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.
Contents
Sources of Knockdown[]
Abilities[]
Banshee's
Sonic Boom
Excalibur's
Exalted Blade with slam attacks
Hydroid's
Tempest Barrage,
Tidal Surge, and
Undertow
Limbo's
Banish
Loki's
Radial Disarm against Infested enemies
Mag's
Pull and
Crush
Nyx's
Absorb
Oberon's
Smite and
Reckoning
Rhino's
Rhino Charge,
Rhino Stomp, and
Roar with
Piercing Roar augment
Zephyr's
Tail Wind
Valkyr's
Paralysis with
Prolonged Paralysis augment and
Hysteria with slam attacks
Yareli's
Merulina K-Drive direct landing impact and slam shockwave.
Weapons[]
- A Tenno's Jump Kick
Sonicor,
Talons
Ceramic Dagger,
Dark Sword,
Dual Kamas (
Prime),
Fang (
Prime),
Fragor,
Furax (
MK1),
Galatine,
Glaive (
Prime),
Gram,
Hate,
Jat Kittag,
Kama,
Lecta,
Mios,
Silva & Aegis, and
Scindo (
Prime) with jump attacks
Enemies[]
- Ancient Healer, Ancient Disruptor, Toxic Ancient (swing attack), and Scorpion's harpoon
- Anti MOA's, Amalgam Satyr, Amalgam Swarm Satyr, Ambulas, Shockwave MOA, Swarm-Mutalist MOA, and Tar-Mutalist MOA's Rippling Shockwave
- Bombard, Heavy Gunner, and Napalm's Seismic Shockwave
- Bombard's AT Ogris
- Hellion's missiles
- Leaper's tackle
- Shield Lancer's shield
- Mine Osprey
- Bailiff's charge
- Blitz Eximus knockdown
- Juggernaut's slam attack
Misc[]
Sources of Knockdown Resistance[]
Passives[]
Abilities[]
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![]() 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.
|
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% ( ![]() 100% (base melee damage bonus and stagger chance from Redline) |
- Gauss shields himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming
Impact,
Puncture,
Slash,
Cold,
Heat, and
Blast damage types as well as their respective status effects, while also becoming immune to
Stagger and
Knockdown effects for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and 1.0% to 6.5% battery power per hit received, to reduce affected damage by a minimum of 14% / 16% / 18% / 20% at empty battery, up to a maximum of 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of damage absorbed per hit is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
- Duration is affected by Ability Duration.
- Damage reduction scales with battery level and is affected by Ability Strength. Maximum damage reduction cannot exceed 100%. Minimum damage reduction cannot exceed 50%.
- Damage reduction is calculated as:
Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level - For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
- Damage reduction is calculated as:
- Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
- Battery drain per hit is dependent on the damage of the attacker up to a cap of 5%.
- Both damage reduction and energy restoration still function even when the battery is empty.
- Energy restoration is calculated before all damage mitigation.
- Ability Synergy:
- While Kinetic Plating is active, it adds 100%
Slash damage to
Mach Rush's shockwave, and makes it inflict a
Slash proc on enemies caught in the explosion radius.
- While the battery level is boosted during
Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
- While Kinetic Plating is active, it adds 100%

- Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
- Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage type and the battery would't be full for most of the time.
- On the other hand, Adaptation can reduce only one damage type for each particular attack.


- Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
- This can be scaled up to 90%, which requires 250% Ability Strength.
- However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.
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![]() 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.
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![]() 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.
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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) |
- Nidus expends a single Mutation stack to perform symbiosis with a targeted ally Warframe within 24 / 28 / 34 / 40 meters or parasitically link with a targeted enemy within 10 / 13 / 16 / 20 meters. The link persists as long as Nidus and his target remain in range of each other, lasting for 30 / 35 / 45 / 60 seconds or when manually deactivated by pressing the ability key again.
- Ally and enemy link range are affected by Ability Range.
- Duration is affected by Ability Duration.
- Parasitic Link does not require line-of-sight to maintain connection between Nidus and his target.
- If the target dies during cast before the link is attached, the single Mutation stack used for Parasitic Link will be refunded.
- When linked with an ally Warframe, Nidus and his target both receive a 10% / 15% / 20% / 25% Ability Strength and damage bonus. When linked with an enemy, the target is incapacitated for the duration while Nidus transfers 20% / 30% / 40% / 50% damage received to the target instead; all knockdown, stagger, and negative status effects are also transferred from Nidus to the enemy target.
- Ability Strength bonus, damage bonus, and damage redirection are affected by Ability Strength.
- Parasitic Link's Ability Strength bonus affects Ability Strength multiplicatively using the following expressions:
- Modified Strength Bonus = Strength Bonus × (1 + Ability Strength)
- With a maxed
Intensify and the 15% Ability Strength rank bonus, Nidus will have 145% Ability Strength, resulting in 0.25 × (1 + 0.3 + 0.15) = 36.25% Modified Strength Bonus displayed on the UI.
- Modified Ability Strength = (1 + Ability Strength) × (1 + Modified Strength Bonus)
- Modified Strength Bonus then increases Ability Strength multiplicatively, granting 1.45 × (1 + 0.3625) = 197.5625% Modified Ability Strength that affects Nidus' other abilities while a rank-3 Parasitic Link is active.
- The Modified Strength Bonus is the same percentage for the linked ally. However, Modified Ability Strength's calculation will depend on the linked ally's own Ability Strength.
- Damage bonus is multiplicative to other damage buffs.
- Damage redirection is capped at 90%, achievable with an Ability Strength of at least 180%.
- Enemy target is invulnerable to outside sources of damage and immune to external crowd control effects while linked, but is not immune to damage and crowd control effects transferred from Nidus. All damage prevented by the external invulnerability are stored and dealt in full when the ability ends.
- Friendly fire is not transferred to the linked target.
- Can link to Overguarded enemies, however they will not be incapacitated and can still attack.
- Ability Synergy: While linked to a target, using
Virulence will spawn a second instance from the linked target that grows towards the targeted location, converging with the first instance from Nidus.
- Enemies hit by the second instance separately counts toward Mutation stack, even when the same enemies also get hit by the first instance.
- Parasitic Link is a One-Handed Action and can be cast while in midair.
- Nidus and the target are visibly covered in infestation and connected via a tether of biochemical energy, which is affected by the chosen Warframe energy color.
- Cannot link to a target already affected by Parasitic Link. Multiple Nidus players cannot link to the same target, nor to each other while their own Parasitic Link ability is active.
- When connected to another Nidus player, both players will use the Ability Strength bonus from the casting player; the link will break if the partner activates Parasitic Link on a different target.

- Linking with a teammate creates a mobile casting point that can relocate quickly to find new enemies.
- Linking with an enemy provides a stationary casting point that allows you move around to adjust Virulence's travel direction and length.
- Use Virulence's range indicator by holding 1 to determine the number of targets both lines will hit before releasing the button to cast.
- Alternatively, the Ability Strength bonus allows allies to use more balanced builds instead of builds that focus solely on Ability Strength.

- This immunity to damage can be beneficial for racking up the melee combo counter. Simply attack the target as many time as possible. Combine with combo mods like
Blood Rush for best results.

- This can be done for most Boss enemies such as Acolytes, Kuva Liches, and Sisters of Parvos.
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![]() 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 (![]() 5 / 10 / 12 / 15% (status chance) |
Duration:10 / 15 / 17 / 20 s | |||
Range:90 / 100 / 120 / 180° (angle) 8 / 10 / 12 / 15 m (radius) |
- Oberon consecrates the ground in an angle of 90 / 100 / 120 / 180 degrees in front of him, spanning up to 8 / 10 / 12 / 15 meters, for 10 / 15 / 17 / 20 seconds. Enemies standing on the area of effect are dealt 25 / 50 / 75 / 100
Radiation damage with a 5 / 10 / 12 / 15%
Radiation status chance every half second, while allies are relinquished of any negative status effects and become immune to them for as long as they are standing on the area.
- Damage and status chance are affected by Ability Strength.
- Duration is affected by Ability Duration.
- Radius and angle are affected by Ability Range.
- The radius follows the expression Base Range + 11.25 × (Ability Range - 1)
- For example, with a maxed
Stretch, the radius will increase to
15 + 11.25 × (1.45 - 1) = 20.0625 meters.
- For example, with a maxed
- The angle follows the expression Base Angle + 135° × (Ability Range - 1)
- For example, with a maxed Stretch, the angle will increase to
180° + 135° × (1.45 - 1) = 240.75°). - Therefore, 234% Ability Range is needed to bring the angle up to 360°, making it a full circle. This will also increase the radius to 15 + 11.25 × (2.34 - 1) = 30.075 meters.
- For example, with a maxed Stretch, the angle will increase to
- The radius follows the expression Base Range + 11.25 × (Ability Range - 1)
- Status effect immunity applies to physical disabling effects such as knockdowns and staggers.
- It does not apply to Eximus energy drains or Nauseous Crawler disables.
Magnetic procs from Ancient Disruptors are resisted; however, Disruptors are still able to drain a small amount of energy with every attack.
Radiation procs, however, are not removed from already irradiated allies, but only from Oberon himself, and only with his own Hallowed Ground.
- It does not apply to Eximus energy drains or Nauseous Crawler disables.
- Enemies and allies must be grounded and standing on the area to be affected by Hallowed Ground.
- Flying enemies that are too high above the ground may not be affected by this ability.
- Ability Synergy:
- If Oberon or any allies affected by
Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
- The armor bonus is affected by Ability Strength.
- Bonus armor is added after other armor increases (e.g. an Oberon with a maxed
Steel Fiber and
Intensify will have (150 × 2.1) + (200 × 1.3) = 575 armor).
- Buff duration is affected by Ability Duration.
- As
Link Armor scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
- Enemies that survive
Reckoning while standing on Hallowed Ground will have their armor permanently reduced by 10% / 15% / 20% / 30%.
- Armor reduction is affected by Ability Strength.
- Armor reduction is applied to the enemy's base armor when accounting multiple casts.
- Armor reduction is affected by Ability Strength.
- If Oberon or any allies affected by
- Can only have 4 instances of Hallowed Ground active at once per player.
- If cast in midair, Oberon will instantly drop to the ground to perform this ability.
- Hallowed Ground spawns foliage inside its area of effect as visual representation. Oberon creates a field of grass, while Oberon Prime creates a field of ferns. Grass and ferns are affected by Oberon's chosen Warframe Accent color.
- The shimmering energy field encompassing the ground is affected by Oberon's chosen Warframe energy color.
- Main article: Hallowed Eruption
Hallowed Eruption is a Warframe Augment Mod for Oberon. Upon casting
Hallowed Ground again with a previous instance still active, the first one will immediately expire, dealing all remaining damage in a single instance with a chance to deal
Radiation proc. This mod also passively increases Hallowed Ground's duration.
Rank | Status Chance | Bonus Duration | Cost |
---|---|---|---|
0 | 30% | 25% | 6 |
1 | 50% | 50% | 7 |
2 | 70% | 75% | 8 |
3 | 100% | 100% | 9 |
- Enemies will traverse and fight through Hallowed Ground without any special attempts to evade its area of effect.
- Narrow pathways such as doorways and halls are effective at forcing groups of enemies to cluster into Hallowed Ground.
- Summoning multiple, overlapping layers of Hallowed Ground will deal the full combined damage over time to enemies.
- Hallowed Ground is most efficiently used in areas where constant enemy and ally activity is expected over an extended period of time.
- Hallowed Ground's status effect immunity can be used to pass through environmental traps unhindered, such as Grineer
Magnetic Sensor Bars and Corpus Laser Barriers.
- Note however that activating these traps in spy missions will still trigger vault alarms.
- Hallowed Ground will make players immune to to
Radiation and
Magnetic singularities in Sorties.
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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%.

![]() |
![]() 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 |
- Titania scatters enchanted dust in a 1 / 3 / 3 / 5 meter radius around the location she aims at, up to 20 / 30 / 40 / 50 meters away. Enemies within this area are disarmed, become unable to perform any action while in a ragdoll state, and weightlessly float in mid-air for 10 / 12 / 14 / 16 seconds. Titania and her allies caught within the dust cloud are cleansed from status effects and gain immunity to them for the duration of the ability. Holding down the ability key (default 1 ) casts the ability centered on Titania.
- Cast range and area radius are affected by Ability Range.
- Duration is affected by Ability Duration.
- Cast animation of 1 second is affected by
Natural Talent and
Speed Drift.
- Can be cast while moving, but will interrupt other actions such as reloading, charging or shooting.
- Status cleanse and immunity are not affected by mods.
- Status immunity also protects from crowd control effects (such as knockdowns and staggers), including the lock-out animation of Archwing and
Razorwing when impacting a surface.
- After Spellbind expires, enemies previously armed with weapons cannot attack until they retrieve their weapons on the ground. Those that do not use weapons (such as the Infested) will recover quickly.
- Recasting on Titania or an ally will refresh the status immunity.
- Spellbound allies and enemies emit unique particle effects:
- Enemies visually emit energy butterflies fluttering about and an upward stream of energy stripes, both affected by Titania's energy colors.
- Allies visually emit energy butterflies fluttering about, affected by their own energy colors.
- Spellbind can be aimed at any surface, but will only allow you to use it if an enemy is within the predicted area of effect.
- Subsuming Titania to the Helminth will offer Spellbind and its augments to be used by other Warframes.
- Main article: Spellbound Harvest
Spellbound Harvest is a Warframe Augment Mod for Titania which lets her regain Energy when hitting at least 4 enemies with
Spellbind.
Rank | Energy granted | Cost |
---|---|---|
0 | 20 | 6 |
1 | 30 | 7 |
2 | 40 | 8 |
3 | 50 | 9 |
- The status immunity granted by Spellbind also prevents Titania from being staggered when hitting surfaces in Razorwing. Holding the button down to activate Spellbind on yourself can be really helpful when flying through tight spaces.
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![]() 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) |
- Imbuing herself with defensive energy, Trinity tethers to up to 1 / 2 / 2 / 3 closest enemies within a radius of 12 / 14 / 17 / 20 meters for 6 / 8 / 10 / 12 seconds. While linked, she reduces incoming damage to herself by 50% / 60% / 70% / 75% and transfers 100% of incoming damage and Status Effects to the tethered enemies instead.
- Radius is affected by Ability Range.
- Duration is affected by Ability Duration.
- Casting time of 0.6 seconds is affected by
Natural Talent and
Speed Drift.
- Number of affected enemies, damage reduction, and damage and status transfer are not affected by mods.
- Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
- Status immunity applies to physical staggers and knockdown.
- Includes knockdown from environmental traps such as Corpus Laser Barriers. Note that tripping these barriers in Spy missions will still trigger vault alarms.
- Status effect immunity does not include Eximus energy drains or Nauseous Crawler disables.
Magnetic procs from Ancient Disruptors are resisted; however, they are still able to drain a small amount of energy with every attack due to their aura.
- Ability Synergy: damage redirected by Link toward a
Well Of Life target heals Trinity for the lifesteal conversion amount, as well as becomes stored and dealt in full against the Well of Life target once the ability ends.
- If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
- Trinity cannot link with The Stalker.
- Although it will mitigate damage from Ancient Healers and Corrupted Ancients it will not hurt them due to how they absorb damage from nearby allies.
- Trinity and linked enemies will shine the color of her energy.
- Cannot be recast while active.
- Casting Link is a full-body animation that stops grounded movement and all other actions.
- Main article: Abating Link
Abating Link is a Warframe Augment Mod for Trinity's
Link that reduces the armor of all connected enemies.
Rank | Armor Reduction | Cost |
---|---|---|
0 | 25% | 6 |
1 | 30% | 7 |
2 | 35% | 8 |
3 | 45% | 9 |
- Keeping this ability active when surrounded by high-level enemies will dramatically increase Trinity's survivability.
- Be careful of Link's slow, immobile cast delay, lest you become overwhelmed by burst fire.
- Use Trinity's
Energy Vampire to fuel Link's high energy cost.
- Link connects to enemies through walls and other obstacles, which serves as an early-warning system indicating if enemies are nearby.
- Be wary of mods and effects which reduce Ability Range as they make it harder to maintain an active link, and with that, Link's defensive benefits.
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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: 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.
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