4 25 +2.5-15/s |
Hysteria Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. Introduced in Update 11.0 (2013-11-20) |
Strength:300 (base damage) 1.25x / 1.4x / 1.6x / 1.75x (damage multiplier) 1% / 2% / 4% / 5% (lifesteal) | |
Duration:15 / 20 / 25 / 30 s | |||
Range:5 m |
Weapon
- Main article: Valkyr Talons
Valkyr Talons are Valkyr and Valkyr Prime's signature Exalted Weapon, summoned by activating the ability Hysteria. The weapon exclusively uses the Hysteria stance.
- This weapon deals equal physical damage.
- Innate and two polarities.
- Negates the infinite combo extender of Xoris, resetting combo count on activation.
Advantages:
- Tied with Desert Wind for the highest critical chance of all melee weapons.
- Innate 5% lifesteal.
- Very high attack speed.
Disadvantages:
- Low status chance.
- Short range.
- Requires energy to activate and keep active.
- Damage isn't affected by the combo counter.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set can still apply if equipped on Warframe, Melee, or Robotic Weapons, and not on the Exalted Weapon itself).
- Cannot equip Melee Combo Counter Mods (except Drifting Contact), Acolyte Mods (e.g., Blood Rush), or Amalgam Mods (e.g., Amalgam Organ Shatter).
- Cannot equip Melee Arcane Enhancements.
Stance
- Main article: Hysteria (Stance)
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.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral (While Not Moving) |
Fervor | 315.8%/s | 2.9s | ||||||||||||||||||||||||
Forward (While Moving) |
Rage | 235.3%/s | 1.7s | ||||||||||||||||||||||||
Forward Block (While Blocking & Moving) |
Madness | 416.7%/s | 3.6s | ||||||||||||||||||||||||
Block (While Blocking) |
Delirium | 416.7%/s | 2.4s | ||||||||||||||||||||||||
Heavy (Heavy Attack) |
Rise From Ashes | 500.0%/s | 2.0s | ||||||||||||||||||||||||
Slide (While Sliding) |
Launching Spring | 2250.0%/s | 0.8s | ||||||||||||||||||||||||
Aerial (While In Air) |
One Point | 620.7%/s | 1.4s | ||||||||||||||||||||||||
Wall (While Wall Latching) |
Through Strike | 176.5%/s | 1.7s | ||||||||||||||||||||||||
Finisher (On Knocked Down Enemy) |
Roaring Drums | 4153.8%/s | 1.3s | ||||||||||||||||||||||||
Slam (Looking At Ground While In Air) |
Slam Attack | 461.5%/s | 0.7s | ||||||||||||||||||||||||
Default "Sweep" Attack • 360°/Spin Attack • Direct Slam Attack • Radial Slam Attack • Ranged Attack • "Thrust" Attack
|
Augment
- Main article: Enraged
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.
Rank | Damage & Critical Chance Bonus | Hysteria Duration | Hysteria Cooldown | Cost |
---|---|---|---|---|
0 | +125% | 15s | 15s | 6 |
1 | +150% | 15s | 15s | 7 |
2 | +175% | 15s | 15s | 8 |
3 | +200% | 15s | 15s | 9 |
- Main article: Hysterical Assault
Hysterical Assault is a Warframe Augment/Exilus mod for Valkyr that allows her to pounce onto enemies while in Hysteria by meleeing while aiming, dealing damage on contact. It also provides brief Invulnerability when switching off her Valkyr Talons while in Hysteria.
Rank | Leap distance | Invulnerability duration | Cost |
---|---|---|---|
0 | 25m | 0.5s | 6 |
1 | 30m | 0.5s | 7 |
2 | 40m | 0.5s | 8 |
3 | 50m | 0.5s | 9 |
- Overcome with rage, Valkyr unleashes her wrath using a set of energy claws and becomes immune to damage and Status Effects over a duration of 15 / 20 / 25 / 30 seconds. While Hysteria is active, the claws are the only weapons Valkyr can use. The claws grant Valkyr a unique set of melee combos, and 1% / 2% / 4% / 5% of the melee damage she inflicts is regained as health. Valkyr will also radiate energy should there be an enemy within 5 meters of her position. Enemies within this aura are highlighted; should any enemy remain highlighted as Hysteria expires, Valkyr will be dealt 7.5% of the total amount of damage she received while Hysteria was active.
- Lifesteal is not affected by Power Strength.
- Duration is affected by Power Duration
- Aura radius is affected by Power Range.
- Status effect immunity also includes crowd-controlling effects such as Knockdowns and staggers. Certain attacks will push Valkyr away, and shockwaves will cause her to bounce into the air slightly. However, these attacks will not push Valkyr to the ground.
- Highlighted enemies will become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
- Valkyr's other abilities are usable while Hysteria is active.
- The attack damage from Hysteria factors in a specific set of stats from the equipped melee weapon. Normal attacks, spin attacks, wall attacks, ground finishers, and prompted finishers deal 300 base damage + 125% / 140% / 160% / 175% of the equipped melee weapon's base damage.
- Damage is distributed evenly between Impact ,This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.Puncture , andThis template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.Slash for normal attacks, spin attacks, and wall attacks.This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
- Ground finishers abide by the damage formula and have a similar damage composition; the difference is that the Impact damage of ground finishers is increased by 25%.
- Prompted finishers inflict 400% of the total damage from the formula as Finisher damage.
- Weapon damage multiplier is affected by Power Strength.
- Each attack adds to the Melee Combo Counter, and the damage is increased by the Combo Counter Multiplier.
- Mods that affect base damage (i.e., Pressure Point, Spoiled Strike, and Steel Charge) are the only melee mods that can increase the weapon damage from the formula. As an example, a melee weapon with 30 base damage, +60% damage from Steel Charge, and +30% power strength will deal 300 + 1.75*1.3*30*1.6 = 409.2 damage.
- Finishing Touch does not increase the damage of ground finishers or prompted finishers.
- All attacks can hit a maximum of 5 enemies per strike with the exception of prompted finishers and slam attacks.
- Damage is distributed evenly between
- Slam attacks inflict 300 damage within a 5 meter radius. The slam attack of the equipped melee weapon is also inflicted as a separate instance of damage.
- Primary damage is distributed evenly between Impact ,This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.Puncture , andThis template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.Slash .This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
- The additional instance of damage from the acquired slam attack retains its original damage, damage type, status chance, area of effect, and any special properties (e.g., the Jat Kittag's explosive ragdoll effect). For example, a slam attack with an Amphis equipped will inflict 300 damage and 40 Electricity damage with a 100% status chance within 5 meters.
- Damage is not affected by Power Strength, diminishes with distance, and is increased by body-part multipliers.
- Faction Damage mods (i.e., Smite Grineer, Smite Corpus, and Smite Infested) are the only melee mods that can increase the damage of the acquired slam attack. Faction Damage mods have no effect on the primary slam attack damage or the damage of Hysteria's other attacks.
- Enemies affected by the primary damage suffer a Knockdown.
- Slam attacks do not add to the Melee Combo Counter, and the damage is not affected by the Combo Counter Multiplier.
- Primary damage is distributed evenly between
- Hysteria's attacks have an innate critical chance of 25%: a 10% chance for a critical damage multiplier of 100%, and a 15% chance for a critical damage multiplier of 200%. The critical damage and critical chance of the equipped melee weapon stack with those of Hysteria: additively for critical chance, and multiplicatively for critical damage.
- Mods that increase the critical chance/damage of the melee weapon will affect Hysteria (i.e., Organ Shatter and True Steel). As an example, Dual Cleavers have a critical chance of 40% and a 570% critical damage multiplier with a maxed Organ Shatter and True Steel. With this weapon equipped, Hysteria's critical chance will be increased to 0.25 + 0.4 = 65%. This would imply a (0.1/0.25)*0.65 = 26% chance for 1*5.7 = 570% critical damage and a (0.15/0.25)*0.65 = 39% chance for 2*5.7 = 1140% critical damage.
- True Punishment does not increase Hysteria's critical chance while channeling.
- Hysteria's critical damage against special body parts abides by Critical Hit mechanics.
- Slam attacks do not have a critical chance.
- Physical/Elemental Damage mods (e.g., Jagged Edge and Fever Strike), Attack Speed mods (e.g., Fury), Status Chance mods, Melee Channel, Channeling mods, and Reach have no effect on Hysteria.
- Hysteria's attack speed is independent of the equipped melee weapon's attack speed. However, speed buffs such as Warcry, Volt's Speed, and Berserker do affect Hysteria's attack speed. Berserker will not proc while Hysteria is active.
- While channeling mods have no effect, it is still possible to use channeling attacks while Hysteria is active. Hysteria's attacks, with the exception of slam attacks and prompted finishers, can gain 50% damage from channeling at the cost of 5 energy per attack.
- Cannot be recast while active.
- Conclave rating: 10 / 10 / 50 / 90.
- This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
- Cryo Floors (Orokin Void/Traps) in void towers will still slow Valkyr.
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
- Maximized Power Duration increases duration to 77.1 seconds.
- Reduces aura radius to 1.7 meters.
- Maximized Power Efficiency decreases cost to 25 energy.
- Decreases duration to 12 seconds.
- Maximized Power Range increases aura radius to 11.75 meters.
- Decreases melee damage multiplier to 0.7.
- Maximized Power Strength increases melee damage multiplier to 4.0075.
- Increases cost to 155 energy.
- This is hard to see as all enemies close to her will glow like this (possible bug).
See also
- Valkyr