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Rise from the broken remains of the Eidolon to seduce an army of zealous thralls.

This is Revenant, the returned - the condemned. Harnessing the essence of Eidolon and warrior alike, he mystifies and obliterates his foes.

Revenant serves last rites for the souls he leaves on fire, without a plea for mercy.

Release Date: August 24, 2018

Ravaged by Sentient energy, wreathed with eldritch Eidolon essence, the blighted sovereign Revenant subjugates foes through his affliction. Bestow his sacrificial legion haunted dreams, reap unseen, and spill their lifeblood upon the desolate scorched earth. Revenant was resurrected in Update 23.5.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 325 Blueprint Price: N/A
Neuroptics
Credits64
15,000
NeuralSensor64
3
QuillsCommonPickup
15
PolymerBundle64
6,000
Rubedo64
2,200
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Morphics64
3
QuillsCommonPickup
10
Rubedo64
1,500
Iradite64
50
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ControlModule64
3
CetusWisp64
3
Salvage64
8,000
PolymerBundle64
3,000
Time: 12 hrs
Rush: Platinum64 25

AcquisitionEdit

Main article: Mask of the Revenant

Revenant's main blueprint will be awarded upon completion of Nakak's mini-quest, which is unlocked after reaching the rank of "Observer" with The Quills, opening a prompt with Nakak that allows the player to purchase the Mask of the Lost One from her. Equipping the mask on the Operator and entering the Plains of Eidolon at night will begin the mini-quest.

Revenant's component blueprints are acquired from Bounties. Acquiring and building at least two components are required to advance and complete the mini-quest.

Drop Chance Expected Nearly Guaranteed
Chassis Blueprint
(Stages 2 & 3, lvl 30-50)
8.51% 2 – 3 Bounties 12 ± 4 Bounties
Chassis Blueprint
(Stage 4, lvl 30-50)
8.33%
Chassis Blueprint
(Stage 5, lvl 30-50)
19.05%
Neuroptics Blueprint
(Stage 4, lvl 40-60)
6.76% 5 – 6 Bounties 37 ± 12 Bounties
Neuroptics Blueprint
(Stage 5, lvl 40-60)
10.20%
Systems Blueprint
(Stages 2 & 3, lvl 20-40)
8.42% 2 – 3 Bounties 15 ± 5 Bounties
Systems Blueprint
(Stage 4, lvl 20-40)
20.51%

Expected refers to number of runs a player can expect to receive at least one of each drop associated with the respective values.

Nearly Guaranteed refers to the number of runs a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.

For more detailed definitions and information on how these number were obtained visit here.

Drop Chance Expected Nearly Guaranteed
Chassis Blueprint
(Stages 2 & 3, lvl 30-50)
8.51% 2 – 3 Bounties 12 ± 4 Bounties
Chassis Blueprint
(Stage 4, lvl 30-50)
8.33%
Chassis Blueprint
(Stage 5, lvl 30-50)
19.05%
Neuroptics Blueprint
(Stage 4, lvl 40-60)
6.76% 5 – 6 Bounties 37 ± 12 Bounties
Neuroptics Blueprint
(Stage 5, lvl 40-60)
10.20%
Systems Blueprint
(Stages 2 & 3, lvl 20-40)
9.68% 2 – 3 Bounties 13 ± 4 Bounties
Systems Blueprint
(Stage 4, lvl 20-40)
21.95%

Expected refers to number of runs a player can expect to receive at least one of each drop associated with the respective values.

Nearly Guaranteed refers to the number of runs a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.

For more detailed definitions and information on how these number were obtained visit here.

Drop Chance Expected Nearly Guaranteed
Chassis Blueprint
(Stages 2 & 3, lvl 30-50)
8.33% 2 – 3 Bounties 12 ± 4 Bounties
Chassis Blueprint
(Stage 4, lvl 30-50)
8.16%
Chassis Blueprint
(Stage 5, lvl 30-50)
20.00%
Neuroptics Blueprint
(Stage 4, lvl 40-60)
6.76% 5 – 6 Bounties 37 ± 12 Bounties
Neuroptics Blueprint
(Stage 5, lvl 40-60)
10.20%
Systems Blueprint
(Stages 2 & 3, lvl 20-40)
8.51% 2 – 3 Bounties 15 ± 5 Bounties
Systems Blueprint
(Stage 5, lvl 20-40)
19.05%

Expected refers to number of runs a player can expect to receive at least one of each drop associated with the respective values.

Nearly Guaranteed refers to the number of runs a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.

For more detailed definitions and information on how these number were obtained visit here.

NotesEdit

  • Revenant has the highest base Shield out of all Warframes, 675 at Rank 30, followed by Frost Prime and Hydroid Prime, 525 at Rank 30.
    • When taking Overshields into consideraton, Revenant is the Warframe with second highest total shield value, after Harrow.
  • Revenant is immune to the Magnetic b Magnetic proc from contacting water during the night in the Plains of Eidolon.
  • Revenant's second ability, Mesmer Skin, has strange behavior against Eidolon Teralyst's attacks. For example, it makes him immune to Seeking Bullets and Gun Swing, Revenant will not take any damage and Mesmer Skin's charges will not be consumed, completely protecting him with no cost. On the other hand, a quake from Ground Smash and Tree Swing can bypass Mesmer Skin and directly damage Revenant.

TriviaEdit

  • Revenant was revealed in Devstream 112.
  • Revenant's codename during development was Vlad, likely named after Vlad the Impaler who, in 1897, Irish writer Bram Stoker based the famous vampire "Count Dracula" off of. As described by Stoker, Count Dracula was an undead warlock that fed on human blood.
  • A revenant is an undead being that retains some purpose after its reanimation, usually to seek out and get revenge upon those who wronged it in life.
  • To enthrall somebody means to make one subservient.
  • The name Mesmer Skin may be based on Franz Mesmer, a German doctor who came up with the theory of Animal Magnetism.
  • To reave means to deprive (a person) of something through theft or violence.
  • Danse Macabre may be based on Danse Macabre, French for "Dance of Death", a late-medieval allegory of the universality of death.
  • Revenant’s fourth ability was originally a mass crowd control area of effect that put enemies to sleep.
  • Revenant, alongside his signature shotgun, Phantasma, are the first to require Sentient Cores to craft. 
  • After Tennocon 2018, Revenant's abilities underwent changes to include more lasers and lights to emphasize the Eidolon theme.
  • In his profile video, the line "Bewitch your enemies in the moonlight, Tenno" may be a reference to the Ghost song Dance Macabre, which features the lyrics "Wanna bewitch you in the moonlight."
  • Revenant is the 36th Warframe to be released (excluding Primed and Umbra variants).
  • Revenant is the second Warframe whose component blueprints are acquired from Bounties, first being Gara.
  • Revenant was originally tasked as a warden by the Unum to prevent the fallen Eidolon from coming back, implying that he was active after the Sentient War on Earth, at the very least. Whether he had directly participated in the War or not is unknown.
  • Revenant is called "The Lost One" by Nakak and, by suggestion, the Unum, due to the fact that he was lost to the abyss, where Eidolon was banished to.
  • Unlike most of the Warframes, Revenant's signature melee weapon is not released simultaneously with him. Digital Extremes decides to withhold and will release it later alongside Melee 3.0.

BugsEdit

  • While Mesmer Skin is active, if the operator exits then enters Revenant, the number of remaining charges will not be displayed. However, the charges will work normally and the number will reappear after being attacked.

Edit Tab

RetaliationEdit

When his Shield depletes, Revenant emits a radial blast that knocks down nearby enemies.

Abilities Edit

EnthrallModx256 Enthrall130xWhite
ENERGY
25
KEY
1
Enthrall
Convert a target into a zealous thrall. Thralls turn on their allies and enthrall through damage. On death, they disintegrate into a damaging pillar of energy. The thrall horde remains under Revenant’s spell until this Ability runs out.


Energy Cost (Mesmer Skin stun): 0

Strength:250 / 500 / 750 / 1,000 (damage / sec)
 ? (projectile damage)
Duration:15 / 20 / 25 / 30 s (thrall duration)
10 s (pillar duration)
Range:10 / 15 / 20 / 25 m (cast range)
0.5 / 1 / 1.5 / 2 m (effect radius)
? m (projectile range)
Misc:7 (max thralls active)
50 (overshields per pickup)

Info
  • Revenant releases his Sentient energy onto an enemy target within a range of 10 / 15 / 20 / 25 meters, converting it into a thrall that is forced to fight for the Tenno cause. Thrall attacks spread the affliction to other enemies, also converting them into thralls up to a maximum of 7; all thralls remain under Revenant's control for 15 / 20 / 25 / 30 seconds.
    • Duration is affected by Ability Duration.
    • Cast range is affected by Ability Range.
    • Casting speed is affected by Natural Talent and Speed Drift.
    • Number of max thralls active is not affected by mods.
    • The number of active thralls is tracked by the buff icon beside the shield and health bars.
    • Thralls are tracked on the minimap as allied units represented by blue dots.
    • Thralls can be attacked and damaged by all sources, whether from their own allies or Revenant's and his team's weapons and abilities.
      • Attack, and Proc on Thralls with Radiation b Radiation damage weapons will result in turning Thralls back to enemy state while in Proc duration.
  • On death, thralls leave behind an Eidolon energy pillar that lasts for 10 seconds. Energy pillar continuously inflicts 250 / 500 / 750 / 1,000 Puncture b Puncture damage per second to all enemies within a 0.5 / 1 / 1.5 / 2 meter radius; additionally, pillars generate homing energy projectiles that seek out nearby enemies within a range of ? meters, dealing ? Impact b Impact damage with a 100% status chance.
    • Damage per second and projectile damage are affected by Ability Strength.
    • Effect radius is affected by Ability Range.
    • Duration is affected by Ability Duration.
    • Energy pillars do not inflict damage per second nor launch projectiles against thralls.
  • Synergy: Enthrall synergizes with Revenant's other abilities when used in tandem
    • Enthrall costs no energy when used on an enemy stunned by Mesmer Skin.
    • Reave steals additional shields and health from thralls.
    • Thralls killed by Danse Macabre leave behind pickups that grant 50 Overshields for Revenant and his allies.
    • Energy pillars explode to disperse damage radially when struck by Danse Macabre lasers.
  • Can be cast on a new enemy target if below the number of max thralls active.
  • Cannot be recast on enemies already affected by Enthrall.
  • Casting Enthrall is a One-Handed Action that allows the player to perform attacks, movement and parkour Maneuvers.
  • Revenant visually extends his left arm forward and channels a stream of Sentient energy that envelops the target, creating an upward surge of energy particles that appears on the enemy until it is under his control.
  • Thralls are visually distinguished from other enemies by a spectral Eidolon Vomvalyst mask and orbiting spines floating above their head.
  • Revenant's Sentient energy trail, energy particles, thrall Vomvalyst mask and spine sparks, and energy pillar colors are affected by Revenant's chosen Warframe energy color.

Tips & Tricks
  • Nullifier Crewman And Nullifier Targets can remove the "enthralled" effect from itself and nearby enthralled enemies. Highly advisable to avoid Enthralling Nullifier Crewman.
  • Sentient Enemies such as Battalysts, Conculysts, etc. can be Enthralled, however the duration may be slightly shorter.
  • Enthralled eximus enemies and enemies such as Ancient Healers and other enemies with auras provide bonuses for the duration they are enthralled
  • Enthralled Sniper Crewman can deploy permanent Ratel Allies that last until killed by enemies.
  • When enthralled Boilers are killed, they will drop spawn pods that spawn infested allies that last until killed.
    • However, if a boiler is killed while affected by a radiation proc, it will spawn enemies instead as normal.
  • The Helmet Aura from a Scrambus or Comba will be used against enemies and not affect players and their allies while Enthralled.
  • Enthralling Drahk Master will instantly turn the Drahks they summon as well as any already summoned into allies for the duration the Drahk Master is enthralled. Similar enemies and their alternative counter parts along with Corpus Techs share this similar effect when enthralled.
  • Certain enemies Such as a Juggernaut can only be enthralled for an extremely short period of time, as can Ancient Disruptors and enemies under the effects of their Aura.
  • Kuva Guardians Can be Enthralled, but only after losing their Kesheg.
  • Enthrall Can be used against the Stalker & Shadow Stalker to render him Completely Harmless to the entire group for a time.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases thrall duration to 91.8 seconds and pillar duration to 30.6 seconds.
    • Reduces cast range to 8.5 meters and effect radius to 0.68 meters.
  • Maximized Ability Efficiency reduces cost to 6.25 energy.
    • Reduces thrall duration to 12 seconds and pillar duration to 4 seconds.
  • Maximized Ability Range increases cast range to 70 meters and effect radius to 5.6 meters.
    • Reduces damage to 400 damage/sec.
  • Maximized Ability Strength increases damage to 4120 damage/sec.
    • Without Energy Conversion and Growing Power, increases damage to 3370 damage/sec.
    • Increases cost to 38.75 energy.
    • Reduces thrall duration to 21.75 seconds and pillar duration to 7.25 seconds.


Bugs
  • Hyekkas, Drahks, and other Summonable Enemies summoned by their Enthralled Masters can Impede Progress in Defense Missions and their Syndicate variations unless they and their masters are killed in order to progress.
    • The Same can happen With any kind of Bursa if they are Enthralled During the Hackable phase, from which they must be Killed a Second Time (Depending on the duration Enthrall Lasts for.) in order to progress in Defense missions
  • Projectiles from pillars can damage and stagger thralls, if the projectiles targeted said enemies prior to them becoming thralls.
  • Pillars can sometimes be detonated by player weapon attacks landing a hit on them, rather than just Danse Macabre's lasers.


MesmerSkinModx256 MesmerSkin130xWhite
ENERGY
50
KEY
2
Mesmer Skin
Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost.
Strength:3 / 4 / 5 / 6 (number of charges)
Duration:2 / 3 / 4 / 5 s (stun duration)
Range:N/A
Misc:100% (reflected damage and status)
100% (Enthrall energy discount)
1 (ally buff charge)

Info
  • Revenant surrounds himself in a shroud of Sentient energy that reflects 3 / 4 / 5 / 6 incoming enemy attacks; attackers receive 100% of the reflected damage and Status Effects, while also becoming stunned for 2 / 3 / 4 / 5 seconds. Mesmer Skin lasts until all charges are used.
    • Number of reflect charges is affected by Ability Strength.
    • Stun duration is affected by Ability Duration.
    • Casting speed is affected by Natural Talent and Speed Drift.
    • Number of remaining charges is displayed on the ability icon.
    • Does not reflect damage dealt by status effects and objects created by enemies (e.g., Napalm flame patches)
    • Mesmer Skin converts knockdown from Shockwave MOA waves into a knockback.
    • Mesmer Skin reflects damage from Scorpion and Ancient hookshots, but does not block their knockdown and pull effects.
  • Synergy: Mesmer Skin synergizes with Revenant's other abilities when used in tandem
    • Enthrall costs no energy to cast on an enemy stunned by Mesmer Skin.
    • While Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
    • While Mesmer Skin is active, allies such as Warframes and Companions that contact Reave's current will gain a Mesmer Skin buff with 1 charge that lasts until used.
  • Can be recast while active to apply a new instance. Previously unused Mesmer Skin charges are removed during recast.
  • Casting Mesmer Skin is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually grows a cluster of Eidolon tendrils on his left shoulder, emits fumes from his body and a shroud of white mist around his torso while Mesmer Skin is active. Allies that gain Mesmer Skin also exhibit these visual effects on their body.
  • Eidolon tendrils and fumes color tinting are affected by Revenant's chosen Warframe energy color.

Tips & Tricks
  • As long as Revenant has at least One Charge, Mesmer Skin can prevent most Status Procs caused by Explosive Barrels and Environmental Hazards. However, it will not mitigate the damage caused by them.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


Bugs
  • Damage dealt by Nullifier Crewman with its null sphere intact does not use up Mesmer Skin charges. Damage is still mitigated completely.
  • The remaining charge counter on the ability icon can sometimes disappear while the ability is still active, most prominently observed after performing Transference back into the Warframe.
  • Charges can be modified into decimals, but the ability icon counter only displays whole numbers, including 0 which can be misleading.
  • Damage exceeding Revenant's total hitpoints can bypass Mesmer Skin to instantly kill Revenant while this ability still has charges remaining.


ReaveModx256 Reave130xWhite
ENERGY
50
KEY
3
Reave
Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls.


Energy Cost (Danse Macabre active): 25

Strength:2% / 4% / 6% / 8% (hitpoints drain/restore)
10% / 20% / 30% / 40% (thrall hitpoints drain/restore)
Duration:0.25 / 0.5 / 0.75 / 1 s (duration)
Range:3 / 4 / 5 / 6 m (current width)
Misc:1 (Mesmer Skin ally buff charge)

Info
  • Revenant transforms into a torrent of Sentient energy that surges forward for 0.25 / 0.5 / 0.75 / 1 second. While traveling in energy form, Revenant is intangible, invulnerable to damage and protected against new Status Effects, as he pushes an energy current with a width of 3 / 4 / 5 / 6 meters. Reave can be manually cancelled by pressing the ability key again (default 3 ) during the dash.
  • Enemies passing through the energy current are drained 2% / 4% / 6% / 8% of their maximum Shields and Health, while Revenant restores 2% / 4% / 6% / 8% of his maximum shields and health from each enemy leeched; all active status effects on Revenant are also transferred to enemies he passes through.
    • Drain/restore percentages are affected by Ability Strength.
    • Does not restore shield points to Revenant if enemies do not possess shields.
    • Hitpoints from enemies can be drained and restored to Revenant multiple times, if enemies pass through the same instance of Reave.
  • Synergy: Reave synergizes with Revenant's other abilities when used in tandem
    • Reave's shield and health drain/restore percentages increase to 10% / 20% / 30% / 40% against Enthralled enemies.
    • While Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
    • While Mesmer Skin is active, allies such as Warframes and Companions that pass through Reave's current will gain a Mesmer Skin buff with 1 charge that lasts until used.
    • Can be cast for 50% reduced energy cost and cancelled at any time during Danse Macabre. Casting speed becomes instantaneous and allows limited steering with the movement keys during the dash.
  • During Reave, Revenant continuously dashes toward the direction of the aiming reticle.
    • While grounded, Revenant can freely change his dash direction.
    • While airborne, Revenant cannot change directions until he makes contact with a horizontal surface.
  • Casting Reave is a full body animation that interrupts standard movement and other actions, with exception to Danse Macabre.
  • Revenant visually becomes translucent and enveloped in Sentient energy during the dash.
  • Sentient energy cloak, energy current, and particle trails are affected by Revenant's chosen Warframe energy color.

Tips & Tricks
  • Since Reave deals a set percent damage to enemies' health, it can scale indefinitely.
    • It would take 13 Reave casts to kill any enemy, only 3 if that enemy is enthralled.
  • Use Aim Glide during Reave to descend slowly.
  • Move the aiming reticle during Reave to change your dash direction.
  • Dash in a circle around an enemy to drain its hitpoints multiple times.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


DanseMacabreModx256 DanseMacabre130xWhite
ENERGY
25
KEY
4
Danse Macabre
Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.


Energy Drain: 20 s-1
Boosted Energy Drain: 40 s-1

Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
Duration:N/A
Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)
Misc:9 (number of beams)
50 m (sweep area)
1 rev/sec (rotation speed)
20% (status chance)
40% (boosted status chance)
50 (overshield points per pickup)

Info
  • Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 50 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of 0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts 500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
    • Damage per second is affected by Ability Strength.
    • Beam radius is affected by Ability Range.
    • Casting speed is affected by Natural Talent and Speed Drift.
    • Rotation speed is unaffected by mods.
    • Number of energy beams and sweep area are not affected by mods.
    • Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
    • Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
    • While active, all damage received by Revenant is stored into a total damage pool, then gradually transferred to each energy beam as additional damage per second.
    • Damage stored is tracked by the buff icon beside the shield and health bars.
    • Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key.
  • Holding the fire button (default LMB ) increases the beams' damage per second to 1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to 0.05 / 0.1 / 0.15 / 0.2 meters, while also increasing energy drain to 40 energy per second.
    • Boosted damage per second is affected by Ability Strength.
    • Boosted beam radius is affected by Ability Range.
    • Boosted energy drain is affected by both Ability Efficiency and Ability Duration.
  • Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: Corrosive b Corrosive against armored enemies, Magnetic b Magnetic against shielded enemies, and Gas b Gas against enemies with infested flesh.
    • Corrosive b Corrosive status effect permanently reduces a target's current armor by 25%.
    • Magnetic b Magnetic status effect reduces a target's current and maximum shields by 75% for 4 seconds.
    • Gas b Gas status effect spawns a toxic cloud that deals Toxin b Toxin damage and procs a Toxin b Toxin status to enemies who stand in it.
  • Danse Macabre consumes 20 energy per second while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
  • Synergy: Danse Macabre synergizes with Revenant's other abilities when used in tandem
    • Enthralled enemies killed by this ability drop a unique pickup that grants 50 Overshields when collected by Revenant or his allies.
    • Energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
    • Damage reflected by Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
    • Reave has 50% reduced energy cost and can be cancelled at any time during Danse Macabre. Casting speed becomes instantaneous and allows limited steering with the movement keys during the dash.
  • Revenant cannot cast Enthrall or Mesmer Skin, perform parkour Maneuvers or general interactions while channeling this ability.
  • Revenant is immune to knockdown while channeling this ability.
  • Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
  • Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.
  • Danse Macabre will damage and kill Eidolon Vomvalysts without having to exit into operator mode.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration reduces energy drain to 6.54 energy per second and boosted energy drain to 13.07 energy per second.
    • Reduces beam radius to 0.03 meters and boosted beam radius to 0.07 meters.
  • Maximized Ability Efficiency reduces activation cost to 6.25 energy, energy drain to 5 energy per second, and boosted energy drain to 10.
    • Has no negative effects on this ability.
  • Maximized Ability Range increases beam radius to 0.28 meters and boosted beam radius to 0.56 meters.
    • Reduces damage to 500 damage/sec and boosted damage to 1000 damage/sec.
  • Maximized Ability Strength increases damage to 5150 damage/sec and boosted damage to 10300 damage/sec.
    • Without Energy Conversion and Growing Power, increases damage to 4212.5 damage/sec and boosted damage to 8425 damage/sec.
    • Increases activation cost to 38.75 energy, energy drain to 42.76 energy per second, and boosted energy drain to 85.52.


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

Enthrall130xWhite Enthrall130xWhite Enthrall130xWhite
MesmerSkin130xWhite MesmerSkin130xWhite
Reave130xWhite Reave130xWhite Reave130xWhite
DanseMacabre130xWhite DanseMacabre130xWhite DanseMacabre130xWhite


Edit Tab

Revenant can be equipped with the following items:

CosmeticsEdit

See alsoEdit

Edit Tab

Update 23.10

Revenant Changes & Fixes:

  • Revenant’s Reave wall width is now affected by Range Mods.
  • Revenant’s Reave now also sheds Status Effects on cast and applies them to targets it hits.
  • Fixed Revenant's Thralls not granting Affinity when killed.
  • Fixed Revenant’s Danse Macabre being able to damage Nullifier bubbles (and then killing the Nullifier).
  • Fixed enemies affected by Revenant’s Enthrall and then a Radiation Status Effect being able to enthrall the Defense *target, preventing the wave from ever ending.
  • Fixed Revenant Reave not using Modded Health/Shield steal values.
  • Fixed Revenant’s Reave Abilities page not properly showing the Modded Health/Shield steal values.
  • Fixed Revenant’s Thrall death pillars blocking projectiles.
  • Fixed various Syandana clipping issues with Revenant.

Update 23.9

  • Fixed getting one-shotted through Revenant’s Mesmer Skin by a single very powerful hit.

Hotfix 23.8.0.2

  • Fixed Revenant Reave being capable of flying.

Hotfix 23.8.0.1

  • Reverted an unintentional reduction of Revenant’s max Energy. His max Energy is now as it was before 23.8.0.

Update 23.8

Revenant Ability Changes

We have a big batch of changes to Revenant based on constructive player feedback. Specifics per ability follow below, but a big thanks to everyone who took the time to login, play, and visit a space (forums or otherwise) to give their thoughts. It's crucial to the iteration process. Thank you!

ENTHRALL

THRALLS: We have made changes to have Thralls have more value in life AND death - just as Revenant did. The general rule Thralls will follow is they provide CC in Life, Damage in Death. The goal is simply to have an easy supply of Thralls to make use of in both Life and Death.

Currently Enthrall has the following uses:

WHILE ALIVE:
You can get up to 7 enemies Crowd Controlled - they won't attack you or allies and will draw Aggro from AI. It spreads / is transferred - the Enthralled state is contagious! You can Reave Thralls for greater scaling Health and Shield Leeching. If Thralls are killed by Danse Macabre, overshield drops are created.

AFTER DEATH:
It creates a damaging pillar, and that's it. Not useful enough in death at all!

ADDITIONAL After Death:

  • We've added the following with this update: 
  • While active, the pillar creates homing projectiles similar to the Vomvalyst attacks and Revenant's Signature weapon, the Phantasma!
  • The pillars can now be exploded to output their damage radially if hit by Danse Macabre.
MESMER SKIN


On the development build before release, Mesmer Skin was recastable but we removed this due to balance concerns. But, our gut reaction was right and thanks to your feedback we've changed it back to how it was and you can now recast Mesmer Skin to recharge it!

REAVE

  • Lowered Energy cost to 50.
  • Revenant is now fully immune to damage while Reaving - it's meant to be a life-saver!
  • When Reaving Thralls with Mesmer Skin active, it restores a charge.
  • When Reaving Allies with Mesmer Skin active, it adds the protective energy to your allies who happen to be in range. A small protective bonus!
  • When REAVE is cast while in DANSE MACABRE, Energy cost lowered to 25. This allows for quicker, risk-free placement of Revenant for tactical maneuvering.
  • The Direction of Reave now follows last Reticle aim point which makes casting more responsive to intent.
Revenant Fixes
  • Fixed Revenant’s Reave using the wrong value (Health) for Shield gain.
  • Fixed inability to damage Revenant’s Enthralled enemies with the Arca Plasmor.
  • Fixed Revenant’s Enthralled enemies still attempting to hack terminals during Interception missions.
  • Fixed Gara’s Mass Vitrify blocking Revenant’s Danse Macabre lasers.
  • Fixed Revenant’s Danse Macabre and Khora's Strangledome names being in ALL CAPS.

Update 23.6
Revenant Fixes & Changes:

  • Enthrall cap for thralled enemies increased from 4 to 7.
    • Developer Note: We listened to the feedback that 4 was too few, so we’ve buffed the number to match Nekros’ max Shadows.
  • Danse Macabre energy cost increased from 12.5 to 20 energy per second.
    • Developer Note: In keeping with changes we've made to Warframes in the past to deter from the "set it and forget" approach, we have increased the energy per second on Danse Macabre. We are hoping that with Enthrall's cap increase you can benefit from more overshield pickups with Danse Macabre. We’re always looking to iterate on your feedback, please leave yours in the dedicated Revenant feedback megathread!
  • Reave now looks more like the Vomvalyst charge.
  • Added FX and sound when Mesmer ends.
  • Fixed Danse Macabre showing 0 energy/second in abilities screen.
  • Fixed Danse Macabre becoming stuck while sliding.
  • Fixed script error if you cast Revenant's Enthrall on a roller or other similar enemy.
  • Fixed Mesmer not reflecting Status effects.
  • If you have Revenant building in your Foundry, the final stage of The Mask of the Lost One quest will now progress, instead of requiring you to claim the completed Warframe.
    • Developer Note: For those of you who offered feedback about the guidance within the miniquest, we are working on improving the player experience. This will take a little time, but thank you to everyone who offered constructive criticism on our first foray into this miniquest. In the meantime, you can read our step-by-step guide in the first spoiler here: https://forums.warframe.com/topic/1001509-mask-of-the-revenant-update-2350/
  • Fixed a case of obtaining Revenant blueprint without obtaining final Fragment.

Update 23.5

  • Introduced.
Last updated: Update 23.6

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