Combined from Heat and Electricity damage. Most effective against Alloy armor. Radiation status confuses enemies to attack everything nearby at random.
The status effect of Radiation damage is Confusion. It changes the faction of the afflicted target for 12 seconds, allowing for friendly fire between it and normally allied units. It also applies +100% damage dealt to allied units. Subsequent procs add 50% damage up to 550% total, with each proc having their own duration. Additional Radiation procs also appear to increase the effectiveness of an afflicted enemy's slam attacks against another enemy, sending them flying instead of simply knocking them down. Passive auras, like those from Eximus units or Ancient Healers, will stop affecting other units while their sources are Confused. Enemies that are linked to an Ancient Healer can be inflicted with Confusion, which will cause the Ancient Healer to also be affected by this proc, which, in turn, cuts the link.
Against Tenno, the effect additionally reduces weapon accuracy but lasts for 4 seconds. An irradiated Tenno cannot revive fallen allies, including Operatives in Rescue and Sortie Defense missions, even if the process started before the proc, in which case it will be interrupted. An irradiated Tenno can inflict Confusion on another ally by attacking them with an ability or weapon that procs Radiation.
Against Kuva Liches, Confusion will instead increase the damage the Lich takes from allies units, is limited to only 4 stacks (for a total of 250% increased damage taken from allies), and does not change the Lich's faction and thus will not cause the Lich to be attacked by their allies at all unless those allies are themselves afflicted with the Confusion effect.
Enemies affected by a Radiation proc will be covered in a purple-like substance.
Radiation does not have an Empyrean counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.
As with all damage types effective against armor, Radiation damage's type modifier works in two ways: it ignores a percentage of the target's armor, and increases the damage dealt in the same way as a type modifier against hitpoints. Practically speaking, this means that Radiation damage is only reduced by 25% of a target's whole Alloy Armor and the base damage is increased by +75%, and its damage is only reduced by 50% of a target's whole Infested Sinew and the base damage is increased by +50%.
Misc:100% (extra damage per second with Overshield)
Info
Hildryn overcharges 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.
Activation shield cost is affected by Ability Efficiency, while ally and enemy shield drain per second are affected by both Ability Efficiency and Ability Duration.
While linked, allies gain extra maximum shield capacity by 150 / 250 / 300 / 500 points, 50% / 60% / 70% / 80% faster shield recharge rate, and 3 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.
Has no effect on Inaros or Nidus, due to their lack of shields.
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.
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.
Aegis Storm 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.
Overshield/Shield Drain per Second: 25 s-1 OS/S Drain per Enemy: 25 s-1 OS/S Drain per Dodge: 50
Range:8 / 10 / 12 / 15 m (energy field max radius)
Misc:8-18 s (energy orb drop interval)
Info
Hildryn activates 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 an 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 slam into the ground, knocking down and dealing 100 / 300 / 400 / 500Impact damage against all enemies inside the energy field.
Activation shield cost is affected by Ability Efficiency, while shield drain per second values are affected by both Ability Efficiency and Ability Duration.
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 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.
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.
Pillage and Helminth subsumed abilities cannot be cast while Aegis Storm is active.
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 ability like 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.
Tips & Tricks
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 generates a prism in her hands and launches 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 inflicts a minimum of 80 / 120 / 170 / 250Radiation damage per tick while Mirage is in the shadows, scaling up to a maximum of 160 / 240 / 340 / 500Radiation damage per tick while Mirage is bathed in bright light. Damage ticks occur at a rate of 3 per second, and the prism lasts for 12 seconds. Additionally, Prism gains +100% damage per enemy hit (affected by lighting).
Minimum and maximum laser damage is affected by Ability Strength, but the number of lasers is not.
Prism's damage is affected by environmental lighting at Mirage's position, scaling between the minimum and maximum values depending on the local light intensity.
The damage increase from environmental lighting is unaffected by Ability Strength and is capped at +100% under bright lighting conditions.
Damage bonus from standing in light and for each enemy hit are additive to each other.
Lasers do not bypass obstacles in the environment.
Laser acquisition range is affected by Ability Range.
Multiple lasers will not target the same enemy simultaneously; an enemy can only be damaged by one laser at a time.
Enemies have a small chance to be staggered on each hit from the lasers.
Prism drains 10 energy per second; it will remain active so long as the ability duration remains, and Mirage has energy. Prism will end if Mirage runs out of energy, if the ability duration ends, or if deactivated by pressing the ability key again (default 4 ).
Energy Siphon is deactivated while Prism is being channeled.
When the ability is deactivated, the prism will explode in a bright flash of light that blinds enemies that have line of sight to the prism within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds.
Blind requires line of sight from enemies to the prism, it must be unobstructed by obstacles and within their vision arc.
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, but the prism will bounce off surfaces in its path.
Holograms created from Hall Of Mirrorscannot create prisms but will mimic Mirage's body movement during the casting delay.
Nova creates a volatile orb of antimatter which is steered with the aiming reticle. This particle absorbs all damage (friendly and hostile) when shot at, and once the particle makes contact with a solid object it will detonate and inflict 100 / 125 / 150 / 200 base damage +100% / 300% / 500% / 700% of all absorbed damage as Radiation damage with an explosion radius of 5 / 8 / 10 / 15 meters. When the particle comes into contact with an enemy, 10Radiation damage is inflicted prior to detonation.
Base damage and contact damage are affected by Ability Strength while Absorb multiplier is not.
The explosion radius is not affected by Ability Range.
The particle is guided via the HUD's targeting reticle, steering itself towards any object the reticle is placed on including environmental obstacles and enemies.
Looking directly at the particle will slow it down significantly.
Multiple particles can be active simultaneously.
The particle seems to have unlimited duration until it comes into contact with a solid object. However, multiple instances of particles at the same time will cause randomly timed explosions until there is only one left.
One particle can store up to 25,000 absorbed damage.
After absorbing the maximum amount of damage the particle will speed up rather significantly.
The coloring of the particle changes towards the caster's energy color as it absorbs damage.
Damage/Radiation Damage's visuals will appear gold when cast by Nova Prime.
This ability is a one-handed action; as such, it will not interrupt full actions such as reloading, charging, or shooting.
Ability Strength has nearly no effect on a charged Antimatter Drop's damage output, so don't hesitate to use it even when running a low strength speed Nova build.
It is wise to have a full magazine before releasing an Antimatter Drop. Upon using the ability, continue firing at it nonstop. A high powered weapon can easily cause Antimatter Drop to deal well over 20,000 damage. Using Weapons modified for high object damage is best as this ability cannot absorb critical hits.
A quick and reliable way to utilize the Antimatter Drop's damage potential is to aim it at the floor and blast it with a shotgun point blank as soon as it's launched, resulting in a radial explosion around the player. A well-modded Sancti Tigris or Tigris Prime are capable of fully charging the Drop with a single duplex shot, while Arca Plasmor's wide effective area makes it easy to hit the Drop without taking time to aim.
Antimatter Drop moves towards a point at which the player is placing their reticle, whether aiming or not. Keep this in mind to control it. If you aren't absolutely sure that enemy fire will kill you it may be wiser to persevere through the hail of bullets and continue guiding the Drop until it detonates as prematurely running for cover may cause a loaded drop to float back to you and waste your invested ammo.
Undoubtedly if done correctly, this is the most effective ability that can be used against powerful bosses that retain a single stage of health, as a well-charged drop can deal damages up to more than 100,000 Radiation damage on a single explosion.
Using accurate weapons or weapons with a high rate of fire such as the Flux Rifle or Supra/Supra Vandal is recommended to provide a continuous flow of damage to the drop.
The Opticor is an example of one weapon that can provide a large amount of damage to the drop.
It is preferable to use weapons that have zero or little recoil, as recoil moves the weapon and this will move the reticle as well. Which in turn will steer the orb away from the centerline (when it flies away from you) and will make it take time to re-steer it to where you wish it to hit
Critical damage does not amplify the Drop further, as Critical hits do not affect objects.
Most likely due to the behavior of abilities with Cataclysm, it is ill-advised to use Antimatter Drop inside of said ability. The orb will always count as "outside of the rift plane" and therefore you will be unable to hit it unless you leave the Cataclysm.
Using the augment, you can create a moving shield that charges itself.
Being squad host will remove the burden on experiencing input lag when using this ability. When playing as a client the position needs to be sent to the host & back to you.
Bugs
If Nova is killed while the Orb is still active, the Orb is re-assigned as a neutral entity, capable of damaging all factions. This allows the Orb to kill allies and the Nova who initially casts this ability.
Range:20 / 30 / 40 / 50 m (cast range) 5 / 7.5 / 10 / 12.5 m (orb range)
Misc:100 % (knockdown chance) 100 % (Radiation status chance) 15 / 20 / 25 / 35 % (hitpoints to damage conversion) ? % (Impact, Puncture & Radiation status chances)
Info
Oberon smites an enemy target with hallowed light up to 20 / 30 / 40 / 50 meters away, dealing 150 / 200 / 300 / 500 damage while knocking-down with a 100%Radiation status chance.
Damage distribution is 50%Impact and 50%Radiation.
Knockdown and status chances are not affected by mods.
Additionally, the 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; additionally, orbs stagger and weaken their enemy targets, with a low Radiation status chance.
Hitpoints to damage conversion and status chances are not affected by mods.
Weaken reduces the target's damage output by 30% for 6 seconds.
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 Confusion proc to misdirect enemies by turning a high-threat target and nearby foes against each other.
Moreover, the additional Weaken effect 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 consecrates 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 half second, while allies are relinquished of any negative status effects and become immune to them for as long as they are standing on the area.
The 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.
The 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°).
Therefore, 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.
Status effect immunity applies to physical disabling effects such as knockdowns and staggers.
It does not apply to Eximus energy drains or Nauseous Crawler disables. Magnetic procs from Ancient Disruptorsare resisted; however, Disruptors are still able to drain a small amount of energy with every attack.
Radiation procs, however, are not removed from already irradiated allies, but only from Oberon himself, and only with his own Hallowed Ground.
Enemies and allies must be grounded and standing on the area to be affected by Hallowed Ground.
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 (150 × 2.1) + (200 × 1.3) = 575 armor).
As Link Armor 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 10% / 15% / 20% / 30%.
Armor reduction is applied to the enemy's base armor when accounting multiple casts.
Can only have 4 instances of Hallowed Ground active at once per player.
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.
Reckoning Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere.
Oberon lifts enemies within 8 / 10 / 12 / 15 meters up into the air and violently slams them to the ground, dealing 500 / 750 / 1000 / 1250 damage and applying knockdown and a Radiation proc. Additionally, Reckoning deals 100 / 225 / 400 / 625 extra damage to enemies affected by Radiation status effects. An enemy that dies by the effect of this ability has a 25% / 35% / 45% / 50% chance of spawning a Health Orb.
Damage distribution is 50% Impact and 50% Radiation.
Base damage and extra damage are affected by Ability Strength, while the health orb drop chance is not.
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.
Hallowed Reckoning is a Warframe Augment Mod for Oberon that makes enemies damaged by Reckoning create energy patches at their feet. These patches deal damage over time to enemies standing in them and provide armor to allies, similar to Hallowed Ground.
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 Confusion effect 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.
Breach Surge 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.
Strength:1 / 1.25 / 1.6 / 2 x (damage multiplier) 20 % (Radiation status chance)
Misc:10 % (spark chance on hit) 100 % (spark chance on kill) 1.5 x (spark crit multiplier) 200 % (Reservoir surge range bonus) 10 m (Reservoir teleport min. range) 100 % (Sol Gate spark chance on hit)
Info
Wisp fractures the dimensional divide 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 with unstable energy for 7 / 9 / 12 / 16 seconds. When struck by damage from weapons and abilities, blinded enemies have a 10% chance to release a surge spark in the form of a homing projectile that seeks the heads of nearby enemies, dealing Radiation damage with a 20%status chance and inherits a damage multiplier of 1 / 1.25 / 1.6 / 2 received by the source enemy to inflict on the new target.
Damage multiplier and status chance are affected by Ability Strength.
Surge sparks have a critical multiplier of 1.5x, and can score critical headshots due to their homing properties.
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.
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.
Damage over Time effects such as Bleed, Poison, etc, can trigger sparks with a 10% chance on each damage tick.
Subsuming Wisp to the Helminth will offer Breach Surge and its augments to be used by other Warframes.
Sol Gate Open a portal to the sun to irradiate enemies with a devastating beam of pure solar plasma. Hold fire to double Damage at the cost of increased energy consumption. For the duration of an attack enemies damaged by Sol Gate are increasingly more vulnerable to it.
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 0.5 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 is able to move and cast Wil-O-Wisp while Sol Gate is active.
While Sol Gate is active, Reservoirs Motes orbiting Wisp will instead orbit around the portal. When Sol Gate is deactivated, Motes will return to Wisp again.
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 ?%, damage ramp-up per half second to 100% up to a maximum of 1,000% damage bonus, while also increasing energy drain to 24 energy per second. Wisp's movement speed is slowed by 50% while boosting Sol Gate.
Sol Gate consumes 12 energy per second while active and will remain active until Wisp's energy is depleted, or the ability is deactivated by pressing the ability key again.
Has a 100% chance to trigger Breach Surge's surge spark.
Wisp cannot cast Reservoirs or Breach Surge, perform parkour Maneuvers except sprinting and 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.