Script error: The function "Proc" does not exist. Damage is one of the six secondary elemental damage types, composed of Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. elements. It is very effective at taking down Script error: The function "Faction" does not exist.Shields, but is heavily mitigated by the Alloy Armor worn by many higher-level Script error: The function "Faction" does not exist. units.
Status Effects
Script error: The function "Proc" does not exist. damage's status effect is Disrupt, which reduces the target's current shields and maximum shield capacity by 75% for 4 seconds. The damage of the disrupting shot is applied before the Script error: The function "Proc" does not exist. proc reduces the shield. After the effect expires, the target's current and maximum shields will be restored while damage done during the proc translates directly onto the current shields.
Affected Tenno suffer additional effects: their HUDs will be disrupted, and lose 250 Energy over the 4 second duration, or 50 Energy per tick (the initial starting tick also drains energy). Script error: The function "Proc" does not exist. procs will show blue rings matching the shape of the affected target moving from top to bottom.
Type Effectiveness
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Hydroid expends 50energy to summon a creature from the deep, causing up to 8 / 12 / 16 / 20 tentacles to emerge from all surfaces within a marked location 15 / 15 / 15 / 15 meters in radius, cast over unrestricted range. Tentacles prioritize spawning beneath enemies inside the radius, with each tentacle capturing their initial targets and lifting them into the air until the ability expires after 10 / 13 / 18 / 20 seconds. Captured enemies are incapacitated in a Ragdoll state and stay attached to the tentacles while suffering 50 / 100 / 150 / 200Corrosive Damage with 100%status chance per second.
Against enemies with crowd control immunity and protected by Overguard, tentacles will not capture targets or inflict their Corrosive damage over time, since they are not physically attached. However, Overguarded enemies will be attacked once by the tentacle spawning under them, inflicting 50 / 100 / 150 / 200True damage with a guaranteed Corrosive status effect.
Tentacles detect and capture new enemy targets when they come into range.
Each tentacle can only capture one enemy at once.
This means that Tentacle Swarm can only incapacitate 20 enemies at any given time.
Tentacles with captured enemies will hold their victims steady in the air, allowing players to take aim and kill their targets.
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.
However, Tentacle Swarm alone cannot reach 10 Corrosive stacks and is only able to reach 8 stacks at most due to inflicting status per second and the status's 8 second duration.
Casting Tentacle Swarm is a two-handed action that stops Hydroid's movement and other actions.
Can be recast while active; however, only one instance of Tentacle Swarm can be active at a time. Recasting will replace the previous instance.
Hydroid briefly summons the Kraken at the center of the spawn area as a visual effect. The Kraken emerges from a pool of water, then submerges slowly and disappears. Kraken is affected by Hydroid's chosen Warframe appearance and energy colors.
Tentacles appear as translucent water tendrils emerging from a small puddle of water. Tentacles emit splashes of water periodically, as well as a steam particle effect at their base which is affected by Hydroid's chosen Warframe energy color. However, when the ability is cast by Hydroid Prime, the tentacles will be opaque and more organic in appearance.
Pilfering Swarm is a HydroidWarframe Augment Mod that grants Tentacle Swarm a chance to yield additional loot from enemies killed while they're ensnared by the tentacles.
Sometimes the animation is played and energy is used but no tentacles spawn
Note that only the initial and final instances of damage are Script error: The function "Proc" does not exist.; the rest of this attack deals True damage.
Mag expends 25energy to generate a strong magnetic vortex in front of her lasting for 2 seconds, pulling every enemy within a 6 meter radius around herself, as well as enemies within 15 / 20 / 22 / 25 meters and a 90° angle of the aiming reticle. Affected enemies are Ragdolled and pulled into the vortex at a velocity of ? meters per second, while dealt 100 / 125 / 150 / 300Magnetic damage.
Cast animation of ~0.5 seconds, affected by Casting Speed.
Still inflicts damage to enemies immune to crowd control.
Will not stop certain enemy abilities mid-animation, such as Heavy Grineer's Radial Blast and the Volatile Runner's detonation.
Pull's visual effects, including a tint on enemies affected by it, are affected by Mag's chosen energy color.
Casting Pull is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
Pull grounds fliers, rather than pulling them toward the player.
Subsuming Mag to the Helminth will offer Pull and its augments to be used by other Warframes.
However, Subsumed Pull's cone range is reduced to 7.5 / 10 / 11 / 12.5 meters.
Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.
Mag expends 75energy to emit a spherical pulse of magnetic energy from herself with an initial radius of 8 meters. The pulse expands outwards for 5 seconds, at a constant rate of 5.9 meters per second, reaching a total radius of 37.5 meters. If the pulse comes into contact with an enemy that has shields, the pulse will drain up to 250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to 250 / 300 / 350 / 400 points with the enemy additionally suffering True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to 250 / 300 / 350 / 400.
Initial radius and traveled distance are summed to: Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
With maxed Stretch and Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
Cast animation of 1 second, affected by Casting Speed.
Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
All drained enemies will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as Magnetic damage to all other enemies within a 2.5 / 3 / 3.5 / 4 meter radius of them.
Explosion damage diminishes with distance.
Damage bypasses obstacles in the environment.
Explosion radius is increased by 0.5̅5 meters for each meter the pulse grows outwards after the initial radius.
Explosion can hit objects, such as Containers and Resource Nodes.
Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
All drained enemies drop one Polarize Shard that lingers for 30 seconds, with a 50% chance to drop two. These Shards are automatically picked up by Mag once she is within 3 meters of them, and will rapidly orbit her to attack enemies within 1 meter. Polarize Shards inflict 50 damage distributed evenly between Puncture and Slash, scaling with the total shields or armor drained, and with a guaranteed status effect.[1]
Shard damage is affected by total shields or armor drained, gaining 25% of the total drained value as damage.
Magnetize will absorb Polarize Shards, trapping the Shards within and allowing them to do immense damage.
Shards will return to their previous state when Magnetize ends.
Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
Can be used to restore shields to stationary defense objectives such as Cryopods and Excavators.
Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
Shards can inflict high amounts of Slash procs, if used in conjunction with Magnetize they can cause immense Bleed damage.
Pairing this combo with Nourish will grant Shards Viral damage and status, allowing you increase their Bleed damage even further.
The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
Due to the high base shield replenishment, using Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
Mag expends 100energy to magnetize the bones of all enemies within a 18 meter radius, suspending her victims in the air and forcefully compresses their bodies inflicting 800 / 1000 / 1250 / 1500Magnetic damage over three segments and Knockdown on the final segment. Additionally, Mag and her allies recover 40shields on cast, plus an additional 10 / 15 / 20 / 25shields per enemy hit per tick, to a maximum of 30 / 45 / 60 / 75 per enemy.
Damage is evenly divided into three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation, whereas extra damage is fully dealt on each tick.
With a maxed Blind Rage and Intensify, a rank-3 Crush will deal ((Base Damage ÷ 3) + Extra Damage ) × (1 + Strength Mods)Magnetize bonus damage =((1500 ÷ 3) + 1500 ) × (1 + 0.30)^2 = 3,380 damage for each tick. Totaling to 10,140 damage.
Enemies that walk into the area of effect after the ability has been cast will be caught and damaged by the remaining damage ticks, and will contribute to restore shields.
Ability Synergy: The main target of Magnetize receives an additional 800 / 1000 / 1250 / 1500Magnetic damage from Crush.
Some of Crush's visual effects will appear gold when cast by Mag Prime.
Casting Crush is a full-body animation that will prevent movement for the entire animation.
Crush deals less damage against the Grineer but deals extra to shielded Corpus units, due to the traditional effects of Magnetic damage.
Crush does not rely on line of sight, using mods for enemy radar such Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.
Bugs
Sliding while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while frozen. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.
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Ricochet (also known as Bounce) is a property of Projectiles that allows them to bounce off surfaces for a limited number of types before the projectile lifespan ends.
Mechanic
Some projectiles will continue their trajectory even after colliding with level geometry, enemies, or other objects, though they are limited by the number of times they can do so before disappearing. Ricocheting projectiles will reflect off surfaces at the same angle of incidence (i.e. the angle at which a projectile moves away from a surface equals the angle at which they enter). Ricocheting projectiles will also lose velocity after collisions.
Vauban releases a device that creates a powerful attractive force, lasting 6 / 8 / 10 / 12 seconds. On touching an enemy, the device will deal 15Blast damage. Every enemy within 6 meters of the device will be violently drawn to it and dealt 50Magnetic damage per second (across 4 damage ticks per second). When the device activates, the initial damage tick is multiplied by 200%.
Damage per second and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
Each tick of damage has a moderate status chance. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
Enemies are ragdolled as they're pulled in, and the damage decreases with distance.
Some enemies will simply be knocked down repeatedly, as they will get up while in vortex only to be knocked down again. In rare cases, enemies can use abilities or fire their weapon in the brief moment they are getting up.
While the initial damage tick is multiplied by 200%, this damage tick does not take benefit from Vauban's passive if used solely.
For example, a rank-3 Vortex with 100% Ability Strength will deal 50 / 4 × 2 = 25Magnetic damage as the initial damage tick.
The damage ticks after the initial one do take benefit from the passive.
Vortex will not take priority over Bastille; Enemies currently held up in Bastille's field will be pulled towards the vortex, but will not leave Bastille or be ragdolled.
Corpses will be attracted, leaving only the loot that was drawn into the nexus.
Enemies that remain within Vortex's nexus for an extended period of time may implode, yielding no loot or affinity.
Can be used while performing many actions without interrupting them, including reloading.
Can be cast multiple times while active.
Tips & Tricks
Can be used to collect resource and ammo drops to where the Vortex is placed.
Vortex appears from a ball that Vauban throws. You can aim at where he throws it at.
Many enemies sucked into the center of the Vortex are considered to be in a prone position if attacked in melee, resulting in a ground finisher. Multiple enemies can be hit or killed by a single ground finisher to the center of the Vortex.
Due to enemies often being very close to each other, Electric procs are very effective, as they will create large chains of damage. In some cases, Teslas can be thrown down to allow procs that kill enemies quicker than either power on it's own.
Bugs
Initial activation will tug players for a fraction of a second, and players near vortex's AoE will have a decrease in slide attack boost speed.
Sometimes pulls players in for the full duration.
Jump kicking into Vortex will cause the player to rise exponentially.
If cast near downed allies can interfere with the bleedout timer. Trying to revive them can interrupt the revival and freeze the timer/percentage leaving the downed player stuck at 0% but no timer. Trying to revive the player while Vortex is active will simply keep interrupting the animation.
Ability Strength may affect the value of each damage tick. However, the rate at which ticks occur will adjust accordingly in order to maintain Vortex's damage per second. (Probably because of low fps)
Fixed an issue where a Magnetic Status Effect would typically lower the victim's Shields further upon expiry (rather than restore them properly) if it had re-triggered the Status Effect.