Finisher attacks are special melee attacks that have a custom animation and deal a very high amount of damage. For the available types of finishers see below.
While in Stealth, the weapon's level will affect finisher's damage. See #Stealth Attack.
All weapon types have individual finisher animations. Heavier weapons tend to perform this action slower than lighter weapons.
Players performing finishers are invulnerable for the duration of the animation.
Additionally, Finisher attack damage is dependent on the type of melee weapon used and can be increased by Finishing Touch as well as several Ability Augments (e.g. Excalibur's Radiant Finish).
(Primed) Fury, Gladiator Vice, Quickening, Berserker Fury, Arcane Strike and the weapon type influence the animation speed of the finisher. This caps at a 33% faster animation with +50% attack speed. The weapon's base attack speed does not affect animation speed.
Damage multipliers from finishers factor total weapon damage, equipped mods (including critical chance and critical multiplier mods) will also affect a finisher's final damage.
On some enemies (particularly non-quadrupedal and nonbipedal enemies) it is not possible to use a finisher, these include Rollers, Ospreys, Cameras and Turrets.
Garuda overrides Front/Back finishers to use claw animations and their respective damage modifiers, which prevents Rumblejack and Rapiers from applying their related status effects as well.
Examples of finisher moves can be found in the gallery page.
Execute knocked-down enemies. This attack is performed upon moving close to a downed opponent, aiming your crosshair at the target and pressing the melee attack button. This will not work on most bosses. This attack often will initiate even when not looking down at an enemy, but when contacting an enemy who has been knocked down.
Ground Finishers have their damage fully converted to True Damage.
Ground Finishers deal a multiple of the weapon's damage. Different weapon types gain different damage multipliers:
Approach unalerted enemy from behind + Interact button
As long as an enemy is unaware of the Tenno presence, a stealth attack may be executed on them. To perform a stealth attack, the player must approach an enemy from behind and activate the stealth attack prompt.
Often called "Stealth Finisher" to differentiate from normal attacks with the stealth damage bonus.
Stealth Damage Bonus = 1 + 0.2 × Weapon Rank
Stealth Attacks have their damage fully converted to True Damage.
Through certain abilities and attacks even alerted enemies can be made vulnerable to finisher attacks. Without a prompt the player can perform a finisher on the enemy, if close enough.
Enemies in this stunned, vulnerable state also take increased damage through the stealth damage bonus.
However they do not grant the affinity bonus of normal stealth kills, if they were alerted beforehand.
If they were unalerted when being affected by these effects, they will stay that way for the duration of the stun or blind even when attacked.
Damage conversion to True Damage applies just as for Stealth Finishers.
Even if the enemy remains in a stunned or blinded state, a finisher can only be executed once per enemy until they are made vulnerable again.
Inaros's Desiccation can attack the enemy multiple times during the duration.
Stealth Finisher on Nox can also be multiple times.
While most melee weapons by themselves cannot open enemies to finishers, all single dagger weapons can after performing a heavy attack.
Rear finishers use the same animations as Stealth finishers. Front finishers, for enemies who can be targeted with such, have a different animation.
MOAs, for example, cannot be attacked with a Front Finisher, only a Rear Finisher.
The Finisher damage calculation formula is the same as Stealth Finisher.
Some weapons have different damage multipliers for their Front-Finishers compared their Back-Finishers, with back finishers using weapon multipliers from the Stealth Attack section above. Multipliers for Back and Front Finishers are as follows:
Ash expends 25energy to perform a somersault as he teleports to a target within 20 / 45 / 45 / 60 meters on his aiming reticle. If the target is an enemy, it is staggered and opened to a melee finisher attack.
If the enemy cannot be attacked with a melee finisher (either due to positioning or the enemy type), it will be susceptible to Stealth Damage Multipliers from melee attacks for the duration of the stagger.
As with Smoke Screen, coming into physical contact with the enemy while attacking will temporarily remove the damage bonus.
Ability Synergy: Teleport costs 0 energy on a marked enemy target during Blade Storm's Shadow Clones assault phase. Ash will teleport to the targeted enemy and strike it and all remaining marked enemies in a cinematic cutscene sequence.
When an unmarked enemy is targeted instead, Ash will attack it once before striking all remaining marked enemies.
Requires direct line of sight to a small part of the target to cast.
Note that using Teleport on enemies will alert them to your presence, preventing you from receiving the Stealth Kill affinity bonus.
Wardens additionally lose the massive stealth attack bonus they receive from normal stealth attacks.
Fatal Teleport is a Warframe Augment Mod for Ash that causes Teleport to immediately perform a melee finisher upon teleporting to the target, with an additional damage multiplier. Additionally, if the finisher kills its target, 50% of Teleport's energy cost is refunded.
Teleport can trigger Covert Lethality, dealing significant damage.
Using Teleport on an unmarked enemy while Blade Storm is active will allow Ash to mark said enemy at no energy cost.
Teleport allows for rapid movement through a tileset.
The Tips for Teleport in Ash's preview screen show that it can be used to get to any of its listed targets as long as there is Line-of-Sight, but as of now that does not work. It will simply say, "Target Obstructed", or, "Invalid".
Banshee expends 75energy to emit a sound dampening aura within 10 / 13 / 15 / 20 meters around her for 10 / 15 / 20 / 30 seconds. Enemies entering the aura will initially experience a sonic disturbance becoming momentarily stunned for 2 seconds; affected enemies remain deafened to sounds which alert them to the direction of nearby combat, as well as become unable to perform special abilities while within Silence's influence.
Unaware enemies will not become alerted when affected by the aura and will resume normal behavior after recovering from the stun.
Enemies exiting then reentering the aura can repeatedly experience the stun again.
Silence will also deafen the caster, muffling all gunfire from friend, foe, and self alike.
Enemies immune to crowd control, such as Overguard or bosses, will not experience the stun effect.
Enemies under the effect of the aura will not respond to sounds such as gunfire, alarms and death screams, and generally become unable to detect players and other enemies by means other than sight or touch.
Unaware enemies will still become alerted when sighting players or taking damage.
Taking damage will not inform enemies to the location of the attacking player, but they are still likely to investigate in the direction the attack came from.
Enemies that are alert before entering Silence's aura will remain alerted, but may still lose track of players if line of sight is broken.
After a brief delay, enemies that do not have line of sight with a player will become susceptible to Stealth Damage Multipliers from melee attacks as long as line of sight remains broken and the player does not come into direct physical contact with the enemy.
The ability does not change a weapon's Noise Level from "Alarming" to "Silent".
Disables enemies from using most special abilities which are neither a ranged nor melee attack; passive abilities are not disabled.
Summoning/spawning (Drahk Master, Fusion MOA, Brood Mother, Juno Tech, etc) - note that some units such as Drahk Master immediately summon after spawning. This cannot be prevented unless they are within range of you when they spawn, but it will prevent any further summoning.)
All attacks which aren't their standard ranged weaponry are disabled, including the spinning laser attack which can be disabled while already in progress.
If a silenced sentient is also disarmed then it will do NOTHING because it has no programmed melee attack. It will simply hover in place or move around helplessly.
Silence can be used as a form of crowd control due to the momentary stun dealt to enemies entering its field. This is most useful for Banshees engaging in melee combat, as they can stun ranged enemies simply by approaching them, giving them time to close the distance and engage.
Silence can also be used to keep Infested enemies at bay, giving more time to attack them from range.
With a maximized range build, Silence can be used to clear a room of enemies using firearms without alerting enemies in adjacent rooms. Keep in mind however, that enemies will still react if they see you, or if they see one of their own killed.
Despite the excellent utility provided, Silence can also render Banshee deaf, preventing her from anticipating nearby enemies or enemies from behind while attacking enemies.
Too much range may reduce the potency of this ability as a crowd control tool, as enemies are only stunned when they initially enter the aura and may be out of attack range (behind walls, etc.), allowing them to recover.
Enemies are more likely to target the player's Sentinel when Silence is active, which can prove to be harmful for weaker Sentinels.
Blinded enemies under the effect of Silence will not react to most things aside from direct contact and wander around aimlessly.
Staying on the move and frequently breaking line of sight with affected enemies can result in taking much fewer hits as they cannot use the sound of gunfire to find players or other enemies that are in combat.
Bugs
At times, Silence can be cast yet be unable to affect enemies, indicated by the lack of an energy glow on them. The sound reduction for the player and energy ripples on Banshee will remain until mission ends, however.
The skill can most likely not be recast while this bug is in active.
Silence ability block can sometimes prevent triggers coded as abilities that activate after certain animations and scripts, including Lieutenant_Lech_Kril from becomming vulnerable after using his hammer slam by preventing the backpack coolant freeze, Raptors power cell explosion if the Osprey was silenced from spawn to death and pipe within range and General Sargas Ruk opening his heatskin during Eruption in phase 2.
A calming wave slows enemies until they fall into a slumber. Enemies woken by damage will be confused and disoriented. Short-term amnesia means all waking enemies forget anything that happened before the lull.
Baruuk expends 50energy to cast a calming wave over an area of 10 / 15 / 20 / 25 meters that lingers for 2 / 3 / 4 / 5 seconds. Enemies in sight or aware of Baruuk's presence that enter the area will gradually slow and then fall asleep for 10 / 13 / 18 / 20 seconds. Sleeping enemies awaken early when damaged, suffering disorientation for a brief moment, along with amnesia causing their alertness level to reset.
Endless Lullaby is a Warframe Augment Mod for Baruuk's Lull that causes finishers to re-trigger Lull for its remaining duration. Non-finishers made by Baruuk will also re-trigger Lull once every 3 seconds. This mod also passively increases Lull's duration.
Equinox expends 25Energy to hypnotize a target up to 20 / 30 / 40 / 50 meters away, also affecting enemies within 1 / 3 / 3 / 5 meters of the initial target, for 10 / 14 / 18 / 22 seconds.
Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity.
Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 80% / 70% / 60% / 50% of their current values.
Enemies retain their current alertness state on cast (i.e., unaware enemies put to sleep will remain unaware for this duration, while alerted enemies will remain alert). Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses.
Energy threads will visually strike enemies in the targeted area to indicate affected targets.
Day Form
Affected enemies are enraged. They receive 20% / 30% / 40% / 50%Damage Vulnerability, and 5% / 10% / 15% / 20% movement speed and attack speed bonuses.
The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive (e.g., with a maxed Intensify, an enemy that would receive 250 damage will be dealt 250 × (1 + 0.5 × 1.3) = 412.5 damage under the effects of a rank-3 Rage).
Casting Rage while Provoke is active will increase the percentage of damage vulnerability.
Enraged enemies visually emit a ribbon of energy and energy particles.
Energy threads will visually emit from Day Equinox to strike enemies in the targeted area.
Rest and Rage's sleep and enrage effects can overlap on targets already affected by either version of the ability.
Recasting on the same target will not refresh Rest or Rage effects; however, unaffected enemies can be acquired within the targeted area.
Subsuming Equinox to the Helminth will offer Rest & Rage and its augments to be used by other Warframes. The Rest or Rage versions are determined by the Warframe's primary emission color.
Calm & Frenzy is a Warframe Augment Mod for Equinox that aids her in spreading the effects of Rest & Rage. Enemies slain while affected by Rest & Rage spreads it to others within close proximity, for the remaining duration.
Rest can be used for crowd control by using it on a large group of enemies, doing this will let you use stealth attacks on them while they are affected.
Rest is not effective against Eximus units with active Overguard and thus cannot be put to sleep. If the active Overguard is removed, then the unit can be put to sleep.
Rage can be used make Maim more effective by having the aura of Slash damage do more and acquire more charge for a more powerful release.
It is possible to activate stealth kill affinity bonuses on enemies using low-damage automatic weapons (ex. Grakata) by casting Rest on an unaware enemy. Affected enemies can then be shot repeatedly and then killed without changing their unaware state, allowing for the affinity multiplier to activate.
When combined with awareness of nearby enemies and sufficient duration on the ability, Rest can be paired with Covert Lethality to great effect. Casting the ability on otherwise-hard-to-kill enemies -- single targets, or small-to-medium-sized groups -- opens them up to stealth attacks and finisher moves.
Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (Hotfix 18.1.4 (2015-12-21)), because they do not trigger the finisher prompts.
Except for the enemies immune to stealth finishers listed above, this combination works against all enemies, regardless of their alertness level prior to becoming a target of Rest.
Note that mods that affect melee attack-speed will also affect the speed of Finisher animations, so using attack-speed mods in conjunction with Covert Lethality -- rather than just using damage mods -- is advised. (If your strategy is to consistently kill with stealth finishers, it doesn't really matter how much damage your normal attacks would otherwise do.)
Excalibur expends 50Energy to summon and raise his Exalted Blade, releasing an intense flash of light that affects enemies within 8 / 12 / 15 / 25 meters and Blind them for 7 / 10 / 12 / 15 seconds.
Blinded enemies are vulnerable to melee finishers and susceptible to stealth damage bonus.
Radial Blind will not affect enemies behind obstacles in the environment unless Excalibur has line of sight, or unless the enemy is aware of Excalibur within a short period of time (e.g., an enemy that spots Excalibur and runs out of view is still susceptible to Radial Blind if the ability is used within a small time frame).
Enemies affected by the ability are stunned for the entire duration.
Bosses are still able to move, attack, or use abilities while affected by the ability.
Bosses will attack the player's last known location and will follow the sound of gunfire.
Successive casts will reduce the duration of the ability's effect on bosses.
Security cameras will deactivate their laser barriers for the duration.
Blinded enemies have smoke diffusing from their eyes or similar body part for the effect's duration.
Can be recast while active to blind multiple new enemies.
Subsuming Excalibur to the Helminth will offer Radial Blind and its augments to be used by other Warframes.
Radial Blind lets players quickly disable enemies, especially if they are surrounded. This allows players to either escape or to deal with the enemies.
This ability can be used on some bosses to prevent them from using their abilities.
Bugs
If Excalibur managed to use an item (such as a Life Support in Survival) while casting the ability, Radial Blind will be cast twice: First, in a slowed animation and the second as the actual ability. Both animations still counts as a single Radial Blind.
Excalibur Umbra expends 50Energy to howls, releasing an intense flash of light that affects enemies within 8 / 12 / 15 / 25 meters and stuns them for 7 / 10 / 12 / 15 seconds.
Stunned enemies are vulnerable to melee finishers and susceptible to stealth damage bonus.
Radial Howl will not affect enemies behind obstacles in the environment unless Excalibur Umbra has line of sight, or unless the enemy is aware of Excalibur Umbra within a short period of time (e.g., an enemy that spots Excalibur Umbra and runs out of view is still susceptible to Radial Howl if the ability is used within a small time frame).
Enemies affected by the ability are stunned for the entire duration.
Bosses are still able to move, attack, or use abilities while affected by the ability.
Bosses will attack the player's last known location and will follow the sound of gunfire.
Successive casts will reduce the duration of the ability's effect on bosses.
Sentient fighters and Shadow Stalker will have their resistances removed if they are affected by Radial Howl.
Security cameras will deactivate their laser barriers for the duration.
Affected enemies have smoke diffusing from their eyes or similar body part for the effect's duration.
Radial Howl lets players quickly disable enemies, especially if they are surrounded. This allows players to either escape or to deal with the enemies.
Radial Howl allows the removal of Sentient resistances without having to switch to Operator mode.
Bugs
If Excalibur Umbra managed to use an item (such as a Life Support in Survival) while casting the ability, Radial Howl will be cast twice: First, in a slowed animation and the second as the actual ability. Both animations still counts as a single Radial Howl.
Excalibur draws an ethereal Skana, the Exalted Blade, and wields it as his melee Exalted Weapon. Normal attacks inflict 100 / 125 / 200 / 250 damage within 2 meters.
Slide attacks inflict 214 / 267.5 / 428 / 536 damage and blind enemies within 5 meters over a duration of 6 seconds at the cost of 25 energy.
Aerial attacks and slam attacks inflict 200 / 250 / 400 / 500 damage, and slam attacks inflict an additional 50Impact damage within 5 meters.
Normal, slide, and aerial attacks will emit an energy wave in the direction of aim. Energy waves have the same base damage as the attacks that release them, inflicts Stagger, and fly at a constant speed of 15 m/s until they dissipate after 2.5s which corresponds to a maximum distance of 37.5 meters.
The energy waves and Exalted Blade itself are considered separate entities and will both deal damage separately.
Energy waves will punch through and hit enemies and terrain regardless of thickness up to their maximum range.
Energy wave lifetime decreases 0.5s (7.5m) for every enemy hit from the max lifetime of 2.5s (37.5m).
Wave damage falls off linearly with distance from 100% to 85% between 0 and 6.5m and 28% to 0% between 6.5m and 37.5m.
Being a Sword, Exalted Blade will always gain the 10% damage and attack speed bonuses of Excalibur's Passive.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks and corresponding energy waves of a rank-3 Exalted Blade will deal Base Damage × (1 + Swordsmanship Bonus + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =250 × (1 + 0.3) × (1 + 0.1 + 1.2) × (1 + 0.9) = 1,420.25 damage.
The mods that can be equipped on and affect Exalted Blade include:
Note that apart from physical damage mods and Shattering Impact, all mods will still affect Exalted Blade when Chromatic Blade is equipped.
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Each melee attack adds to the Melee Combo Counter while energy waves and radial damage from slam attacks do not.
Slash status effects generated from waves while Relentless Combination is equipped will grant combo counts to Exalted Blade.
The combo counter will reset when equipped with Xoris.
Exalted Blade's combo counter decay is affected by Power Spike.
Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
Ground finishers inflict 400% of the total modified damage from normal attacks. Prompted Finishers inflict 3200% of the total modified damage from normal attacks as True damage.
Exalted Blade costs 25Energy to activate, then consumes 2.5 energy per second while active and will remain active until Excalibur's energy is depleted, or the ability is deactivated by pressing the ability key again.
Exalted Blade's energy drain is not converted into shields by Augur Mods.
Exalted Blade is not affected by and can not trigger Exodia Arcanes with the exception of Exodia Might, which Exalted Blade both triggers and is affected by.
While active, Exalted Blade will use an exclusive stance with its own set of combo attacks.
Ability Synergy: Slash Dash will receive a +10% bonus to its base damage from Excalibur's Passive and each hit will release an energy wave when Exalted Blade is active.
Damage isn't affected by the combo counter, even if built with the physical blade.
Low wave flight speed.
Requires energy to activate and keep active.
Slide attack blinds do not open affected enemies to Finisher Attacks.
As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set can still apply if equipped on Melee Weapons, and not on the Exalted Weapon itself).
Exalted Blade is a unique Stance exclusive to Exalted Blade that can only be acquired and used by activating Excalibur's fourth ability, Exalted Blade. This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Blade remains active.
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.
Due to Exalted Blade's waves being able to unlimitedly punch through up to its maximum range, Exalted Blade is well suited to taking out hordes of enemies, especially if they are huddled together.
Furthermore, Exalted Blade can be used to deal with enemies while in cover without requiring punch through mods.
The innate slide attack blind provides a cheaper alternative to Radial Blind, albeit with greatly reduced duration and range. (Note that the Radial Blind power is cheaper both per meter of range and per second of effect, despite having a higher cost per cast.)
Allows players to blind enemies and quickly deal with them without being delayed by finisher animations.
Combined with Mag's Magnetize or a Void status effect, the sword waves can be redirected to hit the enemies inside multiple times until its maximum range can be reached.
Crouching will allow the use of all Exalted Blade attacks while remaining entirely stationary; this can be extremely useful during boss fights, defense missions, survival, etc.
Bugs
Using this ability during an "Unarmed" bug will result in Exalted Blade having the same stats as your Melee Weapon, and sometimes will perform your Melee Weapon's Unsheathed attacks without the Waves.
If Excalibur enters Bleedout state while Exalted Blade is active, Excalibur will use his melee and sometimes primary weapon rather than his secondary.
Passive: Glint
Standing in bright light, Gara has a chance to blind enemies within 12 meters for 10 seconds and expose them to Melee Finisher attacks.
Inaros scatters a wave of cursed sand that staggers all enemies up to 10 / 12 / 13 / 15 meters away in a cone in front of him, dealing 75 / 100 / 125 / 150True damage on hit, then 2 / 4 / 6 / 8True damage per second for 3 / 5 / 6 / 8 seconds; 25% of any damage dealt by the damage-over-time effect is conferred back to Inaros as Health. If enemies are facing toward Inaros as the sand wave strikes, they are also blinded and open to Melee Finisher attack prompts (default X ) for the duration.
The initial damage and damage-over-time are affected by Ability Strength.
Damage-over-time and blind duration are affected by Ability Duration.
Stagger on hit and lifesteal is not affected by mods.
Desiccation bypasses obstacles in the environment and does not require line of sight.
Kavats, Kubrows, and MOA companions will also gain the benefit of the life steal. Sentinels will not.
Effect cone is directed at the reticle and not always forward like the visual effect suggests. For example, aiming directly upwards will apply desiccation to all enemies around but not below Inaros, counting as 360° in many circumstances.
Can be recast while active. Affected enemies that are not blinded can be blinded by another instance of Desiccation.
Cast delay of 0.5 seconds is affected by Natural Talent and Speed Drift. Casting will interrupt movement.
Inaros visually creates a pile of sand on the ground beside him as he throws a handful forward. The sand pile lingers for a few seconds then dissipates.
Subsuming Inaros to the Helminth will offer Desiccation and its augments to be used by other Warframes.
Desiccation's Curse is a Warframe Augment Mod for Inaros' Desiccation ability that has a chance to summon a Sand Shadow when killing a blinded enemy with a Finisher. Also passively increases all Sand Shadow's damage by 2x.
Dessication provides an easy way for Inaros to deal melee finishers, allowing him to quickly regenerate his health when performed on a crowd.
Against certain types of enemies, namely Infested or MOAs, melee finisher is only triggerable from the back of the enemy. Blind them from the front, then execute the finisher attack from their back.
Equipped with a quiver of tactical arrows, Ivara can selectively launch one of her variety of specialized arrows, by tapping the ability key (default 1 ) to freely cycle the selection wheel between the Cloak, Dashwire, Noise, and Sleep arrows. With an arrow type selected, hold down the ability key to expend 25 energy to charge and then launch the selected arrow toward the direction of the aiming reticle.
Cloak Arrow anchors onto any surface or entity upon impact, generating an energy bubble that turns Ivara and her allies transparent and invisible within 2.5 meters of its point of impact for 12 seconds.
Dashwire Arrow anchors onto any terrain surface up to 100 meters away upon impact, forming a zipline from Ivara's feet to its point of impact which can be used to travel to the targeted location.
The path from Ivara's feet to the impact point must be clear to create a zipline. Any obstacles between her feet and the impact point will prevent the zipline from being formed. Ziplines will not form if the line to be created exceeds an angle of 40° from the horizon.
When cast while Ivara is airborne or on a zipline, the new zipline will be created from the impact point to any terrain surface opposite of the arrow's direction of travel.
A maximum of 4 ziplines can be active simultaneously. Firing an additional Dashwire Arrow will replace the oldest active zipline.
If Ivara fires a new Dashwire Arrow while she or an ally occupies the oldest zipline upon reaching the limit, a new zipline will form, and the oldest zipline will remain active until it is no longer occupied.
While Prowl is active, Ivara can sprint and slide across a zipline without breaking out of invisibility.
Unlike typical arrows, Noise Arrow does notalert enemies upon impact. Instead, unalerted enemies will slowly approach the impact point and remain stationary once they arrive.
When more than one instance of Noise Arrow is cast in quick succession, unalerted enemies in range will proceed to investigate the locations by order of arrow impact.
Noise arrow is capable of affecting alerted enemies in endless missions such as Survival. When Ivara is invisible, enemies are alerted, and no allies are in close proximity, Noise arrow can attract enemies to the impact point.
Affects Grineer Sensor Regulator drones; will affect all drones within the effect-radius, even ones which normally remain in one location, causing them to be attracted to the location of the Noise Arrow. They will remain there unless otherwise disturbed by a Tenno's actions, weapons, or abilities.
Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
Upon activation, a minimum of one enemy will be "marked" by an invisible script, causing that enemy to be unable to be stealth killed for bonus xp, regardless if they are unalerted. This will cause multi kills with area of effect weapons to gain less stealth xp, as they will reset your bonus.
This is an intended feature by DE to limit farming methods using this tactic.
Sleep Arrow places enemies within 6 meters of its point of impact into a deep sleep for 10 seconds. Sleeping enemies will wake up when the ability duration expires or if their health falls below 50% of their current values.
Sleeping enemies are open to melee finisher attacks (default X ).
If an enemy is in an unalerted state, Stealth Finishers will be initiated after the enemy has completely fallen asleep. Initiating a finisher on an unalerted enemy before the sleep animation completes will initiate a Front/Back Finisher instead (notable difference in that weapons may have different damage multipliers for Front/Back and Stealth finishers, and critical damage is applied differently).
Enemies retain their current alert status upon being put to sleep (e.g., non-alerted enemies will remain so while sleeping, and alerted enemies will remain alert even if put to sleep).
Sleeping enemies will not have their sleep duration reset if another Sleep Arrow makes impact within range. The sleep effect must expire before it can be reapplied.
Affects Grineer Sensor Regulator drones; will cause them to remain in one place for the duration of the effect. Will not disable their sensor beam.
Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
Ability Synergy:
Quiver's arrows are considered as projectiles and can be controlled using Navigator.
Quiver arrows can be launched instantly when equipping Artemis Bow, then pressing the alternate fire key to cast the ability.
A special cyclic display located above Ivara's weapon stats in the HUD will show the currently equipped arrow type along with a charge meter that displays the charge state of Quiver before firing. If using Cloak Arrows or Sleep Arrows, the display will also show a countdown timer for the arrow's active duration.
Cloak Arrow cycles to display a barbed purple arrowhead, Dashwire Arrow cycles to display a yellow diamond-shaped arrowhead, Noise Arrow cycles to display a semicircular red arrowhead, and Sleep Arrow cycles to display a crescent-shaped blue arrowhead.
Quiver's arrows do not inflict damage upon impact.
Subsuming Ivara to the Helminth will offer Quiver and its augments to be used by other Warframes.
Subsumed Quiver only features Cloak on tap-cast and Noise on hold-cast. Dashwire and Sleep arrows are unavailable.
Can be used to provide support from a distance for players reviving a teammate.
Targeting enemies and allies directly will create a moving cloak area. (Useful on strong melee enemies, but especially useful to cloak allies.)
During Syndicate Spy missions, this can be used to cloak the SyndicateOperatives which spawn in your vicinity at the start of the mission.
Note that this will not silence their weapons, however, and it will also require periodic refreshing to keep them invisible.
Can be used to cloak and protect Hexis Operative in Arbitrations Defense missions.
While under the effect of Cloak Arrow, the Operative will not attack enemies.
More effective with higher Ability Range and Ability Duration.
This also works for the defense operative in Sortie and Archon Hunt Defense missions
if using a Sentinel companion, ivara can shoot it to give herself invisibility. this is useful for remaining invisible while traveling longer distances without having to suffer the slowdown of prowl.
Dashwire Arrow
Can be used as a substitute for Bullet Jumping if losing Prowl or making a miscalculation in your jump would be costly otherwise. This is particularly effective in certain Spy vaults.
Noise Arrow
With enough range, Noise Arrows can attract enemies across multiple tiles into tight groups, allowing them to be dispatched at once for large amounts of Affinity, Standing, or Focus. This can generally be done easiest with either a Hushed Explosive Launcher or a Glaive equipped with Power Throw.
Noise Arrows can distract enemies from approaching and attempting to capture towers in Interception missions.
Can be used to make enemies look towards you in prowl if fired at your feet, allowing for more consistent headshots.
Sleep Arrow
Allows you to rush past enemies on your way to an objective or extraction.
Can be used to provide support from a distance for players reviving a teammate.
Sleep Arrow retains an enemy's current alert status upon casting, thus it can be used to level up automatic weapons quickly with Stealth Kill Affinity Bonuses by putting non-alert enemies to sleep before killing them. As long as the automatic weapon deals sufficient damage-per-second to quickly kill the enemy before they wake up on taking more than 50% damage, it will not trigger an alert state on the enemy, thus allowing the Stealth Kill bonus to occur.
Sleeping enemies will wake up only once the ability duration expires, or they are damaged below 50% of their current health; this allows easy leveling of weapons which are not silent, but deal heavy single-shot damage, such as the Hek, Ogris, Opticor, Tonkor, etc.
A sufficient duration on Sleep Arrow makes it possible to easily get close enough to enemies to use Covert Lethality, dispatching them silently and efficiently.
Can be used to stealthily put animals to sleep for easy capture for Conservation without affecting quality.
Some animal species have a chance to resist the effect of Sleeping Arrows.
Bugs
If you are playing using a controller and use Navigator, then fire an arrow from Quiver, you will be unable to switch arrow types for the remainder of the mission and only fire even if you press 1 when attempting to switch.
When cast on unalerted enemies, melee finisher does not grant stealth affinity bonus on kill.
Lavos' serpents uncurl from his arms, lashing outward in a 100 degree cone spanning 10 meters in front of Lavos. Enemies in direct line of sight and in range receive a venomous bite that inflicts 500 / 650 / 800 / 1,000Toxin and 500 / 650 / 800 / 1,000 Imbued Elemental damage and status effects, while briefly opening the affected enemies to melee finisher prompts (default X ); each enemy bitten also heals Lavos' Health pool for 7.5% / 10% / 12% / 15% of total damage dealt. Casting Ophidian Bite triggers a cooldown of 8 seconds before the ability can be recast.
Cone angle, status proc on hit, melee finisher prompt, and cooldown are not affected by mods.
Cooldown timer countdown is displayed on the ability icon.
Ability Synergy:
Hold down the ability key (default 1 ) to add Toxin damage to Lavos' mixing vial at no cost, as the Imbued Elemental damage type for his next ability cast.
Transmutation Probe reduces Ophidian Bite's active cooldown for each enemy it electrocuted.
Toxin status effects inflicted on enemies by Ophidian Bite enhance Catalyze's damage.
Casting Ophidian Bite is a full-body animation that restricts movement and other actions. Casting from midair causes Lavos to dive toward the ground to complete the ability animation while standing on a surface.
Lavos visually spreads his arms outward as his serpents stretch and converge toward the aiming reticle, while a forward converging energy force pushes outward and venom-like liquid particles outline the ability's conical area, before the serpents retract and coil themselves around Lavos' arms. Serpents and energy particles are affected by Lavos' Appearance colors.
Mirage generates a prism in her hands and launches it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within 15 / 20 / 25 / 30 meters. Each laser can apply damage ticks that occur once every 0.5 seconds, and the prism lasts for 12 seconds. Additionally, Prism gains an constantly stacking and additive damage bonus up to +100% for each tick of damage dealt depending on the luminosity of Mirage's surroundings. Each laser inflicts a base damage of 80 / 120 / 170 / 250Radiation damage per tick that then is multiplied by the said bonus.
Base laser damage is affected by Ability Strength, but the number of lasers is not.
Lasers have a great quantity of finite range; Possibly 100 or 250 meters.
Lasers will apply damage ticks to anything in their path.
Non targeting or stray lasers will apply damage ticks to enemies caught in their path and make contributions to the stored damage bonus.
Prism's damage scaling is affected by environmental lighting at Mirage's position, scaling between an stacking additive bonus from +0% to +100% per damage tick dependent on the local light intensity.
Damage multiplier comprises of two components: Stored damage bonus and damage bonus to be stored.
Stored damage bonus is the summation of all previous damage bonuses to be stored.
Damage bonus to be stored is +100% multiplied by the luminosity value of Mirage's surroundings.
Luminosity value is an inclusive lower bound and inclusive upper bound range of 0 to 1.
The Prism itself does not count as a source of light despite being visually bright and glowing.
If standing near the Prism in a dark environment with a luminosity value of 0, luminosity value will be continue to be 0.
It is unknown as to how the luminosity value is exactly calculated, but it is possible that in an area with a Luminosity value of 1, Eclipse might not attain maximum damage.
Likewise, in a dark environment that allows Eclipse to attain maximum damage resistance, Luminosity value may still be above 0.
Damage per tick can be calculated as follows:
Base damage * Ability Strength * (1 + Stored damage bonus + Damage bonus to be stored)
or
Base damage * Ability Strength * (1 + Stored damage bonus + 1 * Luminosity of Mirage's surroundings)
After a damage tick, Damage bonus to be stored is added to Stored damage bonus.
If a Mirage with 100% Ability Strength were to cast Prism and is standing in an area with maximum luminosity, the first damage tick will be as follows:
250 * 1 * (1 + 0 + 1 * 1) = 500
Afterwards, the stored damage bonus will have the damage bonus to be stored value added to it. (0 + 1 = 1)
The second damage tick will deal:
250 * 1 * (1 + 1 + 1 * 1) = 750
The stored damage bonus will then add the value of the damage bonus to be stored. (1 + 1 = 2)
The third damage tick will deal:
250 * 1 * (1 + 2 + 1 * 1) = 1000
and so on.
The damage increase from environmental lighting is unaffected by Ability Strength and is capped at +100% under bright lighting conditions.
Prism's stored damage bonus is maintained throughout the prism's lifetime and is increased with each damage tick in which Mirage is standing in an area with sufficient luminosity.
Stored damage bonus is lost when Prism's duration expires or is manually detonated by the player
When in a sufficiently dark environment, damage per tick is maintained and will not increase or decrease.
Luminosity threshold for a +0% damage bonus is lower to that of Eclipse. An environment that is considered to be dark by Eclipse may be bright enough for Prism's damage bonus to grow.
Damage ticks from multiple lasers are not calculated simultaneously but instead sequentially, so multiple enemies being targeted by lasers will not each receive the same quantity of damage each but instead will each receive ever increasing amounts of damage for every damage tick if Mirage is standing in an area with sufficient luminosity.
If a Mirage with 100% ability strength and 100% ability range were to cast Prism towards two enemies that are both 20 meters away from her, the first four damage ticks that occur from the lasers will be 500, 750, 1000, and 1250, instead of 500, 500, 750, 750 if damage ticks were to be applied simultaneously.
This allows Prism's damage to scale extremely quickly when cast into a large group of enemies when Mirage is standing in an area with sufficient luminosity.
With 20 lasers each capable of dealing one damage tick every 0.5 seconds, Prism's highest damage tick can be calculated as follows:
250 * ability strength * (1 + 20 lasers * 2 damage ticks per second per laser * 12 seconds base ability duration * ability duration)
A Mirage with 100% Ability Strength and 100% Ability Duration will have a maximum damage tick of: 250 * 1 * (1 + 20 * 2 * 12 * 1) = 120,250
Maximum total lifetime damage dealt would be calculated as follows:
A Mirage with 100% Ability Strength and 100% Ability Duration that casts Prism while standing in a maximum Luminosity environment can deal up to 28,980,000 Radiation damage from Prism alone.
If one wishes to know how much maximum cumulative damage could have been dealt so far based on damage ticks alongside a fixed Luminosity, the equation is as follows:
Roar applies a separate and unique damage bonus that is multiplicative to Prism's laser damage.
Lasers do not bypass obstacles or entities in the environment.
Laser target seeking range is affected by Ability Range.
Lasers will target in-range enemies that are not already being targeted by a laser.
Seeking lasers are still blocked by obstacles and enemies. A single enemy can be damaged by multiple lasers if standing in the path of lasers that are targeting enemies behind them.
Enemies have a small chance to be staggered on each hit from the lasers.
Initial laser orientation with each cast of Prism appears to mostly random
Lasers will maintain their vertical angle after changing position when there are no enemies to target.
If the prism were to pass by above a large quantity of enemies (at least 20) within laser seeking range, the lasers will continue to point downwards after the enemies are all destroyed or no longer within laser seeking range.
Laser horizontal angle does not appear to be maintained. Lasers will distance themselves seemingly and almost equidistant from each other horizontally after movement from targeting an enemy and are currently not targeting anything.
Prism drains 10 energy per second; it will remain active so long as the ability duration remains, and Mirage has energy. Prism will end if Mirage runs out of energy, if the ability duration ends, or if deactivated by pressing the ability key again (default 4 ).
When the ability is deactivated, the prism will explode in a bright flash of light that blinds enemies that have line of sight to the prism within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds.
Blind requires direct line of sight from enemies to the prism. Obstacles and other entities can shield enemies from the blind.
An enemy standing directly behind another enemy might not be blinded if the Prism is directly detonated in front of the former.
If trying to blind a group of enemies, it is advised to detonate Prism at an elevation above them but still within range in order to successfully blind all of them.
Blinded enemies will be initially staggered for a short duration around 1 - 3 seconds and will have a sparkling fx around the eyes. Afterwards, a black hazy mist fx will be around their eyes and they will be able to move about unimpeded but will still be incapable of hostile actions such as attacking the player until the duration of the blind runs out.
Enemies will have their alerted state gradually decline as well.
Blind can be refreshed
The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity and will bounce off of surfaces in its path.
Prism is not spawned from Mirage's location but is instead spawned slightly in front of Mirage.
If standing in front of a sufficiently thick and tall object or wall, Prism may detonate/fail prematurely if spawned within the said object or wall.
Prism will bounce back and emerge from within the object or wall if the cast does not fail.
Energy cost is not refunded for a failed cast.
Prism passes through enemies and entities but may bounce backwards if the prism is spawned inside of them.
When Prism passes through an enemy, a burst of damage ticks will occur due to the many lasers making contact from inside the enemy.
Holograms created from Hall of Mirrorscannot create prisms but will mimic Mirage's body movement during the casting delay.
The shield percentage used in the damage calculation accounts for Valkyr's shields at the time Paralysis is cast, not after the shield drain has been applied.
As an example, if Valkyr has 150 shields and a max ranked Intensify at the time a rank-4 Paralysis is cast, Paralysis will deal: Shields × 3.5 × (1 + Strength Mods) =150 × 3.5 × 1.3 = 682.5 damage.
Valkyr's shields will be reduced to: Shields × 0.67 =150 × 0.67 = 100.5 shields.
Stunned enemies are vulnerable to Finisher attacks. If the enemy cannot be attacked with a Finisher (either due to positioning or the enemy type), it will be susceptible to Stealth Damage Multipliers from melee attacks for the duration of the stun. As with other stealth attacks, coming into physical contact with the enemy while attacking will temporarily remove the damage bonus.
Shields drained this way will reset the shield recharge delay, as if Valkyr was hit.
Installing a decent Redirection and Fast Deflection mod helps by greatly improving the damage output as they are being utilized by this ability.
Redirection increases the damage dealt through greater total amount of shields lost.
Fast Deflection helps recover lost shields quickly.
Extended uses of this ability will recommend installations of Vitality and Steel Fiber mods in order to overcome damages after the Paralysis effects.
The way Paralysis is treated is similar to Banshee's Sonic Boom dealing a blast with tremendous knockbacks, but doing a full 360 angle of damage with half of the original range.
Paralysis can be used within the duration of Hysteria allowing Valkyr to expend her shields with no trouble receiving damage. This will still drain her shields in spite of her invulnerability.
This ability can be spammed due to its very low energy cost, this will heavily divide shields down to 0 if expended drastically, but it will give potential stunlocks to lesser enemies effectively.
This ability synergizes well with Squad Shield Restore, as burst of shield recharges allow Valkyr to spam full loads of shield damage at a group of enemies more effectively.
In Sabotage Missions which you need to destroy several small cylinders after the reactor core has been exposed, a single Paralysis is sufficient to quickly destroy all the cylinders.
Bugs
When used repeatably, Valkyr's scream may sometimes skip over itself and not play. This is merely audible however.
Paralysis only does approximately half the damage it should.
Wukong disappears into a cloud and turns invisible for 2 seconds. In this form, Wukong gains +300%Movement Speed, along with vertical and horizontal flight capabilities using the movement (WASD ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers. While traveling in the cloud, Wukong is invulnerable to damage, cleanses all Status Effects, and restores 0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of 5 / 6 / 7 / 8 meters are temporarily stunned for 2 seconds. Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking.
Health restore per meter travelled is affected by Ability Strength.
Unalerted enemies staggered by Cloud Walker remain unalerted during the stagger animation, and thus can engage Stealth Kill Affinity Bonuses when killed.
Cloud Walker can pass through Spy vault's defenses without triggering an alarm.
Ability Synergy: When activating Cloud Walker with an active Celestial Twin, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly.
Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
An equipped Sentinel with Vacuum will still collect nearby items and hold onto them for you to collect when Cloud Walker ends, similar to Hydroid's Undertow.
Second Ability increases the width of the next Void Sling by 50 / 100 / 150 / 200% and enemies hit are vulnerable to Finishers, taking 15 / 20 / 25 / 30% more finisher damage.
60,000 / 105,000 / 215,000 / 400,000
Costs 25 energy to cast.
All Finishers Multiplier Comparison[]
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Mercies are special finishers that can be performed using the Parazon on weakened enemies marked by a Parazon symbol. Players can gain a buff upon performing mercies based on the mods equipped on their Parazon. The trigger and animations for Mercies are completely independent of melee weapons, and do not require having a melee weapon equipped.
When a Mercy opportunity has been triggered, a red Parazon symbol will appear above the target for 10 seconds. This indicates that a Mercy Finisher can be performed. The Parazon mark and Mercy opportunity will disappear after 10 seconds.
Mercy opportunities can trigger up to twice on the same target, but the second instance will have a much shorter duration.
Like Stealth and Front/Back Finishers, Mercies also deal True Damage, consisting of two parts: Mercies Damage = Enemy residual health + 1
Ground Finishers now ignore the Armor value of enemies as other types of Finishers do. This affects the following:
Hunter’s Bonesaw now grants 120% Finisher Damage instead of Status Chance since Ground Finishers now deal Finisher Damage which does not proc Status.
Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise:
Duviri Decrees will now accept Ground Finishers (Tamm's Fortune, Brimon's Nerve, Molten Mettle)
Inaros' Desiccation Curse augment will now create sand minions on Ground Finishers
Arcane Trickery will now activate from Ground Finishers
Arcane Ultimatum will now activate from Ground Finishers
Exodia Might will now activate from Ground Finishers
Fixed enemies not staying focused on the player when doing Finishers. Enemies won’t attack/shoot while a Finisher is happening, but they also won’t storm off as if nothing is happening.
(Undocumented) Stealth and Front/Back finishers are now bound to interact key (PC default X ).
(Undocumented) Stance changes also come with buffs to all finisher multipliers. Every weapon class has at least one buff to the finisher moves they can perform (ground, front, back, and stealth).
Improved finisher hit detection for multiple weapons. Reticles will now flash red when a finisher can be performed and with each hit for multistrike finisher moves.
Multistrike finisher moves will have their damage split amongst each hit instead of now being delivered all at the end.