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For stance combos, see Stance.

Each successful consecutive melee hit against enemies within a short period of time will start a combo counter that appears above the weapon UI, which tracks how many hits have been performed or how many instances of damage have been blocked. Once a certain number of consecutive hits or successful blocks have been made, a damage multiplier will be displayed. This multiplier does not increase normal melee attack damage, it only applies to Heavy Attacks and partially towards certain melee-based Warframe abilities.


Stacking Combo[]

Depending on the particular stance/weapon, some hits in a combo may add more than 1 point to the combo counter. That is, while a single strike with a blade may add only 1 point per hit, a single strike with another weapon, or a different combo with the same weapon, may add 2, 3, 4, etc. points per hit to the combo counter instead. Point gain is determined by the damage multiplier a hit in a combo has, i.e. a weapon with a 200% damage multiplier will add two points to the combo counter though sometimes this is not true like in the case of the last attack of Mod TT 20px.png Swirling Tiger's Dancing Hunter combo or the first hit of Mod TT 20px.png Homing Fang's Cutting Arches.

Combo Duration[]

Melee Combo resets after this time. Refresh the timer by adding to the Combo Count with melee hits or blocks.
—In-game Description

The combo counter resets if no enemies are hit after 5 seconds, which is represented by a grey horizontal bar below the combo counter. The combo counter duration can be increased up to either 39 seconds with Mod TT 20px.png Body Count, Mod TT 20px.png Drifting Contact, Mod TT 20px.png Gladiator Rush, and Mod TT 20px.png Swift Momentum (57 seconds with 4x Mod TT 20px.png Swift Momentums) or to 75 seconds if the Aura Mods used in addition are 1x Mod TT 20px.png Swift Momentum (used on yourself) and 3x Mod TT 20px.png Melee Guidance (used from squadmates). AshIcon272.png Ash and the Furax.png Furax family can increase this number to 88 seconds when used with Mod TT 20px.png Rising Storm and Mod TT 20px.png Amalgam Furax Body Count. Further increases are only possible with Riven Mods (7.2 to 8.8s × disposition). The only weapon with infinite combo duration is the Xoris.png Xoris. Primary/Secondary Dexterity arcanes also give increased combo duration.

With the FocusPowerSpike.png Power Spike passive from the FocusLensNaramon b.png Naramon School, the Melee Combo Counter decays by 20 / 15 / 10 / 5 every reset, instead of depleting completely. Whenever the counter goes below a multiplier threshold, it decreases the multiplier to the new value. At max rank without combo counter duration mods, it takes 220 seconds, or 44 reset ticks, to fully deplete. Combo duration mods greatly increase this time, as they apply to every reset tick. Replenishing the counter works the same as without the passive.

Combo Multiplier[]

The Bonus Damage Multiplier starts at 2.0x after 20 consecutive hits. The multiplier is increased by +1.0x every consecutive 20 hits until 220 consecutive hits have been made, at which point the bonus damage multiplier will cap at 12.0x. VenkaPrime.png Venka Prime has a passive ability that allows it to reach 240 consecutive hits though, making it the only weapon capable of a 13.0x multiplier.

View table of the values of damage multiplier List
Combo Counter Bonus Tier Heavy Attack Multiplier Base Damage Multiplier (Certain Warframe abilities) Minimum Consecutive
Hits Required
0 1.0x 1.0x 0
1 2.0x 1.25x 20
2 3.0x 1.5x 40
3 4.0x 1.75x 60
4 5.0x 2.0x 80
5 6.0x 2.25x 100
6 7.0x 2.5x 120
7 8.0x 2.75x 140
8 9.0x 3.0x 160
9 10.0x 3.25x 180
10 11.0x 3.5x 200
11 12.0x 3.75x 220
12
(only with VenkaPrime.png Venka Prime)
13.0x 4.0x 240
  • Certain Warframe abilities benefit from and contribute to the Melee Combo Counter, albeit at a reduced damage multiplier, allowing them to further enhance their damage as the Combo Counter increases. The following are the list of abilities that use the Combo Counter:
  • Despite its name, the Combo Counter should not be confused with the Combos performed using Stance Mods. The Combo Counter will count all melee attacks performed while equipping Melee weapons, including stealth attacks.
  • Melee hits against objects, like Storage Containers, do not count towards the Combo Counter.
  • A negative combo counter duration prevents the combo counter from increasing beyond 0.

Additional Combo Count Chance[]

At default, melee weapons will have a 0% chance of getting an additional point of combo when hitting enemies or blocking, this can be increased by the following:

Combo Efficiency[]

Unmodded, 100% of the current combo counter is consumed per heavy attack. Combo Efficiency bonuses such as Mod TT 20px.png Focus Energy offset this cost, leaving a portion of the combo counter after a heavy attack. For example, Focus Energy will decrease the number of combo points consumed by 40%, meaning only 60% of the combo counter will be spent after each heavy attack. This effect is capped at 90%, so even with both Mod TT 20px.png Focus Energy and Mod TT 20px.png Reflex Coil 10% of the combo counter will still be consumed upon a heavy attack. When modded for positive melee combo efficiency, performing heavy attacks without hitting any enemies will reset your combo duration, allowing players to keep their combo indefinitely, albeit losing some combo in the process.

Some Riven Mods give Combo efficiency (65.4% to 80% × disposition).

Initial Combo[]

By default, the initial combo is 0, and increasing it will change the minimum value that the combo can be at. By increasing the minimum value, it allows weapons to use only Heavy Attack and still have a combo multiplier, albeit resetting to the new initial combo count. Using a Heavy Attack will still "spend" this initial combo, but it will regenerate at a rate of 40 points a second.

Mod TT 20px.png Corrupt Charge at rank max gives 30 initial combo, Mod TT 20px.png Covert Lethality gives 16, and some Riven Mods give initial combo (range of 21.8 to 26.7 multiplied by the disposition).

The SynoidHeliocor.png Synoid Heliocor, FuraxWraith.png Furax Wraith, and FragorPrime.png Fragor Prime have 20, 20, and 30 initial combo respectively.

Effects That Scale On Combo[]

See Also[]


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