To achieve supersonic speed, Gauss draws upon both his Energy reserves and his state-of-the-art electrokinetic battery to fuel his abilities. 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; Gauss also charges his battery power by 1% per 1.5 meters as he moves.
Gauss has access to 80% of the battery in his default state, activating Redline grants access to the final 20% of the battery.
Gauss gains bonus Shield recharge rate and shield recharge delay reduction for every point of battery stored in his gauge, up to a maximum of 80% for both when the battery is full.
Burst into a hyper-sprint bowling over enemies and charging the battery. Crashing into solid objects generates a powerful shockwave. Hold to rush continuously.
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 at 25 m/s; 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.
For example, a Gauss using Rush with Dispatch Overdrive active will have a Rush Speed of 25 + 6 * 1.4 * 1.25 * [(1 + 0.3) * (1 + 0.6) - 1] = 36.34 m/s
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 / 800Impact damage and blasting away all enemies within range.
Ability Synergy:
While active, Kinetic Plating adds 100%Slash damage to Mach Rush's shockwave, and makes it inflict a Slash proc on enemies caught in its explosion radius.
Mach Rush through a Thermal Sunder area to add its Cold or Heat damage to Mach Rush's knockdown and shockwave explosion.
Mach Rush expends 25energy to sprint, then drains 12.5 energy per second while active and will remain active until Gauss's energy is depleted, or the ability is deactivated.
Mach Crash is an Warframe Augment Mod for Gauss' Mach Rush that grants it the ability to create a vortex upon colliding with level geometry, vacuuming nearby enemies in.
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.
Sometimes the initial dash may or may not trigger alarms in Spy missions.
Use Cold Thermal Sunder to slow enemies knocked down or ragdolled by Mach Rush from recovery.
As the energy cost is halved during Redline, Mach Rush is a more economical option to charge the battery compared to Thermal Sunder.
With a high enough sprint speed stat and battery charge, tapping Mach Rush can potentially cost no energy, allowing you to easily keep Gauss's battery charged to it's maximum during Redline.
Using Mach Rush while aim-gliding and blocking will wall-latch onto the point of impact.
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.
Misc:
0.1% (battery drain per hit) 1% (battery drain per second) 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% (Slash status chance for Mach Rush) 100% (base melee damage bonus and stagger chance from Redline)
Gauss expends 50energy to shield himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming Impact, Puncture, Slash, Cold, Heat, and Blast damage types, while also becoming immune to Heat, Cold, Blast, Stagger, and Knockdown statuses for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and 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 incoming damage 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 ).
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.
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%Slash damage to Mach Rush's shockwave, and makes it inflict a Slash proc on enemies caught in the explosion radius.
While the battery level is boosted during 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 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 wouldn'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 Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
Kinetic Plating synergizes well with 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.
Siphon kinetic energy from the area, charging the battery and inflicting Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Heat Status on nearby enemies.
Gauss expends 50energy to manipulate the kinetic energy around him to create an area of extreme temperatures with an initial radius of 6 / 8 / 10 / 12 meters, which gradually 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 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 / 150Cold damage on empty battery, up to a maximum of 375 / 500 / 625 / 750Cold 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 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 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 / 300Heat damage on empty battery, up to a maximum of 750 / 1000 / 1250 / 1500Heat 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 proc, Thermal Sunder deals its normal damage plus the damage of the current Heat proc[1].
Damage per second has a moderate chance to stagger light enemy units within the area.
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 or Heat procs, combines the damage type into Blast. Affected enemies first have the initial status effect removed, receive the new status effect, they also receive a Blast proc and deals damage based on the mode being used plus the damage of the canceled status.
Remaining Proc Duration is based on the duration of the proc on the enemy being canceled, i.e. casting a Heat Thermal Sunder on an enemy affected by a Cold will use the remaining duration of the Cold proc.
For example: Casting a Heat Thermal Sunder at 80% battery followed by a Cold Thermal Sunder at 70% battery with 6 seconds left on the Heat proc will deal: [300 + 0.8 * (1500 - 300)] * 6 + [150 + 0.7 * (750 - 150)] = 8,130 damage.
At 100% battery with Redline, this formula can be simplified if the ability is recasted immediately: (12000 * Ability Duration + 750) * Ability Strength
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 proc. Casting Cold first then Heat will knock enemies outwards, while casting Heat first then 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 area first, casting Heat proc on them will remove the Cold proc and replace it with Heat.
Ability Synergy:
Mach Rush through a Thermal Sunder area to add its Cold or Heat damage to Mach Rush's knockdown and shockwave explosion.
Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
Heat mode's damage is doubled. This doubling is applied after the bonus damage from active heat procs on a target, allowing consecutive casts to do double the previous cast's damage.
The Blast proc permanently reduces 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.
Armor reduction scales linearly from 0% armor reduction at 80% battery to 100% armor reduction at 100% battery.
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. Casting Thermal Sunder in a new area after reaching the maximum of Heat or Cold areas will remove the oldest area of corresponding element.
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 / 450Cold damage and 450 / 600 / 750 / 900Heat damage.
However, the damage scaling from Heat status is capped to 10x of the ability's damage.
Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated.
Gauss expends 100energy to overclock 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, and Reload Speed and Casting Speed by a minimum of 4% / 6% / 8% / 10% at empty battery to a maximum of 20% / 30% / 40% / 50% 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 ).
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%Impact and 18.75%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.
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:
Mach Rush energy cost is halved when cast during Redline.
While the battery level is boosted during Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
The Heat proc deals full damage-over-time against enemies.
The 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.
↑Does not apply when damaging Overguard or units that cannot be frozen solid by Thermal Sunder, such as Index Brokers