Toxin allows damage to bypass enemy Shields and deal damage directly to their Health over a short duration.
—In-game Description
Toxin Damage is one of the four primary elemental damage types. Deals increased damage to Narmer and ignores enemy Shields. Its Status Effect inflicts a poisonous damage over time.
The status effect of Toxin damage is Poison. It applies a DoT effect after a 1 second delay, dealing a tick of damage every second for 6 seconds. Each tick dealing Toxin damage equal to:
Notice that modded base damage calculation used for DoT is not the same as normal damage calculations, ignoring physical and elemental damage bonuses.
Where Modded Base Damage is calculated as:
Additional Multipliers include modded critical multiplier on Critical Hit and multipliers on Enemy Body Parts; these stack multiplicatively with each other.
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.
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.
Enemies afflicted by a Toxin proc have a green sickly substance leaking from their bodies.
Toxin tick damage and proc duration
Time from initial proc
0s
1s
2s
3s
4s
5s
6s
7s
Tick damage occured?
✗
✓
✓
✓
✓
✓
✓
✗
Railjack[]
Railjack <DT_POISON>Toxin Damage results in an Intoxicate Status Effect which confuses enemy ships to attack the nearest target, including allies.
—In-Game Description
The status effect of Toxin damage against Railjack space enemies is Intoxicate, changing the faction of the afflicted target for 12 seconds allowing for friendly fire between it and normally allied units, with subsequent procs refreshing the duration.
Deploy a gem that shoots prismatic beams. The gem targets enemies that are taking weapon damage from Citrine and her allies. Its beams inflict Heat, Cold, Toxin, and Electricity Status Effects. Status Chance and Status Duration increase for nearby allies.
Citrine expends 75Energy to summon her Prismatic Gem, launching it forward horizontally for 5 meters from her location before it ceases movement. The Prismatic Gem is an untargetable Invulnerable floating object that lasts for 23 / 25 / 27 / 30 seconds, during which it emits a rainbow aurora spanning a radius of 10 / 12 / 13 / 15 meters.
The gem object is not affected by gravity and remains intangible to other entities, allowing players, enemies, and their attacks to phase through it.
When deploying, the gem slides above higher terrain elevation in its travel path and stops movement on collision with walls.
Citrine can move the aiming reticle during the casting animation before she fully summons the gem, to push it forward to the desired direction.
Prismatic Gem's rainbow aurora enhances Status Effect application from Citrine and her allies' weapons in various ways:
Citrine and allied Warframes inside the aurora gain a 60% / 70% / 85% / 100%Status Chance bonus for their weapons, and 60% / 70% / 85% / 100%Status Duration bonus for both weapons and abilities.
Citrine and allies gain or lose status bonuses whenever they enter or leave the aurora.
Companions and allied NPCs do not benefit from status bonuses.
Multiple Citrines in the squad can stack Prismatic Gem's status buffs.
Status chance percentage bonus is displayed as a Prismatic Gem buff icon beside Citrine and her squadmates' hitpoints indicators. Status duration bonus remains hidden.
While affected by status bonuses, Citrine and her allies are visually followed by burrowing mineral deposits that puncture through the horizontal surface directly below them. Movement causes the minerals to retract and re-emerge in response while creating digging sounds.
Prismatic Beams
When Citrine or her allies inside the aurora lands a weapon attack on an enemy, or when an enemy inside the aurora is hit by a weapon attack from Citrine or her allies from anywhere, the Prismatic Gem projects 1 light beam for each individual ally onto the targeted enemies. Each beam attacks 1 target then induces a 0.4 seconds delay before Prismatic Gem can generate another beam triggered by the same ally.
Prismatic Gem does not require line-of-sight with its target to strike them with its beams.
Multiple consecutive hits from continuous fire, beam, and other rapid-fire weapons will allow the gem to focus its beams onto the same target.
Multiple beams for different allies from the same Prismatic Gem may attack separate numbers of targets per second.
Weapons with deployable extensions such as Azima and Zenistar trigger Prismatic Gem when the owner is standing in the aurora or when they hit enemies inside it.
Each beam deals 4 hits in rapid succession per attack, dealing 500 / 650 / 800 / 1,000Heat, Cold, Electricity, and then Toxin damage, with each hit proccing its respective damage type.
The gem's beam possesses unrestricted range and bypasses all obstacles in the environment to strike its target.
Ability Synergy:
Enemies hit by Fractured Blast while Citrine is inside the Prismatic Gem's aurora will extend its Impact and Slash status duration, while the gem sweeps its beam to each impacted enemy individually in rapid succession to inflict one instance of damage and a set of status effects.
Prismatic Gem contributes kills and assists to increase Preserving Shell's damage reduction.
Can be recast while active. Only 1 gem may be active at once; recasting will remove the previous crystal and place a new one.
Casting Prismatic Gem is a full-body animation that interrupts all movement, Maneuvers, and other actions.
Ability is not dispelled when Citrine herself enters an ability nullification zone. The gem is destroyed when it enters an ability nullification zone or when Citrine falls out of bounds.
Synergizes well with status-activated weapon arcanes such as Primary Frostbite, Conjunction Voltage, and Cascadia Flare. These buffs will stack and refresh their duration each time Citrine or any of her allies cause Prismatic Gem to fire a beam at any target.
Prismatic Gem reacts to weapon attacks made by Companions, allowing for semi-automated gem beams within the companion's attack range.
Control the Sentinel's attack range by equipping targeting mods, such as Carrier's Striker (10 meters), Assault Mode (30 meters), Djinn's Thumper (60 meters), and Diriga's Calculated Shot (70 meters). Zoom mods such as Eagle Eye equipped on their weapon further extend this targeting range.
In cooperative squads, deploy the gem near her allies to assist them with status bonuses and help Citrine secure assists and kills to sustain Preserving Shell's damage reduction. This is particularly useful whenever Citrine does not have line of sight to enemies from her position to fire her ranged weapon or use Fractured Blast to focus-fire the gem.
Due to the sheer quantity of various damage per second from Heat, Electricity and Toxin status effects, Prismatic Gem excels at securing the lethal hit on enemies for Citrine.
Be cautious around destructible objects such as explosive and nitrogen canisters, as the Blast and Cold status effects are affected by Prismatic Gem's status duration buff.
Wielding mastery over the deadly elements, Chroma can selectively change his elemental alignment, by tapping the ability key to freely cycle the selection wheel between Heat, Electricity, Toxin, or Cold.
Chroma's initial element once he enters a mission is determined by the primary emissive color in his Appearance customization; otherwise it will default to Heat.
Hold down the ability key (default 1 ) to expend 10Energy to activate Spectral Scream. While active, Chroma holsters his weapons away and continuously exhales elemental energy in a cone 4 / 5 / 6.5 / 10 meters long that inflicts 200 / 250 / 300 / 400Heat, Electricity, Toxin, or Cold damage per second with a 100%status chance and a ?%Stagger chance; each enemy hit directly by Spectral Scream's cone will also spread its ability effects via an elemental energy stream to one other enemy within 10 meters.
Damage bypasses obstacles in the environment and does not decrease with distance.
Damage type is based on Chroma's current elemental alignment which is determined by Chroma's emissive color.
Spectral Scream's cone emits from Chroma's mouth, which changes direction based on where Chroma's model is facing (not the player camera) and can only be aimed within 90 degrees to each side and 45 degrees above or below Chroma.
While Chroma cannot use his primary and secondary weapons with Spectral Scream active, he is still able to melee, cast abilities or maneuver just as freely.
Spectral Scream drains 3 energy per second and will remain active as long as Chroma has energy. Spectral Scream will end if Chroma runs out of energy or if deactivated by holding down the ability key again (default 1 ).
This ability can come in handy when used as a form of Crowd Control and can both be used as a damage ability, or with Heat or Electricity elemental damage creating a continuous crowd control stun.
This ability can be used to resist knockdowns, making it usable for walking through Corpus laser doors or shockwaves caused by MOAs or death orbs.
Rolling can be used to counteract the movement speed reduction and cover a large area in a short period of time.
Spectral Scream's conical area of effect can also break containers, as well as hazards such as explosive barrels. Regardless, increasing range, and having Elemental Ward active along with Spectral Scream will make it easier to clear rooms of containers.
Chroma expends 50Energy to emit an aura of elemental energy, empowering himself and nearby allies within 6 / 8 / 10 / 12 meters for 10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Generates a flame aura around Chroma and affected allies that increases base Health by 15% / 20% / 30% / 55% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance. The radius of this damage effect is not increased with ability range.
The health bonus stacks additively with base health modifiers.
A rank-3 Elemental Ward with Intensify and a maxed Vitality will increase Chroma's health to ⌊370 × (1 + 1 + 0.55 × 1.3)⌋ = 1,004.
Damage bypasses obstacles in the environment and decreases with distance.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as Electricity damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25%status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200Electricity damage.
The shield bonus stacks additively with base shield modifiers.
A rank-3 Elemental Ward with Intensify and a maxed Redirection will increase Chroma's shield capacity to ⌊370 × (1 + 1 + 0.3 × 1.3)⌋ = 884.
Arc damage bypasses obstacles in the environment.
The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300Electricity damage at rank 3 to a single target as long as it's within range.
Damage from environmental hazards can also be converted into arc discharges.
Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
Toxin
Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by 15% / 25% / 30% / 35%, as well as weapon damage when Holstering by 15% / 25% / 30% / 35% for ? / ? / 3 / 3 seconds. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxin damage with a 100%status chance.
The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
Damage bypasses obstacles in the environment and does not decrease with distance.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 70% / 90% / 145% and creates an ice shield that reflects incoming gunfire back to its source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
The armor bonus stacks additively with base armor modifiers.
A rank-3 Elemental Ward with Intensify and a maxed Steel Fiber will increase Chroma's armor to ⌊370 × (1 + 1 + 1.45 × (1 + 0.3))⌋ = 1,437.
As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
Non-hitscan projectiles are reflected in the direction of the source enemy.
Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting weapons fire.
Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two Heat auras do not increase damage nor health values, and possessing a Heat aura will negate receiving a Cold aura.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Elemental Ward does not work on Nekros' Shadows.
Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
Electricity
Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
Toxin
Works very well with weapons that require you to reload frequently or have long reload times.
Its damage increase is considered as a Universal base damage increase, same as Vex Armor and Arcane Arachne
Can reduce recharge delay for Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
Cold
Properly modded, a Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy.
The damage reflection is calculated using the damage before any damage reduction.
Bugs
Allies who enter, leave, then re-enter the radius of Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
The in-game UI shows the armor bonus from the Cold aura as a flat bonus rather than a percentage.
Chroma expends 50Energy to shed his outer pelt, imbued with elemental energy while sprouting wings and converting it into a stationary floating sentry with 1000 / 2000 / 4000 / 8000Fleshhealth and 140Ferrite Armor. The sentry will attack all enemies within 20 meters with a continuous stream of elemental energy, dealing 100 / 200 / 300 / 400Heat, Electricity, Toxin, or Cold damage per tick with a ?% status chance at 5 ticks per second. If enemies come within 5 meters of the sentry, it will periodically unleash a radial knockback that inflicts 200Heat, Electricity, Toxin, or Cold damage and Ragdoll. The sentry can also unleash a radial roar to temporarily stun all enemies within 30 meters.
Damage type is based on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to drop additional credits. In addition, all credits that drop within 10 meters of the sentry yield 25% / 50% / 75% / 100% additional credits.
For enemies killed by the sentry within the percentage credit bonus range, credit income is increased by an average of 43.75% / 95% / 153.75% / 220%. This assumes the credit chance on kill results in double credits from that enemy.
While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed Steel Fiber and Intensify, Chroma with Vex Armor at full capacity will have his armor lowered to 350 × (1 + 1.1 + 3.5 × 1.3) × 0.5 = 1,163.75 when Effigy is activated).
Effigy drains 10 energy per second while active, and will deactivate if Chroma runs out of energy, sentry health is depleted, or if manually deactivated by pressing the ability key again (default 4 ).
Ability Synergy: Effigy's damage per tick and knockback damage can be boosted by the Fury aspect of Vex Armor.
Effigy will only maintain the damage increase from Fury so long as Chroma's Effigy is within range of Vex Armor.
When deactivated, Chroma can teleport his pelt from anywhere onto himself. This will stop movement and interrupt any action Chroma is doing, such as reloading, leaving a player vulnerable.
When deactivated while sliding, Chroma's pelt will be reapplied to him without triggering the animation, even if the player immediately cancels his slide.
Both the initial cast and the return of Chroma's pelt will cease any actions as they are a two-handed ability.
Guided Effigy is a Warframe Augment Mod for Chroma's Effigy that allows him to control the Effigy, dealing rapid damage to enemies in its path while recovering energy and stunning enemies at the destination.
The pelt usually unleashes its roar a few seconds after deploying. This allows you to quickly deploy the sentry for a temporary stun to all nearby enemies.
The pelt can be Banished, preventing damage from non-banished enemies while still being able to damage all enemies normally.
The pelt gains shields from the Shield Osprey Eximus Specter.
As the pelt will not move from the spot it is cast on (unless the Guided Effigy mod is equipped), it would serve quite well as an impromptu turret. As such, it is recommended to place the pelt on top of an objective that needs to be defended such as in a Defense mission. If that is the case, then it is recommended to equip energy-regenerating mods such as Rage or Hunter Adrenaline to keep the pelt active for as long as possible.
Misc:
2% (damage per second) 1.5 s (maw open duration) 1 s (maw open extra duration per enemy) Toxin status on vomit 8 m (vomit cone range) 5 (Max enemy body count)
Grendel expends 25energy to open his maw agape for 1.5 seconds, creating a powerful vacuum that disintegrates enemies near the aiming reticle within 25 meters and swallowing them whole to trap them inside Grendel's stomach. For each enemy swallowed by Feast, Grendel's maw stays open for an extra 1 second. Enemies within Grendel's stomach are slowly digested at a rate 2% of their total shields and health per second. A maximum of 5 enemies can be held within Grendel's stomach.
Grendel can swallow multiple enemies by moving the aiming reticle to mark new targets with Feast, while his maw is still open.
The five eaten enemies' profile icons and their remaining hitpoints are displayed as circular gauges, aligned in a cross-shape UI indicator above Grendel's ability icons.
Feast also vacuums Pickups and thrown Hand Grenades near the aiming reticle for Grendel. Swallowed grenades will detonate inside Grendel's stomach and only damage nearby enemies.
Enemy auras such as Ancient Healer or Guardian Eximus are disabled while within Grendel's stomach.
Hold down the ability key (default 1 ) to violently vomit all stored enemies out for no energy cost, inflicting 250 / 300 / 400 / 500Toxin scaling damage with a 100%Toxin status chance to vomitted enemies and other enemies within 8 meters in a cone in front of Grendel.
Toxin damage on vomit is affected by enemy level and amount of enemies stored.
Feast's Toxin damage on vomit benefits from sum of enemies levels stored using the following expression:
Total Toxin Damage = Toxin Base Damage × ((ΣEnemy Level - 1) / 15 + 1)
With 5 eaten enemies at level 101, Grendel will deal 500 × ((101 × 5 - 1) / 15 + 1) = 17,300Toxin damage on vomit. Resulting damage is rounded down to the nearest whole number.
Feasting on enemies affected by Nidus' Parasitic Link will erase them completely.
Bosses cannot be Feasted.
If Grendel crosses a Nullifier or falls out of bounds, enemies in his stomach are automatically expelled.
Feasted enemies are considered removed from play, removing them from Exterminate waypoints and allowing Defense waves to advance, even if they are still alive.
The Circuit's Corrupted Jackal still requires Feasted enemies to be vomited and killed to progress the fight.
Ability Synergy:
Grendel's passive grants him 250armor per enemy alive in his stomach.
Grendel must have at least 1 enemy alive in his stomach to cast Nourish and Regurgitate.
Pulverize drains 0 energy if he has enemies in his stomach. The sphere also enlarges with engorged enemies, increasing the collision and ground slam's damage and radius.
Volatile Runners swallowed by Grendel’s Feast have a tendency to explode from within, causing Grendel to stagger.
Increasing the Ability Range of Grendel’s Feast increases the effective Vacuum Range, this is especially useful for survival since feast can be used to Vacuum Life Support pickups from a fair distance without having to leave the current room.
Grendel convulses his stomach as his maw snaps open, expending 50energy to violently expel out an eaten enemy soaked in acidic bile from inside his gut. The enemy is Ragdolled and launched toward the aiming reticle as a living projectile, traveling at a speed of ? meters per second in an arcing trajectory. On direct collision with other enemies, obstacles or surfaces, the launched enemy and all targets within a radius of 3 / 4 / 5 / 6 meters around the impact point suffers 1,000 / 1,250 / 1,600 / 2,000 damage plus 10% of the launched enemy's current health as Toxin damage with 100%Toxin status chance, are slowed by 80% which slowly diminishes over 6 seconds, and permanently removes 75% of their armor.
Regurgitate's damage on enemy impact and radial Toxin damage benefits from Ability Strength and enemy health using the following expression:
Total Toxin Damage = Toxin Damage × (1 + Ability Strength) + 10% × Current Enemy Health
With a maxed Intensify and an eaten enemy with 38,670 health, Regurgitate will deal 2,000 × (1 + 0.3) + 10% × 38,670 = 6,467Toxin damage.
Armor is fully removed at 134% Ability Strength.
Ability Synergy: Regurgitate expels out the next available enemy swallowed by Feast, requiring at least 1 enemy inside Grendel's gut to be cast.
Grendel curls into a ball. He heals over time as he rolls, knocking over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave.
Grendel curls up into a roving sphere that changes his movement controls into a directional physics-based roll. As he roves, Grendel gorges upon enemies inside his stomach, inflicting 25Toxin damage per second while healing him 50 / 100 / 150 / 200 health per second over 5 seconds which slowly diminishes to half its value after another 5 seconds.
Grendel can only perform a limited selection of parkour Maneuvers, such as sprint, jump, double jump, and wall jump during Pulverize.
Grendel is unable to utilize weapons and cannot cast any Helminth subsumed abilities during Pulverize.
Activating the ability to enter the sphere form will cause Grendel to automatically drop carriables, such as datamasses.
Grendel will accelerate faster when rolling downhill and ricochet off of terrain obstacles.
Grendel tramples over his enemies with varying levels of power and reach, depending on the techniques he uses and the fuel within.
In sphere form, Grendel constantly emits a kinetic field with a 2.5 - 5 meter scaling radius, which reacts to his movement to inflict 250 - 1,000 / 250 - 1,200 / 500 - 1,500 / 500 - 2,000Impact damage and permanently removes 20% / 30% / 40% / 50%armor against enemies coming into range. Enemies colliding with Grendel receive damage and are knocked away from his path.
Impact damage on collision benefits from Ability Strength and amount of enemies stored, increasing by +60% per stored enemy, up to 400% effect with 5 stored enemies.
With a maxed Intensify, 5 eaten enemies, Grendel will deal 500 × (1 + 5 × 60%) × (1 + 0.3) = 2,600Impact damage.
Armor is fully removed at 200% Ability Strength.
Impact damage on collision does not occur if Grendel is stationary.
Damage and radius changes as enemies enter and exit Grendel's stomach. His sphere model also enlarges and shrinks based on the eaten enemy count.
Landing on surfaces from midair causes Grendel to slam into the ground, inflicting 50 - 200 / 100 - 300 / 100 - 400 / 150 - 500Impact damage to enemies within a 2 - 6 / 3 - 8 / 4 - 10 / 5 - 15 meter scaling radius, including those in his gut.
Enemies within the slam radius have their armor reduced by 20% / 30% / 40% / 50%, however enemies in his gut will not have their armor reduced.
Impact damage on ground slam benefits from Ability Strength and amount of enemies stored, increasing by +70Impact (+46.6%) per stored enemy up to 500Impact damage (333% effect).
With a maxed Intensify, 5 eaten enemies, Grendel will deal (150 + 5 × 70) × (1 + 0.3) = 650Impact damage.
Damage and radius change as enemies enter and exit Grendel's stomach.
Pulverize costs 0energy to activate. While active, Pulverize drains 3 energy per second on an empty stomach to maintain his sphere form until deactivated manually by pressing the ability key again (default 3 ) or automatically when Grendel runs out of energy, reduced to 0 energy per second if Grendel has at least one enemy in his stomach. Should Grendel run out of energy during Pulverize, he will automatically unfurl and become stunned in a dizziness animation for 2 seconds.
While Pulverize is active, but not draining energy, Grendel can replenish energy using Rally Point, Energy Siphon, and Wellspring. If Grendel has no more enemies in his stomach the energy replenishment from these effects will halt until he refills his belly.
Ability Synergy: Pulverize drains 0 energy when Feast stores enemies in his stomach. The sphere also enlarges with engorged enemies, increasing the collision and ground slam's damage and radius.
Saryn expends 50energy to shed her skin, removing all existing status effects and increasing her Movement Speed by 30% / 35% / 40% / 50% for 3.5 / 4 / 4.5 / 5 seconds, while leaving behind a decoy with 400shields and 150 / 300 / 400 / 500health that draws enemy fire for 14 / 24 / 32 / 40 seconds. When deployed, the decoy is Invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage absorbed by it is converted and added to its health. The decoy will explode if it loses all of its hitpoints, if its duration expires or if the ability is cast again, inflicting 240 / 300 / 350 / 400Toxin damage with 100%Toxinstatus chance to all enemies within 5 / 6 / 7 / 10 meters from it. A maximum of 1 Molt can exist.
Explosion damage does not bypass obstacles in the environment and diminishes with distance.
Recasting will activate will detonate the Molt and spawn a new one.
Does not have a cast time or animation.
Molt's decoy is placed at Saryn's current position, mirroring her pose and elevation.
Elemental augment mods, such as Ember's Fireball Frenzy, can be applied to Molt. The damage augment will not affect the explosion damage or damage type upon Molt's expiration.
Molt cannot be knocked down or moved, and acts as a physical object, unlike Loki's Decoy.
Molt will slowly vaporize and dissipate for its duration, eventually exploding once it nearly vanishes.
Casting Molt can be done while performing any action without interrupting it, including reloading, charging, shooting, maneuvering, and while on a zipline.
Can be cast in all states (except while upside down in a flip jump or while dodging) and can be reused instantly.
Subsuming Saryn to the Helminth will offer Molt and its augments to be used by other Warframes.
Using during a well timed jump can result it being low enough for enemies to target, such as Infested or Melee units, but be more protected from most melee attacks. (Ancients will still be able to reach, as well as the knockback damage from Leapers).
Place Molt in locations which can protect it from enemy attacks to maximize its survival.
Limbo can utilize this ability by casting Banish on the decoy, granting it immunity to all attacks that do not affect targets in the Rift Plane.
If Molt is closer to the enemy than the player, enemies will (normally) focus it. Applies to the caster as well as other players, unless they're using aggro-increasing abilities such as Nyx's Absorb or Rhino's Iron Skin.
It can be used as protection from enemy fire, when you revive an downed teammate.
Bugs
When knocked back by an Ancient, the physical target of the decoy will move, but the model remains in place. This can be seen while having Enemy Sense and Enemy Radar equipped while seeing the decoy (as a friendly blip) against a group of infested.
For clients, Molt will sometimes be in a default standing position when deployed.
Saryn expends 50energy to imbue all her weapons with potent toxins for 20 / 25 / 35 / 45 seconds, dealing an extra hit for 20% / 24% / 26% / 30% of the weapon's total damage as Toxin damage (doubled for melee weapons), which has a guaranteed Toxin proc on every strike.
Toxic Lash adds an extra Toxin attack that scales with weapon damage on hit, before health and armor resistances.
For example, an unmodded weapon that hits for 200 damage with a Rank 3 Toxic Lash and a Rank 5 Intensify, Toxic Lash will deal: 200 × 0.3 × 1.3 = 78Toxin damage which ticks for 78 × 0.5 = 39Toxin damage per second.
Toxin mods will apply their toxin mod multiplier to Toxic Lash's Toxin ticks, regardless if they are combined into other elements.
Extra Toxin damage does not combine with weapon elements.
Faction Damage Mods, after first applying, will multiply Toxic Lash's hit a second time, and multiply its Toxin ticks a third time, effectively triple-dipping.
Status Duration Mods and Saryn's own passive affect the duration of the Toxin proc.
Damage is affected by Ancient Disruptor auras and other enemies that reduce ability damage, unlike other weapon buffing skills.
Toxic Lash's damage instance does not charge Incarnon Transmutation.
Cast animation of ~1 second is affected by Casting Speed.
Saryn is immune to crowd control during the cast animation.
Casting Toxic Lash is a one-handed action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, maneuvering, and while on a zipline.
Can be recast to refresh its duration.
Ability Synergy:
Toxic Lash can make Spores burst with every attack, even without direct hits.
Hitting a spore while Toxic Lash is active applies an additional Toxin proc.
Contagion Cloud is a Warframe Augment Mod for Saryn that causes kills made with Toxic Lash, and damage over time effects generated by it, to leave behind a poisonous cloud that deals Toxin damage over time to enemies within it. Melee kills double the damage dealt by the cloud.
Toxic Lash is an invaluable ability for players who were not able to collect a Melee Toxin mod or not capable of equipping such on Melee weapons, in which the ability becomes a suitable replacement for those in need of direct health damage.
Toxic Lash's damage takes elemental mods and buffs like Venom Dose into account, even on damage instances normally unaffected by elemental mods, such as the radial damage of slam attacks, explode on death mods such as Acid Shells, and mods like Concealed Explosives. This makes it possible for them to deal vastly more damage than normal through Toxic Lash, which is especially useful for Arca Titron, Tenet Exec, and Sobek. (Possibly a bug.)
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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Bugs
While playing on client (Not as host), the use of toxic lash significantly reduces critical hit chance, to the point where having over 400% critical chance will only cause occasional critical hits, not guaranteed red crits as it should. This will only persist as long as toxic lash is active.
Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.
Each Toxin 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
The base duration of a Toxin Status Effect now matches Slash for 6 seconds.