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.
Revenant expends 25energy to release 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.
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.
Thralls affected by Radiation status will result in turning Thralls back to enemy state for its duration.
Thralls have high Threat Level, allowing them to draw fire away from Tenno.
On death, Alpha Thralls leave behind an Eidolon energy pillar that lasts for 10 seconds. Each energy pillar continuously inflicts 250 / 500 / 750 / 1,000Puncture 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 / 1,000Impact damage and guaranteed Stagger in a ? meter area and converts 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.
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.
Beam weapons that chain between multiple enemies (such as the Kuva Nukor or Tenet Cycron) will not chain to enthralled enemies, regardless of the original target.
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.
Thrall Pact is an Warframe Augment Mod for Revenant's Enthrall that grants him additional damage for the equipped primary weapon for every enemy he has enthralled.
Helminth subsuming Mind Control and then casting Enthrall on it can create an invulnerable thrall for its duration.
Nullifier Crewman can remove the enthralled effect from itself and nearby enthralled enemies.
Sentients and bosses can be Enthralled but for a significantly shorter duration.
Units that apply beneficial effects to allies, such as Ancient Healers, will immediately stop affecting their former allies once Enthralled and instead benefit Tenno.
Enthralled enemies that can spawn additional units, such as Drahk Masters and Boilers, will spawn permanent Tenno-aligned units, unless affected by Radiation.
Revenant expends 50energy to surround 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. Upon consuming a charge, Revenant becomes Invulnerable for 1 second. Mesmer Skin lasts indefinitely until all charges are used.
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% Ability 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.
Revenant is immune to self-stagger, which does not consume a charge.
Does not reflect damage dealt by status effects and objects created by enemies (e.g., Napalm flame patches)
Revenant's Health can still take damage, but will not be lowered below 2 and therefore cannot die as long as he has charges.
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:
Enthrall costs 0 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 1 Mesmer Skin charge.
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.
Casting while in air allows Revenant to maintain forward momentum while activating Mesmer Skin.
When receiving the Ability Strength and Ability Range buff from Void Fissure missions, activate Mesmer Skin right before the buff ends. Avoid Nullifier Crewmen and other enemies with an ability nullifying field to take full advantage of the buffed Mesmer Skin. Additionally, if Mesmer Skin is activated and the buff is no longer active, the un-buffed Mesmer Skin value will replace the buffed Mesmer Skin value, even if the buffed value was greater.
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 Rage or Hunter Adrenaline, even though damage is fully nullified, if the damage exceeds Revenant's shield value, energy will still be granted.
Revenant expends 50energy to transform into a torrent of Sentient mist-like energy that surges forward toward the aiming reticle, at a speed of 25 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 ) or jumping during the dash.
Travel speed and distance are affected by Sprint Speed.
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.
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 steals 10% / 20% / 30% / 40%Health and Shields from enemies affected by Enthrall (5x more than base).
The drain percentage displayed in Abilities and the Upgrade screen display the Thrall-empowered drain.
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 1 Mesmer Skin charge.
Reave costs halved energy during Danse Macabre, with instantaneous casting speed and 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.
Can be cancelled by jumping, which preserves forward momentum.
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.
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.
Consoles can be activated and terminals can be hacked while Reave is active.
When falling from a sufficient height that would induce a hard landing, activate Reave before or immediately after the hard landing to cancel it.
Jump right before Reave ends to take full advantage of its speed and to conserve its momentum. This is especially handy on larger tilesets or the open world maps.
If a turret on the Plains of Eidolon is hit with Reave, it is instantly destroyed, regardless of level.
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.
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.
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 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, Volt's Speed, and Wisp's Reservoirs Haste Mote.
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.
Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: Corrosive against armored enemies, Magnetic against shielded enemies, and Gas against enemies with Infested Flesh.
Danse Macabre costs 25energy to activate, then consumes 20 energy per second (40 energy per second during the boosted version) while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
Danse Macabre's energy drain is not converted into shields by Augur Mods.
Ability Synergy:
Enemies affected by Enthrall when killed by Danse Macrabe drop a unique pickup that grants 50Overshields when collected by Revenant or his allies.
Enthrall 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.
Damage reflected by Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
Reave costs halved energy during Danse Macabre, with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
Revenant cannot cast Enthrall, Mesmer Skin, subsumed abilities over Enthrall or Mesmer Skin via the Helminth system, perform parkour Maneuvers or general interactions while channeling this ability.
Revenant can cast Reave or a subsumed ability over Reave via the Helminth system 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.
Bugs
Beam punch through is inconsistent, often failing to penetrate terrain to hit enemies in range. No known causes nor workarounds, unfortunately.