null bubble from enemies such as Nullifier Crewman or Isolator Bursa.
Shadow Haze is a Warframe Augment Mod for Sevagoth that increases the Critical Chance from any source against enemies affected by Reap or Death's Harvest. When affected enemies die, a new Reap Shadow spawns from their corpse and seeks other enemies, up to a maximum of 3 active Shadows at all mod ranks.
Plant a death seed in nearby targets to drain their lifeforce. Reap what has been sown to detonate afflicted enemies, dealing a percentage of their health as radial damage. The souls of the dead fill the Death Well.
Sevagoth expends 50energy to damn the souls of the wicked and implant death seeds into all enemies within a radius of 10 / 12 / 14 / 16 meters. Seeded enemies decay toward death taking 100 / 150 / 200 / 250True damage per second over 5 / 8 / 11 / 10 seconds.
True damage inflicts armor-bypassing damage directly to health, ignoring any shield values enemies have.
Ability Synergy:
Sown enemies hit by Reap are dealt 25% of their current health as True damage and detonate, dealing 25% of their current health as Blast damage to all enemies in a 4 meter radius.
Explosion damage has no falloff.
While Gloom is active, Sown enemies heal Sevagoth's health as they take damage per second.
Each enemy seeded then killed by any source, or directly killed by Sow fills 5% of the Death Well for Exalted Shadow.
Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
Casting Sow is an upper-body animation that allows movement and Maneuvers while restricting other actions.
Sevagoth visually conjures rising darkness around him that briefly remains visible to indicate the effective range, as he spreads his arms to sow the death seeds into his foes. Affected enemies are shrouded in a cloak of darkness with a tint of Sevagoth's chosen energy colors.
Styanax expends 15energy to hurl a single Axios Javelin in an arcing trajectory toward the reticle. Axios travels at high speed for 50 meters before dissipating, while impaling the first enemy it directly hits to carry it along. The impaled enemy and any enemies in Axios' flight path are inflicted 500 / 750 / 1,000 / 1,250Puncture damage and Knockdown. The impaled enemy remains pinned by Axios Javelin for 8 seconds.
Axios Javelin has target detection around the reticle, causing the thrown javelin to attempt to home into the nearest enemy.
The Javelin's destination is instantly set upon activating the ability, rather than where it would naturally travel when thrown where aimed. It follows this course regardless of any movement or aiming during the throwing animation, even if you move behind an obstruction that should block its set course.
If cast in the air, Styanax hops up 1 meter before he throws the javelin.
If Axios impales an enemy and it impacts a surface, the javelin explodes to inflict 500 / 750 / 1,000 / 1,250Blast damage to all enemies in a 15 meter radius. Simultaneously, a vortex implosion lasting for 2 seconds, pulls all enemies within sight detection range into its center.
Enemies immune to Ragdoll when impaled by Axios Javelin will not create a vortex.
Explosion can damage and break destructible Objects in range while bypassing line of sight restriction.
Can be recast with brief to no delay in-between, allowing for rapid-fire javelin throws.
Casting Axios Javelin is a full-body animation that restricts Styanax's grounded movement and interrupts other actions, as well as displacing his position vertically when midair.
Axios Javelineers is a Warframe Augment Mod for Styanax that allows Axios Javelin to spawn specters that throw two additional javelins, with a guaranteed chance to spawn a Vortex, while increasing vortex duration when directly striking enemies.
Axios Javelin's vortex assists Tharros Strike in en-masse enemy defense reduction and rapid health recovery for Styanax.
Rally Point taunts enemies to aggressively approach Styanax and become exposed to javelin targeting when away from cover. Energy regen recovers Axios Javelin's low cost quickly. Axios Javelin's vortex groups enemies together for rapid shield recovery on kill or kill assists.
Axios Javelin's vortex assists Final Stand in focusing its barrage on the grouped enemies.
Exude might and valor. Rise into the air and throw a barrage of Axios Javelins. The javelins deal damage to nearby enemies wherever they land. Direct hits to enemies deal greater damage.
Styanax expends 100energy as he rises into the air 3 meters high from the ground, summoning an army of shadow warriors aligned in a horizontal concave curve around him. Styanax and his ethereal shadows continuously hurl a volley of 30 Axios Javelins, thrown at a fire rate of 12 javelins per second over the course of 2.5 seconds toward the reticle location. Each javelin inflicts 1,000 / 1,100 / 1,300 / 1,500Slash damage on direct hit, then explodes on impact with a surface for 1,000 / 1,100 / 1,300 / 1,500Blast damage with a guaranteed Bleed proc in a 6 meter sight detection radius.
Styanax can float horizontally and reorient his reticle aim during this ability.
Movement speed while floating is affected by Sprint Speed.
Styanax is considered airborne during Final Stand, allowing airborne conditional mods such as Aviator to trigger.
If Styanax floats against a wall with an opening below it, he will automatically descend.
If cast in midair, Styanax does not rise higher than his current elevation.
The volley of javelins and throws per second determine Styanax's total airtime. Number of ethereal clones is affected by the volley count.
Casting Final Stand is a full-body animation that vertically displaces Styanax if cast from the ground. Movement is allowed during the ability animation but interrupts other actions.
Other abilities cannot be cast during Final Stand.
Cast speed increases only affect the startup animation of Final Stand, and therefore have minimal effect on the overall cast time. (For example, Natural Talent reduces the cast time by only 0.25 seconds.)
Final Stand cannot be recast in midair, requiring Styanax to land in order to reuse the ability.
Vauban expends 25energy to throw a capsule in an arcing trajectory toward the aiming reticle, releasing a Tesla Nervos on impact with a surface. Upon directly striking an enemy, the capsule inflicts 15Blast damage with a ?% status chance. The Tesla Nervos is an invulnerable LatcherSpecter that follows Vauban and seeks to latch onto a nearby enemy, shocking the target and stunning it in place as long as the Tesla Nervos remains attached. The stunned target receives 10 / 15 / 20 / 25Electricity damage per second, while discharging an electric burst every 1 second to inflict 80 / 100 / 120 / 150Electricity damage with 50%Status Chance to all enemies within a 4 / 4 / 5 / 6 meter radius; each Tesla Nervos holds 5 / 6 / 7 / 10 electrical charges that last until used.
If the stunned target is killed before the Tesla Nervos uses up its charges, the Tesla Nervos will detach and look for another enemy.
If the Tesla Nervos uses up all of its charges, it will dissipate and release its stunned target.
Tesla Nervos will teleport to Vauban provided it is too far away and not currently attached to an enemy.
Multiple Tesla Nervos can attach to the same enemy target.
Holding down the ability key (default 1 ) causes Vauban to juggle up to 4 Tesla Nervos capsules once fully charged. Release the hotkey to throw and scatter them toward the direction of the aiming reticle, deploying multiple drones in one cast for no extra energy cost.
Deploying new Tesla Nervos past the drone limit causes older drones to dissipate, even when they are still attached to enemies.
Number of active drones is displayed on the ability icon.
Ability Synergy:
Enemies stunned by Tesla Nervos passively receive 25% increased damage from Vauban's weapons and abilities.
Tesla Nervos is affected by Minelayer's Vector Pad and will be propelled toward the pad's direction on contact.
Tesla Nervos can attach to enemies already affected by Minelayer's Tether Coil and Bastille.
Can be recast while active to deploy new drones with full charges.
While Tesla Nervos are moving, they emit a mechanical clicking sound to indicate their presence.
Tesla Nervos do not show minimap icons or waypoints to track their position.
Tesla Nervos features a unique model apart from the Grineer Roller and Latcher. Vauban's Appearance colors affect the Tesla Nervos' appearance as well.
Subsuming Vauban to the Helminth will offer Tesla Nervos and its augments to be used by other Warframes.
If Vauban is playing as client, Tesla Nervos will use its default model rather than their custom models depending on the equipped skin (normal, Prime, or Vauban Citadel Skin).
Equipped to manufacture an assortment of advanced technology, Vauban selectively arms himself with a specialized landmine by tapping the ability key (default 2 ) to freely cycle between the Tether Coil, Flechette Orb, Vector Pad, and Overdriver. Hold down the hotkey to expend 25Energy and throw the selected landmine in an arcing trajectory toward the aiming reticle. Upon striking an enemy, the landmine inflicts 15Blast damage with a ?% status chance; the landmine lasts for 25 seconds once deployed.
Mine selection and throw can be inverted in the Options menu.
Minelayer's cycle selection wheel is displayed above the ability icons. Duration timer for the latest thrown mine of each type are shown beneath each mine icon in the wheel.
Vauban's variety of four landmines each perform different functions to hinder enemies and assist his allies:
Tether Coil deploys upon contact with an ally, enemy or surface, sticking onto the first entity or object it touches. Once stuck, the coil extends energy wires that inflict 100 / 150 / 200 / 250Slash damage, Ragdoll and pull in up to 1 / 1/ 2 / 2 enemies within sight and 15 / 16 / 18 / 20 meters from the coil. Vauban can deploy up to 4 Tether Coils on the battlefield.
If affected enemies are killed, Tether Coil will attach to new targets throughout its duration.
Tether Coil does not target enemies already pulled by other Tether Coils.
If placed on Warframes or enemies, it will pull surrounding enemies to them. The wire also serves as an indicator for the location of any enemies that may be hidden.
Flechette Orb deploys upon contact with an enemy or surface, falling onto the ground and hovering in place. Once deployed, the orb turret rapidly fires high velocity nails randomly in all directions, inflicting 200 / 250 / 300Puncture scaling damage with a 50% critical chance, 2.0x critical multiplier and ?%Puncture status chance on enemies hit; enemies coming within 10 meters are prioritized by the turret with high accuracy. Vauban can deploy up to 4 Flechette Orbs on the battlefield.
Flechette Orb's nail damage benefits from Ability Strength, enemy level, Vauban's passive, and Overdriver damage bonus using the following expression:
Enemy Level Multiplier = ceil(Enemy Level ÷ 10). The multiplier only increases after 1 level past the per-10-levels mark (e.g. levels 11, 21, 31, 41, etc).
With a maxed Intensify, an active Overdriver on Vauban himself, and an incapacitated enemy at level 101, Flechette Orb will deal 300 × (1 + 0.3) × (1.0 + 0.25) × (1.0 + 0.325) × (11) = 7,105.3125Puncture damage per nail.
In the event of a critical hit, the damage is doubled to yield 7,105.313 × 2 = 14,210.626Puncture damage.
Critcal chance, critical multiplier, status chance, target radius, and max orbs active are not affected by weapon-specific mods, but are affected by some general buffs.
Mutalist Quanta Orbs apply 25% flat critical chance, 25% critical damage, up to 500% Electricity, but reduces damage by 0.66x on projectiles that pass through.
Vector Pad deploys upon contact with an enemy or surface, falling onto the ground and illuminating arrows toward the throw direction. Allies crossing the pad while moving in the arrow direction are propelled forward at a speed of 25 meters per second. Enemies crossing the pad are propelled away toward the arrow direction at the same speed, regardless of the direction they were moving. Vauban can deploy up to 4 Vector Pads on the battlefield.
Even if allies are sliding or rolling across the pad, they need to be inputting a movement in the pad's direction to get boosted. Correspondingly, players can get boosted by the pad even if maneuvering in a different direction by inputting the appropriate movement.
As such, players can roll or slide without holding forward during the maneuver if they want to cross the pad in it's direction without getting boosted.
Allies can reduce Vector Pad's momentum by shifting their movement away from the launch direction during and after launch.
Can be used in conjunction with different parkour Maneuvers, such as Bullet Jump, jump, double jump, dodge roll and slide.
Enemies repelled away by Vector Pad can often be launched in an upward arcing trajectory.
Overdriver deploys upon contact with an enemy or surface, attaching to the first object it touches. Once attached, the Overdriver jumps to the nearest player, Companion, or mission objective within a 10 meter radius, granting it a 25% damage bonus to weapons for the mine duration. Vauban can deploy up to 4 Overdrivers on the battlefield, including those already buffing allies.
Damage bonus also applies to damage from Flechette Orb's nails.
Buff duration equals to the remaining time on the Overdriver mine until it expires.
Damage bonus applies multiplicatively to total damage and Vauban's passive.
Overdriver does not jump to allies already buffed by another Overdriver.
Overdriver mines have a tendency to prioritize buffing players if placed directly on the ground, while jumping to Companions and other allies if placed on a vertical surface.
If Vauban casts a new Overdriver while at max number of active drivers, the oldest mine will disappear, even when still attached to a friendly target.
Ability Synergy:
Enemies pulled by Tether Coil passively receive 25% increased damage from Vauban's weapons and abilities.
Tether Coil can bring enemies into range of a Bastille containment field for suspension or vortex suction, while releasing the coil's wires to seek new targets.
Vector Pad can launch enemies into range of Tether Coils, Flechette Orbs, other Vector Pads, and Bastilles.
Overdriver can attach to Tesla Nervos to increase their damage output.
Casting Minelayer is a two-handed animation that allows free movement but interrupts certain actions such as reloading.
Vauban expends 75energy to throw a targeting beacon in an arcing trajectory toward the aiming reticle. Upon striking an enemy, the beacon inflicts 15Blast damage with a ?% status chance. Upon contact with a surface or 1.5 seconds has elapsed, an orbital cannon fires a powerful energy laser that penetrates through solid matter to strike the beacon, inflicting 1,000 / 1,500 / 2,000 / 2,500Blast scaling damage and Ragdoll to all enemies within a 4 / 4 / 5 / 5 meter radius.
Photon Strike's explosion damage benefits from Ability Strength, Vauban's passive, and enemy level using the following expression:
Enemy Level Multiplier = ceil(Enemy Level ÷ 10). The multiplier only increases after 1 level past the per-10-levels mark (e.g. levels 11, 21, 31, 41, etc).
With a maxed Intensify and an incapacitated enemy at level 101, Vauban will deal 2,500 × (1 + 0.3) × (1.0 + 0.25) × (11) = 44,687.5Blast damage.
The targeting beacon will bounce off walls and enemies.
Photon Strike will damage units along the path of the beam.
If the beacon contacts a Guardian Eximus's rotating shields, the beacon will disappear and the ability will not activate.
Ability Synergy:
Photon Strike's targeting beacon is attracted by Bastille's vortex mode, pulling it to the center of the vortex and allow for easier targeting of enemies caught within.
If multiple vortexes are in range, Photon Strike's beacon will be pulled to the first vortex created.
If cast while in midair, the casting animation changes with Vauban hovering briefly as he spins to throw the beacon.
Photon Repeater is a Warframe Augment Mod for Vauban that allows the next cast of Photon Strike to cost no energy and fire two strikes in succession if the previous cast hits a specified number of enemies.
Erect a containment field to capture enemies and suspended them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.
Vauban expends 100energy to throws a modular device in an arcing trajectory toward the aiming reticle. Upon striking an enemy, the device inflicts 15Blast damage with a ?% status chance. Upon contact with a surface, the device erects a Bastille energy containment field that suspends up to 6 / 8 / 10 / 12 enemies into the air within a 5 / 7 / 8 / 10 meter radius. Armored enemies suspended by Bastille permanently lose 2.5% / 5% / 7.5% / 10% of their total Armor points per second, while unarmored enemies are simply held captive; simultaneously, Vauban and allies standing inside the containment field gain an armor bonus up to 1,000 armor points, based on the amount stripped from the suspended armored and unarmored enemies within. Bastille armor bonus lasts indefinitely while inside the field and remains active for 10 seconds once outside.
Bastille still grants Vauban and his allies an armor bonus if the suspended enemies are unarmored. The armor bonus is gained at a reduced rate compared to directly stripping armor from armored enemies.
Bastille armor bonus duration is reset to full when moving into any Bastille containment fields.
Suspended enemies are lifted into the air and completely immobilized, allowing headshots to hit their mark without resistance.
Bastille containment field will continue to capture enemies up to the max target count throughout its duration, in the event captured enemies are killed and new enemies come into range.
After 8 / 10 / 12 / 15 seconds have elapsed, the containment field automatically collapses into a Vortex singularity for 3 seconds. The Vortex constantly Ragdolls and draws in all enemies within the same radius toward the device, inflicting 50Magnetic damage per second with ?% status chance.
Hold down the ability key (default 4 ) without any containment fields active to throw a new device set to Vortex mode. Hold down the ability key to collapse all active Bastille containment fields into Vortexes. Both methods of manually creating Vortexes resets the new and existing devices to last for 10 / 12 / 13 / 15 seconds.
If Bastille fields are in range of each other, manually collapsing them into vortexes causes them to converge on the location of the first active Bastille, based on the order of creation. Enemies and pickups captured by the vortexes will be dragged along toward the new destination.
Vortex also draws in Pickups within its radius for convenient collection.
Ability Synergy:
Enemies suspended by Bastille or pulled by Vortex passively receive 25% increased damage from Vauban's weapons and abilities.
Minelayer's Tether Coil and Vector Pad can bring enemies into range of Bastille. Enemies tied to Tether Coils are released into Bastille's containment field for suspension, freeing the coils to seek new targets.
Coils are not freed if enemies tied to Tether Coil are pulled into Bastille's vortex mode, however.
Photon Strike's targeting beacon is attracted to Bastille's vortex mode, causing the beacon to home in on the device with the laser striking all enemies within range.
Can be used while performing many actions without interrupting them, including reloading.
Can be cast multiple times while active.
If cast while in midair, the casting animation changes with Vauban hovering briefly in the air as he throws the device.
Bastille is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
Repelling Bastille is a Warframe Augment Mod for Vauban's Bastille that repels new enemies when it reaches the maximum amount of enemies it can contain, and increases Vortex's duration for every additional Vortex thrown into it.
When used in narrow hallways or choke-points, enemies that are held up in the field block the path of others behind, negating the enemy limit and blocking all the enemies from advancing.
Bastille spawns from a ball that Vauban throws in an arc, so it can be deployed where aimed.
Bugs
If Vauban is playing as client, Photon Strike's beacon will not be attracted to Bastille's vortex even when thrown into its suction range.
Vortex will slow down allied specters such as the Corrupted Lancer specter.
Elytron expends 25energy fires a projectile with slight tracking capabilities that will attempt to home in on the closest enemy within range; otherwise, the projectile will travel unguided in the direction of the reticle. The projectile is capable of latching onto solid objects, including enemies, and can be remotely detonated by pressing the ability key again (default 1 ). The resulting explosion deals 500 / 600 / 800 / 1000Blast damage within 120 / 160 / 200 / 240 meters.
In Landscape missions, the explosion radius of this ability is reduced down to 12 / 16 / 20 / 24 meters.
Damage does not bypass obstacles in the environment and decreases with distance.
As the projectile is in motion, its linear velocity increases over time. If the projectile travels beyond the level's boundaries, it will disappear and Bloomer will reset.
The projectile's position is indicated on the HUD and minimap.
Tips & Tricks
As enemies are often buzzing around and are hard to track save for when they are unalerted, it is much easier to fire the rocket at a nearby piece of debris or ship, and detonating it then.
There is a slight tracking effect, where the rocket will curve towards an enemy, although this is unreliable at best, as it is unguided and will continuously travel forwards. However, it is helpful for getting the rocket closer to enemies to be remotely detonated.
Use the in game map, which marks this rocket, and the distance counter to help acquire targets, although in the heat of battle this can be difficult. It's easier and more rewarding to lay traps.
Maximization
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
Elytron expends 75energy to launches an unguided remote beacon. Once the beacon makes contact with a solid object or is remotely detonated by pressing the ability again (default 3 ), the beacon explodes and marks a spherical area for bombardment with a radius of 100 / 120 / 140 / 180 meters. Explosions randomly occur within the bombardment sphere at a rate of 1.5 / 2 / 2.5 / 3 per second, and each explosion deals 200 / 300 / 400 / 500Blast damage within 32 / 40 / 60 / 80 meters. The bombardment lasts for 30 / 35 / 40 / 45 seconds.
In Landscape missions, the barrage radius of Thumper is reduced down to 10 / 12 / 14 / 18 meters and the initial explosion range 3.2 / 4 / 6 / 8 meters of radius.
Damage bypasses obstacles in the environment and decreases with distance.
As the beacon is in motion, its linear velocity increases over time. If the beacon travels beyond 1600 meters, it will disappear and Thumper will reset.
The beacon's position is indicated on the HUD and minimap.
Can be recast after the beacon detonates. This allows for multiple bombardments to occur simultaneously, even in the same location.
Will combine with previous Thumpers if it detonates within its radius. This will refresh the duration on the previous Thumper and allow damage to stack up to 4 times.
Tips & Tricks
This ability is very good for Interception as it allows you to keep the pressure on an area from even a different control point. It is also very useful in holding a point, taking out or softening targets if you are being swarmed.
Like Bloomer, the beacon can be tracked via the minimap or distance marker, allowing you to gauge when to remotely trigger it. Doing so can be very useful if you miss your intended mark.
Be sure to consider it arcs outwards during initial launch before traveling straight ahead. If you want to use it at close ranges, it might miss your target. Be ready to remotely activate it.
Multiple instances of Thumpers can be released and stacked at once, allowing this ability to be a potent damage dealer.
Maximization
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
Maximized Ability Duration increases the explosion frequency to 3.9 per second and the barrage duration to 58.5 seconds.
Elytron expends 100energy to release a reticle-guided missile that detonates on impact with any solid surface or after travelling 1600 meters. The resulting explosion deals 1000 / 1250 / 1500 / 1750Blast damage within 120 / 180 / 200 / 240 meters and violently pushes enemies a considerable distance.
In Landscape missions, the explosion radius of Warhead is reduced down to 12 / 18 / 20 / 24 meters and its maximum travel distance is reduced to 400 meters.
Damage bypasses obstacles in the environment and does not decrease with distance.
The missile is guided via the HUD's targeting reticle, steering itself towards any object the reticle is placed on including environmental obstacles and enemies.
As the missile is in motion, its linear velocity slowly increases over time until it reaches a maximum.
The missile's position is indicated on the HUD and minimap.
Can only be recast after the missile explodes.
Tips & Tricks
As with all of Elytron's other rocket abilities, hitting specific enemies is ineffective. Target hard surfaces that are near enemies for maximum effect making it very useful whether capturing or defending.
For absolute devastation on Interception missions, fire at the general direction of a control point that is being swarmed, making sure to hit an easy and nearby hard surface. Most enemies will be destroyed or severely damaged.
In terms of capturing or defending points, while boosting on your Archwing, you WILL outpace the rocket, and since it's guided by your reticle, flying around with it active can be a waste of energy. For best results, hold down a control point and launch it, making sure to guide it straight into enemy swarms.
Maximization
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
Itzal expends 75energy to form a black hole in front of itself that violently pulls in all enemies and Pickups within 120 / 120 / 140 / 140 meters before exploding to deal 800 / 1000 / 1250 / 1500Blast damage within 80 / 100 / 120 / 140 meters.
In Landscape missions, the pull range is reduced to 12 / 12 / 14 / 14 meters and the explosion radius is reduced to 8 / 10 / 12 / 14 meters.
Damage does not bypass obstacles in the environment and decreases with distance.
Pull strength seems dependent on enemy mass and speed; e.g. an Ogma won't be pulled as close as a Dargyn.
Cold Snap is an Itzal Augment Mod for Cosmic Crush that inflicts a Cold proc to any enemy affected by the ability, with enemies close to the player being frozen outright.
Cosmic Crush can also be used to pull items (e.g. health orbs, resources) to the user. It has a much larger pull range for items than the base Ability Range implies.
Activating this ability will not break Penumbra, allowing for safer gathering of energy/health restores.
Care should be taken with this ability. Whilst it is powerful at lower levels, pulling enemies in close could be a bad idea; if any survive, they'll be in the perfect position to attack.
Maximization
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
Itzal expends 100energy to launch 2 / 4 / 6 / 8 Locust Drones that independently attack enemies within a range of 80 meters using lasers that deal continuous Electricity damage. The drones last for 15 / 20 / 25 / 30 seconds. If a drone is destroyed by enemy fire or detonates after the ability's duration expires, it will deal 1000 / 1500 / 2000 / 2500Blast damage within a radius of 60 / 100 / 120 / 160 meters.
In Landscape missions, the beam range is reduced to 8 meters the detonation radius is reduced to 6 / 10 / 12 / 16 meters.
Explosion damage does not bypass obstacles in the environment and decreases with distance.
Drones require line-of-sight for targeting acquisition.
Drones will not be transported by Blink, will not open fire while under the effects of Penumbra, and will not attack while sprinting.
Cannot be recast while active.
Tips & Tricks
The drones can distract enemies trying to attack you, drawing fire away from you (giving your shields time to regenerate) and dealing a little extra damage. Whilst they are fairly easily destroyed they are also small and agile, which means enemies without beam weapons will have a hard time hitting them. They can also be useful at distracting enemies away from a defense target such as a satellite in a Mobile Defense mission.
Whilst ineffective against high-level enemies, the drones can easily destroy lower-level targets by focusing their fire.
Maximization
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
Odonata expends 75energy to launches 5 / 6 / 7 / 8 volleys of homing missiles that track enemies within 240 / 340 / 360 / 480 meters, travelling a maximum of 600 meters before automatically exploding. Each homing missile inflicts 300Blast damage on impact and 40Blast damage in an area of effect.
In Landscape missions, the tracking range of this ability is reduced down to 24 / 34 / 36 / 48 meters. Additionally, the maximum range of which the missiles will travel before automatically exploding is reduced to 200 meters.
Area damage bypasses obstacles in the environment, and does not decrease with distance.
Missiles home in on the nearest enemies within view of Odonata so long as the enemies are in-range when the missiles are launched.
Missiles can be diverted by countermeasures such as flares released by Dargyn variants.
Ability Synergy: If Seeking Fire is used when Energy Shell is active, the missiles will gain Heat damage.
Cannot be recast until all missiles have been launched.
Maximization
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
Bonewidow deploys its powerful sword Archmelee, the Ironbride, as its Exalted Weapon. Ironbride inflicts a base 800 / 1000 / 1250 / 1500Blast and Heat damage before accounting for its other weapon stats.
Hurl a canister of gravitation fluids to create a wide mire that will significantly slow enemies traveling across it. Alternatively, the canister can be shot in mid-air to create a fiery conflagration.
Voidrig expends 25energy to deploy a canister that can be thrown (default MMB ).
Upon impacting an enemy or surface, the canister produces a webbing field that slows enemies by 50% over 5 / 10 / 15 / 20 meters, lasting for 10 / 13 / 15 / 20 seconds.
If shot at while traveling in midair, the canister explodes to inflict 750 / 1000 / 1500 / 2000Blast damage over a 15 / 20 / 22 / 25 meter radius.
Voidrig deploys its powerful turret Archgun, the Arquebex, on both arms as its Exalted Weapon, while simultaneously bracing itself on the ground. Shots fired by the Arquebex inflict 150 / 250 / 350 / 500Blast and Heat damage.
The Arquebex is immediately able to be used upon casting the ability even while the deployment animation takes a few seconds to play through.
Guard Mode costs 50energy to deploy, then drains 5 energy per second and will remain active so long as Voidrig has energy.
Guard Mode will end if Voidrig runs out of energy or if deactivated by pressing the ability key again.
The Voidrig is immobile while Guard Mode is active, and use of its other special abilities is prevented.
Cannot be cast while in the air.
Tips & Tricks
Guard Mode is a viable crunch move in case a player is forced to deal with an Eidolon alone, either because allies are all downed and ran out of revives or said player got disconnected from others due to a connectivity issue, and still wants to salvage the mission's progress. The Arquebex deals massive damage to the giant enemy especially when struck at its weakpoints, as well as temporarily disabling Vomvalysts that shield it by smashing them with cannon fire.