- Not to be confused with Knockback, caused by Impact procs.
Script error: The function "Proc" does not exist. Knockdown is a status debuff that knocks down targets, inflicted targets are incapacitated for a couple seconds, leaving them vulnerable to any attacks and Ground Finishers. A player's open Esc menu will be abruptly closed if knocked down.
Contents
Sources of Knockdown
Abilities
- Banshee's Sonic Boom
- Ember's "World On Fire" wasn't found in Module:Ability/data with "Firequake" wasn't found in Module:Mods/data augment
- 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
- 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
Weapons
- Script error: The function "Proc" does not exist. proc
- A Tenno's Jump Kick
- 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, 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
Sources of Knockdown Resistance
Passives
Abilities
3 75 |
Warding Halo Create a protective ring of fire that also stuns and damage enemies who get too close. Introduced in Update 18.1 (2015-12-16) |
Strength:500 / 650 / 800 / 1000 (base health) 50 / 75 / 100 / 125 ( 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 on cast) |
Info
- Nezha expends 75 energy to summon a fiery ring that encircles him, granting immunity to Status Effects and 90% Damage Redirection towards the ring's health pool. 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.
- Warding Halo's health uses the following expression:
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.
- 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.
- Cast animation of ~1 second, affected by Casting Speed.
- 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's health uses the following expression:
- Upon expiring, Warding Halo releases, inflicting all surrounding enemies with a guaranteed 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 him (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.
Augment
- Main article: Safeguard
Safeguard is a Warframe Augment Mod for Nezha that allows him to cast Warding Halo on allies, albeit with reduced durability.
SafeguardTips & Tricks
- 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.
2 50 |
Hallowed Ground Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames. Introduced in Update 11.5 (2013-12-19) |
Strength:25 / 50 / 75 / 100 ( 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) |
Info
- Oberon expends 50 energy to consecrate 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 0.5 seconds, while allies are relinquished of any negative Status Effects and become immune to them for as long as they are standing on the area. Up to a maximum of 4 Hollowed Ground can exist at a time.
- 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.
- 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°).
- 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.
- Flying enemies that are too high above the ground may not be affected by this ability.
- Radius follows the expression:
- 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.
- Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (185 × 2.0) + (200 × 1.3) = 630 armor).
- As Link Fiber 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 ?% / ?% / ?% / 50%.
- Armor is fully removed at 200% Ability Strength.
- 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.
- 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.
Augment
- 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.
Hallowed EruptionTips & Tricks
- 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.
2 50 |
Iron Skin Rhino hardens his skin, insulating himself from all damage. Introduced in Vanilla (2012-10-25) |
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) |
Info
- Rhino expends 50 energy to harden his skin, receiving Overguard with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by ? / 125% / 175% / 250% is also added to Overguard. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage is absorbed and added to the Overguard.
- During the 3 seconds period Rhino is still vulnerable to crowd control effects.
- Iron Skin's health uses the following expression:
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 240 Base Armor, Rhino Prime has 290 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 × 240 × 2)) × 1.3 = 3,120 before absorbing damage.
- 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 × 290 × 2)) × 1.3 = 3,445 before absorbing damage.
- 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.
Augment
- 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.
Iron ShrapnelTips & Tricks
- 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%.
Bugs
- Migrating hosts will completely remove Iron skin, regardless of the level it was at.
- If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
- Using Iron Skin while in a conveyor would make Rhino immovable.
1 25 |
Spellbind Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Introduced in Update: The Silver Grove (2016-08-19) |
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 |
Info
- Titania expends 25 energy to scatter 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 and Ragdolled as they 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 animation of 1 second is affected by Casting Speed.
- Can be cast while moving, but will interrupt other actions such as reloading, charging or shooting.
- Status immunity also protects from crowd control effects such as Knockdown and Stagger, including the lock-out animation of Archwing and Razorwing when impacting a surface.
- Cast animation of 1 second is affected by Casting Speed.
- 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.
- 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.
Augment
- Main article: Spellbound Harvest
Spellbound Harvest is a Warframe Augment Mod for Titania which lets her regain Energy and increases the next cast's Ability Range when hitting at least 4 enemies with Spellbind.
Spellbound HarvestTips & Tricks
- 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.
3 75 |
Link Any damage taken while Link is active will be channeled to a nearby enemy. Introduced in Update 4 (2012-11-02) |
Strength:N/A | |
Duration:6 / 8 / 10 / 12 s | |||
Range:12 / 14 / 17 / 20 m | |||
Misc:
1 / 2 / 2 / 3 (affected enemies) |
Info
- Trinity expends 75 energy to link herself with up to 1 / 2 / 2 / 3 enemies within a radius of 12 / 14 / 17 / 20 meters for 6 / 8 / 10 / 12 seconds. While linked, she receives 50% / 60% / 70% / 75% Damage Redirection and any Status Effects toward the linked enemies. Linked enemies take 100% of the redirected attack's damage and Status Effect.
- Casting time of 0.6 seconds is affected by Casting Speed.
- Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
- Status immunity applies to Stagger 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.
- Ability Synergy: Link can tether to a Well of Life target, applying lifesteal during Link's Damage Redirection.
- If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
- Trinity cannot link with Stalker.
- 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.
Augment
- Main article: Abating Link
Abating Link is a Warframe Augment Mod for Trinity's Link that reduces the armor of all connected enemies.
Tips & Tricks
- 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.
4 25 +2.5-15/s |
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. Introduced in Update 11.0 (2013-11-20) |
Strength:100 / 125 / 200 / 250 (damage) | |
Duration:N/A | |||
Range:N/A | |||
Misc:
1% / 2% / 4% / 5% (lifesteal) |
Info
- 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 and all of Valkyr's attacks heal her for 1% / 2% / 4% / 5% of the damage dealt.
- 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.
- Attacks have a 2x critical multiplier, 50% critical chance, and 10% status chance.
- Damage is affected by Ability Strength and most mods.
- 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)
- Tennokai (e.g., Dreamer's Wrath)
- Condition Overload
- 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.
- 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 Naramon's Power Spike
- 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.
- For example, a maxed Life Strike and a rank-3 Hysteria will yield
- As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Hysteria will deal
- While active, Valkyr becomes Invulnerable to damage and Status Effects.
- 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.
- 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. The aura cannot be decreased below 5 meters.
- 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.
- Stored damage dealt bypasses shield gating and can kill instantly if too large.
- Stored damage is reset upon swapping weapons.
- 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 from 0% to 100% over the course of 40 seconds.
- Hysteria costs 25 energy to activate, then 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 ).
- Valkyr cannot replenish energy using Energy Vampire, Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores, Energy Siphon, Energy Nexus, Dreamer's Bond, and/or Wellspring while Hysteria is active.
- Energy Orbs, Orokin Void Death Orb's energy restores, 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 is affected by and can trigger Warframe arcanes, Exodia Might , and Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo).
- 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.
- Cast time of 1 second is affected by Casting Speed.
- Hysteria's attacks can damage enemies across the Rift Plane.
- Some of the passives of the Incarnon melee weapons work on Hysteria.
Weapon
- Main article: Valkyr Talons
Valkyr Talons are Valkyr and Valkyr Prime's signature Exalted Weapon, summoned by activating the ability Hysteria. The weapon exclusively uses the Hysteria stance.
- This weapon deals equal physical damage.
- Innate and two polarities.
- Negates the infinite combo extender of Xoris, resetting combo count on activation.
Advantages:
- Tied with Desert Wind for the highest critical chance of all melee weapons.
- Innate 5% lifesteal.
- Very high attack speed.
Disadvantages:
- Low status chance.
- Short range.
- Requires energy to activate and keep active.
- Damage isn't affected by the combo counter.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set can still apply if equipped on Warframe, Melee, or Robotic Weapons, and not on the Exalted Weapon itself).
- Cannot equip Melee Combo Counter Mods (except Drifting Contact), Acolyte Mods (e.g., Blood Rush), or Amalgam Mods (e.g., Amalgam Organ Shatter).
- Cannot equip Melee Arcane Enhancements.
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.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral (While Not Moving) |
Fervor | 315.8%/s | 2.9s | ||||||||||||||||||||||||
Forward (While Moving) |
Rage | 235.3%/s | 1.7s | ||||||||||||||||||||||||
Forward Block (While Blocking & Moving) |
Madness | 416.7%/s | 3.6s | ||||||||||||||||||||||||
Block (While Blocking) |
Delirium | 416.7%/s | 2.4s | ||||||||||||||||||||||||
Heavy (Heavy Attack) |
Rise From Ashes | 500.0%/s | 2.0s | ||||||||||||||||||||||||
Slide (While Sliding) |
Launching Spring | 2250.0%/s | 0.8s | ||||||||||||||||||||||||
Aerial (While In Air) |
One Point | 620.7%/s | 1.4s | ||||||||||||||||||||||||
Wall (While Wall Latching) |
Through Strike | 176.5%/s | 1.7s | ||||||||||||||||||||||||
Finisher (On Knocked Down Enemy) |
Roaring Drums | 4153.8%/s | 1.3s | ||||||||||||||||||||||||
Slam (Looking At Ground While In Air) |
Slam Attack | 461.5%/s | 0.7s | ||||||||||||||||||||||||
Default "Sweep" Attack • 360°/Spin Attack • Direct Slam Attack • Radial Slam Attack • Ranged Attack • "Thrust" Attack View Full Legend
View Full Legend
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Augment
- 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.
- 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 Invulnerability when switching off her Valkyr Talons while in Hysteria.
Hysterical AssaultTips & Tricks
- 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.
- 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".
- Heavy 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.
Bugs
- Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
- Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
- If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.