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Never stop moving. Gauss's battery is charged by movement, powering his devastating kinetic abilities. They can't kill what they can't hit.

Charging his abilities with every step, he's streamlined for speed. This is Gauss, the runner, the rapid.

If the battle seems out of control, Tenno, you're not going fast enough.

Release Date: August 29th, 2019

Engines ready for ignition. Coolant circulation systems online. Revved into kinetic overdrive, the speedster Gauss leaves his competition amidst the dust. Accelerate and race across vast landscapes or seas. Recharge power from hostile strikes and reduce the force of their impact. Flash-freeze enemies dead in their tracks, then spontaneously combust his foes, as he paves the path to a swift victory. Gauss kickstarted in Update 25.7 (2019-08-29): Saint of Altra.


Gauss's main blueprint can be purchased from the Market. Gauss's component blueprints drop from Tier C Disruption on Kappa, Sedna. Each component has a 7.84% drop chance.
Item Source Chance Expected Nearly Guaranteed
Chassis.png Chassis Blueprint Sedna Disruption / C 7.84% ~ 12 C Rotations 84 ± 28 C Rotations
Systems.png Systems Blueprint Sedna Disruption / C 7.84% ~ 12 C Rotations 84 ± 28 C Rotations
Helmet.png Neuroptics Blueprint Sedna Disruption / C 7.84% ~ 12 C Rotations 84 ± 28 C Rotations

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations. Drop chances are rounded to two decimal places, following the official drop tables repository.
Expected means a player can expect to obtain at least one of a drop every N attempts on average.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 1 in 10^2,3, and 4 probability not to have recieved a single drop (99%, 99.9%, and 99.99% probability to have received at least one drop).
The combined probability of multiple drops is 1 - ((1-A%) * (1-B%) * ...) (add drops in same rotation)

For more detailed definitions and information, visit here.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64.png 50
MarketIcon.png Market Price: Platinum64.png 275 Blueprint2.svg Blueprints Price:Credits64.png30,000
Gauss Neuroptics Blueprint
Time: 12 hrs
Rush: Platinum64.png 25
Gauss Chassis Blueprint
Time: 12 hrs
Rush: Platinum64.png 25
Gauss Systems Blueprint
Time: 12 hrs
Rush: Platinum64.png 25


Main article: Leverian#Gauss

Ah, Gauss. Where to begin, where to begin... Well, the Ceres excavation of course. The site of the ancient tower of Altra.

Blastcrete emplacements, air sentries... its fields saturated with tremor mines. A great fortress for the Great Lords of Ceres... until they were pitched from the roof, immortal bodies erupting on the dread mines below.

An insurgency, from within. The Dax sent to reclaim Altra fared no better. Those that ran the gauntlet of bore-guns were soon cindered in the field beyond... That's when they called in our fleet-footed friend here.

Altra was an ancient tower fortress on Ceres owned by the Orokin. An insurgency occurred there and the Orokin demanded its recapture. However, the tower's defenses proved to be impenetrable to the Dax batallion.

Gauss was then called in to quell the insurgency. With his immense speed, he blitzed through the minefield and into tower and was able to reclaim it. His victory earned him the title: The Saint of Altra.

Drusus, the Leverian's host, later found Gauss and his equipment in an excavation of the area.

Gauss. Front edge: smooth heat-resistant composites. Trailing edges: streamlined, foiled, this particular one vaguely warped by extreme heat stress.

The Saint of Altra. If the mind wanders, what do you see?

I see a vivid Lord-like Festival, the tremor mines bursting in a blinding wave, rising toward Altra. And Gauss - a smear of light, just ahead of the thermal avalanche - fast as fire. No... faster.



  • Gauss is named after Carl Friedrich Gauß, the German mathematician and physicist who made significant contributions to many fields in mathematics and sciences, most notably in Electromagnetism, Differential Geometry, Algebra, and Statistics.
  • The term Redline is an automotive term that refers to the maximum revolutions-per-minute (RPM) that an engine is designed to withstand without damaging its own components. It can also be used as a verb to refer to running an engine at or beyond its maximum safe RPM (e.g. "to redline").
  • The name of the Gauss Mag Helmet, his alternate helmet, is a deliberate reversal of one of MagIcon272.png Mag's alternate helmets, the Mag Gauss Helmet.
  • Gauss is the 41st unique Warframe to be released.
  • Unlike several other Warframes that require exclusive resources from only one of the Landscapes, Gauss's Chassis and Systems require resources from Plains of Eidolon and Orb Vallis, respectively.
  • Gauss is the first Warframe whose component blueprints are acquired from Disruption.
  • Gauss was planned to be released alongside GrendelIcon272.png Grendel, who is said to be his best friend, but DE made the decision to release Grendel later. As a nod to this, Grendel can be seen in Gauss's profile video, riding a K-Drive while Gauss sprints beside him.
    • Part of Gauss is also displayed in Grendel's Leverian display.
  • Gauss is the first Warframe to be featured in the Leverian.
    • The Leverian displays Gauss's airfoil system as a separate part.
  • Gauss is the fourth Warframe to use another type of ability resource besides Energy, after NidusIcon272.png Nidus, BaruukIcon272.png Baruuk, and HildrynIcon272.png Hildryn. In Gauss' case, he uses his Electrokinetic Battery.
    • However, unlike the other Warframes, all of Gauss's Abilities still require energy to activate.
  • In Gauss's profile video, Lotus pronounces his name as "goss" (/ɡɔs/, to rhyme with "moss"), as opposed to the usual pronunciation of "gouse" (/ɡaʊs/, to rhyme with "house"). Unlike TitaniaIcon272.png Titania this pronunciation choice is inconsistent as Drusus uses the latter option.

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To achieve supersonic speed, GaussIcon272.png Gauss draws upon both his Energy reserves and his state-of-the-art electrokinetic battery to fuel his abilities. Gauss has access to 80% of the battery in his default state; activating Redline130xDark.png Redline grants access to 100% of the battery. The battery, displayed as a gauge meter above his ability icons, acts as a secondary resource that charges or drains depending on the ability he uses:


  • +~0.5% battery per meter as Gauss moves.
  • +?% battery per second while reviving an ally in Bleedout.
  • -3% battery if Gauss falls out of bounds.
  • -15% battery per second if Gauss stands in a Nullifier Crewman bubble.

MachRush130xDark.png Mach Rush

  • +10% battery on cast.
  • +1% battery per enemy hit.

KineticPlating130xDark.png Kinetic Plating

  • -1% battery per second while active.
  • -1%-5% battery per hit received.
  • +0.25% battery per melee hit to enemies.

ThermalSunder130xDark.png Thermal Sunder

  • +10% battery on casting DmgColdSmall64.png Cold.
  • -10% battery on casting DmgFireSmall64.png Heat.

Redline130xDark.png Redline

  • -2% battery per second while below 100% on the counter.
  • After Redline expires, the battery drains to the amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%).

The amount of battery stored amplifies Gauss's abilities:

  • Gauss passively gains bonus Shield recharge rate and shield recharge delay reduction for every point of battery stored in his gauge, up to a maximum of 120% for recharge rate and 80% for recharge delay when the battery is full.
  • Affects the damage reduction of KineticPlating130xDark.png Kinetic Plating.
  • Affects the damage and status duration of ThermalSunder130xDark.png Thermal Sunder.
  • Affects the fire rate, attack speed, reload speed, and holster speed bonuses, as well as the Redline counter and projectiles fired when above 80% battery, of Redline130xDark.png Redline.
    • Additionally procs special effects of Thermal Sunder when above 80% battery and while Redline is active.


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Main article: Mach Rush (edit)
MachRushModx256.png MachRush130xWhite.png
Mach Rush
Burst into a hyper-sprint bowling over enemies and charging the battery. Crashing into solid objects generates a powerful shockwave. Hold to rush continuously.

Energy Drain: 12.5 s-1

Strength:200 / 400 / 600 / 800 (explosion DmgImpactSmall64.png Impact damage)
Range:2 / 3 / 3 / 4 m (knockdown radius)
4 / 6 / 8 / 10 m (shockwave radius)
Misc:10% (battery charge on cast)
1% (battery charge per hit)
6 / 8 / 10 / 12 m (dash distance)
100% (DmgSlashSmall64.png Slash status chance from Kinetic Plating)
50% (energy discount from Redline)

  • Gauss sprints into action, propelling himself forward at supersonic speed toward the aiming reticle and instantly charging his battery by 10%. Tap the ability key to dash forward 6 / 8 / 10 / 12 meters. Hold down the ability key (default 1 ) to rush forward continuously; while rushing, Gauss can also sustain Mach Rush by holding down the forward movement key instead (default W ). Release the hotkeys for Mach Rush to halt Gauss in his tracks.
    • Battery charge on cast and dash distance are not affected by Mods.
    • Rushing speed is affected by Sprint Speed.
    • While rushing, Gauss is able to run across large bodies of water, commonly found on the Plains of Eidolon and Orb Vallis.
    • While rushing, Gauss's maneuverability is greatly reduced.
    • While rushing, Gauss can jump from the ground, but not double jump.
    • Rolling, meleeing, aiming or firing/charging a weapon will also cancel the rush.
  • When Gauss dashes or rushes past enemies within 2 / 3 / 3 / 4 meters from him, they suffer a knockdown and will charge his battery by 1% per enemy hit. If Gauss crashes into a solid obstacle, he stops on impact and generates a powerful kinetic shockwave that expands to a 4 / 6 / 8 / 10 meter radius explosion, inflicting 200 / 400 / 600 / 800 DmgImpactSmall64.png Impact damage and blasting away all enemies within range.
    • Knockdown and explosion radii are affected by Ability Range.
    • Explosion damage is affected by Ability Strength.
    • Battery charge per enemy hit is not affected by mods.
  • Ability Synergy:
    • While active, KineticPlating130xDark.png Kinetic Plating adds 100% DmgSlashSmall64.png Slash damage to Mach Rush's shockwave, and makes it inflict a DmgSlashSmall64.png Slash proc on enemies caught in its explosion radius.
    • Mach Rush through a ThermalSunder130xDark.png Thermal Sunder area to add its DmgColdSmall64.png Cold or DmgFireSmall64.png Heat damage to Mach Rush's knockdown and shockwave explosion.
    • Mach Rush energy cost is halved during Redline130xDark.png Redline.
  • Mach Rush drains 12.5 energy per second while active and will remain active until Gauss's energy is depleted, or the ability is deactivated.
  • Mach Rush is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.

Main article: Mach Crash

Mach Crash is an Warframe Augment Mod for GaussIcon272.png Gauss' MachRush130xDark.png Mach Rush that grants it the ability to create a vortex upon colliding with level geometry, vacuuming nearby enemies in.

Rank Vortex Range Duration Cost
0 +5m 3s 6
1 +6m 3s 7
2 +7m 3s 8
3 +8m 3s 9

Tips & Tricks
  • Tap Mach Rush to dash a set distance for quick repositioning.
    • In crowded hallways full of enemies, chain several Mach Rush dashes aimed at objects or walls to damage and blast away enemies clearing a path for your team. Dash in a zigzag pattern to create multiple shockwaves and reposition yourself behind the crowd.
  • Players can release the ability key when holding down the forward key while rushing to keep Mach Rush active. Release both keys to stop.
  • Mach Rush can be used to dash through Corpus Laser Barriers without getting knocked down.
    • However, this will still trigger an alarm in Spy vaults.
  • Use Cold ThermalSunder130xDark.png Thermal Sunder to slow enemies knocked down or ragdolled by Mach Rush from recovery.
  • As the energy cost is halved during Redline130xDark.png Redline, Mach Rush is a more economical option to charge the battery compared to Thermal Sunder.
  • Using Mach Rush while aim-gliding and blocking will wall-latch onto the point of impact.

Main article: Kinetic Plating (edit)
KineticPlatingModx256.png KineticPlating130xWhite.png
Kinetic Plating
Generate armor plating that converts a portion of absorbed kinetic damage (Physical, Heat, Cold, and Blast) into energy. Also protects Gauss from being staggered or knocked down. Damage resistance is relative to the battery level.

Battery drain per second: 1% s-1

Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)
Duration:15 / 20 / 25 / 30 s (duration)
Misc:1 - 5% (battery drain per hit)
0.25% (battery charge per melee attack)
2 / 3 / 4 / 5 % (energy restore per hit)
50% (damage reduction cap at empty battery)
100% (damage reduction cap at full battery)
100% (DmgSlashSmall64.png Slash status chance for Mach Rush)
100% (base melee damage bonus and stagger chance from Redline)

  • Gauss shields himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming DmgImpactSmall64.png Impact, DmgPunctureSmall64.png Puncture, DmgSlashSmall64.png Slash, DmgColdSmall64.png Cold, DmgFireSmall64.png Heat, and DmgBlastSmall64.png Blast damage types as well as their respective status effects, while also becoming immune to Panel.png Stagger and Knockdown b.png Knockdown effects for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and 1.0% to 6.5% battery power per hit received, to reduce affected damage by a minimum of 14% / 16% / 18% / 20% at empty battery, up to a maximum of 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of damage absorbed per hit is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
    • Duration is affected by Ability Duration.
    • Damage reduction scales with battery level and is affected by Ability Strength. Maximum damage reduction cannot exceed 100%. Minimum damage reduction cannot exceed 50%.
      • Damage reduction is calculated as:
        Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level
      • For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
    • Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
    • Battery drain per hit is dependent on the damage of the attacker up to a cap of 5%.
    • Both damage reduction and energy restoration still function even when the battery is empty.
      • Energy restoration is calculated before all damage mitigation.
  • Ability Synergy:
    • While Kinetic Plating is active, it adds 100% DmgSlashSmall64.png Slash damage to MachRush130xDark.png Mach Rush's shockwave, and makes it inflict a DmgSlashSmall64.png Slash proc on enemies caught in the explosion radius.
    • While the battery level is boosted during Redline130xDark.png Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.

Tips & Tricks
  • Kinetic Plating stacks and synergizes well with Mod TT 20px.png Adaptation.
    • Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
    • Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage type and the battery would't be full for most of the time.
    • On the other hand, Adaptation can reduce only one damage type for each particular attack.
  • Kinetic Plating stacks with Mod TT 20px.png Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
  • Kinetic Plating synergizes well with Mod TT 20px.png Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration.
  • Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level.
    • Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
    • This can be scaled up to 90%, which requires 250% Ability Strength.
    • However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.

  • Expand/Collapse
    Main article: Thermal Sunder (edit)
    ThermalSunderModx256.png ThermalSunder130xWhite.png
    Thermal Sunder
    Siphon Kinetic energy from the area, charging the battery and inflicting DmgColdSmall64.png Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting DmgFireSmall64.png Heat Status on nearby enemies.

    Strength:75 - 375 / 100 - 500 / 125 - 625 / 150 - 750 (DmgColdSmall64.png Cold damage)
    Duration:6 / 9 / 12 / 15 s (area duration)
    2.5 - 5 / 3 - 6 / 3.5 - 7 / 4 - 8 s (status duration)
    Range:6 / 8 / 10 / 12 m (initial radius)
    3 / 4 / 5 / 6 m (final radius)
    Misc:10% (battery charge)
    100% (DmgColdSmall64.png Cold freeze chance from Redline)
    ≤100% (DmgBlastSmall64.png Blast enemy armor reduction from Redline)
    4 (limit of areas per element)

    Strength:150 - 750 / 200 - 1000 / 250 - 1250 / 300 - 1500 DmgFireSmall64.png Heat damage)
    Duration:6 / 9 / 12 / 15 s (area duration)
    2.5 - 5 / 3 - 6 / 3.5 - 7 / 4 - 8 s (status duration)
    Range:6 / 8 / 10 / 12 m (initial radius)
    3 / 4 / 5 / 6 m (final radius)
    Misc:10% (battery drain)
    100% (DmgFireSmall64.png Heat ignite damage bonus)
    100% DmgFireSmall64.png Heat ignite chance from Redline)
    ≤100% (DmgBlastSmall64.png Blast enemy armor reduction from Redline)
    4 (limit of areas per element)

    Subsumable to Helminth

    • Gauss manipulates the kinetic energy around him to create an area of extreme temperatures with an initial radius of 6 / 8 / 10 / 12 meters, which quickly shrinks to a final radius of 3 / 4 / 5 / 6 meters and lasts for 6 / 9 / 12 / 15 seconds.
      • Tap the ability key (default 3 ) to absorb kinetic energy, charging battery power by 10% to inflict a DmgColdSmall64.png Cold proc on all enemies within range, lasting for a minimum duration of 2.5 / 3 / 3.5 / 4 seconds on empty battery, up to a maximum duration of 5 / 6 / 7 / 8 seconds on full battery. Enemies caught in the area creation receive a minimum of 75 / 100 / 125 / 150 DmgColdSmall64.png Cold damage on empty battery, up to a maximum of 375 / 500 / 625 / 750 DmgColdSmall64.png Cold damage on full battery; enemies lingering inside the area also receive damage per second, which diminishes in amount with the size of the area. When cast on enemies already affected by DmgColdSmall64.png Cold proc, they are instantly frozen solid for the full status duration.
      • Hold down the ability key to expend kinetic energy, draining battery power by 10% to inflict a DmgFireSmall64.png Heat and proc on all enemies in range, lasting for a minimum duration of 2.5 / 3 / 3.5 / 4 seconds on empty battery, up to a maximum duration of 5 / 6 / 7 / 8 seconds on full battery. Enemies caught in the area creation receive a minimum of 150 / 200 / 250 / 300 DmgFireSmall64.png Heat damage on empty battery, up to a maximum of 750 / 1000 / 1250 / 1500 DmgFireSmall64.png Heat damage on full battery; enemies lingering inside the area also receive damage per second, which diminishes in amount with the size of the area. When cast on enemies already affected by DmgFireSmall64.png Heat proc, Thermal Sunder deals its normal damage plus the damage of the current DmgFireSmall64.png Heat proc.
      • Initial and final radius are affected by Ability Range.
      • Area duration is affected by Ability Duration.
      • Initial damage and damage per second are affected by both Ability Strength and battery power level.
      • Damage per second has a moderate chance to stagger light enemy units within the area.
      • Status duration is affected by both Ability Duration and battery power level.
      • Battery charge on cast, battery drain on cast, and ignite damage bonus are not affected by Mods.
      • Enemies already afflicted with a status effect of the same type will have it reapplied; its status duration uses the battery power level at the time of the new Thermal Sunder cast.
      • Both DmgFireSmall64.png Heat and DmgColdSmall64.png Cold can only have 4 distinct areas active at any given time. Casting Thermal Sunder in a new area after reaching the maximum of DmgFireSmall64.png Heat or DmgColdSmall64.png Cold areas will remove the oldest area of corresponding element.
    • Casting Thermal Sunder of the opposite damage type on enemies already afflicted with DmgColdSmall64.png Cold or DmgFireSmall64.png Heat procs, combines the damage type into DmgBlastSmall64.png Blast. Affected enemies first have the initial status effect removed, receive the new status effect, they also receive a DmgBlastSmall64.png Blast proc and deals damage based on the mode being used plus the damage of the canceled status.
      • DmgBlastSmall64.png Blast damage is given by :
        • Remaining Proc Duration is based on the duration of the proc on the enemy being canceled, i.e. casting a DmgFireSmall64.png Heat Thermal Sunder on an enemy affected by a DmgColdSmall64.png Cold will use the remaining duration of the DmgColdSmall64.png Cold proc.
      • For example: Casting a DmgFireSmall64.png Heat Thermal Sunder at 80% battery followed by a DmgColdSmall64.png Cold Thermal Sunder at 70% battery with 6 seconds left on the DmgFireSmall64.png Heat proc will deal: [300 + 0.8 * (1500 - 300)] * 6 + [150 + 0.7 * (750 - 150)] = 8,130 damage.
      • DmgBlastSmall64.png Blast damage is affected by both Ability Strength and battery power level.
      • The order in which the elemental procs are combined changes the direction in which enemies within the ability area are knocked back by the DmgBlastSmall64.png Blast proc. Casting DmgColdSmall64.png Cold first then DmgFireSmall64.png Heat will knock enemies outwards, while casting DmgFireSmall64.png Heat first then DmgColdSmall64.png Cold will pull enemies in towards the player.
      • When casting both elements, the elemental proc cast second will override and replace the first element already present, e.g. if enemies were affected by the DmgColdSmall64.png Cold area first, casting DmgFireSmall64.png Heat proc on them will remove the DmgColdSmall64.png Cold proc and replace it with DmgFireSmall64.png Heat.
    • Ability Synergy:
      • MachRush130xDark.png Mach Rush through a Thermal Sunder area to add its DmgColdSmall64.png Cold or DmgFireSmall64.png Heat damage to Mach Rush's knockdown and shockwave explosion.
      • Thermal Sunder gains bonuses to its status effects when Redline130xDark.png Redline is active and above the redline battery charge (>80%):
        • The DmgColdSmall64.png Cold proc freezes enemies solid instantly.
        • Consecutive casts of the heat mode against enemies with a DmgFireSmall64.png Heat proc each deal twice the damage of the previous cast.
        • The DmgBlastSmall64.png Blast proc permanently strips away the enemy's current amount of armor based off of battery power level, up to a maximum of 100% with a full battery charge, before inflicting its damage.
    • Can be recast while active to create new Cold or Heat sunder areas. Gauss may create up to 4 distinct areas of either element, resulting in only 8 total distinct areas active at once.
    • Subsuming Gauss to the Helminth will offer Thermal Sunder and its augments to be used by other Warframes.
      • The damage dealt by Subsumed Thermal Sunder is equivalent to 50% of Gauss's battery: 225 / 300 / 375 / 450 DmgColdSmall64.png Cold damage and 450 / 600 / 750 / 900 DmgFireSmall64.png Heat damage.

    Main article: Thermal Transfer

    Thermal Transfer is a Warframe Augment Mod for GaussIcon272.png Gauss's ThermalSunder130xDark.png Thermal Sunder, increasing elemental damage for himself and allies within range.

    Rank Elemental Damage Duration Cost
    0 +40% 18s 6
    1 +50% 22s 7
    2 +60% 26s 8
    3 +75% 30s 9

    Main article: Redline (edit)
    RedlineModx256.png Redline130xWhite.png
    Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Speed into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated.

    Battery drain per second: 2% s-1

    Strength:100 / 200 / 300 / 400 (DmgImpactSmall64.png Impact and DmgPunctureSmall64.png Puncture area damage)
    Duration:15 / 20 / 25 / 30 s (duration)
    6 - 30% / 9 - 45% / 12 - 60% / 15 - 75% (fire rate buff)
    5 - 25% / 6 - 30% / 7 - 35% / 8 - 40% (attack speed buff)
    4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (reload speed buff)
    8 - 40% / 12 - 60% / 16 - 80% / 20 - 100% (holster speed buff)
    Misc:? m (activation knockback radius)
    +20% (battery limit release)
    50% (projectile accuracy)
    50% (energy discount for Mach Rush)
    100% (melee damage bonus and stagger chance for Kinetic Plating)
    100% (DmgColdSmall64.png Cold freeze chance and DmgFireSmall64.png Heat ignite chance for Thermal Sunder)
    ≤100% (DmgBlastSmall64.png Blast enemy armor reduction for Thermal Sunder)

    • Gauss overclocks his battery, blasting away enemies within ? meters around him and gaining access to 100% of his battery for 15 / 20 / 25 / 30 seconds. During Redline, Gauss grants himself bonus weapon fire rate by a minimum of 6% / 9% / 12% / 15% at empty battery to a maximum of 30% / 45% / 60% / 75% at full battery, melee attack speed by a minimum of 5% / 6% / 7% / 8% at empty battery to a maximum of 25% / 30% / 35% / 40% at full battery, reload speed by a minimum of 4% / 6% / 8% / 10% at empty battery to a maximum of 20% / 30% / 40% / 50% at full battery, and holster speed by a minimum of 8% / 12% / 16% / 20% at empty battery to a maximum of 40% / 60% / 80% / 100% at full battery. While active, Redline drains 2% battery power per second. Redline deactivates on duration end or by manually pressing the ability key again (default 4 ).
      • Duration is affected by Ability Duration.
      • Passive battery drain is not affected by Mods.
      • Fire rate, reload speed, holster speed, and melee attack speed buffs are affected by both Ability Duration and battery power level.
    • Redline introduces a new counter onto the battery gauge, shown as a percentage value between 0% and 100%. While the battery level is above 80%, the Redline counter gradually increases. The speed of the increase is based on battery level, with the counter decreasing if the battery level drops below the Redline limit. When the Redline counter reaches 100%, battery drain from abilities will be completely negated.
      • Redline counter maximum growth scales inversely with Ability Duration (e.g. more duration reduces growth), calculated as: 100% / ( Duration × 1/3 ). This means the Redline counter cannot be maxed earlier than 1/3rds of its duration.
      • While battery power level is above the Redline limit release, damaging projectiles of arcing electricity will periodically shoot out from Gauss and home in on nearby enemies with 50% accuracy, dealing 100 / 200 / 300 / 400 damage, with a distribution of 81.25% DmgImpactSmall64.png Impact and 18.75% DmgPunctureSmall64.png Puncture damage with a moderate status chance and guaranteed stagger effect. On deactivation, a variable number of projectiles are simultaneously released from Gauss and explode on impact with enemies.
        • Damage is affected by Ability Strength, Mod TT 20px.png Vigorous Swap, ArcaneArachne64x.png Arcane Arachne, and TheoremDemulcent64x.png Theorem Demulcent.
        • Number of projectiles released during Redline and on deactivation are affected by battery power level above the redline battery charge (>80%).
        • Projectiles will become more accurate and strike enemies more frequently, with the higher the battery power level beyond the redline limit.
      • When Redline expires, battery drains to amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%).
    • Ability Synergy:
      • MachRush130xDark.png Mach Rush energy cost is halved when cast during Redline.
      • While the battery level is boosted during Redline, KineticPlating130xDark.png Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
      • ThermalSunder130xDark.png Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
        • The DmgColdSmall64.png Cold proc freezes enemies solid instantly.
        • The DmgFireSmall64.png Heat proc deals full damage-over-time against enemies.
        • The DmgBlastSmall64.png Blast proc permanently strips away the current amount of armor based off of battery power level, up to a maximum of 100% with a full battery charge, before inflicting its damage.


    Strength Mods


    Duration Mods


    Range Mods


    MachRush130xWhite.png MachRush130xWhite.png
    KineticPlating130xWhite.png KineticPlating130xWhite.png
    ThermalSunder130xWhite.png ThermalSunder130xWhite.png ThermalSunder130xWhite.png
    Redline130xWhite.png Redline130xWhite.png

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    GaussIcon272.png Gauss can be equipped with the following items:


    See also

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    Update 31.5 (2022-04-27)

    • Fixed script error related to Gauss’ Thermal Sunder on Extraction.

    Update 31.3 (2022-03-28)

    • Fixed script error with Gauss’ Thermal Sunder.

    Hotfix 31.1.1 (2022-02-09)

    • Fixed script error related to Gauss' Thermal Sunder.

    Update 31.1 (2022-02-09)

    Update 31 (2021-12-15)

    • Fixed Gauss’s gauge in Redline having a puffy smoke effect around it.

    Hotfix 30.5.2 (2021-07-07)

    • Fixed a script error when casting Gauss’ Mach Rush ability.

    Hotfix 30.0.6 (2021-04-20)

    • Fixed Gauss’ Redline meter sound plays repeatedly if your drain & fill rates are close enough to keep it cycling back and forth around the redline.

    Hotfix 30.0.3 (2021-04-15)

    • Fixed issues with the mix adjustment of Gauss’ Mach Rush and Redline abilities to reduce spam in the context of tight quarter situations.

    Hotfix 29.6.4 (2021-01-06)

    • ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
    • Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!

    Update 29.5 (2020-11-19)

    • Augment: Mach Rush - Mod TT 20px.png Mach Crash
    • Relaxed on the Gauss Mach Rush FOV attenuation so it doesn't become too absurd in cases of extreme speed

    Hotfix (2020-10-27)

    • Fixed losing ability casting and weapon functionality when casting Gauss’ Thermal Sunder ability.

    Update 29.0 (2020-08-25)

    • Fixed up lighting props so that Gauss' skirt doesn't appear completely unlit in scenes that depend on ambient light.

    Update 27.4 (2020-05-01)

    Update 27.2 (2020-03-05)

    • Armor Change:
      • Gauss: 150 to 175
      • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
    • Fixed texture tiling issue with Gauss’ Redline FX.

    Hotfix 25.8.1 (2019-10-09)

    • Added 2 new tips regarding Gauss' Abilities.
    • Improved visibility during Mach Rush and reduced camera shakes during longer jogs.

    Update 25.8 (2019-10-01)
    Gauss Changes & Fixes:


    • Increased Shield regeneration speed buff from 80% to 120% max.
    • Increased Battery charge rate from moving by 25%. Going from 0% to 100% at full (unmodded) sprint now takes 20s vs 25s previously.
    • Battery will no longer drain during the Sanctuary Onslaught Zone teleport.
    • Gauss Spectres will start with 80% battery.
    • Fixed battery gain not taking vertical velocity into account.

    Mach Rush:

    • Now grants 1% Battery charge per enemy hit during the dash.
    • Increased Battery charge rate during continuous run by 33%.
    • Can now jump from ground while running (cannot jump in air) without cancelling the dash.
    • Added small synergy with Thermal Sunder; running through a bubble will add its damage to your dash and impact burst.
    • Fixed the ability screen showing "distance per energy" and unintentionally applying both Efficiency and Duration under the hood, resulting in Energy drain not matching the UI when you had Duration Mods. Changed Energy per meter stat into Energy per second: unmodded Energy drain remains the same, and while speed Mods previously increased Energy drain (more distance covered), they now no longer do. Thus, Energy drain will be either the same or better than before, never worse.

    Kinetic Plating:

    • Decreased Battery drain from damage by 33%.
    • While active, Melee weapon hits will grant a small amount of Battery charge.

    Thermal Sunder:

    • Increased bubble Duration from 4/6/8/10 to 6/9/12/15.
    • Increased minimum radius from 33% max to 50% max.
    • Split damage into two stats for Cold vs Heat. Increased damage for Heat mode by 2x.
    • Removed Blast damage stat, the Blast will use the damage of the mode you are applying (Cold or Heat) + the additional damage for cancelling the Status.
    • Blast Armor removal increased from 0-50% to 0-100%.
    • Blast Armor removal will now apply before the Blast damage is dealt, causing it to be more effective.


    • Increased Redline % gain rate by 33%.
    • Increased projectile seek chance from 33% to 50%.
    • Decreased passive Battery drain by 33%.


    • Added new sounds to Gauss when his Redline is filled and when it has been exceeded!
    • Fixed aimglide applying while holding aim with sword alone during Gauss Mach Rush, allowing you to become Zephyr.
    • Fixed jumping while using Gauss Mach Rush across water giving you no height, resulting in you getting wet.
    • Fixed Slash Status Effects dealing full damage to Gauss while Kinetic Plating is active. Status damage will be determined by current damage reduction at the time the Status occurs.

    Hotfix 25.7.5 (2019-09-09)

    • Toned down the brightness of Gauss’ Thermal Sunder Ability.

    Hotfix 25.7.4 (2019-09-05)

    • Gauss’ battery meter now builds when Reviving a teammate!
    • Fixed firing Exergis at the right time as Gauss’ Redline is activated causing you to be able to fire it continuously without needing to reload.
    • Fixed not being able to Gauss Mach Rush across the coolant in Orb Vallis Captura Scene.

    Hotfix (2019-09-03)

    • Fixed Gauss Kinetic Plating not giving the minimum damage protection when his meter is completely empty.

    Hotfix 25.7.2 (2019-08-30)

    • Fixed a script error when casting Gauss’ Kinetic Plating ability.
    • Fixed your camera flipping upside down when achieving ludicrous Gauss Mach Rush speed with maxed Field of View.

    Update 25.7 (2019-08-29)

    • Introduced.

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