It allows two teams of up to 3 players each to face off against each other in 4 different arenas, in a 6-minute match which is split into two halves (each half lasting 3 minutes each). The team who reaches 20 points first or has the highest number of goals wins the match (it can also end in a draw if both teams have the same amount of points).
AccessEditLunaro can be accessed using the Conclave console located to the right of the Orbiter's Navigation hub, as well as the Conclave enclave in the Relay. The player's loadout will be automatically switched to their Conclave loadout upon entering the mission.
A Practice mode is also available and can be played freely without affecting the player's statistics.
There are currently 4 Lunaro arenas.
- Lunaro allows one to equip any Warframe, though all attributes will be made equal among all players – Some Warframe passives persist, like Mirage's passive.
- All types of Mods, including Conclave Mods, are disabled in Lunaro.
- No Weapons, except the Arcata, can be used and will not load into the match, even if they are previously equipped in the Conclave Loadout.
- Companions such as Sentinels and Kubrows will not be carried into Lunaro either.
Ball & Players BasicsEdit
- The Lunaro ball glows in 4 different energy colours:
- White (Neutral) is the basic energy colour.
- Light Blue (Moon) or Orange (Sun) indicates that the ball was last-hit by either team. The effect lasts roughly about 5 seconds before it turns back to neutral. Be aware that if the ball does appear white after a player has thrown it, it is still able to count as a goal for the enemy.
- Purple sparkling energy means that the ball is in an unstable state and also takes about 5 seconds to wear off.
- A coloured ribbon is tied to the Warframe's right shoulder, denoting the colour of the player's team.
- Teammates will also emit an aura of the same colour. (May not be visible in high FoV's).
- The ball carrier of either team will have a downed shaped arrow.
- Not to be confused with V shape straps, as stated in Passing below.
- The ball is released at the centre of the arena at the start of each half, while upon scoring a goal it is released inside the ring of the team which was scored in.
- The player's crosshair changes to a "half RPG" type which indicates the pinpoint strike on top and the three lines determine the increase in range. However, it switches to the regular weapon crosshair upon inflicting or receiving hits.
Grabbing and Launching are essential manoeuvres in Lunaro, with the exception being launching an unstable Lunaro. Contrary to the current tutorial in-game, the movements and gameplay tasks are all based on Melee configuration, instead of firearm configuration.
- Walking over the ball will instantly pull it to your Arcata, bearing in mind the range which is the same range needed to collect resources, excluding Orbs, in all directions.
- Holding Block (default ) activates an Arcata's magnetic-like force, and glows according to your Warframe energy colour. This move once held ensures that the ball is pulled towards the nearest Warframe as well as providing immunity to the holder from unstable balls. The short hold is not advised when attempting to grab the ball.
- A 5-seconds rule is applied upon grabbing the ball, which is indicated by a countdown noise and visual bright glow. If the holder runs out of time the ball will blast in a small area, knocking down the holder and launching to a random direction. The blast only affects the ball holder.
- Grabbing can be done during any type of maneuvers, with exception to Bullet jump and Wall climb. Attempting to bullet jump while holding the ball will cause it to drop where it was first grabbed.
- Bullet-jumping to where the ball is located will instantly grab it but this can only happen when the momentum of landing begins and bullet jumping ends.
- Hold Grab is deactivated during melee moves and some of the manoeuvres as well.
There are two methods to launch the ball once it's grabbed:
- Click your Melee Channel (default ) for a short ranged launch, which allows the ball to curve down to the lowest range indicated by the hitbox.
- Hold your
for a long-range strike which has an increase in velocity. The ball will always hit the pinpoint of your hitbox as long as it doesn't exceed maximum range, and once it does it will slightly curve down with a decrease in velocity.
- The other ways to launch the ball below always do a charged hit even when isn't held.
- Corner Hit / Curved Strike
- To perform this move you have to click your Melee Channel default while sliding. A short ranged launch (indicated above) will cause the Lunaro to curve to the left, while a long ranged launch will cause the Lunaro to curve to the right.
- Purple Charged Hit
- The easiest way to perform this move is to tap your Quick Melee button once to perform Dash on the ball which will gain the Unstable Effect upon hit and launch to the direction you're facing. This mechanism is highly recommended due to the accuracy which Dash provides to the hit.
As stated before, the configuration of combat in Lunaro is based on Melee moves, hence the Arcata itself having its own Stance. Not to be confused with Stance. Checking a player is mostly done when the enemy team has the ball, in order to steal it, slow the enemy team down, or reduce their possession over the arena.
|Dive Kick||Slide +|
|Circular Rightward Slash||Slide +|
|Right-handed Slam||In Air +|
|Frontal Slash||Wallrun +|
= Unstable Ball effect
- PS4 Players =
- Xbox Players =
- All melee hits apply to targets with or without possession of the ball.
- Target(s) that are CCed become immune to the next hit for 5 seconds if staggered or 2 seconds if knocked down. Lunaro 4
- Hitting a player who has the ball once will cause it to drop and change its glow to white but will not inflict any CC to him.
- All melee hits to trigger the Unstable Effect separately since it's required to hit the ball once again after it's cleared from enemy possession.
- Dive kick is similar Fracturing Wind slide attack Launching Spring. The move, however, has terrible accuracy compared to other moves and requires a lot of skill to perform correctly.
- It is possible to chain from more than one player which will knock down an enemy player. This often happens when more than one player tries to steal the ball from opposite team players.
- Despite the full AoE move set it still lacks the range to deliver full its potential. This is noticed when trying to melee in more than one direction as most of your hits will fall on one target.
The Lunaro ball gains increased speed and become immune to Grab upon being hit by melee. The ball will Knockdown friendly or enemy players if they are directly in its way as well as sometimes the ball hitter himself. Currently, only effective melee hits and especially Dash has as much chance to redirect the ball or deflect it harmlessly. Usingto 'check' the ball and make it unstable is highly recommended when attempting to score.
Clearing in itself is a very ineffective method of defence, it is only good when utilised alongside Aggressive or Defensive Goalie tactics.
The sole defensive option to have in any game is to keep the ball and enemy team from your goal. Bear in mind the quick movement of Tenno and the rough mechanism of the game which won't leave you much of a choice but to hit the ball and enemy team as hard as you can.
- Clearing is done only inside the friendly team's ring and the ball has to be hit by one of the teammates and reaches outside.
- Not to be confused with Clearing that is done at enemy team's ring after scoring a goal in. In this case, the Arcata of your team members will be disabled until you exit the ring.
Passing is crucial for effective teamwork and can change the flow of the match with sufficient effort and skill.
- To pass the ball to your teammate, simply Grab it and use
( the default key for passing in Lunaro)
- You'll notice a downed V shape straps indicating that your teammate is in a viable position to Receive the ball. Your teammates do not need to activate the grab on their own, as the ball is pulled towards them instantly.
- If you miss your teammates they are still able to grab it and it will count as a pass.
To win the match you have to score more Goals than the enemy team.
- Winning only adds additional Standing points to your total points which are significantly more than the gained by doing other tasks. Losing, however, results in subtraction of Winning points, leaving you with only by the points you have made in the match.
- The base score of one goal is 1 point. Additional points are gained when certain conditions are met. Eventually, the final score of a single goal can become 3 points.
- Scoring from inside the ring: 1 point
It is somewhat difficult to score close to the goal due to the dead zones around it which give the advantage to the defenders, most likely. A shortis what you need to score, trying to charge-launch the ball may result in it going upwards or hitting the cell.
- Scoring from outside the ring: 2 points
Oddly enough it seems that scoring with a charged launch from the centre or close to the middle pillar is easier than scoring inside. This is easy to do with the speed that the ball gains which makes it harder to deflect or catch. It is always recommended to charge before launching as the ball will almost never make it to the goal with a short launch.
- Scoring a Purple charged ball: 2 points
The most common method you will see used by most players in Lunaro. This method can be done using eitheror however, using to perform a 'slap' can be more difficult than using to 'check' Whether inside or outside, it seems that this method is the hardest one of all for new players to score with. Unlike the other two types which require 2 steps to score a goal, this type can require anywhere from 2-4 steps in order to score.
- The area and height of the arena imply that only ground or mid-air strikes will add additional points if scored accordingly. However, it is possible to throw the ball at a wall or the roof of the arena and then 'check' or 'slap' and score using this method. Additional points are awarded as usual with this method.
It's the combination of a pass, receive and score. Each task has to be done accordingly and cannot be interrupted.
- Performing this method with an unstable goal may not always lead to an assist being rewarded.
Attempting to possess the ball while an enemy player passes it to his teammate is counted as an interception. Keep in mind that the ball must have the enemy team glow and also must be launched directly to them and not be interrupted by the surroundings such as Pillars.
- Interceptions can be done by either Grabbing the ball or ramming it with melee attacks.
- Upon a successful interception without trying to grab it, it will either glow with your team's colour or become Unstable.
The below criteria must be met in order to steal the ball from an enemy player:
- The ball must be possessed by the player and cannot be laying on the ground of flying even if it has his team glow.
- There's also a chance to count as Steal if the ball is picked immediately after being dropped by the enemy player.
- A single melee move is required, as it will steal the ball from him causing no damage nor CC.
- If the ball happens to become Unstable you'll not be able to grab it and even after the effect wears off it will not count as a Steal.
- In case of Dash, Slam and Dive Kick, being close to your target ensures you to grab the ball momentarily even after knocking him down. It may count as a Check rather than a Steal in this case.
Another mechanic was added to the defensive role similar to Clearing, however, it's rather harder.
This mechanic involves the player standing directly in front of their goal and catching the ball as it comes towards the goal.
- This method is ineffective if the ball is unstable, instead, the goalie must use in order to deflect the ball from the goal.
Whenever you receive the ball from a successful pass from your teammate. The ball must have your current team's glow, although it's not necessary to be a result of an Auto-pass, as it also counts when its Grabbed. The ball will remain glowing even when it bounces off objects (Cell, Pillars, Barrier..etc.).
Confirmation is required In order to catch the ball either you or enemy team have to launch it and catch it by colliding with it or grab it in mid-air.
Both the ball and you have to be in midair, and neither of you can touch the ground before the ball is in your Arcata. This is mostly done, and also easier to do when the enemy team first touches the ball and launches it to the centre of the arena. It is also possible to catch your own or your team's ball when it bounces off the top barrier.
(Needs further testing) Rebound mostly refers to the case which the ball bounces off objects or terrains. However, observing the ball physics and certain things in the arena is a bigger hint to when it's counted as Rebound.
- Launching the ball at a certain range and speed towards a Pillar causes the Pillar to pulsate brightly in blue. The ball may or may not lose its current glow, but will still count as Rebound if it successfully enters the goal.
- Another status that happens is when the ball is roughly rammed into the pillar. It will cause a blast with small blue smoke left behind if it happened when you attempted to score it may not count as a rebound.
- Hitting the frame of the goal will also cause a blue pulse but it's currently unknown if it requires a certain move to score in order to be counted as a rebound.
- There's a chance to score by launching the ball to bounce off the barrier, if the ball is under the unstable effect this will grant 2 points instead of 1.
Strategy for Balanced MatchesEdit
Using the terminology of popular contemporary ballgames, a 3v3 match currently supports several roles that can be played and sustained by any player whether they are new to the game or not. It is not unusual for each player to play at least two of these roles in each game, switching from an "offensive" role to a "defensive" role depending on whether the other team is in possession of the ball.
- Goalkeeper (a.k.a. Goalie, Keeper)
- Fielder (a.k.a. Sweeper, Tackler, Pointer)
This role is not all about scoring goals. The most important actions for a Fielder are Checking enemy players, Clearing the ball and Passing. Fielders also pressure the enemy team and help in obtaining or retaining possession of the ball by passing and intercepting the ball, and stealing it if inside the enemy ring. While the enemy team is in the midfield ( grey area in the image ) the fielder's role is to intercept the enemy by either catching the ball as they move around or to check the enemy and grab the ball before they can react. This role can easily advance into an attacking role if the player gains possession of the ball, they may find it is easier to attack quickly than pass the ball to the striker on their team.
- Forward (a.k.a. Target man, Striker)
A striker's main focus is always the ball, whether by receiving the ball from teammates (whether it's a Pass or random clear), intercepting enemy passes and stealing the ball from them or reacting to a player's own shots through either Rebounds or Catches. The striker requires in-depth knowledge of attacking methods in order to get past the enemy teams defence, this includes ground unstables, aerial unstables, and angular unstables. The striker should be aware that using 1 point shots is the last resort, and should only be done if there is absolutely no other option. the method of 'dunking' whereby the striker moves up to the enemy goal and then, at point-blank range scores with a 1 pointer is shunned and considered unacceptable by the majority of players.
- When playing Lunaro, the majority of experienced players will use 'checks' in order to score goals. Checking is when a player uses to hit the ball. This is an incredibly important aspect of Lunaro that is used when scoring, intercepting, and also when being a goalie.
- There are several types of Unstable shots, ranging from a basic ground unstable to an advanced rebounding aerial shot. Different shots are effective to make your playstyle more diverse and effective.
- Aerial unstable:
This type of shot is when the player throws the ball in the air at a 45°-60° angle and then jump upwards to the ball and 'check' it into the goal. This shot can be done at steeper angles but these require more skill than the 45°-60° type
- Angular unstable:
This type of shot requires the player to go into settings>controls>align attacks to camera and disable this option. The player then needs to have fast reaction speed and when they are going for a shot they must throw the ball, move in its direction but turn the camera at the last second and 'check' the ball into the goal.
- Ground unstable:
This type of shot is merely throwing the ball on the floor, then jumping towards it and pressing to hit the ball into the goal.
- Aerial unstable:
- To avoid unbalanced matchmaking and ping issues you should make your own squad with a host who has a decent ping. However, keep in mind that teams fill in order so if you have a squad of 4 including you it will be a 2v2.
- If you want to play with friends or certain people you have to set party matchmaking to Invite Only or Friends before loading and entering the lobby.
- Practice with other players in private games. Real games will stress you and won't leave you enough time to learn as much. Playing alone is an excellent method to practice tactics you have already been shown or taught.
- Pick a role. Don't go inside without a solid team or methodology, always ensure that your team has someone who is defending and someone who is attacking. Leaving one of these spots open could lead to silly mistakes that could have been easily handled if the role was filled.
- As a Goalkeeper: Always think ahead of others, even your teammates, as you have all the time you need before you make your next move. Keep an eye on who's charging towards you and whether they are tracked down by your teammates or not. Clear the ball but don't overdo it, once it's outside the ring you have 2 options, you can either continue with an attack or you can pass it to your teammates. The pillars are used by your enemies for some very advanced moves that are difficult to deflect, so be aware and watch your opponent carefully. They can also be a hindrance if you hit them while trying to clear the ball. If you are going to pass to your teammate then don't launch the ball aimlessly without checking where your teammate is at, make sure they are ready to receive.
- As a Mid your most powerful weapon is the Dash, use it but in a smart way. Try not to be confused by enemy players, always focus on the enemy ball carrier and intercept him quickly to ensure you can gain the upper hand. Aiming is crucial so don't launch the ball aimlessly without checking where your teammate is at. You're supposed to clear the ball whenever it's inside your team's ring but a good Pass helps your team to advance quickly. Do not harass the enemy goalkeeper as this is shunned upon by players, however checking an enemy that possesses the ball multiple times is absolutely fine.
- As a Forward you need to be nimble and skilful. Interceptions, aerial unstables and ground unstables as well as all other Maneuvers are your base skill. The next thing you need is to be able to catch the ball and mostly in mid-air where you'll face little opposition and be free on your way to the enemy goal. Be quick, don't idle even for a second and stick to where the ball is at and predict where it is going to land. You should also steal the ball more often than checking enemy players to grab it. When your midfielder has the ball and attempts to pass it to you, don't shoot recklessly, if the ball is being held for too long don't get rid of it by throwing it carelessly, instead try to pass it or rebound it to shoot again. Do not flee from engagements, instead attempt to gain the ball quickly and continue the attack, Do not rush and attempt to 'tank' directly through the enemy line. The first-touch of each half has to be yours, even if you're not placed close to the ball. Do not rush the enemy team after you have scored a goal, this is not a good tactic.
These rewards are offered to players at the end of any Conclave match.
Up to date as of Update 25.0
|PvE||Standard||Assassination • Capture • Defection • Defense • Excavation • Exterminate • Hijack • Interception • Junction • Mobile Defense • Rescue • Sabotage (Deception, Hive, Orokin, Reactor, Sealab) • Spy • Survival|
|Archwing||Exterminate • Interception • Mobile Defense • Pursuit • Rush|
|Unique||Arena (The Index, Rathuum) • Assault • Disruption • Infested Salvage • Recovery • Sanctuary Onslaught|
|Free Roam||Bounty • Heist|
|Arena||Cephalon Capture • Annihilation • Team Annihilation • Lunaro|
|Arbitrations • Crossfire • Dark Sectors • Hazards • Invasion • Nightmare Mode • Nightwave • Sortie • Tile Sets • Void Fissure|