For the Specters in Junctions, see Specter (Enemy).

A replicant cloned from a Warframe that can be deployed to assist Tenno on missions.

—In-Game Description

Warframe Specters are AI-controlled replicants of Warframes. These Specters act autonomously from the player, and can provide support by engaging enemies with their weapons and Warframe powers. There are four ranks of Specter based on their acquisition difficulty, namely Vapor, Phase, Force, and Cosmic. Specters can be customized with any Warframes and weapons that the player owns, allowing for a wide range of versatility in Specter loadouts.

A Specter is crafted from the Foundry by copying the player's current loadout. However, this does not copy any installed mods or appearance. Instead, Specters utilize the Warframe and weapon's base unranked statistics then scale them according to the Specter's level. Additionally, the more rare the Specters the higher the damage dealt. All weapons and frames will have their default appearance.

Like the Syndicate Operatives, Specters can be commanded to Hold Position or Follow by interacting with them (X ). By default, Specters are set to Follow.

Usage[edit | edit source]

Specters can be crafted in the Foundry (under Gear section) and once crafting is finished they must be equipped from Gear in Arsenal.

Before a Specter building begins, a Specter loadout screen appears where a player must first set the Warframe and loadout that the Specter will use. Specters of a particular Blueprint grade use a template loadout that is derived from a player's current Warframe and weapon loadout in their Arsenal. Players can choose to change a Specter's loadout by changing their own loadout, which the Specter will replicate upon creation.

Once a Specter has begun construction, the template loadout used is saved, and can be used for future Specters to be built, allowing Specters of a certain loadout to be built even if the player changes their own loadout. The template loadout can be changed upon creating another Specter of the same grade, or the player can choose to use their previously saved loadout. Note that the loadout it copies only reflects the base statistics (scaled by level) and not the mods, and the only way to change their loadout is to finish crafting and claiming a new set of specters from the foundry.

Up to four different loadouts can be saved, one for each Blueprint grade; Vapor, Phase, Force, and Cosmic, from lowest to highest grade.

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

Behavior[edit | edit source]

Warframe[edit | edit source]

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.


Weapon[edit | edit source]

The most important part about Tenno Specters' weapons is that they are not bound by normal ammo limitations. This allows them to use otherwise extremely ammo inefficient weapons and reduces the importance of melee. Reloading time shouldn't be taken into account as they have infinite magazine size.

Tenno Specters prefer to closely guard you or their assigned position, and rarely move out of close range to take on enemies itself, a specter never chooses to melee the enemies out of range of their melee weapon, even despite having better damage than its rifles, and capability of performing finishers (if they attempt to melee an eligible enemy). Thus you might prefer to give them long-range heavy hitters such as whips, polearms, and heavy blades. Or you can equip them with something with high block rate, since Specters love to channel-block with melee.

Specters will rarely ever use secondaries unless when they go into bleed-out. The GrnTorpedoPistol.pngKulstar can be good as a "flare" gun of sorts that can let you know if they are down, otherwise, it does not matter what secondary is equipped. Also note, Specters will only use the primary firing mode of an equipped weapon and not any alternate fire modes, such as that on a Stahlta.pngStahlta. If that weapon is highly dependent on its alternate fire mode to be most effective, it may be better to choose something else.

Since Specters will mostly use unmodded primaries, cannot compensate for lengthy travel time, and their DPS will be the weapon you equip, the most useful would be hit-scan, non-crit weapons with decent base damage output. You should avoid most projectile weapons and special weapons such as SyndicateCSSimulor.pngSynoid Simulor (Specter AI does not understand them). Syndicate weapons will not proc their effects while used by Specters.

Range-limited weapons might be less effective since Specters do not account for that behavior and do not move around much by themselves. But CrpFreezeRayRifle.pngGlaxion, ChainLightningGunEdit.pngAmprex, InfestedLongGunTwo.pngPhage, and shotguns seem to be exceptions and will produce a good "bodyguard" Specter for the cost of efficiency at long distances.

Weapons with innate elemental damage, high base status chance, or CC potential will make Specters useful past being just another source of damage. For example, a Specter equipped with an ChainLightningGunEdit.pngAmprex will quite often trigger DmgElectricitySmall64.pngElectricity procs, which helps with crowd control in close quarters. (ProboscisCernos.pngProboscis Cernos is an useful option because of its crowd control abilities and high base damage.

Tenno Specters have some specific behavior towards some specific kinds of weapons:

  • Bow weapons are an exception for the non-projectile weapon rule, as specters will always charge a full shot before firing and have almost pinpoint precision, meaning they will never miss unless the enemy is behind cover, and will usually land headshots, which does not happen with other weapon types.
  • CorpusMachineGun.pngSupra is also an exception since travel time is fast enough.
  • Tenno Specters using throwing explosives will only detonate the grenade when the substance limit has been reached. They will, however, detonate the DEPenta.pngPenta's grenades when it is in the proximity of an enemy. They aim the weapon so as to try to hit the enemy with the projectile. It does not seem that Specters are affected by self-inflicted damage due to close proximity detonation. Generally, specters seem to be better with the Penta than with the GrnGrenadeLauncher.pngTonkor due to better aiming and sustainability.
  • CorpusEnergyRifle.pngDera does not have pinpoint accuracy with Specters, instead, it has some deviation per shot, much like a Crewman, although the fire rate and overall damage output is still that of a player's Dera.

Survivability[edit | edit source]

  • Tenno Specters are affected by the Mod TT 20px.pngRejuvenation Aura and TrinityIcon272.pngTrinity's Blessing130xDark.pngBlessing, by OberonIcon272.pngOberon's Renewal130xDark.pngRenewal, and by WispIcon272.pngWisp's Reservoirs130xDark.pngReservoirs, however cannot pick up Health Orbs.
  • Ancient Healers under MindControl130xDark.pngMind Control, or their Shadow and Specter variations can heal Tenno Specters.
  • Tenno Specters do not lose shield or health after life support runs out in Survival missions.
  • Tenno Specters are not affected by the Shield loss from Cryogenic Leakage, the "No Shields" challenge of Nightmare Mode and the Toxic Ancient's aura.
  • It is possible to revive your Specter if it hasn't bled out yet, though they appear to have a negligible bleedout health limit and often die immediately.
  • Tenno Specters can revive other downed Tenno Specters, but cannot do so to a teammate.
  • Stationed Tenno Specters are quite vulnerable to ground slamming enemies, Arson Eximus and such, since they tend to quickly displace them into bad positions.

Notes[edit | edit source]

  • Affinity earned by the specter goes to the player's frame.
  • Specters deployed in Nightmare Mode missions will be hostile to the player and defense objectives as well as enemies.
    • Killing them gives affinity.
  • Tenno Specters are spawned from golden balls. This allows Specters to be spawned at a desired spot by throwing the ball to that location.
    • Tenno Specters cannot spawn if the Specter Ball is thrown to an out-of-bounds place, e.g. behind a container or at the corner of the hallway.
  • Only a single Tenno Specter per player can be active at any time during a mission. Attempting to summon a second Specter will result in the previously active Specter being killed when the second one spawns. This does not apply to their Syndicate counterparts though, it is possible to use them together.
  • Following Tenno Specters will always teleport to a player if left behind far enough.
  • Pre-built Specter Gear acquired as special mission rewards will use the previous loadout saved under the player's Specter tab in the Arsenal. If no previous loadout was saved, the Specter will not be able to be summoned.
  • Once Crafted, you can view your saved Specter loadouts under Specters in the Equipment menu.
  • Vapor specters are logically more efficient, despite the 'default' survivability, due to being able to craft 10 each time instead of waiting the 8-hour crafting timer for a single Cosmic with only marginally higher stats.
  • Specters have 100% power strength (with the exception of NidusIcon272.pngNidus having 115 power strength due to his passive - hence the ParasiticLink130xDark.pngParasitic Link giving +28% instead of +25%.
  • Mod TT 20px.pngPower Donation is the only aura that can give the specters power strength, up to 120%.

Trivia[edit | edit source]

  • Each Specter type can be visually distinguished from each other via their color (Which is applied on their Accents):
    • Vapor Specters have a bronze energy glow.
    • Phase Specters have a silver energy glow.
    • Force Specters have a golden energy glow.
    • Cosmic Specters have a white energy glow, with thin rings emanating out of them.
  • Before their release, specters were referred to as Bronze, Silver, Gold and Platinum specters, matching their current color distinctions.

Bugs[edit | edit source]

  • Throwing the ball on shallow water will make it disappear.
  • Specters can be built using Zaws, however they do not seem to use them (or if they can, some don't at all) causing the specter to stop attacking when enemies get close.
  • When holding position, melee combat may cause the specter to become unresponsive. This can be fixed by ordering them to follow and hold their position again.

Media[edit | edit source]

Patch History[edit | edit source]

Update 29.10

  • Xaku Specters can now cast all four of their Abilities!

Update 29.5

  • (Undocumented) Fixed Khora Specters unable to cast certain abilities.

Hotfix 27.3.16

  • Fixed a script error when summoning a friendly Saryn Specter.

Hotfix 27.3.11

  • Fixed Specter’s accuracy with Bows being quite poor and their fire rate not reflecting realistic usage.

Hotfix 27.0.11

  • Grendel Specters can now use all of his Abilities! I prefer my meatballs on the side.

Hotfix 25.7.6

  • Fixed enemies in the Simulacrum not recovering from Stomp cast by a Rhino Specter.
  • Fixed exploit tied to Tenno Spectres.

Hotfix 25.3.3

  • Fixed an issue with Wisp Specters being unable to cast any abilities - Sol Gate is still unusable for now.

Update 22.11

  • Improved Specter firing logic during Hold Position.
  • Improved Specter fire rate when using Peacemaker.
  • Fixed Specters not being able to use Ability weapons with 0 max clip size (eg. Ivara's Artemis Bow).
  • Fixed Specters’ trying to melee while using ranged weapons that do not allow it.
  • Fixed incorrect Status Effect for Specters using Radial Blind and Radial Javelin.

Update 22.10

  • Increased proficiency with Weapons, and 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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