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For Conservation Predasite, see Predasite (Conservation).

Predasites are terrain-restricted Infested companions. There are currently 3 subspecies of Predasites. Like MOAs and Vulpaphylas, Predasites are obtained through a modular system, with players able to select from various combinations of three different components to create Predasites to their liking. Since these are organic companions, by lore they are not "built", but rather "revivified" through the use of Mutagens and Antigens from Son. Beast and Kubrow mods may be equipped on Predasites, however Kubrow equipment such as Kavasa Prime Kubrow Collar or any other Kubrow-specific cosmetics cannot except genetic masking kits bought from Master Teasonai in Cetus.

Similar to other non-Sentinel companions, Predasites can be given custom names for further personalization once they are gilded, as well as being able to be revived once downed.

A Predasite companion needs three different components to be revivified, the Weakened Subspecies, the Mutagen, and the Antigen. Each component type has several options to choose from, allowing players to customize stats and the Predasite's type and appearance.

Subspecies[]

The Predasite's Subspecies forms the companion's head which is the component that earns Mastery Rank points for the Predasite after gilding. Each subspecies grant 2 mods like other companions.

Mutagen[]

The Mutagen determines the appearance of the Predasite's tail and the innate resistance type of the Predasite.

Antigen[]

The Antigen determines the appearance of the Predasite's Head/Neck, and determines the first Polarity of the Predasite.

Revivification[]

Before players can revivify a Predasite, they must first purchase the blueprints for the Mutagen and Antigen they desire from Son, which is available for Standing, after which these parts must then be constructed at the Foundry.

The Weakened Subspecies must be captured via Conservation in the Cambion Drift. The wild Predasite must be put in a "weakened" state, which occurs when attacked by roaming Infested, indicated by an orange shimmering overlay and the name "Weakened" appearing before the Predasite's name (e.g. Weakened Vizier Predasite). Players may either find wild Predasite already in combat, or tranq them and then lure enemy Infested toward the sleeping creature. Beware, however, as upon seeing the player, they will attempt to flee and despawn relatively quickly.

Once the component parts have been crafted and the Weakened Subspecies captured, players must return to Son and select the Predasite Revivification option. Here, players must choose the components they have available to revivify the Predasite. Once a Subspecies, Mutagen, and Antigen are selected, the player will be shown a preview of the Predasite's appearance. If the Predasite is satisfactory, players can then proceed with the Build action, which will instantly Revivify the Predasite for Credits64 5,000. Players can also use the Configure screen to preview builds of Predasite components they do not yet own.

A newly revivified Predasite cannot be renamed, customized, Polarized, equipped with a Focus Lens, or earn Mastery Rank experience. However, they can be equipped with an Orokin Reactor.

Gilding[]

In order to fully unlock all of a Predasite's features, players must gild their Predasite. To gild a Predasite, the desired Predasite must first be leveled up to Rank 30. Afterwards, players must return to Son and select the Gild option under Experimental Procedures, which will cost 10 Son Tokens and ReputationLarge 5,000. Upon gilding the Predasite, players will be asked to first add a Polarity to the Predasite, and then finally give it a custom name. This process will reset the Predasite's level back to Rank 0.

A Gilded Predasite will have all of the functionality available to other organic companions. A Predasite will only give Mastery Rank points once gilded.

Notes[]

  • Gilding a Predasite costs 10 Son Tokens and ReputationLarge 5,000 Entrati Standing and requires the player to be at Rank 3 - Associate.
  • Rank 30 Predasites and Gilded Predasites can be donated to Son in exchange for 10 and 15 SonToken Son Tokens, respectively. Each additional forma grants 5 additional tokens upon exchange.
  • Weakened Subspecies are not tradeable.
  • Predasites have to be gilded to earn Mastery Rank points, with their progression tied to the Predasite's Subspecies alone. For example, if a player levels up a Gilded Predasite revivified with the Vizier Subspecies to 30, any future Predasites revivified using the Vizier Subspecies will no longer provide Mastery regardless of what combination of Mutagens and Antigens they have.
    • As there are three currently available, the maximum amount of Mastery Rank points that can be earned from Predasite revivification is 18,000.
  • Custom names for Predasites have a 24 character limit including spaces, and will not accept special characters like commas (,) or apostrophes ('), though hyphens ( - ) are accepted.
    • Names can also not include any profanities such as swear words.
  • With 3 Subspecies, 4 Mutagens and 4 Antigens, there are currently a total of 48 possible first-generation Predasite combinations available from revivication.
  • Predasites can be bred by using Genetic Code Templates from them to Incubate a Kubrow. Doing so will result in a Predasite with the Mutagens and Antigens of both parents. Through 2 generations of breeding, a Predasite with every Mutagen and Antigen can be created.
  • Six Predasite Precept mods were released with the 3 Predasite companions (each Predasite subspecies, once used to build a Predasite companion, comes with 2 specific Precept mods):
  • The Leptosam Mutagen's Proto Shield applies to the Predasite's health type. It does not apply to its shields.
  • When a Predasite is age-regressed via the Incubator, it becomes a Kubrow-like pup that still maintains its distinct appearance.
  • As a Beast Companion, on Incapacitation, Predasites will collapse on the ground and will automatically get back up once their recovery time elapses, and can be manually revived.

Gallery[]

Patch History[]

Update 34.0 (2023-10-18)

COMPANION REWORK (PHASE 1)

This section covers the following topics (in order):

  • Companion Immortality
  • Companion Stat Changes
  • Companion Healing
  • Companion Mod Changes & Additions
  • And more!

Your furry, robotic, fleshy, and everything in between pals have received a rework! Read on to learn how the way you use, Mod, and interact with your Companions has changed in this first phase of the Companion system overhaul.

Our high-level objectives for this Companion rework are:

1. Make Companions more viable in high-level gameplay by making them immortal.
Companions can no longer die! This avoids frustrating scenarios where you are relying on your Companion to provide some feature or bonus only to have them get removed from play. The base stats of Companions have also been increased significantly to help them in difficult missions.

2. Introduce more interactive Mods that offer ways to play alongside your Companion instead of it being mostly autonomous like a specter.

3. Changes to many Companion Mods, mostly to support the first two goals of removing death states and improving basic survivability.
Some Mods were inconsistent in their naming or stats, and we have improved this. We have rebalanced some Mods that players felt were not good enough, or ones that we've observed are SO good that they are considered "essential."

COMPANION IMMORTALITY

We've all seen the memes with people giving their Companions funny names, only to see the message over and over every few minutes: "Your Companion is down!" Dying Kavats and Kubrows have been demanding attention on your HUD, and spontaneously combusting Sentinels have been robbing you of your Vacuum and Animal Instinct for years.

All that changes with this update. Going forward, Companions will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Companions will instead become Incapacitated for a base duration of 60 seconds. All Companions will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen. Upon reviving all Companions have 5 seconds of invulnerability to get back on their feet safely!

Here are the specifics to how each Companion behaves while Incapacitation:

  • Predasites will now collapse on the ground and can be, optionally, manually revived to get them back into action quicker.
  • Worth noting that Vacuum and Animal Instinct work while the Companion is Incapacitated.
  • With Incapacitation, Companions can now recover from being downed in Arbitration missions, instead of staying dead for the duration of the mission.

Several Mods have been modified or introduced that also change when or how your Companion deals with Incapacitation - see the “Companion Mod Changes & Additions” section below for specifics.

COMPANION STAT CHANGES

Two broad changes have been made with regard to your Companion's base stats to increase their staying power:

1. Health, Shields and Armor have been refactored across the board.
This simple numeric buff was made with the goal of increasing Companion survivability. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.

2. Non-Sentinel Companions now gain their full Health and Shield values immediately when you acquire them.
Historically Health and Shield values would increase as your Companion ranked up, which you could see as "Rank Bonuses" in the Upgrades screen. We've removed this behavior and simply given Companions what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Companions on more difficult missions after earning them!

Revised Predasite Stats (all types):

  • 710 Health (from 190), 350 Shield (from 90), 200 Armor (from 50)
CONSISTENCY IN COMPANION HEALING

Previously, the Mod “Link Health” could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Companions were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We've decided to remove both of these obscure mechanics and restrictions.

Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod “Link Vitality” (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Companions have been removed:

  • Nezha’s Warding Halo
  • Trinity’s Blessing
  • Ember’s Immolation
  • Garuda’s Blood Altar
  • Gara’s Splinter Storm
  • Styanax’ Intrepid Stand
  • Mirage’s Eclipse
  • Volt’s Discharge
  • Baruuk’s Desolate Hands
  • Harrow’s Penance
  • Harrow’s Thurible
  • Equinox’ Mend & Maim
  • Sancti Magistar’s Heavy Attack Heal
  • Vazarin’s Protective Sling
COMPANION MOD CHANGES & ADDITIONS

Changes To Existing Mods
Several Mods have been modified to interact with how your Companion deals with Incapacitation.

Stats below are shown at Max Rank.

Companion Survivability Mod Changes:

  • Link Health has been renamed to Link Vitality, and changed from max 165% of your Warframe's Health shared with Companion, to max 125% shared Health.
  • Link Shields has been renamed to Link Redirection, and changed from max 110% of your Warframe's Shield shared with Companion, to max 125% shared Shield.
  • Link Armor has been renamed to Link Fiber, and changed from max 110% of your Warframe's Armor shared with Companion, to max 125% shared Armor.
  • Medi-Pet Kit has been changed from providing your Companion with 6 Health per second and 72% Bleedout Reduction, to providing 12 Health per second and reducing Incapacitation time by 15 seconds.
  • Accelerated Deflection (+90% Shield Recharge) has been changed from being only equipped on Sentinels, to the Robotic category, which means it is now also compatible with Hounds and MOAs. Additionally, it also provides -45% Shield Recharge Delay.

Other Companion Mod Changes:

  • Pack Leader has been changed. Instead of healing your Companion by 36% of melee damage inflicted, it now restores 100 Health per melee hit. Excess healing becomes Overguard instead, with a maximum of 1200 Overguard.
  • Primed Pack Leader increases Pack Leader effect to 183 Health restored per hit, and increases Overguard cap to 2200.
    • Pack Leader's healing was so strong that, functionally, any upgraded melee weapon would fully heal your Companion in a single hit. You would hit an enemy for several thousand damage, and your Companion would proportionately receive thousands of Health. This change tries to make the healing values more sensible so that you can heal your Companion efficiently but not *instantly*. By letting you overflow into Overguard, it also provides some extra ability to tank large hits.
  • Companion Shelter Mods have been improved. The shield globe, while the player is performing a revive, has been increased from 600 Health to 1800 Health.
  • Self Destruct has been modified. Formerly this would cause Sentinels to cause 600 Blast damage in an 18-meter radius on death. Now Sentinels cause radial damage on Incapacitation instead.
  • Loyal Companion has been reworked entirely. Formerly it provided a 90% Bleedout-Link so that your Companion had a longer period of time where it could be revived. Since Companion death is no longer a factor: Loyal Companion applies 75% Damage Resistance to your Warframe for 10 seconds, and causes your Companion to become invulnerable and taunt enemies to draw fire to itself for 30 seconds, if your Warframe falls below 35% Health. There is a 60-second cooldown between activations.
  • (Parazon) Hard Reset: Changed from instantly reviving your Companion if you achieved 3 Mercy Kills within 40 seconds, to reducing your Companion's Incapacitation time by 15 seconds on each Mercy Kill.
    • We found that this was fairly difficult to achieve. Changing it to allow incremental progress makes it more reliably beneficial to use this.
New Companion Mods

Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Companion. Instead of a Mod that only affects your Companion, we looked for ways that you and your Companion could amplify each other.

The following new Mods aim to do just that!

These Mods are available to acquire at the Conservation vendors in Cetus (Master Teasonai), Fortuna (The Business), and the Necralisk (Son).

*Stats below are shown at Max Rank.

Available In Master Teasonai’s Offerings (Cetus):

Tandem Bond
Companion melee hits increase your combo by 6. Heavy Attacks increase Companion melee damage by 30% of melee damage multiplied by your combo multiplier for 30s.

Covert Bond
Finisher and Mercy Kills grant your Companion 10s of stealth that attacks will not disrupt, up to 60s.

Mystic Bond
After your Companion uses Abilities with cooldowns 5 times, you may cast a Warframe Ability without expending Energy.

Restorative Bond
Health Orbs restore 60 more Health and reduce Companion Recovery by 3s.

Manifold Bond (Robotic)*

Companion Precept Mods apply Status Effects from Companion weapons. Killing enemies with 3 or more unique Status Effects reduces Companion Ability cooldowns by 3s.

*Work is still ongoing for this mod, we are aware of some Robotic Companion Precepts which do not trigger the bonus Status Effects.

Available In The Business’ Offerings (Fortuna):

Aerial Bond
Airborne kills decrease Companion Recovery timer by 3s and 9s for headshot kills. Companion creates a field of Cold that increases up to 35% Status chance and 10m radius while Warframe is airborne, lasting for 3s after returning to the ground.

Astral Bond
Damage dealt by Operator or Drifter grants 120% Void damage to your Companion’s attacks for 10s. Companion Void damage adds +30% Amp and Energy Efficiency to Operator or Drifter for 5s.

Momentous Bond
Killing Eximus enemies grants 120% bonus of a random Elemental Damage to your Companion for 30s and reduces Companion Recovery by 12s.

Reinforced Bond
If the Companion exceeds 1200 maximum shields or Overshields, then your fire rate is increased by 60%. Reloading restores 150 Overshields to your Companion.

Tenacious Bond
Headshot kills reduce Companion Recovery timer by 3s. If the Companion’s Critical Chance is over 50% then you gain +0.6x Final Critical Damage Multiplier.

Available In Son’s Offerings (Necralisk):

Duplex Bond
Companion will clone itself each time you expend 100 Energy, up to 3 Clones. Clones live for 30s and their kills have a 50% chance of dropping Energy Orbs.

Seismic Bond
While a channeled Ability is active, Companion melee attacks create a 4m shockwave for 30% of their melee damage. Damage dealt by your Companion increases your Ability Efficiency by 3% for 12 seconds. Max 10 stacks.

Vicious Bond
Companion melee attacks strip 15% of enemy armor. Melee attacks on enemies recently damaged by Abilities apply the effect in a 9m radius.

Contagious Bond
When your Companion kills an enemy afflicted with a Status Effect, 50% of the Status Effect spreads to other enemies within 9m.

FURTHER COMPANION QUALITY-OF-LIFE CHANGES

A few further changes that are worth mentioning:

  • The improvement to Shield Gating where it now scales with maximum Shield strength and fully resets as long as you have any Shield charge at all, also applies to Companions.
  • Companions can now gain Overguard (behaves the same as player Overguard) and Overshield.
  • Added map icons for each Companion type to help identify their location.
  • Improved Companion HUD information:
    • Removed notifications for when other players’ Companions are downed (Incapacitated) to reduce HUD noise. You will now only get notified for your own Companion.
    • Your Companion now has its very own icon in the HUD.
  • Oberon's Passive now applies to all Companion Types.
    • Previously only Kavats, Kubrows, Predasites, and Vulpaphylas would receive +25% Health, Armor, and Shield links, plus the 1 instant revive per mission.
  • Companions are no longer able to be staggered!
    • Because staggering would often stop your pets in-place, it opened them up to being re-staggered, which then often led to their swift demise. This should fix that issue, and allow your furry and not-so-furry friends to have more impact in-mission.

Update 33.6 (2023-07-27)

  • Modular Components that can earn Mastery will now show if that component is Mastered when viewed in a Vendor Menu (ex: viewing Zaw Strikes at Hok).

Update 32.1 (2022-11-02)

  • Fixed being permanently unable to create new imprints of the Predasite after releasing them to Son during the imprint process.
    • Releasing is no longer available at Son if imprinting is active.

Update 32.0 (2022-09-07)

GILDING CHANGES

As mentioned on Devstream #163, we have made changes to the Gilding system to make it easier to access the full power of your Modular items earlier on in-game. For those players that have just completed the Second Dream and are looking to craft a more powerful Amp to help you into and beyond The New War - these changes are for you!

Instead of upon Gilding, modular weapons will now have their full stats available upon ranking up to Level 30. Gilding your Modular weapon now serves the purpose of allowing it to earn Mastery and unlock customization. This allows players to have access to more powerful gear without needing to fully level and earn Standing for the respective Syndicates!

Update 30.5 (2021-07-06)

  • Players can now install an Orokin Reactor onto ungilded Modular items
    • Being unable to install a Reactor or Catalyst onto an ungilded modular item significantly slowed down progression on new Modular items. Players who were willing to make the investment into Modular items weren’t able to Mod them to their full capacity, which left their new gear feeling very underpowered. So we have removed that restriction!

Hotfix 29.10.3 (2021-03-23)

  • Fixed Codex scans not registering if you had a Predasite equipped.

Update 29.10 (2021-03-19)

  • Fixed inability to Trade Predasite Imprints.
  • Fixed Predasite Imprints missing icons.
  • Fixed not receiving Son Tokens right after releasing a Predasite companion if you have 0 Tokens at the time. This also fixes inability to spend or exchange the rewarded Tokens until you exit and re-enter the Necralisk.

Update 29.5 (2020-11-19)

NEW ENTRATI MEMBER OFFERINGS

Son has new Predasite Precept Mods available for Entrati Standing!

Predasite

  • Maggot Summoner: In combat, spit up a maggot every 15s. The maggot latches onto the nearest enemy and provokes other enemies within 40m to attack them. It then explodes dealing 400 Viral Damage within 10m.
CONSERVATION CHANGES & FIXES
  • Enabled Imprinting and breeding for Predasites and Vulpaphyla.
    • Mutagens and Antigens are inherited through breeding, allowing pets to stack their benefits.
    • Predasites and Vulpaphyla can only be named when Gilded, so naming after hatching is skipped.
    • Predasites and Vulpaphyla can not be cross bred with non-modular pets.
    • Imprints of Predasites and Vulpaphyla can only be taken when the pet is Gilded.

Update 29.2 (2020-09-29)

  • Fixed issues with hybrid Companions appearing in the Market when viewing certain items.
  • Fixed some Look Link issues and diorama issues with the new Companions (mismatching tails, for example).

Hotfix 29.1.1 (2020-09-18)

  • Fixed a script error when equipping an Infested Companion.

Update 29.1 (2020-09-17)

  • Fixed the default icons for Mutagen and Antigen samples in the Predasite Revivification menu (Son at Necralisk) being swapped.

Hotfix 29.0.8 (2020-09-10)

  • Updated Deimos Mutagen and Antigen descriptions to indicate which animal they are designated for (Predasite vs Vulpaphyla).
  • Fixed inability to swap Polarities via Forma on Infested Companions.
  • Fixed the name of newly Gilded Infested Companions not appearing in the Arsenal.
  • Fixed an issue where you could not release an animal in the Necralisk if you had no Daily Standing left.

Hotfix 29.0.6 (2020-09-01)

  • Fixed Predasite Companions not granting Mastery Rank.
  • Upon login of this Hotfix, missing Mastery will be given for your respective Gilded Infested Companion.
  • Fixed a script error when dying while your Pharoh Predasite Companion used Anabolic Pollination.
  • Fixed failing to Gild an eligible Infested Companion with the Conservation Entrati member if you have a Predasite that is less than Rank 30.

Update 29.0 (2020-08-25)

  • Introduced.

See Also[]


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