Combined from Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage. Most effective against Ferrite armor. Corrosive status temporarily removes up to 80% of the target's armor value.
—In-game Description
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. damage. It is immensely useful against Script error: The function "Faction" does not exist.Ferrite Armor and FossilizedScript error: The function "Faction" does not exist. creatures, but fares poorly against the Proto Shields of some elite Script error: The function "Faction" does not exist. enemies.
The status effect of Script error: The function "Proc" does not exist. damage is Corrosion. It temporarily degrades the armor of the afflicted target by 26% for 8 seconds. Subsequent procs further reduce armor by 6% of the original armor up to 80% armor reduction in total after 10 stacks, each stack having its own duration.
Enemies affected by a Script error: The function "Proc" does not exist. proc will be covered in a faint green, electricity-like substance. Enemies killed by a Script error: The function "Proc" does not exist. proc will have their corpses partially corroded and dissolved.
Armor Removal Interactions
When Script error: The function "Proc" does not exist. status is combined with Script error: The function "Proc" does not exist. status and Corrosive Projection, the armor reduction is multiplicative. This can be expressed as the following:
Armor after reduction = (1 - 50%) × [1 - (20% + 6% × Number of Corrosive stacks)] × (1 - 18% × Number Corrosive Projections)
For example, a full 4-player squad with max-rank Corrosive Projections, an active Script error: The function "Proc" does not exist. proc, and max stacked Script error: The function "Proc" does not exist. proc will result in an enemy's armor being reduced to:
An active Script error: The function "Proc" does not exist. proc, and max stacked Script error: The function "Proc" does not exist. proc withoutCorrosive Projection would result in an enemy's armor being reduced to:
Script error: The function "Proc" does not exist. does not have an Empyrean counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.
Type Effectiveness
Script error: The function "damagetable" does not exist.
As with all damage types effective against armor, Script error: The function "Proc" does not exist. damage's type modifier works in two ways: it ignores a percentage of the target's armor, and increases the damage dealt in the same way as a type modifier against hitpoints. Practically speaking, this means that Script error: The function "Proc" does not exist. damage is only reduced by 25% of a target's whole Ferrite Armor and the base damage is increased by +75%.
Summon a Scarab Swarm to attack enemies with guaranteed Corrosion Status. Damage scales with Inaros' Health. Enemies killed while immersed in the swarm summon a Swarm Kavat that fights alongside Inaros and guides the scarabs to other enemies.
Inaros expends 100energy to hurl ? swarms of scarabs that travel up to 20 / 22 / 25 / 30 meters away, infesting all enemies in their path. Swarmed enemies will flail in panic and receive ? / ? / ? / 241 plus 10% of Inaros' max health as Corrosive damage with a guaranteed status effect per 0.5~ seconds for 6 / 10 / 12 / 15 seconds, during which they are completely disabled. While active, Scarab Swarm splits a flying swarm every ? seconds to spread to an unaffected enemy within a ? / ? / ? / 12 meter radius from a swarm host for 100% of its remaining duration.
Launching a Scarab Swarm on an enemy that is still under the effects of another Scarab Swarm, will not refresh the debuff.
Scarab Swarm's projectile possesses innate punch through but does not bypass obstacles in the environment.
When an enemy affected by Scarab Swarm dies, they spawn a friendly Swarm Kavat that scratches enemies to spread Scarab Swarm. A maximum of 3 Swarm Kavats can spawn, each lasting 20 seconds.
Number of active Swarm Kavats are tracked as a buff icon beside Inaros' hitpoints indicator.
Swarm Kavat-inflicted Scarab Swarm does not spread flying swarms.
Ability Synergy: Swarm Kavat claw swipes contribute as hits toward Inaros' revival via his Passive.
Negation Armor is a Warframe Augment Mod for Inaros that sacrifices an active Scarab Shell to prevent Inaros from entering Bleedout, but receives a Slash status effect once its invulnerability period expires.
It is more energy efficient to cast a Scarab Swarm attack on a single enemy in the middle of a large, clustered group, and allowing the swarm spreading effect to infect all nearby enemies. This is particularly effective against Infested that naturally tend to clump together in groups.
Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.
Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of 0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts 500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
While active, all damage received by Revenant is stored into a total damage pool. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
Damage resisted by Mesmer Skin is stored, despite not injuring Revenant.
Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key, Volt's Speed, and Wisp's Reservoirs Haste Mote.
Holding the fire button (default LMB ) increases the beams' damage per second to 1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to 0.05 / 0.1 / 0.15 / 0.2 meters.
Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: Corrosive against armored enemies, Magnetic against shielded enemies, and Gas against enemies with Infested Flesh.
Danse Macabre costs 25energy to activate, then consumes 20 energy per second (40 energy per second during the boosted version) while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
Danse Macabre's energy drain is not converted into shields by Augur Mods.
Ability Synergy:
Enemies affected by Enthrall when killed by Danse Macrabe drop a unique pickup that grants 50Overshields when collected by Revenant or his allies.
Enthrall energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
Explosion deals the remaining damage of the pillar to surrounding enemies.
Explosion damage diminishes with distance.
Damage reflected by Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
Reave costs halved energy during Danse Macabre, with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
Revenant cannot cast Enthrall, Mesmer Skin, subsumed abilities over Enthrall or Mesmer Skin via the Helminth system, perform parkour Maneuvers or general interactions while channeling this ability.
Revenant can cast Reave or a subsumed ability over Reave via the Helminth system while channeling this ability.
Revenant is immune to Knockdown while channeling this ability.
Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.
Bugs
Beam punch through is inconsistent, often failing to penetrate terrain to hit enemies in range. No known causes nor workarounds, unfortunately.
Inflict a target with a pox of Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.
Saryn expends 25energy to infects an enemy target within 30 / 40 / 50 / 60 meters with 2 / 2 / 3 / 3 virulent spores for an infinite duration. Each individual spore inflicts Corrosive damage per second with a 50%CorrosiveStatus Chance, lasting until the spores themselves or the infected enemy is destroyed.
Saryn's disease spreads its infection rapidly, grows evermore lethal, and decays in the absence of hosts over the course of the epidemic:
Shooting or hitting a spore directly bursts its membrane to release infectious pus, which regrows the spore on its host and transmits 1 spore to all nearby enemies within 10 / 12 / 14 / 16 meters; infected enemies can carry up to 3 spores via transmission from another enemy.
Spores can spread by directly bursting them with weapons, abilities, and Bullet Jump. Enemy attacks can also burst spores on contact.
Spread bypasses obstacles in the environment and damage does not diminish with distance.
All spores on an infected enemy will burst and spread if any of the following conditions are met:
Spores' initial target is killed by any source.
Players landing the killing blow on any infected enemies.
Infected enemies are killed by Molt's explosion damage.
Saryn's weapons hitting anywhere on the infected enemies' body while Toxic Lash is active.
Infected enemies are killed by any source while sickened by Miasma.
Spores do not spread if enemies infected via transmission are killed by Spores' damage over time.
When the outbreak first begins, damage per second starts at 6 / 8 / 8 / 10Corrosive damage; for every second Spores remain active, damage per second increases by 1 / 1.25 / 1.5 / 2Corrosive damage per infected enemy, up to a damage growth cap of 7 infected enemies. Current damage per second is uniform across all active spores and will apply to newly infected enemies.
Current damage per second is hard-capped at 100,000 damage.
While Spores is active, a stylized infection meter appears above Saryn's ability icons on the HUD, indicating the current damage per second and tracks the number of infected enemies in the mission affected by spores belonging to the player.
When zero infected enemies remain, Spores' current damage per second is instantly reduced by 20% then decays at 10% of the new total every half second until it reaches the initial damage amount. Damage decay stops when at least one enemy is infected by Spores.
Nullifying effects (such as entering Sanctuary Onslaught Data-Conduits) increases the decay rate to 30% per half second.
Reset decay is inversely affected by Ability Strength, meaning more Strength reduces the amount consumed.
Damage decay rate is inversely affected by Ability Duration, meaning more Duration reduces the amount of damage decay per half second.
Current damage per second is visibly subtracted from the meter whilst a red flashing "decaying" warning message replaces the counter for number of infected enemies.
The infection meter disappears when it reaches the initial damage amount.
If Spores is still active, recasting Spores on any enemy consumes 20% of current damage per second from the infection meter and casts Spores for 50% reduced energy cost. Recasting on an infected enemy grows a new set of spores on the target, which carries up to 12 spores via recasting Spores on it.
Recast decay is inversely affected by Ability Strength, meaning more Strength reduces the amount consumed.
All spores destroyed via melee weapon contribute to the melee combo counter.
Each instance of Spores has its own Ability Strength value from when it was casted, and be independent from other instances.
For example, if an instance of Spores is casted when Energy Conversion is activated, that instance will retain Status chance and Damage Growth with Ability Strength bonus.
If another instance of Spores is casted, when there is no bonus, the second instance will have lower Status chance and Damage Growth, even while the first instance from above is still active.
All spores share the same accumulated damage per second, though each instance could contribute Damage Growth at different rate.
When Spores spread to other enemies, the subsequent instances will retain Status chance and Damage Growth from their original instance. Strong instance spreads strong instances, and vice versa.
Spores being carried by enemies will not be replaced by another spore via transmission.
If an enemy is carrying spores from multiple instances with different Strength values, damage per second will be contributed by the instance with the highest Damage Growth.
Ability Synergy:
Toxic Lash can make spores burst with every attack, even without direct hits.
Hitting a spore while Toxic Lash is active applies an additional Toxin proc.
Miasma deals 400% damage to enemies affected by Spores.
Spores is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
If the initial target dies before the spores appear, energy used for Spores will be refunded.
Venom Dose is a Warframe Augment Mod for Saryn that allows Spores to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional Corrosive damage to all attacks.
Cast on an enemy in the middle of a crowd and promptly kill it or use one of the many methods to spread the spores.
Each spore inflicts damage per second and Corrosive status effect on proc, which is tripled on an enemy carrying three spores from a max rank Spores cast or accumulated from transmission from other infected enemies.
Infect at least 7 enemies to maximize damage growth, allowing Spores to reach higher damage per second counts over time.
Mod for Ability Strength to increase initial damage, damage growth per enemy, status chance, while reducing the reset decay on recast or on zero infected present.
Status chance can reach 100% with 200% Ability Strength.
Recast Spores several times to inflict an enemy with up to 12 spores to strip its Armor quickly, deal more damage per second instances, and provide more spores to spread.
However, note that each recast will consume a percentage of damage per second stored in your infection meter.
Using melee to hit enemies makes it easier to burst spores, compared to firearms, especially with Range mods, e.g. Reach (Primed).
Use Toxic Lash to spread spores on an infected enemy on every hit using your gun or melee.
Cast Miasma to inflict quadruple damage to all enemies infected by Spores within range.
Can be used to destroy Corpus cameras and (active) turrets. A spore will appear but a camera dies on the first tick.
When combined with AoE weapons (such as Ignis and Embolist, which both deal DoT, increased by Saryn's passive), the spores will pop very easily, quickly spreading Corrosive procs.
Thrown secondaries loaded with Concealed Explosives are also effective and economical at quickly popping Spores, especially when combined with Fulmination (Primed).
The ability synergizes well with Nova's Molecular Prime, both spreading and weakening enemies until one dies and causes a series of chain explosions and effectively quartering enemy survivability.
Spores is excellent for bosses with shields to prevent them from recovering.
This is quite effective against Ambulas since it targets the torso and, like all MOAs, he takes three times damage on that body part.
Equipping a sentinel with the Sweeper weapon increases this chance.
Spores that are popped on a target's weak point, like the head, will do extra damage based on the respective damage multiplier.
For example, if you pop a Spore on an enemy's head, it will deal 50 damage (25 x 2 damage multiplier).
Spores' DoT ticks are unaffected by weak spots.
AoE damage from popping spores is unaffected by weak spots. Nearby enemies will still only take 25 Corrosive damage from popped spores on weak spots.
A Range-based Spores build is good for earning Focus points in stage-less endless missions such as Survival, Disruption and Void Flood, as long as Saryn can keep it from decaying.
Active spores can help fill the self-revive gauge from the Unairu school's Last Gasp.
Tips
Script error: The function "Proc" does not exist. damage can be combined with Script error: The function "Proc" does not exist. damage (when applicable) to create a deadly damage combo against enemies with armor, especially the Grineer. The reduction of armor will lessen the reduction of damage, while viral procs will increase damage dealt even further.
Script error: The function "Proc" does not exist. pairs well with weapons that do primarily Script error: The function "Proc" does not exist. damage. This results in an excellent faction-neutral build, as Corrosive is either buffed or normal against every damage type except for Corpus Proto Shields, which the Impact makes up for, especially on a high-crit weapon.
Media
An enemy affected by a corrosive proc, the green electric like visuals can be seen, although faint
The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds.
Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.