Upon reaching zero health, Warframes will go into bleedout, which is a twenty-second period of dramatically-reduced combat capability, collapsing onto the ground and only being able to use secondary weapons. If the Warframe is not revived during this time, it dies a proper death and must either spend 10% of their Affinity acquired during the mission to continue playing the mission, wait for an ally to finish the mission, or forfeit the mission entirely. Players are only allowed to revive 4 times per mission, barring special circumstances.
Bleedout[edit | edit source]
- Not to be confused with Bleed, the Slash status effect.
Warframes in this state have fallen down to the ground, barely able to shuffle around backwards on their posterior and feet. While bleeding out, Warframes cannot use abilities or perform maneuvers, and can only fire their equipped secondary weapon. Downed Warframes appear as a red diamond on the mini-map () and slowly bleed out over 20 seconds. The player's movement will decrease linearly until the timer runs out.
Bleedout will not trigger if there are no other friendly Warframes present that are not themselves bleeding out, including in Solo play. Running out of health in this circumstance will cause immediate death with no bleedout. However, there are some exceptions to this:
- If The Grustrag Three or Zanuka Hunter are present in a mission, running out of health will always trigger bleedout and the player will be imprisoned in an energy field in order to receive the Grustrag Bolt or be captured by Zanuka respectively.
- If the player's Sentinel is equipped with the Sacrifice precept mod, bleedout will be triggered in order for the Sentinel to revive the player.
- During Nightwave Series 2, a Devotee can randomly spawn whenever a player is downed. Bleedout will be triggered in order for the Devotee to revive the player.
Process[edit | edit source]
Players can revive characters in bleedout by holding the action (Archwing missions, where precise movement is difficult). While being revived, a red diamond will appear to replace the red downed-state bar and begin to fill. Multiple teammates reviving another at the same time speed up the process. Once the revival bar is full (which takes 5 seconds by default), the downed Warframe is revived to full health and shields and may resume using all equipment and abilities as normal. Successful revives performed onto other players are tracked by the end-of-mission leaderboard.) key while nearby and facing them. This action takes priority over most other player input, for example sprinting toward a downed ally to revive them will immediately stop running and start the revival process (this is immensely useful during
Tenno downed by The Grustrag Three will be captured by any living Carabus Sentinels, and cannot be revived by players while contained.
Safety[edit | edit source]
When reviving an ally in the heat of battle, the player attempting to revive can still be downed. The use of barriers, invisibility, and crowd control effects is valuable for safe revival; otherwise, it's very common for players to be downed at the exact moment they've successfully revived a teammate.
- The Sentinel mod Sanctuary creates a damage-absorption bubble around the reviver.
- Barriers like Frost's Snow Globe and Gara's Mass Vitrify can also be used as a damage-absorption protection around the reviver.
- Invisibility abilities like Ash's Smoke Screen, Ivara's Prowl, Shade's Ghost, Huras Kubrow's Stalk, Loki's Invisibility, Wisp's Wil-O-Wisp, and the Operator's Void Mode allows them to safely revive someone without being targeted.
- Crowd control abilities like Vauban's Bastille and Khora's Strangledome can be used to disable enemies.
- Limbo's Rift Plane prevents him from being damaged by most enemies outside of the plane. For extra safety, Stasis will prevent any enemy in the Rift Plane from moving, and a large Cataclysm can net enemies in Stasis.
A reviver should be careful not to block the fallen ally's line of sight, as their sidearms cannot punch through Tenno. A Warframe in bleedout might actually be able to do more damage if they have Provoked equipped, as it amplifies all damage done while bleeding out, including the continuing damage of abilities cast before being downed.
Timer[edit | edit source]
The 20-second bleedout timer can be extended by two effects: Undying Will and Renewal. Undying Will is a Warframe mod which, at max rank, increases bleedout time to 28.4 seconds. Renewal is Oberon's ability which will extend the bleedout timer by 45% before Ability Duration effects, and can potentially cause the bleedout timer to run backward with enough Ability Duration. In both cases, these effects are not reflected in the red bleedout timer text above players' heads; these effects instead increase the amount of time it takes for one second to pass by.
If the player has completed The Second Dream quest and has chosen Vazarin as their focus school, unlocking Mending Soul grants players 4 instant revives for both their Warframe and Operator, creating a total of 8 instant revives within a mission. Instant revive applies to both reviving other players or when being revived. It is advised to revive other players in Operator mode first, as to not consume Warframe instant revives.
Abilities[edit | edit source]
Warframes can also be revived from bleedout, or completely negate bleedout, by a few special circumstances.
- If a Warframe is somehow healed at the moment of hitting 0 HP (such as falling down onto a Health Orb), they are revived to full health nearly instantly, although they will still animate falling down and getting back up.
- Nekros's Soul Survivor is an augment for Soul Punch that allows Nekros to revive allies in bleedout from a range at the expense of draining all of his energy.
- Oberon's Phoenix Renewal is an augment for Renewal that prevents bleedout by healing a percentage of health, taking effect once per ally every 90 seconds.
- Trinity's Passive ability allows her to revive allies 25% faster (in 3.75 seconds down from the usual 5) and from 50% farther away, making it easier for her to bring someone back to the fray.
- Loki's Savior Decoy is an augment for Decoy that prevents bleedout by having his decoy absorb fatal damage and swap locations with Loki, taking effect once per 60 seconds.
- Inaros' Undying Passive has him enter an immobile sarcophagus upon losing all his health. In this state, Inaros can drain health from nearby enemies or allies, which contributes to the revive bar, and once the revive bar is filled, Inaros revives on the spot. For every 1% of health drained, the revive bar is filled by 0.5%, thus Inaros will need to drain at least 2 enemies of their health in order to revive. Allies can also revive Inaros as normal. However, if there are no enemies present for Inaros to drain health from or the enemies have too much health to drain in time, Inaros will die of bleedout like normal.
- Nidus' Adaptive Mutation Passive will have him not enter bleedout at all if he has at least 15 stacks of Mutation Stacks. Instead, 15 stacks will be subtracted from his total stacks, and he will become invulnerable for 5 seconds and regenerate 50% health. If he does not have 15 stacks when his health reaches 0, he will lose all current stacks and bleedout like normal.
- If using the Abundant Mutation augment, the Undying effect gains a cooldown of 30 seconds.
- Wukong's Five Levels of Immortality Passive will have him not enter bleedout at all. Instead, he will become invulnerable for 2 seconds and regenerate 50% health, and will gain a random buff ranging from increased elemental damage, invisibility, invulnerability, extra loot, or orb potency. Wukong can only prevent death three times per mission, after which he will bleedout like normal.
- Sevagoth's Tombstone Passive has him enter an immobile tombstone upon losing all his health. In this state, Sevagoth's Shadow becomes controllable, but can only attack using Consume which costs no energy, bypasses armor, and does damage equal to the target's total health points thus instantly killing non-boss enemies. If five enemies are killed by Consume, Sevagoth revives himself on the spot. Allies can also revive Sevagoth as normal. However, the Shadow can still take damage as normal and if it dies, or if there are no enemies present to Consume, Sevagoth will die of bleedout like normal.
- Khora's Venari Bodyguard is an augment for Venari that prevents bleedout by having Venari die in place of Khora, granting her 3 seconds of invulnerability and regenerate 50% health. If Venari dies this way, her revival cooldown increases to 150 seconds and cannot be manually revived, but each kill Khora makes reduces the cooldown by 4 seconds.
- Protea's Temporal Anchor prevents bleedout by rewinding her to the anchor, knocking her down and leaving her at 5% of her health.
- The Mending Soul passive of the Vazarin Focus grants a set of instant revives when the Focus is activated during the mission, allowing the Focus's caster to quickly bring an ally back on his or her feet. Additionally, the Sacrifice mod for Sentinels allows a player's Sentinel to revive the player who owns it at the cost of its own life (though if Regen is equipped, the Sentinel immediately comes back to life).
NPC Bleedout[edit | edit source]
Aside from players, there are some NPCs that have bleedout phases. However, none of them can shoot or scoot around in that state.
Companions can be revived by any players who find them while they're bleeding out. They will also periodically teleport next to their owner.
Rescue targets can be downed while being escorted to extraction, and can be revived like normal.
Sentinels cannot be saved from bleedout from all practicality, but on occasion a player might notice the bleedout text and red diamond on the mini-map for a fraction of a second before the sentinel explodes irreparably. However, a Sentinel can resurrect itself using Regen and Reawaken, the latter of which is only exclusive to Djinn.
Syndicate Operatives will also go into bleedout and can be revived, however, their timer, while not shown, is shorter than players'. The operatives can also revive each other, but cannot revive fallen players.
Enemies do not bleed out at all, except for the Capture target who will writhe around on the ground instead of immediately turning into a corpse object, and will die and fail the mission after 90 seconds if they are not captured by then.
Death[edit | edit source]
Death occurs after the bleedout timer counts down to 0 seconds. Despite its name, the Tenno doesn't actually die, and there are no permanent consequences for death other than the failure of the mission and the losses associated with that, but he or she is still neutralized as far as the enemy is concerned.
During Death[edit | edit source]
Dead players are able to watch their fellow squad members continue on with the mission, and are given the options to revive or abort the mission. If the player does not revive, the mission can still be completed if another player finishes the objective and makes it to extraction.
Be warned that staying dead for more than 2 minutes idle will trigger the Inactivity Penalty, and render illegibility for end-of-mission bonuses like credits, bonus affinity, and Gift from the Lotus rewards. Anything already picked up and other affinity gained during the mission prior to the inactivity penalty will still be kept.
If a Kubrow dies, their loyalty to their owner decreases by 40%. This does not occur if they were killed as a result of their owner dying.
Enemy Corpses[edit | edit source]
Dead enemies, from a technical perspective, are flagged as corpses and are subject to certain mechanics in that state. Most obviously, Nekros can Desecrate enemy corpses, treating separated body parts as separate corpses; this leads to players 'desecrating' corpses with Slash damage weapons before the Nekros can use their desecrate ability. Some enemies do not leave corpses, such as the Stalker.
Revives[edit | edit source]
If they choose to revive, the Warframe spends 10% of their acquired Affinity from the mission in progress and will rise up to release an energy blast that deals Impact, Slash, and Puncture damage, knocking over nearby enemies, and be temporarily invulnerable. If they chose to forfeit the mission, there is a grace period to reverse that action by pressing and selecting the appropriate option. If a player's teammates are still alive, the player will enter a spectate mode.
By default, a player can only revive 4 times per mission. However, an equipped Rank 3 or higher Warframe Arcane grants 1 additional revive, for a maximum of 6 revives. Furthermore, new players during the Vor's Prize quest are instead given 12 revives during said quest.
Quick Revive[edit | edit source]
During Bleedout, downed players are prompted at the bottom-center of their HUD with the Quick Revive option. The prompt displays the following: "HOLDTO RESPAWN: # REVIVES LEFT". When the key is held for 1 second, the downed player's Warframe will be revived, using the above-aforementioned mechanics for reviving after death.
Arbitration Missions have unique interactions with death. All characters will never enter bleedout and die instantly, and are not allowed to revive themselves.
However, death can still be prevented from interactions that do not consist of bleedout, such as Nidus' and Wukong's revival passive, Loki's Savior Decoy, Oberon's Phoenix Renewal and Khora's Venari Bodyguard. Revival abilities that revolve around bleedout, such as Sacrifice and Inaros' Undying Passive, will not work.
Dead players cannot revive themselves. Instead, a revival tower will spawn at their place of death, and Arbitration Shield Drones will begin to drop Resurgence Points. Five of these points must be brought to the tower all at once to bring back the dead player, however these points function similarly to Index Points and will debuff their carriers by reducing maximum health and shields and constantly drains energy.
Trivia[edit | edit source]
- In Devstream 132, it is mentioned that the Parazon would be used for reviving teammates. This was implemented in Update 28.3, where Warframes now spin their Parazons while reviving, but was removed in Hotfix 28.3.3 due to a glitch.
- Prior to Update 18.0, revives used to cost 6 for 2 revives.
Bugs[edit | edit source]
- Movement can prove to be cumbersome during Bleedout. Shuffling backwards doesn't always respond properly, and you can easily get caught on strange terrain.
- If all living teammates make it to the extraction zone while a player elsewhere bleeds to death, the living must step out of the extraction zone and back to trigger the extraction sequence and the end of the mission.
- Oddly, Syndicate Death Squads will keep the player alive in a downed state even whilst playing solo, despite having no further interaction with them unlike The Grustrag Three or the Zanuka Hunter.
- On rare occasions, the revive button will still function, even after running out of numbered revives (though affinity will still be consumed). If one dies again after this, the revive counter will display a negative number.
- If one enters a mission without a secondary weapon equipped and is put into bleedout, the player's Warframe will fall over either empty-handed, or with their most recently used (primary/melee) weapon in their hands, held like a pistol, but unusable. In this state, all one can do is shuffle around. This can even occur with exalted melee weapons, such as Exalted Blade or Hysteria.
- When a Warframe is incapacitated with dual pistols of any kind equipped, the same animation for holding a single pistol is used; while the pistol in the Warframe's right hand will animate and shoot, the one in their left hand will not, and usually clip through the other firearm. This has no functional effect, however.
- Note that this does not happen with throwing weapons (such as the Kunai), which do have their own animations.
Gallery[edit | edit source]
Patch History[edit | edit source]