- Not to be confused with Sentient.
Sentinels are hovering companions that follow their Tenno masters around and assist in various ways, dependent on the precepts used to program them. It is possible to program sentinels with precepts, or skill mods, that can turn a sentinel into an attack drone or a support drone. Sentinels can also accommodate their own unique stat-increasing Mods, similar to Warframe mods.
Sentinels, like Weapons and Warframes, level up with Affinity. They have health, shields, armor, a personal weapon, and energy reserves. They can be targeted separately from their Tenno master and do not go into bleedout; they will immediately explode and do not revive for the rest of the mission, unless their master dies and spends a Revive or the sentinel has Regen (Or
Reawaken for Djinn) precept installed. Enemies tend to target a Warframe first, but may target the sentinel if it acquires threat.
Each Sentinel comes with a unique weapon, taking up a total of two Robotic slots, which are independent from Warframe and Weapon slots and shared with Robotic weapons and MOA Companions. An additional pair of slots costs 12 to purchase. All Sentinels will come with two mods specific to their type. Sentinels have four
Polarity slots, an Orokin Reactor upgrade slot, and can be Polarized with a Forma.
Currently, all Sentinels may be acquired and equipped regardless of Mastery Rank.
Acquisition[]
- The blueprint for Taxon is awarded for completing the Earth to Venus Junction. Additional blueprints can be purchased from the Market for
5,000.
- The blueprints for Carrier, Dethcube, Diriga, Shade, and Wyrm can be purchased from the Market for
100,000.
- The blueprints for Djinn and Helios can be researched from the Bio Lab and Energy Lab in the dojo.
- The blueprint for Oxylus can be traded for Solaris United Standing at The Business on Fortuna, Venus.
- A built Prisma Shade can be purchased from Baro Ki'Teer for
300,000 and
500. Note that Baro Ki'Teer's stock changes with each appearance, and this weapon may not be available on a succeeding appearance. It can be traded, but only for unranked copies without Forma or Orokin Reactor installed.
- The components and blueprints for Carrier Prime, Dethcube Prime, Helios Prime and Wyrm Prime are obtained through Void Relics, their respective Prime Access packages, or through Trading between other players.
Robotic Weapons[]
Sentinels can equip other Sentinels' weapons (with the exception of Helios's Deconstructor, which can only be equipped on Helios, though Helios can freely use other weapons) provided additional weapons are available. However, the only way to get another sentinel's weapon is to craft that particular sentinel to retrieve their specific weapon. All sentinels do not attack by default unless they possess an attacking precept such as
Assault Mode. Players may also opt to unequip a Robotic weapon altogether if attacking enemies will be detrimental to the given mission. Though Robotic weapons can be sold independent of their parent Sentinel, the player cannot sell their last Robotic weapon.
Sentinels also share Robotic weapons with MOAs. Even though most Robotic weapons are acquired by building a Sentinel, Legs in Fortuna sells blueprints for Robotic weapons that are not attached to a Sentinel and can be used by both Sentinels and MOA Companions.
If a Sentinel is at maximum Mastery, they have been seen to prevent an equipped Robotic Weapon from gaining Mastery experience.Confirmation needed
All Robotic weapons can use normal weapon mods, provided the mod is compatible with the Robotic weapon in question (e.g. the Diriga's Vulklok can use Sniper Mods along with Rifle Mods, but the Dethcube's
Deth Machine Rifle can only use Rifle mods). Most mods work as normal, including mods that affect Fire Rate, base damage, Multishot, Critical Hits, Elemental Damage, Magazine Size, Reload Speed and Status Chance. Mods that affect maximum ammo capacity have no effect on Robotic weapon because they already have unlimited ammo reserves.
A weapon mod can be used in both a player's active weapon and their sentinel's active weapon. For example the Sweeper can use the same copy of
Point Blank equipped on a
Hek.
Sentinel Mods[]
Aside from the pool of mods shared between all Sentinels, there are at least two exclusive Sentinel Mods for each Sentinel (including any available variants) that modifies its behavior during combat. Typically, these are obtained as soon as the player claims them from the Foundry, though some of them can drop from enemies, and others can be found from other sources.
Mod Priority[]
As with all Companions, Precept mods will have different priorities in which they are used, based on which slot they equipped in; the top left mod slot has the highest priority and will be used most often, while the bottom right mod slot has the lowest priority and will be used least often. Managing these mods is key to get the most out of your Sentinel.

Highest priority at top-left, lowest priority at bottom-right.
Sentinel Stat Comparison[]
Name | Base Health | Base Shields | Base Armor | Nominal Base EHP | EHP + Shields | Base Range | Polarities |
---|---|---|---|---|---|---|---|
Carrier | 200 | 100 | 50 | 233.3 | 333.3 | 30 | |
Carrier Prime | 400 | 100 | 150 | 600 | 700 | 30 | |
Dethcube | 200 | 100 | 50 | 233.3 | 333.3 | 30 | |
Dethcube Prime | 300 | 100 | 150 | 450 | 550 | 30 | |
Diriga | 350 | 50 | 50 | 408.3 | 458.3 | 30 | |
Djinn | 200 | 100 | 50 | 233.3 | 333.3 | 60 | |
Helios | 200 | 100 | 50 | 233.3 | 333.3 | 10 | |
Helios Prime | 250 | 100 | 100 | 333.3 | 433.3 | 10 | |
Nautilus | 200 | 100 | 50 | 233.3 | 283.3 | 30 | |
Oxylus | 200 | 100 | 50 | 233.3 | 333.3 | 30 | |
Shade | 350 | 50 | 50 | 408.3 | 458.3 | 30 | |
Shade, Prisma | 350 | 100 | 75 | 437.5 | 537.5 | 30 | |
Taxon | 200 | 100 | 50 | 233.3 | 333.3 | 30 | |
Wyrm | 200 | 100 | 50 | 233.3 | 333.3 | 30 | |
Wyrm Prime | 225 | 300 | 150 | 337.5 | 667.5 | 30 |
Name | Max Health | Max Shields | Max Armor | Nominal Max EHP | EHP + Shields | Max Range | Polarities |
---|---|---|---|---|---|---|---|
Carrier | 640 | 375 | 105 | 864 | 1239 | 30 | |
Carrier Prime | 1280 | 375 | 315 | 2624 | 2999 | 30 | |
Dethcube | 640 | 375 | 105 | 864 | 1239 | 30 | |
Dethcube Prime | 960 | 375 | 315 | 1968 | 2343 | 30 | |
Diriga | 1120 | 188 | 105 | 1512 | 1700 | 70 | |
Djinn | 640 | 375 | 105 | 864 | 1239 | 60 | |
Helios | 640 | 375 | 105 | 864 | 1239 | 10 | |
Helios Prime | 800 | 375 | 210 | 1360 | 1735 | 10 | |
Oxylus | 640 | 375 | 105 | 864 | 1239 | 30 | |
Shade | 1120 | 188 | 105 | 1512 | 1700 | 30 | |
Shade, Prisma | 1120 | 375 | 157.5 | 1708 | 2083 | 30 | |
Taxon | 640 | 375 | 105 | 864 | 1239 | 30 | |
Wyrm | 640 | 375 | 105 | 864 | 1239 | 30 | |
Wyrm Prime | 720 | 1125 | 315 | 1476 | 2601 | 30 |
Range refers to the attack range of that Sentinel's specific targeting precept.
Comparison to Beasts[]
The following comparison assumes that the player possesses all available mods for Sentinels, Kubrows and Kavats.
Advantages:
- Easy to acquire — requires only blueprints and resources to build.
- Can engage enemies at range.
- Can instantly recharge its owner's shields when depleted.
- Can be equipped with different weapons.
- Tethered to the player, keeping it from getting caught up on terrain or engaging in combat unrelated to their owner.
- Wider array of crowd-control options.
- Weapon can apply status effects more consistently.
- Can use robotic-exclusive mods like Odomedic
Disadvantages:
- Comparatively fragile in combat.
- Lower maximum shields overall.
- Lower maximum health.
- Cannot use Link mods to buff defenses, such as Link Health
- Does not enter bleedout and dies immediately at 0 HP. It stays destroyed for the remainder of the mission until their owner dies and uses a Revive.
Regen (1 time)/
Primed Regen (3 times) can be used to revive a sentinel a maximum number of times
- Djinn with
Reawaken equipped that can revive an infinite number of times, albeit after a cooldown of at least 90 seconds.
- Consumes 2 inventory slots when retrieved from the Foundry, one for the Sentinel and one for its weapon.
- Are always within range of
Electricity status effects on the player, chaining to them and often dealing heavy damage to their fragile frames.
Both Companions and Sentinels can be revived an infinite number of times using:
Hard Reset by performing 3 mercy kills within 40 seconds. There is no cooldown.
Repair Dispensary with Protea or Dispensary as your Subsumed ability. 60s cooldown. (Only works with Sentinels and MOAs specifically.)
Comparisons to MOAs And Robotic Hounds[]
Advantages
- Easy to acquire — requires only blueprints and resources to build.
- Tethered to the player, keeping it from getting caught up on terrain or engaging in combat unrelated to their owner.
Disadvantages:
- Comparatively fragile in combat.
- Lower maximum shields overall.
- Lower maximum health.
- Cannot use Link mods to buff defenses, such as Link Health
- Does not enter bleedout and dies immediately at 0 HP. It stays destroyed for the remainder of the mission until their owner dies and uses a Revive.
- Can only be revived a limited number of times, and then only if
Regen (1 time)/
Primed Regen (3 times) were equipped prior to mission starting.
- Exception is Djinn with
Reawaken equipped that can revive an infinite number of times, albeit after a cooldown of at least 90 seconds.
- Hard Reset can be used to revive sentinels indefinitely however.
- Exception is Djinn with
- Can only be revived a limited number of times, and then only if
- Consumes 2 inventory slots when retrieved from the Foundry, one for the Sentinel and one for its weapon.
- Are always within range of
Electricity status effects on the player, chaining to them and often dealing heavy damage to their fragile frames.
Notes[]
- Whenever a Sentinel kills an enemy, the player only receives Warframe experience from the kill. Even if the player assisted in the kill, no weapon experience is awarded. Any experience gained through Affinity Orbs will be shared across all equipment.
- While using
Nyx's
Mind Control ability, your sentinel may periodically fire a bullet at your controlled foe.
- If a player remains idle for an extended period of time, a Sentinel will "disable," stopping its idle animation and causing it to not fire or use abilities, presumably to prevent players from idling. They can be re-enabled by moving several meters.
Tips[]
- Because of the aforementioned Priority system, it may be wise to equip utility-based Precept mods (be it Sentinel-specific or general Sentinel mods) at higher priorities over attack Precept mods, so Sentinels can assist players immediately when the situation calls for it.
Coolant Leak,
Regen,
Sanctuary, and
Animal Instinct can be placed in any mod slot as their effects are inherently passive, thus they are not affected by Priority nor do they interfere with it. The same applies to mods that affect a Sentinel's stats directly.
Trivia[]
- Interestingly, the data Fragments that players can scan on Mars seem to suggest that most of the early Sentinels were perhaps an offshoot of the Sentients that were (fortunately) non-aggressive upon their discovery, and were subsequently used to assist the Tenno during missions. This is reflected in how most Sentinels, particularly those of Tenno origin, tend to be more organic in appearance compared to those built by other factions (such as the Grineer-built Diriga).
Media[]
Patch History[]
Hotfix 31.5.10 (2022-05-17)
- Fixed all Sentinels missing their animations.
Hotfix 31.5.9 (2022-05-12)
- Fixed a Sentinel equipped with the Ordis Sentinel Skin appearing too low when viewed in the Arsenal or in-game Market diorama.
- Fixed a Sentinel equipped with the Ordis Sentinel Skin following the player extremely closely. Level 500 clinger.
Hotfix 30.5.5 (2021-07-29)
- Fixed not being able to swap Polarities on Sentinel weapons.
Update 30.2 (2021-05-12)
- Fixed cases of Sentinels using their precepts while invisible against semi-alerted enemies.
Hotfix 29.1.2 (2020-09-22)
- Fixed some Sentinel and Moa Weapon types not getting affected by Magazine related Mods (notably Helstrum).
Hotfix 28.0.1 (2020-06-11)
- Fixed a script error when trying to Auto Install Mods on a Sentinel weapon.
Hotfix 27.3.14 (2020-04-15)
- Fixed a script error if your Sentinel died while being nullified.
Update 27.3 (2020-03-24)
- Fixed a script error caused by Sentinel Precepts being automatically reactivated in missions where Mods are deactivated/have been removed (Grendel missions).
Update 27.2 (2020-03-05)
- Sharing Sentinel Mods: Shared Usage Allowed:
Sentinel Weapons and Warframe weapons cannot share Mods, which is to say: if you have 1 Maxed Serration Mod, your Sentinel’s Weapon cannot use it if you have a Primary Weapon with it equipped. You either switch your Sentinel Weapon to a different class (Shotgun, Melee), or acquire and max a duplicate Mod.
We are removing this condition and now your Mods can be simultaneously equipped.
Why: Over time, the amount of systems to put your time into have increased. The appeal of grinding out a Duplicate Mod for Sentinels just isn’t a proposition we want players to be faced with in the context of everything else the game has to offer!
Hotfix 25.7.4 (2019-09-05)
- Fixed ability to install an Umbra/Aura Forma on Archwings and Sentinels. As reported here: https://forums.warframe.com/topic/1122503-aura-forma-installed-on-archwing/
- Fixed Chat linked Sentinel weapons not showing any info in the preview.
Hotfix 25.7.2 (2019-08-30)
- Companion Weapon Rivens have been added back to Simaris’ Offerings! This time they will unveil for the proper weapon.
Hotfix 25.7.1 (2019-08-30)
- Temporarily removed Companion Weapon Rivens from Simaris’ Offerings due to being unveiled for the incorrect weapon type. They will be added back once we make a permanent fix.
We’re working on a script to refund the Simaris Standing to those who were able to purchase the Rivens.Script has completed! Please relog if you don't see the refunded Simaris Standing.
Update 25.7 (2019-08-29)
- Companion Weapon Rivens are available from Simaris’ Offerings for Standing (The War Within completion required), and yes, this includes the Artax!
- If you recall back in Update 24.0 (2018-11-08) we removed Sentinel Weapon Rivens from the pool due to being lackluster in comparison to more applicable weapons. Adding Companion Weapon Rivens to Simaris’ Offerings allows players to freely choose these Rivens if they desire, and leaving it out of the general Riven Mod generation pool for those who don’t want them.
Update 11.5 (2013-12-19)
- All Sentinel Weapons now respond to fire-rate mods, magazine-size mods, and reload-time mods.
Update 11.0 (2013-11-20)
- Sentinels now come with a default amount of armor
Update 10.0 (2013-09-13)
- Sentinels can now wield any (primary/secondary?) weapon you want!
- Sentinel Weapons no longer locked to the Sentinel bundled with at purchase.
Update 7.5 (2013-03-28)
- Sentinel will now revive with the player if dead when the player spends a revive.
Update 7.4 (2013-03-27)
- Sentinel weapons can now have mods, currently uses player's rifle/pistol mods
Update 7.2 (2013-03-22)
- Sentinel weapons now gain XP
- Sentinels are now affected by Trinity's healing powers
Update 7.0 (2013-03-18)
- Introduced
- Sentinels - customize and program a Sentinel “pet” to accompany you on missions.
Companion | ||
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Robotic | ||
Sentinel | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
MOA | ![]() ![]() ![]() ![]() | |
Hound | ![]() ![]() ![]() | |
Beast | ||
Kubrow | ![]() ![]() ![]() ![]() ![]() ![]() | |
Predasite | ![]() ![]() ![]() | |
Kavat | ![]() ![]() ![]() ![]() | |
Vulpaphyla | ![]() ![]() ![]() |