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For the Operator weapon component, see Amp.


PrismModx256 Prism130xWhite
4
EnergyOrb50
+10/s
Prism

Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.


Introduced in Update 14.0 (2014-07-18)

AbilityStrengthBuff Strength:80 / 120 / 170 / 250 (baseDmgRadiationSmall64 Radiation damage)
AbilityDurationBuff Duration:12 s (prism duration)
7 / 10 / 12 / 15 s (blind duration)
AbilityRangeBuff Range:15 / 20 / 25 / 30 m (laser target seeking range)
8 / 12 / 15 / 25 m (blind radius)

Misc: 10 / 13 / 16 / 20 (lasers)
5 m·s-1 (speed)
2s-1 (tick rate)
25% (damage bonus per hit)

Info

  • Mirage expends EnergyOrb50 energy to generate a prism in her hands and launch it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within AbilityRangeBuff15 / 20 / 25 / 30 meters. Each laser deals AbilityStrengthBuff80 / 120 / 170 / 250 DmgRadiationSmall64 Radiation per 0.5 seconds, each tick of damage dealt permanently increases the prism's damage by +25% damage. The prism lasts for AbilityDurationBuff12 seconds.
    • Casting delay of ~2 seconds, affected by Casting Speed.
    • Lasers do not bypass obstacles or entities in the environment.
    • Lasers will target in-range enemies that are not already being targeted by a laser.
      • Seeking lasers are still blocked by obstacles and enemies. A single enemy can be damaged by multiple lasers if standing in the path of lasers that are targeting enemies behind them.
    • Stacking damage bonus is maintained throughout the prism's lifetime and is lost upon expiring or being manually detonated.
    • Roar130xWhite Roar applies a separate and unique damage bonus that is multiplicative to Prism's laser damage.
    • Enemies have a small chance to be staggered on each hit from the lasers.
    • Initial laser orientation with each cast of Prism appears to mostly random.
    • Lasers will maintain their vertical angle after changing position when there are no enemies to target.
      • If the prism were to pass by above a large quantity of enemies (at least 20) within laser seeking range, the lasers will continue to point downwards after the enemies are all destroyed or no longer within laser seeking range.
      • Laser horizontal angle does not appear to be maintained. Lasers will distance themselves seemingly and almost equidistant from each other horizontally after movement from targeting an enemy and are currently not targeting anything.
  • When the ability expires or is manually deactivated (default 4 ), the prism will explode in a bright flash of light that RadialBlind130xDark Blinds enemies within AbilityRangeBuff8 / 12 / 15 / 25 meters for AbilityDurationBuff7 / 10 / 12 / 15 seconds.
    • Blind requires direct line of sight from enemies to the prism. Obstacles and other entities can shield enemies from the blind.
      • Blinded enemies will be initially staggered for a short duration around 1 - 3 seconds and will have a sparkling fx around the eyes. Afterwards, a black hazy mist fx will be around their eyes and they will be able to move about unimpeded but will still be incapable of hostile actions such as attacking the player until the duration of the blind runs out.
        • Enemies will have their alerted state gradually decline as well.
    • Blind can be refreshed.
  • Prism drains EnergyOrbAbilityDurationBuff10 energy per second while active and will remain active for the ability's full duration, until Mirage's energy is depleted, or the ability is deactivated by pressing the ability key again.
  • Ability Synergy: Eclipse130xWhite Eclipse provides benefits to Prism:
    • Lunar Eclipse (tap cast) halves both Prism's casting cost and energy cost over time, applied after EnergyOrb Ability Efficiency and AbilityDurationBuff Ability Duration modifiers.
    • Solar Eclipse (hold cast) increases increases Prism's per hit damage bonus by 100%.
  • Holograms created from HallOfMirrors130xWhite Hall of Mirrors cannot create prisms but will mimic Mirage's body movement during the casting delay.
  • The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity and will bounce off of surfaces in its path.
  • Prism is not spawned from Mirage's location but is instead spawned slightly in front of Mirage.
    • If standing in front of a sufficiently thick and tall object or wall, Prism may detonate/fail prematurely if spawned within the said object or wall.
      • Prism will bounce back and emerge from within the object or wall if the cast does not fail.
      • Energy cost is not refunded for a failed cast.
  • Prism passes through enemies and entities but may bounce backwards if the prism is spawned inside of them.
    • When Prism passes through an enemy, a burst of damage ticks will occur due to the many lasers making contact from inside the enemy.

Augment

PrismGuardMod
Main article: Prism Guard

Prism Guard is a Warframe Augment Mod for MirageIcon272 Mirage's Prism130xWhite Prism in PvE and Conclave that causes the prism to follow above her.

Prism Guard

Maximization

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This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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Bugs

  • Prism's search lasers will target Sentinels but deal no damage.
  • When cast repeatedly, a second prism can remain floating indefinitely.

Expand/Collapse

See Also[]

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