WARFRAME Wiki
Advertisement
WARFRAME Wiki

Fearsome and noble, the elegant two-handed Nikana is the pride of any Arsenal. Kills build charges and seeking projectiles are unleashed with a Slide Attack to find and stun unwitting enemies. When Revenant wields this blade, Tatsu's charge cap is increased.

The Tatsu is RevenantIcon272 Revenant's signature Two-Handed Nikana, boasting high status chance and innate DmgRadiationSmall64 Radiation damage. Kills with the Tatsu also create charges that can be released as seeking projectiles on slide attacks which stun enemies. Possesses additional projectile charges in Revenant's hands.

Characteristics[]

  • This weapon deals primarily DmgRadiationSmall64 Radiation and DmgSlashSmall64 Slash damage.
  • Stance slot has Madurai Pol polarity, matching Mod TT 20px Wise Razor stance.
  • On kills, the Tatsu gains charges, storing up to maximum of 5 (9 if used by RevenantIcon272 Revenant/RevenantPrimeIcon272 Revenant Prime). All charges are released on Slide Attacks in the form of seeking projectiles that stun enemies.

Advantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • High attack range (3.00 m)
    • Above average status chance (28.00%)
  • Soul Swarm Projectile (wiki attack index 2)
    • High attack range (3.00 m)

Disadvantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Below average crit chance (16.00%)
    • Below average disposition (●●●○○ (1.05x))
  • Soul Swarm Projectile (wiki attack index 2)
    • Low crit chance (16.00%)
    • Very low total damage (96)
    • Below average crit multiplier (2.00x)

Comparisons:

Acquisition[]

Tatsu's blueprint can be purchased from the Market.

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
5,000
ArgonCrystal
2
Kuva
1,200
AuroxiumAlloy
100
HespazymAlloy
100
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 275 Blueprint2 Blueprints Price:Credits20,000

Combos

Default Combos of Stance or Weapon (📝 Edit Stance Data)
Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @
1.0 Attack Speed
Animation
Slide
(While Sliding)
Tatsu Slide (unofficial)
Default Default
360 Default 200%
Ranged Default 5x 40%
N / A N / A TatsuComboSlide

Default Default Default "Sweep" Attack • 360 Default 360°/Spin Attack • Direct Default Direct Slam Attack • Slam Default Radial Slam Attack • Ranged Default Ranged Attack • Thrust Default "Thrust" Attack

View Full Legend
Key Inputs
Default Default Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Default Heavy Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)
Default Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Default Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Default
 200%
 Attack does double damage 
Default Default
 2x 100%
 Attack hits twice 
Forced Procs
DmgImpactSmall64 Knockback
DmgPunctureSmall64 Weakened
DmgSlashSmall64 Bleed
DmgBlastSmall64 Inaccuracy
Knockdown b Knockdown
Lifted b Lifted
RollingDroneAvatar Stagger
Ragdoll b Ragdoll
Finisher b Finisher (front, back, or ground) 
DmgImpairSmall64 Impair (PvP only) 
Melee Attack Explanations
  • A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
  • A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
  • A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
  • A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack.
  • A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
  • A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
  • Average Damage Multiplier per second only applies to single-target DPS calculations.
  • Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
  • Combo animation lengths are approximate and are only accurate within a few tenths of a second.
  • Each tile marking in stance preview gifs are 2m apart.
  • Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.

Notes[]

Tatsuprojectile01

Soul Swarm projectiles

  • Killing enemies with the Tatsu will make it store up to a maximum of 5 Soul Swarm charges, with 1 charge gained per kill. These charges can then be discharged upon performing a slide attack, releasing seeking projectiles that home in on enemies within 30 meters, dealing 40% of the weapon's damage, stuns them upon impact, and has a chance of inflicting DmgRadiationSmall64 Radiation proc. The number of projectiles launched is equivalent to the number of charges stored.
    • Soul Swarm charges can only be stored for a maximum of 120 seconds, with the timer refreshing when a new charge is gained.
    • When used by RevenantIcon272 Revenant/RevenantPrimeIcon272 Revenant Prime, the maximum number of stored Soul Swarm charges is increased to 9.
    • Soul Swarm projectiles will home in on enemies within range even if the player is facing away from them.
    • All charges are launched at once against the current number of available enemies, meaning that if there are fewer enemies than there are projectiles, it is possible for a single enemy to be hit by multiple projectiles at once.
    • Enemies stunned by these projectiles are also open to finishers.
    • Mod TT 20px Maiming Strike does not make the projectiles deal critical damage.
    • IvaraIcon272 Ivara's second Ability, Navigator130xWhite Navigator, allows the Control over 1 Soul Swarm projectile.
  • The weapon's default stance is Mod TT 20px Wise Razor.
  • Heavy attacks with this weapon have a guaranteed DmgSlashSmall64 Slash proc.

Tips[]

  • Because the Tatsu has full physical damage as well as an innate elemental (in this case DmgRadiationSmall64 Radiation), it synergizes well with Mod TT 20px Condition Overload, especially when paired with Mod TT 20px Weeping Wounds.
    • Because the standard attack of the Mod TT 20px Wise Razor stance has a guaranteed chance to proc DmgSlashSmall64 Slash, they are further boosted by the increase in damage Condition Overload provides.

Trivia[]

  • The Tatsu was the first two-handed Nikana type melee weapon added to the game.
  • Depending on what Japanese characters are used, tatsu can either mean "to sever" (断つ (tatsu)), or "dragon" (竜 (tatsu)).
  • Tatsu was not released alongside RevenantIcon272 Revenant back in Update 23.5 (2018-08-24) due to the delay of Melee 3.0 changes.
  • Unlike RevenantIcon272 Revenant and his signature shotgun, Phantasma Phantasma, Tatsu doesn't require Sentient Cores to build.
  • RevenantIcon272 Revenant sheathes the Tatsu differently than other Warframes; he sheathes it straighter down his back and with the blade pointed to the right, whereas other Warframes sheathe it more diagonally and with the blade pointed left.

Media[]


Tatsu Skins

Edit

Patch History[]

Update 31.1 (2022-02-09)

  • Fixed enemy teleporting while performing a stealth kill with a Two-Handed Nikana (Tatsu, Pennant, etc.).

Update 26.0 (2019-10-31)

  • Damage increased from 96 to 214.
  • Range increased from 2 to 3.
  • Status Chance increased from 23% to 28%.
  • Critical Chance increased from 11% to 16%.
  • Critical Damage increased from 1.9x to 2x.
  • Slam Attack increased from 96 to 642.
  • Slide Attack increased from 192 to 214.
  • Parry Angle set to 55.

Update 25.7 (2019-08-29)

  • Fixed the Tatsu ground slam often failing to connect.

Hotfix 25.6.3 (2019-08-14)

  • Fixed the Tatsu missing its forward momentum when changing directions.

Update 25.2 (2019-06-19)

  • Fixed missing Melee front-finisher sounds for the Tatsu.

Hotfix 25.0.6 (2019-05-29)

  • Fixed Tatsu’s Soul Swarm mechanic not stacking for Clients.

Update 25.0 (2019-05-22)

  • Fixed Tatsu missing the “Holster Style” option in the Arsenal.

Hotfix 24.8.3 (2019-05-10)

  • Fixed the Tatsu unique mechanic no longer functioning correctly once a player dies and revives.

Hotfix 24.6.2 (2019-04-05)

  • The Tatsu Soul Swarm (Revenant) projectiles now have a lifetime of 5 seconds.

Update 24.6 (2019-04-04)

  • Kills add charges (up to 5 max) that release seeking projectiles (same amount as charges) on slide attacks to stun enemies.
  • Having a ‘signature’ weapon now actually benefits you!
    • Tatsu: Charge cap is 9 when wielded by Revenant.

Update 24.5 (2019-03-14)

  • Removed an unintended projectile launch on the 2nd charge attack of the Tatsu. This feature (as many have already determined) is unfinished, and will be revisited in the near future. Possibly tied to a certain Warframe...

Update 24.4 (2019-03-08)

  • Introduced.

Last updated: Update 26.0 (2019-10-31)

See Also[]

Advertisement