I am calling it the Specter Particle. As my Archimedians explain, mimicry is in its nature. An echo. Exposed to precept circuits, we are able to imprint behaviors! Like an infant mirroring her surrogate. Only this infant can set the world on fire.

Parvos Granum, inventor of Specter technology

A Specter is an AI-controlled ally unit that will fight alongside a player for the duration of a mission. They have their own set of weapons and/or abilities that they can use against enemies and are generally summoned via a consumable Gear item.

Tenno Specters[edit | edit source]

Main article: Specter (Tenno), Specter (Enemy)

Warframe Specters can act as allies or enemies depending on the circumstances. As allies, Specters are AI-Controlled Warframe-replicants employing customizable load-outs (which are configured via the Foundry). They can be summoned via consumable Gear wheel items in all Missions except Archwing and Sanctuary Onslaught.  Enemy Specters are primarily encountered as guardians of the Origin System's Solar Rail Junctions, and must be defeated to unlock connections to new planets and destinations on the Star Chart. Specter-like enemy Warframes also serve as enemies during specific Quests.

Warframe Specters were also used to guard a Clan's Solar Rail during Solar Rail Conflicts, before this game mode was discontinued. Contesting Clans would have to face these Specter Regiments in order to seize control of territory. A Specter Regiment was to be created through researching it in the Clan Dojo's Orokin Lab. As mentioned, however, the entire Clan-conflict mechanic and the associated Regiments were eventually removed from the game.

Acquisition[edit | edit source]

Main article: Specter#Tenno Specters

The blueprints necessary to build Specters are automatically rewarded by Rescue missions upon completion, with the type of Blueprint dropped depending on the node that was played, and how many points were acquired. In total, three points can be attained in a mission: one point for rescuing the target, another point for not triggering the execution sequence in the process, and one more point for killing all the Wardens.

Points Easy Rewards
Level 1-15
Medium Rewards
Level 16-25
Hard Rewards
Level 25+
Nightmare Rewards
As it Occurs
1 None
Vapor Specter BP
★★
Phase Specter BP
★★★
Force Specter BP
2
Vapor Specter BP
★★
Phase Specter BP
★★★
Force Specter BP
★★★★
Cosmic Specter BP
3 ★★
Phase Specter BP
★★★
Force Specter BP
★★★★
Cosmic Specter BP
★★★★
Cosmic Specter BP


SpecterBronze.png

The Vapor Specter (or Bronze Specter) blueprint is rewarded from Easy and Medium difficulty Rescue missions, and yields 10 Specter uses per build. Spawns at the current level of the enemies in the mission.

Manufacturing Requirements
Credits64.png
15,000
Salvage64.png
7,500
Ferrite64.png
5,000


Time: 8 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

SpecterSilver.png

The Phase Specter (or Silver Specter) blueprint is rewarded from Easy, Medium and Hard difficulty Rescue missions, and yields 5 Specter uses per build. Spawns at the current level of the enemies in the mission, plus three levels.

Manufacturing Requirements
Credits64.png
30,000
PolymerBundle64.png
750
NanoSpores64.png
5,000
Salvage64.png
5,000
AlloyPlate64.png
1,000
Time: 8 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

SpecterGold.png

The Force Specter (or Gold Specter) blueprint is rewarded from Medium, Hard, and Nightmare difficulty Rescue missions, and yields 3 Specter uses per build. Spawns at the current level of the enemies in the mission, plus five levels.

Manufacturing Requirements
Credits64.png
50,000
PolymerBundle64.png
1,000
Plastids64.png
1,000
AlloyPlate64.png
1,000
Circuits64.png
1,000
Time: 8 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

SpecterPlatinum.png

The Cosmic Specter (or Platinum Specter) blueprint is rewarded from Hard and Nightmare difficulty Rescue missions, and yields a single Specter usage per build. Spawns at the current level of the enemies in the mission, plus ten levels.

Manufacturing Requirements
Credits64.png
60,000
Circuits64.png
500
Plastids64.png
1,000
NanoSpores64.png
5,000
Gallium64.png
1
Time: 8 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A


Syndicate Specters[edit | edit source]

Access to Syndicate Specters can be acquired by taking allegiance to the desired Syndicates and attaining the first tier in their ranks. Syndicate Specters can be purchased by spending ReputationLargeBlack.png2,500 for a bundle of five. Only one instance for each type of Specters can be summoned. Summoning another one while an identical Specter is active will kill the one already out.

Their blueprints can also be acquired from Syndicate death squads, with the type of blueprint awarded depending on their respective Syndicates.

BallSpawnerAncientHealer.png BallSpawnerCharger.png BallSpawnerCorruptedLancer.png BallSpawnerMoa.png BallSpawnerRoller.png BallSpawnerShieldDrone.png
Ancient Healer
Sanguine Eximus Specter
(New Loka)
Charger
Parasitic Eximus Specter
(Red Veil)
Corrupted Lancer
Leech Eximus Specter
(Arbiters of Hexis)
MOA
Blitz Eximus Specter
(The Perrin Sequence)
Roller
Leech Eximus Specter
(Steel Meridian)
Weaponized version of

Shield Osprey
Guardian Eximus Specter
(Cephalon Suda)

Syndicate Specter x5
Manufacturing Requirements
Credits64.png
7,500
Ferrite64.png
2,500
NanoSpores64.png
2,500
Salvage64.png
2,500

Time: 8 hrs
Rush: Platinum64.png 10
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Miscellaneous Specters[edit | edit source]

Shockwave MOA[edit | edit source]

Main article: MOA Cabinet Spawner

Friendly Specter-like Shockwave MOAs can be manually spawned from hackable cabinets located throughout certain Corpus tilesets.

Clem Clone[edit | edit source]

Main article: Darvo, Weekly Mission
SpecterClem.png

The reward for the final mission of the A Man of Few Words quest is a Clem Clone Blueprint, which works in the same way as specters, deploying a clone of Clem to fight. The blueprint is a one-time use item and produces 5 clones, and like normal specters deploying one in a mission will use one of them up, regardless of whether it is alive at the end of the mission. Additional blueprints can be acquired by undertaking a weekly "merchandise acquisition" Survival mission for Darvo. This weekly mission can be started by talking to him in his shop and asking if Clem needs help.

Clem Clone Specters have similar AI to Tenno Specters and will act as bodyguards.

Manufacturing Requirements
Credits64.png
7,500
Ferrite64.png
2,500
NanoSpores64.png
2,500
Salvage64.png
2,500

Time: 8 hrs
Rush: Platinum64.png 10
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Corrupted Bombard[edit | edit source]

Main article: Corrupted Bombard
CorruptedBombardSpecter.png

The Corrupted Bombard Specter Blueprint was introduced as a Baro Ki'Teer exclusive specter, available for PrimeBucks.png100 and Credits64.png50,000 between February 24 - 26, 2017 on PC. The blueprint is a one time use (providing 5x specters) and includes a Corrupted Bombard specter and an accompanying Orokin Drone. The drone does not and cannot obtain shields, and the limited 200 shield is gives to the specter will not recharge once depleted unless the Drone is killed and respawns, doing so in 30 seconds of being destroyed.

Manufacturing Requirements
Credits64.png
7,500
Ferrite64.png
2,500
NanoSpores64.png
2,500
Salvage64.png
2,500

Time: 8 hrs
Rush: Platinum64.png 10
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: PrimeBucks.png100 + Credits64.png50,000

Corrupted Heavy Gunner[edit | edit source]

Main article: Corrupted Heavy Gunner
CorruptedHeavyGunnerSpecter.png

The Corrupted Heavy Gunner Specter Blueprint was introduced as a Baro Ki'Teer exclusive specter, available for PrimeBucks.png100 and Credits64.png40,000 between May 4 - 6, 2018 on PC. The bundle provides 5x Corrupted Heavy Gunner specters and an accompanying Orokin Drone. The drone does not and cannot obtain shields, and the limited 200 shield is gives to the specter will not recharge once depleted unless the Drone is killed and respawns, doing so in 30 seconds of being destroyed.

Desert Skate[edit | edit source]

Main article: Desert Skate
SpecterDesertSkate.png

The Baro Void-Signal mission will always reward one Desert Skate Specter, which deploys a Desert Skate to fight.

On Call Crew[edit | edit source]

Main article: Railjack/Crew
SpecterOnCall.png

With Intrinsics Command Rank 9, a reusable On Call Crew Gear item can be used to deploy a selected Railjack Crewmember for 3 minutes, with a 10-minute cooldown between summons.

Equinox[edit | edit source]

EquinoxIcon272.pngEquinox's Mod TT 20px.pngDuality augment for Metamorphosis130xDark.pngMetamorphosis creates a temporary specter of Equinox herself armed with whatever weapon or gear item (the specter will not use gear items of any kind) she is currently using. The specter will take the form of Equinox's opposite half (i.e. swapping to her Night Form results in a Day Form specter and vice versa), will not use abilities, and her Warframe and equipment stats will take into account of any mods installed, while also dealing increased damage (not modifiable). The specter will only last for a set duration (modifiable via Ability Duration) and will instantly die if it walks in range of a Nullifier Crewman's bubble or a Nul Comba's/Scrambus' aura.

Duality's Specter has similar AI to Tenno Specters and will act as a bodyguard.

Wukong[edit | edit source]

WukongIcon272.pngWukong's CelestialTwin130xDark.pngCelestial Twin creates a permanent specter of Wukong himself armed with whatever weapons in his arsenal. The twin will cycle his weapons in response to Wukong's equipped weapons (i.e. swapping to primary or secondary results in the twin using melee and vise versa), is affected by CloudWalker130xDark.pngCloud Walker's invulnerability and health restore per meter traveled, and will mimic Defy130xDark.pngDefy and PrimalFury130xDark.pngPrimal Fury, and his Warframe and equipment stats will take into account of any mods installed. The twin takes continuous health damage if it walks in range of a Nullifier Crewman's bubble or a Nul Comba's/Scrambus' aura, although nothing will happen to it if Wukong himself is affected by a Nullifier bubble.

Celestial Twin's Specter has similar AI to Tenno Specters and will act as a bodyguard.

Excalibur Umbra[edit | edit source]

Excalibur UmbraIcon272.pngExcalibur Umbra exhibits sentience when not piloted by the Operator, functioning as a specter and will fight on his own with whatever weapons in his arsenal. Sentient Umbra can use abilities (with the exception of ExaltedBlade130xDark.pngExalted Blade), and will arm himself with a melee weapon (if he has one equipped) whenever an enemy comes within close proximity, and his Warframe and equipment stats will take into account of any mods installed. Note that he will only use the Primary fire mode of any equipped weapon and not any available Alternate Fire modes, and will not consume ammo for the weapon.

Sentient Umbra can be harmed and takes full damage from any source, and once his health is depleted, he will stop moving and attacking until the Operator pilots him again. However, Sentient Umbra cannot die and will not use up a revive.

Sentient Umbra has similar AI to Tenno Specters and will act as a bodyguard.

Aggression and Pathing[edit | edit source]

  • All Specters who don't have the "bodyguard" AI type will only follow the player if they do not detect any enemies. If they detect an enemy nearby, they may do the following:
    • Corrupted lancers will sprint for cover and stay in that cover until enemies get near or until the enemy it detected dies (even if it is in another room).
    • Rollers will roll towards the enemies and continue to attack until (easily) being destroyed.
    • MOA specters are one of two Specters that will take the initiative to follow the player, often walking backward as it fires at enemies. It too, however, can get stuck as it notices many enemies, in which it will decide the enemies are a bigger priority than the player.
    • Charger specters have a slightly smaller detection range and aggression towards enemies but never attempt to follow the player if enemies are nearby and its weak attacks often miss enemies who walk backward to avoid its attacks.
    • Ancient Healer specters will slowly walk towards enemies until they are in range, and then charge as a normal Healer would do.
    • Clem will stay close to the player most of the time, and sometimes stop to engage the enemy for a while.
    • Shield Ospreys have both the "bodyguard" AI and the normal enemy AI; they will attempt to stay close to other deployed specters, defense objectives, or other high-value allies even if they detect enemies. If there are no high-value allies nearby (players don't count) it will simply drift into the enemies instead.

Tenno Specters Behavior[edit | edit source]

Main article: Specter (Tenno)#Behavior


Tenno Specters don't rely on Energy, instead of utilizing a short cooldown system for their abilities. As their health, armor, and shield scales with the mission level, their Effective Health will generally scale far past the player's Warframe. When spawned during a Nightmare Mode mission, specters will attack the player instead of enemies, forcing players to play without an AI partner.

Depending on the Warframe being used, each of these specters has its own specific AIs tailored to assist the player Tenno in their endeavor. Abilities used by Specters have different values from their regular versions.

For a comprehensive user tested guide, see here.

Warframe Ability Casting Behavior
AshIcon272.pngAsh
  • Casts Shuriken130xDark.pngShuriken when enemy is in line of sight. Cooldown of 15 seconds.
  • Casts SmokeScreen130xDark.pngSmoke Screen very sporadically, regardless of enemy presence. Attacking with Warframe weapons will end Specter's invisibility. Operator attacks will not end invisibility. Will cast every 8-12 seconds.
  • Casts Teleport130xDark.pngTeleport when enemy is more than 10m away. Cooldown of 10 seconds.
  • Casts BladeStorm130xDark.pngBlade Storm when 5+ enemies are within 50m with at least one within line of sight. Does not necessarily tag all 5+ enemies with the power. Cooldown of 55 seconds.
AtlasIcon272.pngAtlas
  • Casts first punch of Landslide130xDark.pngLandslide when enemy is within 12m. Cooldown of 25 seconds.
  • Does not cast Tectonics130xDark.pngTectonics.
  • Casts Petrify130xDark.pngPetrify when enemy is within 5m. Cooldown of 80 seconds.
  • Casts Rumblers130xDark.pngRumblers when enemy is within 30m. Rumblers last 20 seconds. Cooldown of 100 seconds.
    • Golems do not benefit from Specter's scaling health and armor.
BansheeIcon272.pngBanshee
  • Casts SonicBoom130xDark.pngSonic Boom when enemy is within 7m. Cooldown of 13 seconds.
  • Casts Sonar130xDark.pngSonar when enemy is in line of sight. Cooldown of 30 seconds.
  • Casts Silence130xDark.pngSilence when enemy is in line of sight within 10m. Cooldown of 65 seconds.
  • Casts SoundQuake130xDark.pngSound Quake when enemy is within 10m. Maintains for up to 10 seconds. Cooldown of 13 seconds, starting when effect ends.
BaruukIcon272.pngBaruuk
  • Casts Elude130xDark.pngElude when enemy is in line of sight. Lasts up to 120 seconds. Cooldown of 50 seconds, starting when Elude's effect ends.
  • Casts Lull130xDark.pngLull when enemy is within 30m. Cooldown of 35 seconds, often waits up to 20 seconds after cooldown to cast.
  • Casts DesolateHands130xDark.pngDesolate Hands when 3+ enemies are within 25m with at least one within line of sight and has no daggers. Cooldown of 1 minute.
  • Casts SereneStorm130xDark.pngSerene Storm when enemy is within 5m. Freely switches between Serene Storm attacks and weapon attacks for up to 130 seconds. Cooldown of 40 seconds, starting when Serene Storm's effect ends.
ChromaIcon272.pngChroma
(DmgFireSmall64.pngHeat element)
  • Does not cast SpectralScream130xDark.pngSpectral Scream.
  • Casts ElementalWard130xDark.pngElemental Ward when enemies are within 15m. Cooldown of 55 seconds.
  • Casts VexArmor130xDark.pngVex Armor when enemies are within 15m. Cooldown of 30 seconds.
  • Casts Effigy130xDark.pngEffigy when enemies are within 15m. Seems to recall Effigy immediately the first time it's cast. Otherwise, leaves Effigy out for 15-25 seconds. After Effigy is recalled, cooldown is 1 minute.
    • Effigy does not use elemental breath, but will use radial pulses. Stun pulse is typically used once per Effigy cast, while knockback pulse is used every 5 seconds if enemies are within 5m.
EmberIcon272.pngEmber
  • Casts Fireball130xDark.pngFireball when enemy is in line of sight. Cooldown of 20 seconds.
  • Casts Immolation130xDark.pngImmolation off cooldown. Effect lasts 50 seconds. Cooldown of 10 seconds, starting Immolation's effect ends if it ends naturally.
  • Casts FireBlast130xDark.pngFire Blast when enemy is within 15m. Cooldown of 40 seconds.
  • Casts Inferno130xDark.pngInferno off cooldown, but seems to have no effect. Cooldown of 1 minute.
EquinoxIcon272.pngEquinox
  • Casts Metamorphosis130xDark.pngMetamorphosis off cooldown. Cooldown of 35 seconds.
  • Casts RestRage130xDark.pngRest & Rage when enemy is within 20m. Cooldown of 24 seconds.
  • Casts PacifyProvoke130xDark.pngPacify & Provoke when enemy is in line of sight. Maintains for up to 25 seconds. Cooldown of 33 seconds.
    • Because of staggered cooldown with Metamorphosis, uptime of Pacify & Provoke is highly inconsistent.
  • Casts MendMaim130xDark.pngMend & Maim when enemy is in line of sight. Maintains for up to 25 seconds. Cooldown of 33 seconds.
ExcaliburIcon272.pngExcalibur/
Excalibur UmbraIcon272.pngExcalibur Umbra
FrostIcon272.pngFrost
  • Casts Freeze130xDark.pngFreeze when enemy is in line of sight. Cooldown of 12 seconds.
  • Casts IceWave130xDark.pngIce Wave when enemy is within 13m. Cooldown of 25 seconds.
  • Casts SnowGlobe130xDark.pngSnow Globe when shields are below 25% and no other Snow Globes (including those made by players) exist on the map. Cooldown of 30 seconds.
    • Note that because Specter's armor stats scale with enemy level, their snow globes can be more stronger than player-made ones.
  • Casts Avalanche130xDark.pngAvalanche when enemy is within 10m. Cooldown of 70 seconds.
GaraIcon272.pngGara
  • Casts ShatteredLash130xDark.pngShattered Lash (arc version only) when enemy is within 5m. Cooldown of 12 seconds.
  • Does not cast SplinterStorm130xDark.pngSplinter Storm.
  • Casts Spectrorage130xDark.pngSpectrorage when enemy is in line of sight. Cooldown of 70 seconds.
  • Casts MassVitrify130xDark.pngMass Vitrify when enemy is within 7m. Cooldown of 70 seconds.
    • Note that because Specter's armor stats scale with enemy level, their walls can be more stronger than player-made ones.
GarudaIcon272.pngGaruda
  • Does not cast DreadMirror130xDark.pngDread Mirror.
  • Does not cast BloodAltar130xDark.pngBlood Altar.
  • Casts Bloodletting130xDark.pngBloodletting when above 90% health. Cooldown of 30 seconds.
    • Will also increase Specters' damage output because of passive.
  • Casts SeekingTalons130xDark.pngSeeking Talons when 4+ enemies are in line of sight. Cooldown of 40 seconds.
GaussIcon272.pngGauss
  • Casts MachRush130xDark.pngMach Rush when enemy is in line of sight. Does not cast if set to Hold Position. Maintains until targeted enemy is knocked down. Can cast other abilities while active, but cannot use weapons. Cooldown of 5 seconds, starting when Mach Rush's effect ends.
  • Casts KineticPlating130xDark.pngKinetic Plating when enemy is within 12m. Cooldown of 1 minute.
  • Casts ThermalSunder130xDark.pngThermal Sunder when enemy is in line of sight. Cooldown of 28 seconds.
  • Casts Redline130xDark.pngRedline when enemy is in line of sight. Cooldown of 70 seconds.
GrendelIcon272.pngGrendel
  • Casts Feast130xDark.pngFeast when enemy is within 10m. Cooldown of 40 seconds.
  • Casts Nourish130xDark.pngNourish when holding an enemy with Feast. Cooldown of 30 seconds.
  • Casts Regurgitate130xDark.pngRegurgitate when holding an enemy with Feast, and another enemy is in line of sight within 10m. Cooldown of 5 seconds.
  • Casts Pulverize130xDark.pngPulverize when holding an enemy with Feast, and another enemy is in line of sight within 45m. Maintains for up to 1 minute. Cooldown of 1 minute, starting when Pulverize's effect ends. Uses Roller AI when in this form.
    • Ignores Hold Position command while rolling, but will return to position after ending the ability.
HarrowIcon272.pngHarrow
  • Casts Condemn130xDark.pngCondemn when enemies are within 15m. 15 second cooldown.
  • Casts Penance130xDark.pngPenance when enemies are in line of sight. 25 second cooldown.
  • Casts Thurible130xDark.pngThurible off cooldown. 52 second cooldown. Tries for 13.5 energy return, but will sometimes cut it shorter. Hits a lower value for the first cast after being summoned.
  • Casts Covenant130xDark.pngCovenant when any enemies are in line of sight. 55 second cooldown.
HildrynIcon272.pngHildryn
  • Casts Balefire130xDark.pngBalefire when enemy is within line of sight. Maintains until shields run out. Cooldown of 25 seconds, starting when Balefire's effect ends.
    • All shots are fully charged before firing.
  • Casts ShieldPillage130xDark.pngPillage when any shielded enemy is in line of sight, even if too far away to affect with the ability. Cooldown of 45 seconds.
  • Casts Haven130xDark.pngHaven when enemy is within line of sight and shields are above 50%. Maintains until shields run out. Cooldown of 30 seconds, starting when Haven's effect ends.
  • Does not cast AegisStorm130xDark.pngAegis Storm.
HydroidIcon272.pngHydroid
  • Casts TempestBarrage130xDark.pngTempest Barrage when enemy is in line of sight. Cooldown of 21 seconds.
  • Casts TidalSurge130xDark.pngTidal Surge when enemy is in line of sight within 20m. Cooldown of 25 seconds.
  • Does not cast Undertow130xDark.pngUndertow.
  • Casts TentacleSwarm130xDark.pngTentacle Swarm when enemy is in line of sight. Cooldown of 70 seconds.
InarosIcon272.pngInaros
  • Specter corpses do not despawn. Likely tied to Inaros' passive ability.
  • Casts Desiccation130xDark.pngDesiccation when enemy is in line of sight within 5m. Cooldown of 20 seconds.
  • Casts Devour130xDark.pngDevour when enemy is in line of sight within 20m. Cooldown of 45 seconds.
    • Specter will not shoot at enemies affected by Devour.
  • Casts Sandstorm130xDark.pngSandstorm when 5+ enemies are within 25m with at least one in line of sight. Maintains for up to 10 seconds. Cooldown of 1 minute, starting when Sandstorm's effect ends. Casting Sandstorm will disable the Hold Position command.
  • Does not cast ScarabSwarm130xDark.pngScarab Swarm.
IvaraIcon272.pngIvara
  • Casts Quiver130xDark.pngQuiver when any enemy is in line of sight with 25m. Only uses Sleep arrow. Cooldown of 15 seconds.
  • Does not cast Navigator130xDark.pngNavigator.
  • Casts Prowl130xDark.pngProwl off cooldown. Lasts indefinitely, until Specter fires an Alarming weapon or until player attacks with any Warframe weapon, even if silenced. Abilities and Operator attacks do not cancel Specter's Prowl. Does not steal from enemies. Cooldown of 13 seconds, starting when Prowl's effect ends.
  • Casts ArtemisBow130xDark.pngArtemis Bow when 4+ enemies are within line of sight. Maintains for up to 20 seconds. Cooldown of 50 seconds, starting when Artemis Bow's effect ends.
KhoraIcon272.pngKhora
  • Casts Whipclaw130xDark.pngWhipclaw when any enemy is in line of sight within 5m. Cooldown of 9 seconds.
  • Casts Ensnare130xDark.pngEnsnare when any enemy is in line of sight. Cooldown of 25 seconds.
  • Specter Venari130xDark.pngVenari behaves like a regular Kavat, without parkour maneuvers and only uses Protect stance. Specter Venari will follow the summoning player, rather than the Khora specter.
    • Venari's health does not scale with enemy level.
    • Venari will attack enemies even if Inactivity Penalty has been triggered.
    • After death, Venari will be respawned after 45 seconds.
  • Casts Strangledome130xDark.pngStrangledome when 3+ enemies are within 8m, with at least 1 in line of sight. Cooldown of 30 seconds.
LavosIcon272.pngLavos
  • Casts OphidianBite130xDark.pngOphidian Bite when enemies are within 10m. Cooldown of 8 seconds.
  • Casts Catalyze130xDark.pngCatalyze when 4 or more enemies are within 15m with at least one within line of sight. Cooldown of 35 seconds.
  • Does not cast any other abilities.
LimboIcon272.pngLimbo
  • Casts Banish130xDark.pngBanish when enemies are within 20m. Does not send enemies to the Rift, just causes knockdown. Cooldown of 22 seconds.
  • Does not cast any other abilities.
LokiIcon272.pngLoki
  • Casts Decoy130xDark.pngDecoy when enemy is in line of sight, placing Decoy on top of targeted enemy. Lasts 25 seconds, or until death. Cooldown of 10 seconds, starting when Decoy is cast.
  • Casts Invisibility130xDark.pngInvisibility off cooldown. Lasts for 11 seconds, or until player attacks with any weapon Cooldown of 3 seconds if Invisibility ends via reaching its maximum duration, or cooldown of 7 seconds if Invisibility ends due to player using a weapon.
    • Operator attacks do not end Loki's Invisibility.
  • Does not cast SwitchTeleport130xDark.pngSwitch Teleport.
  • Casts RadialDisarm130xDark.pngRadial Disarm when enemy is in line of sight within 10m. Cooldown of 70 seconds.
MagIcon272.pngMag
  • Casts Pull130xDark.pngPull when enemy is 8-15m away. Cooldown of 20 seconds.
  • Casts Magnetize130xDark.pngMagnetize when any enemy is in line of sight. Maintains bubble for 6 seconds. Cooldown of 33 seconds.
    • Does not cast hold variant.
  • Casts Polarize130xDark.pngPolarize when player is within 20m with shields below 60%. Cooldown of 5 seconds.
    • Appears to cast 3 times in a row more rapidly than possible for a player, but this is only an animation bug.
  • Casts Crush130xDark.pngCrush when enemy is within 10m. Cooldown of 30 seconds.
MesaIcon272.pngMesa
  • Casts BallisticBattery130xDark.pngBallistic Battery when enemy is in line of sight. Cooldown of 45 seconds.
  • Casts ShootingGallery130xDark.pngShooting Gallery when enemy is within 10m. Cooldown of 90 seconds.
  • Does not cast ShatterShield130xDark.pngShatter Shield.
  • Casts Peacemaker130xDark.pngPeacemaker when enemy is in line of sight. Fires for up to 10 seconds. Cooldown of 45 seconds, which begins upon casting Peacemaker, not upon ending it.
MirageIcon272.pngMirage
  • Does not cast HallOfMirrors130xDark.pngHall Of Mirrors.
  • Casts SleightOfHand130xDark.pngSleight Of Hand when enemy is within 15m. Cooldown of 20 seconds.
  • Casts Eclipse130xDark.pngEclipse when enemy is within 20m. Cooldown of 40 seconds.
  • Casts Prism130xDark.pngPrism when enemy is within 30m. Maintains for up to 10 seconds. Cooldown of 70 seconds, starting when Prism's effect ends.
NekrosIcon272.pngNekros
  • Casts SoulPunch130xDark.pngSoul Punch when enemy is within 20m. Cooldown of 13 seconds.
    • Does not summon a shadow version of target.
  • Casts Terrify130xDark.pngTerrify when 5+ enemies are within 25m with at least one within line of sight. Cooldown of 1 minute.
  • Does not cast Desecrate130xDark.pngDesecrate.
  • Does not cast ShadowsOfTheDead130xDark.pngShadows Of The Dead.
NezhaIcon272.pngNezha
  • Does not cast FireWalker130xDark.pngFire Walker.
  • Casts BlazingChakram130xDark.pngBlazing Chakram when enemy is within 20m. Cooldown of 20 seconds.
  • Casts WardingHalo130xDark.pngWarding Halo when taking any damage. Cooldown of 70 seconds, starting when Warding Halo's health runs out.
  • Casts DivineSpears130xDark.pngDivine Spears when enemy is within 10m. Cancels ability immediately after casting. Cooldown of 30 seconds.
NidusIcon272.pngNidus
  • Casts Virulence130xDark.pngVirulence when enemy is within 15m. Cooldown of 12 seconds.
  • Does not cast Larva130xDark.pngLarva.
  • Casts ParasiticLink130xDark.pngParasitic Link when any ally is within 30m, though the max range is 40m. Provides 10-28% Ability Strength boost depending on player's Warframe rank. Cooldown of 20 seconds, starting when Parasitic Link's effect ends.
    • Does not use Parasitic Link on enemies.
  • Casts Ravenous130xDark.pngRavenous when enemy is within 15m. Seems to heal for 23 when casted without link, and 30 with. Cooldown of 50 seconds.
NovaIcon272.pngNova
  • Casts NullStar130xDark.pngNull Star when enemy is in line of sight. Cooldown of 30 seconds, starting when Null Star's particles have all been expended.
  • Casts AntimatterDrop130xDark.pngAntimatter Drop when enemy is in line of sight and more than 15m away. Cooldown of 25 seconds.
  • Does not cast WormHole130xDark.pngWorm Hole.
  • Casts MolecularPrime130xDark.pngMolecular Prime when enemy is in line of sight. Cooldown of 50 seconds.
NyxIcon272.pngNyx
  • Casts MindControl130xDark.pngMind Control when damaged by enemy within 20m. Cooldown of 30 seconds, starting when Mind Control's effect ends.
  • Casts PsychicBolts130xDark.pngPsychic Bolts when any enemy is in line of sight. Cooldown of 13 seconds.
  • Casts Chaos130xDark.pngChaos when 5+ enemies are within 20m with at least one within line of sight. Cooldown of 50 seconds.
  • Casts Absorb130xDark.pngAbsorb when under 80% health and an enemy is within 10m. Lasts up to 5 seconds. Cooldown of 75 seconds.
OberonIcon272.pngOberon
  • Casts Smite130xDark.pngSmite when enemy is within 20m. Cooldown of 30 seconds.
  • Casts HallowedGround130xDark.pngHallowed Ground when enemy is in line of sight. Cooldown of 30 seconds.
  • Casts Renewal130xDark.pngRenewal when player health is 80% or lower. Lasts up to 140 seconds. Cooldown of 40 seconds, starting when Renewal's effect ends.
  • Casts Reckoning130xDark.pngReckoning when any enemy is within 7m. Cooldown of 55 seconds.
OctaviaIcon272.pngOctavia
  • Inspiration passive activates whenever the Specter casts an ability.
  • Casts Mallet130xDark.pngMallet when enemy is in line of sight within 10m. Cooldown of 15 seconds.
  • Casts Resonator130xDark.pngResonator when enemy is in line of sight within 10m. Cooldown of 16.5 seconds.
  • Casts Amp130xDark.pngMetronome off cooldown. Cooldown of 20 seconds.
  • Casts Metronome130xDark.pngAmp when enemy is within 10-20m. Will not cast if any enemy is within 10m. Cooldown of 40 seconds.
    • Damage boost does not increase with noise level.
ProteaIcon272.pngProtea
  • The Specter possesses a passive but does not use it intelligently.
  • Casts GrenadeFan130xDark.pngGrenade Fan with Shrapnel Vortex only when any enemy is in line of sight within 30m. Cooldown of 30 seconds.
  • Casts BlazeArtillery130xDark.pngBlaze Artillery when any enemy is in line of sight within 60m. Cooldown of 12 seconds.
  • Casts Dispensary130xDark.pngDispensary when player is below 70% energy/health or 70% ammo on primary or secondary (reserves). Lasts 25 seconds with a cooldown of 40 seconds after casting.
  • Casts TemporalAnchor130xDark.pngTemporal Anchor when Specter's health is brought below 75% and 2+ enemies are within line of sight. Duration up to 10 seconds depending on whether enemies are in close proximity.
    • The implosion on ability expiration does occur but it is not currently known if the Specter's stockpiled damage has an effect on the implosion's damage. It is also not known if the ability can save the Specter from lethal damage similarly to a player-controlled Protea Warframe.
RevenantIcon272.pngRevenant
  • Does not cast Enthrall130xDark.pngEnthrall.
  • Does not cast MesmerSkin130xDark.pngMesmer Skin.
  • Does not cast Reave130xDark.pngReave.
  • Casts DanseMacabre130xDark.pngDanse Macabre when shields are depleted. Maintains until no enemies remain within 20m. Cooldown of 5 seconds. Shields must begin recharging before Danse Macabre will be cast again.
RhinoIcon272.pngRhino
  • Casts RhinoCharge130xDark.pngRhino Charge when enemy is 5-20m away. Cooldown of 15 seconds.
  • Casts IronSkin130xDark.pngIron Skin when enemy is in line of sight. Cooldown of 20 seconds, starting when Iron Skin's effect ends.
  • Casts Roar130xDark.pngRoar when any enemy is in line of sight and 2 or more other Specters are in the mission. Cooldown of 75 seconds.
    • Companions and other players do not count towards the trigger conditions. These Specters can belong to other players, they do not have to come from you. Note that you can only have one Tenno Specter out at a time, so you will need Syndicate Specters to trigger Roar when solo.
  • Casts RhinoStomp130xDark.pngRhino Stomp when enemy is within 15m. Cooldown of 70 seconds.
SarynIcon272.pngSaryn
  • Casts Spores130xDark.pngSpores when enemy is within 50m. Cooldown of 20 seconds.
  • Casts Molt130xDark.pngMolt when enemy is in line of sight. Cooldown of 6 seconds.
    • Specter's AI will lock up when staying in the same location as its Molt, making the Hold Position command highly detrimental.
  • Casts ToxicLash130xDark.pngToxic Lash when enemy is in line of sight. Cooldown of 45 seconds.
  • Casts Miasma130xDark.pngMiasma when 2+ enemies are within 5m. Cooldown of 55 seconds.
TitaniaIcon272.pngTitania
  • Casts Spellbind130xDark.pngSpellbind when enemy is within 25m. Cooldown of 20 seconds.
  • Casts Tribute130xDark.pngTribute when enemy is within 20m. Cooldown of 40 seconds.
  • Casts Lantern130xDark.pngLantern when enemy is within 15m. Cooldown of 40 seconds.
  • Does not cast Razorwing130xDark.pngRazorwing.
TrinityIcon272.pngTrinity
  • Casts WellOfLife130xDark.pngWell Of Life when player health is below 80% even if no enemy is present to target. Cooldown of 45 seconds.
  • Casts EnergyVampire130xDark.pngEnergy Vampire when enemy is in line of sight within 100m. Cooldown of 40 seconds.
  • Casts Link130xDark.pngLink when enemy is within 20m. Cooldown of 35 seconds.
  • Casts Blessing130xDark.pngBlessing when player health is below 60%. Cooldown of 1 minute.
ValkyrIcon272.pngValkyr
  • Casts RipLine130xDark.pngRip Line when enemy is 6-15m away. Cooldown of 15 seconds.
  • Casts Warcry130xDark.pngWarcry when enemy is within 10m. Cooldown of 40 seconds.
  • Casts Paralysis130xDark.pngParalysis when enemy is within 10m and Specter's shields are above 33%. Cooldown of 25 seconds.
  • Does not cast Hysteria130xDark.pngHysteria.
VaubanIcon272.pngVauban
  • Casts TeslaNervos130xDark.pngTesla Nervos when enemy is in line of sight. Cooldown of 20 seconds.
  • Casts Minelayer130xDark.pngMinelayer (any variation, random) when enemy is within 30m. Overdriver affects Warframe or Specter closest to the impact point at time of casting. Cooldown of 30 seconds.
  • Casts PhotonStrike130xDark.pngPhoton Strike when enemy is in line of sight, even if blast will not reach the enemy. Will not cast if there are enemies within 10m. Cooldown of 10 seconds typically.
    • May sometimes cast multiple Photon Strikes in a row.
  • Casts Bastille130xDark.pngBastille when enemy is within 10m. Cooldown of 30 seconds.
    • Will cast Vortex variant more frequently than Bastille.
VoltIcon272.pngVolt
  • Casts Shock130xDark.pngShock when enemy is in line of sight. Cooldown of 9 seconds.
  • Casts Speed130xDark.pngSpeed off cooldown. Cooldown of 30 seconds.
  • Casts ElectricShield130xDark.pngElectric Shield when enemy is in line of sight. Cooldown of 25 seconds.
  • Casts Discharge130xDark.pngDischarge when enemy is within 10m. Cooldown of 85 seconds.
WispIcon272.pngWisp
  • Casts Reservoirs130xDark.pngReservoirs when enemy is within 40m. Reservoir type is random. Cooldown of 20 seconds.
  • Casts WilOWisp130xDark.pngWil-O-Wisp when enemy is within 30m. Teleports to decoy immediately. Cooldown of 12 seconds.
    • Poor synergy with the Hold Position command, as the Specter will teleport once something is in range, and then slowly walk back towards the holding position without firing.
  • Casts BreachSurge130xDark.pngBreach Surge when 2+ enemies are within 30m. Cooldown of 45 seconds.
  • Casts SolGate130xDark.pngSol Gate when 3+ enemies are within 40m. Maintains for up to 10 seconds. Cooldown of 65 seconds, starting when Sol Gate's effect ends.
WukongIcon272.pngWukong
XakuIcon272.pngXaku
  • Casts Xata'sWhisper130xDark.pngXata's Whisper (Cooldown needs Testing).
  • Casts GraspofLohk130xDark.pngGrasp of Lohk and may duplicate their own gun (Cooldown needs Testing).
  • Casts TheLost130xDark.pngThe Lost, but only uses Gaze and Deny (Cooldown needs Testing).
  • Casts TheVastUntime130xDark.pngThe Vast Untime (Cooldown needs Testing).
ZephyrIcon272.pngZephyr
  • Casts TailWind130xDark.pngTail Wind when enemy is within 5m. Cooldown of 20 seconds.
  • Casts Airburst130xDark.pngAirburst when enemy is within 10m. Cooldown of 20 seconds.
  • Casts Turbulence130xDark.pngTurbulence when Specter takes damage. Cooldown of 50 seconds.
  • Casts Tornado130xDark.pngTornado when enemy is within 10m. Cooldown of 70 seconds.



Lore[edit | edit source]

Main article: The Deadlock Protocol

Some doors ought to remain closed? That's not in my world view. Fire. Fusion. Void. Progress always comes entangled with risk, with violence. With the precious sample obtained, development is accelerating. The Entrati have kept their secrets long enough.

I am calling it the Specter Particle. As my Archimedians explain, mimicry is in its nature. An echo. Exposed to precept circuits, we are able to imprint behaviors! Like an infant mirroring her surrogate. Only this infant can set the world on fire.

The palace birds think they can control us. They hit our research site with a Warframe assault team. Of course they did. I baited them to do it. The whole site lite up. Eighty mega-therm bloom. The whole lab, vaporized, those Warframes with it. Fire. Fusion. Void.

Specters were developed by Corpus Founder Parvos Granum, spearheaded by his research in Specter Particle Theory. The Xoris.pngXoris plays an important role in the creation of specters, being able to trap energy in the form of Specter Particles. This energy is speculated to be used in infusing 'programmed behavior' into bodies such as Warframes.

Notes[edit | edit source]

  • These specters do not teleport to the player and have limited AI capabilities. As such, they generally act like normal enemies such as taking cover or other similar behavior. If they detect enemies, they will take the initiative to engage them regardless of where the player is.
  • Due to lack of armor or shields, the Red Veil's Charger Eximus Specter typically does not survive very long after being summoned.
    • Its energy leech ability also does nothing to allies or enemies.
  • Specters of this type are most useful in game modes where the mission takes place in a fixed location, such as Defense or Interception, as they can easily lag behind players or have difficulty navigating certain tiles/rooms.
  • Shield Osprey Specters behave differently than all the other specters: They may stay near the objective in defense or decide to protect another specter, and will never take the initiative to actually protect the player.
  • The Roller Specter is arguably the weakest of all the specters due to its relatively low health and slow attack speed, despite being able to steal health from enemies.
  • Ancient Healer Specters have a short ~15m aura that reduces damage by 90% for all friendly targets such as other players, allied specters, or Defense objectives. When connected to said targets the Healer itself will gain a damage resistance boost as well.
    • Damage done to you or linked allies with heal the specter as well as its own occasional healing pulses.
  • Oddly enough, a specter's weapon can level up, shown in the media below. It is unknown if it actually affects the weapon or the Specter itself.
  • Upon successful defeat of a certain syndicate's death squad/platoon, you may earn the blueprint to build that syndicate's specters.
  • Players are able to choose to either make the specters stay in an area or follow them around by pressing X  (default keybinding) when close to it.
    • Doing this to a Shield Osprey specter will cause it to hold position and fire plasma repeater weapons at enemies.
      • The Shield Osprey may also rarely fire its weapons when not told to wait, although this is rare.
      • For clients this is unreliable and the osprey may ignore the commands anyway, and continue to fly into crowds of enemies and not be able to defend itself, being destroyed soon after.
  • Some Specters may rarely disable alarms.
  • Cephalon Suda's shield osprey specter is useful in Hijack missions, as they can instantly restore your shields.
    • Its shields will not be affected, however.
  • Specters will spawn at the current enemy level, plus a few extra. For endless missions, this allows specters to scale to enemy level; placing one at the beginning of the mission will be lower than later on if spawned again.
    • The Corrupted Lancer and Ancient Healer specters become very powerful due to this, becoming massive bullet sponges.
  • If the player kills a Specter affected by Radiation, they will receive affinity identical in amount to an enemy unit of the same type (i.e. Ancient Healer Specters will give affinity matching an Eximus unit of the same level).
  • Specters spawned during Nightmare alerts and missions are immediately hostile to the player, indiscriminately attacking Tenno and enemies alike, and cannot be commanded to hold position or follow. These specters are marked with a reddish distorted glow to indicate that they have turned against the player.

Bugs[edit | edit source]

  • Telling a specter to hold position may cause the specter to act strangely, including freezing in an animation or tracking but not firing upon enemies. Telling them to follow you and re-hold position can fix the issue temporarily.
  • The Corrupted Bombard Specter spawns with a small shield count which will recharge slowly as long as its drone is active. However, having this shield drain completely will prevent it from ever coming back until its drone is destroyed and respawned after a period of time. This has been a bug since the Specter existed and may be due to an issue where Heavy Grineer cannot obtain shields.

Media[edit | edit source]

Patch History[edit | edit source]

Update 30.0

  • Fixed ally Specters getting stuck in perpetual weapon swap animations.

Update 29.9

  • Fixed Tenno Specters equipped with certain weapons not needing to reload while told to "hold position", resulting in a higher rate of fire.

Hotfix 29.6.9

  • Fixed a script error when spawning a Specter.

Hotfix 29.5.5

  • Fixed Khora Spectors only using her Strangle Dome and no other abilities.
    • With the exception of Venari, as it is a tap and cycle ability. Venari will simply stick to her default attack mode.
  • Fixed a script error that could occur when using a Garuda Specter.

Hotfix 29.5.2

  • Fixed an issue with Tesla Coil causing issues with specters.
  • Fixed an issue where Harrow Specters casting ‘Condemn’ could cause a game hang.

Hotfix 29.5.1

  • Fixed a script error that could occur if a Trinity Specter used Energy Vampire.

Hotfix 29.1.2

  • Fixed an issue where deploying a Desert Skate does not remove the prior deployed Desert Skate.

Update 28.3

  • Fixed crashing when attempting to spam Specter spawns when in Titania’s Razorwing.

Update 28.2

  • Fixed a script error when spawning a Specter.

Hotfix 27.3.15

  • Fixed friendly Specters suffering knockdown when deployed and taking entirely way too long to recover.

Hotfix 27.3.11

  • Fixed a script crash when spawning a Specter.

Update 25.5

  • Any summoned allied Specters in a Nightmare mission will now have a reddish distorted glow to indicate that they have turned against you and you’ve made a huge mistake in trusting them.

Hotfix 22.11.1

  • Followers (Specters, Rescue Target, etc) no longer cancel charging if they switch targets while using a charging weapon.

Update 22.10

  • Warframe Specters are now much smarter! We've done a general intelligence pass on their proficiency with Weapons, and we've also updated their power-casting logic. Virtually every power is now castable with only a few exceptions!
    • Specters CANNOT cast the following Abilities: Vauban's Minelayer, Ivara's Zipline, Titania's Razorwing, Nekros’ Desecrate and Shadows of the Dead, Excalibur’s Exalted Blade, Valkyr’s Hysteria, Wukong’s Primal Fury, Cloud Walker, and Defy, Atlas’ Petrify and Tectonics, Limbo's entire kit (save for the damage aspect of Banish), and finally Zephyr’s Dive Bomb.
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