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OmikujiModx256 Omikuji
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EnergyOrb50
Omikuji

Koumei glimpses a favorable future and the precise steps needed to reach it. Complete the challenge to earn a Decree. A roll of triple sixes grants a Decree without a challenge.


Introduced in Update 36.0 (2024-06-18)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:N/A

Misc: ≤12 unlucky dice roll with random penalty
Random Decree awarded on challenge complete
5 / 8 / 11 / 15 % chance to earn rare Decree
5 / 10 / 20 / 35 / 50 / 75 / 100 / 150 s cooldown tiers
150 s cooldown cap
2 s ally kill window
Instant Decree awarded on triple sixes

Info

  • Koumei expends EnergyOrb50 Energy to open an Omikuji sacred envelope, enacting its fated challenge as a bonus side objective shown below the mini-map. If Koumei's passive dice roll total number scores ≤ 12, a random penalty also afflicts Koumei during Omikuji's challenge. Hold down the ability button (default 2 ) to reject the challenge, causing Omijuki to begin cooldown.
    • An Omikuji envelope opens at the center bottom of the screen to reveal the selected challenge, then fades away and displays in the objectives list.
    • While rejecting a challenge, the time required to hold down the ability button is shown on the objectives list.
  • Once the challenge is completed, Omikuji begins cooldown and Koumei earns a random Decree, with a 5% / 8% / 11% / 15% chance to roll a Rare tier. Decrees remain active for the remainder of the mission, and can be seen in the Pause Menu (default ESC ) to review their effects.
    • Completing the challenge in Duviri will instead open the Decree selection window.
    • Challenges and Decrees are preserved in the event of a host migration.
  • Omikuji has an increasing cooldown after each use.
    • The 1st cast has a 5 second cooldown.
    • The 2nd cast has a 10 second cooldown.
    • The 3rd cast has a 20 second cooldown.
    • The 4th cast has a 35 second cooldown.
    • The 5th cast has a 50 second cooldown.
    • The 6th cast has a 75 second cooldown.
    • The 7th cast has a 100 second cooldown.
    • The 8th and all subsequent casts have a 150 second cooldown.
  • If Koumei were to exhaust all Decree during a mission (i.e. collected all of them), the ability will be rendered unusable.
  • Ability Synergy:
    • When Koumei's Passive Five Fates dice roll score triple sixes, Omikuji instantly grants her a Decree without requiring a completed challenge.
  • Fate randomly decides on the myriad of challenges and Decrees that Koumei foresees in her future:

Challenges
  • Kill a number of enemies while meeting a condition.
    • Number of kills determined by the total dice roll. Higher rolls will yield lower kill count and vice versa.
    • When an enemy is hit by Koumei and she fulfills the conditions listed below, there is a 2 seconds window to count the kill made by her teammates for Omikuji's challenge.
  • Possible conditions are as listed below:
    • While sliding.
    • While wall latching.
    • Within 10 meters.
    • From 20 meters away.
    • While you are airborne.
    • While they are affected by a status effect.
  • When rolling triple sixes, the message instead says "Destiny aligns. Koumei seizes a decree."

Penalties
  • Afflicted with DmgFireSmall64 Heat or DmgToxinSmall64 Toxin or DmgPunctureSmall64 Puncture status effect.
    • Status debuffs are refreshed to full duration when almost ending.
  • Energy drain per second.
    • Number of energy points drained are shown as a debuff icon beside the hitpoints indicator.
  • Shield recharge delay.
    • Seconds of shield recharge delay are shown as a debuff icon beside the hitpoints indicator.

Decrees

General Damage Decrees

  • Smoldering Strike: Melee Attacks are imbued with fire, dealing +70/140/210% DmgFireSmall64 Heat Damage. +20% Status chance.
  • Critical Frost: Critical Hits deal an extra hit with 40/80/120/160/200% DmgColdSmall64 Cold Damage with Status.
  • Bombastine's Malice: On headshots, 30% chance for enemies near the target will be inflicted with 30/60/90/120/150% DmgToxinSmall64 Toxin.
  • Rising Agony: Critical melee hits grant +50/100/150% Critical Damage for 7 seconds.
  • Venomous Touch: Every third melee attack deals 100/200/300% DmgToxinSmall64 Toxin Damage with Status.
  • Critical Roll: After rolling, increase Critical Damage by +40/80/120% for 4 seconds.
  • Majestic Strike: Melee attacks hit twice.
  • Irresistible Bombardment: Each shot briefly increases fire rate by +10/20/30% cumulatively.
  • Vicious Barb: Critical Damage is doubled.
  • Deadly Momentum: Every second you are moving, gain 5/10/15% damage. Stacks up to 50/100/150%. Stacks steadily decay when you are stationary.
  • Twofold Torment: Status Effects deal double damage.
  • Duelist's Advantage: Your first shot after reloading deals +200/300/400% damage.
  • Shattering Frost: Deal +80/160/240% damage to enemies affected by DmgColdSmall64 Cold Status.
  • Between the Eyes: On headshots, gain +50/100/150% damage for 3 seconds.
  • Dueler's Outburst: On Critical Hit, gain +30/60/90% melee Attack Speed for 3 seconds.
  • Hammer of Retribution: Ground Slam or Power Strike boost Attack Speed by +25/50/75% for 5 seconds. (Power Strike only applicable in Duviri)
  • Fearsome Bonanza: Gain +20/40/60/80/100% Damage for every enemy affected by Status within 20m.
  • Blazing Bombardment: Every fifth shot that hits its target launches a homing fireball at a nearby enemy, dealing 80%/160%/240% DmgFireSmall64 Heat Damage and Status.
  • Wyrmling's Aid: Shots deal an extra hit with 40%/80%/120%/160%/200% DmgCorrosiveSmall64 Corrosive Damage and Status.
  • Sythel's Outburst: On Finisher kill, Melee range is increased by 4m for 15 seconds and your Melee is imbued with 60/120/180% DmgElectricitySmall64 Electricity damage.
  • Storm Caller: 100/200/300% Magazine Capacity. Gain 1 DmgElectricitySmall64 Electricity Damage by every bullet reloaded to your weapon.
  • Fault Finder: Weakpoint kills create a 10m field that deals 10/15/20% of the killing blow’s damage as DmgElectricitySmall64 Electricity Damage every second for 8 seconds.
  • Salted Wound: Heavy Attacks deal an extra hit with +60%/120%/180% DmgCorrosiveSmall64 Corrosive Damage and Status.
  • Sweeping Blow: Melee Heavy Attack create a shockwave, dealing 60/120/180% damage.
  • Swooping Miasma: Gain +3 jumps. Jump Kicks cause 300 DmgViralSmall64 Viral Damage and status in an area around hit enemies.
  • Kexat's Pounce: Jump higher. Gain +60%/120%/180% damage while airborne. Effect wears off 2s after landing.
  • Molten Mettle: On Finisher, deal 20%/40%/60% of enemy's maximum Health as DmgFireSmall64 Heat Damage 10m around the target.

Energy Economy Decrees

  • Proficient Fighter: Drifter Ability cooldown reduced by 15/30/45%. Warframes gain +15/30/45% EnergyOrb Ability Efficiency.
  • Morale Boost: With full Health, Warframe regenerate 5 Energy per second and Drifter's Transference bar fills 20% more. (Transference bar only applicable in Duviri)
  • Bounce Back: On Warframe Ability cast, refund 25% of Energy spent. On Drifter Ability cast, the Transference bar fills 30% more for 6 seconds. (Transference bar only applicable in Duviri)
  • Envious Economy: Casting an Ability grants a 30/60/90% chance for the next Ability cast to have no cooldown for Drifter or cost no Energy for a Warframe.

Survivability Decrees

  • Greedy Heal: Killing enemies restores 10/20/30/40/50% Health.
  • Tactical Repositioning: After taking damage, roll immediately to recover 25/50/75% of the damage taken.
  • Corrosive Grit: Each stack of DmgCorrosiveSmall64 Corrosive grants 60/120/180 ArmorBuff Armor, up to 5x, for 12 seconds.
  • Tamm's Fortune: Finisher attacks grant +500 ArmorBuff Armor for 10 seconds. ArmorBuff Armor boost triples for Warframe.
  • Rain of Vitality: Enemies have +60% additional chance to drop Health Orb. Health Orbs increase ArmorBuff Armor by 80/160/240 for 10 seconds. Effect triples for Warframe.
  • Marauder's Nerve: Reduce incoming damage by 3% per Decree up to 75%.

Utility Decrees

  • Temporal Acceleration: Casting Abilities boosts movement speed by +50/100/150% for 5 seconds.
  • Assassin's Rush: On kill, gain 50% parkour speed for 7 seconds
  • Ranger's Reload: Rolling reloads the equipped weapon.
  • Nimble Gunner: Rolling grants 25%/50%/75% Ammo Efficiency for 4 seconds.
  • Stable Stance: Gains 25% resistance to knockdown for each enemy within 20m.
  • Grim Armory: On kill: 5/10/15% chance to refill the ammo for the currently equipped weapon.

Warframe Ability Decrees


Tips & Tricks

  • When faced with a sliding challenge, melee slide attack kills and any kills made during a slide count toward the progress.
    • Try to hold slide during Aim Gliding to steer Koumei for a slowed descent, while gaining aerial maneuverability and a bird's eye view for your ranged weapon attacks.
  • Equip Aim Glide and Wall Latch mods to extend the time Koumei can spend in those Maneuvers.
  • Kills made by Kumihimo Kumihimo and Bunraku Bunraku count toward Omikuji challenge progress.
    • Lay down Kumihimo to keep enemies at a distance when faced with 20 meters away condition.
    • Tag enemies with Bunraku to chance for damage-over-time status effects like DmgToxinSmall64 Toxin, DmgFireSmall64 Heat, DmgElectricitySmall64 Electricity, DmgGasSmall64 Gas, and DmgBlastSmall64 Blast to aid you in securing the lethal hit.

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See Also[]

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