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High Noon is a stance mod for gunblades, blending swift slashes with gunshots.

Can be equipped on:

✓ denotes weapon with matching Stance polarity

Combos

Default Combos of Stance or Weapon (📝 Edit Stance Data)
Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @
1.0 Attack Speed
Animation
Neutral
(While Not Moving)
Final Showdown
Default Default
Ranged Default 2x 100%
Slam Default 2x 100% DmgSlashSmall64DmgImpactSmall64
Default Default
 2x 200% DmgImpactSmall64
Default Default
 200%
Default Default
 300% Knockdown b
338.5%/s 3.2s HighNoonCombo0
Forward
(While Moving)
Vagabond Blitz
Default Default
Ranged Default 100%
Slam Default 2x 100% Ragdoll b
Default Default
 2x 200%
Default Default
Ranged Default 2x 100%
Slam Default 100% Ragdoll b
280.0%/s 2.5s HighNoonCombo1
Forward Block
(While Blocking & Moving)
Desperado Zeal
Default Default
Ranged Default 100%
Slam Default 100% Ragdoll b
Default Default
Ranged Default 2x 100%
Slam Default 2x 100% DmgSlashSmall64DmgImpactSmall64
Slam Default 100%
162.2%/s 1.9s HighNoonCombo2
Block
(While Blocking)
Tomahawk Double-Tap
Default Default
Slam Default 300%
 100% DmgImpactSmall64
Default Default
 2x 400%
Default Default
 400% Ragdoll b
742.9%/s 1.8s HighNoonCombo3
Heavy
(Heavy Attack)
Full Bore*
Default Heavy
Ranged Default 400%
Slam Default 100% Ragdoll b
Default Heavy
Ranged Default 400%
Slam Default 100% Ragdoll b
N / A N / A GunbladeComboHeavy
Slide
(While Sliding)
Fast Draw*
Default Default
360 Default 200% DmgImpactSmall64
333.3%/s 0.6s GunbladeComboSlide
Aerial
(While In Air)
Outlaw Rush*
Default Default
 200%
Default Default
 200%
Default Default
 200%
N / A N / A GunbladeComboAir
Wall
(While Wall Latching)
Vendetta*
Default Default
 300% Knockdown b
N / A N / A GunbladeComboWall
Finisher
(On Knocked Down Enemy)
Last Words*
Default Default
 1000% DmgBlastSmall64
N / A N / A GunbladeComboFinisherGround
Slam
(Looking At Ground While In Air)
Slam Attack*
Default Default
Direct Default 300%
Slam Default 100%
N / A N / A GunbladeComboSlam

Default Default Default "Sweep" Attack • 360 Default 360°/Spin Attack • Direct Default Direct Slam Attack • Slam Default Radial Slam Attack • Ranged Default Ranged Attack • Thrust Default "Thrust" Attack

View Full Legend
Key Inputs
Default Default Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Default Heavy Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)
Default Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Default Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Default
 200%
 Attack does double damage 
Default Default
 2x 100%
 Attack hits twice 
Forced Procs
DmgImpactSmall64 Knockback
DmgPunctureSmall64 Weakened
DmgSlashSmall64 Bleed
DmgBlastSmall64 Inaccuracy
Knockdown b Knockdown
Lifted b Lifted
RollingDroneAvatar Stagger
Ragdoll b Ragdoll
Finisher b Finisher (front, back, or ground) 
DmgImpairSmall64 Impair (PvP only) 
Melee Attack Explanations
  • 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.

Media

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