- Notice that modded base damage calculation used for DoT is not the same as normal damage calculations, ignoring physical and elemental damage bonuses.
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.
|Time from initial proc||0s||1s||2s||3s||4s||5s||6s||7s|
|Tick damage occured?||✗||✓||✓||✓||✓||✓||✓||✗|
Increasing Slash Proc Damage
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 and , but is affected by Faction Damage Mods and Base Damage mods like .
- Modded Damage = 100 × (1 + 1.65) × (1 + 0.3) = 344.5
- Tick damage = 0.35 × 344.5 × (1 + 0.3) = 156.7475
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.
Mods that affect Finisher melee attacks (e.g. and ) have no effect on damage, and as such do not interact with procs in any special way.
Unlike other DoT effects, enemy armor will have no effect on slash proc damage despite decreasing the initial damage. In other words, slash procs will deal the same damage per tick against the same target at differing levels. Thus, buffs/debuffs that increase/decrease enemy armor will also have no effect on slash proc damage.
Melee weapon types that force proc Bleeds on Heavy Attacks
Claws, Dual Daggers, Nikanas, 2H Nikanas, Rapiers, Scythes, Tonfas, Warfans and Whips have guaranteed Bleed procs on their entire heavy attacks, regardless of stance used, while Daggers and Machetes only on parts of their heavy attacks.
The status effect of damage against Railjack space enemies is Tear, increasing the damage the target ship takes by 7.5% for 20 seconds, with subsequent procs stacking multiplicatively with itself.
Enemies killed by damage to the torso can result in their corpse being bisected, which is considerably valuable for a using , as each part of the body can spawn a Health Orb and some loot (note that individual limbs that have been removed from a corpse cannot be Desecrated, only large parts of the body). Corpses can also be quickly meleed to dismember them; however, an enemy's corpse can only ever be mutilated twice—if melee spam ended up lopping two limbs from a corpse, it will not be possible to then attempt to bisect it to get two desecrate rolls. 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 damage from weapons. Consequently, cannot be used on its own to cause dismemberment. Weapons must have over 50% of their physical (IPS) damage as damage to dismember. Weapons with exactly 50%, such as the , do not initially dismember, but for example can be modded with to bump slash damage above 50%, and thus enable dismemberment. Elemental mods have no effect on this ratio and can therefore be included and still cause dismemberment. As an alternative, the "gore" attribute from mod also applies itself to the rest of the player's equipped weapons, companions, and Warframe abilities, and they will function identically to the dismemberment mechanic, whilst ignoring the weapon's IPS disposition.
|Grineer Health||Modifier||Corpus Health||Modifier||Infested Health||Modifier|
As with all damage types ineffective against armor, 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 damage is reduced by -50% and damage is further reduced by 150% of a target's whole Alloy Armor. Similarly, damage is reduced by 115% of a target's whole Ferrite Armor and the base damage is reduced by -15%.
- Main article: Category:Slash Damage
These weapons deal the majority of their physical damage as . 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 's Knockback or 's Weakened.
- Weapons with guaranteed Slash proc
Launches a spinning blade of pain, dealing high damage and impaling enemies to walls.
|Strength:100 / 250 / 350 / 500 ( damage on hit)|
|Misc:1 / 1 / 2 / 2 (number of shurikens)|
6 m (auto-target radius)
60 m (targeting range)
90° (homing angle)
100 % ( status chance)
|Subsumable to Helminth|
- 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 / 500 damage with a 100% status chance on hit.
- Damage is affected by Ability Strength and .
- 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.
- Shuriken will not disrupt Shade's cloak.
- Shuriken is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
- Delay of about 0.5 seconds between uses.
- Subsuming Ash to the Helminth will offer Shuriken and its augments to be used by other Warframes.
- Main article: Seeking Shuriken
Seeking Shuriken is an Warframe Augment Mod that allows to temporarily reduce the armor of their targets.
- Can be cast in rapid succession and since 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 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.
Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.
|Strength:750 / 1000 / 1500 / 2000 ( damage)|
|Misc:3 (number of hits per mark)|
2 (number of Shadow Clones)
- 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.
- When 1 or more enemies are marked, reactivating the ability will create 2 Shadow Clones that teleport to each marked enemy, striking them with 3 Finisher attacks that inflict 750 / 1000 / 1500 / 2000 damage per hit with a 100% Bleed chance.
- Damage is affected by Ability Strength, , , , , , Combo Counter multipliers, and status.
- Blade Storm gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with equipped at 13x combo.
- Melee mods do not increase damage, including and .
- Melee mods that affect the combo counter and attack speed will benefit blade storm.
- Weapons that modify the combo meter also apply, including the bonus initial combo count passives for (20), (20), (30), and 's increased combo cap.
- Animation speed is affected by attack speed mods (e.g. ) up to the Finisher cap of +50%.
- does not increase damage.
- The Bleed's DoT inflicts 43.75% of the initial damage per tick for a total of 9 ticks over 9 seconds. The Bleed damage bypasses armor.
- Direct hit damage therefore accounts for only 20% of Blade Storm's total damage.
- Total Direct hit Damage (not 's Bleed's DoT) is further multiplied by 's and 's . (eg. with 100% strength: 2,000 × (1 + ) = 8,000)
- Strikes from Ash and his clones add to the melee combo counter.
- The combo counter will reset when equipped with or similar melee weapons that feature infinite duration combo counter.
- Enemies that die to Direct Hits (not 's Bleed's DoT) will activate , , and .
- Damage is affected by Ability Strength, , , , , , Combo Counter multipliers, and status.
- 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 or other allied abilities will half the energy cost of Blade Storm from 12 to 6 per mark.
- While Blade Storm is attacking, can be cast on a marked enemy at no energy cost to include 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.
- Main article: Rising Storm
|Rank||Bonus Hits per Attack||Bonus Combo Duration||Cost|
- 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 . This can be used to give time to regenerate your shields.
- 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 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.
- This synergizes well with builds centered around , , and Gladiator Mods.
- 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 damage, the ability is well suited to dealing with Conculysts and Battalysts.
- Ash's second ability, , synergizes well with this ability, reducing both the energy cost per mark and Ash's vulnerability when marking enemies.
- Blade Storm allows Ash to easily trigger , giving him a boost in survivability.
- Blade Storm finishers also trigger with Zaws, allowing substantial health regeneration without the use of .
- 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 , , and . Instead of having a 3 second delay before the combo counter disappears, the delay will be 3+12+10+6 = 31 seconds.
- 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 , 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.
- 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.
Dash between enemies while slashing with the Exalted Blade.
|Strength:100 / 125 / 200 / 250|
|Range:6 / 8 / 10 / 12 m|
- 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.
- Base damage is 15% , 15% , and 70% .
- Cone length and dash velocity are affected by Ability Range.
- Slash Dash is affected by Aim Glide
- 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.
- Damage is affected by Ability Strength, the Melee Combo Counter and some mods.
- If the player has a longsword, dual sword, rapier, or nikana equipped, Slash Dash receives a 10% bonus to its base damage from Excalibur's Swordsmanship passive.
- With a maxed , and , a rank-3 Slash Dash will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mod) × (1 + Strength Mods) =
250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
- The mod stats that affect Slash Dash include:
- damage (e.g., )
- physical (e.g., )
- elemental (e.g., )
- weapon augments (e.g., )
- The Scindo Manticore Skin's damage bonus applies to the ability.
- Slash Dash is not affected by the equipped melee weapon's stats and innate effects, class-specific mods,