Players and enemies can become invulnerable to all damage and status effects while under the effects of certain abilities or conditions. By default, this is represented by a gray bar over their health and shields while also changing the colors of their values to gray in the Heads-Up Display. Damage against invulnerable enemies with be displayed as a ◼ grey zero.
Mechanics[]
Typically, phases of invulnerability are temporary and are limited by a number of factors such as Ability Duration and Energy Capacity. When players are invulnerable, additional or new status effects cannot be applied to them and existing status effects will run down their duration normally. Shields also regenerate normally during invulnerability periods.
While being invulnerable, certain effects can still trigger. These include but are not limited to:
- Adaptation
- Combat Discipline
- Reloading with Hema
- Arcane Aegis
- Arcane Avenger
- Arcane Guardian
- Arcane Agility
There are some effects that are similar to invulnerability such as:
- Being unkillable under the effects of Dread Ward
- Intangible from any of Limbo's abilities (Rift Plane)
- Shield Gating
- Void Mode
- -100% Damage Type Modifier
- 100% Damage Reduction
- Baruuk's Elude and Xaku's passive and The Vast Untime
- Blocking with melee
- While performing finishers
While under these effects, players may also refer to themselves as being in a state of invulnerability, but this is not the same as invulnerability as a mechanic.
Sources of Player Invulnerability[]
- Main article: Category:Invulnerability
1 25 |
Landslide Bash enemies with an exploding sliding punch, and repeat for a devastating combo. Petrified enemies take extra damage, and drop Rubble when destroyed. Rubble can heal Atlas and bolster his armor. Introduced in Update 17.5 (2015-10-01) |
Strength:[1 hit] 100 / 200 / 300 / 350 ( Impact damage) [2 hits] 200 / 400 / 600 / 700 ( Impact damage) [3+ hits] 400 / 800 / 1200 / 1400 ( Impact damage) | |
Duration:1 s (combo window) | |||
Range:[1 hit] 1.5 / 1.6 / 1.7 / 2 m (impact radius) [2 hits] 3 / 3.2 / 3.4 / 4 m (impact radius) [3+ hits] 4.5 / 4.8 / 5.1 / 6 m (impact radius) | |||
Misc:
6 / 8 / 10 / 12 m (dash range) |
Info
- Atlas expends 25 energy to charge forward to punch a target enemy up to 6 / 8 / 10 / 12 meters away. The target and enemies within 1.5 / 1.6 / 1.7 / 2 meters are dealt 100 / 200 / 300 / 350 Impact damage as a melee strike with a 2x critical damage multiplier, 5% critical chance, and 5% status chance.
- Atlas' Health is Invulnerable to damage while dashing.
- Each enemy hit increases the Melee Combo Counter by 1 point.
- AoE damage bypasses obstacles in the environment and does not diminish with distance.
- If the target dies before Atlas lands his punch, energy used for Landslide will be refunded.
- Landslide can be recast within a 1 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage with a larger impact radius and reduced energy cost up to a cap:
- 200% damage, 200% impact radius, and 50% cost reduction for the second hit
- 400% damage, 300% impact radius, and 75% cost reduction for the third and all subsequent hits in the chain
- This reduction in energy cost modifies Landslide's activation cost and is afterward affected by Ability Efficiency as normal.
- Atlas ragdolls enemies with an uppercut on every third successive strike in the chain. All other strikes stagger enemies.
- Combo window is affected by Ability Duration and can not fall below 0.5 seconds.
- The duration of the combo window and the respective damage multiplier for the next cast are displayed underneath the HUD's targeting reticle.
- If no casts are performed within the combo window, the damage and energy cost will reset.
- Damage is affected by Ability Strength, the Melee Combo Counter, certain mods and arcanes, and some weapon traits.
- Landslide gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with Venka Prime equipped at 13x combo.
- The mod stats that affect Landslide include:
- Base damage buffs, such as Pressure Point, Steel Charge, Arcane Fury, and Melee Retaliation.
- Riven Mods and melee Augment Mods with base damage buffs will apply their bonuses.
- Physical damage mods such as Heavy Trauma.
- Elemental damage buffs such as Molten Impact and Melee Exposure.
- Critical Chance buffs, such as True Steel, Blood Rush, and Arcane Avenger.
- Critical Damage buffs, such as Organ Shatter and Magus Aggress.
- Status Chance mods, such as Melee Prowess and Weeping Wounds.
- Combo Count Chance buffs such as Quickening, True Punishment, and Exodia Triumph.
- Base damage buffs, such as Pressure Point, Steel Charge, Arcane Fury, and Melee Retaliation.
- Weapon specific traits that affect Landslide include:
- Melee Incarnon Evolutions:
- Flat base damage bonuses offered by melee incarnon evolution is added after combo and strength, but is increased by base damage and elemental buffs.
- Critical Chance, Status Chance and Critical Multiplier all modify Landslide's base values.
- Progenitor damage bonuses on Kuva (Variant) and Tenet weapons.
- Ack & Brunt's collected elemental bonus, up to +70%.
- Dorrclave's Rising Vendetta buff.
- Ekhein's Heavy Insight buff.
- Gazal Machete's bonus +25% corrosive damage upon Djinn's Fatal Attraction.
- Lesion's Frenzy buff.
- Scindo Manticore Skin's damage bonus.
- Melee Incarnon Evolutions:
- Landslide is not affected by:
- The equipped melee weapon's stats.
- Faction Damage Mods
- Unique mod effects, such as Shattering Impact, Healing Return, Energy Channel, Vulcan Blitz, and Power Throw.
- Condition Overload
- ( Primed) Reach does not affect Landslide.
- Amalgam Ripkas True Steel does not cause gore.
- Casting Landslide while wielding Xoris or a weapon that pauses melee combo counter while holstered, such as Tenet Livia or Tenet Grigori will reset the combo counter.
- Elemental bonuses do not improve status proc damage. Toxin, Heat and Electricity procs will always deal 50% of landslide's damage (before +elemental and +impact bonuses) per tick.
- Ability Synergy: Using Landslide to kill petrified enemies frozen by Path of Statues, Petrify, and by casting Rumblers grants 50% more health and armor points, from the enemies' dropped Rubble.
- Helminth Synergy
- Roar applies to Landslide and applies twice for status proc damage such as Gas procs, despite being unaffected by faction mods.
- Eclipse greatly amplifies landslide damage.
- Nourish adds Viral.
- Lycath's Hunt counts Landslide kills as melee kills, resulting in health orbs dropping, further synergizing with Equilibrium and/or Arcane Blessing.
- Wrathful Advance increases Landslide critical chance.
- Casting Landslide requires an unobstructed enemy target.
- Landslide is capable of locking onto and attacking invisible enemies (e.g. Stalker).
- Can be cast while in mid-air.
- Killing an enemy with this ability is counted as a Melee Kill.
- Landslide attacks can damage enemies across the Rift Plane.
- Landslide is affected by and can trigger Warframe Arcanes.
- Landslide kills do not build stacks for the Dexterity Arcanes.
Augment
- Main article: Path of Statues
Path of Statues is a Warframe Augment Mod for Atlas, that makes Landslide leave a petrifying path for a short period.
Path of StatuesTips & Tricks
- Landslide excels at rampaging between spread out clusters of enemies.
- Take advantage of the dash's health invulnerability to charge through devastating attacks
- Landslide's combo multiplier is separate from the Melee Combo Counter, and both work together to massively increase Landslide's damage.
- It's advisable to use Ability Duration mods to lengthen the combo window.
- Performing a Bullet Jump between casts allows players to extend Atlas' reach.
- Rubble Heap Doubles the dash range of Landslide
- Note that Atlas' knockdown immunity will not apply while he is not grounded.
- Landslide benefits from elemental damage granted by certain augments, including:
- Ember's Fireball Frenzy
- Frost's Freeze Force
- Oberon's Smite Infusion
- Saryn's Venom Dose
- Volt's Shock Trooper
- As Landslide benefits from Incarnon evolution perks, it is advisable to use an Incarnon melee weapon if one is available. Evolutions that increase Critical Chance or Status Chance can be extremely beneficial, as they increase the base stats of the ability.
- Landslide builds combo with the Hawk Momentum perk of the Innodem allowing for quick combo build up
4 0 +6-12/mark |
Blade Storm Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport. Introduced in Vanilla (2012-10-25) |
Strength:750 / 1000 / 1500 / 2000 ( True damage) | |
Duration:N/A | |||
Range:50 m | |||
Misc:
3 (number of hits per mark) |
Info
- Ash toggles a state of intense focus as he searches for targets to assassinate. During targeting mode, enemies within 50 meters from Ash that are seen near the aiming reticle become highlighted and tagged with a death mark above their head, consuming 12 energy per enemy.
- Leaving this range while targeting will unmark enemies and refund the energy.
- When 1 or more enemies are marked, reactivating the ability will create 2 Shadow Clones that teleport to each marked enemy, striking them with 3 Finisher attacks that inflict 750 / 1000 / 1500 / 2000 True damage per hit with a guaranteed Slash status effect.
- Damage is affected by Ability Strength, Steel Charge, Savage Silence, Radiant Finish, Arcane Fury, Arcane Blade Charger, Combo Counter multipliers, and Viral status.
- Blade Storm gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with Venka Prime equipped at 13x combo. The Innodem additive stats from Evolution II: Perk 2: increase the attack speed by 25% and from Evolution III: Perk 3: increase the finisher damage by 60%
- Melee damage mods do increase damage, including Finishing Touch and Covert Lethality, Primed Pressure Point and Spoiled Strike.
- Melee mods that affect the combo counter and attack speed will benefit blade storm.
- Weapons that modify the combo meter also apply, including the bonus initial combo count passives for Furax Wraith (20), Synoid Heliocor (20), Fragor Prime (30), and Venka Prime's increased combo cap.
- Animation speed is affected by attack speed mods (e.g. Fury) up to the Finisher cap of +50%.
- Buffs such as Speed, Warcry and Arcane Strike will only buff Ash's Animation speed when he joins blade storm via Teleport, and not the clone's.
- Animation speed is not affected by the base weapon's attack speed, Berserker Fury, or casting speed mods (e.g., Natural Talent).
- Arcane Arachne does not increase damage.
- Kills from Blade Storm will not proc Arcane Reaper
- The Bleed's DoT inflicts 43.75% of the initial damage per tick for a total of 9 ticks over 9 seconds. The Bleed damage bypasses armor.
- Direct hit damage therefore accounts for only 20% of Blade Storm's total damage.
- Total Direct hit Damage (not Slash's Bleed's DoT) is further multiplied by Excalibur's Radiant Finish and Banshee's Savage Silence. (eg. with 100% strength: 2,000 × (1 + 300%) = 8,000)
- Strikes from Ash and his clones add to the melee combo counter.
- Strikes from the Shadow Clones add 1 hit per enemy (4 with Rising Storm)
- Combo gain is affected by combo gain mods and arcanes, but not Relentless Combination.
- The combo counter will reset when equipped with Xoris or similar melee weapons that feature infinite duration combo counter.
- Enemies that die to Direct Hits (not Slash's Bleed's DoT) will activate Arcane Trickery, Arcane Ultimatum, and Exodia Might.
- Damage is affected by Ability Strength, Steel Charge, Savage Silence, Radiant Finish, Arcane Fury, Arcane Blade Charger, Combo Counter multipliers, and Viral status.
- Reactivating Blade Storm with no marks will toggle off targeting mode instead.
- While in targeting mode, Ash emits black smoke and his vision darkens.
- Blade Storm has no casting animations, so Ash can still perform all other functions normally such as maneuvering, casting other abilities, and firing or reloading weapons.
- Ash cannot re-enter targeting mode while his Shadow Clones are attacking marked enemies.
- Ability Synergy:
- Invisibility by means of Smoke Screen or other allied abilities will halve the energy cost of Blade Storm to 6 energy per enemy.
- While Blade Storm is attacking, Teleport can be cast on a marked enemy at 0 energy cost to include Ash in the assault. Ash becomes invulnerable for the duration as he teleports and strikes all remaining marked enemies in a cinematic sequence.
- While joining Blade Storm costs no energy, Ash must have enough energy to cast Teleport to join.
- Strikes by Ash deal the same damage as his clones, but will attack enemies not targeted by his clones at the moment. He consumes marks, which generally accelerates the assault, when the enemy is not dying from the first hit.
- Ash can regenerate his shields during the animation.
Augment
- Main article: Rising Storm
Rising Storm is an Ash Warframe Augment Mod that allows the clones generated by Blade Storm to contribute additional hits to the Melee Combo Counter, as well as increases the duration the Melee Combo Counter lasts.
Rising StormTips & Tricks
- Blade Storm can be activated while zooming in with a ranged weapon. This can be used to more precisely pick targets.
- You are invincible while using Blade Storm. This can be used to give time to regenerate your shields.
- Blade Storm can be used to pick up items that are very far away or in dangerous situations (an item surrounded by 5 enemies for example). This generally requires a sentinel's Vacuum skill for maximum effectiveness. Simply target an enemy near something you want to pick up and activate the ability. Since you return to your starting point you will return to your "safe spot" but will have picked up health orbs, energy orbs, resources, and even mods.
- Blade Storm can be used to start long melee combo chains to gain additional bonus melee damage.
- This synergizes well with builds centered around Blood Rush, Weeping Wounds, and Gladiator Mods.
- Blade Storm can be empowered by performing melee combo chains before casting, as the ability's damage benefits greatly from the bonus melee damage multiplier.
- Since Blade Storm deals True damage, the ability is well suited to dealing with Conculysts and Battalysts.
- Ash's second ability, Smoke Screen, synergizes well with this ability, reducing both the energy cost per mark and Ash's vulnerability when marking enemies.
- Similarly, Arcane Trickery also synergizes well, since it can be triggered by Blade Storm and reduces the cost per mark.
- Blade Storm allows Ash to easily trigger Arcane Ultimatum, giving him a boost in survivability.
- Blade Storm finishers also trigger Exodia Might with Zaws, allowing substantial health regeneration without the use of Life Strike.
- Considering Blade Storm has a 100% chance to proc Bleed, dealing 43.75% of the base damage 10 times in 9 seconds, the ability actually does 2,000 + ((2,000×0.4375)×10) = 10,750 damage in 9 seconds, making it one of the most powerful abilities in the game if modded and used accordingly.
- If used during sliding, Blade Storm seems to use a shorter version of finishing animations, which reduces total animation time.
- Blade Storm benefits greatly from the effects of Body Count, Drifting Contact, and Gladiator Rush. Instead of having a 3 second delay before the combo counter disappears, the delay will be 3+12+10+6 = 31 seconds.
- Using the Rising Storm augment will further increase the delay.
- Since Ash only spawns 2 Shadow Clones, it's highly suggested to equip attack speed mods as the time needed for the Shadow Clones' animations can make gameplay sluggish, especially if a large amount of enemies are marked.
- Joining Blade Storm has multiple benefits for Ash:
- Becoming invulnerable allows Ash to ignore status effects, such as Toxin, and regenerate his shields.
- The rate in which attacks are dealt is increased as there will be 3 attackers instead of 2.
- The amount of hits added to the combo counter from the ability will be higher than if Ash were to not join.
- Using Teleport on an unmarked enemy while Ash's Shadow Clones are attacking marked ones will result in the unmarked enemy being marked without consuming any energy. Ash will then join Blade Storm until all marks are expended.
- Enemies attacked by Blade Storm this way are only attacked once.
Bugs
- On certain unspecific occasions Ash will become invulnerable after using Blade Storm. It should also be noted that Blade Storm can cause lag commonly.
- Very rarely, after using Blade Storm, Ash will float and become invincible. He is unable to jump or fall down, use melee weapons (or primaries/secondaries in some cases), or use Blade Storm again. Pressing E will teleport to a random enemy and perform a purely aesthetic Blade Storm attack which does no damage. This appears to occur when Blade Storm's initial target is killed before Blade Storm begins.
- On some occasions (most likely related to latency), Ash will remain vulnerable whilst being unable to exit this bugged state without getting killed (as in, actually dying and using a revive charge, as revived by a teammate will not end this glitch).
- This may occur when the initial target for Blade Storm is killed (by another player/procs) during the teleporting animation, causing Ash to teleport to his casting location, and initiate this bug.
- To deactivate the bug, Ash can prompt a "falling out of level" event by power wall climbing to the sky if there is a wall in the map that allows him to. This will respawn Ash to a random location on the ground and deactivate the bug.
- Very Rarely, when Ash finishes using Blade Storm he will appear at the location where he used it with 0 Health, unable to move, unable to use weapons, and unable to be damaged by enemies. Any on screen prompts that occur, such as Defense and Interception wave prompts, will not be presented to Ash in this state. Ash cannot be revived as he isn't considered down despite the fact that he has 0 health. The only way to fix this bug is to wait for the mission to end or leave the mission.
- If wielding a melee weapon when cast, Blade Storm will occasionally perform Finisher attacks on enemies. This does not occur if the player is hosting.
- Occasionally, Ash will fall out of the map after using Blade Storm, where he will either teleport back to the original casting position or die.
- If Blade Storm is cast and Ash's holograms seek out a Mind Controlled target, they will attack the target indefinitely until either the Mind Controlled target dies or its duration expires.
- Attempting to use Blade Storm against another player when fighting in the Dojo will cause Ash to become invincible and hover in the air. In this state, Ash can only move and use firearms.
- When Ash has no melee weapon equipped, it is possible in some cases for Ash to attain an unmodded Skana after using Bladestorm. This Skana is not listed in the end of mission screen, nor in the in-game gear list, and is lost upon dying or completion of the mission.
- When used on a Crewship during Railjack missions, and using teleport to join the fray, Ash can grow 10x in size and will be too large to move around not only the Crewship but also the Railjack. Player will have to return to dock to reset size.
2 25 |
Shield Maiden Raise Bonewidow's shield to block incoming forward damage. While active, bash enemies with a Maiden's Kiss. Introduced in Update 29.5 (2020-11-19) |
Strength:1,000 / 1,200 / 1,500 / 2,000 HP (shield durability) 1.25 / 1.5 / 1.75 / 2x (reflected damage multiplier) | |
Duration:N/A | |||
Range:N/A | |||
Misc:
3s (invulnerability duration) |
Info
- Bonewidow expends 25 energy to compact its frontal armor plating into a portable shield wielded it on its left arm. On activation, Bonewidow becomes invulnerable to damage and status effects for 3 seconds, during which it absorbs all incoming enemy damage into an extra health buffer; after the invulnerability phase, the total absorbed damage amount becomes extra health for Shield Maiden, combining with a base Health of 1,000 / 1,200 / 1500 / 2,000 points. While active, all incoming enemy damage is blocked by the shield within a 160 degrees angle in front of Bonewidow; damage inflicted onto the shield's health pool is also reflected back to their sources with a damage multiplier of 1.25 / 1.5 / 1.75 / 2 times. Shield Maiden lasts until its health pool is depleted or manually deactivated by pressing the ability key again (default 2 ). If the shield is destroyed, Shield Maiden enters a 10 second cooldown before it can be redeployed.
- Shield Maiden's durability uses the following expression when accounting for Ability Strength and Armor:
Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.- Examples:
- A Rank 3 Shield Maiden cast by an unmodded Bonewidow will have an initial health of (2000 + (2.5 × 500)) = 3,250 before absorbing damage.
- A Rank 3 Shield Maiden cast by a Bonewidow with a maxed Necramech Steel Fiber, Necramech Intensify, and Power Donation(Equipped on the Warframe), will have an initial health of (2000 + (2.5 × 500 × 1.9)) × 1.6 = 7,000 before absorbing damage.
- Shield Maiden durability is affected by Power Donation, but not Growing Power or Stand United.
- Examples:
- Shield Maiden's durability uses the following expression when accounting for Ability Strength and Armor:
- While Shield Maiden is active, Bonewidow can expend 15 energy by pressing the quick melee attack key (default E ), or the fire weapon key with Exalted Ironbride active (default LMB ), to initiate a Maiden's Kiss. Maiden's Kiss causes Bonewidow to bash its shield forward to hit enemies in its path, inflicting the Lifted status effect for ? seconds.
- Bonewidow recovers more quickly from a slide while Shield Maiden is active.
- Ability Synergy: Equipping Exalted Ironbride with Shield Maiden widens the shield block angle to 220 degrees.
- Shield Maiden prevents the use of Meathook while active, and activating Shield Maiden will drop an enemy skewered by Meathook.
Rakhali's Calvary
1 25 |
Slash Dash Dash between enemies while slashing with the Exalted Blade. Introduced in Vanilla (2012-10-25) |
Strength:100 / 125 / 200 / 250 ( Slash damage) | |
Duration:N/A | |||
Range:6 / 8 / 10 / 12 m (range) 7 m (chain range) |
Info
- Excalibur expends 25 Energy to dash forward 6 / 8 / 10 / 12 meters to cut enemies down with his Exalted Blade, automatically chaining to additional enemies within 7 meters. Each strike inflicts 100 / 125 / 200 / 250 Slash damage with a guaranteed Slash proc and Knockdown.
- Excalibur has Health Invulnerability during Slash Dash. Shields will still take damage and Energy Draining affects can still be applied to Excalibur, such as from Ancient Disruptors.
- Every instance of damage increases the Melee Combo Counter by 1 point.
- If there are no enemies within its targeting area, Slash Dash will make Excalibur dash forward in the direction of aim, allowing it to be used as a mobility aid when reaching high places.
- Slash Dash is affected by Aim Glide and momentum, but will not change momentum outside of its animation. Thus, whichever way you were going before you cast Slash Dash you will continue to go unless stopped, by other means, at same speed. This will affect how far your Slash Dash will go when not targeted.
- Chained Slash Dash can be cancelled by jumping or rolling.
- Slash Dash can damage enemies across the Rift Plane.
- Damage is affected by Ability Strength, the Melee Combo Counter, some mods, and certain weapon traits.
- Slash Dash gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with Venka Prime equipped at 13x combo.
- The mod stats that affect Slash Dash include:
- Base damage buffs, such as Pressure Point, Steel Charge, Arcane Fury, and Melee Retaliation.
- Physical damage mods such as Jagged Edge.
- Elemental damage buffs such as Molten Impact and Melee Exposure.
- Critical Chance buffs, such as True Steel, Blood Rush, and Arcane Avenger.
- Slash Dash has 0% Critical Chance by default.
- Critical Damage buffs, such as Organ Shatter and Magus Aggress.
- Slash Dash has 1x Critical Damage by default.
- Status Chance mods, such as Melee Prowess and Weeping Wounds.
- Slash Dash has 0% Status Chance by default.
- Combo Count mods, such as True Punishment.
- Weapon specific traits that affect Slash Dash include:
- Incarnon Evolution stat buffs.
- Progenitor damage bonuses on Kuva (Variant) and Tenet weapons.
- Dorrclave's Rising Vendetta buff.
- Ekhein's Heavy Insight buff.
- Lesion's Frenzy buff.
- Excalibur's Swordsmanship passive.
- Requires a longsword, dual sword, rapier, or nikana be equipped.
- Scindo Manticore Skin's damage bonus.
- Slash Dash is not affected by:
- The equipped melee weapon's stats
- Faction Damage Mods
- Unique mod effects, such Shattering Impact, Healing Return, Energy Channel, Vulcan Blitz, and Power Throw.
- Condition Overload.
- Slash Dash's cone length is not affected by melee range mods (e.g., Reach).
- While Exalted Blade is active, Slash Dash will be affected by mods on Exalted Blade instead of the regular melee.
- Slash Dash's damage composition is not affected by Chromatic Blade.
- Ability Synergy:
- When Exalted Blade is active, Slash Dash gains the following benefits:
- Slash Dash will receive a 10% bonus to its base damage from Excalibur's passive as Exalted Blade is considered a longsword.
- Slash Dash hits will add to Exalted Blade's Melee Combo Counter.
- Exalted Blade will release an energy wave when an enemy is hit by Slash Dash.
- The waves behave identically to those from normal swings of Exalted Blade.
- When Exalted Blade is active, Slash Dash gains the following benefits:
Augment
- Main article: Purging Slash
Purging Slash is a PvE and Conclave Warframe Augment Mod for Excalibur's Slash Dash that removes allies' debuffs and restores their shields when Slash Dashed into.
- Main article: Surging Dash
Surging Dash is a Warframe Augment Mod for Excalibur, allowing each enemy hit by Slash Dash to add to the Warframe's Melee Combo Counter.
Surging DashTips & Tricks
- Slash Dash will hit through a Grineer Shield Lancer's Shield.
- With high Ability Range and not aiming at enemies, players can launch themselves into the air, travel with high velocity and long distance.
- Can be used to pass through Corpus laser doors mostly unharmed.
- Perfect for medium-distance traveling and quickly closing in on distant enemies.
- With the proper mods this is one of the most damage-efficient AoE abilities in the game, doing massive damage to multiple targets for very little cost.
- Invulnerability allows players to deal with enemies by repeatedly casting Slash Dash without fear of damage from enemies or status procs during the animation. However, being that there is no invulnerability overlap between the end of the first cast and the beginning of the second cast, there is a small window for Excalibur to receive damage.
- Casting Slash Dash while Exalted Blade is active will allow players to increase the amount of damage they deal and hit a larger amount of enemies without having to build for range.
- Pressing the melee button at any time during the targeted Slash Dash cast will cancel the rest of ability's targets and summon your melee weapon instantly.
- Effective for canceling out of the recovery animation for heavy and slam attacks. The ability to then cancel out of the Slash Dash with another attack can lead to large speed increases in combat.
Bugs
- It is possible to get stuck on an enemy during the duration of the ability, and in most cases the enemy will not take damage.
4 75 +3-5/s |
Mass Vitrify Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward. Introduced in Update 22.0 (2017-10-12) |
Strength:20% / 30% / 40% / 50% (Damage Vulnerability) 500 / 750 / 1000 / 1600 (ring segment base health) 500 / 600 / 700 / 800 (segment explosion damage) 5x (armor multiplier) | |
Duration:2 / 2.25 / 2.75 / 3 s (expansion time) 10 / 12 / 14 / 16 s (effect duration) | |||
Range:2 m (ring initial radius) 3 m/s (ring expansion rate) 8 / 8.75 / 10.25 / 11 m (ring max radius) 8 / 10 / 12 / 15 m (explosion range) | |||
Misc:
3 m (ring initial height) |
Info
- Gara expends 75 Energy and coats herself in a shell of hardened glass, becoming immobile and Invulnerable to damage as she unleashes a radial ring of molten glass that expands outward and downward. The molten glass ring's initial horizontal radius from Gara is 2 meters, which expands horizontally at a rate of 3 meters per second over 2 / 2.25 / 2.75 / 3 seconds, up to a maximum horizontal radius of 8 / 8.75 / 10.25 / 11 meters. Ring expansion initially drains 3 energy per second, which ramps up to 5 energy per second over the course of expansion. The molten glass ring's initial height is 3 meters high, which expands downward up to a maximum height of 12 meters.
- Molten glass bypasses all entities, obstacles, and terrain as it expands.
- When the molten glass ring is created, its base is aligned with Gara's feet to ensure that the initial ring height is about Warframe height.
- Ring height expands downward much faster than ring horizontal radius, reaching full height before expansion time completes.
- Initial casting animation and release animation are affected by casting speed, from mods such as Natural Talent and Speed Drift.
- Can be recast while active to expand molten glass and create a new barrier. Only 1 barrier may remain active per player.
- Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
- If a Nullifier Crewman bubble touches the glass, it will end the ability prematurely if casting, and instantly shatter it without dealing any damage to surrounding enemies if already hardened. However, enemies hardened with glass will only harden prematurely if the nullifier touches them.
- Mass Vitrify's glass undergoes two distinct phases with diverse effects on Gara, allies, and enemies:
- Enemies that contact the molten glass are crystallized over 3 seconds, slowing in movement and attack speed until completely solidified in place for 10 / 12 / 14 / 16 seconds. Crystallized enemies receive 20% / 30% / 40% / 50% Damage Vulnerability. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
- Crystallize converted health is affected by both Ability Strength and Armor mods such as Steel Fiber equipped on Gara.
- If Gara or allies are affected by a Radiation proc, allies may also be vitrified. This includes Sortie Defense Operatives, Syndicates Operatives, and Kavor Defectors in addition to fellow Tenno.
- On death, crystallized enemies shatter into glass with visual and sound effects.
- Upon pressing the ability key again (default 4 ), when maximum horizontal radius is reached, or when Gara runs out of Energy, Gara sheds her glass shell as the molten glass ring solidifies into a hardened glass barrier. The glass barrier lasts until all segments are destroyed or when Mass Vitrify is recast.
- The glass barrier consists of a circle made out of 12 individual segments, each possessing 500 / 750 / 1000 / 1600 base health, plus Gara's armor value multiplied by 500%. For each enemy affected by the crystallization phase, Mass Vitrify also converts a portion of their maximum shields and health into extra health for the glass barrier segments.
- Barrier segment health uses the following expression:
Modified Health = (Base Health + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) + Absorbed Health- With a maxed Steel Fiber and Intensify a wall segment would have
(1600 + 5 × (150 × (1 + 110%))) × (1 + 30%) = 4,127.5 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
- With a maxed Steel Fiber and Intensify a wall segment would have
- Minimum Health added from each enemy affected by the crystallization phase is
Health Added = (320 + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) - Maximum Health added is
Health Added = (Max Enemy Health + Max Enemy Shields) ÷ 10- Whichever formula results in a greater value is used for health added.
- During the crystallization phase, the number of total crystallize converted health is displayed beside the shield and health indicators on the HUD, as a buff icon with the number of converted health below the icon.
- The number of intact glass barrier segments is shown on the ability icon while at least 1 segment exists.
- Barrier segment health uses the following expression:
- When a segment's health is depleted, it explodes outward and damages all enemies for 250 / 300 / 350 / 400 damage in a range of 5 / 6 / 7 / 8 meters.
- Player and AI interaction with the glass barrier have notable differences:
- Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as Miter and Arca Plasmor.
- Some allies such as hacked Eidolon Lures and Sortie Defense Operatives cannot pass through.
- Most enemies are blocked by the glass barrier from moving and attacking through it, including Kuva Clouds. However, most bosses and the Eidolon Teralyst can pass through unhindered.
- Area of effect attacks (e.g., Shockwave MOAs and Bombards) and weapons with innate punch through (e.g. Tusk Grineer units) can hit through the glass barrier.
- Ability Synergy:
- If Gara strikes her own Mass Vitrify glass barrier with Shattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and 500 / 600 / 700 / 800 damage to all enemies within 8 / 10 / 12 / 15 meters from the barrier's exterior surface, as well as all enemies inside the barrier.
- Explosion has a damage composition of 18.75% Impact, 37.5% Puncture, and 37.5% Slash.
- Explosion is radial and not dependent on the direction Gara strikes Mass Vitrify with Shattered Lash. Gara must strike a currently intact part of the barrier, but the explosion will occur even around broken segments.
- Casting Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
- If Mass Vitrify's barrier is destroyed by Shattered Lash and Splinter Storm is within the explosion radius of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
- Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
- Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
- Gara's Passive allows casting abilities to have a 15% chance to Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
- If Gara strikes her own Mass Vitrify glass barrier with Shattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and 500 / 600 / 700 / 800 damage to all enemies within 8 / 10 / 12 / 15 meters from the barrier's exterior surface, as well as all enemies inside the barrier.
Tips & Tricks
- While Mass Vitrify is a potent defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a melee damage boosting Arcane such as Arcane Blade Charger, Arcane Fury, Arcane Arachne and Mods like Steel Charge and Vigorous Swap can further power up the resulting shrapnel explosion from Shattered Lash's damage, boosted by melee weapon mods like Proton Snap, Boreal's Contempt, and Nira's Contempt, Syndicate mods Blade of Truth, Justice Blades, and Toxic Blight, Corrupted Mods Spoiled Strike and Corrupt Charge, also Melee damage buffs from Melee weapons like the Lesion synergizing with Mass Vitrify.
- For this offensive purpose, Gara players can opt to eschew Ability Duration to either further augment Range and Efficiency (by, for example, equipping Fleeting Expertise) or to increase Ability Strength. As this may entail reducing the effectiveness of either Spectrorage or Splinter Storm, Helminth may replace one of them for a damage-increasing ability such as Rhino's Roar, Mirage's Eclipse, Mesa's Shooting Gallery, Helminth exclusive Empower. Arcanes like Molt Augmented, Molt Vigor and Pax Bolt Operator abilities Sling Strength and Hardened Wellspring and Archon Shard Crimson Archon Shard can augment Shattered Lash's base damage which, in turn, will also increase Mass Vitrify's shrapnel explosion.
- While Mass Vitrify is a potent defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a melee damage boosting Arcane such as Arcane Blade Charger, Arcane Fury, Arcane Arachne and Mods like Steel Charge and Vigorous Swap can further power up the resulting shrapnel explosion from Shattered Lash's damage, boosted by melee weapon mods like Proton Snap, Boreal's Contempt, and Nira's Contempt, Syndicate mods Blade of Truth, Justice Blades, and Toxic Blight, Corrupted Mods Spoiled Strike and Corrupt Charge, also Melee damage buffs from Melee weapons like the Lesion synergizing with Mass Vitrify.
- A defensive play style with Gara can be effective taking into consideration that Mass Vitrify scales with enemy armor values. The more enemies caught inside the ring, the stronger the glass walls and effectively CC'ing a large area. This can be strong enough to stop very high level Demolisher and Acolytes if enough enemies are vitrified inside the ring. The Armor value of Mass Vitrify is displayed with an icon onscreen, and can be boosted with Armor boosting Arcanes Arcane Ultimatum, Arcane Tanker, Arcane Guardian, Operator Focus skill Stone Skin Helminth ability Parasitic Armor, Chroma's Cold Elemental Ward and Vex Armor, Oberon's Renewal synergy with Hallowed Ground, Wukong's Defy, Mods like Mecha Pulse.
- Synergizes well with Magus Anomaly to bring in a group of enemies to vitrify and build stronger walls. Scaling infinitely. Perfect for choke points.
- A defensive play style with Gara can be effective taking into consideration that Mass Vitrify scales with enemy armor values. The more enemies caught inside the ring, the stronger the glass walls and effectively CC'ing a large area. This can be strong enough to stop very high level Demolisher and Acolytes if enough enemies are vitrified inside the ring. The Armor value of Mass Vitrify is displayed with an icon onscreen, and can be boosted with Armor boosting Arcanes Arcane Ultimatum, Arcane Tanker, Arcane Guardian, Operator Focus skill Stone Skin Helminth ability Parasitic Armor, Chroma's Cold Elemental Ward and Vex Armor, Oberon's Renewal synergy with Hallowed Ground, Wukong's Defy, Mods like Mecha Pulse.
- Enemies Vitrified, take 50% more damage from all sources.
- Mass Vitrify will refresh Allies Splinter Storm timers if they are passing through while Mass Vitrify is cast.
Bugs
- Casting Mass Vitrify in the air often delays the effect of refreshing Splinter Storm's duration until Gara lands on the ground, or if done from extreme heights, not refresh it at all.
- Interrupting the expansion quickly after casting might sometimes result in a "fake" barrier which does not block damage and can not be detonated with Shattered Lash. This can also occasionally happen without voluntarily stopping the expansion.
- Operators that come into contact with the ring while it's expanding are slowed down.
1 25 |
Dread Mirror Rip the life force from an enemy and use it as a shield that captures damage. Charge to channel the captured damage into an explosive projectile. Introduced in Update 24.0 (2018-11-08) |
Strength:1 / 1.5 / 1.75 / 2 x (damage capture multiplier) | |
Duration:13 / 15 / 18 / 20 s (mirror duration) | |||
Range:30 m (pounce range) 6 / 7 / 8 / 10 m (explosion radius) | |||
Misc:
8 m (stagger radius) |
Info
- Garuda expends 25 Energy to leap into the air to pounce at an enemy target within 30 meters, Staggering all enemies within an 8 meter radius on landing while violently slashing the victim with her talons to inflict Knockdown. The victim is instantly killed if its health was at or below 40% when Dread Mirror was cast.
- Garuda must have sufficient space to land next to the victim to cast this ability.
- Garuda is invulnerable while charging.
- Dread Mirror's knockdown effect can forcefully interrupt some otherwise uninterruptible enemy attacks, such as the Battalyst's omnidirectional laser phase.
- Enemies with Overguard cannot be targeted until their Overguard is removed.
- Once Garuda strikes the victim, she rips its lifeforce out to conjure a Dread Mirror in front of her for 13 / 15 / 18 / 20 seconds. The mirror is a large hovering invulnerable frontal shield that reorients itself to face the player's camera direction. All incoming enemy ranged and melee attacks are blocked by the mirror on contact, while the damage is absorbed into the Dread Heart beating above the mirror's frame; incoming enemy damage is first multiplied by 1 / 1.5 / 1.75 / 2 times then absorbed by the heart. The heart lingers indefinitely until Garuda throws it.
- The shield blocks Stagger effects from otherwise staggering attacks - including self-stagger from explosive projectiles that explode too close.
- 10% of the victim's maximum health is absorbed as initial damage for the heart when Garuda strikes the target.
- Maximum health is considered from health, not shield/armor.
- If the victim is instantly killed, the health absorbed is increased to 20%.
- Minimum health threshold is 1000. Meaning, target's maximum health for damage capture will be considered as 1000 if the actual value is lower than this threshold.
- The victim receives damage equal to 10% of their maximum health as Slash damage, but these rules apply:
- The damage does not bypass Armor and Shield. It will be reduced by damage reduction from the Armor and deal to Shield before health, just like other typical damages.
- While the damage is calculated from Health, the instant kill threshold of 40% will be considered from a combination of Health and Shield, regardless of Armor.
- Enemies that touch the mirror will take 100 Impact damage and stagger backwards away from Garuda. Rolling towards enemies will Ragdoll them.
- Mirror contact damage is not affected by mods.
- This damage is also absorbed into the Dread Heart.
- The mirror hits once when Garuda strikes the victim, absorbing one instance of contact damage, unless they are instantly killed.
- Damage absorbed is displayed in a numeric value above the heart.
- Dread Mirror lasts until it expires or the Dread Heart is thrown, while the Dread Heart will persist until thrown, even after the mirror disappears, and can absorb damage from multiple Dread Mirrors indefinitely.
- The mirror can block some directional area of effect abilities, such as Profit-Taker's EMP Slam and Laser Sweep, but not others such as a Heavy Gunner's ground slam or any of the massive Eidolon area of effect attacks.
- Mirror can also prevent knockdown, but not knockback, from Profit-Taker's Repelling Shields.
- While the Dread Heart is floating above Garuda, holding down the ability button (default 1 ) causes Garuda to grasp the heart in her talons and drain 50 Energy per second to continuously increase the absorbed damage by 100% of the currently stored damage value per second. Releasing the ability button or running out of energy causes Garuda to throw the heart as a high velocity explosive projectile toward the location on the aiming reticle. The heart bursts on impact with an enemy or a surface to inflict the amplified damage as Impact with 100% Status Chance and a 6 / 7 / 8 / 10 meter radius.
- Garuda cannot perform parkour Maneuvers (except for rolling and sliding) or general interactions while channeling the heart. However, she can still move.
- Charging in mid-air will allow Garuda to hover for a few seconds.
- The explosion bypasses obstacles in the environment and its damage does not decrease with distance.
- Can be recast while active to pounce at a target and refresh the mirror's duration.
- Can be cast while airborne.
- Casting Dread Mirror is full-body animation that relocates Garuda to her target. Charging the Dread Heart is an upper-body animation that reduces Garuda's movement speed and grounds her once landed, as well as preventing other actions until the heart is thrown.
- The Dread Heart visually drips blood constantly, beats faster when absorbing damage, and grows spikes when its stored damage is high enough.
- The maximum charged damage of the Dread Heart is displayed as 4.29+03eM, which likely represents the value 4,294,967,295. However, when used, it might instead deal no damage.
- The Dread Mirror's frame colors are affected by Garuda's chosen Appearance colors.
- Dread Mirror, Dread Heart and particle effects are affected by Garuda's chosen Energy color.
Augment
- Main article: Dread Ward
Dread Ward is a Warframe Augment Mod for Garuda that makes her unkillable when an enemy is instantly killed by Dread Mirror.
Dread WardTips & Tricks
- Synergizes well with Guardian Derision, making more enemies attack Garuda and her Dread Mirror, allowing quick, indefinite damage build-up for Dread Heart.
- The ability to instantly kill enemies solely relies on a percentage threshold, making it a potentially powerful tool to quickly dispatch otherwise tough high level enemies - including Steel Path versions of Sentient fighters in Lua missions and Veil Proxima anomalies, or the Thrax Centurion and Thrax Legatus in the Zariman Ten Zero.
- Any enemy that survives the jump attack is likely going to be knocked down, leaving an opening for a quick ground finisher and/or heavy damage.
- Combined with Blood Altar, Garuda can effectively tank and shrug off most damage that comes her way.
- Considering how far Garuda can move with her pounce, it can make for an effective means to escape an encounter while defending yourself.
- Facing Dread Mirror outward while standing in the corner makes Garuda less vulnerable to direct attacks.
- Alternatively, positioning herself to face enemies within a tight corridor gives her virtually unparalleled survivability from the front, and at the same time racking a lot of damage for Dread Heart.
- Using the ability multiple times before unleashing the heart will ramp up the damage rapidly, eliminating the reliance on enemy aggro.
- The mirror can prevent some AoE damage like an explosion from a barrel, or even massive attacks from the Profit-Taker Orb, by facing the barrier directly along the path of these attacks.
- However, it can't block AoE stagger from self-damage weapons.
- It also can't block damage-over-time AoE attacks such as from Nox's toxic blobs or Napalm missiles.
- Dread Mirror can help Garuda avoid the energy-draining Magnetic proc from Profit-Taker's EMP Slam, as well as being knocked down by the field boss's Repelling Shields.
- While Dread Mirror cannot save Garuda from AoE sweeps by an Eidolon, it still helps her survive the incoming homing missiles.
- Dread Mirror can protect Garuda from Arc Traps, providing the Mirror is between her and the trap. The trap will self-destruct after 3 seconds as if it has been activated, but since there is no arc, no damage will be absorbed.
- Rolling into enemies with Dread Mirror active will ragdoll them, frequently drag them along for a brief moment, and send them flying for several meters. This is a good makeshift crowd control.
- Dread Heart, being a projectile, fully benefits from the buffs of Mutalist Quanta's alternate fire.
- Be aware that crossing Nullifier Crewman bubbles, falling out of bounds, or activating Archwing will remove Dread Heart, thus losing its accumulated damage.
- Dread Heart counts as both ability damage and weapon damage, allowing for additional methods of increasing its effectiveness. For example, Nourish will both increase its damage and make it proc Viral instead of Impact sometimes, and a critical charm from Smeeta will make it orange crit.
- Priming enemies with Seeking Talons before damaging them with the Dread Heart is advised, as it will result in hefty slash procs scaling off Dread Heart's damage.
Bugs
- There currently is a very frequent UI bug where you won't see the remaining duration at the ability icon.
2 50 |
Blood Altar Impale an enemy on an altar of talons and siphon health for Garuda and her allies. Introduced in Update 24.0 (2018-11-08) |
Strength:15 / 17 / 20 / 25 %/s (health per sec) | |
Duration:10 / 15 / 15 / 20 s | |||
Range:30 m (pounce range) 4 / 4.5 / 6 / 8 m (heal radius) | |||
Misc:
8 m (stagger radius) | |||
Subsumable to Helminth |
Info
- Garuda expends 50 Energy 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.
- Garuda is invulnerable while charging.
- Affected allies includes all Warframes and their corresponding Operators, Companions, Necramechs, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, and Sortie and Arbitrations Defense Operatives, but not Defense Objects.
- 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.
- Can be used to temporarily incapacitate enemies, excluding them from the battle, especially useful with heavy units.
4 100 |
Seeking Talons Charge to expand the targeting area, release to send Garuda’s talons careening toward each target in area. Surviving enemies are prone to bleeding. Introduced in Update 24.0 (2018-11-08) |
Strength:150 / 200 / 250 / 300 ( Slash damage) 75% ( Slash status chance) | |
Duration:10 s | |||
Range:N/A | |||
Misc:
2 m (talon knockback radius) |
Info
- Garuda expends 100 Energy to channel her sanguine blood beneath herself as her talons quiver in anticipation, as a whirlwind of flying talons spanning a 2 meter radius encircles her. Enemies pierced by Garuda's talons will receive 150 / 200 / 250 / 300 Slash damage and be pushed away from Garuda.
- Channeling the talons expands a focus ring indicating the ranged area of effect of the ability. Initial field of view angle is 25 degrees, which can expand up to 95 degrees when fully charged; the range of ability can expand up to 60 meters based on the charge time. Upon release, Garuda unleashes 8 flying talons as homing projectiles, piercing through all enemies who are within the focus ring and in line of sight.
- Tapping the ability will automatically unleash the talons once fully charged. Holding the ability will sustain the whirlwind around Garuda until released, allowing her to aim carefully to maximize the talons' potential.
- Each enemy will always be pierced at least once by the projectiles. However, they can also be pierced multiple times in a single skill use.
- For an example, using Seeking Talon on a single enemy will damage said enemy 8 times in quick succession.
- Garuda is Invulnerable while casting the ability until it is fully charged.
- Enemies damaged by the flying talons are marked with Garuda's symbol for 10 seconds. Attacking marked enemies with weapons and abilities grants a 75% chance to cause a Slash Status Effect.
- Marked enemies will still receive status effects from other sources in addition to the Slash proc (if a weapon's status chance triggers and hits an enemy affected by Seeking Talons, the weapon's status will still be applied, the Slash proc is then added, resulting in the enemy receiving 2 status effects at the same time).
- Status chance is capped at 100%, achievable with 134% Ability Strength.
- All sources of damage are capable of inflicting Slash Status Effect. This includes, but not limited to: weapons, damage from abilities, special damaging effects from mods ( Concealed Explosives, Thunderbolt, Thermagnetic Shells, etc.) and Syndicate procs.
- Weapons do not need to have innate Slash damage in order to inflict Slash Status Effect.
- Increasing weapon status damage using Mods such as Rifle Elementalist will increase the damage of the slash procs.
- Marking of enemies will include special enemies such as Stalker.
- Slash statuses applied due to the mark are considered to be forced status procs and cannot stack with other sources of forced Slash statuses such as Hunter Munitions or Internal Bleeding. However forced Slash statuses can stack with a weapon's innate status chance.
- Duration of the mark cannot be refreshed if the ability is recast while the mark is active.
- Garuda cannot perform parkour Maneuvers (except for rolling and sliding) or general interactions while channeling this ability. However, she can still move.
- Can be cast while airborne, causing Garuda to hover for a few seconds.
- Garuda will leap a short distance upward upon release, causing the targeting ring to shift.
Augment
- Main article: Blending Talons
Blending Talons is an Warframe Augment Mod for Garuda's Seeking Talons that grants it the ability to create an area of effect explosion around Garuda as well as giving her Garuda Talons ( Prime) a passive that grants it additional combo count upon hitting enemies affected by Slash procs.
Blending TalonsTips & Tricks
- This ability has a long casting and recovery animation. However, this can be bypassed by casting Seeking Talons while airborne.
- Holding aimglide while releasing Seeking Talons will allow Garuda to hover after leaping and cancel the falling part of her animation. This does not work when used on the ground.
- While aimgliding, Garuda can continue staying airborne by recasting Seeking Talons again or charge and throw her Dread Mirror's Dread Heart.
- Each cast while airborne raises Garuda to be higher off the ground. Ground slams can be used to return back to ground level quickly to maintain mobility.
- Using melee immediately after releasing Seeking Talons while airborne can also be used to cancel the recovery animation. The recovery animation for this will be longer than if holding an aimglide, but is more useful for congested tilesets.
- A side effect of being above enemies while casting this ability is that it is able to hit headshots, making use of its increased damage multipliers, as well as Sharpshooter's Bounty and any Decree that activates on headshot in Duviri.
- Holding aimglide while releasing Seeking Talons will allow Garuda to hover after leaping and cancel the falling part of her animation. This does not work when used on the ground.
- As Seeking Talons bypass the need to have enemies within vision, bringing a companion equipped with a mod that detects enemies in the radar map (such as Animal Instinct) will help Garuda in finding the most number of enemies that can be hit without having to actually see them.
- Due to the forced Slash proc caused by Seeking Talons, it synergizes particularly well with weapons that have high damage burst potential such as the Kuva Zarr or Tenet Envoy to unleash heavy True damage per hit.
- The forced Slash proc is also effective against Sentient enemies, as True damage bypasses their adaptive damage resistance.
- Equipping Blending Talons gives Garuda the potential to mark her symbol on more enemies than her standard charged up ability by deliberately running in the midst of the crowd and using short-tap Seeking Talons.
- Using Dread Mirror's Blood Ball into enemies hit by Seeking Talons will essentially do a very high scaling slash nuke, scaling further with a Primer.
Maximization
4 100 |
Covenant Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further. Introduced in Update 21.0 (2017-06-29) |
Strength:5% (base critical chance) 1.50% (critical chance per 100 damage) | |
Duration:3 / 4 / 5 / 6 s (invulnerability time) 6 / 8 / 10 / 12 s (critical chance time) | |||
Range:N/A | |||
Misc:
4.0x (headshot multiplier to bonus critical chance) |
Info
- Harrow expends 100 energy to break free of his shackles in a whirlwind of impenetrable energy, imbuing himself and allies inside his Affinity Range with complete Invulnerability to damage and Status Effects for 3 / 4 / 5 / 6 seconds. While invulnerable, any enemy damage prevented by all affected players during this time accumulates into a total pool.
- Affinity Range is not affected by Ability Range but is affected by Fosfor and Vazarin's Mending Unity.
- After the invulnerability phase, all affected players receive the Retaliation buff which provides an additive weapon Critical Chance bonus lasting for 6 / 8 / 10 / 12 seconds. Retaliation provides a 5% base critical chance, plus extra critical chance converted from total damage prevented at a rate of 1.50% per 100 damage points prevented. Additionally, the combined critical chance percentage is multiplied by 4 on headshot hits.
- Critical chance bonus is capped at 50% on bodyshot hits and 200% on headshot hits.
- The critical chance applied to the weapons is a flat value applied after mods.
- Example: A weapon with 10% base critical chance which has a Rank 5 Point Strike equipped and is affected by a capped Retaliation buff will have
10% × (1 + 150%) + 200% = 225% critical chance on headshot.
- Example: A weapon with 10% base critical chance which has a Rank 5 Point Strike equipped and is affected by a capped Retaliation buff will have
- Protection and Retaliation buffs affect both players and their Companions.
- Covenant cannot be recast while its buffs are active.
- Multiple Harrows can cast Covenant independently of other players' active invulnerability and critical chance buffs.
- Casting animation of 3 seconds is affected by Casting Speed. Casting Covenant is a full-body animation that stops Harrow's movement and actions.
- During the invulnerability phase, the current total of damage prevented is displayed to the right of the aiming reticle, represented by a shield-like emblem.
- After the invulnerability phase, the critical chance bonus and its headshot multiplied percentage are briefly displayed at the same position, represented by a bullet-like emblem.
- An audible whispering sound plays when each buff's duration ends.
- Covenant's buff icons for invulnerability and critical chance are displayed beside the shield and health indicators, with the critical chance bonus percentage located at the top-right of the icon and buff timers at the bottom.
- Harrow and affected allies are visibly surrounded by a gust of energy while under Covenant's effects. This visual effect expands or contracts depending on the phases of the ability, and is affected by Harrow's chosen Warframe energy color.
Augment
- Main article: Lasting Covenant
Lasting Covenant is a Warframe Augment Mod for Harrow that increases Covenant's critical chance buff duration each time an enemy is killed with a headshot.
Lasting CovenantTips & Tricks
- It synergizes well with abilities that buff critical damage, such as Electric Shield.
- Also pairs well with the Dual Toxocyst since they are at their optimal power when you are getting headshots.
- Since the critical chance applied is additive, this ability can turn a Nukor modded with Primed Target Cracker (and possibly other critical damage mods such as a Riven) into a viable critical secondary.
- As Covenant's critical chance buff is capped, Harrow may opt to build on Ability Duration over Ability Strength, as not only does the increased invulnerability protect him longer, the damage he negates during the extended invulnerability phase can be enough for him to cap the aftermath Retaliation buff.
- Stacks with Arcane Avenger, resulting in an additive +95% critical chance on bodyshot and +245% on headshot with both effects maxed.
- Casting this while attempting to revive a teammate makes for a reliable survival strategy, as the invulnerability phase will protect you from enemy fire.
- If the mission has Environmental Hazards, like the toxic waste in the Grineer Shipyard tileset, you can use them to stack extra damage negation during the invulnerability phase.
- Covenant synergizes well with a Kitgun equipped with Pax Seeker, with its projectiles gain benefits for critical chance to headshot from this ability.
- However, headshot kills by Pax Seeker's projectiles won't trigger Lasting Covenant augmentation.
2 50 |
Tidal Surge Crash through enemies in a ferocious wall of water. Introduced in Update 13.0 (2014-04-09) |
Strength:100 / 200 / 250 / 300 Corrosive damage | |
Duration:N/A | |||
Range:3 / 4 / 5 / 6 m striking radius | |||
Misc:
Self status cleanse on cast |
Info
- Hydroid expends 50 energy to cleanse himself of all negative Status Effects while transforming into liquid and surging forward as a wave of water. While traveling in waveform, Hydroid becomes completely Invulnerable to damage, as his speed increases to ? / ? / ? / 40 meters per second over a duration of 1 second; the wave may be steered during its travel by changing the view direction, and Hydroid may halt his surge early by jumping (default Spacebar ). Enemies within 3 / 4 / 5 / 6 meters of the wave are Ragdolled and pulled along by the riptide, while dealt 100 / 200 / 250 / 300 Corrosive damage when caught by the wave and when the wave breaks at the end of the duration, and are inflicted with a variable number of Corrosive Status Effects based on how long they are carried by the wave.
- Tidal Surge's pull on enemies attempts to collect them in front of Hydroid's wave. At the end of the surge, pulled enemies are left clumped together at the location where the wave ended.
- Hydroid jumping out of Tidal Surge will carry forth its momentum as he travels through the air.
- Can be recast while active to remain in waveform and renew the surge for continuous travel toward a new direction. Tidal Surge's energy cost is discounted by 50% if cast again while Hydroid is surging.
- Ability Synergy:
- Hydroid's Passive allows the first Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.
Augment
- Main article: Tidal Impunity
Tidal Impunity is a Hydroid Warframe Augment Mod for Tidal Surge that allows Hydroid and all allies contacted by the ability to temporarily gain immunity to Status Effects, as well as removing already active ones. Also passively reduces Tidal Surge's base energy cost to 15.
Tidal ImpunityTips & Tricks
- It can be used to reach or pass certain areas of the map.
Bugs
- Sometimes when Hydroid emerges from the wave, his "fin" will be gone.
- On PS4, if Hydroid is in the middle of a Tidal Surge when all players reach the extraction point, he will be permanently stuck in his dashing pose and simply clip into the drop ship during the "Mission Complete" mini-scene that plays during the loot screen.
3 15 +6/s +5/grab +5/m |
Undertow Become a water trap and drown unsuspecting enemies. Introduced in Update 13.0 (2014-04-09) |
Strength:10 / 15 / 20 / 25 ( Impact dmg/sec) 1 / 1.5 / 1.7 / 2 % (dmg increase/sec) | |
Duration:N/A | |||
Range:1.5 / 2.5 / 3 / 4 m (puddle size) 10 / 12 / 13 / 15 m (grab range) | |||
Misc:
50% (Tidal Surge travel distance) |
Info
- Hydroid expends 15 energy to submerge into a pool of water with a 1.5 / 2.5 / 3 / 4 meter radius, becoming Invulnerable to damage and untargetable by enemies. Enemies that wander onto the pool sink and disappear from sight, become suspended in a Knockdown state, and drown taking 10 / 15 / 20 / 25 base Impact damage per second; drowning enemies also receive 1% / 1.5% / 1.7% / 2% of their maximum health as Impact damage, which continuously stack every second while enemies remain submerged.
- Damage increase per second applies to each individual enemy. The stacked damage for a single enemy resets to base damage when the submerged enemy exits the pool.
- Submerged enemies receive an additional +0.1% damage growth per second for each enemy in the pool,.
- The current number of submerged enemies trapped within Undertow is displayed on the ability icon.
- Allied players can shoot into Undertow to contribute 50% of their total damage from weapons and abilities, distributed evenly to all submerged enemies.
- Status Effects apply to all submerged enemies, with their effects and debuff timers paused until enemies exit Undertow.
- Hydroid can slowly move and sprint while in Undertow.
- While active, Hydroid can aim at an enemy target within 10 / 12 / 13 / 15 meters and press the primary attack key (default LMB ) to expend 5 energy, launching a water tendril from the pool, grabbing the target and pulling it into Undertow.
- If the targeted enemy is unable to be pulled, the tendril will release it after a few seconds.
- Released bodies may make enemies suspicious and stop short of the pool. This will often result in them walking away from the puddle, requiring Hydroid to pull them in manually.
- Undertow drains 6 energy per second, and will remain active so long as Hydroid has energy. Undertow will end if Hydroid runs out of energy, jumps (Space ), rolls (2x Shift ), or if deactivated by pressing the ability key again (default 3 ). Moving while in Undertow drains 1 energy point per 0.2 meters moved.
- Hydroid cannot replenish energy using Energy Vampire, Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores, Energy Siphon and/or Wellspring while Undertow is active.
- Energy Orbs, Orokin Void Death Orb's energy restores, Rage, Hunter Adrenaline, Spellbound Harvest, Arcane Energize, and Emergence Dissipate's Energy Motes can still replenish Hydroid's energy while in Undertow.
- Ability Synergy:
- Tempest Barrage can damage submerged enemies within Undertow. Corroding Barrage can also proc Corrosive on submerged enemies.
- Tidal Surge allows Hydroid to remain submerged in Undertow and travel in waveform for half the normal distance.
- Undertow will not drain additional energy when Hydroid moves via Tidal Surge.
- Enemies previously submerged in Undertow will be pulled along by Tidal Surge.
- Tentacle Swarm centers the kraken on Undertow and spawns tentacles inside the pool. Charged cast can extend tentacle spawn radius outside Undertow. The tentacles deal 200% damage when cast from Undertow.
- Tentacles will capture enemies when they emerge from Undertow.
- Hydroid's Companions will also be submerged, regardless of distance from him. His companion will not become invulnerable and is susceptible to damage from explosions.
- Enemy corpses will be released from Undertow when killed.
- Cannot switch, fire, or reload weapons, perform parkour Maneuvers except jump and roll, nor collect Pickups while in liquid form.
- Can be cast while in midair to enter liquid form. Undertow pool will form when Hydroid lands on the ground.
- Aura effects from enemy Eximus will not apply to Hydroid while he is submerged but nearby Tenno will suffer from the effects of the Eximus unit's aura if they are in range.
- Energy Leech Eximus still will drain energy when in the pool, however.
- When Hydroid is submerged, the game treats him as invisible to enemies. As such, any kills on unalerted enemies with undertow will count as a stealth kill.
- Also causes the Zenistar to deal bonus stealth damage to enemies.
- There is a bug related to this where a Zenistar built with blast will continue to deal bonus damage to some enemies even when Hydroid re-emerges from the puddle.
- Also causes the Zenistar to deal bonus stealth damage to enemies.
- Submerged enemies cannot prevent Tenno from capturing an Interception point. This makes it incredibly efficient at completely locking down towers on Interception missions.
Augment
- Main article: Curative Undertow
Curative Undertow is a Hydroid Warframe Augment Mod that allows Undertow to heal Hydroid and his allies within range by a percentage of their max health every 1.5 seconds.
Curative UndertowTips & Tricks
- Undertow will knockdown enemies within range when they sink into the puddle. Activating then deactivating Undertow allows you to set up Ground Finisher attacks with your melee weapon on nearby enemies.
- If you see an enemy Eximus walk into the pool, deactivate Undertow and expose them to attacks, as their Auras will remain active while submerged.
- As Energy Leech Eximus are still able to steal energy from Hydroid while in the pool, it's ill advised to drag them in. It's safer to cast Tempest Barrage or Tentacle Swarm on their location when they are far away to avoid losing massive amounts of energy per second.
- When running an Infested Defense (such as an uncontested Dark Sector or Orokin Derelict), stand near the cryopod or a walkway to the cryopod and activate Undertow. Once you've collected several enemies, deactivate Undertow and chain together Area of Effect skills such as Tempest Barrage and Tentacle Swarm.
- If you are under heavy fire, activate Undertow to regenerate your shields, as well as health depending on whether your squad has a member with the Rejuvenation aura equipped.
- Undertow is useful for gathering large numbers of enemies in one spot for another player to kill them once the ability has ended.
- Undertow cannot be used to bypass corpus laser doors by itself.
Bugs
- At times a miniature Hydroid and his sentinel can be seen on the pool.
- When this bug occurs enemies will begin throwing grenades at the player and will be able to injure the player.
- This bug can also rarely occur on PS4, however instead of appearing tiny you will see Hydroid's head and shoulders clip through the floor at their normal size (only when moving).
- If Battalyst and Manic Bombard do not die after 1 minute, they are freed from Undertow.
- Some bosses, such as General Sargas Ruk can be submerged by Undertow, making them invulnerable to outside damage by other players.
- Enemies see dead bodies that are killed and will often refuse to enter the pool. This requires the use of hydroid to manually pull them in.
- A sentinel equipped with Vacuum will still attempt to suck up loot while in the pool, which blocks the player's reticle and prevents them from targeting enemies to drag into the pool.
- This will slightly alleviate itself after staying in the pool for an extended period, as sentinels will "freeze up" and stop moving if the player idles for too long.
- Cameras can be targeted, but cannot be tentacled in.
- Downed Bursa will stay in undertow and count as alive there.
2 50 |
Devour Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow. Introduced in Update 18.5 (2016-03-04) |
Strength:50-100 / 100-200 / 150-300 / 250-500 ( 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) |
Info
- Inaros expends 50 Energy 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.
- Beast-type Companions (Kavats, Kubrows, MOAs, Hounds, Predasites, and Vulpaphylas) 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. A maximum of 3 Shadows can be created.
- Sand Shadow duration is affected by Ability Duration.
- 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.
3 75 |
Warding Halo Create a protective ring of fire that also stuns and damage enemies who get too close. Introduced in Update 18.1 (2015-12-16) |
Strength:500 / 650 / 800 / 1000 (base health) 50 / 75 / 100 / 125 ( Slash damage per second) 1.15x / 1.25x / 1.75x / 2.50x (armor multiplier) 2.5x (absorption multiplier) | |
Duration:N/A | |||
Range:1.25 / 1.5 / 1.75 / 2 m | |||
Misc:
3 s (invulnerability duration on cast) |
Info
- Nezha expends 75 energy to summon a fiery ring that encircles him, granting immunity to Status Effects and 90% Damage Redirection towards the ring's health pool. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously Staggered and dealt 50 / 75 / 100 / 125 Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
- Warding Halo's health uses the following expression:
Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)- As an example, with a maxed Steel Fiber and Intensify, and one stack on Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
- While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
- Slash damage instances immediately affect enemies as they enter the stun radius.
- Cast animation of ~1 second, affected by Casting Speed.
- Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
- Warding Halo's health uses the following expression:
- Upon expiring, Warding Halo releases a wave of heat, inflicting all surrounding enemies with a guaranteed Heat status effect, and making Nezha invulnerable for 1 second.
- Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
- Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing him (if strong enough), before the 1 second invulnerability can take effect.
Augment
- Main article: Safeguard
Safeguard is a Warframe Augment Mod for Nezha that allows him to cast Warding Halo on allies, albeit with reduced durability.
SafeguardTips & Tricks
- Using Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much Power Strength.
4 25 +4/s |
Absorb Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge. Nyx's Weapon damage is buffed based on incoming absorbed damage when the Ability ends. Introduced in Update 6.0 (2013-01-29) |
Strength:160 / 170 / 180 / 200 (passive Magnetic damage gain) 800 / 900 / 1000 / 1500 (minimum Magnetic damage) 0.025% (damage converted to weapon damage bonus) | |
Duration:8 s (Weapon Damage bonus) | |||
Range:5 / ? / ? / 15 m |
Info
- Nyx enters a meditative state, becoming invulnerable and immune to all Status Effects while creating a bubble that absorbs incoming damage. The bubble accumulates 160 / 170 / 180 / 200 Magnetic damage every second with a minimum damage potential of 800 / 900 / 1000 / 1500 Magnetic damage; if the total amount of absorbed damage is greater than the damage threshold when Nyx leaves her meditative state, the psychic energy is released to inflict all absorbed damage and a Knockdown to every enemy in a 5 / ? / ? / 15 meter explosion that expands up to a maximum of 50 meters based on damage absorbed. Upon releasing the wave, 0.025% of the absorbed damage is converted into an additive weapon damage bonus for 8 seconds.
- Damage invulnerability does not extend to any Overguard obtained.
- Absorbed damage is not converted to Magnetic damage, and retains the original damage composition.
- After not receiving damage for a short amount of time, the damage counter resets. This will not reset Absorb's total accumulated damage, however.
- Explosion damage bypasses obstacles in the environment and diminishes with distance.
- Weapon damage bonus is capped at 400% (64,000 damage absorbed).
- While active, Nyx's evasion passive is disabled and her Threat Level is raised.
- The invulnerability is extended to Sentinels or MOA companions, but not to Beast Companions.
- Absorb costs 25 energy to activate, then drains 7 / 6 / 5 / 4 energy per second. An additional 8 energy is drained for every 1000 damage that's absorbed. Absorb will end if Nyx runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
- Nyx cannot replenish energy using Energy Vampire, Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores, Energy Siphon, , Energy Nexus, Dreamer's Bond, Wellspring, Rage, and/or Hunter Adrenaline while Absorb is active.
- Absorb's energy drain is not converted into shields by Augur Mods.
- Energy can be replenished by Energy Orbs, Orokin Void Death Orb's energy restores, Equilibrium, Spellbound Harvest, Arcane Energize, and Emergence Dissipate's Energy Motes while the ability is active.
- Casting Absorb in the air will cause Nyx to stay suspended until the skill is deactivated.
- Absorb will stop any movement achieved and negate all momentum prior to casting the skill when used in the air.
- This does reset the directional melee, however, and it may be used again to regain some momentum. Used in this manner, Nyx is able to "fly" across tiles so long as she has energy to cast Absorb.
- Shields are allowed to recharge freely while in the absorb state, whether Nyx is being attacked or not.
- If cast while falling off a ledge, Nyx will return from her original location and release Absorb immediately.
- Arcanes that require the player to receive damage to trigger (such as Arcane Agility) can trigger while under effects of Absorb.
Augment
- Main article: Assimilate
Assimilate is a Warframe Augment Mod for Nyx that allows her to move, roll and attack while channeling Absorb and prevents friendly fire from being absorbed, at the cost of shrinking Absorb's effective radius by 50%.
- Main article: Singularity
Singularity is a PvE and Conclave Warframe Augment Mod for Nyx's Absorb that creates a ring every three seconds to drag in enemies close enough to Singularity's radius.
SingularityTips & Tricks
- Allies can contribute to the damage absorbed, dramatically increasing damage output.
- It is not advisable to use this skill with the sentinel Shade. Shade will cloak Nyx during the Absorb period most of the time, whether the enemy is crowded around Nyx or not. As such, no damage will be absorbed as the enemy cannot see Nyx. During solo, the skill works fine still, as there are no teammates to draw enemy attention away.
- Using this ability while on an Ice Trap in the void will greatly reduce energy drained.
- Some user functions are still available even after Absorb is cast (thought it's not clear if this is intended functionality):
- Weapon detonation can still be triggered (ex: Penta).
- If knocked down or downed while casting, Nyx will be able to move and attack during the duration of the ability.
- Allies that stand inside the absorb bubble are shielded from incoming ranged damage to some degree.
- This can be a useful way to assist resurrecting an ally in a party of 3 or more.
- During this ability, Nyx will be in mid-air suspension, instantly stopping her fall speed. This can be an advantage in correcting improper fall timing or while performing coordinated Maneuvers.
- If Absorb ends in mid-air, it can often perform headshots on nearby enemies.
- For easy energy management one can use Equilibrium in combination with Synth Deconstruct and Synth Fiber.
4 100 |
Temporal Anchor Drops a Temporal Anchor which, after a short duration, Protea rewinds to triggering a temporal implosion. Implosion damage increases based on damage dealt between anchor drop and rewind. Everything lost or expended in that time is returned. Dying while Anchor is active rewinds Protea to the anchor, saving her. Protea is knocked down and the anchor vanishes. Introduced in Update 28.0 (2020-06-11) |
Strength:10 / 15 / 20 / 25 % (recorded damage conversion) | |
Duration:5 / 6 / 7 / 8 s (anchor duration) | |||
Range:8 / 10 / 12 / 15 m (implosion range) | |||
Misc:
3 s (initial invulnerability phase) |
Info
- Protea expends 100 energy to snapshot her past self where she stands, deploying a temporal anchor that saves her position and state at the time of ability activation for 5 / 6 / 7 / 8 seconds. Once anchored in time, Protea is initially Invulnerable for 3 seconds, then becomes free to perform all actions, which are recorded as a trail of afterimages mimicking her specific actions. Simultaneously, 10% / 15% / 20% / 25% of each damage instance dealt by Protea from her weapons and abilities while anchored is recorded beneath the aiming reticle. Hold down the ability key (default 4 ) while active to destroy the anchor, cancelling all effects of the ability to keep Protea in her present position and state.
- When the anchor expires or upon manual deactivation by tapping the ability key (default 4 ), Protea unleashes all recorded damage as Blast damage to all enemies within Line of Sight in a temporal implosion spanning a 8 / 10 / 12 / 15 meter radius around her. Enemies suffer a Knockdown while they are violently pulled inward, as Protea is cleansed of all negative Status Effects and thrust back into the past, becoming invulnerable while causing her to physically rewind at accelerated speed through her afterimages to her anchor. Once the rewind is complete, all afterimages and the anchor disappear, while Protea's Ammo, Energy, Shields, Health points and Combo Counter are restored to the amounts saved by her anchor.
- Implosion will not occur on rewind if there is no recorded damage.
- Activation energy cost is permanently consumed and not restored.
- All fluctuations in Protea's stats, such as gains in ammo or loss of energy, are overridden by the saved amounts of the anchor upon rewind.
- When there is 1.5 seconds remaining on the ability's duration, a ticking sound effect occurs to warn the player before Protea rewinds.
- The player's camera view is locked to the afterimages while rewinding.
- Rewind speed varies depending on the number of afterimages produced by Protea. If Protea has not moved far from her anchor, rewind speed is nearly instantaneous.
- All animations and sounds related to Protea's actions, including sounds from her environment during the ability are recorded then played in reverse when she rewinds.
- Any Melee attacks and Archgun Deployer in mid-animation, as the rewind occurs, will continue the animations and hits once the rewind completes.
- Any carriable items held by Protea while anchored, such as Excavation power cell or Mobile Defense datamass, will not be dropped and is held throughout the entire rewind.
- If an active Atmospheric Archgun runs out of ammo reserves while Protea is anchored, the Archgun will briefly disappear then reappear with the stored ammo count once Protea rewinds.
- If Protea receives lethal damage while anchored, all recorded damage is lost as she immediately rewinds to her anchor, suffering a Knockdown with her health points restored to 5% of maximum health capacity, while her ammo, energy, shields and combo counter are restored to the saved amounts.
- Ability Synergy:
- Shrapnel Vortexes from Grenade Fan and Blaze Artillery turrets contribute damage to Temporal Anchor's recorded damage pool for the implosion on rewind.
- Protea can cast all other abilities while she is rewinding.
- If Protea initiates Transference while anchored, the Operator will be forced to rejoin the Warframe when the rewind begins. However, using Transference after rewinding will allow the Operator to move freely, while the rewinding audio still plays. Once the rewind stops, the Operator can initiate Transference again to teleport Protea to their location, restoring all of the saved values without returning to their original location.
- Casting Temporal Anchor is a full-body animation that allows movement.
- Activation and rewind completion animation speeds are affected by Casting Speed.
- Temporal Anchor uses a translucent model of Protea that mimics her pose on the ability cast. The anchor's pose changes throughout the duration of the ability. Afterimages capture the poses of Protea depending on the action she takes within that second of time.
- Both the anchor and the afterimages will disappear from view after some time, though this is purely a visual effect as Protea will still rewind through her entire journey.
Augment
- Main article: Temporal Erosion
Temporal Erosion is a Warframe Augment Mod for Protea that causes Grenade Fan and Blaze Artillery to remove Armor while Temporal Anchor is active.
Temporal ErosionTips & Tricks
- Activate and engage enemies with your entire arsenal of weapons and abilities. All resources spent are fully returned to the state before once Protea rewinds.
- Protea returns to her anchor once the ability ends, be mindful of any enemies near it before you rewind as the rewind completion animation will lock Protea in place briefly.
- Before the rewind triggers, tap the ability key to rewind early, or hold down the ability key to abort the rewind. Stats are only reset after the rewind occurs.
- Record at least 1 damage point to trigger a temporal implosion on rewind.
- Use as many Shrapnel Vortexes from Grenade Fan and Blaze Artillery as can be deployed to help record damage for the temporal implosion.
- Deploy Shield Satellites before activating Temporal Anchor to store Overshields, increasing Protea's overall hitpoints after the rewind completes.
- Shield Satellites attached to Protea and her companion will follow them throughout the rewind.
- Moments before the rewind begins, deploy Shield Satellites near you to carry one along for the ride. While shield points will be reset to anchored state, the satellite protects Protea from any unforeseen, potentially lethal damage after she arrives at the anchor point.
- Earn a high melee combo counter then activate this ability, allowing your heavy melee attack to deal substantial damage, then rewind the combo to the previous amount.
- Use in tandem with the Xoris to retain high combo count and perform fully-charged throw attacks.
4 100 |
Crucible Blast Release a beam from Qorvex's Crucible Core. Each enemy struck suffers Radiation Damage with a guaranteed Status Effect. Enemies affected by Radiation Status explode in a chain reaction. Introduced in Update 35.0 (2023-12-13) |
Strength:2,500 / 5,000 / 7,500 / 10,000 Radiation total damage per second 200 / 300 / 400 / 500 Radiation base damage per explosion 100 / 150 / 200 / 250 Radiation extra damage per status | |
Duration:N/A | |||
Range:40 m beam length 5 / 6 / 7 / 8 m explosion radius | |||
Misc:
0.75 s casting time |
Info
- Qorvex expends 100 Energy to hunker down and expose his Crucible Core to concentrate its radioactive energy into a destructive beam. After stabilizing his balance for 0.75 seconds, from his chest cavity Qorvex fires a narrow radioactive beam with an invisible cylindrical radius of 2 meters, spanning a length of 40 meters, continuously for 2 seconds; during casting time and beam duration, Qorvex is Invulnerable and immobile, but able to aim the reticle with reduced camera panning speed and increased field-of-view to sweep the beam at multiple targets. While active, press the ability button again (default 4 ) to cancel the ability.
- On cast while airborne, Qorvex loses all forward momentum and drops straight down to the ground. Aim Glide can be used for sustained aerial movement.
- Crucible Blast's beam inflicts 2,500 / 5,000 / 7,500 / 10,000 Radiation total damage per second, divided into 10 damage ticks; each tick occurs every 0.10 seconds, inflicting 250 / 500 / 750 / 1,000 damage and a guaranteed Radiation status effect onto all enemies directly struck by the beam and within its cylindrical radius.
- Direct damage ticks by the beam itself is affected by Enemy Body Parts modifiers.
- Beam appears to possess infinite Punch Through against enemy bodies, whereas against solid obstacles and terrain it benefits from Qorvex's Core Exposure passive.
- Each enemy hit by Crucible Blast's beam will explode in a nuclear reaction spanning an 5 / 6 / 7 / 8 meter radius after a variable delay between 0.25 to 1 second. Each explosion inflicts a base 200 / 300 / 400 / 500 Radiation damage, combined with an extra 100 / 150 / 200 / 250 Radiation damage multiplied by the number of Radiation statuses on that enemy.
- Explosion damage has damage falloff from the center of the explosion radius and bypasses line-of-sight to strike enemies through walls.
- Explosions damage the original enemy and other enemies in range. When an explosion strikes other enemies affected by at least 1 Radiation status effect applied by weapons and abilities, a nuclear chain reaction occurs causing the irradiated enemies to also explode, except the originating enemy.
- When two or more irradiated enemies explode near each other, each additional irradiated enemy in the chain reaction adds an extra 7 nuclear explosions until the reaction subsides. If the beam strikes only a single enemy, at least 2 explosions occur depending on how long the beam was sustained on the target.
- Explosion damage between two or more irradiated enemies will continue to scale up. The number of active Radiation statuses on the exploding enemy is added to the previous explosion's total statuses, then multiplied by the extra damage per Radiation status.
- Once tagged for nuclear reaction, at least one explosion will occur if the irradiated enemy dies.
- Ability Synergy:
- Qorvex's Core Exposure Passive grants Crucible Blast +3 Punch Through against solid obstacles and terrain, alongside the beam's innate infinite Punch Through against enemy bodies.
- Radiation status stacks from Qorvex's other abilities and Crucible Blast itself increase the chain reaction explosion damage.
- Empower Chyrinka Pillar by striking it with Crucible Blast's beam. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds.
- When empowered by Crucible Blast, the Chyrinka Pillar's pulses inherit that ability's explosive chain reaction against irradiated enemies.
- Empowered pillar duration cannot be refreshed, though Crucible Blast can infuse its chain reaction into an already empowered pillar mid-pulse.
- Crucible Blast benefits from Containment Wall aligning enemies into a straight line.
- Crucible Blast's Radiation status effects drastically increase Disometric Guard's chance to gain status immunity stacks on kills and assists.
Tips & Tricks
- Use the Punch Through properties of Crucible Blast to irradiate multiple enemies in a line, especially those slammed together by Containment Wall.
- Crucible Blast's beam is able to damage and destroy Nullifier Crewman's nullifier drone hovering above them with great efficiency.
- Due to Qorvex's Core Exposure Passive, Crucible Blast's beam can bypass Arctic Eximus globes to directly damage the enemies shielded within.
- Empower Chyrinka Pillar by sweeping the beam over its structure or radioactive core. For multiple pillars, stand on top or near the first pillar then aim Crucible Blast at the second pillar. Both pillars become quickly empowered by proximity to the beam.
- Damage from every pulse of an empowered Chyrinka Pillar will trigger a chain reaction explosion per enemy hit. Attempt to group as many enemies near the pillars as able before empowering them to maximize the nuclear destruction.
- The scaling damage of the explosions depends on the stacks of Radiation on the irradiated foes and the number of enemies in the explosion radius.
2 50 |
Mesmer Skin Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost. Introduced in Update 23.5 (2018-08-24) |
Strength:3 / 4 / 5 / 6 (number of charges) | |
Duration:2 / 3 / 4 / 5 s (stun duration) | |||
Range:N/A | |||
Misc:
100% (reflected damage and status) |
Info
- Revenant expends 50 energy to surround himself in a shroud of Sentient energy that reflects 3 / 4 / 5 / 6 incoming enemy attacks; attackers receive 100% of the reflected damage and Status Effects, while also becoming stunned for 2 / 3 / 4 / 5 seconds. Upon consuming a charge, Revenant becomes Invulnerable for 1 second. Mesmer Skin lasts indefinitely until all charges are used.
- Casting speed is affected by Casting Speed.
- Number of remaining charges is displayed on the ability icon.
- For any non-integer the number of charges is rounded up to the next whole number. For example, 255% Ability Strength = 15.3 charges, this is rounded to 16. However in game the maximum charges will display 15, with the 16th charge displayed as 0.
- Revenant is immune to self-stagger, which does not consume a charge.
- Does not reflect damage dealt by status effects and objects created by enemies (e.g., Napalm flame patches)
- Does not negate damage from Explosive Barrels or Environmental Hazards, although they will not use up a charge.
- Revenant's Health can still take damage, but will not be lowered below 2 and therefore cannot die as long as he has charges.
- Mesmer Skin converts knockdown from Shockwave MOA waves into a knockback.
- Mesmer Skin reflects damage from Scorpion and Ancient hookshots, as well as blocking their knockdown and pull effects.
- Ability Synergy:
- Enthrall costs 0 energy to cast on an enemy stunned by Mesmer Skin.
- While Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
- While Mesmer Skin is active, allies such as Warframes and Companions that contact Reave's current will gain 1 Mesmer Skin charge.
- Can be recast while active to apply a new instance. Previously unused Mesmer Skin charges are removed during recast.
- Casting Mesmer Skin is a full body animation that interrupts grounded movement and other actions.
- Revenant visually grows a cluster of Eidolon tendrils on his left shoulder, emits fumes from his body and a shroud of white mist around his torso while Mesmer Skin is active. Allies that gain Mesmer Skin also exhibit these visual effects on their body.
- Eidolon tendrils and fumes color tinting are affected by Revenant's chosen Warframe energy color.
Augment
- Main article: Mesmer Shield
Mesmer Shield is a Warframe Augment Mod for Revenant's Mesmer Skin that increases its own Ability Strength and grant charges to allies within Affinity Range.
Mesmer ShieldTips & Tricks
- It is probably more beneficial to focus on Ability Strength, Ability Duration and Ability Range, rather than equipping Health and Shield mods on Revenant as Mesmer Skin provides high survivability.
- Casting while in air allows Revenant to maintain forward momentum while activating Mesmer Skin.
- When receiving the Ability Strength and Ability Range buff from Void Fissure missions, activate Mesmer Skin right before the buff ends. Avoid Nullifier Crewmen and other enemies with an ability nullifying field to take full advantage of the buffed Mesmer Skin. Additionally, if Mesmer Skin is activated and the buff is no longer active, the un-buffed Mesmer Skin value will replace the buffed Mesmer Skin value, even if the buffed value was greater.
Bugs
- Damage dealt by Nullifier Crewman with its null sphere intact does not use up Mesmer Skin charges. Damage is still mitigated completely.
- The remaining charge counter on the ability icon can sometimes disappear while the ability is still active, most prominently observed after performing Transference back into the Warframe.
- Charges can be modified into decimals, but the ability icon counter only displays whole numbers, including 0 which can be misleading.
- When using Rage or Hunter Adrenaline, even though damage is fully nullified, if the damage exceeds Revenant's shield value, energy will still be granted.
3 50 |
Reave Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls. Introduced in Update 23.5 (2018-08-24) |
Strength:2 / 4 / 6 / 8 % (hitpoints drain/restore) 10 / 20 / 30 / 40 % (thrall hitpoints drain/restore) | |
Duration:0.25 / 0.5 / 0.75 / 1 s (duration) | |||
Range:3 / 4 / 5 / 6 m (current width) | |||
Misc:
25 m/s (travel speed) | |||
Subsumable to Helminth |
Info
- Revenant expends 50 energy to transform into a torrent of Sentient mist-like energy that surges forward toward the aiming reticle, at a speed of 25 meters per second for 0.25 / 0.5 / 0.75 / 1 second. While traveling in energy form, Revenant is intangible, Invulnerable to damage and protected against new Status Effects, as he pushes an energy current with a width of 3 / 4 / 5 / 6 meters. Reave can be manually cancelled by pressing the ability key again (default 3 ) or jumping during the dash.
- Casting speed is affected by Casting Speed.
- Travel speed and distance are affected by Sprint Speed.
- Enemies passing through the energy current are drained 2% / 4% / 6% / 8% of their maximum Shields and Health, while Revenant restores 2% / 4% / 6% / 8% of his maximum shields and health from each enemy leeched; all active status effects on Revenant are also transferred to enemies he passes through.
- Does not restore shield points to Revenant if enemies do not possess shields.
- Hitpoints from enemies can be drained and restored to Revenant multiple times, if enemies pass through the same instance of Reave.
- Ability Synergy:
- Reave steals 10% / 20% / 30% / 40% Health and Shields from enemies affected by Enthrall (5x more than base).
- The drain percentage displayed in Abilities and the Upgrade screen display the Thrall-empowered drain.
- While Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
- While Mesmer Skin is active, allies such as Warframes and Companions that contact Reave's current will gain 1 Mesmer Skin charge.
- Reave costs halved energy during Danse Macabre, with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
- Reave steals 10% / 20% / 30% / 40% Health and Shields from enemies affected by Enthrall (5x more than base).
- During Reave, Revenant continuously dashes toward the direction of the aiming reticle.
- While grounded, Revenant can freely change his dash direction.
- While airborne, Revenant cannot change directions until he makes contact with a horizontal surface.
- Can be cancelled by jumping, which preserves forward momentum.
- Casting Reave is an upper body animation that interrupts only upper body actions such as melee attacks or reloading and can be cast while airborne.
- Revenant visually becomes translucent and enveloped in Sentient energy during the dash.
- Sentient energy cloak, energy current, and particle trails are affected by Revenant's chosen Warframe energy color.
- Subsuming Revenant to the Helminth will offer Reave and its augments to be used by other Warframes. Note that the UI's listed 40% damage is not applicable for non-Revenant frames and instead deals 8% damage.
Augment
- Main article: Blinding Reave
Blinding Reave is a Warframe Augment Mod for Revenant's Reave that blinds enemies caught in its fog, while also passively increasing its range.
Blinding ReaveTips & Tricks
- Since Reave deals a set percent damage to enemies' health, it can scale indefinitely.
- Without mods, at 100% Ability Strength, it would take 13 Reave casts to kill any enemy, only 3 if that enemy is enthralled.
- The percent damage is always significantly reduced against Nox, even with enthralled one. Thus, it is quite ineffective and inefficient to kill them with Reave.
- Use Aim Glide during Reave to descend slowly.
- Move the aiming reticle during Reave to change your dash direction.
- Dash in a circle around enemies to drain from them multiple times.
- Consoles can be activated and terminals can be hacked while Reave is active.
- When falling from a sufficient height that would induce a hard landing, activate Reave before or immediately after the hard landing to cancel it.
- Jump right before Reave ends to take full advantage of its speed and to conserve its momentum. This is especially handy on larger tilesets or the open world maps.
- If a turret on the Plains of Eidolon is hit with Reave, it is instantly destroyed, regardless of level.
1 25 |
Rhino Charge Rhino charges towards a target, clobbering any in his path and goring his victim. Introduced in Vanilla (2012-10-25) |
Strength:150 / 250 / 450 / 650 ( Impact damage) | |
Duration:1 s (combo window) | |||
Range:6 / 8 / 10 / 12 m (charge range) 1.5 / 1.6 / 1.8 / 2 m (impact radius) |
Info
- Rhino expends 25 energy to charge forward with aggression, covering a distance of 6 / 8 / 10 / 12 meters at a speed of 40 / 42 / 44 / 48 meters per second. Enemies within 1.5 / 1.6 / 1.8 / 2 meters of Rhino are dealt 150 / 250 / 450 / 650 Impact damage and are Ragdolled.
- Rhino's Health is immune to damage while charging.
- If Rhino Charge is successfully recast within a window of 1 second after the previous cast, its damage will be multiplied by 2x, its charge range will be multiplied by 1.25x, and its energy cost will be reduced by 50%. Any additional successful casts within the "Combo Window Time" will multiply Rhino Charge's damage by 4x, multiply its charge range by 1.5x, and reduce its energy cost by 75%.
- Energy cost reduction is applied to Rhino Charge's modified activation cost. As an example, with a maxed Streamline the next successful cast will consume 25 × 0.7 × 0.5 = 8.75 energy, and any successful cast thereafter will consume 25 × 0.7 × 0.25 = 4.375 energy.
- The duration of the combo window and the respective damage multiplier for the next successful cast are displayed underneath the HUD's targeting reticle.
- If no casts are performed within the combo window, the damage, charge range, and energy cost will reset.
- Ability Synergy:
- If Iron Skin is active, damage from Rhino Charge will have a 100% Blast status chance.
- Rhino Charge deals an additional 100% damage to enemies affected by Rhino Stomp.
- Can be used to pass through Laser Barriers unharmed in most cases.
- When under the cloaking effects of Ghost and Stalk, the cloak will end only when all nearby enemies are killed or from moving out of range.
- Can be activated while jumping, sliding, clinging to a wall, or executing a front flip.
Augment
- Main article: Ironclad Charge
Ironclad Charge is a Warframe Augment Mod that temporarily increases Rhino's armor for each enemy hit by Rhino Charge.
Ironclad Charge
2 50 |
Iron Skin Rhino hardens his skin, insulating himself from all damage. Introduced in Vanilla (2012-10-25) |
Strength:400 / 600 / 800 / 1200 (base health) ? / 1.25 / 1.75 / 2.50x (armor multiplier) | |
Duration:N/A | |||
Range:N/A | |||
Misc: 1.5 / 2 / 3 / 3 s (invulnerability duration) |
Info
- Rhino expends 50 energy to harden his skin, receiving Overguard with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by ? / 125% / 175% / 250% is also added to Overguard. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage is absorbed and added to the Overguard.
- During the 3 seconds period Rhino is still vulnerable to crowd control effects.
- Iron Skin's health uses the following expression:
Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.- Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 240 Base Armor, Rhino Prime has 290 Base Armor.
- As an example for Rhino:
- With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 240 × 2)) × 1.3 = 3,120 before absorbing damage.
- Modifying that equation for Rhino Prime:
- With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial health of (1200 + (2.5 × 290 × 2)) × 1.3 = 3,445 before absorbing damage.
- Ability Synergy: While Iron Skin is active, damage from Rhino Charge will have a 100% status chance for Blast effects.
- For Rhino Prime, Iron Skin's visual effects will take into account the chosen accent color.
Augment
- Main article: Iron Shrapnel
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino's Iron Skin that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remaining health as Puncture damage.
Iron ShrapnelTips & Tricks
- Ironskin can be removed early by:
- Entering the bubble of a Nullifier Crewman (Corrupted)
- Entering the aura range of Combas & Scrambuses
- Being dispelled by Stalker
- Falling out of the map.
- Host Migration
- With a Streamline or Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
- It is possible to gain a significant amount of health for Iron Skin by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
- Using Rhino Charge with Ironclad Charge installed before casting Iron Skin can significantly boost its health by boosting the armor.
- By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
- Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
- Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
- Arcane Tanker can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.
Bugs
- Migrating hosts will completely remove Iron skin, regardless of the level it was at.
- If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
- Using Iron Skin while in a conveyor would make Rhino immovable.
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:100 / 125 / 200 / 250 (damage) | |
Duration:N/A | |||
Range:N/A | |||
Misc:
1% / 2% / 4% / 5% (lifesteal) |
Info
- 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.
- Damage is distributed evenly between Impact, Puncture, and Slash.
- Wall attacks and slide attacks inflict 300 / 375 / 600 / 750 damage for each strike.
- Aerial attacks inflict 200 / 250 / 400 / 500 damage.
- Slam attacks inflict 300 damage within 5 meters.
- Attacks have a 2x critical multiplier, 50% critical chance, and 10% status chance.
- Damage is affected by Ability Strength and most mods.
- 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:
- damage (e.g., Steel Charge)
- physical damage (e.g., Jagged Edge)
- elemental damage (e.g., Shocking Touch)
- faction (e.g., Smite Corpus)
- critical chance and damage (e.g., True Steel and Organ Shatter)
- Status chance (e.g., Melee Prowess and Vicious Frost)
- attack speed (e.g., Fury and Berserker Fury)
- range (e.g., Primed Reach)
- Tennokai (e.g., Dreamer's Wrath)
- Condition Overload
- Healing Return
- Relentless Combination
- Shattering Impact
- 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.
- Valkyr Talons can not be equipped with Melee Combo Counter Mods (except Drifting Contact), Acolyte Mods (e.g., Blood Rush), or Amalgam Mods (e.g. Amalgam Organ Shatter).
- Riven Mods are not generated for Valkyr Talons.
- The combo counter will reset when equipped with Xoris.
- Hysteria's combo counter decay is affected by Naramon's Power Spike
- 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.
- For example, a maxed Life Strike and a rank-3 Hysteria will yield
- As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Hysteria will deal
- While active, Valkyr becomes Invulnerable to damage and Status Effects.
- 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 is not immune to Commander teleportation, Regulator minimap disruption, Cryo Floors, Tar-Mutalist MOA slows, or Swarm-Mutalist MOA screen hazing.
- 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 25 energy 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 ).
- Valkyr cannot replenish energy using Energy Vampire, Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores, Energy Siphon, Energy Nexus, Dreamer's Bond, and/or Wellspring while Hysteria is active.
- Energy Orbs, Orokin Void Death Orb's energy restores, Spellbound Harvest, Arcane Energize, and Emergence Dissipate's Energy Motes can still replenish Valkyr's energy during Hysteria.
- 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.
- Cast time of 1 second is affected by Casting Speed.
- Hysteria's attacks can damage enemies across the Rift Plane.
- Some of the passives of the Incarnon melee weapons work on Hysteria.
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.
- 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 or Melee, 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 | 0.0%/s | 0.7s | ||||||||||||||||||||||||
Default "Sweep" Attack • 360°/Spin Attack • Direct and Radial Slam Attack • Ranged Attack • "Thrust" Attack View Full Legend
View Full Legend
|
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.
- 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.
Hysterical AssaultTips & Tricks
- 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.
- Even with Steel Charge equipped, using Power Drift will still add more damage than Coaction Drift.
- 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.
- Overguard renders Valkyr immune to energy loss caused by Ancient Disruptors which can otherwise cause Hysteria to end unexpectedly in infested missions.
- Overguard can be easily obtained by summoning and un-summoning an archgun.
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.
2 50 |
Storm Shroud Swathe the Necramech in a powerful electrical field that greatly enhances survivability in close combat. Enemies that strike the shroud will suffer for their impudence. Introduced in Update 29.0 (2020-08-25) |
Strength:400 / 600 / 800 / 1200 (base health) 1 / 1.25 / 1.5 / 2x (absorption multiplier) | |
Duration:N/A | |||
Range:N/A | |||
Misc:
25% / 50% / 75% / 100% (counter chance) |
Info
- Voidrig expends 50 energy to create an reinforcing buffer with 400 / 600 / 800 / 1200 base health. Upon activation, the shroud is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 100% / 125% / 175% / 250% and added to its total health. When attacked while active, the shroud has a 25% / 50% / 75% / 100% chance to reflect damage back to attackers.
- Does not reflect Void Damage.
- Using the ability again while it is active will instantly deactivate the shield at no energy cost, allowing it to be recast.
- Ability Strength increases the maximum health of Storm Shroud, as well as the Absorption Multiplier.
- While active, Voidrig's selected helmet will rotate counterclockwise as it generates the shroud, and the shroud will emit electricity that arcs to nearby surfaces.
2 50 |
Fangs of Raksh (TAP) Raksh's fangs tear into your enemies. 5 random Status Effects are applied at 10 Stacks each on an enemy. On target's death, spread the Status Effects to other nearby enemies. (HOLD) Raksh guards Voruna with Status Effect resistance. Introduced in Update 32.2 (2022-11-30) |
Strength:100 / 150 / 200 / 250 ( Slash damage) | |
Duration:N/A | |||
Range:30 m (range) 4 / 5 / 6 / 7 m (spread radius) | |||
Misc:
Invulnerable during dash |
Info
- Raksh snarls in frenzy, pouncing beside his mistress as they inflict a grievously infectious wound on their prey. Voruna expends 50 energy to rabidly lunge forward at an enemy target over 30 meters, becoming Invulnerable during her dash then biting and slashing the victim upon contact. The enemy receives 100 / 150 / 200 / 250 Slash damage, alongside a randomized set of 5 different types of Status Effects, with each type stacked to 10 procs. Upon death while still afflicted by the chosen status effects, the enemy spreads them to all nearby enemies within a 4 / 5 / 6 / 7 meter radius at full status duration.
- Eligible status effects inflicted by Fangs of Raksh include:
- Fangs of Raksh cannot apply the following:
- Fangs of Raksh does not require precise aim to cast, the ability targets the nearest enemy in direct line-of-sight and within the aiming reticle circle.
- If Voruna's dash is interrupted by terrain and obstacles, the ability will still apply its effects onto the enemy target.
- Voruna attempts to dash and position herself facing the target in melee range. When cast while using Maneuvers such as Bullet Jump and Aim Glide, she can overshoot and land behind the target.
- Only the original five randomized status effects and total 50 stacks will spread from the target to other enemies. Only the original enemy target spreads status effects on death.
- Status spread bypasses terrain and does not require line-of-sight from original target to other enemies nearby.
- Fangs of Raksh does not spread its status effects if they expire before the target dies.
- Aside from Radiation which lasts 12 seconds and Corrosive which lasts 8 seconds, most other status effects last only 6 seconds.
- After casting this ability on the original target, the same types of status effects procced from different sources (e.g. Weapons, Companions, etc) can artificially extend Fangs of Raksh's kill window to spread the remaining active chosen status effects.
- On spread, status damage calculation for damage-over-time status effects ( Slash, Electricity, Heat, Toxin, and Gas) is based on the averaged amount of damage dealt by Fangs of Raksh's chosen status effect types on the target prior to its death. Damage contributed by different sources (not from this ability) are also included in this calculation, as long as the other sources inflicted at least one status proc chosen by this ability.
- Subsequent casts of this ability on the same enemy target can yield the same types of status effects from a previous cast.
- Hold down the ability button (default 2 ) to command Raksh to guard Voruna, changing her passive to a permanent Status Effect resistance for no energy cost.
- Raksh's passive only prevents new status effects from proccing on Voruna, but does not cleanse currently active status effects when invoked.
- Ability Synergy:
- Voruna blinks out then back into invisibility when casting Fangs of Raksh during Shroud of Dynar.
- Enemies with 5 or more status effects when killed extends Lycath's Hunt's duration.
- Enemies with status effects receive increased damage from Ulfrun's Descent.
- Can be repeatedly recast on the same enemy target.
- Casting Fangs of Raksh is a full-body animation that displaces Voruna toward the direction of her target and interrupts other actions.
- Raksh visually idles upon Voruna's right shoulder. His distinct physical feature is the mouth straps wrapped around his lower jaw.
- Voruna visually leaps at high speed to her victim. Upon landing, she swipes her claws forward as her helmet and Raksh lean out to bite. A stylized ability icon of Fangs of Raksh decal appears on the ground below the target, fizzling with Void energy until fading away seconds later.