'''Note:''' When entering a conduit in [[Sanctuary Onslaught]], a Warframe's energy is reset to their respective Initial value (see below), regardless of mods or mod capacity.
'''Note:''' When entering a conduit in [[Sanctuary Onslaught]], a Warframe's energy is reset to their respective Initial value (see below), regardless of mods or mod capacity.
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===Table of Initial Energies===
===Table of Initial Energies===
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! {{WF|Atlas}} !! 50
! {{WF|Atlas}} !! 50
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|-
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! [[Atlas/Prime|Atlas Prime]] !! ?
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! [[Atlas/Prime|Atlas Prime]] !! 75
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! {{WF|Banshee}} !! 100
! {{WF|Banshee}} !! 100
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! {{WF|Gauss}} !! 100
! {{WF|Gauss}} !! 100
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! {{WF|Grendel}} !! ?
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! {{WF|Grendel}} !! 100
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! {{WF|Harrow}} !! 50
! {{WF|Harrow}} !! 50
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|-
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! {{WF|Titania}} !! 100
! {{WF|Titania}} !! 100
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! [[Titania/Prime|Titania Prime]] !! 100
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! {{WF|Trinity}} !! 75
! {{WF|Trinity}} !! 75
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! [[Zephyr/Prime|Zephyr Prime]] !! 75
! [[Zephyr/Prime|Zephyr Prime]] !! 75
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|}
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<div align=center; text-align=center><sup>As of U27.3.5, most of these values need confirmation, namely Atlas and Excalibur Prime, as well as those of regular Warframes.</sup></div>
<div align=center; text-align=center><sup>As of U27.3.5, most of these values need confirmation, namely Atlas and Excalibur Prime, as well as those of regular Warframes.</sup></div>
Energy of a Warframe is a resource used mainly to power abilities. Warframes have 4 abilities that at base, cost up to 100 energy to cast. Almost every Warframe has their own energy-pool with varying capacities depending on the types and costs of their various abilities, with the exception of Hildryn which has no energy but uses shields instead.
Like health and shields, a Warframe's energy capacity scales with their rank and through the use of mods or buffs. It is also worth noting that the words "power" and "energy" are often used interchangeably by members of the community.
The only buff currently available to increase energy capacity is Cephalon Suda's Entropy effect. Entropy will release a 25-meter AoE radial attack around the player, dealing 1000 Script error: The function "Proc" does not exist. damage and applying the Magnetic Status Effect to enemies in range, increasing damage dealt to their shields. It will also restore 25% of the player's base Energy, and provide a (base) Energy boost of +25% for 30 seconds.
These are the only mods currently in the game that increase the Starting Energy of a Warframe in their respective gamemods (PvE and PvP, respectively).
Formula
Warframes have a fixed amount of energy that they start any mission with, and also when reviving from death. This amount of energy is calculated based on the Warframe's free mod capacity and a base value specific for each Warframe (differs even between normal and prime variants). The formula followed is:
When Preparation is equipped, the formula becomes:
Note: When entering a conduit in Sanctuary Onslaught, a Warframe's energy is reset to their respective Initial value (see below), regardless of mods or mod capacity.
Table of Initial Energies
The Initial Energy of a Warframe is given from the following table. It is still unknown whether these values are calculated off of some other attributes or simply fixed parameters for each Warframe, and are subject to change. This area of research is still very actively worked on.
View Initial Energy of Rank 30 Warframes at 0 Mod Capacity List▾▾
As of U27.3.5, most of these values need confirmation, namely Atlas and Excalibur Prime, as well as those of regular Warframes.
Effective Energy Capacity
Casting Effective Capacity
Similarly to how one can define the concept of "Effective Health" by weighting the number of hit-points with the corresponding damage reduction, one can also define the concept of casting effective energy capacity by weighting the energy capacity using the Ability Efficiency factor:
Since casting efficiency is currently capped at 175%, the highest possible upper-bound for the casting effective energy capacity is:
Toggle Effective Capacity
Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes:
For the case where no energy is recovered and a constant rate of energy is drained, one can also consider the effective toggle duration as follows:
Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed.
Apart from toggle duration, this can be used to work out the effective duration granted per energy pick up.
Examples
Suppose a Prowling Ivara has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide:
Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for:
Restoring Energy
Energy does not naturally regenerate over time, except when the Energy Siphon aura mod is equipped by at least one member of the squad. Otherwise, energy must be restored either by picking up an Energy Orb (and Health Orbs with Equilibrium) or by a few other means. Trinity and Harrow are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and Nekros can Desecrate nearby corpses for a chance to drop more Energy Orbs. Limbo has, and grants, access to the Rift Plane, a dimension in which Warframes regenerate energy over time consistently. The Zenurik Focus tree grants the Energy Pulse and Energizing Dash abilities; the former being a passive that restores additional energy over-time when picking up Energy Orbs, and the latter being an added effect for Void Dash which makes it create a dome that restores energy over-time to all Warframes that walk through it.
Besides the Entropy effect from Cephalon Suda, the Blight effect from Red Veil also restores 25% of the player's base energy, and provides a base movement speed boost of +10% for 30 seconds. Squad Energy Restores are consumables that can grant energy to nearby teammates in varying amounts, up to 400 total. When using a Prime Warframe, moving close to a Death Orb will cause it to release a radial wave that restores 250 energy to all nearby Warframes within a small radius, this effect can only occur once per orb.
It is important to note that on most occasions, toggled abilities disable energy generation from team abilities, consumables, or passive regeneration methods. Some exceptions to this are Chroma (Spectral Scream and Effigy) and partially Equinox (Pacify & Provoke and Mend & Maim).
Garuda slashes herself with her talons as she spins into the air, sacrificing up to 50% of her maximum Health to cleanse all status effects and restore up to 18% / 22% / 30% / 40% of her maximum Energy capacity. Garuda cannot reduce her health below 2 health points using Bloodletting.
Health cost is 50% of Garuda's maximum HP, including mods.
Total Energy Gain = Base Energy Gain ÷ (2 - Ability Efficiency).
Bloodletting can be cast if Garuda has less than 50% of her maximum HP remaining, but will only restore energy proportionate to the amount of HP sacrificed. For example, if she has 25% of her health left (or 50% of 50%) when Bloodletting, the energy gain will be halved.
Cannot be cast if Garuda has 2 or less health points.
This ability does not trigger health damage into energy conversion mods like Rage or Hunter Adrenaline.
This ability gains no benefits from increasing health. Having lower max health allows flat HP regeneration such as health orbs or Oberon's Renewal to generate more energy more quickly.
Synergizes with Blood Altar's continuous healing to give Garuda a near infinite supply of energy.
Despite sacrificing HP, Bloodletting is an effective way of shedding off any harmful status effects (especially slowing effects and DoT procs from Slash and Toxin damage), possibly improving her survivability better than not removing the procs.
Bloodletting is a powerful ability to combine with Helminth-infused toggled abilities that constantly drain energy, the most notable being Sevagoth's Gloom as it provides Garuda with another self-healing ability besides Blood Altar to constantly regenerate her energy reserves.
The Gloom and Bloodletting combo makes Garuda viable at completing Steel Path missions alone, including missions not normally frequented by players such as the Rathuum nodes and the Zealoid Prelate battle in Deimos.
Seeking Talons also synergize extremely well with this build as the damage-over-time of her quills also triggers Gloom healing and, subsequently, powers Bloodletting. The quills' homing ability also offers little chance for enemies to escape and can even track and hit hiding enemies, ensuring Garuda can be healed by Gloom as long as they stay within the aura.
Equipping Blood Forge and using Bloodletting allows Garuda to quickly reload otherwise slow-reloading weapons (such as the Strun, Nagantaka, Tenet Envoy and Kuva Zarr) and increase their overall DPS potential. It comes at the risk of getting struck while already losing her Health to reload, thus she should consider safeguards such as a nearby Blood Altar or equipping Quick Thinking and/or Gladiator Finesse, the mods accounting for her replenished Energy while using Bloodletting.
Slotting Azure Archon Shards for extra Energy while also equipping Quick Thinking will make Garuda deceptively durable due to the resulting increased efficiency of regaining Energy via Bloodletting.
Slotting Azure Archon Shards for extra Armor instead of extra Energy grants Garuda more effective hitpoints since Quick Thinking benefits from Armor.
If a Garuda player wishes to take advantage of the reworked passive to further amplify damage output, Helminth can replace Bloodletting with another damage-related self buff ability, such as Xaku's Xata's Whisper or Mirage's Eclipse, as these abilities synergize well with the damage buff and Garuda's own Seeking Talons, while still maintaining self-survival options with Dread Mirror and Blood Altar.
In exchange for losing this ability to generate Energy, Garuda can equip Rage or Hunter Adrenaline so she gains Energy while taking damage - which will be offset by a nearby Blood Altar.
Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, Heat, Cold, and Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level.
Misc:
0.1% (battery drain per hit) 1% (battery drain per second) 0.25% (battery charge per melee attack) 2 / 3 / 4 / 5 % (energy restore per hit) 50% (damage reduction cap at empty battery) 100% (damage reduction cap at full battery) 100% (Slash status chance for Mach Rush) 100% (base melee damage bonus and stagger chance from Redline)
Gauss expends 50energy to shield himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming Impact, Puncture, Slash, Cold, Heat, and Blast damage types, while also becoming immune to Heat, Cold, Blast, Stagger, and Knockdown statuses for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and battery power per hit received, to reduce affected damage by a minimum of 14% / 16% / 18% / 20% at empty battery, up to a maximum of 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of incoming damage is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
Damage reduction is calculated as: Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level
For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
Both damage reduction and energy restoration still function even when the battery is empty.
Energy restoration is calculated before all damage mitigation.
Ability Synergy:
While Kinetic Plating is active, it adds 100%Slash damage to Mach Rush's shockwave, and makes it inflict a Slash proc on enemies caught in the explosion radius.
While the battery level is boosted during Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
Tips & Tricks
Kinetic Plating stacks and synergizes well with Adaptation.
Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage type and the battery wouldn't be full for most of the time.
On the other hand, Adaptation can reduce only one damage type for each particular attack.
Kinetic Plating stacks with Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
Kinetic Plating synergizes well with Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration.
Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level.
Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
This can be scaled up to 90%, which requires 250% Ability Strength.
However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.
Channel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy.
Pressing the ability key again (default 3 ) or running out of energy stops the channeling, causing the thurible to generate an aura of incense around Harrow with a radius of 13 / 15 / 17 / 20 meters that lasts for 20 / 25 / 30 / 35 seconds. While active, each enemy killed by Harrow restores the charged amount of energy to Harrow and all allies inside his aura; if an enemy is killed by headshot, the amount of energy restored per player is multiplied by 4.
Energy per kill uses the following expression when accounting for Ability Strength and Ability Efficiency: Energy Per Kill = 1 + [Energy Channeled × 15% ÷ (2 - Ability Efficiency)] × Ability Strength
With a maxed Intensify and maxed Streamline, draining 25 energy will yield 1 + [25 × 15% ÷ (2 - 130%)] × 130% = 7.9643 energy per kill and ~7.9 × 4 = 31.8 energy per headshot kill.
Enemies killed anywhere by Harrow using ranged and melee weapons will reward energy; weapons with deployables such as the Zenistar are also eligible to reward energy from indirect kills.
Players using toggled abilities that drain energy per second can not gain energy from Thurible.
While channeling energy into the thurible, the current amount of energy per kill is displayed to the right of the aiming reticle. The color of the text and stylized art are affected by Harrow's chosen Warframe energy color.
Thurible's buff icon is displayed beside the shield and health indicators on the HUD, with the amount of energy per kill indicated below the buff icon.
Upon killing an enemy via body-shot or headshot, a brief message displays above the ability icons indicating the total amount of energy restored per kill or per headshot kill.
Channeling Thurible is a two-handed upper body animation that disables weapon use, casting other abilities and Pickups collection, but allows player movement and parkour Maneuvers.
Can be recast while aura is active to channel energy. Channeling ends the previous instance of Thurible.
While active, Harrow is surrounded in a glow of energy and his incense aura is constantly visible to all players. Both visual effects are affected by his chosen Warframe energy color.
Warding Thurible is a Warframe Augment Mod for Harrow that reduces damage taken by allies within Thurible's range when channeled, and grants extra energy charge if those Allies are hit.
While channeling Thurible, you can still move and use parkour maneuvers such as roll, slide, bullet jump, aim glide, wall hop and wall cling to evade incoming enemy attacks.
Mod for Ability Strength and Ability Efficiency to increase the conversion rate per energy point spent. Natural Talent and Speed Drift greatly increase the speed at which each energy point is drained.
Flow (and Primed Flow) synergize with this ability. Higher maximum energy allows you to channel even stronger buffs, at the cost of longer channeling time.
Use Condemn to stop enemies in their tracks, allowing for easy headshot kills to maximize energy gain.
When under heavy fire, channel Thurible while under the protection of Covenant to guarantee your safety.
Dark energy colors can greatly improve visibility for long range shooting due to Thurible's incense aura being constantly visible to you and your team.
However, lighter energy colors can allow teammates to spot the area of effect at a glance and rally to your position for energy restoration.
This is most likely a bug, but channeling the Thurible allows Harrow to use his melee with a Gravimag deployed Arch-Gun.
Casting any ability will inspire Octavia and nearby allies with her music, granting the Inspiration buff that replenishes 1 energy per second for 30 seconds. Allies within 15 meters will also receive the Inspiration buff.
Octavia recasting any ability will also refresh the active Inspiration buff's duration.
Trinity expends 50energy to extract pure energy from a single enemy target within 100 meters. The target is incapacitated in place, glows bright blue and emits 4 energy pulses over 5 / 6 / 7 / 9 seconds. Each energy pulse restores 10 / 15 / 20 / 25 energy points to Trinity and allied Warframes within a radius of 15 / 17 / 20 / 25 meters, while the target is constantly Staggered. During this time, 6.25% of the target's current health is dealt to it as True Damage each pulse, bypassing the target's Shields. If the target's health drops, or is already, below 25% of its maximum value the target will instead be dealt 6.25% × 25% = 1.5625% of the its maximum health as True Damage each pulse.
If a marked target dies, all remaining pulses are released at once.
Pulses are emitted at every quarter of the duration, the first occurring immediately on cast. The final pulse occurs when three-quarters of the duration has elapsed.
Increasing Ability Duration will cause the pulses to take longer to come out, while decreasing Ability Duration quickens the pulses.
The 6.25% damage percentage is applied to either the target's remaining health or to 25% of its maximum health - whichever is greater at the time of each pulse. Each energy pulse inflicts at least 5True damage if the resulting damage is below 5 damage points.
Cast time of 1.2 seconds is affected by Casting Speed.
The pulses' stagger will not interrupt the attacks of heavy enemy units. It also does not affect enemies immune to stagger, such as Grineer Rollers, Corpus Ospreys, or certain bosses.
Energy Vampire cannot be recast on the same target until its duration has expired.
Energy Vampire cannot be cast on invulnerable targets.
If Energy Vampire is cast on a Manic during its vulnerable phase, pulses can continue through its invulnerable phase.
Players with channeled abilities active do not gain energy from Energy Vampire.
Players channeling Effigy and Mend & Maim still do benefit from Energy Vampire.
Casting Energy Vampire on a weak enemy and killing it will grant players a quick burst of energy.
While increased duration slows energy gain by spreading the pulses over a longer period, killing the target quickly negates this penalty, allowing Trinity's other abilities to benefit from increased duration.
Decreasing Energy Vampire's duration via Corrupted Mods will quicken the energy restoration at the cost of a shortened span of stagger control per cast.
With a maxed Transient Fortitude and Fleeting Expertise, a rank-3 Energy Vampire will trigger all four pulses over 1.125 seconds, staggering the target only once at most.
A low duration build will allow Trinity to cast Energy Vampire multiple times on a single target, providing a large source of energy and quickly dealing true damage.
If used on Grineer Latchers, the Latcher will not be destroyed by the pulses and Energy Vampire can be cast upon it repeatedly for more energy. The effect will stop if it latches onto a player.
Energy Vampire can be used on Sortie Bosses to make quick work of them, as it deals percentage based damage.
Bugs
If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned.
In Corpus levels, if the player targets something outside of the above-mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted.
If Energy Vampire is cast on an Eidolon Vomvalsyt, it will not emit the remaining energy pulses if their physical form is destroyed before the effect wears off.
Aside from the abilities mentioned above, there are a few others that have varying chances to drop/spawn Energy Orbs which can be picked up by anyone in a squad.
Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground.
Hildryn expends 100shields or overshields to activate her jet thrusters as she lifts off from the ground. Hildryn gains vertical and horizontal flight capabilities using the movement (WASD ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers but without the Afterburner. While active, her shield matrix drains 25 shield points per second to continuously generate a energy field with a range of 8 / 10 / 12 / 15 meters; the energy field shrinks as Hildryn gains vertical height and expands as she is closer to the ground. Enemies inside the energy field and within Hildryn's line of sight drain 25 shield points per second per enemy, causing a fiery energy geyser to erupt from beneath them; enemies burned by energy geysers are suspended in midair, receive 100 / 125 / 150 / 200Radiation damage per second, and drop an Energy Orb every 8-18 seconds. Deactivating Aegis Storm (default 4 ) causes Hildryn to slam into the ground, knocking down and dealing 100 / 300 / 400 / 500Impact damage against all enemies inside the energy field.
Geyser damage is increased as the energy field's radius becomes smaller.
Hildryn in Aegis Storm cannot ascend higher than 10 meters above the horizontal surface underneath her. If Hildryn is above this threshold when activating the ability or due to descending changes in elevation, she will float downward. If Hildryn moves onto terrain that has a higher elevation than her original casting location, she will not maintain her current altitude limit and will rise to match the terrain.
Hildryn's Balefire Charger is the only weapon usable while this ability is active. Primary, Secondary, and Melee weapons cannot be used with Aegis Storm.
However, Hildryn cannot zoom in with her Balefire Charger during Aegis Storm.
While Hildryn holds two Balefire Chargers instead of one while Aegis Storm is active, this is a purely cosmetic feature and has no effect on the weapon's effectiveness.
Pillage and Helminth subsumed abilities cannot be cast while Aegis Storm is active.
Hildryn can perform dodging while Aegis Storm is active, at the cost of using 50 shields per dodge.
Aegis Storm's movement speed is affected by movement speed increases such as Volt's Speed and Wisp's Haste Reservoirs.
Hildryn is unable to accomplish any action that requires the Use key (default X ) while Aegis Storm is active, thus cannot interact with consoles, pick up datamasses, or revive allies from bleedout.
The Operator can still be used while in Aegis Storm, and be able to do these actions without deactivating the ability.
While Aegis Storm is active large shield pads appear above each of Hildryn's shoulders. These pads appear above the pads that are briefly visible when Hildryn casts Pillage.
Unlike the pads that appear for Pillage and Haven; which appear to be generated by small spheres; the pads visible when Aegis Storm is active appear to be generated by two Balefire Chargers, Hildryn's Exalted Weapon.
The Balefire Charger visible in Hildryn's hand when she casts Balefire appears to have five energy streams coming out of it. These are not visible in the Balefire Chargers generating her shield pads when Aegis Storm is active.
Tips & Tricks
While channeling Aegis Storm, Hildryn can benefit from damage reduction from both Agility Drift and Aviator.
Even though they can't be used, weapons with Weapon Augments can still trigger their Syndicate Radial Effects, as long as they were the equipped weapon when activating Aegis Storm. Using Balefire Charger will prevent these effects, as that then becomes the equipped weapon. This is useful with the Perrin Sequences' Sequence effect, which recovers 25% of the warframe's shield, which is especially effective for Hildryn.
Operator Mode can be used without cancelling Aegis Storm, allowing Hildryn to crowd-control a large area of the battlefield while the operator uses their Amp or resurrects teammates. This also supplies affinity to an operator's Amp. However, take care not to die as operator, as Transference Static's shield depletion is particularly crippling for Hildryn.
Mag expends 25energy to generate a strong magnetic vortex in front of her lasting for 2 seconds, pulling every enemy within a 6 meter radius around herself, as well as enemies within 15 / 20 / 22 / 25 meters and a 90° angle of the aiming reticle. Affected enemies are Ragdolled and pulled into the vortex at a velocity of ? meters per second, while dealt 100 / 125 / 150 / 300Magnetic damage.
Cast animation of ~0.5 seconds, affected by Casting Speed.
Still inflicts damage to enemies immune to crowd control.
Will not stop certain enemy abilities mid-animation, such as Heavy Grineer's Radial Blast and the Volatile Runner's detonation.
Pull's visual effects, including a tint on enemies affected by it, are affected by Mag's chosen energy color.
Casting Pull is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
Pull grounds fliers, rather than pulling them toward the player.
Subsuming Mag to the Helminth will offer Pull and its augments to be used by other Warframes.
However, Subsumed Pull's cone range is reduced to 7.5 / 10 / 11 / 12.5 meters.
Nekros emits an aura of dark power that affects every corpse within a radius of 10 / 15 / 20 / 25 meters, consuming the corpses and granting a 30% / 40% / 50% / 60% chance to spawn a health orb and a 22.5% / 32% / 42.5% / 54% chance to roll the corpse's drop table again to produce additional loot. After a 2 second delay on the first corpse within range, corpses are consumed one at a time in random order, with subsequent corpses consumed at a rate of 3 corpses per second. Each corpse consumed drains 10energy; the ability will remain active until toggled off or Nekros runs out of energy.
Technically, the corpse's loot table is rolled again at a 75% / 80% / 85% / 90% success rate, but only after a health orb has successfully been spawned. Combined with the 30% / 40% / 50% / 60% chance to spawn a health orb at all, this leads to the 22.5% / 32% / 42.5% / 54% drop table chance.
Therefore, there will always be an additional health orb if there is additional loot.
This also implies that a single enemy may drop up to three health orbs, one as regular loot, one from Desecrate proccing and another from rerolling its loot table.
Even enemies with an empty drop table, like Corpus Security Cameras, may drop health orbs this way.
Despite being a channeled ability, this does not interrupt energy regeneration from any source including Energy Siphon and Wellspring, and it is unaffected by Ability Duration.
Desecrate does not activate channeling-based Incarnon Genesis perk bonuses.
Bodies that are cut in half before or after death by taking Slash damage to the torso are each treated as distinct "corpses", each part with their own chance to yield additional loot. This does not apply to individual limbs that have been removed, but only the large sections of corpses.
Previously, Cold procs being on a target when they died would result in an ice statue, which could then be shattered into two parts to desecrate. Currently this no longer functions in game, and results only in a frozen torso that cannot be broken down further, and therefore can only be desecrated once.
Desecrate affects the corpses of most enemies as well as dead faction allies from Invasions, The Grustrag Three, Eximus enemy corpses, and Corrupted Vor's corpse if it is left behind. Desecrate also affects the following:
Vaporized enemies as long as Desecrate is cast before they fully disappear.
Enemies vaporized by Nova's Molecular Prime even after the corpses have disappeared. When Desecrate is cast, the corpses appear and disappear quickly.
Shadow corpses from Shadows of the Dead. Desecrating shadow corpses will only yield health orbs.
Desecrate does not work on enemies that explode on death, such as Volatile Runners, or on certain bosses including Sprag and Ven'kra Tel.
Sometimes, corpses may yield no drops even if Desecrate's attempt at the extra loot roll was successful, because the enemy's loot table can include a chance to drop nothing.
Successfully desecrated corpses will glow with the chosen energy color and turn into smoke before fading away.
At the start of a desecration, there is a small time frame where corpses can be dismembered. The corpse (or bisected corpse) will then reappear, ready to be desecrated again.
Up to four Desecrate's attempts can be done on a single enemy with two well-timed dismemberments.
Initial activation of the ability has a cast time of 1.8 seconds.
Know the timespan for a body to completely disintegrate:
Grineer and Corpus corpses will disintegrate in 15 seconds.
Infested corpses and Avalanched enemies will disintegrate in 5 seconds.
Corpses from enemies affected with Molecular Prime will disintegrate in 3 seconds.
Corpses from enemies affected with Miasma will disintegrate within a second.
Enemies that do not leave bodies behind cannot be desecrated.
Most useful in Survival missions, due to the large amount of enemies.
Nekros can also desecrate personal life support from bodies.
Weapons with high Slash damage are likely to dismember enemies into multiple body parts.
Desecrate synergizes well with Equilibrium – every energy orb picked up will regenerate health and vice versa, allowing for Desecrate to be constantly active, regardless of whether the player has the Despoilaugment or not.
When using Equilibrium it is beneficial to take a controlled amount of damage, or use Despoil in order to fully benefit from being able to pick up Health orbs (also consider using Rage or Hunter Adrenaline to recover energy while taking damage) Alternatively, a companion with Synth Fiber allows for health orbs to be consumed continuously regardless of health for constant Equilibrium energy benefits. Using this, even a Flawed equilibrium mod can provide constant uptime with enough health orbs present.
Desecrate is also very effective in Excavation missions because it can be used on Power Carriers, possibly making them drop additional power cells.
Because Hydroid's Undertow preserves the bodies of enemies it kills, Desecrate synergizes very well with it if used properly, especially on Defense or Survival missions.
Khora's Strangledome almost guarantees dismembering enemies upon kill from its chains due to its high Slash, granting more body parts for Nekros to generate loot from.
Corpses are consumed upon Desecrate's attempt to roll extra loot, regardless of success or not.
Overlapping Desecrate using two or more Nekroses will not generate more loot. Only one Nekros can successfully Desecrate a given corpse.
Having multiple Desecrating Nekroses is still useful if the Nekroses themselves are spread out or if some corpses would disappear before Desecrate gets a chance.
This is especially useful when corpses are disintegrating faster than 3 per second (such as when an ability like Molecular Prime is being used, in infested missions, or if enemies are simply being killed at a rate of over 3 per second)
Nezha expends 25energy to throw his Universe Ring 30 meters towards the target aim, which will ricochet off enemies or objects before returning, hitting up to 6 enemies. The chakram deals 100 / 150 / 200 / 250Heat damage to enemies it touches and marks them for 10 / 11 / 13 / 15 seconds, with guaranteed Heatstatus effect. Marked enemies receive 60% / 75% / 85% / 100%Damage Vulnerability and have a 50% / 65% / 80% / 100% chance to drop a Health Orb, and a 20% / 25% / 30% / 35% chance to drop an Energy Orb, upon death.
Casting animation of ~0.75 seconds, affected by Casting Speed.
Can be cast while moving but will interrupt any other action.
Holding down the ability key (default 2 ) will charge the chakram to increase its damage, up to 400 / 600 / 800 / 1000Heat damage while Ragdolling enemies, and make it fly ~70 meters in a straight line forward and backward hitting all enemies in its path.
Charging animation is not affected by Casting Speed.
A charged Blazing Chakram loses its ability to ricochet off walls and enemies.
If Blazing Chakram is activated again by pressing the ability key (default 2 ) while the chakram is in flight, Nezha will teleport to its current location at no energy cost.
Nezha cannot teleport to the chakram if it is inside or too close to a wall.
Bouncing from surfaces can extend the chakram's travel distance.
The chakram's position is indicated as a waypoint onscreen and as a circular icon on the minimap.
Both uncharged and charged throws are capable of hitting the same enemy multiple times.
Blazing Chakram can be detonated mid-flight similarly to a throwing weapon
This does not appear to deal damage—its primary function appears to be to force the early return of the Chakram.
This requires a melee weapon to be equipped. Pressing the heavy attack key while a melee weapon is equipped and the Chakram is still on an outbound path will cause the Chakram to "explode", then return to Nezha.
Ability Synergy:
If Fire Walker is active when using Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal 500 / 750 / 1000 / 1250Heat damage, with a 10% / 25% / 50% / ?Heatstatus chance, within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames.
Damage does not bypass obstacles in the environment and diminishes with distance.
Blazing Chakram striking an enemy impaled by Divine Spears produces a second chakram, which fires at a nearby enemy.
Secondary chakrams can create additional ones off of speared enemies.
A charged throw will also produce charged chakrams, which will not seek out enemies or bounce, and often fly off in random directions. Therefore, uncharged throws are much more well-suited to generate many chakrams and ramp up Reaping Chakram's bonus damage.
Reaping Chakram is a Warframe Augment Mod for Nezha which increases Blazing Chakram's damage for each enemy hit by the attack. Additionally it increases the spawn percentage for health orbs for each enemy hit.
Using Reaping Chakram with Equilibrium significantly enhances energy return chances. This allows high strength builds with low (45%) efficiency to still be able to cast this power almost infinitely.
Archon Vitality garauntee's a double Fire Proc on each target hit, each target hit in chain taking significantly more damage-over-time as chained targets face increased damage multiplication. Charging this ability and using Archon Vitality creates even more powerful damage-over-time dual Fire Procs.
The applied vulnerability mark is independent of the ring's damage and can be applied to enemies immune to Blazing Chakram's damage.
The mark is removed in nullifier fields, however its duration is not decreased by effects such as Ancient Disruptor auras or the Executioner's natural debuff reduction.
After activating Divine Spears and throwing a Chakram at impaled enemies, 2 additional rings are created and will bounce off enemies. If the Chakram is charged, the extra rings will have similarly increased damage and behavior.
The two different Restorative Orb drop chances are calculated separately from each other and from the enemies standard drop table, as such it is possible for a single enemy to drop multiple orbs, even several of the same type.
Enemies killed instantly by the Chakram's damage will still benefit from the additional restorative orb drop chances, even though the vulnerability mark is applied after the initial damage instance.
Bugs
In games with moderately high latency, the chakram may veer wildly off-course or be seen shaking in midair while moving slowly, then disappear before striking an enemy. This is likely caused by the ring's position being calculated host-side, rather than client-side.
While not restoring energy directly nor indirectly, Grendel has the ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies.
Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that attack or are attacked by Grendel suffer Viral Damage and energy sources provide more energy. These buffs extend to squad mates.
Grendel expends 50energy to damage to the first digested victim equal to 20% of their total shield and health points, heal 600 / 700 / 800 / 1000Health, and receive a buff that affects all allies within 10 / 15 / 20 / 25 meters for 10 / 15 / 20 / 25 seconds. This buff has three separate effects:
All energy sources provide 1.5x / 1.65x / 1.8x / 2.0x more energy.
Taking damage causes an explosion with a 12 meter radius that deals 100 / 150 / 200 / 250Viral damage with 10Viral stacks and Stagger to enemies within line of sight. This explosion has a 2 seconds cooldown.
Adds +40% / +50% / +60% / +75%Viral damage to all weapons.
Retaliation waves damage and break destructible Objects such as crates and resource caches.
Ability Synergy: Nourish requires at least 1 enemy swallowed by Feast to be alive in Grendel's gut to cast.
Can be recast while active, inflicting damage to the eaten enemy, healing Grendel, buffing new allies in range, and refreshing the buff's duration.
Subsuming Grendel to the Helminth will offer Nourish and its augments to be used by other Warframes.
Other Warframes are omitted from the swallowed enemy requirement, due to their inability to cast Feast.
However, Subsumed Nourish does not provide healing, the explosion only applies 1Viral stack, the energy multiplier is reduced to ? / ? / ? / 1.6x, and Viral weapon bonus damage is reduced to +?% / +?% / +?% / +45%.
Currently, doing a Sortie mission with the Energy Reduction condition is the only way to reduce a Warframe's Total Energy capacity (this also reduces passive regeneration effects, like Energy Siphon and Zenurik's abilities).
There are also some instances where a Warframe's energy can be expended and/or stopped from regenerating. Nightmare Mode's Energy Drain condition slowly depletes the energy pool throughout a mission. On top of its regular effects, a Script error: The function "Proc" does not exist.proc will consume a considerable amount of energy over its duration and prevent any type of energy restoration. In Conclave, No Current Leap nullifies passive energy regeneration in exchange for increased mobility.
These mods stop lethal damage by allowing hits to drain your energy after your Health is depleted in exchange for occasionally staggering the player. They synergize extremely well with Rage and Hunter Adrenaline since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.