Most effective against flesh. Slash status ignores the target's armor and causes them to bleed for extra damage over a short duration.
—In-game Description
Slash Damage is one of the three physical damage types. It is effective against all forms of flesh, but it is less effective against Grineerarmor and CorpusRobotics.
The status effect of Slash damage is Bleed. It applies a DoT effect after a 1 second delay, dealing a tick of damage each second for 6 seconds. Each tick deals damage equal to 0.35 × Modded Damage × (1 + Faction Damage Mods) as True damage. Multiple instances of the effect can stack on the same target, with each instance having its own timer, but only up to 10 tick numbers are actually shown, the rest are hidden to save performance.
Because Bleed scales off of the base damage of the weapon, the amount of damage dealt is not affected by elemental mods nor physical-type mods like Contagious Spread and Buzz Kill, but is affected by Faction Damage Mods and Base Damage mods like Pressure Point.
Slash procs scale with damage multipliers such as Headshots and Critical Hits, which greatly increases the damage dealt. However weakspots generated by Sonar or Detect Vulnerability only increase the initial hit, not the DoT.
For example, tick damage for a weapon with an innate 100 damage, Serration, and Bane of Grineer will be:
As can be seen in the above calculations for tick damage, Faction Damage is applied twice, making their effective bonus = (1+Faction Bonus)^2. Which is +69% for the 30% Faction Damage mods and +140.25% for the 55% Primed Faction Damage mods.
While bleeding, the target will have small bursts of blood come out every fraction of a second where they were hit to trigger this proc. Machinery and Robotic enemies will instead bleed oil.
Mods that affect Finisher melee attacks (e.g. Finishing Touch and Savage Silence) have no effect on True damage, and as such do not interact with Slash procs in any special way.
Because the damage from this status effect is True damage, it can bypass Ferrite Armor and Alloy Armor, which can help compensate for Slash damage's penalty against armor.
Enemies killed by Slash damage will dismember the corpse into multiple parts, which is considerably valuable for a Nekros using Desecrate, as each part can spawn a Health Orb and some loot. Corpses can also be quickly meleed to dismember them. Note that this characteristic may be disabled due to gore settings or regional locks: the Japanese version of WARFRAME, for example, does not allow for much corpse dismemberment.
Bleed damage does not dismember a body if it is the cause of death, only direct Slash damage from weapons. Weapons must have over 50% of their physical (IPS) damage as Slash damage to dismember. Weapons with exactly 50%, such as the Soma, do not count. Elemental mods have no effect on this ratio and can therefore be included and still cause dismemberment. Since Hunter Munitions does not affect damage balance, it cannot be used on its own to cause dismemberment. As an alternative, the "gore" proc applied by the Amalgam Ripkas True Steel mod will function identically to the dismemberment mechanic, whilst ignoring the weapon's IPS disposition.
The Empyrean game mode version of Slash is called Particle. Its status effect is Tear, increasing the damage the target ship takes by 7.5% for 20 seconds, with subsequent procs stacking multiplicatively with itself.
As with all damage types ineffective against armor, Slash damage's type modifier works in two ways: it decreases the damage dealt in the same way as a type modifier against hitpoints and increases the armor's value by a percentage of the target's armor for the damage calculation. Practically speaking, this means that Slash damage is reduced by -50% and damage is further reduced by 150% of a target's whole Alloy Armor. Similarly, Slash damage is reduced by 115% of a target's whole Ferrite Armor and the base damage is reduced by -15%.
These weapons deal the majority of their physical damage as Slash. The damage ratio is important for physical damage status effects, as the game weights the likelihood of which proc occurs according to physical damage ratio. Hence, these weapons proc Bleed more than Knockback or Weakened.
The following stances have at least one combo with a forced Slash proc. Note that all stances for Gunblade, Fist, Sparring, Staff, Hammer, and Nunchaku weapons do not have have a forced Slash proc.
Misc:1 / 1 / 2 / 2 (number of shurikens) 6 m (auto-target radius) 60 m (targeting range) 90° (homing angle) 100 % (Slash status chance)
Info
Ash throws 1 / 1 / 2 / 2 shuriken to strike enemies standing within a 6 meter radius around him, or home in on enemies within 60 meters and a 90° angle of the aiming reticle. Each Shuriken inflicts 100 / 250 / 350 / 500Slash damage with a 100%status chance on hit.
The Bleed DoT inflicts 43.75% of the initial damage per tick for a total of 9 ticks over 9 seconds, due to Ash's passive. The Bleed damage bypasses armor.
Should Shuriken hit an enemy's head, the Bleed DoT will inflict 87.5% of the initial damage per tick for the same duration.
Number of shurikens, auto-target radius, targeting range, homing angle, and status chance are not affected by mods.
Shurikens do not require direct line of sight to home in on enemies.
Shurikens can bypass obstacles in the environment to strike targets behind walls and objects.
Shurikens will travel toward the aiming reticle on a slight angle if no enemies were standing close to Ash or within the targeting range and homing angle. Enemies will still receive damage and proc if hit by these Shurikens.
Can be cast in rapid succession and since Slash procs ignore armor and can be stacked, this can bypass the high scaled armor of Grineer units.
Shuriken can be used to seek out nearby hidden enemies due to its homing feature.
However, Shuriken will often try to seek enemies that you've run past, making it miss both the enemy you ran past and the target you were trying to hit.
Using the Seeking Shuriken augment, Ash can strip armor of any enemy entirely with only 143%Ability Strength. It works great on bosses, especially in Sorties when they are high level.
Misc:3 (number of hits per mark) 2 (number of Shadow Clones)
Info
Ash toggles a state of intense focus as he searches for targets to assassinate. During targeting mode, enemies within 50 meters from Ash that are seen near the aiming reticle become highlighted and tagged with a death mark above their head.
Marking enemies drains 12 energy each, or 6 energy while Ash is invisible (e.g. using Smoke Screen).
Target acquisition range is affected by Ability Range.
Leaving this range while targeting will unmark enemies and refund the energy.
When 1 or more enemies are marked, reactivating the ability will create 2 Shadow Clones that teleport to each marked enemy, striking them with 3Finisher attacks that inflict 750 / 1000 / 1500 / 2000True damage per hit with a 100%Bleed chance.
Blade Storm gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with Venka Prime equipped at 13x combo.
Reactivating Blade Storm with no marks will toggle off targeting mode instead.
While in targeting mode, Ash emits black smoke and his vision darkens.
Blade Storm has no casting animations, so Ash can still perform all other functions normally such as maneuvering, casting other abilities, and firing or reloading weapons.
Ash cannot re-enter targeting mode while his Shadow Clones are attacking marked enemies.
Ability Synergy:
Invisibility by means of Smoke Screen or other allied abilities will half the energy cost of Blade Storm from 12 to 6 per mark.
While Blade Storm is attacking, Teleport can be casted on a marked enemy at no energy cost to including Ash in the assault. Ash becomes invulnerable for the duration as he teleports and strikes all remaining marked enemies in a cinematic sequence.
While joining Blade Storm costs no energy, Ash must have enough energy to cast Teleport to join.
Strikes by Ash deal the same damage as his clones, but will attack enemies not targeted his clones. He consumes marks, and effectively accelerates the assault.
Ash can regenerate his shields during the animation.
Rising Storm is an AshWarframe Augment Mod that allows the clones generated by Blade Storm to contribute additional hits to the Melee Combo Counter, as well as increases the duration the Melee Combo Counter lasts.
Blade Storm can be activated while zooming in with a ranged weapon. This can be used to more precisely pick targets.
You are invincible while using Blade Storm. This can be used to give time to regenerate your shields.
Blade Storm can be used to pick up items that are very far away or in dangerous situations (an item surrounded by 5 enemies for example). This generally requires a sentinel's Vacuum skill for maximum effectiveness. Simply target an enemy near something you want to pick up and activate the ability. Since you return to your starting point you will return to your "safe spot" but will have picked up health orbs, energy orbs, resources, and even mods.
Blade Storm can be used to start long melee combo chains to gain additional bonus melee damage.
Blade Storm can be empowered by performing melee combo chains before casting, as the ability's damage benefits greatly from the bonus melee damage multiplier.
Since Blade Storm deals True damage, the ability is well suited to dealing with Conculysts and Battalysts.
Ash's second ability, Smoke Screen, synergizes well with this ability, reducing both the energy cost per mark and Ash's vulnerability when marking enemies.
Similarly, Arcane Trickery also synergizes well, since it can be triggered by Blade Storm and reduces the cost per mark.
Blade Storm allows Ash to easily trigger Arcane Ultimatum, giving him a boost in survivability.
Blade Storm finishers also trigger Exodia Might with Zaws, allowing substantial health regeneration without the use of Life Strike.
Considering Blade Storm has a 100% chance to proc Bleed, dealing 43.75% of the base damage 10 times in 9 seconds, the ability actually does 2,000 + ((2,000×0.4375)×10) = 10,750 damage in 9 seconds, making it one of the most powerful abilities in the game if modded and used accordingly.
If used during sliding, Blade Storm seems to use a shorter version of finishing animations, which reduces total animation time.
Blade Storm benefits greatly from the effects of Body Count, Drifting Contact, and Gladiator Rush. Instead of having a 3 second delay before the combo counter disappears, the delay will be 3+12+10+6 = 31 seconds.
Using the Rising Storm augment will further increase the delay.
Since Ash only spawns 2 Shadow Clones, it's highly suggested to equip attack speed mods as the time needed for the Shadow Clones' animations can make gameplay sluggish, especially if a large amount of enemies are marked.
Joining Blade Storm has multiple benefits for Ash:
Becoming invulnerable allows Ash to ignore status effects, such as Toxin, and regenerate his shields.
The rate in which attacks are dealt is increased as there will be 3 attackers instead of 2.
The amount of hits added to the combo counter from the ability will be higher than if Ash were to not join.
Using Teleport on an unmarked enemy while Ash's Shadow Clones are attacking marked ones will result in the unmarked enemy being marked without consuming any energy. Ash will then join Blade Storm until all marks are expended.
Enemies attacked by Blade Storm this way are only attacked once.
Bugs
On certain unspecific occasions Ash will become invulnerable after using Blade Storm. It should also be noted that Blade Storm can cause lag commonly.
Very rarely, after using Blade Storm, Ash will float and become invincible. He is unable to jump or fall down, use melee weapons (or primaries/secondaries in some cases), or use Blade Storm again. Pressing E will teleport to a random enemy and perform a purely aesthetic Blade Storm attack which does no damage. This appears to occur when Blade Storm's initial target is killed before Blade Storm begins.
On some occasions (most likely related to latency), Ash will remain vulnerable whilst being unable to exit this bugged state without getting killed (as in, actually dying and using a revive charge, as revived by a teammate will not end this glitch).
This may occur when the initial target for Blade Storm is killed (by another player/procs) during the teleporting animation, causing Ash to teleport to his casting location, and initiate this bug.
To deactivate the bug, Ash can prompt a "falling out of level" event by power wall climbing to the sky if there is a wall in the map that allows him to. This will respawn Ash to a random location on the ground and deactivate the bug.
Very Rarely, when Ash finishes using Blade Storm he will appear at the location where he used it with 0 Health, unable to move, unable to use weapons, and unable to be damaged by enemies. Any on screen prompts that occur, such as Defense and Interception wave prompts, will not be presented to Ash in this state. Ash cannot be revived as he isn't considered down despite the fact that he has 0 health. The only way to fix this bug is to wait for the mission to end or leave the mission.
If wielding a melee weapon when cast, Blade Storm will occasionally perform Finisher attacks on enemies. This does not occur if the player is hosting.
Occasionally, Ash will fall out of the map after using Blade Storm, where he will either teleport back to the original casting position or die.
If Blade Storm is cast and Ash's holograms seek out a Mind Controlled target, they will attack the target indefinitely until either the Mind Controlled target dies or its duration expires.
Attempting to use Blade Storm against another player when fighting in the Dojo will cause Ash to become invincible and hover in the air. In this state, Ash can only move and use firearms.
When Ash has no melee weapon equipped, it is possible in some cases for Ash to attain an unmodded Skana after using Bladestorm. This Skana is not listed in the end of mission screen, nor in the in-game gear list, and is lost upon dying or completion of the mission.
Excalibur dashes between enemies within a cone 6 / 8 / 10 / 12 meters long and cuts them down with his Exalted Blade. Each strike inflicts 100 / 125 / 200 / 250 base damage.
Slash Dash is affected by momentum, but will not change momentum outside of its animation. Thus, whichever way you were going before you cast Slash Dash you will continue to go unless stopped, by other means, at same speed. This will affect how far your Slash Dash will go when not targeted.
As Slash Dash's base Critical Chance and Status Chance are 0%, Slash Dash can not deal critical hits or status effects without flat bonuses to either metric.
Mods equipped on Exalted Blade do not affect Slash Dash unless it is active.
Slash Dash's damage composition is not affected by Chromatic Blade.
Enemies damaged by Slash Dash suffer a knockdown unless immune to knockdowns or statuses.
Slash Dash's cone length is not affected by melee range mods (e.g., Reach).
Every instance of damage adds to the Melee Combo Counter regardless of the amount of enemies hit or if Excalibur physically made contact with the target.
Excalibur has health immunity during the dash animation, but not shield immunity.
Though Excalibur's health is immune during the animation, it is still possible for Adaptation to build stacks.
Airborne enemies, such as Hellions and Ospreys, can also be targeted, but are still difficult for Slash Dash to traverse to unless the aim button is held for Aim Glide physics to take effect.
If there are no enemies within its targeting area, Slash Dash will make Excalibur dash forward in the direction of aim, allowing it to be used as a mobility aid when reaching high places.
Can be used to pass through Laser Barriers unharmed in most cases.
Can be used while jumping, sliding, forward flipping, wall running or clinging to a wall.
Slash Dash can damage enemies across the Rift Plane.
Slash Dash will hit through a Grineer Shield Lancer's Shield.
Can be used to break Corpus ship windows and pass through laser doors mostly unharmed.
Perfect for medium-distance traveling.
With the proper mods this is one of the most damage-efficient AoE abilities in the game, doing massive damage to multiple targets for very little cost.
Invulnerability allows players to deal with enemies by repeatedly casting Slash Dash without fear of damage or status proc effects during the animation. However, being that there is no invulnerability overlap between the end of the first cast and the beginning of the second cast, there is a small window for Excalibur to receive damage.
Casting Slash Dash while Exalted Blade is active will allow players to increase the amount of damage they deal and hit a larger amount of enemies without having to build for range.
Pressing the melee button at any time during the targeted Slash Dash cast will cancel the rest of ability's targets and summon your melee weapon instantly.
Bugs
It is possible to get stuck on an enemy during the duration of the ability, and in most cases the enemy will not take damage.
Excalibur summons 5 / 7 / 10 / 12 javelins against enemies within a radius of 15 / 18 / 22 / 25 meters. Excalibur then drives his weapon into the ground, launching the javelins into their targets. Each javelin inflicts 500 / 650 / 800 / 1000 damage.
Damage is distributed evenly between Impact, Puncture and Slash.
Damage is affected by Ability Strength, while the number of javelins is not.
Enemies that survive the damage are temporarily stunned.
While javelins do notpunch through objects or enemies, their striking position is optimized to ensure a successful hit on their targets when they spawn. This allows the javelins to bypass obstacles in the environment including walls, cover, and Grineer Shield Lancer shields.
Radial Javelin will not target enemies behind obstacles in the environment unless Excalibur has line of sight, or unless the enemy is aware of Excalibur within a short period of time (e.g., an enemy that spots Excalibur and runs out of view can still be targeted by Radial Javelin if the ability is used within a small time frame).
Excalibur draws an ethereal Skana, the Exalted Blade, and wields it as his melee Exalted Weapon. Normal attacks inflict 100 / 125 / 200 / 250 damage within 2 meters.
Damage is distributed between 15%Impact, 15%Puncture, and 70%Slash.
Aerial attacks and slam attacks inflict 200 / 250 / 400 / 500 damage, and slam attacks inflict an additional 50Impact damage within 5 meters.
Normal, slide, and aerial attacks will emit an energy wave in the direction of aim. Energy waves have the same base damage as the attacks that release them and fly at a constant speed of 15 m/s until they dissipate after 2.5s which corresponds to a maximum distance of 37.5 meters.
The energy waves and Exalted Blade itself are considered separate entities and will both deal damage separately.
Energy waves will punch through and hit enemies and terrain regardless of thickness up to their maximum range.
Energy wave lifetime decreases 0.5s (7.5m) for every enemy hit from the max lifetime of 2.5s (37.5m).
Wave damage falls off linearly with distance from 100% to 85% between 0 and 6.5m and 28% to 0% between 6.5m and 37.5m.
Wave range, damage fall off, and flight speed are not affected by mods.
Being a Sword, Exalted Blade will always gain the 10% damage and attack speed bonuses of Excalibur's Swordsmanship passive.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks and corresponding energy waves of a rank-3 Exalted Blade will deal Base Damage × (1 + Swordsmanship Bonus + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =250 × (1 + 0.3) × (1 + 0.1 + 1.2) × (1 + 0.9) = 1,420.25 damage.
The mods that can be equipped on and affect Exalted Blade include:
The combo counter will reset when equipped with Xoris.
Exalted Blade's combo counter decay is affected by Power Spike.
Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
Ground finishers inflict 400% of the total modified damage from normal attacks. Prompted Finishers inflict 3200% of the total modified damage from normal attacks as True damage.
Exalted Blade consumes 2.5 energy per second while active and will remain active until Excalibur's energy is depleted, or the ability is deactivated by pressing the ability key again.
Activation energy cost and built-in Radial Blind cost are affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration.
Exalted Blade is not affected by and can not trigger Exodia Arcanes.
While active, Exalted Blade will use an exclusive stance with its own set of combo attacks.
Slash Dash will receive a +10% bonus to its base damage from Excalibur's Swordsmanship passive and each hit will release an energy wave when Exalted Blade is active.
Exalted Blade is a unique Stance exclusive to Exalted Blade that can only be acquired and used by activating Excalibur's fourth ability, Exalted Blade. This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Blade remains active.
Due to Exalted Blade's waves being able to unlimitedly punch through up to its maximum range, Exalted Blade is well suited to taking out hordes of enemies, especially if they are huddled together.
Furthermore, Exalted Blade can be used to deal with enemies while in cover without requiring punch through mods.
The innate slide attack blind provides a cheaper alternative to Radial Blind, albeit with greatly reduced duration and range. (Note that the Radial Blind power is cheaper both per meter of range and per second of effect, despite having a higher cost per cast.)
Allows players to blind enemies and quickly deal with them without being delayed by finisher animations.
Combined with Mag's Magnetize, the sword waves can be redirected to hit the enemies inside multiple times until its maximum range can be reached.
Crouching will allow the use of all Exalted Blade attacks while remaining entirely stationary; this can be extremely useful during boss fights, defense missions, survival, etc.
Bugs
Using this ability during an "Unarmed" bug will result in Exalted Blade having the same stats as your Melee Weapon, and sometimes will perform your Melee Weapon's Unsheathed attacks without the Waves.
Energy Leech Eximus does not increase the energy drain of Exalted Blade while active.
If Excalibur enters Bleedout state while Exalted Blade is active, Excalibur will use his melee and sometimes primary weapon rather than his secondary.
Equipping Reflex Guard can make Excalibur sporadically not take damage if Exalted Blade auto-blocks damage.
Mend & Maim In Night-Form, allies’ Shields are replenished with each nearby enemy killed. In Day-Form, enemies are inflicted with the Bleed Status Effect. Deactivate to cast a wave of slashing force, or restore Health and Shields to Equinox and allies in Night Form. Energy Drain: 3.5 s-1
Equinox calls forth the serenity of night or calamity of day, surrounding herself in an aura of moonlight's gleam or sunlight's glare with a radius of 10 / 12 / 15 / 18 meters.
Mend & Maim drain 3.5 energy per second while active. Mend & Maim will end when Equinox's energy is depleted, Equinox is incapacitated, Mend & Maim is deactivated by casting Metamorphosis, or by pressing the ability key again (default 4 ).
Equinox utilizes different versions of the ability depending on her current form:
Night form
Night Equinox emits a regenerative aura that grants 10 / 15 / 20 / 25Shield per enemy killed within range to Equinox and her allies inside the aura. Mend accumulates 50% / 55% / 60% / 75% of damage dealt to enemies' shield and health while they are within the aura radius. Though the accumulation occurs only when the enemy is killed, whether they are still inside the aura or not. Upon deactivating Mend, all stored hitpoints are evenly distributed to the shields and health of Equinox and her allies within range.
Shield per kill is affected by Ability Strength, while hitpoint conversion percentage is not.
Shields gained from enemies killed can accumulate Overshields.
The total amount of accumulated hitpoints is visible under Mend's icon beside Equinox's shield and health indicators.
Hitpoints restored per ally is calculated with the following expression: HP Restored per Ally = Total Accumulated HP ÷ (Equinox + Number of Allies).
When Equinox and her allies are healed, health restoration is prioritized over shield restoration (i.e., Mend will fully restore health before it can fully restore shields). This becomes apparent should there be an insufficient amount of stored hitpoints to completely heal Equinox and her allies within range when Mend is deactivated.
Allies are only healed up to their maximum shields and health; therefore, any excess accumulated hitpoints are effectively lost.
On Defense Objects, Mend restores up to 500 shields over 5 seconds which does not stack with similar restoration effects.
Day form
Day Equinox emits a lacerating aura that deals 75 / 100 / 125 / 150Slash damage with a 100% status chance to all enemies within range. Maim accumulates 50% / 55% / 60% / 75% of damage dealt to enemies' shield and health while they are within the aura radius as Slash damage. Though the accumulation occurs only when the enemy is killed, whether they are still inside the aura or not. Upon deactivating Maim, all stored damage is released in a violent burst that affects all enemies within range.
Aura damage is affected by Ability Strength, while the damage conversion percentage is not.
Slash status effect causes a Bleed DoT on the target that inflicts 35% of Maim's base damage per tick for a total of 6 ticks over 6 seconds. The Bleed damage bypasses armor.
Enemies damaged by the aura are temporarily stunned.
The aura damage, proc, and stun will only apply once to each individual enemy.
Aura damage does not affect inert objects with health pool, such as Storage Containers or Kubrow Dens, while releasing stored damage does.
The total amount of accumulated damage is visible under Maim's icon beside Equinox's shield and health indicators.
Upon deactivation the total accumulated damage is transformed into an AoE Slash damage, which bypasses obstacles in the environment, against all enemies currently within the aura. Damage diminishes with distance but is not divided among the enemies.
AoE Damage (for each enemy) = Accumulated Damage × (1 - Distance to the Enemy ÷ Aura Radius)
Damage calculation here is before enemy's damage reduction
Affected enemies are visually lashed by energy whips as they receive damage.
Maim can be recast to apply the aura damage, proc, and stun on previously affected enemies; however, recasting requires deactivation which will discharge all stored damage.
Aura range is visibly determined by the glistening wave-like energy on all surfaces around Equinox.
Enemies in range are highlighted in Equinox's energy color at its highest color intensity.
Cast delay of 2 seconds and deactivation delay of 1 second are affected by Natural Talent.
Energy Transfer is a Warframe Augment Mod for Equinox that conserves a percentage of stored hitpoints from Mend & Maim, as well as allowing the ability to remain active when switching forms via Metamorphosis.
Mend can easily acquire a sufficient amount of charge to heal any allies and recover shields.
Mend & Maim will only absorb allies' damage on enemy health if a Warframe ability is involved.[citation needed]
While active, Mend & Maim will continue to store damage even in operator mode.
As Maim deals only Slash damage, it is less effective against heavily armored enemies like Grineer.
Maim is, however, quite effective against the Infested as they possess no armor and their health classes, except for Sinew, are vulnerable to Slash damage.
As damage accumulation/health conversion rate is not affected by Ability Strength, Mend & Maim wouldn't require high Ability Strength to be effective, especialy if built for effect upon deactivation.
Note that Mend's shield retored per kill is still affected by Ability Strength.
Gara thrusts her glass longsword with 5 / 6 / 8 / 10 meters range toward the aiming reticle, dealing 500 / 600 / 700 / 800Puncture damage and knocking back all enemies within 0.75 meters radius from the blade. Holding the ability key instead sweeps the glass longsword from left to right in a 225° arc in front of Gara, dealing 500 / 600 / 700 / 800Slash damage to all enemies within reach and bashing them away in a ragdoll state in the direction of the sweep.
Shattered Lash has innate punch through, bypassing entities, walls, and obstacles in the environment.
Shattered Lash also bypasses Gara's Mass Vitrify barrier, dealing damage from both the sword and the explosion to enemies struck.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, a rank-3 Shattered Lash will deal 800 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 4,347.2 damage.
Mods affecting Puncture damage and Slash damage will affect only their corresponding physical damage type for Shattered Lash's thrust or sweep.
Impact damage mods have no effect on Shattered Lash.
Manticore's damage bonus applies to Shattered Lash.
Shattered Lash gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with Venka Prime equipped at 13x combo.
Shattered Lash is not affected by the equipped melee weapon's stats or its innate effects.
Shattered Lash's range is affected by Ability Range, while blade knockback radius and sweep arc are not.
Sweep is not perfectly aligned in a straight line and is similar to a wave-like pattern, allowing Shattered Lash to hit enemies on a slightly higher terrain elevation than Gara past ~90°.
The firing directions and origin points for Thrust and Sweep are detailed as follows:
Thrust's origin and aim direction both snap to the environment as they were at the completion of the cast (the very start of the animation), regardless of Gara's orientation or position afterward.
Sweep's hitbox adheres to Gara's character model, moving with her. Horizontal aim snaps to the aiming reticle at the time of the cast, while vertical angle is always straight in the middle.
Enemies crystallized by Mass Vitrify are not affected by Shattered Lash's ragdoll and knockback effects.
Ability Synergy: Casting Shattered Lash on Gara's own Mass Vitrify glass barrier causes it to break and explode outward, dealing damage to enemies outside the barrier.
Damage type of the glass barrier explosion is determined by Shattered Lash's thrust or sweep used to shatter the barrier.
If Splinter Storm is active and is within the explosion radius on the outside of the barrier, 50% of the barrier explosion damage is permanently added to Splinter Storm's damage per second until its duration expires.
Shattered Lash's quick cast is a one-handed action that allows Gara to fire and reload weapons, as well as move and perform maneuvers during cast.
Hold cast is a two-handed animation that stops Gara's movement and other actions during cast.
Can be cast while in midair.
While ability is silent, it does not activate stealth multiplier.
The glass longsword is visually summoned from Gara's left palm and does not possess a grip. Glass shards will constantly break away and fall from the blade as a visual effect, while the longsword fades into and out of existence for the duration of the thrust or sweep.
The longsword and its particle effects are affected by Gara's chosen Warframe energy color.
Shattered Lash can damage enemies across the Rift Plane.
Tap 1 for quick cast to thrust the glass sword where you aim, puncturing through all enemies in a line to inflict Puncture damage, knockdown and knockback. Thrust allows Gara to keep on the move, use Maneuvers, as well as fire and reload weapons.
Hold the button for hold cast to sweep the sword, slashing all enemies in an arc to inflict Slash damage, body ragdoll and knockback. However, sweep locks Gara in place during cast.
Sweep is animation-locked and cannot be aimed upward or downward. However, because the sweep is in a wave-like pattern, it can hit enemies on a lower or higher terrain elevation than Gara depending on the troughs and crests of the wave. You can familiarize yourself with this pattern in Captura mode using the advance time function.
If enemies are standing on a higher elevation, use Aim Glide (default hold RMB while in midair) and time your sweep to hit them with your blade.
Modify your melee weapon with base damage, elemental damage, and Puncture and Slash damage to maximize potential damage for Shattered Lash. Depending on your preferred attack method (thrust or sweep) and enemies you will face, you can specialize in Puncture or Slash damage mods to take advantage of damage type bonuses against different factions.
Base damage, elemental damage, and physical damage from melee Riven Mods do affect Shattered Lash, further amplifying its damage potential.
Use Splinter Storm on an enemy target to amplify Shattered Lash's damage on it.
Cast Spectrorage on a cluster of enemies or in the enemy's path to cause them to gather inside the carousel, then use Shattered Lash to thrust at specific targets in a line or sweep the entire group away.
Crystallize enemies using Mass Vitrify then attack them with Shattered Lash for increased damage.
Damage multipliers from Mass Vitrify and Splinter Storm can stack to produce even higher damage output for Shattered Lash.
Create a Mass Vitrify barrier and strike it down with Shattered Lash, destroying it in an explosion of glass fragments that damage enemies on the outside of the barrier. Thrust or sweep determines the physical damage type the explosion damage will adopt, allowing you to adjust its damage potential against different factions.
Splinter Storm Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage.
Range:15 / 20 / 25 / 30 m (cast) 1 / 1.5 / 2 / 2.5 m (radius)
Misc:50% (absorbed damage)
Info
Gara shatters her glass armor into a storm of razor-sharp fragments that encircles herself, an ally, or an enemy target on the aiming reticle within 15 / 20 / 25 / 30 meters, lasting for 10 / 14 / 18 / 22 seconds. The shard storm has a radius of 1 / 1.5 / 2 / 2.5 meters, within which enemies and Objects are dealt 100 / 150 / 200 / 250 damage per second and constantly pushed away from the center. When surrounded by the Splinter Storm, Gara and her allies also receive 25% / 30% / 50% / 70% damage resistance to enemy attacks, while her enemies receive 15% / 20% / 25% / 35% increased damage vulnerability to weapons and abilities.
Damage per second, damage reduction and damage multiplier are affected by Ability Strength.
Damage per second is distributed between 20%Impact, 40%Puncture, and 40%Slash.
Damage reduction caps at 90%, achievable with minimum 129% Ability Strength (ie. maxed Intensify equipped) at max rank.
Damage reduction affects Overshield, Shield and Health.
Damage multiplier affects Splinter Storm's damage per second, causing the affected enemy target to receive increased damage from the Splinter Storm around it.
On Defense Objects, the damage reduction is capped at 50%.
Despite being a Warframe power, damage from Splinter Storm does not cross the Rift Plane.
Enemies debuffed with Splinter Storm become immune to pushback and pull effects, including those of Splinter Storm, Ferrox and Tether Grenades.
Ability Synergy:
If a Spectrorage mirror shatters inside Splinter Storm's radius, 50% of the mirror's damage is permanently added to Splinter Storm's damage per second until its duration expires.
Mirror damage from Spectrorage is affected by Ability Strength, while the percentage absorbed is not affected and is capped at 50%.
Absorbed damage can stack from multiple mirrors breaking inside Splinter Storm's radius.
Splinter Storms on any targets can absorb damage from Spectrorage mirrors.
Splinter Storm does not absorb damage from Spectrorage's collapse explosion.
Casting Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
If Mass Vitrify's barrier is destroyed by Shattered Lash and Splinter Storm is within the explosion radius on the outside of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
Explosion damage from Mass Vitrify is affected by Ability Strength, while the percentage absorbed is not affected and is capped at 50%.
Absorbed damage is also affected by equipped melee mods including:
Base damage (e.g., Steel Charge), elemental damage, and physical damage mods.
As Mass Vitrify's explosion damage is not comprised of Impact damage, physical damage mods that affect Impact have no effect on absorbed damage for Splinter Storm.
Absorbed damage is calculated after additional damage from mods.
Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
Casting Splinter Storm stops Gara's movement and actions.
Can be cast on self when not aiming at an ally or enemy target.
Can be cast on multiple targets while active.
Cannot be cast on a target already affected by Splinter Storm.
The newest active instance of Splinter Storm is tracked by the ability icon timer, including the instance on Gara herself.
Splinter Storm buff on ally players appears as an icon with the timer below and percentage of damage reduction at the top-right, displayed beside the Shield and Health indicators on the affected players' HUD.
Gara's glass armor becomes the shard storm around her target, changing her base model visually without the glass accents while Splinter Storm is active. When all existing Splinter Storms expire, Gara's glass reforms on her model immediately in a flash of light.
Glass fragments are affected by Gara's chosen Warframe energy color.
Even though Gara's armor is visually shattered if at least one Splinter Storm is active, Gara can still cast new Splinter Storms on new targets.
Mending Splinters is a Warframe Augment Mod for Gara's Splinter Storm that causes it to heal friendly targets it's applied to, with the healing being increased for every target (friendly or not) affected by Splinter Storm for a short time.
Aim away from allies and enemies then press 2 to cast Splinter Storm on yourself. If aiming at a target, pressing the ability key will lock onto the target and apply Splinter Storm on it after the casting animation.
Buff your team and the objective with Splinter Storm to drastically increase their durability. Apply on Companions when able to protect them and grant them a pushback aura to defend against melee enemies.
Use Splinter Storm's damage resistance and pushback effect to enhance your team's melee combat effectiveness, allowing any ally to clear paths through crowded hallways and chokepoints blocked by enemies.
Cast on an enemy to increase all damage against that target.
The pushback effect helps single out the enemy among a crowd for a direct line of gunfire.
Because of the pushback effect, melee weapons with short reach such as daggers and most melee ground finisher attacks can miss the intended target as it is moved away from Splinter Storm during the animation. Debuff a desired enemy with Splinter Storm to stop it from being pushed away, as well as enhancing damage against it.
Splinter Storm also damages and breaks Objects in the environment, allowing for easy resource collection such as Iradite on the Plains of Eidolon. However, Explosive Barrels can also detonate if destroyed by the glass shards, therefore care should be taken when such objects are nearby.
Coincidentally, Splinter Storm offers great protection against enemy thrown grenades, causing them to detonate harmlessly against Tenno and applying its explosion damage against nearby enemies.
Cast Mass Vitrify to simultaneously refresh your Splinter Storm to full duration. Any allies that touch the expanding molten glass will also have their Splinter Storms' timers refreshed, reducing overall energy costs for reapplying Splinter Storm on you and your allies and avoiding the prolonged casting animation locks.
Stand next to Spectrorage's mirrors as enemies break them to stack additional damage onto Splinter Storm's damage per second.
This extra damage applies to you, your allies, and any enemies debuffed with Splinter Storm inside Spectrorage's carousel; extra damage remains as long as Splinter Storms remain active on the individual targets.
Stand outside Mass Vitrify's glass barrier and destroy it using Shattered Lash, allowing you and your allies' Splinter Storms in range of the glass explosion to stack additional damage onto Splinter Storm's damage per second.
This extra damage applies to you and your allies only, and benefits from melee mods that apply to Shattered Lash, granting high damage amounts per explosion; extra damage remains as long as Splinter Storms remain active on the individual targets.
When Gara's glass armor returns to her, it signals that no more Splinter Storms are active from you. Keep close attention to avoid accidentally exposing you and your team to more incoming enemy damage than potentially able to be resisted.
Spectrorage Trap enemies in a carousel of mirrors, forcing them to attack visions of their true selves. Destroyed mirrors damage their attackers, as does the collapse of the carousel.
Misc:100 m (cast range) 50% (absorbed damage per mirror) 1 (limit of carousels)
Info
Gara summons a perpetually spinning carousel of 4 / 6 / 8 / 12 spectral mirrors at the targeted location within 100 meters. Enemies within 4 meters from the mirrors are enticed to move inside the carousel and attack a chosen mirror upon seeing their own reflections. Each mirror will break upon receiving 500 / 600 / 700 / 800 damage and release it as spectral energy back to the attacker. When 2 / 3 / 4 / 6 mirrors are broken, the carousel collapses in an explosion inflicting 800 / 1,000 / 1,200 / 1,500 damage to all enemies inside the ring. Spectrorage lasts for 10 / 14 / 18 / 22 seconds or until all mirrors break from collapse.
Damage is distributed evenly between Impact, Puncture, and Slash.
Mirror damage is only applied against the enemy that breaks the mirror. Collapse damage applies to all enemies inside Spectrorage and diminishes with distance from the center.
Number of mirrors, collapse threshold, and charm radius are affected by Ability Range, while cast range is not.
The carousel expands or shrinks with the total amount of mirrors spawned on cast, and the distance between the mirror line and the center is equal to the charm radius.
The carousel rotates clockwise constantly, which causes enemies targeting specific mirrors to turn and follow them.
Mirrors have a higher Threat Level than players. Enemies within the carousel will ignore players as long as there are intact mirrors remaining.
Mirrors do not have collision and will phase through objects, walls, players, and AI.
Mirrors can path up and down terrain where elevation difference exists.
Ability Synergy: If a Spectrorage mirror shatters inside Splinter Storm's radius, 50% of the mirror's damage is permanently added to Splinter Storm's damage per second until its duration expires.
Mirror damage from Spectrorage is affected by Ability Strength, while the percentage absorbed is not affected and is capped at 50%.
Absorbed damage can stack from multiple mirrors breaking inside Splinter Storm's radius.
Splinter Storms on any targets can absorb damage from Spectrorage mirrors.
Splinter Storm does not absorb damage from Spectrorage's collapse explosion.
Casting Spectrorage stops Gara's movement and other actions.
Can be recast while active. Only 1 carousel of mirrors may remain active per player.
Can be cast while in midair.
Cannot be cast without a valid horizontal surface within cast range as well as directly on or below the aiming reticle.
Spectral mirrors appear as collections of floating glass fragments that emanate energy toward the center of the carousel.
Upon breaking, the mirrors release their energy while they remain floating in motion.
Mirrors and their energy color are affected by Gara's chosen Warframe energy color.
Subsuming Gara to the Helminth will offer Spectrorage and its augments to be used by other Warframes.
Seeking Talons Charge to expand the targeting area, release to send Garuda’s talons careening toward each target in area. Surviving enemies are prone to bleeding.
Misc:2 m (talon knockback radius) 60 m (range) 25° (min charge size) 95° (max charge size) 8 (projectiles)
Info
Garuda channels her sanguine blood beneath herself as her talons quiver in anticipation, as a whirlwind of flying talons spanning a 2 meter radius encircles her. Enemies pierced by Garuda's talons will receive 75 / 100 / 125 / 150Slash damage and be pushed away from Garuda.
Holding down the ability button (default 4 ) sustains the whirlwind around Garuda, while also expanding a focus ring indicating the ranged area of effect of the ability. Initial field of view angle is 25 degrees, which can expand up to 95 degrees when fully charged; the range of ability can expand up to 60 meters based on the charge time. Release the button to unleash 8 flying talons as homing projectiles that cannot be obstructed by walls and the environment, piercing through all enemies within the focus ring.
Each enemy will always be pierced at least once by the projectiles. However, they can also be pierced multiple times in a single skill use.
For an example, using Seeking Talon on a single enemy will damage said enemy 8 times in quick succession.
Range, minimum and maximum charge sizes, and the number of projectiles are not affected by mods.
Targeting expansion and cast animation are affected by casting speed mods from Natural Talent and Speed Drift.
Garuda does not require line of sight to target enemies in her focus ring area.
Enemies damaged by the flying talons are marked with Garuda's symbol for 10 seconds. Attacking marked enemies with weapons and abilities grants a 75% chance to cause a SlashStatus Effect. Marked enemies will still receive status effects from other sources in addition to the Slash proc (if a weapon's status chance triggers and hits an enemy affected by Seeking Talons, the weapon's Status Effect will still be applied, the Slash proc is then added, resulting in the enemy receiving 2 status effects at the same time).
Status chance is affected by Ability Strength, capped up to 100% status chance at 134% Ability Strength.
All sources of damage are capable of inflicting SlashStatus Effect. This includes, but not limited to: weapons, damage from abilities, special damaging effects from mods (Concealed Explosives, Thunderbolt, Thermagnetic Shells, etc) and Syndicate procs.
Weapons do not need to have innate Slash damage in order to inflict SlashStatus Effect.
Marking of enemies will include special enemies such as Stalker.
Garuda cannot perform parkour Maneuvers (except for rolling and sliding) or general interactions while channeling this ability. However, she can still move at walking pace.
Can be cast while airborne, causing Garuda to hover for a few seconds.
Garuda will leap a short distance upward upon release, causing the targeting ring to shift. This needs to be accounted for if you wish to hit targets reliably.
This ability has a long casting and recovery animation. However, this can be bypassed by casting Seeking Talons while airborne.
Holding aimglide while releasing Seeking Talons will allow Garuda to hover after leaping and cancel the falling part of her animation. This does not work when used on the ground.
While aimgliding, you can cast Seeking Talons again or charge and throw her Dread Heart to continue staying airborne.
Each cast while airborne raises Garuda to be higher off the ground. To return back to ground level quickly to maintain mobility, you can use a melee ground slam.
Using melee immediately after releasing Seeking Talons while airborne can also be used to cancel the recovery animation if you are high enough. The recovery animation for this will be longer than if you held aimglide, but is more useful for congested tilesets.
Blending Talons is an Warframe Augment Mod for Garuda's Seeking Talons that grants it the ability to create an area of effect explosion around Garuda as well as giving her Garuda's Talons a passive that grants it additional combo count upon hitting enemies affected by Slash procs.
Misc:1 s (wave duration) 50% (Undertow travel distance)
Info
Hydroid transforms into liquid and surges forward as a wave of water. While traveling in waveform, Hydroid becomes completely invulnerable to damage, as his speed increases to 20 / 25 / 27.5 / 30 meters per second over a duration of 1 second. Enemies within 3 / 4 / 5 / 6 meters of the wave are ragdolled and pulled along by the riptide, while dealt 100 / 200 / 250 / 300Impact damage as the wave travels and 100 / 200 / 250 / 300Slash damage as the wave breaks at the end of the duration.
All damage is affected by Ability Strength. The Slash damage component diminishes with distance and is affected by body-part multipliers.
Wave speed is affected by Ability Duration, while travel duration is not.
Ability Synergy: While traveling in waveform, activatingUndertow halts Hydroid at his current position and transitions directly into liquid form on impact with the ground.
Enemies pulled by Tidal Surge will sink into Undertow as it forms.
Likewise, deactivating Undertow while traveling in waveform halts Hydroid at his current position, causing him to emerge from the pool.
Can be cast while in Undertow liquid form to travel half the normal distance.
Enemies previously drowning within Undertow will be pulled along by Tidal Surge.
Hydroid remains in liquid form during and after Tidal Surge as long as Undertow remains active.
Can be recast while active to renew the surge for continuous travel.
Tidal Impunity is a HydroidWarframe Augment Mod for Tidal Surge that allows Hydroid and all allies contacted by the ability to temporarily gain immunity to Status Effects, as well as removing already active ones.
It can be used to reach or pass certain areas of the map.
Bugs
Sometimes when Hydroid emerges from the wave, his "fin" will be gone.
On PS4, if Hydroid is in the middle of a Tidal Surge when all players reach the extraction point, he will be permanently stuck in his dashing pose and simply clip into the drop ship during the "Mission Complete" mini-scene that plays during the loot screen.
Misc:? % (Slash status chance) 0.2 / 0.3 / 0.4 / 0.5 x (move speed multiplier) 0.8 / 0.7 / 0.6 / 0.5 x (damage reduction multiplier) 100% (chance to Devour enemies)
Info
Inaros spins rapidly and sweeps across the land as a storm of dust and sand, pulling in and violently lifting all enemies within a 4 / 5 / 6 / 7.5 meters radius and dealing 200 / 300 / 400 / 500Slash damage per second with a ?% status chance. Lifted enemies cannot move or attack while trapped within the storm, as they gradually fling about wildly in a ragdolled state, following the storm's flow and rise high into the air. While channeling the storm, Inaros himself is unable to attack with weapons or cast other abilities, perform Parkour Maneuvers, nor collect Pickups. During Sandstorm, Inaros' movement speed is slowed by 0.2 / 0.3 / 0.4 / 0.5 times his base speed, while incoming enemy damage dealt to Inaros is reduced to 0.8 / 0.7 / 0.6 / 0.5 times their damage.
Status chance, move speed and damage reduction multipliers are not affected by mods.
Sandstorm pulls in nearby pickups for easy collection once the ability is deactivated.
Inaros' vertical camera movement is heavily restricted during Sandstorm.
Sandstorm's radius is an invisible cylinder with roughly the height of Inaros himself. Enemies on a terrain elevation higher or lower than this cylinder will not be affected by this ability.
Sandstorm is a channeled ability that consumes 10 energy per second while active. This ability will remain active until the ability key is pressed again (default 3 ), or Inaros' energy is depleted. Sandstorm also has an initial casting cost of 75 energy. Lifted enemies are flung away at high speed once Sandstorm is deactivated.
Elemental Sandstorm is a Warframe Augment Mod for Inaros that causes Sandstorm to inflict status procs based on equipped damage types and mods on melee weapons currently wielded.
Misc:1 s (attack interval) ∞ (particle duration) 5 % (damage reduction per particle)
Info
Nova creates 3 / 4 / 5 / 6 antimatter particles that orbit her and automatically launch themselves one by one every 1 second at enemies within 7 / 8 / 10 / 12 meters. Each particle persists on Nova indefinitely until launched, passively grants +5%Damage Reduction to Nova's Health while orbiting around her, and inflicts 100 / 125 / 150 / 200Slash damage on hit.
Neutron Star is a Warframe Augment Mod for Nova that allows all active Null Star particles to be detonated by pressing the ability key (1 ), dealing area-of-effect damage and Blast proc.
Because each particle grants 5% damage reduction, the maximum amount of damage reduction currently achievable is 90%. A total of 18 particles is needed to reach this value. This is achievable with at least +200% modded Ability Duration for a max rank Null Star.
When you are full on energy and come across extra energy spheres laying on the floor, you can cast a "free" Null Star and instantly go back to full energy. This allows you to easily keep stars active for each encounter.
Stars will launch themselves at unaware enemies, alerting them if they survive. This makes this ability sub-optimal for stealth oriented missions.
For offensive purposes, it can deal a good amount of damage to a single target by itself, dealing a total of 1200 damage after all six particles have launched (or more, if you are using Continuity and Constitution). Keep in mind that each particle will stun on hit, allowing you to continually stagger a target while you attack them.
Defensively, it is wise to use it before reviving an ally or accessing a terminal, as you are very vulnerable when doing either. Activating Null Star beforehand can stun or kill any enemies nearby that decide to attack you, preventing you from taking a lot of unnecessary damage.
On higher enemy ranks Nova may wish to use the skill in the same manner as Rhino's Iron Skin and recast it every time it is depleted as this will prevent her from being blindsided by enemies that are stuck in corners or behind obstacles. This is particularly important in Grineer tilesets because infantry will often jam themselves into corners on either side of the round doorways and open fire as soon as the player passes by.
To focus on keeping Null Star particles for damage reduction, it might be beneficial to have Ability Range lower than 100%. Lower range will prevent particles from seeking enemies at a distance.
Null Star particles will seek deactivated Bursa in range. It is advisable to stay away to prevent wasting the particles.
The Molecular Fission augment will allow Molecular Prime to restore up to two charges of Null Star per enemy killed while under its effects.
Bugs
If you are spamming melee attacks while you cast or right after you cast Null Star, it will render you unable to perform any melee attack for a short duration even though your cast animation is already finished.
Valkyr fires a grappling hook that covers a range of 25 / 40 / 60 / 75 meters. If the hook hits terrain, Valkyr will be pulled towards the hook's location. If an ally or enemy is hooked, they will be pulled towards Valkyr's location. Enemies will be dealt 300 / 400 / 500 / 600Slash damage.
Pull strength is affected by the distance Rip Line is cast, as well as the verticality of the angle.
The more vertical the pull of Rip Line is, the stronger it will be, making it far more effective at vertical traversal than horizontal traversal.
Rip Line can pull Valkyr across chasms and long gaps; however, Valkyr is not pulled the full distance to the hook's location.
If Rip Line is successfully cast within a window of 1 second after the previous cast, its damage will be multiplied by 200%, and its energy cost will be reduced by 50%. Any successful cast thereafter will multiply Rip Line's damage by 400% and reduce its energy cost by 75%.
Energy cost reduction is applied to Rip Line's modified activation cost. As an example, with a maxed Streamline the next successful cast will consume 25 × 0.7 × 0.5 = 8.75 energy, and any successful cast thereafter will consume 25 × 0.7 × 0.25 = 4.375 energy.
Combo window is affected by Ability Duration and cannot fall below 0.5 seconds under any circumstances.
The duration of the combo window and the respective damage multiplier for the next successful cast are displayed underneath the HUD's targeting reticle.
If no casts are performed within the combo window, the damage and energy cost will reset.
Despite having a noticeable visual and audio effect, Rip Line is silent.
Rip Line is a one-handed ability when cast onto terrain and can be used while performing various maneuvers and actions without interruption. When used upon allies, both Valkyr and the ally will also treat this action as a one-handed ability. However, casting on enemies (while grounded) will cause interruption.
Rip Line has a slight delay between activation and pulling either an enemy or Valkyr, as the grappling hook has a minute travel time.
Has a cast delay of about ~0.9 seconds between uses.
Rip Line when used targeting Nullifiers will pass through the shield attaching to the surface in the area of your aim. When passing through the shield, your momentum is not affected nor the casting of the ability itself.
Swing Line is a Warframe Augment Mod for Valkyr that enables the ability to, after an initial cast of Rip Line, grant successive uses of Rip Line without using energy if cast while airborne and inside the combo window.
This is another alternative ability for players to take advantage of heights quickly, similarly to Worm Hole or Tail Wind, pulling Valkyr to elevated areas which are not accessible with traditional movement.
While being pulled, Valkyr can perform a divekick by crouching (default Ctrl ). If Valkyr is too close to the ground, crouching will cause her to slide instead.
Using Rip Line on allies may be used tactically, either to save them from a group of enemies or to pull them to a higher vantage point. (Discretion is advised when participating in such behavior, as it may be intended and/or received as an attempt at griefing.)
As Rip Line is silent, it can be used as a mean of disposing enemies without alerting nearby units during stealth playthroughs.
Rip Line will consistently mutilate enemies killed by the hook, as with heavily Slash-focused weapons. The pieces of their dismembered corpse will also be flung in Valkyr's general direction.
Can be very helpful when used in tandem with a DesecratingNekros, as each corpse will yield its own loot.
Can potentially impede stealth play, as enemies may become alerted at the sight of either corpse. Targeting selectively and thinking ahead should help avoid such situations.
Pulled enemies that were not killed immediately are laid prone, setting them up for Ground Finishers.
It is possible to Rip Line onto a rocket fired from an Ogris.
Very effective during Capture missions as it can bring the target near Valkyr or her teammates.
Actively moving forward (default W ) before and while being pulled will increase your overall travel distance. Movement speed bonuses such as Volt's Speed or Zephyr's Jet Stream may increase this further. [Further testing required]
Sprinting and Maglev make no noticeable impact on speed or distance, however.
Very effective in PvP, as it allows the user to either quickly travel around an arena or pull and knock-down the opponent, rendering them an easy target.
Very rarely, attempting to pull an enemy with Rip Line will neither damage nor pull the them. Additionally, the line itself will remain tethered between Valkyr and the enemy until it is killed. (See picture)
Rip Line remaining tethered to an enemy
When used on a sloped part of ground, occasionally Rip Line will slowly pull Valkyr forwards then launch her upwards into the air.
Continuous use of Rip Line in a short period of time may cause Valkyr to be pulled out of the map on Grineer Asteroid tilesets.
Casting Rip Line while going up Corpus Gas City elevators causes her to fall through them, leaving her trapped within the shaft.
Despite Rip Line being fully silent, killing unalerted enemies will not trigger Stealth Kill Affinity and cancels the stealth kill counter.
Overcome with rage, Valkyr unleashes a pair of energy talons, the Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters.
Damage is distributed evenly between Impact, Puncture, and Slash.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Hysteria will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
The mods that can be equipped on and affect Valkyr Talons include:
The combo counter will reset when equipped with Xoris.
Hysteria's combo counter decay is affected by Power Spike.
Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
The damage composition of a ground finisher is the same as a modified normal attack; however, Impact damage from ground finishers is multiplied by 125%.
The finisher multipliers for both attacks are affected by Finishing Touch.
Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal
For example, a maxed Life Strike and a rank-3 Hysteria will yield Base Lifesteal + Lifesteal Mods =5% + 20% = 25% lifesteal on heavy hits.
While active, Valkyr becomes immune to all damage and status effects.
Status immunity includes crowd-controlling effects such as knockdowns, staggers, and Nauseous Crawler paralysis.
Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have line-of-sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as Impact damage.
The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. It cannot be reduced below 5 meters under any circumstances.
Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
Since enemies need line-of-sight, invisibility prevents the damage.
After activation, a percentage counter will appear on the ability icon. The percentage increases to 100% over the course of 40 seconds.
Hysteria consumes 2.5 energy per second at 0% while active. The cost will increase by an additional 2.5 until it caps out at 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
While Hysteria is active, Valkyr can cast her other abilities and user her primary and secondary weapon. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate.
Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
Has a cast time of 1 second, affected by Natural Talent.
Despite being classified as its own weapon, Speed Holster will have no effect on casting speed. However, it will affect Hysteria's 'unequip' animation, played upon its deactivation.
Hysteria's attacks can damage enemies across the Rift Plane.
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating Valkyr's fourth ability, Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
Hysterical Assault is a Warframe Augment/Exilus mod for Valkyr that allows her to pounce onto enemies while in Hysteria by meleeing while aiming, dealing damage on contact. It also provides brief immunity when aiming a primary or secondary weapon.
Enraged is a Warframe Augment Mod for Valkyr's Hysteria that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base energy cost is also increased to 50, while the energy drain over time is removed.
There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
Turning 'Color Correction' off in Options > Display can alleviate this issue.
Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
It's preferable to use Steel Charge over Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
Charge Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her Paralysis ability.
This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.
Bugs
Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.
Tail Wind From the ground, charge and release to launch Zephyr into an airborne hover. From the air, tap to dash forward, or aim down to dive bomb enemies below.
Duration:30 m/s (air speed) ≤ 5 / 7.5 / 10 / 12.5 m (hover height)
Range:1.5 / 1.6 / 1.8 / 2 m (contact radius) 4 / 5 / 6 / 7 m (explosion radius)
Misc:? s (dash duration) ≤ ? / ? / ? / 10 s (hover duration) 1 / 2 / 3 / 5 m/s (dive initial speed)
Info
Zephyr generates a powerful gust of wind for propulsion, as she soars toward the aiming reticle at a speed of 30 meters per second for ? seconds. While in flight, Zephyr rides an air current with a 1.5 / 1.6 / 1.8 / 2 meters radius, which inflicts 250 / 300 / 400 / 500Slash damage and knockdown to all enemies it contacts.
Casting Tail Wind while Zephyr is airborne halves the energy cost, which is affected by Ability Efficiency.
If cast from the ground, aiming at any direction propels Zephyr forward, while aiming straight down causes Zephyr to skyrocket upward. Holding the ability key (default 1 ) instead prepares Zephyr for a Hover Jump technique.
If cast while airborne, aiming at any direction propels Zephyr forward, while aiming straight down or at a slight angle toward the ground causes Zephyr to perform a Dive Bomb technique.
Zephyr maintains a portion of the momentum generated by Tail Wind once the dash ends.
Each Tail Wind dash resets Aim Glide, allowing Zephyr to perform this maneuver repeatedly without landing.
Zephyr executes different aerial combat techniques with Tail Wind depending on the activation conditions:
While Zephyr is on the ground, holding the ability key (default 1 ) for up to 2.5 seconds causes Zephyr to brace for launch as she generates force for liftoff. Once fully charged, Zephyr skyrockets upward to a maximum height of 5 / 7.5 / 10 / 12.5 meters; enemies within a 4 / 5 / 6 / 7 meters radius around the launch point are inflicted 250 / 300 / 400 / 500Impact damage and suffer a knockdown. At the apex of the jump, Zephyr suspends herself in midair and hover in place for up to ? / ? / ? / 10 seconds at full charge.
Due to Hover Jump requiring Zephyr to be on land, Tail Wind consumes the full energy cost.
Releasing the ability key before a full charge results in reduced height and hover duration based on the amount of time spent charging.
Zephyr cannot move away or perform Maneuvers while hovering, but can aim freely, fire and reload primary and secondary weapons, as well as cast abilities.
Casting Tail Wind again, rolling (default Shift ) or using quick melee attack (default E ) will cancel hovering. Using the melee method can transition directly into a melee ground slam when aiming downward.
Cannot charge for jump when Zephyr is airborne. Activation in midair will result in a dash or dive bomb instead.
While charging, a charge meter appears around the aiming reticle that gradually fills clockwise.
While Zephyr is airborne, casting Tail Wind downward causes Zephyr to nose dive into the ground at an initial speed of 1 / 2 / 3 / 5 meters per second; during the dive, Zephyr will continue to accelerate until impact. On impact, Zephyr creates an explosion in a 4 / 5 / 6 / 7 meters radius around the landing point that inflicts 250 / 300 / 400 / 500 base Impact damage amplified by height of the dive, as well as Knockdown on all enemies in range.
Base damage is affected by Ability Strength, while initial speed is not.
Total explosion damage depends on the height at which Tail Wind is activated:
Total explosion damage is calculated by multiplying the base damage by 0.2 × Activation Height (e.g., activating Tail Wind at 15 meters will yield 0.2 × 15 × 500 = 1,500 damage at max rank).
Activating Dive Bomb at a height less than 4 meters will only inflict base damage.
Damage bypasses obstacles in the environment and does not decrease with distance.
Tail Wind will only activate Heavy Impact if the required height is achieved.
Performing a dive bomb during a Bullet Jump causes Zephyr to softly rebound away from the landing point and back into the air.
Tail Wind will terminate early if she collides onto any surface.
Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cooldown between activation.
Can be used to pass through Laser Barriers unharmed in most cases.
Zephyr is vulnerable to crowd control via staggers and knockdowns while using Tail Wind.
Casting Tail Wind interrupts reloading.
Air current visual effects and hover jump charge meter are affected by Zephyr's chosen Warframe energy color.
Target Fixation is a Warframe Augment Mod for Zephyr that increases Tail Wind's damage for every enemy it hits, and applies a 2-second grace period when touching the ground before the buff is lost.
Propelling from the ground is inefficient, it's recommended to jump and dash vertically for more distance.
Aim glide can be used to significantly increase the distance traveled, as all momentum is conserved for the duration of the aim glide.
Bugs
After second activation of this ability gravity increases to normal until Zephyr lands (confirmed as bug in Community Hot Topics).
Occasionally, when "Tail-winding" closely to an Extraction point on Solo, Zephyr's body will be frozen in Tail Wind state, as she supposedly locks herself into the Extraction pod with all her limbs properly placed.
Tornado Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot engulfed enemies to inflict extra damage. Tap for stationary tornadoes or hold for wandering ones.
Misc:2 / 2 / 3 / 4 (number of tornadoes) ∞ (cast range) 100 % (absorbed damage distribution) 200 % (critical damage multiplier) 6 / 9 m (tornado heights) 2 / 5 m/s (move speeds) 5 m (pull radius)
Info
Zephyr forms a maximum of 2 / 2 / 3 / 4 tornadoes at the location on the aiming reticle over unrestricted range; tornadoes will prioritize forming on top of enemies within a spawning area of 15 / 17 / 20 / 25 meters around the location and around Zephyr herself. Tapping the ability key creates stationary tornadoes at where they spawn, while holding down the ability key (default 4 ) creates tornadoes that wander the battlefield, being drawn to enemy presence. All tornadoes expire after 10 / 12 / 15 / 20 seconds.
Number of tornadoes active and cast range are not affected by Mods.
Ability Synergy: Airburst projectiles that travel through tornadoes will increase the affected tornadoes' height to 9 meters.
Zephyr and her allies can attack each tornado to distribute 100% total damage (including Critical Hits) and Status Effects from weapons and abilities to all enemies trapped within a tornado.
Critical damage dealt to enemies over a Tornado is multiplied by 200%. This multiplier is not affected by mods and applied after any weapon mods.
Tornado's visual effects are modified by each elemental damage type.
Magnetic damage type and default physical damage tornado share the same visual effects.
Can be recast while active to replace old tornadoes.
Tornadoes exhibit numerous unique properties and mechanics as summoned allied AI units.
Each tornado is invulnerable to damage, intangible, weightless, 6 meters tall and moves at a speed of 2 meters per second. Enemies within a radius of 5 meters from a tornado are pulled along its path, becoming disabled from moving or attacking, while hovering in a ragdoll state and orbiting the whirlwind. Each tornado inflicts 50 / 75 / 100 / 120 damage per tick to all enemies within its grasp; damage ticks occur at a rate of 4 per second.
Damage per tick is distributed between Impact, Puncture, and Slash physical damage types with a high chance to proc status from all damage types. Damage diminishes with distance from the center of the tornado.
Tornado height, move speeds, and pull radius are not affected by mods.
Tornadoes phase through all entities, walls and objects in the environment.
Tornadoes float and do not require a surface to travel between locations; however, if hovering in midair, tornadoes will descend toward the ground to follow AI pathing to reach enemies.
Zephyr can direct the nearest tornado from her aiming reticle toward a location by holding down the zoom key (default RMB ), causing the affected tornado to move at a speed of 5 meters per second toward its new destination while the key is held.
If a tornado is directed by Zephyr to move away, the increased move speed can cause captured enemies to eject away from the tornado's pull.
Affected enemies spiral near the base or middle of a tornado in a skydiving posture, trapped by the funnel until it expires, the enemies die, or external forces or other nearby tornadoes cause them to eject away from the tornado's pull.
Corpses of slain enemies are also pulled by tornadoes.
Each tornado's damage type can be modified by many damage sources, including ranged weapons, melee weapons, and abilities, even damage from Bullet Jump from Tenno, as well as damage from enemy units. (e.g., striking a tornado with an unmodified Dark Sword will change it to Radiation, or a Volatile Runner that explodes near a tornado will change it to Blast.)
Each tornado keeps track of the total damage it absorbed; a tornado will only account for the highest elemental damage number on a weapon or ability when determining which elemental type it will adapt to, as well as the total amount of damage it absorbed.
As such, shooting a tornado multiple times using a different weapon with a different highest elemental damage number, causes the tornado to change its damage type when the stored total damage from one source is exceeded by another.
For example, hitting a tornado with a primary weapon that deals 500 Corrosive and 450 Blast damage stores 500 total damage and changes the tornado's damage type to Corrosive. Hitting the same tornado with a secondary weapon that deals 250 Radiation damage three times stores 750 total damage, exceeding the previous amount and changes the tornado's damage type to Radiation.
Once a tornado adapts to an elemental damage type, it cannot revert to its three physical damage types by absorbing damage.
If the damage source deals multiple elemental damage types, then a tornado will be charged with the damage type with the highest damage number.
If the damage source has equal damage numbers between all its elemental damage types, then priority will be given by alphabetical order of the damage types' names.
A tornado will not deal combined elemental damage by absorbing two base elemental damage types (e.g., a tornado will not inflict Blast damage by shooting it with Cold damage and Heat damage from different sources).
Funnel Clouds is a Warframe Augment Mod for Zephyr that increases the number of active Tornadoes while decreasing their size and removes their ability to pick up enemies.
Due to high proc rate, Tornado can be used to apply status effects to masses of enemies.
Viral can be used to increase damage done to mobs by 100% to 325% regardless of level.
Each of 4 spawned tornadoes can have different elements.
Tornadoes will fling enemies trapped within them in random directions after a period of suspending them midair if there is nothing impeding upward thrust (i.e., ceiling). Otherwise, they will stay in the tornado for the full duration.
This can greatly lower the damage and CC it is capable of if the enemies are ejected early, making it much more powerful and effective in lower roofed tilesets as opposed to open areas Zephyr thrives in for mobility.
Bugs
On some occasions, a bug may prevent you from casting Tornado if there are no enemies in range.
If another Zephyr is in the squad and casts Tornado, then their duration will appear for you as well, although it does not prevent you from casting it yourself.
Multiple bugs prevent Tornado from working correctly when not hosting.
Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance