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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[]

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[]

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[]

Photo-4.png
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Yareli as of Update 30.5 (2021-07-06) changes

Warframe[]

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
AshAshIcon272.png Ash
  • Casts ShurikenShuriken130xDark.png Shuriken when enemy is in line of sight. Cooldown of 15 seconds.
  • Casts Smoke ScreenSmokeScreen130xDark.png Smoke 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 TeleportTeleport130xDark.png Teleport when enemy is more than 10m away. Cooldown of 10 seconds.
  • Casts Blade StormBladeStorm130xDark.png Blade 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.
AtlasAtlasIcon272.png Atlas
  • Casts first punch of LandslideLandslide130xDark.png Landslide when enemy is within 12m. Cooldown of 25 seconds.
  • Does not cast TectonicsTectonics130xDark.png Tectonics.
  • Casts PetrifyPetrify130xDark.png Petrify when enemy is within 5m. Cooldown of 80 seconds.
  • Casts RumblersRumblers130xDark.png Rumblers when enemy is within 30m. Rumblers last 20 seconds. Cooldown of 100 seconds.
    • Golems do not benefit from Specter's scaling health and armor.
BansheeBansheeIcon272.png Banshee
  • Casts Sonic BoomSonicBoom130xDark.png Sonic Boom when enemy is within 7m. Cooldown of 13 seconds.
  • Casts SonarSonar130xDark.png Sonar when enemy is in line of sight. Cooldown of 30 seconds.
  • Casts SilenceSilence130xDark.png Silence when enemy is in line of sight within 10m. Cooldown of 65 seconds.
  • Casts Sound QuakeSoundQuake130xDark.png Sound Quake when enemy is within 10m. Maintains for up to 10 seconds. Cooldown of 13 seconds, starting when effect ends.
BaruukBaruukIcon272.png Baruuk
  • Casts EludeElude130xDark.png Elude when enemy is in line of sight. Lasts up to 120 seconds. Cooldown of 50 seconds, starting when Elude's effect ends.
  • Casts LullLull130xDark.png Lull when enemy is within 30m. Cooldown of 35 seconds, often waits up to 20 seconds after cooldown to cast.
  • Casts Desolate HandsDesolateHands130xDark.png Desolate Hands when 3+ enemies are within 25m with at least one within line of sight and has no daggers. Cooldown of 1 minute.
  • Casts Serene StormSereneStorm130xDark.png Serene 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.
ChromaChromaIcon272.png Chroma
(Heat DamageDmgHeatSmall64.png Heat element)
  • Does not cast Spectral ScreamSpectralScream130xDark.png Spectral Scream.
  • Casts Elemental WardElementalWard130xDark.png Elemental Ward when enemies are within 15m. Cooldown of 55 seconds.
  • Casts Vex ArmorVexArmor130xDark.png Vex Armor when enemies are within 15m. Cooldown of 30 seconds.
  • Casts EffigyEffigy130xDark.png Effigy 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.
EmberEmberIcon272.png Ember
  • Casts FireballFireball130xDark.png Fireball when enemy is in line of sight. Cooldown of 20 seconds.
  • Casts ImmolationImmolation130xDark.png Immolation off cooldown. Effect lasts 50 seconds. Cooldown of 10 seconds, starting Immolation's effect ends if it ends naturally.
  • Casts Fire BlastFireBlast130xDark.png Fire Blast when enemy is within 15m. Cooldown of 40 seconds.
  • Casts InfernoInferno130xDark.png Inferno off cooldown, but seems to have no effect. Cooldown of 1 minute.
EquinoxEquinoxIcon272.png Equinox
ExcaliburExcaliburIcon272.png Excalibur/
Excalibur UmbraExcalibur UmbraIcon272.png Excalibur Umbra
FrostFrostIcon272.png Frost
  • Casts FreezeFreeze130xDark.png Freeze when enemy is in line of sight. Cooldown of 12 seconds.
  • Casts Ice WaveIceWave130xDark.png Ice Wave when enemy is within 13m. Cooldown of 25 seconds.
  • Casts Snow GlobeSnowGlobe130xDark.png Snow 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 stronger than player-made ones.
  • Casts AvalancheAvalanche130xDark.png Avalanche when enemy is within 10m. Cooldown of 70 seconds.
GaraGaraIcon272.png Gara
GarudaGarudaIcon272.png Garuda
GaussGaussIcon272.png Gauss
  • Casts Mach RushMachRush130xDark.png Mach 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 Kinetic PlatingKineticPlating130xDark.png Kinetic Plating when enemy is within 12m. Cooldown of 1 minute.
  • Casts Thermal SunderThermalSunder130xDark.png Thermal Sunder when enemy is in line of sight. Cooldown of 28 seconds.
  • Casts RedlineRedline130xDark.png Redline when enemy is in line of sight. Cooldown of 70 seconds.
GrendelGrendelIcon272.png Grendel
  • Casts FeastFeast130xDark.png Feast when enemy is within 10m. Cooldown of 40 seconds.
  • Casts NourishNourish130xDark.png Nourish when holding an enemy with Feast. Cooldown of 30 seconds.
  • Casts RegurgitateRegurgitate130xDark.png Regurgitate when holding an enemy with Feast, and another enemy is in line of sight within 10m. Cooldown of 5 seconds.
  • Casts PulverizePulverize130xDark.png Pulverize 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.
HarrowHarrowIcon272.png Harrow
  • Casts CondemnCondemn130xDark.png Condemn when enemies are within 15m. 15 second cooldown.
  • Casts PenancePenance130xDark.png Penance when enemies are in line of sight. 25 second cooldown.
  • Casts ThuribleThurible130xDark.png Thurible 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 CovenantCovenant130xDark.png Covenant when any enemies are in line of sight. 55 second cooldown.
HildrynHildrynIcon272.png Hildryn
  • Casts BalefireBalefire130xDark.png Balefire 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 PillageShieldPillage130xDark.png Pillage when any shielded enemy is in line of sight, even if too far away to affect with the ability. Cooldown of 45 seconds.
  • Casts HavenHaven130xDark.png Haven 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 Aegis StormAegisStorm130xDark.png Aegis Storm.
HydroidHydroidIcon272.png Hydroid
InarosInarosIcon272.png Inaros
  • Specter corpses do not despawn. Likely tied to Inaros' passive ability.
  • Casts DesiccationDesiccation130xDark.png Desiccation when enemy is in line of sight within 5m. Cooldown of 20 seconds.
  • Casts DevourDevour130xDark.png Devour when enemy is in line of sight within 20m. Cooldown of 45 seconds.
    • Specter will not shoot at enemies affected by Devour.
  • Casts SandstormSandstorm130xDark.png Sandstorm 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 Scarab SwarmScarabSwarm130xDark.png Scarab Swarm.
IvaraIvaraIcon272.png Ivara
  • Casts QuiverQuiver130xDark.png Quiver when any enemy is in line of sight with 25m. Only uses Sleep arrow. Cooldown of 15 seconds.
  • Does not cast NavigatorNavigator130xDark.png Navigator.
  • Casts ProwlProwl130xDark.png Prowl 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 Artemis BowArtemisBow130xDark.png Artemis 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.
KhoraKhoraIcon272.png Khora
  • Casts WhipclawWhipclaw130xDark.png Whipclaw when any enemy is in line of sight within 5m. Cooldown of 9 seconds.
  • Casts EnsnareEnsnare130xDark.png Ensnare when any enemy is in line of sight. Cooldown of 25 seconds.
  • Specter VenariVenari130xDark.png Venari 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 StrangledomeStrangledome130xDark.png Strangledome when 3+ enemies are within 8m, with at least 1 in line of sight. Cooldown of 30 seconds.
LavosLavosIcon272.png Lavos
  • Casts Ophidian BiteOphidianBite130xDark.png Ophidian Bite when enemies are within 10m. Cooldown of 8 seconds.
  • Casts CatalyzeCatalyze130xDark.png Catalyze 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.
LimboLimboIcon272.png Limbo
  • Casts BanishBanish130xDark.png Banish 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.
LokiLokiIcon272.png Loki
  • Casts DecoyDecoy130xDark.png Decoy 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 InvisibilityInvisibility130xDark.png Invisibility 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 Switch TeleportSwitchTeleport130xDark.png Switch Teleport.
  • Casts Radial DisarmRadialDisarm130xDark.png Radial Disarm when enemy is in line of sight within 10m. Cooldown of 70 seconds.
MagMagIcon272.png Mag
  • Casts PullPull130xDark.png Pull when enemy is 8-15m away. Cooldown of 20 seconds.
  • Casts MagnetizeMagnetize130xDark.png Magnetize when any enemy is in line of sight. Maintains bubble for 6 seconds. Cooldown of 33 seconds.
    • Does not cast hold variant.
  • Casts PolarizePolarize130xDark.png Polarize 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 CrushCrush130xDark.png Crush when enemy is within 10m. Cooldown of 30 seconds.
MesaMesaIcon272.png Mesa
MirageMirageIcon272.png Mirage
NekrosNekrosIcon272.png Nekros
NezhaNezhaIcon272.png Nezha
NidusNidusIcon272.png Nidus
  • Casts VirulenceVirulence130xDark.png Virulence when enemy is within 15m. Cooldown of 12 seconds.
  • Does not cast LarvaLarva130xDark.png Larva.
  • Casts Parasitic LinkParasiticLink130xDark.png Parasitic 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 RavenousRavenous130xDark.png Ravenous when enemy is within 15m. Seems to heal for 23 when casted without link, and 30 with. Cooldown of 50 seconds.
NovaNovaIcon272.png Nova
NyxNyxIcon272.png Nyx
  • Casts Mind ControlMindControl130xDark.png Mind Control when damaged by enemy within 20m. Cooldown of 30 seconds, starting when Mind Control's effect ends.
  • Casts Psychic BoltsPsychicBolts130xDark.png Psychic Bolts when any enemy is in line of sight. Cooldown of 13 seconds.
  • Casts ChaosChaos130xDark.png Chaos when 5+ enemies are within 20m with at least one within line of sight. Cooldown of 50 seconds.
  • Casts AbsorbAbsorb130xDark.png Absorb when under 80% health and an enemy is within 10m. Lasts up to 5 seconds. Cooldown of 75 seconds.
OberonOberonIcon272.png Oberon
  • Casts SmiteSmite130xDark.png Smite when enemy is within 20m. Cooldown of 30 seconds.
  • Casts Hallowed GroundHallowedGround130xDark.png Hallowed Ground when enemy is in line of sight. Cooldown of 30 seconds.
  • Casts RenewalRenewal130xDark.png Renewal when player health is 80% or lower. Lasts up to 140 seconds. Cooldown of 40 seconds, starting when Renewal's effect ends.
  • Casts ReckoningReckoning130xDark.png Reckoning when any enemy is within 7m. Cooldown of 55 seconds.
OctaviaOctaviaIcon272.png Octavia
  • Inspiration passive activates whenever the Specter casts an ability.
  • Casts MalletMallet130xDark.png Mallet when enemy is in line of sight within 10m. Cooldown of 15 seconds.
  • Casts ResonatorResonator130xDark.png Resonator when enemy is in line of sight within 10m. Cooldown of 16.5 seconds.
  • Casts MetronomeAmp130xDark.png Metronome off cooldown. Cooldown of 20 seconds.
  • Casts Amp (Ability)Metronome130xDark.png Amp 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.
ProteaProteaIcon272.png Protea
  • The Specter possesses a passive but does not use it intelligently.
  • Casts Grenade FanGrenadeFan130xDark.png Grenade Fan with Shrapnel Vortex only when any enemy is in line of sight within 30m. Cooldown of 30 seconds.
  • Casts Blaze ArtilleryBlazeArtillery130xDark.png Blaze Artillery when any enemy is in line of sight within 60m. Cooldown of 12 seconds.
  • Casts DispensaryDispensary130xDark.png Dispensary 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 Temporal AnchorTemporalAnchor130xDark.png Temporal 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.
RevenantRevenantIcon272.png Revenant
RhinoRhinoIcon272.png Rhino
  • Casts Rhino ChargeRhinoCharge130xDark.png Rhino Charge when enemy is 5-20m away. Cooldown of 15 seconds.
  • Casts Iron SkinIronSkin130xDark.png Iron Skin when enemy is in line of sight. Cooldown of 20 seconds, starting when Iron Skin's effect ends.
  • Casts RoarRoar130xDark.png Roar 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 Rhino StompRhinoStomp130xDark.png Rhino Stomp when enemy is within 15m. Cooldown of 70 seconds.
SarynSarynIcon272.png Saryn
  • Casts SporesSpores130xDark.png Spores when enemy is within 50m. Cooldown of 20 seconds.
  • Casts MoltMolt130xDark.png Molt 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 Toxic LashToxicLash130xDark.png Toxic Lash when enemy is in line of sight. Cooldown of 45 seconds.
  • Casts MiasmaMiasma130xDark.png Miasma when 2+ enemies are within 5m. Cooldown of 55 seconds.
SevagothSevagothIcon272.png Sevagoth
TitaniaTitaniaIcon272.png Titania
TrinityTrinityIcon272.png Trinity
ValkyrValkyrIcon272.png Valkyr
VaubanVaubanIcon272.png Vauban
  • Casts Tesla NervosTeslaNervos130xDark.png Tesla Nervos when enemy is in line of sight. Cooldown of 20 seconds.
  • Casts MinelayerMinelayer130xDark.png Minelayer (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 Photon StrikePhotonStrike130xDark.png Photon 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 BastilleBastille130xDark.png Bastille when enemy is within 10m. Cooldown of 30 seconds.
    • Will cast Vortex variant more frequently than Bastille.
VoltVoltIcon272.png Volt
WispWispIcon272.png Wisp
  • Casts ReservoirsReservoirs130xDark.png Reservoirs when enemy is within 40m. Reservoir type is random. Cooldown of 20 seconds.
    • The motes are unreliable at actually providing a buff, while it may seem like you get the buff, health/regen/speed will not increase sometimes.
    • Extends the timer of a player's motes, without diminishing strength.
  • Casts Wil-O-WispWilOWisp130xDark.png Wil-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 Breach SurgeBreachSurge130xDark.png Breach Surge when 2+ enemies are within 30m. Cooldown of 45 seconds.
  • Casts Sol GateSolGate130xDark.png Sol Gate when 3+ enemies are within 40m. Maintains for up to 10 seconds. Cooldown of 65 seconds, starting when Sol Gate's effect ends.
WukongWukongIcon272.png Wukong
YareliYareliIcon272.png Yareli
  • Does not cast any abilities.
XakuXakuIcon272.png Xaku
ZephyrZephyrIcon272.png Zephyr


Weapon[]

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 KulstarGrnTorpedoPistol.png Kulstar 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 StahltaStahlta.png Stahlta. 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 Synoid SimulorSyndicateCSSimulor.png Synoid 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 GlaxionCrpFreezeRayRifle.png Glaxion, AmprexChainLightningGunEdit.png Amprex, PhageInfestedLongGunTwo.png Phage, 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 AmprexChainLightningGunEdit.png Amprex will quite often trigger Electricity DamageDmgElectricitySmall64.png Electricity procs, which helps with crowd control in close quarters. (Proboscis CernosProboscisCernos.png Proboscis 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.
  • SupraCorpusMachineGun.png Supra 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 PentaDEPenta.png Penta'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 TonkorGrnGrenadeLauncher.png Tonkor due to better aiming and sustainability.
  • DeraCorpusEnergyRifle.png Dera 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[]

Notes[]

  • 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 NidusNidusIcon272.png Nidus having 115 power strength due to his passive - hence the Parasitic LinkParasiticLink130xDark.png Parasitic Link giving +28% instead of +25%.
  • Power Donation12?cb=20190608095452 Power Donation is the only aura that can give the specters power strength, up to 120%.
  • To change the loadout of a specter, the player must build and claim an entirely new set of that specter type. Until claimed, the specters of that type will remain the original loadout.

Trivia[]

  • 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[]

  • 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[]

Patch History[]

Update 29.10 (2021-03-19)

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

Update 29.5 (2020-11-19)

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

Hotfix 27.3.16 (2020-04-22)

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

Hotfix 27.3.11 (2020-04-09)

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

Hotfix 27.0.11 (2020-01-16)

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

Hotfix 25.7.6 (2019-09-18)

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

Hotfix 25.3.3 (2019-07-16)

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

Update 22.11 (2018-01-31)

  • 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 (2018-01-25)

  • 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.