- For the Switch Teleport augment, see Safeguard Switch.
Safeguard is a Warframe Augment Mod for Nezha that allows him to cast Warding Halo on allies, albeit with reduced durability.
Stats[]
Rank | Durability | Cost |
---|---|---|
0 | 20% | 6 |
1 | 30% | 7 |
2 | 40% | 8 |
3 | 50% | 9 |
Acquisition[]
This mod can be acquired by attaining the rank of General under the Steel Meridian, or the rank of Genius under Cephalon Suda, and spending 25,000 to purchase.
Notes[]
- This augment allows Warding Halo to be cast on allied Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives.
- The modified Warding Halo does not take into account the target's armor value or Power Strength, rather it is based on Nezha's armor value and Power Strength at the time of casting, which in turn can be affected by Arcane Guardian and various armor-boosting Warframe abilities, as well as Growing Power.
- Multiple instances can be active simultaneously.
- Remaining durability on players can be seen next to the squad UI, however there is no way of knowing the health of rings cast on other units.
- Just like Safeguard's health, the absorbed damage that can be stacked up in the first 3 seconds is halved.
- Nezha can stack up the health of the Warding Halo from environmental damages like lasers or fires but allies cannot. Friendly targets can only stack extra damage from direct enemy damage.
- The "effectiveness" in the augment's description refers only to the Warding Halo's health. Allies still receive the full 90% Damage Reduction while Warding Halo is active on them.
- Casting Warding Halo on friendly units has no range limit but requires line of sight.
- Players under the effects of Safeguard will use the visual effects associated with Warding Halo, using the energy color of the Nezha who cast it.
- Warding Halo does not get removed from allies when the Nezha who cast it goes inside a Nullifier field.
- Going out of bounds and resetting will remove Warding Halo from players but will not remove it from Companions.
Tips[]
- The player who casts Safeguard on allies will be able to see the damage the ring deals when enemies get within range of players. This can be useful in locating enemies far away or locating players that are above or below your level (as the map will place ally icons in one spot until they get on your level again).
- If you have a Chroma in your team, wait until his Vex Armor is charged at maximum capacity before casting your Warding Halo on him, as it will greatly reduce it's stacking capacity. Once stacked, and if you are inside his aura, this will double or even triple the amound of health of your Warding Halo (Even more so with a Cold Chroma Elemental Ward).
Patch History[]
Update 24.6 (2019-04-04)
- Nezha’s Warding Halo Safeguard Augment now takes yourself into priority consideration before others. Meaning that Warding Halo will be cast on yourself as opposed to your allies regardless of if you’re aiming at them.
Hotfix 20.0.9 (2017-04-03)
- Fixed Safeguard applying to Octavia’s Mallet and Resonator.
Hotfix 19.0.5 (2016-11-18)
- Fixed Safeguard cast on Titania’s Razorflies preventing it from dying when Razorwing is deactivated.
Hotfix: The Vacuum Within 3 (2016-10-13)
- Fixed seeing Safeguard lingering on ally companions when they are invisible.
Update: The Silver Grove (2016-08-19)
- Introduced.
Last updated: Hotfix 22.17.4 (2018-04-13)