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Never stop moving. Gauss' 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.

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.

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: Saint of Altra.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
3
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 325 Blueprint Price: Credits64 30,000
Neuroptics
Credits64
15,000
ArgonCrystal64
1
Rubedo64
1,600
Salvage64
6,200
AlloyPlate64
2,950
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
RadianSentirum64
3
HeartNyth64
3
StarCrimzian64
6
Grokdrul64
55
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
RadiantZodian
3
MarquiseThyst
3
MytocardiaSpore
70
ThermalSludge
85
Time: 12 hrs
Rush: Platinum64 25

Acquisition

Gauss components drop from Tier C Disruption on Kelpie, Sedna. Each component has a 10% drop chance.
Drop Chance Expected Nearly Guaranteed
Chassis Blueprint 10% 18 – 19 Tier C Rewards 76 ± 21 Tier C Rewards
Neuroptics Blueprint 10%
Systems Blueprint 10%

Expected refers to total number of runs a player can expect to receive at least one of each drop associated with the respective values.

Nearly Guaranteed refers to the total number of runs a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.

For more detailed definitions and information on how these number were obtained visit here.


LoreEdit

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 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.

NotesEdit

TriviaEdit

  • 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 Mag's alternate helmets, the Mag Gauss Helmet.
  • Gauss is the 41st Warframe to be released (excluding Primed and Umbra variants).
  • Unlike several other Warframes that require exclusive resources from only one of the Landscapes, Gauss' 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 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' profile video, riding a K-Drive while Gauss sprints beside him.
  • Gauss is the first Warframe to be featured in the Leverian.
    • The Leverian displays Gauss' airfoil system as a separate part.
  • Gauss is the fourth Warframe to use another type of ability resource besides energy, after NidusIcon272 Nidus, BaruukIcon272 Baruuk, and HildrynIcon272 Hildryn. In Gauss's case, he uses his Electrokinetic Battery.
    • Unlike other Warframes, all of Gauss' abilities still require energy to activate.
  • In Gauss' profile video, Lotus pronounces his name as "goss" (to rhyme with "moss"), as opposed to the usual pronunciation of "gouse" (to rhyme with "house"). Unlike TitaniaIcon272 Titania this pronunciation choice is inconsistent as Drusus uses the latter option.

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Electrokinetic BatteryEdit

To achieve supersonic speed, GaussIcon272 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 Redline grants access to the final 20% of the battery.

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.

Battery Power is Gauss' unique secondary resource that charges or drains from the Speed Gauge displayed above his ability icons, depending on the ability he uses:

Passive

  • +1% battery per ? meters 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 Mach Rush

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

KineticPlating130xDark Kinetic Plating

  • -1.28% battery per second while active.
  • -1.0%-6.5% battery per hit received.
  • +?% battery per melee hit to enemies.

ThermalSunder130xDark Thermal Sunder

  • +10% battery on casting Cold b Cold.
  • -10% battery on casting Heat b Heat.

Redline130xDark 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%).

Abilities Edit

MachRushModx256 MachRush130xWhite
ENERGY
15
KEY
1
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 damage)
Duration:N/A
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% (Slash w Slash status chance from Kinetic Plating)
50% (energy discount from Redline)

Info
  • 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 Impact b 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 KineticPlating130xDark Kinetic Plating is active, Mach Rush shockwave instead inflicts Slash b Slash damage and proc on enemies caught in its explosion radius.
    • Mach Rush through a ThermalSunder130xDark Thermal Sunder area to add its Cold b Cold or Heat b Heat damage to Mach Rush's knockdown and shockwave explosion.
    • Mach Rush energy cost is halved during Redline130xDark 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.

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 knockdowned.
    • However, this will still trigger an alarm in Spy vaults.
  • Use Cold ThermalSunder130xDark Thermal Sunder to slow enemies knocked down or ragdolled by Mach Rush from recovery.
  • As the energy cost is halved during Redline130xDark Redline, Mach Rush is a more economical option to charge the battery compared to Thermal Sunder.
  • To avoid a lockdown, do not use Mach Rush in some areas of Corpus Ship tileset as kinetic shockwave, generated from crashing into solid objects, can break a cracked Reinforced Glass within the radius.
  • Using Mach Rush while aim-gliding and blocking will wall-latch onto the point of impact.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

Call missing from Template:Maximization


KineticPlatingModx256 KineticPlating130xWhite
ENERGY
50
KEY
2
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: 1.28% s-1

Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)
Duration:15 / 20 / 25 / 30 s (duration)
Range:N/A
Misc:1.0 - 6.5% (battery drain per hit)
?% (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% (Slash w Slash status chance for Mach Rush)
100% (base melee damage bonus and stagger chance from Redline)

Info
  • Gauss shields himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming Impact b Impact, Puncture b Puncture, Slash b Slash, Cold b Cold, Heat b Heat, and Blast b Blast damage types, while also becoming immune to stagger and knockdown effects for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1.28% 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 ?% 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 ~6.5%. Melee hits blocked generally drain less battery.
    • Both damage reduction and energy restoration still function even when the battery is empty.
  • Ability Synergy:
    • While Kinetic Plating is active, MachRush130xDark Mach Rush's shockwave instead inflicts Slash b Slash damage and proc on enemies caught in its explosion radius.
    • While the battery level is boosted during Redline130xDark 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 20pxAdaptation.
    • 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 20pxHunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
  • Kinetic Plating synergizes well with Mod TT 20pxQuick 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% regardless of Ability Strength.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

Call missing from Template:Maximization


ThermalSunderModx256 ThermalSunder130xWhite
ENERGY
50
KEY
3
Thermal Sunder
Siphon Kinetic energy from the area, charging the battery and inflicting Cold w Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Heat w Heat Status on nearby enemies.


Strength:75 - 375 / 100 - 500 / 125 - 625 / 150 - 750 (Cold w Cold damage)
150 - 750 / 200 - 1000 / 250 - 1250 / 300 - 1500 Heat w 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 charge on tap)
10% (battery drain on hold)
100% (Heat w Heat ignite damage bonus)
100% (Cold w Cold freeze chance and Heat w Heat ignite chance from Redline)
≤100% (Blast w Blast enemy armor reduction from Redline)

Info
  • 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 Cold b 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 Cold b Cold damage on empty battery, up to a maximum of 375 / 500 / 625 / 750 Cold b 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 Cold b 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 Heat b 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 Heat b Heat damage on empty battery, up to a maximum of 750 / 1000 / 1250 / 1500 Heat b 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 Heat b Heat proc, they are set ablaze by scorching flames, taking 100% extra damage over time, which can be stacked multiplicatively by recasting.
    • Initial and final radii 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.
  • Casting Thermal Sunder of the opposite damage type on enemies already afflicted with Cold b Cold or Heat b Heat procs, combines the damage type into Blast b Blast. Affected enemies first have the initial status effect removed, receive the new status effect, then also receive a Blast b Blast proc and deals damage based on the mode being used plus the damage of the cancelled status.
    • Blast b 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 Blast b Blast proc. Casting Cold b Cold first then Heat b Heat will knock enemies outwards, while casting Heat b Heat first then Cold b 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 Cold b Cold area first, casting Heat b Heat proc on them will remove the Cold b Cold proc and replace it with Heat b Heat.
  • Ability Synergy:
    • MachRush130xDark Mach Rush through a Thermal Sunder area to add its Cold b Cold or Heat b Heat damage to Mach Rush's knockdown and shockwave explosion.
    • Thermal Sunder gains bonuses to its status effects when Redline130xDark Redline is active and above the redline battery charge (>80%):
      • The Cold b Cold proc freezes enemies solid instantly.
      • The Heat b Heat proc deals full damage-over-time against enemies.
      • The Blast b 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.

Tips & Tricks
  • Thermal Sunder does not affect cracked Reinforced Glass in Corpus Ship tileset and can be used to safely clear a corridor without causing a lockdown.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

Call missing from Template:Maximization


RedlineModx256 Redline130xWhite
ENERGY
100
KEY
4
Redline
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 (Impact w Impact Puncture w 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)
Range:N/A
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% (Cold w Cold freeze chance and Heat w Heat ignite chance for Thermal Sunder)
≤100% (Blast w Blast enemy armor reduction for Thermal Sunder)

Info
  • Gauss overclocks his Electrokinetic 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 Impact b Impact and Puncture b 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.
      • 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 Mach Rush energy cost is halved when cast during Redline.
    • While the battery level is boosted during Redline, KineticPlating130xDark Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
    • ThermalSunder130xDark Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
      • The Cold b Cold proc freezes enemies solid instantly.
      • The Heat b Heat proc deals full damage-over-time against enemies.
      • The Blast b 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.

Tips & Tricks
  • To avoid a lockdown, do not activate Redline in some areas of Corpus Ship tileset as its projectiles can break a cracked Reinforced Glass.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

Call missing from Template:Maximization


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

MachRush130xWhite MachRush130xWhite
KineticPlating130xWhite KineticPlating130xWhite
ThermalSunder130xWhite ThermalSunder130xWhite ThermalSunder130xWhite
Redline130xWhite Redline130xWhite

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GaussIcon272 Gauss can be equipped with the following items:

CosmeticsEdit

See alsoEdit

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Hotfix 25.8.1
  • Added 2 new tips regarding Gauss' Abilities.
  • Improved visibility during Mach Rush and reduced camera shakes during longer jogs.

Update 25.8
Gauss Changes & Fixes:

Passive:

  • 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.

Redline:

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

General:

  • 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

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

Hotfix 25.7.4

  • 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 25.7.3.1

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

Hotfix 25.7.2

  • 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

  • Introduced.

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