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For the Sword Stance, see Vengeful Revenant.

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.
Once the warden of the plains, tasked with protecting the Unum's tower and striking down the ghostly Eidolon forms that rose from the depths every night. Night after night, he cut them down. Not allowing them to take form. Then one night, he disappeared, lost… forever.

Release Date: August 24th, 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 (2018-08-24).


Revenant's main blueprint is awarded upon completion of the Mask of the Revenant quest, which is unlocked after reaching the rank of "Observer" with The Quills.

Revenant's component blueprints are acquired from Bounties in the Plains of Eidolon. Building at least two different components is required to advance through quest.

Additional main blueprints can be bought from Cephalon Simaris for ReputationBlackx64.png 50,000.

Item Source Chance Expected Nearly Guaranteed
Chassis.png Chassis Blueprint Cetus Bounty Lvl 30-50 Stage 4 / A 8.33% ~ 12 Stages 79 ± 26 Stages
Chassis.png Chassis Blueprint Cetus Bounty Lvl 30-50 Stage 4 / C 8.16% ~ 12 Stages 81 ± 27 Stages
Chassis.png Chassis Blueprint Cetus Bounty Lvl 30-50 Stage 4 / B 8.33% ~ 12 Stages 79 ± 26 Stages
Chassis.png Chassis Blueprint Plague Star Bounty Final Stage 16.11% ~ 6 A Rotations 39 ± 13 A Rotations
Chassis.png Chassis Blueprint Plague Star Bounty Stages 2 & 3 13.95% ~ 7 A Rotations 45 ± 15 A Rotations
Chassis.png Chassis Blueprint Cetus Bounty Lvl 30-50 Stages 2 & 3 / A 8.51% ~ 11 Stages 77 ± 25 Stages
Chassis.png Chassis Blueprint Cetus Bounty Lvl 30-50 Stages 2 & 3 / C 8.33% ~ 12 Stages 79 ± 26 Stages
Chassis.png Chassis Blueprint Cetus Bounty Lvl 30-50 Stages 2 & 3 / B 8.51% ~ 11 Stages 77 ± 25 Stages
Chassis.png Chassis Blueprint Cetus Bounty Lvl 30-50 Final Stage / A 19.05% ~ 5 Stages 32 ± 10 Stages
Chassis.png Chassis Blueprint Cetus Bounty Lvl 30-50 Final Stage / C 20% ~ 5 Stages 30 ± 10 Stages
Chassis.png Chassis Blueprint Cetus Bounty Lvl 30-50 Final Stage / B 19.05% ~ 5 Stages 32 ± 10 Stages
Helmet.png Neuroptics Blueprint Cetus Bounty Lvl 40-60 Final Stage / A 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet.png Neuroptics Blueprint Cetus Bounty Lvl 40-60 Final Stage / C 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet.png Neuroptics Blueprint Cetus Bounty Lvl 40-60 Final Stage / B 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet.png Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 / A 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet.png Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 / C 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet.png Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Stage 4 of 5 / B 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet.png Neuroptics Blueprint Cetus Bounty Lvl 40-60 Stage 4 / A 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet.png Neuroptics Blueprint Cetus Bounty Lvl 40-60 Stage 4 / C 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet.png Neuroptics Blueprint Cetus Bounty Lvl 40-60 Stage 4 / B 6.76% ~ 14 Stages 98 ± 32 Stages
Helmet.png Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Final Stage / A 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet.png Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Final Stage / C 10.20% ~ 9 Stages 64 ± 21 Stages
Helmet.png Neuroptics Blueprint Steel Path Cetus Bounty Lvl 100-100 Final Stage / B 10.20% ~ 9 Stages 64 ± 21 Stages
Systems.png Systems Blueprint Cetus Bounty Lvl 20-40 Stage 4 of 5 / A 8.25% ~ 12 Stages 80 ± 26 Stages
Systems.png Systems Blueprint Cetus Bounty Lvl 20-40 Stage 4 of 5 / C 8.33% ~ 12 Stages 79 ± 26 Stages
Systems.png Systems Blueprint Cetus Bounty Lvl 20-40 Stage 4 of 5 / B 9.47% ~ 10 Stages 69 ± 23 Stages
Systems.png Systems Blueprint Cetus Bounty Lvl 20-40 Stages 2 & 3 / A 8.42% ~ 11 Stages 78 ± 26 Stages
Systems.png Systems Blueprint Cetus Bounty Lvl 20-40 Stages 2 & 3 / C 8.51% ~ 11 Stages 77 ± 25 Stages
Systems.png Systems Blueprint Cetus Bounty Lvl 20-40 Stages 2 & 3 / B 9.68% ~ 10 Stages 67 ± 22 Stages
Systems.png Systems Blueprint Cetus Bounty Lvl 20-40 Final Stage / A 20.51% ~ 4 Stages 30 ± 10 Stages
Systems.png Systems Blueprint Cetus Bounty Lvl 20-40 Final Stage / C 19.05% ~ 5 Stages 32 ± 10 Stages
Systems.png Systems Blueprint Cetus Bounty Lvl 20-40 Final Stage / B 21.95% ~ 4 Stages 27 ± 9 Stages

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations. Drop chances are rounded to two decimal places, following the official drop tables repository.
Expected means a player can expect to obtain at least one of a drop every N attempts on average.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 1 in 10^2,3, and 4 probability not to have recieved a single drop (99%, 99.9%, and 99.99% probability to have received at least one drop).
The combined probability of multiple drops is 1 - ((1-A%) * (1-B%) * ...) (add drops in same rotation)

For more detailed definitions and information, visit here.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: Platinum64.png 325 Blueprint Price: N/A
Chassis Chassis
Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Time: 12 hrs
Rush: Platinum64.png 25


AladVPortrait d.png
“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers. Please complete Mask of the Revenant quest before proceeding.
Main article: Mask of the Revenant
Why do I remember this? The land here, killing hot, full of strangeness. This is where Gara vanquished the Sentient! Where its essence fell into the ground, trapped in some unworldly between. It wanted out. At moon rise its ghostly tendrils would emerge, seeking form, seeking... return... And this... this was the warden... a Warframe. I can see it, like a dream repeating... The tendril emerging night after night, and the warden, night after night, cutting it down... until the warden himself was lost. How?

Following Gara's sacrifice over the Eidolon, at the very site of her decisive battle which the Ostrons now call Gara Toht Lake, a Warframe known solely as the Warden would arrive to drive away the Sentient as it emerged night after night. This trial would continue until one fateful evening, where the Warden foolishly tried to make contact with the Sentient and was overwhelmed. Discovering that the Sentient was using him as a means to reform itself, the Warden cast himself into the lake to seal it. The time spent as an "anchor" to the Sentient would infuse the Warden with its eldritch energies, becoming "the Lost One".

In the present day, Nakak receives a strange mask, the Mask of the Lost One, from Onkko. She sells it to the Tenno, instructing them to wear it in the Plains of Eidolon at nighttime. There, they see a large spectral silhouette of an Eidolon; meanwhile, Nakak receives a vision from the Unum, explaining the story of the Warden. After completing the story, the Warden, now transformed into the Revenant that serves as a "mask" for the Eidolon, emerges but is driven back, leaving behind its own blueprint. Having rebuilt the Lost One, Nakak claims the Warframe that had been infused with the powers of the Eidolon will be needed to combat a new threat imposed by the Sentient.


  • If Revenant wields his signature weapons:
    • Phantasma.png Phantasma: Magazine size is increased by 4 rounds, for a total of 15 rounds.
    • Tatsu.png Tatsu: Projectile charge cap is increased to 9.
  • Revenant has the second highest base shields out of all Warframes in the game, behind HildrynIcon272.png Hildryn: 225 at rank 0 and 675 at rank 30.
    • When taking overshields into consideration, Revenant is the Warframe with third highest total shield value, behind Hildryn and HarrowIcon272.png Harrow.
  • Revenant is immune to the DmgMagneticSmall64.png Magnetic proc from contacting water during the night in the Plains of Eidolon.


  • 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.
    • Revenant's abilities are also vampiric in nature:
      • Enthrall130xDark.png Enthrall converts others into loyal thralls, a trait in vampires.
      • MesmerSkin130xDark.png Mesmer Skin allows Revenant to cast Enthrall freely; vampires are capable of enthralling with their "mesmerizing" eyes.
      • Reave130xDark.png Reave turns Revenant into intangible mist, another trait in vampires. Additionally, vampires are famous for their ability to steal the life essence of their victims, with Reave displaying such trait when it passes through enemies and thralls.
  • 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 MesmerSkin130xDark.png 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.
  • DanseMacabre130xDark.png Danse Macabre may be based on Danse Macabre, French for "Dance of Death", a late-medieval allegory of the universality of death.
  • When Revenant's Danse Macabre is discussed in his Warframe Profile, the Lotus says "Bewitch your enemies in the moonlight, Tenno." This is a lyric from the song Dance Macabre by the Swedish heavy rock band Ghost.
  • Revenant's fourth ability was originally a mass crowd control area of effect that put enemies to sleep.
  • Fitting with Revenant's Eidolon theme, Danse Macabre's rotating lasers is derived from an attack used by the Eidolon Gantulyst.
  • Revenant, alongside his signature shotgun, Phantasma.png Phantasma, are the first Warframe and weapon 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.
  • 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 GaraIcon272.png 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 the sixth known frame to be active before and/or during the fall of the Orokin Empire, after MirageIcon272.png Mirage, InarosIcon272.png Inaros, TitaniaIcon272.png Titania, HarrowIcon272.png Harrow, and GaraIcon272.png Gara.
  • 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 was not released simultaneously with him. Digital Extremes decided to withhold and release it later alongside Melee 3.0.
    • His signature Two-Handed Nikana, Tatsu.png Tatsu, was released with Update 24.4 (2019-03-08).
  • Oddly enough, despite Revenant's Sentient composition that would make him highly susceptible to DmgVoidSmall64.png Void damage, he and CalibanIcon.png Caliban do fine in areas rife with Void Energy such as the Orokin Void and the Zariman Ten Zero.


  • While MesmerSkin130xDark.png 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.
  • While DanseMacabre130xDark.png Danse Macabre is active, if the player is airborne and would usually automatically mantle a ledge, the player will not mantle that ledge and will maintain free movement, but will no longer be able to use abilities or grab pickups. Moreover, once the player runs out of energy, they will be teleported to the ledge that would have usually been mantled.
  • Enthralled enemies under the effect of ValkyrIcon272.png Valkyr's Warcry130xDark.png Warcry will still be affected by Warcry130xDark.png Warcry's effect of slowing down enemies.

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Harnessing the essence of Eidolons, RevenantIcon272.png Revenant is immune to the DmgMagneticSmall64.png Magnetic night waters of the Plains of Eidolon.

Additionally, when his Shield depletes, Revenant emits a 100 damage radial DmgBlastSmall64.png Blast that knocks down enemies within 7.5m. There is a max 75% Damage Falloff at the edge of the blast's radius.


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Main article: Enthrall (edit)
EnthrallModx256.png Enthrall130xWhite.png
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 (DmgPunctureSmall64.png Puncture damage/s)
250 / 500 / 750 / 1,000 (projectile DmgImpactSmall64.png Impact 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 (pillar radius)
10 m (projectile seek range)
Misc:7 (max thralls active)
? m (projectile splash radius)
100 % (projectile stagger on hit)
100 % (beta enthrall chance on hit)
50 (overshields per pickup)

  • Revenant releases his Sentient energy onto an enemy target within a range of 10 / 15 / 20 / 25 meters, converting it into an Alpha Thrall that is forced to fight for the Tenno cause. Alpha thrall's attacks spread the affliction to other enemies, also converting them into other alpha thralls on hit. All types of thralls remain under Revenant's control for 15 / 20 / 25 / 30 seconds and only 7 total thralls may exist at once.
    • Duration is affected by Ability Duration.
    • Cast range is affected by Ability Range.
    • Casting speed is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png 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 DmgRadiationSmall64.png Radiation damage weapons will result in turning Thralls back to enemy state while in Proc duration.
  • On death, alpha thralls leave behind an Eidolon energy pillar that lasts for 10 seconds. Each energy pillar continuously inflicts 250 / 500 / 750 / 1,000 DmgPunctureSmall64.png 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 10 meters, exploding on impact to deal 250 / 500 / 750 / 1,000 DmgImpactSmall64.png Impact damage in a ? meter area with a 100% chance to stagger and a 100% chance to convert enemies hit into Beta Thralls as long as Revenant does not already have maximum thralls. Beta thralls also convert other enemies they hit into beta thralls up to the total thrall count, but they do not leave behind energy pillars on death.
    • Damage per second and projectile damage are affected by Ability Strength.
    • Pillar radius and projectile seek range are affected by Ability Range.
    • Pillar duration is affected by Ability Duration.
    • Projectile splash radius, stagger on hit, and beta enthrall chance on hit are not affected by mods.
    • Energy pillars do not inflict damage per second nor launch projectiles against thralls.
  • Ability Synergy:
    • Enthrall costs no energy when used on an enemy stunned by MesmerSkin130xDark.png Mesmer Skin.
    • Reave130xDark.png Reave steals shields and health 5 times more from thralls.
    • Alpha and beta thralls killed by DanseMacabre130xDark.png 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.
      • Explosion deals the remaining damage of the pillar to surrounding enemies.
      • Explosion damage diminishes with distance.
      • Explosion radius is affected by Ability Range.
  • Can be cast on a new enemy target if below the number of max thralls active.
    • Casting Enthrall on a new target will not refresh the duration of existing Thralls.
  • Cannot be recast on enemies already affected by Enthrall.
  • Enemies under the effect of Enthrall will not increase or refresh Melee Combo when struck with a melee weapon.
  • Enemies under the effect of Enthrall will not increase or refresh Sniper Combo when hit with a sniper rifle.
  • Enemies under the effect of Enthrall cannot be used to initiate or refresh the buffs of Double Tap and Split Flights. However, on-headshot mods such as Argon Scope still function normally.
  • Enemies under the effect of Enthrall cannot be use to trigger the effects of any arcanes that are triggered on crit, such as Arcane Acceleration, or on headshot, such as Arcane Consequence.
  • 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.

Main article: Thrall Pact

Thrall Pact is an Warframe Augment Mod for RevenantIcon272.png Revenant's Enthrall130xDark.png Enthrall that grants him additional damage for the equipped primary weapon for every enemy he has enthralled.

Rank Effect Cost
0 +10% 6
1 +15% 7
2 +20% 8
3 +25% 9

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.png Kesheg.
  • Enthrall Can be used against the Stalker & Shadow Stalker to render him Completely Harmless to the entire group for a time.

  • Hyekkas, Drahks, and other Summonable Enemies summoned by their Enthrall130xDark.png 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.
  • Enemies under the effect of Enthrall cannot be glassed by Vitrica.png Vitrica.

  • Expand/Collapse
    Main article: Mesmer Skin (edit)
    MesmerSkinModx256.png MesmerSkin130xWhite.png
    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)
    Misc:100% (reflected damage and status)
    100% (Enthrall energy discount)
    1 (ally buff charge)

    • 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 Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
      • Number of remaining charges is displayed on the ability icon.
      • For any non-integer the number of charges is rounded up to the next whole number. For example, 255% power strength = 15.3 charges, this is rounded to 16. However in game the maximum charges will display 15, with the 16th charge displayed as 0.
      • Does make Revenant immune to self-stagger without costing a charge.
      • 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, as well as blocking their knockdown and pull effects.
    • Ability Synergy:
      • Enthrall130xDark.png Enthrall costs no energy to cast on an enemy stunned by Mesmer Skin.
      • While Mesmer Skin is active, Reave130xDark.png 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.
    • Mesmer Skin does not nullify damage from Explosive Barrels or Environmental Hazards, although they will not use up a charge.
      • However, Mesmer Skin prevents Revenant's health from reaching below 2, preventing him from dying.
    • 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
  • It is probably more beneficial to focus on Ability Strength, Ability Duration and Ability Range, rather than equipping Health and Shield mods on RevenantIcon272.png Revenant as Mesmer Skin provides high survivability.

  • 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.
  • When using Mod TT 20px.png Rage or Mod TT 20px.png Hunter Adrenaline, even though damage is fully nullified, if the damage exceeds Revenant's shield value, energy will still be granted.

  • Expand/Collapse
    Main article: Reave (edit)
    ReaveModx256.png Reave130xWhite.png
    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:27 m/s (travel speed)
    100 % (status effects transfer)
    1 (Mesmer Skin ally buff charge)
    Subsumable to Helminth

    • Revenant transforms into a torrent of Sentient energy that surges forward toward the aiming reticle, at a speed of 27 meters per second 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.
      • Status effects transfer is not affected by mods.
      • 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.
    • Ability Synergy:
      • Reave's shield and health drain/restore percentages increase 5 times (10% / 20% / 30% / 40% by default) against Enthrall130xDark.png Enthralled enemies.
        • The drain percentage displayed in Abilities and the Upgrade screen display the Thrall-empowered drain.
      • While MesmerSkin130xDark.png 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 during DanseMacabre130xDark.png Danse Macabre. Casting speed becomes instantaneous. Danse Macabre's stopping animation can be skipped if deactivated during Reave.
    • 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 an upper body animation that interrupts only upper body actions such as melee attacks or reloading and can be cast while airborne.
    • 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.
    • Subsuming Revenant to the Helminth will offer Reave and its augments to be used by other Warframes. Note that the UI's listed 40% damage is not applicable for non-revenant frames and instead deals 8% damage.

    Main article: Blinding Reave

    Blinding Reave is a Warframe Augment Mod for RevenantIcon272.png Revenant that blinds enemies caught in Reave130xDark.png Reave's fog.

    Rank Duration Cost
    0 6s 6
    1 7s 7
    2 8s 8
    3 10s 9

    Tips & Tricks
    • Since Reave deals a set percent damage to enemies' health, it can scale indefinitely.
      • Without mods, at 100% Ability Strength, it would take 13 Reave casts to kill any enemy, only 3 if that enemy is enthralled.
      • The percent damage is always significantly reduced against Nox, even with enthralled one. Thus, it is quite ineffective and inefficient to kill them with Reave.
    • Use Aim Glide during Reave to descend slowly.
    • Move the aiming reticle during Reave to change your dash direction.
    • Dash in a circle around enemies to drain from them multiple times.
    • If a turret on the Plains of Eidolon is hit with Reave, it is instantly destroyed, regardless of level.

    Main article: Danse Macabre (edit)
    DanseMacabreModx256.png DanseMacabre130xWhite.png
    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)
    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)
    100 m (sweep area)
    1 rev/sec (rotation speed)
    20% (status chance)
    40% (boosted status chance)
    50 (overshield points per pickup)
    23.33% stored damage decay/sec

    • 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 100 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 thickness is affected by Ability Range.
      • Casting speed is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png 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. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
        • Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
        • Damage resisted by MesmerSkin130xDark.png Mesmer Skin is stored, despite not injuring Revenant.
      • 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 and Volt's Speed130xDark.png Speed.
    • 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: DmgCorrosiveSmall64.png Corrosive against armored enemies, DmgMagneticSmall64.png Magnetic against shielded enemies, and DmgGasSmall64.png Gas against enemies with infested flesh.
      • DmgCorrosiveSmall64.png Corrosive status effect reduces a target's current armor by 26%, with further procs removing 6% for up to 80%. Each proc has a duration and will end on its own.
      • DmgMagneticSmall64.png Magnetic will deal 100% bonus damage to shields, dealing 25% more with every consecutive proc for up to 325% extra damage. It will also stop natural shield regeneration from shielded enemies.
      • DmgGasSmall64.png Gas status effect will proc a gas damage over time effect to the target, which increases in size and damage with consecutive procs while damaging nearby enemies.
    • 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.
    • Ability Synergy:
      • Enthrall130xDark.png 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.
        • Explosion deals the remaining damage of the pillar to surrounding enemies.
        • Explosion damage diminishes with distance. Max reduction of ??% at the edge of explosion.
        • Explosion radius is affected by Ability Range.
      • Damage reflected by MesmerSkin130xDark.png Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
      • Reave130xDark.png Reave has 50% reduced energy cost during Danse Macabre. Casting speed becomes instantaneous and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
    • 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.

  • Getting near any edge eligible for automatic edge grabs with the ability active will lock the player out of using Reave130xDark.png Reave and disabling Danse Macabre, making the depletion of all energy the only way to disable channeling.
    • Upon energy depletion, the player will be relocated near the edge that caused the bug to initiate the queued animation.
    • Increasing beam damage, and subsequently energy cost, still works.

  • Expand/Collapse

    Strength Mods


    Duration Mods


    Range Mods


    Enthrall130xWhite.png Enthrall130xWhite.png Enthrall130xWhite.png
    MesmerSkin130xWhite.png MesmerSkin130xWhite.png
    Reave130xWhite.png Reave130xWhite.png Reave130xWhite.png
    DanseMacabre130xWhite.png DanseMacabre130xWhite.png DanseMacabre130xWhite.png

    Edit Tab

    RevenantIcon272.png Revenant can be equipped with the following items:



    See Also

    Edit Tab

    Hotfix 31.6.2 (2022-06-15)

    • Fixed script error from Revenant’s Enthrall.

    Update 31.5 (2022-04-27)

    • Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
      • Revenant’s Reave
      • Revenant’s Danse Macabre

    Update 31.2 (2022-03-16)

    Update 31.1 (2022-02-09)

    • Toned down the brightness of Revenant’s Mesmer Skin FX. It will also now be hidden while in Archwing.

    Update 30.7 (2021-09-08)

    • Revenant's Danse Macabre ability now deals finisher damage against inanimate objects instead of adopting a damage type based on the target. It still does adaptive damage and applies adaptive status effects against enemies.
      • Prior to this change, Danse Macabre was allowing Revenant to solve Operator-required puzzles, which is clearly not intended.
    • Fixed an issue where if you bullet jump with Revenant and then cast Danse Macabre his head would appear broken.

    Hotfix 30.0.1 (2021-04-13)

    • Fixed Danse Macabre loop sound staying active when client aborts mission while power is active. Also fixed Danse Macabre end sound playing when entering the menu while power is active, it wont be triggered now.

    Hotfix 29.5.7 (2020-12-10)

    • Fixed inability to use/cancel any abilities or use Operator after casting Revenant’s Danse Macabre and getting knocked down or attempting to ledge grab during its animation.

    Update 29.5 (2020-11-19)

    Hotfix 29.0.7 (2020-09-03)

    • Fixed a Revenant functionality loss if Reave is cast on an enemy who is both Enthralled and Blood Altared.
    • Fixed cases of Revenant’s Reave hitting ragdolled enemies multiple times in rapid succession, potentially insta-killing them.

    Update 29.0 (2020-08-25)

    • Fixed script error related to Revenant’s Danse Macabre.

    Update 28.3 (2020-08-12)

    • Warframe Blueprint and Component costs from Simaris have been reduced by 50%!

    Update 28.1 (2020-07-08)

    • Fixed Enemies that are converted by Revenant's Enthrall energy pillar not appearing to have the Enthralled visuals around their head despite being friendly/affected.

    Hotfix 27.4.4 (2020-05-07)

    • Enemy summons can now be mind-controlled by abilities. Previously, there was a mechanic where 'owned' NPCs would not be affected by mind control, but now this only applies to allied owned NPCs (Sentinels, Pets, followers) so that there's no misleading things happening with Mind Control abilities.

    Update 27.4 (2020-05-01)

    • You can now sell your duplicate Revenant Blueprints for 2500 Credits from your Inventory.

    Update 27.2 (2020-03-05)

    • Armor Change:
      • Revenant: 105 to 125
      • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

    Hotfix 25.7.7 (2019-09-26)

    • Revenant's Reave ability is now an upper body animation only; alleviating momentum cancelling lower body animations.

    Update 25.7 (2019-08-29)

    • Revenant now holds the Tatsu instead of the Galatine in his in-game Market diorama.

    Update 25.5 (2019-07-31)

    • Fixed Armored enemies affected by Revenant's Danse Macabre continuing to take Corrosive Damage after the Armor has gone, resulting in less damage because Flesh is stronger to Corrosive than Armor is.
    • Fixed Revenant's Danse Macabre doing Corrosive Damage to Infested.
    • Fixed not being able to perform finishers on blinded enemies from Revenant's Enthrall that are temporary allies (mind control, etc).

    Hotfix 25.4.1 (2019-07-24)

    • Fixed Revenant's Enthralled enemies not counting towards kills in Rathuum/Index.

    Hotfix 25.3.3 (2019-07-16)

    • Fixed an issue with Revenant's facing direction after using Reave during Danse Macabre.

    Hotfix 25.3.2 (2019-07-12)

    • Fixed ability to use Emotes while casting Revenant's Danse Macabre to prevent your Abilities getting stuck.

    Hotfix 25.1.2 (2019-06-12)

    • Fixed Revenant Thrall death pillars not causing damage on contact, only with projectiles for Clients.
    • Fixed Revenant Thralls created by pillar projectiles not showing its effect and cannot be damaged for Clients.

    Update 25.1 (2019-06-05)

    • Fixed Zanuka being unable to capture Revenant.

    Hotfix 25.0.8 (2019-05-31)

    • Fixed Revenant's default Energy color being too green.

    Hotfix 25.0.3 (2019-05-24)

    • Revenant Blueprint has been added to Simaris' Offerings.

    Update 25.0 (2019-05-22)

    • Revenant and allies can now perform Finishers on enemies blinded by Revenant's Reave with the Blinding Reave Augment equipped.

    Update 24.7 (2019-04-10)

    Hotfix 24.6.2 (2019-04-05)

    • The Tatsu Soul Swarm (Revenant) projectiles now have a lifetime of 5 seconds.
    • Fixed Secondary Energy colors not applying to certain things (Revenant's Helmet beard, etc).

    Update 24.6 (2019-04-04)

    • Having a ‘signature’ weapon now actually benefits you!
      • Phantasma: Has 15 magazine when wielded by Revenant.
      • Tatsu: Charge cap is 9 when wielded by Revenant.

    Update 24.5 (2019-03-14)

    • Fixed Revenant Reave being able to give a Mesmer Skin charge to Operators.

    Hotfix 24.4.4 (2019-03-11)

    • Fixed "melee with fire weapon input" causing Revenant's Danse Macabre to be unboostable when a Melee weapon is equipped.
    • Fixed a script error when casting Revenant's Mesmer Skin ability.

    Update 24.4 (2019-03-08)

    • The homing energy projectiles that Enthrall pillars emit now have a chance to Enthrall enemies while inflicting damage if there is room in the Enthrall cap. This allows Enthrall to spread more organically, and as the cap is reached, damage continues on other targets.
    • Fixed Revenant becoming stuck in his spinning animations if he becomes downed during Danse Macabre.
    • Fixed Mesmer Skin consuming multiple charges when getting hit multiple times in the same frame from the same enemy (e.g. a projectile that hits you and explodes).
    • Respective Ability videos now also appear upon hover-over to add that little extra spice! This initial Ability video aspect is currently functional for Revenant!

    Hotfix 23.10.4 (2018-10-16)

    • Revenant's Reave now follows the direction of your reticle as opposed to always in a straight line. This allows you to steer it freely. You can of course maintain the original behaviour of a straight line by simply not aiming your reticle, but for those of you wanting better control over where Reave goes are now able to freely steer!

    Hotfix 23.10.2 (2018-10-12)

    • Fixed a script error when casting Revenant's Mesmer Skin ability.

    Update 23.10 (2018-10-12)

    • Fixed the Revenant Warframe Blueprint not appearing in the Codex as a reward under any Eidolon variant.
    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 (2018-09-25)

    • Fixed getting one-shotted through Revenant's Mesmer Skin by a single very powerful hit.
    • Fixed Ability immune enemies not decreasing the Mesmer Skin count when hitting Revenant.
    • Fixed Revenant's Thrall FX not attaching properly to Vomvalysts.

    Hotfix 23.8.1 (2018-09-14)

    • Revenant Mesmer smoke effect is now only seen on yourself, not other players, to improve performance and visibility.
    • Fixed an issue with lingering FX resulting from Revenant frequently using Reave and Danse Macabre.

    Hotfix (2018-09-12)

    • Fixed Clients Transferring to Operator and back resulting in Revenant's Mesmer Skin charge indicator being removed on the ability UI.
    • Fixed Revenant Reave being capable of flying.

    Hotfix (2018-09-12)

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

    Update 23.8 (2018-09-12)

    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!


    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:

    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.

    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.

    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!

    • 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 (2018-08-30)

    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 (2018-08-24)

    • Introduced.

    Edit Tab

    Ability SFX