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.
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:
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.
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.
Atlas expends 25energy 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 / 350Impact damage as a melee strike with a 2xcritical damage multiplier, 5% critical chance, and 5%status chance.
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.
Casting distance is NOT effected by range, only the level of the skill.
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.
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.
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.
Misc:
3 (number of hits per mark) 2 (number of Shadow Clones) Slash status per hit 50 % (invisible mark discount) 100 % (energy discount for Teleport on marked enemy)
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 12energy 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 / 2000True damage per hit with a guaranteed Slash status effect.
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's additive stats from Evolution II: Perk 2 (Bladed Harmony) increase the attack speed by 25%.
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.
Rising Storm is an AshWarframe 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.
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.
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.
Bonewidow expends 25energy 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.
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.
Converge three streams of raw energy upon a single point, causing a massive explosion. The streams strip armor and shields, and each enemy struck detonates on stream convergence. Summoned Conculysts can wield their own mini Fusion Strikes.
Range:15 / 20 / 25 / 30 m (stream range) 5 / 6 / 8 / 10 m (explosion and fallout radius) 2 m (enemy explosion radius)
Misc:
3 (number of streams) ∞ beam Punch Through against enemy bodies Stagger on enemy explosions and final explosion 1 m (enemy explosions damage falloff) 100 % (strip cap) 3% (Lethal Progeny Conculyst laser prism chance on Fusion Strike)
Caliban expends 100Energy to expel 3 concentrated streams of pure energy from his chest core and hands, carving a swathe of energized destruction over a range of 15 / 20 / 25 / 30 meters as he converges them into one toward the location on the aiming reticle. Each stream inflicts 12,000 / 13,000 / 14,000 / 15,000Tau damage per second with 20% status chance and infinitePunch Through against enemy bodies. Caliban 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.
Upon full convergence, enemies that have been directly hit by beams detonate for 2,500 / 3,000 / 4,000 / 5,000Tau damage in a 2 meter radius and Stagger nearby enemies away; explosion damage has a 1 meter damage falloff. As the streams collapse, a final explosion occurs over a 5 / 6 / 8 / 10 meter radius, inflicting 600 / 650 / 700 / 750Tau damage and Staggers enemies away from the center, while leaving behind a field of fallout that envelops the targeted area spanning the same radius as the final explosion and lingers for 6 / 9 / 12 / 15 seconds. All enemies directly hit by the beams and wander into the fallout field lose 20% / 25% / 35% / 50% of their Armor and Shields permanently.
Enemy armor and shields are fully removed at 200%Ability Strength. With one Corrosive Projection, armor will be fully stripped at 164% Ability Strength.
Defense strip only occurs once per ability cast.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Enemy shields can still regenerate with natural shield regeneration (such as Armis Ulta, Kuva Lich, or Sisters of Parvos) or while affected by regeneration buffs (such as Shield Ospreys), even while inside the fallout field.
Explosion's line of sight restriction is centered on the middle of the fallout field, regardless if Caliban himself sees the enemy or not. Explosion damage diminishes with distance from the center.
Caliban can freely reorient his aiming reticle during the convergence to sweep the streams along damaging more enemies, then create the fallout field at the end of the casting animation.
Fallout field is created at the first contact point with a solid surface within the stream range, or at the maximum stream range. Fields can be created without a surface and hovering in midair.
Fallout field visual effect fades out after a set time, but will remain in effect albeit invisible if ability duration is higher.
Lethal Progeny's Conculysts fire their own Fusion Strikes as they become briefly Invulnerable and coordinate with Caliban's Fusion Strike aimed at the reticle, with 0.5x damage effectiveness and defense strip, but does not create fallout fields. Caliban's Conculysts have a 3% chance to be empowered from casting Fusion Strike, granting them the Battalyst laser prism special attack for their remaining lifespan.
Can be recast while active to create new fallout fields.
Casting Fusion Strike is a full-body animation that stops Caliban's grounded movement and other actions, except reticle and camera movement.
Nullifiers cannot nullify the fields by passing over them or Caliban, and they cannot nullify the effects inflicted by the field.
Tips & Tricks
With one player using Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.
Dagath expends 100Energy to summon 5 spectral remnants of Rakhali's soul in a cavalry charge formation 5 meters away. During the casting time of 1.5 seconds, Dagath becomes Invulnerable then commands the cavalry of phantom Kaithes to continuously charge forward for 2 / 2 / 3 / 3 seconds. Each spectral Kaithe inflicts 15,000 / 20,000 / 25,000 / 30,000Viral damage and Stagger per 0.15 seconds to all enemies in its path; damage is dealt in full on each interval and continues for as long as enemies remain in physical contact with the phantom Kaithes.
All effects apply to enemies in contact with Kaithes during the summoning animation.
Enemies touched by Kaithes emit a burst of ghostly light on every hit.
Dagath's invulnerability while casting Rakhali's Cavalry scales directly with its casting time. Reducing casting time through Natural Talent or an Amber Archon Shard will reduce this invulnerability by the same amount.
Phantom Kaithes charge in a V formation, with the leading Kaithe in the center. Each Kaithe has a sizable hitbox to strike multiple enemies, aided by the stagger effect.
When cast while Dagath is on the ground, phantom Kaithes' formation is aligned with the leading Kaithe summoned on the nearest available horizontal surface, regardless of Dagath's own elevation.
When cast from the air, the Kaithes align toward the exact direction of Dagath's aiming reticle and can fly through the air. If they touch the ground, they charge forward wherever their head is facing and run along the surface, adhering to any changes in the terrain.
Phantom Kaithes will phase through vertical terrain and obstacles as they travel, by visually passing through a ghostly portal aligned with the wall.
Phantom Kaithes damage and break destructible Objects such as crates and resource caches.
Ability Synergy:
Stampede Doomed foes with Rakhali's Cavalry to trigger Phantom Wrath, and induce 20% / 25% / 30% / 35% permanent Shields and Armor reduction. Defense reduction on Doomed foes occurs on everyViral damage instance from individual Kaithes.
Defenses are fully removed at 286% Ability Strength from a single hit. However, because the Cavalry deals multiple instances of damage, far less Strength is necessary, with 143% Ability Strength fully removing defenses after two hits.
Can be recast while active to summon all Kaithes toward a new direction. Previous cavalry charge is removed on recast.
Dante expends 25energy to inscribe a circle of protection, granting himself 1 second of Invulnerability, then 200 / 250 / 300 / 350Overguard to a cap of 7,500 / 10,000 / 12,500 / 15,000 points and heals 14% / 16% / 18% / 20% of max Health for himself and allies within 20 meters.
Can be recast immediately once the circle of protection is fully drawn.
Casting Light Verse is a full-body animation that allows uninterrupted movement and parkour Maneuvers.
Ability Synergy:
Light Verse fills a page of Final Verse with Light. Light page composes Final Verse's Triumph (default 2 twice), or Wordwarden (default 2 then 3 ) and Pageflight (default 3 then 2 ) when combined with Dark Verse.
Overguard generated by Light Verse and Final Verse's Triumph are combined into a single pool with two separate maximum values affected by Ability Strength.
Dante must compose two other Verses before his Final Verse.
TRIUMPH: Two Light Verses cast in succession invigorate allies with a buff that increases Health and grants Overguard. Kills and assists briefly regenerate Overguard.
TRAGEDY: Two Dark Verses cast in succession attack enemies. Damage Over Time from Slash, Heat and Toxin Status Effects accumulates in a single blast.
WORDWARDEN: A Light Verse followed by a Dark Verse supports allies with copies of Noctua. Noctua copies synchronize their attacks with their designated ally's attacks.
PAGEFLIGHT: A Dark Verse followed by a Light Verse summons Paragrimms that swoop at enemies, making them vulnerable to Status Chance and Status Damage, as well as drawing enemy attacks away from allies.
Misc:1 s Invulnerability duration on cast Cannot cast without 2 Dark pages Stagger on hit Detonate Slash, Heat, and Toxin status damage-over-time into total damage single burst 1 billion (damage cap)
Misc:1 s Invulnerability duration on cast Cannot cast without 1 Dark then 1 Light pages 3 Paragrimms limit 30m Paragrimm attack range Slash status and Stagger per hit
Cast Light Verse and/or Dark Verse to fill in 2 pages that complete the Final Verse. Cannot be cast without two pages. Once the story is written, Dante fulfills the narrative by expending 50energy on cast, which grants him 1 second of Invulnerability during casting and materializes one of four stories based on page order: Triumph, Tragedy, Wordwarden, or Pageflight, while removing both pages from the storybook display above the ability icons. Each story lasts for 30 / 35 / 40 / 45 seconds with a range of 15 / 20 / 25 / 30 meters.
The specific story ability icon appears above the storybook display when two pages are filled, with the pages visually glowing.
Replace filled pages from the right to left by recasting Light or Dark Verses to create the desired story combination.
Stories with active duration appear as ability buff timers beside Dante's hitpoints indicator.
All stories can be recast while active.
Casting Final Verse is a full-body animation that allows uninterrupted movement and parkour Maneuvers.
Dante's four favored chapters exhibit diverse effects involving protection, damage, summoning, and debuffing:
Written with two Light pages (default 2 twice). Triumph bestows 2,250 / 2,500 / 2,750 / 3,000Overguard to Dante and his allies instantly in story range. While story duration is active, each kill or assisted kill made by Dante or his allies' weapons and abilities will regenerate their personal Overguard pools by 85 / 90 / 95 / 100 points over 2 seconds. Overguard granted by Triumph is capped to 7,500 / 10,000 / 12,500 / 15,000 total points.
Ability Synergy:Overguard generated by Light Verse and Triumph are combined into a single pool with two separate maximum values affected by Ability Strength.
Overguard from Triumph does not apply to rescued hostage in Rescue missions.
Tragedy
Written with two Dark pages (default 3 twice). Tragedy inflicts 5,000 / 5,500 / 6,000 / 6,500Slash damage and Stagger to all enemies within story range and in Line of Sight. Enemies hit by Tragedy while debuffed with active Slash, Heat, or ToxinStatus Effect will instantly receive the full damage from all damage ticks of the procs, multiplied by 2.25x / 2.5x / 2.75x / 3x; status effects are removed after inflicting damage.
Damage is capped at 1 billion.
Line-of-sight extends from Dante's model and from the player camera perspective.
Enemies directly on screen, ran behind cover moments before the check, those already behind cover with partial body exposure, and standing on different height elevations are all eligible targets.
Enemies to the sides and back of the camera view are detected via raycast lines to their head, torso and feet.
Line-of-sight check is ignored for enemies within 5 meters of Dante.
Wordwarden
Written with first Light and last Dark pages (default 2 then 3 ). Wordwarden summons 1 spectral Noctua companion that floats beside Dante and his allied Warframes in story range on cast for its story duration, attacking enemies struck by its warded player's weapons for 35% / 40% / 45% / 50% of the original Noctua's damage amplified by its modded stats, including Status Chance for its equipped Physical and Elemental damage types.
Wordwarden Noctua targets the enemy last struck by its warded player, firing up to 9 times per second if using a rapid-fire gun.
Wordwarden fires a homing Noctua energy projectile toward the warded player's target. The projectile has travel time and can be blocked by obstacles in the environment, unless modded with Punch Through stat.
Wordwarden appears to ignore the effects of Fire Rate and Multishot mods placed on Noctua.
Wordwarden will proc Archon Stretch and provide the energy regen when it procs Electricity status. Provided the Exalted Noctua has Electricity on it.
Ability Synergy:
Kills from Wordwarden Noctua passively scan enemies into the Codex. Wordwarden Noctua also gains 50%Status Chance against enemies that have been fully scanned.
Wordwarden inherits Mods placed on Noctua and splits page fragments on hit that charge the held Noctua's alt-fire.
Pageflight
Written with first Dark and last Light pages (default 3 then 2 ). Pageflight summons 3 spectral Paragrimms with high Threat Level that fly around for the story duration and attack enemies within 30 meters, dealing 150 / 200 / 250 / 300Slash damage, status, and Stagger. Enemies hit by Paragrimms also receive 35% / 40% / 45% / 50%Status Chance vulnerability and 35% / 40% / 45% / 50% increased Status Damage for 15 / 20 / 25 / 30 seconds.
Status chance vulnerability is multiplicative to other sources of status chance, and does not increase Pageflight's Slash statuses per Paragrimm hit.
Status damage increase is multiplicative to other sources of status damage.
Enemies debuffed by the Paragrimms are visually surrounded by an upsurging double helix.
Pageflight Paragrimms are summoned allies with diverse properties and behaviors:
Invulnerable and intangible, able to phase through enemy attacks, solid entities and obstacles in the environment.
Fly above Dante when no enemies are detected in range, and return to him when farther away than range.
Detect enemies in range without direct line-of-sight.
Prefer striking different targets to apply status vulnerability, while able to focus their combined attacks on a lone enemy. Once all enemies in range are debuffed, the Paragrimms prioritize attacking enemies closest to Dante himself.
Strike each target by flying through them, then encircling back along their flight path.
Ability Synergy: Pageflight's status chance vulnerability increases Dark Verse's Slash status stacks per hit.
Excalibur expends 25Energy to dash forward 6 / 8 / 10 / 12 meters to cut enemies down with his Exalted Blade, becoming Invulnerable during the dash while automatically chaining to additional enemies within 7 meters. Each strike inflicts 100 / 125 / 200 / 250Slash damage with a guaranteed Slash proc and Knockdown.
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.
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.
Slash Dash will hit through a Grineer Shield Lancer's Shield.
Slash Dash will launch the player in most of the crosshair directions, except for straight upward. Instead it will launch the player in a 60% degree angle forward.
Useful traversal tool that can launch player quite high in the air and greatly increase the aerial momentum, as long as the player is holding the Aim Glide button while casting and hasn't ran out of Air Glide Time.
With high Ability Range and not aiming at enemies, players can launch themselves very high into the air and travel with very 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. Consequetive use of the ability allows the user to quickly traverse the maps, similar to Tail Wind or Mach Rush.
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 or jump 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.
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.
Gara expends 75Energy 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.
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.
Barrier Formation
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).
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.
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.
Explosion has a damage composition of 18.75%Impact, 37.5%Puncture, and 37.5%Slash.
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 and500 / 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.
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.
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.
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.
Garuda expends 25Energy 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.
Dread Mirror's knockdown effect can forcefully interrupt some otherwise uninterruptible enemy attacks, such as the Battalyst's omnidirectional laser phase.
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 and Knockdown effects from otherwise staggering attacks - including self-stagger from explosive projectiles that explode too close.
Does not resist knockback effects that launch the player.
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 only health, not shields.
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.
Instant kill threshold of 40% is calculated from the percentage of current Health plus Shields relative to their combined maximum.
The victim receives damage equal to 10% of their maximum health as Slash damage.
Enemies that touch the mirror will take 100Impact 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 or heavy Corpus/Grineers ground slam. Some area of effect attacks, like ones used by Eidolons or Eximus special attacks cannot be blocked.
Melee units can hit the player if the unit is close enough to swing inside the shield.
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 50Energy 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.
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.
Garuda expends 50Energy 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.
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.
Garuda expends 100Energy 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 / 300Slash 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 SlashStatus 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.
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.
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 Worthy Comradery, Sharpshooter's Bounty and any Decree that activates on headshot in Duviri.
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.
Any source of general increased damage, such as Roar, Vigorous Swap, or Ambush will increase the base damage of Seeking Talons, allowing the ability to deal significantly more damage.
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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Bugs
While not necessarily a bug; an unintentional consequence of this ability requiring line of sight and being projected from the player's camera - not their character - is that the player model can obscure line of sight for the ability, preventing Seeking Talons from hitting enemies behind the player model.
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.
Harrow expends 100energy 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.
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.
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.
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.
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.
Misc:
Self status cleanse on cast Invulnerable during dash ? / ? / ? / 40 m/s speed 1 s wave duration Ragdoll on contact Corrosive status on initial hit and variable stacks in contact 50% recast energy discount
Hydroid expends 50energy 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 current move speed is increased by ? / ? / ? / 40 meters per second for 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 / 300Corrosive 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.
Tidal Impunity is a HydroidWarframe 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.
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.
Inaros expends 25energy and begins to spin rapidly and move at 12 m/s as a storm of dust and sand, violently pulling in all enemies within a 4 / 5 / 6 / 7.5 meters radius and dealing 200 / 300 / 400 / 500Slash damage per second with a ?% status chance for 4 seconds or upon manually deactivating the ability. While trapped within the storm, enemies are gradually flung wildly in a Ragdoll state following and hovering above Inaros; each trapped enemy heals 50Health to Inaros. While channeling the storm, Inaros becomes Invulnerable but is unable to attack with weapons, cast other abilities, or perform Parkour Maneuvers.
Move speed is affected by Movement Speed speed modifiers.
Sandstorm's radius is an invisible cylinder with roughly the height of Inaros himself. Enemies on a terrain elevation higher or lower than this cylinder will not be affected by this ability.
When Inaros performs a Melee quick attack (default E ) during Sandstorm or upon duration end, enemies trapped in the storm are vacuumed toward Inaros and deposited on the ground around him, suffering Knockdown for 4 seconds and becoming vulnerable to Melee Ground Finishers.
Ability Synergy: Inaros passively heals 20% of his health upon performing a Finisher.
Casting and deactivating Sandstorm are full-body animations that allow uninterrupted directional movement controls, but restrict parkour Maneuvers and other actions.
Elemental Sandstorm is a Warframe Augment Mod for Inaros that causes Sandstorm to inflict status procs based on equipped damage types and mods on melee weapons currently wielded. Also passively increases Sandstorm's Ability Range by 50%.
Cycle through three songs that strengthen allies. Power of The Seven increases Ability Strength. Deathbringer increases Weapon Damage. Spirit of Resilience increases Shield Effectiveness. Extend the duration of each song by killing enemies surrounded by Judgments.
Misc:
10m (pushback range) 5m (Stagger range) 1 s invulnerable during cast 50 m Affinity Range auras 150% Power of The Seven Ability Strength cap -80% Spirit of Resilience recharge delay cap 2 s Judgments extra aura duration on kill
Jade expends 50energy by holding down the ability button (default 2 ) to sing with triumphant praise. Enemies within 10 meters are pushed backwards while those within 5 meters are also Staggered. Jade becomes Invulnerable for 1 second while blessing herself and allies with one of three holy hymns: Power of The Seven, Deathbringer, or Spirit of Resilience, as an aura spanning her Affinity Range for 15 / 20 / 25 / 30 seconds:
The damage bonus is additive to the damage increase from mods such as Serration.
Light beige colored icon on cycle wheel.
Spirit of Resilience: Restores Shields by 4% / 6% / 8% / 10% per second, which can flow into Overshields, and reduces Shield Recharge Delay by 10%.
Shield regen bonus stacks with native shield regeneration, and does not apply during the Shield Recharge Delay period.
Shield Recharge Delay reduction is capped at -80%, achievable with 800%Ability Strength.
Sky blue colored icon on cycle wheel.
Buffs are shown above Jade's ability icons as a custom UI element including a cycle-selection wheel, duration timer, hymn icons, names and effect descriptions.
Buffs can be cycled before cast or while the ability is active at no energy cost by tapping the ability button.
The active aura is indicated by a buff icon beside the hitpoints indicator, an audio cue on cycle selection, and the musical wavelength visual effect surrounding Jade.
Can be recast with hold-cast to refresh duration to full.
The ability duration is capped at twice the modded full duration.
Recasting while the remaining duration is greater than the ability's full duration (due to increases from killing enemies debuffed with Judgments) will lower the current duration to the modded full duration.
Power of The Seven enhances Light's Judgment, Ophanim Eyes, and Glory on High's Ability Strength. Deathbringer enhances Glory's damage.
Tips & Tricks
Each cycling of the buff aura by tapping the ability key counts as a fresh ability cast. this allows jade to take advantage of external ability strength buffs after casting without needing to spend any more energy. this does also mean, however, that the strength buff can be lost if the buff aura is cycled after the strength buff expires.
Inaros expends 25energy and begins to spin rapidly and move at 12 m/s as a storm of dust and sand, violently pulling in all enemies within a 4 / 5 / 6 / 7.5 meters radius and dealing 200 / 300 / 400 / 500Slash damage per second with a ?% status chance for 4 seconds or upon manually deactivating the ability. While trapped within the storm, enemies are gradually flung wildly in a Ragdoll state following and hovering above Inaros; each trapped enemy heals 50Health to Inaros. While channeling the storm, Inaros becomes Invulnerable but is unable to attack with weapons, cast other abilities, or perform Parkour Maneuvers.
Move speed is affected by Movement Speed speed modifiers.
Sandstorm's radius is an invisible cylinder with roughly the height of Inaros himself. Enemies on a terrain elevation higher or lower than this cylinder will not be affected by this ability.
When Inaros performs a Melee quick attack (default E ) during Sandstorm or upon duration end, enemies trapped in the storm are vacuumed toward Inaros and deposited on the ground around him, suffering Knockdown for 4 seconds and becoming vulnerable to Melee Ground Finishers.
Ability Synergy: Inaros passively heals 20% of his health upon performing a Finisher.
Casting and deactivating Sandstorm are full-body animations that allow uninterrupted directional movement controls, but restrict parkour Maneuvers and other actions.
Elemental Sandstorm is a Warframe Augment Mod for Inaros that causes Sandstorm to inflict status procs based on equipped damage types and mods on melee weapons currently wielded. Also passively increases Sandstorm's Ability Range by 50%.
(TAP) Kullervo charges a Heavy Attack, then teleports to his target and strikes. His rage-filled focus temporarily increases his Melee Critical Chance.
Kullervo expends 25Energy to focus his vengeful wrath onto an enemy target on the reticle within a distance of 20 / 22 / 23 / 25 meters. Once cast, he swaps his current weapon to his equipped melee weapon and charges a Heavy Attack, becoming Invulnerable during its Wind Up time, then teleports to the target and strikes them simultaneously. The teleport heavy attack and subsequent melee attacks gain a +50% / +100% / +150% / +200% final Critical Chance bonus lasting for 7 / 8 / 9 / 10 seconds. After teleporting, Kullervo also refreshes his Maneuvers limited usage if previously performed already, such as Aim Glide, Double Jump, and Bullet Jump.
Has a 1 second cooldown after use.
Melee critical chance bonus begins countdown immediately on cast, before the heavy attack wind up.
The final critical chance applied to melee weapons is a flat value applied after mods (e.g. a melee weapon with 25% critical chance becomes 225% when a rank 3 Wrathful Advance is active).
If Kullervo does not have a melee weapon equipped, he will simply teleport to the target.
If the target dies before Kullervo finishes his heavy attack wind up, the teleport is aborted and he remains at his current position.
Hold down the ability button (default 1 ) to center a teleport marker toward the location on the aiming reticle, then release the button to cast Wrathful Advance and teleport Kullervo for the modded distance. After hold-cast, melee critical chance buff becomes active for the modded duration and refreshes his maneuvers.
Hold down and release the button while the teleport marker is on an enemy to lock onto the target and perform a heavy attack teleport.
The teleport marker snaps to the nearest enemy on the reticle and plays a distinct sound to indicate its lock-on.
Teleport marker reaches up to the ability's modded distance and can be placed in any direction including toward the skybox to teleport Kullervo upward.
Kullervo does not become briefly invulnerable if teleporting by hold-cast.
Ability Synergy:
Kullervo's Passive increases Heavy Attack Efficiency by 75% and Heavy Attack Wind Up speed by 100% to amplify Wrathful Advance's heavy attack.
Wrathful Advance's heavy attack damage spreads through enemies under Collective Curse when striking a cursed target.
When Wrath of Ukko is equipped, Wrathful Advance will reposition an active Storm of Ukko to the teleport location while also adding extra duration to the ability.
Can be recast to refresh active melee critical chance buff duration to full.
Wrathful Advance's melee critical bonus is dispelled by Kullervo entering an ability nullification zone or by falling out of bounds.
Kullervo can only teleport up to the border of a Nullifier Crewman's bubble. Hold-cast teleport marker is also obstructed by the bubble.
While active, whenever Kullervo performs a melee heavy attack on most melee weapon types, an aggressive growl can be heard on each swing.
Subsuming Kullervo to the Helminth will offer Wrathful Advance and its augments to be used by other Warframes.
However, Subsumed Wrathful Advance's range is reduced to 10 / 11 / 11.5 / 12.5 meters and melee critical chance bonus reduced to 25% / 50% / 75% / 100%
(only the targeting, the hold to teleport range is unchanged)
Kullervo surrounds himself with daggers. Each dagger that strikes an enemy restores his health, but each dagger that misses an enemy strikes Kullervo, dealing a bit of damage. When Kullervo has max Health, he receives Overguard from struck enemies.
Strength:200 / 300 / 400 / 500 Slash damage per dagger hit + 250 / ? / ? / 350 HP or Overguard per dagger hit - 20 / 25 / 30 / 35 Overguard or HP drained per missed dagger 10,000 max Overguard
Misc:
10 daggers 5 s dagger airtime 1 s invulnerability time 3 daggers max per enemy Slash and Stagger status on hit 3 HP self damage threshold +1 melee combo per dagger hit on enemy
Kullervo expends 50Energy to unsheathe 10 daggers that quickly expand into a horizontal orbit spanning 5 / 6 / 7 / 8 meters and surround him for 5 seconds. On cast, Kullervo also becomes Invulnerable for 1 second. When enemies enter the orbit, the daggers home in to stab them, with each individual enemy stabbed by a maximum of 3 daggers; each dagger inflicts 200 / 300 / 400 / 500Slash damage, with guaranteed Slash and Stagger status effects to its target, then heals Kullervo by 250 / ? / ? / 350Health points or grants him equal Overguard points if already at full health, capped to a maximum of 10,000 Overguard.
Health and Overguard points are gained the moment each dagger strikes an enemy.
Daggers do not require direct line of sight and will bypass terrain and obstacles in the environment to strike their targets.
Daggers that strike enemies are removed from orbit, while daggers without targets will gradually turn and sheathe back into Kullervo when Recompense expires, with each dagger damaging him by 20 / 25 / 30 / 35 Overguard points or health points if Overguard is absent. Kullervo cannot be killed by his daggers and remains alive at a minimum health threshold of 3 points.
Each direct dagger strike against enemies increases Kullervo's Melee Combo Counter by 1 hit.
An ascending suspenseful audio cue plays as the daggers turn and fly back to Kullervo.
Ability Synergy:
Overguard from Recompense is protected by Wrathful Advance's Invulnerability during wind up.
Recompense's dagger damage spreads through enemies under Collective Curse when striking a cursed target.
Does not count as extra hits to Kullervo's melee combo counter, nor grant extra health or Overguard.
Cannot be recast while active.
Casting Recompense is an upper-body animation that allows movement and Maneuvers while restricting other actions.
Recompense is dispelled by Kullervo entering an ability nullification zone, which immediately turn his remaining daggers around and sheathe into him inflicting no damage. If Kullervo falls out of bounds, the remaining daggers will inflict damage upon him.
Kullervo's earned Overguard cannot be dispelled and lasts until drained by enemy or self damage.
Nezha expends 75energy 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 / 125Slash 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 + 200 × (1 + 1.1)))) × (1 + 0.3) = 4,127.5 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.
Upon expiring, Warding Halo releases a wave of heat, inflicting all surrounding enemies with a guaranteed Heatstatus effect, and making Nezha invulnerable for 2 seconds.
Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
Damage taken from a hit which exceeds the health of Warding Halo will transfer over in full to Nezha's health, but that damage cannot lower his health below 2.
Nyx draws in and contains the damage dealt to her and the damage confused enemies deal to each other then converts it into a devastating radial blast. Following the blast, she enters a brief invulnerable state and gains a Weapon Damage boost proportional to the absorbed damage.
Nyx expends 75Energy to engage a meditative stance, becoming invulnerable to both damage and new Status Effects and increasing her Threat Level to taunt enemies into attacking her. During this period, all damage dealt to Nyx, by enemies affected by Chaos, and by the Mind Controlled target is stored. After 5 seconds or the ability key is pressed again (default 4 ), Nyx releases a radial psychic blast, dealing all stored 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, with a minimum damage of 800 / 900 / 1000 / 1500Magnetic damage. Upon releasing the wave, 0.025% of the absorbed damage is converted into an additive weapon damage bonus for 8 seconds, capped at 400% (64,000 damage absorbed), and gains 1 second of invulnerability per 5000 damage absorbed to a maximum of 6 seconds.
The range formula is given by the following:
With a maxed Stretch, this results in about 400,000 damage taken or more to reach the maximum distance on the explosion.
Assimilate halves the base 15 meters, resulting in
With a maxed Stretch, this results in about 765,400 damage taken or more to reach the maximum distance on the explosion.
Weapon damage bonus formula is given by the following:
So for example, a Nyx with 130% Ability Strength and 20,000 absorbed damage will receive a damage buff of (0.025% × 130% × 20,000)0.5 = 254.951%
Damage done from Mind Controlled targets and targets affected by Chaos do not scale the range of the explosion.
Damage done from Mind Controlled targets and targets affected by Chaos do not increase the invulnerability duration after Absorb ends.
Damage invulnerability does not extend to any Overguard obtained.
Absorbed damage is not converted to Magnetic damage, and retains the original damage composition.
Explosion damage bypasses obstacles in the environment and diminishes with distance.
The invulnerability is extended to Sentinels and MOAs, but not to Beast Companions.
While active, Nyx can move, and can ascend or descend with the jump (default Spacebar ) and crouch (default Control ) buttons at a 70% speed multiplier, but cannot cast other abilities, use weapons, or perform parkour Maneuvers or general interactions.
Ability Synergy: Damage inflicted from Confused targets via Mind Control and Chaos are accumulated into Absorb's damage.
If cast while falling out of bounds, 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.
Assimilate is a Warframe Augment Mod for Nyx that changes Absorb into a channeled ability and allows use of weapons and basic maneuvers, at the cost of halving Absorb's explosion radius.
Singularity is a PvE and ConclaveWarframe Augment Mod for Nyx's Absorb that creates a ring every three seconds to drag in enemies close enough to Singularity's radius.
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.
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.
Protea expends 100energy 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.
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.
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.
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
Range:40 m beam length 5 / 6 / 7 / 8 m explosion radius
Misc:
0.75 s casting time 2 s beam duration Invulnerable and immobile while active 2 m beam cylindrical radius 10 beam ticks per second 0.10 s beam tick interval Radiation status per beam tick ∞ Punch Through vs. bodies 0.25-1.0 s explosion delay Explosion chain reaction against irradiated enemies +7 explosions per irradiated enemy in chain reaction Explosion damage scaling from total stacks of Radiation status per irradiated enemy on each chain reaction
Qorvex expends 100Energy 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 / 10,000Radiation 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 infinitePunch 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 / 500Radiation damage, combined with an extra 100 / 150 / 200 / 250Radiation 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 1Radiation 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 +3Punch 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.
Revenant expends 50energy 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.
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)
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.
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.
Revenant expends 50energy 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.
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.
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.
While airborne, needs to also press Slide key and jump to cancel it.
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.
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.
Rhino expends 25energy 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 / 650Impact 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.
Dash speed is not able to be modified; increasing charge range will also increase the amount of time the player is in the charge animation.
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.
Rhino expends 50energy to harden his skin, receiving Overguard equal to 400 / 600 / 800 / 1200 plus 100% / 125% / 175% / 250% of his total armor. Upon activation, Rhino is invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage is absorbed and added to the Overguard.
Iron Skin's Overguard uses the following equation: Overguard = (Base Overguard + (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 Overguard 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 Overguard 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.
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 remainingOverguard as Puncture damage.
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 Overguard by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete the extra Overguard 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 Overguard by boosting the armor.
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, which in turn increases Iron Skin's Overguard .
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.
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.
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:
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.
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.
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 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.
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 25energy 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 ).
The hard-coded minimum energy drain is 0.62 energy per second rising to 3.75 energy per second.
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.
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).
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.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
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.
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.
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.
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.
The first heavy attack in Hysteria is considered a slam and thus can benefit from seismic wave for a potentially large increase in damage.
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.
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.
Voidrig expends 50energy 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.
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.
(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.
Raksh snarls in frenzy, pouncing beside his mistress as they inflict a grievously infectious wound on their prey. Voruna expends 50energy 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 / 250Slash 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 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.
Archon Flow does not synergize well, on the other hand, due to its requirement for Cold-based kills and not just its status proc.
Do bear in mind, however, that the Archon mods will only trigger once. For example, if Fangs of Raksh applies its 10 stacks of toxin, you will only obtain a single stack of corrosive from Archon Continuity.
Equipping Prey of Dynar allows for a large increase in spread radius.
Activating Raksh's passive greatly increases Voruna's survivability in long missions as he makes her practically immune to new status effects - including self-stagger and self-knockback from explosive weapons.
Bugs
Casting this ability twice or more on the same target will only spread the status effects of first instance when the target dies.
(TAP) Voruna drops to all fours and prepares 5 brutal charges that lock onto enemies. Ulfrun, the most powerful wolf, leads the attack as Voruna dashes toward her target. The pack deals increased damage to targets and nearby enemies that are inflicted by Status Effects. Lethal attacks double the damage of Voruna’s remaining charges.
(HOLD) Ulfrun guards Voruna. If Voruna falls during this time, Ulfrun dies in her place.
Weapons holstered 5 (number of charges) ∞ (charge duration) 3 s (passive invulnerability) 100% shields and health restored 60 s (passive cooldown) =100% absolute critical chance from Shroud of Dynar 20% critical chance 1.5x critical damage multiplier 100% bonus damage from status effect Slash status on target Knockdown on target +200% damage bonus on kill +5% critical chance bonus on kill +0.1 critical damage multiplier bonus on kill Stagger in area
Ulfrun savagely bares his twin fangs as his mistress stalks their prey, poised to pounce from the shadows. Voruna expends 100energy and assumes a predatory posture, holstering away her held weapons and laying down on all fours while stationary. Once activated, Ulfrun's Descent grants 5 charges that last indefinitely until used or dispelled, which Voruna can expend by aiming the reticle at an intended enemy target and pressing the fire weapon key (default LMB ) or quick melee attack key (default E ). While active, cancel the ability early and regain weapons access by pressing the ability key again (default 4 ), refunding 20 energy per unused charge back to Voruna.
The remaining charges of the ability are indicated by lit-up claw marks below the stylized aiming reticle.
Ulfrun's Descent does not require precise aim to cast, each charge targets the nearest enemy in direct line-of-sight and within the aiming reticle circle.
Ulfrun's Descent does not refund energy if Voruna enters an ability-nullifying field or falls into an out-of-bounds zone.
Hold down the ability button (default 4 ) to command Ulfrun to guard Voruna, changing her passive for no energy cost to a single charge of Invulnerability that prevents Voruna from entering Bleedout state from the next lethal hit, rendering her invulnerable for 3 seconds and restoring 100% of her shields and health. Ulfrun's passive undergoes a 60 seconds cooldown once triggered or swapped out.
Ability Synergy:
During Shroud of Dynar, Voruna remains invisible when casting or cancelling Ulfrun's Descent, but blinks out then back into invisibility when lunging. While Shroud of Dynar's invisibility phase or melee buff phase is active, this ability's Critical Chance is set to 100%, and the flat critical multiplier bonus amplifies its Slash damage.
Fangs of Raksh stacks and spreads 5 different types of status effects on enemies to strengthen Ulfrun's Descent.
Ulfrun's Descent's direct lunge and its Slash status effect are considered a melee attack to proc Lycath's Hunt's Health Orb drops. Radial Slash damage does not count.
Voruna and her wolf pack's claws and fangs utilize unique statistics and ability synergy to inflict damage to their prey:
Each charge lunges Voruna toward her victim over 30 meters, inflicting 2,000 / 3,000 / 4,000 / 5,000Slash damage with guaranteed status and Knockdown. Each successful direct kill by Voruna's lunge increases the damage by +200%, critical chance by 5%, and critical multiplier by +0.1 for all subsequent lunges.
Damage multiplier from successful kills is displayed below the stylized aiming reticle.
Kills from status effects do not strengthen subsequent lunges.
Damage multiplier is capped at +900% damage.
Critical Chance increase is capped at +22.5%, for a total Critical Chance possible of 42.5%.
Critical Damage increase is capped at +0.45x, for a total Critical Damage possible of 1.95x.
The cap for the increased damage, Critical Chance, and Critical Damage can only be achieved with Ulfrun's Endurance equipped as they require 5 direct kills to reach.
The primary target of the charge receives double damage if any status effects are present on them at the time of collision. This multiplier only applies once.
If Voruna's lunge is interrupted by terrain and obstacles, the ability will still apply its effects onto the enemy target.
Voruna attempts to lunge 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.
On each lunge, Voruna's target and other enemies within a 6 / 7 / 9 / 10 meter radius around her target receive Stagger status once, then 250 / 500 / 750 / 1,000Slash damage per second for 4 seconds.
Area damage per second bypasses obstacles in the environment and does not require line-of-sight to mark enemies.
Area damage can critical hit and is affected by the critical chance and critical damage increases from kills.
Area damage is affected by the double damage multiplier from having a status.
Requires a status effect on enemies being damaged by the area damage; status effects on the initial target will not increase area damage against enemies with no status effect.
Area damage does not apply a Slash status despite inflicting damage over time.
Area damage is not affected by the damage multiplier from successful kills.
Ulfrun's Descent does not benefit from melee damage bonuses such as Steel Charge.
Ulfrun's Descent does not count for Nightwave melee challenge kills.
Damage Formulas
Ulfrun's Descent's direct lunge damage is calculated with the following expressions:
1. Total Slash DMG = (Base Slash DMG × Ability Strength) × [Base Crit DMG + (Crit DMG Bonus On Kill × Number of Direct Kills) + (Shroud of Dynar Crit DMG × Ability Strength)] × [1 + (DMG bonus on Direct Kill × Number of Direct Kills)] × Status DMG Bonus
At ability rank 3 with a maxed Intensify equipped, Shroud of Dynar active, 4 successful direct kills, and a status effect active on the target, Voruna will deal (5,000 × 1.3) × [1.5 + (0.1 × 4) + (2 × 1.3)] × [1 + (2 × 4)] × 2 = 526,500Slash damage on her fifth charge before damage type resistances.
Next, the Slash status effect on the primary target will deal 526,500 × 0.35 = 184,275True damage per tick for 6 seconds, totaling 6 seconds × 184,275 = 1,105,650True damage from the status effect.
Casting and deactivating Ulfrun's Descent are conditional animations based on Voruna's current state:
While Voruna is stationary, full-body animations that interrupt grounded movement and other actions.
While Voruna is moving, Ulfrun's Descent does not play animations aside from weapon holstering.
Ulfrun visually idles upon Voruna's right upper thigh. His distinct physical features are the twin saber teeth on his upper jaw.
Voruna visually holsters away her weapons and lays down on all fours in a unique idle animation, as a persistent shroud of shadows emanate from her body and envelop the borders of the player's screen. Once she lunges, Voruna slashes her target with her claws, then emits a shadowy fog highlighting the radius around her as shadowy tendrils emit from all enemies marked for damage per second.
Voruna is incapable of wall latching while Ulfrun's Descent is active.
Voruna cannot cast Helminth abilities during Ulfrun's Descent.
Bring weapons that can inflict a large number of status procs on a group of enemies to maximize the punching power of Ulfrun's Descent in case Fangs of Raksh is unavailable, such as Cedo and its glaive alt-fire, Kompressa, atmospheric Larkspur, or even Kuva Nukor with its unique Microwave proc.
Infusing Yareli's Aquablades can trigger the increased damage of Ulfrun's Descent as it will inflict Slash status procs before you strike a target with Ulfrun's Descent.
Bugs
After a Mercy kill, Voruna's primary weapon will be brought out. While she still cannot fire it, holding your aim button will cause you to enter your weapon's aiming mode. Most noticeable with sniper rifles, as their unique scopes will be used.
Cast forward a spectral image of Wisp to confuse and distract enemies. Reactivate to travel to its position. Hold to have the image travel faster and teleport to its position on release.
Wisp expends 35energy to fade between dimensions, cloaking herself and her Companion from enemy eyes while spawning a spectral copy of herself that flies toward the last position of the reticle when activated. The spectral clone draws the attention and fire from nearby enemies. Wisp's cloak and clone both last for 2.5 / 3 / 3.5 / 4 seconds.
Casting the ability again while the clone is traveling will dissipate the cloak and clone, then instantly teleport Wisp to its location. Wisp gains invulnerability for 3 seconds after teleportation.
Tap the ability key (default 2 ) to summon a slow moving clone. Hold down the ability key to summon a fast moving clone, then instantly teleport to it upon releasing the button.
Ability Synergy:
Wil-O-Wisp spectral clone plucks motes from the Reservoirs it passes through during its lifetime.
Casting Breach Surge while the spectral clone is traveling creates a second breach expansion around the clone.
Can be cast while Sol Gate is active to cloak, spawn a clone and teleport to it when desired.
Spectral clone is a flying object that attempts to continue its path when colliding with terrain.
Clone is capable of opening doors when in proximity.
Spectral clone is visually surrounded by flowing light particles and leaves an energy trail where it travels.
Spectral clone is affected by all Appearance customizations on Wisp.
Light particles, energy trail, and teleport portal colors are affected by Wisp's chosen energy color.
Tips & Tricks
Using this ability, Wisp is able to open Friendship Doors alone.
The decoy can go through Spy laser barriers without tripping them, allowing Wisp to deploy the decoy through it and then teleport past it. However, the decoy can still be seen by guards.
Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff.
Bonus Armor is then granted relative to the damage captured.
Wukong expends 50energy to engage a defiant stance while priming his Iron Staff, becoming Invulnerable to damage and new Status Effects, increasing his Threat Level to taunt enemies into attacking him, and reducing his Movement Speed by 50% for 2 seconds. Any damage Wukong takes while in this stance is absorbed and multiplied by 4 / 5 / 6 / 7.5, then stored. After the invulnerability period expires, Wukong cleanses himself of any negative Status Effects, spins in place while elongating his staff and deals ? / ? / ? / 250Impact damage plus the stored damage and Ragdoll to all enemies within a radius of 7 / 8 / 10 / 12 meters. The spin can be executed earlier by pressing the ability key again (default 3 ) or using melee attack.
After executing his spin, Wukong gains a variable Armor bonus lasting for 15 / 18 / 20 / 25 seconds or until Defy is recast; Defy armor bonus value depends on the damage absorbed during the taunt, with the stored amount multiplied by 0.8 / 1 / 1.2 / 1.5 times to grant a minimum of 50 armor points, up to a maximum of 1,500 armor points.
Armor bonus is removed if Defy is recast before it expires.
While the armor bonus is active, a stylized armor bonus counter appears above the ability icons.
Ability Synergy: When activating Defy with an active Celestial Twin, the twin engages in Defy, gaining the same increased Threat Level, invulnerability, damage absorption attack, and armor bonus.
Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
Subsuming Wukong to the Helminth will offer Defy and its augments to be used by other Warframes.
However, Subsumed Defy's armor bonus is capped at 750.
Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage.
Misc:90% damage redirection ∞ duration 18 m/s move speed 21 m/s boost speed 3 m jump height 12 m double jump height 1.25 s jump charge time 17 m charged jump height 10 m dash distance 1,000 Impact damage on landing 5 Impact damage on slam shockwave 2 m slam shockwave radius
Yareli expends 25energy to summon her faithful aquatic creature from the watery depths and rides aboard Merulina after it emerges. Upon activation, the board is Invulnerable for 4 seconds, during this time all incoming damage it takes is added to its total health. While riding Merulina, Yareli switches her combat and movement controls to K-Drive controls; aboard her transport, Yareli unholsters and only wields her equipped secondary weapon, becomes immune to Ragdoll and resists Stagger and Knockdown from most sources. Yareli may manually dismount from Merulina for 0 energy cost by pressing the ability key again (default 2 ), press or hold and release the quick melee attack key (default E ), or hold and release the interact key (default X ) to despawn it and switch back to normal Warframe controls.
Yareli is Invulnerable for 1.5 seconds when dismounting manually or on Merulina's destruction.
She is immune to K-Drive ragdoll effects from dismounting Merulina, does not eject off from failing K-Drive board grabs and flips, nor from strong impact collisions with the environment and obstacles.
She can also initiate interaction (default X ) with some entities and Objects such as opening doors and lockers, using elevators, picking up/inserting a datamass, picking up Ayatan Star/Sculptures and Granum Crown, Hacking consoles, activating Survival Life Support Capsules, etc.
Attempting to revive an ally in Bleedout forces Yareli to dismount when the interact key is pressed.
Interacting with objects requires Reload with Context Action Input enabled otherwise you will dismount.
She is able to perform Transference while aboard Merulina. This will not cause her to dismount.
Merulina is Yareli's personal deployable vehicle that possesses unique attributes and K-Drive maneuvers:
Merulina has a base Health pool of 3,000 / 4,500 / 6,000 / 7,500Flesh and 50 armor that protects Yareli by redirecting90% of all incoming damage from Yareli to Merulina's health. The ability lasts indefinitely until its health pool fully depletes, or Yareli dismounts or falls out of bounds. Upon destruction, Merulina prevents the damage from the last lethal hit from spilling over to Yareli's hitpoints.
However, Adaptation stacks can still be accumulated while riding Merulina.
Merulina benefits from armor from Azure Archon Shards, but not other sources.
Merulina cannot be healed by conventional means, such as picking up Health Orbs and triggering Arcane Enhancement effects.
While active, Merulina's health indicator is displayed above Yareli's ability icons. The UI element consists of Merulina's animated portrait on the left, the current numeric total of remaining health points on the right, and a health bar at the bottom that drains from left to right.
Merulina's hidden K-Drive stats include:
Move Speed of 18 meters per second and Boost Speed of 21 meters per second
Jump Height of 3 meters and Double Jump Height of 12 meters.
Jump Charge Time of 1.25 seconds and Charged Jump Height of 17 meters.
Merulina is not affected by K-Drive mods, including those equipped on a custom-built K-Drive in Yareli's Vehicle tab in the Arsenal screen.
Merulina gradually loses a percentage of health per second when Yareli is within an ability nullifying sphere created by special enemies, such as the Nullifier Crewman.
Merulina's colors can be customized via its own Appearance tab in the Arsenal screen, once the ability is unlocked on Yareli at Warframe Rank 3.
Energy colors on Merulina will instead match the chosen selections in Yareli's Appearance tab.
Merulina visually appears as an Infested aquatic creature with physical characteristics commonly found in real world stingrays (flat body with flaps and tail), Portuguese man o' war (translucent membranes, multiple stingers), and crustaceans (spiked chitinous carapace). The creature's frontal beak, fin flaps, and tails use cloth and jiggle physics, allowing them to sway along to Yareli's movement. The bioluminescent central cavity holds flowing liquid in motion that glistens and shimmers to the light.
Merulina produces liquid splashes and bubbles beneath its belly as it moves and lands on surfaces.
Merulina audibly makes chirping and gurgling creature sounds while Yareli is riding on it and performing K-Drive tricks.
Tricks
K-Drive trick scores earned with Merulina yield VentkidsStanding in any mission.
While riding Merulina, Yareli can holster away her secondary weapon by pressing the switch weapon key (default F ) to enable her to perform more K-Drive tricks such as board grabs (default LMB ) and flips (default RMB ).
Yareli and Merulina will dash toward the input direction for a distance of 10 meters when performing a dodge maneuver:
Merulina's dash can be used on the ground, while in midair, and during casting animations to quickly reposition and break free from falling.
Each dash triggers a short cooldown before another can be performed.
Action
PC
PSN
Xbox
NSW
Dash
Tap LShift
Tap L1 /LB
Tap LB
Tap L
When moving at cruising or boosted speed (default hold LShift ) with enough momentum, Yareli aboard Merulina can slide through some environmental barriers such as small railings, and surf on top of Defense Objects such as the Warframe Cryopod and Excavator.
Merulina can ollie and double jump (default Spacebar x2) to reach greater heights than Warframes' jumping.
Double jump can be performed after a charged jump (default hold and release Spacebar ).
Landing directly on top of an enemy from any height with Merulina inflicts 1,000Impact damage and knockdown.
Performing a K-Drive slam shockwave (default while in midair, tap + tap and hold down LCtrl ) causes Yareli to dive toward the ground, emitting a 2 meter expanding shockwave on landing that inflicts 5Impact damage with a status chance to all enemies inside, causing guaranteed heavy knockdown and knockback away from the impact point.
Merulina is able to surf on some allied summoned objects, such as Frost's Snow Globe.
Yareli performs her other abilities' casting animations without stopping her movement while aboard Merulina.
Sea Snares' casting animation is faster while aboard Merulina.
Surging Blades costs 0 energy to cast while aboard Merulina.
Cannot be cast if spacing around Yareli is obstructed. Merulina will self-destruct if Yareli attempts to mount it while she is standing in an out-of-bounds zone, usually below the playable area of a mission such as the pillar protrusions in the Simulacrum.
Mounting and dismounting from Merulina are full-body animations that carry forth Yareli's momentum while stopping other actions.
Yareli visually leaps gleefully into the air as she spins counterclockwise, summoning Merulina beneath her as they land onto the ground with a splash.
When performing a moving dismount from Merulina, Yareli hops off spinning clockwise and lands several meters away, while creating a splashing wave for Merulina to dive forward back into the abyss.
When dashing with Merulina, various animations play for Yareli depending on the input direction:
Without moving, she twirls clockwise as she lands back onto Merulina's back.
While moving, she holds onto Merulina as they launch forward, flipping upside down and returning upright similar to a Bullet Jump.
While moving backward, she recoils raising both her hands up with open palms.
Subsumed abilities injected into Yareli via the Helminth system cannot be cast while aboard Merulina.
Developers noted that due to the amount of new custom animations required for this to function properly, this interaction will remain unchanged for the foreseeable future.
While Yareli herself is rather fragile, Merulina vastly improves her survivability. Deploying her during a fight, even when standing still, makes Yareli deceptively durable.
Bringing a secondary weapon with good crowd control and not dependent on accuracy, such as Atomos and her signature Kompressa, can compensate for the disabled primary and melee capabilities while riding Merulina.
Akarius is also a viable sidearm while riding Merulina due to its homing ability, its reload speed increase while moving, and because Yareli can resist knockbacks from explosions while riding.
Riding Merulina counts in Nightwave challenges involving K-Drives, though she should take down enemies with her equipped secondary weapon and not with her abilities.
Unlike most sources of healing, Blood Altar will work with Merulina, providing healing even over the initial total health, unless the augment Loyal Merulina is equipped.
On mouse and keyboard, steering on Merulina with mouse is much more precise than using movement keys.
Bugs
Gameplay
Cannot trigger Arcane Pulse while aboard Merulina.
Yareli can fall through a moving elevator while riding on Merulina.
Yareli on Merulina can be slowed down by bumping her head on doorframes in older Tile Sets such as Corpus Outpost and Grineer Galleon as she moves through them at any speed.
Yareli's Critical Flow passive does not activate when falling from heights aboard Merulina, while it works when Yareli is on foot.
Yareli aboard Merulina is incapable of picking up Resurgence Tokens in Arbitrations without crouching.
Yareli aboard Merulina is able to stand on Frost's Snow Globe.
Performing a mercy finisher while on Merulina will occasionally completely disable the ability to shoot, reload, or use abilities until her secondary weapon is swapped off of for a few seconds.
In rare instances on the Corpus Ship tileset, dismounting Merulina close enough to the ceiling of some hallways can cause Yareli to be placed out of bounds.
Yareli aboard Merulina counts as separate unit.
Any affinity gained while on Merulina is shared to yourself as if an ally killed the enemy.
Damage numbers from procs or other delayed attacks that would have been dealt while on Merulina disappear after dismounting.
Menus
When customizing Merulina's Appearance via the Arsenal, it does not appear properly on screen when Yareli is in Captura or Relay hubs, including Cetus, Fortuna and Necralisk.
Merulina can sometimes be seen leveling up and accumulating Affinity at the end of mission summary screen.
Visuals
Playing as client, Yareli does not play an animation when picking up an object such as datamass or excavator power core.
Activating Life Support Capsules and hacking a console will trigger the latest ability cast's animation.
Yareli on Merulina inside Limbo's Rift Plane does not show the Rift overlay effect on the player's screen.