Players and enemies can become invulnerable to all damage and status effects while under the effects of certain abilities or conditions. By default, this is represented by a gray bar over their health and shields while also changing the colors of their values to gray in the Heads-Up Display. Damage against invulnerable enemies with be displayed as a ◼ grey zero.
Mechanics[]
Typically, phases of invulnerability are temporary and are limited by a number of factors such as Ability Duration and Energy Capacity. When players are invulnerable, additional or new status effects cannot be applied to them and existing status effects will run down their duration normally. Shields also regenerate normally during invulnerability periods.
While being invulnerable, certain effects can still trigger. These include but are not limited to:
Adaptation
Combat Discipline
- Reloading with
Hema
Arcane Aegis
Arcane Avenger
Arcane Guardian
Arcane Agility
There are some effects that are similar to invulnerability such as:
- Being unkillable under the effects of
Dread Ward
- Intangible from any of
Limbo's abilities (Rift Plane)
- Shield Gating
- Void Mode
- -100% Damage Type Modifier
- 100% Damage Reduction
Baruuk's
Elude and
Xaku's passive and
The Vast Untime
- Blocking with melee
- While performing finishers
While under these effects, players may also refer to themselves as being in a state of invulnerability, but this is not the same as invulnerability as a mechanic.
Sources of Player Invulnerability[]
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Landslide Bash enemies with an exploding sliding punch, and repeat for a devastating combo. Petrified enemies take extra damage, and drop Rubble when destroyed. Rubble can heal Atlas and bolster his armor. |
Strength:[1 hit] 100 / 200 / 300 / 350 (![]() [2 hits] 200 / 400 / 600 / 700 ( ![]() [3+ hits] 400 / 800 / 1200 / 1400 ( ![]() |
Duration:1 s (combo window) | |||
Range:[1 hit] 1.5 / 1.6 / 1.7 / 2 m (impact radius) [2 hits] 3 / 3.2 / 3.4 / 4 m (impact radius) [3+ hits] 4.5 / 4.8 / 5.1 / 6 m (impact radius) | |||
Misc:8 / 10 / 12 / 15 m (dash range) 50% (bonus Rubble health/armor) |
- Atlas charges forward to punch a target enemy up to 8 / 10 / 12 / 15 meters away. The target and enemies within 2 meters are dealt 100 / 200 / 300 / 350
Impact damage as a melee strike with a 200% critical damage multiplier, a 5% critical chance, and a 5% status chance.
- Damage is affected by Ability Strength, the Melee Combo Counter and most mods and arcanes.
- As an example, with a maxed
Pressure Point,
Shocking Touch,
Collision Force and
Intensify, the normal attacks of a rank-3 Landslide will deal
Base Damage × (1 + Damage Mods) × (1 + Physical Mods + Elemental Mods) × (1 + Strength Mods) =
350 × (1 + 1.2) × (1 + 0.9 + 1.2) × (1 + 0.3) = 3,103.1 damage on the first hit; comprised of 2,202.2Impact damage and 900.9
Electricity damage.
- 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.
- Each enemy struck by landslide adds to the Melee Combo Counter.
- Mods, including Riven Mods and melee Augment Mods affecting the following stats:
- Damage (e.g.,
Pressure Point)
- Physical (e.g.,
Collision Force)
- Elemental (e.g.,
Shocking Touch)
- Critical Chance and Critical Multiplier (e.g.,
True Steel and
Organ Shatter)
- Status Chance (e.g.,
Melee Prowess and
Vicious Frost)
- Some Conditional Mods (e.g.,
Blood Rush works but not
Healing Return)
- Damage (e.g.,
- As an example, with a maxed
Blood Rush and Gladiator set bonus works.
Weeping Wounds works.
Healing Return does not work.
Condition Overload does not apply.
Shattering Impact does not apply.
Smite Grineer and other faction bonuses do not apply.
Proton Snap provides both a flat +50% status chance after all bonuses and +100% bonus toxin damage.
Quickening and
True Punishment bonus combo count chance applies.
Enduring Strike applies to lifted enemies struck by landslide.
Spring-Loaded Blade does not activate off status procs.
Berserker Fury does not activate off Landslide kills.
Energy Channel provides no bonus.
Amalgam Furax Body Count will not knockdown enemies.
Amalgam Ripkas True Steel does not cause gore.
Blade of Truth increases the "base damage" additively with other mods like
Pressure Point. Affinity gained with Landslide does not increase the Syndicate Radial Effects bar.
- Status duration bonuses (e.g,
Lasting Sting) do not apply.
Arcane Avenger applies a flat +45% critical chance and can be activated through landslide's invulnerability.
Arcane Fury applies +180% melee damage, and can be activated by landslide's critical strikes.
Exodia Might does not lifesteal through landslide.
Exodia Triumph grants bonus combo count chance.
Exodia Force does not activate off landslide's status procs.
Last updated: Hotfix 27.0.8 (2019-12-21)
- Manticore's damage bonus (+15%) applies to the ability.
- The combo counter will reset when equipped with
Xoris,
Tenet Grigori or
Tenet Livia.
- 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.
- Landslide is not affected by the equipped melee weapon's stats and innate effects.
- The exceptions to this rule are:
- The Progenitor bonus (1.25x to 1.6x) on Lich weapons, such as
Kuva Shildeg and
Tenet Exec.
- Weapons that modify the combo meter, including the bonus initial combo count passives for
Furax Wraith (20),
Synoid Heliocor (20),
Fragor Prime (30), and
Venka Prime's increased combo cap.
Gazal Machete's bonus +25% corrosive damage upon Djinn's
Fatal Attraction.
Ack & Brunt's collected elemental bonus, up to +70%. Landslide does not expend the bonus.
Lesion's +100% bonus toxin damage upon inflicting a status effect, however, it cannot activate using landslide.
- The Progenitor bonus (1.25x to 1.6x) on Lich weapons, such as
- The exceptions to this rule are:
- Critical chance is affected by
Cat's Eye and
Charm bonuses.
- Madurai's
Phoenix Talons bonus increases damage.
- AoE damage bypasses obstacles in the environment and does not diminish with distance.
- Impact radius is affected by Ability Range, while the dash range is not.
- Atlas' Health is invulnerable to damage while dashing.
- If the target dies before Atlas lands his punch, energy used for Landslide will be refunded.
- Landslide can be recast within a 1 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage with a larger impact radius and reduced energy cost up to a cap:
- 200% damage, 200% impact radius, and 50% cost reduction for the second hit
- 400% damage, 300% impact radius, and 75% cost reduction for the third and all subsequent hits in the chain
- This reduction in energy cost modifies Landslide's activation cost and is afterward affected by Ability Efficiency as normal.
- As an example, with a maxed
Streamline the second successful cast will consume:
- Base Cost × (1 - Efficiency Mods) × 0.5 = 25 × (1 - 0.3) × 0.5 = 8.75 energy.
- Any successful cast thereafter will consume:
- Base Cost × (1 - Efficiency Mods) × 0.25 = 25 × (1 - 0.3) × 0.25 = 4.375 energy.
- As an example, with a maxed
- 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.
- 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.
- Health restored and bonus armor provided are not affected by mods.
- Helminth Synergy
Roar applies to landslide and applies twice for status proc damage such as
Gas procs, despite being unaffected by faction mods.
Eclipse greatly amplifies landslide damage, but limited depending if enemies stand in light.
Nourish adds
Toxin with modded elements, but does not improve
Toxin proc damage.
- Casting Landslide requires an unobstructed enemy target.
- Landslide is capable of locking onto and attacking invisible enemies (e.g. Stalker).
- Can be cast while in mid-air.
- Killing an enemy with this ability is counted as a Melee Kill.
- Landslide attacks can damage enemies across the Rift Plane.
- Landslide is affected by and can trigger Warframe Arcanes.
- Main article: Path of Statues
Path of Statues is a Warframe Augment Mod for Atlas, that makes
Landslide leave a petrifying path for a short period.
Rank | Path Duration | Petrify Duration | Cost |
---|---|---|---|
0 | 7s | 4s | 6 |
1 | 8s | 5s | 7 |
2 | 10s | 5s | 8 |
3 | 12s | 6s | 9 |
- Landslide excels at rampaging between spread out clusters of enemies.
- Take advantage of the dash's health invulnerability to charge through devastating attacks
- Landslide's combo multiplier is separate from the Melee Combo Counter, and both work together to massively increase Landslide's damage.
- It's advisable to use Ability Duration mods to lengthen the combo window.
- Performing a Bullet Jump between casts allows players to extend Atlas' reach.
- Note that Atlas' knockdown immunity will not apply while he is not grounded.
- Landslide benefits from elemental damage granted by certain augments, including:
- Ember's
Fireball Frenzy
- Frost's
Freeze Force
- Oberon's
Smite Infusion
- Saryn's
Venom Dose
- Volt's
Shock Trooper
- Ember's
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Blade Storm Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.
|
Strength:750 / 1000 / 1500 / 2000 (![]() |
Duration:N/A | |||
Range:50 m | |||
Misc:3 (number of hits per mark) 2 (number of Shadow Clones) |
- 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.
- Marking enemies drains 12 energy each, or 6 energy while Ash is invisible (e.g. using
Smoke Screen).
- Energy cost per mark is affected by Ability Efficiency.
- Target acquisition range is affected by Ability Range.
- Leaving this range while targeting will unmark enemies and refund the energy.
- Marking enemies drains 12 energy each, or 6 energy while Ash is invisible (e.g. using
- When 1 or more enemies are marked, reactivating the ability will create 2 Shadow Clones that teleport to each marked enemy, striking them with 3 Finisher attacks that inflict 750 / 1000 / 1500 / 2000
True damage per hit with a 100%
Slash Bleed chance.
- Damage is affected by Ability Strength,
Steel Charge,
Savage Silence,
Radiant Finish,
Arcane Fury,
Arcane Blade Charger, Combo Counter multipliers, and
Viral status.
- Blade Storm gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with
Venka Prime equipped at 13x combo.
- Melee mods do not increase damage, including
Finishing Touch and
Covert Lethality.
- Melee mods that affect the combo counter and attack speed will benefit blade storm.
- Weapons that modify the combo meter also apply, including the bonus initial combo count passives for
Furax Wraith (20),
Synoid Heliocor (20),
Fragor Prime (30), and
Venka Prime's increased combo cap.
- Animation speed is affected by attack speed mods (e.g.
Fury) up to the Finisher cap of +50%.
- Buffs such as
Speed,
Warcry and
Arcane Strike will only buff Ash's Animation speed when he joins blade storm via
Teleport, and not the clone's.
- Animation speed is not affected by the base weapon's attack speed,
Berserker Fury, or casting speed mods (e.g.,
Natural Talent).
- Buffs such as
- Weapons that modify the combo meter also apply, including the bonus initial combo count passives for
Arcane Arachne does not increase damage.
- Blade Storm gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with
- The Bleed's DoT inflicts 43.75% of the initial damage per tick for a total of 9 ticks over 9 seconds. The Bleed damage bypasses armor.
- Direct hit damage therefore accounts for only 20% of Blade Storm's total damage.
- Total Direct hit Damage (not
Slash's Bleed's DoT) is further multiplied by
Excalibur's
Radiant Finish and
Banshee's
Savage Silence. (eg. with 100% strength: 2,000 × (1 +
300%) = 8,000)
- Strikes from Ash and his clones add to the melee combo counter.
- Strikes from the Shadow Clones add 1 hit per enemy (4 with
Rising Storm)
- Combo gain is affected by combo gain
mods and
arcanes, but not
Relentless Combination.
- Strikes from the Shadow Clones add 1 hit per enemy (4 with
- The combo counter will reset when equipped with
Xoris or similar melee weapons that feature infinite duration combo counter.
- Enemies that die to Direct Hits (not
Slash's Bleed's DoT) will activate
Arcane Trickery,
Arcane Ultimatum, and
Exodia Might.
- Damage is affected by Ability Strength,
- 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 half the energy cost of Blade Storm from 12 to 6 per mark.
- While Blade Storm is attacking,
Teleport can be cast on a marked enemy at no 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 his clones. He consumes marks, and effectively accelerates the assault.
- Ash can regenerate his shields during the animation.
- Invisibility by means of
- Main article: Rising Storm
Rising Storm is an Ash Warframe Augment Mod that allows the clones generated by
Blade Storm to contribute additional hits to the Melee Combo Counter, as well as increases the duration the Melee Combo Counter lasts.
Rank | Bonus Hits per Attack | Bonus Combo Duration | Cost |
---|---|---|---|
0 | 1 | 10s | 6 |
1 | 2 | 10s | 7 |
2 | 3 | 10s | 8 |
3 | 4 | 10s | 9 |
- Blade Storm can be activated while zooming in with a ranged weapon. This can be used to more precisely pick targets.
- You are invincible while using
Blade Storm. This can be used to give time to regenerate your shields.
Blade Storm can be used to pick up items that are very far away or in dangerous situations (an item surrounded by 5 enemies for example). This generally requires a sentinel's
Vacuum skill for maximum effectiveness. Simply target an enemy near something you want to pick up and activate the ability. Since you return to your starting point you will return to your "safe spot" but will have picked up health orbs, energy orbs, resources, and even mods.
- Blade Storm can be used to start long melee combo chains to gain additional bonus melee damage.
- This synergizes well with builds centered around
Blood Rush,
Weeping Wounds, and Gladiator Mods.
- This synergizes well with builds centered around
- 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.
- Similarly,
- 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.
- Using the
- 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.
- Becoming invulnerable allows Ash to ignore status effects, such as
- 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.
- 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.

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Shield Maiden Raise Bonewidow's shield to block incoming forward damage. While active, bash enemies with a Maiden's Kiss.
|
Strength:1,000 / 1,200 / 1,500 / 2,000 HP (shield durability) 1.25 / 1.5 / 1.75 / 2x (reflected damage multiplier) |
Duration:N/A | |||
Range:N/A | |||
Misc:3s (invulnerability duration) 160 / 220 ° (blocking angles) 1.15 / 1.25 / 1.75 / 2.50x (armor multiplier) |
- Bonewidow compacts its frontal armor plating into a portable shield, by expending 25 energy to wield 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.
- Energy cost is affected by Ability Efficiency.
- Shield durability and reflected damage multiplier are affected by Ability Strength.
- Blocking angle and cooldown time is not affected by mods.
- Shield Maiden's durability uses the following expression when accounting for Ability Strength and Armor:
Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage. - Examples:
- A Rank 3 Shield Maiden cast by an unmodded Bonewidow will have an initial health of (2000 + (2.5 × 500)) = 3,250 before absorbing damage.
- A Rank 3 Shield Maiden cast by a Bonewidow with a maxed
Necramech Steel Fiber,
Necramech Intensify, and
Power Donation(Equipped on the Warframe), will have an initial health of (2000 + (2.5 × 500 × 1.9)) × 1.6 = 7,000 before absorbing damage.
- Shield Maiden's interaction with Aura mods is inconsistent:
- Power Donation currently affects it, providing a +30% Strength Bonus to all Necramechs, regardless of who is piloting them; this includes any players who have Power Donation equipped on their warframe.
- Neither Growing Power nor Stand United affect durability at all.
- 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; bashed enemies suffer from the Lifted status effect for ? seconds.
- Maiden's Kiss energy cost is affected by Ability Efficiency. Energy is consumed upon using the bash, even without hitting an enemy.
- 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.
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Slash Dash Dash between enemies while slashing with the Exalted Blade. |
Strength:100 / 125 / 200 / 250 |
Duration:N/A | |||
Range:6 / 8 / 10 / 12 m |
- Excalibur dashes between enemies within a cone 6 / 8 / 10 / 12 meters long and cuts them down with his Exalted Blade. Each strike inflicts 100 / 125 / 200 / 250 base damage.
- Base damage is 15%
Impact, 15%
Puncture, and 70%
Slash.
- Cone length and dash velocity are affected by Ability Range.
- Slash Dash is affected by Aim Glide
- Slash Dash is affected by 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.
- As Slash Dash's base Critical Chance and Status Chance are 0%, Slash Dash can not deal critical hits or status effects without flat bonuses to either metric.
- Base damage is 15%
- Damage is affected by Ability Strength, the Melee Combo Counter and some mods.
- If the player has a longsword, dual sword, rapier, or nikana equipped, Slash Dash receives a 10% bonus to its base damage from Excalibur's Swordsmanship passive.
- With a maxed
Pressure Point,
Shocking Touch and
Intensify, a rank-3 Slash Dash will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mod) × (1 + Strength Mods) =
250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage. - The mod stats that affect Slash Dash include:
- damage (e.g.,
Steel Charge)
- physical (e.g.,
Jagged Edge)
- elemental (e.g.,
Molten Impact)
- weapon augments (e.g.,
Justice Blades)
- damage (e.g.,
- The Scindo Manticore Skin's damage bonus applies to the ability.
- Slash Dash is not affected by the equipped melee weapon's stats and innate effects, class-specific mods,
Condition Overload, or Acolyte Mods.
- The only exceptions to this rule are:
Venka Prime's modified Melee Combo Counter.
- The only exceptions to this rule are:
- Mods equipped on
Exalted Blade do not affect Slash Dash unless it is active.
- Slash Dash's damage composition is not affected by
Chromatic Blade.
- Enemies damaged by Slash Dash suffer a knockdown unless immune to knockdowns or statuses.
- Slash Dash's cone length is not affected by melee range mods (e.g.,
Reach).
- Every instance of damage adds to the Melee Combo Counter regardless of the amount of enemies hit or if Excalibur physically made contact with the target.
- Excalibur has health immunity during the dash animation, but not shield immunity.
- Though Excalibur's health is immune during the animation, it is still possible for
Adaptation to build stacks.
- Airborne enemies, such as Hellions and Ospreys, can also be targeted, but are still difficult for Slash Dash to traverse to unless the aim button is held for Aim Glide physics to take effect.
- 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.
- Can be used to pass through Laser Barriers unharmed in most cases.
- Can be used while jumping, sliding, forward flipping, wall running or clinging to a wall.
- Slash Dash can damage enemies across the Rift Plane.
- Slash Dash is affected by and can trigger Warframe Arcanes.
- Ability Synergy:
- When
Exalted Blade is active, Slash Dash gains the following benefits:
- Slash Dash will receive a 10% bonus to its base damage from Excalibur's passive as
Exalted Blade is considered a longsword.
- Slash Dash hits will add to Exalted Blade's Melee Combo Counter.
Exalted Blade will release an energy wave when an enemy is hit by Slash Dash.
- The waves behave identically to those from normal swings of
Exalted Blade.
- The waves behave identically to those from normal swings of
- Slash Dash will receive a 10% bonus to its base damage from Excalibur's passive as
- When
- Main article: Surging Dash
Surging Dash is a Warframe Augment Mod for Excalibur, allowing each enemy hit by
Slash Dash to add to the Warframe's Melee Combo Counter.
Rank | Effect | Cost |
---|---|---|
0 | 2 | 6 |
1 | 4 | 7 |
2 | 6 | 8 |
3 | 8 | 9 |
- Main article: Purging Slash
Purging Slash is a PvE and Conclave Warframe Augment Mod for Excalibur's
Slash Dash that removes allies' debuffs and restores their shields when Slash Dashed into.
Rank | Debuffs removed | % max shields restored | Cost |
---|---|---|---|
0 | 1 | 70% | 6 |
1 | 2 | 70% | 7 |
2 | 3 | 70% | 8 |
3 | 4 | 70% | 9 |
- Slash Dash will hit through a Grineer Shield Lancer's Shield.
- With high Ability Range and not aiming at enemies, players can launch themselves into the air, travel with high velocity and long distance.
- Can be used to break Corpus ship windows and pass through laser doors mostly unharmed.
- Perfect for medium-distance traveling.
- 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 or status proc effects during the animation. However, being that there is no invulnerability overlap between the end of the first cast and the beginning of the second cast, there is a small window for Excalibur to receive damage.
- Casting Slash Dash while Exalted Blade is active will allow players to increase the amount of damage they deal and hit a larger amount of enemies without having to build for range.
- Pressing the melee button at any time during the targeted Slash Dash cast will cancel the rest of ability's targets and summon your melee weapon instantly.
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Mass Vitrify Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.
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Strength:20% / 30% / 40% / 50% (damage multiplier) 1250 / ? / 1950 / 2350 (ring segment base health) 500 / 600 / 700 / 800 (segment explosion damage) |
Duration:2 / 2.25 / 2.75 / 3 s (expansion time) 10 / 12 / 14 / 16 s (effect duration) | |||
Range:2 m (ring initial radius) 8 / 8.75 / 10.25 / 11 m (ring max radius) 8 / 10 / 12 / 15 m (explosion range) | |||
Misc:3 m/s (ring expansion rate) 3 m (ring initial height) 12 m (ring max height) 3 s (crystallization time) 12 (ring segments) |
- Gara 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.
- Initial horizontal radius and expansion rate are affected by Ability Range, while initial and maximum vertical ring heights are not.
- Expansion time is affected by Ability Duration.
- Activation energy cost is affected by Ability Efficiency only, while initial and final energy drain per second are affected by both Ability Efficiency and Ability Duration.
- 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.
- 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% more damage from weapons and abilities. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
- Damage multiplier is affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as
Steel Fiber equipped on Gara.
- Damage multiplier is applied once the enemy is completely crystallized.
- Effect duration is affected by Ability Duration, while crystallization time is not.
- Damage multiplier is affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as
- 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 segment base health and segment explosion damage are affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as
Steel Fiber equipped on Gara.
- 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
(2350 + 5 × (125 × (1 + 110%))) × (1 + 30%) = 4,761.25 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
- Barrier segment health uses the following expression:
- Minimum Health added from crystallized enemies is affected by Ability Strength and Gara's Armor, while Maximum health added is affected by neither.
- 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.
- Minimum Health added from each enemy affected by the crystallization phase is
- Segment explosion range is affected by Ability Range.
- The number of wall segments and armor-to-health conversion multiplier are not affected by mods.
- 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.
- Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as Miter and Arca Plasmor.
- Some allies such as hacked Eidolon Lures and Sortie Defense Operatives cannot pass through.
- Most enemies are blocked by the glass barrier from moving and attacking through it, including Kuva Clouds. However, most bosses and the Eidolon Teralyst can pass through unhindered.
- Area of effect attacks (e.g., Shockwave MOAs and Bombards) and weapons with innate punch through (e.g. Tusk Grineer units) can hit through the glass barrier.
- Ability Synergy:
- If Gara strikes her own Mass Vitrify glass barrier with
Shattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and 500 / 600 / 700 / 800 damage to all enemies within 8 / 10 / 12 / 15 meters from the barrier's exterior surface.
- Explosion has a damage composition of 18.75%
Impact, 37.5%
Puncture, and 37.5%
Slash.
- Explosion damage is affected by Ability Strength.
- Shattered Lash's damage is affected by equipped melee mods including:
- Damage (e.g.,
Steel Charge and
Pressure Point)
Puncture and
Slash damage (e.g.,
Sundering Strike and
Jagged Edge)
- Elemental damage (e.g.,
Shocking Touch)
- Augments (e.g.
Bright Purity) and Rivens that add any of the aforementioned stats
- Manticore's damage bonus.
- Shattered Lash is not affected by critical chance and critical multiplier mods (e.g.,
Organ Shatter and
True Steel), status chance mods (e.g.,
Drifting Contact), melee range mods (e.g.,
Reach), and faction-specific mods (e.g.,
Smite Grineer).
- Shattered Lash is not affected by the equipped melee weapon's stats and innate effects.
- Damage (e.g.,
- Explosion has a damage composition of 18.75%
- Glass longsword's range is affected by Ability Range, while blade knockback radius and sweep arc are not.
- Mass Vitrify's total damage uses the following expression when accounting for Ability Strength:
Total Damage = [Shattered Lash Base Damage × (1 + Base Damage Bonus) × (1 + Ability Strength)] + [Mass Vitrify Explosion Damage × (1 + Ability Strength)].- As an example, with a maxed
Steel Charge,
Pressure Point, and
Intensify, a rank-3 Mass Vitrify will have (800 × 2.8 × 1.3) = 2,912
Puncture or
Slash damage + (800 × 1.3) = 1,040 damage = 3,952 total damage before resistances.
- As an example, with a maxed
- 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.
- Enemies within the barrier's interior area are not affected by the explosion damage.
- Shatter explosion range is affected by Ability Range.
- Mass Vitrify's total damage uses the following expression when accounting for Ability Strength:


- Explosion damage from Mass Vitrify is affected by Ability Strength, while the percentage absorbed is not affected and is capped at 50%.
- Absorbed damage is also affected by equipped melee mods including:
- Base damage (e.g.,
Steel Charge), elemental damage, and physical damage mods.
- As Shattered Lash's damage is not comprised of
Impact damage, physical damage mods that affect
Impact have no effect on absorbed damage for Splinter Storm.
- Absorbed damage is calculated after additional damage from mods.
- Base damage (e.g.,
- 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.
- 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.
- When the barrier duration expires, the glass barrier shatters harmlessly into fragments that float away upward.
- Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
- As with most abilities, 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.
- Players are able to wall jump on the barriers from inside and outside.
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![]() ENERGY: 25 KEY 1 |
Dread Mirror Rip the life force from an enemy and use it as a shield that captures damage. Charge to channel the captured damage into an explosive projectile.
|
Strength:1 / 1.5 / 1.75 / 2 x (damage capture multiplier) |
Duration:13 / 15 / 18 / 20 s (mirror duration) | |||
Range:30 m (pounce range) 6 / 7 / 8 / 10 m (explosion radius) | |||
Misc:8 m (stagger radius) 40% (instant kill threshold) 10% (health to heart damage) 20% (health to heart damage on instant kill) 100 (mirror contact damage) 100%/s (charge damage per sec) |
- Garuda leaps 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 by Garuda if its health was at or below 40% when Dread Mirror was cast.
- Pounce range is affected by Ability Range.
- Stagger radius and instant kill threshold are not affected by Mods.
- Garuda must have sufficient space to land next to the victim to cast this ability.
- Garuda is invulnerable while charging.
- 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 dread 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.
- 10% of the victim's maximum health is absorbed as initial damage for the heart when Garuda strikes the target.
- Maximum health is considered from health classes (e.g. Cloned Flesh, Flesh, etc.), not shield/armor classes.
- If the victim is instantly killed, the health absorbed is increased to 20%.
- Percentage of health to heart damage is not affected by mods, but the initial value is affected by the damage capture multiplier as well.
- Minimum health threshold is 1000. Meaning, target's maximum health for damage capture will be considered as 1000 if the actual value is lower than this threshold.
- The victim receives damage equal to 10% of their maximum health as
Slash damage, but these rules apply:
- The damage does not bypass Armor and Shield. It will be reduced by damage reduction from the Armor and deal to Shield before health, just like other typical damages.
- While the damage is calculated from Health, the instant kill threshold of 40% will be considered from a combination of Health and Shield, regardless of Armor.
- Mirror duration is affected by Ability Duration.
- Damage capture multiplier is affected by Ability Strength.
- Enemies that touch the mirror will take 100
Impact damage and stagger backwards away from Garuda. Rolling towards enemies ragdolls them.
- Mirror contact damage is not affected by mods.
- This damage is also dealt to the mirror, absorbing damage into the Dread Heart.
- For example, at 130% Ability Strength (2.6x damage capture multiplier), damage absorbed will be 100 x 2.6 = 260.
- 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.
- Mirror does not block area of effect abilities, such as Heavy Gunner ground slam.
- 10% of the victim's maximum health is absorbed as initial damage for the heart when Garuda strikes the target.
- While the Dread Heart is floating above Garuda, holding down the ability button (default 1 ) causes Garuda to grasp the heart in her talons and drain 50 Energy per second to continuously increase the absorbed damage by 100% of the currently stored damage value per second. Releasing the ability button or running out of energy causes Garuda to throw the heart as a high velocity explosive projectile toward the location on the aiming reticle. The heart bursts on impact with an enemy or a surface to inflict the amplified damage as
Impact, has 100% Status Chance and a 6 / 7 / 8 / 10 meter radius.
- Charge energy drain per second is affected by Ability Efficiency.
- Charge damage per second is not affected by mods.
- Total damage is affected by
Theorem Demulcent, and procs the Residual element.
- Explosion radius is affected by Ability Range.
- 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.
- Main article: Dread Ward
Dread Ward is a Warframe Augment Mod for Garuda that makes her unkillable when an enemy is instantly killed by
Dread Mirror.
Rank | Duration | Cost |
---|---|---|
0 | 4s | 6 |
1 | 5s | 7 |
2 | 6s | 8 |
3 | 8s | 9 |
- 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-difficulty versions of
Sentient fighters in Lua missions and Veil Proxima anomalies, and Thrax Centurions and Legates in the Zariman Ten Zero.
- 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.
- Dread Mirror can prevent some AoE damage like an explosion from a barrel.
- However, it can't block AoE stagger from self-damage weapons.
- It also can't block AoE damage from Nox's toxic blobs.
- 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 bubbles, falling out of bounds, or activating Archwing will remove Dread Heart, thus losing its accumulated damage.
![]() |
![]() ENERGY: 50 KEY 2 |
Blood Altar Impale an enemy on an altar of talons and siphon health for Garuda and her allies. |
Strength:15 / 17 / 20 / 25 %/s (health per sec) |
Duration:10 / 15 / 15 / 20 s | |||
Range:30 m (pounce range) 4 / 4.5 / 6 / 8 m (heal radius) | |||
Misc:8 m (stagger radius) 1%/s (damage per sec) 3 (limit of active altars) | |||
Subsumable to Helminth |
- Garuda charges 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.
- Pounce range and heal radius are affected by Ability Range.
- Altar duration is affected by Ability Duration.
- Health per second is affected by Ability Strength.
- Stagger radius, damage per second and number of max altars are not affected by Mods.
- Health per second is displayed as a buff icon beside the player's shield and health bars.
- Garuda must have sufficient space to land next to the victim to cast this ability.
- Garuda is invulnerable while charging.
- Affected allies includes all Warframes and their corresponding Operators, Companions, Necramechs, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, and Sortie and Arbitrations Defense Operatives, but not Defense Objects.
- Health restored per second is a percentage of the difference between the current and maximum health of the player or NPC being healed. It is not dependent on the enemy's current or maximum health.
- Pressing the ability button (default 2 ) while aiming at an enemy impaled by Blood Altar will release the victim early before duration expires. Damage from outside sources inflicted on the victim while it was invulnerable will be dealt in full when it is released, and all Status Effects it received will resume their effects.
- Garuda does not leap to the target to release it from the altar, instead she performs the action from her current position.
- Casting Blood Altar is a full body animation that relocates Garuda to her target. Releasing a target does not play an animation on Garuda.
- The aura radius is constantly visible to Garuda and her allies.
- Enemies impaled on a Blood Altar visually appears to be covered in blood while they bleed constantly.
- Altar aura and blood stream colors are affected by Garuda's chosen Energy color.
- Subsuming Garuda to the Helminth will offer Blood Altar and its augments to be used by other Warframes.
- 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.
- 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.
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![]() ENERGY: 100 KEY 4 |
Seeking Talons Charge to expand the targeting area, release to send Garuda’s talons careening toward each target in area. Surviving enemies are prone to bleeding. |
Strength:150 / 200 / 250 / 300 (![]() 75% ( ![]() |
Duration:10 s | |||
Range:N/A | |||
Misc:2 m (talon knockback radius) 60 m (range) 25° (min charge size) 95° (max charge size) 8 (projectiles) |
- Garuda channels her sanguine blood beneath herself as her talons quiver in anticipation, as a whirlwind of flying talons spanning a 2 meter radius encircles her. Enemies pierced by Garuda's talons will receive 150 / 200 / 250 / 300
Slash damage and be pushed away from Garuda.
- Damage is affected by Ability Strength.
- Talon knockback radius is not affected by mods.
- 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 that cannot be obstructed by walls and the environment, piercing through all enemies within the focus ring.
- 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.
- Range, minimum and maximum charge sizes, and the number of projectiles are not affected by mods.
- Targeting expansion and cast animation are affected by casting speed mods from
Natural Talent and
Speed Drift.
- Garuda does not require line of sight to target enemies in her focus ring area.
- Garuda is invulnerable while casting the ability until it is fully charged.
- Enemies damaged by the flying talons are marked with Garuda's symbol for 10 seconds. Attacking marked enemies with weapons and abilities grants a 75% chance to cause a
Slash Status Effect. Marked enemies will still receive status effects from other sources in addition to the
Slash proc (if a weapon's status chance triggers and hits an enemy affected by Seeking Talons, the weapon's Status Effect 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 affected by Ability Strength, capped up to 100% status chance at 134% Ability Strength.
- Mark duration is affected by Ability Duration.
- Status duration is not affected by Ability Duration, but is affected by the Status Effect duration of the weapon or warframe that inflicted them.
- 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.
- 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.
- 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.
- Main article: Blending Talons
Blending Talons is an Warframe Augment Mod for Garuda's
Seeking Talons that grants it the ability to create an area of effect explosion around Garuda as well as giving her
Garuda Talons a passive that grants it additional combo count upon hitting enemies affected by
Slash procs.
Rank | AoE Range | Combo Count Chance | Cost |
---|---|---|---|
0 | +6m | +25% | 6 |
1 | +7m | +50% | 7 |
2 | +8m | +75% | 8 |
3 | +9m | +100% | 9 |
- 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.
- While aimgliding, Garuda can continue staying airborne by recasting Seeking Talons again or charge and throw her
- 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.
- Holding aimglide while releasing Seeking Talons will allow Garuda to hover after leaping and cancel the falling part of her animation. This does not work when used on the ground.
- As Seeking Talons bypass the need to have enemies within vision, bringing a companion equipped with a mod that detects enemies in the radar map (such as
Animal Instinct) will help Garuda in finding the most number of enemies that can be hit without having to actually see them.
- Due to the forced Slash proc caused by Seeking Talons, it synergizes particularly well with weapons that have high damage burst potential such as the
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.
- The forced Slash proc is also effective against
- 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.
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![]() ENERGY: 100 KEY 4 |
Covenant Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further. |
Strength:1.50% (critical per 100 damage) |
Duration:3 / 4 / 5 / 6 s (invulnerability time) 6 / 8 / 10 / 12 s (critical chance time) | |||
Range:N/A | |||
Misc:4.0x (headshot multiplier to bonus critical chance) 50/250 m (affinity range/open-world affinity range) |
- Harrow breaks 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 Effect immunity for 3 / 4 / 5 / 6 seconds. While invulnerable, any enemy damage prevented by all affected players during this time accumulates into a total pool.
- Invulnerability duration is affected by Ability Duration.
- Affinity Range is not affected by Ability Range but is affected by the
Mending Unity passive in the
Vazarin focus school, and can be temporarily increased with Fosfors.
- Status effect immunity also protects against knockdown and stagger.
- 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.
- Retaliation duration is affected by Ability Duration.
- Base critical chance and extra critical chance percentages are affected by Ability Strength, while damage points prevented and headshot multiplier are not.
- Retaliation's critical chance 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.
- As 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.
- As Example: A weapon with 10% base critical chance which has a Rank 5
- Critical chance is also applied to melee weapons, weapon deployables (
Zenistar disc,
Orvius channel throw, etc.), and Exalted weapons (
Excalibur's
Exalted Blade,
Ivara's
Artemis Bow, etc.)
- 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, from mods such as
Natural Talent and
Speed Drift. Casting Covenant 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.
- Main article: Lasting Covenant
Lasting Covenant is a Warframe Augment Mod for Harrow that increases
Covenant's critical chance buff duration each time an enemy is killed with a headshot.
Rank | Duration Increase | Cost |
---|---|---|
0 | 1s | 6 |
1 | 1.5s | 7 |
2 | 2s | 8 |
3 | 3s | 9 |
- It synergizes well with abilities that buff critical damage, such as
Electric Shield and
Sonar.
- 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.
- However, headshot kills by Pax Seeker's projectiles won't trigger
![]() |
![]() ENERGY: 50 KEY 2 |
Tidal Surge Crash through enemies in a ferocious wall of water. |
Strength:100 / 200 / 250 / 300 (![]() ![]() |
Duration:20 / 25 / 27.5 / 30 m/s (speed) | |||
Range:3 / 4 / 5 / 6 m (striking radius) | |||
Misc:1 s (wave duration) 50% (Undertow travel distance) 50% (recast energy discount) |
- Hydroid transforms into liquid and surges forward as a wave of water. While traveling in waveform, Hydroid becomes completely Invulnerable to damage, as his speed increases to 20 / 25 / 27.5 / 30 meters per second over a duration of 1 second; Hydroid may halt his surge early by jumping (default Spacebar ). Enemies within 3 / 4 / 5 / 6 meters of the wave are ragdolled and pulled along by the riptide, while dealt 100 / 200 / 250 / 300
Impact damage as the wave travels and 100 / 200 / 250 / 300
Slash damage as the wave breaks at the end of the duration.
- Energy cost is affected by Ability Efficiency.
- All damage is affected by Ability Strength. The
Slash damage component diminishes with distance and is affected by body-part multipliers.
- Wave speed is affected by Ability Duration.
- Striking radius is affected by Ability Range.
- Casting speed is affected by
Natural Talent and
Speed Drift.
- Wave duration is not affected by mods.
- 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 flung violently forward, allowing them to be deposited together if striking an obstacle.
- Ability Synergy: While traveling in waveform, activating
Undertow halts Hydroid at his current position and transitions directly into liquid form on impact with the ground.
- Enemies pulled by Tidal Surge will sink into Undertow as it forms.
- Likewise, deactivating Undertow while traveling in waveform halts Hydroid at his current position, causing him to emerge from the pool.
- Can be cast while in Undertow liquid form to travel half the normal distance.
- Enemies previously drowning within Undertow will be pulled along by Tidal Surge.
- Hydroid remains in liquid form during and after Tidal Surge as long as Undertow remains active.
- 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.
- Main article: Tidal Impunity
Tidal Impunity is a Hydroid Warframe Augment Mod for
Tidal Surge that allows Hydroid and all allies contacted by the ability to temporarily gain immunity to Status Effects, as well as removing already active ones. Also passively reduces Tidal Surge's base energy cost to 15.
Rank | Duration | Energy Cost | Cost |
---|---|---|---|
0 | 8s | 15 | 6 |
1 | 9s | 15 | 7 |
2 | 10s | 15 | 8 |
3 | 12s | 15 | 9 |
- It can be used to reach or pass certain areas of the map.
![]() |
![]() ENERGY: 15 KEY 3 |
Undertow Become a water trap and drown unsuspecting enemies.
|
Strength:10 / 15 / 20 / 25 (![]() 1 / 1.5 / 1.7 / 2 % (dmg increase/sec) |
Duration:N/A | |||
Range:1.5 / 2.5 / 3 / 4 m (puddle size) 10 / 12 / 13 / 15 m (grab range) | |||
Misc:50% (Tidal Surge travel distance) 200% (Tentacle Swarm damage bonus) |
- Hydroid submerges into a pool of water with a 1.5 / 2.5 / 3 / 4 meters radius, becoming invulnerable to damage and untargetable by enemies. Enemies that wander onto the pool sink and disappear from sight, become suspended in a Knockdown state, and drown taking 10 / 15 / 20 / 25 base
Impact damage per second; drowning enemies also receive 1% / 1.5% / 1.7% / 2% of their maximum health as
Impact damage, which continuously stack every second while enemies remain submerged.
- Base damage and damage increase per second are affected by Ability Strength.
- Radius is affected by Ability Range.
- Undertow uses the following expression when accounting for Ability Range: Modified Range = Base Range × Ability Range 0.5
- Casting speed is affected by
Natural Talent and
Speed Drift.
- Damage increase per second applies to each individual enemy. The stacked damage for a single enemy resets to base damage when the submerged enemy exits the pool.
- Submerged enemies receive an additional +0.1% damage growth per second for each enemy in the pool, not affected by mods.
- The current number of submerged enemies trapped within Undertow is displayed on the ability icon.
- Allied players can shoot into Undertow to contribute 50% of their total damage from weapons and abilities, distributed evenly to all submerged enemies.
- Status Effects apply to all submerged enemies, with their effects and debuff timers paused until enemies exit Undertow.
- Hydroid can slowly move and sprint while in Undertow.
- While active, Hydroid can aim at an enemy target within 10 / 12 / 13 / 15 meters and press the primary attack key (default LMB ) to expend 5 energy, launching a water tendril from the pool, grabbing the target and pulling it into Undertow.
- Grab range is affected by Ability Range.
- Energy cost per grab is affected by Ability Efficiency.
- If the targeted enemy is unable to be pulled, the tendril will release it after a few seconds.
- Released bodies may make enemies suspicious and stop short of the pool. This will often result in them walking away from the puddle, requiring Hydroid to pull them in manually.
- Undertow drains 6 energy per second, and will remain active so long as Hydroid has energy. Undertow will end if Hydroid runs out of energy, jumps (Space ), rolls (2x Shift ), or if deactivated by pressing the ability key again (default 3 ). Moving while in Undertow drains 1 energy point per 0.2 meters moved.
- Activation and travel energy costs are affected by Ability Efficiency, and the channeling energy cost is affected by both Ability Efficiency and Ability Duration.
- Hydroid cannot replenish energy using
Energy Vampire, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon and/or
Wellspring while Undertow is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Hydroid's energy while in Undertow.
- Ability Synergy:
Tempest Barrage can damage submerged enemies within Undertow.
Corroding Barrage can also proc
Corrosive on submerged enemies.
Tidal Surge allows Hydroid to remain submerged in Undertow and travel in waveform for half the normal distance.
- Undertow will not drain additional energy when Hydroid moves via Tidal Surge.
- Enemies previously submerged in Undertow will be pulled along by Tidal Surge.
Tentacle Swarm centers the kraken on Undertow and spawns tentacles inside the pool. Charged cast can extend tentacle spawn radius outside Undertow.
- Tentacles will capture enemies when they emerge from Undertow.
- Tentacle Swarm deals 200% damage when cast from Undertow.
- Hydroid's Companion will also be submerged, regardless of distance from him. His companion will not become invulnerable and is susceptible to damage from explosions.
- Enemy corpses will be released from Undertow when killed.
- Cannot switch, fire, or reload weapons, perform parkour Maneuvers except jump and roll, nor collect Pickups while in liquid form.
- Can be cast while in midair to enter liquid form. Undertow pool will form when Hydroid lands on the ground.
- Aura effects from enemy Eximus will not apply to Hydroid while he is submerged but nearby Tenno will suffer from the effects of the Eximus unit's aura if they are in range.
- Energy Leech Eximus still will drain energy when in the pool, however.
- When Hydroid is submerged, the game treats him as invisible to enemies. As such, any kills on unalerted enemies with undertow will count as a stealth kill.
- Also causes the
Zenistar to deal bonus stealth damage to enemies.
- There is a bug related to this where a Zenistar built with blast will continue to deal bonus damage to some enemies even when Hydroid re-emerges from the puddle.
- Also causes the
- Submerged enemies cannot prevent Tenno from capturing an Interception point. This makes it incredibly efficient at completely locking down towers on Interception missions.
- Main article: Curative Undertow
Curative Undertow is a Hydroid Warframe Augment Mod that allows Undertow to heal
Hydroid and his allies within range by a percentage of their max health every 1.5 seconds.
Rank | Hydroid Health Restore | Ally Health Restore | Cost |
---|---|---|---|
0 | 5% | 15% | 6 |
1 | 6% | 20% | 7 |
2 | 8% | 25% | 8 |
3 | 10% | 30% | 9 |
- Undertow will knockdown enemies within range when they sink into the puddle. Activating then deactivating Undertow allows you to set up Ground Finisher attacks with your melee weapon on nearby enemies.
- If you see an enemy Eximus walk into the pool, deactivate Undertow and expose them to attacks, as their Auras will remain active while submerged.
- As Energy Leech Eximus are still able to steal energy from Hydroid while in the pool, it's ill advised to drag them in. It's safer to cast Tempest Barrage or Tentacle Swarm on their location when they are far away to avoid losing massive amounts of energy per second.
- When running an Infested Defense (such as an uncontested Dark Sector or Orokin Derelict), stand near the cryopod or a walkway to the cryopod and activate Undertow. Once you've collected several enemies, deactivate Undertow and chain together Area of Effect skills such as
Tempest Barrage and
Tentacle Swarm.
- If you are under heavy fire, activate Undertow to regenerate your shields, as well as health depending on whether your squad has a member with the
Rejuvenation aura equipped.
- Undertow is useful for gathering large numbers of enemies in one spot for another player to kill them once the ability has ended.
- Undertow cannot be used to bypass corpus laser doors by itself.
- When this bug occurs enemies will begin throwing grenades at the player and will be able to injure the player.
- This bug can also rarely occur on PS4, however instead of appearing tiny you will see Hydroid's head and shoulders clip through the floor at their normal size (only when moving).
- If Battalyst and Manic Bombard do not die after 1 minute, they are freed from Undertow.
- Some bosses, such as General Sargas Ruk can be submerged by Undertow, making them invulnerable to outside damage by other players.
- Enemies see dead bodies that are killed and will often refuse to enter the pool. This requires the use of hydroid to manually pull them in.
- A sentinel equipped with
Vacuum will still attempt to suck up loot while in the pool, which blocks the player's reticle and prevents them from targeting enemies to drag into the pool.
- This will slightly alleviate itself after staying in the pool for an extended period, as sentinels will "freeze up" and stop moving if the player idles for too long.
- Cameras can be targeted, but cannot be tentacled in.
- Downed Bursa will stay in undertow and count as alive there.
![]() |
![]() ENERGY: 50 KEY 2 |
Devour Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow. |
Strength:50-100 / 100-200 / 150-300 / 250-500 (![]() |
Duration:15 / 20 / 25 / 30 s (quicksand) ≥ 15 s (Sand Shadow) | |||
Range:20 / 30 / 40 / 50 m (cast and tether range) | |||
Misc:2 s (damage ramp-up) 10 (damage ticks per second) Heals 400 health per second |
- Inaros sinks an enemy target within 20 / 30 / 40 / 50 meters into quicksand for 15 / 20 / 25 / 30 seconds, trapping it in place as it flails in panic becoming unable to move, attack, or use special abilities. While enemies are trapped, Inaros or any allies can perform the 'Devour' action on them by holding down the Interact key (default X ); when devouring an enemy, the player (but not any companions) is completely invulnerable to damage and Status Effects as Shields and Health are restored at a rate of 400 health per second, while also inflicting
True damage per second to the victim. During the Devour action, the victim initially receives 50 / 100 / 150 / 250 damage per second, that ramps up to 100 / 200 / 300 / 500 damage per second over 2 seconds; damage is dealt in 10 ticks per second.
- Cast range is affected by Ability Range.
- Quicksand duration is affected by Ability Duration.
- Initial and max damage per second are affected by Ability Strength.
- Healing is independent of damage dealt. Inaros cannot increase the amount of healing received by amplifying the damage his target takes, and attacking enemies with increased damage resistance will yield the same amount of healing.
- Damage ramp-up time and amount of damage ticks are not affected by mods.
- Enemies are unable to act while being actively devoured even if the ability's timer has expired.
- The act of devouring a trapped enemy does not consume energy whether from Inaros or allies and can be sustained indefinitely for as long as the Use key is held, or the enemy expires.
- The enemy being devoured by a player is invulnerable to outside sources of damage while the Use key is held.
- Kavats, Kubrows, and MOA companions will also gain the benefit of the life steal. Sentinels will not.
- If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. Sand Shadows last for a duration equal to the time spent devouring them, or a minimum of 15 seconds.
- Sand Shadow duration is affected by Ability Duration.
- If cast on an enemy target by holding down the ability key (default 2 ), Inaros latches energy tethers onto the enemy from up to 20 / 30 / 40 / 50 meters away, dragging it towards him and automatically devouring it upon making contact so long as the key is held.
- Tether range is affected by Ability Range.
- Tethered enemy is dragged along the ground and can fall to lower terrain elevations.
- Tethered enemy is invulnerable to outside sources of damage while being dragged in.
- Dragging speed is affected by movement impairing effects such as
Cold procs and
Molecular Prime.
- Ability Synergy: Enemies trapped by Devour will automatically restore health to Inaros and create a Sand Shadow on death when killed inside
Sandstorm.
- Devour cannot be cast on naturally flying enemies like Ospreys and Orokin Drones. Units that only have temporary flight abilities though like Hellions can still be pulled from mid-air and then devoured once on the ground.
- Cast delay of 1 second is affected by
Natural Talent and
Speed Drift, while devour recovery delay of 2 seconds is not. Casting will interrupt movement.
- If the target dies before Inaros finishes his casting animation, energy used for Devour will be refunded; however, if the target is already trapped in quicksand and is being dragged in by the tether, it will not refund energy if killed during travel.
- Cannot be recast on affected targets.
- Ancient Disruptors will resist the ability heavily, causing only 1 damage per tick to occur, which will often cause the bug listed below. The same goes for Infested allies that are linked to the Disruptor.

![]() |
![]() ENERGY: 75 KEY 3 |
Warding Halo Create a protective ring of fire, that also stuns and damage enemies who get too close. |
Strength:500 / 650 / 800 / 1000 (base health) 50 / 75 / 100 / 125 ( ![]() 1.15x / 1.25x / 1.75x / 2.50x (armor multiplier) 2.5x (absorption multiplier) |
Duration:N/A | |||
Range:1.25 / 1.5 / 1.75 / 2 m | |||
Misc:3 s (invulnerability duration) |
- Nezha summons a fiery ring that encircles him, granting full immunity to status effects, and absorbing 90% of all incoming damage. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously staggered and dealt 50 / 75 / 100 / 125
Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
- Damage reduction affects Overshield, Shield and Health.
- Warding Halo's Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
- Warding Halo's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)- As an example, with a maxed
Steel Fiber and
Intensify, and one stack on
Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
- As an example, with a maxed
- Invulnerability duration is not affected by Ability Duration.
- Stagger radius is affected by Ability Range.
- 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.
- Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, Eximus energy drains and the speed reduction caused by the mucus of Tar-Mutalist MOAs are not resisted by Warding Halo.
- Cast animation of ~1 second is affected by
Natural Talent and
Speed Drift.
- Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
- Warding Halo will release a wave of heat outward when it expires, inflicting all surrounding enemies with 100%
Heat status effect, and making Nezha invulnerable for 1 second.
- Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
- Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing them (if strong enough), before the 1 second invulnerability can take effect.
- Blocking with a melee weapon will not reduce damage taken to Warding Halo's Health, but will reduce damage taken from the 10% that is not absorbed by Warding Halo.
- Main article: Safeguard
Safeguard is a Warframe Augment Mod for Nezha that allows him to cast
Warding Halo on allies, albeit with reduced durability.
Rank | Durability | Cost |
---|---|---|
0 | 20% | 6 |
1 | 30% | 7 |
2 | 40% | 8 |
3 | 50% | 9 |
- Using
Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much Power Strength.
- Be careful against enemies like Mutalist Osprey. Their toxin cloud for example deals damage to your Warding Halo and to your HP, bypassing your shield. This can kill you very easily, even with a full Warding Halo.
![]() |
![]() ENERGY: 25 KEY 4 |
Absorb Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge. Energy Drain: 7 / 6 / 5 / 4 s-1 |
Strength:160 / 170 / 180 / 200 (passive ![]() 800 / 900 / 1000 / 1500 (minimum ![]() 0.025% (damage converted to weapon damage bonus) |
Duration:8 s (Weapon Damage bonus) | |||
Range:5 / ? / ? / 15 m |
- Nyx enters a meditative state that allows her to absorb incoming damage and become completely immune to all forms of crowd control. A passive damage threshold is created that increases by 160 / 170 / 180 / 200
Magnetic damage every second (e.g., an Absorb lasting 10 seconds will inflict a minimum of 2000
Magnetic damage at max rank). This threshold has a minimum damage potential of 800 / 900 / 1000 / 1500
Magnetic damage. If the total amount of absorbed damage is greater than the damage threshold when Nyx leaves her meditative state, all absorbed damage is inflicted to every enemy in a 5 / ? / ? / 15 meter explosion of psychic energy.
- Minimum damage and passive damage gain are affected by Ability Strength but absorbed damage is not.
- 100% of all incoming damage can be absorbed.
- Critical Hits from enemies, but not allies have their critical damage multiplier doubled before being absorbed.
- 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. Affected enemies suffer a Knockdown.
- Explosion radius and orb size is affected by Ability Range.
- Explosion radius is affected by damage absorbed, up to a maximum of 50m.
- The invulnerability is extended to Sentinels or MOA companions, but not to pets.
- Absorb drains 7 / 6 / 5 / 4 energy per second, and will remain active so long as Nyx has energy. An additional 8 energy is drained for every 1000 damage that's absorbed. Absorb will end if Nyx runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
- Activation energy cost and drain cost from damage are affected by Ability Efficiency, and the channeling energy cost is affected by Ability Efficiency and Ability Duration.
- Nyx cannot replenish energy using
Energy Vampire, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Wellspring,
Rage, and/or
Hunter Adrenaline while Absorb is active.
- Absorb's energy drain is not converted into shields by Augur Mods.
- Energy can be replenished by Energy Orbs, Orokin Void Death Orb's energy restores,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes while the ability is active.
- Absorb converts
into an additive weapon damage bonus that activates when the ability is released, lasting 8 seconds, or until the ability is used again.
- Damage from physical and elemental damage mods is not taken into account.
- This effect has an upper cap of 400% additive weapon damage (64,000 damage absorbed).
- Bonus is additive to
Serration,
Hornet Strike, and similar bonuses to the previous.
- Nyx is immune to all effects by enemies. This does not include the energy drain from Energy Leech Eximus, which can still constantly drain energy as they are near.
- Nyx's evasion passive is disabled while Absorb is active.
- Casting Absorb in the air will cause Nyx to stay suspended until the skill is deactivated.
- Absorb will stop any movement achieved prior to casting the skill when used in the air.
- Even after deactivation, no momentum will carry over. Instead, you will drop straight down.
- This does reset the directional melee, however, and it may be used again to regain some momentum. Used in this manner, Nyx is able to "fly" across tiles so long as she has energy to cast Absorb.
- After not receiving damage for a short amount of time, the damage counter resets. This will not reset Absorb's total accumulated damage, however.
- Nyx's threat level is raised while Absorb is active.
- Shields are allowed to recharge freely while in the absorb state, whether Nyx is being attacked or not.
- If cast while falling off a ledge, Nyx will return from her original location and release Absorb immediately.
- Arcanes that require the player to receive damage to trigger (such as
Arcane Agility) can trigger while under effects of Absorb.
- Main article: Assimilate
Assimilate is a Warframe Augment Mod for Nyx that allows her to move, roll and attack while channeling
Absorb and prevents friendly fire from being absorbed, at the cost of shrinking Absorb's effective radius by 50%.
Rank | Movement Speed | Cost |
---|---|---|
0 | 30% | 6 |
1 | 40% | 7 |
2 | 45% | 8 |
3 | 50% | 9 |
- Main article: Singularity
Singularity is a PvE and Conclave Warframe Augment Mod for Nyx's
Absorb that creates a ring every three seconds to drag in enemies close enough to Singularity's radius.
Rank | Ring Pulse | Range | Cost |
---|---|---|---|
0 | 3s | 9m | 6 |
1 | 3s | 11m | 7 |
2 | 3s | 13m | 8 |
3 | 3s | 15m | 9 |
- 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.
- Weapon detonation can still be triggered (ex:
- Allies that stand inside the absorb bubble are shielded from incoming ranged damage to some degree.
- This can be a useful way to assist resurrecting an ally in a party of 3 or more.
- During this ability, Nyx will be in mid-air suspension, instantly stopping her fall speed. This can be an advantage in correcting improper fall timing or while performing coordinated Maneuvers.
- If Absorb ends in mid-air, it can often perform headshots on nearby enemies.
- For easy energy management one can use
Equilibrium in combination with
Synth Deconstruct and
Synth Fiber.
![]() |
![]() ENERGY: 100 KEY 4 |
Temporal Anchor Drops a Temporal Anchor which, after a short duration, Protea rewinds to trigger 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. |
Strength:10 / 15 / 20 / 25 % (recorded damage conversion) |
Duration:5 / 6 / 7 / 8 s (anchor duration) | |||
Range:8 / 10 / 12 / 15 m (implosion range) | |||
Misc:3 s (initial invulnerability phase) 100 % (enemy knockdown chance on implosion) 100 % (status cleanse on rewind) 1.5 s (rewind countdown) 100 % (self knockdown chance on lethal hit) 5 % (health restore on lethal hit) |
- Protea snapshots her past self where she stands, expending 100 energy to deploy 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 to damage and immune to status effects for 3 seconds, then becomes free to perform all actions, which are recorded as a trail of afterimages mimicking her specific actions every second. 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.
- Activation energy cost is affected by Ability Efficiency.
- Anchor duration is affected by Ability Duration.
- Recorded damage conversion is affected by Ability Strength.
- Initial invulnerability phase is not affected by mods.
- Activation energy cost is permanently consumed and not restored at the end of the ability.
- 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 direct 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, 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 range is affected by Ability Range.
- Implosion will not occur on rewind if there is no recorded damage.
- Enemy knockdown chance on implosion and status cleanse on rewind are not affected by mods.
- 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.
- Protea is invulnerable to damage and status effects while rewinding.
- 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 carryable items picked up by Protea while anchored, such as Excavation power cell or Mobile Defense datamass, will be dropped on rewind as the action is reversed.
- 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, whilst her ammo, energy, shields and combo counter are restored to the saved amounts.
- Self knockdown chance and health restore on lethal hit are not affected by mods.
- If Protea initiates Transference while anchored, the Operator will be forced to rejoin the Warframe when the rewind begins.
- 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 and perform Transference while she is rewinding.
- Shrapnel Vortexes from
- Casting Temporal Anchor is a full-body animation that allows movement.
- Activation and rewind completion animation speeds are affected by casting speed, from mods such as
Natural Talent and
Speed Drift.
- Activation and rewind completion animation speeds are affected by casting speed, from mods such as
- 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.


- 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.
- Use in tandem with the
Xoris to retain high combo count and perform fully-charged throw attacks.
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![]() ENERGY: 25 KEY 1 |
Rhino Charge Rhino charges towards a target, clobbering any in his path and goring his victim. |
Strength:150 / 250 / 450 / 650 (![]() |
Duration:1 s (combo window) | |||
Range:6 / 8 / 10 / 12 m (charge range) 1.5 / 1.6 / 1.8 / 2 m (impact radius) |
- Rhino charges forward with aggression, covering a distance of 6 / 8 / 10 / 12 meters at a speed of 40 / 42 / 44 / 48 meters per second. Enemies within 1.5 / 1.6 / 1.8 / 2 meters of Rhino are dealt 150 / 250 / 450 / 650
Impact damage.
- Damage is affected by Ability Strength.
- Affected enemies are ragdolled.
- Speed is not affected by Ability Duration.
- Charge range and impact radius are affected by Ability Range.
- Rhino's health is immune to damage while charging.
- If Rhino Charge is successfully recast within a window of 1 second (1 second is affected by duration) 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%. Rhino Charge Does Reset the Combo Window Time upon Each Charge allowing you to keep the stack at the 4x/1.5x/75% range.
- 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.
- Combo window is affected by Ability Duration.
- 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.
- Energy cost reduction is applied to Rhino Charge's modified activation cost. As an example, with a maxed
- Ability Synergy:
- If
Iron Skin is active, damage from Rhino Charge will have a 100% status chance for
Blast effects.
- Rhino Charge deals an additional 100% damage to enemies affected by
Rhino Stomp.
- If
- 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.
- Main article: Ironclad Charge
Ironclad Charge is a Warframe Augment Mod that temporarily increases Rhino's armor for each enemy hit by
Rhino Charge.
Rank | Armor Bonus per hit | Duration | Cost |
---|---|---|---|
0 | 12% | 4s | 6 |
1 | 25% | 6s | 7 |
2 | 37% | 8s | 8 |
3 | 50% | 10s | 9 |
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![]() ENERGY: 50 KEY 2 |
Iron Skin Rhino hardens his skin, insulating himself from all damage. |
Strength:400 / 600 / 800 / 1200 (base health) ? / 1.25 / 1.75 / 2.50x (armor multiplier) |
Duration:N/A | |||
Range:N/A | |||
Misc:1.5 / 2 / 3 / 3 s (invulnerability duration) |
- Rhino hardens his skin to create a reinforcing buffer with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by 250% is also added to the buffer's health. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds. All incoming damage that is absorbed during this invulnerability period is converted into health and added to the buffer's health. While the Iron Skin is active, Rhino becomes immune to damage and status effects. Iron Skin will expire when the buffer's health is depleted.
- Iron Skin's total health, before absorbing damage, is multiplicatively affected by Ability Strength.
- Iron Skin's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage. - Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 225 Base Armor, Rhino Prime has 275 Base Armor.
- As an example for Rhino:
- With a maxed
Steel Fiber and
Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 225 × 2.1)) × 1.3 = 3,095.625 before absorbing damage.
- With a maxed
- Modifying that equation for Rhino Prime:
- With a maxed
Steel Fiber and
Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial health of (1200 + (2.5 × 275 × 2.1)) × 1.3 = 3,436.875 before absorbing damage.
- With a maxed
- While active, a health counter becomes visible on the ability icon that tracks Iron Skin's health percentage from 100% to 0%.
- The amount of health gained from absorbed damage is displayed in the HUD beside Rhino's shield and health indicators while Iron Skin is invulnerable.
- Despite invulnerability, status effects are not ignored during that period, allowing debilitating status effects such as knockdown and cold procs to occur until Iron Skin fully activates.
- Invulnerability duration is not affected by Ability Duration.
- Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, are resisted. However, Eximus energy drains and Nauseous Crawler disables are not resisted by Iron Skin.
- Iron Skin protects Rhino's health from damage that bypasses shields such as
Toxin damage.
- Allows Rhino's shields to regenerate while active.
- Can be used to both block and pass through Corpus Laser Barriers and Grineer Sensor Bars.
- Blocking with a melee weapon does not reduce damage taken while Iron Skin is active.
- Using Iron Skin will not stop the health damage taken in the Vampire Challenge of Nightmare Mode. However, Iron Skin will not be drained.
- Damage resistance on Rhino, like Trinity's
Blessing, other similar Warframe Abilities, and mods like Adaptation do not apply to Iron Skin (this list includes Armor).
- Iron Skin uses object health, so incoming damage is not modified by type and cannot crit.
- 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. It is otherwise functionally identical.
- Can be activated while sliding, jumping, forward flipping, wall running, or wall clinging.
- Main article: Iron Shrapnel
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino's
Iron Skin that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remaining health as
Puncture damage.
Rank | Damage | Proc Chance | Cost |
---|---|---|---|
0 | 40% | 30% | 6 |
1 | 60% | 40% | 7 |
2 | 80% | 50% | 8 |
3 | 100% | 60% | 9 |
- Ironskin can be removed early by:
- Entering the bubble of a Nullifier Crewman (Corrupted)
- Entering the aura range of Combas & Scrambuses
- Being dispelled by Stalker
- Falling out of the map.
- Host Migration
- With a
Streamline or
Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
- It is possible to gain a significant amount of health for Iron Skin by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
- Using
Rhino Charge with
Ironclad Charge installed before casting Iron Skin can significantly boost its health by boosting the armor.
- By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
Arcane Tanker can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.

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![]() ENERGY: 25 KEY 4 |
Hysteria Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. Minimum Energy Drain: 2.5 s-1 |
Strength:100 / 125 / 200 / 250 (damage) |
Duration:N/A | |||
Range:N/A | |||
Misc:1% / 2% / 4% / 5% (lifesteal) 5-20 m (aura radius) |
- 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.
- Damage is distributed evenly between
Impact,
Puncture, and
Slash.
- Wall attacks and slide attacks inflict 300 / 375 / 600 / 750 damage for each strike.
- Aerial attacks inflict 200 / 250 / 400 / 500 damage.
- Slam attacks inflict 300 damage within 5 meters.
- Damage is distributed evenly between
- Attacks have a 200% critical multiplier with a 50% critical chance and a 10% status chance. Additionally, Valkyr is healed for 1% / 2% / 4% / 5% of the total melee damage she inflicts.
- Damage is affected by Ability Strength, the Melee Combo Counter, most mods, and buffs.
- As an example, with a maxed
Pressure Point,
Shocking Touch and
Intensify, the normal attacks of a rank-3 Hysteria will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage. - The mods that can be equipped on and affect
Valkyr Talons include:
- damage (e.g.,
Steel Charge)
- physical damage (e.g.,
Jagged Edge)
- elemental damage (e.g.,
Shocking Touch)
- faction (e.g.,
Smite Corpus)
- critical chance and damage (e.g.,
True Steel and
Organ Shatter)
- Status chance (e.g.,
Melee Prowess and
Vicious Frost)
- attack speed (e.g.,
Fury and
Berserker Fury)
- range (e.g.,
Primed Reach)
Condition Overload
Drifting Contact
Healing Return
Relentless Combination
Shattering Impact
- While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
- damage (e.g.,
- Range mods do not affect the radius of slam attacks.
- Valkyr Talons can not be equipped with Melee Combo Counter Mods (except
Drifting Contact), Acolyte Mods (e.g.,
Blood Rush), or Amalgam Mods (e.g.
Amalgam Organ Shatter).
- Riven Mods are not generated for Valkyr Talons.
- The combo counter will reset when equipped with
Xoris.
- Hysteria's combo counter decay is affected by Power Spike.
- Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
- The damage composition of a ground finisher is the same as a modified normal attack; however,
Impact damage from ground finishers is multiplied by 125%.
- The finisher multipliers for both attacks are affected by
Finishing Touch.
- The damage composition of a ground finisher is the same as a modified normal attack; however,
- Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
- 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. - Lifesteal is not affected by Ability Strength.
- For example, a maxed
- As an example, with a maxed
- While active, Valkyr becomes immune to all damage and status effects.
- Status immunity includes crowd-controlling effects such as knockdowns, staggers, and Nauseous Crawler paralysis.
- Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
- Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
- Valkyr is not immune to Commander teleportation, Regulator minimap disruption, Cryo Floors, Tar-Mutalist MOA slows, or Swarm-Mutalist MOA screen hazing.
- Status immunity includes crowd-controlling effects such as knockdowns, staggers, and Nauseous Crawler paralysis.
- 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. It cannot be reduced below 5 meters under any circumstances.
- Damage percentages are not affected by Ability Strength.
- Aura radius is not affected by Ability Range.
- 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.
- Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
- Since enemies need line-of-sight, invisibility prevents the damage.
- After activation, a percentage counter will appear on the ability icon. The percentage increases to 100% over the course of 40 seconds.
- Hysteria 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 ).
- Activation energy cost is affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration.
- Valkyr cannot replenish energy using
Energy Vampire, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon and/or
Wellspring while Hysteria is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Valkyr's energy during Hysteria.
- Hysteria's energy drain is not converted into shields by Augur Mods.
- Hysteria 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 ).
- Hysteria is affected by and can trigger Warframe and Exodia Arcanes.
- 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.
- Has a cast time of 1 second, affected by
Natural Talent.
- Despite being classified as its own weapon,
Speed Holster will have no effect on casting speed. However, it will affect Hysteria's 'unequip' animation, played upon its deactivation.
- Despite being classified as its own weapon,
- Hysteria's attacks can damage enemies across the Rift Plane.
- Main article: Valkyr Talons
Valkyr Talons are Valkyr and
Valkyr Prime's signature Exalted Weapon that can only be used upon activating the ability
Hysteria. The weapon exclusively uses the Hysteria stance.
- Main article: Hysteria (Stance)
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating
Valkyr's fourth ability,
Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
- Main article: Hysterical Assault
Hysterical Assault is a Warframe Augment/Exilus mod for Valkyr that allows her to pounce onto enemies while in
Hysteria by meleeing while aiming, dealing damage on contact. It also provides brief immunity when aiming a primary or secondary weapon.
Rank | Leap distance | Immunity duration when aiming |
Cost |
---|---|---|---|
0 | 25m | 0.5s | 6 |
1 | 30m | 0.5s | 7 |
2 | 40m | 0.5s | 8 |
3 | 50m | 0.5s | 9 |
- Main article: Enraged
Enraged is a Warframe Augment Mod for Valkyr's
Hysteria that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base energy cost is also increased to 50, while the energy drain over time is removed.
Rank | Damage & critical chance | Cost |
---|---|---|
0 | +125% | 6 |
1 | +150% | 7 |
2 | +175% | 8 |
3 | +200% | 9 |
- There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
- Turning 'Color Correction' off in Options > Display can alleviate this issue.
- Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
- This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
- It's preferable to use
Steel Charge over
Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
- Even with Steel Charge equipped, using
Power Drift will still add more damage than
Coaction Drift.
- Even with Steel Charge equipped, using
- 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".
- Charge 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.
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![]() ENERGY: 50 KEY 2 |
Storm Shroud Swathe the Necramech in a powerful electrical field that greatly enhances survivability in close combat. Enemies that strike the shroud will suffer for their impudence. |
Strength:400 / 600 / 800 / 1200 (base health) 1 / 1.25 / 1.5 / 2x (absorption multiplier) |
Duration:N/A | |||
Range:N/A | |||
Misc:25% / 50% / 75% / 100% (counter chance) 3s (invulnerability duration) |
- Voidrig expends 50 energy to create an reinforcing buffer with 400 / 600 / 800 / 1200 base health. Upon activation, the shroud is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 100% / 125% / 175% / 250% and added to the its total health. When attacked while active, the shroud has a 25% / 50% / 75% / 100% chance to reflect damage back to attackers.
- Energy Cost is affected by Ability Efficiency.
- Base Health and Absorption Multiplier are affected by Ability Strength.
- Reflect Chance and Invulnerability Duration are not affected by Mods.
- Does not reflect
Void Damage.
- Using the ability again while it is active will instantly deactivate the shield at no energy cost, allowing it to be recast.
- When active, Voidrig's selected helmet will rotate counterclockwise as it generates the shroud, and the shroud will emit (cosmetic) electricity that arcs to nearby surfaces.
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![]() ENERGY: 35 KEY 2 |
Wil-O-Wisp 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. |
Strength:N/A |
Duration:2.5 / 3 / 3.5 / 4 s | |||
Range:N/A | |||
Misc:3 s (teleport invulnerability time) |
- Wisp fades 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.
- Duration is affected by Ability Duration.
- Energy cost is affected by Ability Efficiency.
- 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.
- Invulnerability time is not affected by mods.
- 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.
- Wil-O-Wisp spectral clone plucks motes from the
- 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.
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![]() ENERGY: 50 KEY 3 |
Defy 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. |
Strength:? / ? / ? / 250 (minimum damage) 4 / 5 / 6 / 7.5 x (damage multiplier) 0.8 / 1 / 1.2 / 1.5 x (armor multiplier) |
Duration:2 s (invulnerability duration) 15 / 18 / 20 / 25 s (armor duration) | |||
Range:7 / 8 / 10 / 12 m (staff swing radius) | |||
Misc:-50 % (move speed penalty) 100 % (status cleanse on spin) 50 AP (min. armor bonus) 1,500 AP (armor bonus cap) | |||
Subsumable to Helminth |
- Wukong engages 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 ? / ? / ? / 250 damage plus the stored damage as
Impact damage to all enemies within a radius of 7 / 8 / 10 / 12 meters. The spin has 100% critical chance and 2x critical damage. The spin can be executed earlier by pressing the ability key again (default 3 ) or using melee attack.
- Invulnerability duration is affected by Ability Duration.
- Damage multiplier is affected by Ability Strength.
- Swing radius is affected by Ability Range.
- Status cleanse and movement speed penalty are not affected by mods.
- Enemies hit by the staff are ragdolled away in the direction of the swing.
- 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 duration is affected by Ability Duration.
- Armor multiplier is affected by Ability Strength.
- Armor bonus is based on damage absorbed before the damage multiplier is applied.
- Minimum and maximum armor bonuses are not affected by mods.
- 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 reflection, 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.
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![]() ENERGY: 25 KEY 2 |
Merulina 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. |
|
- Yareli summons her faithful aquatic creature from the watery depths and rides aboard Merulina after it emerges. 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 effects, as well as resists Stagger and Knockdown from most sources. Yareli may manually dismount from Merulina for no 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.
- Energy cost is affected by Ability Efficiency.
- Casting speed is not affected by mods.
- 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 will resist self-stagger effects inflicted by her equipped area-of-effect secondary weapons, as well as knockdown effects from enemies such as Grineer Heavy Gunner, Shield Lancer, Scorpion, Corpus Shockwave MOA, Laser Barrier, Infested Ancients, and Arson Eximus units.
- Merulina is immune to the slowing effect of a Hobbled Dragon Key.
- She is able to collect Pickups such as orbs and ammo.
- She is able to use selective Gear items such as equipping the Codex Scanner or deploying Team Bonus Consumables.
- 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.
- She is able to perform Transference while aboard Merulina, although this forces 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 / 7,500 health points that protects Yareli's hitpoints by absorbing 75% of incoming enemy damage in her stead. 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.
- Health pool is affected by Ability Strength.
- Merulina's health pool is not affected by Damage Reduction from abilities and mods such as
Total Eclipse and
Adaptation.
- Cannot be healed by conventional means, such as picking up Health Orbs and triggering Arcane Enhancement effects.
- Merulina's health pool is not affected by Damage Reduction from abilities and mods such as
- Damage redirection and duration are not affected by mods.
- 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.
- Health pool is affected by Ability Strength.
- Merulina's hidden K-Drive stats include:
- Move Speed of 13 meters per second and Boost Speed of 16 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.
- 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 1,000
Impact 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 5
Impact 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.
- Ability Synergy:
- Merulina's innate K-Drive drifting momentum helps activate and sustain Yareli's Critical Flow passive.
- 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 no 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.
- When Yareli mounts onto Merulina, if there is a gap in the terrain geometry, she can fall through the ground.
- While wielding a secondary weapon, trying to hold down LShift to boost will sometimes take 2 or more seconds before the boosting actually begins.
- Cannot trigger
Arcane Pulse while aboard Merulina.
- Certain Companion mods, such as
Vacuum and
Fetch, would randomly become disabled when riding Merulina. This is more prominent when playing as client.
- 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.
- After initiating Transference while aboard Merulina, Yareli's hitpoints become vulnerable after 1.5 seconds due to dismounting Merulina. Her body stays vulnerable to damage even if no ability is active while she is in Operator mode.
- Yareli aboard Merulina is unable to pick up Resurgence Tokens in arbitrations.
- Yareli aboard Merulina is able to stand on Frost's bubble.
- Yareli aboard Merulina counts as separate unit.
- Any affinity gained while on Merulina is shared to yourself as if an ally killed the enemy.
- Buffs that have been applied to Yareli before mounting are not applied to Yareli aboard Merulina. (For example
Rhino's
Roar.)
- Damage numbers from procs or other delayed attacks that would have been dealt while on Merulina disappear after dismounting.
- Menus
- Yareli aboard Merulina is unable to view K-Drive race locations on the Landscape map.
- Yareli aboard Merulina is unable to interact with Boon or Grandmother to initiate K-Drive races, nor interact with Bounties givers on any Free Roam missions.
- 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
- When Yareli mounts or dismounts Merulina, if playing as a client, her attachments and Syandana will sometimes return to their default colors for the remainder of the mission.
- 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.
- A brief moment upon performing Transference into and out of Warframe.
- For 5 seconds after joining into a matchmaking session.
- 4 seconds of invulnerability when entering a Crewship via the Archwing Slingshot (Empyrean).
- 2 seconds of invulnerability when using context actions and the Omni Recall (Empyrean).
- 5 seconds of invulnerability when respawning/spawning in a Conclave match.
Patch History[]
Update 31.6 (2022-06-09)
- Invulnerability icons on boss health bars will now only appear on health segments that have not been depleted.
- Before: All segments got the icon no matter what.
- Now: Only segments that still have health get the icon.
See Also[]