Health represents how much damage an entity can sustain before becoming incapacitated. Warframes, Kubrows, Kavats, Rescue targets and Alad V will enter "bleedout" upon running out of health, while all other entities will be killed. A Warframe's health is indicated as a red number at the top right of the screen. The health of other entities can be displayed over their heads, should the player aim directly at them. While a Warframe is losing health, the screen's edges will begin to flash red at a pulse. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will play, and a slight ringing can be heard. This sound also plays when bleeding out and when dead.
Most attacks will only damage health after the entity's shields have been fully drained, but there are a few exceptions. Script error: The function "Proc" does not exist. damage, which is commonly dealt by units like Toxic Ancients, Toxic Crawlers and Venomous Eximus, will bypass shields and strike the target's health directly, which can also proc a Script error: The function "Proc" does not exist. damage-over-time effect. Script error: The function "Proc" does not exist. procs, such as those dealt by GrineerPowerfists, will temporarily halve victim's health (both current and maximum) even if the attack itself is absorbed by shields. Script error: The function "Proc" does not exist. damage from the Bleed status effect (from Script error: The function "Proc" does not exist. procs) will also bypass shields.
There are different types of damage which deal reduced or increased numbers against different entities. MOAs, for example, are mostly metal in composition and are not as easily cut open as the flesh of living Crewmen. Hence, MOAs have Robotic health, while Crewmen have Flesh as their health type; Script error: The function "Proc" does not exist. effects deal penalized damage to Robot health and bonus damage to Flesh.
There are thirteen health classes in total, but two of them are reserved for shields only and two of them are reserved for armor only—these four act differently from health, and are covered on Shields and Armor pages. The remaining nine health classes are partitioned into the three standard Factions, though both the Corrupted faction and the Tenno themselves borrow from these.
Faction
Non-Armor Health Classes
Script error: The function "Faction" does not exist.
The fact that Cloned Flesh differs from Flesh and that both Corpus and Tenno have the latter implies that Tenno are as human as the Corpus, while the Grineer are imperfect replications. Relevant to game mechanics, these two types of health share most vulnerabilities and all resistances, except that cloned flesh is Script error: The function "Proc" does not exist. flammable while normal flesh is easily Script error: The function "Proc" does not exist. poisoned.
Infested is different from Infested Flesh, even if by name they would seem identical. While you can check the details on their respective pages, know that both are vulnerable to the same types of damage, just resistant to different types; you can most likely use the same weapon loadout to perform against either type.
Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling does not interact at all with these multipliers.
Total Health = Base Health × (1 + Modifier) + Health Gain From Leveling
Base Health refers to the Warframe's health at Rank 0.
Health Gain From Leveling will be the difference between your rank 30 health and your rank 0 health. Zephyr, for instance, has 450 health at rank 30 but 150 health at rank 0, so her health gain from leveling would be 300 health.
Vitality and Vigor increase your Modifier by 4.4 and 1.2 at their maximum ranks, respectively. The Physiqueaura mod increases it by a mere 0.18 at maximum rank. Each additional squad member that brings Physique will increase your Modifier by an additional 0.18, to a maximum 0.72 addition in a four-player mission. Lastly, the bonus from some Arcane helmets contribute to the Modifier of this equation.
Unlike shields, health does not naturally regenerate over time, except when the Rejuvenationaura mod is equipped by at least one member of the squad. Otherwise, damage inflicted upon health must actively be healed either by picking up a Health Orb (and Energy Orbs with Equilibrium) or directly by a few certain Warframe abilities. Trinity and Oberon are the two Warframes with an inherent ability to explicitly restore health to all Warframes within the squad, and Nekros can Desecrate nearby corpses for a chance to spawn more health orbs. A Chroma in Script error: The function "Proc" does not exist. can raise both players' current and maximum health temporarily with Elemental Ward, and when the effect runs out, only the maximum health returns to its original value; effectively, the affected players have restored that much health. Additionally, Inaros's Scarab Swarm ability is capable of healing allies that are near enemies being affected by the ability. Some weapons have an innate ability to provide health restore to either self or allies. Hirudo is able to absorb 5% damage of every critical hit dealt on an enemy, and Sancti Magistar is able to heal on charged attack, affecting allies, companions, cryopods and hijack objectives. Heal amount is based on damage dealt, while the healing range is affected by melee weapon range mods, with a baseline of 15 meters.
Chroma expends 50Energy to emit an aura of elemental energy, empowering himself and nearby allies within 6 / 8 / 10 / 12 meters for 10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Generates a flame aura around Chroma and affected allies that increases base Health by 15% / 20% / 30% / 55% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance.
The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 270 health at rank 0, a rank-3 Elemental Ward with a maxed Vitality and Intensify will increase Chroma's health at rank 30 to 270 × (1 + 2 + 1 + 0.55 × 1.3) = 1,273.05.
Damage bypasses obstacles in the environment and decreases with distance.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as Electricity damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25%status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200Electricity damage.
The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 270 shields at rank 0, a rank-3 Elemental Ward with a maxed Redirection and Intensify will increase Chroma's shield capacity at rank 30 to 270 × (1 + 2 + 1 + 0.3 × 1.3) = 1,185.3.
Arc damage bypasses obstacles in the environment.
The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300Electricity damage at rank 3 to a single target as long as it's within range.
When infused into Hildryn by the Helminth, the Shield drained by skills is also converted into damage, but the base multiplier is 1x instead of 10x.
Damage from environmental hazards can also be converted into arc discharges.
Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
Toxin
Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by 15% / 25% / 30% / 35%, as well as weapon damage when Holstering by 15% / 25% / 30% / 35% for ? / ? / 3 / 3 seconds. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxin damage with a 100%status chance.
The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
Damage bypasses obstacles in the environment and does not decrease with distance.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 70% / 90% / 145% and creates an ice shield that reflects incoming fire back to its source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
Since Chroma has 370 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 370 × (1 + 1 + 1.45 × (1 + 0.3)) = 1,437.45.
As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
Non-hitscan projectiles are reflected in the direction of the source enemy.
Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting weapons fire.
Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two Heat auras do not increase damage nor health values, and possessing a Heat aura will negate receiving a Cold aura.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Elemental Ward does not work on Nekros' Shadows.
Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
Electricity
Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
Toxin
Works very well with weapons that require you to reload frequently or have long reload times.
Its dmg increase is considered as a Universal base dmg increase, same as Vex Armor and Arcane Arachne
Can reduce recharge delay for Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
Cold
Properly modded, a Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy.
The damage reflection is calculated using the damage before any damage reduction.
Bugs
Allies who enter, leave, then re-enter the radius of Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
The in-game UI shows the armor bonus from the Cold aura as a flat bonus rather than a percentage.
Equinox calls forth the serenity of night or calamity of day, surrounding herself in an aura of moonlight's gleam or sunlight's glare with a radius of 10 / 12 / 15 / 18 meters.
Mend & Maim expends 50Energy to activate, then drains 3.5 energy per second while active. Mend & Maim will end when Equinox's energy is depleted, Equinox is incapacitated, Mend & Maim is deactivated by casting Metamorphosis, or by pressing the ability key again (default 4 ).
Night Equinox emits a regenerative aura that grants 10 / 15 / 20 / 25Shield per enemy killed within range to Equinox and her allies inside the aura. Mend accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius. Upon deactivating Mend, all stored hitpoints are evenly distributed to the shields and health of Equinox and her allies within range.
Shields gained from enemies killed can accumulate Overshields.
The total amount of accumulated hitpoints is visible under Mend's icon beside Equinox's shield and health indicators.
Hitpoints restored per ally is calculated with the following expression: HP Restored per Ally = Total Accumulated HP ÷ (Equinox + Number of Allies).
When Equinox and her allies are healed, health restoration is prioritized over shield restoration (i.e., Mend will fully restore health before it can fully restore shields). This becomes apparent should there be an insufficient amount of stored hitpoints to completely heal Equinox and her allies within range when Mend is deactivated.
Allies are only healed up to their maximum shields and health; therefore, any excess accumulated hitpoints are effectively lost.
On Defense Objects, Mend restores up to 500 shields over 5 seconds which does not stack with similar restoration effects.
Day form
Day Equinox emits a lacerating aura that deals 75 / 100 / 125 / 150Slash damage with a 100% status chance and Stagger to all enemies within range. Maim accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius as Slash damage. Upon deactivating Maim, all stored damage is released in a violent burst that affects all enemies within range.
Aura damage is affected by Ability Strength, while the damage conversion percentage is not.
Enemies damaged by the aura are temporarily stunned.
The aura damage, proc, and stun will only apply once to each individual enemy.
The total amount of accumulated damage is visible under Maim's icon beside Equinox's shield and health indicators.
Upon deactivation the total accumulated damage is transformed into an area of effect Slash damage, which bypasses obstacles in the environment, against all enemies currently within the aura. Damage diminishes with distance but is not divided among the enemies.
AoE Damage (for each enemy) = Accumulated Damage × (1 - Distance to the Enemy ÷ Aura Radius)
Damage calculation here is before enemy's damage reduction
Casting Maim while Provoke is active will increase the aura damage.
Affected enemies are visually lashed by energy whips as they receive damage.
Maim can be recast to apply the aura damage, proc, and stun on previously affected enemies; however, recasting requires deactivation which will discharge all stored damage.
Aura range is visibly determined by the glistening wave-like energy on all surfaces around Equinox.
Enemies in range are highlighted in Equinox's energy color at its highest color intensity.
Cast delay of 2 seconds and deactivation delay of 1 second are affected by Casting Speed.
Energy Transfer is a Warframe Augment Mod for Equinox that allows Mend & Maim to remain active when switching forms via Metamorphosis, transforming the stored damage OR health charge into the corresponding opposite.
Mend can easily acquire a sufficient amount of charge to heal any allies and recover shields.
Mend & Maim will only absorb allies' damage on enemy health if a Warframe ability is involved.[citation needed]
While active, Mend & Maim will continue to store damage even in operator mode.
As Maim deals only Slash damage, it is less effective against heavily armored enemies like Grineer.
Maim is, however, quite effective against the Infested as they possess no armor and their health classes, except for Sinew, are vulnerable to Slash damage.
As damage accumulation/health conversion rate is not affected by Ability Strength, Mend & Maim wouldn't require high Ability Strength to be effective, especialy if built for effect upon deactivation.
Note that Mend's shield restored per kill is still affected by Ability Strength.
Garuda expends 50Energy to charge to an enemy target within 30 meters, Staggering all enemies within a 8 meter radius on reaching her target, then slashing it with a spiraling uppercut that impales the victim upon an altar of talons for 10 / 15 / 15 / 20 seconds. While impaled, the enemy is completely disabled as it stays suspended above the altar helplessly, becomes Invulnerable to incoming damage, and bleeds profusely emitting an aura with a 4 / 4.5 / 6 / 8 meter radius; when Garuda or her allies stand within the aura, blood flows from the victim to them, restoring 15% / 17% / 20% / 25% of their missing Health per second, while draining 1% of maximum health per second from the victim.
Up to a maximum of 3 altars can be created. When creating additional altars, the oldest target will automatically be released.
Health per second is displayed as a buff icon beside the player's shield and health bars.
Garuda must have sufficient space to land next to the victim to cast this ability.
Health restored per second is a percentage of the difference between the current and maximum health of the player or NPC being healed. It is not dependent on the enemy's current or maximum health.
Pressing the ability button (default 2 ) while aiming at an enemy impaled by Blood Altar will release the victim early before duration expires. Damage from outside sources inflicted on the victim while it was invulnerable will be dealt in full when it is released, and all Status Effects it received will resume their effects.
Garuda does not leap to the target to release it from the altar, instead she performs the action from her current position.
Casting Blood Altar is a full body animation that relocates Garuda to her target. Releasing a target does not play an animation on Garuda.
The aura radius is constantly visible to Garuda and her allies.
Enemies impaled on a Blood Altar visually appears to be covered in blood while they bleed constantly.
Altar aura and blood stream colors are affected by Garuda's chosen Energy color.
Subsuming Garuda to the Helminth will offer Blood Altar and its augments to be used by other Warframes.
Tips & Tricks
Can be used to temporarily incapacitate enemies, excluding them from the battle, especially useful with heavy units.
Due to the percentage health drain it will also make said heavy units easier to kill.
Blood Altar can also impale Sentient enemies, making for effective CC.
Blood Altars can heal players in Operator mode - including Garuda's own operator - making them potentially useful in circumstances that require prolonged action as an Operator, such as in Orphix runs (via an Altar near an Orphix field to heal the Operator out of his or her Necramech), while bringing down an Eidolon's shields, or many of the Operator-focused activities in the Zariman Ten Zero tilesets.
The Altars can also impale the physical forms of Thrax Centurions and Legates, conveniently putting them out of the fight.
Blood Altar can practically sustain the bonus Ability Strength from Archon Intensify especially when under heavy fire.
Garuda players can opt to replace Blood Altar with Sevagoth's Gloom via Helminth infusion, to become an excellent crowd controller and mobile healer for the team especially in Excavation, Defection, and the various unique missions on the Zariman Ten Zero tileset. However, this comes at the cost of losing the ability to set up multiple healing areas around the playing field.
Even though an enemy that is trapped on the blood altar is invulnerable, attacking them with a melee weapon will still raise a player's Melee Combo counter.
Harrow expends 50energy to flagellate himself twice with his thurible, sacrificing all of his shields and Overshields to gain 20% / 25% / 30% / 35%Fire Rate and 40% / 50% / 60% / 70%Reload Speed while restoring his Health by 50% of the amount of shields and overshields sacrificed. While active, 5% of any damage dealt by Harrow to enemies converts into health for Harrow and allies within his Affinity Range. Penance has a base duration of 4 seconds, plus extra duration of 1.25 / 1.33 / 1.43 / 1.54 seconds for every 100Shield and Overshields points drained, up to a maximum of 120 seconds.
The amount of shields to be drained is determined on activation. Shield points from Condemn will not be drained if gained during Penance's casting animation.
Each time Harrow flagellates himself, 50% of the total shield points are subtracted.
Can be recast while active to stack extra duration to the remaining time.
On Defense Objects, Penance restores up to 50 health per second.
While active, stylized art appears beneath the aiming reticle; when a player is healed by Penance, colored text denoting the amount of health healed from damage dealt briefly replaces the art for several seconds. Both visuals are affected by Harrow's Warframe energy color.
Harrow's wounds on his back from flagellation emit piercing light in his chosen Warframe energy color.
Casting Penance stops all of Harrow's movement and actions.
Tips & Tricks
Mod for a higher shield pool to gain more extra duration for Penance by default.
Harrow can opt to choose to build Penance over Ability Strength for quick bursts of fire rate and lifesteal, or Ability Duration for sustained fire rate and reduced need to deplete Shields to recast. While the former is useful in quick missions and Assassination runs, the latter can be useful in endless missions such as Survival, considering the added protection afforded by a Duration-based Covenant.
Use Condemn to quickly replenish shields and Overshields to fuel Penance' extra duration.
Build up your shield and Overshield pool again after casting Penance, then recast Penance to stack extra duration onto your remaining time to keep the ability active much longer.
Inaros expends 25energy to scatter a wave of cursed sand that inflicts Stagger to all enemies up to 10 / 12 / 13 / 15 meters away in a 180 degree cone in front of him, dealing 75 / 100 / 125 / 150True damage on hit, then 2 / 4 / 6 / 8True damage per second for 3 / 5 / 6 / 8 seconds; 25% of any damage dealt by the damage-over-time effect is conferred back to Inaros as Health. Enemies are also blinded by sand and open to Melee Finisher attack prompts (default X ) for the duration.
Desiccation bypasses obstacles in the environment and does not require line of sight.
Effect cone is directed at the reticle and not always forward like the visual effect suggests. For example, aiming directly upwards will apply desiccation to all enemies around but not below Inaros, counting as 360° in many circumstances.
Can be recast while active. Affected enemies that are not blinded can be blinded by another instance of Desiccation.
Cast delay of 0.5 seconds, affected by Casting Speed. Casting will interrupt movement.
Inaros visually creates a pile of sand on the ground beside him as he throws a handful forward. The sand pile lingers for a few seconds then dissipates.
Subsuming Inaros to the Helminth will offer Desiccation and its augments to be used by other Warframes.
Desiccation's Curse is a Warframe Augment Mod for Inaros' Desiccation ability that has a chance to summon a Swarm Kavat when killing a blinded enemy with a Finisher. Also passively increases the maximum limit of Sand Kavats.
Dessication provides an easy way for Inaros to deal melee finishers, allowing him to quickly regenerate his health when performed on a crowd.
Against certain types of enemies, namely Infested or MOAs, melee finisher is only triggerable from the back of the enemy. Blind them from the front, then execute the finisher attack from their back.
Inaros expends 50Energy to sink an enemy target within 20 / 30 / 40 / 50 meters into quicksand for 15 / 20 / 25 / 30 seconds, trapping it in place as it flails in panic becoming unable to move, attack, or use special abilities. While enemies are trapped, Inaros or any allies can perform the "Devour" action on them by holding down the Interact key (default X ); when devouring an enemy, the player (but not any companions) is completely Invulnerable to damage and Status Effects as Shields and Health are restored at a rate of 400 health per second, while also inflicting True damage per second to the victim. During the Devour action, the victim initially receives 50 / 100 / 150 / 250 damage per second, that ramps up to 100 / 200 / 300 / 500 damage per second over 2 seconds; damage is dealt in 10 ticks per second.
Enemies are unable to act while being actively devoured even if the ability's timer has expired.
The act of devouring a trapped enemy does not consume energy whether from Inaros or allies and can be sustained indefinitely for as long as the Use key is held, or the enemy expires.
The enemy being devoured by a player is invulnerable to outside sources of damage.
If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. Sand Shadows last for a duration equal to the time spent devouring them, or a minimum of 15 seconds. A maximum of 3 Shadows can be created.
Creating a new Sand Shadow will remove the oldest created one in existence.
If cast on an enemy target by holding down the ability key (default 2 ), Inaros latches energy tethers onto the enemy from up to 20 / 30 / 40 / 50 meters away, dragging it towards him and automatically devouring it upon making contact so long as the key is held.
Tethered enemy is dragged along the ground and can fall to lower terrain elevations.
Tethered enemy is invulnerable to outside sources of damage while being dragged in.
Dragging speed is affected by movement impairing effects such as Cold procs and Molecular Prime.
Ability Synergy: Enemies trapped by Devour will automatically restore health to Inaros and create a Sand Shadow on death when killed inside Sandstorm.
Devour cannot be cast on naturally flying enemies like Ospreys and Orokin Drones. Units that only have temporary flight abilities though like Hellions can still be pulled from mid-air and then devoured once on the ground.
Cast delay of 1 second is affected by Casting Speed, while devour recovery delay of 2 seconds is not. Casting will interrupt movement.
If the target dies before Inaros finishes his casting animation, energy used for Devour will be refunded; however, if the target is already trapped in quicksand and is being dragged in by the tether, it will not refund energy if killed during travel.
Cannot be recast on affected targets.
Ancient Disruptors will resist the ability heavily, causing only 1 damage per tick to occur, which will often cause the bug listed below. The same goes for Infested allies that are linked to the Disruptor.
Tips & Tricks
If Inaros consumes a Boiler, the Boiler will become a Sand Shadow as normal, and the spawn pods created when it dies will not spawn allied units while the Shadow's will. Similarly, Brood Mother Sand Shadows will spawn friendly maggots on death.
Bugs
Inaros may become stuck in the devour animation, unable to move or cancel the ability until the enemy is killed. Pressing escape will force the player out of the animation although this is exploitable, as you will continue to gain health from the enemy and you can use high powered weapons to kill the enemy, guaranteeing that a Sand Shadow will form.
Summon a Scarab Swarm to attack enemies with guaranteed Corrosion Status. Damage scales with Inaros' Health. Enemies killed while immersed in the swarm summon a Swarm Kavat that fights alongside Inaros and guides the scarabs to other enemies.
Inaros expends 100energy to hurl ? swarms of scarabs that travel up to 20 / 22 / 25 / 30 meters away, infesting all enemies in their path. Swarmed enemies will flail in panic and receive ? / ? / ? / 241 plus 10% of Inaros' max health as Corrosive damage with a guaranteed status effect per 0.5~ seconds for 6 / 10 / 12 / 15 seconds, during which they are completely disabled. While active, Scarab Swarm splits a flying swarm every ? seconds to spread to an unaffected enemy within a ? / ? / ? / 12 meter radius from a swarm host for 100% of its remaining duration.
Launching a Scarab Swarm on an enemy that is still under the effects of another Scarab Swarm, will not refresh the debuff.
Scarab Swarm's projectile possesses innate punch through but does not bypass obstacles in the environment.
When an enemy affected by Scarab Swarm dies, they spawn a friendly Swarm Kavat that scratches enemies to spread Scarab Swarm. A maximum of 3 Swarm Kavats can spawn, each lasting 20 seconds.
Number of active Swarm Kavats are tracked as a buff icon beside Inaros' hitpoints indicator.
Swarm Kavat-inflicted Scarab Swarm does not spread flying swarms.
Ability Synergy: Swarm Kavat claw swipes contribute as hits toward Inaros' revival via his Passive.
Negation Armor is a Warframe Augment Mod for Inaros that sacrifices an active Scarab Shell to prevent Inaros from entering Bleedout, but receives a Slash status effect once its invulnerability period expires.
It is more energy efficient to cast a Scarab Swarm attack on a single enemy in the middle of a large, clustered group, and allowing the swarm spreading effect to infect all nearby enemies. This is particularly effective against Infested that naturally tend to clump together in groups.
Command Venari to focus on a target. Hold to cycle between Attack, Protect, and Heal postures. If Venari is killed, use this ability to revive her instantly.
Misc:
120 s (mark duration) 45 s (respawn time) 2.5 s (snare duration) 5 (hits per snare) 3 s (Attack & Protect cooldowns) < 90% HP (missing health threshold) 10 m (Heal aura radius) 65 s (Venari self-heal mark duration)
Khora commands her loyal Kavat companion Venari to prioritize a target on the aiming reticle for 25energy, leaving Venari's mark above the target for 120 seconds. Once commanded, Venari chases the marked target if nearby or teleports to it if far away, while refreshing the special effect for her battle posture if it is on cooldown. When Venari reaches the target, she will perform different tasks depending on her battle posture.
The target is marked by a floating battle posture icon above their head.
Venari's mark cannot be recast on the same target while still active.
Venari's mark lasts until removed via duration end, Khora marking a different target, switching battle posture, or the target is killed.
Marked targets are prioritized by Venari over enemies afflicted by Slash with Hunter Command equipped.
When a target is marked, Venari audibly snarls in response.
While Venari is alive, Khora passively gains a 1.05x / 1.1x / 1.12x / 1.15x movement speed multiplier. This stacks multiplicatively with speed mods like Rush. When Venari is killed, she will respawn beside Khora after 45 seconds or instantly by casting this ability using 50 energy.
Speed multiplier stacks multiplicatively with mods such as Rush.
Revive energy cost is reduced proportionately based on the remaining time until Venari respawns (e.g. 1 second remaining on timer = 1 energy used to revive Venari.)
Respawn time is not affected by mods.
Respawn time is displayed on the ability icon when Venari is killed.
When respawned, Venari visually leaps down from above landing next to Khora.
All postures are available by default when Venari is unlocked at Warframe rank 5.
Holding the ability key (default 3 ) cycles to Venari's next battle posture for no energy cost, and also deactivates any current Mark:
Khora commands Venari to adopt her Attack posture, causing her to ferociously assault nearby enemies and allowing her to use Snare. During Snare, Venari chains her chosen target in place for 2.5 seconds, as she damages the target with 5 hits over the course of the animation; each hit inflicts 350Slash damage with a guaranteed Status Effect proc. Snare has a cooldown of 3 seconds, which can be bypassed by Khora manually marking a target.
Snare damage is affected by by Maul, Venom Teeth and other elemental damage mods.
Snare is capable of Status Effect procs with every hit in addition to the forced Slash proc. It inherits Venari's Status Chance and damage spread shown on the Arsenal as normal.
Snare has 0% critical chance and is not affected by Bite or Hunter Synergy.
Venari's Attack mark can only be cast on an enemy target.
Venari's Attack mark will remain on the target until it expires, allowing Venari to focus on killing the target with multiple Snare attacks.
Snare is not affected by Swipe's multiple targeting and range extension.
Casting Snare is a full-body animation that causes Venari to maneuver around the target, before reappearing near the target once finished.
Venari is still vulnerable to damage while performing her special attack animation.
During Snare, the target is visually held in place by living chains that attach to nearby surfaces.
Khora commands Venari to adopt her Protect posture, causing her to defend Khora or herself from the nearest enemy and allowing her to use Tail Whip. During Tail Whip, Venari spins in place to inflict Knockdown and Disarmed on a single enemy. Tail Whip has a cooldown of 3 seconds, which can be bypassed by Khora manually marking a target.
Tail Whip will affect the target even if it moves away from Venari during her spin animation.
Does not knockdown nor disarm enemies innately wielding melee weapons.
Venari's Protect mark can only be cast on an enemy target.
Venari's Protect mark is removed once Tail Whip is performed on the target.
Casting Tail Whip is a full-body animation that stops Venari in place.
Khora commands Venari to adopt her Heal posture, imbuing her with healing energy and allowing her to use Revitalize. When the current Health of any ally player in the squad or Venari herself reaches below 90% of maximum health, Venari snarls and radiates a healing aura with a 10 meters radius; during Revitalize, Venari instinctively seeks out and follows the player with the lowest amount of current health, granting the target and any nearby injured allies 50 health regen per second while they remain in the aura.
Venari's Heal mark can only be cast on an ally target.
Venari's Heal mark is removed once Khora marks another target, the target is killed, or Khora switches battle posture.
Venari will immediately activate Revitalize then follow the marked target, if Khora marks a target or herself by casting 3 without a target on the aiming reticle. A quick and reliable way of marking Khora herself is to aim straight up briefly then casting the ability.
Venari will closely follow its target and Revitalize will not deactivate until the mark is removed. While following a target, Venari also will not attack nearby enemies unless she is equipped with supplemental attack mods like Sharpened Claws or Pounce.
Khora can mark Venari to activate Revitalize, causing Venari to stand still at her current position for 65 seconds or until the mark is removed.
Growing Power increases healing per second when Venari activates Revitalize during its effect; the bonus healing per second persists until Revitalize is deactivated.
Activating Revitalize is a full-body animation that stops Venari in place, while deactivating Revitalize does not require an animation.
While the healing aura is active, Venari and the affected allies glow in Khora's chosen energy color.
The healing aura is strong enough to keep Khora alive indefinitely within a Survival mission after the life support runs out, however since enemies stop spawning at this state it has limited usefulness.
The healing aura is strong enough to keep Khora alive indefinitely within a Vampire type Nightmare Mode mission without having to kill any enemies for health regeneration.
Battle posture cannot be switched while Venari is dead, instead the respawn function overrides any input on the ability key.
While Venari is in a neutral state with no active Marks she is far less likely to get stuck in terrain, frequently teleporting in beside you if you have gotten ahead of her.
Casting speed on all animations related to this ability, on both Khora and Venari, is not affected by mods such as Natural Talent and Speed Drift.
Venari does not benefit from the set bonus of Hunter Mods.
Set Mods equipped on Venari do not count towards the number of mods equipped for the set bonus.
Fetch equipped on Venari does not stack with Vacuum or Fetch equipped on companions.
Casting Venari's mark and summoning Venari do not play any animations on Khora, while changing posture is an upper-body animation that allows movement and parkour Maneuvers.
Khora's metallic adornments and Venari's tail change appearance depending on the selected posture: Attack (long spikes), Protect (small stubs and hammer tail), and Heal (curved blades).
While Venari is dead, Khora's metallic adornments are hidden from view and will reappear once Venari respawns.
The following visual effects are affected by Khora's chosen Warframe energy color:
Venari's eye and regalia colors, mark icon color, as well as her death and respawn/teleport landing impact.
Khora's battle posture switching.
Attack posture Snare trails and Heal posture Revitalize glow.
Venari Bodyguard is a Warframe Augment Mod for Khora's Venari that makes Venari die in Khora's place at the cost of an increased spawn timer, but every enemy killed decreases the spawn timer.
Khora's passive speed multiplier affects her regular movement speed, which also enhances sprint speed. Combine with high Ability Strength and sprint speed mods such as Rush and Armored Agility to gain vastly increased mobility.
Keep moving and do parkour maneuvers while switching battle postures to evade incoming enemy attacks.
By default, Venari will attack enemies and perform her battle posture effects on her own. Place a mark on your target to direct Venari's attention where you desire.
Equip Hunter Recovery on Venari and place an Attack mark on a distant enemy. Venari will teleport to the target and immediately use Snare to attack it, quickly healing Khora in the process.
Use Protect mark to knockdown and disarm dangerous threats such as Napalm and Tech.
Heal mark allows versatile options to grant health regen in an area:
Use on an ally or Khora herself to have Venari follow suit.
Use on Venari to order her to stay put.
Use on Khora if Venari is far away to recall her back to your side.
Use on an ally in the distance to teleport Venari to the fray.
Venari's Heal posture is able to heal static objectives such as Cryopods, Excavators, and Kuva Harvesters. Place a Heal mark on the objective to have Venari stand guard over it providing healing to it and nearby teammates. It can also be used to heal moving objectives like defectors and hostages.
Cast Ensnare to group up enemies for Venari to attack them for double damage.
Bugs
Slash procs do not change Venari's target with Hunter Command equipped, even when no enemies are marked.
Venari's UI will be completely hidden if Venari is dead and the player uses Transference to return to the Warframe.
Venari's respawn function can rarely not trigger when Venari is killed, requiring Khora to spend a revive on herself to bring Venari back.
Venari randomly stops moving when her heal aura is activated. This bug occurs for targets she automatically chooses to heal, as well as targets marked by Khora. Switching to Attack or Protect postures will reset her AI to normal.
Placing a Heal mark on Khora or an ally sometimes causes Venari to toggle the healing aura on and off repeatedly as she edges toward the marked target.
Venari is not going to collect items with Fetch mod. (only works well playing solo mode)
Locked lockers unlocked by Venari via the Scavenge mod still appear as locked (red) despite being unlocked, and can still be opened.
Sense Danger can sometimes make enemy markers appear outside of the minimap in the UI if Venari uses it and Khora moves away from the enemies.
If during a Sortie the energy level is insufficient to cast this ability, then it will be rendered inactive completely. The side effect is that if Venari dies it will not revive itself during the mission.
Client only: If Venari dies and the ability is cast to revive her, the passive movement speed may be applied with unmodded Strength.
Nekros emits an aura of dark power that affects every corpse within a radius of 10 / 15 / 20 / 25 meters, consuming the corpses and granting a 30% / 40% / 50% / 60% chance to spawn a health orb and a 22.5% / 32% / 42.5% / 54% chance to roll the corpse's drop table again to produce additional loot. After a 2 second delay on the first corpse within range, corpses are consumed one at a time in random order, with subsequent corpses consumed at a rate of 3 corpses per second. Each corpse consumed drains 10energy; the ability will remain active until toggled off or Nekros runs out of energy.
Technically, the corpse's loot table is rolled again at a 75% / 80% / 85% / 90% success rate, but only after a health orb has successfully been spawned. Combined with the 30% / 40% / 50% / 60% chance to spawn a health orb at all, this leads to the 22.5% / 32% / 42.5% / 54% drop table chance.
Therefore, there will always be an additional health orb if there is additional loot.
This also implies that a single enemy may drop up to three health orbs, one as regular loot, one from Desecrate proccing and another from rerolling its loot table.
Even enemies with an empty drop table, like Corpus Security Cameras, may drop health orbs this way.
Despite being a channeled ability, this does not interrupt energy regeneration from any source including Energy Siphon and Wellspring, and it is unaffected by Ability Duration.
Desecrate does not activate channeling-based Incarnon Genesis perk bonuses.
Bodies that are cut in half before or after death by taking Slash damage to the torso are each treated as distinct "corpses", each part with their own chance to yield additional loot. This does not apply to individual limbs that have been removed, but only the large sections of corpses.
Previously, Cold procs being on a target when they died would result in an ice statue, which could then be shattered into two parts to desecrate. Currently this no longer functions in game, and results only in a frozen torso that cannot be broken down further, and therefore can only be desecrated once.
Desecrate affects the corpses of most enemies as well as dead faction allies from Invasions, The Grustrag Three, Eximus enemy corpses, and Corrupted Vor's corpse if it is left behind. Desecrate also affects the following:
Vaporized enemies as long as Desecrate is cast before they fully disappear.
Enemies vaporized by Nova's Molecular Prime even after the corpses have disappeared. When Desecrate is cast, the corpses appear and disappear quickly.
Shadow corpses from Shadows of the Dead. Desecrating shadow corpses will only yield health orbs.
Desecrate does not work on enemies that explode on death, such as Volatile Runners, or on certain bosses including Sprag and Ven'kra Tel.
Sometimes, corpses may yield no drops even if Desecrate's attempt at the extra loot roll was successful, because the enemy's loot table can include a chance to drop nothing.
Successfully desecrated corpses will glow with the chosen energy color and turn into smoke before fading away.
At the start of a desecration, there is a small time frame where corpses can be dismembered. The corpse (or bisected corpse) will then reappear, ready to be desecrated again.
Up to four Desecrate's attempts can be done on a single enemy with two well-timed dismemberments.
Initial activation of the ability has a cast time of 1.8 seconds.
Know the timespan for a body to completely disintegrate:
Grineer and Corpus corpses will disintegrate in 15 seconds.
Infested corpses and Avalanched enemies will disintegrate in 5 seconds.
Corpses from enemies affected with Molecular Prime will disintegrate in 3 seconds.
Corpses from enemies affected with Miasma will disintegrate within a second.
Enemies that do not leave bodies behind cannot be desecrated.
Most useful in Survival missions, due to the large amount of enemies.
Nekros can also desecrate personal life support from bodies.
Weapons with high Slash damage are likely to dismember enemies into multiple body parts.
Desecrate synergizes well with Equilibrium – every energy orb picked up will regenerate health and vice versa, allowing for Desecrate to be constantly active, regardless of whether the player has the Despoilaugment or not.
When using Equilibrium it is beneficial to take a controlled amount of damage, or use Despoil in order to fully benefit from being able to pick up Health orbs (also consider using Rage or Hunter Adrenaline to recover energy while taking damage) Alternatively, a companion with Synth Fiber allows for health orbs to be consumed continuously regardless of health for constant Equilibrium energy benefits. Using this, even a Flawed equilibrium mod can provide constant uptime with enough health orbs present.
Desecrate is also very effective in Excavation missions because it can be used on Power Carriers, possibly making them drop additional power cells.
Because Hydroid's Undertow preserves the bodies of enemies it kills, Desecrate synergizes very well with it if used properly, especially on Defense or Survival missions.
Khora's Strangledome almost guarantees dismembering enemies upon kill from its chains due to its high Slash, granting more body parts for Nekros to generate loot from.
Corpses are consumed upon Desecrate's attempt to roll extra loot, regardless of success or not.
Overlapping Desecrate using two or more Nekroses will not generate more loot. Only one Nekros can successfully Desecrate a given corpse.
Having multiple Desecrating Nekroses is still useful if the Nekroses themselves are spread out or if some corpses would disappear before Desecrate gets a chance.
This is especially useful when corpses are disintegrating faster than 3 per second (such as when an ability like Molecular Prime is being used, in infested missions, or if enemies are simply being killed at a rate of over 3 per second)
Nezha expends 25energy to throw his Universe Ring 30 meters towards the target aim, which will ricochet off enemies or objects before returning, hitting up to 6 enemies. The chakram deals 100 / 150 / 200 / 250Heat damage to enemies it touches and marks them for 10 / 11 / 13 / 15 seconds, with guaranteed Heatstatus effect. Marked enemies receive 60% / 75% / 85% / 100%Damage Vulnerability and have a 50% / 65% / 80% / 100% chance to drop a Health Orb, and a 20% / 25% / 30% / 35% chance to drop an Energy Orb, upon death.
Casting animation of ~0.75 seconds, affected by Casting Speed.
Can be cast while moving but will interrupt any other action.
Holding down the ability key (default 2 ) will charge the chakram to increase its damage, up to 400 / 600 / 800 / 1000Heat damage while Ragdolling enemies, and make it fly ~70 meters in a straight line forward and backward hitting all enemies in its path.
Charging animation is not affected by Casting Speed.
A charged Blazing Chakram loses its ability to ricochet off walls and enemies.
If Blazing Chakram is activated again by pressing the ability key (default 2 ) while the chakram is in flight, Nezha will teleport to its current location at no energy cost.
Nezha cannot teleport to the chakram if it is inside or too close to a wall.
Bouncing from surfaces can extend the chakram's travel distance.
The chakram's position is indicated as a waypoint onscreen and as a circular icon on the minimap.
Both uncharged and charged throws are capable of hitting the same enemy multiple times.
Blazing Chakram can be detonated mid-flight similarly to a throwing weapon
This does not appear to deal damage—its primary function appears to be to force the early return of the Chakram.
This requires a melee weapon to be equipped. Pressing the heavy attack key while a melee weapon is equipped and the Chakram is still on an outbound path will cause the Chakram to "explode", then return to Nezha.
Ability Synergy:
If Fire Walker is active when using Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal 500 / 750 / 1000 / 1250Heat damage, with a 10% / 25% / 50% / ?Heatstatus chance, within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames.
Damage does not bypass obstacles in the environment and diminishes with distance.
Blazing Chakram striking an enemy impaled by Divine Spears produces a second chakram, which fires at a nearby enemy.
Secondary chakrams can create additional ones off of speared enemies.
A charged throw will also produce charged chakrams, which will not seek out enemies or bounce, and often fly off in random directions. Therefore, uncharged throws are much more well-suited to generate many chakrams and ramp up Reaping Chakram's bonus damage.
Reaping Chakram is a Warframe Augment Mod for Nezha which increases Blazing Chakram's damage for each enemy hit by the attack. Additionally it increases the spawn percentage for health orbs for each enemy hit.
Using Reaping Chakram with Equilibrium significantly enhances energy return chances. This allows high strength builds with low (45%) efficiency to still be able to cast this power almost infinitely.
Archon Vitality garauntee's a double Fire Proc on each target hit, each target hit in chain taking significantly more damage-over-time as chained targets face increased damage multiplication. Charging this ability and using Archon Vitality creates even more powerful damage-over-time dual Fire Procs.
The applied vulnerability mark is independent of the ring's damage and can be applied to enemies immune to Blazing Chakram's damage.
The mark is removed in nullifier fields, however its duration is not decreased by effects such as Ancient Disruptor auras or the Executioner's natural debuff reduction.
After activating Divine Spears and throwing a Chakram at impaled enemies, 2 additional rings are created and will bounce off enemies. If the Chakram is charged, the extra rings will have similarly increased damage and behavior.
The two different Restorative Orb drop chances are calculated separately from each other and from the enemies standard drop table, as such it is possible for a single enemy to drop multiple orbs, even several of the same type.
Enemies killed instantly by the Chakram's damage will still benefit from the additional restorative orb drop chances, even though the vulnerability mark is applied after the initial damage instance.
Bugs
In games with moderately high latency, the chakram may veer wildly off-course or be seen shaking in midair while moving slowly, then disappear before striking an enemy. This is likely caused by the ring's position being calculated host-side, rather than client-side.
Oberon channels a field around him with radius of 10 / 15 / 20 / 25 meters. Ally players entering the field will receive a buff which will regenerate 15 / 20 / 25 / 40 health every second, while allied summoned units affected will regenerate 5 / 6.7 / 8.3 / 13.3 health every second (1/3rd the normal rate), for as long as Renewal remains active, regardless of range. Fully healed allies are additionally cleared of all negative Status Effects. Affected allies that enter Bleedout will have their timer slowed by 20% / 25% / 35% / 45%.
The duration of the expanding pulse is inversely affected by Ability Strength, meaning it reaches its total range faster the more Ability Strength is used.
Renewal will continue to heal all affected targets for the duration of the ability, even if all their health has been restored and regardless of distance. Buff will remain until skill is deactivated, Oberon runs out of energy, or Oberon/ally falls off the map.
Ability Synergy: If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (185 × 2) + (200 × 1.3) = 630 armor).
As Link Fiber scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
Renewal costs 25energy to activate, then drains 2energy per second while active. When allied targets are below their maximum health, Renewal will drain an additional 3 energy per second for every allied player and 1 energy per second for every allied summoned unit affected by its healing; Renewal will end if Oberon runs out of energy, it is dispelled, or if deactivated manually by pressing the ability key again (default 3 ).
The number of allied targets currently being healed by Renewal is shown on the ability icon. If no allies targets are being healed at the time, the ability icon will only animate to indicate that Renewal is activated.
Multiple instances of Renewal's healing per second, and of Iron Renewal armor buff, do stack with each other.
Renewal's initial casting area will not expire unless Renewal is deactivated, allowing allies to receive the buff when they choose.
If Renewal is removed from Oberon or an Ally, (such as by falling/jumping out of bounds, or from the effects of a Nullifier or Nul Scrambus) they will not be able to regain the buff until Oberon re-casts Renewal. They can still gain the buff from another allied Oberon, though, as long as that Oberon's buff has not also been removed.
Phoenix Renewal is a Warframe Augment Mod for Oberon's Renewal. If a player takes fatal damage while under the effects of Renewal, instead of becoming incapacitated, the player is healed for a percentage of their health and granted 5 seconds of Invulnerability. Each player that triggers Phoenix Renewal's effects must individually undergo a 90-second cooldown before they can benefit again.
Oberon expends 100energy to lift all enemies within 8 / 10 / 12 / 15 meters up into the air and violently slams them to the ground, dealing 500 / 750 / 1000 / 1250 damage distributed evenly between Impact and Radiation with guaranteed Knockdown and Radiation status, plus an additional 100 / 225 / 400 / 625 damage to enemies already affected by Radiation status effect. An enemy that dies by the effect of this ability has a 25% / 35% / 45% / 50% chance of spawning a Health Orb.
Affected enemies that survive the impact will emit an intense flash of light, Blinding surrounding enemies within 2.5 / 3 / 3.5 / 4 meters that were unaffected by the initial cast, for 1 / 2 / 3 / 4 seconds.
Ability Synergy: Enemies that survive Reckoning while standing on Hallowed Ground will have their armor permanently reduced by 10% / 20% / 30% / 50%.
Hallowed Reckoning is a Warframe Augment Mod for Oberon's Reckoning that makes enemies hit drop patches on the ground, dealing Radiation damage over time to enemies and provide armor to allies standing on them. It also passively increases Reckoning's range.
With one player using Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
Use Reckoning when surrounded by a large group of enemies to maximize its offensive effects and health orb generation.
Similar to Smite, Reckoning's Impact / Radiation damage type is particularly effective vs Corpus Shields and Grineer Alloy Armor, while being less effective against most types of Infested units.
Reckoning's widespread Radiation proc can be used to tactically nullify the threat of a large area of enemies, relieving allies outside of the area (temporarily) from needing to deal with them.
Enemies blinded by Reckoning's outer flashes are vulnerable to melee finishers.
With the health-to-energy conversion of an equipped Equilibrium mod, dropped health orbs from Reckoning may meet or exceed the ability's energy cost.
Pair with the Health Conversion mod to gain additional armor from Reckoning's health orbs.
Against higher level enemies, Ability Strength benefits health orb generation by increasing Reckoning's potential to kill.
Using Smite and Hallowed Ground to confuse enemies before using Reckoning, successfully increasing damage output.
Reckoning already has a 100% chance to confuse targets, increasing its own damage with further casts.
Bugs
Occasionally, if Oberon is knocked down just as Reckoning is cast, enemies will be attacked as normal without Oberon doing the skill animation. Only upon standing up from being previously knocked down does Oberon then perform the animation.
Casting Smite then immediately casting Reckoning removes the casting animation of Reckoning, allowing for player movement while casting Reckoning.
Rarely, spamming the ability on a group of enemies will make some enemies hover permanently in the air, much to the effect of Bastille. This may be caused by an enemy that is being lifted is struck again by the ability but not brought down.
Create a well of life on an enemy. Allies near the target gradually regenerate health and are immune to Status Effects. Status Effect damage intended for nearby allies will be absorbed by the enemy. Allies gain additional health when they attack the enemy.
Trinity expends 25energy to imbue a single enemy target within 100 meters with life energy and suspends it in midair. The enemy is Invulnerable and incapacitated, lifted airborne, and emits an 10 / 12 / ? / 15 meter aura for 7 / 9 / 10 / 12 seconds. When Trinity or her allies stand within the aura, they are healed 25 / 50 / 75 / 100Health points per second and are immune to Status Effects. Damaging the target instantly heals the attacking ally for 0.25% / 0.5% / 0.75% / 1% of the damage dealt over infinite range, as well as applying the damage-converted healing to all allies standing within the aura. If a status effect is negated, the target takes 10% (5% on boss enemies) total health damage. While active, press the ability key again (default 1 ) to release the target early. A maximum of 1 target can be turned into a Well of Life.
Casting time of 2 seconds is affected by Casting Speed.
All damage suffered by the invulnerable enemy target is stored and dealt in full when the ability ends.
When negating a status effect, a wisp will spawn from the ally and seek out the lifted target.
Wisps are restricted to spawning at a rate of once per second.
Wisps do not deal any inherent damage type, bypassing any normal damage calculation steps.
Well of Life can effectively lock down a Synthesis Target for scanning.
Additionally, the invulnerability offers the target temporary protection from accidental death, but stored damage will be dealt in full when the ability ends.
Bugs
If Well of Life is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave, but it also will be suspended in midair for the duration of the skill.
In Corpus levels, if the player targets something outside of the above-mentioned range [clarification needed], the nearest turret (and possibly cameras) will be targeted.
Trinity expends 100energy to invokes potent restorative and defensive power from within for herself and all allies within Affinity Range, restoring 40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health and granting them 25% / 30% / 40% / 50%Damage Reduction for 3 / 5 / 7 / 10 seconds.
Cast time of 0.5 seconds is affected by Casting Speed.
On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.
Blessing is uninterruptable. Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted.
After life support has completely drained in Survival, losing all shields will prevent Blessing from restoring them similar to No Shields Nightmare mode.
Blessing's damage reduction increases the effectiveness of her Vampire Leech augment's overshields.
Fosfor flares greatly increase affinity range and Blessing range by 200m. Try them in open world Landscapes.
Narrow Minded does not decrease the range of Blessing, but does impact Trinity's other abilities.
125% Ability Strength or higher allows Blessing to completely restore shields from 0% and reliably reset shield gate invulnerability.
Bugs
Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from Wisp's Reservoirs
Overcome with rage, Valkyr unleashes a pair of energy talons, the Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters and all of Valkyr's attacks heal her for 1% / 2% / 4% / 5% of the damage dealt.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Hysteria will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
The mods that can be equipped on and affect Valkyr Talons include:
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal
For example, a maxed Life Strike and a rank-3 Hysteria will yield Base Lifesteal + Lifesteal Mods =5% + 20% = 25% lifesteal on heavy hits.
Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have Line of Sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as Impact damage.
The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. The aura cannot be decreased below 5 meters.
Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
Stored damage dealt bypasses shield gating and can kill instantly if too large.
Stored damage is reset upon swapping weapons.
Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
Since enemies need line-of-sight, invisibility prevents the damage.
After activation, a percentage counter will appear on the ability icon. The percentage increases from 0% to 100% over the course of 40 seconds.
Hysteria costs 25energy to activate, then consumes 2.5 energy per second at 0% while active. The cost will increase by an additional 2.5 until it caps out at 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
Hysteria's energy drain is not converted into shields by Augur Mods.
Hysteria is affected by and can trigger Warframe arcanes, Exodia Might , and Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo).
While Hysteria is active, Valkyr can cast other abilities and use primary and secondary weapons. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate.
Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating Valkyr's fourth ability, Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
Enraged is a Warframe Augment Mod for Valkyr's Hysteria that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base Energy cost is also increased to 50, while the Energy drain over time is removed.
There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
Turning 'Color Correction' off in Options > Display can alleviate this issue.
Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
It's preferable to use Steel Charge over Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
Heavy Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her Paralysis ability.
This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.
Bugs
Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.
Aside from the above abilities, Nyx is able to use Mind Control on Corrupted Ancients, enemies which can heal surrounding allies. Somewhat similarly, if a Nekros slays a Corrupted Ancient, it can be resurrected on the side of the Tenno by his ability, "Shadows Of The Dead" wasn't found in Module:Ability/data.
Nekros expends 100energy to summon 4 / 5 / 6 / 7 shadow copies of his most recently slain enemies, prioritizing the strongest enemy groups among those killed to summon. The copies retain the level and stats of their original selves but will gain 25% / 50% / 75% / 150% damage, 15% / 35% / 65% / 100% shields and 15% / 35% / 65% / 100% health, with each copy losing 3% of their health per second while active. The copies spawn randomly within a 10 meter radius and will fight for Nekros until they die either to enemy fire or their own degenerating health.
Shadows of the Dead's damage, shield and health bonuses multiply a shadow copy's total damage, shield and health. For example, +30% Ability Strength will increase the damage and health bonuses to 1.5 × 1.3 = 195% and 1 × 1.3 = 130% respectively at max rank. A copy whose original had 200 total health and dealt 100 damage per attack will have 200 × (1 + 1.3) = 460 health when summoned and will inflict 100 × (1 + 1.95) = 295 damage per attack.
There is currently no way to prematurely kill shadows in order to refresh them, either the shadows or Nekros must die in order for this to happen.
The number of active Shadows is displayed on the ability icon.
Shadows of enemies that summon additional units, like Drahk Masters, can summon Shadows of their respective minions. These can exceed the number of Shadows Nekros can normally summon, and will be reflected in the number on the ability icon. They also contribute extra damage reduction when Shield of Shadows is equipped.
Shadows can be healed with Rejuvenation, most Warframe healing abilities, and Sancti Magistar's charge attacks.
This can become a problem later on when the Nekros player needs to refresh their shadows to get higher level versions, but cannot do so until they die.
Casting the ability again (default 4 ) while there are Shadows still active performs additional functions:
Fully replenishes active Shadows' shields and health on each recast. If the number of active Shadows are at maximum capacity, Nekros will perform a shortened animation.
Shadows are not healed before the completion of the animation; as such, if recasting at maximum Shadows, some can die before getting healed, and more will not be spawned to compensate.
When the number of active Shadows falls below the maximum, Nekros performs the full summoning animation to create additional Shadows up to the maximum capacity. This function can only be performed when there are slain enemies in Nekros' recently-killed list (see Summoning Priority tab below).
Active Shadows that are more than 30 meters away from Nekros will teleport into Nekros' spawn radius.
Shadow copies are selectively summoned and possess unique properties:
While shadow copies can be different unit types, they possess common characteristics:
As the shadows appear, each one inflicts a small area knockdown which can only affect each enemy once.
Shadow copies have raised Threat Level, causing enemies to prioritize attacking copies over players.
Nekros and his allies are able to walk through shadow copies without being obstructed.
Shadow copies will take cover and organize, while occasionally seeking out to follow the player or the host around.
Enemies that spawn additional enemies (e.g. Drahk Master) can add to the number of shadows, even above the max shadow count.
Kills by a player's shadow copies grant that player 50% of the kill experience to their Warframe.
Shadow copies are black, and have a mist effect that is colored with Nekros' energy color. A pure black energy color will remove the mist effect and leave simply blackened forms.
If a shadow enters inside the sphere of a Nullifier Crewman or Corrupted Nullifier, or gets in contact with the disrupting aura of a Comba or Scrambus, the shadow will be drained of health while remaining inside the bubble or aura. If Nekros is the one making contact with one of the mentioned, his shadows will not die. (Only tested with Nullifier Crewman so far.)
Shadow copies are taken from the last 20 enemies killed by both Nekros and his Shadows; teammate and Companion kills do not count. Once a specific enemy has been copied it is removed from the player's "recently-killed" list. The game does not remember any kills past the 20th (e.g., if you kill 30 enemies and cast this ability four times without killing any more enemies this ability will create 7, 7, 6, and 0 copies). The game is optimized to selectively summon the strongest enemy types available in the list, see below for more information.
When using weapons with Syndicate mods, or weapons with built in syndicate effects, the radial blast will count as the player's kills, which will overwrite any current ones.
Shadows of the Dead summoning selection prioritizes the highest group of enemies first, the levels of enemies slain second, and the earliest available enemy on the recently-killed list third. The list below contains the highest to lowest priority group of enemies for each faction based on playtesting results:
Eximus variants for all factions can be spawned as shadows, often prioritized for spawning due to higher level difference than their normal counterparts.
Shadows of Eximus units possess Overguard, which isn't considered as a part of their health and will not be drained, making them far more resilient than their normal varients.
Despite some enemies like the Scorch being very powerful, they are not considered in the spawning hierarchy.
Ability Synergy: A target killed by Soul Punch summons a friendly Shadows Of The Dead Shadow copy of the enemy target. If the target survives, they become Marked for Harvest for 3 seconds, creating their Shadow copy if killed while marked.
If the max Shadows count is reached, all active Shadows are healed to full health instead.
Has a very long cast animation, during which shadow copies usually will not attack. Nekros is not immune to knockdown and takes full damage during this time.
Dying or experiencing a host migration will destroy any shadows you currently had stored.
Battalyst and Conculyst can be summoned as shadows with (usually) the highest priority.
Shadow copies attract attention from enemies, they are effective at defending objectives or areas of a map.
Actively target and focus your attacks on enemies you want to clone prior to casting the ability.
Because you still take full damage during the long summoning animation, it might be useful to cast Terrify just before using this skill.
Roller will often roll around aimlessly and get stuck, do not use these as your shadows.
Shadow Shield Ospreys will shield all of your shadows and your team, granting additional 200 shield when connected (as of Update 10.3). This buff is not increased by multiple Ospreys and you must be less than 10 meters from a Shield Osprey for it to connect. They will prioritize following your shadows or enemies if not in range of shadows. They will provide shield bonuses to Defense objectives or any other allied unit, including Mind Controlled enemies (besides Grineer heavy units).
Can be used as a temporary survival measure in Survival when the oxygen runs out, as disconnecting/connecting to osprey will instantly regenerate your shield and apply the bonus. It will not stop the draining of shield but can be used as a temporary measure to stay alive, such as waiting in extraction where you are very vulnerable to attacks.
In Void Defense it is recommended to spawn the shadows in the center zone with the cryo pods so that the AI will take cover and increase their survivability.
Oberon's Renewal will heal Shadows and can override their health decay; however, as Renewal's energy drain scales with the number of affected targets, and Shadows are both numerous and constantly under healing, they can very quickly drain all of Oberon's energy. Take this into consideration when playing with an Oberon in the team.
Trinity's Blessing, with at least 125% Ability Strength, can fully heal Shadows and can potentially keep them alive indefinitely.
Garuda's Blood Altar will heal shadows quickly, potentially allowing unlimited survivability. This works since Blood Altar heals by percentage of missing health, leading to a fast heal for more damaged shadows. A range build will be helpful here.
Rejuvenation will replenish shadows' health, which can offset the constant health decay. This is particularly useful with Nullifier Crewman, or other enemies that can avoid directly taking damage. Some numbers for Reference:
Rejuvenation restores +3 hp/sec, which means at a 3% health drain you will cancel the health drain of a mob with 100 hp. 4 Rejuvenation aura's will increase your heal rate to +12 hp/sec, which would cancel the health drain of a mob with 400 hp with a 3% health drain.
Rejuvenation restores +3 hp/sec, which means at a 1% health drain (near max duration) you will cancel the health drain of a mob with 300 hp. 4 Rejuvenation aura's will increase your heal rate to +12 hp/sec, which would cancel the health drain of a mob with 1200 hp with a 1% health drain.
Shadows of some enemies (e.g., Crewman) can hack into disabled Ambulas or Bursa, turning them into allies just as if the player had hacked them.
Bugs
Does not properly produce shadow copies when standing on boxes or crates, as the ability will spawn shadows at your current height in the casting range. If there are no surfaces around where you are standing that are close to the height you are at, very little or no shadows will spawn, but it would use energy and waste 'souls'.
Rarely, a shadow or two will not die when the duration ends, and will continue to exist until they die.
If a Corrupted Ancient is queued for your next shadow, casting the ability on solo missions will allow you to become downed instead of dying instantly, as the game recognizes the healer is about to be spawned. You will be revived with a small portion of your health once the Ancient pulses its healing wave. This is a quirk that only occurs if a Corrupted Ancient is queued to be spawned as you use the ability and will not happen in any other case.
A Sapping Osprey shadow's sapping field will not have Nekros' energy colour, and the orb can be destroyed by allies. The field will not damage allies, however.
In solo mode, dying just as the shadows are summoned can result in the shadows not losing health over time, thus existing until they are killed by hazards or enemies. These shadows do not contribute to the "summoned shadows" counter, allowing the player to have more than the usual maximum number of shadows allowed at one time. These shadows remain in this state even when more shadows are summoned.
For whatever reason, shadow Nullifier Crewman of either type decay slower than other enemies, to the point where a couple [Rejuvenation] auras can easily keep them alive (with a decent positive duration) until they are killed by enemies.
If this ability is used to revive a Grineer Prosecutor, the Lotus will prompt you that she is detecting an enemy one. Respectively, she will pronounce that they have been killed once they decay, or the ability ends.
Nyx expends 25energy to fully inhabit the mind of a single enemy within a range of 20 / 40 / 50 / 60 meters, stunning it for 3 seconds then forcing it to fight for the Tenno faction for 15 / 20 / 25 / 45 seconds. While controlled, the affected target is enveloped within a psychic barrier that renders it completely Invulnerable to damage from allied and enemy factions. For the next 4 seconds after activation, any damage dealt by Nyx onto the controlled target is absorbed and converted into a percentage damage bonus for the target, lasting for the ability's remaining duration. Only 1 enemy can be controlled at a time; release the target early by pressing the ability key again (default 1 ).
Percent damage bonus conversion rate is given by:
Enemy armor is ignored, as well as the target's health, armor, and shield type damage modifiers.
Damage from physical and elemental damage mods is not taken into account.
Enemy weakspots are taken into account, including the critical multiplier weakspot bonus.
Damaging procs (e.g., Slash, Heat, and Toxin) applied to the target before casting Mind Control will contribute to the damage conversion.
The damage bonus from Viral and Magnetic are not taken into account.
Unalerted enemies that are Mind Controlled will be susceptible to Stealth Damage Multipliers from melee attacks over the ability's duration.
The mind-controlled target is immune to damage from all sources, but is still susceptible to negative Status Effects. During Mind Control, all damage dealt by Nyx and her allies on the target will be stored and inflicted in full once the ability ends. Damage dealt by enemies on the target is only nullified and not stored.
The damage bonus percentage from converted damage is displayed in the HUD beside Nyx's shield and health indicators.
The mind-controlled enemy will not hinder mission progress (e.g. block Interception nodes, stall Defense waves, etc.)
If the target dies before Nyx finishes her casting animation, energy used for Mind Control will be refunded.
Mind-controlled targets will teleport to Nyx's location if she gets too far away, except those on Ramparts.
Mind-controlled targets use their abilities to the benefit of the Tenno and to the detriment of their former allies. For example:
The mines dropped by Mine Ospreys (including mines placed before the ability was used) will not hurt Nyx and her allies, but will hurt the Osprey's former allies.
Security Cameras will ignore everything and never go into the alerted state. Turrets can behave unpredictably (using Mind Control on Turrets will make them fight for Nyx, but only when a camera activates them; in other words, Turrets can deactivate if the camera is destroyed or goes into the unalerted state.)
Shield Ospreys will project shields on allies and defense objectives.
Any active Comba and Scrambus disruption auras will remain active, though subsequent auras will not affect Nyx or her allies.
Fog Comba and Scrambus disruption auras will not remove mind-control from its target but will prevent the use of the ability until the disruption wears off.
While Nullifier Crewmen can be Mind Controlled after their nullification field is disabled, they will dispel themselves upon it regenerating; the Projector Drones should therefore be destroyed.
Mind Control will not work on bosses, excecpt for Captain Vor. However, the ability still applies a short duration stun.
This is also true for Syndicate hunters and Lynx Turrets.
Some mini bosses like Acolytes can be affected, though with significantly decreased duration and due to their innate DR stored damage dealt when it ends will be reduced.
Mind Control overrides the effect of Chaos on the selected target but will not be overridden by Chaos.
Eximus enemies under Mind Control will focus their attacks on enemies instead. They will still project their damaging special auras (such as a large fire wave) but these will not damage allies over the ability's duration. In particular useful terms, Arctic Eximus will slightly slow down all other enemies in range while also providing protection for itself with its snow-globe-like shield.
When Mind Control is cast, an energy tether briefly links Nyx to her target as a visual indicator. The mind-controlled target will be marked with symbols of the Lotus for the ability's duration along with waves of energy flowing over them, affected by Nyx's chosen energy colors.
Enemies under mind control can be healed by friendly sources, to the benefit or detriment to the team:
The Rejuvenation Aura can heal enemies that are currently mind controlled.
Blessing will fully heal the mind controlled target.
Rarely, Mind Control will reverse an enemies ability to set off alarms, and if by a rare chance the enemy decides to "activate" already activated alarms, the enemy will actually turn them off (including lifting a complete lockdown into a system wide alert instead). (not sure if this happens anymore as it was already rare before)
Mind Control can be used to both neutralize powerful enemies like Heavy Gunners and Techs, and use them as temporary allies.
Leech Eximus Enemies can make powerful allies as they can both (usually) deal large amounts of damage with their extended survivability, and withstand most damage taken that is returned after the ability expires.
In Defense missions, casting Mind Control on the last enemy in a wave will buy time for the objective's shields and health to regenerate; this is more useful with improved Ability Duration.
Mind Controlling any variant of Corpus Tech that has deployed ospreys will also make the Ospreys friendly, regardless of how many it has deployed.
Bugs
Mind Controlled targets will still complete Interception objectives, and will complete them for the enemy team.
Mind Controlled targets have reduced status chance. This can be seen easily with the Napalm as it's normally 100% status fireballs rarely proc heat status effects.
Shield Ospreys spawned from Mind Controlled enemies will stay friendly when the target dies.
There are PvP-only mods that allow for players to regain health based off their combat performance, and Syndicate-purchased mods that restore health after gaining enough affinity to meet the necessary thresholds. Life Strike will restore health to the Tenno as a percentage of damage inflicted by the equipped melee weapon and Healing Return will restore health upon damaging an enemy inflicted by a Status Effect.
When health is reduced to 0, Warframes enter the Bleedout state. In bleedout, Warframes can barely move and are restricted to firing their sidearm. If they do not receive the appropriate attention from an ally within 20 seconds, they are killed in action. It is quite difficult to complete missions successfully when all players are dead, so players typically strive to keep health above 0 at all times.
Health Reduction
Having equipped a Bleeding Dragon Key reduces health by 75%. During missions this is indicated by a symbol to the left of the shield/health bar (shown on the right).
Effective Health
Damage calculations get complicated when damage resistances are involved. Effective health is a common metagame concept which states that because each hit point you have actually absorbs more than one point of damage, you effectively have more hit points than indicated. In WARFRAME, effective health can be increased by armor, resistance mods, and health classes.
For example, if your Warframe has 300 health, and you are being attacked by an enemy that deals Script error: The function "Proc" does not exist. damage:
Script error: The function "Proc" does not exist. attacks deal 25% less damage to Flesh health. If they would normally strike for 100 damage in a single attack, they would only deal 75 damage to your Warframe.
Therefore, to deal 300 damage to your Warframe, they would have to output 400 total points of damage.
In reference to Script error: The function "Proc" does not exist. damage, your Warframe has 400 effective health even though it has only 300 nominal health. Effective health can only ever be considered in the context of damage, because its value depends on the bonuses and penalties of the incoming damage as much as it does on the resistance values of your armor, mods, and health. Depending on how you build your Warframe and use its abilities, you can experience a drastic difference in survival between different types of enemies. (A specific build of Valkyr has been shown to have ~3800 effective health against most Grineer but only ~850 effective health against typical Corpus enemies.)[1]
Effective health is a valuable metric because it allows you to compare different forms of survivability.