On the border of charted space, an enclave of small, strange, seemingly intelligent creatures was discovered by Tenno explorers. They are mechanical entities, almost organic in appearance, with a precarious resemblance to the fearsome Sentients that had decimated human civilization. However, these creatures showed no signs of aggression, and they immediately began carrying out helpful tasks in peculiar alliance with the Tenno.

—Sentinels Fragment
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 Mod TT 20px.png Regen (Or Mod TT 20px.png 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 Platinum64.png12 to purchase. All Sentinels will come with two mods specific to their type. Sentinels have four Sentinel 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[edit | edit source]

Robotic Weapons[edit | edit source]

Sentinels can equip other Sentinels' weapons (with the exception of Helios's SentinelGlaiveWeapon.png 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 Mod TT 20px.png 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 SentinelElectricRailgun.png Vulklok can use Sniper Mods along with Rifle Mods, but the Dethcube's DESentinelDethMachineRifle.png 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 SizeReload 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 DESentinelSweeper.png Sweeper can use the same copy of Mod TT 20px.png Point Blank equipped on a Hek.png Hek.

Sentinel Mods[edit | edit source]


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[edit | edit source]

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[edit | edit source]

Name Base Health Base Shields Base Armor Nominal Base EHP EHP + Shields Base Range Polarities
Carrier 200 100 50 233.3 333.3 5.8 SentinelSentinelSentinelSentinelD
Carrier Prime 400 100 150 600 700 5.8 SentinelSentinelSentinelSentinelDV
Dethcube 200 100 50 233.3 333.3 17.5 SentinelSentinelSentinelSentinel
Dethcube Prime 300 100 150 450 550 17.5 SentinelSentinelSentinelSentinelD
Diriga 350 50 50 408.3 458.3 40 SentinelSentinelSentinelSentinel
Djinn 200 100 50 233.3 333.3 35 SentinelSentinelSentinelSentinelBar
Helios 200 100 50 233.3 333.3 10 SentinelSentinelSentinelSentinelD
Helios Prime 250 100 100 333.3 433.3 10 SentinelSentinelSentinelSentinelD
Oxylus 200 100 50 233.3 333.3 17.5 SentinelSentinelSentinelSentinelD
Shade 350 50 50 408.3 458.3 17.5 SentinelSentinelSentinelSentinel
Shade, Prisma 350 100 75 437.5 537.5 17.5 SentinelSentinelSentinelSentinelBar
Taxon 200 100 50 233.3 333.3 17.5 SentinelSentinelSentinelSentinel
Wyrm 200 100 50 233.3 333.3 17.5 SentinelSentinelSentinelSentinel
Wyrm Prime 225 300 150 337.5 667.5 17.5 SentinelSentinelSentinelSentinel

Name Max Health Max Shields Max Armor Nominal Max EHP EHP + Shields Max Range Polarities
Carrier 640 375 105 864 1239 10 SentinelSentinelSentinelSentinelD
Carrier Prime 1280 375 315 2624 2999 10 SentinelSentinelSentinelSentinelDV
Dethcube 640 375 105 864 1239 30 SentinelSentinelSentinelSentinel
Dethcube Prime 960 375 315 1968 2343 30 SentinelSentinelSentinelSentinelD
Diriga 1120 188 105 1512 1700 70 SentinelSentinelSentinelSentinel
Djinn 640 375 105 864 1239 60 SentinelSentinelSentinelSentinelBar
Helios 640 375 105 864 1239 10 SentinelSentinelSentinelSentinelD
Helios Prime 800 375 210 1360 1735 10 SentinelSentinelSentinelSentinelD
Oxylus 640 375 105 864 1239 30 SentinelSentinelSentinelSentinelD
Shade 1120 188 105 1512 1700 30 SentinelSentinelSentinelSentinel
Shade, Prisma 1120 375 157.5 1708 2083 30 SentinelSentinelSentinelSentinelBar
Taxon 640 375 105 864 1239 30 SentinelSentinelSentinelSentinel
Wyrm 640 375 105 864 1239 30 SentinelSentinelSentinelSentinel
Wyrm Prime 720 1125 315 1476 2601 30 SentinelSentinelSentinelSentinel

Effective Health (EHP) calculated as

, and does not account for damage type.
  Range refers to the attack range of that Sentinel's specific targeting precept.

Comparison to Beasts[edit | edit source]

The following comparison assumes that the player possesses all available mods for Sentinels, Kubrows and Kavats.


  • Easy to acquire — requires only blueprints and resources to build.
  • No maintenance costs.
  • Can engage enemies at range.
  • Can switch between 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.


  • Comparatively fragile in combat.
    • Lower maximum shields overall.
    • Lower maximum 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 Mod TT 20px.png Regen (1 time)/Mod TT 20px.png Primed Regen (3 times) were equipped prior to mission starting.
        • Exception is Djinn with Mod TT 20px.png 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.

Notes[edit | edit source]

  • 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 NyxIcon272.png Nyx's MindControl130xDark.png 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[edit | edit source]

  • 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.
    • Mod TT 20px.png Coolant Leak, Mod TT 20px.png Regen, Mod TT 20px.png Sanctuary, and Mod TT 20px.png 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[edit | edit source]

  • 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[edit | edit source]

Patch History[edit | edit source]

Update 30.2

  • Fixed cases of Sentinels using their precepts while invisible against semi-alerted enemies.

Hotfix 29.1.2

  • Fixed some Sentinel and Moa Weapon types not getting affected by Magazine related Mods (notably Helstrum).

Hotfix 28.0.1

  • Fixed a script error when trying to Auto Install Mods on a Sentinel weapon.

Hotfix 27.3.14

  • Fixed a script error if your Sentinel died while being nullified.

Update 27.3

  • 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

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

Hotfix 25.7.2

  • Companion Weapon Rivens have been added back to Simaris’ Offerings! This time they will unveil for the proper weapon.

Hotfix 25.7.1

  • 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

  • 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 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

  • All Sentinel Weapons now respond to fire-rate mods, magazine-size mods, and reload-time mods.

Update 11.0

  • Sentinels now come with a default amount of armor

Update 10.0

  • 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

  • Sentinel will now revive with the player if dead when the player spends a revive.

Update 7.4

  • Sentinel weapons can now have mods, currently uses player's rifle/pistol mods

Update 7.2

  • Sentinel weapons now gain XP
  • Sentinels are now affected by Trinity's healing powers

Update 7.0

  • Sentinels - customize and program a Sentinel “pet” to accompany you on missions.
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