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Revision as of 18:29, 2 August 2020

Passive

IvaraIcon272.png Ivara has an innate radar that detects enemies within 20 meters and displays their position on the minimap. This effect stacks with Mod TT 20px.pngAnimal Instinct or Mod TT 20px.pngPrimed Animal Instinct, Mod TT 20px.pngEnemy Radar, Mod TT 20px.pngEnemy SenseMod TT 20px.pngStealth Drift, and Mod TT 20px.pngVigilante Pursuit.

With Hotfix 24.6.1 and Baro Ki'Teer's 113th rotation which introduced Mod TT 20px.pngPrimed Animal Instinct, IvaraIcon272.png Ivara's passive combined with Mod TT 20px.pngPrimed Animal Instinct instead of Mod TT 20px.pngAnimal Instinct and alongside every mod above, can stack her Enemy Radar up to 161 meters and even more with squad members due to sharing the aura effect of Mod TT 20px.pngEnemy Radar and mods that can affect the Aura like Mod TT 20px.pngCoaction Drift.

Abilities 

Expand All

View Maximization List
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Quiver.png QuiverIcon.png
ENERGY
25
KEY
1
Quiver
Cycle through and shoot one of four tactical arrows. Cloak creates a stationary bubble that cloaks Ivara and allies. Dashwire creates a traversable zipline. Noise emits a high-pitched sound that attracts enemies to it. Sleep temporarily puts nearby enemies into a deep slumber.

Strength:N/A
Duration:12 s
Range:2.5 m
Misc:1 (arrows per cast)
3 (max bubbles)

Strength:N/A
Duration:N/A
Range:N/A
Misc:1 (arrows per cast)
4 (max ziplines)
100 m (zipline range)

Strength:N/A
Duration:N/A
Range:20 m
Misc:1 (arrows per cast)

Strength:N/A
Duration:10 s
Range:6 m
Misc:1 (arrows per cast)
50% (sleep health threshold)

Info
  • Equipped with a quiver of tactical arrows, Ivara can selectively launch one of her variety of specialized arrows, by tapping the ability key (default 1 ) to freely cycle the selection wheel between the Cloak, Dashwire, Noise, and Sleep arrows. With an arrow type selected, hold down the ability key to expend 25 energy to charge and then launch the selected arrow toward the direction of the aiming reticle.
    • Energy cost is affected by Ability Efficiency.
    • Quiver only consumes energy upon launching an arrow; switching arrowheads will not consume energy.
  • Up to four different arrow types are unlocked as the ability increases in rank, listed below:

Cloak Arrow
  • Unlocked by default. (Warframe Rank 0)
  • Cloak Arrow anchors onto any surface or entity upon impact, generating an energy bubble that cloaks Ivara and her allies within 2.5 meters of its point of impact for 12 seconds.
    • Bubble duration is affected by Ability Duration.
    • Bubble radius is affected by Ability Range.
    • Cloak Arrow can be attached to allies, enemies, objects, and terrain.
  • A maximum of 3 bubbles can be active simultaneously. Firing an additional Cloak Arrow will replace the oldest active bubble.
  • While Rescue Hostages are affected by Cloak Arrow, objectives such as Cryopods, Excavators, and Power Cores cannot be cloaked.

Dashwire Arrow
  • Unlocked at Rank 1. (Warframe Rank 7)
  • Dashwire Arrow anchors onto any terrain surface up to 100 meters away upon impact, forming a zipline from Ivara's feet to its point of impact which can be used to travel to the targeted location.
    • Zipline range is not affected by Ability Range.
    • The path from Ivara's feet to the impact point must be clear to create a zipline. Any obstacles between her feet and the impact point will prevent the zipline from being formed. Ziplines will not form if the line to be created exceeds an angle of 40° from the horizon.
    • When cast while Ivara is airborne or on a zipline, the new zipline will be created from the impact point to any terrain surface opposite of the arrow's direction of travel.
  • A maximum of 4 ziplines can be active simultaneously. Firing an additional Dashwire Arrow will replace the oldest active zipline.
    • If Ivara fires a new Dashwire Arrow while she or an ally occupies the oldest zipline upon reaching the limit, a new zipline will form, and the oldest zipline will remain active until it is no longer occupied.
  • While Prowl130xDark.png Prowl is active, Ivara can sprint and slide across a zipline without breaking out of invisibility.

Noise Arrow
  • Unlocked at Rank 2. (Warframe Rank 14)
  • Noise Arrow emits a high-pitched sound upon impact, attracting unalerted enemies within 20 meters of its point of impact to investigate.
  • Unlike typical arrows, Noise Arrow does not alert enemies upon impact. Instead, unalerted enemies will slowly approach the impact point and remain stationary once they arrive.
  • When more than one instance of Noise Arrow is cast in quick succession, unalerted enemies in range will proceed to investigate the locations by order of arrow impact.
  • Noise arrow is capable of affecting alerted enemies in endless missions such as Survival. When Ivara is invisible, enemies are alerted, and no allies are in close proximity, Noise arrow can attract enemies to the impact point.
  • Affects bosses and The Grustrag Three.[citation needed]
  • Affects Grineer Sensor Regulator drones; will affect all drones within the effect-radius, even ones which normally remain in one location, causing them to be attracted to the location of the Noise Arrow. They will remain there unless otherwise disturbed by a Tenno's actions, weapons, or abilities.
    • Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
  • Upon activation, a minimum of one enemy will be "marked" by an invisible script, causing that enemy to be unable to be stealth killed for bonus xp, regardless if they are unalerted. This will cause multi kills with area of effect weapons to gain less stealth xp, as they will reset your bonus.
    • This is an intended feature by DE to limit farming methods using this tactic.

Sleep Arrow
  • Unlocked at Rank 3. (Warframe Rank 18)
  • Sleep Arrow places enemies within 6 meters of its point of impact into a deep sleep for 10 seconds. Sleeping enemies will wake up when the ability duration expires or if their health falls below 50% of their current values.
    • Wakeup health threshold is not affected by Ability Strength.
    • Sleep duration is affected by Ability Duration.
    • Sleep radius is affected by Ability Range.
    • Sleeping enemies are open to melee finisher attacks (default E ).
      • If an enemy is in an unalerted state, Stealth Finishers will be initiated after the enemy has completely fallen asleep. Initiating a finisher on an unalterted enemy before the sleep animation completes will initiate a Front/Back Finisher instead (notable difference in that weapons may have different damage multipliers for Front/Back and Stealth finishers, and critical damage is applied differently).
  • Enemies retain their current alert status upon being put to sleep (e.g., non-alerted enemies will remain so while sleeping, and alerted enemies will remain alert even if put to sleep).
  • Sleeping enemies will not have their sleep duration reset if another Sleep Arrow makes impact within range. The sleep effect must expire before it can be reapplied.
  • Affects Grineer Sensor Regulator drones; will cause them to remain in one place for the duration of the effect. Will not disable their sensor beam.
    • Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.


  • Ability Synergy:
    • Quiver's arrows are considered as projectiles and can be controlled using Navigator130xDark.png Navigator.
    • Quiver arrows can be launched instantly when equipping ArtemisBow130xDark.png Artemis Bow, then pressing the alternate fire key to cast the ability.
  • A special cyclic display located above Ivara's weapon stats in the HUD will show the currently equipped arrow type along with a charge meter that displays the charge state of Quiver before firing. If using Cloak Arrows or Sleep Arrows, the display will also show a countdown timer for the arrow's active duration.
    • Cloak Arrow cycles to display a barbed purple arrowhead, Dashwire Arrow cycles to display a yellow diamond-shaped arrowhead, Noise Arrow cycles to display a semicircular red arrowhead, and Sleep Arrow cycles to display a crescent-shaped blue arrowhead.
  • Quiver's arrows do not inflict damage upon impact.
  • Subsuming Ivara to the Helminth will offer Quiver and its augments to be used by other Warframes.
    • Subsumed Quiver only features Cloak on tap-cast and Noise on hold-cast. Dashwire and Sleep arrows are unavailable.

Augment
EmpoweredQuiverMod.png
Main article: Empowered Quiver

Empowered Quiver is a Warframe Augment Mod for IvaraIcon272.png Ivara that improves Quiver130xDark.png Quiver's Dashwire Arrow and Cloak Arrow. Dashwire Arrow grants critical multiplier to allies standing on the wire, while Cloak Arrow grants a chance to resist status effects.


Rank Critical Multiplier Bonus Status Resistance Chance Cost
0 75% 50% 6
1 80% 65% 7
2 90% 80% 8
3 100% 100% 9



PowerofThree.png
Main article: Power of Three

Power of Three is a PvE and Conclave Warframe Augment Mod for IvaraIcon272.png Ivara's Quiver130xDark.png Quiver that fires three arrows but consumes extra energy.


Rank Energy Cost Cost
0 50 6
1 40 7
2 30 8
3 20 9

Tips & Tricks

Cloak Arrow
  • Can be used to provide support from a distance for players reviving a teammate.
  • Targeting enemies and allies directly will create a moving cloak area. (Useful on strong melee enemies, but especially useful to cloak allies.)
  • During Syndicate Spy missions, this can be used to cloak the Syndicate Operatives which spawn in your vicinity at the start of the mission.
    • Note that this will not silence their weapons, however, and it will also require periodic refreshing to keep them invisible.

Dashwire Arrow
  • Can be used as a substitute for Bullet Jumping if losing Prowl or making a miscalculation in your jump would be costly otherwise. This is particularly effective in certain Spy vaults.

Noise Arrow
  • With enough range, Noise Arrows can attract enemies across multiple tiles into tight groups, allowing them to be dispatched at once for large amounts of Affinity, Standing, or Focus. This can generally be done easiest with either a Mod TT 20px.pngHushed Explosive Launcher or a Glaive equipped with Mod TT 20px.pngPower Throw.
  • Noise Arrows can distract enemies from approaching and attempting to capture towers in Interception missions.

Sleep Arrow
  • Allows you to rush past enemies on your way to an objective or extraction.
  • Can be used to provide support from a distance for players reviving a teammate.
  • Sleep Arrow retains an enemy's current alert status upon casting, thus it can be used to level up automatic weapons quickly with Stealth Kill Affinity Bonuses by putting non-alert enemies to sleep before killing them. As long as the automatic weapon deals sufficient damage-per-second to quickly kill the enemy before they wake up on taking more than 50% damage, it will not trigger an alert state on the enemy, thus allowing the Stealth Kill bonus to occur.
  • Sleeping enemies will wake up only once the ability duration expires, or they are damaged below 50% of their current health; this allows easy leveling of weapons which are not silent, but deal heavy single-shot damage, such as the Hek, Ogris, Opticor, Tonkor, etc.
  • A sufficient duration on Sleep Arrow makes it possible to easily get close enough to enemies to use Mod TT 20px.pngCovert Lethality, dispatching them silently and efficiently.
  • Can be used to stealthily put animals to sleep for easy capture for Conservation without affecting quality.
    • Some animal species have a chance to resist the effect of Sleeping Arrows.

Bugs
  • If you are playing using a controller and use Navigator130xDark.png Navigator, then fire an arrow from Quiver, you will be unable to switch arrow types for the remainder of the mission and only fire even if you press 1  when attempting to switch.
  • When cast on unalerted enemies, melee finisher does not grant stealth affinity bonus on kill.

Expand/Collapse


Navigator.png NavigatorIcon.png
ENERGY
25
KEY
2
Navigator
Assume control of any projectile launched by Ivara and guide it to the target.
Energy Drain: (3 + 2t) s-1
t = control duration in seconds
Strength:2x / 3x / 4x / 5x (maximum multiplier)
Duration:0.25x / 0.5x / 0.75x / 1x s-1 (multiplier growth)
Range:N/A

Info
  • Ivara projects her consciousness into a projectile fired from any weapon or ability she uses, switching the camera perspective from the Warframe to the controlled projectile. Ivara becomes invisible while Navigator is active.
    • Projectiles refer to any shot with a physical presence and travel time. Weapons that use projectiles include bows, launchers, throwing knives, bolt-firing weapons, and thrown melee weapons using charge attacks. Navigator does not affect hitscan and continuous weapons.
    • Clicking the fire button will accelerate the projectile, while pressing aim will slow it down. The projectile's direction can be steered by the HUD's targeting reticle.
    • If Navigator is cast before firing a projectile, a ring of flashing lights will be displayed around the HUD's targeting reticle, indicating the next projectile fired will be controlled. The ability icon in the HUD will also display an ellipsis until a projectile is fired.
    • If Navigator is cast after firing a projectile, the projectile will be controlled as it's in flight.
  • As the projectile is controlled, its total damage increases by an additional 25% / 50% / 75% / 100% per second up to a maximum damage multiplier of 200% / 300% / 400% / 500%.
    • Maximum damage multiplier is affected by Ability Strength.
    • While a projectile is affected by Navigator, its damage multiplier can be viewed on the ability icon in the HUD. The values are displayed as multipliers rounded to the nearest tenth as opposed to percentages (e.g., a damage multiplier of 500% is displayed as "5.0x" in the HUD).
    • Damage multiplier growth is affected by Ability Duration.
    • The multiplier growth uses the following expression when accounting for Ability Duration:
      Modified Multiplier Growth = Multiplier Growth ÷ (1 + Ability Duration).
      • With a maxed Mod TT 20px.pngContinuity, a rank-3 Navigator will have a multiplier growth equal to 1 ÷ 1.3 = 76.9231% per second.
  • Navigator only consumes energy when a projectile is fired after activating the ability or when Navigator takes control of a projectile in flight. Navigator will also drain 3 energy per second which increases by an additional 2 energy per second for every second a projectile is actively controlled. Navigator will end if the projectile impacts an impenetrable object or enemy, if Ivara's energy is depleted, or if the ability is manually deactivated by reactivating the ability.
    • Energy cost is affected by Ability Efficiency, and the initial energy drain and energy drain growth are affected by Ability Efficiency and Ability Duration.
    • The energy drain growth accelerates the energy drain while a projectile is actively controlled. As an example, Navigator's energy drain will be equal to 3 energy per second the instant a projectile becomes influenced by the ability. If the projectile is controlled for a total of 5 seconds, the energy drain will have increased to 3 + 2 × 5 = 13 energy per second.
  • Navigator can only control one projectile at a time. If a weapon has innate or modded multishot, Navigator will randomly select one of the projectiles fired to control.
  • Punch through on the equipped weapon will allow the controlled projectile to penetrate any number of enemies or objects as long as the punch-through depth is sufficient, allowing for longer projectile control.
  • If no projectile is being controlled, collecting any pickup will deactivate Navigator.
  • Navigator affects arrows fired by Quiver130xDark.png Quiver and ArtemisBow130xDark.png Artemis Bow.

Augment
PiercingNavigatorMod.png
Main article: Piercing Navigator

Piercing Navigator is a Warframe Augment Mod for IvaraIcon272.png Ivara's Navigator130xDark.png Navigator that increases the projectile's critical chance by 10%, every successful hit, up to a max of 50%, and adds punch through.


Rank Critical chance Increase Max Crit Chance Punch through Cost
0 2.5% 50% 3m 6
1 5% 50% 3m 7
2 7.5% 50% 3m 8
3 10% 50% 3m 9

Tips & Tricks
  • Because the camera switches to the controlled projectile's perspective while in flight, Navigator can be used as a reconnaissance tool by firing a controlled projectile into a room and flying it around to scout for the presence of enemies.
  • Weapons with relatively slow-moving projectiles, like the Paris.png Paris and the DEGlaive.png Glaive are more suitable for being controlled by Navigator for the purposes of attacking multiple enemies.
  • As Navigator consumes energy upon controlling a projectile, activating the ability after firing a projectile will use up less energy than pre-casting the ability.
  • Firing GrnTorpedoPistol.png Kulstar then tapping Navigator on after it impacts will allow control of one of the child grenades. This can be a good "clean up" tool when facing large dispersed groups.
  • Using this ability with GrineerGrenadeLauncher.png Torid will effect the ticks the cloud deals based on the damage multiplier.
  • Using this ability with a Syndicate weapon or an Augmented weapon can allow you to clean out enemies both at your location and your projectile's location essentially allowing you to be in two places at once.
  • Building for negative duration helps reach the damage cap faster. Keep in mind that negative duration also increases energy drain of the ability.

Maximization
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Bugs
  • When using a controller (needs further testing), you will be unable to change arrow types of quiver ability and will only fire the last arrow type selected for the duration of the mission even when pressing 1 on the keyboard.
  • When Navigator takes control of a projectile it locks its speed to its current velocity. Some weapons, such as CorpusHandRocket.png Angstrum, have low initial velocities and will not speed up as they normally would if fired after casting Navigator.
  • When throwing out bait for Fishing, Navigator will consider the thrown objects as projectiles and will lock you into place until cancelled.

Expand/Collapse


Prowl.png ProwlIcon.png
ENERGY
25
KEY
3
Prowl
Become invisible and steal loot from unsuspecting enemies or take out prey with deadly headshots.

Minimum Energy Drain: 1 s-1
Maximum Energy Drain: 3 s-1

Strength:10% / 20% / 30% / 40% (headshot bonus)
100% (loot chance)
Duration:4 / 3.5 / 3 / 2.5 s (steal time)
Range:2 / 2 / 3 / 4 m (steal range)

Info
  • Ivara activates her cloak, rendering her invisible to enemies. While active, Ivara gains 10% / 20% / 30% / 40% bonus damage on headshots at the cost of reduced movement speed. Ivara also becomes capable of pickpocketing enemies: if standing beside an enemy with Prowl active, rays of light will shine on an enemy within 2 / 2 / 3 / 4 meters for 4 / 3.5 / 3 / 2.5 seconds before releasing a random item from that enemy's drop table.
    • Headshot bonus is affected by Ability Strength.
    • The damage buff is a multiplicative bonus that is applied to Ivara's total weapon damage on headshots (e.g., with a maxed Mod TT 20px.pngIntensify and a weapon that inflicts 500 total damage on headshots, a rank-3 Prowl will increase that headshot damage to 500 × (1 + 0.4 × 1.3) = 760).
    • Steal time is affected by Ability Duration.
    • The steal time uses the following expression when accounting for Ability Duration:
      Modified Steal Time = Steal Time ÷ (1 + Ability Duration)
      • With a maxed Mod TT 20px.pngContinuity, a rank-3 Prowl will have a steal time equal to 2.5 ÷ 1.3 = 1.9231 seconds.
    • Steal range is affected by Ability Range.
    • The steal light must shine on the enemy for the duration of the steal time uninterrupted for the pickpocketing to succeed.
    • Pickpocketing can only be done once per enemy. Only a single enemy can be pickpocketed at a time.
    • Has a 100% chance to drop an item from an enemy if the Ability Strength is 100% or above; reducing the Ability Strength reduces the chance for an item to drop equal to that of the Ability Strength (40% Ability Strength has a 40% chance of dropping an item). If the attempt was unsuccessful, it will attempt to try again.
    • Additional loot retrieval stacks with other loot abilities that loot while petrified (AtlasIcon272.png Atlas's Mod TT 20px.pngOre Gaze), loot on death (HydroidIcon272.png Hydroid's Mod TT 20px.pngPilfering Swarm, KhoraIcon272.png Khora's Mod TT 20px.pngPilfering Strangledome, and WukongIcon272.png Wukong's Monkey Luck passive), and loot corpse (NekrosIcon272.png Nekros's Desecrate130xDark.png Desecrate and Chesa Kubrow's Mod TT 20px.pngRetrieve).
  • Prowl drains 1 point of energy per second while stationary and drains 3 energy per second while walking. Additionally, melee attacks consume 2 energy per hit, and taking damage consumes 10 energy per hit. Prowl will end if Ivara runs out of energy, if certain maneuvers are performed that break the cloak, or if deactivated by pressing the ability key again (default 3 ).
  • Most maneuvers do not interfere with Prowl. However, Sprinting, Sliding, and Bullet Jumping will break the cloak. Ivara will not re-cloak until the ability is used again.
    • More specifically, the cloak will be exited when the corresponding keys for Sprinting, Sliding and Bullet Jumping are pressed, not when the maneuvers are actually executed.
    • Rolling will increase the energy drain to its maximum value, even if no directional keys are used.
    • Prowl does not suffer movement speed penalties when moving through ziplines, and sprinting or sliding on zip lines will not break Prowl's cloak.
  • Firing a non-silent weapon (i.e., weapons with an "alarming" noise level) will temporarily break the cloak. Ivara will re-cloak shortly after firing the weapon.
    • Changing a weapon's noise level from "alarming" to "silent" with a max ranked Mod TT 20px.pngHush, Mod TT 20px.pngSuppress, or Mod TT 20px.pngSilent Battery will prevent the weapon from breaking cloak when fired. Additionally the GrnFlameSpear.png Javlok's alt-fire throw attack is regarded as "silent" and will not break the cloak when thrown. Despite being regarded as "alarming", the Nagantaka.png Nagantaka's alt-fire and the TnoGunblade.png Redeemer's shotgun will not break the cloak, though they will still alarm enemies.
    • Despite the cloak being disabled, Prowl itself is not, and will continue draining energy and remains capable of pickpocketing enemies.
    • The re-cloak delay is affected by the weapon's Fire Rate.
  • Will not disrupt Shade's Mod TT 20px.pngGhost or a Huras Kubrow's Mod TT 20px.pngStalk.
  • Prowl is a one-handed ability and can be used while performing various maneuvers and actions without interruption.

Augment
Infiltrate.png
Main article: Infiltrate

Infiltrate is a Warframe Augment Mod for IvaraIcon272.png Ivara that allows her to pass through Laser Barriers unharmed, and increases her movement speed while Prowl130xDark.png Prowl is active. The movement speed bonus scales with Ability Strength.

Rank Movement Speed Increase Cost
0 10% 6
1 15% 7
2 20% 8
3 25% 9

Tips & Tricks
  • Can be used to safely bypass most enemies.
  • Your energy levels can be maintained through the constant theft of energy orbs.
  • Rolling is actually a viable alternative to Sprinting, allowing you to move quickly without breaking your invisibility. Keep in mind, however, that if you press Shift , (or whichever key you have bound to activate Sprinting with), it will immediately deactivate Prowl.
  • Combining Prowl with silenced, high-damage, single-shot weapons, or certain types of appropriately-modded melee weapons, can be an effective play style for higher level missions which require stealth.
    • Some melee weapons well-suited for this method of hunting would be among the following:
      • A Sword with the Mod TT 20px.pngCrimson Dervish stance (due to the stealth finisher for that stance being a very fast animation).
      • A Hammer weapon with the Mod TT 20px.pngFinishing Touch mod equipped. Hammers already have the highest damage multiplier for stealth finishers, so this mod makes it even more powerful: the damage-multiplier of hammers used for stealth-finishers goes from 2400% weapon damage to 3840% weapon damage.
      • Any Dagger weapon with the Mod TT 20px.pngCovert Lethality mod equipped.
  • Firing a non-silent weapon will allow the use of the otherwise not permitted Maneuvers like Bullet Jumping during the brief uncloaked time window without deactivating Prowl.
  • Combining Prowl with a melee weapon equipped with Mod TT 20px.pngDispatch Overdrive will allow for a large increase in movement speed if you are able to kill the enemy with a Heavy Attack.
  • Void Dash can be used to cover a great distance in a short amount of time without deactivating or breaking Prowl.
  • Repeatedly performing the backspring maneuver is the fastest way to move without breaking Prowl besides dashwire jumping.
  • Firing gunblades, e.g. TnoGunblade.png Redeemer or TnoGunbladeAuto.png Sarpa, will alarm nearby enemies but it won't break Prowl's invisibility.
    • Ivara can use this to distract enemies, similar to using Noise arrow.
    • Take caution as some enemies, e.g. Kuva Lich and Grineer's Rampart, will blindly shoot at the origin point of the noise.
  • Be cautious when using Prowl during Disruption missions as Ivara's energy could be drained quickly under some conditions.
    • Energy drain and health drain have similar effect to taking damage, draining extra energy everytime the effect ticks.
    • Electrifying conduit can deplete Ivara's energy within a few seconds as it rapidly ticks damage.

Expand/Collapse


ArtemisBow.png ArtemisBowIcon.png
ENERGY
50
KEY
4
Artemis Bow
Summon a mighty bow and unleash a volley of devastating arrows.

Energy Drain Per Shot: 15

Strength:50 / 80 / 120 / 160 (damage)
Duration:N/A
Range:N/A
Misc:3 / 4 / 6 / 7 (arrows)
1.5x (damage multiplier)

Info

Weapon
EWArtemisBow.png
Main article: Artemis Bow (Weapon)

Ivara hit the ground and sprang into a surrounding tunnel, the Myrmidon's shot lancing a gouge in the porous chamber wall.

Ivara pressed her back to a shadowed outcrop at the tunnel's end while the Myrmidon's weapon blazed and cut and chewed through her only cover. As good a time as any to discuss the weapon before you: the Artemis Bow. The huntress' signature weapon and the tool with which she has wrought so much good. Said by some to be spirit-bonded to her, others say the product of forgotten Orokin technology. What Porvis tells us next displays to good effect what warrior and weapon were capable of.

Pinned behind eroding cover, seconds from death, Ivara summoned her Artemis Bow, and it came to her. She and weapon as one. Without rising she pulled back, aimed high, she and arrow as one, and loosed. Under Ivara's guidance the arrow turned its path and shot down the corridor, toward the Myrmidon, and lengthwise through his weapon.

Around Ivara the walls flashed green for a micro-second, as the Myrmidon's weapon erupted, and then... silence.

The Artemis Bow is IvaraIcon272.png Ivara's and Ivara PrimeIcon272.png Ivara Prime's signature Exalted Weapon, which can only be used upon activating the ability of the same name. It fires seven arrows at once in a vertical spread, which can be reoriented into a horizontal spread by holding down the fire button.


Augment
ConcentratedArrow.png
Main article: Concentrated Arrow

Concentrated Arrow is a Warframe Augment Mod for IvaraIcon272.png Ivara's ArtemisBow130xDark.png Artemis Bow that replaces EWArtemisBow.png Artemis Bow's multiple projectiles with a single arrow. On headshots, the arrow has added critical chance and explodes. The single arrow is incapable of utilizing punch through.

Rank Added Critical chance on Headshots Explosion Radius Cost
0 20% 7m 6
1 30% 7m 7
2 40% 7m 8
3 50% 7m 9

Tips & Tricks
  • With the majority of Grineer and Corpus enemies being humanoids that stand upright, firing the EWArtemisBow.png Artemis Bow uncharged to fire the spread vertically will allow it to deal the maximum amount of damage possible by ensuring all of the EWArtemisBow.png Artemis Bow's shots hit against them. In addition, this also has a high chance of dealing headshots, further enhancing the potential damage.
    • Due to the spreading nature of the shot, the EWArtemisBow.png Artemis Bow deals more damage at close range if used akin to a shotgun, which is useful for dealing massive damage to heavy units like Techs and Bombards.
  • Firing fully-charged horizontal spreads is ideal for taking out multiple enemies in clustered groups, or fast moving enemies.
  • Mod TT 20px.pngReflex Guard works while EWArtemisBow.png Artemis Bow is active.

Expand/Collapse


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View Maximization List
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Strength Mods

IntensifyModU145.png

Duration Mods

ContinuityModU145.png

Range Mods

StretchModU145.png

QuiverIcon.png QuiverIcon.png
NavigatorIcon.png NavigatorIcon.png
ProwlIcon.png ProwlIcon.png ProwlIcon.png
ArtemisBowIcon.png
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