This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept.
When a player or enemy deals damage to their targets' health or shields, that damage may be mitigated by sources of damage reduction (also called damage resistance relative to receiving damage). In other words, players may deal less damage than the listed Arsenal value due to armor; damage type modifiers from different health, armor, and shield classes; and/or other sources of damage reduction.
Note that in-game and on the wiki, sometimes Abilities and Mod descriptions mention damage reduction when they really mean negative damage type modifier and vice versa. This distinction is needed to differentiate between multiplicative and additive stacking of different forms of damage reduction.
When a player is dealt damage, it is reduced by a scalar calculated from the amount of damage reduction (DR) active (from Mods, Warframe abilities, etc.). The general calculation takes a form of:
For example, if a Grineer Lancer normally deals 100 IPS damage (50 Impact, 25 Puncture, and 25 Slash) against a player, and that damage is dealt to the player's shields (classified as Tenno Shield), which have an innate 50% DR, the amount of damage the player receives will be:
If that damage is dealt to the player's health (classified as Tenno Flesh with no modifiers), with 100 armor (classified as Tenno Armor with no modifiers) and Gara's Splinter Storm active (70% pure damage reduction), the amount of damage the player receives will then be:
Damage Type Modifiers (DM, not to be confused with damage reduction, DR) also play a role in damage calculations. Although the Tenno are neutral to all damage types as of Update 27.2 (2020-03-05), mods such as Toxin Resistance or ability effects like Kinetic Plating add damage modifiers to a player's health and shields against either one type of damage specifically (Toxin for Toxin Resistance) or multiple (Impact, Puncture, Slash, Heat, Cold, and Blast for Kinetic Plating). The generalized formula from above can be modified to account for these as such:
For example, if the previous damage from above is dealt to a player's health, with 100 armor, Splinter Storm, Aerodynamic, and Aviator, the amount of damage the player receives will then be:
In the case of armored enemies (whose health and armor have innate damage modifiers), the modified damage dealt is calculated as:
Where HM is the damage type modifier of the Health, AM is is the damage type modifier of the Armor, PR is a pure damage reduction (e.g. Ancient Healer aura), and AR is the amount of armor.
For example, if 100 pure Slash damage is dealt to a Heavy Gunner with 500 Ferrite Armor (-15% DM to Slash) and 300 Cloned Flesh (+25% DM to Slash), the amount of damage it receives will be:
*Notice that in this case, the two damage modifiers, HM and AM, do not add together as in the formula before. This is because the damage modifier for armor is applied separately from the one for health.
Against Non-Health/Shield Types[]
Damage Reduction has no affect on effects that absorb damage, Overguard, or Object health such as:
Some of these may benefit from increased Armor (e.g. damage absorption scales with Armor values), but Damage Reduction will not be applied to these to reduce incoming damage received.
*Modifiers granted by mods or effects (e.g. Toxin Resistance) are applied to both health and shields, while modifiers that are innate to a shield or health type only apply to the damage dealt to shields or health. E.g. Slash damage dealt to the neutral shields of an enemy that has a +25% modifier to slash on its health will not take increased damage to its shields. The exception to this are damage modifiers on armor, which do apply to health as well, but not to shields.
Armor is an attribute that reduces damage taken to health but not to shields. Not all enemies possess armor; Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For a given Warframe, its armor value can be found in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels due to Enemy Level Scaling.
In combat, enemies with more than one point of armor have their health bars displayed yellow instead of red. It is possible to strip away armor value through certain abilities or damage Status Effects, turning those enemies' health bars back to red.
Pure Damage Reduction[]
Any source of damage reduction, aside from armor, will decrease damage done to health and shields. Sources of damage reduction (including armor) stack multiplicatively with each other.
This form of damage reduction is usually temporary or conditional, unlike armor, so it must be reapplied to receive less damage to health and shields.
Baruuk's tolerance for violence wanes as his hand is forced by his foes. Restraint is a resource unique to Baruuk that provides up to 50%Damage Reduction when the meter is completely depleted.
Restraint meter is displayed in the lower-right on the HUD, above the ability icons.
Restraint meter starts fully filled, and is depleted using Baruuk's abilities:
Each attack evaded through Elude erodes 1.2% from the meter.
Each enemy affected by Lull erodes 0.8% from the meter.
Each enemy disarmed by Desolate Hands erodes 1.6% from the meter.
Baruuk's fourth ability Serene Storm utilizes Restraint instead of Energy to cast and maintain. Using this ability refills Restraint meter by 4% on activation and by 0.8% per second until the ability is deactivated.
Restraint can still erode from using Baruuk's other abilities during this ability.
Baruuk expends 75energy to summon a protective ring of 3 / 4 / 6 / 8 levitating energy daggers around him that passively provide him with 10%Damage Reduction per dagger orbiting in the ring. The daggers will seek enemies in sight and within 6 meters, launching one by one to Disarm their targets on impact, then explode dealing 100 / 150 / 200 / 250Blast damage to all enemies within a 3 meter radius.
Arsenal lists the damage reduction with maximum daggers.
Damage reduction can not exceed 90% under any circumstance, capping out at 9 daggers.
Enemies that have already been disarmed will not be targeted by the daggers.
While active, Desolate Hands shares its effects with allies by launching 1 dagger at a time to the nearest ally within Baruuk's dagger seek range and in direct line of sight. Shared daggers also provide damage reduction, disarm charges, and erodes Baruuk's Restraint on enemy disarm for the affected allies; each ally can carry up to 50% of the modded number of daggers.
With his Restraint eroded, Baruuk commands the Desert Wind to deliver powerful radial strikes with his fists and feet. Each moment commanding the storm restores his Restraint.
Baruuk foregoes his restraints to empower his fists with volatile energies, commanding the Desert Wind and wielding it as his melee Exalted Weapon. While Serene Storm is active, Baruuk also receives 10% / 15% / 20% / 25%Damage Reduction against enemy attacks, and slows enemies within a 3 meter radius by 50%.
Damage reduction is capped at 40%.
Damage reduction only applies when Desert Wind is the active weapon.
Slow amount and radius are not affected by mods.
Rather than using energy, Baruuk regenerates his Restraint, recovering 4% Restraint on activation and then restores 0.80% Restraint per second.
Baruuk can still erode his Restraint while Serene Storm is active by using his other abilities.
Baruuk does not need to have completely eroded his Restraint meter to use Serene Storm. He is free to activate it as long as he has 96% Restraint, and can deactivate it at any time to stop restoring his Restraint if he wishes.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Serene Storm will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
The mods that can be equipped on and affect Desert Wind include:
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Range mods do not affect the radius of slam attacks.
The combo counter will reset when equipped with melee weapons that pause the combo counter (such as Tenet Grigori) or have infinite combo duration (such as Xoris).
Serene Storm's combo counter decay is affected by Power Spike.
Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
Ground finishers inflict 1600% of the total modified damage from normal attacks. Prompted finishers inflict 6400% of the total modified damage from normal attacks as True Damage.
The damage composition of a ground finisher is the same as a modified normal attack; however, Impact damage from ground finishers is multiplied by 125%.
The finisher multipliers for both attacks are affected by Finishing Touch.
Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
Normal attacks will emit a wind wave in the direction of aim that travel 20 meters. Wind waves have the same base damage as the melee attacks that release them.
The wind waves and Serene Storm itself are considered separate entities and will both deal damage separately.
Wind waves will Punch Through and hit enemies and terrain regardless of thickness up to their maximum range.
Wave damage does not fall off with distance.
Wave range and flight speed are not affected by mods.
Enemies hit by the waves will suffer a stagger.
Enemy projectiles hit by the waves have a 100% chance to be redirected toward their originating direction.
Serene Storm comes installed with its own unique stance. Additional combos will be unlocked as Serene Storm increases in rank.
Forward melee combo thrusts Baruuk's fists toward his enemies to generate a powerful push that inflicts damage, stagger, and ragdoll effects.
Hold melee combo creates an upward draft that drifts forward and gradually lifts enemies high into the air.
Block melee combo creates a suctioning pull to drag enemies toward Baruuk.
Slide melee combo bends gravity around Baruuk to radially lift all nearby enemies into the air.
Slam melee combo creates a radial blast that knocks back all enemies in range.
Slam melee combo while blocking creates a radial vortex that pulls in all enemies in range.
Any hits made directly by the impact of Baruuk's fist or the waves of energy caused by Desert Wind, have a chance to permanently Disarm the enemy.
Serene Storm is a unique Stance exclusive to Desert Wind that can only be acquired and used by activating Baruuk's fourth ability, Serene Storm. This Stance overrides the Stance on any currently equipped melee weapon for as long as Serene Storm remains active.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
Citrine expends 50Energy to align a protective pentagonal array of five orbitting crystals that reduces incoming enemy damage, surrounding herself and all allied Warframes within her Affinity Range with personal arrays. On cast, Citrine also inflicts Stagger on enemies within a radius of 8 meters and Knockback by 2 meters.
Allies gain or lose Preserving Shell whenever they enter or leave Citrine's Affinity Range.
Companions and other allied NPCs do not receive Preserving Shell.
Preserving Shell lasts for 18 / 20 / 22 / 25 seconds, during which Damage Reduction begins at 10% / 20% / 30% / 40%, then after a 1 second delay it continuously decays per second until pausing at 10% / 20% / 25% / 25% minimum damage reduction and resuming decay when above the threshold. Decay rate changes when total damage reduction reaches its thresholds, alternating from -1% per second when between 25% to 75% damage reduction, to -3% per second when between 75% to 90% damage reduction.
Modded initial damage reduction percentage is rounded down to the nearest whole number.
While active, the lower half of the diamond-shaped UI indicator above the ability icons appears, tracking the current damage reduction value and this ability's remaining duration via a countdown curve.
Damage reduction value is displayed in real-time as a buff icon beside Citrine and her squadmates' hitpoints indicators.
Multiple Citrines in the squad can stack Preserving Shell's damage reduction multiplicatively.
While active, kills and assists made by Citrine will pause the decay for 2 seconds and increase total damage reduction by 3% per kill and 1% per assist. Damage reduction is capped at a maximum value of 90%, whether earned via kills and assists, or modded with at least 225% Ability Strength at ability rank 3.
Modded damage reduction per kill percentage in decimals is rounded down to the nearest whole number, whereas per assist is rounded up.
Ability Synergy:
Damage, status effects, and crowd control inflicted by Fractured Blast, Prismatic Gem, and Crystallize can contribute as kills and assists to increase Preserving Shell's damage reduction.
Can be recast while active to preserve the current damage reduction value if above the minimum threshold, or return to initial damage reduction if the current value is lower, while also refreshing to full duration.
Casting Preserving Shell is a full-body animation that displaces Citrine into the air and allows slowed directional movement, but interrupts other actions.
Ember expends 50Energy to surround herself in a swirling torrent of protective flame that burns stronger with each moment. While immolated, a thermometer appears above the ability icons, gradually rising in temperature. Ember gains 10% / 20% / 30% / 40%Damage Reduction on cast displayed as a percent (%) next to the thermometer, which scales up to 50% / 65% / 75% / 85% damage reduction at maximum heat. Press the ability key (default 2 ) again to deactivate this ability, expending all stored heat instantly.
Damage reduction is capped 50% - 90%, achievable with 125% Ability Strength.
Damage reduction (DR) is related to the current percent heat (H) by the following formula: DR = H × Min(0.90,0.85 × (1 + Ability Strength)) + (1 - H) × Min(0.50,0.40 × (1 + Ability Strength))
E.g., with a max rank Intensify and 75% heat Ember's damage reduction would be:
Once Immolation reaches maximum heat, Ember drains energy at an increasing rate of 0.4 energy per second2 to sustain Immolation. The energy drain growth is uncapped.
Example: After 10 seconds at max heat, Immolation will drain 4 energy per second: After 30 seconds at max heat, Immolation will drain 12 energy per second.
Immolation's heat generation is affected by her abilities:
The following values refer to how full the heat bar is, i.e. 0% means the bar is empty and 100% means it is full; these values are not referring to the damage reduction displayed to the left of the bar.
The bar passively fills at a rate of 0.5% per second.
Each cast of Fireballincreases the rate of heat generation by 1% per second.
Each cast of Fire Blastdecreases the rate of heat generation by 2% per second, while also removing50% heat.
Each cast of Infernoincreases the rate of heat generation by 3% per second.
E.g. after casting Fireball three times, Fire Blast once, and Inferno once, Ember would be gaining 0.5% + (1% × 3) - 2% + 3% = 4.5% heat per second, and the heat bar would take 22.2 seconds to completely fill.
Immolation increases Fireball's damage up to 300 / 550 / 600 / 800 impact and 100 / 200 / 250 / 300 at maximum heat.
Fire Blast:
Enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum.
Energy cost decreases with Immolation's heat down to 25energy cost at maximum heat.
Inferno gains bonus damage in percent (%) equal to the current Immolation heat level.
Immolated Radiance is a Warframe Augment Mod for Ember that allows Immolation to affect friendly players within affinity range, reducing incoming damage.
When at max heat quickly cast Fire Blast in order to negate the energy drain for being at full heat.
In order to quickly build up Ember's heat (and the damage reduction that comes along with it) cast Inferno while there are no enemies in rage, increasing heat generation for zero energy cost.
Only 105.8% Strength is needed to reach 90% damage reduction. This is nearly met by having a single enemy affected by a Heat proc within Conflagration's range, providing +5% Strength.
Equinox emits a crippling or empowering aura with a radius of 10 / 12 / 14 / 16 meters. Pacify & Provoke will remain active indefinitely until deactivated by casting Metamorphosis, by running out of Energy, or by pressing the ability key again (default 3 ).
Equinox utilizes different versions of the ability depending on her current form:
Night Equinox emits a crippling aura that affects all enemies within range, reducing their damage up to 20% / 33% / 43% / 50% the closer they are to Equinox. While Pacify is active, 1.5 / 1.25 / 1 / 0.5Energy is drained per second for each enemy within the aura.
The damage reduction falls-off with distance.
The aura is divided into 4 subsequent "rings", each with 1/4 of the total radius of the ability.
The first inner ring grants 100% of the listed damage reduction.
The second ring grants 83.33% of the listed damage reduction.
The third ring grants 66.67% of the listed damage reduction.
The fourth ring grants 50% of the listed damage reduction.
The maximum value of damage reduction is calculated through the following formula: Modified Damage Reduction = 1 − [Base Damage Reduction ÷ (1 + Ability Strength)].
For example: With a rank-3 Pacify, and with a maxed Intensify, Equinox reduces enemy damage by 1 − [0.5 ÷ (1 + 0.3)] = 61.5385%.
The first inner ring will reduce enemy damage by 61.5385% × 100% = 61.5385%.
The second ring will reduce enemy damage by 61.5385% × 83.33% = 51.28%.
The third ring will reduce enemy damage by 61.5385% × 66.67% = 41.0277%.
The fourth ring will reduce enemy damage by 61.5385% × 50% = 30.7693%.
Neither Pacify nor Provoke can activate channeling-based Incarnon Genesis perk bonuses.
Enemies in range are highlighted in Equinox's energy color. Color intensity scales with distance from Equinox, with the nearest enemies glowing the brightest.
Day Form
Day Equinox emits an empowering aura that grants Equinox and all ally Warframes within range an additional 5% / 10% / 15% / 20%Ability Strength. While Provoke is active, 5 / 4.33 / 3.66 / 3Energy is drained for each Warframe ability cast within the aura.
Unlike Pacify, the Ability Strength bonus does not fall-off with distance
Ability Strength bonus cannot exceed 50% unless Peaceful Provocation is equipped. Different instances of Provoke auras do not stack, only the strongest bonus will be applied.
Provoke, after being affected by equipped Ability Strength mods, stacks additively with Ability Strength bonuses when applied to other abilities (e.g., with a maxed Intensify, Equinox's abilities will gain 0.3 + 0.2 × 1.3 = 56% Ability Strength when cast while a rank-3 Provoke is active).
In order to acquire the Ability Strength bonus from Provoke, allies only have to cast their abilities while inside the aura.
The additional energy cost is only applied when abilities are activated within the aura, including Equinox's abilities. The energy cost is not applied for energy drains.
Neither Pacify nor Provoke can activate channeling-based Incarnon Genesis perk bonuses.
While switching to Night Form will deactivate Provoke, the armor and shield bonuses from Metamorphosis will gain additional Ability Strength. As such, the additional energy cost will be applied.
Aura radius is visibly determined by wave-like strings of energy orbiting Equinox.
Peaceful Provocation is a Warframe Augment Mod for Equinox that increases the effectiveness of Pacify & Provoke. Pacify converts damage done to Equinox and her allies into an aura that slows enemies by up to 40%. Provoke converts damage done to enemies within the aura into up to 15% bonus Ability Strength.
Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage.
Gara expends 50Energy to shatter her glass armor into a storm of razor-sharp fragments that encircles herself, an ally, or an enemy target on the aiming reticle within 15 / 20 / 25 / 30 meters, lasting for 10 / 14 / 18 / 22 seconds. The shard storm has a radius of 1 / 1.5 / 2 / 2.5 meters, within which enemies and Objects are dealt 100 / 150 / 200 / 250 damage per second and constantly pushed away from the center. When surrounded by the Splinter Storm, Gara and her allies also receive 25% / 30% / 50% / 70%Damage Reduction, while her enemies receive 15% / 20% / 25% / 35%Damage Vulnerability.
Damage per second is distributed between 20%Impact, 40%Puncture, and 40%Slash.
Damage reduction is capped at 90%, achievable with 129% Ability Strength.
Damage vulnerability affects Splinter Storm's damage per second, causing the affected enemy target to receive increased damage from the Splinter Storm around it.
On Defense Objects, the damage reduction is capped at 50%.
Despite being a Warframe power, Splinter Storm seems to be considered as objects and cannot damage enemies cross the Rift Plane.
Splinter Storm casted in material plane will not be able to harm enemies in the Rift, even when the affected target later cross into the Rift, and vice versa.
Enemies debuffed with Splinter Storm become immune to pushback and pull effects, including those of Splinter Storm, Ferrox and Tether Grenades.
Ability Synergy:
Gara's Passive allows casting abilities to have a 15% chance to Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
If a Spectrorage mirror shatters inside Splinter Storm's radius, 50% of the mirror's damage is permanently added to Splinter Storm's damage per second until its duration expires.
Absorbed damage can stack from multiple mirrors breaking inside Splinter Storm's radius.
Splinter Storms on any targets can absorb damage from Spectrorage mirrors.
Splinter Storm does not absorb damage from Spectrorage's collapse explosion.
Casting Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
If Mass Vitrify's barrier is destroyed by Shattered Lash and Splinter Storm is within the explosion radius of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
Absorbed damage is also affected by equipped melee mods including:
Base damage (e.g., Steel Charge), elemental damage, and physical damage mods.
As Mass Vitrify's explosion damage is not comprised of Impact damage, physical damage mods that affect Impact have no effect on absorbed damage for Splinter Storm.
Absorbed damage is calculated after additional damage from mods.
Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
Casting Splinter Storm stops Gara's movement and actions.
Can be cast on self when not aiming at an ally or enemy target.
Can be cast on multiple targets while active.
Cannot be cast on a target already affected by Splinter Storm.
The newest active instance of Splinter Storm is tracked by the ability icon timer, including the instance on Gara herself.
Splinter Storm buff on ally players appears as an icon with the timer below and percentage of damage reduction at the top-right, displayed beside the Shield and Health indicators on the affected players' HUD.
Glass fragments are affected by Gara's chosen Warframe energy color.
Mending Splinters is a Warframe Augment Mod for Gara's Splinter Storm that causes it to heal friendly targets it's applied to, with the healing being increased for every target (friendly or not) affected by Splinter Storm for a short time.
Aim away from allies and enemies then press 2 to cast Splinter Storm on yourself. If aiming at a target, pressing the ability key will lock onto the target and apply Splinter Storm on it after the casting animation.
Buff your team and the objective with Splinter Storm to drastically increase their durability. Apply on Companions when able to protect them and grant them a pushback aura to defend against melee enemies.
Use Splinter Storm's damage resistance and pushback effect to enhance your team's melee combat effectiveness, allowing any ally to clear paths through crowded hallways and chokepoints blocked by enemies.
Cast on an enemy to increase all damage against that target.
The pushback effect helps single out the enemy among a crowd for a direct line of gunfire.
Because of the pushback effect, melee weapons with short reach such as daggers and most melee ground finisher attacks can miss the intended target as it is moved away from Splinter Storm during the animation. Debuff a desired enemy with Splinter Storm to stop it from being pushed away, as well as enhancing damage against it.
Splinter Storm also damages and breaks Objects in the environment, allowing for easy resource collection such as Iradite on the Plains of Eidolon. However, Explosive Barrels can also detonate if destroyed by the glass shards, therefore care should be taken when such objects are nearby.
Coincidentally, Splinter Storm offers great protection against enemy thrown grenades, causing them to detonate harmlessly against Tenno and applying its explosion damage against nearby enemies.
Cast Mass Vitrify to simultaneously refresh your Splinter Storm to full duration. Any allies that touch the expanding molten glass will also have their Splinter Storms' timers refreshed, reducing overall energy costs for reapplying Splinter Storm on you and your allies and avoiding the prolonged casting animation locks.
Stand next to Spectrorage's mirrors as enemies break them to stack additional damage onto Splinter Storm's damage per second.
This extra damage applies to you, your allies, and any enemies debuffed with Splinter Storm inside Spectrorage's carousel; extra damage remains as long as Splinter Storms remain active on the individual targets.
Destroy Mass Vitrify's glass barrier using Shattered Lash, allowing you and your allies' Splinter Storms in range of the glass explosion to stack additional damage onto Splinter Storm's damage per second.
This extra damage applies to you and your allies only, and benefits from melee mods that apply to Shattered Lash, granting high damage amounts per explosion; extra damage remains as long as Splinter Storms remain active on the individual targets.
When the Splinter Storm damage counter above the ability icons disappear, it signals that no more Splinter Storms are active from you. Keep close attention to avoid accidentally exposing you and your team to more incoming enemy damage than potentially able to be resisted.
Splinter Storm will not be dispelled by Violence's Silence, so players can take advantage of it for The Steel Path missions.
Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, Heat, Cold, and Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level.
Misc:
0.1% (battery drain per hit) 1% (battery drain per second) 0.25% (battery charge per melee attack) 2 / 3 / 4 / 5 % (energy restore per hit) 50% (damage reduction cap at empty battery) 100% (damage reduction cap at full battery) 100% (Slash status chance for Mach Rush) 100% (base melee damage bonus and stagger chance from Redline)
Gauss expends 50energy to shield himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming Impact, Puncture, Slash, Cold, Heat, and Blast damage types, while also becoming immune to Heat, Cold, Blast, Stagger, and Knockdown statuses for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and battery power per hit received, to reduce affected damage by a minimum of 14% / 16% / 18% / 20% at empty battery, up to a maximum of 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of incoming damage is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
Damage reduction is calculated as: Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level
For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
Both damage reduction and energy restoration still function even when the battery is empty.
Energy restoration is calculated before all damage mitigation.
Ability Synergy:
While Kinetic Plating is active, it adds 100%Slash damage to Mach Rush's shockwave, and makes it inflict a Slash proc on enemies caught in the explosion radius.
While the battery level is boosted during Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
Tips & Tricks
Kinetic Plating stacks and synergizes well with Adaptation.
Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage types, making it possible to get instantly killed by high level toxin damage.
Adaptation's damage reduction can alleviate this downside.
Kinetic Plating stacks with Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
Kinetic Plating synergizes well with Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration.
Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level.
Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
This can be scaled up to 90%, which requires 250% Ability Strength.
However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.
Soar with destructive power. Use alternate-fire to detonate Judgments, causing an explosion of Jade Light. Enemies inside the Light's Judgment radius empower the explosion.
Ascending the stairway to heaven, Jade soars into the sky with her seraphic wings unfurled. In this form, Jade permanently remains in mid-air, gaining vertical and horizontal flight capabilities using the movement (WASD ), descend (Ctrl ), ascend (Spacebar ), and dodge (Shift ) hotkeys, similar to Archwing Maneuvers. Additionally, Jade gains 20% / 25% / 30% / 35%Damage Reduction while in flight and sheathes her weapons to equip her Exalted Weapon secondary orbitars Glory.
Damage Reduction is capped at 50%, achievable with 143% Ability Strength.
Glory on High consumes 25energy to activate, then consumes 5 energy per second while active and will remain active until Jade's energy is depleted, or the ability is deactivated by pressing the ability key again.
Jade is unable to accomplish any action that requires the Use key (default X ) while Glory on High is active, thus cannot interact with consoles, pick up carriables such as datamasses, or directly revive allies from bleedout.
Jade can pick up carriables before activating Glory on High, but is not able to use them until she deactivates the ability.
The Operator can still be used while in Glory on High, and be able to do these actions without deactivating the ability. However, energy drain will still continue while in Operator mode.
Debuff chance is unaffected by Status Chance, or any Ability Stats.
Light's Judgment can apply Judgments. Alternate Fire gains an increased 1.5x explosion radius while inside Light's Judgment.
Enemies killed while debuffed by Judgments extends Symphony of Mercy's duration by 2 seconds.
Symphony of Mercy's Power of The SevenAbility Strength bonus and Deathbringer weapon damage bonus enhance Glory on High and its Glory exalted secondary weapon.
Ophanim Eyes can revive allies during Glory on High.
Mesa expends 75energy to envelop herself in an energy shield for 10 / 15 / 20 / 25 seconds, which reduces incoming damage from enemy gunfire by 50% / 60% / 70% / 80%. The shield reflects hitscan bullets back to the attacker over unrestricted range, but deflects non-hitscan projectiles randomly up to 45° from the point of impact. Affected gunfire will instead divert towards a random enemy, if any, within an 5 / 7 / 9 / 11 meter radius and up to 90° from the point of impact.
Damage reduction is capped at 95%, achievable with 119% Ability Strength.
Diverted gunfire is physically redirected. As such, obstacles in the environment can prevent it from hitting enemies.
Damage is equivalent to what enemies would receive if they were to damage themselves.
Status Effects can proc normally, on both Mesa and enemy targets.
Projectile-based Knockdown is resisted, such as the grappling hooks from Scorpions and Infested Ancients. However, knockdown caused by radial blasts from units such as Shockwave MOAs and Heavy Gunners will bypass Shatter Shield.
Shatter Shield does not protect Mesa from area damage or melee attacks, thus damage will be dealt as normal.
As damage reduction is capped to 95%, any Ability Strength beyond 119% will not have further effect to Shatter Shield. Maximum damage reduction can be achieved with just a rank 3 Intensify, or a rank 4 Augur Secrets for 3 less drain.
Players should take caution, as while damage reduction will apply to Projectile/Hitscan weaponry, it does not apply to explosions.
Bombard rockets will be deflected and often will ricochet back into enemies with a good chance of proccing radial knock-down.
Bugs
Reflected damage from non-hitscan weapons is not calculated properly. The reflected damage enemies receive from non-hitscan weapons does not appear to factor in the enemy's level, causing the same damage to be reflected regardless of enemy difficulty.
When shot by an Embolist with Shatter Shield active Mesa will receive the poison proc even if the damage source was friendly.
Some types of projectiles stop when hitting Shatter Shield and disappear at the time their damage is being dealt to a target within range, instead of being visually redirected towards them. No damage loss, though.
Mirage expends 25Energy to adapt to lighting conditions for 10 / 15 / 20 / 25 seconds.
Tap down the ability key to receive Lunar Eclipse, bathing Mirage in shadows to gain 25% / 40% / 60% / 75%Damage Reduction and reducing enemy accuracy.
Damage reduction is capped at 90%.
Hold the ability key to receive Solar Eclipse, bathing Mirage in light to gain 115% / 125% / 150% / 200% weapon damage.
The damage buff applies a multiplicative bonus that's calculated after a weapon's total damage value. E.g., with a maxed Intensify and a weapon that inflicts 250 total damage, a rank-3 Eclipse will increase the weapon's total damage to a maximum of 250 × (1 + 2 × [1 + 0.3]) = 900.
The buff affects both initial and status effect damage. Unlike faction damage, which double dips for status effects, the one from Eclipse is applied once.
Has a casting delay of 1 second, affected by Casting Speed.
Can be recast while active to refresh the duration.
Nova expends 25energy to create 3 / 4 / 5 / 6 antimatter particles that orbit her and automatically launch themselves one by one every 1 second at enemies within 7 / 8 / 10 / 12 meters inflicting 80 / 100 / 120 / 150Slash damage. Each particle persists on Nova indefinitely until launched, granting her 5%Damage Reduction to Health as they orbit her.
Damage reduction is capped at 90%, up to 18 particles.
Damage reduction also applies to energy drained by Quick Thinking.
While active, a counter becomes visible on the ability icon that displays the number of available particles.
Nova cannot be knocked down while casting Null Star.
Null Star cannot be recast until all particles have been used.
Subsuming Nova to the Helminth will offer Null Star and its augments to be used by other Warframes.
If Garuda subsumes Null Star or Nova subsumes Blood Altar, then the particles will not target enemies currently impaled by Blood Altar.
Neutron Star is a Warframe Augment Mod for Nova that allows all active Null Star particles to be detonated by pressing the ability key (1 ), seeking out enemies and dealing area-of-effect damage with a guaranteed Heat proc. Neutron Star's seek radius is doubled than that of Null Star's.
Because each particle grants 5% damage reduction, the maximum amount of damage reduction currently achievable is 90%. A total of 18 particles is needed to reach this value. This is achievable with at least 300% modded Ability Duration for a max rank Null Star.
When you are full on energy and come across extra energy spheres laying on the floor, you can cast a "free" Null Star and instantly go back to full energy. This allows you to easily keep stars active for each encounter.
Stars will launch themselves at unaware enemies, alerting them if they survive. This makes this ability sub-optimal for stealth oriented missions.
For offensive purposes, it can deal a good amount of damage to a single target by itself, dealing a total of 1200 damage after all six particles have launched (or more, if you are using Continuity and Constitution). Keep in mind that each particle will stun on hit, allowing you to continually stagger a target while you attack them.
Defensively, it is wise to use it before reviving an ally or accessing a terminal, as you are very vulnerable when doing either. Activating Null Star beforehand can stun or kill any enemies nearby that decide to attack you, preventing you from taking a lot of unnecessary damage.
On higher enemy ranks Nova may wish to use the skill in the same manner as Rhino's Iron Skin and recast it every time it is depleted as this will prevent her from being blindsided by enemies that are stuck in corners or behind obstacles. This is particularly important in Grineer tilesets because infantry will often jam themselves into corners on either side of the round doorways and open fire as soon as the player passes by.
To focus on keeping Null Star particles for damage reduction, it might be beneficial to have Ability Range lower than 100%. Lower range will prevent particles from seeking enemies at a distance.
Null Star particles will seek deactivated Bursa in range. It is advisable to stay away to prevent wasting the particles.
The Molecular Fission augment will allow Molecular Prime to restore up to two charges of Null Star per enemy killed while under its effects.
Bugs
If you are spamming melee attacks while you cast or right after you cast Null Star, it will render you unable to perform any melee attack for a short duration even though your cast animation is already finished.
Cycle through and extract one of the four Buffs when cast on an enemy. Thorns reduces incoming damage. Dust degrades enemy accuracy. Full Moon increases companion damage. Entangle slows enemies within range.
Titania selectively enchants her spell by tapping the ability key (default 2 ) to freely cycle between the Thorns, Dust, Full Moon, and Entangle buffs. Hold down the ability key to expend 25energy while aiming at an enemy up to 10 / 15 / 20 / 25 meters away will deal 200 / 300 / 400 / 500Impact damage and Knockdown while reducing their damage by 25% for 6 / 8 / 10 / 12 seconds. The target also leaves behind an offering for 15 seconds to be collected by Titania.
Cast animation of 1 second is affected by Casting Speed.
A special cyclic display located above Titania's weapon stats in the HUD will show the currently selected buff and shows timers for each buff's active duration.
The offering extracted is left in place near the location where the target got hit by Tribute and appears as a shadow replica of the enemy. If Titania picks it up by touching it, she is granted the respective buff chosen before cast. These buffs are auras that last for 120 seconds and have a radius of 35 meters around Titania. Picking up an offering of an already active buff will refresh its duration. All four buffs can be active at once. The following buffs are available:
The Dust buff aura reduces the Accuracy of enemies within range by 50%.
Enemies affected visually emit energy butterflies, affected by Titania's energy colors.
The Full Moon buff aura increases the damage dealt by Companions and Razorwing's Razorflies by 75%, as well as their Health and Armor50%.
Companions affected visually emit energy butterflies, affected by Titania's energy colors.
The Entangle buff aura inflicts 25%Slow to enemies within range.
Enemies affected visually emit energy butterflies, affected by Titania's energy colors.
Ability Synergy:
Razorwing spawns an extra Razorfly for each Tribute buff currently active, up to 4 extra Razorflies to a maximum of 10.
While in Razorwing, Titania can respawn these Razorflies by picking up the corresponding offerings.
Razorflies will fly to and pick up Tribute offerings for Titania.
Offerings created by Tribute display a symbol above them that denotes the aura they bestow.
The color of the offerings and their symbols are affected by Titania's energy colors.
Tips & Tricks
Since offerings sometimes tend to drift upwards, it is more convenient to use the ability while close to the target.
Bugs
The offering pickup will often fly off into the skybox, becoming unreachable. This generally bypasses any roofs/overhangs when it happens, although not always.
Holding "move backwards" while activating the ability seems to minimize the chances of this bug occurring.
Trinity expends 100energy to invokes potent restorative and defensive power from within for herself and all allies within Affinity Range, restoring 40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health and granting them 25% / 30% / 40% / 50%Damage Reduction for 3 / 5 / 7 / 10 seconds.
Cast time of 0.5 seconds is affected by Casting Speed.
On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.
Blessing is uninterruptable. Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted.
After life support has completely drained in Survival, losing all shields will prevent Blessing from restoring them similar to No Shields Nightmare mode.
Blessing's damage reduction increases the effectiveness of her Vampire Leech augment's overshields.
Fosfor flares greatly increase affinity range and Blessing range by 200m. Try them in open world Landscapes.
Narrow Minded does not decrease the range of Blessing, but does impact Trinity's other abilities.
125% Ability Strength or higher allows Blessing to completely restore shields from 0% and reliably reset shield gate invulnerability.
Bugs
Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from Wisp's Reservoirs
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.
Merulina's health pool is not affected by Damage Reduction from abilities and mods such as Total Eclipse and Adaptation.
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.
Damage Type Modifiers are a unique classification of damage reduction that is usually specific to only one type of damage. Damage modifiers stack multiplicatively with each other and other sources of damage reduction.
Versatile and resilient, Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.
Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
Damage over time from procs (such as Slash or Toxin for example) will not contribute nor maintain damage resistance.
Damage reduction effects such as those of Adaptation do not stack with Adaptive Armor. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
Unlike Adaptation, his passive only triggers off actual damage taken. Damage taken while invulnerable, or damage that is blocked, will neither contribute nor maintain damage resistance.
Tenno Shield (-50% damage type modifier for all damage types)
Innodem's Incarnon Resilience buff on finishers (-10% damage type modifier for all damage types, stacks multiplicatively 4 times)
Enemies
Guardian Eximus aura (-90% damage type modifier for all damage types)
Grineer Prosecutor aura (Sets damage type modifier for physical and primary elemental damage types to -100%. -85% damage type modifier for combined elemental damage types)
Quick Thinking and Gladiator Finesse are mods that convert a percentage of lethal damage taken into energy drain when the player reaches 2 health. At above 100% efficiency, additional lethal damage taken will be reduced. With both mods at maxed rank equipped, your Warframe's energy pool will be 300% efficient in absorbing damage, reducing incoming damage by 66.67%.
To calculate the multiplier on incoming damage:
To calculate damage reduction provided by these mods:
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
Need details on exact numbers and add more enemies that have some unique DR on their shields or health (separate from armor)
Certain enemies possess unique damage reduction calculations separate from armor or sources of pure damage reduction. Usually, this unique damage reduction scales based on the weapon's average damage per second (DPS) (more specifically burst DPS), sometimes excluding Critical Hits. Officially, this is referred to as adaptive damage scaling, scaling damage reduction, or damage attenuation.[1] The game calculates DPS typically as: