Wielding explosive power and incredible stamina, Atlas strengthens his insurmountable durability through battle. Atlas possesses various passive mechanics highlighted in the tabs below:
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.
- 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.
- Amount of Rubble dropped per petrified enemy and per Rumbler, health restored, bonus armor provided, and rate of decay are not affected by mods.
- 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.
Strong as the mountain, Atlas is immune to knockdown effects while in contact with the ground.
- Atlas remains susceptible to knockdown while in the air.
- Certain attacks like Fire Blast can push back Atlas, regardless of knockdown.
- This immunity applies to obstacles and traps capable of knockdown, such as Corpus Laser Barriers.
- Atlas can also fire powerful Arch-guns such as Corvas, Velocitus, and Larkspur without their recoil causing him to stop moving, even in the air.
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 resistance when the meter is completely depleted.
- Restraint meter is displayed in the lower-right on the HUD, above the ability icons.
- Restraint meter is initially filled, then gradually depletes when the following events occur throughout a mission:
- Damage resistance and erode amount are not affected by Mods.
- Baruuk's fourth ability Serene Storm utilizes Restraint instead of Energy to cast and maintain. Using this ability causes Restraint meter to gradually refill until full or the ability is deactivated.
- Restraint can still erode from using Baruuk's other abilities during this ability.
Chroma can alter his abilities to match any basic (uncombined) elemental attribute of the player's choice. This change is performed by customizing Chroma's primary emission color. 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 Electric;
- 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 (, , , ). 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.
- Ability Strength bonus and radius are not affected by Mods.
When Equinox collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively. This effect stacks with Equilibrium. Extra health generated from Arcane Pulse and extra energy generated from Arcane Energize and Zenurik's Energy Pulse do not amplify the conversion, as they are not considered as being from orbs.
Equinox can shift between two forms to alter her abilities: the offensive-focused Day-Form or the defensive/supportive-focused Night-Form.
Equinox will begin any mission in either Day-Form or Night-Form. The default form can be determined by changing the primary emission color:
- Bright hues change default form to Day-Form;
- Dark hues change default form to Night-Form.
Upon changing colors, Equinox's combined form in Arsenal preview will change her stance animation to reflect the chosen form's personality.
Customizing the secondary emission and the energy colors will have no effect.
- 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.
- Umbra can use any equipped weapon and most abilities, which will take into account of any mods installed. Neither of these actions will consume ammunition nor energy, however.
- Umbra will not cast or keep Exalted Blade active.
- 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.
- 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.
- 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.
Any melee assailant that strikes Frost has a 10% chance to be temporarily frozen on impact.
- Blind radius and duration are not affected by Mods.
- Blinded enemies stagger backward and emit smoke from their eyes while affected, similar to the mechanics of Radial Blind.
- 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 Glint procs again.
- Affects enemies crystallized by Mass Vitrify.
- Melee finisher damage benefits from the damage multipliers of Splinter Storm and Mass Vitrify.
- Damage bonus is proportionate to the missing percentage of Garuda's maximum health.
- Damage bonus increases or decreases immediately following any changes to Garuda's health.
- Maximum damage bonus is reached at 2 health points remaining.
- Damage bonus is displayed as a buff icon using Garuda's iconic symbol, shown beside the shield and health bars.
- Damage bonus is calculated independent of other damage sources.
When no melee weapon is selected in the Arsenal loadout, Garuda's Talons become available in the Arsenal screen as an exclusive melee weapon that can be modified separately and equipped for combat during missions.
Unlike most frames, 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.
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 the final 20% of the battery.
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.
Battery Power is Gauss' unique secondary resource that charges or drains from the Speed Gauge displayed above his ability icons, depending on the ability he uses:
- +1% battery per ? meters 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.
- -1.28% battery per second while active.
- -1.0%-6.5% battery per hit received.
- +?% 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%).
- Armor bonus per enemy is not affected by Mods and has no upper limit, aside from the rapidly mounting Energy drain.
- 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)) + 50 = 785
- Armor bonus adds or subtracts depending on the number of enemies currently residing in Grendel's stomach.
- Armor bonus amount is displayed beside the shield and health bars on the HUD.
Hildryn utilizes her advanced Shielding systems to power all of her abilities. Although she has no Energy capacity, her shields boasts additional passive benefits and defensive capabilities listed in the tabs below:
Hildryn's Shield Gating is more advanced than other Warframes, bolstering her defenses further:
- Overshields protect Hildryn's Health pool from damage types that normally bypass shields to directly affect health, such as Toxin damage.
- When her Overshield pool is depleted, any excess damage from the last hit are negated, preventing damage from leaking into the Shield pool. This also occurs when her Shield pool is depleted, preventing any excess damage from leaking into her Health pool.
- Hildryn becomes invulnerable to all damage for 3 seconds upon her shields being depleted. This effect will only reset if her shields are allowed to fully replenish.
- When this passive protection is ready, Hildryn's shield bar appears energized by lightning.
- 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.
- Shield Wall invulnerability time is not affected by Mods.
- This passive also works in Archwing combat.
- All of Hildryn's abilities drain her Overshield and Shield points, as she lacks any energy capacity.
- Overshields take priority over shields when spending points on abilities and channeling.
- Energy Orb pickup restores 25 shield points and instantly bypasses the shield recharge delay enforced on receiving damage to shields, allowing Hildryn to quickly recharge her defensive barrier in combat.
- Can only pick up Energy Orbs when Hildryn's shield pool is not at maximum.
- Shield points from Energy Orbs do not create Overshields if there are excess amounts.
- 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's effect has no effect on her, even though it can still trigger.
- 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.
- Hildryn's shield pool stat scales differently with each Warframe rank, with ranks that would normally increase her energy pool increasing her shields for the same amount, with +250% shields at Rank 30.
Hydroid's melee slam attacks have a 50% chance to spawn a Tentacle that lasts for 15 seconds. The tentacle seeks nearby enemies to grab and thrash them, dealing True damage per second, bypassing shields and armor.
- Melee combos with slam hits have a chance to summon a Tentacle.
- Forest's Remorse from Gaia's Tragedy, despite ending with a slam, does not trigger this passive.
- Pilfering Swarm applies to tentacles formed by this passive.
- These tentacles are not affected by Ability Strength or Ability Duration.
- Up to 3 tentacles spawned by this passive may exist at once.
- Rather than having the standard Bleedout state of other Warframes, Inaros instead enters an immobile sarcophagus when downed. Aiming at an enemy or ally will siphon life from them, gradually filling his revive meter and allowing Inaros to resurrect himself. Otherwise, he can be revived by other players normally. However, Inaros is still in danger of bleeding to death if there are no enemies or allies in sight, or if Inaros is unable to fill his meter before his bleedout timer expires.
- This ability is active even during Solo play.
- This ability does not prevent Inaros from dying in Arbitrations.
- Inaros cannot use secondary weapons during his bleedout.
- If an ally kills the enemy targeted by Inaros it still counts towards his ressurection passive.
- Siphoning from enemies will pull them toward Inaros, similar to Devour.
- Siphoning deals 75 damage per tick to enemies, regardless of armor. However, it is still subject to other damage resistances and shields.
- Siphon damage can not be increased by mods, except for Provoked.
- The revive meter is filled by 0.5% for every 1% of an enemy's combined health and shields removed. At least two enemies must be killed for Inaros to be revived.
- The siphoning beam can be dispelled. Enemies that can dispel the beam include: Nullifier Crewmen, Corrupted Nullifiers, Sap Combas, Sap Scrambus, Isolator Bursas, and Disruptor Drones.
- Killing enemies with Finishers will restore 20% of Inaros' maximum health. This passive does not apply to Ground Finishers or the Parazon Mercy finishers.
- Health restore is not affected by mods.
Unlike most frames, when Inaros ranks up he receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:
- +15% / +30% / +45% / +60% / +75% / +90% / +105% / +120% / +135% / +150% Health at ranks 1 / 4 / 7 / 10 / 13 / 16 / 19 / 22 / 25 / 28 respectively.
- +15% / +30% / +45% / +60% / +75% / +90% / +105% / +120% / +135% / +150% Health at ranks 2 / 5 / 8 / 11 / 14 / 17 / 20 / 23 / 26 / 29 respectively.
- +5% / +10% / +15% / +20% / +25% / +30% / +35% / +40% / +45% / +50% Energy capacity at ranks 3 / 6 / 9 / 12 / 15 / 18 / 21 / 24 / 27 / 30 respectively.
This results in a total of +300% Health and +50% Energy capacity by Rank 30.
Ivara has an innate radar that detects enemies within 20 meters and displays their position on the minimap. This effect stacks with Animal Instinct or Primed Animal Instinct, Enemy Radar, Enemy Sense, Stealth Drift, and Vigilante Pursuit.
With Hotfix 24.6.1 and Baro Ki'Teer's 113th rotation which introduced Primed Animal Instinct, Ivara's passive combined with Primed Animal Instinct instead of Animal Instinct and alongside every mod above, can stack her Enemy Radar up to 161 meters and even more with squad members due to sharing the aura effect of Enemy Radar and mods that can affect the Aura like Coaction Drift.
- 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 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.
- Unlike regular kavats, Venari is completely disassociated from the Incubator, therefore she does not occupy an open Stasis slot or require DNA Stabilizer.
- 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.
- 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.
- Additionally to Khora, Venari herself also grants 6,000 mastery points, similar to other companions.
- Venari is however not listed on a player's profile.
- Venari is not affected by Oberon's passive.
In the Arsenal, the player can modify Venari via the Upgrade tab using Mods and Forma. Whether Khora was crafted or purchased, Venari always comes with a preinstalled Orokin Reactor for doubled mod capacity.
- Venari and Khora both 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.
- Venari can equip the same mods as another companion simultaneously without conflicting, meaning a player does not require a second set of mods for each companion.
- 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 requires individual Forma for Polarization of her mod slots.
- 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 Shields.
- Animal Instinct radars stack with other radar mods, including the same mod card equipped on another companion owned by the player.
- Venari regains health passively when Rejuvenation and Medi-Pet Kit are equipped.
- Bleedout reduction from Loyal Companion and Medi-Pet Kit has no effect on Venari as she disappears and waits to respawn when killed.
- 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.
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.
- Main article: Rift Plane
Limbo has access to the Rift plane, an alternate dimension to the normal environment, or material plane. By performing a Roll (default ), a Sidespring ( or + ), or a Backspring ( + + ), Limbo slides into and out of the Rift plane at will. Several of Limbo's abilities impose the Rift upon the world around him, affecting himself, the environment, enemies, and even allies.
- Limbo can remain indefinitely in either dimension, until he performs the triggering maneuvers again or travels freely between both planes via Cataclysm.
- When sliding into the Rift plane, 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.
- Allies can perform the trigger maneuvers to return to the material plane sooner.
- Limbo himself can use the portal to enter the Rift with no time limit.
- Additionally, while Limbo and enemies are inside the Rift, each Rift-bound enemy killed grants him 10 energy.
- If Limbo is in the Rift plane, he can still damage enemies outside of it if they are ragdolled.
- Damaging enemies in the Rift plane while being in the material plane is also possible as long as the enemies are ragdolled.
Mesa has improved proficiency with secondary weapons, and gains a health bonus at the expense of not having a melee weapon equipped. The following are passive bonuses available to Mesa:
- +15% fire rate with dual wielded sidearms.
- +25% reload speed for one handed sidearms.
- +50 health when no melee weapon is equipped.
- Health bonus is not affected by mods and (similar to buffs from auras) is not shown in the arsenal.
- Sliding last 85% longer
- +50% faster Maneuver speed
Nezha's passive can be disabled with Controlled Slide.
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 five sections which represent the number of hits dealt to enemies via Nidus' abilities. The counter at the center of the gauge keeps track of the number of Mutation stacks.
- Upon hitting one or more enemies via Virulence or Ravenous, depending on the number of hits the sections of the gauge will light up clockwise. After a total of 5 hits, the gauge completes a cycle and the sections become unlit again, while the counter increases by 1 Mutation stack.
- Abilities are not required to deal damage to enemies, only ability contact is needed to increase Mutation 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.
- Up to a maximum of 100 stacks can be stored. Each stack causes the gauge to gradually appear more infested. Upon reaching 100 stacks, the counter is hidden and the gauge is overlapped by Virulence's ability icon colored in red and black.
- Parasitic Link costs 1 stack to activate instead of using energy.
- Ravenous costs 3 stacks to activate instead of using energy.
- When gaining or losing large numbers of stacks, the gauge still 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.
- 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, and many more tendrils will be exposed.
- 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.
- 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, those 15 stacks are consumed, granting him 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.
Unlike most frames, when Nidus ranks up he receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:
- +20% / +40% / +60% / +80% / +100% / +120% / +140% / +160% / +180% / +200% Health at ranks 1 / 4 / 7 / 10 / 13 / 16 / 19 / 22 / 25 / 28 respectively.
- +10% / +20% / +30% / +40% / +50% Armor at ranks 2 / 8 / 14 / 20 / 26 respectively.
- +3% / +6% / +9% / +12% / +15% Ability Strength at ranks 3 / 9 / 15 / 21 / 27 respectively.
- +10% / +20% / +30% / +40% / +50% Energy capacity at ranks 5 / 11 / 17 / 23 / 29 respectively.
- 5 / 7 / 9 / 11 / 13 Health regen per second at ranks 6 / 12 / 18 / 24 / 30 respectively.
This results in a total of +200% Health, +50% Armor, +15% Ability Strength, +50% Energy capacity, and 13 Health/s Regeneration at Rank 30.
Note that these bonuses are gained only by leveling up. Gaining Mutation stacks will not increase said bonuses.
- Knockdown radius and damage are not affected by Mods.
- Self-Stagger knockdown will also trigger this passive.
Oberon is one with nature and gains the following perks:
- Allied Kubrows and Kavats receive +25% Health, Shield and Armor links.
- The player's Kubrow or Kavat receives 1 instant revive per mission.
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 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.
Casting any ability will inspire Octavia and nearby allies with her music, granting the Inspiration buff that replenishes 1 energy per second for 30 seconds. Allies within 15 meters will receive the Inspiration buff.
- 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.
Additionally, when his Shield depletes, Revenant emits a radial blast that knocks down nearby enemies.
Frolicking and fluttering about, Titania passively possesses +25% Bullet Jump and Rolling distance. Casting her abilities rejuvenates Titania and her allies within ? meters, granting them the Upsurge buff which regenerates 4 Health points per second for 20 seconds.
- Passive values are not affected by Mods.
- Upsurge is granted at the start of Titania’s cast animations, even if her abilities don’t hit their targets.
- Upsurge buff icon is displayed with a duration timer next to the shield and health indicators, at the top-right of the HUD.
- Knockdown recovery can stack with Handspring and Constitution for up to 250% recovery speed.
- Valkyr's immunity to hard landings prevents her from triggering Heavy Impact.
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 and unable to move. Eligible targets include those stunned by an attached Tesla Nervos, entangled by Minelayer's Tether Coil, lifted by Bastille's prison or pulled by its vortex's gravity.
- Damage bonus is not affected by Mods.
- Damage bonus stacks with Minelayer's Overdriver buff for weapon damage only.
- Knockdowns, staggers, and temporary stuns such as Electricity and Blast status effects do not count as incapacitation.
- Damage bonus applies multiplicatively to total damage, according to this formula: damage * (1 + 0.25)
- For every 1 meter traveled, 5 points of Electricity damage are added, accumulating to a maximum of 1000 bonus damage.
- Damage is not affected by Ability Strength.
- Static Discharge can combine with single elements or elemental mods on projectile weapons.
- However, Static Discharge does not combine with single elements or elemental mods on hit-scan or melee 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.
Wisp weaves between dimensions whilst she is airborne, gaining a cloak that renders her and her Companions completely invisible to enemies 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.
- While invisible, Wisp visually glows and emits energy particles that are affected by her chosen Energy color.
Wukong has learned five techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3 of these techniques per mission to avoid death 3 times. Each technique 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.
- Invulnerability is removed when entering and exiting Operator form (bug).
- Monkey Luck: Enemies killed yield extra loot drops for 60 seconds.
- 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 and Khora's Pilfering Strangledome).
- Sly Alchemy: Orbs 4x more effective for 60 seconds.
- All passive values are not affected by Mods.
- 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.
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.
Zephyr's passive can be disabled with Anchored Glide.