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Damage Redirection is a mechanic where incoming damage is dealt back to the attacker or a different target. The damage redirected will be percentage of the original damage.
Nezha expends 75energy to summon a fiery ring that encircles him, granting immunity to Status Effects and 90%Damage Redirection towards the ring's health pool. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously Staggered and dealt 50 / 75 / 100 / 125Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
Warding Halo's health uses the following expression: Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)
As an example, with a maxed Steel Fiber and Intensify, and one stack on Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
Slash damage instances immediately affect enemies as they enter the stun radius.
Cast animation of ~1 second, affected by Casting Speed.
Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
Upon expiring, Warding Halo releases a wave of heat, inflicting all surrounding enemies with a guaranteed Heatstatus effect, and making Nezha invulnerable for 1 second.
Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing him (if strong enough), before the 1 second invulnerability can take effect.
Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus.
Nidus expends 1Mutation stack to perform symbiosis with a targeted ally Warframe within 24 / 28 / 34 / 40 meters or parasitically link with a targeted enemy within 10 / 13 / 16 / 20 meters. The link persists as long as Nidus and his target remain in range of each other, lasting for 30 / 35 / 45 / 60 seconds or when manually deactivated by pressing the ability key again.
When linked with an ally Warframe, Nidus and his target both receive a 10% / 15% / 20% / 25%Ability Strength bonus and a 10% / 15% / 20% / 25% weapon damage bonus.
Parasitic Link's Ability Strength bonus affects Ability Strength multiplicatively using the following expressions:
With a maxed Intensify and the 15% Ability Strength rank bonus, Nidus will have 145% Ability Strength, resulting in 0.25 × (1 + 0.3 + 0.15) = 36.25% Modified Strength Bonus displayed on the UI.
Modified Strength Bonus then increases Ability Strength multiplicatively, granting 1.45 × (1 + 0.3625) = 197.5625% Modified Ability Strength that affects Nidus' other abilities while a rank-3 Parasitic Link is active.
The Modified Strength Bonus is the same percentage for the linked ally. However, Modified Ability Strength's calculation will depend on the linked ally's own Ability Strength.
When linked with an enemy, the target is incapacitated for the duration while Nidus gains 20% / 30% / 40% / 50%Damage Redirection toward the linked target. All negative Status Effects, including Knockdown and Stagger, are also redirected.
Damage Redirection is capped at 90%, achievable with 180% Ability Strength.
Enemy target is invulnerable to outside sources of damage and immune to external crowd control effects while linked, but is not immune to damage and crowd control effects transferred from Nidus. All damage prevented by the external invulnerability are stored and dealt in full when the ability ends.
Friendly fire is not transferred to the linked target.
Can link to enemies with Overguard, however they will not be incapacitated and can still attack.
Parasitic Link does not require Line of Sight to maintain connection between Nidus and his target.
If the target dies during cast before the link is attached, the single Mutation stack used for Parasitic Link will be refunded.
Ability Synergy: While linked to a target, using Virulence will spawn a second instance from the linked target that grows towards the targeted location, converging with the first instance from Nidus.
Enemies hit by the second instance separately counts toward Mutation stack, even when the same enemies also get hit by the first instance.
Parasitic Link is a One-Handed Action and can be cast while in midair.
Nidus and the target are visibly covered in infestation and connected via a tether of biochemical energy, which is affected by the chosen Warframe energy color.
Cannot link to a target already affected by Parasitic Link. Multiple Nidus players cannot link to the same target, nor to each other while their own Parasitic Link ability is active.
When connected to another Nidus player, both players will use the Ability Strength bonus from the casting player; the link will break if the partner activates Parasitic Link on a different target.
Parasitic Vitality is a Warframe Augment Mod for Nidus that allows Parasitic Link to grant Nidus and the ally he is linked through with the ability bonus Health, scaling with each mutation stack.
Link with a nearby teammate or enemy for Virulence to create two lines from Nidus and the linked target. This effectively extends Virulence's reach, doubles its damage output, staggers enemies in its paths, collects more hits for stacks, and earns extra energy for the cost of one cast.
Linking with a teammate creates a mobile casting point that can relocate quickly to find new enemies.
Linking with an enemy provides a stationary casting point that allows you move around to adjust Virulence's travel direction and length.
Use Virulence's range indicator by holding 1 to determine the number of targets both lines will hit before releasing the button to cast.
Teammates with Warframes that possess high ability damage and Ability Strength-based effects are prime candidates for Parasitic Link.
Alternatively, the Ability Strength bonus allows allies to use more balanced builds instead of builds that focus solely on Ability Strength.
Enemies with high health and armor values such as Heavy Gunners can absorb a large amount of damage transferred from Nidus.
As long as Nidus and his target are in range of each other, Parasitic Link's biochemical tether will help you visually track your positions.
Before reviving a downed teammate, link with a nearby enemy to protect yourself from taking too much damage.
Linking with an enemy caught by Larva causes it to become immune to damage from outside sources, which may hinder your crowd control ability because Larva will go through its full duration before you can recast it. Press 3 to manually deactivate the link, allowing you and your allies to kill the enemy to end Larva early for recast.
This immunity to damage can be beneficial for racking up the melee combo counter. Simply attack the target as many time as possible. Combine with combo mods like Blood Rush for best results.
Maggots from Ravenous will ignore your linked enemy target. However, maggot explosions will still count as hits for the Mutation gauge even when they cannot damage the target. When you cast Parasitic Link on an enemy with maggots attached, the maggots will detach once the link is established.
Parasitic Link can be cast on the Juggernaut, and though it will not immobilize the Juggernaut it will still transfer damage to it, bypassing the Juggernaut's normally-impenetrable armor.
Can be used to immobilize Synthesis target, instead of deploying Kinetic Siphon Trap. This also prevents the target from being killed, accidentally or not, provided Nidus himself is not under heavy fire.
Parasitic Link can transfer negative Conduit Effects given in Disruption. For example, Energy Drain will drop from 5 energy per second to 1. This reduces, but does not negate, the threat of negative effects from conduits, should one fail.
Trinity expends 75energy to link herself with up to 1 / 2 / 2 / 3 enemies within a radius of 12 / 14 / 17 / 20 meters for 6 / 8 / 10 / 12 seconds. While linked, she receives 50% / 60% / 70% / 75%Damage Redirection and any Status Effects toward the linked enemies.
Casting time of 0.6 seconds is affected by Casting Speed.
Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
Includes knockdown from environmental traps such as Corpus Laser Barriers. Note that tripping these barriers in Spy missions will still trigger vault alarms.
Ability Synergy: Link can tether to a Well of Life target, applying lifesteal during Link's Damage Redirection.
If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage.
Misc:90% damage redirection ∞ duration 18 m/s move speed 21 m/s boost speed 3 m jump height 12 m double jump height 1.25 s jump charge time 17 m charged jump height 10 m dash distance 1,000 Impact damage on landing 5 Impact damage on slam shockwave 2 m slam shockwave radius
Yareli expends 25energy to summon her faithful aquatic creature from the watery depths and rides aboard Merulina after it emerges. Upon activation, the board is Invulnerable for 4 seconds, during this time all incoming damage it takes is added to its total health. While riding Merulina, Yareli switches her combat and movement controls to K-Drive controls; aboard her transport, Yareli unholsters and only wields her equipped secondary weapon, becomes immune to Ragdoll and resists Stagger and Knockdown from most sources. Yareli may manually dismount from Merulina for 0 energy cost by pressing the ability key again (default 2 ), press or hold and release the quick melee attack key (default E ), or hold and release the interact key (default X ) to despawn it and switch back to normal Warframe controls.
Yareli is Invulnerable for 1.5 seconds when dismounting manually or on Merulina's destruction.
She is immune to K-Drive ragdoll effects from dismounting Merulina, does not eject off from failing K-Drive board grabs and flips, nor from strong impact collisions with the environment and obstacles.
She can also initiate interaction (default X ) with some entities and Objects such as opening doors and lockers, using elevators, picking up/inserting a datamass, picking up Ayatan Star/Sculptures and Granum Crown, Hacking consoles, activating Survival Life Support Capsules, etc.
Attempting to revive an ally in Bleedout forces Yareli to dismount when the interact key is pressed.
Interacting with objects requires Reload with Context Action Input enabled otherwise you will dismount.
She is able to perform Transference while aboard Merulina. This will not cause her to dismount.
Merulina is Yareli's personal deployable vehicle that possesses unique attributes and K-Drive maneuvers:
Merulina has a base Health pool of 3,000 / 4,500 / 6,000 / 7,500Flesh and 50 armor that protects Yareli by redirecting90% of all incoming damage from Yareli to Merulina's health. The ability lasts indefinitely until its health pool fully depletes, or Yareli dismounts or falls out of bounds. Upon destruction, Merulina prevents the damage from the last lethal hit from spilling over to Yareli's hitpoints.
However, Adaptation stacks can still be accumulated while riding Merulina.
Merulina benefits from armor from Azure Archon Shards, but not other sources.
Merulina cannot be healed by conventional means, such as picking up Health Orbs and triggering Arcane Enhancement effects.
While active, Merulina's health indicator is displayed above Yareli's ability icons. The UI element consists of Merulina's animated portrait on the left, the current numeric total of remaining health points on the right, and a health bar at the bottom that drains from left to right.
Merulina's hidden K-Drive stats include:
Move Speed of 18 meters per second and Boost Speed of 21 meters per second
Jump Height of 3 meters and Double Jump Height of 12 meters.
Jump Charge Time of 1.25 seconds and Charged Jump Height of 17 meters.
Merulina is not affected by K-Drive mods, including those equipped on a custom-built K-Drive in Yareli's Vehicle tab in the Arsenal screen.
Merulina gradually loses a percentage of health per second when Yareli is within an ability nullifying sphere created by special enemies, such as the Nullifier Crewman.
Merulina's colors can be customized via its own Appearance tab in the Arsenal screen, once the ability is unlocked on Yareli at Warframe Rank 3.
Energy colors on Merulina will instead match the chosen selections in Yareli's Appearance tab.
Merulina visually appears as an Infested aquatic creature with physical characteristics commonly found in real world stingrays (flat body with flaps and tail), Portuguese man o' war (translucent membranes, multiple stingers), and crustaceans (spiked chitinous carapace). The creature's frontal beak, fin flaps, and tails use cloth and jiggle physics, allowing them to sway along to Yareli's movement. The bioluminescent central cavity holds flowing liquid in motion that glistens and shimmers to the light.
Merulina produces liquid splashes and bubbles beneath its belly as it moves and lands on surfaces.
Merulina audibly makes chirping and gurgling creature sounds while Yareli is riding on it and performing K-Drive tricks.
Tricks
K-Drive trick scores earned with Merulina yield VentkidsStanding in any mission.
While riding Merulina, Yareli can holster away her secondary weapon by pressing the switch weapon key (default F ) to enable her to perform more K-Drive tricks such as board grabs (default LMB ) and flips (default RMB ).
Yareli and Merulina will dash toward the input direction for a distance of 10 meters when performing a dodge maneuver:
Merulina's dash can be used on the ground, while in midair, and during casting animations to quickly reposition and break free from falling.
Each dash triggers a short cooldown before another can be performed.
Action
PC
PSN
Xbox
NSW
Dash
Tap LShift
Tap L1 /LB
Tap LB
Tap L
When moving at cruising or boosted speed (default hold LShift ) with enough momentum, Yareli aboard Merulina can slide through some environmental barriers such as small railings, and surf on top of Defense Objects such as the Warframe Cryopod and Excavator.
Merulina can ollie and double jump (default Spacebar x2) to reach greater heights than Warframes' jumping.
Double jump can be performed after a charged jump (default hold and release Spacebar ).
Landing directly on top of an enemy from any height with Merulina inflicts 1,000Impact damage and knockdown.
Performing a K-Drive slam shockwave (default while in midair, tap + tap and hold down LCtrl ) causes Yareli to dive toward the ground, emitting a 2 meter expanding shockwave on landing that inflicts 5Impact damage with a status chance to all enemies inside, causing guaranteed heavy knockdown and knockback away from the impact point.
Merulina is able to surf on some allied summoned objects, such as Frost's Snow Globe.
Yareli performs her other abilities' casting animations without stopping her movement while aboard Merulina.
Sea Snares' casting animation is faster while aboard Merulina.
Surging Blades costs 0 energy to cast while aboard Merulina.
Cannot be cast if spacing around Yareli is obstructed. Merulina will self-destruct if Yareli attempts to mount it while she is standing in an out-of-bounds zone, usually below the playable area of a mission such as the pillar protrusions in the Simulacrum.
Mounting and dismounting from Merulina are full-body animations that carry forth Yareli's momentum while stopping other actions.
Yareli visually leaps gleefully into the air as she spins counterclockwise, summoning Merulina beneath her as they land onto the ground with a splash.
When performing a moving dismount from Merulina, Yareli hops off spinning clockwise and lands several meters away, while creating a splashing wave for Merulina to dive forward back into the abyss.
When dashing with Merulina, various animations play for Yareli depending on the input direction:
Without moving, she twirls clockwise as she lands back onto Merulina's back.
While moving, she holds onto Merulina as they launch forward, flipping upside down and returning upright similar to a Bullet Jump.
While moving backward, she recoils raising both her hands up with open palms.
Subsumed abilities injected into Yareli via the Helminth system cannot be cast while aboard Merulina.
Developers noted that due to the amount of new custom animations required for this to function properly, this interaction will remain unchanged for the foreseeable future.
While Yareli herself is rather fragile, Merulina vastly improves her survivability. Deploying her during a fight, even when standing still, makes Yareli deceptively durable.
Bringing a secondary weapon with good crowd control and not dependent on accuracy, such as Atomos and her signature Kompressa, can compensate for the disabled primary and melee capabilities while riding Merulina.
Akarius is also a viable sidearm while riding Merulina due to its homing ability, its reload speed increase while moving, and because Yareli can resist knockbacks from explosions while riding.
Riding Merulina counts in Nightwave challenges involving K-Drives, though she should take down enemies with her equipped secondary weapon and not with her abilities.
Unlike most sources of healing, Blood Altar will work with Merulina, providing healing even over the initial total health, unless the augment Loyal Merulina is equipped.
On mouse and keyboard, steering on Merulina with mouse is much more precise than using movement keys.
Bugs
Gameplay
Cannot trigger Arcane Pulse while aboard Merulina.
Yareli can fall through a moving elevator while riding on Merulina.
Yareli on Merulina can be slowed down by bumping her head on doorframes in older Tile Sets such as Corpus Outpost and Grineer Galleon as she moves through them at any speed.
Yareli's Critical Flow passive does not activate when falling from heights aboard Merulina, while it works when Yareli is on foot.
Yareli aboard Merulina is incapable of picking up Resurgence Tokens in Arbitrations and Index Points in The Index without crouching.
Yareli aboard Merulina is able to stand on Frost's Snow Globe.
Performing a mercy finisher while on Merulina will occasionally completely disable the ability to shoot, reload, or use abilities until her secondary weapon is swapped off of for a few seconds.
In rare instances on the Corpus Ship tileset, dismounting Merulina close enough to the ceiling of some hallways can cause Yareli to be placed out of bounds.
Yareli aboard Merulina counts as separate unit.
Any affinity gained while on Merulina is shared to yourself as if an ally killed the enemy.
Damage numbers from procs or other delayed attacks that would have been dealt while on Merulina disappear after dismounting.
Menus
When customizing Merulina's Appearance via the Arsenal, it does not appear properly on screen when Yareli is in Captura or Relay hubs, including Cetus, Fortuna and Necralisk.
Merulina can sometimes be seen leveling up and accumulating Affinity at the end of mission summary screen.
Visuals
Playing as client, Yareli does not play an animation when picking up an object such as datamass or excavator power core.
Activating Life Support Capsules and hacking a console will trigger the latest ability cast's animation.
Yareli on Merulina inside Limbo's Rift Plane does not show the Rift overlay effect on the player's screen.