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m (Conclave Passives: Ember and Vauban not in Conclave)
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'''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.
 
'''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==
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<tabview>
{{:Passives/Heading|Ash|Hemorrhage}}
+
Passives/Warframe|Warframes (PvE)
{{:Passives/Heading|Atlas|Monolithic}}
+
Passives/Conclave|Warframes (Conclave)
{{:Passives/Heading|Banshee|Suppressor}}
+
Passives/Weapon|Weapons
{{:Passives/Heading|Baruuk|Restraint}}
+
</tabview>
{{:Passives/Heading|Chroma|Elemental Alignment}}
 
{{:Passives/Heading|Ember|Ignition}}
 
{{:Passives/Heading|Equinox|Equilibrium}}
 
{{:Passives/Heading|Excalibur|Swordsmanship}}
 
{{:Passives/Heading|Frost|Cryogenic}}
 
{{:Passives/Heading|Gara|Glint}}
 
{{:Passives/Heading|Garuda|Death's Gate}}
 
{{:Passives/Heading|Gauss|Electrokinetic Battery}}
 
{{:Passives/Heading|Grendel|Glutton}}
 
{{:Passives/Heading|Harrow|Conviction}}
 
{{:Passives/Heading|Hildryn|Shield Matrix}}
 
{{:Passives/Heading|Hydroid|Deep Tendril}}
 
{{:Passives/Heading|Inaros|Undying}}
 
{{:Passives/Heading|Ivara|Sentry}}
 
{{:Passives/Heading|Khora|Beast Tamer}}
 
{{:Passives/Heading|Limbo|Rift Walk}}
 
{{:Passives/Heading|Loki|Wall Grapple}}
 
{{:Passives/Heading|Mag|Magnetic Attraction}}
 
{{:Passives/Heading|Mesa|Marksman's Dexterity}}
 
{{:Passives/Heading|Mirage|Jester's Proficiency}}
 
{{:Passives/Heading|Nekros|Soul Siphon}}
 
{{:Passives/Heading|Nezha|Frictionless}}
 
{{:Passives/Heading|Nidus|Mutation}}
 
{{:Passives/Heading|Nova|Explosive Counter}}
 
{{:Passives/Heading|Nyx|Evasion}}
 
{{:Passives/Heading|Oberon|Beastmaster}}
 
{{:Passives/Heading|Octavia|Harmonic Symphony}}
 
{{:Passives/Heading|Revenant|Sentient Retaliation}}
 
{{:Passives/Heading|Rhino|Heavy Landing}}
 
{{:Passives/Heading|Saryn|Potency}}
 
{{:Passives/Heading|Titania|Dust Bloom}}
 
{{:Passives/Heading|Trinity|Triage}}
 
{{:Passives/Heading|Valkyr|Nimble}}
 
{{:Passives/Heading|Vauban|Dismantle}}
 
{{:Passives/Heading|Volt|Static Discharge}}
 
{{:Passives/Heading|Wisp|Phased}}
 
{{:Passives/Heading|Wukong|Five Levels of Immortality}}
 
{{:Passives/Heading|Zephyr|Lightweight}}
 
 
==Conclave Passives==
 
Due to balancing, some passives from PvE is either altered or changed completely in [[Conclave]].
 
 
{{:Passives/Heading|Conclave:Ash|Hemorrhage}}
 
{{:Passives/Heading|Conclave:Atlas|Monolithic}}
 
{{:Passives/Heading|Conclave:Banshee|Suppressor}}
 
{{:Passives/Heading|Conclave:Chroma|Elemental Alignment}}
 
{{:Passives/Heading|Conclave:Equinox|Equilibrium}}
 
{{:Passives/Heading|Conclave:Excalibur|Swordsmanship}}
 
{{:Passives/Heading|Conclave:Frost|Cryogenic}}
 
{{:Passives/Heading|Conclave:Gara|Perforated}}
 
{{:Passives/Heading|Conclave:Harrow|Conviction}}
 
{{:Passives/Heading|Conclave:Hydroid|Deep Tendril}}
 
{{:Passives/Heading|Conclave:Inaros|Rejuvenation}}
 
{{:Passives/Heading|Conclave:Ivara|Sentry}}
 
{{:Passives/Heading|Conclave:Khora|Beast Tamer}}
 
{{:Passives/Heading|Conclave:Limbo|Rift Walk}}
 
{{:Passives/Heading|Conclave:Loki|Wall Grapple}}
 
{{:Passives/Heading|Conclave:Mag|Magnetic Attraction}}
 
{{:Passives/Heading|Conclave:Mesa|Marksman's Dexterity}}
 
{{:Passives/Heading|Conclave:Mirage|Jester's Proficiency}}
 
{{:Passives/Heading|Conclave:Nekros|Soul Siphon}}
 
{{:Passives/Heading|Conclave:Nezha|Frictionless}}
 
{{:Passives/Heading|Conclave:Nidus|Adaptive Mutation}}
 
{{:Passives/Heading|Conclave:Nova|Explosive Counter}}
 
{{:Passives/Heading|Conclave:Oberon|Zealous Warrior}}
 
{{:Passives/Heading|Conclave:Octavia|Harmonic Symphony}}
 
{{:Passives/Heading|Conclave:Rhino|Heavy Landing}}
 
{{:Passives/Heading|Conclave:Saryn|Potency}}
 
{{:Passives/Heading|Conclave:Titania|Dust Bloom}}
 
{{:Passives/Heading|Conclave:Trinity|Dermatologist}}
 
{{:Passives/Heading|Conclave:Valkyr|Nimble}}
 
{{:Passives/Heading|Conclave:Volt|Static Discharge}}
 
{{:Passives/Heading|Conclave:Zephyr|Lightweight}}
 
 
==Weapon Passives==
 
===Ack & Brunt===
 
Blocking with [[Damage#Primary Elemental Damage|elemental damage]] with the {{Weapon|Ack & Brunt}} collects stacks.
 
*Each stack adds '''~17.5%''' elemental damage to the total damage.
 
*Up to '''4''' stacks can be collected.
 
 
===Arca Scisco &ndash; Target Analysis===
 
Shots that hit an enemy give {{Weapon|Arca Scisco}} a flat '''4%''' [[Critical Hit|critical]] and [[Status Effect|status]] chance bonus, stacking up to '''20%''' with additional shots.
 
*The buff lasts for '''2''' seconds, after which one stack disappears.
 
*Buff duration can be refreshed by shooting enemies.
 
 
===Arca Titron===
 
Kills done with the {{Weapon|Arca Titron}} will collect a charge, which increases slam attack damage by '''100%'''.
 
*Up to '''10''' charges can be collected.
 
*Charges dissipate after '''20''' seconds.
 
 
===Ballistica Prime===
 
Charged shot kills by the {{Weapon|Ballistica Prime}} within '''50''' meters will create a ghost of the killed enemy that lasts for '''7''' seconds. This ghost can be scanned.
 
 
===Broken Scepter===
 
The {{Weapon|Broken Scepter}} can drain corpses to make them release [[Pickups#Orbs|Orbs]].
 
*Draining organic enemies will give [[Pickups#Health|Health Orbs]].
 
*Draining mechanical enemies will give [[Pickups#Energy|Energy Orbs]].
 
*The Broken Scepter has two small orbs that orbit around it, which act as an indicator of how many times the player can use the Scepter's draining ability consecutively.
 
**One orb is consumed when performing a drain.
 
**If both orbs are consumed, the player will be unable to drain enemy corpses until the orbs regenerate.
 
 
===Caustacyst===
 
Performing heavy attacks with the {{Weapon|Caustacyst}} releases a toxic stream which leaves behind a temporary trail on the ground.
 
*The stream travels up to '''20''' meters.
 
*{{Icon|Proc|Corrosive|Text}} damage is dealt to enemies who are hit by the stream or walk on the trail.
 
*Enemies hit by the stream are opened up to [[Melee#Finishers|finishers]].
 
 
===Dual Toxocyst &ndash; Frenzy===
 
Landing headshots with the {{Weapon|Dual Toxocyst}} activates the ''Frenzy'' buff for '''3''' seconds:
 
*A '''150%''' fire rate bonus.
 
*A '''100%''' {{Icon|Proc|Toxin|Text}} additive damage bonus.
 
*Reduction in recoil.
 
*No ammo consumption while firing.
 
 
===Gazal Machete===
 
The {{Weapon|Gazal Machete}} gains bonus {{Icon|Proc|Corrosive|Text}} damage for a short period of time for every consecutive cast of [[Djinn]]'s {{M|Fatal Attraction}}.
 
 
===Halikar===
 
Enemies hit by a thrown {{Weapon|Halikar}} have a chance to be disarmed.
 
 
===Heliocor===
 
Enemies killed by the {{Weapon|Heliocor}} are scanned as long as players have a [[Codex Scanner]].
 
 
===Hema===
 
Headshots with the {{Weapon|Hema}} restores health to the player, equal to '''10%''' of the damage dealt.
 
*Reloading the Hema drains '''3%''' of the player's max health.
 
 
===Hirudo &ndash; Invigorated===
 
The {{Weapon|Hirudo}} grants a '''5%''' lifesteal and max health buff on critical hits.
 
*The '''5%''' max health bonus can stack up to '''5''' times.
 
 
===Knell &ndash; Death Knell===
 
Upon headshots, the {{Weapon|Knell}} grants critical damage and status chance bonuses and unlimited ammo for '''3''' seconds.
 
*A '''1.5x''', '''2x''' or '''2.5x''' critical damage bonus is granted depending on the amount of stacks.
 
*The '''20%''' status chance bonus is fixed and is not affected by the amount of stacks.
 
 
===Kogake Prime===
 
Movement speed is increased by '''5%''' with the {{Weapon|Kogake Prime}} equipped.
 
 
===Lenz===
 
The {{Weapon|Lenz}} has innate [[Arrow Mutation]], converting [[Ammo#Ammo_Packs|Ammo Packs]] other than Sniper/Bow Ammo Packs into ammunition. Unlike mods that grant this effect, however, the Lenz will only gain '''1''' round regardless of what Ammo Pack it converts.
 
 
===Lesion===
 
Upon inflicting a status proc, the {{Weapon|Lesion}} gains a '''15%''' increase in attack speed and an additive '''100%''' {{Icon|Proc|Toxin|Text}} damage bonus for '''6''' seconds.
 
 
===Magistar===
 
The {{Weapon|Magistar}} has an innate '''10%''' chance to proc the {{Icon|Proc|Blast|Text}} effect.
 
 
===Mire===
 
Innate additive '''+10%''' {{Icon|Proc|Toxin|Text}} damage on the {{Weapon|Mire}}. [[Melee 2.0#Slam Attack|Slam attacks]] with the Mire deal pure {{Icon|Proc|Toxin|Text}} damage.
 
 
===Orvius===
 
Throwing the {{Weapon|Orvius}} at an enemy while blocking will make the weapon home in, fly above the target enemy's head, and then suspend the enemy in mid-air. The effect lasts for '''5''' seconds before exploding, dealing damage to all enemies within its radius.
 
*The Orvius will deal damage on the suspended enemy approximately once per second with a '''100%''' status chance.
 
 
===Pathocyst===
 
Attacking or throwing the {{Weapon|Pathocyst}} releases [[Maggot]]s that damage nearby enemies.
 
 
===Pyrana Prime===
 
Getting '''3''' kills within '''2''' seconds with the {{Weapon|Pyrana Prime}} will summon a second Pyrana Prime for '''5''' seconds, doubling the weapon's fire rate and magazine size. <!-- Needs retesting/confirmation. On the Page of {{Weapon|Pyrana Prime}} it says that the time window is 3 kills in 3 seconds. -->
 
*Pyrana Prime's passive still applies while dual-wielding.
 
*Killing 3 enemies in quick succession while having 2 Pyranas will not refresh the duration of the ethereal Pyrana.
 
*Upon activating the ethereal Pyrana, the number of rounds in its modded magazine size are added to the magazine (e.g. if modded magazine size is 14, 14 rounds are added when ethereal Pyrana is conjured). When the ethereal Pyrana disappears, the magazine is reduced to the modded magazine size (e.g. if the magazine clip size is 14, any number of rounds in the current magazine will be reduced to 14, unless the number of rounds is below 14 as it will remain the same).
 
 
===Rakta Dark Dagger===
 
When holding the {{Weapon|Rakta Dark Dagger}}, the range in which enemies can spot the user is reduced by '''33%'''. Damaging enemies who are suffering from a {{Icon|Proc|Radiation|Text}} proc restores shields by '''5%'''.
 
*The amount of shields restored depends on the amount of damage dealt and can provide overshields.
 
 
===Sancti Magistar===
 
*Melee heavy attacks with the {{Weapon|Sancti Magistar}} emits a healing pulse that heals the user and all friendlies in a '''15''' meter radius.
 
**The amount healed depends on the amount of damage dealt.
 
**Healing pulse range is affected by melee range mods.
 
**Damage dealt by status effects to the user is reduced by '''50%'''.
 
*The {{Weapon|Sancti Magistar}} has an innate '''10%''' chance to proc the {{Icon|Proc|Blast|Text}} effect.
 
 
===Secura Lecta===
 
Enemies killed by the {{Weapon|Secura Lecta}} drop additional credits.
 
 
===Sibear===
 
Heavy melee attacks grant the {{Weapon|Sibear}} a '''50%''' status chance bonus for '''4''' seconds.
 
 
===Sigma & Octantis===
 
Aerial attacks throw the shield of the {{Weapon|Sigma & Octantis}}.
 
*The shield is thrown '''25-30''' meters away.
 
*Enemies hit by the shield are opened up to finishers.
 
 
===Silva & Aegis===
 
Blocking with the {{Weapon|Silva & Aegis}} ([[Silva & Aegis Prime|Prime]]) grants an additive '''15%''' bonus to critical and status chance to the next attack.
 
*Up to '''4''' stacks can be collected.
 
 
===Skiajati===
 
[[Finisher]] attacks with the {{Weapon|Skiajati}} turn the user invisible for '''5''' seconds.
 
*Attacking or using an ability will break the invisibility, similar to the cloak provided by [[Shade]] and its {{M|Ghost}} precept.
 
*The invisibility period is not affected by mods.
 
*Performing a finisher while under the invisibility effect of the Skiajati will refresh the cloak's duration.
 
*Invisibility is not affected by [[Nullifier Crewman|Nullifier bubbles]].
 
 
===Synoid Heliocor===
 
Channeled kills with {{Weapon|Synoid Heliocor}} create a specter of the slain enemy that lasts '''30''' seconds.
 
*A specter is created ''only'' if the player has full Codex scans of the enemy.
 
*Enemies killed by the Synoid Heliocor are scanned as long as players have a Codex Scanner.
 
 
===Telos Boltace===
 
Slide attacks with the {{Weapon|Telos Boltace}} create a vortex with a radius of '''14''' meters, which pulls in and staggers enemies.
 
*Performing a second slide attack will disperse the vortex and ragdoll enemies with a radial blast.
 
*Users gain a '''20%''' boost to [[Maneuvers#Bullet Jump|Bullet Jump]] velocity, [[Maneuvers#Wall Latch|Wall Latch]] and [[Zoom#Aim Glide|Aim Glide]] duration.
 
 
===Vaykor Sydon===
 
Continuously blocking '''15''' hits will make the {{Weapon|Vaykor Sydon}} release a {{A|Radial Blind}} in a '''15''' meter radius.
 
*Enemies hit by the Radial Blind are blinded for '''5''' seconds.
 
*Blind range is affected by melee range mods.
 
*Users have '''+50%''' chance to resist knockbacks or knockdowns.
 
 
===Venka Prime===
 
The {{Weapon|Venka Prime}} has an innate [[Melee 2.0#Combo Counter|melee combo counter]] of '''0.75''' instead of the usual 0.5.
 
   
 
==Media==
 
==Media==

Latest revision as of 19:25, February 21, 2020

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.

MediaEdit


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