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{{tocright}}Upon reaching zero [[health]], [[Warframe]]s 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.
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==Bleedout==
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:''Not to be confused with '''Bleed''', the {{D|Slash}} status effect.''
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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 [[:Category:Secondary Weapons|secondary weapon]]. Downed Warframes appear as a red diamond on the mini-map ([[File:MiniMapFriendPreDeath.png|16px]]) and slowly bleed out over '''20''' seconds. The player's movement will decrease linearly until the timer runs out.
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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:
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*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.
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*If the player's [[Sentinel]] is equipped with the {{M|Sacrifice}} precept mod, bleedout will be triggered in order for the Sentinel to revive the player.
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*During [[Nightwave]] [[Nightwave/Series 2|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.
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===Process===
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Players can revive characters in bleedout by holding the action ({{Key|X}}) 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 [[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.
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Tenno downed by [[The Grustrag Three]] will be captured by any living Carabus Sentinels, and cannot be revived by players while contained.
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===Safety===
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[[File:ProvokedModU145.png|thumb|150px|right]]
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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.
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*The [[Sentinel]] mod {{M|Sanctuary}} creates a damage-absorption bubble around the reviver.
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*Barriers like {{WF|Frost}}'s {{A|Snow Globe}} and {{WF|Gara}}'s {{A|Mass Vitrify}} can also be used as a damage-absorption protection around the reviver.
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*Invisibility abilities like {{WF|Ash}}'s {{A|Smoke Screen}}, {{WF|Ivara}}'s {{A|Prowl}}, [[Shade]]'s {{M|Ghost}}, [[Huras Kubrow]]'s {{M|Stalk}}, {{WF|Loki}}'s {{A|Invisibility}}, {{WF|Wisp}}'s {{A|Wil-O-Wisp}}, and the [[Operator]]'s [[Void Mode]] allows them to safely revive someone without being targeted.
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*Crowd control abilities like {{WF|Vauban}}'s {{A|Bastille}} and {{WF|Khora}}'s {{A|Strangledome}} can be used to disable enemies.
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*{{WF|Limbo}}'s [[Rift Plane]] prevents him from being damaged by most enemies outside of the plane. For extra safety, {{A|Stasis}} will prevent any enemy in the Rift Plane from moving, and a large {{A|Cataclysm}} can net enemies in Stasis.
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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 {{M|Provoked}} equipped, as it amplifies ''all'' damage done while bleeding out, including the continuing damage of abilities cast before being downed.
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===Timer===
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[[File:UndyingWillModU145.png|thumb|150px]]
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The 20-second bleedout timer can be extended by two effects: {{M|Undying Will}} and {{A|Renewal}}.
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* Undying Will is a Warframe mod which, at max rank, increases bleedout time to 34.4 seconds.
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* Renewal is {{WF|Oberon}}'s {{Key|3}} ability, which will extend the bleedout timer by '''45%''' at 100% [[Ability Duration]], up to a maximum of '''90%''' with an Ability Duration of at least 200%.
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===Abilities===
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Warframes can also be revived from bleedout, or completely negate bleedout, by a few special circumstances.
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*If a Warframe is somehow healed at the moment of hitting '''0''' HP (such as falling down onto a [[Pickups#Orbs|Health Orb]]), they are revived to full health nearly instantly, although they will still animate falling down and getting back up.
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*A [[Sentinel]] equipped with {{M|Sacrifice}} allows it to sacrifice itself to revive their owner.
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**If equipped with {{M|Regen}} ({{M|Primed Regen|Primed}}), the Sentinel will immediately come back to life.
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*{{WF|Nekros}}'s {{M|Soul Survivor}} is an augment for {{A|Soul Punch}} that allows Nekros to revive allies in bleedout from a range at the expense of draining all of his energy.
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*{{WF|Oberon}}'s {{M|Phoenix Renewal}} is an augment for {{A|Renewal}} that prevents bleedout by healing a percentage of health, taking effect once per ally every '''90''' seconds.
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*{{WF|Trinity}}'s [[Trinity/Abilities#Passive|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.
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*{{WF|Loki}}'s {{M|Savior Decoy}} is an augment for {{A|Decoy}} that prevents bleedout by having his decoy absorb fatal damage and swap locations with Loki, taking effect once per '''60''' seconds.
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*{{WF|Inaros}}' [[Inaros/Abilities#Passive|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.
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*{{WF|Nidus}}' [[Nidus/Abilities#Passive|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.
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**If using the {{M|Abundant Mutation}} augment, the Undying effect gains a cooldown of '''30''' seconds.
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*{{WF|Wukong}}'s [[Wukong/Abilities#Passive|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 [[Pickups#Orbs|orb]] potency. Wukong can only prevent death three times per mission, after which he will bleedout like normal.
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*{{WF|Sevagoth}}'s [[Sevagoth/Abilities#Passive|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 {{A|Consume}} 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.
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*{{WF|Khora}}'s {{M|Venari Bodyguard}} is an augment for {{A|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.
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*{{WF|Protea}}'s {{A|Temporal Anchor}} prevents bleedout by rewinding her to the anchor, knocking her down and leaving her at '''5%''' of her health.
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*{{Focus|Vazarin}}'s {{Focus|Mending Soul}} 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).
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*{{Focus|Unairu}}'s {{Focus|Last Gasp}} 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.
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**{{Focus|Vengeance}} increases Operator damage by '''100%''' plus an additional '''25%''' per second during Last Gasp.
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***Last Gasp and Vengeance are both Way-Bound, allowing them to be given to any other [[Focus]] school.
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===NPC Bleedout===
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Aside from players, there are some NPCs that have bleedout phases. However, none of them can shoot or scoot around in that state.
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[[Companions]] can be revived by any players who find them while they're bleeding out. They will also periodically teleport next to their owner.
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[[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 {{M|Regen}} ({{M|Primed Regen|Primed}}) and {{M|Reawaken}}, the latter of which is only exclusive to [[Djinn]].
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Companions and Sentinels that have perished can both be revived by performing [[Parazon]] Mercy kills while the {{M|Hard Reset}} mod is equipped. Robotic Companions and Sentinels can also be revived with {{M|Repair Dispensary}} once per minute.
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[[Rescue]] targets can be downed while being escorted to extraction, and can be revived like normal.
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[[Vulpaphyla]] equipped with {{M|Sly Devolution}}, {{M|Crescent Devolution}}, or {{M|Panzer Devolution}} 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.
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[[Syndicate]] [[Operative]]s 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.
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[[Railjack]] [[Railjack/Crew|Crew]] can enter bleedout and if not revived they will remain dead until the Railjack docks. Unlike Syndicate Operatives, they can revive fallen Tenno.
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Enemies do not bleed out at all, except for [[Capture]] targets and [[Kuva Lich]]es' 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 {{WF|Revenant}}'s {{A|Enthrall}} or {{WF|Xaku}}'s {{A|The Lost}} 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.
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===Operator===
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[[Operator]]s 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 {{Arcane|Magus Glitch}} completely prevents Transference Static from occurring.
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{{Focus|Unairu}}'s {{Focus|Reinforced Return}} allows use of an interact button (default {{Key|X}}) during the Operator's defeat, summoning their Warframe to their location and granting them immunity for '''4''' seconds. The {{Focus|Static Purge}} passive has a '''100%''' chance to remove Transference Static on killing an enemy during Reinforced Return.
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{{Arcane|Emergence Savior}} prevents bleedout, causing the Operator to become invulnerable for '''5''' seconds and regenerate '''60%''' health, taking effect once per '''90''' seconds.
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===Converted Kuva Lich/Sisters of Parvos===
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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.
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==Death==
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[[File:ArcEng Downed (5).png|thumb|400px|As of {{ver|16}}, this is your screen upon bleeding out to 0 seconds. Note that having 12 revives only occurs for new players on the [[Vor's Prize]] quest.]]
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'''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.
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===During Death===
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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.
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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.
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When Sentinels die, they might drop loot if they have {{M|Spare Parts}} equipped, double-dipping if they have {{M|Regen}} equipped.
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===Enemy Corpses===
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Dead enemies, from a technical perspective, are flagged as corpses and are subject to certain mechanics in that state. Most obviously, {{WF|Nekros}} can {{A|Desecrate}} enemy corpses, treating separated body parts as separate corpses; this leads to players 'desecrating' corpses with {{D|Slash}} damage weapons before the Nekros can use their desecrate ability. Some enemies do not leave corpses, such as the [[Stalker]].
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==Revives==
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[[File:ReviveSelf.png|left|thumb|100px]]
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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 {{D|Impact}}, {{D|Slash}}, and {{D|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 {{Key|ESC}} and selecting the appropriate option. If a player's teammates are still alive, the player will enter a spectate mode.
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By default, a player can only revive 4 times per mission. However, an equipped Rank 3 or higher Warframe [[Arcane Enhancement|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.
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===Quick Revive===
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During Bleedout, downed players are prompted at the bottom-center of their HUD with the Quick Revive option. The prompt displays the following: "'''HOLD {{key|X}} TO RESPAWN: # REVIVES LEFT'''". When the {{key|X}} key is held for 1 second, the downed player's Warframe will be revived, using the above-aforementioned mechanics for reviving after death.
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==[[Arbitrations]]==
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Arbitration Missions have unique interactions with death. All characters will '''never enter bleedout and die instantly, and are not allowed to revive themselves'''.
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However, death can still be prevented from interactions that do not consist of bleedout, such as {{WF|Nidus}}' and {{WF|Wukong}}'s revival passive, {{WF|Loki}}'s {{M|Savior Decoy}}, {{WF|Oberon}}'s {{M|Phoenix Renewal}} and {{WF|Khora}}'s {{M|Venari Bodyguard}}. Revival abilities that revolve around bleedout, such as {{M|Sacrifice}} and {{WF|Inaros}}' [[Passives#Undying|Undying]] [[Passives|Passive]], will not work.
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Dead players cannot revive themselves. Instead, a revival tower will spawn at their place of death, and [[Arbitration Shield Drone]]s 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 [[The Index|Index Points]] and will debuff their carriers by reducing maximum health and shields and constantly drains energy.
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==Trivia==
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*In [[Devstream 132]], it is mentioned that the [[Parazon]] would be used for reviving teammates. This was implemented in {{ver|28.3}}, where Warframes now spin their Parazons while reviving, but was removed in {{ver|28.3.3}} due to a glitch.
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*Prior to {{ver|18}}, revives used to cost {{pc|6}} for 2 revives.
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==Bugs==
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*Movement can prove to be cumbersome during Bleedout. Shuffling backwards doesn't always respond properly, and you can easily get caught on strange terrain.
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*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.
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*Oddly, [[Syndicates|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]].
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*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.
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*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 {{A|Exalted Blade}} or {{A|Hysteria}}.
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*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.
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**Note that this does ''not ''happen with throwing weapons (such as the {{Weapon|Kunai}}), which ''do ''have their own animations.
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==Gallery==
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<gallery type="slideshow" position="center" widths="600">
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File:ArcEng_Downed_(1).png|While bleeding out, you are still able to aim and shoot your sidearm.
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File:ArcEng_Downed_(2).png|The revival animation involves a green mist pouring out from the reviver's outstretched hand. There is no detail in the game yet to what that substance might be.
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File:ArcEng_Downed_(3).png|
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File:ArcEng_Downed_(4).png|Note the red diamond above the "REVIVING 72%". It is actually a progress bar that becomes bright red as progress is made.
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</gallery>
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==Patch History==
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{{Scrollbox/Article|
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{{ver|31.5}}
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*Fixed Revive UI components being slightly off center.
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{{ver|31.1}}
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*Railjack Crew Kuva Liches and Sisters of Parvos can now Revive players and Crew!
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*Fixed ability to unequip your Heavy Weapon with the weapon swap key after death and Revive while holding it.
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*Fixed a cosmetic issue where being downed while only carrying Melee weapons would leave them looking holstered when somebody revived you.
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{{ver|30.7}}
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*Fixed a visual FX performance issue that occured upon dying.
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{{ver|30.3.3}}
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*Fixed hit marker persisting on screen despite not doing damage to anything if you are downed while doing damage to something and then self-Revive.
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{{ver|29.10}}
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*Fixed missing green healing VFX when reviving teammate.
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{{ver|29.5}}
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*Your chosen Energy color will now apply to part of the FX when you revive yourself.
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{{ver|28.3.3}}
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*Reverted some of the new Parazon Revive animations due to Clients becoming stuck Reviving.
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{{ver|28.3}}
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*Added a Parazon spinning Revive animation when Reviving a player with the Parazon equipped.
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{{ver|28}}
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*Fixed very long usernames not displaying properly in the Revive screen.
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{{ver|27.4}}
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*Fixed attempting to exit the Railjack right when the Host selects another mission to warp to resulting in the left-behind player dying and sometimes unable to Revive.
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*Fixed “awaiting revive from teammates” message missing in revive UI until players are out of revives.
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*Fixed loss of functionality after swapping Primary and Secondary weapons right at the moment you die.
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{{ver|27.3.15}}
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*Fixed a script error occurring when your Sentinel attempts to Revive you.
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{{ver|27.3.14}}
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*Fixed a number of script errors that could occur if you died during an in-world transmission in Rathuum.
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*Fixed script error that would occur if someone was dead in spectator mode when the first person reached extraction; this may have broken the trigger and required you to move away from extraction and back again to try again.
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*Fixed a script error if your Sentinel died while being nullified.
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*Fixed a script error if a Client's Warframe died after applying the last Void Strike bonus damage.
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*Fixed a script error that could occur in Infested Salvage if you died and were in spectator mode.
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*Fixed a script error if a Ghoul Expired jumps at a target who dies by the time they get there.
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*Fixed a script error that could break Ghoul Purge Bounties if a player died while bringing the Grokdul processor to the injector.
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{{ver|27.3.10}}
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*Fixed the Tenno Affinity Icon in the Squad/Player List on the HUD overlapping with the message of Bleeding Out and Reviving.
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*Fixed a script error when being downed.
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{{ver|27.3.7}}
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*Fixed a script error when becoming downed while switching from your weapon to the Mining Cutter.
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{{ver|27.2}}
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*Hold to Confirm added to Revive to avoid accidental aborts, particularly on controller during Arbitration missions.
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*In addition to the Revive screen receiving the ‘Hold to Confirm’ Revive/Abort function, we’ve made a few other changes/fixes when in spectator mode after an unfortunate death:
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**The Squad panel, minimap, and HUD trackers will now be visible during your time spectating.
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**The spectator camera now also follows the movement of the player’s camera more closely.
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**You can spectate the other fallen corpses of your Allies.
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**Fixed missing controller bindings callouts in the spectator screen.
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**Fixed an issue with the "current target" icon not always appearing over the name of the player actually being spectated.
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{{ver|25.7.5}}
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*Fixed Host Revive FX being replicated for Clients.
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{{ver|25.7.4}}
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*Gauss’ battery meter now builds when Reviving a teammate!
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{{ver|18}}<br>
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'''Revive 2.0:'''
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*Players now have 4 Revives available per Mission. Returning to your Landing Craft will refresh all Revives between missions.
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*Players can no longer purchase Revives in the Arsenal.
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*Revives used in Missions will have a small cost (approximately 10%) of experience for each Revive used. This is currently disabled, but will be activated in a future Update.
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{{ver|14}}
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*Added a new Animation when you use a Revive in a session.
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{{ver|10.5}}
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*Made it easier to revive fallen Tenno (facing angle no longer matters).
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{{ver|5}}
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*New and improved revive system; includes temporary invulnerability!
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}}
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{{MechNav}}
 
[[es:Muerte]]
 
[[es:Muerte]]
 
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[[fr:Mort]]

Revision as of 22:42, 23 June 2022

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

Not to be confused with Bleed, the DmgSlashSmall64 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 (MiniMapFriendPreDeath) 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 Mod TT 20px 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

Players can revive characters in bleedout by holding the action (X ) 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 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.

Tenno downed by The Grustrag Three will be captured by any living Carabus Sentinels, and cannot be revived by players while contained.

Safety

File:ProvokedModU145.png

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.

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 Mod TT 20px Provoked equipped, as it amplifies all damage done while bleeding out, including the continuing damage of abilities cast before being downed.

Timer

File:UndyingWillModU145.png

The 20-second bleedout timer can be extended by two effects: Mod TT 20px Undying Will and Renewal130xWhite Renewal.

  • Undying Will is a Warframe mod which, at max rank, increases bleedout time to 34.4 seconds.
  • Renewal is OberonIcon272 Oberon's 3  ability, which will extend the bleedout timer by 45% at 100% Ability Duration, up to a maximum of 90% with an Ability Duration of at least 200%.

Abilities

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 Mod TT 20px Sacrifice allows it to sacrifice itself to revive their owner.
    • If equipped with Mod TT 20px Regen (Mod TT 20px Primed), the Sentinel will immediately come back to life.
  • NekrosIcon272 Nekros's Mod TT 20px Soul Survivor is an augment for SoulPunch130xWhite Soul Punch that allows Nekros to revive allies in bleedout from a range at the expense of draining all of his energy.
  • OberonIcon272 Oberon's Mod TT 20px Phoenix Renewal is an augment for Renewal130xWhite Renewal that prevents bleedout by healing a percentage of health, taking effect once per ally every 90 seconds.
  • TrinityIcon272 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.
  • LokiIcon272 Loki's Mod TT 20px Savior Decoy is an augment for Decoy130xWhite Decoy that prevents bleedout by having his decoy absorb fatal damage and swap locations with Loki, taking effect once per 60 seconds.
  • InarosIcon272 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.
  • NidusIcon272 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 Mod TT 20px Abundant Mutation augment, the Undying effect gains a cooldown of 30 seconds.
  • WukongIcon272 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.
  • SevagothIcon272 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 Consume130xWhite Consume 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.
  • KhoraIcon272 Khora's Mod TT 20px Venari Bodyguard is an augment for Venari130xWhite 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.
  • ProteaIcon272 Protea's TemporalAnchor130xWhite Temporal Anchor prevents bleedout by rewinding her to the anchor, knocking her down and leaving her at 5% of her health.
  • FocusLensVazarin b Vazarin's FocusMendingSoul Mending Soul 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).
  • FocusLensUnairu b Unairu's FocusLastGasp Last Gasp 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.
    • FocusVengeance Vengeance 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.

NPC Bleedout

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 Mod TT 20px Regen (Mod TT 20px Primed) and Mod TT 20px Reawaken, the latter of which is only exclusive to Djinn.

Companions and Sentinels that have perished can both be revived by performing Parazon Mercy kills while the Mod TT 20px Hard Reset mod is equipped. Robotic Companions and Sentinels can also be revived with Mod TT 20px Repair Dispensary once per minute.

Rescue targets can be downed while being escorted to extraction, and can be revived like normal.

Vulpaphyla equipped with Mod TT 20px Sly Devolution, Mod TT 20px Crescent Devolution, or Mod TT 20px Panzer Devolution 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.

Railjack Crew can enter bleedout and if not revived they will remain dead until the Railjack docks. Unlike Syndicate Operatives, they can revive fallen Tenno.

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 RevenantIcon272 Revenant's Enthrall130xWhite Enthrall or XakuIcon272 Xaku's TheLost130xWhite The Lost 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.

Operator

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 MagusGlitch Magus Glitch completely prevents Transference Static from occurring.

FocusLensUnairu b Unairu's FocusReinforcedReturn Reinforced Return allows use of an interact button (default X ) during the Operator's defeat, summoning their Warframe to their location and granting them immunity for 4 seconds. The FocusStaticPurge Static Purge passive has a 100% chance to remove Transference Static on killing an enemy during Reinforced Return.

EmergenceSavior Emergence Savior prevents bleedout, causing the Operator to become invulnerable for 5 seconds and regenerate 60% health, taking effect once per 90 seconds.

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

ArcEng Downed (5)

As of Update 16.0 (2015-03-19), this is your screen upon bleeding out to 0 seconds. Note that having 12 revives only occurs for new players on the Vor's Prize quest.

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

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.

When Sentinels die, they might drop loot if they have Mod TT 20px Spare Parts equipped, double-dipping if they have Mod TT 20px Regen equipped.

Enemy Corpses

Dead enemies, from a technical perspective, are flagged as corpses and are subject to certain mechanics in that state. Most obviously, NekrosIcon272 Nekros can Desecrate130xWhite Desecrate enemy corpses, treating separated body parts as separate corpses; this leads to players 'desecrating' corpses with DmgSlashSmall64 Slash damage weapons before the Nekros can use their desecrate ability. Some enemies do not leave corpses, such as the Stalker.

Revives

ReviveSelf

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 DmgImpactSmall64 Impact, DmgSlashSmall64 Slash, and DmgPunctureSmall64 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 ESC  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

During Bleedout, downed players are prompted at the bottom-center of their HUD with the Quick Revive option. The prompt displays the following: "HOLD X  TO RESPAWN: # REVIVES LEFT". When the X  key is held for 1 second, the downed player's Warframe will be revived, using the above-aforementioned mechanics for reviving after death.

Arbitrations

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 NidusIcon272 Nidus' and WukongIcon272 Wukong's revival passive, LokiIcon272 Loki's Mod TT 20px Savior Decoy, OberonIcon272 Oberon's Mod TT 20px Phoenix Renewal and KhoraIcon272 Khora's Mod TT 20px Venari Bodyguard. Revival abilities that revolve around bleedout, such as Mod TT 20px Sacrifice and InarosIcon272 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

  • 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 Platinum64 6 for 2 revives.

Bugs

  • 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 ExaltedBlade130xWhite Exalted Blade or Hysteria130xWhite 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 Kunai), which do have their own animations.

Gallery

Patch History

Update 31.5 (2022-04-27)

  • Fixed Revive UI components being slightly off center.

Update 31.1 (2022-02-09)

  • Railjack Crew Kuva Liches and Sisters of Parvos can now Revive players and Crew!
  • Fixed ability to unequip your Heavy Weapon with the weapon swap key after death and Revive while holding it.
  • Fixed a cosmetic issue where being downed while only carrying Melee weapons would leave them looking holstered when somebody revived you.

Update 30.7 (2021-09-08)

  • Fixed a visual FX performance issue that occured upon dying.

Hotfix 30.3.3 (2021-05-28)

  • Fixed hit marker persisting on screen despite not doing damage to anything if you are downed while doing damage to something and then self-Revive.

Update 29.10 (2021-03-19)

  • Fixed missing green healing VFX when reviving teammate.

Update 29.5 (2020-11-19)

  • Your chosen Energy color will now apply to part of the FX when you revive yourself.

Hotfix 28.3.3 (2020-08-13)

  • Reverted some of the new Parazon Revive animations due to Clients becoming stuck Reviving.

Update 28.3 (2020-08-12)

  • Added a Parazon spinning Revive animation when Reviving a player with the Parazon equipped.

Update 28.0 (2020-06-11)

  • Fixed very long usernames not displaying properly in the Revive screen.

Update 27.4 (2020-05-01)

  • Fixed attempting to exit the Railjack right when the Host selects another mission to warp to resulting in the left-behind player dying and sometimes unable to Revive.
  • Fixed “awaiting revive from teammates” message missing in revive UI until players are out of revives.
  • Fixed loss of functionality after swapping Primary and Secondary weapons right at the moment you die.

Hotfix 27.3.15 (2020-04-17)

  • Fixed a script error occurring when your Sentinel attempts to Revive you.

Hotfix 27.3.14 (2020-04-15)

  • Fixed a number of script errors that could occur if you died during an in-world transmission in Rathuum.
  • Fixed script error that would occur if someone was dead in spectator mode when the first person reached extraction; this may have broken the trigger and required you to move away from extraction and back again to try again.
  • Fixed a script error if your Sentinel died while being nullified.
  • Fixed a script error if a Client's Warframe died after applying the last Void Strike bonus damage.
  • Fixed a script error that could occur in Infested Salvage if you died and were in spectator mode.
  • Fixed a script error if a Ghoul Expired jumps at a target who dies by the time they get there.
  • Fixed a script error that could break Ghoul Purge Bounties if a player died while bringing the Grokdul processor to the injector.

Hotfix 27.3.10 (2020-04-08)

  • Fixed the Tenno Affinity Icon in the Squad/Player List on the HUD overlapping with the message of Bleeding Out and Reviving.
  • Fixed a script error when being downed.

Hotfix 27.3.7 (2020-03-31)

  • Fixed a script error when becoming downed while switching from your weapon to the Mining Cutter.

Update 27.2 (2020-03-05)

  • Hold to Confirm added to Revive to avoid accidental aborts, particularly on controller during Arbitration missions.
  • In addition to the Revive screen receiving the ‘Hold to Confirm’ Revive/Abort function, we’ve made a few other changes/fixes when in spectator mode after an unfortunate death:
    • The Squad panel, minimap, and HUD trackers will now be visible during your time spectating.
    • The spectator camera now also follows the movement of the player’s camera more closely.
    • You can spectate the other fallen corpses of your Allies.
    • Fixed missing controller bindings callouts in the spectator screen.
    • Fixed an issue with the "current target" icon not always appearing over the name of the player actually being spectated.

Hotfix 25.7.5 (2019-09-09)

  • Fixed Host Revive FX being replicated for Clients.

Hotfix 25.7.4 (2019-09-05)

  • Gauss’ battery meter now builds when Reviving a teammate!

Update 18.0 (2015-12-03)
Revive 2.0:

  • Players now have 4 Revives available per Mission. Returning to your Landing Craft will refresh all Revives between missions.
  • Players can no longer purchase Revives in the Arsenal.
  • Revives used in Missions will have a small cost (approximately 10%) of experience for each Revive used. This is currently disabled, but will be activated in a future Update.

Update 14.0 (2014-07-18)

  • Added a new Animation when you use a Revive in a session.

Update 10.5 (2013-10-23)

  • Made it easier to revive fallen Tenno (facing angle no longer matters).

Update 5.0 (2012-12-18)

  • New and improved revive system; includes temporary invulnerability!