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Leapers are Infested Corpus Crewmen walkers with glowing blue nodes that try to tackle players from a distance; they will signal this action by stopping a small distance from a player and performing a battle cry. While not difficult to avoid, failing to do so will knock a player down for a few seconds. Leapers will take significantly more damage (ten times the normal amount) while pouncing. After pouncing, or if players go outside their leaping range, they will run towards nearby players and swipe at them; these swipes are incapable of stunning players, but are extremely fast.

Leapers are the second most dangerous of the Light Infested to Defense objectives as they will use their quick swiping attack when nearby. However, they are the least common of the light Infested (and will hesitate when they come within leaping range of the cryopod only to run the rest of the way instead, making them easier to shoot) on these missions but should still be taken out as soon as possible.

Tactics

  • Their swiping can stagger their targets effectively. As of Damage 2.0, their attacks do not stagger at the moment.
  • Leapers can leap against their targets in flight, causing similar knockbacks.
  • Unlike the Chargers, the Leaper's durability is similar to those of the Runners, this makes them easy to dispatch. (See notes)
  • Leapers have a leap range at a maximum of 15 meters.
  • Leapers have a tendency to detect real targets from their deployed decoys, unless these targets have a distance of more than 10 meters away.
  • If the target of a leaper is at a minimum range of 5 meters, the leaper will continue its leap charge animation though will not actually leap, instead it runs towards the target and tackles it.

Notes

  • Even if you're invisible, if the Leaper is already in position to pounce, the attack will still connect.
  • Cannot be knocked down by melee, even using the jump attack.
  • Also immune to stun, including weapons with innate stun capabilities.

Media

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