Lunaro 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.
- 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.
Lunaro is a Conclave game mode where up to six players are split into two teams and face off against each other in two, three-minute rounds. Teams must score points by getting the ball, or Lunaro, into their opponent's goal. The team with the most points at the end of the six-minute match wins the game. The game can also be won at any time if a team manages to score 20 points.
- The Lunaro glows in 4 different energy colors:
- White (Neutral) is the basic energy color.
- Light Blue or Orange indicates that the Lunaro was last in contact with Moon or Sun respectively. The effect lasts about 5 seconds before it turns back to neutral white.
- Purple sparkling energy means that the Lunaro is in an unstable state and also takes about 5 seconds to wear off.
- A colored ribbon is tied to a player's right shoulder, denoting the color of the player's team.
- Teammates will also emit an aura of the same color.
- The Lunaro carrier of either team will have an inverted chevron above them.
- Not to be confused with V shape straps, as stated in Passing below.
- The Lunaro is released at the center of the arena at the start of each half, while, upon scoring a goal, it is released in the middle of the zone of the team that was just scored in.
- Each player is equipped with an unmmodable Arcata weapon, used to carry the Lunaro and to knock it out of opponent's possession.
Grabbing and Launching are essential maneuvers in Lunaro. The following sections will cover movesets and different terminology used to describe mechanics that utilizes both grabbing and launching maneuvers.
|Dive Kick||Slide +|
|Circular Rightward Slash||Slide +|
|Right-handed Slam||In Air +|
|Frontal Slash||Wallrun +|
= Unstable Ball effect
- PS4 Players = , =
- Xbox Players = , =
- Switch Players = , =
- Hitting a player will enact a stagger effect on them.
- Hitting that player again shortly after the first hit will enact a knockdown effect on them.
- Hitting a player holding the Lunaro will cause it to drop and change its glow to white.
- It is possible to get checked from multiple players at once. Getting checked twice in quick succession, even if it is from 2 different players, will knock you down.
- Target(s) that are checked become immune to the next hit for 5 seconds if staggered or 2 seconds if knocked down.
- Dive kick is similar to Fracturing Wind's slide attack Launching Spring. The move, however, has terrible accuracy compared to other moves.
- Walking over the Lunaro will instantly pull it to your Arcata, bearing in mind the range which is the same range needed to collect resources in all directions.
- Tapping the Ball Magnet button (default
) activates the Arcata's magnetic-like force, and glows according to your Warframe's energy color. Holding the button ensures that the Lunaro is pulled towards you. Tapping the button is not advised when attempting to grab the Lunaro.
- A 5-second rule is applied upon grabbing the Lunaro, which is indicated by a countdown noise and visual bright glow. If the holder runs out of time the Lunaro will explode, knocking down the holder and launching to a random direction. The blast only affects the holder of the Lunaro.
- Grabbing can be done during any maneuver except for bullet jumping. Attempting to bullet jump while holding the Lunaro will cause it to launch immediately in a random direction.
- You can negate this exception by holding the Ball Magnet button or by jumping again before the Lunaro is grabbed. There is no way to bullet jump while holding Lunaro.
- The Ball Magnet is deactivated during Charge Attacks moves.
There are two methods to launch the Lunaro once it's grabbed:
- Tap the Throw button (default ) for a short-ranged launch.
- Hold the Throw button for a long-range launch.
- Curved Launch
- To perform this move you have to throw the Lunaro while sliding. A short-ranged launch will cause the Lunaro to curve to the left, while a long-ranged launch will cause the Lunaro to curve to the right.
Checking (default) is used to loosen the Lunaro from a player, slow players down, or make the Lunaro unstable.
Checking the Lunaro will make it unstable. The Lunaro gains increased speed and cannot be grabbed. The ball will knockdown friendly and enemy players if they touch it. Only checking the Lunaro again can redirect the Lunaro or deflect it harmlessly.
- Unstable Launch
- The easiest way to perform this move is to tap your Check button once to perform Dash on the Lunaro which will gain the Unstable Effect upon hit and launch to the direction you're facing. This method is highly recommended due to the accuracy which Dash provides to the hit, but it is also possible with Slash checks
Clearing is the act of throwing the Lunaro outside of your team's zone. This tactic can be used to keep the Lunaro away from the goal and thereby removing the opportunity for the opposing team to score a point. Throwing the Lunaro into the air, however, is ill-advised as the agile movement system allows many players to easily catch and launch the Lunaro.
Passing is crucial for effective teamwork.
- To pass the Lunaro to your teammate, simply grab it and use the Pass key (default
- An inverted double chevron will appear above your teammates, indicating that your teammate is in range to receive the Lunaro. Your teammates do not need to activate the grab on their own, as the Lunaro is pulled towards them instantly.
- If the Lunaro manages to hit something in between you and your teammate 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 or reach the 20 point cap.
- The base score of one goal is one point. Up to 2 additional points can be earned when certain conditions are met.
Scoring from inside the zone: 1 pointEdit
A launched Lunaro from within the goal's zone will reward the scoring team one point. It is somewhat difficult to score close to the goal due to its border. Trying to long-range launch the ball may result in it going upwards or hitting the border and potentially launching it outside of the zone and towards your own goal.
Scoring from outside the zone: 2 pointsEdit
A launched Lunaro from outside the goal's zone will reward the scoring team two points. It is always recommended to use a long-ranged launch as the Lunaro will almost never make it to the goal with a short launch.
Scoring an Unstable Lunaro inside the zone: 2 pointsEdit
If the Lunaro is made unstable inside the goal's zone and enters the goal, the scoring team will be rewarded two points. This method can be done using eitheror however, using the Slashes ( ) can be more difficult than using to Dash.
Scoring an Unstable Lunaro outside the zone: 3 pointsEdit
If the Lunaro is made unstable outside of the goal's zone and enters the goal, the scoring team will be rewarded three points. The added requirement of having to aim the Lunaro into the opposing team's goal while it is unstable outside of the opposing team's zone makes this the most difficult shot to pull off.
It's the combination of a pass, receive and score. Each task has to be done accordingly and cannot be interrupted.
Catching the Lunaro after an opposing player launches the Lunaro is counted as an interception. Keep in mind that the Lunaro must have the enemy team glow and cannot be interrupted by surroundings, such as Pillars, to count as an Interception.
The below criteria must be met in order to steal the Lunaro from an enemy player:
- The Lunaro 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 .
- Checking the carrier once or if the Lunaro explodes off of the carrier.
- If the Lunaro happens to become Unstable you won't be able to grab it and even after the effect wears off it will not count as a Steal.
- Catching the Lunaro as soon as it leaves the previous carrier
- The easiest way to catch the Lunaro would be to use the Ball Magnet.
Intercepting or deflecting a Lunaro that otherwise would have entered the goal counts as a save.
This mechanic involves the player standing directly in front of their goal and catching the Lunaro as it comes towards the goal or deflecting it away with a Check.
Receiving the Lunaro from a launch by your teammate. The Lunaro must have your current team's glow. The Lunaro will remain glowing even when it bounces off of objects (Goal Borders, Pillars, Barriers, etc.).
In order to catch the ball either you or enemy team have to launch it and catch it by colliding with it or using the Ball magnet 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 center of the arena. It is also possible to catch your own or your team's ball when it bounces off the top barrier.
Receiving the Lunaro after it has bounced on or around the goal borders and launching into the goal will count as a rebound. The act of bouncing the Lunaro on or around the goal borders can be done by you or a teammate.
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 Lunaro.
- Goalkeeper (a.k.a. Goalie, Keeper)
- Fielder (a.k.a. Sweeper, Tackler, Pointer, Mid player)
This role is not all about scoring goals. The most important role of a Fielder is checking enemy players, clearing the Lunaro and passing. Fielders also pressure the enemy team and help in obtaining or retaining possession of the Lunaro by passing and intercepting the Lunaro, 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 Lunaro as they move around or to check the enemy and grab the Lunaro before they can react. This role can easily advance into an attacking role. If the player gains possession of the Lunaro, they may find it is easier to attack quickly than pass the Lunaro to the striker on their team.
- Forward (a.k.a. Target man, Striker)
A striker's main focus is always the Lunaro, whether by receiving it from teammates (whether it's a Pass or random clear), intercepting enemy passes and stealing the Lunaro 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 team's defense, 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 can be an effective tactic, albeit scores fewer points than other methods.
- Checking 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 Lunaro in the air at a 45°-60° angle and then jump upwards to the Lunaro 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 Lunaro, move in its direction but turn the camera at the last second and 'check' the Lunaro into the goal.
- Ground unstable:
This type of shot is merely throwing the Lunaro on the floor, then jumping towards it and pressing to hit the Lunaro 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 Lunaro 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 Lunaro. If you are going to pass to your teammate then don't launch the Lunaro aimlessly without checking where your teammate is at, make sure they are ready to receive.
- As a Fielder 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 Lunaro carrier and intercept him quickly to ensure you can gain the upper hand. Aiming is crucial so don't launch the Lunaro aimlessly without checking where your teammate is at. You're supposed to clear the Lunaro 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 Lunaro multiple times is absolutely fine.
- As a Forward you need to be nimble and skillful. 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 Lunaro 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 Lunaro is at and predict where it is going to land. You should also steal the Lunaro more often than checking enemy players to grab it. When your midfielder has the Lunaro and attempts to pass it to you, don't shoot recklessly, if the Lunaro 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 Lunaro 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 Lunaro. Do not rush the enemy team after you have scored a goal, this is not a good tactic.
There are currently 4 Lunaro arenas.
These rewards are offered to players at the end of any Conclave match.
Up to date as of Hotfix 126.96.36.199
Last updated: Hotfix 25.1.3
|PvE||Standard||Assassination • Capture • Exterminate (Crossfire) • Hijack • Mobile Defense • Rescue • Sabotage (Deception, Gas City, Hive, Orokin, Reactor, Sealab) • Spy|
|Endless||Defection • Disruption • Defense • Excavation • Interception • Survival|
|Archwing||Exterminate • Interception • Mobile Defense • Pursuit • Rush|
|Arena||The Index • Rathuum|
|Free Roam||Bounty (Isolation Vault) • Heist|
|Special||Assault • Granum Void • Infested Salvage • Junction • Recovery • Sanctuary Onslaught|
|Conclave||Cephalon Capture • Annihilation • Team Annihilation • Lunaro|
|Arbitrations • Dark Sectors • Environmental Hazards • Invasions • Kuva Siphon • Kuva Lich • Nightmare Mode • Nightwave • Sorties • The Steel Path • Void Fissures|