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Knockdown b.png Knockdown Knockdown is a Status Effect that causes enemies to be knocked prone to the ground, leaving them vulnerable to any attacks and Ground Finishers. A player's open Esc  menu will be abruptly closed if knocked down. After receiving a knockdown, inputting a jump will trigger a neutral getup, while directional keys will cause the Warframe to roll in that direction.

Right after being knocked down, the Warframe will flash in their energy colors briefly. Jumping or rolling during the flash will allow the Warframe to stand up or roll more quickly, allowing players to act earlier.

Knockdown and stagger animations will not be played when a player successfully resists a knockdown or stagger. Knockdown resistance can be obtained through any of the means mentioned in the section on sources of knockdown resistance.

Sources of Knockdown[]

Abilities[]

Weapons[]

Enemies[]

Sources of Knockdown Resistance[]

Passives[]

Abilities[]

KineticPlatingModx256.png KineticPlating130xWhite.png
ENERGY:
50
KEY
2
Kinetic Plating
Generate armor plating that converts a portion of absorbed kinetic damage (Physical, Heat, Cold, and Blast) into energy. Also protects Gauss from being staggered or knocked down. Damage resistance is relative to the battery level.


Battery drain per second: 1% s-1

Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)
Duration:15 / 20 / 25 / 30 s (duration)
Range:N/A
Misc:1 - 5% (battery drain per hit)
0.25% (battery charge per melee attack)
2 / 3 / 4 / 5 % (energy restore per hit)
50% (damage reduction cap at empty battery)
100% (damage reduction cap at full battery)
100% (DmgSlashSmall64.png Slash status chance for Mach Rush)
100% (base melee damage bonus and stagger chance from Redline)
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WardingHalo.png WardingHaloIcon.png
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 (DmgSlashSmall64.png Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
Duration:N/A
Range:1.25 / 1.5 / 1.75 / 2 m
Misc:3 s (invulnerability duration)
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ParasiticLink.png ParasiticLinkIcon.png
ENERGY:
0
KEY
3
Parasitic Link
Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.


Mutation Stacks Cost: 1

Strength:10% / 15% / 20% / 25% (strength bonus)
20% / 30% / 40% / 50% (damage redirection)
Duration:30 / 35 / 45 / 60 s
Range:24 / 28 / 34 / 40 m (ally link)
10 / 13 / 16 / 20 m (enemy link)

HallowedGround.png OberonHallowedGround.png
ENERGY:
50
KEY
2
Hallowed Ground
Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.
Strength:25 / 50 / 75 / 100 (DmgRadiationSmall64.png Radiation damage)

5 / 10 / 12 / 15% (status chance)

Duration:10 / 15 / 17 / 20 s
Range:90 / 100 / 120 / 180° (angle)

8 / 10 / 12 / 15 m (radius)

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IronSkinModU15.jpeg IronSkin.png
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)
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Spellbind.png SpellbindIcon.png
ENERGY:
25
KEY
1
Spellbind
Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Hold the ability to cast the immunity onto Titania.
Strength:N/A
Duration:10 / 12 / 14 / 16 s
Range:1 / 3 / 3 / 5 m (area radius)
20 / 30 / 40 / 50 m (cast range)
Misc:100 % (status cleanse and immunity)
Subsumable to Helminth
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LinkModU14.jpeg TrinityLink.png
ENERGY:
75
KEY
3
Link
Any damage taken while Link is active will be channeled to a nearby enemy.
Strength:N/A
Duration:6 / 8 / 10 / 12 s
Range:12 / 14 / 17 / 20 m
Misc:1 / 2 / 2 / 3 (affected enemies)
50% / 60% / 70% / 75% (damage reduction)
100% (damage and status transfer)

HysteriaModU15.jpeg HysteriaPanel.png
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
Maximum Energy Drain: 15 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)
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MerulinaModx256.png Merulina130xWhite.png
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.

Strength:N/A
Duration:N/A
Range:N/A
Misc:Secondary only restriction
Ragdoll & status immunity
Stagger & knockdown resistance
1.5 s (invuln. time)

Strength:3,000 / 4,500 / 6,000 / 7,500 HP (health pool)
Duration:N/A
Range:N/A
Misc:75 % (damage redirection)
∞ (duration)
13 m/s (move speed)
16 m/s (boost speed)
3 m (jump height)
12 m (double jump height)
1.25 s (jump charge time)
17 m (charged jump height)
10 m (dash distance)
1,000 (DmgImpactSmall64.png Impact damage on landing)
5 (DmgImpactSmall64.png Impact damage on slam shockwave)
2 m (slam shockwave radius)

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Augments[]

Mods[]

Miscellaneous[]

Patch History[]

Update 27.2 (2020-03-05)

  • (Undocumented) Removed the blocking animation that used to occur when resisting a knockdown.
  • (Undocumented) Knockdown resistance now also works against staggers.

Hotfix 9.4.1 (2013-08-02)

  • Fixes for Constitution mod and Fortitude mod not working as intended.

Update 9.0 (2013-07-13)

  • Introduced


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