DAMAGE EFFICACY x1.5 damage to Sentient x1.5 damage to The Murmur x0.5 damage to Orokin
STATUS EFFECT
Created by combining Heat and Electricity damage.
Radiation causes enemies to attack everything nearby, including allies, for a short duration. Confusion damage increases up to 550% with multiple stacks.
—In-game Description
Radiation Damage is one of the six secondary elemental damage types, composed of Heat and Electricity elements. Deals increased damage to Sentient and The Murmur, but reduced against Orokin. Its Status Effect causes the target to indiscriminately attack their own allies with increased damage to them.
The status effect of Radiation damage is Confusion. A confused unit cannot tell friend from foe, fighting against all units and becoming a target of all units for 12 seconds. Additionally, confused units deal 100% bonus damage to enemies of the Tenno. Subsequent procs add 50% damage for up to 550% total after 10 stacks, while also enhancing slam attacks against former allies from Knockdown to Ragdoll, with each stack having its own duration. Any stacks applied after the 10th will replace the oldest stack. Once confusion ends, the affected unit will rejoin its faction.
Auras from confused units (such as from Eximus or Ancient Healers) will stop affecting their allies. Likewise, confused enemies cannot benefit from enemy auras.
Against a Tenno, confusion causes friendly fire between that Tenno and other players while also reducing weapon accuracy, lasting for 4 seconds. An irradiated Tenno cannot revive fallen allies, including Operatives in Rescue and Sortie Defense missions; receiving a proc during the revive process will interrupt the attempt. A confused Tenno can proc status effects on their allies as they would on enemies, including Radiation.
For Kuva Liches, Acolytes, enemy Necramechs, Sisters of Parvos, and Hounds, Confusion will instead increase the damage they take from allied units by +100%, is limited to only 4 stacks (for a total of 250% increased damage taken from allies), and will not cause them to be attacked by their allies at all unless those allies are themselves afflicted with the Confusion effect. Enemies with Overguard are immune to Radiation status until the health buffer is removed.
Visually, enemies affected by a Radiation proc will be covered in a purple-like substance.
Railjack[]
Radiation does not have a Railjack space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.
Hildryn expends 250shields or overshields to overcharge her Shield Matrix to continuously link to allies and enemies alike. When targets are in her direct line of sight and within a 8 / 10 / 12 / 15 meter radius, Hildryn drains 5 Overshield/Shield points per second for every ally linked, and 25 Overshield/Shield points per second for every enemy linked. Deactivate the ability by pressing the ability key (default 3 ) again.
While linked, allies gain extra maximum shield capacity by 150 / 250 / 300 / 500 points, 50% / 60% / 70% / 80% faster shield recharge rate, and 3.5 seconds of invulnerability on their shield gate; when the link is broken, excess shield points from the maximum shield capacity bonus become Overshields lasting until used.
When the shield gate invulnerability is ready to protect an ally, the ally's shield bar appears energized by lightning.
While linked, enemies receive 100 / 125 / 150 / 200Radiation damage per second, doubled when Hildryn has overshield. Light and medium enemy types are staggered when first linked, with a chance to be staggered again per damage instance. Heavy enemy types do not appear to suffer staggers from this ability.
Ability Synergy:
When Blazing Pillage is equipped, enemies affected by Haven when Pillage passes through them will inflict Heat damage with a guaranteed status effect and restore additional shields.
Casting Haven is a full body animation that stops Hildryn's grounded movement and other actions, while deactivating Haven does not play an animation nor stop Hildryn's actions.
While Haven is active, Hildryn's upper body is enveloped in a fluctuating energy barrier, while her thigh-mounted shield pads become constantly visible.
Upon linking with a target, a shield beam connects the target to Hildryn with audible humming.
Energy barrier, shield pads, and shield beam colors are affected by Hildryn's chosen Warframe energy color.
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 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.
Mirage expends 50energy to generate a prism in her hands and launch it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within 15 / 20 / 25 / 30 meters. Each laser deals 80 / 120 / 170 / 250Radiation per 0.5 seconds, each tick of damage dealt permanently increases the prism's damage by +25% damage. The prism lasts for 12 seconds.
Casting delay of ~2 seconds, affected by Casting Speed.
Lasers do not bypass obstacles or entities in the environment.
Lasers will target in-range enemies that are not already being targeted by a laser.
Seeking lasers are still blocked by obstacles and enemies. A single enemy can be damaged by multiple lasers if standing in the path of lasers that are targeting enemies behind them.
Stacking damage bonus is maintained throughout the prism's lifetime and is lost upon expiring or being manually detonated.
Roar applies a separate and unique damage bonus that is multiplicative to Prism's laser damage.
Enemies have a small chance to be staggered on each hit from the lasers.
Initial laser orientation with each cast of Prism appears to mostly random.
Lasers will maintain their vertical angle after changing position when there are no enemies to target.
If the prism were to pass by above a large quantity of enemies (at least 20) within laser seeking range, the lasers will continue to point downwards after the enemies are all destroyed or no longer within laser seeking range.
Laser horizontal angle does not appear to be maintained. Lasers will distance themselves seemingly and almost equidistant from each other horizontally after movement from targeting an enemy and are currently not targeting anything.
When the ability expires or is manually deactivated (default 4 ), the prism will explode in a bright flash of light that Blinds enemies within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds.
Blind requires direct line of sight from enemies to the prism. Obstacles and other entities can shield enemies from the blind.
Blinded enemies will be initially staggered for a short duration around 1 - 3 seconds and will have a sparkling fx around the eyes. Afterwards, a black hazy mist fx will be around their eyes and they will be able to move about unimpeded but will still be incapable of hostile actions such as attacking the player until the duration of the blind runs out.
Enemies will have their alerted state gradually decline as well.
Blind can be refreshed.
Prism drains 10 energy per second while active and will remain active for the ability's full duration, until Mirage's energy is depleted, or the ability is deactivated by pressing the ability key again.
Ability Synergy:Eclipse provides benefits to Prism:
Lunar Eclipse (tap cast) halves both Prism's casting cost and energy cost over time, applied afterAbility Efficiency and Ability Duration modifiers.
Solar Eclipse (hold cast) increases increases Prism's per hit damage bonus by 100%.
Holograms created from Hall of Mirrorscannot create prisms but will mimic Mirage's body movement during the casting delay.
The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity and will bounce off of surfaces in its path.
Prism is not spawned from Mirage's location but is instead spawned slightly in front of Mirage.
If standing in front of a sufficiently thick and tall object or wall, Prism may detonate/fail prematurely if spawned within the said object or wall.
Prism will bounce back and emerge from within the object or wall if the cast does not fail.
Energy cost is not refunded for a failed cast.
Prism passes through enemies and entities but may bounce backwards if the prism is spawned inside of them.
When Prism passes through an enemy, a burst of damage ticks will occur due to the many lasers making contact from inside the enemy.
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 Impact / Radiation damage type is particularly effective vs Corpus Shields and Grineer Alloy Armor, and less effective against most Infested units.
Try using Smite's guaranteed Radiation proc to misdirect enemies by turning a high-threat target and nearby foes against each other.
Moreover, the additional Puncture proc forces enemies to expend more time fighting against their confused comrade.
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 50energy to consecrate the ground in an angle of 90 / 100 / 120 / 180 degrees in front of him, spanning up to 8 / 10 / 12 / 15 meters, for 10 / 15 / 17 / 20 seconds. Enemies standing on the area of effect are dealt 25 / 50 / 75 / 100Radiation damage with a 5 / 10 / 12 / 15%Radiationstatus chance every 0.5 seconds, while allies are relinquished of any negative Status Effects and become immune to them for as long as they are standing on the area. Up to a maximum of 4 Hollowed Ground can exist at a time.
Radius follows the expression:
Base Range + 11.25 × (Ability Range - 1)
For example, with a maxed Stretch, the radius will increase to:
15 + 11.25 × (1.45 - 1) = 20.0625 meters.
Angle follows the expression:
Base Angle + 135° × (Ability Range - 1)
For example, with a maxed Stretch, the angle will increase to:
180° + 135° × (1.45 - 1) = 240.75°).
234% Ability Range is needed to bring the angle up to 360°, making it a full circle. This will also increase the radius to 15 + 11.25 × (2.34 - 1) = 30.075 meters.
Flying enemies that are too high above the ground may not be affected by this ability.
Ability Synergy:
If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (185 × 2.0) + (200 × 1.3) = 630 armor).
As Link Fiber scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
Enemies that survive Reckoning while standing on Hallowed Ground will have their armor permanently reduced by ?% / ?% / ?% / 50%.
If cast in midair, Oberon will instantly drop to the ground to perform this ability.
Hallowed Ground spawns foliage inside its area of effect as visual representation. Oberon creates a field of grass, while Oberon Prime creates a field of ferns. Grass and ferns are affected by Oberon's chosen Warframe Accent color.
The shimmering energy field encompassing the ground is affected by Oberon's chosen Warframe energy color.
Hallowed Eruption is a Warframe Augment Mod for Oberon. Upon casting Hallowed Ground again with a previous instance still active, the first one will immediately expire, dealing all remaining damage in a single instance with a chance to deal Radiation proc. This mod also passively increases Hallowed Ground's duration.
Enemies will traverse and fight through Hallowed Ground without any special attempts to evade its area of effect.
Narrow pathways such as doorways and halls are effective at forcing groups of enemies to cluster into Hallowed Ground.
Summoning multiple, overlapping layers of Hallowed Ground will deal the full combined damage over time to enemies.
Hallowed Ground is most efficiently used in areas where constant enemy and ally activity is expected over an extended period of time.
Hallowed Ground's status effect immunity can be used to pass through environmental traps unhindered, such as Grineer MagneticSensor Bars and Corpus Laser Barriers.
Note however that activating these traps in spy missions will still trigger vault alarms.
Hallowed Ground will make players immune to to Radiation and Magnetic singularities in Sorties.
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.
Misc:
Stagger on slam Ragdoll on direct slam 3 m pillar height 2 pillars limit 1.5 s pulse interval 35% slow Radiation status per pulse 0.75 s empowered pulse interval
Qorvex expends 25Energy to construct a Chyrinka Pillar. Before deploying the pillar, Qorvex jumps and slams his fists into the ground, inflicting Stagger to all enemies in 5 / 6 / 7 / 8 meters, and Ragdoll away enemies in the dead center where the pillar constructs.
On cast while grounded, Qorvex jumps and slams into the ground 1 meter away. On cast while airborne, he descends diagonally toward the nearest horizontal surface, similar to a Melee Slam Attack.
After the slam, Qorvex constructs a Chyrinka Pillar that lasts for 20 / 25 / 30 / 35 seconds. The Chyrinka Pillar is an Invulnerable stationary object that is untargetable by enemies. Each pillar stands 3 meters tall, with an intangible pillar structure and a solid radioactive core installed at its peak. Up to 2 Chyrinka Pillars may be deployed at once.
The pillar structure allows entities and attacks to phase through the object. The radioactive core has collision and can function as an elevated platform for players to stand on.
The latest active Chyrinka Pillar's duration timer is shown on the ability icon.
When Qorvex's slam contacts the ground, the Chyrinka Pillar emits its first radioactive pulse, then subsequently emits a pulse once every 1.5 seconds. Each pulse slows down foes by 35% then inflicts 700 / 800 / 900 / 1,000Radiation damage with a guaranteed Status Effect to enemies in line-of-sight and a radius of 5 / 6 / 7 / 8 meters.
Chyrinka Pillar pulses damage and break destructible Objects such as crates and resource caches.
Pulse radius is shown as a persistent circular energy field with rising radioactive waves surrounding each pillar.
Line-of-sight detection occurs from the structure base of the pillar.
Ability Synergy:
Empower Chyrinka Pillars by compressing Containment Wall on them, or by striking them with Crucible Blast or Mandonel's fully charged shots. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds.
When empowered by Crucible Blast, the Chyrinka Pillar's pulses inherit that ability's explosive chain reaction against irradiated enemies.
Empowered pillar duration cannot be refreshed, though Crucible Blast can infuse its chain reaction into an already empowered pillar mid-pulse.
Chyrinka Pillar's Radiation status effect increases Disometric Guard's chance to gain status immunity stacks on kills and assists, as well as amplify Crucible Blast's explosion damage per Radiation status.
Subsuming Qorvex to the Helminth will offer Chyrinka Pillar and its augments to be used by other Warframes.
Tips & Tricks
Place a pillar in an open area with the pulse radius covering potential entrances for incoming enemies. Since the pillar requires line-of-sight to irradiate foes, the more exposure the faster enemies begin to fight each other.
Aim directly down while casting to place the pillar closer to your desired spot, as Qorvex will always jump and slam down the pillar.
Against melee enemies, place a pillar where desired and stand on top of its radioactive core, where the foes cannot reach you.
Qorvex's slam (the first pillar pulse) ignores line-of-sight against objects, making it a great tool for unboxing loot containers.
To empower a pillar, use Containment Wall, Crucible Blast, or Mandonel's charged shot on it. You can simply graze the pillar's intangible structure support or solid core to empower it.
Due to Radiation status, enemies will fight each other indiscriminately. Enemies outside the Chyrinka Pillar's radius will likely target irradiated enemies inside if they are closer, unless a high Threat Level entity is in range (such as Excavators and Defense objectives). The pulse's slow assists in delaying their advance, and pairs well with Cold status effect and other slowing abilities.
Pair Chyrinka Pillar's slow with Containment Wall's light and large Stagger effects and Disometric Guard's Knockdown to inflict prolonged interrupting crowd control to foes. Due to the slow, Qorvex has more time to use melee finishers on these vulnerable enemies.
Misc:
2 parallel walls 2 m placement distance 10 m walls gap 3m length x 1m width x 3m height segment dimensions Light Stagger on segment creation 1 s assembly time Radiation status per hit 0.125 s damage interval 7 Radiation damage ticks Enemy linear displacement on smash Large Stagger on smash Melee finisher prompt ∞ damage vuln. debuff duration
Qorvex expends 50Energy to construct then collapse 2 Containment Walls comprised of numerous irradiated concrete segments. On cast, Qorvex takes a step forward as the concrete segments solidify into existence one-by-one simultaneously for both walls; the starting segments are placed 2 meters in front of Qorvex, and positioned parallel to each other leaving a 10 meter wide gap in between. Each Concrete Segment is an intangible stationary object 3 meters long, 1 meter wide, and 3 meters tall. Enemies standing inside a solidifying concrete segment will receive a light Stagger effect.
On cast while airborne, Qorvex descends diagonally toward the nearest horizontal surface, similar to a Melee Slam Attack. The Containment Wall only begins construction upon landing.
Concrete segments will attempt to adhere to the changes in terrain elevation as the walls assemble, by forming on top of horizontal surfaces several meters above or below the open space where the next segment connects to the previous. If no solid surface is available, the next segment forms connected to the previous segment.
Concrete segments allow allied entities and attacks to phase through them. Segments can form inside obstacles in the environment and phase through when the walls compress.
Qorvex fully assembles the Containment Walls in the span of 1 second to reach their full length of 14 / 16 / 18 / 20 meters. During assembly, radioactive waves leak into the gap between every pair of parallel concrete segments, inflicting 125 / 150 / 175 / 200Radiation damage with a guaranteed Status Effect every 0.125 seconds, up to 7 instances of damage and status to all enemies inside.
The corresponding concrete segments from each wall will always spawn parallel to each other. Each segment has its own individual hitbox to compress enemies inward, and the empty space in between also has a large invisible hitbox to inflict damage per tick.
Containment Wall's radioactive waves damage and break destructible Objects such as crates and resource caches.
On the eighth damage interval, Qorvex forcibly compresses the walls together until they collide and collapse away, while violently pushing enemies toward the collision point and inflicting 2,000 / 2,500 / 3,000 / 3,500Impact damage with a guaranteed Radiation status on the smashed enemies. Smashed enemies also receive a large Stagger effect that causes a longer recovery animation, prompt Melee Finisher Attack (default X ), and have their damage type modifierspermanently increased by +25%.
Damage type vulnerability does not stack against debuffed enemies on repeated casts.
Ability Synergy:
Qorvex's Core Exposure Passive benefits from Containment Wall aligning enemies into a straight line.
Empower Chyrinka Pillar by compressing Containment Wall on it. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds.
Containment Wall's 8 stacks of Radiation status effects drastically increase Disometric Guard's chance to gain status immunity stacks on kills and assists, as well as amplify Crucible Blast's explosion damage per Radiation status.
Use Containment Wall's long reach to irradiate and align far away enemies into a narrow queue, then attack with guns amplified by Qorvex's Core Exposure Passive or Crucible Blast to utilize their Punch Through properties.
Cast from the air to descend quickly. If aiming straight down, the walls construct toward where Qorvex's model is facing on landing.
Among Qorvex's abilities, Containment Wall and Crucible Blast both stack Radiation procs rapidly. Use this quick accumulation to make irradiated enemies deal more damage to their former allies, raise the status immunity stack chance for Disometric Guard, and amplify Crucible Blast's explosion damage.
Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.
Misc:
6 m damage radius Radiation status and Knockdown on cast 50 m Affinity Range Status cleanse on cast ∞ stack duration +10% stack chance per active Radiation status on enemy from kills and assists 100% stack chance cap
Qorvex expends 75Energy to explosively fragment out several protective concrete plates. On cast, Qorvex reels back then leaps in the air, detonating an explosion that inflicts 200 / 300 / 400 / 500Radiation damage with a guaranteed Status Effect and Knockdown to enemies in a radius of 6 meters.
After the explosion, Qorvex's concrete plates encircle himself and allied Warframes inside his Affinity Range. All negative status effects on Qorvex and his allied Warframes are first cleansed, then an initial number of 2 / 3 / 4 / 5 stacks of concrete plates surround them. Each stack lasts indefinitely until consumed by negating an incoming status effect, including Knockdown and self or enemy-inflicted Stagger.
Status cleanse on cast is a separate function and does not consume an initial stack.
Each guarded Warframe consumes stacks individually and do not reduce the stacks on other guarded Warframes.
Allied Warframes retain their Disometric Guard stacks when leaving Qorvex's Affinity Range, and even when Qorvex himself has zero stacks.
When a status effect is negated, the player's screen borders flash in a fading radioactive visual effect, while an orbiting concrete plate dissolves away.
Concrete plates orbiting a player visually disappear when aiming down sights with ranged weapons, and when the camera is positioned close to Qorvex's character model.
While Qorvex has at least 1 stack of Disometric Guard remaining, when Qorvex himself kills or assists in killing an enemy with an active Radiation status effect, there is a 10% chance to add 1 stack to Qorvex and allied Warframes in his Affinity Range; for each active Radiation status effect on the enemy, the stack chance increases up to a cap of 100% at 10Radiation statuses. Disometric Guard can only sustain max 5 / 7 / 8 / 10 stacks per player.
When gaining or losing stacks, concrete plates visually materialize or dissolve away, shuffling the entire orbit to occupy equal distances between plates.
Amount of remaining stacks are shown on the ability icon and as a buff icon beside Qorvex's hitpoints indicator.
Can be recast while active. If Qorvex and allied Warframes are below max stacks, recast adds initial stacks to their current stack count up to the max.
Ability Synergy:
Radiation status effects from Chyrinka Pillar's pulses, Containment Wall's radioactive waves and smash, Disometric Guard's explosion, and Crucible Blast's beam increase the stack chance on kills and assists.
Bugs
In the Simulacrum, stacks visually do not disappear once the modding changed via Arsenal, but the ability is deactivated as expected. Qorvex is unable to prevent status effects properly due to the lingering stacks.
Using transference, or being forced into operator form, may show 0 stacks when returning to the warframe. This is purely visual.
Release a beam from Qorvex's Crucible Core. Each enemy struck suffers Radiation Damage with a guaranteed Status Effect. Enemies affected by Radiation Status explode in a chain reaction.
Strength:2,500 / 5,000 / 7,500 / 10,000 Radiation total damage per second 200 / 300 / 400 / 500 Radiation base damage per explosion 100 / 150 / 200 / 250 Radiation extra damage per status
Range:40 m beam length 5 / 6 / 7 / 8 m explosion radius
Misc:
0.75 s casting time 2 s beam duration Invulnerable and immobile while active 2 m beam cylindrical radius 10 beam ticks per second 0.10 s beam tick interval Radiation status per beam tick ∞ Punch Through vs. bodies 0.25-1.0 s explosion delay Explosion chain reaction against irradiated enemies +7 explosions per irradiated enemy in chain reaction Explosion damage scaling from total stacks of Radiation status per irradiated enemy on each chain reaction
Qorvex expends 100Energy to hunker down and expose his Crucible Core to concentrate its radioactive energy into a destructive beam. After stabilizing his balance for 0.75 seconds, from his chest cavity Qorvex fires a narrow radioactive beam with an invisible cylindrical radius of 2 meters, spanning a length of 40 meters, continuously for 2 seconds; during casting time and beam duration, Qorvex is Invulnerable and immobile, but able to aim the reticle with reduced camera panning speed and increased field-of-view to sweep the beam at multiple targets. While active, press the ability button again (default 4 ) to cancel the ability.
On cast while airborne, Qorvex loses all forward momentum and drops straight down to the ground. Aim Glide can be used for sustained aerial movement.
Crucible Blast's beam inflicts 2,500 / 5,000 / 7,500 / 10,000Radiation total damage per second, divided into 10 damage ticks; each tick occurs every 0.10 seconds, inflicting 250 / 500 / 750 / 1,000 damage and a guaranteed Radiation status effect onto all enemies directly struck by the beam and within its cylindrical radius.
Direct damage ticks by the beam itself is affected by Enemy Body Parts modifiers.
Beam appears to possess infinitePunch Through against enemy bodies, whereas against solid obstacles and terrain it benefits from Qorvex's Core Exposure passive.
Each enemy hit by Crucible Blast's beam will explode in a nuclear reaction spanning an 5 / 6 / 7 / 8 meter radius after a variable delay between 0.25 to 1 second. Each explosion inflicts a base 200 / 300 / 400 / 500Radiation damage, combined with an extra 100 / 150 / 200 / 250Radiation damage multiplied by the number of Radiation statuses on that enemy.
Explosion damage has damage falloff from the center of the explosion radius and bypasses line-of-sight to strike enemies through walls.
Explosions damage the original enemy and other enemies in range. When an explosion strikes other enemies affected by at least 1Radiation status effect applied by weapons and abilities, a nuclear chain reaction occurs causing the irradiated enemies to also explode, except the originating enemy.
When two or more irradiated enemies explode near each other, each additional irradiated enemy in the chain reaction adds an extra 7 nuclear explosions until the reaction subsides. If the beam strikes only a single enemy, at least 2 explosions occur depending on how long the beam was sustained on the target.
Explosion damage between two or more irradiated enemies will continue to scale up. The number of active Radiation statuses on the exploding enemy is added to the previous explosion's total statuses, then multiplied by the extra damage per Radiation status.
Once tagged for nuclear reaction, at least one explosion will occur if the irradiated enemy dies.
Ability Synergy:
Qorvex's Core Exposure Passive grants Crucible Blast +3Punch Through against solid obstacles and terrain, alongside the beam's innate infinite Punch Through against enemy bodies.
Radiation status stacks from Qorvex's other abilities and Crucible Blast itself increase the chain reaction explosion damage.
Empower Chyrinka Pillar by striking it with Crucible Blast's beam. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds.
When empowered by Crucible Blast, the Chyrinka Pillar's pulses inherit that ability's explosive chain reaction against irradiated enemies.
Empowered pillar duration cannot be refreshed, though Crucible Blast can infuse its chain reaction into an already empowered pillar mid-pulse.
Crucible Blast benefits from Containment Wall aligning enemies into a straight line.
Crucible Blast's Radiation status effects drastically increase Disometric Guard's chance to gain status immunity stacks on kills and assists.
Tips & Tricks
Use the Punch Through properties of Crucible Blast to irradiate multiple enemies in a line, especially those slammed together by Containment Wall.
Crucible Blast's beam is able to damage and destroy Nullifier Crewman's nullifier drone hovering above them with great efficiency.
Due to Qorvex's Core Exposure Passive, Crucible Blast's beam can bypass Arctic Eximus globes to directly damage the enemies shielded within.
Empower Chyrinka Pillar by sweeping the beam over its structure or radioactive core. For multiple pillars, stand on top or near the first pillar then aim Crucible Blast at the second pillar. Both pillars become quickly empowered by proximity to the beam.
Damage from every pulse of an empowered Chyrinka Pillar will trigger a chain reaction explosion per enemy hit. Attempt to group as many enemies near the pillars as able before empowering them to maximize the nuclear destruction.
The scaling damage of the explosions depends on the stacks of Radiation on the irradiated foes and the number of enemies in the explosion radius.
Sevagoth’s Shadow flies outward ravaging enemies in his path. Survivors are damaged by Death’s Harvest over time. The souls of the dead fill the Death Well.
Misc:
10 / 15 m/s (tap-cast flight speeds) 20 / 30 m/s (hold-cast flight speeds) 1 (active Shadow limit) 1 (damage and mark instance per enemy) 25% (current enemy health done as Blast) 4 m (radial damage range) 5 % (Death Well gain per enemy)
Sevagoth expends 25energy to sever apart from his Shadow and expel it toward the direction of his aiming reticle. Reap's Shadow is an invulnerable flying object that lasts for 2.5 / 3 / ? / 6 seconds, with a variable flight speed of 10 meters per second if cast by tapping the ability key, or 20 meters per second if held down. The Shadow's harrowing wail weakens all enemies within 2 / 3 / ? / 8 meters, inflicting 100 / 150 / 200 / 250Radiation damage and marking them with Death's Harvest; marked enemies receive 10% / 20% / 30% / 50%Damage Vulnerability for 5 / 7 / 8 / 10 seconds. Only 1 Shadow from Reap may be active at once per player.
Damage and Harvest mark only apply to each individual enemy once per instance of Reap.
Reap's damage can benefit from Harvest marks inflicted by a previous instance of Reap or Death's Harvest.
Reap's Shadow is tracked on the minimap as an allied blue dot.
Recasting the ability will remove the current Shadow and send out a new one.
While the Shadow is in flight, aiming once at a location (default RMB ) marks it as the Shadow's new travel direction, causing it to fly through the intended area until Reap expires or switching destinations; hold aim on an area to command the Shadow to accelerate its flight speed to 15 meters per second if Reap was cast via tapping the ability key, or 30 meters per second if held down; while aim is sustained by Sevagoth, the Shadow will continuously follow his reticle and encircle over the location the reticle rests upon.
Reap's Shadow still experiences collision with objects and terrain, and will automatically attempt to maneuver around them.
Casting Reap directly on or aiming once on a targeted enemy will not cause the Shadow to follow it.
Manually blocking with a melee weapon will not redirect the Shadow.
The Shadow will audibly respond to Sevagoth's aim to indicate it is rerouting.
Ability Synergy:
Enemies seeded with Sow hit by Reap are dealt 25% of their current health as True damage and detonate, dealing 25% of their current health as Blast damage to all enemies in a 4 meter radius.
Explosion damage has no falloff.
While Gloom is active, enemies damaged by Reap's Shadow heal Sevagoth's health.
Each enemy marked then killed by any source, or directly killed by Reap's Shadow fills 5% of the Death Well for Exalted Shadow.
Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
Casting Reap is an upper-body animation that allows movement and Maneuvers while restricting other actions.
Sevagoth visually raises his arms to open a portal for the Shadow to fly through. As the Shadow flies, it constantly emits an eerie wail with shadows trailing in its wake. Affected enemies emit shadow tendrils flailing from their torso. Upon expiration, the Shadow collapses into a fading blackhole to return to Sevagoth.
Reap's Shadow uses Sevagoth's Shadow's Appearance customizations, except for energy color which uses Sevagoth's Appearance loadout selection.
Reap's Shadow will expire prematurely upon colliding with a null bubble from enemies such as Nullifier Crewman or Isolator Bursa.
Shadow Haze is a Warframe Augment Mod for Sevagoth that increases the Critical Chance from any source against enemies affected by Reap or Death's Harvest. When affected enemies die, a new Reap Shadow spawns from their corpse and seeks other enemies, up to a maximum of 3 active Shadows at all mod ranks.
Sevagoth's Shadow expends 25energy to lunge forward horizontally across 5 / 8 / 11 / 14 meters toward the aiming reticle if cast without a target, or dashes through a targeted enemy within range.
If an enemy was targeted, on contact with the targeted enemy only, Consume inflicts 1,000 / 1,500 / 2,000 / 2,500Radiation damage and Knockdown, while healing the Shadow's Health pool by 10% / 15% / 20% / 25% of the damage dealt. The target's soul is also ejected skyward and its body suffers from Confusion for ? seconds.
While Gloom is active and the Shadow remains in range, Consume's damage further heals the Shadow's health with lifesteal.
While Sevagoth is bleeding out in his tombstone, his summoned Shadow's Consume is altered to cast from the ability, quick melee, and fire weapon buttons (default 2 , E and LMB respectively), costs 0 energy, and inflicts armor and shield-bypassing damage equal to the target's total hitpoints to instantly kill non-boss enemies.
Casting Consume is a full-body animation that enforces directional movement while restricting other actions.
Lunging without a target moves Sevagoth's Shadow across the horizontal plane.
Lunging with a target causes Sevagoth's Shadow to home in toward its victim.
Sevagoth's Shadow visually propels itself forward leaving lingering darkness in its wake. The targeted enemy falls to the ground as a copy of its silhouette floats into the air and dissolves away.
The Shadow audibly responds upon making direct contact with the targeted enemy.
Open a dimensional breach to overwhelm nearby enemies and cause them to release aggressive Surge sparks when damaged.
Wisp may also target a Reservoir to teleport to it and double the range of the surge.
Wisp expends 50energy to collapse a portal into an energy explosion that rapidly expands over a 11 / 13 / 16 / 18 meter radius area around the cast location. Enemies in direct Line of Sight of Wisp and within range are Blinded by the surge for 7 / 9 / 12 / 16 seconds. Blinded enemies have a 10% chance when damaged or 100% chance when killed to release a surge spark in the form of a homing projectile that seeks the head of another enemy within 10 meters, dealing Radiation damage equal to the damage dealt to the surged enemy, then amplified by a damage multiplier of 1 / 1.25 / 1.6 / 2 and 20%status chance.
Surge sparks have 100%critical chance and a 1.5xcritical multiplier. Sparks can score and benefit from headshots due to their homing properties.
Enemies with Overguard will be affected by the Breach Surge, but will not be blinded and will not release sparks. If their Overguard is removed, they will be blinded and release sparks normally.
Surge sparks will attempt to home in on a nearby enemy during flight. Without a target to strike, surge sparks randomly impact onto a nearby surface and explode.
Surge sparks cannot be created by a kill made by another surge spark.
Ability Synergy:
Casting on Reservoirs will teleport Wisp to their location and double Breach Surge's range.
Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight.
Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows).
Wisp cannot teleport to a pod while within less than 10 meters of it.
Casting Breach Surge while Wil-O-Wisp's clone is traveling will create a second surge around the clone.
Casting on Reservoirs will also double the range of the cast created by the clone.
Sol Gate's solar plasma beam has a 100% chance to trigger a surge spark on every hit.
Can be recast while active to blind new targets and refresh duration on previously blinded enemies in range.
Casting Breach Surge is a full-body animation that restricts all actions except directional movement.
Wisp visually conjures a sphere of dimensional energy and forcibly collapses it to release the energy explosion. Enemies blinded by the explosion have an orb of blinding light scorch their eyes for the duration of the debuff.
Energy explosion, blinding light, and surge sparks are affected by Wisp's chosen Energy colors.
Subsuming Wisp to the Helminth will offer Breach Surge and its augments to be used by other Warframes.
Wisp tears open and sustains a portal to the sun to harness its destructive power. While sustaining the portal, Wisp focuses the solar plasma into a single beam with curving flares over a length of 40 meters; the beam possesses infinite Punch Through against enemy bodies, and inflicts 1,000 / 1,100 / 1,250 / 1,500Heat and Radiation damage per half seconds with a ?%status chance to all enemies it contacts. Each enemy that receives damage from the beam becomes more vulnerable to it, with beam damage increasing by 50% per half second up to a maximum of 500% damage bonus per damage instance. Press the ability key (default 4 ) while active to deactivate this ability.
Wisp recoils backward when the ability deactivates.
Holding the fire button (default LMB ) increases the beam's damage to 2,000 / 2,200 / 2,500 / 3,000, status chance to ?%, and damage ramp-up per half second to 100% up to a maximum of 1,000% damage bonus. Wisp's movement speed is slowed by 50% while boosting Sol Gate.
Sol Gate expends 25energy to activate, then consumes 12 energy per second (24 energy per second during the boosted version) while active and will remain active until Wisp's energy is depleted, or the ability is deactivated by pressing the ability key again.
Reservoir Motes orbiting Wisp will instead orbit around the portal. When Sol Gate is deactivated, Motes will return to Wisp again.
Wil-O-Wisp can be cast during Sol Gate to cloak, spawn a clone and teleport to it when desired.
Has a 100% chance to trigger Breach Surge's surge spark.
Wisp cannot cast Reservoirs or Breach Surge, perform parkour Maneuvers or sprinting except dodge rolls, or other general interactions while channeling this ability.
Wisp is immune to knockdown while channeling this ability.
Energy beams, energy particles, and energy surge color tinting are affected by Wisp's chosen Warframe energy color.
If a player that has a Sentinel equipped with Coolant Leak is affected with Radiation, the player is slowed. The player will continue to be affected until either the Sentinel or the player dies.
Some bosses with an invulnerability stage, such as Lieutenant Lech Kril, can be affected by this element. Since they don't attack the Tenno, their invulnerability never ends, thus making the boss fight unbeatable.
Based on feedback with the recent overhaul to Status Effects in Warframe Revised 27.2.0, the conversation of how Status Effects should react with Bosses or VIPS has started. Our first step down this road is starting with Kuva Liches.
Radiation does not change the enemy’s Faction, and instead of increasing Damage done to enemies with stacks, it increases the Damage taken from enemies who have turned on him/her.
The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.