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 damage to a single target within 20 / 30 / 40 / 50 meters.
- 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 damage. When the projectile makes contact with a hard surface, 100 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
- 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 Soul Survivor augment mod also counts toward Challenges that count Revives.
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 Corrosive 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
- 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.
Forces fallen enemies around you to drop additional loot.
|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.
- Corpse consumption rate and drop chance are not affected by mods.
- Radius is affected by Ability Range.
- Additional loot includes all items normally found on the original enemy's loot table, such as Mods, plus Credits, Resources, Ammo Pickups, Health Orbs, Energy Orbs, Pigments, Life Support and Power Cells.
- Additional loot retrieval stacks with other loot abilities that loot while alive ( Ivara's Prowl), loot while petrified ( Atlas's Ore Gaze), and loot on death ( Hydroid's Pilfering Swarm, Khora's Pilfering Strangledome and Wukong's Monkey Luck passive). However, it does not stack with other loot corpse abilities (Chesa Kubrow's Retrieve).
- 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 Despoil 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 damage or a 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 Molecular Prime even after the corpses have disappeared. When Desecrate is cast, the corpses appear and disappear quickly.
- Shadow corpses from 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
- Know the timespan for a body to completely disintegrate:
- Grineer and Corpus corpses will disintegrate in 15 seconds.
- Infested corpses and Avalanched enemies will disintegrate in 5 seconds.
- Corpses from enemies affected with Molecular Prime or from Channeling kills will disintegrate in 3 seconds.
- Corpses from enemies affected with 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 damage are likely to dismember enemies into multiple body parts.
- Desecrate synergizes well with Equilibrium – 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 Despoil augment or not.
- When using Equilibrium it is beneficial to take a controlled amount of damage, or use Despoil in order to fully benefit from being able to pick up Health orbs (also consider using Rage or Hunter 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.
|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 Shield of Shadows is equipped.
- Health decay of shadows can be reduced or reversed with good duration and Rejuvenation auras.
- Most Warframe healing abilities will also heal Shadows, as well as 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
) 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.
- 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.
- 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.)
- Shadow copies are taken from the last 20 enemies killed by both Nekros and his Shadows; teammate and Companion kills do not count. Once a specific enemy has been copied it is removed from the player's "recently-killed" list. The game does not remember any kills past the 20th (e.g., if you kill 30 enemies and cast this ability four times without killing any more enemies this ability will create 7, 7, 6, and 0 copies). The game is optimized to selectively summon the strongest enemy types available in the list, see below for more information.
- When using weapons with Syndicate mods, or weapons with built in syndicate effects, the radial blast will count as the player's kills, which will overwrite any current ones.
- Shadows of the Dead summoning selection prioritizes the highest group of enemies first, the levels of enemies slain second, and the earliest available enemy on the recently-killed list third. The list below contains the highest to lowest priority group of enemies for each faction based on playtesting results:
- High: Denial Bursa, Isolator Bursa, and Drover Bursa.
- Medium: Tech, Nullifier Crewman, Fusion MOA, and Anti MOA.
- Medium-low: Elite Crewman.
- Low: Crewman, Detron Crewman, Prod Crewman, Sniper Crewman, Comba, Scrambus, MOA, Railgun MOA, Shockwave MOA, Attack Drone, Leech Osprey, Lynx Osprey, Mine Osprey, Oxium Osprey, Scavenger Drone, Sapping Osprey, and Shield Osprey.
- High: Juggernaut.
- High-medium: Ancient Disruptor, Ancient Healer, Boiler, Brood Mother, and Toxic Ancient.
- Medium: Mutalist Osprey and Power Carrier.
- Medium-low: Swarm-Mutalist MOA and Tar-Mutalist MOA.
- Low: Crawler, Electric Crawler, Lobber Crawler, Nauseous Crawler, Toxic Crawler, Charger, Leaper, Maggot, Runner, and Volatile Runner.
- Eximus variants for all factions can be spawned as shadows, often prioritized for spawning due to higher level difference than their normal counterparts.
- Despite some enemies like the Scorch being very powerful, they are not considered in the spawning hierarchy.
- 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
- 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 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 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.
- Oberon's 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.
- Trinity's Blessing, with at least 125% Ability Strength, can fully heal Shadows and can potentially keep them alive indefinitely.
- Rejuvenation 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)
- 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|
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