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Demolishers are explosive enemies with a single-minded purpose: the destruction of compromised conduits at any cost. Part of the complete Alad V Conduit Security Package!

Demolishers are special enemy variants that only appear in the Disruption game mode. The Amalgams that can be encountered in the Disruption mission on Jupiter, while being otherwise identical to standard Demolishers, are called Demolysts.

They spawn once a conduit objective has been triggered, and rush in to destroy them. They emit a loud sound, and once close enough are given a red marker. They will immediately beeline for any active conduit and once close enough they will begin to channel and self-destruct, destroying the conduit.

With the exception of the Demolisher Bonewidow and Demolisher Voidrig, a Demolisher will pulse out a red aura every 5 seconds with a radius of 6.5 meters, immediately dispelling and disabling all Warframe abilities within range and on itself, similar to a Nullifier Crewman's bubble. Operator Transference is also jammed inside the aura.

Demolisher health scales with squad size. +50% health with a squad of two, +100% with a squad size of three, and +200% health with a squad size of four.

Types[]

Grineer[]

Corpus[]

Infested[]

Narmer[]

  • (Archon Hunt)
    • Narmer Demolisher Gunner
    • Narmer Demolisher Expired
    • Narmer Demolisher Bailiff

The Murmur[]

Ability Resistance[]

Demolishers are immune and susceptible towards the following abilities (list may not be comprehensive):

Damage Reduction[]

Demolishers possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield damage type modifiers, and is quantized.[1] This scaling DR is multiplicative to any other innate DR Demolishers may possess.

Demolisher Juggernauts and Demolisher Charger possess a damage multiplier of 0.8 regardless of DPS level.

For proc damage, critical hits are taken into account.

Where the proc damage is the per tick damage of the corresponding proc, with health/shield/armor modifiers taken into account. Note that unlike the DPS controller for normal damage, the one for proc damage takes critical hits into account, and that any innate DR have their effect squared, both in the Proc DPS equation and when applied after the damage controller equation. For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.

References[]

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