When a player or enemy receives damage to their health or shields, that damage may be increased by sources of damage vulnerability. In other words, players may deal more damage than the listed Arsenal value due to debuffs applied to an enemy, making them receive more damage than usual. Damage vulnerability effects multiply the damage that a target receives. In other words, they stack multiplicatively with damage bonuses and buffs, including other sources of damage vulnerability.
Note that damage vulnerability is the not same as positive damage type modifiers which vary between damage types dealt against pure health, shields, or armored health.
Banshee expends 50energy to emit a sound wave and reveals the location of every enemy within 20 / 25 / 30 / 35 meters. Tracked enemies will be visible on every player's mini-map, and each enemy will have a body part highlighted. These effects last for 10 / 15 / 20 / 30 seconds. Hitting the highlighted body part causes the inflicted damage to be multiplied by 200% / 300% / 400% / 500%.
Enemies typically have 6 different body parts that can be highlighted: The head, torso, arms (left and right), and legs (left and right). Each part highlighted will affect the entire body part it is on, even if the highlight does not visually cover it. Conversely, each highlight only affects one body part, despite visually reaching other body parts.
Damage can also be increased by body-part multipliers such as the head or unprotected body parts.
Slash, Toxin, and Heat damage over time status effects are not affected by damage multiplier.
Electricity, and Gas damage over time status effects can be affected by damage multiplier, as they are able to target specific body parts.
Has a cast delay of about 0.8 seconds and a recast time of about 2.4 seconds.
Recasting Sonar while it's still active will cause additional body parts to be highlighted. Highlighted areas can overlap, causing inflicted damage to be further amplified multiplicatively (up to a maximum of TWO times).
Sonar does not highlight all enemies within its maximum area of effect immediately, instead the effect propagates outward from the caster's position, traveling at a fixed pace irrespective of Ability Range mods, similar to the mechanics of Nova's Molecular Prime.
Resonance is a Warframe Augment Mod for Banshee's Sonar that triggers an additional Sonar pulse with a fraction of the original pulse's remaining duration if an enemy is killed in a highlighted weakspot.
Can increase damage done by abilities if the glowing body part is the torso, since most abilities target the torso.
This ability can help with ranking up new weapons, as the damage multiplier can increase a weapon's damage to a given area, thereby increasing ammo efficiency. Coupled with Rifle Amp, this can greatly improve a weapon's effectiveness before it has enough room for much-needed mods.
Because of its multiplicative nature, Sonar is arguably the most potential damage booster currently in the game. A fully modded Banshee combined with a fully modded Equinox can increase the damage multiplier to 18.95, so a single overlapping area will multiply the damage 359 times. For example: a single rifle shot of 5000 damage on a doubled-weakspot on an unarmored target would deal 1.8 million damage.
Sonar affects only direct and aerial hits, not status damage.
Sonar's augment mod Resonance helps greatly with Ability Efficiency, since it allows Sonars to be automatically cast every few seconds simply by dealing killing damage on weakpoints.
Although the enemy reveal effect does not combine with Enemy Radar or Enemy Sense, it is stronger than each of them.
It seems the traveling speed of this ability depends on the distance to the target. The wave propagates at ~12 m/s for 24 meters, but at ~15 m/s for 48 meters and at ~16.5 m/s for 80 meters.
Misc:
2 parallel walls 2 m placement distance 10 m walls gap 3m length x 1m width x 3m height segment dimensions Light Stagger on segment creation 1 s assembly time Radiation status per hit 0.125 s damage interval 7 Radiation damage ticks Enemy linear displacement on smash Large Stagger on smash Melee finisher prompt ∞ damage vuln. debuff duration
Qorvex expends 50Energy to construct then collapse 2 Containment Walls comprised of numerous irradiated concrete segments. On cast, Qorvex takes a step forward as the concrete segments solidify into existence one-by-one simultaneously for both walls; the starting segments are placed 2 meters in front of Qorvex, and positioned parallel to each other leaving a 10 meter wide gap in between. Each Concrete Segment is an intangible stationary object 3 meters long, 1 meter wide, and 3 meters tall. Enemies standing inside a solidifying concrete segment will receive a light Stagger effect.
On cast while airborne, Qorvex descends diagonally toward the nearest horizontal surface, similar to a Melee Slam Attack. The Containment Wall only begins construction upon landing.
Concrete segments will attempt to adhere to the changes in terrain elevation as the walls assemble, by forming on top of horizontal surfaces several meters above or below the open space where the next segment connects to the previous. If no solid surface is available, the next segment forms connected to the previous segment.
Concrete segments allow allied entities and attacks to phase through them. Segments can form inside obstacles in the environment and phase through when the walls compress.
Qorvex fully assembles the Containment Walls in the span of 1 second to reach their full length of 14 / 16 / 18 / 20 meters. During assembly, radioactive waves leak into the gap between every pair of parallel concrete segments, inflicting 125 / 150 / 175 / 200Radiation damage with a guaranteed Status Effect every 0.125 seconds, up to 7 instances of damage and status to all enemies inside.
The corresponding concrete segments from each wall will always spawn parallel to each other. Each segment has its own individual hitbox to compress enemies inward, and the empty space in between also has a large invisible hitbox to inflict damage per tick.
Containment Wall's radioactive waves damage and break destructible Objects such as crates and resource caches.
On the eighth damage interval, Qorvex forcibly compresses the walls together until they collide and collapse away, while violently pushing enemies toward the collision point and inflicting 2,000 / 2,500 / 3,000 / 3,500Impact damage with a guaranteed Radiation status on the smashed enemies. Smashed enemies also receive a large Stagger effect that causes a longer recovery animation, prompt Melee Finisher Attack (default X ), and have their damage type modifierspermanently increased by +25%.
Damage type vulnerability does not stack against debuffed enemies on repeated casts.
Ability Synergy:
Qorvex's Core Exposure Passive benefits from Containment Wall aligning enemies into a straight line.
Empower Chyrinka Pillar by compressing Containment Wall on it. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds.
Containment Wall's 8 stacks of Radiation status effects drastically increase Disometric Guard's chance to gain status immunity stacks on kills and assists, as well as amplify Crucible Blast's explosion damage per Radiation status.
Use Containment Wall's long reach to irradiate and align far away enemies into a narrow queue, then attack with guns amplified by Qorvex's Core Exposure Passive or Crucible Blast to utilize their Punch Through properties.
Cast from the air to descend quickly. If aiming straight down, the walls construct toward where Qorvex's model is facing on landing.
Among Qorvex's abilities, Containment Wall and Crucible Blast both stack Radiation procs rapidly. Use this quick accumulation to make irradiated enemies deal more damage to their former allies, raise the status immunity stack chance for Disometric Guard, and amplify Crucible Blast's explosion damage.
Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas.
Atlas expends 75energy to unleash his hardened gaze in a conical burst of energy 10 / 11 / 12 / 14 meters long within a 60° field of view. All enemies caught within the cone are instantly turned into stone. Petrified enemies have their damage type modifiersincreased by +50% and are incapacitated for 5 / 10 / 15 / 20 seconds.
Petrify will not solidify enemies behind obstacles in the environment unless Atlas has line of sight.
Damage type modifier works by increasing modifiers by +50%, up to +100%. This is additive with existing values, for example: Cloned Flesh is 75% weak (+75%) to Viral and 50% resistant (-50%) to Gas. Once petrified, it becomes 100% weak (+100%) to Viral and 0% resistant (+0%) to Gas; a 14.3% increase in Viral damage, and a 100% increase in Gas damage.
More effective on resistant enemies, less effective on already vulnerable enemies.
Does not apply to armor, where it would have a multiplicative effect.
True damage type modifier is also increased.
Ability Synergy:
Killing petrified enemies will drop 1 piece of Rubble for Atlas to pick up, restoring 50 health or provides 50 bonus armor.
Tectonics's Bulwark hardens into a Petrified Bulwark that gains increased rolling velocity, rolling distance, and bonus damage when launched as a boulder.
Rumblers' health pool is instantly restored to 100%.
Petrified enemies are not immune to new status effects.
Any duration-based status effect, such as a Slash proc, that is applied before an enemy is petrified will run its normal duration.
If enemies are unaware once hit by Petrify, they will retain their unaware status upon being petrified.
Enemies protected by Overguard can not be petrified, and will not have their damage type modifiers increased.
Frozen enemies can not be petrified.
Enemies will turn a darker tone and obtain a stone texture upon being petrified.
Using Petrify on an enemy that is currently solidified will not refresh the stone duration. Once the enemy breaks free, it can be petrified once again.
Casting Petrify will interrupt Atlas' actions and movement.
Subsuming Atlas to the Helminth will offer Petrify and its augments to be used by other Warframes.
However, enemies petrified by other Warframes do not drop Rubble.
Ore Gaze is a Warframe Augment Mod for Atlas that modifies Petrify to cause enemies turned to stone to be scanned into the Codex and have a chance to make them drop extra loot.
Since Petrify's cone is created at the end of the casting animation, Natural Talent and/or Speed Drift can speed up the process to produce a nearly instant flash.
While the default casting animation is playing, the player can move the aiming reticle to reorient Atlas to keep moving enemies in his field of view before the flash occurs.
Petrify enemies to amplify all damage dealt to them, including damage from weapons and abilities. This can further empower damage dealt by Landslide punch combos, Tectonics' boulder rolling and explosion, and Rumblers' punch, rock throw, and detonation.
Although Bulwark can block line of sight to enemies, casting Petrify directly after creating a Bulwark will freeze enemies behind it due to line of sight mechanic rules. Enemies within a few seconds of being seen by Atlas or have noticed Atlas in that time are considered still in sight.
Petrify gives Atlas an effective form of crowd control and also allows him to heal himself with Rubble.
Use Petrify on Tectonics to create a Petrified Bulwark that rolls faster, rolls farther, and deals more damage when launched as a boulder.
When Rumblers have taken damage, use Petrify on them to fully heal them to maximum health. Fully healed Rumblers ensure that their dropped Rubble provide the highest healing or bonus armor possible.
Petrify enemies to keep them in place for Rumblers to beat down, since Rumbler's punch or stone throw will stagger or ragdoll enemies backward.
Petrified enemies that are killed cannot be broken into multiple pieces even with +100% Gore chance from Amalgam Ripkas True Steel. This means Nekros can only desecrate an enemy that was killed while petrified once.
Bonewidow expends 50energy to emit two force beams from its body which converge toward the direction it faces. The force beams each span a length of 10 / 15 / 20 / 25 meters and a height of ? meters, originating from Bonewidow's body to encompass a 180 / 240 / 300 / 360 degrees area as the beams completely converge in 1 second. Enemies hit by the force beams are pushed toward the point of convergence, inflicted with the Lifted status effect for 5 seconds, and receive 1.5xDamage Vulnerability from all sources while Lifted.
Smash the ground sending out a radial wave of destruction. Those not killed by the initial blast are helplessly lifted into the air, where they take amplified damage for a short time.
If cast in midair, Caliban will instantly drop to the ground to perform this ability.
Can be recast, with shockwaves hitting a Lifted target refreshing its duration.
Casting Sentient Wrath is a full-body animation that stops other actions and displaces Caliban to the nearest horizontal surface.
Subsuming Caliban to the Helminth will offer Sentient Wrath and its augments to be used by other Warframes.
However, subsumed Sentient Wrath only strikes in a frontal cone and does not inflict Tau status effects.
Tips & Tricks
As Lifted is considered a status effect, lifted enemies are prone to added damage from Condition Overload and the procs from the Saxum Mod Set. This is besides the already significant damage vulnerability debuff from the ability alone.
Equinox expends 25Energy to hypnotize a target up to 20 / 30 / 40 / 50 meters away, also affecting enemies within 1 / 3 / 3 / 5 meters of the initial target, for 10 / 14 / 18 / 22 seconds.
Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity.
Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 80% / 70% / 60% / 50% of their current values.
Enemies retain their current alertness state on cast (i.e., unaware enemies put to sleep will remain unaware for this duration, while alerted enemies will remain alert). Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses.
Energy threads will visually strike enemies in the targeted area to indicate affected targets.
Day Form
Affected enemies are enraged. They receive 20% / 30% / 40% / 50%Damage Vulnerability, and 5% / 10% / 15% / 20% movement speed and attack speed bonuses.
The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive (e.g., with a maxed Intensify, an enemy that would receive 250 damage will be dealt 250 × (1 + 0.5 × 1.3) = 412.5 damage under the effects of a rank-3 Rage).
Casting Rage while Provoke is active will increase the percentage of damage vulnerability.
Enraged enemies visually emit a ribbon of energy and energy particles.
Energy threads will visually emit from Day Equinox to strike enemies in the targeted area.
Rest and Rage's sleep and enrage effects can overlap on targets already affected by either version of the ability.
Recasting on the same target will not refresh Rest or Rage effects; however, unaffected enemies can be acquired within the targeted area.
Subsuming Equinox to the Helminth will offer Rest & Rage and its augments to be used by other Warframes. The Rest or Rage versions are determined by the Warframe's primary emission color.
Calm & Frenzy is a Warframe Augment Mod for Equinox that aids her in spreading the effects of Rest & Rage. Enemies slain while affected by Rest & Rage spreads it to others within close proximity, for the remaining duration.
Rest can be used for crowd control by using it on a large group of enemies, doing this will let you use stealth attacks on them while they are affected.
Rest is not effective against Eximus units with active Overguard and thus cannot be put to sleep. If the active Overguard is removed, then the unit can be put to sleep.
Rage can be used make Maim more effective by having the aura of Slash damage do more and acquire more charge for a more powerful release.
It is possible to activate stealth kill affinity bonuses on enemies using low-damage automatic weapons (ex. Grakata) by casting Rest on an unaware enemy. Affected enemies can then be shot repeatedly and then killed without changing their unaware state, allowing for the affinity multiplier to activate.
When combined with awareness of nearby enemies and sufficient duration on the ability, Rest can be paired with Covert Lethality to great effect. Casting the ability on otherwise-hard-to-kill enemies -- single targets, or small-to-medium-sized groups -- opens them up to stealth attacks and finisher moves.
Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (Hotfix 18.1.4 (2015-12-21)), because they do not trigger the finisher prompts.
Except for the enemies immune to stealth finishers listed above, this combination works against all enemies, regardless of their alertness level prior to becoming a target of Rest.
Note that mods that affect melee attack-speed will also affect the speed of Finisher animations, so using attack-speed mods in conjunction with Covert Lethality -- rather than just using damage mods -- is advised. (If your strategy is to consistently kill with stealth finishers, it doesn't really matter how much damage your normal attacks would otherwise do.)
Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.
Gara expends 75Energy and coats herself in a shell of hardened glass, becoming immobile and Invulnerable to damage as she unleashes a radial ring of molten glass that expands outward and downward. The molten glass ring's initial horizontal radius from Gara is 2 meters, which expands horizontally at a rate of 3 meters per second over 2 / 2.25 / 2.75 / 3 seconds, up to a maximum horizontal radius of 8 / 8.75 / 10.25 / 11 meters. Ring expansion initially drains 3 energy per second, which ramps up to 5 energy per second over the course of expansion. The molten glass ring's initial height is 3 meters high, which expands downward up to a maximum height of 12 meters.
Molten glass bypasses all entities, obstacles, and terrain as it expands.
When the molten glass ring is created, its base is aligned with Gara's feet to ensure that the initial ring height is about Warframe height.
Ring height expands downward much faster than ring horizontal radius, reaching full height before expansion time completes.
Initial casting animation and release animation are affected by casting speed, from mods such as Natural Talent and Speed Drift.
Can be recast while active to expand molten glass and create a new barrier. Only 1 barrier may remain active per player.
Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
If a Nullifier Crewman bubble touches the glass, it will end the ability prematurely if casting, and instantly shatter it without dealing any damage to surrounding enemies if already hardened. However, enemies hardened with glass will only harden prematurely if the nullifier touches them.
Mass Vitrify's glass undergoes two distinct phases with diverse effects on Gara, allies, and enemies:
Enemies that contact the molten glass are crystallized over 3 seconds, slowing in movement and attack speed until completely solidified in place for 10 / 12 / 14 / 16 seconds. Crystallized enemies receive 20% / 30% / 40% / 50%Damage Vulnerability. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
If Gara or allies are affected by a Radiation proc, allies may also be vitrified. This includes Sortie Defense Operatives, Syndicates Operatives, and Kavor Defectors in addition to fellow Tenno.
On death, crystallized enemies shatter into glass with visual and sound effects.
Barrier Formation
Upon pressing the ability key again (default 4 ), when maximum horizontal radius is reached, or when Gara runs out of Energy, Gara sheds her glass shell as the molten glass ring solidifies into a hardened glass barrier. The glass barrier lasts until all segments are destroyed or when Mass Vitrify is recast.
The glass barrier consists of a circle made out of 12 individual segments, each possessing 500 / 750 / 1000 / 1600 base health, plus Gara's armor value multiplied by 500%. For each enemy affected by the crystallization phase, Mass Vitrify also converts a portion of their maximum shields and health into extra health for the glass barrier segments.
Barrier segment health uses the following expression: Modified Health = (Base Health + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) + Absorbed Health
With a maxed Steel Fiber and Intensify a wall segment would have (1600 + 5 × (150 × (1 + 110%))) × (1 + 30%) = 4,127.5 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
Minimum Health added from each enemy affected by the crystallization phase is Health Added = (320 + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods)
Maximum Health added is Health Added = (Max Enemy Health + Max Enemy Shields) ÷ 10
Whichever formula results in a greater value is used for health added.
During the crystallization phase, the number of total crystallize converted health is displayed beside the shield and health indicators on the HUD, as a buff icon with the number of converted health below the icon.
The number of intact glass barrier segments is shown on the ability icon while at least 1 segment exists.
When a segment's health is depleted, it explodes outward and damages all enemies for 250 / 300 / 350 / 400 damage in a range of 5 / 6 / 7 / 8 meters.
Explosion has a damage composition of 18.75%Impact, 37.5%Puncture, and 37.5%Slash.
Player and AI interaction with the glass barrier have notable differences:
Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as Miter and Arca Plasmor.
Some allies such as hacked Eidolon Lures and Sortie Defense Operatives cannot pass through.
Most enemies are blocked by the glass barrier from moving and attacking through it, including Kuva Clouds. However, most bosses and the Eidolon Teralyst can pass through unhindered.
Area of effect attacks (e.g., Shockwave MOAs and Bombards) and weapons with innate punch through (e.g. Tusk Grineer units) can hit through the glass barrier.
Ability Synergy:
If Gara strikes her own Mass Vitrify glass barrier with Shattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and500 / 600 / 700 / 800 damage to all enemies within 8 / 10 / 12 / 15 meters from the barrier's exterior surface, as well as all enemies inside the barrier.
Explosion has a damage composition of 18.75%Impact, 37.5%Puncture, and 37.5%Slash.
Explosion is radial and not dependent on the direction Gara strikes Mass Vitrify with Shattered Lash. Gara must strike a currently intact part of the barrier, but the explosion will occur even around broken segments.
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 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.
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.
Tips & Tricks
While Mass Vitrify is a potent defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a melee damage boosting Arcane such as Arcane Blade Charger, Arcane Fury, Arcane Arachne and Mods like Steel Charge and Vigorous Swap can further power up the resulting shrapnel explosion from Shattered Lash's damage, boosted by melee weapon mods like Proton Snap, Boreal's Contempt, and Nira's Contempt, Syndicate mods Blade of Truth, Justice Blades, and Toxic Blight, Corrupted Mods Spoiled Strike and Corrupt Charge, also Melee damage buffs from Melee weapons like the Lesion synergizing with Mass Vitrify.
A defensive play style with Gara can be effective taking into consideration that Mass Vitrify scales with enemy armor values. The more enemies caught inside the ring, the stronger the glass walls and effectively CC'ing a large area. This can be strong enough to stop very high level Demolisher and Acolytes if enough enemies are vitrified inside the ring. The Armor value of Mass Vitrify is displayed with an icon onscreen, and can be boosted with Armor boosting Arcanes Arcane Ultimatum, Arcane Tanker,Arcane Guardian, Operator Focus skill Stone Skin Helminth ability Parasitic Armor, Chroma's Cold Elemental Ward and Vex Armor, Oberon's Renewal synergy with Hallowed Ground, Wukong's Defy, Mods like Mecha Pulse.
Synergizes well with Magus Anomaly to bring in a group of enemies to vitrify and build stronger walls. Scaling infinitely. Perfect for choke points.
Enemies Vitrified, take 50% more damage from all sources.
Mass Vitrify will refresh Allies Splinter Storm timers if they are passing through while Mass Vitrify is cast.
Bugs
Casting Mass Vitrify in the air often delays the effect of refreshing Splinter Storm's duration until Gara lands on the ground, or if done from extreme heights, not refresh it at all.
Interrupting the expansion quickly after casting might sometimes result in a "fake" barrier which does not block damage and can not be detonated with Shattered Lash. This can also occasionally happen without voluntarily stopping the expansion.
Operators that come into contact with the ring while it's expanding are slowed down.
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.
Weave a dome of living chain that ensnares and strangles any enemy within, and any foolish enough to approach. Foes outside the trap will try to hasten their comrade's deaths by shooting them. Crack Whipclaw on the dome to further damage any trapped enemies.
Khora expends 100energy to crack her whip downward to unravel a cluster of living chains, creating a stationary dome spanning a 5 meters radius around her that lasts for 5 / 10 / 15 / 20 seconds. Strangledome possesses 26 vertices where its chains connect, with each vertex able to capture a single enemy. Enemies within a 5 / 5 / 6 / 10 meters radius from the center of the dome are Ragdolled, pulled by chains into the nearest unoccupied vertex, and suspended helplessly for the ability's duration.
Strangledome will pull enemies from behind obstacles and does not require line of sight.
Players, allied AI, and crowd control-resistant enemies can move and attack through the dome unhindered.
While captured, enemies are strangled by the chains taking 100 / 150 / 200 / 250 damage per second and receive 200% damage from weapons and abilities. In addition, captured enemies have a raised Threat Level, become susceptible to friendly fire, and taunt their former allies into attacking them.
Damage per second benefits from the damage multiplier, which results in Strangledome dealing double damage per second innately.
Friendly fire enables captured enemies to receive damage and Status Effects from their former allies.
When captured enemies are killed by the ability's innate damage their corpses are dismembered. This is a characteristic of slash majority damage.
When captured enemies die, they are released by the chains, freeing the previously occupied vertices to capture new enemies.
Ability Synergy: If at least one enemy captured by Strangledome is hit by Whipclaw, the targeted enemy will receive 100% of Whipclaw's total damage and all other enemies in the same dome will each receive 50% of that total damage. This also works on a Strangledome cast by an ally Khora. Additionally, Whipclaw's Critical Chance and Status Chance will reroll on each enemy separately.
Strangledome adheres to the following casting requirements:
If cast in midair, Khora will instantly drop to the ground to perform this ability.
Can be recast while active to create a new instance.
Khora can have up to 2 Strangledomes active at once. If attempting to create more than 2 Strangledomes, the oldest Strangledome created will be removed.
Casting Strangledome is a full-body animation that stops movement and other actions.
Strangledome is created 0.5 seconds after the casting animation ends, allowing Khora to move as the dome forms.
Strangledome's default shape is a pentakis icosidodecahedron cut in half to form a dome.
Each vertex of the dome will attempt to adhere to the nearest surface, reshaping the ability to conform with the environment.
Strangledome's chains are affected by Khora's chosen Accents color.
The electric currents jumping between vertices and glow on captured enemies are affected by Khora's chosen energy color.
Strangledome is a separate deployable object from Khora. As such, Warframe ability nullification effects applied to Khora will not destroy Strangledome.
Each chain inside the dome behaves as an individual connection, which breaks upon contact with nullifier spheres.
If enough chains connecting to a vertex are broken, that vertex is subtracted from the affected Strangledome's total vertices, therefore reducing the number of enemies the dome can hold captive.
Once all chains break, Strangledome is completely nullified and its duration is forced to end.
Enemies captured by Strangledome cannot prevent Tenno from capturing an Interception point, but can recapture it if an enemy is near the consoles even when strangled.
Strangledome has bugged interactions with Casting Speed mods (e.g. Natural Talent); it does increase animation speed, but after the animation finishes it starts over until the time where the normal animation would have finished, i.e: making Casting Speed mods useless.
Strangledome's short cast time gives Khora a powerful panic button when enemies are dangerously close.
Strangledome can be cast while sliding to keep Khora on the move.
Can also be cast while wall clinging to create a floating dome.
Prepare domes preemptively where enemy presence is probable to capture more prey as they arrive.
Since strangled enemies sway and flail about, it can be difficult to identify them at a glance and hit them accurately. Use the damage numbers dealt by the dome as a visual cue to help you gauge the amount of enemies caught by your dome.
Strangled enemies receive double damage from abilities and weapons to help you and your team dispatch them quickly.
Strangled enemies also behave as individual decoys that draw aggression from other enemies. Consider leaving some enemies dangling about as distractions to protect your team and any objectives nearby.
Cast Whipclaw on at least one strangled enemy to deal half damage to all other strangled enemies in the same dome.
Cast Ensnare on a strangled enemy to pull in new enemies from farther away, assisting Strangledome to capture them once in range, while allowing both Whipclaw and Venari to deal double damage to strangled and ensnared enemies within the dome.
When a dome's duration is about to end, cast again to create a second dome that captures enemies as they become freed from the previous dome to keep them disabled.
Bugs
Whipclaw does not deal double damage against captured enemies, while other abilities as well as Strangledome's damage do benefit from this damage bonus.
Captured enemies can swing wildly in an orbit when hit and not be pulled back closely to the occupied vertices.
(TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix.
(HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone.
Mag expends 50energy to create a magnetic field around an enemy target by tapping the ability key (default 2 ) when aiming at them over an unrestricted range. By holding down the ability key, Mag creates the magnetic singularity between her hands instead, protecting her from enemy fire.
Cast animation of 1 second, affected by Casting Speed.
Once the protective singularity is formed, the ability key may be released without deactivating the ability.
An enemy affected by Magnetize is anchored in place and cannot move. The magnetic field has a radius of 4 meters encompassing the target, and slowly drags in all enemies within 4 / 6 / 7 / 8 meters with a magnetic pull of 2x / 2.5x / 3.5x / 4x. During the field's lifetime, all projectiles, bullets, and Polarize shards will be redirected towards its center, and incoming damage from all sources will be increased 1.25x / 1.5x / 1.75x / 2x.
Only the main target is affected by the damage multiplier.
The magnetized target can still attack and cast abilities, among other actions.
Enemies immune to crowd control such as Overguard will not be anchored, but magnetic fields will move with them.
Additionally, the field absorbs 10% / 15% / 20% / 25% of the damage from all redirected projectiles, bullets and Polarize shards. All stored damage will be dealt per second in full to all enemies within the field. The field deals Magnetic damage, and damage is applied in half-second increments.
Damage decreases radially from the center of the Magnetize field, down to a minimum of 50% damage.
Absorbed damage does not take critical hits into account.
Multishot multiplier on any type of weapon is taken into account for absorbed damage.
Projectile weapons have each projectile from the shot taken into account for absorbed damage.
If the initial target dies while magnetized, the field destabilizes and explodes at the end of its duration for 50 / 150 / 200 / 300Blast base damage in a 15 meter radius. Each time an enemy gets hit by the damage ticks inside the bubble, 100% of the currently absorbed damage gets added to the explosion damage. For example, if Magnetize is shot once with a 1000 damage weapon, it will absorb 250 damage, so each tick of damage dealt to an enemy will add 250 damage to the explosion. If one enemy is hit with 20 half-second ticks of damage before the explosion without having any further damage added to the field, the expression for explosion damage would be 300 + (20 × 1000 × 0.25) = 5,300.
Explosion damage diminishes with distance and does not bypass obstacles in the environment.
Should the initial target's corpse despawn before the duration is over, the enemy pull effect is disabled, but the explosion will still happen.
Redirected projectiles travel in a straight line from the point of impact to the center of the sphere which can draw fire away from enemy weak spots. However, you can target vital areas by aiming for any point on the sphere that is perpendicular to the weak spot. Hitscan weapons have less difficulty hitting weak spots; simply aiming at the target's weak spots will yield extra damage in most cases.
Shots fired within the field are also redirected, including shots fired by the magnetized target.
In addition to the Warframe abilities mentioned above, Magnetize will also affect the grenades from each of Vauban's abilities. All grenades are pulled to the center of the sphere and will function normally if they contact a surface (i.e enemy body, wall, door, etc). Assuming no surface is met, they are held suspended (and inactive) until Magnetize dissipates, upon which time they may or may not be launched unpredictably. Photon Strike is held inactive as it detonates after a set duration of being thrown, surface or no. Additionally, any active ability grenades will be pulled to the center of the sphere and continue to function should a new placed Magnetize overlap the current position of the grenade.
Does not redirect area-of-effect abilities & gunblades.
Casting Magnetize on a target is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
The magnetic singularity grows in power, starting with 50 / 150 / 200 / 300Blast damage at base and increasing by 10 / 15 / 20 / 25Blast damage every second, for as long as its held. All bullets and projectiles caught within 4 meters around Mag are absorbed by the singularity, their damage is then multiplied by 2x and added to the total damage stored. Any Polarize shards caught within will add 200 / 300 / 400 / 500 to the total damage stored. When the duration ends, or the ability is recast while active, Mag releases all stored damage in front of her as an explosive blast, damaging enemies in an angle of 120 degrees and up to 15 meters away.
The singularity does not absorb area or melee damage nor friendly fire.
When activated, Mag will holster her weapons and start walking at a slow pace, still being able to jump from the floor and aim glide. However, crouching (default Ctrl ), rolling (default Shift ) and double jumping is disabled for the duration.
Mag can still pick up portable items (such as datamasses or power cores) and interact with Mobile Defense terminals and Defense operatives, but cannot hack consoles nor revive teammates.
Mag will be susceptible to melee assailants and damage over time effects.
Holding Magnetize is an upper-body action that can be done while moving, but will interrupt reloading, charging, shooting and sprinting.
Can be used in mid-air, but not while on a zipline.
Only 3 Magnetized enemy fields can be active at the same time, magnetizing a fourth target will make the first field either explode or disappear (whether the original target died or not).
The Protective singularity from holding down the ability does not count towards this limit.
If the target dies before the Magnetize field appears, energy used for Magnetize will be refunded.
Ability Synergy:
Shards dropped by Polarize can be picked up by Magnetize, inflicting 50 damage distributed evenly between Puncture and Slash, further increased by 25% of the total drained value.
Crush inflicts an extra 800 / 1000 / 1250 / 1500Magnetic damage to the enemy targeted by Magnetize.
Magnetize's visual effects are affected by Mag's chosen energy colors.
Magnetized Discharge is a Warframe Augment Mod for Mag's Magnetize that allows manual detonation by recasting the ability on an active Magnetize bubble. Enemies hit by the detonation have a chance to be disarmed. Additionally increases Magnetize's range.
As the pull effect is disabled when the initial target's corpse despawns, some effects, like the Heat status effect or the innate vaporization on death of weapons like Ferrox, can preemptively disable the pull effect by making the corpse despawn almost immediately after their death.
As such it is advisable to use Magnetize in tandem with an ability that prevents the original enemy from dying and ending the pull effect early such as Garuda's Blood Altar.
This ability can be used defensively. No bullets or projectiles can pass through the field without being redirected.
Maximized Ability Range is a very effective choice of maximization for this ability as it provides a large radius of protection from most enemy damage.
Beware, however, as physical projectiles can still damage you while inside it if you find yourself between the entering point of the bullet and the center of the bubble.
Synergizes very well with Excalibur's Exalted Blade, as his blade waves have infinite punch through and are redirected around the magnetic field, allowing them to damage enemies several times until dissipating after traversing 40m.
Extremely effective against heavy enemies, especially fast moving, such as Oxium Osprey or Bursas.
When this ability is used with punch through weapons, like the Lanka and Miter, the bullet or projectile will hit the target multiple times. However, this does not increase the damage over time produced by the field or the damage of the final explosion. This is ideal for taking out specific targets.
Using beam weapons, such as the Ignis, Atomos, Gammacor, Quanta, etc., will not hit the enemies multiple times the same way that punch through projectiles do, but will greatly increase the damage over time generated by the field and the final explosion. This is ideal for creating choke-points where every enemy that walks through the bubble gets killed by the field's damage over time effect.
Weapons with the ability to empty their magazines into a single torrent of shot, such as the Kuva Kraken, Tenet Detron, Pandero (Prime), and Kuva Hek, synergize especially well with the short-tap Magnetize bubble. Combined with a high reload speed, these weapons can quickly turn the bubble into a deadly trap and time bomb.
A Grakata with Wild Frenzy synergizes extremely well with Magnetize, as the bubble greatly increases the mod's two-kill ammo refund requirement and thus almost ensuring a limitless supply of bullets to feed the bubble.
While Gaseffects don't increase absorbed damage, they can help in damaging all enemies inside the bubble, especially if punch through is on the used weapon, which allows multiple procs to occur per shot.
Holding down the ability and getting hit by enemy bullets, while not taking damage, they still contribute towards Adaptation's build-up. This makes for a safe way to cap the resistances.
As Eximus unit cannot be pulled by magnetic bubbles, they're priority target for Magnetize because the bubbles can prevent them from damaging the Tenno with firearms. They can also potentially sweep more enemies into magnetized bubbles as the bubbles move with them.
Bugs
The blast cone from holding the ability is not centered towards the aiming reticle, but noticeably to the left.
Nezha expends 25energy to throw his Universe Ring 30 meters towards the target aim, which will ricochet off enemies or objects before returning, hitting up to 6 enemies. The chakram deals 100 / 150 / 200 / 250Heat damage to enemies it touches and marks them for 10 / 11 / 13 / 15 seconds, with guaranteed Heatstatus effect. Marked enemies receive 60% / 75% / 85% / 100%Damage Vulnerability and have a 50% / 65% / 80% / 100% chance to drop a Health Orb, and a 20% / 25% / 30% / 35% chance to drop an Energy Orb, upon death.
Casting animation of ~0.75 seconds, affected by Casting Speed.
Can be cast while moving but will interrupt any other action.
Holding down the ability key (default 2 ) will charge the chakram to increase its damage, up to 400 / 600 / 800 / 1000Heat damage while Ragdolling enemies, and make it fly ~70 meters in a straight line forward and backward hitting all enemies in its path.
Charging animation is not affected by Casting Speed.
A charged Blazing Chakram loses its ability to ricochet off walls and enemies.
If Blazing Chakram is activated again by pressing the ability key (default 2 ) while the chakram is in flight, Nezha will teleport to its current location at no energy cost.
Nezha cannot teleport to the chakram if it is inside or too close to a wall.
Bouncing from surfaces can extend the chakram's travel distance.
The chakram's position is indicated as a waypoint onscreen and as a circular icon on the minimap.
Both uncharged and charged throws are capable of hitting the same enemy multiple times.
Blazing Chakram can be detonated mid-flight similarly to a throwing weapon
This does not appear to deal damage—its primary function appears to be to force the early return of the Chakram.
This requires a melee weapon to be equipped. Pressing the heavy attack key while a melee weapon is equipped and the Chakram is still on an outbound path will cause the Chakram to "explode", then return to Nezha.
Ability Synergy:
If Fire Walker is active when using Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal 500 / 750 / 1000 / 1250Heat damage, with a 10% / 25% / 50% / ?Heatstatus chance, within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames.
Damage does not bypass obstacles in the environment and diminishes with distance.
Blazing Chakram striking an enemy impaled by Divine Spears produces a second chakram, which fires at a nearby enemy.
Secondary chakrams can create additional ones off of speared enemies.
A charged throw will also produce charged chakrams, which will not seek out enemies or bounce, and often fly off in random directions. Therefore, uncharged throws are much more well-suited to generate many chakrams and ramp up Reaping Chakram's bonus damage.
Reaping Chakram is a Warframe Augment Mod for Nezha which increases Blazing Chakram's damage for each enemy hit by the attack. Additionally it increases the spawn percentage for health orbs for each enemy hit.
Using Reaping Chakram with Equilibrium significantly enhances energy return chances. This allows high strength builds with low (45%) efficiency to still be able to cast this power almost infinitely.
Archon Vitality garauntee's a double Fire Proc on each target hit, each target hit in chain taking significantly more damage-over-time as chained targets face increased damage multiplication. Charging this ability and using Archon Vitality creates even more powerful damage-over-time dual Fire Procs.
The applied vulnerability mark is independent of the ring's damage and can be applied to enemies immune to Blazing Chakram's damage.
The mark is removed in nullifier fields, however its duration is not decreased by effects such as Ancient Disruptor auras or the Executioner's natural debuff reduction.
After activating Divine Spears and throwing a Chakram at impaled enemies, 2 additional rings are created and will bounce off enemies. If the Chakram is charged, the extra rings will have similarly increased damage and behavior.
The two different Restorative Orb drop chances are calculated separately from each other and from the enemies standard drop table, as such it is possible for a single enemy to drop multiple orbs, even several of the same type.
Enemies killed instantly by the Chakram's damage will still benefit from the additional restorative orb drop chances, even though the vulnerability mark is applied after the initial damage instance.
Bugs
In games with moderately high latency, the chakram may veer wildly off-course or be seen shaking in midair while moving slowly, then disappear before striking an enemy. This is likely caused by the ring's position being calculated host-side, rather than client-side.
Nova expends 100energy to unleash a radial wave of antimatter particles. The wave starts 5 meters from Nova and propagates at a speed of 5 meters per second for 2 / 3 / 4 / 6 seconds before dissipating. All enemies in range are coated in antimatter that destabilizes their molecular structure for 10 / 15 / 20 / 30 seconds.
For example, Molecular Prime at rank 3 with 150% Ability Duration will have wave radius of:
5 + (5 × (6 × 150%)) = 50 meters
Tap the ability key to unleash a Slow wave. Hold the ability key to unleash a Speed-Up wave. Primed enemies have their action speed increased or decreased by ?% / ?% / ?% / 50%, receive 100%Damage Vulnerability, and detonate upon death dealing 150 / 300 / 500 / 800Blast damage with 20%Status Chance to enemies within 6 / 7 / 8 / 10 meters.
Slow/speed-up debuff is capped at 75%, achievable with 150% Ability Strength.
Ability Synergy: Enemies killed by Nova while slowed passively have a 15% chance to drop a Health Orb, while enemies killed while sped-up have a 15% chance to drop an Energy Orb.
Each explosion can cause the subsequent death and detonation of nearby enemies, resulting in a chain reaction.
Molecular Prime does not stack from multiple Novas.
Recasting Molecular Prime clears the spread of the previous cast.
Molecular Fission is a Warframe Augment Mod for Nova's Molecular Prime that makes primed enemies restore Null Star charges when killed and causes Null Star particles to inflict Molecular Prime.
Speed-Up (hold cast) is particularly useful in Defense missions to force enemy waves to come out faster.
Molecular Prime works incredibly well in conjunction with Antimatter Drop, weakening a boss, or killing entire legions of enemies by triggering an explosion.
It should be noted that the slow effect for Molecular Prime stacks with other abilities that slow. When used alongside Frost's Snow Globe, or other effects such as Cold elemental mods, this ability is also capable of bringing enemies and bosses to a grinding halt, dramatically slowing them and easing the capability of landing headshots for the whole team.
Synergizes well with Nyx's Chaos as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Synergizes well with Saryn's SporesCorrosive proc by first spreading and weakening every individual armored unit, then causing a series of chain explosions when a single one dies.
Synergizes well with Loki's augment mod Irradiating Disarm for his fourth ability Radial Disarm which creates an AoE disarm and Radiation proc as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Primed enemies' bodies visibly dissolve after death by detonation, but they are actually hidden and not yet removed, thus allowing Nekros to cast Desecrate.
Bugs
Casting Molecular Prime then having a Trinity cast Blessing before executing a target will cause the explosion to be the color of the Trinity's energy, rather than your own.
Sevagoth’s Shadow flies outward ravaging enemies in his path. Survivors are damaged by Death’s Harvest over time. The souls of the dead fill the Death Well.
Misc:
10 / 15 m/s (tap-cast flight speeds) 20 / 30 m/s (hold-cast flight speeds) 1 (active Shadow limit) 1 (damage and mark instance per enemy) 25% (current enemy health done as Blast) 4 m (radial damage range) 5 % (Death Well gain per enemy)
Sevagoth expends 25energy to sever apart from his Shadow and expel it toward the direction of his aiming reticle. Reap's Shadow is an invulnerable flying object that lasts for 2.5 / 3 / ? / 6 seconds, with a variable flight speed of 10 meters per second if cast by tapping the ability key, or 20 meters per second if held down. The Shadow's harrowing wail weakens all enemies within 2 / 3 / ? / 8 meters, inflicting 100 / 150 / 200 / 250Radiation damage and marking them with Death's Harvest; marked enemies receive 10% / 20% / 30% / 50%Damage Vulnerability for 5 / 7 / 8 / 10 seconds. Only 1 Shadow from Reap may be active at once per player.
Damage and Harvest mark only apply to each individual enemy once per instance of Reap.
Reap's damage can benefit from Harvest marks inflicted by a previous instance of Reap or Death's Harvest.
Reap's Shadow is tracked on the minimap as an allied blue dot.
Recasting the ability will remove the current Shadow and send out a new one.
While the Shadow is in flight, aiming once at a location (default RMB ) marks it as the Shadow's new travel direction, causing it to fly through the intended area until Reap expires or switching destinations; hold aim on an area to command the Shadow to accelerate its flight speed to 15 meters per second if Reap was cast via tapping the ability key, or 30 meters per second if held down; while aim is sustained by Sevagoth, the Shadow will continuously follow his reticle and encircle over the location the reticle rests upon.
Reap's Shadow still experiences collision with objects and terrain, and will automatically attempt to maneuver around them.
Casting Reap directly on or aiming once on a targeted enemy will not cause the Shadow to follow it.
Manually blocking with a melee weapon will not redirect the Shadow.
The Shadow will audibly respond to Sevagoth's aim to indicate it is rerouting.
Ability Synergy:
Enemies seeded with Sow hit by Reap are dealt 25% of their current health as True damage and detonate, dealing 25% of their current health as Blast damage to all enemies in a 4 meter radius.
Explosion damage has no falloff.
While Gloom is active, enemies damaged by Reap's Shadow heal Sevagoth's health.
Each enemy marked then killed by any source, or directly killed by Reap's Shadow fills 5% of the Death Well for Exalted Shadow.
Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
Casting Reap is an upper-body animation that allows movement and Maneuvers while restricting other actions.
Sevagoth visually raises his arms to open a portal for the Shadow to fly through. As the Shadow flies, it constantly emits an eerie wail with shadows trailing in its wake. Affected enemies emit shadow tendrils flailing from their torso. Upon expiration, the Shadow collapses into a fading blackhole to return to Sevagoth.
Reap's Shadow uses Sevagoth's Shadow's Appearance customizations, except for energy color which uses Sevagoth's Appearance loadout selection.
Reap's Shadow will expire prematurely upon colliding with a null bubble from enemies such as Nullifier Crewman or Isolator Bursa.
Shadow Haze is a Warframe Augment Mod for Sevagoth that increases the Critical Chance from any source against enemies affected by Reap or Death's Harvest. When affected enemies die, a new Reap Shadow spawns from their corpse and seeks other enemies, up to a maximum of 3 active Shadows at all mod ranks.
Sevagoth's Shadow expends 75energy to let loose a harrowing wail to leave a death mark on all enemies within a radius of 5 / 8 / 10 / 12 meters. Marked enemies receive 10% / 20% / 30% / 50%Damage Vulnerability for 5 / 7 / 8 / 10 seconds.
Death's Harvest is disabled on the Shadow while Sevagoth is bleeding out in his tombstone.
Can be recast while active to mark new enemies in range. Marks do not refresh on already affected enemies in range of a new instance.
Casting Death's Harvest is a full-body animation that stops grounded movement and other actions.
Sevagoth's Shadow visually claps its claws together below itself, wailing eerily as rising shadows briefly outline the ability radius before fading away. Marked enemies emit flailing shadow tendrils from their torso.
Yareli expends 25energy to fling out a cluster of 5 water globules that spread apart in front of her, then settle and float in place from 5 meters away. When cast with enemies in direct line-of-sight and within 15 / 20 / 25 / 30 meters in the direction of the aiming reticle, the globules travel at a speed of 12.8 meters per second to home in on individual targets. Yareli may produce up to 15 globules with subsequent casts, with the new instances popping the oldest globules when past the limit.
Sea Snares without acquired targets are placed horizontally from Yareli's position. Globules will rebound away from walls before they settle in place.
If the acquired targets die before their globules reach them, those globules will stop moving and lay in wait for other enemies.
Sea Snares from the same cast will attempt to home into different targets. Globules from subsequent casts can home into targets of a previous cast.
Globules will not home into enemies already ensnared by Sea Snares.
Enemies protected by Overguard are still targeted by Sea Snares, which inflicts all of its effects except crowd control immobilization.
Sea Snares are floating proximity traps with a lifetime of 20 seconds that detect and respond to enemy presence in direct line-of-sight and within a radius of 10 meters around them; upon acquiring a target, each globule rapidly floats toward and splashes onto the nearest enemy in range. Once splashed onto an enemy, the globule bursts apart releasing bubbles that envelop the snared enemy to suspend it in aerial cryostasis for 6 / 8 / 10 / 12 seconds, while chilling it with lowering temperature that inflicts 100 / 150 / 200 / 250Cold damage per second, which further increases by 50 / 75 / 100 / 125Cold damage for each second spent ensnared, and +25% / +50% / +75% / +100%Damage Vulnerability.
When at least one enemy is ensnared by Sea Snares, the timer of the newest target appears on the ability icon.
Sea Snares' damage and damage increase per second benefit from Ability Strength and Ability Duration using the following expression:
Total Damage = (Ensnare DUR × Ability DUR × Cold Base DMG Per Sec × Ability STR) + (Modded DUR² - Modded DUR) × Cold DMG Increase Per Sec × Ability STR ÷ 2
At max ability rank with a rank 5 Intensify and Continuity equipped, Sea Snares will deal [12 × (1 + 30%) × 250 × (1 + 30%)] + [(12 × (1 + 30%))2 - 12 × (1 + 30%)] × 125 × (1 + 30%) ÷ 2 = 23,575.5Cold damage.
Modded Damage vulnerability is calculated with the following expression:
At ability rank 3 with a maxed Intensify equipped, Sea Snares inflicts 200% + 30% = 230% damage vulnerability.
Damage vulnerability is applied after damage type bonuses and weaknesses.
Applies to damage from Aquablades and Riptide, but does not apply to Sea Snares' innate Cold damage per second and damage increase per second.
Globules are untargetable and intangible to entities, allowing allies to move through them unhindered, and causing attacks from friend and foe alike to phase through them.
Globules still experience collision with terrain geometry and certain objects, such as Arctic Eximus globes, causing the globules to bounce away and ping-pong against physical obstacles in their path several times until they acquire a new target or harmlessly burst.
Each enemy can only be snared by a single globule at a time.
Upon ensnaring an enemy, that globule is considered destroyed and removed from the active globule count. Yareli can capture an unlimited amount of enemies with her Sea Snares.
Ability Synergy:
Sea Snares' casting animation is faster while aboard Merulina.
Killing enemies affected by Sea Snares with Merulina Guardian heals Merulina while increasing secondary fire rate and reload speed for a duration.
Sea Snares prevent snared enemies struck by Aquablades from being staggered away, allowing the blades to strike rapidly stacking multiple Slash status effects.
Riptide drags in and damages enemies ensnared by Sea Snares.
Can be recast while active to create new globules. Sea Snares has no delay between recasts.
Casting Sea Snares plays an upper-body animation whilst moving, or a full-body animation whilst standing, both allowing Yareli to continue movement but restricting other actions.
Sea Snares floating as proximity traps are not dispelled by entering an ability nullifying sphere from special enemies such as the Nullifier Crewman; the globules merely float in place unable to detect and hone into nearby enemies, but can be harmlessly popped if they collide with enemies.
Snared enemies will be released by the null sphere if they enter it.
Globules will rebound away if cast by Yareli standing near the null sphere.
Thrown globules cannot acquire nor hone into enemies within the coverage of a null sphere.
Yareli visually flails her left arm to the side to fling out the globules, as her right leg lifts briefly for balance. Water and bubbles spew forth along with Void energy.
Sea Snares globule visually resembles a large translucent water-filled bubble that glows brightly with Void energy and pulsates constantly to maintain its spherical shape, with water leaking from below. On contact with an enemy, the globule splashes water and splits into numerous other globules that move in constant fluctuating positions around the target, producing scores of smaller suds and bubbles.
Over the course of the ensnarement, the cloned globules gradually shrink and speed up in their movement until they pop one by one.
If the snared target is displaced away from their location, the cloned globules will quickly follow them and wrap around their target again.
Targets are immobilized and lifted airborne emitting an upward stream of energy that resembles the Lifted status effect, while liquid globs similar to the Bleeding Body Ephemera drip off from the targets' bodies.
Tips & Tricks
With high energy reserves and good Ability Efficiency, Sea Snares is a relatively cheap means of disabling a group of enemies quickly and thus provides decent crowd control.
As Sea Snares pin enemies in place, landing headshots becomes easier. It therefore synergizes with effects that are triggered by headshots such as with Ivara's Concentrated Arrow or Harrow's Covenant.
Bugs
More than one globule can hone in on the same enemy and pop on contact, potentially wasting globules due to a single enemy can only be ensnared by one globule.
Globules will frequently pop and dissolve away if they collide into environmental obstacles (e.g. walls) or splash into an already snared enemy.
Sea Snares' visual effect on snared enemies sometimes linger for a while after their victims died.
Nautilus' Cordon causes snared enemies to launch high into the air as they are pulled together.
Temporarily shed the outer pieces of Xaku in a destructive blast, then stalk the battlefield in a new, swifter skeletal form. Enemies damaged by the body shrapnel are rendered weaker to Void damage.
Death and decay encroach as Xaku detonates themselves, expending 100energy to explosively fragment their body parts outward. Enemies within direct Line of Sight and 10 / 15 / 20 / 25 meters of Xaku receive 600 / 800 / 1,000 / 1,200Void damage from the blast and suffer 50%VoidDamage Vulnerability and 10% / 15% / 20% / 25%Slow for 10 / 15 / 20 / 25 seconds. For the same duration, Xaku's skeletal form is exposed, increasing their passive ability's Dodge chance and area damage reduction to 75%, grants themselves a 20% movement speed bonus, and completely pauses the duration timers of Xaku's other abilities. Xaku can reform their body and manually deactivate the ability by holding the ability key (default 4 ).
Void damage from the blast does not reset Sentient damage resistances.
The blast can destroy Objects, which does not require line of sight.
Ability Synergy:
The Vast Untime pauses the ability duration timers of Xaku's other abilities, including both currently active and newly cast abilities while in skeletal form.
Only abilities belonging to Xaku originally are affected by the timer pause, whereas subsumed abilities via the Helminth system are not affected.
Can be recast while active in skeletal form by pressing the ability key again (default 4 ), causing Xaku to detonate again and affect new enemies in range, as well as refreshing ability duration to full. Note that there is a small window where the timers of Xaku's other abilties can run down before The Vast Untime is recast.
Activating The Vast Untime is a full-body animation that restricts movement and other actions, while deactivation is near-instantaneous.
Xaku crouches in place, visually detaching their body pieces and suspending them in the air with Void energy tethers. Xaku then reels back, surging into the air, while most of their pieces scatter outward in an expanding Void energy blast. Xaku's skeletal form retains some body pieces for bare minimal structural support. Reforming the body pieces on Xaku causes them to quickly regrow on the skeleton.
Enemies affected by The Vast Untime's vulnerability and slow effects emit a Void energy cloud around their torso.
Tips & Tricks
When modded with high Ability Range, this ability can be used to destroy Storage Containers and Resource Deposits across a massive area, even through walls. When paired with a large Loot Radar, this is an excellent strategy for locating Resource Caches, Syndicate Medallions, and other static objects requiring direct pickup, as those would be the only loot icons that do not disappear or "move" when damaged by the blast. A high gather range from Vacuum or Fetch will also help to clear the area of common loot and show only the valuable resources that must be manually retrieved.