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Risen from the sands, Inaros commands the desert's fearsome power.

This is Inaros, the savior, king of the desert.

Whether denizens of the sky or the earth, Tenno, the fear of Inaros is within.

Release Date: March 4th, 2016

Entombed for eons, the ancient pharaoh Inaros reawakens to ravage, consume and conquer all life swept up in his cursed sandstorms, leaving only the barren and drained desert of death in his wake. Inaros arose in Update 18.5 (2016-03-04).


Inaros' main and component blueprints are obtainable from the Sands of Inaros quest. The quest blueprint is tradeable from another player, or purchasable from Baro Ki'Teer for PrimeBucks.png 100 + Credits64.png 25,000.

Additional blueprints can be bought from Cephalon Simaris; ReputationBlackx64.png 25,000 for component blueprints and ReputationBlackx64.png 50,000 for main blueprint.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: Platinum64.png 225 Blueprint Price: N/A
Chassis Chassis
Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Time: 12 hrs
Rush: Platinum64.png 25


AladVPortrait d.png
“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers. Please complete Sands of Inaros quest before proceeding.
Main article: Sands of Inaros
Hush my little dune. You don't need to be scared. There, there, that's right, shake out the sand, but remember, not all of it, and I'll tell you the story. Long ago, the lands of our colony were cursed, they were soaked in fear. The Golden Skymen would come and take our children away. Young and old alike, cowered before them, afraid to lose their most beloved. But then he came. The Fear-eater. The skykiller. He was called Inaros!

Inaros was a warrior who served the Golden Skymen, but did not approve of them taking away the children of the devout sky-worshippers of Mars. Inaros eventually defected to protect the colony. The Skymen set their armies upon Inaros, but none could prevail against him. The Skymen fled, and Inaros was hailed as a the God King of the Mars people before he ascended to watch over the colony from his throne in the sky.

Years later, the Mars colony was attacked by Infested. Inaros came to their defense and swept away the plague, but his metal body was found broken. Believing his spirit returned to the sky, the colony entombed his body in Sacred Vessels, knowing he will one day reclaim his body and rise again.

A young Baro Ki'Teer was part of the Mars colony that worshipped Inaros, but one day it was beset by Grineer. Despite Baro Ki'Teer's prayers, Inaros never came and the colony was eradicated, and he, as the colony's sole survivor, grew to resent the God King.

In present day, Baro Ki'Teer hires the Tenno to excavate Inaros's tomb, but a mysterious voice narrates the legend of Inaros, leaving Baro Ki'Teer distressed. While completing the challenges left on the Sacred Vessels, the voice is revealed to belong to Baro Ki'Teer's late mother. Coming to peace with his past, Baro Ki'Teer thanks the Tenno, remarking that the God King will rise again.



  • Inaros has two possible namesakes, both of which are figures in ancient Egyptian history and are often confused with each other:
    • Inaros II, an ancient Egyptian ruler who rebelled against the Persians in 460 BC.
    • Inaros I, an ancient Egyptian prince who rebelled against the Assyrians in 665 BC, 200 years prior to the reign of Inaros II.
  • Inaros was the first Warframe to have 0 base shield, with NidusIcon272.png Nidus following after.
  • Inaros was the first Warframe to have a built-in polarity in the Exilus mod slot. An Exilus Adapter is still required to unlock the slot, but a Forma is not necessary unless changing it to another polarity.
  • Previously, Inaros's component pieces were labeled as "Protector", directly tying the blueprints to the lore itself (e.g. Protector Neuroptics).
  • As of Update 18.6 (2016-03-16), Baro Ki'Teer has unique dialog when addressing players equipped with Inaros.

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Rise, eternal, to cast the fear of Inaros into them. Featuring altered mod polarities for greater customization.
Inaros Prime... once-protector of the master artisans of Luna Placida... and keeper of their secrets. A walking treasure map if ever there was one. The Orokin are dead as dust, and with them your obligation. I, however, am very much alive and... I need stock. For a modest investment we can both do quite well AND keep my kiosk well supplied with Orokin wonders. What say you?

Release Date: July 14th, 2020

Inaros Prime is the Primed variant of InarosIcon272.png Inaros, possessing higher health, energy, and sprint speed, as well as additional Madurai Pol.svg polarity. Inaros Prime was released alongside PantheraPrime.png Panthera Prime and KarystPrime.png Karyst Prime.


Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Inaros Prime's Relic Drops
Chassis Blueprint InarosPrimeIcon272.png Blueprint Systems Blueprint Neuroptics Blueprint
VoidRelicGoldIcon64.png Axi K6 Uncommon
VoidRelicGoldIcon64.png Axi O5 Uncommon
VoidRelicIronIcon64.png Lith H4 Uncommon
VoidRelicSilverIcon64.png Neo V10 Uncommon
VoidRelicIronIcon64.png Lith N6 Uncommon (V)
VoidRelicSilverIcon64.png Neo P3 Uncommon (V)
VoidRelicSilverIcon64.png Neo T3 Uncommon (V)
VoidRelicBronzeIcon64.png Meso N12 Uncommon
VoidRelicGoldIcon64.png Axi W1 Uncommon (V)
VoidRelicGoldIcon64.png Axi W2 Uncommon (V)
VoidRelicIronIcon64.png Lith G4 Uncommon (V)
VoidRelicIronIcon64.png Lith N10 Uncommon (V)
VoidRelicGoldIcon64.png Axi G7 Common
VoidRelicSilverIcon64.png Neo K4 Common
VoidRelicGoldIcon64.png Axi A13 Common (V)
VoidRelicGoldIcon64.png Axi T7 Common (V)
VoidRelicIronIcon64.png Lith M6 Common (V)
VoidRelicSilverIcon64.png Neo N13 Common (V)
VoidRelicSilverIcon64.png Neo T5 Common (V)
VoidRelicBronzeIcon64.png Meso I2 Rare
VoidRelicGoldIcon64.png Axi I1 Rare (V)
VoidRelicGoldIcon64.png Axi I2 Rare (V)
VoidRelicBronzeIcon64.png Meso I1 Rare (V)
Manufacturing Requirements
Chassis Neuroptics Systems OrokinCell.png
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: N/A Blueprint Price: N/A
Chassis Chassis
Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Time: 12 hrs
Rush: Platinum64.png 25


  • Inaros Prime, compared to InarosIcon272.png Inaros:
    • Higher Health (575/2300 vs. 550/2200)
    • Higher Energy (125/188 vs. 100/150)
    • Higher Sprint Speed (1.05 vs. 1.0)
    • Has an additional Madurai Pol.svg polarity.
  • As a Prime Warframe, Inaros Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb and can occur even if the Death Orb has been previously destroyed.
  • Inaros Prime possesses the highest base health of all Warframes in the game (575 base, 2,300 at max rank).
  • In addition to Baro Ki'Teer having unique dialogue different from Inaros or other Prime Warframes, he will sell a Baro Void-Signal for Credits64.png 25,000 and PrimeBucks.png 100 only to Inaros Prime, and can only be bought once per visit. This unlocks a mission called Void Raider in the Void, which is a Defense mission with 10 waves, Nightwatch Corps enemies, and the defense client being Baro Ki'Teer wielding Aklex.png Aklex. This mission can only be accessed using Inaros Prime, consuming the Baro Void-Signal on completion.
  • Inaros Prime's sarcophagus features metallic linings and Orokin ornaments affected by his chosen Appearance colors.
  • Inaros Prime's ScarabSwarm130xDark.png Scarab Swarm features additional glowing white particles swirling upward, and enclosing Inaros Prime's entire body, during charging animation. Particles' color isn't affected by chosen Appearance colors.


  • Inaros Prime's helmet is designed after the Deshret, also known as the Red Crown, which was worn by the pharaohs of Lower Egypt.
    • Interestingly enough, the name of the crown was also shared with the Red Land, the deserts and foreign lands surrounding Egypt.
  • Inaros Prime is the sixth Primed Warframe whose non-primed variant was unlockable through a quest (Sands of Inaros), after TitaniaIcon272.png Titania, AtlasIcon272.png Atlas, MirageIcon272.png Mirage, LimboIcon272.png Limbo and ChromaIcon272.png Chroma.

See Also

  • Prime, the Orokin enhancement to a Warframe or weapon.

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Resurrect the undying king of the desert with the death of his foes. On fatal injury and entering Bleedout, InarosIcon272.png Inaros enters an immobile Sarcophagus. Within his tomb, target an enemy or ally on the aiming reticle (default LMB ) to release a beam that continuously inflicts 75 DmgTrueSmall64.png True damage per tick and siphon hitpoints from them, gradually filling his revive meter to allow Inaros to rise again. Alternatively, allies may manually revive Inaros by interacting with his Sarcophagus.

  • The revive meter is filled by 0.5% for every 1% of an enemy's combined health and shields removed. At least 2 enemies must be killed for Inaros to be revived.
    • If an ally kills the enemy targeted by Inaros, or kills other enemies within ? meters from his Sarcophagus, their deaths will contribute to Inaros' revive meter.
  • Siphoning from enemies will pull them toward Inaros. Siphoning from allies will only damage them.
  • Siphoning deals DmgTrueSmall64.png True damage per tick, which ignores armor damage reduction. However, it is still subject to other damage resistances and shields.
    • Siphon damage is only affected by Mod TT 20px.png Provoked.
  • Mod TT 20px.png Undying Will and Renewal130xDark.png Renewal will still function normally on Inaros' Sarcophagus.
  • FocusLensUnairu b.png Unairu's FocusLastGasp.png Last Gasp will not prompt on Inaros' Sarcophagus.
  • Inaros cannot use other weapons in his Sarcophagus.
  • The siphoning beam can be nullified from enemies such as Nullifier Crewman or Isolator Bursa.
  • Sarcophagus does not prevent Inaros from dying in Arbitrations; he will still enter the Sarcophagus animation before immediately dying.

Killing enemies with melee Finishers restores 20% of Inaros' maximum Health.

  • This does not apply to Ground Finishers or the Parazon Mercy finishers.
  • Health restore is not affected by mods.
  • Inaros can reliably trigger melee finisher prompts by casting Desiccation130xDark.png Desiccation.

Unlike most frames, when Inaros ranks up he receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:

  • +15% / +30% / +45% / +60% / +75% / +90% / +105% / +120% / +135% / +150% Health at ranks 1 / 4 / 7 / 10 / 13 / 16 / 19 / 22 / 25 / 28 respectively.
  • +15% / +30% / +45% / +60% / +75% / +90% / +105% / +120% / +135% / +150% Health at ranks 2 / 5 / 8 / 11 / 14 / 17 / 20 / 23 / 26 / 29 respectively.
  • +5% / +10% / +15% / +20% / +25% / +30% / +35% / +40% / +45% / +50% Energy capacity at ranks 3 / 6 / 9 / 12 / 15 / 18 / 21 / 24 / 27 / 30 respectively.
This results in a total of +300% Health and +50% Energy capacity by Rank 30.


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Main article: Desiccation (edit)
Desiccate.png DesiccationIcon.png
Blast enemies with a wave of cursed sand that blinds them and steals their health.
Strength:75 / 100 / 125 / 150 (initial DmgTrueSmall64.png True damage)
2 / 4 / 6 / 8 (DmgTrueSmall64.png True damage/sec)
Duration:3 / 5 / 6 / 8 s
Range:10 / 12 / 13 / 15 m
Misc:100 % (stagger on hit)
25 % (lifesteal)
Subsumable to Helminth

  • Inaros scatters a wave of cursed sand that staggers all enemies up to 10 / 12 / 13 / 15 meters away in a cone in front of him, dealing 75 / 100 / 125 / 150 DmgTrueSmall64.png True damage on hit, then 2 / 4 / 6 / 8 DmgTrueSmall64.png True 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. If enemies are facing toward Inaros as the sand wave strikes, they are also blinded and open to Melee Finisher attack prompts (default X ) for the duration.
    • The initial damage and damage-over-time are affected by Ability Strength.
    • Range is affected by Ability Range.
    • Damage-over-time and blind duration are affected by Ability Duration.
    • Stagger on hit and lifesteal is not affected by mods.
    • Desiccation bypasses obstacles in the environment and does not require line of sight.
    • Kavats, Kubrows, and MOA companions will also gain the benefit of the life steal. Sentinels will not.
  • 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 is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift. 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.

Main article: Desiccation's Curse

Desiccation's Curse is a Warframe Augment Mod for InarosIcon272.png Inaros' Desiccation130xDark.png Desiccation ability that has a chance to summon a Sand Shadow when killing a blinded enemy with a finisher. Also passively increases all Sand Shadow's damage by 2x.

Rank Sand Shadow Chance Cost
0 35% 6
1 50% 7
2 70% 8
3 100% 9

Tips & Tricks
  • 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.

Main article: Devour (edit)
Devour.png DevourIcon.png
Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.
Strength:50-100 / 100-200 / 150-300 / 250-500 (DmgTrueSmall64.png True damage per second)
Duration:15 / 20 / 25 / 30 s (quicksand)
≥ 15 s (Sand Shadow)
Range:20 / 30 / 40 / 50 m (cast and tether range)
Misc:2 s (damage ramp-up)
10 (damage ticks per second)
Heals 400 health per second

  • Inaros sinks 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 DmgTrueSmall64.png 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.
    • Cast range is affected by Ability Range.
    • Quicksand duration is affected by Ability Duration.
    • Initial and max damage per second are affected by Ability Strength.
    • Healing is independent of damage dealt. Inaros cannot increase the amount of healing received by amplifying the damage his target takes, and attacking enemies with increased damage resistance will yield the same amount of healing.
    • Damage ramp-up time and amount of damage ticks are not affected by mods.
    • 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 while the Use key is held.
    • Kavats, Kubrows, and MOA companions will also gain the benefit of the life steal. Sentinels will not.
  • 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.
  • 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.
    • Tether range is affected by Ability Range.
    • 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 DmgColdSmall64.png Cold procs and MolecularPrime130xDark.png Molecular Prime.
  • Ability Synergy: Enemies trapped by Devour will automatically restore health to Inaros and create a Sand Shadow on death when killed inside Sandstorm130xDark.png 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 Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift, 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 InarosIcon272.png 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.

  • Expand/Collapse
    Main article: Sandstorm (edit)
    Sandstorm.png SandstormIcon.png
    Become a whirling spiral of sand that sends enemies flying and devours those trapped in quicksand.

    Energy Drain: 10 s-1

    Strength:200 / 300 / 400 / 500 (DmgSlashSmall64.png Slash damage/sec)
    Range:4 / 5 / 6 / 7.5 m (radius)
    Misc:? % (DmgSlashSmall64.png Slash status chance)
    0.2 / 0.3 / 0.4 / 0.5 x (move speed multiplier)
    0.8 / 0.7 / 0.6 / 0.5 x (damage reduction multiplier)
    100% (chance to Devour enemies)

    • Inaros spins rapidly and sweeps across the land as a storm of dust and sand, pulling in and violently lifting all enemies within a 4 / 5 / 6 / 7.5 meters radius and dealing 200 / 300 / 400 / 500 DmgSlashSmall64.png Slash damage per second with a ?% status chance. Lifted enemies cannot move or attack while trapped within the storm, as they gradually fling about wildly in a ragdolled state, following the storm's flow and rise high into the air. While channeling the storm, Inaros himself is unable to attack with weapons or cast other abilities, perform Parkour Maneuvers, nor collect Pickups. During Sandstorm, Inaros' movement speed is slowed by 0.2 / 0.3 / 0.4 / 0.5 times his base speed, while incoming enemy damage dealt to Inaros is reduced to 0.8 / 0.7 / 0.6 / 0.5 times their damage.
      • Damage per second is affected by Ability Strength and TheoremDemulcent.png Theorem Demulcent.
      • Radius is affected by Ability Range.
      • Status chance, move speed and damage reduction multipliers are not affected by mods.
      • Sandstorm pulls in nearby pickups for easy collection once the ability is deactivated.
      • Inaros' vertical camera movement is heavily restricted during Sandstorm.
      • Sandstorm's radius is an invisible cylinder with roughly the height of Inaros himself. Enemies on a terrain elevation higher or lower than this cylinder will not be affected by this ability.
    • Sandstorm is a channeled ability that consumes 10 energy per second while active. This ability will remain active until the ability key is pressed again (default 3 ), or Inaros' energy is depleted. Sandstorm also has an initial casting cost of 75 energy. Lifted enemies are flung away at high speed once Sandstorm is deactivated.
    • Ability Synergy: Enemies trapped by Devour130xDark.png Devour while within Sandstorm will grant Inaros healing and create a Sand Shadow on successful kill.
    • Activation and deactivation delays of 1.5 seconds are affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift. Toggling will interrupt movement.

    Main article: Elemental Sandstorm

    Elemental Sandstorm is a Warframe Augment Mod for InarosIcon272.png Inaros that causes Sandstorm130xDark.png Sandstorm to inflict status procs based on equipped damage types and mods on melee weapons currently wielded. Also passively increases Sandstorm's Ability Range by 50%.

    Rank Status chance Cost
    0 50% 6
    1 60% 7
    2 80% 8
    3 100% 9

    • If a Commander teleports with an Inaros in Sandstorm, the Inaros will no longer spin. This is only a visual bug and does not affect movement speed.
    • The actual range is only half the listed amount. This may be a typo on the in-game skill description that DE has yet to address.

    Main article: Scarab Swarm (edit)
    ScarabSwarm.png ScarabSwarmIcon.png
    Scarab Swarm
    Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.

    Energy Cost to Charge: 0
    Health Drain per Armor Percent: 29 HP
    Scarab Armor Cost per Cast: 25%

    Strength:100 / 150 / 175 / 200 (DmgCorrosiveSmall64.png Corrosive damage/sec)
    Duration:6 / 10 / 12 / 15 s (swarm duration)
    Range:20 / 22 / 25 / 30 m (cast range)
    6 / 10 / 12 / 15 m (heal radius)
    Misc:2,900 HP (total health cost)
    2 HP (min. health threshold)
    100% (armor bonus cap)
    ∞ (armor bonus duration)
    5 m (spread radius)
    100% (spread remaining duration)

    • Inaros stands still to summon the desert sands and sacred scarabs, offering his Health as a sacrifice to gain Scarab Armor, which permanently increases his base armor by up to 100%. While holding down the ability key (default 4 ), Inaros loses 29 health points for every 1% of converted additional bonus armor, for a total of 2,900 health lost to fully charge the armor. Inaros will continue in the animation until releasing the ability key or Inaros only has 2 points of health left; health drain will cease once the bonus armor has reached 100%.
      • All Scarab Armor values are not affected by mods.
      • The armor bonus is additive to armor mods; with a fully charged Scarab Armor (100%) and a maxed rank Mod TT 20px.png Steel Fiber, Inaros will have a total armor value of:
        225 × (1 + 100% + 110%) = 697.5
      • Charging Scarab Armor causes Inaros to lose all momentum, except when aim gliding.
      • Inaros is immune to stagger, knockback, and knockdown effects while charging Scarab Armor.
      • The current bonus armor value is displayed on the ability icon and also beside Inaros' health indicator.
      • Scarab Armor lasts indefinitely until partially or entirely removed by casting a swarm projectile, entering a Nullifier bubble, moving too close to a Comba or Scrambus, by being dispelled, or falling into a pit. Scarab Armor bonus can not be removed by enemy weapons fire.
      • When Scarab Armor is dispelled, all health previously converted into armor is instantly refunded to Inaros, provided his health is not at maximum value.
    • While Scarab Armor is at or above 25% and an enemy target is near the aiming reticle, tapping the ability key (default 4 ) causes Inaros to consume 25 energy and 25% of his total armor bonus to launch a swarm of scarabs that travels up to 20 / 22 / 25 / 30 meters away.
      • Energy cost is affected by Ability Efficiency.
      • Cast range is affected by Ability Range.
      • Scarab Armor cost is not affected by mods.
      • Scarab Swarm can not be launched if Scarab Armor value is below 25%.
      • Scarab Swarm is launched near the end of the casting animation, giving the player time to adjust the trajectory before the animation ends.
      • 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.
    • Once launched toward the targeted enemy, Scarab Swarm infests all enemies in its path on contact. Swarmed enemies will flail in panic and receive 100 / 150 / 175 / 200 DmgCorrosiveSmall64.png Corrosive damage per second for 6 / 10 / 12 / 15 seconds, during which they are completely disabled. Each swarm host generates an aura with a 6 / 10 / 12 / 15 meter radius that converts the damage dealt by Scarab Swarm into health points for Inaros and his allies in range. Scarab Swarm can spread all of its effects to any unaffected enemies within a 5 meter radius from a swarm host for 100% of its remaining duration.
    • Scarab Swarm cast animation of 1.25 seconds is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift. Charging scarab armor or launching scarab attack while stationary will prevent movement, however casting scarab attack while moving will not interrupt movement.

    Main article: Negation Swarm

    Negation Swarm is a Warframe Augment Mod for InarosIcon272.png Inaros that allows ScarabSwarm130xDark.png Scarab Swarm to block incoming Status Effects, draining a percentage of bonus Armor for every Status Effect blocked.

    Rank Armor Consumption Cost
    0 6% 6
    1 5% 7
    2 4% 8
    3 3% 9

    Tips & Tricks
    • 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.
    • Players can get Scarab Swarm dispelled on purpose, such as by running into a Nullifier bubble, to instantly get up to 2,900 points of health back.


    Strength Mods


    Duration Mods


    Range Mods


    DesiccationIcon.png DesiccationIcon.png DesiccationIcon.png
    DevourIcon.png DevourIcon.png DevourIcon.png
    SandstormIcon.png SandstormIcon.png SandstormIcon.png
    ScarabSwarmIcon.png ScarabSwarmIcon.png ScarabSwarmIcon.png

    Edit Tab

    Hotfix 31.6.2 (2022-06-15)

    • Fixed being able to cast Inaros’ Devour on allied crewmembers on the Railjack by using the Tactical Menu. Crewmembers are friends, not food.

    Hotfix 31.5.10 (2022-05-17)

    • Fixed several issues with abilities when forced into Operator (in Zariman Cascade missions for example):
      • Fixed Inaros’ Sandstorm not terminating.

    Hotfix 31.5.7 (2022-05-06)

    • Fixed Inaros’ losing loss of function after being spiked by a Void Manifestation while Devouring.

    Update 31.5 (2022-04-27)

    • Inaros’ Sand Shadows base lifespan are now affected by Duration mods.
    • Fixed being able to benefit endlessly from Inaros’ Sandstorm without spinning by emoting while active.
    • Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
      • Inaros’s Sandstorm
    • Fixed Inaros’ Resurrection meter being half a pixel too far to the left.

    Update 31.2 (2022-03-16)

    • Fixed being able to stay in endless Inaros Sandstorm after using an Emote (like the Shawzin) on a keybind.

    Update 30.8 (2021-10-04)

    • Fixed incorrect Armor positioning when equipping the Hexis Armor to Inaros Prime.

    Hotfix 30.0.1 (2021-04-13)

    • Fixed an issue with Inaros’s Agile animation set.

    Hotfix 29.5.7 (2020-12-10)

    • Fixed Inaros Prime Chat link screen including the Blueprint button.

    Update 28.3 (2020-08-12)

    • Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
    • Fixed issues with the Inaros Prime Skin causing the Inaros Helmets to deform.

    Update 28.2 (2020-07-14)

    • Introduced Inaros Prime.

    Hotfix 27.3.13 (2020-04-14)

    • Fixed Companions trying to attack enemies that are in Inaros’ Devour trap, which we don’t want cause we wish to snack on said enemy.

    Update 27.2 (2020-03-05)

    • Armor Change:
      • Inaros: 200 to 225
      • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

    Hotfix 27.0.12 (2020-01-23)

    • Fixed Inaros getting stuck in his Devour animation if Devour is cast on an enemy that dies at the exact same time.

    Hotfix 27.0.9 (2020-01-09)

    • Fixed a script error in Inaros’ Sandstorm.

    Hotfix 25.3.2 (2019-07-12)

    • Fixed some script abuse when Inaros' Desiccation continued to tick after Inaros was killed.

    Update 25.1 (2019-06-05)

    • Fixed Zanuka being unable to capture Inaros.

    Update 25.0 (2019-05-22)

    • Cephalon Simaris now sells Blueprints given during quests in his Offerings! This allows you to purchase these items in the event that you’ve accidentally sold them.

    Hotfix 24.7.3 (2019-04-22)

    • Fixed having no Shields in Archwing if Inaros or Nidus are equipped.

    Update 23.0 (2018-06-15)

    • Fixed Inaros' Desiccation GPU particles not applying chosen Energy color

    Update 22.16 (2018-03-15)

    • Fixed Ancient Healer damage reduction Aura negatively affecting the consume rate of Inaros’ Devour.

    Hotfix: The Index Preview 2 (2016-10-21)

    • Excluded Reactant and Index Point pickups from Sandstorm.

    Update: The Silver Grove 1.0 (2016-08-31)

    Update: The Silver Grove (2016-08-19)

    • Conclave: Devour now also decreases Dodge speed of target.
    • Fixed various clipping issues with Inaros.

    Hotfix: Specters of the Rail 0.1 (2016-07-08)

    • Fixed an issue with Inaros players entering into pre-death and becoming unable to revive during Specter encounters.

    Update: Specters of the Rail 0.0 (2016-07-08)

    • Fixed an issue with Devouring allies affected by Radiation Damage and permanently locking Inaros in the animation for the duration of the mission.

    Update 18.13 (2016-05-27)

    • Enemies that are being Devoured by Inaros can no longer be hurt/killed by another player.
    • Fixed Scarab Swarm healing objectives.

    Update 18.9 (2016-04-20)

    • Conclave: Fixed Sandstorm130xDark.png Sandstorm staying active after death until the player respawns.
    • Quest: Fixed Clients not seeing the laser eye FX on enemies in the final stage of the Sands of Inaros quest.

    Hotfix 18.8.2 (2016-04-13)

    • Quest: Fixed Sentinel kills not counting toward the Sacred Vessel progress in the Sands of Inaros quest.
    • Fixed Inaros appearing transparent after reviving.
    • Fixed Inaros’ diorama missing his cloth attachments.

    Update 18.8 (2016-04-06)

    • Conclave: Fixed Sandstorm lingering even after death.
    • Fixed Inaros’ Sandstorm lingering even after death in Conclave.

    Update 18.7 (2016-03-30)

    • Quest: Fixed the Sands of Inaros’ Sacred Vessel diorama becoming stuck on screen, preventing progress in the Quest.

    Hotfix 18.6.3 (2016-03-23)

    • Quest:
      • Players can now review the Sacred Vessel more closely in their Landing Craft when playing the Sands of Inaros Quest.
      • Fixed an issue in the Sands of Inaros Quest that could cause menus to freeze after seeing the in-Mission Sacred Vessel diorama.
      • Fixed several overlapping textures and holes in Inaros’ tomb in the Sands of Inaros Quest Mission.
    • Conclave: Fixed Inaros’s Sandstorm visual FX lingering after death in Conclave.
    • Fixed Inaros’ Sandstorm visual FX covering too large an area when ranged Mods are equipped.
    • Fixed an error causing Inaros to get stuck when devouring friendly targets affected by the Radiation proc.
    • Fixed ScarabSwarm130xDark.png Scarab Swarm being usable on corpses.
    • Fixed Scarab Swarm not having consistent targeting when moving the camera while aiming.

    Hotfix 18.6.2 (2016-03-22)

    • Trinity’s EnergyVampire130xDark.png Energy Vampire will no longer affect Inaros when in Sandstorm130xDark.png Sandstorm.
    • Fixed weapons with alt fire being usable during using Sandstorm.
    • Fixed Scarab Swarm not healing Sentinels.
    • Fixed Devour130xDark.png Devour not being able to consume enemies below his position.
    • Fixed Scarab Armor buff persisting through death.
    • Fixed Inaros starting at 0 shields when using an Archwing.

    Update 18.6 (2016-03-16)

    • Quest:
      • Fixed some visual fx causing the torches in the Sands of Inaros Quest to appear pixelated.
      • Fixed not receiving an Inbox message after completing the Sands of Inaros Quest.
    • Conclave: Inaros’ Dessicate and Banshee’s Sonic Boom range has been increased and now hit in a 40 degree FOV.
    • Baro Ki’Teer will now have a unique greeting when interacting with Inaros.
    • Fixed an issue allowing players to cast other abilities during Inaros’ Devour after entering the pause menu during Devour’s cast.

    Hotfix 18.5.6 (2016-03-10)

    • Quest:
      • Removed some audio FX from Inaros’ vault door in the Sands of Inaros Quest.
      • Fixed music not properly playing during the Sands of Inaros Quest boss battles.
    • Conclave:
      • Lowered the damage and duration of Inaros’ Desiccation in Conclave.
      • Increased the damage of Inaros’ Scarab Swarm in Conclave.

    Hotfix 18.5.5 (2016-03-08)

    • Quest: Fixed not being able to view the Sands of Inaros Quest diorama in your Codex after completing the Quest.

    Hotfix 18.5.4 (2016-03-07)

    • Quest:
      • Fixed a bug preventing the extraction door from opening in Sands of Inaros quest.
      • Fixed issues with the Sacred Vessel being consumed too early in the Sands of Inaros quest, leading to progression stoppers.
      • Fixed audio FX that were not properly functioning on Inaros’ tomb doors in the Sands of Inaros Quest.
      • Fixed an error causing the Vessel to be lost from the player’s inventory during the Sands of Inaros Quest Mission.
    • Conclave: Fixed an error that would occur when entering bleedout in Conclave as Inaros while looking at an enemy player.
    • The Mod TT 20px.png Provoked Mod now affects Inaros's bleed out damage.

    Hotfix 18.5.1 (2016-03-04)

    • Adjusted Inaros’ sarcophagus audio FX.
    • Improved the quality of Inaros’ sarcophagus’ animations.
    • Fixed players being unable to trade Inaros’ Blueprint.
    • Fixed Inaros’ Idle Animation Icons not displaying properly.
    • Fixed Scarab Swarm not taking on the proper energy color for audio FX.

    Update 18.5 (2016-03-04)

    • Inaros risen from the sands.
    • Quest: Sands of Inaros added.

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