Preceded by |
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Focus 2.0/Zenurik since Update 31.5 (2022-04-27) |
- Not to be confused with the Zenurik Polarity.
The Zenurik way is a school dedicated to the arcane. The Tenno of Zenurik are formidable in the arts of enemy attrition and battlefield control. Those who master the Zenurik school are granted tactical and spellcasters' benefits.
This school provides massively increased energy regeneration for Operators, Warframes, and Necramechs, one free Warframe ability cast per 60 seconds, and can disarm and slow their enemies. Their Way-Bound increases Operator energy capacity and regeneration.
Since its predecessor Zenurik 2.0, this school provides improved energy regeneration, as well as increasing headshot damage. The energy well was also decoupled from Void Dash (now called Void Sling) into it's own ability called Wellspring, which now affects Necramechs and can be enhanced to amplify Warframe Ability Strength and the well's duration and range. However, Zenurik is no longer capable of producing Electricity stunning effects, Void Mode no longer pulls in enemies, and no longer has heavy attack efficiency bonus.
Ways[]
Energy Pulse[]
Inner Might[]
Allows Abilities to be cast without using Energy or Shields but requires 90 / 80 / 70 / 60s to recharge. | 60,000 / 105,000 / 215,000 / 400,000 | |
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Void Siphon[]
Increases Operator Energy Regeneration by 22 / 45 / 67 / 90%. | 60,000 / 105,000 / 215,000 / 400,000/ 750,000 + Brilliant Eidolon Shard | |
Void Flow[]
Increases Operator Energy by 22 / 45 / 67 / 90%. | 95,000 / 160,000 / 325,000 / 600,000/ 750,000 + Brilliant Eidolon Shard | |
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Wellspring[]
First Ability creates a well of energy for 5 / 5 / 6 / 8s. Allies passing through the well gain 3 / 4 / 4 / 5 Energy/s for 20 / 22 / 25 / 30s. | 60,000 / 105,000 / 215,000 / 400,000 | |
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Hardened Wellspring[]
Temporal Drag[]
Temporal Drag Operator Second Ability emits a radial burst slowing any enemy it touches by 50 / 60 / 70 / 80% for 4 / 6 / 8 / 10s.
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60,000 / 105,000 / 215,000 / 400,000 | |
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Temporal Shot[]
Precision head shot damage increased by 40 / 60 / 80 / 100% on enemies afflicted with Temporal Drag. | 95,000 / 160,000 / 325,000 / 600,000 |
Disarming Sling[]
Disarming Sling Operator Slinging through enemies has a 20 / 30 / 40 / 50% chance to disarm them.
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60,000 / 105,000 / 215,000 / 400,000 |
No Quarter[]
No Quarter Operator Killing a disarmed enemy increases Operator energy regen rate by 2 / 5 / 7 / 10% for 2.5 / 5 / 7.5 / 10s. 4 / 4 / 4 / 4 Max Stacks.
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95,000 / 160,000 / 325,000 / 600,000 |
Notes[]
- The Zenurik school tree requires 9,000,000 Zenurik focus points to fully unlock all nodes at max rank, as well as 1,500,000 and 2 Brilliant Eidolon Shards to unbind both Way-bound nodes, for a grand total of 10,500,000 focus.
- A fully levelled Zenurik Operator is capable of:
- Way-Bound: Increases the Operator's energy capacity and regeneration by 90%.
- Passive: Energy Pickups grant 50% additional energy over 5 seconds.
- Warframe Passive: Abilities can be cast at no energy or shield cost once per 60 seconds.
- Void Sling: Slinging through enemies have a 50% chance to be disarmed. Killing a disarmed enemy increases Operator energy regeneration by 10% for 10 seconds and stacks 4 times.
- First Ability: Creates an energy-restoring well for 8 seconds which grants a 30 second buff regenerating 5 energy per second, affects Operators, Warframes, and Necramechs. Casting inside a well increases its radius, increases its duration by 20 seconds, and grants 20% Warframe Ability Strength.
- Second Ability: Emits a radial burst that slows down enemies within 20 meters by 80% for 15 seconds, with +100% headshot damage.
Tips[]
- Temporal Drag is one of the few crowd control abilities that is still effective against enemies with Overguard.
- Zenurik school can help mitigate Energy Reduction debuff in Sortie missions.
- Wellspring can help regenerating energy, though at the significantly lower rate.
- Inner Might provides full benefit of casting an ability at no cost.
Patch History[]
Update 35.0 (2023-12-13)
- Fixed being able to use Inner Might multiple times when casting Abilities via the Railjack Tactical Menu. Now, Inner Might will be used for the initial cast and go into cooldown, as intended.
- Fixed subsequent casts of Xaku's The Lost and The Vast Untime Abilities not consuming Inner Might charges, allowing them to be cast for free repeatedly.
- Fixed an issue where Nidus' Virulence Energy refund per enemy hit was incorrectly displayed as zero when Zenurik's Inner Might was equipped.
Hotfix 34.0.1 (2023-10-18)
- Fixed Zenurik’s Inner Might ability not working at mission start.
Update 33.0 (2023-04-26)
- Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped.
Hotfix 32.3.5 (2023-02-28)
- Fixed Zenurik’s Inner Might charges not being consumed when triggered before casting Yareli’s Merulina.
- Fixed script error that could occur to Clients clients after casting Zenurik’s Inner Might.
Hotfix 32.3.4 (2023-02-23)
- Fixed Zenurik’s Inner Might at max rank granting a free ability cast every 90 seconds, instead of every 60 as intended.
Update 32.2 (2022-11-30)
- The Last Gasp Indicator now pulses to its FX audio.
Hotfix 32.0.3 (2022-09-14)
- Fixed casting an ability via the Railjack Tactical menu at no cost back to back if you have Zenurik’s Inner Might active.
Update 32.0 (2022-09-07)
- Fixed Zenurik’s Inner Might causing Atlas’ Rubble Heap Augment Mod to cost Energy even when you have over 1400 rubble.
- Fixed issue of recasting Vast Untime on Xaku consuming a charge of Inner Might but not reducing the casting cost.
Hotfix 31.6.4 (2022-07-14)
- Fixed being unable to pick up Energy Orbs after casting Zephyr’s Airburst while Zenurik’s Inner Might is active.
Hotfix 31.6.3 (2022-06-16)
- Fixed a script error that could occur if Zenurik's Disarming Sling hit a player under the effects of a Radiation proc.
Update 31.6 (2022-06-09)
- Updated the FX on Zenurik’s Temporal Drag.
- Changed Temporal Drag and Temporal Shot so that only one damage number pops up when headshotting a slowed enemy.
- The reason behind this change simply is less damage number pop-up spam and consistency with other damage buffs across the game. Precision headshot damage buffs, for example, buff the damage on headshots but only display the one aggregated damage number per shot. Before this change, headshotting enemies affected by Temporal Drag would show two damage numbers, one for the base damage and one for the bonus. Now it will behave exactly like normal precision headshot buffs, only it will be conditional on the target enemy being slowed by the Temporal Drag ability.
- Temporal Shot’s bonus headshot damage on targets can now be affected by another player’s Temporal Drag.
- Fixed Temporal Drag not using chosen Energy colors.
- Fixed the Rubble Heap Augment mod not granting free casts of Atlas’ Landslide if Inner Might was equipped.
- Fixed case of Hildryn’s Helminth abilities costing less Shields if Inner Might was equipped.
Hotfix 31.5.7 (2022-05-06)
- Replaced the following Focus abilities’ casting animation with a faster variant that is also upper body only - which now allows for full movement while casting as opposed to staying stationary:
- Temporal Drag
- Fixed the incorrect values for Inner Might’s Energy cost when Ability Efficiency is not at 100% (equipping Blind Rage for example).
- For most Warframe abilities this was a UI only bug, gameplay values were unaffected. But some really did end up with very wrong energy costs.
Hotfix 31.5.4 (2022-05-02)
- Fixed Xaku being unable to cast the Vast Untime if they have no Energy available while Inner Might is active.
Hotfix 31.5.3 (2022-04-29)
- Fixed Energy/Shield Drain for a Helminth Ability equipped on Hildryn being extremely high after using Inner Might, making it impossible to cast.
Hotfix 31.5.2 (2022-04-28)
- Fixed Subsumed abilities on Lavos being blocked from casting while Inner Might is active. As reported here: https://forums.warframe.com/topic/1306359-new-zenurik-talent-breaks-lavos/
- Fixed script error related to Inner Might.
Hotfix 31.5.1 (2022-04-27)
- Fixed script error when trying to disarm a target with Disarming Sling.
- Fixed script error related to Temporal Drag.
Update 31.5 (2022-04-27)
- ZENURIK
The Zenurik believed the clearest path to victory was to Dominate the Enemy. Those who master the Zenurik school believe that sheer strength could erase any resistance.
Rest assured the core of Energizing Dash remains as-is with some slight updates. Our goal is to bring other Focus Schools up to the level of Zenurik while still maintaining the School’s tactical benefits.
- 6 new Focus Abilities:
- HARDENED WELLSPRING (First Ability input)
- Tap First Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside.
- Wellspring is the new name for (the relatively unchanged) Energizing Dash, which you can read about further below.
- TEMPORAL DRAG (Second Ability input)
- Second Ability emits a radial burst slowing any enemy it touches by 80% for 10s.
- TEMPORAL SHOT (Passive)
- Precision head shot damage increased by 100% on enemies afflicted with Temporal Drag.
- DISARMING SLING
- Slinging through enemies has a 50% chance to disarm them.
- NO QUARTER
- Killing a disarmed enemy increases Operator energy regen rate by 10% for 10s. 4 Max Stacks.
- INNER MIGHT (Passive)
- Allows Abilities to be cast without using Energy or Shields but requires 60s to recharge.
- HARDENED WELLSPRING (First Ability input)
- Void Flow, Void Siphon, and Energy Pulse remain unchanged.
- Energizing Dash is now Wellspring with the slight change of being a direct input Ability (First Ability input) as opposed to a Void Dash.
- This also affects Necramechs.