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.
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 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.
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, retaining buffs as well. 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.
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 creates a damage-absorption bubble around the reviver.
- Barriers like 's and 's can also be used as a damage-absorption protection around the reviver.
- Invisibility abilities like 's , 's , Shade's , Huras Kubrow's , 's , and 's allows them to safely revive someone without being targeted.
- Crowd control abilities like 's and 's can be used to disable enemies.
- 's Rift Plane prevents him from being damaged by most enemies outside of the plane. For extra safety, will prevent any enemy in the Rift Plane from moving, and a large can net enemies in Stasis.
- Following completion of The War Within, the Operator's Void Mode grants both invisibility and invulnerability making it by far the safest method.
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 equipped, as it amplifies all damage done while bleeding out, including the continuing damage of abilities cast before being downed.
The 20-second bleedout timer can be extended by two effects:
- is a Warframe mod which, at max rank, increases bleedout time to 34.4 seconds.
- 's extends the bleedout timer for himself and his allies by 45% at 100% Ability Duration, up to a maximum of 90% with an Ability Duration of at least 200%.
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.
- A Sentinel equipped with allows it to sacrifice itself to revive their owner.
- 's is an augment for that allows Nekros to revive allies in bleedout from a range at the expense of draining all of his energy.
- 's is an augment for that prevents bleedout by healing a percentage of health, taking effect once per ally every 90 seconds.
- '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.
- 's is an augment for that prevents bleedout by having his decoy absorb fatal damage and swap locations with Loki, taking effect once per 60 seconds.
- ' 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.
- ' 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.
- '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.
- '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 which costs no energy, bypasses armor and shields, and does damage equal to the target's total health points thus instantly killing non-boss enemies. If 5 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.
- 's is an augment for 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.
- 's prevents bleedout by rewinding her to the anchor, knocking her down and leaving her at 5% of her health.
- 's grants up to 4 instant revives from both the Warframe and their Operator, to a maximum of 8. Once all revives are used, the player can revive allies 100% faster (in 2.5 seconds).
- 's allows the Operator to appear during their Warframe's bleedout. They have 15 seconds to fill a draining gauge by killing nearby enemies; each kill fills 30% of the gauge.
- increases Operator damage by 100% plus an additional 25% per second during Last Gasp.
- Last Gasp and Vengeance are both Way-Bound, allowing them to be given to any other Focus school.
- increases Operator damage by 100% plus an additional 25% per second during Last Gasp.
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.
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 ( ) and , the latter of which is only exclusive to .
Companions and Sentinels that have perished can both be revived by performing Parazon Mercy kills while the mod is equipped. Robotic Companions and Sentinels can also be revived with once per minute.
Rescue targets can be downed while being escorted to extraction, and can be revived like normal.
Vulpaphyla equipped with , , or will immediately regress into a larval state upon death. This form floats next to the owner in a similar manner to Sentinels and will undergo a behavior based on the precept for 30 seconds before reviving itself, effectively rendering the creature immortal until its owner dies. However, Devolution prevents the Vulpaphyla from entering bleedout and thus cannot be revived normally, and its transformation cannot be sped up.
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 Capture targets and Kuva Liches' Thralls. Capture 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. Thralls are not possible to be revived unless they were affected by 's or 's Accuse prior to entering, however they will retain the ability to be killed Mercy finishers despite not being in bleedout if revived in this manner.
Operators do not experience the same Bleedout or Death that Warframes do. Instead, upon receiving fatal injury they will be forcibly placed back into their Warframe which receives Transference Static, depleting all shields and reducing its maximum health, lasting for 45 seconds and can stack up to 4 times with repeated Operator deaths. The first stack decreases health by 20%, second by 50%, third by 80%, and fourth immediately causes Warframe bleedout. However, a maxed rank completely prevents Transference Static from occurring.
's allows use of an interact button (default ) during the Operator's defeat, summoning their Warframe to their location and granting them immunity for 4 seconds. The passive has a 100% chance to remove Transference Static on killing an enemy during Reinforced Return.
Converted Kuva Lich/Sisters of Parvos
Upon entering bleedout once, the player's converted Kuva Lich or Sisters of Parvos may spawn in the mission to assist. These allied NPCs will provide firing support for a few minutes before leaving on their own, but they do not experience bleedout nor will they directly interact with other downed Tenno to revive them.
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.
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.
Dead enemies, from a technical perspective, are flagged as corpses and are subject to certain mechanics in that state. Most obviously, can enemy corpses, treating separated body parts as separate corpses; this leads to players 'desecrating' corpses with damage weapons before the Nekros can use their desecrate ability. Some enemies do not leave corpses, such as the Stalker.
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 , , and 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.
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 ' and 's revival passive, 's , 's and 's . Revival abilities that revolve around bleedout, such as and ' 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.
- In Devstream 132, it is mentioned that the Parazon would be used for reviving teammates. This was implemented in Update 28.3 (2020-08-12), where Warframes now spin their Parazons while reviving, but was removed in Hotfix 28.3.3 (2020-08-13) due to a glitch.
- Prior to Update 18.0 (2015-12-03), revives used to cost 6 for 2 revives.
- 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 or .
- 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.
- If one achieves a Bleedout Reduction of more than 100% (easily done with Undying Will alongside a sufficiently-high Ability Duration ), they no longer appear to bleedout; the timer is removed, and the affected (alongside any others such as Companions) seem to never die, so long as the bleedout reduction effects don't end.