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Elytron
Elytron
Elytron

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This heavy duty Archwing was designed for one purpose, destruction.

The Elytron is an offensive-type Archwing specializing in area bombardment, capable of dealing damage against multiple enemies with its selection of missiles, and boasting high durability among Archwings.

Acquisition[]

The Elytron's main and component blueprints can be researched from the Tenno Lab in the dojo. The blueprints can only be purchased after completion of The Archwing quest.

Manufacturing Requirements
Credits64
25,000
Harness
1
Systems
1
Wings
1
ControlModule
5
Time: 36 hrs
Rush: Platinum64 50
Market Price: Platinum64 275 Blueprint Price: Credits64 15,000
HarnessHarness
Credits64
15,000
Ferrite
1000
Morphics
1
Rubedo
300
OrokinCell
3
Time: 6 hrs
Rush: Platinum64 25
SystemsSystems
Credits64
15,000
ControlModule
1
Morphics
5
Salvage
6,000
Cryotic
3,800
Time: 6 hrs
Rush: Platinum64 25
WingsWings
Credits64
15,000
AlloyPlate
6,000
NeuralSensors
2
PolymerBundle
5,500
Rubedo
1,100
Time: 6 hrs
Rush: Platinum64 25
Tenno Lab Research
Blueprint • ClanAffinity643,000
Credits64
10,000
Gallium
2
MutagenMass
1
DetoniteInjector
1
Fieldron
1
Time: 72 hrs
Prereq: N/A
HarnessHarnessClanAffinity641,500
Credits64
10,000
DetoniteInjector
1
NanoSpores
5,650
AlloyPlate
4,500
Tellurium
1
Time: 72 hrs
Prereq: Elytron
SystemsSystemsClanAffinity641,500
Credits64
10,000
MutagenMass
1
AlloyPlate
6,200
Plastids
1,150
Tellurium
1
Time: 72 hrs
Prereq: Elytron
WingsWingsClanAffinity641,500
Credits64
10,000
Fieldron
1
Cryotic
6,450
PolymerBundle
12,500
Tellurium
1
Time: 72 hrs
Prereq: Elytron
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Trivia[]

  • The Elytron refers to the protective wing-casing of certain insect orders, particularly beetles.
    • This suits the fact that Elytron is the Archwing with the highest total health and shields rating.
  • All of Elytron's abilities, save Core Vent, are able to destroy asteroids on Free Space Exterminate and Interception missions.

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Bloomer game icon BloomerIcon
1
EnergyOrb25
Bloomer

Fires a high-yield, remotely detonated explosive projectile capable of latching onto targets.


Introduced in Update 15.0 (2014-10-24)

AbilityStrengthBuff Strength:500 / 600 / 800 / 1000 (DmgBlastSmall64 Blast damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:120 / 160 / 200 / 240 m
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Core vent CoreVentIcon
2
EnergyOrb50
Core Vent

Vents out the Archwing's propulsion core, confusing enemy projectiles and causing them to detonate.


Introduced in Update 15.0 (2014-10-24)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 12 / 14 / 16 s (contrail duration)
6 / 7 / 8 / 9 s (vent duration)
AbilityRangeBuff Range:N/A
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ThumperAbility ThumperIcon
3
EnergyOrb75
Thumper

Creates a localized storm of punishing explosions.


Introduced in Update 15.0 (2014-10-24)

AbilityStrengthBuff Strength:200 / 300 / 400 / 500 (DmgBlastSmall64 Blast damage)
AbilityDurationBuff Duration:1.5 / 2 / 2.5 / 3 s-1 (explosion frequency)
30 / 35 / 40 / 45 s (barrage duration)
AbilityRangeBuff Range:100 / 120 / 140 / 180 m (barrage radius)
32 / 40 / 60 / 80 m (explosion radius)
Expand/Collapse


Warhead WarheadIcon
4
EnergyOrb100
Warhead

Launches a plodding missile capable of unleashing a massive explosion.


Introduced in Update 15.0 (2014-10-24)

AbilityStrengthBuff Strength:1000 / 1250 / 1500 / 1750 (DmgBlastSmall64 Blast damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:120 / 180 / 200 / 240 m
Expand/Collapse


Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

BloomerIcon BloomerIcon
CoreVentIcon
ThumperIcon ThumperIcon ThumperIcon
WarheadIcon WarheadIcon

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Elytron can be equipped with the following items:

Skins[]

Augments[]

See Also[]

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Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases. Here are a few outliers before we get into the nitty-gritty of it:

  • Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
    • Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update).
  • Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
    • ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped.

Archwing Changes

Archwings have also been updated to apply Health / Shield / Energy / Armor values to Max Rank stats.

Archwing Stat Changes:

ELYTRON
Health: Base Rank - 765 (from 450) / Max Rank - 1015 (from 1350)
Shields: Base Rank - 745 (from 450) / Max Rank - 945 (from 1350)
Armor: Base Rank - 145 (from 150)
Energy: Base Rank - 120 (from 125) / Max Rank - 170 (from 225)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Update 15.0 (2014-10-24)

  • Introduced along with the Archwing feature.

Last updated: Update 15.0 (2014-10-24)

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Archwing color correspondence

Elytron's color palette correspondence

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