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Nekros uses his dark powers to manipulate his enemies, both living and dead.

This is Nekros, manipulator of souls.

Nekros possesses the battlefield, Tenno. Death is his playground.

Release Date: September 13th, 2013

Nekros is a Warframe with powers likened to that of necromancers and dark arts practitioners, his abilities exploiting the vulnerabilities of the living and the corpses of the dead. Nekros was disinterred in Update 10.0.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 375 Blueprint Price: Credits64 100,000
Time: 12 hrs
Rush: Platinum64 25

Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25


Nekros' component blueprints are acquired from Lephantis (Assassination, Orokin Derelict).
Drop Chance Expected Nearly Guaranteed
Chassis Blueprint 33.33% 5 – 6 20 ± 6
Neuroptics Blueprint 33.33%
Systems Blueprint 33.33%

Expected refers to total number of runs a player can expect to receive at least one of each drop associated with the respective values.

Nearly Guaranteed refers to the total number of runs a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.

For more detailed definitions and information on how these number were obtained visit here.

Warframe Guides

See Category:Nekros Guides to read user-made guides on how to play this Warframe.


  • His name comes from the Greek word "νεκρός", meaning "dead". 
  • Nekros is Swedish for Necrosis which is a medical term for the death of most or all of the cells in an organ or tissue due to disease, injury, or failure of the blood supply.
  • Nekros is one of the two Warframes that does not have an innate aura polarity, the other being ExcaliburIcon272 Excalibur.
  • Nekros was released on Friday the 13th.
  • Nekros is the only Warframe with a base shield stat of 90.
    • Equipping a maxed out Mod TT 20pxRedirection mod on a rank 30 Nekros will boost his shields to 666.
  • Nekros is the first Warframe whose alternate helmets were purely cosmetic, as opposed to earlier "Arcane" alternate helmets.
  • Nekros is one of the few Warframes whose unique animations do not hold a bow with both hands – the other Warframes being HydroidIcon272 Hydroid, LimboIcon272 Limbo, MesaIcon272 Mesa and HarrowIcon272 Harrow. He holds the bow with its arrow only in his left hand. With his Agile animation, he will grab the arrow and twirl it around.
  • Nekros' Noble animation set has an almost identical idle animation for all weapons excluding throwing weapons – he simply looks left and right calmly. With throwing weapons, he will twirl and spin one on his right hand. This animation is also used by the Agile set.
  • Nekros' unarmed idle animation is identical on both sets – he will perform ShadowsOfTheDead130xDark Shadows Of The Dead. This also occurs while he is holding a one-handed secondary weapon.
  • Nekros' legs, hands, and feet are far more slender than other Warframes, a trait shared with OberonIcon272 Oberon.
    • Also, both Nekros and Oberon seem to have wider torsos than other Warframes, at least in a limbs to torso ratio.
  • Nekros appears to have six fingers, however the last one only has one bone.
  • When holstering dual daggers like the DualDaggers Fang and EtherDaggers2 Ether Daggers, Nekros stores them in a cross arrangement, unlike the normal parallel stack that other Warframes do.

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Death's new master. Featuring altered mod polarities allow for greater customization.

"Fear is a weed, snaking in the dark. It vines within the mind, corrupting it. It germinates within tribes, dividing them. Your graces, we who are beyond death, have forgotten the simple power of fear. Let us now remember. You will find no greater power than the simple thought of your own name, inscribed upon a grave.

Our harbinger, our terror ... Nekros."

Release Date: August 23rd, 2016

Nekros Prime is the Primed variant of NekrosIcon272 Nekros, possessing higher shields and energy capacity, as well as an additional Naramon Pol polarity. Nekros Prime was released alongside PrimeTigris342 Tigris Prime and PrimeGalatine342 Galatine Prime.

Manufacturing Requirements
PrimeHelmet PrimeChassis PrimeSystems OrokinCell64
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Drop Locations

Blueprint Lith N3 Rare (V)
Meso N3 Rare (V)
Axi N3 Rare (V)
Neuroptics Meso F1 Uncommon (V)
Axi N5 Uncommon (V)
Chassis Lith N1 Common (V)
Lith V4 Common (V)
Meso K1 Common (V)
Meso S3 Common (V)
Neo Z1 Common (V)
Axi G1 Common (V)
Axi N4 Common (V)
Systems Lith N2 Rare (V)
Meso N5 Rare (V)
Neo N3 Rare (V)
Neo N7 Rare (V)

Blueprint Lith N3 Rare (V)
Meso N3 Rare (V)
Axi N3 Rare (V)
Neuroptics Meso F1 Uncommon (V)
Axi N5 Uncommon (V)
Chassis Lith N1 Common (V)
Lith V4 Common (V)
Meso K1 Common (V)
Meso S3 Common (V)
Neo Z1 Common (V)
Axi G1 Common (V)
Axi N4 Common (V)
Systems Lith N2 Rare (V)
Meso N5 Rare (V)
Neo N3 Rare (V)
Neo N7 Rare (V)

Blueprint Lith N3 Rare (V)
Meso N3 Rare (V)
Axi N3 Rare (V)
Neuroptics Meso F1 Uncommon (V)
Axi N5 Uncommon (V)
Chassis Lith N1 Common (V)
Lith V4 Common (V)
Meso K1 Common (V)
Meso S3 Common (V)
Neo Z1 Common (V)
Axi G1 Common (V)
Axi N4 Common (V)
Systems Lith N2 Rare (V)
Meso N5 Rare (V)
Neo N3 Rare (V)
Neo N7 Rare (V)

Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics
(B) Denotes Baro Ki'Teer Exclusive Void Relic


  • Nekros Prime, compared to NekrosIcon272 Nekros:
    • Higher Shields (150/450 vs. 90/270)
    • Higher Energy (125/188 vs. 100/150)
    • Different Polarities (Madurai PolVazarin PolNaramon Pol vs. Madurai PolVazarin Pol)
  • As a Prime Warframe, Nekros Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.


  • Nekros Prime is the third prime Warframe introduced via a cinematic lore video, continuing a trend that started with Saryn PrimeIcon272 Saryn Prime.
  • Nekros Prime was revealed at TennoCon 2016.
  • The shadows Nekros Prime raises will appear more grotesque, like a rotting corpse, as opposed to the normal ethereal like shadows.
  • During Tennocon 2019, a free Nekros Prime was given to anyone who watched the second livestream for 30 consecutive minutes


  • Nekros Prime art showed at Tennocon 2016 and during Tennolive
  • Nekros Prime Access Banner
  • Nekros Prime in Codex
  • Nekros Prime Frontlook
  • Nekros Prime Backlook
  • Steam promotional image (1 of 2)
  • Steam promotional image (2 of 2)


  • On June 5th, 2018, it was announced that Nekros Prime would enter the Prime Vault and be retired from the reward tables on June 19th, 2018. Any preexisting components or fully-built frames will remain as is.

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Soul Siphon

A master of death, NekrosIcon272 Nekros regenerates 5 points of Health any time an enemy dies within 10 meters of him. His passive also can heal Companions.


SoulPunchModU15 Nekros1
Soul Punch
A blow so powerful, it turns the enemy's very soul into a deadly projectile, damaging all in its path.
Strength:100 / 200 / 350 / 500 (initial damage)
Range:20 / 30 / 40 / 50 m (cast range)
 ? m (explosion radius)
Misc:50 (projectile damage)
100 (area damage)

  • Nekros lunges with telekinetic force, dealing 100 / 200 / 350 / 500 Impact b Impact damage to a single target within 20 / 30 / 40 / 50 meters.
    • Damage is affected by Ability Strength.
    • Initial target is ragdolled, rendering it stunned for several seconds.
    • Cast range is affected by Ability Range.
  • The target's soul is violently ejected from its body, becoming a high-velocity projectile. Enemies that make contact with the projectile are dealt 50 Impact b Impact damage. When the projectile makes contact with a hard surface, 100 Impact b Impact damage is inflicted in an area of effect.
    • Projectile damage and area damage are not affected by Ability Strength.
    • Affected enemies are ragdolled, and both damage sources can be increased with headshots.
  • Despite having a noticeable visual and audio effect, the skill is perfectly silent and can be used as a means of disposing enemies without alerting nearby units during stealth playthrough.
    • However, if an enemy is not killed by the ability, the enemies will be alerted.
  • Can be used while performing many actions without interrupting them, including reloading, charging, and shooting.

Main article: Soul Survivor

Soul Survivor is a Warframe Augment Mod that allows NekrosIcon272 Nekros to use SoulPunch130xDark Soul Punch on allies in bleedout to revive them with partial health, at the cost of consuming all of Nekros's energy.

Rank Health Restored Cost
0 15% 6
1 20% 7
2 25% 8
3 30% 9

Tips & Tricks
  • Under right circumstances it's possible to exploit physics system to launch ragdolls up with great speed, which will result with dealing additional fall damage to alive enemies. (Usually when enemies are grouped tightly together or there is an object right behind the enemy).
  • Best effectiveness can be achieved by standing higher than the target.Optimal height difference is when projectile can hit the ground near the target. Using this method will usually send surrounding enemies flying, dealing additional fall damage.
  • If used correctly, soul punch can be used to send enemies out of the map, which allows players to eliminate dangerous enemies quickly. Also, soul punch can be used to force finishers upon enemies.
  • The ability will NOT damage other Tenno in the Conclave, however the knock-back effect will still occur. This is useful for stunning the enemy or simply knocking them off the edge of the map.
  • Reviving allies using Mod TT 20pxSoul Survivor augment mod also counts toward Challenges that count Revives.


Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

    • Reduces range to 17 meters.
cost to 6.25 energy.
    • Has no negative effects on this ability.
range to 140 meters.
    • Reduces damage to 200.
damage to 2060.
damage to 1685.
    • Increases cost to 38.75 energy.

TerrifyModU15 Nekros2
Casts fear into the hearts of nearby enemies, causing them to run away in terror.
Strength:7 / 12 / 15 / 20 (affected enemies)
5% / 10% / 15% / 20% (armor reduction)
Duration:10 / 15 / 20 / 25 s
Range:5 / 10 / 12 / 15 m

  • Nekros releases a psychic blast that causes up to 7 / 12 / 15 / 20 enemies within 5 / 10 / 12 / 15 meters to enter a state of panic for 10 / 15 / 20 / 25 seconds. While panicked, enemies will not attack and will haphazardly flee, exposing themselves and reducing their armor by 5% / 10% / 15% / 20%.
    • Number of affected enemies and armor reduction are affected by Ability Strength.
    • Armor reduction will stack multiplicatively with Mod TT 20pxCorrosive Projection.
    • Overlapping successive casts will stack Terrify's armor reduction effect multiplicatively.
    • Duration is affected by Ability Duration.
    • Cast radius is affected by Ability Range.
    • Enemies unaffected by Terrify are prioritized upon subsequent casts.
  • Energy drain Eximus units will still have their ability to drain player's energy when near.
  • Bosses are unaffected by this ability.
  • Can be recast while active and can refresh the duration on already affected units in the cast range.

Main article: Creeping Terrify

Creeping Terrify is a Warframe Augment Mod for NekrosIcon272 Nekros' Terrify130xDark Terrify that slows down affected enemies.

Rank Speed Reduction Cost
0 30% 6
1 40% 7
2 50% 8
3 60% 9

Tips & Tricks
  • Can be used to scare enemies off when the Cryopod is hoarded by enemies or used when you need to revive teammates stranded in a horde.
  • Fully works on Drones in the sense that the AI will attempt to turn away for its duration and also does not trigger alarms even when within their line of sight.
  • With a low Power Strength build, it is still possible to affect a large room of enemies, it requires only the appropriate amount of casts.


Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

duration to 76.5 seconds.
    • Reduces range to 5.1 meters.
cost to 18.75 energy.
    • Reduces duration to 10 seconds.
range to 42 meters.
    • Reduces number of affected enemies to 8 and armor reduction to 8%.
number of affected enemies to 82 and armor reduction to 82.4%.
number of affected enemies to 67 and armor reduction to 67.4%.
    • Increases cost to 116.25 energy.
    • Reduces duration to 18.13 seconds.

DesecrateModU15 Nekros3
Forces fallen enemies around you to drop additional loot.

Energy per Corpse: 10

Range:10 / 15 / 20 / 25 m
Misc:22.5% / 32% / 42.5% / 54% (drop table chance)

  • Nekros emits an aura of dark power that affects every corpse within a radius of 10 / 15 / 20 / 25 meters, consuming the corpses and granting a 22.5% / 32% / 42.5% / 54% chance to roll the corpse's drop table again to produce additional loot. After a 2-second delay on the first corpse within range, corpses are consumed one at a time in random order, with subsequent corpses consumed at a rate of 3 corpses per second.
  • Desecrate will consume 10 Energy for every corpse consumed. This ability will remain active for as long as Nekros has energy, or the ability is manually deactivated by pressing the ability key again.
    • Energy per corpse is affected by Ability Efficiency.
    • With the Mod TT 20pxDespoil Augment installed, Desecrate will consume 10 Health per corpse instead, affected by Ability Efficiency.
    • While the ability is active, Nekros can still move around freely.
    • If toggled on, the ability icon will be grayed out and Nekros will shimmer faintly in his energy color.
    • Despite being a channeled ability, this does not interrupt energy regeneration from any source including Energy Siphon and Energizing Dash, and it is unaffected by Ability Duration.
  • Bodies that are cut in half or into multiple parts before or after death by Slash b Slash damage or a Cold b Cold proc are each treated as distinct "corpses", each part with their own chance to yield additional loot.
  • Desecrate affects the corpses of most enemies as well as dead faction allies from Invasions, The Grustrag Three, Eximus enemy corpses, and Corrupted Vor's corpse if it is left behind. Desecrate also affects the following:
    • Vaporized enemies as long as Desecrate is cast before they fully disappear.
    • Enemies vaporized by Nova's MolecularPrime130xDark Molecular Prime even after the corpses have disappeared. When Desecrate is cast, the corpses appear and disappear quickly.
    • Shadow corpses from ShadowsOfTheDead130xDark Shadows Of The Dead. Desecrating shadow corpses will only yield health orbs.
  • Desecrate does not work on enemies that explode on death, such as Volatile Runners, or on certain bosses including Sprag and Ven'kra Tel.
  • Sometimes, corpses may yield no drops even if Desecrate's attempt at the extra loot roll was successful, because the enemy's loot table can include a chance to drop nothing.
  • Successfully desecrated corpses will glow with the chosen energy color and turn into smoke before fading away.
  • Initial activation of the ability has a cast time of 1.8 seconds.

Main article: Despoil

Despoil is a Warframe Augment Mod that allows NekrosIcon272 Nekros to consume health instead of energy to cast Desecrate130xDark Desecrate. Health cost is affected by Ability Efficiency.

Rank Health Cost Cost
0 16 6
1 14 7
2 12 8
3 10 9

Tips & Tricks
  • Know the timespan for a body to completely disintegrate:
    • Grineer and Corpus corpses will disintegrate in 15 seconds.
    • Infested corpses and Avalanche130xDark Avalanched enemies will disintegrate in 5 seconds.
    • Corpses from enemies affected with MolecularPrime130xDark Molecular Prime or from Channeling kills will disintegrate in 3 seconds.
    • Corpses from enemies affected with Miasma130xDark Miasma will disintegrate within a second.
    • Enemies that do not leave bodies behind cannot be desecrated.
  • Most useful in Survival missions, due to the large amount of enemies.
    • Nekros can also desecrate personal life support from bodies.
  • Weapons with high Slash b Slash damage are likely to dismember enemies into multiple body parts.
  • Desecrate synergizes well with Mod TT 20pxEquilibrium – every energy orb picked up will regenerate health and vice versa, allowing for Desecrate to be constantly active, regardless of whether the player has the Mod TT 20pxDespoil augment or not.
  • When using Mod TT 20pxEquilibrium it is beneficial to take a controlled amount of damage, or use Mod TT 20pxDespoil in order to fully benefit from being able to pick up Health orbs (also consider using Mod TT 20pxRage or Mod TT 20pxHunter Adrenaline to recover energy while taking damage).
  • Desecrate is also very effective in Excavation missions because it can be used on Power Carriers, possibly making them drop additional power cells.
  • Because Hydroid's Undertow preserves the bodies of enemies it kills, Desecrate synergizes very well with it if used properly, especially on Defense or Survival missions.
  • Corpses are consumed upon Desecrate's attempt to roll extra loot, regardless of success or not.
  • Overlapping Desecrate using two or more Nekroses will not generate more loot. Only one Nekros is needed for the entirety of their Desecrate range. Having multiple Desecrating Nekroses may still be useful if the Nekroses themselves are spread out and not overlapping.


Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

    • Reduces range to 8.5 meters.
cost per corpse to 2.5 energy.
    • Has no negative effects on this ability.
range to 70 meters.
    • Has no negative effects on this ability.
    • Increases cost per corpse to 15.5 energy.

ShadowsOfTheDeadModU15 Nekros4
Shadows Of The Dead
Summons shadow versions of vanquished enemies to fight alongside you for a short period of time.
Strength:25% / 50% / 75% / 150% (damage bonus)
15% / 35% / 65% / 100% (shield bonus)
15% / 35% / 65% / 100% (health bonus)
Duration:6 / 5 / 4 / 3% (health decay per sec)
Misc:4 / 5 / 6 / 7 (shadow copies)
10 m (spawn radius)
> 30 m (recall range)

  • Nekros summons 4 / 5 / 6 / 7 shadow copies of his most recently slain enemies, prioritizing the strongest enemy groups among those killed to summon. The copies retain the level and stats of their original selves but will gain 25% / 50% / 75% / 150% damage, 15% / 35% / 65% / 100% shields and 15% / 35% / 65% / 100% health, with each copy losing 3% of their health per second while active. The copies spawn randomly within a 10 meter radius and will fight for Nekros until they die either to enemy fire or their own degenerating health.
    • Damage, shield and health bonus are affected by Ability Strength, while the number of active Shadows is not.
    • Shadows of the Dead's damage, shield and health bonuses are additive bonuses that are applied to a shadow copy's total damage and total health. For example, +30% Ability Strength will increase the damage and health bonuses to 1.5 × 1.3 = 195% and 1 × 1.3 = 130% respectively at max rank. A copy whose original had 200 total health and dealt 100 damage per attack will have 200 × (1 + 1.3) = 460 health when summoned and will inflict 100 × (1 + 1.95) = 295 damage per attack.
    • There is currently no way to prematurely kill shadows in order to refresh them, either the shadows or Nekros must die in order for this to happen.
    • Health drain per second is affected by Ability Duration.
    • Spawn radius is not affected by Ability Range.
    • The number of active Shadows is displayed on the ability icon.
      • Shadows of enemies that summon addittional units, like Drahk Masters, can summon Shadows of their respective minions. These can exceed the number of Shadows Nekros can normally summon, and will be reflected in the number on the ability icon. They also contribute extra damage reduction when Mod TT 20pxShield of Shadows is equipped.
    • Health decay of shadows can be reduced or reversed with good duration and Mod TT 20pxRejuvenation auras.
    • Most Warframe healing abilities will also heal Shadows, as well as NLMagistar Sancti Magistar's charge attacks.
      • This can become a problem later on when the Nekros player needs to refresh their shadows to get higher level versions, but cannot do so until they die.
  • Casting the ability again (default 4 ) while there are Shadows still active performs additional functions:
    • Fully replenishes active Shadows' shields and health on each recast. If the number of active Shadows are at maximum capacity, Nekros will perform a shortened animation.
      • Shadows are not healed before the completion of the animation; as such, if recasting at maximum Shadows, some can die before getting healed, and more will not be spawned to compensate.
    • When the number of active Shadows falls below the maximum, Nekros performs the full summoning animation to create additional Shadows up to the maximum capacity. This function can only be performed when there are slain enemies in Nekros' recently-killed list (see Summoning Priority tab below).
    • Active Shadows that are more than 30 meters away from Nekros will teleport into Nekros' spawn radius.
  • Shadow copies are selectively summoned and possess unique properties:

  • While shadow copies can be different unit types, they possess common characteristics:
    • As the shadows appear, each one inflicts a small area knockdown which can only affect each enemy once.
    • Shadow copies have raised Threat Level, causing enemies to prioritize attacking copies over players.
    • Nekros and his allies are able to walk through shadow copies without being obstructed.
    • Shadow copies will take cover and organize, while occasionally seeking out to follow the player or the host around.
    • Enemies that spawn additional enemies can add to the number of shadows.
    • Kills by a player's shadow copies grant that player 50% of the kill experience to their Warframe.
    • Shadow copies are black, and have a mist effect that is colored with Nekros' energy color. A pure black energy color will remove the mist effect and leave simply blackened forms.
    • If a shadow enters inside the sphere of a Nullifier Crewman or Corrupted Nullifier, or gets in contact with the disrupting aura of a Comba or Scrambus, the shadow will be drained of health while remaining inside the bubble or aura. If Nekros is the one making contact with one of the mentioned, his shadows will not die. (Only tested with Nullifier Crewman so far.)

  • Does not work on Bosses, Desert Skates, Latchers, or Kuva Guardians with one exception: Zanuka can be revived as a shadow copy if Nekros is the one to kill it.
  • Has a very long cast animation, during which shadow copies usually will not attack. Nekros is not immune to knockdown and takes full damage during this time.
  • Dying or experiencing a host migration will destroy any shadows you currently had stored.
  • Battalyst and Conculyst can be summoned as shadows with (usually) the highest priority.

Main article: Shield of Shadows

Shield of Shadows is a Warframe Augment Mod that allows NekrosIcon272 Nekros to transfer a percentage of damage he receives to any active ShadowsOfTheDead130xDark Shadows Of The Dead minions within 50 meters.

Rank Damage transfer Cost
0 3% 6
1 4% 7
2 5% 8
3 6% 9

Tips & Tricks
  • Shadow copies attract attention from enemies, they are effective at defending objectives or areas of a map.
  • Actively target and focus your attacks on enemies you want to clone prior to casting the ability.
  • Because you still take full damage during the long summoning animation, it might be useful to cast Terrify130xDark Terrify just before using this skill.
  • Roller will often roll around aimlessly and get stuck, do not use these as your shadows.
  • Shadow Shield Ospreys will shield all of your shadows and your team, granting additional 200 shield when connected (as of Update 10.3). This buff is not increased by multiple Ospreys and you must be less than 10 meters from a Shield Osprey for it to connect. They will prioritize following your shadows or enemies if not in range of shadows. They will provide shield bonuses to Defense objectives or any other allied unit, including MindControl130xDark Mind Controlled enemies (besides Grineer heavy units).
    • Can be used as a temporary survival measure in Survival when the oxygen runs out, as disconnecting/connecting to osprey will instantly regenerate your shield and apply the bonus. It will not stop the draining of shield but can be used as a temporary measure to stay alive, such as waiting in extraction where you are very vulnerable to attacks.
  • Shadow Toxic Ancients' will provide nearby allies with toxin resistance, Ancient Disruptors will provide magnetic resistance (and perhaps aura resistance), and both Ancient Healers and Corrupted Ancients will grant nearby allies heavy damage reduction.
  • In Void Defense it is recommended to spawn the shadows in the center zone with the cryo pods so that the AI will take cover and increase their survivability.
  • Can be used to control Rampart.
  • OberonIcon272 Oberon's Renewal130xDark Renewal will heal Shadows and can override their health decay; however, as Renewal's energy drain scales with the number of affected targets, and Shadows are both numerous and constantly under healing, they can very quickly drain all of Oberon's energy. Take this into consideration when playing with an Oberon in the team.
  • TrinityIcon272 Trinity's Blessing130xDark Blessing, with at least 125% Ability Strength, can fully heal Shadows and can potentially keep them alive indefinitely.
  • Mod TT 20pxRejuvenation will replenish shadows' health, which can offset the constant health decay. This is particularly useful with Nullifier Crewman, or other enemies that can avoid directly taking damage. Some numbers for Reference:
    • Rejuvenation restores +3 hp/sec, which means at a 3% health drain you will cancel the health drain of a mob with 100 hp. 4 Rejuvenation aura's will increase your heal rate to +12 hp/sec, which would cancel the health drain of a mob with 400 hp with a 3% health drain.
    • Rejuvenation restores +3 hp/sec, which means at a 1% health drain (near max duration) you will cancel the health drain of a mob with 300 hp. 4 Rejuvenation aura's will increase your heal rate to +12 hp/sec, which would cancel the health drain of a mob with 1200 hp with a 1% health drain.
  • Some enemies (tested on Crewmans) can hack into Ambulas or Bursa, making this step trivial for the player. (further testing required)


Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it. To view an individual ability's interactive maximization, visit the ability's main page.

    • Has no negative effects on this ability.
cost to 25 energy.
    • Increases health drain to 7.5% per second.
    • Reduces health and shield bonus to 40% and damage bonus to 60%.
health and shield bonus to 412% and damage bonus to 618%.
health and shield bonus to 337% and damage bonus to 505.5%.
    • Increases cost to 155 energy.
    • Increases health drain to 4.14% per second.

  • Does not properly produce shadow copies when standing on boxes or crates, as the ability will spawn shadows at your current height in the casting range. If there are no surfaces around where you are standing that are close to the height you are at, very little or no shadows will spawn, but it would use energy and waste 'souls'.
  • Rarely, a shadow or two will not die when the duration ends, and will continue to exist until they die.
  • If a Corrupted Ancient is queued for your next shadow, casting the ability on solo missions will allow you to become downed instead of dying instantly, as the game recognizes the healer is about to be spawned. You will be revived with a small portion of your health once the Ancient pulses its healing wave. This is a quirk that only occurs if a Corrupted Ancient is queued to be spawned as you use the ability and will not happen in any other case.
  • A Sapping Osprey shadow's sapping field will not have Nekros' energy colour, and the orb can be destroyed by allies. The field will not damage allies, however.
  • In solo mode, dying just as the shadows are summoned can result in the shadows not losing health over time, thus existing until they are killed by hazards or enemies. These shadows do not contribute to the "summoned shadows" counter, allowing the player to have more than the usual maximum number of shadows allowed at one time. These shadows remain in this state even when more shadows are summoned.
  • For whatever reason, shadow Nullifier Crewman of either type decay slower than other enemies, to the point where a couple [Rejuvenation] auras can easily keep them alive (with a decent positive duration) until they are killed by enemies.
  • If this ability is used to revive a Grineer Prosecutor, the Lotus will prompt you that she is detecting an enemy one. Respectively, she will pronounce that they have been killed once they decay, or the ability ends.

Strength Mods


Duration Mods


Range Mods


Nekros1 Nekros1
Nekros2 Nekros2 Nekros2
Nekros4 Nekros4

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Nekros can be equipped with the following items:


Augment Mods

See also

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Update 25.8
Warframe Looting Ability Changes

Warframe Loot Abilities will again be able to yield multiple-drops from already looted corpses. A single enemy can be looted by at most one Ability from each group - which is how it worked before, this just clarifies it. Warframe Looting Abilities have been split into separate functionality groups for clarity:

  1. Loot while alive: Ivara
  2. Loot petrified: Atlas
  3. Loot on death: Wukong, Khora, Hydroid. An enemy can only be killed once, they can’t ‘die’ multiple times.
  4. Loot corpse: Nekros, Chesa

These changes stem from a bigger conversation that was addressed yesterday regarding not providing closure on the Loot Frame changes from The Jovian Concord. All the information can be found here:

Update 25.7

  • Fixed friendly Mine Osprey Drones from Nekros’ Shadows of the Dead causing a progression stopper in Gas City ‘kill all remaining enemies’ missions due to the Drone not timing out, and not taking allied damage. This also fixes the same progression stopper in Gas City Defense missions due to an inability to end the Wave.

Hotfix 25.0.4

  • Fixed Nekros’ Shadows of Amalgam Machinists creating Ospreys that are friendly and break progression in Gas City Defense missions. The Ospreys spawned by Machinist Shadows will now be tracked properly as Shadows.

Update 25.0

  • Fixed Chesa Retrieve double dipping with Nekros’ Desecrate.
  • Fixed Chesa/Desecrate double dipping with Hydroid/Khora.
    • Added info: When we added the Nightwave challenge for the Silver Grove, we encouraged a return to content that normally would have been fine. A small handful of players found an exploit and as we looked into things, we thought we fixed the issue with the new Chesa behavior that could lead to problems. We didn't. We decided to cut a bit deeper. Ivara's looting ability is now the only one that stacks with other looting because it works while alive. If a target is dead, a successful loot now happens once, no matter the source. However, multiple can attempt to loot the same body. Yes... this is different from how it previously behaved, but this is the new intended behavior.

Hotfix 24.7.2

  • Fixed Nekros’ Soul Punch not counting towards Challenges that count Revives.

Hotfix 23.3.2

  • Fixed Nekros’ Shadow of the Dead Infested Brood Mothers producing looping/stacking maggot sound effects.

Hotfix 23.0.5

  • Fixed Nekros Prime having a ‘None’ Skin option.

Hotfix 22.20.8

  • For consistency, damage link abilities (Trinity, Nidus, Nekros) will no longer transmit self-damage, but you will still get the damage reduction. This is particularly relevant for the healer/support class of Trinity who had become the go-to DPS frame in addition to the intended support roles. The re-release of Mods like Aviator added to some clever but ultimately uncharacteristic roles for Trinity.

Update 22.20

  • Fixed Nekros being able to Desecrate already desecrated bodies or invincible bodies.

Hotfix 22.16.4

  • Fixed Nekros’ Soul Punch projectile not affecting nearby enemies.

Hotfix 22.16.2

  • Fixed Nekros’ Shadows of the Dead clones not attacking enemies.

Update 22.16

  • Updated the look of Nekros’ Shadows of the Dead minions to help players better differentiate between them and real enemies.

Hotfix 19.5.7

  • Fixed a script error with Shadows of The Dead.
  • Fixed Sparring weapons appearing as embedded in the back of Nekros Prime.

Hotfix 19.5.4

  • Fixed being able to Desecrate friendly Shadows in The Jordas Verdict.

Hotfix: The Vacuum Within 3

  • Fixed Nekros not being able to Desecrate dead enemies that are playing a death animation.
  • Fixed Nekros desecrating one piece of a corpse causing the Desecrate timer to be reset for other pieces of the same corpse.

Hotfix: The Silver Grove 4.2

  • Fixed the holster position of secondary weapons on Nekros.

Update: The Silver Grove 1.0

  • Fixed a crash that occurred while using Desecrate.

Hotfix: The Silver Grove 5

  • Reverted some cloth changes to Nekros.

Hotfix: The Silver Grove 3

  • Prime: Nekros Prime added to drop tables.

Update: The Silver Grove

  • Conclave: Increased cost of Desecrate.
  • Conclave: Reduced duration, range and added a debuff icon on target of Desecrate debuff.
  • Conclave: Removed Energy drop from Desecrate.
  • Decreased Desecrate delay slightly to make it more popcorny.
  • Fixed Duration Mods reducing energy per enemy for Desecrate.
    • Power Efficiency should only affect energy per enemy for Desecrate.

Hotfix: Specters of the Rail 2.2

  • Changed Shadows of the Dead teleport range to greater than 30 meters from Nekros.
    • If a Shadow is 30 meters away from Nekros on recast, it will teleport to range.
    • If it is less than 30 meters away, it will heal.

Hotfix: Specters of the Rail 2.1

  • The number of Shadows spawned has been reduced to 7 and is no longer affected by Mods.
    • To compensate for this, Nekros now spawns stronger Shadows prioritized by heavy unites killed with Shield multiplier and draw aggro more heavily.
  • Augment: Changed Despoil to reflect his Desecrate changes.
  • Augment: Shadows of the Dead - Mod TT 20pxShield of Shadows
  • Fixed Desecrate pickups not being shot upwards for Clients.

Update: Specters of the Rail

  • Fixed a case where Soul Punch caused some performance issues.

Update 18.14

Update 18.13

  • Passive: Enemy death within 10 meters of Nekros regenerates 5 Health.

Hotfix 18.6.3

  • Fixed the holster position of the Staticor and thrown sidearms.

Update 18.6

  • Conclave: Reduced the range and damage of Soul Punch.

Update 18.5

  • Conclave: Soul Punch - Mod TT 20pxDischarge Strike
  • Terrify will no longer fear boss-type enemies, but will continue to apply an armor reduction debuff.
  • Shadows of the Dead will no longer be able to summon boss-type enemies.

Hotfix 18.4.1

  • Kills earned by Nekros' summoned Shadows of the Dead allies will now contribute to future casts of the ability.

Update 18.3

  • Conclave: Soul Punch no longer require a target to activate.

Update 18.0

  • Conclave: Nekros is now available for use.
  • Desecrate can now affect enemy Osprey units.

Hotfix 17.8.1

  • Fixed Terrify having no effect on enemies.

Hotfix 17.1.3

  • Augment: Fixed Despoil consuming Energy.

Update 17.1

  • Fixed Desecrate showing as being castable even when players don’t have enough energy.

Hotfix 16.5.1

  • Fixed Nekros's unique attachments not using the player’s custom colors.

Update 16.4

  • Augment: Shadows of the Dead - Mod TT 20pxShield of Shadows
  • Augment: Fixed Soul Survivor Augment not properly tracking revives or counting towards revive challenges.

Hotfix 16.3.5

  • Fixed kills from Shadows of the Dead not counting towards player stats.

Hotfix 16.3.2

  • Fixed Nullifier Crewmen not nullifying Shadows of the Dead summons.

Hotfix 16.1.3

  • Fixed the timing on Terrify casting animation visual effects.

Hotfix 16.0.4

  • Added casting trails on Nekros’ abilities.

Update 16.0

  • Fixed inappropriate sound replication occurring when Soul Punch hits an enemy.

Update 15.12

  • Terrify Changes:
    • Terrify casting time reduced.
    • Terrify will now affect a greater number of targets from 12 to 20.
    • Terrify can now be recast.
    • Terrify will prioritize unaffected targets on cast.
    • Terrify range has been slightly reduced from 20m to 15m.
  • Shadows of the Dead Changes:
    • Increased the damage output (x2.5 with Maxed SOTD) of summoned shadows created by Shadows of the Dead.
    • Increased the health (x2 with Maxed SOTD) of summoned shadows created by Shadows of the Dead.
    • Players can now walk through shadows created by Shadows of the Dead.
  • Soul Punch Changes:
    • Soul Punch can be cast from any direction/orientation, meaning that Nekros doesn't have to orient himself to cast on a selected target.

Update 15.9

  • Fixed Shadows of the Dead not deactivating properly.

Hotfix 15.7.2

  • Fixed an error caused by Desecrate.
  • Fixed Infested Boiler’s spawned enemies improperly attacking players while under the effect of Shadows of the Dead.
  • Fixed Nullifier Crewman not properly deploying shield when resurrected by Shadows of the Dead.

Update 15.6

Hotfix 15.5.2

  • Fixed Shadows of the Dead when spawning Kubrows.
    • Kubrows spawned now have the correct visual effects and will die once Shadows of the Dead has expired.
  • Fixed energy efficiency Mods not applying to Desecrate.

Update 15.5

  • Augment: Removed the health and shield penalties from Soul Punch.

Update 15.0

Update 14.7

  • PvP: Fixed an issue with Soul Punch not working correctly.

Update 14.6

  • Desecrate now affects frozen corpses.

Update 14.0

  • Revisited Nekros tinting.

Hotfix 13.9.1

  • Fixed an issue with Crawlers spawned by Shadows of the Dead not being ‘auto-killed’ and rendering Exterminate and Defense missions uncompletable.

Hotfix 13.6.1

  • Fixed Shadows of the Dead clones attacking players after host migration occurs.

Update 13.6

  • Tweaked a number of armor offsets on Nekros.

Update 13.4

  • Fixed Terrify having a cool down discrepancy between host and client.

Hotfix 13.2.4

  • Fixed an issue with Shadow of the Dead ability providing extra points for Resurrected Warden.

Hotfix 13.2.3

  • Fixed a visual issue related to the summons from Shadows of the Dead.

Update 13.0

  • Improved the performance of Shadows of the Dead.

Update 12.4

  • Fixed a situation where it was possible for a Nekros summoned ally to squad up with enemy AI and take points.

Update 12.1

  • Fixed a situation where it was possible for a Nekros-Summoned-Ally to squad up with enemy AI and take points in Interception.

Hotfix 11.5.2

  • Fixed Shadows of the Dead clones not attacking unless attacked first.

Update 11.2

  • Armor increased from 50 to 65.

Update 11.0

  • Fixed Nekros Soul Punch ability to ragdoll target NPCs.

Update 10.3

  • Fixed a "power in use" bug that occurred after using Desecrate.
  • Fixed issue where MOAs raised with Shadows of the Dead knocked down friendly players.
  • Fixed issue where enemy Shield Osprey drones would shield friendly enemies controlled by Nekros.

Update 10.0

  • Introduced
Last updated:Hotfix 23.3.2

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