The {{Icon|Proc|Blast|Text}} damage come from mallet, after it absorbs enemy damage.
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Revision as of 09:16, 28 February 2020
Script error: The function "Proc" does not exist. Damage is one of the six secondary elemental damage types, composed of Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. elements. The violent force of this damage is highly destructive to Script error: The function "Faction" does not exist.Machinery and brittle FossilizedScript error: The function "Faction" does not exist. creatures, but performs poorly against the Ferrite Armor worn by many Grineer units.
Status Effects
Script error: The function "Proc" does not exist. damage's status effect is an explosive Script error: The function "Proc" does not exist.Knockdown (as opposed to Script error: The function "Proc" does not exist.'s knockback), forcing all enemies within a 5-meter radius to stumble and fall, however Ospreys, Bosses and Tenno are immune to this. This effect can be applied against victims attempting to stand back up, causing them to flip in their recovery.
Enemies killed by a Script error: The function "Proc" does not exist. proc will be ragdolled and then quickly disintegrate. This makes this element effective in stealth as no body will be left behind.
Type Effectiveness
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
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.
(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.
Furthermore, the damage multiplier only affects damage done to Health.
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.
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 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
Primed enemies are Slowed by 10% / 20% / 25% / 30% and detonate upon death dealing 150 / 300 / 500 / 800Blast damage to enemies within 6 / 7 / 8 / 10 meters. Primed enemies take 100%Damage Vulnerability to their Health.
Speed debuff is capped at 75%, achievable with 145% Ability Strength.
Reducing Ability Strength can yield a negative speed debuff that increases enemy speed.
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.
The Script error: The function "Proc" does not exist. damage come from mallet, after it absorbs enemy damage.
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.
Damage does not bypass obstacles in the environment and diminishes with distance.
The second instance of damage suffers by a small time delay that depends on how many enemies are affected within its range. This is due to the processing of the actual game, as enemies are being considered to be affected for stun and damage within the vicinity (e.g., 15+ enemies = 1-second delay, 25+ enemies = 2-second delay).
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.
Ability Synergy:Rhino Charge deals an additional 100% damage to enemies affected by Rhino Stomp.
Vauban releases an electrically-charged grenade that adheres to any surface. On contact with an enemy, the grenade will deal 15Blast damage. If an enemy approaches the grenade within 7 / 8 / 10 / 12 meters, the grenade will discharge. A single grenade holds a maximum of 5 / 6 / 7 / 10 charges, and each charge inflicts 80 / 100 / 120 / 150Electricity damage. Charges are fired once every 3 seconds. Each grenade has a duration of 40 seconds; when a grenade uses a charge, its duration is paused for 0.75 seconds. The ability can be held for a short time and released, doubling damage and increasing status chance to 100%.
Arc damage and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
The arc damage has a low status chance. An Electricity proc will chain 50% of the initial damage to surrounding enemies in a small area of effect while briefly stunning the initial target.
For more information about the contact damage, see this blog and this follow-up.
Each grenade can deal a total of 400 / 600 / 840 / 1500 damage. Sticking a grenade directly on an enemy can potentially deal that entire amount to the enemy for its duration.
Electricity status effect chains 50% of Tesla's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
Number of charges is affected by Ability Duration, while the grenade duration is not.
Because of this, the maximum number of usable charges is capped at 18.
A grenade can only target one enemy at a time, expending a single charge per attack.
Grenades can only attack enemies in line of sight (cannot shoot through walls or corners).
When the ability is charged, damage is doubled and status chance increases to 100%. Both the uncharged 10% status and charged 100% status are unaffected by mods.
Damage is further increased by 25% when a charged Tesla shocks an enemy under various forms of immobilizing crowd control, such as Bastille or Vortex.
Can be used while performing many actions without interrupting them, including reloading.
Can be cast multiple times while active.
Tips & Tricks
Place on allies such as hostages, fellow Warframes, or even sentinels to create a sort of melee protection sphere. Best used on Rhino/Excalibur Warframe with their Rhino Charge/Slash Dash ability.
Placing several Tesla in exactly the same spot will result in the charges being released at nearly the same time, and placing them in a line will result in each firing one at a time as an enemy approaches, dealing more constant damage.
Placing several Tesla on a rotating body allows the Teslas to possibly "orbit" into range of an enemy, and giving them all a chance to fire at said enemy. This effectively increases the range and increases the Tesla group's overall rate of fire.
Works best against Corpus and less effective against other factions, while still acting as a moderate damage tool.
Electrical damage deals normal damage to shields, and only deals extra damage to unshielded MOAs, so it is realistically best for Infested.
Grineer armor will reduce the damage dealt considerably.
Bugs
Even after the Update 23.3 (2018-08-09) rework, the maximum allotted charges per grenade is still capped at 18 charges. Going over this by increasing duration further has no effect.
“It's taking longer than I calculated.”
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“Very well. Keep your secrets.”
This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept.
Ricochet (also known as Bounce) is a property of Projectiles that allows them to bounce off surfaces for a limited number of types before the projectile lifespan ends.
Mechanic
Some projectiles will continue their trajectory even after colliding with level geometry, enemies, or other objects, though they are limited by the number of times they can do so before disappearing. Ricocheting projectiles will reflect off surfaces at the same angle of incidence (i.e. the angle at which a projectile moves away from a surface equals the angle at which they enter). Ricocheting projectiles will also lose velocity after collisions.
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.
Vauban releases a device that creates a powerful attractive force, lasting 6 / 8 / 10 / 12 seconds. On touching an enemy, the device will deal 15Blast damage. Every enemy within 6 meters of the device will be violently drawn to it and dealt 50Magnetic damage per second (across 4 damage ticks per second). When the device activates, the initial damage tick is multiplied by 200%.
Damage per second and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
Each tick of damage has a moderate status chance. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
Enemies are ragdolled as they're pulled in, and the damage decreases with distance.
Some enemies will simply be knocked down repeatedly, as they will get up while in vortex only to be knocked down again. In rare cases, enemies can use abilities or fire their weapon in the brief moment they are getting up.
While the initial damage tick is multiplied by 200%, this damage tick does not take benefit from Vauban's passive if used solely.
For example, a rank-3 Vortex with 100% Ability Strength will deal 50 / 4 × 2 = 25Magnetic damage as the initial damage tick.
The damage ticks after the initial one do take benefit from the passive.
Vortex will not take priority over Bastille; Enemies currently held up in Bastille's field will be pulled towards the vortex, but will not leave Bastille or be ragdolled.
Corpses will be attracted, leaving only the loot that was drawn into the nexus.
Enemies that remain within Vortex's nexus for an extended period of time may implode, yielding no loot or affinity.
Can be used while performing many actions without interrupting them, including reloading.
Can be cast multiple times while active.
Tips & Tricks
Can be used to collect resource and ammo drops to where the Vortex is placed.
Vortex appears from a ball that Vauban throws. You can aim at where he throws it at.
Many enemies sucked into the center of the Vortex are considered to be in a prone position if attacked in melee, resulting in a ground finisher. Multiple enemies can be hit or killed by a single ground finisher to the center of the Vortex.
Due to enemies often being very close to each other, Electric procs are very effective, as they will create large chains of damage. In some cases, Teslas can be thrown down to allow procs that kill enemies quicker than either power on it's own.
Bugs
Initial activation will tug players for a fraction of a second, and players near vortex's AoE will have a decrease in slide attack boost speed.
Sometimes pulls players in for the full duration.
Jump kicking into Vortex will cause the player to rise exponentially.
If cast near downed allies can interfere with the bleedout timer. Trying to revive them can interrupt the revival and freeze the timer/percentage leaving the downed player stuck at 0% but no timer. Trying to revive the player while Vortex is active will simply keep interrupting the animation.
Ability Strength may affect the value of each damage tick. However, the rate at which ticks occur will adjust accordingly in order to maintain Vortex's damage per second. (Probably because of low fps)
Tips
Having Script error: The function "Proc" does not exist. damage on a melee weapon with high status chance will allow the player to consistently perform Ground Finishers on knocked down enemies.
Trivia
The Script error: The function "Proc" does not exist. property of the mixture of Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. is likely a reference to the thermite ice bomb; where thermite can burn so hot that it will melt the ice, boil the water, and ultimately decompose the vapor into hydrogen and oxygen. This in turn fuels the fire and cues the explosive property.
It could also be thermal shock, a fracturing that happens when cold items are rapidly heated or hot things are rapidly cooled. On the molecular level, solid objects expand when heated and contract when cooled, and if subject to a huge temperature change in a short period of time, many materials break down from the energetic motion. This phenomenon commonly occurs (violently) when rinsing a hot glass in a cold sink.
Media
The visual effect of Blast as shown. Instead of burning, it actually smolders your melee in lava-like embers, pouring sparks of embers.