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Shield MatrixEdit

HildrynIcon272 Hildryn utilizes her advanced Shielding systems to power all of her abilities. Although she has no Energy capacity, her shields boasts additional passive benefits and defensive capabilities listed in the tabs below:

Hildryn utilizes a mechanic known as Shield Gating to bolster her defenses:

  • Overshields protect Hildryn's Health pool from damage types that normally bypass shields to directly affect health, such as Slash b Slash or Toxin b Toxin damage.
  • When her Overshield pool is depleted, any excess damage from the last hit are negated, preventing damage from leaking into the Shield pool. This also occurs when her Shield pool is depleted, preventing any excess damage from leaking into her Health pool.
  • Hildryn becomes invulnerable to all damage for 3 seconds upon her shields being depleted. This effect will only reset if her shields are allowed to fully replenish.
    • When this passive protection is ready, Hildryn's shield bar appears energized by lightning.
    • This passive is shared with ally Warframes and Companions when linked via Haven130xDark Haven. Reset is dependent on the allies' own shield bar being fully replenished once protected by invulnerability.
    • Shield Wall invulnerability time is not affected by Mods.
    • This passive also works in Archwing combat.

  • All of Hildryn's abilities drain her Overshield and Shield points, as she lacks any energy capacity.
    • Overshields take priority over shields when spending points on abilities and channeling.
  • Energy Orb pickup restores 25 shield points and instantly bypasses the shield recharge delay enforced on receiving damage to shields, allowing Hildryn to quickly recharge her defensive barrier in combat.
    • Can only pick up Energy Orbs when Hildryn's shield pool is not at maximum.
    • Shield points from Energy Orbs do not create Overshields if there are excess amounts.

  • Because Hildryn can still pick up energy orbs to restore shield, mods or arcanes that benefit from picking up energy, such as Mod TT 20pxEquilibrium, Mod TT 20pxEnergy Conversion, and ArcaneEnergize64x Arcane Energize, still function.
    • However, ArcaneEnergize64x Arcane Energize's effect has no effect on her, even though it can still trigger.
  • Ability Efficiency mods and abilities affect the shield costs of her abilities instead of energy costs.
  • Mods which convert energy spent on abilities to shields (such as Mod TT 20pxBrief Respite or the Augur Mod Set) do not replenish shields.
  • Hildryn's shield pool stat scales differently with each Warframe rank, with ranks that would normally increase her energy pool increasing her shields for the same amount, with +250% shields at Rank 30.

Abilities Edit

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BalefireModx256 Balefire130xWhite
ENERGY
0
KEY
1
Balefire
Charge and launch devastating bolts of fire.


Overshield/Shield Cost to Activate: 50
OS/S Cost per Shot: 100

Strength:100 / 200 / 350 / 500 (Electricity w Electricity damage per bolt)
Duration:N/A
Range:1 / 2 / 2 / 3 m (explosion radius)
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ShieldPillageModx256 ShieldPillage130xWhite
ENERGY
0
KEY
2
Pillage
Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.


Overshield/Shield Cost to Cast: 150

Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
Duration:2 s (expansion duration)
Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)
Misc:100% (status cleanse on cast)
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HavenModx256 Haven130xWhite
ENERGY
0
KEY
3
Haven
Create a shield aura around allies. Enemies that approach shielded allies will take damage.


Overshield/Shield Cost to Activate: 250
OS/S Drain per Ally: 5 s-1
OS/S Drain per Enemy: 25 s-1

Strength:150 / 250 / 300 / 500 (ally shield capacity bonus)
100 / 125 / 150 / 200 (Radiation w Radiation damage per second)
Duration:50% / 60% / 70% / 80% (shield recharge rate)
Range:8 / 10 / 12 / 15 m (link radius)
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AegisStormModx256 AegisStorm130xWhite
ENERGY
0
KEY
4
Aegis Storm
Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground.


Overshield/Shield Cost to Activate: 100
OS/S Drain per Second: 25 s-1
OS/S Drain per Enemy: 25 s-1

Strength:100 / 125 / 150 / 200 (Radiation w Radiation damage per second)
100 / 300 / 400 / 500 (Impact w Impact damage on deactivation)
Duration:N/A
Range:8 m / 10 m / 12 m / 15 m (energy field max radius)
Misc:?%/?s (energy orb drop rate)
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Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

Balefire Balefire
ShieldPillage ShieldPillage ShieldPillage
Haven Haven Haven
WingedDeath WingedDeath WingedDeath
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