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SilenceModx256 Silence130xWhite
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EnergyOrb75
Silence

Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks.


Introduced in Update 7.0 (2013-03-18)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 15 / 20 / 30 s
AbilityRangeBuff Range:10 / 13 / 15 / 20 m

Misc: 2 s (stun duration)
Enemy abilities disabled

Subsumable to Helminth

Info

  • Banshee expends EnergyOrb75 energy to emit a sound dampening aura within AbilityRangeBuff10 / 13 / 15 / 20 meters around her for AbilityDurationBuff10 / 15 / 20 / 30 seconds. Enemies entering the aura will initially experience a sonic disturbance becoming momentarily stunned for 2 seconds; affected enemies remain deafened to sounds which alert them to the direction of nearby combat, as well as become unable to perform special abilities while within Silence's influence.
    • Unaware enemies will not become alerted when affected by the aura and will resume normal behavior after recovering from the stun.
    • Enemies exiting then reentering the aura can repeatedly experience the stun again.
    • Silence will also deafen the caster, muffling all gunfire from friend, foe, and self alike.
    • Enemies immune to crowd control, such as Overguard or bosses, will not experience the stun effect.
  • Enemies under the effect of the aura will not respond to sounds such as gunfire, alarms and death screams, and generally become unable to detect players and other enemies by means other than sight or touch.
    • Unaware enemies will still become alerted when sighting players or taking damage.
    • Taking damage will not inform enemies to the location of the attacking player, but they are still likely to investigate in the direction the attack came from.
    • Enemies that are alert before entering Silence's aura will remain alerted, but may still lose track of players if line of sight is broken.
    • After a brief delay, enemies that do not have line of sight with a player will become susceptible to Stealth Damage Multipliers from melee attacks as long as line of sight remains broken and the player does not come into direct physical contact with the enemy.
    • The ability does not change a weapon's Noise Level from "Alarming" to "Silent".
  • Disables enemies from using most special abilities which are neither a ranged nor melee attack; passive abilities are not disabled.
    • Disabled by Silence:
      • Actively cast buffs & debuffs (Grineer Regulators, Corpus Scrambus Auras, etc)
      • Actively cast shields & attacks (all Eximus special abilities, thrown grenades, ground slams from Grineer, all Ambulas abilities except main gun, etc.)
      • Movement abilities (Osprey's charge, Charger's charge, Leaper's leap, Flameblade's teleport, etc)
      • Hook/pull attacks (Scorpion's hook, Ancient's hook, etc)
      • Summoning/spawning (Drahk Master, Fusion MOA, Brood Mother, Juno Tech, etc) - note that some units such as Drahk Master immediately summon after spawning. This cannot be prevented unless they are within range of you when they spawn, but it will prevent any further summoning.)
      • Acolyte abilities.
    • Immune to Silence:
    • Special Grineer Interactions:
      • Manic is immune to Silence (but is affected by the initial stun) and can still stealth and teleport.
      • Regulator still disrupts Tenno minimap even though its buff is removed from enemies.
    • Special Infested Interactions:
      • Projectiles shot by Lobber Crawler don't come from a gun, they're an ability and are completely disabled.
      • Mutalist Osprey cannot let go of Crawlers it has picked up.
      • Maggots cannot attach to Tenno, they just do nothing and die.
    • Special Corpus Interactions:
      • Remech Osprey cannot revive disabled Ambulas and can be stopped mid-cast by Silence.
      • Osprey units cannot charge & self-destruct when low on health.
      • Isolator Bursa can unpredictably make itself immune to Silence due to its nullifier sphere ability.
      • All Scrambus units can be silenced INCLUDING the Fog Scrambus which should disable Silence, but ironically becomes unable to because it is silenced.
    • Special Sentient Interactions:
      • All attacks which aren't their standard ranged weaponry are disabled, including the spinning laser attack which can be disabled while already in progress.
      • If a silenced sentient is also disarmed then it will do NOTHING because it has no programmed melee attack. It will simply hover in place or move around helplessly.
    • Other Interactions:
  • Affected enemies will glow with Banshee's energy color.
  • Has a cast delay of about 0.4 seconds.
  • Cannot be recast while active.
  • Subsuming Banshee to the Helminth will offer Silence and its augments to be used by other Warframes.

Augment

SavageSilenceMod
Main article: Savage Silence

Savage Silence is a Warframe Augment Mod for BansheeIcon272 Banshee's Silence130xWhite Silence that multiplies the damage of standing finisher attacks on affected enemies.

Savage Silence

Tips & Tricks

  • Silence can be used as a form of crowd control due to the momentary stun dealt to enemies entering its field. This is most useful for Banshees engaging in melee combat, as they can stun ranged enemies simply by approaching them, giving them time to close the distance and engage.
  • Silence can also be used to keep Infested enemies at bay, giving more time to attack them from range.
  • With a maximized range build, Silence can be used to clear a room of enemies using firearms without alerting enemies in adjacent rooms. Keep in mind however, that enemies will still react if they see you, or if they see one of their own killed.
  • Despite the excellent utility provided, Silence can also render Banshee deaf, preventing her from anticipating nearby enemies or enemies from behind while attacking enemies.
  • Too much range may reduce the potency of this ability as a crowd control tool, as enemies are only stunned when they initially enter the aura and may be out of attack range (behind walls, etc.), allowing them to recover.
  • Enemies are more likely to target the player's Sentinel when Silence is active, which can prove to be harmful for weaker Sentinels.
  • Blinded enemies under the effect of Silence will not react to most things aside from direct contact and wander around aimlessly.
  • Staying on the move and frequently breaking line of sight with affected enemies can result in taking much fewer hits as they cannot use the sound of gunfire to find players or other enemies that are in combat.

Maximization

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Bugs

  • At times, Silence can be cast yet be unable to affect enemies, indicated by the lack of an energy glow on them. The sound reduction for the player and energy ripples on Banshee will remain until mission ends, however.
    • The skill can most likely not be recast while this bug is in active.
  • Silence ability block can sometimes prevent triggers coded as abilities that activate after certain animations and scripts, including Lieutenant_Lech_Kril from becomming vulnerable after using his hammer slam by preventing the backpack coolant freeze, Raptors power cell explosion if the Osprey was silenced from spawn to death and pipe within range and General Sargas Ruk opening his heatskin during Eruption in phase 2.

Expand/Collapse

Patch History[]

Hotfix 33.0.7 (2023-05-09)

  • Banshee’s Silence no longer stuns CC immune enemies (VIPs/bosses, Overguard, etc.). While they will no longer be stunned, enemies under its effects will still be stopped from casting their abilities.
    • The main motivation was to fix Thrax Legatus enemies falling through the map and going invisible due to Silence - causing a progression halt in Spiral/Circuit Stages. It also brings Silence in line with other stun, stagger, knockdown, etc. abilities and how they are intended to be ignored when CC immunities are present.

See Also[]

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