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(Tooltip Revolution, replaced: Mire → {{Weapon|Mire}}, Venka Prime → {{Weapon|Venka Prime}}, Wukong → {{WF|Wukong}}, Primal Fury → {{A|Primal Fury}}, Slash Dash → {{A|Slash Dash}})
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***The only exceptions to this rule are:
 
***The only exceptions to this rule are:
 
****{{Weapon|Mire}} and its passive ability to grant '''+10%''' {{Icon|Proc|Toxin|Text}} damage, which carries over to Iron Jab. The toxin damage combines with any elemental damage from melee elemental mods.
 
****{{Weapon|Mire}} and its passive ability to grant '''+10%''' {{Icon|Proc|Toxin|Text}} damage, which carries over to Iron Jab. The toxin damage combines with any elemental damage from melee elemental mods.
  +
****Certain zaws. Heavy blade and hammer zaws give a '''70%''' multiplicative damage bonus while polearm and staff zaws give an '''18%''' multiplicative damage bonus.
 
****Iron Jab's damage is affected by {{Weapon|Venka Prime}}'s modified Melee Combo Counter.
 
****Iron Jab's damage is affected by {{Weapon|Venka Prime}}'s modified Melee Combo Counter.
 
**Iron Jab hits add to the [[Melee 2.0#Combo Counter|Melee Combo Counter]].
 
**Iron Jab hits add to the [[Melee 2.0#Combo Counter|Melee Combo Counter]].

Revision as of 19:51, 24 February 2019

IronJab IronJabIcon
1
EnergyOrb25
Iron Jab

Explode the Iron Staff to its true length, knocking down anything in its path.


Introduced in Update 17.12 (2015-11-25)

AbilityStrengthBuff Strength:500 / 600 / 700 / 800
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:1.25 / 1.5 / 1.75 / 2 m (impact radius)

Misc: 5 / 6 / 8 / 10 m (staff range)

Info

  • Wukong summons and extends his Iron Staff up to 5 / 6 / 8 / 10 meters in the direction of the HUD's targeting reticle, inflicting 500 / 600 / 700 / 800 Script error: The function "Proc" does not exist. damage to a single enemy along its path. The damaged enemy is forcefully ragdolled, and enemies within 1.25 / 1.5 / 1.75 / 2 meters of Iron Jab's point of impact suffer a knockdown.
  • Damage is affected by Ability Strength and certain mods.
    • As an example, with a maxed Mod TT 20px Pressure Point, Mod TT 20px Shocking Touch and Mod TT 20px Intensify, the normal attacks of a rank-3 Iron Jab will deal
      Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
      800 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 4,347.2 damage.
    • Iron Jab is also affected by equipped melee mods including:
    • Manticore's damage bonus applies to the ability.
    • Iron Jab is not affected by the equipped melee weapon's stats and innate effects, class-specific mods (e.g., Mod TT 20px Covert Lethality), or Acolyte Mods.
      • The only exceptions to this rule are:
        • Mire Mire and its passive ability to grant +10% Script error: The function "Proc" does not exist. damage, which carries over to Iron Jab. The toxin damage combines with any elemental damage from melee elemental mods.
        • Certain zaws. Heavy blade and hammer zaws give a 70% multiplicative damage bonus while polearm and staff zaws give an 18% multiplicative damage bonus.
        • Iron Jab's damage is affected by VenkaPrime Venka Prime's modified Melee Combo Counter.
    • Iron Jab hits add to the Melee Combo Counter.
    • Impact radius is affected by Ability Range, while the staff range is not.
  • Iron Jab does not require an enemy target to be cast.
  • Enemies affected by Iron Jab are temporarily highlighted.
  • Unlike with SlashDash130xWhite Slash Dash, Iron Jab does not gain any benefits if PrimalFury130xWhite Primal Fury is active.
  • Iron Jab hits can damage enemies across the Rift Plane.
  • Iron jab is affected by and can trigger Warframe Arcanes.

Bugs

  • Equipping Script error: The function "Proc" does not exist. damage on Wukong's melee weapon will increase Iron Jab's force of impact immensely (i.e., sends enemies flying across the map) even if the damage is nonlethal.
  • The impact radius doesn't always work, sometimes affecting only the initial target.

Expand/Collapse

See Also