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DanseMacabreModx256.png DanseMacabre130xWhite.png
ENERGY:
25
KEY
4
Danse Macabre
Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.


Energy Drain: 20 s-1
Boosted Energy Drain: 40 s-1

Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
Duration:N/A
Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)
Misc:9 (number of beams)
100 m (sweep area)
1 rev/sec (rotation speed)
20% (status chance)
40% (boosted status chance)
50 (overshield points per pickup)
23.33% stored damage decay/sec

Info
  • Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of 0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts 500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
    • Damage per second is affected by Ability Strength.
    • Beam radius is affected by Ability Range.
    • Casting speed is affected by Natural Talent12?cb=20190608095452 Natural Talent and Speed Drift12?cb=20190608095452 Speed Drift.
    • Rotation speed is unaffected by mods.
    • Number of energy beams and sweep area are not affected by mods.
    • Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
    • Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
    • While active, all damage received by Revenant is stored into a total damage pool. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
      • Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
      • Damage resisted by Mesmer SkinMesmerSkin130xDark.png Mesmer Skin is stored, despite not injuring Revenant.
    • Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key and Volt's SpeedSpeed130xDark.png Speed.
  • Holding the fire button (default LMB ) increases the beams' damage per second to 1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to 0.05 / 0.1 / 0.15 / 0.2 meters, while also increasing energy drain to 40 energy per second.
    • Boosted damage per second is affected by Ability Strength.
    • Boosted beam radius is affected by Ability Range.
    • Boosted energy drain is affected by both Ability Efficiency and Ability Duration.
  • Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: Corrosive DamageDmgCorrosiveSmall64.png Corrosive against armored enemies, Magnetic DamageDmgMagneticSmall64.png Magnetic against shielded enemies, and Gas DamageDmgGasSmall64.png Gas against enemies with infested flesh.
    • Corrosive DamageDmgCorrosiveSmall64.png Corrosive status effect reduces a target's current armor by 26%, with further procs removing 6% for up to 80%. Each proc has a duration and will end on its own.
    • Magnetic DamageDmgMagneticSmall64.png Magnetic will deal 100% bonus damage to shields, dealing 25% more with every consecutive proc for up to 325% extra damage. It will also stop natural shield regeneration from shielded enemies.
    • Gas DamageDmgGasSmall64.png Gas status effect will proc a gas damage over time effect to the target, which increases in size and damage with consecutive procs while damaging nearby enemies.
  • Danse Macabre consumes 20 energy per second while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
  • Ability Synergy:
    • EnthrallEnthrall130xDark.png Enthralled enemies killed by this ability drop a unique pickup that grants 50 Overshields when collected by Revenant or his allies.
    • Energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
      • Explosion deals the remaining damage of the pillar to surrounding enemies.
      • Explosion damage diminishes with distance. Max reduction of ??% at the edge of explosion.
      • Explosion radius is affected by Ability Range.
    • Damage reflected by Mesmer SkinMesmerSkin130xDark.png Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
    • ReaveReave130xDark.png Reave has 50% reduced energy cost during Danse Macabre. Casting speed becomes instantaneous and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
  • Revenant cannot cast Enthrall or Mesmer Skin, perform parkour Maneuvers or general interactions while channeling this ability.
  • Revenant is immune to knockdown while channeling this ability.
  • Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
  • Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.

Maximization
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Bugs
  • Getting near any edge eligible for automatic edge grabs with the ability active will lock the player out of using ReaveReave130xDark.png Reave and disabling Danse Macabre, making the depletion of all energy the only way to disable channeling.
    • Upon energy depletion, the player will be relocated near the edge that caused the bug to initiate the queued animation.
    • Increasing beam damage, and subsequently energy cost, still works.

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See Also[]