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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.
Examples of finisher moves can be found in the gallery page.
Ground Finisher[]
A ground attack finisher with a Skana.
Combo
Aiming at Downed Enemy + Melee
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 do not inflict True Damage, but rather retain their damage spread as normal. As a result, they are not considered Finisher attacks for some in-game challenges such as Nightwave daily challenges.
Ground Finishers deal a multiple of the weapon's damage. Different weapon types gain different damage multipliers:
Approach unalerted enemy from behind + Interact button
A stealth attack prompt on an unalerted Lancer
A Skana's stealth attack
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.
Parrying a Butcher, then executing an impaling finisher.
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: [Expand]
Ash performs 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.
Can be cast for free 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.
Can be used while in mid-air.
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.
Silence Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks.
Banshee emits 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.
Some enemy special abilities such as Heavy Gunner ground slam, Shockwave MOA stomp, and grenade toss are disabled from use entirely.
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.
Lull 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 casts 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.
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.
Visually tethered to the ground by energy threads;
Ragdolled in a sleeping posture when dealt damage;
Cannot recover from stagger, knockdown, and ragdoll effects until they wake.
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% increased damage from all sources, 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.
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 summons and raises his Exalted Blade, releasing an intense flash of light that affects enemies within 8 / 12 / 15 / 25 meters and blinds 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.
Can be used while running, attacking, blocking, jumping, sliding, forward flipping, wall running or clinging to a wall.
Radial Blind let's 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 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.
Can be used while running, attacking, blocking, jumping, sliding, forward flipping, wall running or clinging to a wall.
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.
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 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.
Wave range, damage fall off, and flight speed are not affected by mods.
Being a Sword, Exalted Blade will always gain the 10% damage and attack speed bonuses of Excalibur's Swordsmanship 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 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.
Activation energy cost and built-in Radial Blind cost are affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration.
Exalted Blade is not affected by and can not trigger Exodia Arcanes.
While active, Exalted Blade will use an exclusive stance with its own set of combo attacks.
Slash Dash will receive a +10% bonus to its base damage from Excalibur's Swordsmanship passive and each hit will release an energy wave when Exalted Blade is active.
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.
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.
Energy Leech Eximus does not increase the energy drain of Exalted Blade while active.
If Excalibur enters Bleedout state while Exalted Blade is active, Excalibur will use his melee and sometimes primary weapon rather than his secondary.
Equipping Reflex Guard can make Excalibur sporadically not take damage if Exalted Blade auto-blocks damage.
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.
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.
Quiver Cycle through and shoot one of four tactical arrows. Cloak creates a stationary bubble that cloaks Ivara and allies. Dashwire creates a traversable zipline. Noise emits a high-pitched sound that attracts enemies to it. Sleep temporarily puts nearby enemies into a deep slumber.
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.
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.
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 inflicts a minimum of 80 / 120 / 170 / 250Radiation damage per tick while Mirage is in the shadows, scaling up to a maximum of 160 / 240 / 340 / 500Radiation damage per tick while Mirage is bathed in bright light. Damage ticks occur at a rate of 3 per second, and the prism lasts for 12 seconds. Additionally, Prism gains +100% damage per enemy hit (affected by lighting).
Minimum and maximum laser damage is affected by Ability Strength, but the number of lasers is not.
Prism's damage is affected by environmental lighting at Mirage's position, scaling between the minimum and maximum values depending on the local light intensity.
The damage increase from environmental lighting is unaffected by Ability Strength and is capped at +100% under bright lighting conditions.
Damage bonus from standing in light and for each enemy hit are additive to each other.
Lasers do not bypass obstacles in the environment.
Laser acquisition range is affected by Ability Range.
Multiple lasers will not target the same enemy simultaneously; an enemy can only be damaged by one laser at a time.
Enemies have a small chance to be staggered on each hit from the lasers.
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 ).
Energy Siphon is deactivated while Prism is being channeled.
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 line of sight from enemies to the prism, it must be unobstructed by obstacles and within their vision arc.
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, but the prism will bounce off surfaces in its path.
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.
Prolonged Paralysis is a Warframe Augment Mod for Valkyr that increases Paralysis's stun duration, as well as slowly pulling affected enemies towards her.
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 moves at 30 meters per second, gaining vertical and horizontal flight capabilities using the movement (WASD ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers but without the Afterburner. 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
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
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.