Toxin Damage is one of the four primary elemental damage types. It is effective against CorpusFlesh and completely bypasses Shielded and Proto Shields, but is less effective against Machinery and Robotic enemies as well as FossilizedInfested creatures, exacerbated by Toxic Ancients which completely nullifies Toxin damage.
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 damage equal to 0.5 × Modded Damage × (1 + Toxin Damage mods) × (1 + Faction Damage mods) as Toxin 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.
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.
The Empyrean game mode version of Toxin is called Chem. Its status effect 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.
Spectral Scream Exhale a deep breath of elemental destruction. Tap to cycle through elements, hold to cast. The chosen element applies to all of Chroma's abilities.
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 10 energy 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 ?% chance to stagger lightly; 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.
Cone length is affected by Ability Range, following the expression: 10 × (1 + Ability Range)1/3.
At max rank, with a maxed Narrow Minded the range would be reduced to 6.97 meters, while a maxed Overextended would instead increase it to 12.38 meters.
Status chance, stagger chance, and spread range are not affected by mods.
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 weapons with Spectral Scream active, he is still able to 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 ).
Channeling energy cost is affected by Ability Efficiency and Ability Duration.
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 MOA or death orbs.
Rolling can be used to counteract the movement speed reduction and cover a large area in a short period of time.
Having a Limbo with a high duration build on your team can be very useful, as Spectral Scream will be able to damage all enemies even while Chroma is in the rift. With a build with maximum efficiency, this will also cause Spectral Scream to cost no energy to use, while actually gaining energy at a minute rate.
Elemental Ward Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
Chroma emits an aura of elemental energy, by expending 50 energy to empower himself and nearby allies as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. Elemental Ward lasts for 10 / 15 / 20 / 25 seconds.
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.
Heat
Generates a flame aura around Chroma and affected allies that increases base Health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance.
Health bonus and damage per second are affected by Ability Strength.
The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 100 health at rank 0, a rank-3 Elemental Ward with a maxed Vitality and Intensify will increase Chroma's health at rank 30 to 100 × (1 + 2 + 4.4 + 2 × 1.3) = 1,000.
Damage bypasses obstacles in the environment and decreases with distance.
Burn radius and status chance are not affected by mods.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 50% / 65% / 75% / 100% 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, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 100 shields at rank 0, a rank-3 Elemental Ward with a maxed Redirection and Intensify will increase Chroma's shield capacity at rank 30 to 100 × (1 + 2 + 4.4 + 1 × 1.3) = 870.
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.
Emits an aura of noxious fumes around Chroma and affected allies that increases base reload speed by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. 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.
Reload speed and holster rate bonuses are affected by Ability Duration.
The amount of reload speed gained is determined by the affected weapon's base reload speed.
Poison radius, enemy health to Toxin damage, and status chance are not affected by mods.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 75% / 100% / 150% and creates an ice shield that reflects incoming fire back to their source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
Armor bonus, damage multiplier, and status chance are affected by Ability Strength.
The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × (1 + 0.3)) = 1,417.5.
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. 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.
Elemental Auras of any type from two or more Chromas do not stack, i.e. two Heat auras do not increase damage nor health values, and if you had both a Heat and Cold aura, only one of them would be active on allies, the first aura stays until you move out of range or it expires.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
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.
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.
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.
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 sheds his outer pelt by expending 50 energy to activate the ability, imbuing the pelt with elemental energy to sprout 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 while blasting the affected enemies away. The sentry can also unleash a radial roar to temporarily stun all enemies within 30 meters.
Sentry health and continuous damage are affected by Ability Strength.
Effigy's elemental breath attack does 5 ticks of damage within 1 second making the base damage per second 2000.
Damage type is based on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Sentry armor, attack range, status chance, damage ticks per second, knockback radius, knockback damage and stun radius are not affected by mods.
Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to drop additional credits. All credits that drop within 10 meters of the sentry yield 25% / 50% / 75% / 100% additional credits.
Credit chance, credit bonus drop zone, and credit bonus are not affected by mods.
Technically increases credits income by 3.75% / 15% / 33.75% / 60% while the Sentry is active.
While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
Speed bonus and armor reduction percentages are not affected by mods.
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.
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 and stunning enemies at the destination.
The sentry 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.
Feast Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware, each foe in Grendel’s belly slowly consumes energy. Hold to vomit out stored enemies covering them in toxic bile.
Energy drain per enemy: 1.5 s-1 Vomit energy cost: 0
Misc:1.5 s (maw open duration) 1 s (maw open extra duration per enemy) 100% (Toxin status chance on vomit) 8 m (vomit cone range)
Info
Grendel opens his maw agape for 1.5 seconds, creating a powerful vacuum that disintegrates enemies near the aiming reticle within 10 / 15 / 20 / 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. Eaten enemies permanently lose 2% / 3% / 4% / 5% of their total Armor points for every second spent trapped inside Grendel's gut.
Maw open duration and extra duration per enemy are not affected by Mods.
Grendel can swallow multiple enemies by moving the aiming reticle to mark new targets with Feast, while his maw is still open.
Number of eaten enemies is displayed on the ability icon.
Feast also vacuums Pickups and thrown grenades near the aiming reticle for Grendel. Swallowed grenades will detonate inside Grendel's stomach and only damage nearby enemies.
Drains 1.5Energy points per second until killed or spat out; Each enemy swallowed beyond 2 enemies will increase the drain by an additional 1.5 energy.
Energy drain ramps by 0.05 energy per second as long as enemies remain in Grendel's gut.
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. Grendel also vomits all enemies out automatically when his energy pool is empty.
Energy drain per enemy per second is affected by both Ability Efficiency and Ability Duration, but cannot go below 0.38 drain per second.
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 10 eaten enemies at level 101, Grendel will deal 500 × ((101 × 10 - 1) / 15 + 1) = 34,133.33 Toxin damage on vomit. Resulting damage is rounded down to the nearest whole number.
Toxin status effect inflicts 50% of total damage every tick for 6 ticks over 6 seconds. In the example above, Grendel will further deal (34,133.33 / 2) = 17,066.67 damage per tick, 17,066.67 × 6 = 102,400 damage in the span of a single Toxin effect, for a grand total of 34,133.33 + 102,400 = 136,533.33Toxin damage.
Status chance and vomit cone range are not affected by mods.
Sentient enemies swallowed by Grendel will automatically be expelled after 8 seconds. Repeated swallowing of the same enemies will reduce the maximum duration they can stay inside Grendel's stomach.
Feasted enemies are considered removed from play, removing them from Exterminate waypoints and allowing Defense waves to advance, even if they are still alive.
Ability Synergy:
Grendel's Glutton passive grants him 50 armor per enemy alive in his stomach.
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.
Bugs
Vomit Toxin damage currently does not benefit from Ability Strength, despite the Ability Tooltip showing changes in the base Toxin damage value.
Nourish Inflict Toxin damage on Feasted enemies in Grendel's gut one by one, absorbing nourishment to buff allies. Tap to cycle through buffs and hold to cast.
Cycle select energy cost: 0 Activation prerequisite: 1 eaten enemy
Strength:1000 / 1500 / 2000 / 2500 (Toxin damage on digestion) 20 / 30 / 40 / 50 (self heal on cast) 1.1 / 1.15 / 1.2 / 1.25 x (Nourished Energy multiplier) 100 / 150 / 200 / 250 (Nourished Armor Toxin damage on hit) 1.2 / 1.3 / 1.4 / 1.5 x (Nourished Strike Toxin damage multiplier)
Range:10 / 15 / 20 / 25 m (buff radius) 5 / 6 / 7 / 8 m (splash radius)
Misc:1 s (splash cooldown) ?% (speed boost for Pulverize)
Info
Ever the gourmet though lenient in the foes he devours, Grendel selectively absorbs one of three types of nourishment from his stomach contents by tapping the ability key (default 2 ), to freely cycle between the Nourished Energy, Nourished Armor, and Nourished Strike buffs.
Nourish buff cycle selection wheel is displayed above the ability icons.
Grendel derives nourishment from the enemies he consumes, producing three unique buffs for himself and his allies.
Holding the ability key causes Grendel to stomp the ground, forcibly digesting the first eaten enemy in his gut, inflicting 1000 / 1500 / 2000 / 2,500Toxin damage to the victim and recovering Grendel's health with 20 / 30 / 40 / 50 scaling Health points. Grendel and ally Warframes within 10 / 15 / 20 / 25 meters receive the selected Nourished buff lasting for 10 / 15 / 20 / 25 seconds.
Nourished buff timers are displayed under the icons in Grendel's cycle selection wheel. Allies receive a buff icon beside their shield and health indicators on the HUD.
Nourished Energy multiplicatively increases the Energy points gained or recharged from any source for the buffed player by 1.1x / 1.15x / 1.2x / 1.25x. This includes energy orb pickups, ability gains such as Energy Vampire, modular effects such as Rage, and energy per second restoration from auras (Energy Siphon) and Focus Ways (Energizing Dash).
Nourished Armor reacts to incoming enemy damage and player-made kills, discharging a toxic splash that inflicts 100 / 150 / 200 / 250Toxin damage to enemies in a 5 / 6 / 7 / 8 meter radius around the buffed player. Toxic splash can only trigger once every 1 second.
Damage from Nourished Armor has a moderate chance to stagger enemies backward.
Nourished Strike provides additional Toxin damage for the buffed player's weapons by 1.2x / 1.3x / 1.4x / 1.5x. The toxin bonus is applied to weapons in the exact same manner as elemental damage mods, stacking additively with those mods and combining with other elemental types on the weapon when applicable.
Nourish requires at least 1 enemy swallowed by Feast to be alive in Grendel's gut, in order to provide the selected buff and heal Grendel.
Grendel can select and activate Nourish buffs during Pulverize, while also granting himself a ?% movement speed boost in his sphere form.
Can be recast while active, inflicting damage to the eaten enemy, healing Grendel, buffing new allies in range, and refreshing the selected buff's duration if active.
Subsuming Grendel to the Helminth will offer Nourish and its augments to be used by other Warframes.
Other Warframes are omitted from the swallowed enemy requirement, due to their inability to cast Feast.
Only the self heal and Nourished Strike effects are available from Subsumed Nourish.
As other Warframes cannot swallow enemies, the self heal formula omits the enemy level and scales only with Ability Strength.
Misc:? m/s (projectile speed) 1.0x (damage multiplier per 10 enemy levels)
Info
Grendel convulses his stomach as his maw snaps open, violently expelling out an eaten enemy soaked in acidic bile from inside his gut. The enemy is 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 suffers 300 / 500 / 1,000 / 1,200Toxin scaling damage and inflicts 1,200Toxin damage to all enemies within a radius of 3 / 4 / 5 / 5 meters around the impact point. Additionally, Regurgitate inflicts 250 / 300 / 400 / 500Toxin damage with a 100% Toxin status chance to enemies within 8 meters in a cone in front of Grendel.
Cone damage is affected by Ability Strength but not by enemy level.
Toxin damage on impact and radial damage is affected by Ability Strength and enemy level.
Regurgitate's Toxin damage on enemy impact benefits from Ability Strength and enemy level using the following expression:
Enemy Level Multiplier = ceil(Enemy Level ÷ 10). The multiplier only increases after 1 level past the per-10-levels mark (e.g. levels 11, 21, 31, 41, etc).
With a maxed Intensify and an eaten enemy at level 101, Grendel will deal 1,200 × (1 + 0.3) × (11) = 17,160Toxin damage to the launched enemy.
Pulverize Powered by feasting, Grendel curls into a ball and knocks over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave.
Activation prerequisite: 1 eaten enemy Energy drain on empty stomach: ? / ? / ? / 10 s-1
Range:2 - 6 / 3 - 8 / 4 - 10 / 5 - 15 m (ground slam radius)
Misc:2.5 - 5 m (collision radius) 10 (scaling bonuses enemy cap) 1.0x (damage multiplier per 10 enemy levels) 100% (Impact status chance on slam) ?% (speed boost from Nourish)
Info
Engorged with enemies inside his gut, Grendel curls up into a roving sphere that changes his movement controls into a directional physics-based roll. As he roves, Grendel slowly digests enemies inside his stomach, inflicting 25Toxin damage per second.
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 some abilities during Pulverize.
Grendel will accelerate faster when rolling downhill and richohet 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 - 2,000 / 500 - 3,000 / 500 - 4,000Impact scaling damage against enemies coming into range. Enemies colliding with Grendel receive damage and are knocked away from his path.
Impact damage on collision is affected by Ability Strength, enemy level, and amount of enemies stored (capped at the maximum of 10).
Impact damage on collision benefits from Ability Strength, enemy level and amount of enemies stored using the following expression:
Total Impact Damage = [Impact Base Damage + (Number of Enemies Stored≤10 × 350)] × (1 + Ability Strength) × Enemy Level Multiplier
Enemy Level Multiplier = ceil(Enemy Level ÷ 10). The multiplier only increases after 1 level past the per-10-levels mark (e.g. levels 11, 21, 31, 41, etc).
With a maxed Intensify, 10 eaten enemies at level 101, Grendel will deal [500 + (10 × 350)] × (1 + 0.3) × (11) = 57,200Impact damage.
Impact damage on collision does not occur if Grendel is stationary.
Collision radius is affected by the number of eaten enemies in Grendel's gut, reaching maximum radius with 10 enemies. Grendel's sphere model also drastically increases in size based on the eaten enemy count.
Collision damage and range values are calculated when Pulverize is activated. Any changes in Ability Strength, enemy level, and amount of enemies stored that occur after activation will not affect the damage and range Grendel currently uses for Pulverize.
Landing on surfaces from midair causes Grendel to slam into the ground, inflicting 50 - 200 / 100 - 300 / 100 - 400 / 150 - 500Impact scaling damage to enemies inside his stomach and all enemies within a 2 - 6 / 3 - 8 / 4 - 10 / 5 - 15 meter scaling radius. Enemies within the slam radius have a 100% chance to receive an Impact status effect.
Impact damage on ground slam is affected by Ability Strength, enemy level, and amount of enemies stored (capped at the maximum of 10).
Impact damage on ground slam benefits from Ability Strength, enemy level and amount of enemies stored using the following expression:
Total Impact Damage = [Impact Base Damage + (Number of Enemies Stored≤10 × 35)] × (1 + Ability Strength) × Enemy Level Multiplier
Enemy Level Multiplier = ceil(Enemy Level ÷ 10). The multiplier only increases after 1 level past the per-10-levels mark (e.g. levels 11, 21, 31, 41, etc).
With a maxed Intensify, 10 eaten enemies at level 101, Grendel will deal [150 + (10 × 35)] × (1 + 0.3) × (11) = 7,150Impact damage.
Ground slam radius is affected by both Ability Range and the number of eaten enemies inside Grendel's gut, reaching maximum radius with 10 enemies.
Ground slam damage and range values are calculated when Pulverize is activated. Any changes in Ability Strength, enemy level, and amount of enemies stored that occur after activation will not affect the damage and range Grendel currently uses for Pulverize.
If Grendel's stomach becomes empty during Pulverize, he begins to drain ? / ? / ? / 10 energy per second to sustain his sphere form, ramping up to ? energy per second the longer Pulverize remains active.
Press the ability key again (default 4 ) to deactivate this ability early. Pulverize will deactivate automatically when Grendel runs out of Energy, causing Grendel to unfurl and vomit out all eaten enemies, as well as become stunned in a dizziness animation for 2 seconds.
Ability Synergy:
Pulverize requires at least 1 enemy swallowed by Feast to be alive in Grendel's gut in order to activate. For Pulverize to reach its maximum potential damage and range, Grendel must consume and store at least 10 enemies in his stomach.
Grendel can select and activate Nourish buffs during Pulverize, provided he has at least one enemy in his gut. Casting Nourish also grants a ?% movement speed boost to his sphere form.
Misc:100 % (status cleanse on cast) 1.5 / 2 / 3 / 3 s (invuln. time) 400 (decoy shields) 100 % (Toxin status chance) 1 (limit of molts)
Info
Saryn sheds her skin, removing all existing status effects and increasing her movement speed by 1.3 / 1.35 / 1.4 / 1.5 times 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 a period of 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.
Decoy's health, explosion damage, and speed multiplier are affected by Ability Strength.
Explosion damage does not bypass obstacles in the environment and diminishes with distance.
Status cleanse on cast, invulnerability time, decoy shields and status chance are not affected by mods.
Does not have a cast time or animation.
Molt's decoy is placed at Saryn's current position, mirroring her pose and elevation.
Molt's shields regenerate over time and can be buffed with the use of allied Shield Ospreys, whether in Specter or Mind Controlled forms.
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.
Only 1 Molt may be active at a time. Creating another Molt will detonate the current Molt.
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.
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.
Toxic Lash While active, attacks deal additional Toxin damage; this effect is doubled for melee strikes. Instantly burst spores when attacking afflicted enemies.
Misc:100% (Toxin status chance) 100% (Spores burst chance)
Info
Saryn imbues 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. This extra hit has a guaranteed chance to proc Toxin.
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 on your weapon 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 to your weapon, will multiply Toxic Lash's hit a second time, and multiply it's Toxin ticks a third time. Effectively triple-dipping.
Status Duration Mods and Saryn's own passive affect the duration of the Toxin proc.
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.
Melee hits apply an additional Toxic Lash damage instance for each spore affecting an enemy, usually resulting in Toxic Lash dealing 4 times as much damage against infected enemies.
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.
The percentage of Toxin damage granted is multiplied by Ability Strength.
The exact amount of Toxin damage is equal to the percentage multiplied by the weapon's total damage.
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.
Using a hammer with the Shattering Storm stance equipped will make it easy to pop Spores while Toxic Lash is active, due to the ground slam attacks of the stance's combos.
While Toxic Lash doesn't increase the damage over time effect of gas status effects, it does affect its initial damage, dealing separate toxin damage to all enemies affected by gas status effects, and applying separate instances of toxin damage over time to them.
Toxic Lash's bonus damage also applies to secondary damage from augment mods, like AoE from Acid Shells and Vulcan Blitz.
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.