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 starting level of the enemies in the current 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 starting level of the enemies in the current 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 starting level of the enemies in the current 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 starting level of the enemies in the current 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.png Ash
  • Casts Shuriken130xDark.png Shuriken when enemy is in line of sight. Cooldown of 15 seconds.
  • Casts SmokeScreen130xDark.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 8-20 seconds.
  • Casts Teleport130xDark.png Teleport when enemy is more than 10m away. Cooldown of 10 seconds.
  • Casts BladeStorm130xDark.png Blade Storm when 5+ enemies are in line of sight. Does not necessarily tag all 5+ enemies with the power. Cooldown of 55 seconds.
AtlasIcon272.png Atlas
  • Casts first punch of Landslide130xDark.png Landslide when enemy is within 12m. Cooldown of 25 seconds.
  • Does not cast Tectonics130xDark.png Tectonics.
  • Casts Petrify130xDark.png Petrify when enemy is within 5m. Cooldown of 80 seconds.
  • Casts Rumblers130xDark.png Rumblers when enemy is within 30m. Rumblers last 20 seconds. Cooldown of 80 seconds.
BansheeIcon272.png Banshee
  • Casts SonicBoom130xDark.png Sonic Boom when enemy is within 5m. Cooldown of 13 seconds.
  • Casts Sonar130xDark.png Sonar when enemy is in line of sight. Cooldown of 15 seconds.
  • Does not cast Silence130xDark.png Silence.
  • Casts SoundQuake130xDark.png Sound Quake when enemy is within 10m. Maintains for up to 5 seconds. Cooldown of 15 seconds.
BaruukIcon272.png Baruuk
  • Casts Elude130xDark.png Elude when enemy is in line of sight. Lasts up to 85 seconds. Cooldown of 50 seconds, starting when Elude's effect ends.
  • Casts Lull130xDark.png Lull when enemy is within 30m. Cooldown of 30 seconds, often waits up to 20 seconds after cooldown to cast.
  • Casts DesolateHands130xDark.png Desolate Hands when 3+ enemies are within 25m. Cooldown of 1 minute.
  • Casts SereneStorm130xDark.png Serene Storm when enemy is within 5m. Freely switches between Serene Storm attacks and weapon attacks for 130 seconds. Cooldown of 40 seconds, starting when Serene Storm's effect ends.
ChromaIcon272.png Chroma
(Heat b.png Heat element)
  • Does not cast SpectralScream130xDark.png Spectral Scream.
  • Casts ElementalWard130xDark.png Elemental Ward when enemies are within 15m. Cooldown of 55 seconds.
  • Casts VexArmor130xDark.png Vex Armor when enemies are within 15m. Cooldown of 30 seconds.
  • Casts Effigy130xDark.png Effigy when enemies are within 15m. Seems to recall Effigy immediately the first time it's cast. Otherwise, leaves Effigy out for 15-20 seconds. After Effigy is recalled, cooldown is 1 minute.
EmberIcon272.png Ember
  • Casts Fireball130xDark.png Fireball when enemy is in line of sight. Cooldown of 20 seconds.
  • Casts Immolation130xDark.png Immolation off cooldown. Effect lasts 50 seconds. Cooldown of 10 seconds, starting Immolation's effect ends.
  • Casts FireBlast130xDark.png Fire Blast when enemy is within 15m. Cooldown of 40 seconds.
  • Casts Inferno130xDark.png Inferno off cooldown, but seems to have no effect. Cooldown of 1 minute.
EquinoxIcon272.png Equinox
  • Casts Metamorphosis130xDark.png Metamorphosis off cooldown. Cooldown of 35 seconds.
  • Casts RestRage130xDark.png Rest & Rage when enemy is within 20m. Cooldown of 25 seconds.
  • Casts PacifyProvoke130xDark.png Pacify & Provoke when enemy is in line of sight. Cooldown of 30 seconds. Because of staggered cooldown with Metamorphosis, uptime of Pacify & Provoke is highly inconsistent.
  • Casts MendMaim130xDark.png Mend & Maim when enemy is in line of sight. Cooldown of 33 seconds.
ExcaliburIcon272.png Excalibur/
Excalibur UmbraIcon272.png Excalibur Umbra
FrostIcon272.png Frost
  • Casts Freeze130xDark.png Freeze when enemy is in line of sight. Cooldown of 12 seconds.
  • Casts IceWave130xDark.png Ice Wave when enemy is within 10m. Cooldown of 25 seconds.
  • Casts SnowGlobe130xDark.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.
  • Casts Avalanche130xDark.png Avalanche when enemy is within 10m. Cooldown of 70 seconds.
GaraIcon272.png Gara
  • Casts ShatteredLash130xDark.png Shattered Lash (arc version only) when enemy is within 5m. Cooldown of 12 seconds.
  • Does not cast SplinterStorm130xDark.png Splinter Storm.
  • Casts Spectrorage130xDark.png Spectrorage when enemy is in line of sight. Cooldown of 70 seconds.
  • Casts MassVitrify130xDark.png Mass Vitrify when enemy is within 7m. Cooldown of 70 seconds.
GarudaIcon272.png Garuda
GaussIcon272.png Gauss
  • Casts MachRush130xDark.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 KineticPlating130xDark.png Kinetic Plating when enemy is within 15m. Cooldown of 45 seconds.
  • Casts ThermalSunder130xDark.png Thermal Sunder when enemy is in line of sight. Cooldown of 28 seconds.
  • Casts Redline130xDark.png Redline when enemy is in line of sight. Cooldown of 1 minute.
GrendelIcon272.png Grendel
  • Casts Feast130xDark.png Feast when enemy is within 10m. Cooldown of 40 seconds.
  • Casts Nourish130xDark.png Nourish when holding an enemy. Cooldown of 30 seconds.
  • Casts Regurgitate130xDark.png Regurgitate when holding an enemy, and another enemy is within 10m. Cooldown of 5 seconds.
  • Casts Pulverize130xDark.png Pulverize when holding an enemy, and another enemy is 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.
HarrowIcon272.png Harrow
  • Casts Condemn130xDark.png Condemn when enemies are within 20m. 15 second cooldown.
  • Casts Penance130xDark.png Penance when enemies are in line of sight. 25 second cooldown.
  • Casts Thurible130xDark.png Thurible off cooldown. 50-55 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.png Covenant when enemies are in line of sight. 50 second cooldown.
HildrynIcon272.png Hildryn
  • Casts Balefire130xDark.png Balefire when enemy is within line of sight. Maintains until shields run out. Cooldown of 25 seconds, starting when Balefire's effect ends.
    • Unconfirmed: may stow Balefire after a set amount of time when shields are kept charged.
  • Casts ShieldPillage130xDark.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 Haven130xDark.png Haven when enemy is within line of sight and shields are above 50%. Maintains until shields run out. Cooldown of 25 seconds, starting when Haven's effect ends.
  • Does not cast AegisStorm130xDark.png Aegis Storm.
HydroidIcon272.png Hydroid
  • Casts TempestBarrage130xDark.png Tempest Barrage when enemy is in line of sight. Cooldown of 22 seconds.
  • Casts TidalSurge130xDark.png Tidal Surge when enemy is within 20m. Cooldown of 25 seconds.
  • Does not cast Undertow130xDark.png Undertow.
  • Casts TentacleSwarm130xDark.png Tentacle Swarm when enemy is in line of sight. Cooldown of 70 seconds.
InarosIcon272.png Inaros
  • Specter corpses do not despawn. Likely tied to Inaros' passive ability.
  • Casts Desiccation130xDark.png Desiccation when enemy is within 5m. Cooldown of 20 seconds.
  • Casts Devour130xDark.png Devour when enemy is within 20m. Cooldown of 30 seconds.
  • Casts Sandstorm130xDark.png Sandstorm when 5+ enemies are 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.png Scarab Swarm.
IvaraIcon272.png Ivara
  • Could not trigger Quiver130xDark.png Quiver in testing, though claims of Sleep Arrow usage exist.
  • Does not cast Navigator130xDark.png Navigator.
  • Casts Prowl130xDark.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 ArtemisBow130xDark.png Artemis Bow when enemy is within 25m. Maintains for up to 25 seconds. Cooldown of 13 seconds, starting when Artemis Bow's effect ends.
KhoraIcon272.png Khora
  • Does not cast Whipclaw130xDark.png Whipclaw.
  • Does not cast Ensnare130xDark.png Ensnare.
  • Specter Venari130xDark.png Venari behaves like a regular Kavat, including parkour maneuvers, without the benefits of Venari's stances. Specter Venari will follow the summoning player, rather than the Khora specter. Venari will attack enemies even if AFK mode has been triggered. After death, Venari will be respawned after 45 seconds.
  • Casts Strangledome130xDark.png Strangledome off cooldown. However, only the Strangledome assembly animation is played, with no actual effect. Cooldown of 10 seconds.
LimboIcon272.png Limbo
  • Casts Banish130xDark.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.
LokiIcon272.png Loki
  • Casts Decoy130xDark.png Decoy when enemy is in line of sight. Lasts 25 seconds, or until death. Cooldown of 10 seconds, starting when Decoy is cast.
  • Casts Invisibility130xDark.png Invisibility off cooldown. Lasts for 11 seconds, or until player attacks with any weapon. Operator attacks do not end Loki's Invisibility. Cooldown of 3 seconds if Invisibility ends via reaching its maximum duration, or cooldown of 6 seconds if Invisibility ends due to player using a weapon.
  • Does not cast SwitchTeleport130xDark.png Switch Teleport.
  • Casts RadialDisarm130xDark.png Radial Disarm when enemy is within 10m. Cooldown of 70 seconds.
MagIcon272.png Mag
  • Casts Pull130xDark.png Pull when enemy is 10-15m away. Cooldown of 20 seconds.
  • Casts Magnetize130xDark.png Magnetize when enemy is in line of sight. Cooldown of 30 seconds.
  • Casts Polarize130xDark.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 Crush130xDark.png Crush when enemy is within 10m. Cooldown of 30 seconds.
MesaIcon272.png Mesa
  • Casts BallisticBattery130xDark.png Ballistic Battery when enemy is in line of sight. Cooldown of 45 seconds.
  • Casts ShootingGallery130xDark.png Shooting Gallery when enemy is within 10m. Cooldown of 90 seconds.
  • Does not cast ShatterShield130xDark.png Shatter Shield.
  • Casts Peacemaker130xDark.png Peacemaker when enemy is in line of sight. Fires for up to 10 seconds. Cooldown of 45 seconds, which begins upon starting Peacemaker, not upon ending it.
MirageIcon272.png Mirage
  • Does not cast HallOfMirrors130xDark.png Hall Of Mirrors.
  • Casts SleightOfHand130xDark.png Sleight Of Hand when enemy is within 15m. Cooldown of 20 seconds.
  • Casts Eclipse130xDark.png Eclipse when enemy is within 20m. Cooldown of 40 seconds.
  • Casts Prism130xDark.png Prism when enemy is within 30m. Maintains for up to 10 seconds. Cooldown of 70 seconds, starting when Prism's effect ends.
NekrosIcon272.png Nekros
NezhaIcon272.png Nezha
  • Does not cast FireWalker130xDark.png Fire Walker.
  • Casts BlazingChakram130xDark.png Blazing Chakram when enemy is within 20m. Cooldown of 20 seconds.
  • Casts WardingHalo130xDark.png Warding Halo when taking any damage. Cooldown of 70 seconds, starting when Warding Halo's health runs out.
  • Casts DivineSpears130xDark.png Divine Spears when enemy is within 10m. Cancels ability immediately. Cooldown of 30 seconds.
NidusIcon272.png Nidus
  • Casts Virulence130xDark.png Virulence when enemy is within 15m. Cooldown of 12 seconds.
  • Does not cast Larva130xDark.png Larva.
  • Casts ParasiticLink130xDark.png Parasitic Link when 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.png Ravenous when enemy is within 15m. Seems to heal for 23 when casted without link, and 30 with. Cooldown of 50 seconds.
NovaIcon272.png Nova
  • Casts NullStar130xDark.png Null Star when enemy is in line of sight. Cooldown of 30 seconds, starting when Null Star's particles have all been expended.
  • Casts AntimatterDrop130xDark.png Antimatter Drop when enemy is in line of sight and more than 15m away. Cooldown of 25 seconds.
  • Does not cast WormHole130xDark.png Worm Hole.
  • Casts MolecularPrime130xDark.png Molecular Prime when enemy is in line of sight. Cooldown of ?? seconds.
NyxIcon272.png Nyx
  • Casts MindControl130xDark.png Mind Control when damaged by enemy within 20m. Cooldown of 30 seconds, starting when Mind Control's effect ends.
  • Casts PsychicBolts130xDark.png Psychic Bolts when enemy is in line of sight. Cooldown of 6 seconds.
  • Casts Chaos130xDark.png Chaos when 5+ enemies are within 15m. Cooldown of 50 seconds.
  • Casts Absorb130xDark.png Absorb when under 80% health and an enemy is within 5m. Lasts 5 seconds. Cooldown of 75 seconds.
OberonIcon272.png Oberon
  • Casts Smite130xDark.png Smite when enemy is within 20m. Cooldown of 30 seconds.
  • Casts HallowedGround130xDark.png Hallowed Ground when enemy is in line of sight. Cooldown of 30 seconds.
  • Casts Renewal130xDark.png Renewal when player health is 80% or lower. Lasts for 140 seconds. Cooldown of 40 seconds, starting when Renewal's effect ends.
  • Casts Reckoning130xDark.png Reckoning when enemy is within 10m. Cooldown of 55 seconds.
OctaviaIcon272.png Octavia
  • Inspiration passive activates whenever the Specter casts an ability.
  • Casts Mallet130xDark.png Mallet when enemy is within 10m. Cooldown of 15 seconds.
  • Casts Resonator130xDark.png Resonator when enemy is within 10m. Cooldown of 16.5 seconds.
  • Casts Amp130xDark.png Metronome off cooldown. Cooldown of 20 seconds.
  • Casts Metronome130xDark.png Amp when enemy is within 20m. Cooldown of 40 seconds.
ProteaIcon272.png Protea
  • The Specter possesses a passive but does not use it intelligently.
  • Casts GrenadeFan130xDark.png Grenade Fan with Shrapnel Vortex, using Shield Satellites either extremely rarely or not at all.
  • Casts BlazeArtillery130xDark.png Blaze Artillery semi-intelligently, aiming it at groups of enemies.
  • Casts Dispensary130xDark.png Dispensary, apparently at a set interval.
  • Appears to cast TemporalAnchor130xDark.png Temporal Anchor sporadically once the specter's health is brought below 66%. Duration appears to last between 6 seconds and 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.png Revenant
  • Does not cast Enthrall130xDark.png Enthrall.
  • Does not cast MesmerSkin130xDark.png Mesmer Skin.
  • Does not cast Reave130xDark.png Reave.
  • Casts DanseMacabre130xDark.png Danse 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.png Rhino
  • Casts RhinoCharge130xDark.png Rhino Charge when enemy is 5-20m away. Cooldown of 15 seconds.
  • Casts IronSkin130xDark.png Iron Skin when enemy is in line of sight. Cooldown of 20 seconds, starting when Iron Skin's effect ends.
  • Could not trigger Roar130xDark.png Roar in testing, though claims of usage exist.
  • Casts RhinoStomp130xDark.png Rhino Stomp when enemy is within 15m. Cooldown of 70 seconds.
SarynIcon272.png Saryn
  • Specter's AI will lock up when staying in the same location as its Molt, making the Hold Position command highly detrimental.
  • Casts Spores130xDark.png Spores when enemy is within 50m. Cooldown of 25 seconds.
  • Casts Molt130xDark.png Molt when enemy is in line of sight. Cooldown of 6 seconds.
  • Casts ToxicLash130xDark.png Toxic Lash when enemy is in line of sight. Cooldown of 40 seconds.
  • Casts Miasma130xDark.png Miasma when 2+ enemies are within 5m. Cooldown of 1 minute.
TitaniaIcon272.png Titania
  • Casts Spellbind130xDark.png Spellbind when enemy is within 25m. Cooldown of 20 seconds.
  • Casts Tribute130xDark.png Tribute when enemy is within 20m. Cooldown of 40 seconds.
  • Casts Lantern130xDark.png Lantern when enemy is within 15m. Cooldown of 30 seconds.
  • Does not cast Razorwing130xDark.png Razorwing.
TrinityIcon272.png Trinity
  • Casts WellOfLife130xDark.png Well Of Life when player shields are depleted, even if no enemy is present. Cooldown of 45 seconds.
  • Casts EnergyVampire130xDark.png Energy Vampire when enemy is in line of sight. Cooldown of 40 seconds.
  • Casts Link130xDark.png Link when enemy is within 20m. Cooldown of 35 seconds.
  • Casts Blessing130xDark.png Blessing when player health is below 70%. Cooldown of 1 minute.
ValkyrIcon272.png Valkyr
  • Casts RipLine130xDark.png Rip Line when enemy is 6-15m away. Cooldown of 15 seconds.
  • Casts Warcry130xDark.png Warcry when enemy is within 10m. Cooldown of 30 seconds.
  • Casts Paralysis130xDark.png Paralysis when enemy is within 10m. Cooldown of 25 seconds.
  • Does not cast Hysteria130xDark.png Hysteria.
VaubanIcon272.png Vauban
  • Casts TeslaNervos130xDark.png Tesla Nervos when enemy is in line of sight. Cooldown of 20 seconds.
  • Casts Minelayer130xDark.png Minelayer (any variation, random) when enemy is within 25m. Overdriver affects Warframe or Specter closest to the impact point at time of casting. Cooldown of 30 seconds.
  • Casts PhotonStrike130xDark.png Photon Strike when enemy is in line of sight, even if blast will not reach the enemy. Cooldown of 10 seconds.
  • Casts Bastille130xDark.png Bastille when enemy is within 10m. Cooldown of 30 seconds.
VoltIcon272.png Volt
  • Casts Shock130xDark.png Shock when enemy is in line of sight. Cooldown of 10 seconds.
  • Casts Speed130xDark.png Speed off cooldown. Cooldown of 30 seconds.
  • Casts ElectricShield130xDark.png Electric Shield when enemy is in line of sight. Cooldown of 25 seconds.
  • Casts Discharge130xDark.png Discharge when enemy is within 10m. Cooldown of 85 seconds.
WispIcon272.png Wisp
  • Casts Reservoirs130xDark.png Reservoirs when enemy is within 40m. Reservoir type is random. Cooldown of 20 seconds.
  • Casts WilOWisp130xDark.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 BreachSurge130xDark.png Breach Surge when 2+ enemies are within 30m. Cooldown of 45 seconds.
  • Casts SolGate130xDark.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.
WukongIcon272.png Wukong
XakuIcon272.png Xaku
ZephyrIcon272.png Zephyr
  • Casts TailWind130xDark.png Tail Wind when enemy is within 5m. Cooldown of 20 seconds.
  • Casts Airburst130xDark.png Airburst when enemy is within 10m. Cooldown of 20 seconds.
  • Casts Turbulence130xDark.png Turbulence when Specter takes damage. Cooldown of 50 seconds.
  • Casts Tornado130xDark.png Tornado 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.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.

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.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 CrpFreezeRayRifle.png Glaxion, ChainLightningGunEdit.png Amprex, InfestedLongGunTwo.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 ChainLightningGunEdit.png Amprex will quite often trigger Electricity b.png Electricity procs, which helps with crowd control in close quarters.

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.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 DEPenta.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 GrnGrenadeLauncher.png Tonkor due to better aiming and sustainability.
  • CorpusEnergyRifle.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[edit | edit source]

  • Tenno Specters are affected by the Mod TT 20px.pngRejuvenation Aura and TrinityIcon272.png Trinity's Blessing130xDark.png Blessing, and by OberonIcon272.png Oberon's Renewal130xDark.png Renewal, however cannot pick up Health Orbs.
  • Ancient Healers under MindControl130xDark.png Mind 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.

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]

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.
Community content is available under CC-BY-SA unless otherwise noted.