DAMAGE EFFICACY x1.5 damage to Grineer x1.5 damage to Kuva Grineer x1.5 damage to Scaldra
STATUS EFFECT Impact causes the target to flail backwards temporarily, with repeated stacks increasing the size and duration of the stagger.
For heavy units such as Eximus, it also lowers the Parazon Mercy Kill threshold to 80% of total health with multiple stacks.
—In-game Description
Impact Damage is one of the three physical damage types. Deals increased damage to Grineer, Kuva Grineer, and Scaldra enemies. Its status effect causes enemies to stagger and increase Parazon mercy threshold.
The status effect of Impact damage is Stagger. It lasts 6 seconds and stacks to a maximum of 5 times. Any stacks applied after the 5th will replace the oldest stack.
It causes enemies to flinch and recoil backwards. Subsequent procs increase the stagger duration. However, Ospreys, Bosses and Tenno are immune to the stagger.
Enemies killed by an Impact proc will have their corpse ragdolled and flown away, regardless of the amount of force behind the weapon.
Railjack[]
Railjack <DT_IMPACT>Impact Damage results in a Concuss Status Effect which reduces the aim and damage of enemy ships.
—In-Game Description
The status effect of Impact damage against Railjack space enemies is Concuss, causing enemy crew within a gunship to have reduced aim and damage for 6 seconds, with subsequent procs refreshing the duration.
These weapons deal more than a majority of their physical damage as Impact. The damage ratio is important for physical damage status effects because the game weights the likelihood of which proc occurs according to physical damage ratio. Hence, these weapons proc Knockback more than Bleed or Weakened.
Bash enemies with an exploding sliding punch, and repeat for a devastating combo. Petrified enemies take extra damage, and drop Rubble when destroyed. Rubble can heal Atlas and bolster his armor.
Atlas expends 25energy to charge forward to punch a target enemy up to 6 / 8 / 10 / 12 meters away. The target and enemies within 1.5 / 1.6 / 1.7 / 2 meters are dealt 100 / 200 / 300 / 350Impact damage as a melee strike with a 2xcritical damage multiplier, 5% critical chance, and 5%status chance.
AoE damage bypasses obstacles in the environment and does not diminish with distance.
If the target dies before Atlas lands his punch, energy used for Landslide will be refunded.
Casting distance is NOT effected by range, only the level of the skill.
Landslide can be recast within a 1 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage with a larger impact radius and reduced energy cost up to a cap:
200% damage, 200% impact radius, and 50% cost reduction for the second hit
400% damage, 300% impact radius, and 75% cost reduction for the third and all subsequent hits in the chain
This reduction in energy cost modifies Landslide's activation cost and is afterward affected by Ability Efficiency as normal.
Atlas ragdolls enemies with an uppercut on every third successive strike in the chain. All other strikes stagger enemies.
Combo window is affected by Ability Duration and can not fall below 0.5 seconds.
The duration of the combo window and the respective damage multiplier for the next cast are displayed underneath the HUD's targeting reticle.
If no casts are performed within the combo window, the damage and energy cost will reset.
Landslide gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with Venka Prime equipped at 13x combo.
Casting Landslide while wielding Xoris or a weapon that pauses melee combo counter while holstered, such as Tenet Livia or Tenet Grigori will reset the combo counter.
Elemental bonuses do not improve status proc damage. Toxin, Heat and Electricity procs will always deal 50% of landslide's damage (before +elemental and +impact bonuses) per tick.
Ability Synergy: Using Landslide to kill petrified enemies frozen by Path of Statues, Petrify, and by casting Rumblers grants 50% more health and armor points, from the enemies' dropped Rubble.
Helminth Synergy
Roar applies to Landslide and applies twice for status proc damage such as Gas procs, despite being unaffected by faction mods.
Banshee expends 25energy to channel sound at high velocity to create a shockwave that propagates forward in a 180° cone up to 10 / 12 / 13 / 15 meters away. Enemies caught by the wave are ragdolled several meters and receive 25 / 35 / 40 / 50Impact damage.
The shock wave does not affect enemies behind obstacles in the environment unless Banshee has line-of-sight.
The shock wave will have a very slight delay between activating and knocking down enemies at the maximum range of the ability, as it has a very minute travel time.
Some enemies, including most heavy units, have a cooldown before being able to be knocked back again.
Some enemies will simply be stunned or be knocked down, but most will be pushed back.
Can be used while jumping, sliding, flipping, wall-running or wall-clinging.
Can be used effectively as a source of instant crowd control to get large amounts of enemies out of your face incredibly quickly.
When combined with Energy Siphon and Maximized Ability Range, this ability can be used continuously to keep large crowds of enemies off their feet until death. This is one of the most energy efficient crowd-control effects in the game.
Since Sonic Boom can knock most enemies back, it can be used to instantly kill enemies by sending them down a bottomless pit.
Bugs
Sonic Boom will leave enemies vulnerable to Finisher attacks long after they have gotten back up from the knockdown, even if she doesn't have Savage Silence equipped or has Silence active.
Slash and stagger enemies with a crystal blast that inflicts Bleed. Enemies afflicted with this Status Effect have an increase chance of dropping Health and Energy Orbs.
Citrine expends 25Energy to flick a seeking cluster of crystal shards over a sight detection cone spanning 14 meters. Enemies struck by her crystals receive 250 / 300 / 400 / 500Impact and Slash damage with guaranteed status effects. While afflicted with Slash status from this ability, affected enemies have a crystal hovering above their heads to indicate 50%Health Orb drop chance and 20%Energy Orb drop chance on death.
Orb drop chances modded above 100% yield a guaranteed orb and a chance to drop a second orb.
Drop chance percentage in decimals is rounded down to the nearest whole number in-game.
Fractured Blast damages and breaks destructible Objects in the environment bypassing its line of sight restriction.
Ability Synergy:
Increased Health Orb drop chance allows Citrine to strengthen her Geoluminesence Passive.
Fractured Blast contributes kills and assists to increase Preserving Shell's damage reduction.
If Citrine casts Fractured Blast while standing inside Prismatic Gem's aurora, the Impact and Slash status duration are extended, while the gem sweeps its beam to each impacted enemy individually in rapid succession to inflict one instance of damage and a set of status effects.
Can be recast while active. Slashing already affected enemies extends the orbs drop chance kill window.
Casting Fractured Blast is an upper-body animation that allows movement and Maneuvers while interrupting other actions.
Subsuming Citrine to the Helminth will offer Fractured Blast and its augments to be used by other Warframes.
However, Subsumed Fractured Blast's damage is reduced to 125 / 150 / 200 / 250, Health Orb drop chance reduced to 25%, and Energy Orb drop chance reduced to 10%.
Recast on already affected enemies to extend the time needed to kill them for orb drops.
Use the damage numbers from Slash status to visually keep track of the enemies' whereabouts, even when hidden behind obstacles.
Select bright energy colors to make the floating crystal indicator overhead more visible.
Impact status interrupts the enemy's actions. Since Fractured Blast uses a quick upper-body animation, Citrine can use this brief moment of opportunity to immediately follow up with weapon attacks or other abilities.
Citrine summons crystal fractals. The fractals rush forward, seeking enemies. Enemies touched by the fractals are paralyzed crystalline growths. Hit the growths to deal Critical Damage.
Citrine expends 100Energy to briefly rise before slamming into the ground. Upon landing, she summons fissures of crystalline fractals that rapidly travel and splinter while homing in towards all enemies within a 190° degrees sight detection cone spanning 30 meters. Upon reaching their targets, fractals inflict 250 / 300 / 400 / 500Impact damage while immobilizing each enemy inside 1 large crystal growth for 5 / 6 / 7 / 8 seconds. Hitting the growth directly sets weapon Critical Chance to 300%.
For Hitscan weapons, but not continuous or projectile weapons, critical damage is multiplied by 2x in addition to the critical chance bonus.
Sight detection occurs the moment Citrine slams into the ground. If she moves the aiming reticle and pans the camera away during the jump, enemies visible inside Citrine's player camera angle before the slam are not included in Crystallize's targeting.
Casting the ability while looking straight up or down allows the detection cone to encompass a 360° radial area, with height elevation difference accounted for by the additional 10°~ degrees angle.
Splinters will normally travel across the ground, but can move through the air in order to reach their targets.
Once targeted by Crystallize, fractal splinters will bypass environmental and generated barriers such as Arctic Eximus globes to reach them.
Crystal growths extend diagonally skyward away from the enemy, creating an enlarged object hitbox that also encompasses the body part where the crystal takes root.
Growths point toward the front, back, left or right sides, growing from one of the following body parts by random assignment on cast: head, chest, shoulders, arms, thighs, and legs.
Growths can clip through obstacles and terrain in the environment, allowing the crystal to be hit through walls.
Set Critical Chance ignores all other modifiers, whether from mods or Warframe abilities. However, the Vigilante set mods can increase the damage to that of a Tier-4 critical hit.
Enemies protected by Overguard are still targeted by Crystallize, which inflicts all of its effects except crowd control immobilization.
Ability Synergy:
Crystallize contributes kills and assists to increase Preserving Shell's damage reduction.
Can be recast while active when at least one new enemy is in range and line-of-sight, but will not hit enemies already affected by Crystallize.
Casting Crystallize is a full-body animation that displaces Citrine into the air before forcing her into a diving sequence. While in the air, Citrine can reposition horizontally and aim the reticle at her intended landing spot.
Ability is not dispelled if Citrine falls out of bounds or enters an ability nullification zone.
Recrystalize is a Warframe Augment Mod for Citrine that allows Crystallize to spread to additional enemies when crystalized foes are killed by shooting the growths.
Particularly potent against Guardian Eximus enemies, since the crystal growth extends from the body through the rotating invulnerable riot shields that block most ranged attacks.
Weapons with a high critical multiplier and good accuracy but low critical chance, such as Basmu's primary fire, can benefit immensely from Crystallize.
Excalibur expends 75Energy to summon javelins against enemies within a radius of 15 / 18 / 22 / 25 meters. Excalibur then drives his weapon into the ground, launching the javelins into their targets. Each javelin inflicts 500 / 650 / 800 / 1000 damage evenly distributed between Impact, Puncture, and Slash, with a guaranteed Slash proc and Stagger.
While javelins do notpunch through objects or enemies, their striking position is optimized to ensure a successful hit on their targets when they spawn. This allows the javelins to bypass obstacles in the environment including walls, cover, and Grineer Shield Lancer shields.
Radial Javelin will not target enemies behind obstacles in the environment unless Excalibur has line of sight, or unless the enemy is aware of Excalibur within a short period of time (e.g., an enemy that spots Excalibur and runs out of view can still be targeted by Radial Javelin if the ability is used within a small time frame).
Grendel curls into a ball. He heals over time as he rolls, knocking over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave.
Grendel curls up into a roving sphere that changes his movement controls into a directional physics-based roll. As he roves, Grendel gorges upon enemies inside his stomach, inflicting 25Toxin damage per second while healing him 50 / 100 / 150 / 200 health per second over 5 seconds which slowly diminishes to half its value after another 5 seconds.
Grendel has a base speed of 12 m/s during Pulverize. Sprinting increase this 30 m/s. He can only perform a limited selection of parkour Maneuvers, such as jump, double jump, and wall jump during Pulverize.
Grendel is unable to utilize weapons and cannot cast any Helminth subsumed abilities during Pulverize.
Activating the ability to enter the sphere form will cause Grendel to automatically drop carriables, such as datamasses.
Grendel will accelerate faster when rolling downhill and ricochet off of terrain obstacles.
Grendel tramples over his enemies with varying levels of power and reach, depending on the techniques he uses and the fuel within.
In sphere form, Grendel constantly emits a kinetic field with a 2.5 - 5 meter scaling radius, which reacts to his movement to inflict 250 - 1,000 / 250 - 1,200 / 500 - 1,500 / 500 - 2,000Impact damage and permanently removes 20% / 30% / 40% / 50%armor against enemies coming into range. Enemies colliding with Grendel receive damage and are knocked away from his path.
Impact damage on collision benefits from Ability Strength and amount of enemies stored, increasing by +60% per stored enemy, up to 400% effect with 5 stored enemies.
With a maxed Intensify, 5 eaten enemies, Grendel will deal 500 × (1 + 5 × 60%) × (1 + 0.3) = 2,600Impact damage.
Armor is fully removed at 200% Ability Strength.
Impact damage on collision does not occur if Grendel is stationary.
Damage and radius changes as enemies enter and exit Grendel's stomach. His sphere model also enlarges and shrinks based on the eaten enemy count.
Landing on surfaces from midair causes Grendel to slam into the ground, inflicting 50 - 200 / 100 - 300 / 100 - 400 / 150 - 500Impact damage to enemies within a 2 - 6 / 3 - 8 / 4 - 10 / 5 - 15 meter scaling radius, including those in his gut.
Enemies within the slam radius have their armor reduced by 20% / 30% / 40% / 50%, however enemies in his gut will not have their armor reduced.
Impact damage on ground slam benefits from Ability Strength and amount of enemies stored, increasing by +70Impact (+46.6%) per stored enemy up to 500Impact damage (333% effect).
With a maxed Intensify, 5 eaten enemies, Grendel will deal (150 + 5 × 70) × (1 + 0.3) = 650Impact damage.
Damage and radius change as enemies enter and exit Grendel's stomach.
Pulverize costs 0energy to activate. While active, Pulverize drains 3 energy per second on an empty stomach to maintain his sphere form until deactivated manually by pressing the ability key again (default 3 ) or automatically when Grendel runs out of energy, reduced to 0 energy per second if Grendel has at least one enemy in his stomach. Should Grendel run out of energy during Pulverize, he will automatically unfurl and become stunned in a dizziness animation for 2 seconds.
While Pulverize is active, but not draining energy, Grendel can replenish energy using Rally Point, Energy Siphon, and Wellspring. If Grendel has no more enemies in his stomach the energy replenishment from these effects will halt until he refills his belly.
Ability Synergy: Pulverize drains 0 energy when Feast stores enemies in his stomach. The sphere also enlarges with engorged enemies, increasing the collision and ground slam's damage and radius.
Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground.
Hildryn expends 100shields or overshields to activate her jet thrusters as she lifts off from the ground. Hildryn moves at moving at 7.6 m/s and gains vertical and horizontal flight capabilities using the movement (WASD ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers but without the Afterburner. While active, her shield matrix drains 25 shield points per second to continuously generate a energy field with a range of 8 / 10 / 12 / 15 meters; the energy field shrinks as Hildryn gains vertical height and expands as she is closer to the ground. Enemies inside the energy field and within Hildryn's line of sight drain 25 shield points per second per enemy, causing a fiery energy geyser to erupt from beneath them; enemies burned by energy geysers are suspended in midair, receive 100 / 125 / 150 / 200Radiation damage per second, and drop an Energy Orb every 8-18 seconds. Deactivating Aegis Storm (default 4 ) causes Hildryn to become Invulnerable as she slams into the ground, knocking down and dealing 100 / 300 / 400 / 500Impact damage against all enemies inside the energy field.
Geyser damage is increased as the energy field's radius becomes smaller.
Hildryn in Aegis Storm cannot ascend higher than 10 meters above the horizontal surface underneath her. If Hildryn is above this threshold when activating the ability or due to descending changes in elevation, she will float downward. If Hildryn moves onto terrain that has a higher elevation than her original casting location, she will not maintain her current altitude limit and will rise to match the terrain.
Ability Synergy: Activating Aegis Storm will immediately equip Balefire at no shield cost.
Hildryn's Balefire Charger is the only weapon usable while this ability is active. Primary, Secondary, and Melee weapons cannot be used with Aegis Storm.
However, Hildryn cannot zoom in with her Balefire Charger during Aegis Storm.
While Hildryn holds two Balefire Chargers instead of one while Aegis Storm is active, this is a purely cosmetic feature and has no effect on the weapon's effectiveness.
Hildryn can perform dodging while Aegis Storm is active, at the cost of using 50 shields per dodge.
Aegis Storm's movement speed is affected by movement speed increases such as Volt's Speed and Wisp's Haste Reservoirs.
Hildryn is unable to accomplish any action that requires the Use key (default X ) while Aegis Storm is active, thus cannot interact with consoles, pick up datamasses, or revive allies from bleedout.
The Operator can still be used while in Aegis Storm, and be able to do these actions without deactivating the ability.
While Aegis Storm is active large shield pads appear above each of Hildryn's shoulders. These pads appear above the pads that are briefly visible when Hildryn casts Pillage.
Unlike the pads that appear for Pillage and Haven; which appear to be generated by small spheres; the pads visible when Aegis Storm is active appear to be generated by two Balefire Chargers, Hildryn's Exalted Weapon.
The Balefire Charger visible in Hildryn's hand when she casts Balefire appears to have five energy streams coming out of it. These are not visible in the Balefire Chargers generating her shield pads when Aegis Storm is active.
While channeling Aegis Storm, Hildryn can benefit from damage reduction from both Agility Drift and Aviator.
Even though they can't be used, weapons with Weapon Augments can still trigger their Syndicate Radial Effects, as long as they were the equipped weapon when activating Aegis Storm. Using Balefire Charger will prevent these effects, as that then becomes the equipped weapon. This is useful with the Perrin Sequences' Sequence effect, which recovers 25% of the warframe's shield, which is especially effective for Hildryn.
Operator Mode can be used without cancelling Aegis Storm, allowing Hildryn to crowd-control a large area of the battlefield while the operator uses their Amp or resurrects teammates. This also supplies affinity to an operator's Amp. However, take care not to die as operator, as Transference Static's shield depletion is particularly crippling for Hildryn.
Hydroid expends 25energy to mark a targeted location for orbital bombardment over unrestricted range, calling forth an artillery barrage-like salvo of water missiles from above to strike the marked area 3 / 5 / 8 / 10 meters in radius for 4 / 6 / 8 / 10 seconds. Water missiles launch from above in a salvo of 4 per second, with each missile exploding on impact dealing 150 / 175 / 225 / 300Corrosive damage with a forcedCorrosive and Stagger status effect to enemies within a 5 meters explosion radius.
Damage does not bypass obstacles in the environment and does not diminish with distance.
The barrage will be centered on the spot where the reticle is pointing up to the first solid object within view. This allows Tempest Barrage to be cast at distant locations as long as one has line of sight. Note that it tends to fall short if cast through a door or gateway.
When cast on Snow Globe it will not be able to strike through it, but when cast within it will fall through it normally.
Ability Synergy:
Hydroid's Passive allows the first Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.
Tempest Barrage is a One-Handed Action that allows casting during movement, while midair, and on ziplines.
Can be recast while active to create multiple barrage instances.
Water missiles and their impact indicator circles are affected by Hydroid's chosen Warframe energy color.
Breaks containers and damages turrets/cameras.
Subsuming Hydroid to the Helminth will offer Tempest Barrage and its augments to be used by other Warframes.
Mod for Ability Range to increase the explosion radius of each water missile, allowing more enemies to be damaged and knocked down inside and around the barrage area.
Cast multiple barrages in different directions to lock down chokepoints from incoming enemies.
Combo with Tentacle Swarm to keep enemies locked down in the blast area.
Misc:
Self status cleanse on cast Invulnerable during dash ? / ? / ? / 40 m/s speed 1 s wave duration Ragdoll on contact Corrosive status on initial hit and variable stacks in contact 50% recast energy discount
Hydroid expends 50energy to cleanse himself of all negative Status Effects while transforming into liquid and surging forward as a wave of water. While traveling in waveform, Hydroid becomes completely Invulnerable to damage, as his current move speed is increased by ? / ? / ? / 40 meters per second for a duration of 1 second; the wave may be steered during its travel by changing the view direction, and Hydroid may halt his surge early by jumping (default Spacebar ). Enemies within 3 / 4 / 5 / 6 meters of the wave are Ragdolled and pulled along by the riptide, while dealt 100 / 200 / 250 / 300Corrosive damage when caught by the wave and when the wave breaks at the end of the duration, and are inflicted with a variable number of Corrosive Status Effects based on how long they are carried by the wave.
Tidal Surge's pull on enemies attempts to collect them in front of Hydroid's wave. At the end of the surge, pulled enemies are left clumped together at the location where the wave ended.
Hydroid jumping out of Tidal Surge will carry forth its momentum as he travels through the air.
Can be recast while active to remain in waveform and renew the surge for continuous travel toward a new direction. Tidal Surge's energy cost is discounted by 50% if cast again while Hydroid is surging.
Ability Synergy:
Hydroid's Passive allows the first Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.
Tidal Impunity is a HydroidWarframe Augment Mod for Tidal Surge that allows Hydroid and all allies contacted by the ability to temporarily gain immunity to Status Effects, as well as removing already active ones. Also passively reduces Tidal Surge's base energy cost to 15.
It can be used to reach or pass certain areas of the map.
Bugs
Sometimes when Hydroid emerges from the wave, his "fin" will be gone.
On PS4, if Hydroid is in the middle of a Tidal Surge when all players reach the extraction point, he will be permanently stuck in his dashing pose and simply clip into the drop ship during the "Mission Complete" mini-scene that plays during the loot screen.
Hydroid expends 15energy to submerge into a pool of water with a 1.5 / 2.5 / 3 / 4 meter radius, becoming Invulnerable to damage and untargetable by enemies. Enemies that wander onto the pool sink and disappear from sight, become suspended in a Knockdown state, and drown taking 10 / 15 / 20 / 25 base Impact damage per second; drowning enemies also receive 1% / 1.5% / 1.7% / 2% of their maximum health as Impact damage, which continuously stack every second while enemies remain submerged.
Damage increase per second applies to each individual enemy. The stacked damage for a single enemy resets to base damage when the submerged enemy exits the pool.
Submerged enemies receive an additional +0.1% damage growth per second for each enemy in the pool,.
The current number of submerged enemies trapped within Undertow is displayed on the ability icon.
Allied players can shoot into Undertow to contribute 50% of their total damage from weapons and abilities, distributed evenly to all submerged enemies.
Status Effects apply to all submerged enemies, with their effects and debuff timers paused until enemies exit Undertow.
Hydroid can slowly move and sprint while in Undertow.
While active, Hydroid can aim at an enemy target within 10 / 12 / 13 / 15 meters and press the primary attack key (default LMB ) to expend 5 energy, launching a water tendril from the pool, grabbing the target and pulling it into Undertow.
If the targeted enemy is unable to be pulled, the tendril will release it after a few seconds.
Released bodies may make enemies suspicious and stop short of the pool. This will often result in them walking away from the puddle, requiring Hydroid to pull them in manually.
Undertow drains 6 energy per second, and will remain active so long as Hydroid has energy. Undertow will end if Hydroid runs out of energy, jumps (Space ), rolls (2x Shift ), or if deactivated by pressing the ability key again (default 3 ). Moving while in Undertow drains 1 energy point per 0.2 meters moved.
Tidal Surge allows Hydroid to remain submerged in Undertow and travel in waveform for half the normal distance.
Undertow will not drain additional energy when Hydroid moves via Tidal Surge.
Enemies previously submerged in Undertow will be pulled along by Tidal Surge.
Tentacle Swarm centers the kraken on Undertow and spawns tentacles inside the pool. Charged cast can extend tentacle spawn radius outside Undertow. The tentacles deal 200% damage when cast from Undertow.
Tentacles will capture enemies when they emerge from Undertow.
Hydroid's Companions will also be submerged, regardless of distance from him. His companion will not become invulnerable and is susceptible to damage from explosions.
Enemy corpses will be released from Undertow when killed.
Cannot switch, fire, or reload weapons, perform parkour Maneuvers except jump and roll, nor collect Pickups while in liquid form.
Can be cast while in midair to enter liquid form. Undertow pool will form when Hydroid lands on the ground.
Aura effects from enemy Eximus will not apply to Hydroid while he is submerged but nearby Tenno will suffer from the effects of the Eximus unit's aura if they are in range.
Energy Leech Eximus still will drain energy when in the pool, however.
When Hydroid is submerged, the game treats him as invisible to enemies. As such, any kills on unalerted enemies with undertow will count as a stealth kill.
Also causes the Zenistar to deal bonus stealth damage to enemies.
There is a bug related to this where a Zenistar built with blast will continue to deal bonus damage to some enemies even when Hydroid re-emerges from the puddle.
Submerged enemies cannot prevent Tenno from capturing an Interception point. This makes it incredibly efficient at completely locking down towers on Interception missions.
Curative Undertow is a Hydroid Warframe Augment Mod that allows Undertow to heal Hydroid and his allies within range by a percentage of their max health every 1.5 seconds.
Undertow will knockdown enemies within range when they sink into the puddle. Activating then deactivating Undertow allows you to set up Ground Finisher attacks with your melee weapon on nearby enemies.
If you see an enemy Eximus walk into the pool, deactivate Undertow and expose them to attacks, as their Auras will remain active while submerged.
As Energy Leech Eximus are still able to steal energy from Hydroid while in the pool, it's ill advised to drag them in. It's safer to cast Tempest Barrage or Tentacle Swarm on their location when they are far away to avoid losing massive amounts of energy per second.
When running an Infested Defense (such as an uncontested Dark Sector or Orokin Derelict), stand near the cryopod or a walkway to the cryopod and activate Undertow. Once you've collected several enemies, deactivate Undertow and chain together Area of Effect skills such as Tempest Barrage and Tentacle Swarm.
If you are under heavy fire, activate Undertow to regenerate your shields, as well as health depending on whether your squad has a member with the Rejuvenation aura equipped.
Undertow is useful for gathering large numbers of enemies in one spot for another player to kill them once the ability has ended.
Undertow cannot be used to bypass corpus laser doors by itself.
Bugs
At times a miniature Hydroid and his sentinel can be seen on the pool.
When this bug occurs enemies will begin throwing grenades at the player and will be able to injure the player.
This bug can also rarely occur on PS4, however instead of appearing tiny you will see Hydroid's head and shoulders clip through the floor at their normal size (only when moving).
Some bosses, such as General Sargas Ruk can be submerged by Undertow, making them invulnerable to outside damage by other players.
Enemies see dead bodies that are killed and will often refuse to enter the pool. This requires the use of hydroid to manually pull them in.
A sentinel equipped with Vacuum will still attempt to suck up loot while in the pool, which blocks the player's reticle and prevents them from targeting enemies to drag into the pool.
This will slightly alleviate itself after staying in the pool for an extended period, as sentinels will "freeze up" and stop moving if the player idles for too long.
Cameras can be targeted, but cannot be tentacled in.
Downed Bursa will stay in undertow and count as alive there.
Loki expends 25energy to create a holographic decoy within a range of 100 meters at the location on the aiming reticle. With heightened Threat Level, 400Shield and 200Health points increased by 15% of all enemy shields and health within 15 meters of the decoy when cast, the decoy will draw enemy fire and last for a maximum of 7 / 15 / 20 / 25 seconds or until destroyed by enemy attacks.
The decoy's shots do not inflict damage. However, they still count as hits for purposes such as Arcane Strike.
Only 1 decoy can be available at a time. Deploying a new decoy while one is already active will remove the previous decoy from the field.
If enough damage is done to the decoy, it will collapse and disappear.
If aimed at a ceiling or the sky, the decoy will appear directly below the aimed point, allowing it to be placed in higher platforms.
If placed in a position where enemies cannot reach:
Within a few seconds Infested enemies will swap their aggro to another target.
Grineer and Corpus enemies will keep trying to aim at the Decoy until it disappears even if they cannot see or hit it, making it extremely effective if placed in good cover against enemy fire.
Decoy has a tendency to fall through certain props on the map. This means a decoy can be placed on top of something, for example: a pillar, and it will sometimes fall through it, being protected from within the prop.
Decoy's shields regenerate over time.
Has a cast time of ~0.6 seconds.
Subsuming Loki to the Helminth will offer Decoy and its augments to be used by other Warframes.
Damage Decoy is a Warframe Augment Mod for Loki's Decoy ability that allows it to be cast on an enemy, turning that enemy hostile to everything and inciting former allies to attack them, while having their incoming damage reflected, amplified, and additionally succumbed to 5 random status effects.
Savior Decoy is a Warframe Augment Mod for Loki that allows Decoy to absorb any fatal damage dealt to the player before switching places, along with passively increasing Decoy's Casting Speed.
Enemies will focus on the decoy if it is deployed closer to them than Loki is, allowing Loki to deal heavy damage or escape an area without being targeted.
Decoy's defenses do not increase at higher levels or with Ability Strength, making it very weak at high levels if not placed in cover.
Decoy can be used in conjunction with Switch Teleport, essentially allowing teleportation to any point where Decoy can be placed. It should be noted that sometimes there is no switch and loki is just teleporting close to decoy, so careful placing is required sometimes.
The hologram blocks lasers from Laser Barriers, allowing passage through when deployed directly on top of them (as they only emit from one side).
Decoy can be used as means to find or lure out hiding enemies.
The copy will only start firing its Lato if there is an enemy close enough to be attracted, but it will not stop firing once all affected enemies are dead. Keep this in mind when using Decoy to scout enemy locations.
Can also be used to hold doors open, which can be useful when the following area is full of enemies, allowing players to engage them from a safer distance.
Limbo can put the decoy in the rift, making it completely invincible against enemies not also in the rift, although this eliminates its ability to apply procs on enemies.
Can obtain bonus shielding from Shield Osprey Specters, adding some shielding while increasing the shield recharge rate and delay of the decoy. The Specter will also automatically prioritize targets like Decoy to protect, just like it will prioritize following other specters. Note that the osprey is terribly weak, and the decoy will attract heavy fire, making the possibility of the specter dying quickly much higher.
Loki expends 100energy to release a pulse of manipulative energy, temporarily stunning and permanently Disarming enemies within a 10 / 13 / 17 / 20 meter radius. Certain enemies will also take 200 / 200 / 350 / 500Impact damage.
When used on Sentient enemies such as a Battalyst, the gun section on each arm will visibly fall to the ground. Many sentients do not possess a melee attack, so they will just hover around; however their spinning laser attack will still function. After 20-30 seconds one of their gun sections will regenerate and they can begin to fire again, but subsequent casts of Radial Disarm will remove the new guns.
Has a cast time of 0.9 seconds and delay between uses of 0.9 seconds.
This ability is very effective if used with a Bastille on a Defense mission as players can maximize the amount of enemies disarmed.
Bugs
Sometimes, if Radial Disarm is used on enemies that have already been affected by it, they won't be stunned like they normally should.
Rarely, using Irradiating Disarm on infested enemies coated in the Ancient Healer aura may cause none of the infested to take a Radiation proc except the healer.
Casting Radial Disarm rapidly with Natural Talent can cause a 70 second cooldown.
Mesa stands her ground, holsters her current weapon, and draws her Regulators pistols as her secondary Exalted Weapon. While Peacemaker is active, a focus ring appears in the form of a blurred reticle which can be aimed at enemies. Holding the fire button will cause Mesa to auto-target random enemies inside the focus ring up to 50 meters away. Each gunshot will reduce the size of the focus ring until its field of vision is reduced to 15°.
In order to achieve target acquisition with Peacemaker, enemies have to be within range and positioned inside the focus ring, and the player's camera must have line of sight with the enemy.
The formula used to calculate the field of view angle with mods is non-linear and currently unknown.
Mesa's Regulator pistols inflict 50 damage per shot, with a damage bonus of 1.00x / 1.15x / 1.33x / 1.50x.
Buff stacks additively with base damage damage mods such as Hornet Strike.
This means the Regulators have the equivalent of a Hornet Strike worth +150% Damage before any mods are equipped on them or Mesa.
As Peacemaker is fired, it receives an additional damage bonus which increases up to a maximum of +150%.
Damage bonus is multiplicative to all other damage bonuses.
The damage bonus increases linearly with every burst, with the maximum amount being reached at the 20th burst.
The damage bonus resets to its initial value if Peacemaker expires or is deactivated.
Fire Rate will ramp up from 25% to 100% over 3.5 seconds when firing. Fire Rate will reset if the fire button is released or if no gunshots are fired during a brief period of inactivity.
The Regulators are automatic; players need only to hold down the fire button to continue firing.
Peacemaker costs 25energy to activate. It then drains 15 energy per second while active and will remain active until Mesa's energy is depleted, or the ability is deactivated by pressing the ability key again.
Peacemaker's energy drain is not converted into shields by Augur Mods.
Drawing the Regulators is affected by Casting Speed.
Holstering the Regulators upon deactivation is affected by holster speed mods, but not cast speed.
While Peacemaker is active, Regulators are the only weapon Mesa can use. She also cannot activate any of her other abilities with the exception of Ballistic Battery.
Ability Synergy:
Peacemaker's Regulators can contribute to Ballistic Battery's charge counter, and Ballistic Battery can be deactivated while Peacemaker is active. Stored damage can be applied to a single Regulator shot.
Peacemaker's Regulators are affected by Shooting Gallery's damage bonus.
After a very brief "draw" period, Mesa is completely immobile and vulnerable to damage while Peacemaker is active, although she will resist crowd-controlling status effects and knockdowns.
The Regulators are Mesa and Mesa Prime's signature Exalted Weapon, summoned by activating the ability Peacemaker. Unlike other ranged weapons, the rapid-firing Regulators will automatically target and shoot at enemies within a large aiming circle directed by the player, removing the need for precise aim.
Casting Shatter Shield before activating Peacemaker is recommended, due to Mesa becoming vulnerable to attacks while Peacemaker is active.
While you cannot initiate movement while channeling Peacemaker, it can be cast while falling or immediately after initiating a bullet-jump, thus allowing you to start shooting before you actually arrive at your intended location. Channeling Peacemaker also makes you immune to the stagger effect you would normally receive upon hitting the ground after a long fall.
You can also be moved around by certain entities/enemies, including the Domestik Drone.
Limbo makes a great complement to Mesa when using this ability, as using Banish on Mesa allows her to become immune to enemy damage while also allowing her to damage enemies outside of the Rift Plane with her Peacemaker. If Cataclysm is cast anywhere with enemies inside Mesa may take damage if they fire at her, even she is not inside the Cataclysm but still under the effect of Banish.
While in the Rift Plane you should deactivate Peacemaker whenever possible to regain energy, especially in a group with multiple Energy Siphon Mods.
Similar to most Warframe abilities, Peacemaker targets the enemy's torso to inflict damage. It is particularly effective against Corrupted Vor as all Regulator pistol shots will always hit Vor's energy core, the only body part where he is vulnerable to damage.
Since Mesa stays immobile with Peacemaker active, it's highly suggested to bring a Sentinel with Vacuum equipped to pick up Energy Orbs and prolong the duration Peacemaker stays active.
Because of the red hue that affects the scenery around you, using a red energy color can make it more difficult to see the focus ring, which uses the energy color.
Slotting Crimson Archon Shards for Secondary Critical Chance instead of Ability Strength benefits Peacemaker's overall damage output better due to the higher chance of her Regulators triggering the base 3x critical multiplier rather than the capped additive bonus afforded by increased Ability Strength.
Prioritizing Secondary Critical Chance for the Regulators does have the cost of the Shards not augmenting Mesa's other abilities that would otherwise benefit from Ability Strength.
Bugs
Innate damage bonus is applied twice in the Simulacrum.
Occasionally the draw animation for the Regulator pistols may not occur.
Peacemaker's fire rate is severely hindered when the user's FPS is lower than 30, with lesser FPS resulting in lesser fire rate.
Peacemaker can be utilized by Specters and still allow them to move to a certain degree of minimal slowdown.
Nekros expends 25energy to lunge at a single enemy target within 20 / 30 / 40 / 50 meters with telekinetic force, dealing 100 / 200 / 350 / 500Impact damage and Knockback. If the target is at or below 25% health, it is instantly killed.
The target's soul is violently ejected from its body, becoming a high-velocity Ragdoll projectile. Enemies that make contact with the projectile are dealt 50Impact damage. When the projectile makes contact with a hard surface, 100Impact damage is inflicted in an area of effect.
Affected enemies are knocked back, and both damage sources can be increased with headshots.
Ability Synergy: A target killed by Soul Punch summons a friendly Shadows of the Dead Shadow copy of the enemy target. If the target survives, they become Marked for Harvest for 3 seconds, creating their Shadow copy if killed while marked.
If the max Shadows count is reached, all active Shadows are healed to full health instead.
Despite having a noticeable visual and audio effect, the skill is perfectly silent and can be used as a means of disposing enemies without alerting nearby units during stealth playthrough.
However, if an enemy is not killed by the ability, the enemies will be alerted.
Can be used while performing many actions without interrupting them, including reloading, charging, and shooting.
Under right circumstances it's possible to exploit physics system to launch ragdolls up with great speed. (Usually when enemies are grouped tightly together or there is an object right behind the enemy).
Best effectiveness can be achieved by standing higher than the target.Optimal height difference is when projectile can hit the ground near the target. Using this method will usually send surrounding enemies flying.
If used correctly, soul punch can be used to send enemies out of the map, which allows players to eliminate dangerous enemies quickly. Also, soul punch can be used to force finishers upon enemies.
The ability will NOT damage other Tenno in the Conclave, however the knock-back effect will still occur. This is useful for stunning the enemy or simply knocking them off the edge of the map.
Reviving allies using Soul Survivor augment mod also counts toward Challenges that count Revives.
Nezha expends 100energy to burst spears of light from the ground, impaling enemies within a radius of 10 / 13 / 16 / 19 meters and inflicting 150 / 300 / 450 / 600Puncture damage. Impaled enemies are incapacitated for 6 / 8 / 10 / 12 seconds. If Divine Spears is deactivated by pressing the ability key again (default 4 ), impaled enemies are slammed to the ground and dealt 150 / 300 / 450 / 600Impact damage.
Cast animation of 1 second, affected by Casting Speed.
Casting this ability makes Nezha stop all other actions, including movement.
Impaled enemies are treated as Knockdown, and thus can trigger Melee Ground Finisher attacks.
Ability Synergy:Blazing Chakram striking an enemy impaled by Divine Spears produces a second chakram, which fires at a nearby enemy.
Secondary chakrams can create additional ones off of speared enemies.
A charged throw will also produce charged chakrams, which will not seek out enemies or bounce, and often fly off in random directions. Therefore, uncharged throws are much more well-suited to generate many chakrams and ramp up Reaping Chakram's bonus damage.
Divine Retribution is a Warframe Augment Mod for Nezha's Divine Spears that spreads status effects from a speared target onto all speared enemies. Spear retraction causes enemies to receive the full damage from all damage ticks of procs, increased by a damage multiplier. However, base Ability Range is reduced to 14 meters.
Oberon expends 25energy to smite an enemy target with hallowed light up to 20 / 30 / 40 / 50 meters away, dealing 150 / 200 / 300 / 500 damage distributed evenly between Impact and Radiation as well as a guaranteed Knockdown and Radiation status effect.
The affect target emits 3 / 4 / 5 / 6 orb projectiles that seek out enemies within 5 / 7.5 / 10 / 12.5 meters from the main target, over a duration of 12 seconds. Each orb deals 75 / 85 / 100 / 150Radiation damage, plus 15% / 20% / 25% / 35% of the main target's maximum health and shields divided among the number of orbs, as well as a guaranteed Stagger and Puncture status, and a ?%Radiation status chance.
Orb Damage is affected by Vigorous Swap and other modifiers that affect abilities that deal "weapon damage", including damage boosting abilities such as Eclipse.
If there are more orbs than enemies in homing range, the remainder will fire in random directions bouncing off of any environmental surface they touch, locking on to the first enemy which crosses into their homing range.
Multiple orbs from a single cast can hit the same enemy if they travel close enough to the target after bouncing.
Smite is a one-handed ability and as such will not interrupt full actions such as reloading, shooting, or charging weapons.
Subsuming Oberon to the Helminth will offer Smite and its augments to be used by other Warframes.
Smite Infusion is a Warframe Augment Mod for Oberon that allows Smite to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional Radiation damage to all attacks.
Smite's guaranteed Radiation proc can be used to turn a high-threat target and nearby foes against each other.
Bugs
When affected by the critical chance buff from a Smeeta Kavat's Charm, the orbs will deal orange critical hits, though will only do 0-1 additional damage depending on target. (E.g: level 125 Chargers receive 0 additional damage from the critical hits, but level 125 Bombards receive 1 more damage, tested at 154% Ability Strength.)
Oberon expends 100energy to lift all enemies within 8 / 10 / 12 / 15 meters up into the air and violently slams them to the ground, dealing 500 / 750 / 1000 / 1250 damage distributed evenly between Impact and Radiation with guaranteed Knockdown and Radiation status, plus an additional 100 / 225 / 400 / 625 damage to enemies already affected by Radiation status effect. An enemy that dies by the effect of this ability has a 25% / 35% / 45% / 50% chance of spawning a Health Orb.
Affected enemies that survive the impact will emit an intense flash of light, Blinding surrounding enemies within 2.5 / 3 / 3.5 / 4 meters that were unaffected by the initial cast, for 1 / 2 / 3 / 4 seconds.
Ability Synergy: Enemies that survive Reckoning while standing on Hallowed Ground will have their armor permanently reduced by 10% / 20% / 30% / 50%.
Hallowed Reckoning is a Warframe Augment Mod for Oberon's Reckoning that makes enemies hit drop patches on the ground, dealing Radiation damage over time to enemies and provide armor to allies standing on them. It also passively increases Reckoning's range.
With one player using Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
Use Reckoning when surrounded by a large group of enemies to maximize its offensive effects and health orb generation.
Similar to Smite, Reckoning's Impact / Radiation damage type is particularly effective vs Corpus Shields and Grineer Alloy Armor, while being less effective against most types of Infested units.
Reckoning's widespread Radiation proc can be used to tactically nullify the threat of a large area of enemies, relieving allies outside of the area (temporarily) from needing to deal with them.
Enemies blinded by Reckoning's outer flashes are vulnerable to melee finishers.
With the health-to-energy conversion of an equipped Equilibrium mod, dropped health orbs from Reckoning may meet or exceed the ability's energy cost.
Pair with the Health Conversion mod to gain additional armor from Reckoning's health orbs.
Against higher level enemies, Ability Strength benefits health orb generation by increasing Reckoning's potential to kill.
Using Smite and Hallowed Ground to confuse enemies before using Reckoning, successfully increasing damage output.
Reckoning already has a 100% chance to confuse targets, increasing its own damage with further casts.
Bugs
Occasionally, if Oberon is knocked down just as Reckoning is cast, enemies will be attacked as normal without Oberon doing the skill animation. Only upon standing up from being previously knocked down does Oberon then perform the animation.
Casting Smite then immediately casting Reckoning removes the casting animation of Reckoning, allowing for player movement while casting Reckoning.
Rarely, spamming the ability on a group of enemies will make some enemies hover permanently in the air, much to the effect of Bastille. This may be caused by an enemy that is being lifted is struck again by the ability but not brought down.
Convert a target into a zealous thrall. Thralls turn on their allies and enthrall through damage. On death, they disintegrate into a damaging pillar of energy. The thrall horde remains under Revenant’s spell until this Ability runs out.
Revenant expends 25energy to release his Sentient energy onto an enemy target within a range of 10 / 15 / 20 / 25 meters, converting it into an Alpha Thrall that is forced to fight for the Tenno cause. Alpha Thrall's attacks spread the affliction to other enemies, also converting them into other alpha thralls on hit. All types of thralls remain under Revenant's control for 15 / 20 / 25 / 30 seconds and only 7 total thralls may exist at once.
The number of active thralls is tracked by the buff icon beside the shield and health bars.
Thralls are tracked on the minimap as allied units represented by blue dots.
Thralls can be attacked and damaged by all sources, whether from their own allies or Revenant's and his team's weapons and abilities.
Thralls affected by Radiation status will result in turning Thralls back to enemy state for its duration.
Thralls have high Threat Level, allowing them to draw fire away from Tenno.
On death, Alpha Thralls leave behind an Eidolon energy pillar that lasts for 10 seconds. Each energy pillar continuously inflicts 250 / 500 / 750 / 1,000Puncture damage per second to all enemies within a 0.5 / 1 / 1.5 / 2 meter radius; additionally, pillars generate homing energy projectiles that seek out nearby enemies within a range of 10 meters, exploding on impact to deal 250 / 500 / 750 / 1,000Impact damage and guaranteed Stagger in a ? meter area and converts enemies hit into Beta Thralls as long as Revenant does not already have maximum thralls.
Beta Thralls also convert other enemies they hit into beta thralls up to the total Thrall count, but they do not leave behind energy pillars on death.
Beam weapons that chain between multiple enemies (such as the Kuva Nukor or Tenet Cycron) will not chain to enthralled enemies, regardless of the original target.
Ocucor's tendrils won't attach to enthralled enemies, but the main beam can be aimed and harm thralls.
Enthralled enemies cannot recharge Iron Skin's health when struck by a Rhino Stomp equipped with Reinforcing Stomp, nor will they be suspended by the base ability.
Killing enthralled enemies won't count towards Omikuji, even if all challenge conditions are otherwise met.
Blaze Artillery will not target enthralled enemies, but can still harm them by targeting an enemy in front or behind the enthralled enemy.
Fire Blast won't strip enthralled enemies' armor, nor will Inferno target any thrall.
Casting Enthrall is a One-Handed Action that allows the player to perform attacks, movement and parkour Maneuvers.
Revenant visually extends his left arm forward and channels a stream of Sentient energy that envelops the target, creating an upward surge of energy particles that appears on the enemy until it is under his control.
Thralls are visually distinguished from other enemies by a spectral Eidolon Vomvalyst mask and orbiting spines floating above their head.
Revenant's Sentient energy trail, energy particles, thrall Vomvalyst mask and spine sparks, and energy pillar colors are affected by Revenant's chosen Warframe energy color.
Thrall Pact is an Warframe Augment Mod for Revenant's Enthrall that grants him additional damage for the equipped primary weapon for every enemy he has enthralled.
Helminth subsuming Mind Control and then casting Enthrall on it can create an invulnerable thrall for its duration.
Nullifier Crewman can remove the enthralled effect from itself and nearby enthralled enemies.
Sentients and bosses can be Enthralled but for a significantly shorter duration.
Units that apply beneficial effects to allies, such as Ancient Healers, will immediately stop affecting their former allies once Enthralled and instead benefit Tenno.
Enthralled enemies that can spawn additional units, such as Drahk Masters and Boilers, will spawn permanent Tenno-aligned units, unless affected by Radiation.
Rhino expends 25energy to charge forward with aggression, covering a distance of 6 / 8 / 10 / 12 meters at a speed of 40 / 42 / 44 / 48 meters per second. Enemies within 1.5 / 1.6 / 1.8 / 2 meters of Rhino are dealt 150 / 250 / 450 / 650Impact damage and are Ragdolled.
Rhino's Health is immune to damage while charging.
If Rhino Charge is successfully recast within a window of 1 second after the previous cast, its damage will be multiplied by 2x, its charge range will be multiplied by 1.25x, and its energy cost will be reduced by 50%. Any additional successful casts within the "Combo Window Time" will multiply Rhino Charge's damage by 4x, multiply its charge range by 1.5x, and reduce its energy cost by 75%.
Energy cost reduction is applied to Rhino Charge's modified activation cost. As an example, with a maxed Streamline the next successful cast will consume 25 × 0.7 × 0.5 = 8.75 energy, and any successful cast thereafter will consume 25 × 0.7 × 0.25 = 4.375 energy.
The duration of the combo window and the respective damage multiplier for the next successful cast are displayed underneath the HUD's targeting reticle.
If no casts are performed within the combo window, the damage, charge range, and energy cost will reset.
Dash speed is not able to be modified; increasing charge range will also increase the amount of time the player is in the charge animation.
Ability Synergy:
If Iron Skin is active, damage from Rhino Charge will have a 100%Blast status chance.
Rhino Charge deals an additional 100% damage to enemies affected by Rhino Stomp.
Can be used to pass through Laser Barriers unharmed in most cases.
When under the cloaking effects of Ghost and Stalk, the cloak will end only when all nearby enemies are killed or from moving out of range.
Can be activated while jumping, sliding, clinging to a wall, or executing a front flip.
When the Death Well fills to above 75%, Sevagoth’s Shadow form is ready to be released. Tear the enemy asunder with a collection of Melee-focused Abilities.
Death Well Drain: 1% s-1
Misc:
5 m (Shadow summoned propulsion) 5 % (Death Well gain per enemy for Reap, Sow and Death's Harvest) 0.1 %/s (Death Well gain per second per enemy for Gloom) 1% HP (Death Well drain to health conversion)
Immortalized by his reaping of souls, Sevagoth passively collects the life essences of enemies affected by or slain by Reap, Sow, Gloom, or Death's Harvest, gradually filling the Death Well gauge displayed above his ability icons. Once 75% of the gauge is filled, Sevagoth may leave his mortal body behind to transfer control into Sevagoth's Shadow, which is propelled forward for 5 meters then drains 1% of the Death Well per second to remain summoned. Sevagoth's Shadow possesses four new Abilities: Embrace, Consume, Death's Harvest, and Reunite. Exalted Shadow will deactivate when the Death Well fully depletes, when the Shadow receives fatal damage or falls out of bounds, when Transference is initiated, or when Reunite is cast.
Sevagoth's physical body is invulnerable to damage and untargetable by enemies while taking control of Shadow.
The Shadow will always spawn with full Shields, Health and initial Energy, regardless of its previous state on recast.
Propulsion from summoning the Shadow carries forth Sevagoth's momentum when casting Exalted Shadow, allowing the player to gain extra distance once controlling the Shadow.
If aim gliding while casting this ability, Sevagoth's body will be propelled forward in an arcing trajectory instead.
When the Death Well reaches at least 75%, a sound indicator plays for the player, while the well's energy visually glows intensely, as energy veins emanate outside the well.
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Sevagoth's Abilities will stay active during Exalted Shadow.
Each enemy affected then killed by any source, or directly killed by Reap's Shadow, Sow, or Death's Harvest fills 5% of the Death Well. Each enemy alive within Gloom's radius fills 0.1% per second of the Death Well.
The player must be directly controlling Sevagoth with Exalted Shadow deactivated to gain Death Well percentage from the eligible Abilities noted above.
Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
For each percent of the Death Well drained during Exalted Shadow, Sevagoth's health is healed by 1% of his maximum health pool once Reunite is complete.
Casting Exalted Shadow is a full-body animation that restricts movement and other actions.
Sevagoth visually summons his Shadow which materializes in front of him. Sevagoth's body remains stationary in a levitating stance.
While within an ability nullification sphere from enemies such as Nullifier Crewman or Isolator Bursa, Sevagoth's Shadow receives damage to its Health pool as 15% of its maximum health pool every 0.5 seconds.
Sevagoth's Shadow will benefit from Archon Shards slotted into Sevagoth himself.
Sevagoth's Shadow, and Shadow Claws, can benefit from Helminth Invigorations applied to Sevagoth as they are both considered exalted weapons.
Any primary, secondary, and reload speed buff from invigorations will not have any benefit during Exalted Shadow as it uses melee exclusively.
Ravenous Wraith is a unique Stance exclusive to Shadow Claws that can only be acquired and used by activating Sevagoth's fourth ability, Exalted Shadow. This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Shadow remains active.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
Tips & Tricks
Preparation modded on the Shadow will increase its initial starting energy. This energy will be restored every time Shadow is summoned.
Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.
Styanax expends 25energy to sweep his shield Tharros before him to release a horizontal fan of 9 shield projections, which travels a distance of 9 meters toward the reticle, bashing away enemies within a 135 degrees horizontal spread and 160 degrees vertical spread. With a heavy shove, Styanax also knocks back enemies within a 2.5 meter radius around him.
According to the actual test, 9 shield projectiles are only visual effects. The real hit range is a cone shape with a horizontal direction of about 135° and a vertical direction of about 160°. The radius is the skill range.
Each shield projectile is 15° apart horizontally. The strike edge overlaps with the shield projectile on the right side and extends an additional 15° on the left side.
Shield projections possess infinite Punch Through, hitting enemies along their flight path until they fade away at maximum distance.
Styanax's shove and the shield projections inflict pushback for 5 meters, stun for 2 seconds prompting melee Finisher (default X ), 50%Armor and Shields permanent defense reduction, and 250 / 500 / 750 / 1,000Impact damage on enemies. For each enemy struck, Styanax restores 50 / 65 / 80 / 100Health points.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Defense reduction, Health restore, and damage affect enemies protected by Overguard, but pushback does not, nor are they opened to Finishers.
Casting Tharros Strike is a full-body animation that interrupts Styanax's grounded movement and other actions.
Subsuming Styanax to the Helminth will offer Tharros Strike and its augments to be used by other Warframes.
Tips & Tricks
With one player using Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
Tharros Strike opens enemies to finishers briefly. Taking advantage of this requires using the ability at point blank or enemies pinned against a wall.
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, potentially grouping inside Tharros Strike's area of effect. Energy regen recovers Tharros Strike's low cost quickly. Tharros Strike's defense reduction permanently cripples enemies for Styanax and rallied allies to kill them for shield recovery.
Final Stand's Slash and Blast damage effectiveness are enhanced by Tharros Strike's defense reduction.
Valkyr expends 5energy and unleashes 33% of her shields, Stunning enemies 5 / 7 / 8 / 10 meters while damaging them by her current shields multiplied by 200% / 250% / 300% / 350% as Impact damage and Knockback with a strength of 400 / 600 / 800 / 1000.
Damage bypasses obstacles in the environment and is increased by body-part multipliers.
The shield percentage used in the damage calculation accounts for Valkyr's shields at the time Paralysis is cast, not after the shield drain has been applied.
As an example, if Valkyr has 150 shields and a max ranked Intensify at the time a rank-4 Paralysis is cast, Paralysis will deal: Shields × 3.5 × (1 + Strength Mods) =150 × 3.5 × 1.3 = 682.5 damage.
Valkyr's shields will be reduced to: Shields × 0.67 =150 × 0.67 = 100.5 shields.
Stunned enemies are vulnerable to Finisher attacks. If the enemy cannot be attacked with a Finisher (either due to positioning or the enemy type), it will be susceptible to Stealth Damage Multipliers from melee attacks for the duration of the stun. As with other stealth attacks, coming into physical contact with the enemy while attacking will temporarily remove the damage bonus.
Shields drained this way will reset the shield recharge delay, as if Valkyr was hit.
Installing a decent Redirection and Fast Deflection mod helps by greatly improving the damage output as they are being utilized by this ability.
Redirection increases the damage dealt through greater total amount of shields lost.
Fast Deflection helps recover lost shields quickly.
Extended uses of this ability will recommend installations of Vitality and Steel Fiber mods in order to overcome damages after the Paralysis effects.
The way Paralysis is treated is similar to Banshee's Sonic Boom dealing a blast with tremendous knockbacks, but doing a full 360 angle of damage with half of the original range.
Paralysis can be used within the duration of Hysteria allowing Valkyr to expend her shields with no trouble receiving damage. This will still drain her shields in spite of her invulnerability.
This ability can be spammed due to its very low energy cost, this will heavily divide shields down to 0 if expended drastically, but it will give potential stunlocks to lesser enemies effectively.
This ability synergizes well with Squad Shield Restore, as burst of shield recharges allow Valkyr to spam full loads of shield damage at a group of enemies more effectively.
In Sabotage Missions which you need to destroy several small cylinders after the reactor core has been exposed, a single Paralysis is sufficient to quickly destroy all the cylinders.
The augment mod Prolonged paralysis may be used to reliably trigger Arcane Trickery allowing Valkyr to benefit from stealth attacks and Arcane Crepuscular.
Bugs
When used repeatably, Valkyr's scream may sometimes skip over itself and not play. This is merely audible however.
Paralysis only does approximately half the damage it should.
Overcome with rage, Valkyr unleashes a pair of energy talons, the Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters and all of Valkyr's attacks heal her for 1% / 2% / 4% / 5% of the damage dealt.
Damage is distributed evenly between Impact, Puncture, and Slash.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Hysteria will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
The mods that can be equipped on and affect Valkyr Talons include:
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal
For example, a maxed Life Strike and a rank-3 Hysteria will yield Base Lifesteal + Lifesteal Mods =5% + 20% = 25% lifesteal on heavy hits.
Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have Line of Sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as Impact damage.
The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. The aura cannot be decreased below 5 meters.
Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
Stored damage dealt bypasses shield gating and can kill instantly if too large.
Stored damage is reset upon swapping weapons.
Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
After activation, a percentage counter will appear on the ability icon. The percentage increases from 0% to 100% over the course of 40 seconds.
Hysteria costs 25energy to activate, then consumes 2.5 energy per second at 0% while active. The cost will increase by an additional 2.5 until it caps out at 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
The hard-coded minimum energy drain is 0.62 energy per second rising to 3.75 energy per second.
Hysteria's energy drain is not converted into shields by Augur Mods.
Hysteria is affected by and can trigger Warframe arcanes, Exodia Might , and Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo).
While Hysteria is active, Valkyr can cast other abilities and use primary and secondary weapons. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate.
Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set can still apply if equipped on Warframe or Melee, and not on the Exalted Weapon itself).
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating Valkyr's fourth ability, Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
Enraged is a Warframe Augment Mod for Valkyr's Hysteria that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base Energy cost is also increased to 50, while the Energy drain over time is removed.
There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
Turning 'Color Correction' off in Options > Display can alleviate this issue.
Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
It's preferable to use Steel Charge over Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
Heavy Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her Paralysis ability.
This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.
Overguard renders Valkyr immune to energy loss caused by Ancient Disruptors which can otherwise cause Hysteria to end unexpectedly in infested missions.
Overguard can be easily obtained by summoning and un-summoning an archgun.
The first heavy attack in Hysteria is considered a slam and thus can benefit from seismic wave for a potentially large increase in damage.
Bugs
Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.
From the ground, charge and release to launch Zephyr into an airborne hover. From the air, tap to dash forward, or aim down to dive bomb enemies below.
Zephyr generates a powerful gust of wind for propulsion, expending 25energy while grounded or 12.5 energy while airborne, to soar toward the aiming reticle at a speed of 30 meters per second for 1 second. While in flight, Zephyr rides an air current with a 1.5 / 1.6 / 1.8 / 2 meters radius, which inflicts 375 / ? / ? / 750Slash damage and Knockdown to all enemies it contacts.
If cast from the ground, aiming at any direction propels Zephyr forward, while aiming straight down causes Zephyr to skyrocket upward.
If cast while airborne, aiming at any direction propels Zephyr forward, while aiming straight down or within a 45 degree angle toward the ground causes Zephyr to perform a Dive Bomb technique.
Zephyr maintains a portion of the momentum generated by Tail Wind once the dash ends.
If Zephyr slams into an obstacle such as a wall during her dash, she can immediately break away from the surface by performing a wall jump (default Spacebar ).
At the end of each Tail Wind dash, Aim Glide will be reset. To repeatedly aim glide without landing, Zephyr must first stop aiming then aim down sights (default hold RMB while in midair) to reactivate this maneuver after each successive dash.
Zephyr executes different aerial combat techniques with Tail Wind depending on the activation conditions:
While Zephyr is airborne, casting Tail Wind directly downward or within a 45 degree angle toward the ground, causes Zephyr to nose dive to the location at an initial speed of 1 / 2 / 3 / 5 meters per second; during the dive, Zephyr will continue to accelerate until impact. On impact, Zephyr creates an explosion in a 4 / 5 / 6 / 7 meters radius around the landing point that inflicts 2,250 / ? / ? / 4,500 base Impact damage amplified by height of the dive and Knockdown.
Total explosion damage depends on the height at which Tail Wind is activated:
Total explosion damage is calculated by multiplying the base damage by 0.2 × Activation Height (e.g., activating Tail Wind at 15 meters will yield 0.2 × 15 × 4500 = 13,500 damage at max rank).
Activating Dive Bomb at a height less than 4 meters will only inflict base damage.
Damage requires Line of Sight from the point of impact to enemies
Damage does not decrease with distance.
Dive Bomb will only activate Heavy Impact if the required height is achieved.
Performing a dive bomb during a Bullet Jump causes Zephyr to softly rebound away from the landing point and back into the air.
Hover Glide
While Zephyr is airborne, holding down the ability key then releasing it (default 1 ) causes Zephyr to expend 12.5 energy then drain 5 energy per second to immediately arrest her momentum then sustain her altitude in a continuous hover. While hovering in the air, Zephyr may attack with, switch and reload her weapons, as well as cast her abilities; as she hovers, Zephyr may also glide along the horizontal plane using the movement keys (default WASD ) at a reduced movement speed, accelerate by using Sprint (default hold LShift ), and slide toward the directional input (default WASD + hold LCtrl ) to strafe quickly.
Hover Glide's energy drain is not converted into shields by Augur Mods.
Despite it's constant energy drain and the above energy interactions common with other channeled abilites, Hover Glide is NOT considered a channeled ability. As such, any Incarnon evolutions, Arcanes, or anything else requiring an active channeled ability will not be triggered by Hover Glide.
Hover Glide will automatically deactivate when Zephyr's energy pool fully depletes, upon touching a horizontal surface, performing a Tail Wind dash, dodge roll (default tap LShift ), jump (default Spacebar ), bullet jump (default LCtrl + Spacebar ), quick melee attack or melee slam attack (default E ).
Cannot be activated while Zephyr is grounded. If already active, holding down the ability key results in a Tail Wind dash.
Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cooldown between activation.
Can be used to pass through Laser Barriers unharmed in most cases.
Casting Tail Wind interrupts reloading.
Air current visual effects are affected by Zephyr's chosen Warframe energy color.
Target Fixation is a Warframe Augment Mod for Zephyr that increases Tail Wind's damage for every enemy it hits, and applies a 2-second grace period when touching the ground before the buff is lost. It also resets double jump and bullet jump.
Propelling from the ground is inefficient, it's recommended to jump and dash vertically for more distance.
Aim glide can be used to significantly increase the distance traveled, as all momentum is conserved for the duration of the aim glide.
Bugs
After second activation of this ability gravity increases to normal until Zephyr lands (confirmed as bug in Community Hot Topics).
Occasionally, when "Tail-winding" closely to an Extraction point on Solo, Zephyr's body will be frozen in Tail Wind state, as she supposedly locks herself into the Extraction pod with all her limbs properly placed.
Zephyr launches a rapidly traveling slice of dense air towards her aiming reticle, expending 50energy while grounded or 25 energy while airborne. Upon colliding with a surface or travelling its maximum distance of 100 meters, the slice explodes in a 4 / 5 / 7 / 8 meters radius, inflicting 200 / 300 / 400 / 500Impact, Puncture, and Slash damage with a 50%Status Chance as well as Knockdown and Ragdoll. Each enemy hit directly by the slice also increases Airburst's damage by 35%.
Tap the ability key (default 2 ) to pull enemies towards the center of the blast. Hold down the ability key to push enemies away instead.
Airburst's pull force lingers for 2 seconds on the surface it collides with, during which the affected enemies remain ragdolled and gradually slide toward the center.
Damage distribution is 18.75%Impact, 12.5%Puncture, and 68.75%Slash.
Airburst projectiles have innate punch through and can bypass certain objects in the environment (e.g. closed doors).
The explosion can damage objects and enemies through walls and other cover.
Casting Airburst is a One-Handed Action, meaning it can be used while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Subsuming Zephyr to the Helminth will offer Airburst and its augments to be used by other Warframes.
Subsumed Airburst includes the tap-cast for wind vacuum and hold-cast for wind explosion.
Odonata expends 100energy emits a powerful electromagnetic pulse that deals 500 / 750 / 1000 / 1500Impact damage to all enemies within 80 / 100 / 120 / 140 meters. Affected enemies are violently pushed back a considerable distance, are Disarmed, and have their mobility disabled for 5 / 7 / 9 / 11 seconds.
In Landscape missions, the range of this ability is reduced down to 8 / 10 / 12 / 14 meters. Additionally, the enemies affected by the pushback will not have their mobility impeded and their weapons disarmed.
Damage bypasses obstacles in the environment and does not decrease with distance.
Enemies with melee capabilities, such as the Ogma, can still engage in close-quarters combat while disarmed.
Can be cast multiple times while enemies are disabled.
Tips & Tricks
Repel is a very effective tool for clearing enemies away from objectives, if not outright killing them.
Caution should be used when attempting this as units capturing objectives (as signified by a red orb) will not have their capture halted. Carelessly using Repel may make these units difficult to kill before they complete their capture.
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 charges forward with its hook, without cost if no enemy is in range or expending 25energy to impale the first enemy it comes into contact with. The enemy target is skewered helplessly upon the hook and carried by Bonewidow wherever it moves, until the enemy is killed or released. While hooked, the enemy target receives Impact damage per second equal to 5% / 10% / 15% / 20% of its maximum health points; 25% / 30% / 35% / 40% of each damage instance is also converted into Health points to continuously repair Bonewidow every second.
The actual overall lifesteal rate (before calculating weaknesses/resistances of enemy shield/armor/health types) is the conversion rate of the damage dealt; the actual effective lifesteal drain is '1.25% / 3% / 5.25% / 6% /s of the enemy's maximum health points.
Press the ability button again (default 1 ) while an enemy is hooked to throw it toward the aiming reticle. The enemy target becomes a living projectile that travels at high speed toward its destination; on impact, the enemy causes an explosion at the landing zone spanning a 10 / 12 / 15 / 17 meter radius, dealing Impact damage and Status Effect to itself and all enemies in range equal to 30% / 35% / 40% / 50% of the thrown enemy's current health points.
Meathook can not be used while Shield Maiden is active, and activating Shield Maiden will drop the skewered enemy.
Additional Effects[]
Some mods and arcanes add additional effects when an Impact occurs or dealing Impact damage.
Fixes towards a large panel appearing on Warframes with invisibility abilities active (includes Stalker in the Jade Shadows Quest) after being hit by Impact damage.
This also means that Impact Status Effect is changing:
Before: Impact Status Effects used to increase the chance that the random Mercy kill opportunity would happen.
After: Impact Status Effects increases the Mercy Kill threshold range on eligible enemies. So instead of triggering at 40% on the list above, you can apply Impact Status to do a Mercy kill sooner (4% per Status)… up to 80%. Meaning, applying a lot of Impact Status quickly makes an enemy VIP more quickly susceptible to a Mercy Kill. Impact would then be a build strategy for getting the VIPs out of the fight!
Instead of ending in a knockdown or ragdoll, accumulating 5+ Impact Effects will now result in a "big stagger" with smaller staggers leading up to it, which has a random chance to activate a Parazon Finisher if the enemy is under the Health threshold. Each Impact Status adds 10% chance for the Parazon Finisher to be available.