Enemies killed by Nova whiled Slowed have a 15% chance to drop a Health Orb, while enemies killed while sped-up have a 15% chance to drop an Energy Orb. The slow/speed-up can be from any source, including Nova's Molecular Prime.
Abilities
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Nova expends 25energy to create 6 / 8 / 10 / 12 antimatter particles that orbit her and automatically launch themselves one by one every 1 second at enemies within ? / ? / ? / 10 meters inflicting ? / ? / ? / 200Blast damage with 100% status chance. Each particle persists on Nova indefinitely until launched, granting her 5%Damage Reduction as they orbit her.
The particles can also benefit from flat critical chance, such as from Covenant or Arcane Avenger. However, they have a critical multiplier of 1x, so sources of critical damage like Tenacious Bond are required for any effect on the damage.
Most elemental damage boosts, such as Shock Trooper, have no effect.
Nourish apply both damage and Viral elemental weight that will compete with the innate Blast of the particles.
While active, a counter becomes visible on the ability icon that displays the number of available particles.
Null Star has a 2.5 second cooldown between casts
Nova cannot be knocked down while casting Null Star.
Ability Synergy: With Molecular Fission equipped, enemies killed while affected by Molecular Prime will restore a Null Star charge with a chance to restore a second charge.
Subsuming Nova to the Helminth will offer Null Star and its augments to be used by other Warframes.
However, Subsumed Null Star's damage reduction caps at 75%.
If Garuda subsumes Null Star or Nova subsumes Blood Altar, then the particles will not target enemies currently impaled by Blood Altar.
Neutron Star is a Warframe Augment Mod for Nova's Null Star that allows it to inflict Heat damage with guaranteed status effect in a radius and recasting the ability will disperse currently active particles to seek out enemies before being replenished. Neutron Star's seek radius is doubled than that of Null Star's.
90% damage reduction can be achieved with 150% strength or duration, as long as the other stat is not below 100%. Going beyond this is still useful, as it provides a buffer when particles are used up.
When you are full on energy and come across extra energy spheres laying on the floor, you can cast a "free" Null Star and instantly go back to full energy. This allows you to easily keep stars active for each encounter.
Stars will launch themselves at unaware enemies, alerting them if they survive. This makes this ability sub-optimal for stealth oriented missions.
Each particle will stun on hit, allowing you to continually stagger a target while you attack them.
Defensively, it is wise to use it before reviving an ally or accessing a terminal, as you are very vulnerable when doing either. Activating Null Star beforehand can stun or kill any enemies nearby that decide to attack you, preventing you from taking a lot of unnecessary damage.
On higher enemy ranks Nova may wish to use the skill in the same manner as Rhino's Iron Skin and recast it every time her damage reduction dips significantly below 90%, as this will prevent her from being blindsided by enemies that are stuck in corners or behind obstacles. This is particularly important in Grineer tilesets because infantry will often jam themselves into corners on either side of the round doorways and open fire as soon as the player passes by.
To focus on keeping Null Star particles for damage reduction, it can be beneficial to have Ability Range lower than 100%. Lower range will prevent particles from seeking enemies at a distance. This will however hinder her other abilities, particularly Antimatter Drop.
Null Star particles will seek deactivated Bursa in range. It is advisable to stay away to prevent wasting the particles.
The Molecular Fission augment will allow Molecular Prime to restore up to two charges of Null Star per enemy killed while under its effects.
Bugs
The base damage of null star is currently 200, not the 300 stated in the patch notes
Nova expends 50energy to create a volatile orb of antimatter that travels forward which is steered with the aiming reticle. This particle absorbs all damage (friendly and hostile) when shot at, lasting indefinitely until it makes contact with a surface. Upon collision, the particle inflicts 10Blast damage on contact, then explodes to inflict 100 / 125 / 150 / 200 base damage plus 2x / 4x / 6x / 8x all absorbed damage as Blast damage with 100% status chance to all enemies within 5 / 8 / 10 / 15 meters and in direct Line of Sight.
The particle cannot absorb more damage being shot 5 times (excluding Multishot, but will count a contact + explosion attack as two hits), after which it will speed up.
The particle cannot absorb more than 25,000 damage.
The particle does not absorb damage from other Antimatter Drop explosions.
Recasting the ability will cause the active particle to massively speed up.
The particle is guided via the HUD's targeting reticle, steering itself towards any object the reticle is placed on including environmental obstacles and enemies.
Ability Synergy: An Antimatter Drop that enters a Wormhole absorbs 12,500 damage.
The antimatter particle appears as a sphere contained inside another sphere, with the inner sphere growing in size as it absorbs damage.
Nova/Abilities's visuals will appear gold when cast by Nova Prime.
This ability is a one-handed action; as such, it will not interrupt full actions such as reloading, charging, or shooting.
Antimatter Absorb is a Warframe Augment Mod for Nova's Antimatter Drop that allows it to absorb incoming enemy gunfire, adding to its total damage potential.
A quick and reliable way to utilize the Antimatter Drop's damage potential is to aim it at the floor and blast it with a shotgun point blank as soon as it's launched, resulting in a radial explosion around the player. A well-modded Sancti Tigris or Tigris Prime are capable of fully charging the Drop with a single duplex shot, while Arca Plasmor's wide effective area makes it easy to hit the Drop without taking time to aim.
Antimatter Drop moves towards a point at which the player is placing their reticle, whether aiming or not. Keep this in mind to control it. If you aren't absolutely sure that enemy fire will kill you it may be wiser to persevere through the hail of bullets and continue guiding the Drop until it detonates as prematurely running for cover may cause a loaded drop to float back to you and waste your invested ammo.
If done correctly, this is the most effective ability that can be used against powerful bosses that retain a single stage of health, as a well-charged drop can deal damages up to more than 100,000 Radiation damage on a single explosion.
The Opticor is an example of one weapon that can provide a large amount of damage to the drop.
It is preferable to use weapons that have zero or little recoil, as recoil moves the weapon and this will move the reticle as well. Which in turn will steer the orb away from the centerline (when it flies away from you) and will make it take time to re-steer it to where you wish it to hit
Critical damage does not amplify the Drop further, as Critical hits do not affect objects.
Most likely due to the behavior of abilities with Cataclysm, it is ill-advised to use Antimatter Drop inside of said ability. The orb will always count as "outside of the rift plane" and therefore you will be unable to hit it unless you leave the Cataclysm.
Using the augment, you can create a moving shield that charges itself.
Being squad host will remove the burden on experiencing input lag when using this ability. When playing as a client the position needs to be sent to the host & back to you.
Nova expends 75energy to open a wormhole directly in front of her, creating a rectangular portal entrance with an energy trail leading to the exit point up to 50 meters away, centered on the location on the aiming reticle. Allies and enemies passing through the portal entrance will instantaneously travel to the exit point, up to a maximum of 1 / 2 / 3 / 4 uses per wormhole. Wormholes last indefinitely all uses are expended. Only 1 / 2 / 3 / 4 wormholes can be active simultaneously.
Number of warps is indicated by the orbs above each portal.
All weapon gunfire and abilities (including hitscan bullets, projectiles, and beams) will instantaneously travel through a Wormhole's portal entrance, to continue their flight direction and trajectories from the exit point. Bullets that pass through a Wormhole consume 1/10th of a charge and have a cooldown of 0.1 seconds.
Redirected objects will travel from the exit point toward their previous direction (e.g. while firing a Quanta's beam into a Wormhole entrance, circle around the portal to sweep the beam from side to side).
Objects can be teleport through the reverse side of a Wormhole's portal entrance, resulting in the redirected object traveling toward your direction.
Holding down the ability button (default 3 ) displays a warp range indicator.
Ability Synergy: Wormhole can teleport an Antimatter Drop while charging it halfway.
Creating another wormhole when the maximum number of active wormholes has been reached will cause the oldest wormhole to collapse.
Wormholes created directly over an ally or an enemy will cause them to travel instantly as if they have entered it.
This ability is a one-handed action; as such, it will not interrupt full actions such as reloading, charging, or shooting.
The wormhole is created with a hit-scan "projectile" around Nova's feet to the reticle. This is why wormholes created over guardrails do not appear at their targeted location.
Wormholes can cover large areas of map; extremely useful when you want to reach a key objective in time or a teammate before they bleed out.
Bugs
If a Worm Hole is placed at the proximity of a Snow Globe and/or going through a Snow Globe one will not be able to enter the wormhole.
When using Worm Hole behind a crossable barrier, then jumping over the barrier into the portal, it will teleport you back to the starting position.
Nova expends 100energy to unleash a radial wave of antimatter particles. The wave starts 5 meters from Nova and propagates at a speed of 5 meters per second for 2 / 3 / 4 / 6 seconds before dissipating. All enemies in range are coated in antimatter that destabilizes their molecular structure for 10 / 15 / 20 / 30 seconds.
For example, Molecular Prime at rank 3 with 150% Ability Duration will have wave radius of:
5 + (5 × (6 × 150%)) = 50 meters
Tap the ability key to unleash a Slow wave. Hold the ability key to unleash a Speed-Up wave. Primed enemies have their action speed increased or decreased by ?% / ?% / ?% / 50%, receive 100%Damage Vulnerability, and detonate upon death dealing 150 / 300 / 500 / 800Blast damage with 20%Status Chance to enemies within 6 / 7 / 8 / 10 meters.
Slow/speed-up debuff is capped at 75%, achievable with 150% Ability Strength.
Ability Synergy: Enemies killed by Nova while slowed passively have a 15% chance to drop a Health Orb, while enemies killed while sped-up have a 15% chance to drop an Energy Orb.
Each explosion can cause the subsequent death and detonation of nearby enemies, resulting in a chain reaction.
Molecular Prime does not stack from multiple Novas.
Recasting Molecular Prime clears the spread of the previous cast.
Molecular Fission is a Warframe Augment Mod for Nova's Molecular Prime that makes primed enemies restore Null Star charges when killed and causes Null Star particles to inflict Molecular Prime.
Speed-Up (hold cast) is particularly useful in Defense missions to force enemy waves to come out faster.
Speed-Up now works on Eximus units, although the slow does not.
Molecular Prime works incredibly well in conjunction with Antimatter Drop, weakening a boss, or killing entire legions of enemies by triggering an explosion.
It should be noted that the slow effect for Molecular Prime stacks with other abilities that slow. When used alongside Frost's Snow Globe, or other effects such as Cold elemental mods, this ability is also capable of bringing enemies and bosses to a grinding halt, dramatically slowing them and easing the capability of landing headshots for the whole team.
Synergizes well with Nyx's Chaos as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Synergizes well with Saryn's SporesCorrosive proc by first spreading and weakening every individual armored unit, then causing a series of chain explosions when a single one dies.
Synergizes well with Loki's augment mod Irradiating Disarm for his fourth ability Radial Disarm which creates an AoE disarm and Radiation proc as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Primed enemies' bodies visibly dissolve after death by detonation, but they are actually hidden and not yet removed, thus allowing Nekros to cast Desecrate.
Bugs
Casting Molecular Prime then having a Trinity cast Blessing before executing a target will cause the explosion to be the color of the Trinity's energy, rather than your own.