Passives are special traits possessed by Warframes and weapons and that provide them unique abilities or bonuses without requiring energy. Some Passives are always active while others may only activate upon a condition being satisfied. Passives are unique to each Warframe and weapon.
Warframe Passives[]
Ash
Slash procs inflicted by Ash's weapons and abilities deal 25% more damage and last 50% longer.
- Damage bonus stacks additively with other Status Damage.
- Bleed duration bonus stacks additively with status duration mods such as Lingering Torment.
Atlas
Wielding explosive power and incredible stamina, Atlas strengthens his insurmountable durability through battle. Atlas possesses various passive mechanics highlighted in the tabs below:
Strong as the mountain, Atlas is immune to Knockdown while in contact with the ground.
Rubble is a pickup item unique to Atlas that drops from petrified enemies and Rumblers on death. Rubble restores Health to Atlas if he is injured; if Atlas is at full health, Rubble instead grants additional Armor that decays over time.
- Each petrified enemy and each Rumbler will drop 1 piece of Rubble that restores 50 health or provides 50 armor. Rubble will remain on the ground for 30 seconds before crumbling away if left untouched.
- Enemies petrified by Path of Statues' rock trail, Petrify's flash, and the summoning of Rumblers are eligible to drop Rubble.
- Petrified enemies killed by Landslide grant 75 health or armor from their dropped Rubble.
- Rumblers that sustain damage to their health will grant less health points or bonus armor from their dropped Rubble.
- Rubble will not grant armor if at least 1 health point is missing from Atlas' maximum health pool. Excess health points gained will not overflow into bonus armor points.
- Rubble armor is displayed in a circular gauge on the HUD above the ability icons.
- The current number of bonus armor is shown below the gauge and will visibly subtract as bonus armor decays or add as Atlas picks up new Rubble.
- Armor bonus is capped at 1,500 points.
- Bonus armor decays at a rate of 5 armor points per second.
- Decay rate is doubled when Atlas is inside a Nullifier Crewman's bubble or inside a Fog or Nul Comba and Scrambus's nullification field.
- Upon picking up Rubble to gain bonus armor, bonus armor decay is paused for 2 seconds. Picking up Rubble to restore health points will not pause armor decay.
- Bonus armor will not be lost if the player falls out of bounds, but will be lost in the event of a host migration.
- The stone icon in the center of the gauge will enlarge or shrink depending on the amount of bonus armor stored. At 0 bonus armor, it remains a pebble; at 1,500 bonus armor, it becomes a large boulder.
- Rock formations will appear on Atlas' body as he accumulates bonus armor.
- Rubble pickup can be vacuumed by Sentinels or the Warframe's innate vacuum radius, or fetched by Companions.
- Rubble pickups resemble a piece of stone encased in a translucent layer of reflective rock-shaped metal, which is tinted in Atlas' chosen Warframe energy color.
- Rubble pickups spawned when a petrified enemy or Rumbler dies while airborne will fall to the ground.
- Main article: Rubble Heap
Rubble Heap is a Warframe Augment Mod for Atlas' passive that makes Landslide cost no energy, increases its damage, and increases its speed when his Rubble count is above a threshold of 1400.
Rank | Damage & speed multiplier | Cost |
---|---|---|
0 | 1.25x | 6 |
1 | 1.5x | 7 |
2 | 1.75x | 8 |
3 | 2x | 9 |
Banshee
All of Banshee's equipped weapons, including Gunblades such as Redeemer, and weapons equipped on Sentinels should they be present, are treated as silent.
Baruuk
Baruuk's tolerance for violence wanes as his hand is forced by his foes. Restraint is a resource unique to Baruuk that provides up to 50% Damage Reduction when the meter is completely depleted.
- Restraint meter is displayed in the lower-right on the HUD, above the ability icons.
- Restraint meter starts fully filled, and is depleted using Baruuk's abilities:
- Each attack evaded through Elude erodes 1.2% from the meter.
- Each enemy affected by Lull erodes 0.8% from the meter.
- Each enemy disarmed by Desolate Hands erodes 1.6% from the meter.
- Baruuk's fourth ability Serene Storm utilizes Restraint instead of Energy to cast and maintain. Using this ability refills Restraint meter by 4% on activation and by 0.8% per second until the ability is deactivated.
- Restraint can still erode from using Baruuk's other abilities during this ability.
Caliban
Versatile and resilient, Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.
- Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
- Damage over time from procs (such as Slash or Toxin for example) will not contribute nor maintain damage resistance.
- Adaptive Armor does not stack with Adaptation. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
Chroma
Chroma possesses an extra midair jump and bullet jump. Wings matching Chroma's energy colors will form during these maneuvers.
Chroma can alter his abilities to match any basic (uncombined) elemental attribute of the player's choice. Customizing Chroma's primary emission color determines what abilities he starts with. Color choices are grouped into four categories with each category corresponding to a given element:
- red, magenta, brown, orange and bright yellow hues being Heat;
- blue and purple hues being Electricity;
- green, lime, teal and dark yellow hues being Toxin;
- white, grey, black, and some faded colors being Cold.
Note that players do not need to purchase color palettes to unlock the full potential of this trait.
While customizing his emission color, Chroma's active element is displayed in the form of an icon ( Heat, Electricity, Toxin, Cold). This imgur album can serve as a reference for future color palette purchases.
Customizing the secondary emission and the energy colors will have no effect on Chroma's chosen element.
Abilities can be cycled mid-mission using Spectral Scream.Citrine
Citrine emits a healing aura within a radius of 50 meters, granting the Geoluminesence buff to herself and allies that continuously recover a base 5 Health points per second. Whenever she picks up a regular Health Orb, Dispensary produced Empowered variant, or Transmutation Probe converted Universal Orb, regeneration rate is permanently increased by 0.1 points, up to a maximum heal rate of 25 points per second after collecting 200 Health Orbs.
- Until her passive reach max stacks, Citrine innately can always collect Health Orbs to increase her passive healing even when unharmed.
- Allies gain or lose Geoluminesence whenever they enter or exit Citrine's Passive radius.
- Passive radius matches Affinity Range distance, but is separate from it therefore Fosfor and Mending Unity do not affect Geoluminesence.
- Passive heal rate is indicated by a diamond-shaped UI indicator above the ability icons. The accumulated passive value occupies the upper red triangle, while Preserving Shell's real-time damage reduction and remaining duration countdown curve occupy the lower orange triangle, only appearing when the ability is active.
- Geoluminesence is displayed both in Citrine's UI indicator and as a Buff icon beside her and her squadmates' hitpoints indicators.
Dagath
Her sullen soul, cursed and hollowed. Her hellish wrath, depthless. Dagath feeds from the souls of the deceased, granting her a 35% chance to activate Abundant Abyss when picking up Health Orbs or Energy Orbs to increase their effective yield by 300%. The passive has no cooldown and can activate on each orb collected.
- Picking up a Health Orb yields 50 health points and an Energy Orb yields 25 energy points. Abundant Abyss boosts the total amount gained to 200 health points and 100 energy points.
- Does not affect Equilibrium conversion.
- Effects are applied after Amber Archon Shard ( Tauforged) calculations. For example, with two normal shards slotted for Energy Orb effectiveness (+100%) to increase energy pickups to 50 points, Abundant Abyss activating will increase energy pickup to 200 points.
- When her passive activates, swirling Void and mist particle effects surround Dagath for a moment.
Dante
Vast as deep shadow, this arcane wellspring of forbidden knowledge. Unbound by Dante, fluttering free its radiant pages, their eyes soon agleam with boundless curiosity.
Enemies slain by Noctua's primary fire, alt-fire, and page fragments are scanned into the Codex upon death, with each enemy death recording 1 scan entry. Enemy types with completed Codex research become permanently debuffed with Chronicler's Mark, which grants Dante's equipped weapons, including the Noctua itself, and Final Verse's Wordwarden Noctua copies an extra 50% Status Chance versus these foes.
Ember
Reveling in the heat of combat, Ember gains 5% extra Ability Strength for every enemy burning with an active Heat status effect within a 50 meters radius.
Buff values appear above Immolation's heat gauge.
Equinox
When Equinox collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively.
- Equinox's passive stacks additively with Equilibrium, for a total conversion of 120%.
- Allows for the pickup of orbs while the associated resource pool is full, for the purpose of conversion.
- The effect of Arcane Pulse does not apply to health from converted energy orbs.
- The effects of Arcane Energize and Energy Pulse do not apply to energy from converted health orbs.
Equinox can shift between two forms to alter her abilities: the offensive-focused Day-Form or the defensive/supportive-focused Night-Form. Customizing Equinox's primary emission color determines what form she starts with:
- Bright hues change default form to Day-Form;
- Dark hues change default form to Night-Form.
Note that players do not need to purchase color palettes to unlock the full potential of this trait.
While customizing her emission color, Equinox's active form is displayed in the form of an icon. The icon with a hollow diamond in the center represents Night, while the icon with the filled-in diamond represents Day. Upon changing colors, her combined form in Arsenal preview will also change her stance animation to reflect the chosen form's personality.
Customizing the secondary emission and the energy colors will have no effect.
Forms and abilities can be cycled mid-mission using Metamorphosis.Excalibur
Excalibur has improved mastery in the Tenno art of the blade, receiving +10% Attack Speed and +10% damage bonuses for melee attacks while wielding the following weapons:
- Swords, such as the Skana.
- Dual swords, such as the Dual Skana.
- Nikanas, such as the Dragon Nikana.
- Rapiers, such as the Destreza.
- Exalted Blade
- Bonuses are additive to mods such as Pressure Point and Fury.
Excalibur Umbra exhibits sentience, allowing him to remain active in combat even when a player uses Operator form, acting similarly to a Specter.
- Umbra can receive damage and healing in his specter form. Health and shields lost in his specter form will not be restored upon returning to Umbra unless all of Umbra's health is depleted.
- Once all of Umbra's health is depleted, he will stop moving or attacking.
- The player does not die or lose a revive, however, if Umbra's health is depleted.
- Umbra can use any equipped weapon and most abilities, which will take into account any mods installed.
- When enemies come within 3 meters of Umbra, he will automatically switch to the equipped melee weapon.
- If no melee weapon is equipped, Umbra will not attack enemies who approach him, but will still cast abilities.
- Umbra's weapons will still expend ammo reserves normally. Umbra is capable of looting ammo pickups, and will actively search for them should his ammo reserves be depleted.
- Depleting all ammo reserves displays a red ammunition icon above Umbra's head.
- Squad Ammo Restores will replenish ammo but only if the player is in range, even if Umbra himself is in range.
- If Umbra falls down a bottomless pit while in Specter mode, he will not be teleported back and will remain missing until players return to Warframe mode.
Umbra's passive can be disabled with Warrior's Rest.
Radial Blind is also replaced with Radial Howl:
2 50 |
Radial Howl Let out a ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances. Introduced in Update 23.0 (2018-06-15) |
Strength:N/A | |
Duration:7 / 10 / 12 / 15 s | |||
Range:8 / 12 / 15 / 25 m |
Frost
Frost's abilities have their Cold status effect duration increased by 100%. Frost gains Fortifying Freeze whenever enemies within 15 meters of him are afflicted by a Cold status effect, increasing his Armor by 50 per enemy.
- Main article: Biting Frost
Biting Frost is a Warframe Augment Mod for Frost's passive, gaining increased Critical Chance and Critical Damage on enemies frozen by 10 Cold status effects.
Rank | Crit Chance | Crit Damage | Cost |
---|---|---|---|
0 | +130% | +130% | 6 |
1 | +150% | +150% | 7 |
2 | +175% | +175% | 8 |
3 | +200% | +200% | 9 |
Gara
When casting an ability, Gara's glass body has 15% chance to Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
- Can affect enemies with Overguard.
- Can affect enemies inside a Nullifier Bubble.
- Enemies must be within Line of Sight of Gara to be blinded, but do not have to face toward Gara.
- Can refresh blind duration on currently blinded enemies when the passive procs again.
- Affects enemies crystallized by Mass Vitrify.
- Melee finisher damage benefits from the damage multipliers of Splinter Storm and Mass Vitrify.
Garuda
The more Garuda kills the more vicious her attacks become; Garuda gains up to 100% additional damage bonus for her abilities and weapons for each kill or assisted kill.
- Damage bonus increases by 5% per kill.
- After not killing for 5 seconds, the damage bonus decays by 1% per 2 seconds.
- If Garuda is inside an ability-nullifying field, such as those of the Nullifier Crewman, the decay will begin after 1 second between kills at a rate of 2% per 1 second.
- In Landscapes, killing enemies while in Archwing also raises the damage bonus. However, kills on K-Drive do not.
- The buff does not work while on Archwing or K-Drive, however, only when Garuda dismounts and resumes fighting on foot (needs verification).
- Kills made by Garuda while manning a Railjack turret, whether via direct fire or with abilities such as Seeker Volley, also contribute to raising the damage bonus.
- Damage bonus is displayed above the ability bars as a red Garuda's iconic symbol.
- Damage bonus is calculated independent of other damage sources.
- Damage appears to stack multiplicatively, even with other multiplicative sources such as Roar and faction damage mods.
- Every 5% of the gauge filled causes crimson red blood to splatter onto Garuda's body, helmet, and claws.
When no melee weapon is selected in the Arsenal loadout, Garuda Talons ( Prime) become available in the Arsenal screen as an exclusive melee weapon that can be modified separately and equipped for combat during missions.
Unlike most Warframes, when Garuda ranks up she receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:
- +13% / +25% / +38% / +50% / +63% / +75% / +88% / +100% / +113% / +125% Energy capacity at ranks 3 / 6 / 9 / 12 / 15 / 18 / 21 / 24 / 27 / 30 respectively.
Gauss
To achieve supersonic speed, Gauss draws upon both his Energy reserves and his state-of-the-art electrokinetic battery to fuel his abilities. Gauss has access to 80% of the battery in his default state; activating Redline grants access to 100% of the battery. The battery, displayed as a gauge meter above his ability icons, acts as a secondary resource that charges or drains depending on the ability he uses:
Passive
- +0.66% battery per meter as Gauss moves.
- +?% battery per second while reviving an ally in Bleedout.
- -3% battery if Gauss falls out of bounds.
- -15% battery per second if Gauss stands in a Nullifier Crewman bubble.
- +10% battery on cast.
- +1% battery per enemy hit.
- -1% battery per second while active.
- -0.1% battery per hit received.
- +0.25% battery per melee hit to enemies.
- -2% battery per second while below 100% on the counter.
- After Redline expires, the battery drains to the amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%).
The amount of battery stored amplifies Gauss's abilities:
- Gauss passively gains bonus Shield recharge rate and shield recharge delay reduction for every point of battery stored in his gauge, up to a maximum of 120% for recharge rate and 80% for recharge delay when the battery is full.
- Affects the damage reduction of Kinetic Plating.
- Affects the damage and status duration of Thermal Sunder.
- Affects the fire rate, attack speed, reload speed, and casting speed bonuses, as well as the Redline counter and projectiles fired when above 80% battery, of Redline.
- Additionally procs special effects of Thermal Sunder when above 80% battery and while Redline is active.
Grendel
Devouring his prey whole, Grendel slowly digests the enemies he swallows via Feast. Each enemy still alive in Grendel's belly passively grants him 250 Armor, to a maximum of 1,250 bonus armor at the 5 enemy cap.
- Passive bonus value is displayed above Grendel's ability icons.
- Gourmand provides an additional 150 armor bonus per enemy at max rank to Grendel's passive, increasing the armor bonus to 400 per enemy and the total armor bonus to 2,000 at enemy cap.
- Armor bonus is added after armor mods such as Steel Fiber. For example, Grendel with a rank 10 Steel Fiber and one enemy alive in his belly will have Total armor = (350 × (1 + 1.1)) + 250 = 985
- Armor bonus adds or subtracts depending on the number of enemies currently residing in Grendel's stomach.
Gyre
Gyre's abilities gain a flat 10% Critical Chance per active Electricity status proc affecting an individual enemy to deal 2.0x Critical Damage against that enemy.
- Bonus stacks additively with Cathode Grace, increasing the overall ability critical chance at lower Electricity status stack counts.
- Passive and Cathode Grace combined provide up to a maximum of 300% ability critical chance.
- From the passive alone, a minimum of 30 Electricity procs will reach the capped ability critical chance.
- Gyre's abilities can reach orange and red critical multipliers to inflict 3.0x and 4.0x ability critical damage.
- From the passive alone, orange crits start at 11 stacks (110% crit chance) and red crits at 21 stacks (210% crit chance) respectively.
- Helminth-subsumed abilities and Railjack turret abilities such as Seeker Volley do not benefit from Gyre's passive.
Harrow
Harrow possesses 200% Overshields capacity, granting him a maximum of 2,400 Overshields, and spawns into missions with 100% Energy filled, identical to how the mod Preparation works.
Hildryn
Hildryn utilizes her advanced Shielding systems to power all of her abilities. Although she has no Energy capacity, her shields boast additional passive benefits and defensive capabilities:
- Hildryn's Shield Gating is more advanced than other Warframes, bolstering her defenses:
- Overshields protect Hildryn's Health pool from damage types that normally bypass shields to directly affect health, such as Toxin damage and Combat Discipline's health loss per kill.
- Hildryn's Shield Gating grace period is 3.5 seconds when fully charged.
- This passive is shared with ally Warframes and Companions when linked via Haven. Reset is dependent on the allies' own shield bar being fully replenished once protected by invulnerability.
- This passive also works in Archwing combat.
- All of Hildryn's abilities drain her Overshield and Shield points, as she lacks any energy capacity.
- Ability Efficiency mods and abilities affect the shield costs of her abilities instead of energy costs.
- Mods which convert energy spent on abilities to shields (such as Brief Respite or the Augur Mod Set) do not replenish shields.
- Energy Orb pickups restore 25 shield points and instantly reset shield recharge delay.
- Because Hildryn can still pick up energy orbs to restore shield, mods or arcanes that benefit from picking up energy, such as Equilibrium, Energy Conversion, and Arcane Energize, still function.
- However, Arcane Energize has no effect on her, even though it can still trigger.
- Increasing the effectiveness of Energy Orbs with an Amber Archon Shard also works with Hildryn, increasing the amount of shields gained per orb.
- Can only pick up Energy Orbs when Hildryn's shield pool is not at or above maximum.
- Shield points from Energy Orbs cannot create Overshields.
- Because Hildryn can still pick up energy orbs to restore shield, mods or arcanes that benefit from picking up energy, such as Equilibrium, Energy Conversion, and Arcane Energize, still function.
Unlike most Warframes, when Hildryn ranks up she receives a special set of rank bonuses which are indicated at the middle-left of the Warframe Upgrade screen:
- +10 Health every three ranks, starting at rank 1.
- +25 Shield every three ranks, starting at rank 2 and at rank 3.
At rank 30, this results in a total of:
- +100 Health
- +500 Shield
Hydroid
Enemies damaged by Hydroid are permanently more vulnerable to Corrosive Status, with initial status reducing armor by 50% rather than 26%, allowing Corrosive Status to reach 100% armor reduction at full stacks. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source, not just from Hydroid's weapons or abilities, and will receive the benefit.
Affected enemies are marked with a translucent water-dripping Corrosive symbol over their head, and a splashing sound is played when a new enemy is affected. The symbol color is affected by Hydroid's chosen Warframe energy color.
Bosses are immune to the increased armor reduction from Hydroid's passive, except in the Simulacrum.
Inaros
Resurrect the undying king of the desert with the death of his foes. On fatal injury and entering Bleedout, Inaros entombs himself into a Sarcophagus and incarnates as a sand version of himself, able to revive himself by melee attacking (default E ) enemies and siphoning their life force. Alternatively, allies may manually revive Inaros by interacting with his Sarcophagus (This is currently bugged, as reviving Inaros during Undying will result in the Inaros being unable to move).
- The revive meter that appears on the reticle is filled by ?% for every melee hit.
- Attacks from Swarm Kavats spawned by Scarab Swarm also contribute to the revive meter.
- The sand incarnation will only use Unarmed attacks and cannot use other weapons.
- The sand incarnation does not restrict Maneuvers.
- Undying Will and Renewal will still function normally on Inaros' Sarcophagus.
- Unairu's Last Gasp will not prompt on Inaros' Sarcophagus.
- Sarcophagus does not prevent Inaros from dying in Arbitrations; he will still enter the Sarcophagus animation before immediately dying.
Killing enemies with melee Finishers restores 20% of Inaros' maximum Health.
- Applies to all finishers, including Finishers triggered from Desiccation and Sandstorm, and Parazon Mercy finishers.
Unlike most Warframes, when Inaros ranks up he receives a special set of rank bonuses which are indicated at the middle-left of the Warframe Upgrade screen:
- +10 Health every three ranks, starting at rank 1 and at rank 2.
- +5 Energy Capacity every three ranks, starting at rank 3.
At rank 30, this results in a total of:
- +200 Health
- +50 Energy Capacity
Ivara
Ivara's innate enemy Radar has a larger radius, detecting enemies and displaying their position on the minimap within 50 meters rather than the usual 30 meters.
This effect stacks with ( Primed) Animal Instinct, Enemy Radar, Enemy Sense, Stealth Drift, and Vigilante Pursuit, increasing her detection range to 191 meters, or more with squad members equipped with the aura Enemy Radar and/or Coaction Drift.
Khora
- For more information on Khora's Kavat, please refer to the tabs below and visit the Venari ability article.
Khora's ferocious Kavat, Venari, fights alongside her with steadfast zeal. Venari is an exclusive Companion for the Khora Warframe, integrated as her signature passive ability. Venari will spawn beside Khora when the player first enters a mission, as a permanent companion that lasts until killed.
While Venari is alive, Khora passively gains a 15% movement speed boost. If Venari is killed, she will respawn beside Khora after 45 seconds, or instantly if summoned via the third ability for an energy cost. Both passive features are tied to Khora's Venari ability allowing her to be modified.
Additionally, Venari is an independent AI-controlled entity from Khora that possesses unique interactions:
- Venari automatically becomes available for customization in the Arsenal by default, when Khora is equipped as the player's current Warframe.
- Venari behaves similar to other Kavats. She will follow Khora and seek out nearby enemies to attack them with her bite and claws, occasionally performing wall attacks. Additionally, she can perform special effects based on her current battle posture.
- Unlike Kavats or other companions, Venari can attack enemies banished by Limbo to the Rift Plane.
- Venari does not perform parkour maneuvers unlike other Kavats and Kubrows.
- Venari will teleport to Khora or her marked target if she is too far away.
- Venari's position on the minimap is tracked via a blue Venari icon.
- When killed, Venari will disappear and wait to respawn instead of entering Bleedout.
- Venari's UI is displayed above Khora's ability icons on the HUD. Her UI consists of her ability icon, her name, the battle posture cycle selection wheel, the currently selected posture, and her Shield and Health bars.
- Upon switching battle posture, the name of the selected posture will briefly appear beside Venari's icon on her UI.
- While Venari is dead, her shield and health bars are hidden from view, as her respawn timer is displayed on the Venari ability icon.
- Venari is not affected by Oberon's passive and Master's Summons.
- Ability Synergy: Venari deals 200% damage to enemies affected by Ensnare.
- Replacing Khora's third ability via Helminth will only remove the ability to mark targets for Venari, change her posture, and resummon her. Venari will still be present and boost Khora's movement speed while alive, due to being part of her passive.
- Venari Bodyguard will still be unable to equipped despite its passive-style effects.
- Additionally to Khora, Venari as well as her Prime counterpart also grant 6,000 mastery points, similar to other companions.
- Venari and Venari Prime are however not listed on a player's profile.
- On Khora Prime, she is accompanied by Venari Prime, acting as a direct upgrade over Venari:
In the Arsenal, the player can modify Venari and her unique weapon Venari Claws via the Upgrade tab using Mods and Forma. Whether Khora was crafted or purchased, Venari and her Claws always comes with a preinstalled Orokin Reactor and Orokin Catalyst respectively for doubled mod capacity.
- Venari, Venari Claws, and Khora accumulate Affinity and level up in ranks separately.
- Khora can equip a Companion and Venari simultaneously, due to Venari occupying her own loadout slot rather than the companion slot.
- Can equip Kavat and Companion eligible mods, but cannot use unique Precept mods from other Kavat variants.
- Is able to equip Hunter Set Mods, but they do not activate the set bonus nor display the set bonus on the mod descriptions.
- Venari and her Claws requires individual Forma for Polarization of her mod slots.
- Venari Claws, like other Kavat Claws, have a "Posture Mod" slot similar to Aura and Stance Mods that affect their behavior while increasing mod capacity, does not contribute to Mastery Rank, and cannot generate an associated Riven Mod.
- Venari is uniquely affected by the following mods:
- Although Venari has no innate Shield points, she is able to gain a shield bar by equipping Link Redirection.
- ( Primed) Animal Instinct radars stack with other radar mods, including Animal Instinct equipped on Khora's Companion.
- Fetch equipped on Venari will not have its effect stacked with Vacuum equipped on a robotic Companion, or another Fetch equipped on an animal Companion.
- Venari's high base Armor and Health make Metal Fiber and Enhanced Vitality more effective on her than other Companions, surpassing Link Fiber and Link Vitality in effectiveness if Khora herself doesn't invest in the linked stats.
- Venari regains health passively when Rejuvenation or Medi-Pet Kit are equipped.
- Venari gains health when Khora uses her melee weapon, if it is equipped with Life Strike and Healing Return. Health is gained when an enemy is hit and the mod requirements are met.
- Venari cannot benefit from Energy Conversion due to the Ability Strength bonus being consumed by the marking and reviving features of the Venari ability.
- Maul increases both Venari's normal attack damage and her Attack posture Snare damage.
- Can not equip Loyal Retriever, Prosperous Retriever, or Resourceful Retriever.
Venari is customizable by accessing the Arsenal. When Khora is equipped, Venari's dedicated loadout section becomes available with Appearance tab for modification.
- Can be colored with Kavat Gene-Masking Kit palettes.
- Cannot equip alternative Kavat skins and armor sets.
- Venari's eye color and regalia color will match Khora's chosen energy color.
- Venari uses a custom model based on the Feral Kavat. Alongside other similar features, Venari is larger in size compared to other Kavats, has metallic lining spread throughout her body, and a single tail with an interchangeable tip, which transforms depending on her current battle posture.
Kullervo
Perpetual solitude birthed both pastime and profession, for the knife whisperer Kullervo became deadly proficient. All melee weapons equipped by Kullervo gain +75% Heavy Attack Efficiency and +100% Heavy Attack Wind Up Speed, in addition to a stylized Melee Combo Counter permanently displayed above his ability icons.
Kullervo's melee combo counter is passively increased by the following abilities:
- Recompense successful hits on enemies add 1 melee combo per dagger, excluding missed daggers striking Kullervo himself.
- Melee weapon attacks and ability dagger hits spread by Collective Curse add 1 melee combo per hit.
- Storm of Ukko's direct damage adds 1 melee combo per tick.
Melee combo count, gain, and reduction are affected by various equipped melee Mods. It is not reduced or removed by entering an ability nullification zone or by Kullervo falling out of bounds.
If Kullervo does not have a melee weapon equipped, he will not be able to build melee combo and his unique counter UI will simply display a 1x multiplier.
Unlike most Warframes, when Kullervo ranks up he receives a special set of rank bonuses which are indicated at the middle-left of the Warframe Upgrade screen:
- +20 Health every three ranks, starting at rank 1.
- +10 Armor every three ranks, starting at rank 2.
- +5 Energy Capacity every three ranks, starting at rank 3.
At rank 30, this results in a total of:
- +200 Health
- +100 Armor
- +50 Energy Capacity
Lavos
Purifying himself from all ailments, Lavos cleanses all active negative Status Effects and gains status immunity for 10 seconds upon collecting an Energy or Universal Orb. Picking up an Energy or Universal Orb has a cooldown of 5 seconds.
- Buff duration is renewed to full upon collecting a new orb.
- Valence Block buff icon and timer are shown beside Lavos' shield and health indicators.
- While activated, three serpent-like energy particle effects encircle Lavos' body.
- If Lavos is injured with missing health, Universal Orbs are collectible to heal him with no cooldown period in between.
- When Lavos' Companion is equipped with Synth Fiber, all nearby Health and Universal Orbs will be collected, bypassing Lavos' innate orb pickup cooldown entirely.
Stats and Modding[]
Lavos has no energy capacity and his abilities do not use any resource to activate. Instead, each of his abilities are free to cast with a cooldown in between uses. The Ability Efficiency stat will instead affect the cooldown reduction effect from Transmutation Probe and Swift Bite.
- Mods which convert energy spent on abilities to shields, such as Brief Respite or the Augur Mod Set, do not replenish shields.
- Because Lavos can still pick up energy orbs, mods or arcanes that benefit from picking up energy, such as Equilibrium, Energy Conversion, and Arcane Energize, still function.
- Subsumed abilities injected into Lavos via the Helminth system will cost 0 energy, but instead incur a 10 second cooldown after cast and disable the elemental imbuement hold-function (see below) associated with the ability button.
- On non-recastable abilities (e.g. Roar), the cooldown begins after the ability's duration expires, unless modded with an augment that allows it to be recastable (e.g. Piercing Roar).
- On channeled abilities (e.g. Gloom), they instead have a 12 second base duration.
The Ability Duration stat will also affect the Status Duration stat uniquely innate to Lavos, which extends or shortens the duration of all status effects created by Lavos using his weapons and abilities.
Elemental Imbuement[]
Experiment and unleash volatile mixtures of the deadly elements. Hold down one of the four ability buttons (default 1 ,2 ,3 ,4 ) to imbue a Primary Elemental damage type ( Toxin, Cold, Electricity, and Heat respectively) into the mixing vial displayed above Lavos' ability icons. Imbuement has no cost nor cooldown between uses.
- Elemental imbuement is available by default to Lavos at Warframe Rank 0 without requiring his abilities to be fully unlocked.
- Primary Elements are shown in the four smaller diamond-shaped icons below the mixing vial. When an ability button is held down, its diamond icon is briefly highlighted until the element is mixed in.
- Combine with a different element to produce a Secondary Elemental damage type: Blast (2 +4 ), Corrosive (1 +3 ), Gas (1 +4 ), Magnetic (2 +3 ), Radiation (3 +4 ), and Viral (1 +2 ).
- Inputs can be in any order, or the hotkeys can be held down together to instantly produce a Secondary Elemental damage type.
- The Imbued Primary or Secondary Element is shown in the vial with a colorcoded emblem and plays a unique sound effect upon mixing.
- With an element in the mixing vial, Lavos' next ability cast drains the vial to add the Primary or Secondary Elemental damage type, onto the chosen ability dealing an extra instance of damage and status proc.
- The same Primary Elemental damage type can be imbued onto an ability that already inflicts that damage type (e.g. Ophidian Bite imbued with Toxin, Vial Rush imbued with Cold, etc) to double the damage and status proc.
- Imbued Primary Elemental damage types do not merge with the ability's innate damage type.
- Non-damaging status effects inflicted by all of Lavos' abilities ( Cold, Corrosive, Magnetic, Radiation, and Viral) will proc 3 stacks in a single application of elemental status.
- Lavos' mixing vial is only cleared of its elemental contents upon imbuing an ability.
- Elements can be imbued even if Lavos cannot use the ability.
- Imbuement is only available from Lavos' original abilities, therefore a subsumed ability replacement from the Helminth system will disable the associated element on the ability button.
- Imbuement also cannot be applied onto subsumed abilities.
Unlike most Warframes, when Lavos ranks up he receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:
- +20 Health every three ranks, starting at rank 1.
- +10 Shield every three ranks, starting at rank 2.
- +10 Armor every three ranks, starting at rank 3.
At rank 30, this results in a total of:
- +200 Health
- +100 Shield
- +100 Armor
- Main article: Valence Formation
Valence Formation is a Warframe Augment Mod for Lavos that allows weapons to gain the corresponding element of an ability whenever it is cast, with a guaranteed status effect.
Rank | Elemental Damage | Duration | Cost |
---|---|---|---|
0 | 50% | 20s | 6 |
1 | 100% | 20s | 7 |
2 | 150% | 20s | 8 |
3 | 200% | 20s | 9 |
Limbo
- Main article: Rift Plane
Limbo has access to the Rift plane (Rift for short), an alternate dimension to the normal environment, or material plane. By performing a Roll (default Shift ), a Sidespring (A or D + Shift ), or a Backspring (RMB + S + Shift ), Limbo slides into and out of the Rift at will. This is better known as Rift Walk. Several of Limbo's abilities impose the Rift upon the world around him, affecting himself, the environment, enemies, and even allies.
- When sliding into the Rift, Limbo leaves a portal in his wake that lasts 5 seconds. Ally players can touch the portal to enter the Rift for 15 seconds, after which they will return to the material plane. Enemies can also (accidently) enter the rift, if they walk into the portal (also accidently) so you can force enemies into the rift with no abilities at all just by getting close to them and Shift near them.
- Allies can perform the aforementioned trigger maneuvers to return to the material plane sooner.
- Limbo can use the portal himself to enter the Rift with no time limit, as if rift walking, and can remain indefinitely in either dimension.
- Limbo's Companion will walk the same dimensional plane as its owner.
- Limbo and allies can independently travel across planes by walking through the edge of Cataclysm.
- Coming into contact with a Nullifier bubble will forcefully bring Limbo back to the material plane.
- Each enemy inside the Rift when killed by Limbo grants him 10 energy, regardless of the plane Limbo is in.
Loki
Loki's Wall Latch duration is increased to a maximum of 60 seconds, ten times longer than any other Warframe.
Mag
Mag automatically Vacuums Pickups that are within 8 meters towards her.
- The passive does not stack with mods like Vacuum or Fetch, making it useless if these mods are used, since they override her passive due to providing more range.
Mesa
Mesa has improved proficiency with secondary weapons, and gains a health bonus at the expense of not having a melee weapon equipped:
- +15% fire rate with dual wielded sidearms.
- +25% reload speed for one handed sidearms.
- +50 health when no melee weapon is equipped.
Mirage
Mirage has an increased proficiency when performing several Maneuvers:
- Sliding lasts 85% longer
- +50% faster Maneuver speed
Nekros
A master of death, Nekros and his Companions regenerates 5 Health when an enemy dies within 10 meters of him.
Nezha
Nezha slides 60% faster and goes 35% farther. These effects stack with Cunning Drift, Maglev and Streamlined Form.
Nezha's passive can be disabled with Controlled Slide.
Nidus
The Infestation dwelling within Nidus mutates rapidly when used against his foes, fueling his abilities and yielding various symbiotic benefits. Nidus possesses various passive mechanics highlighted in the tabs below:
Mutation Stacks are a resource unique to Nidus, indicated by the Mutation counter and gauge displayed in the lower-right on the HUD, above the ability icons.
- The gauge is divided into 5 sections which represent the number of hits dealt to enemies via Nidus' abilities, while the counter at the center of the gauge keeps track of the number of Mutation stacks up to a maximum of 100.
- When generating Mutation, the sections light up clockwise. Once all 5 sections have lit up, the gauge completes a cycle and the sections become unlit again, while the counter increases by 1 Mutation stack. The following abilities generate 1/5th of a Mutation stack:
- Each enemy hit with Virulence.
- Each enemy hit by Ravenous' maggot explosion.
- Each enemy killed from any source while held by Larva at a 50% chance.
- Abilities are not required to deal damage to enemies, only ability contact is needed to increase Mutation stacks.
- When gaining or losing large numbers of stacks, the gauge only changes one at a time, making it difficult to estimate the actual count.
- This can be bypassed by briefly switching to the Operator, as this will instantly refresh to the current amount of stacks.
- Mutation stacks are stored until used by the player. Stacks will not disappear in the event of a host migration.
- Ability-nullifying enemies such as Nullifier Crewman will drain 1 Mutation stack every 2 seconds, ramping up the drain rate the longer Nidus remains in their radius.
- Each Mutation stack causes the gauge to gradually appear more infested, and upon reaching maximum stacks the counter is hidden and the gauge is overlapped by Virulence's ability icon colored in red and black.
- When generating Mutation, the sections light up clockwise. Once all 5 sections have lit up, the gauge completes a cycle and the sections become unlit again, while the counter increases by 1 Mutation stack. The following abilities generate 1/5th of a Mutation stack:
- The amount of Mutation stacks stored benefits Nidus' abilities:
- Increases the damage of Virulence and Ravenous' maggot explosion.
- Parasitic Link costs 1 stack to activate instead of using energy.
- Ravenous costs 3 stacks to activate instead of using energy.
- Nidus' appearance changes as more stacks are collected:
- With the base skin:
- At 3 stacks, tendrils will protrude from his neck and upper spine, while the carapace around his ribs will open.
- At 5 and 7 stacks respectively, the carapace around his thighs and arms will open to reveal more infested flesh and tendrils beneath.
- At 10 stacks, certain sections of his currently-equipped helmet will open up.
- With the base helmet, the sides of his head extend outward to form a pair of horns, also exposing many more tendrils.
- With the Nidus Prion Helmet, the "mouth" and the ligature open up, revealing Void-like energy underneath.
- With the Nidus Myxini Helmet, the helmet opens up down the middle to reveal a monstrous mouth-like face.
- With the Nidus Phryke Skin:
- At 3 stacks, he gains protective armor on his thighs, and his shoulder pads are covered in a cage-like armor with a protruding spike on the top.
- At 5 stacks, a large curved blade appears on each of the shoulder pad spikes.
- At 7 stacks, his forearms are lined with a curved blade that extends two large spikes.
- At 10 stacks, his face becomes covered with a crown-like visor.
- With Nidus Prime:
- At 3 stacks, black tendrils form on the left side of his face, as well as his entire left arm.
- At 5 stacks, the tendrils extend to cover his chest and back.
- At 7 stacks, the right side of his fleshy body becomes covered in a black mass as the golden metallic spikes on his right arm protrude outward, while tendrils form on his lower body.
- At 10 stacks, the tendrils extend to cover his entire face and thighs.
- When stacks fall below the required triggers, Nidus' appearance will revert to the appropriate stage.
- With the base skin:
If Nidus suffers fatal damage with at least 15 stacks of Mutation, Nidus will consume the 15 stacks to avoid bleedout while receiving 5 seconds of invulnerability and restoring 50% of his health.
- A UI banner displaying "Undying" and an invulnerability timer will appear at the top-center of the screen while this passive is activated. The required amount of Mutation stacks will be visibly subtracted from the counter and gauge.
- If Nidus has fewer than 15 Mutation stacks, all stacks will be consumed without benefit.
- If Nidus has 15 or more stacks while Quick Thinking is equipped, Undying will be given a higher priority, triggering before any energy is drained by Quick Thinking.
- Main article: Abundant Mutation
Abundant Mutation is a Warframe Augment Mod for Nidus' passive that increases the amount of max stacks that he can carry but adds a cooldown of 30 seconds to his Undying passive.
Rank | Additional max stacks | Cost |
---|---|---|
0 | +50 | 6 |
1 | +100 | 7 |
2 | +150 | 8 |
3 | +200 | 9 |
Unlike most Warframes, when Nidus ranks up he receives a special set of rank bonuses which are indicated at the middle-left of the Warframe Upgrade screen:
- +5 Health/s regeneration at Unranked
- +10 Health every three ranks, starting at rank 1.
- +20 Armor every six ranks, starting at rank 2.
- +3% Ability Strength every six ranks, starting at rank 3.
- +10 Energy capacity every six ranks, starting at rank 5.
- +2 Health/s regeneration every six ranks, starting at rank 6.
At rank 30, this results in a total of:
- +100 Health
- +100 Armor
- +15% Ability Strength
- +50 Energy capacity
- +15 Health/s regeneration
Nova
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.
Nyx
Enemies have 20% reduced Accuracy when targeting Nyx (except while Absorb is active).
Oberon
Creatures of nature rejuvenate in Oberon's presence, causing all Companions to receive +25% Health, Shield and Armor links. Oberon's own Companion also receives 1 instant revive per mission.
- Stacks additively with Link Vitality, Link Redirection, and Link Fiber.
Octavia
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 1 energy 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.
Protea
Every 4th ability cast by Protea gains an additive 100% Ability Strength bonus. The power recorder displayed on the HUD above her ability icons is charged by 1 power bar per ability cast. Once fully charged with 3 power bars, the leftmost slot glows intensely and the bonus ready message is shown above.
- After the bonus is applied, the power recorder empties to reset the cycle.
- Abilities can be cast in any combination to empower a desired ability with the passive bonus.
- Passive bonus grants improvements to the following aspects of each ability:
- Grenade Fan's Shrapnel Vortex damage per second, or Shield Satellite shield restore on attach and shield points per second.
- Blaze Artillery damage per shot.
- Dispensary extra pickup drop chance.
- Temporal Anchor recorded damage conversion.
- Stored power bars are not affected by ability nullifying effects.
- The power recorder is affected by Protea's Appearance colors.
Qorvex
All primary, secondary, selective melee weapons (Glaives and Gunblades), and Crucible Blast wielded by Qorvex gain Core Exposure, granting them a +3 Punch Through bonus.
Revenant
When Revenant's Shield is fully depleted, he emits a radial pulse over 7.5 meters inflicting 100 Blast damage with maximum 75% Damage Falloff.
Additionally, harnessing the essence of Eidolons, Revenant is immune to the Magnetic night waters of the Plains of Eidolon.
Rhino
If Rhino falls far enough to incur a Hard Landing (even if he avoids the animation, such as by sliding), the ground impact will discharge a shockwave that deals Impact damage and Knockdown in a 6 meter area of effect. This stacks with Heavy Impact. There is a max 90% Damage Falloff at the edge of the shockwave's radius.
Saryn
Status Effects inflicted by Saryn's weapons and abilities last 25% longer.
Sevagoth
Intertwined forever in life and death, Sevagoth and his Shadow exhibit numerous unique properties and interactions, highlighted in the tabs below:
Death and rebirth unending. On fatal injury and entering Bleedout, Sevagoth's body petrifies into a broken tombstone as his Shadow manifests itself. Control the Shadow to collect the souls of 5 enemies by casting Consume via the ability, quick melee, or fire weapon buttons with a targeted enemy on the aiming reticle (default 2 , E and LMB respectively), reviving Sevagoth upon a full harvest. Alternatively, allies may manually revive Sevagoth by interacting with his tombstone.
- While the passive is activated, a soul counter appears above Sevagoth's ability icons indicating the number of remaining enemies required to revive Sevagoth, as well as a bleedout gauge that counts down toward his death. If Exalted Shadow is unlocked, the Death Well is replaced by the soul counter until Sevagoth revives.
- Sevagoth's Shadow summoned by the passive is still vulnerable to damage and status effects except for Knockdown. It utilizes its equipped Mods and Arcanes, but cannot cast its other abilities. Beware, should the Shadow die, Sevagoth will also truly die, but only in Solo mode. In Co-op, his Shadow simply vanishes, and his tombstone will remain for the rest of his bleedout timer, still available to be revived by his allies.
- Consume is altered to cost 0 Energy to cast and inflicts armor and shield-bypassing damage equal to the target's total hitpoints, instantly killing non-boss enemies.
- Although Shadow Claws cannot be used to directly attack, Sevagoth's Shadow can still block incoming frontal damage (default hold RMB ) to prolong its durability until the soul harvest is complete.
- However, the claws may still perform a heavy melee attack or slam (default MMB ). Enemies killed via this method do not count toward reviving Sevagoth.
- The player can still reach extraction while bleeding out and controlling Sevagoth's Shadow.
- Undying Will and Renewal will still function normally on Sevagoth's Tombstone.
- Undying Will has no effect when equipped on the Shadow.
- Unairu's Last Gasp will not prompt on Sevagoth's Tombstone.
- Tombstone does not prevent Sevagoth from dying in Arbitrations; he will still enter the Tombstone animation before immediately dying.
- When Sevagoth is the player's equipped Warframe, Sevagoth's Shadow is available for customization with its own Upgrade, Appearance, and Abilities tabs in the Arsenal loadout screen after reaching Warframe Rank 10.
- While controlling Sevagoth's Shadow via the passive ability and Exalted Shadow, the player's HUD fades into a monochrome tint with vaporous visual effects animating along the edges. The Shadow itself visually resides at the eyes of twin storms of darkness that follow from above and below, while a dark fog shrouds the environment in the distance.
- Due to the Shadow's bulk, the player's camera angle is set to a different attach point than Warframes.
- The Shadow can perform all Warframe Maneuvers as well as interactions such as Hacking, picking up collectibles such as Ayatan Treasures and Granum Crowns, and reviving allies from Bleedout.
- The Shadow uses custom double jump and dodge animations, where it spins and twirls in a full rotation as it moves toward the input direction.
- However, the Shadow cannot pick up carriables such as Mobile Defense datamasses or Excavation power cells, and cannot interact with Sevagoth's Tombstone to revive himself.
- The Shadow cannot use Gear items or perform Emotes.
- Upon receiving fatal damage, the Shadow does not enter Bleedout, instead reverting the player's control back to Sevagoth's body with no incurred penalty.
- While within an ability nullification sphere from enemies such as Nullifier Crewman or Isolator Bursa, Sevagoth's Shadow receives damage to its Health pool as 15% of its maximum health pool every half second.
- Replacing Exalted Shadow via Helminth will remove access to all of the Shadow's abilities. However, Sevagoth's Tombstone passive will still function normally.
- The Shadow's abilities can not be replaced by Helminth.
- Sevagoth's Arbitration strength bonus does not apply to Shadow's abilities.
- On Sevagoth Prime, he is accompanied by Sevagoth Prime's Shadow. The only difference is the addition of and base polarities on the Prime ( vs. ), otherwise their stats are identical.
- The Shadow is invulnerable to knockdown effects.
- For the exalted weapon article, see Shadow Claws.
- When Sevagoth is the player's equipped Warframe, Shadow Claws/ Shadow Claws Prime is available for customization with its own Upgrade tab in the Arsenal loadout screen after reaching Warframe Rank 10.
- Shadow Claws are accessed via Exalted Shadow and comes with its own unique melee stance, Ravenous Wraith.
- The stance's rank for Shadow Claws corresponds to the ability rank of Exalted Shadow on Sevagoth.
- Shadow Claws' colors automatically match the Appearance loadout of Sevagoth's Shadow.
- Appearance menu consists of helmet, skin, attachments, and color options.
- Attachments only contain the Ephemera selection.
- The Shadow's energy colors automatically match the selected colors on Sevagoth's Appearance loadout.
- The flesh-like collar around Sevagoth's neck is enlarged, causing the lining of spikes to protrude more prominently.
- The inner pieces of the shawl normally dangling freely are enlarged and warped into malleable arms ending in razor-sharp claws. The wires wrapped around his arms become unfurled and hang freely in front.
- Elongated spikes protrude from its spine, while the spinal cord act as a tail.
- Sevagoth's upper and lower limbs as well as his main body are missing, replaced by flowing shadows and ghostly vapor that emanate from the Shadow.
Styanax
Styanax's weapon Critical Chance bonus increases by 1% per 40 Shield points, based on his current total including Overshields. Passive bonus is doubled on Speargun primary Weapons, such as Styanax's signature Afentis, Scourge ( Prime), Ferrox ( Tenet), and Javlok.
- Passive bonus value is displayed as a Buff icon called Hoplite beside Styanax's hitpoint indicators.
- Critical chance bonus percentage changes in real time to reflect Styanax's shield pool.
- Critical chance bonus stacks additively with Mods.
- While Styanax has a Speargun equipped, the Hoplite buff will display the increased critical value, even when holding another weapon.
Titania
Frolicking and fluttering about, Titania passively possesses +25% Bullet Jump and Rolling distance. Casting her abilities rejuvenates Titania and her allies within 15 meters, granting them the Upsurge buff which regenerates 4 Health points per second for 20 seconds.
- Upsurge is granted at the start of Titania's cast animations.
- The duration of the heal is refreshed on successive ability casts.
- Upsurge buff icon is displayed with a duration timer next to the shield and health indicators, at the top-right of the HUD.
- An icon also appears next to each allied player affected by Upsurge.
- Affected allies includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
Trinity
Talented in rapid restoration and emergency triage, Trinity commences revival of fallen allies in bleedout 25% faster and from 50% further away.
Valkyr
Valkyr is nimble, able to recover from Knockdown 50% faster and is immune to Hard Landings, landing with no touchdown delay.
- Valkyr's immunity to hard landings prevents her from triggering Heavy Impact.
Vauban
An inventor by nature, the process of creation necessitates demolition and deconstruction. Vauban inflicts 25% extra damage with his weapons and abilities against enemies that are incapacitated by an attached Tesla Nervos, entangled by Minelayer's Tether Coil, lifted by Bastille's prison, or pulled by Bastille's vortex gravity.
- Damage bonus stacks with Minelayer's Overdriver buff for weapon damage only.
- Knockdown, Stagger, or Status Effects from Heat panic or Electricity arcs do not count as incapacitation.
- Damage bonus applies multiplicatively to total damage, according to this formula: Damage × (1 + 0.25)
- Damage bonus applies a second time on status damage, if the damaging status effect is applied while an enemy is incapacitated.
- For example, with a weapon that inflicts 100 damage per shot, that procs Slash, Vauban's passive will increase the damage per tick from the slash to: 0.35 × 100 × (1 + 0.25) × (1 + 0.25) = 54.6875.
- The damage bonus is multiplicative to faction bonus damage and to Minelayer's Overdriver buff. For example, with a Vauban modded with maxed Intensify, and a weapon that inflicts 100 damage per shot, modded with maxed Serration, maxed Bane of Orokin, that procs a slash status, on an incapacitated orokin enemy, Vauban's passive will increase the damage per tick from the slash to: 0.35 × 100 × (1 + 1.65) × (1 + 0.3) × (1 + 0.3) × (1 + 0.25 × (1 + 0.3)) × (1 + 0.25) × (1 + 0.25) = 324.5163.
- If a damaging status effect is applied before the enemy hit is incapacitated, the damage bonus will apply only once. Similarly, the damage bonus for damaging status effects on an enemy is lost should the enemy no longer be incapacitated.
Voruna
Like a blood moon striding across the starlit night, Voruna never hunts alone. Safeguarded by her four loyal wolves, she may freely invoke their protective passives anytime during a mission.
Hold down the ability button (default 1 , 2 , 3 , 4 ) to invoke 1 passive into the UI indicator above the ability icons. Wolf passives persist indefinitely until switched, undergoing a cooldown (Ulfrun's Descent), or revoked by holding down the ability key again; while a passive is selected, the corresponding wolf skull on Voruna's body glows with energy, as a flying wolf skull orbits around her.
- Shroud of Dynar increases Parkour velocity by 55%.
- Fangs of Raksh grants complete resistance to new Status Effects.
- Lycath's Hunt imbues Voruna's melee weapon with an additive 100% Heavy Attack Efficiency.
- Since heavy attack efficiency is hard-capped to 90%, the extra 10% is only visible and viable when equipped with a Riven Mod that penalizes it.
- Ulfrun's Descent has Ulfrun die in Voruna's place when she receives lethal damage, preventing bleedout, rendering her invulnerable for 3 seconds and restoring 100% of her shields and health. Ulfrun's passive undergoes a 60 second cooldown after his sacrifice or when swapped out.
- Passives are only available from Voruna's original abilities. Therefore, a subsumed ability replacement from the Helminth system will disable the associated passive.
- Passives are not disabled nor revoked when Voruna enters an ability-nullifying field such as from Nullifier Crewmen, or if she falls into an out-of-bounds zone.
Volt
Traveling along the ground between Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus Electricity damage toward Volt's next weapon attack or ability cast. For every 1 meter traveled, 10 points of Electricity damage are added, accumulating to a maximum of 1000 bonus damage.
- Does not combine with single elements or elemental mods on weapons, the bonus Electricity damage type remains separate.
- Is not affected by damage mods (e.g. Serration) or elemental mods (e.g. Stormbringer).
- Is affected by Critical Hits and the combo counter of Sniper Rifles.
- Even with Multishot, only a single hit will gain the damage bonus.
- Does not affect Helminth injected abilities or Shocking Speed sparks.
Wisp
Wisp weaves between dimensions whilst she is airborne, gaining a cloak that renders her and her Companions completely invisible to enemies indefinitely until she lands or fires a weapon. Wisp's cloak will reactivate briefly after the player stops firing provided they are still airborne.
- The cloak does not wear off immediately after landing, allowing Wisp to constantly remain invisible.
- Hard Landings will dissipate the cloak immediately.
- Silenced weapons will still remove her invisibility.
- Invisibility is not affected by Melee weapon strikes, allowing Wisp to freely use them without making her visible.
- Unlike other invisible abilities, Wisp does not turn transparent. Instead she visually glows and emits energy particles that are affected by her chosen Energy color.
Wukong
Wukong has learned five techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3 of these techniques per mission, each will make Wukong avoid entering bleedout upon taking fatal damage, Invulnerable for 2 seconds, restore 50% health, and provide a unique buff:
- Primal Forces: 300% elemental damage for 60 seconds.
- Heavenly Cloak: Invisibility for 30 seconds.
- Invisibility does not reveal Wukong when he attacks.
- Cosmic Armour: Invulnerable for 30 seconds.
- Monkey Luck: Enemies killed yield extra loot drops for 60 seconds.
- Additional loot retrieval stacks with other loot abilities that loot while alive ( Ivara's Prowl), loot while petrified ( Atlas's Ore Gaze), and loot corpse ( Nekros's Desecrate and Chesa Kubrow's Retrieve). However, it does not stack with other loot on death abilities ( Hydroid's Pilfering Swarm, Khora's Pilfering Strangledome, and Wukong's Monkey Luck passive).
- Sly Alchemy: Orbs are 4x more effective for 60 seconds.
- When the passive activates, the three randomly selected buffs are briefly displayed as buff icons at the top center part of the HUD. Passive buff icons and timers are displayed beside the shield and health bars.
- These passive buffs cannot be dispelled even if Wukong's abilities becomes disabled, such as falling out of bounds or crossing a Nullifier bubble.
Xaku
Shifting their pieces unpredictably, Xaku has a 25% Dodge chance to harmlessly phase through incoming enemy weapon attacks, while protected by a 25% Damage Reduction against area of effect damage. Passive dodge chance and area damage reduction both raise to 75% while The Vast Untime is activated.
- Enemy attacks affected by the dodge passive include hitscan, bullets, projectiles, and melee attacks. Explosions that occur near Xaku are not dodged, instead Xaku will receive damage reduction against them.
- Evasion (such as from Agility Drift) and Xaku's dodge chances are separate mechanics that do not stack.
Yareli
Everflowing with the seas, whenever Yareli moves for at least 1.5 seconds, she gains the Critical Flow buff that increases Critical Chance on her secondary Weapon by 200%. Critical Flow lasts until Yareli stops moving for 1 second.
- Critical Flow additively stacks with other pistol critical chance mods such as Pistol Gambit to increase the secondary weapon's base critical chance stat.
- The condition of movement to activate and sustain Critical Flow involves the player's input of the movement keys (default W A S D ), falling from heights, or certain Maneuvers such as Bullet Jumping, Aim Gliding, and Wall Latching. Object-induced movement such as riding an elevator do not trigger Yareli's passive.
- Merulina's innate K-Drive drifting momentum helps activate and maintain Yareli's passive.
Zephyr
Striking from the skies above, Zephyr is significantly lighter in comparison to other Warframes, dramatically altering her airborne physics. Specifically, she descends slower and has improved aerodynamics which can be used to control her midair movement with greater ease and agility. While airborne, Zephyr's equipped weapons gain a 150% Critical Chance bonus that additively stacks to the bonuses of critical chance Mods.
Zephyr's reduced gravity portion of her passive can be disabled with Anchored Glide.