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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) |
Strength:N/A | |
Duration:N/A | |||
Range:N/A | |||
Misc:
≤12 unlucky dice roll with random penalty |
Info
- Koumei expends 50 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:
- 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."
- Afflicted with Heat or Toxin or 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.
General Damage Decrees
- Smoldering Strike: Melee Attacks are imbued with fire, dealing +70/140/210% Heat Damage. +20% Status chance.
- Critical Frost: Critical Hits deal an extra hit with 40/80/120/160/200% 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% 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% 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 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% Heat Damage and Status.
- Wyrmling's Aid: Shots deal an extra hit with 40%/80%/120%/160%/200% 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% Electricity damage.
- Storm Caller: 100/200/300% Magazine Capacity. Gain 1 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 Electricity Damage every second for 8 seconds.
- Salted Wound: Heavy Attacks deal an extra hit with +60%/120%/180% 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 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 Heat Damage 10m around the target.
Energy Economy Decrees
- Proficient Fighter: Drifter Ability cooldown reduced by 15/30/45%. Warframes gain +15/30/45% 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 Corrosive grants 60/120/180 Armor, up to 5x, for 12 seconds.
- Tamm's Fortune: Finisher attacks grant +500 Armor for 10 seconds. Armor boost triples for Warframe.
- Rain of Vitality: Enemies have +60% additional chance to drop Health Orb. Health Orbs increase 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
- Brimon's Nerve: Finishers grant +200% Ability Strength to your next Power Strike or Warframe Ability. (Power Strike only applicable in Duviri)
- Fortified Will: Every 50 Armor grants 5%/10%/15% Ability Strength and Power Strike damage. (Capped at 500% Ability Strength) (Power Strike only applicable in Duviri)
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 and 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 Toxin, Heat, Electricity, Gas, and Blast to aid you in securing the lethal hit.