Octavia creates musical masterpieces from the Mandachord affixed to her arms that empowers her abilities. She possesses various passive mechanics highlighted in the tabs below:
For an in-depth guide to the Mandachord by the developers, please visit Update 20.0 (2017-03-24) patch notes and scroll to the Mandachord section.
The Mandachord is a step sequencer that allows the player to compose unique songs and conduct them in full symphony through Octavia's abilities.
To access the Mandachord menu, open the Arsenal in your ship, equip Octavia, click on the Warframe's Appearance tab, and select Mandachord at the bottom-right of the screen.
Once inside the Mandachord menu, the player's view will switch to first-person and look downward at the expanded Mandachord on Octavia's left arm.
The Mandachord menu comprises of all customization options related to Octavia's abilities.
Each ability is affected by a section of the Mandachord: Percussion (Mallet), Bass (Resonator), and Melody (Metronome).
Instruments enable selection of different soundpacks for each section (see Octavia's media for available purchases). The Adau soundpack is available by default, sporting drums for Percussion, violin for Bass, and choir voices for Melody.
Volume Mixer allows volume adjustments for each section. Volume settings will apply during Mandachord customization and to the appropriate abilities during gameplay.
Track Isolation enables toggling on or off each section for better audio clarity while composing a song.
Loop allows selection of bars 1 through 4 to continuously loop for note changes comparison while composing a song. Additionally, a bar's notes can be copied to another bar, or completely cleared from the selected bar.
Composition enables saving new songs, reloading the current song, and loading custom and instrument songs from your playlist.
The Mandachord may be paused at any time by clicking the Pause button at the bottom-right corner. Click again to resume.
When casting an ability, Octavia grants herself and allies within 15 meters the Inspiration buff, generating 1energy per second for 30 seconds.
Octavia recasting any ability will also refresh the active Inspiration buff's duration.
Inspiration buff icon is displayed with a duration timer next to the shield and health indicator at the top-right of the HUD.
Abilities []
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Octavia expends 25energy to throw a spherical music device in an arc toward the direction she aims. Upon impact, the device deploys into the Mallet which hovers in place for 8 / 12 / 16 / 20 seconds. The Mallet is an invulnerable hovering orb that continuously plays percussive music, attracting enemies in sight to attack it while absorbing and accumulating all enemy damage hitting its energy mass. Stored damage is converted into Blast damage, multiplied by 1x / 1.5x / 2x / 2.5x, and rhythmically dealt to all enemies within a radius of 5 / 6 / 8 / 10 meters and Line of Sight from the Mallet.
Absorbed damage can diminish over time.
Mallet has no target priority, enemies will be likely to shoot the Tenno if they are in line of sight.
Mallet's music is in tune with the Percussion section of the Mandachord, drawing from the preset musical notes to determine the percussive aura's damage strength and intervals.
Up to 1 Mallet can be deployed at a time. Deploying a new Mallet will remove the current one.
Ability Synergy:
When Mallet and Resonator are both active, Resonator will reroute toward the Mallet and carry it around.
When carried by Resonator, Mallet actively inflicts damage per beat that continuously increases and stacks over time against enemies inside Mallet's damage radius. This damage instance is separate from the stored damage portion of the ability.
Enemies charmed by Resonator are no longer pacified and will attack a carried Mallet to fuel its damage.
Resonator increases Mallet's Threat Level, making enemies outside of Resonator's charm radius more likely to shoot the Mallet instead of the Tenno.
If Mallet is placed where Resonator is unable to reach, Resonator will ignore Mallet.
Mallet will be dropped to the ground when Resonator expires.
When Mallet is hovering over an Amp field, Mallet's range doubled.
Damage is not doubled, contrary to the ability description.
Casting Mallet is not a One-Handed Action and interrupts other actions, but allows movement.
Throwing animation speed is affected by Casting Speed.
Mallet will visually emit sound bars from its core to beat-match Percussion notes. Sound bars enlarge and shrink based on Percussion, Bass, and Melody music in the environment.
Percussion bars appear from a horizontal ring around the Mallet core, while Bass and Melody bars appear from diagonal rings that layer on top the Mallet when Resonator and Metronome are active and nearby.
Mallet's core and percussive aura borders are affected by the chosen Warframe energy color. The percussive aura is briefly visible to allies when Mallet is cast before fading away, and is constantly visible to Octavia herself.
Octavia expends 50energy to throw a compact rollerball in an arc toward the direction she aims. Upon impact, the rollerball falls to the ground and deploys into the Resonator that lasts for 8 / 12 / 16 / 20 seconds. The Resonator is an invulnerable RollerSpecter that continuously plays bass music as it roams nearby terrain and seeks out enemies. The Resonator emits a charming aura with a minimum radius of 3 / 4 / 5 / 6 meters, causing enemies to cease all aggression and follow the Resonator's travel path for its duration; for each enemy charmed, the Resonator's charm radius expands, up to a maximum radius of 8 / 10 / 12 / 15 meters. Charmed enemies rhythmically receive up to 25 / 50 / 75 / 125Blast damage per beat while they remain in the charm radius.
Resonator's music is in tune with the Bass section of the Mandachord, drawing from the preset musical notes to determine the charm radius' damage strength and intervals.
Resonator will detect nearby unaffected enemies and roll toward them, charming enemies as it passes by. As charmed enemies catch up to the Resonator it will attempt to outpace them, laying down an invisible path for them to follow.
A blue waypoint marker centered on the Resonator will be visible to Octavia and all allied players, indicating potential enemy presence near it.
When the duration expires or the ability is recast, all previously charmed enemies will be Staggered
The expanded ability radius from charming enemies is permanent for the rollerball's remaining lifetime - it will maintain this larger radius until it expires or is recast. In other words, killing charmed enemies will not revert the ability to a smaller radius.
Up to 1 Resonator can be deployed at a time. Deploying a new Resonator will remove the current one.
Ability Synergy: When Mallet and Resonator are both active, Resonator will reroute toward the Mallet and carry it around.
When carried by Resonator, Mallet actively inflicts damage per beat that continuously increases and stacks over time against enemies inside Mallet's damage radius. This damage instance is separate from the stored damage portion of the ability.
Enemies charmed by Resonator are no longer pacified and will attack a carried Mallet to fuel its damage.
Resonator increases Mallet's Threat Level, making enemies outside of Resonator's charm radius more likely to shoot the Mallet instead of the Tenno.
If Mallet is placed where Resonator is unable to reach, Resonator will ignore Mallet.
Mallet will be dropped to the ground when Resonator expires.
Charm Immunity: Certain enemies are immune to the charm. This includes the following:
All named units such as bosses, enemies in The Index, etc.
Special units such as Executioner units (except for summoned Hyenas), Specters, Kuva Guardian, assassination Bounty targets, etc.
Casting Resonator is not a One-Handed Action, as it interrupts other actions but allows movement.
Throwing animation speed is affected by Casting Speed.
Resonator's energy lights will blink to beat-match Bass notes. Blink frequency is also affected by Percussion and Melody music in the environment.
Resonator's appearance and energy colors are affected by Octavia's chosen Warframe appearance and energy colors respectively.
Subsuming Octavia to the Helminth will offer Resonator and its augments to be used by other Warframes.
Conductor is a Warframe Augment Mod for Octavia that allows her to command Resonator by reactivating it, ordering it to move to where her reticle is pointing at, with increased speed.
Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.
Octavia expends 75energy to produce a melodic musical aura with a radius of 6 / 8 / 10 / 12 meters for 8 / 12 / 16 / 20 seconds. Octavia and her allies gain an 10% / 15% / 20% / 35%Armor bonus while inside the melodic aura.
Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
While the player and allies can hear the melody, Metronome's aura is considered silent to enemies.
While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:
Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
Synchronize percentages are listed between 0% and 100%, and will raise or lower depending on the player's timing. Once the percentage reaches 100%, the player gains the corresponding buff.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the corresponding buff icon will also be displayed with the remaining buff duration beneath and bonus percentage at the top-right of the icon.
Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
If a player does not perform an action when the ring disappears, their existing synchronize percentage does not decrease. however, if they do perform an action at the wrong time, their synchronize percentage resets; Meaning that players can skip certain beats and focus on precision if they cannot keep up with the Mandachord's rapid pace. This is particularly important for weapons with low fire rate / attack speed and with the vivace (movement speed) buff.
The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.
By synchronizing with jumps (default Space ), Octavia and her allies can gain the Vivace buff which increases Movement Speed by 10% / 15% / 20% / 30% for 5 / 8 / 12 / 15 seconds.
Double jump (default press Space twice), wall climb (face wall and press Space ), and wall jump (face wall + W + Space ) can also be used to synchronize.
By synchronizing with crouching (default Ctrl ) or sliding (default W + Ctrl ), Octavia and her allies can gain the Nocturne buff which grants Invisibility for 5 / 8 / 12 / 15 seconds.
By synchronizing with ranged weapon fire (default LMB ), Octavia and her allies can gain the Opera buff, granting 12% / 20% / 25% / 30% ranged weapon Multishot for 5 / 8 / 12 / 15 seconds.
Multishot bonus stacks additively with multishot mods such as Split Chamber.
Alternate-fire or secondary attacks on select weapons are not known to be able to gain multishot from Opera (requires testing).
By synchronizing with melee weapons (default E ), Octavia and her allies can gain the Forte buff, granting 20% / 25% / 25% / 30% bonus melee weapon damage for 5 / 8 / 12 / 15 seconds.
Damage bonus stacks additively with base damage mods like Pressure Point.
Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
Metronome affects the visuals and audio of any nearby Mallet and Resonator belonging to Octavia herself.
Tips & Tricks
Having the mandachord's melody set to a consistent rhythm makes it much easier to sync up your buffs.
Similar to Octavia's other abilities, without a melody this skill will do nothing.
The longer the pause is between notes, the higher is the percentage gained per successful action.
The intensity of light rings is determined by the number of notes in a particular column.
Draws power from the decibel level of sound in the area and uses it to amplify a damage buff for Octavia and her allies. It also doubles the damage and range of nearby Mallets.
Octavia expends 100energy to throw an amplifier device in an arc toward the direction she aims. Upon impact, the amplifier transforms the ground into a dance floor, encompassing the surrounding terrain in a field of sound sensors with a radius of 8 / 10 / 12 / 14 meters for 30 seconds. Octavia and her allies standing inside the Amp field gain a weapon damage buff with a minimum of 10% / 15% / 20% / 25% to a maximum of 125% / 150% / 175% / 200%, depending on the sound level in the environment.
Sounds originating from gunfire, footsteps, alarms, melee strikes, abilities such as Mallet, Resonator, and Metronome, and many more can affect Amp's damage multiplier.
Amp damage increase is displayed as an icon with the current damage increase in percentage, beside the shield and health indicator on the top-right of the HUD.
Amp's damage buff stacks additively with base damage mods like Serration.
Up to 1 Amp can be deployed at a time. Deploying a new Amp will remove the current one.
Ability Synergy: When Mallet is hovering over an Amp field from any Octavia player, the percussive aura will double in damage and range.
Amp field sound sensors visually produce sound bars that enlarge, shrink, stretch vertically, horizontally and diagonally depending on Percussion, Bass, and Melody music from Octavia's other abilities.
Sound sensors will only visibly react to the owner Octavia's abilities and not from other Octavia players in a squad. This is a visual effect only, as the sound level in the environment does affect any Amp field's damage multiplier.
The thrown amplifier device serves both as a visual anchor point and generator for the Amp field. Nullifier Crewman's bubble must come in direct contact with the amplifier device to dispel this ability.
When two or more Amps intersect, players will only benefit from the one with the highest boost.