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(Hildryn specters do stuff now!)
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|no-category =f
 
|no-category =f
 
}}
 
}}
 
 
:''For the Specters in [[Junctions]], see [[Specter (Enemy)]].''
 
:''For the Specters in [[Junctions]], see [[Specter (Enemy)]].''
   
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Specters can be crafted in the [[Foundry]] (under Gear section) and once crafting is finished they must be equipped from ''Gear'' in [[Arsenal]].
 
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.
+
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.
 
Up to four different loadouts can be saved, one for each Blueprint grade; Vapor, Phase, Force, and Cosmic, from lowest to highest grade.
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|1
 
|1
 
|None
 
|None
|Vapor Specter BP
+
|★<br />Vapor Specter BP
|Phase Specter BP
+
|★★<br />Phase Specter BP
|Force Specter BP
+
|★★★<br />Force Specter BP
 
|-
 
|-
 
|2
 
|2
|Vapor Specter BP
+
|★<br />Vapor Specter BP
|Phase Specter BP
+
|★★<br />Phase Specter BP
|Force Specter BP
+
|★★★<br />Force Specter BP
|Cosmic Specter BP
+
|★★★★<br />Cosmic Specter BP
 
|-
 
|-
 
|3
 
|3
|Phase Specter BP
+
|★★<br />Phase Specter BP
|Force Specter BP
+
|★★★<br />Force Specter BP
|Cosmic Specter BP
+
|★★★★<br />Cosmic Specter BP
|Cosmic Specter BP
+
|★★★★<br />Cosmic Specter BP
 
|}
 
|}
  +
<br />
   
 
<tabber>Vapor=
 
<tabber>Vapor=
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|build2=Ferrite
 
|build2=Ferrite
 
|build2amount=5,000
 
|build2amount=5,000
|blueprintmission=[[Rescue]]
 
|blueprintmissionps4=[[Rescue]]
 
|blueprintmissionxb1=[[Rescue]]
 
 
|buildtime=8
 
|buildtime=8
 
|buildrush=20
 
|buildrush=20
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|build4=Alloy Plate
 
|build4=Alloy Plate
 
|build4amount=1,000
 
|build4amount=1,000
|blueprintmission=[[Rescue]]
 
|blueprintmissionps4=[[Rescue]]
 
|blueprintmissionxb1=[[Rescue]]
 
 
|buildtime=8
 
|buildtime=8
 
|buildrush=20
 
|buildrush=20
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|build4=Circuits
 
|build4=Circuits
 
|build4amount=1000
 
|build4amount=1000
|blueprintmission=[[Rescue]]
 
|blueprintmissionps4=[[Rescue]]
 
|blueprintmissionxb1=[[Rescue]]
 
 
|buildtime=8
 
|buildtime=8
 
|buildrush=20
 
|buildrush=20
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|build4=Gallium
 
|build4=Gallium
 
|build4amount=1
 
|build4amount=1
|blueprintmission=[[Rescue]]
 
|blueprintmissionps4=[[Rescue]]
 
|blueprintmissionxb1=[[Rescue]]
 
 
|buildtime=8
 
|buildtime=8
 
|buildrush=20
 
|buildrush=20
Line 161: Line 151:
 
}}
 
}}
 
</tabber>
 
</tabber>
 
   
 
==Behavior==
 
==Behavior==
 
===Warframe===
 
===Warframe===
Tenno Specters don't rely on Energy, instead utilizing a short cooldown system for their abilities. As their health, armor and shield scales with the mission level, their [[Health#Effective Health|Effective Health]] will generally scale far past the player's 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 [[Health#Effective Health|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 have their own specific AIs tailored to assist the player Tenno in their endeavor. Abilities used by Specters have different values from their regular versions.
+
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 [[User_blog:Toolbox_Motley/Tenno_Specter_AI_Behavior_compilation|here]].
  +
  +
{| class="wikitable"
  +
! Warframe
  +
! Ability Casting Behavior
  +
|-
  +
| {{WF|Ash}}
  +
|
  +
*Casts {{A|Shuriken}} when enemy is in line of sight. Cooldown of 15 seconds.
  +
*Casts {{A|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 {{A|Teleport}} when enemy is more than 10m away. Cooldown of 10 seconds.
  +
*Casts {{A|Blade Storm}} when 5+ enemies are in line of sight. Does not necessarily tag all 5+ enemies with the power. Cooldown of 55 seconds.
  +
|-
  +
| {{WF|Atlas}}
  +
|
  +
*Casts first punch of {{A|Landslide}} when enemy is within 12m. Cooldown of 25 seconds.
  +
*Does not cast {{A|Tectonics}}.
  +
*Casts {{A|Petrify}} when enemy is within 5m. Cooldown of 80 seconds.
  +
*Casts {{A|Rumblers}} when enemy is within 30m. Rumblers last 20 seconds. Cooldown of 80 seconds.
  +
|-
  +
| {{WF|Banshee}}
  +
|
  +
*Casts {{A|Sonic Boom}} when enemy is within 5m. Cooldown of 13 seconds.
  +
*Casts {{A|Sonar}} when enemy is in line of sight. Cooldown of 15 seconds.
  +
*Does not cast {{A|Silence}}.
  +
*Casts {{A|Sound Quake}} when enemy is within 10m. Maintains for up to 5 seconds. Cooldown of 15 seconds.
  +
|-
  +
| {{WF|Baruuk}}
  +
|
  +
*Casts {{A|Elude}} when enemy is in line of sight. Lasts up to 85 seconds. Cooldown of 50 seconds, starting when Elude's effect ends.
  +
*Casts {{A|Lull}} when enemy is within 30m. Cooldown of 30 seconds, often waits up to 20 seconds after cooldown to cast.
  +
*Casts {{A|Desolate Hands}} when 3+ enemies are within 25m. Cooldown of 1 minute.
  +
*Casts {{A|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.
  +
|-
  +
| {{WF|Chroma}}<br />({{Icon|Proc|Heat|Text}} element)
  +
|
  +
*Does not cast {{A|Spectral Scream}}.
  +
*Casts {{A|Elemental Ward}} when enemies are within 15m. Cooldown of 55 seconds.
  +
*Casts {{A|Vex Armor}} when enemies are within 15m. Cooldown of 30 seconds.
  +
*Casts {{A|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.
  +
|-
  +
| {{WF|Ember}}
  +
|
  +
*Casts {{A|Fireball}} when enemy is in line of sight. Cooldown of 20 seconds.
  +
*Casts {{A|Immolation}} off cooldown. Effect lasts 50 seconds. Cooldown of 10 seconds, starting Immolation's effect ends.
  +
*Casts {{A|Fire Blast}} when enemy is within 15m. Cooldown of 40 seconds.
  +
*Casts {{A|Inferno}} off cooldown, but seems to have no effect. Cooldown of 1 minute.
  +
|-
  +
| {{WF|Equinox}}
  +
|
  +
*Casts {{A|Metamorphosis}} off cooldown. Cooldown of 35 seconds.
  +
*Casts {{A|Rest & Rage}} when enemy is within 20m. Cooldown of 25 seconds.
  +
*Casts {{A|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 {{A|Mend & Maim}} when enemy is in line of sight. Cooldown of 33 seconds.
  +
|-
  +
| {{WF|Excalibur}}/<br />{{WF|Excalibur Umbra}}
  +
|
  +
*Casts {{A|Slash Dash}} when enemy is within 15m. Cooldown of 20 seconds.
  +
*Casts {{A|Radial Blind}}/{{A|Radial Howl}} when enemy is within 15m. Cooldown of 1 minute.
  +
*Casts {{A|Radial Javelin}} when enemy is within 10m. Cooldown of 1 minute.
  +
*Does not cast {{A|Exalted Blade}}.
  +
|-
  +
| {{WF|Frost}}
  +
|
  +
*Casts {{A|Freeze}} when enemy is in line of sight. Cooldown of 12 seconds.
  +
*Casts {{A|Ice Wave}} when enemy is within 10m. Cooldown of 25 seconds.
  +
*Casts {{A|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 {{A|Avalanche}} when enemy is within 10m. Cooldown of 70 seconds.
  +
|-
  +
| {{WF|Gara}}
  +
|
  +
*Casts {{A|Shattered Lash}} (arc version only) when enemy is within 5m. Cooldown of 12 seconds.
  +
*Does not cast {{A|Splinter Storm}}.
  +
*Casts {{A|Spectrorage}} when enemy is in line of sight. Cooldown of 70 seconds.
  +
*Casts {{A|Mass Vitrify}} when enemy is within 7m. Cooldown of 70 seconds.
  +
|-
  +
| {{WF|Garuda}}
  +
|
  +
*Does not cast {{A|Dread Mirror}}.
  +
*Does not cast {{A|Blood Altar}}.
  +
*Casts {{A|Bloodletting}} when above 90% health. Cooldown of 30 seconds.
  +
*Casts {{A|Seeking Talons}} when 4+ enemies are in line of sight. Cooldown of 40 seconds.
  +
|-
  +
| {{WF|Gauss}}
  +
|
  +
*Casts {{A|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 {{A|Kinetic Plating}} when enemy is within 15m. Cooldown of 45 seconds.
  +
*Casts {{A|Thermal Sunder}} when enemy is in line of sight. Cooldown of 28 seconds.
  +
*Casts {{A|Redline}} when enemy is in line of sight. Cooldown of 1 minute.
  +
|-
  +
| {{WF|Grendel}}
  +
|
  +
*Casts {{A|Feast}} when enemy is within 10m. Cooldown of 40 seconds.
  +
*Casts {{A|Nourish}} when holding an enemy. Cooldown of 30 seconds.
  +
*Casts {{A|Regurgitate}} when holding an enemy, and another enemy is within 10m. Cooldown of 5 seconds.
  +
*Casts {{A|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.
  +
|-
  +
| {{WF|Harrow}}
  +
|
  +
*Casts {{A|Condemn}} when enemies are within 20m. 15 second cooldown.
  +
*Casts {{A|Penance}} when enemies are in line of sight. 25 second cooldown.
  +
*Casts {{A|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 {{A|Covenant}} when enemies are in line of sight. 50 second cooldown.
  +
|-
  +
| {{WF|Hildryn}}
  +
|
  +
*Casts {{A|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 {{A|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 {{A|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 {{A|Aegis Storm}}.
  +
|-
  +
| {{WF|Hydroid}}
  +
|
  +
*Casts {{A|Tempest Barrage}} when enemy is in line of sight. Cooldown of 22 seconds.
  +
*Casts {{A|Tidal Surge}} when enemy is within 20m. Cooldown of 25 seconds.
  +
*Does not cast {{A|Undertow}}.
  +
*Casts {{A|Tentacle Swarm}} when enemy is in line of sight. Cooldown of 70 seconds.
  +
|-
  +
| {{WF|Inaros}}
  +
|
  +
*Specter corpses do not despawn. Likely tied to Inaros' passive ability.
  +
*Casts {{A|Desiccation}} when enemy is within 5m. Cooldown of 20 seconds.
  +
*Casts {{A|Devour}} when enemy is within 20m. Cooldown of 30 seconds.
  +
*Casts {{A|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 {{A|Scarab Swarm}}.
  +
|-
  +
| {{WF|Ivara}}
  +
|
  +
*Could not trigger {{A|Quiver}} in testing, though claims of Sleep Arrow usage exist.
  +
*Does not cast {{A|Navigator}}.
  +
*Casts {{A|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 {{A|Artemis Bow}} when enemy is within 25m. Maintains for up to 25 seconds. Cooldown of 13 seconds, starting when Artemis Bow's effect ends.
  +
|-
  +
| {{WF|Khora}}
  +
|
  +
*Does not cast {{A|Whipclaw}}.
  +
*Does not cast {{A|Ensnare}}.
  +
*Specter {{A|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 {{A|Strangledome}} off cooldown. However, only the Strangledome assembly animation is played, with no actual effect. Cooldown of 10 seconds.
  +
|-
  +
| {{WF|Limbo}}
  +
|
  +
*Casts {{A|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.
  +
|-
  +
| {{WF|Loki}}
  +
|
  +
*Casts {{A|Decoy}} when enemy is in line of sight. Lasts 25 seconds, or until death. Cooldown of 10 seconds, starting when Decoy is cast.
  +
*Casts {{A|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 {{A|Switch Teleport}}.
  +
*Casts {{A|Radial Disarm}} when enemy is within 10m. Cooldown of 70 seconds.
  +
|-
  +
| {{WF|Mag}}
  +
|
  +
*Casts {{A|Pull}} when enemy is 10-15m away. Cooldown of 20 seconds.
  +
*Casts {{A|Magnetize}} when enemy is in line of sight. Cooldown of 30 seconds.
  +
*Casts {{A|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 {{A|Crush}} when enemy is within 10m. Cooldown of 30 seconds.
  +
|-
  +
| {{WF|Mesa}}
  +
|
  +
*Casts {{A|Ballistic Battery}} when enemy is in line of sight. Cooldown of 45 seconds.
  +
*Casts {{A|Shooting Gallery}} when enemy is within 10m. Cooldown of 90 seconds.
  +
*Does not cast {{A|Shatter Shield}}.
  +
*Casts {{A|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.
  +
|-
  +
| {{WF|Mirage}}
  +
|
  +
*Does not cast {{A|Hall Of Mirrors}}.
  +
*Casts {{A|Sleight Of Hand}} when enemy is within 15m. Cooldown of 20 seconds.
  +
*Casts {{A|Eclipse}} when enemy is within 20m. Cooldown of 40 seconds.
  +
*Casts {{A|Prism}} when enemy is within 30m. Maintains for up to 10 seconds. Cooldown of 70 seconds, starting when Prism's effect ends.
  +
|-
  +
| {{WF|Nekros}}
  +
|
  +
*Casts {{A|Soul Punch}} when enemy is within 20m. Cooldown of 12 seconds.
  +
*Casts {{A|Terrify}} when 5+ enemies are within 30m. Cooldown of 1 minute.
  +
*Does not cast {{A|Desecrate}}.
  +
*Does not cast {{A|Shadows Of The Dead}}.
  +
|-
  +
| {{WF|Nezha}}
  +
|
  +
*Does not cast {{A|Fire Walker}}.
  +
*Casts {{A|Blazing Chakram}} when enemy is within 20m. Cooldown of 20 seconds.
  +
*Casts {{A|Warding Halo}} when taking any damage. Cooldown of 70 seconds, starting when Warding Halo's health runs out.
  +
*Casts {{A|Divine Spears}} when enemy is within 10m. Cancels ability immediately. Cooldown of 30 seconds.
  +
|-
  +
| {{WF|Nidus}}
  +
|
  +
*Casts {{A|Virulence}} when enemy is within 15m. Cooldown of 12 seconds.
  +
*Does not cast {{A|Larva}}.
  +
*Casts {{A|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 {{A|Ravenous}} when enemy is within 15m. Seems to heal for 23 when casted without link, and 30 with. Cooldown of 50 seconds.
  +
|-
  +
| {{WF|Nova}}
  +
|
  +
*Casts {{A|Null Star}} when enemy is in line of sight. Cooldown of 30 seconds, starting when Null Star's particles have all been expended.
  +
*Casts {{A|Antimatter Drop}} when enemy is in line of sight and more than 15m away. Cooldown of 25 seconds.
  +
*Does not cast {{A|Worm Hole}}.
  +
*Could not trigger {{A|Molecular Prime}} in testing, though claims of usage exist.
  +
|-
  +
| {{WF|Nyx}}
  +
|
  +
*Casts {{A|Mind Control}} when damaged by enemy within 20m. Cooldown of 30 seconds, starting when Mind Control's effect ends.
  +
*Casts {{A|Psychic Bolts}} when enemy is in line of sight. Cooldown of 6 seconds.
  +
*Casts {{A|Chaos}} when 5+ enemies are within 15m. Cooldown of 50 seconds.
  +
*Casts {{A|Absorb}} when under 80% health and an enemy is within 5m. Lasts 5 seconds. Cooldown of 75 seconds.
  +
|-
  +
| {{WF|Oberon}}
  +
|
  +
*Casts {{A|Smite}} when enemy is within 20m. Cooldown of 30 seconds.
  +
*Casts {{A|Hallowed Ground}} when enemy is in light of sight. Cooldown of 30 seconds.
  +
*Casts {{A|Renewal}} when player health is 80% or lower. Lasts for 140 seconds. Cooldown of 40 seconds, starting when Renewal's effect ends.
  +
*Casts {{A|Reckoning}} when enemy is within 10m. Cooldown of 55 seconds.
  +
|-
  +
| {{WF|Octavia}}
  +
|
  +
*Inspiration passive activates whenever the Specter casts an ability.
  +
*Casts {{A|Mallet}} when enemy is within 10m. Cooldown of 15 seconds.
  +
*Casts {{A|Resonator}} when enemy is within 10m. Cooldown of 16.5 seconds.
  +
*Casts {{A|Metronome}} off cooldown. Cooldown of 20 seconds.
  +
*Casts {{A|Amp}} when enemy is within 20m. Cooldown of 40 seconds.
  +
|-
  +
| {{WF|Protea}}
  +
|
  +
*The Specter possesses a passive but does not use it intelligently.
  +
*Casts {{A|Grenade Fan}} with Shrapnel Vortex, using Shield Satellites either extremely rarely or not at all.
  +
*Casts {{A|Blaze Artillery}} semi-intelligently, aiming it at groups of enemies.
  +
*Casts {{A|Dispensary}}, apparently at a set interval.
  +
*Appears to cast {{A|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.
  +
|-
  +
| {{WF|Revenant}}
  +
|
  +
*Does not cast {{A|Enthrall}}.
  +
*Does not cast {{A|Mesmer Skin}}.
  +
*Does not cast {{A|Reave}}.
  +
*Casts {{A|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.
  +
|-
  +
| {{WF|Rhino}}
  +
|
  +
*Casts {{A|Rhino Charge}} when enemy is 5-20m away. Cooldown of 15 seconds.
  +
*Casts {{A|Iron Skin}} when enemy is in line of sight. Cooldown of 20 seconds, starting when Iron Skin's effect ends.
  +
*Could not trigger {{A|Roar}} in testing, though claims of usage exist.
  +
*Casts {{A|Rhino Stomp}} when enemy is within 15m. Cooldown of 70 seconds.
  +
|-
  +
| {{WF|Saryn}}
  +
|
  +
*Specter's AI will lock up when staying in the same location as its Molt, making the Hold Position command highly detrimental.
  +
*Casts {{A|Spores}} when enemy is within 50m. Cooldown of 25 seconds.
  +
*Casts {{A|Molt}} when enemy is in line of sight. Cooldown of 6 seconds.
  +
*Casts {{A|Toxic Lash}} when enemy is in line of sight. Cooldown of 40 seconds.
  +
*Casts {{A|Miasma}} when 2+ enemies are within 5m. Cooldown of 1 minute.
  +
|-
  +
| {{WF|Titania}}
  +
|
  +
*Casts {{A|Spellbind}} when enemy is within 25m. Cooldown of 20 seconds.
  +
*Casts {{A|Tribute}} when enemy is within 20m. Cooldown of 40 seconds.
  +
*Casts {{A|Lantern}} when enemy is within 15m. Cooldown of 30 seconds.
  +
*Does not cast {{A|Razorwing}}.
  +
|-
  +
| {{WF|Trinity}}
  +
|
  +
*Casts {{A|Well Of Life}} when player shields are depleted, even if no enemy is present. Cooldown of 45 seconds.
  +
*Casts {{A|Energy Vampire}} when enemy is in line of sight. Cooldown of 40 seconds.
  +
*Casts {{A|Link}} when enemy is within 20m. Cooldown of 35 seconds.
  +
*Casts {{A|Blessing}} when player health is below 70%. Cooldown of 1 minute.
  +
|-
  +
| {{WF|Valkyr}}
  +
|
  +
*Casts {{A|Rip Line}} when enemy is 6-15m away. Cooldown of 15 seconds.
  +
*Casts {{A|Warcry}} when enemy is within 10m. Cooldown of 30 seconds.
  +
*Casts {{A|Paralysis}} when enemy is within 10m. Cooldown of 25 seconds.
  +
*Does not cast {{A|Hysteria}}.
  +
|-
  +
| {{WF|Vauban}}
  +
|
  +
*Casts {{A|Tesla Nervos}} when enemy is in line of sight. Cooldown of 20 seconds.
  +
*Casts {{A|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 {{A|Photon Strike}} when enemy is in line of sight, even if blast will not reach the enemy. Cooldown of 10 seconds.
  +
*Casts {{A|Bastille}} when enemy is within 10m. Cooldown of 30 seconds.
  +
|-
  +
| {{WF|Volt}}
  +
|
  +
*Casts {{A|Shock}} when enemy is in line of sight. Cooldown of 10 seconds.
  +
*Casts {{A|Speed}} off cooldown. Cooldown of 30 seconds.
  +
*Casts {{A|Electric Shield}} when enemy is in line of sight. Cooldown of 25 seconds.
  +
*Casts {{A|Discharge}} when enemy is within 10m. Cooldown of 85 seconds.
  +
|-
  +
| {{WF|Wisp}}
  +
|
  +
*Casts {{A|Reservoirs}} when enemy is within 40m. Reservoir type is random. Cooldown of 20 seconds.
  +
*Casts {{A|Wil-O-Wisp}} when enemy is within 30m. Teleports to decoy immediately. Cooldown of 12 seconds.
  +
*Casts {{A|Breach Surge}} when 2+ enemies are within 30m. Cooldown of 45 seconds.
  +
*Casts {{A|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.
  +
|-
  +
| {{WF|Wukong}}
  +
|
  +
*Does not cast {{A|Celestial Twin}}.
  +
*Does not cast {{A|Cloud Walker}}.
  +
*Casts {{A|Defy}} off cooldown. Cooldown of 13 seconds.
  +
*Does not cast {{A|Primal Fury}}.
  +
|-
  +
| {{WF|Zephyr}}
  +
|
  +
*Casts {{A|Tail Wind}} when enemy is within 5m. Cooldown of 20 seconds.
  +
*Casts {{A|Airburst}} when enemy is within 10m. Cooldown of 20 seconds.
  +
*Casts {{A|Turbulence}} when Specter takes damage. Cooldown of 50 seconds.
  +
*Casts {{A|Tornado}} when enemy is within 10m. Cooldown of 70 seconds.
  +
|}
   
<!--{{CustomCollapsible|List of Specter AIs|specterframes||}}-->
+
<!--{{CustomCollapsible|List of Specter AIs|specterframes||}}
 
*{{WF|Ash}} - Uses {{A|Shuriken}} and {{A|Smoke Screen}} at regular intervals. Casts {{A|Teleport}} and {{A|Blade Storm}} rarely. {{A|Blade Storm}} targeting is rather inconsistent.
 
*{{WF|Ash}} - Uses {{A|Shuriken}} and {{A|Smoke Screen}} at regular intervals. Casts {{A|Teleport}} and {{A|Blade Storm}} rarely. {{A|Blade Storm}} targeting is rather inconsistent.
 
*{{WF|Atlas}} - Skips to the ragdolling punch of {{A|Landslide}} and then casts {{A|Rumblers}}. (Appears to be unranked.) Will not cast {{A|Tectonics}} or {{A|Petrify}}.
 
*{{WF|Atlas}} - Skips to the ragdolling punch of {{A|Landslide}} and then casts {{A|Rumblers}}. (Appears to be unranked.) Will not cast {{A|Tectonics}} or {{A|Petrify}}.
 
*{{WF|Banshee}} - Casts {{A|Sonic Boom}}, {{A|Silence}}, {{A|Sonar}}, and {{A|Sound Quake}} at regular intervals, with Sonic Boom being the most frequent. Appears to cast Sound Quake for around 10 seconds.
 
*{{WF|Banshee}} - Casts {{A|Sonic Boom}}, {{A|Silence}}, {{A|Sonar}}, and {{A|Sound Quake}} at regular intervals, with Sonic Boom being the most frequent. Appears to cast Sound Quake for around 10 seconds.
  +
*{{WF|Baruuk}} - Casts {{A|Elude}}, {{A|Lull}}, {{A|Desolate Hands}} and {{A|Serene Storm}} at regular intervals. Will cast Lull even when no enemies are in range. Serene Storm appears to have infinite duration, but the specter will only attack with it when within standard melee distance.
*{{WF|Baruuk}} - Does '''not''' appear to cast any abilities.
 
 
*{{WF|Chroma}} - Casts {{A|Elemental Ward}}, {{A|Vex Armor}}, and {{A|Effigy}}. Does not cast {{A|Spectral Scream}}. Effigy appears to be uncast as soon as it is out of range of enemies.
 
*{{WF|Chroma}} - Casts {{A|Elemental Ward}}, {{A|Vex Armor}}, and {{A|Effigy}}. Does not cast {{A|Spectral Scream}}. Effigy appears to be uncast as soon as it is out of range of enemies.
*{{WF|Ember}} - Casts {{A|Fireball}}, {{A|Accelerant}}, {{A|Fire Blast}} and [[World On Fire|World on Fire]] at regular intervals, appears to have World on Fire active most of the time.
+
*{{WF|Ember}} - Casts {{A|Fireball}}, {{A|Immolation}}, {{A|Fire Blast}} and {{A|Inferno}} at regular intervals. Will turn off Immolation once it reaches full charge.
 
*{{WF|Equinox}} - Casts {{A|Metamorphosis}} on spawn to switch to Day Form and recasts it after using two or three other abilities. Is capable of casting any of her three remaining abilities. (It should be noted that Equinox specters created by {{M|Duality}} will NOT use abilities)
 
*{{WF|Equinox}} - Casts {{A|Metamorphosis}} on spawn to switch to Day Form and recasts it after using two or three other abilities. Is capable of casting any of her three remaining abilities. (It should be noted that Equinox specters created by {{M|Duality}} will NOT use abilities)
 
*{{WF|Excalibur}} - Casts {{A|Slash Dash}}, {{A|Radial Blind}}, and {{A|Radial Javelin}}. Slash Dash will NOT jump between enemies. Will cast Radial Blind and Radial Javelin randomly (sometimes with no enemies in range).
 
*{{WF|Excalibur}} - Casts {{A|Slash Dash}}, {{A|Radial Blind}}, and {{A|Radial Javelin}}. Slash Dash will NOT jump between enemies. Will cast Radial Blind and Radial Javelin randomly (sometimes with no enemies in range).
*{{WF|Frost}} - Casts {{A|Freeze}}, {{A|Ice Wave}}, and {{A|Avalanche}}. Will cast {{A|Snow Globe}} when the specter's shields are depleted or at low health, but only if it doesn't have another globe active. The specter may pop Snow Globe with Freeze, but won't do so intentionally.
+
*{{WF|Frost}} - Casts {{A|Freeze}}, {{A|Ice Wave}}, and {{A|Avalanche}}. Will cast {{A|Snow Globe}} when the specter's shields are depleted, but only if there are no other Snow Globes active (whether from previous use or from a player). The specter may pop Snow Globe with Freeze but won't do so intentionally.
 
*{{WF|Gara}} - Casts {{A|Shattered Lash}} (Sweeping only), {{A|Spectrorage}} and {{A|Mass Vitrify}}. Does not appear to cast {{A|Splinter Storm}}. Passive operates as normal. Is capable of shattering Mass Vitrify with Shattered Lash.
 
*{{WF|Gara}} - Casts {{A|Shattered Lash}} (Sweeping only), {{A|Spectrorage}} and {{A|Mass Vitrify}}. Does not appear to cast {{A|Splinter Storm}}. Passive operates as normal. Is capable of shattering Mass Vitrify with Shattered Lash.
*{{WF|Garuda}} - Does '''not''' appear to cast any abilities.
+
*{{WF|Garuda}} - Casts {{A|Bloodletting}}, and {{A|Seeking Talons}}. Will always cast Bloodletting when at full health.
  +
*{{WF|Gauss}}- Casts {{A|Mach Rush}}, {{A|Thermal Sunder}} and {{A|Redline}} at regular intervals. Behaves erratically when using Mach Rush. Always casts the Heat variant of Thermal Sunder.
*{{WF|Harrow}} - Casts {{A|Condemn}}, {{A|Penance}}, and {{A|Covenant}}. Casts {{A|Condemn}} the most but will periodically cast {{A|Penance}} as well. Only the specter receives the buff from Penance. {{A|Covenant}} invulnerability duration is around 6 seconds and retaliation buff is around 12 seconds provided to both the specter and the player. Retaliation buff does scale with damage taken with a base buff of around 5%.
 
  +
*{{WF|Grendel}} - Does not cast any abilities.
*{{WF|Hildryn}} - Primarily uses [[Balefire]] and occasionally casts [[Pillage]] and [[Haven]]. Will '''not''' cast [[Aegis Storm]] and active abilties still drain shields.
 
  +
*{{WF|Harrow}} - Casts {{A|Condemn}}, {{A|Penance}}, and {{A|Covenant}}. Casts {{A|Condemn}} the most but will periodically cast {{A|Penance}} as well. Only the specter receives the buff from Penance, but still heals allies. Ally Shield Ospreys will always try to follow Harrow, as he is constantly deprived of shields. {{A|Covenant}} invulnerability duration is around 6 seconds and the retaliation buff is around 12 seconds provided to both the specter and the player. Retaliation buff does scale with damage taken with a base buff of around 5%.
  +
*{{WF|Hildryn}} - Primarily uses {{A|Balefire}} and occasionally casts {{A|Pillage}} and {{A|Haven}}, with Pillage being cast the least. Will '''not''' cast {{A|Aegis Storm}} and active abilities still drain shields. Balefire will remain cast until the specter runs out of shields, and the specter will not be able to use equipped weapons while it is active.
 
*{{WF|Hydroid}} - Casts {{A|Tempest Barrage}}, {{A|Tidal Surge}} and {{A|Tentacle Swarm}}. Will never cast {{A|Undertow}}. Will continue casting {{A|Tidal Surge}} when told to hold position but will move back to the designated position afterwards before resuming other actions.
 
*{{WF|Hydroid}} - Casts {{A|Tempest Barrage}}, {{A|Tidal Surge}} and {{A|Tentacle Swarm}}. Will never cast {{A|Undertow}}. Will continue casting {{A|Tidal Surge}} when told to hold position but will move back to the designated position afterwards before resuming other actions.
 
*{{WF|Inaros}} - Has a tendency to use {{A|Sandstorm}} followed by {{A|Devour}}. Will cast Desiccation which does open enemies to finishers. Has the ability to cast Scarab Swarm but with different mechanics than a normal Warframe. It will not use Scarab Swarm to charge armor but somehow has the ability to immediately cast the swarm projectile of Scarab Swarm which stuns enemies and provides a small amount of healing. The specter will do this frequently.
 
*{{WF|Inaros}} - Has a tendency to use {{A|Sandstorm}} followed by {{A|Devour}}. Will cast Desiccation which does open enemies to finishers. Has the ability to cast Scarab Swarm but with different mechanics than a normal Warframe. It will not use Scarab Swarm to charge armor but somehow has the ability to immediately cast the swarm projectile of Scarab Swarm which stuns enemies and provides a small amount of healing. The specter will do this frequently.
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*{{WF|Mirage}} - Will cast {{A|Sleight Of Hand}} and {{A|Eclipse}} whenever possible. Occasionally casts {{A|Prism}}. Does not seem to cast {{A|Hall Of Mirrors}}.
 
*{{WF|Mirage}} - Will cast {{A|Sleight Of Hand}} and {{A|Eclipse}} whenever possible. Occasionally casts {{A|Prism}}. Does not seem to cast {{A|Hall Of Mirrors}}.
 
*{{WF|Nekros}} - Will cast {{A|Soul Punch}} and rarely {{A|Terrify}}.
 
*{{WF|Nekros}} - Will cast {{A|Soul Punch}} and rarely {{A|Terrify}}.
*{{WF|Nezha}} - Casts {{A|Blazing Chakram}} and {{A|Warding Halo}}. Does cast {{A|Divine Spears}}, however is immediately deactivated. Blazing Chakram will NOT cause the healing burst on death.
+
*{{WF|Nezha}} - Casts {{A|Blazing Chakram}} and {{A|Warding Halo}}. Does cast {{A|Divine Spears}}, however, is immediately deactivated. Blazing Chakram will NOT cause the healing burst on death.
*{{WF|Nidus}} - Will cast {{A|Virulence}} and casts {{A|Parasitic Link}} on players giving them a 28% power strength buff. Also casts {{A|Ravenous}} complete with ~30 health regeneration per second with maggots spawned as well. Maggot spawned do detonate from other Nidus players. Does not seem to cast {{A|Larva}}. The specter does '''not''' require Mutation stacks to cast Parasitic Link or Ravenous. It does however benefit from Nidus' passive; it can build stacks, use the Undying portion of the ability, and rapidly regenerates health (though this may not be noticeable with higher-level specters). Note that Parasitic Link may sometimes be only a 10% buff with Ravenous providing less health regeneration as well. The cause is unknown.
+
*{{WF|Nidus}} - Will cast {{A|Virulence}} and casts {{A|Parasitic Link}} on players giving them a 28% power strength buff. Also casts {{A|Ravenous}} complete with ~30 health regeneration per second with maggots spawned as well. Maggot spawned do detonate from other Nidus players. Does not seem to cast {{A|Larva}}. The specter does '''not''' require Mutation stacks to cast Parasitic Link or Ravenous. It does, however, benefit from Nidus' passive; it can build stacks, use the Undying portion of the ability, and rapidly regenerates health (though this may not be noticeable with higher-level specters). Note that Parasitic Link may sometimes be only a 10% buff with Ravenous providing less health regeneration as well. The cause is unknown.
*{{WF|Nova}} - Will cast {{A|Null Star}}, {{A|Antimatter Drop}} and {{A|Molecular Prime}}. Does not cast [[Worm Hole|Wormhole]]. Molecular Prime travels a radius of around 30 meters and will slow enemies before dissipating.
+
*{{WF|Nova}} - Will cast {{A|Null Star}}, {{A|Antimatter Drop}} and {{A|Molecular Prime}}. Does not cast {{A|Worm Hole}}. Molecular Prime travels a radius of around 30 meters and will slow enemies before dissipating.
 
*{{WF|Nyx}} - Mostly casts {{A|Psychic Bolts}}, but will sometimes cast {{A|Chaos}} and rarely {{A|Mind Control}}. Will rarely cast {{A|Absorb}} but only if enemies are close to her, but she will often choose to melee instead in this case. Mind Controlled targets last the full duration and will store damage from allies.
 
*{{WF|Nyx}} - Mostly casts {{A|Psychic Bolts}}, but will sometimes cast {{A|Chaos}} and rarely {{A|Mind Control}}. Will rarely cast {{A|Absorb}} but only if enemies are close to her, but she will often choose to melee instead in this case. Mind Controlled targets last the full duration and will store damage from allies.
*{{WF|Oberon}} - Will cast all abilities with {{A|Hallowed Ground}} being cast frequently. It will occasionally cast {{A|Smite}} and {{A|Reckoning}}. It will cast {{A|Renewal}} under two conditions; when first spawned and when at low health. Renewal buff is 40 health per second and 200 armor which lasts until the specter runs out of energy.
+
*{{WF|Oberon}} - Will cast all abilities with {{A|Hallowed Ground}} being cast frequently. It will occasionally cast {{A|Smite}} and {{A|Reckoning}}. It will cast {{A|Renewal}} under two conditions; when first spawned and when either it or the player is at low health. Renewal buff is 40 health per second and 200 armor which lasts until the specter runs out of energy.
 
*{{WF|Octavia}} - Casts {{A|Mallet}}, {{A|Resonator}}, {{A|Metronome}}, and {{A|Amp}}. Metronome is recast as soon as it expires. Uses the default Mandachord track. Players do benefit from Octavia's passive as well. Amp appears to provide around a 25-42% weapon damage buff depending on the surrounding sound volume in the environment.
 
*{{WF|Octavia}} - Casts {{A|Mallet}}, {{A|Resonator}}, {{A|Metronome}}, and {{A|Amp}}. Metronome is recast as soon as it expires. Uses the default Mandachord track. Players do benefit from Octavia's passive as well. Amp appears to provide around a 25-42% weapon damage buff depending on the surrounding sound volume in the environment.
 
*{{WF|Revenant}} - Casts {{A|Danse Macabre}} periodically for a few seconds at a time. Does not cast any other abilities.
 
*{{WF|Revenant}} - Casts {{A|Danse Macabre}} periodically for a few seconds at a time. Does not cast any other abilities.
*{{WF|Rhino}} - Will cast {{A|Iron Skin}} when first spawned and will refresh it at random. Has a tendency to use {{A|Rhino Charge}} at random. Does cast {{A|Rhino Stomp}} but it appears to only knock down the enemy instead of leaving the enemy in stasis. The specter will cast {{A|Roar}}, however does so Irregularly.
+
*{{WF|Rhino}} - Will cast {{A|Iron Skin}} when first spawned and will refresh it at random. Has a tendency to use {{A|Rhino Charge}} at random. Does cast {{A|Rhino Stomp}} but it appears to only knock down the enemy instead of leaving the enemy in stasis. The specter will cast {{A|Roar}}, however, does so Irregularly.
 
*{{WF|Saryn}} - Will cast with {{A|Molt}} being the most frequent. It casts {{A|Spores}} and {{A|Miasma}} seemingly at random. It seems to only rarely cast Toxic Lash when at close proximity with enemies. There appears to be a bug with Molt where it may proc toxin on the player.
 
*{{WF|Saryn}} - Will cast with {{A|Molt}} being the most frequent. It casts {{A|Spores}} and {{A|Miasma}} seemingly at random. It seems to only rarely cast Toxic Lash when at close proximity with enemies. There appears to be a bug with Molt where it may proc toxin on the player.
 
*{{WF|Titania}} - Casts {{A|Spellbind}}, {{A|Tribute}} and {{A|Lantern}}. Tribute will NOT spawn Soul buffs.
 
*{{WF|Titania}} - Casts {{A|Spellbind}}, {{A|Tribute}} and {{A|Lantern}}. Tribute will NOT spawn Soul buffs.
 
*{{WF|Trinity}} - Regularly alternates between {{A|Energy Vampire}} and {{A|Link}}. Rarely uses {{A|Blessing}} when specter health is low and {{A|Well Of Life}} if the player's health is low (strangely, the damage a Specter deals on Well of Life is given to the player). The specter does not require a line of sight to enemies for casting any of her abilities, and may often cast Energy Vampire on enemies in other rooms or behind objects. Blessing does not provide the damage reduction to players but appears to fully heal both the player and the specter. Energy Vampire casts provide around 25 energy per pulse.
 
*{{WF|Trinity}} - Regularly alternates between {{A|Energy Vampire}} and {{A|Link}}. Rarely uses {{A|Blessing}} when specter health is low and {{A|Well Of Life}} if the player's health is low (strangely, the damage a Specter deals on Well of Life is given to the player). The specter does not require a line of sight to enemies for casting any of her abilities, and may often cast Energy Vampire on enemies in other rooms or behind objects. Blessing does not provide the damage reduction to players but appears to fully heal both the player and the specter. Energy Vampire casts provide around 25 energy per pulse.
 
*{{WF|Valkyr}} - Will cast {{A|Rip Line}}, {{A|Warcry}} and {{A|Paralysis}}. Appears to only cast Warcry and Paralysis at short-medium ranges. Paralysis will use up a portion of Valkyr's shields like the regular ability and is sometimes used outside of enemy range.
 
*{{WF|Valkyr}} - Will cast {{A|Rip Line}}, {{A|Warcry}} and {{A|Paralysis}}. Appears to only cast Warcry and Paralysis at short-medium ranges. Paralysis will use up a portion of Valkyr's shields like the regular ability and is sometimes used outside of enemy range.
*{{WF|Vauban}} - Will use all abilities, including all variations of {{A|Minelayer}} (with the exception of Bounce), {{A|Tesla}}, {{A|Bastille}}, and {{A|Vortex}}. All abilities appear to have unranked values.
+
*{{WF|Vauban}} - Will use all abilities, including all variations of {{A|Minelayer}}, {{A|Tesla Nervos}}, {{A|Photon Strike}}, and {{A|Bastille}}. Will only throw down one tesla nervo at a time, although the max it can have out is still four. Will never collapse Bastille. Does not seem to know how to aim Photon Strike.
 
*{{WF|Volt}} - Uses all abilities with {{A|Electric Shield}} and {{A|Speed}} being the most frequent. It will occasionally cast {{A|Shock}} and {{A|Discharge}}. If left to hold position and fighting an enemy, it will have Electric Shield active 100% of the time by immediately recasting it after it expires. Speed provides a weak buff for around 10 seconds. It will cast Shock through Electric Shield as well.
 
*{{WF|Volt}} - Uses all abilities with {{A|Electric Shield}} and {{A|Speed}} being the most frequent. It will occasionally cast {{A|Shock}} and {{A|Discharge}}. If left to hold position and fighting an enemy, it will have Electric Shield active 100% of the time by immediately recasting it after it expires. Speed provides a weak buff for around 10 seconds. It will cast Shock through Electric Shield as well.
  +
*{{WF|Wisp}} - Will cast all {{A|Reservoirs}} (favoring the haste mote), will double cast {{A|Wil-O-Wisp}} such that the invulnerability takes effect immediately, {{A|Breach Surge}}, and {{A|Sol Gate}} all periodically. The specter is not affected by its own motes.
*{{WF|Wukong}} - Will only cast {{A|Iron Jab}}. Appears to have infinite reach with it.
 
  +
*{{WF|Wukong}} - Will only cast {{A|Defy}} periodically.
 
*{{WF|Zephyr}} - Will cast {{A|Tail Wind}} when close to an enemy but is stuck in place, {{A|Airburst}} at certain intervals, and {{A|Tornado}} occasionally when enemies are at about mid-range. Specter's Airbursts can increase the size of own and Player Tornadoes and vice versa. Will not cast {{a|Turbulence}}
 
*{{WF|Zephyr}} - Will cast {{A|Tail Wind}} when close to an enemy but is stuck in place, {{A|Airburst}} at certain intervals, and {{A|Tornado}} occasionally when enemies are at about mid-range. Specter's Airbursts can increase the size of own and Player Tornadoes and vice versa. Will not cast {{a|Turbulence}}
  +
-->
  +
 
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<!--{{CustomCollapsible/End}}-->
 
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===Weapon===
 
===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 [[Melee#Finishers|finishers]] (if they attempt to melee an eligible enemy). Thus you might prefer to give them long-range heavy hitters such as [[:Category:Whip|whips]], [[:Category:Polearm|polearms]], and [[:Category:Heavy Blade|heavy blades]]. Or you can equip them with something with [[Blocking#Parrying|high block rate]], since Specters love to channel-block with melee.
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 [[Melee#Finishers|finishers]] (if they attempt to melee an eligible enemy). Thus you might prefer to give them long range heavy hitters such as [[:Category:Whip|whips]], [[:Category:Polearm|polearms]], and [[:Category:Heavy Blade|heavy blades]]. Or you can equip them with something with [[Blocking#Parrying|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 {{Weapon|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.
 
Specters will rarely ever use secondaries unless when they go into bleed-out. The {{Weapon|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.
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Tenno Specters have some specific behavior towards some specific kinds of weapons:
 
Tenno Specters have some specific behavior towards some specific kinds of weapons:
 
* [[:Category:Bow|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.
 
* [[:Category:Bow|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.
* {{Weapon|Supra}} is also an exception, since travel time is fast enough.
+
* {{Weapon|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 {{Weapon|Penta}}'s grenades when it is in 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 {{Weapon|Tonkor}} due to better aiming and sustainability.
+
* Tenno Specters using throwing explosives will only detonate the grenade when the substance limit has been reached. They will, however, detonate the {{Weapon|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 {{Weapon|Tonkor}} due to better aiming and sustainability.
 
* {{Weapon|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.
 
* {{Weapon|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.
   
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*Specters deployed in Nightmare Mode missions will be hostile to the player and defense objectives as well as enemies.
 
*Specters deployed in Nightmare Mode missions will be hostile to the player and defense objectives as well as enemies.
 
** Killing them gives affinity.
 
** Killing them gives affinity.
* Tenno Specters are spawned from silver balls similar to those used by {{WF|Vauban}}'s abilities. This allows Specters to be spawned at a desired spot by throwing the ball to that location.
+
* 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-bound place, e.g. behind a container or at the corner of the hallway.
+
** 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.
 
* 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.
 
* 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.
 
* 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.
 
* 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.
+
* 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==
 
==Trivia==
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==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
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{{ver|27.3.16}}
  +
*Fixed a script error when summoning a friendly Saryn Specter.
  +
  +
{{ver|27.3.11}}
  +
*Fixed Specter’s accuracy with Bows being quite poor and their fire rate not reflecting realistic usage.
  +
  +
{{ver|27.0.11}}
  +
*Grendel Specters can now use all of his Abilities! I prefer my meatballs on the side.
  +
  +
{{ver|25.7.6}}
  +
*Fixed enemies in the Simulacrum not recovering from Stomp cast by a Rhino Specter.
  +
*Fixed exploit tied to Tenno Spectres.
  +
  +
{{ver|25.3.3}}
  +
*Fixed an issue with Wisp Specters being unable to cast any abilities - Sol Gate is still unusable for now.
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{{ver|22.11}}
 
{{ver|22.11}}
 
*Improved Specter firing logic during Hold Position.
 
*Improved Specter firing logic during Hold Position.
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{{ver|22.10}}
 
{{ver|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.
 
*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.
  +
}}
}}[[es:Espectro]]
 
  +
{{GearNav}}
  +
[[es:Espectro (Aliado)]]
 
[[Category:Update 13]]
 
[[Category:Update 13]]
 
[[Category:Tenno]]
 
[[Category:Tenno]]

Revision as of 23:39, 27 July 2020

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


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
15,000
Salvage
7,500
Ferrite
5,000
Time: 8 hrs
Rush: Platinum64 20
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

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
30,000
PolymerBundle
750
NanoSpores
5,000
Salvage
5,000
AlloyPlate
1,000
Time: 8 hrs
Rush: Platinum64 20
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

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
50,000
PolymerBundle
1,000
Plastids
1,000
AlloyPlate
1,000
Circuits
1,000
Time: 8 hrs
Rush: Platinum64 20
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

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
60,000
Circuits
500
Plastids
1,000
NanoSpores
5,000
Gallium
1
Time: 8 hrs
Rush: Platinum64 20
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Behavior

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
AshIcon272 Ash
  • Casts Shuriken130xWhite Shuriken when enemy is in line of sight. Cooldown of 15 seconds.
  • Casts SmokeScreen130xWhite 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 Teleport130xWhite Teleport when enemy is more than 10m away. Cooldown of 10 seconds.
  • Casts BladeStorm130xWhite 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 Atlas
  • Casts first punch of Landslide130xWhite Landslide when enemy is within 12m. Cooldown of 25 seconds.
  • Does not cast Tectonics130xWhite Tectonics.
  • Casts Petrify130xWhite Petrify when enemy is within 5m. Cooldown of 80 seconds.
  • Casts Rumblers130xWhite Rumblers when enemy is within 30m. Rumblers last 20 seconds. Cooldown of 80 seconds.
BansheeIcon272 Banshee
  • Casts SonicBoom130xWhite Sonic Boom when enemy is within 5m. Cooldown of 13 seconds.
  • Casts Sonar130xWhite Sonar when enemy is in line of sight. Cooldown of 15 seconds.
  • Does not cast Silence130xWhite Silence.
  • Casts SoundQuake130xWhite Sound Quake when enemy is within 10m. Maintains for up to 5 seconds. Cooldown of 15 seconds.
BaruukIcon272 Baruuk
  • Casts Elude130xWhite Elude when enemy is in line of sight. Lasts up to 85 seconds. Cooldown of 50 seconds, starting when Elude's effect ends.
  • Casts Lull130xWhite Lull when enemy is within 30m. Cooldown of 30 seconds, often waits up to 20 seconds after cooldown to cast.
  • Casts DesolateHands130xWhite Desolate Hands when 3+ enemies are within 25m. Cooldown of 1 minute.
  • Casts SereneStorm130xWhite 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 Chroma
(Script error: The function "Proc" does not exist. element)
  • Does not cast SpectralScream130xWhite Spectral Scream.
  • Casts ElementalWard130xWhite Elemental Ward when enemies are within 15m. Cooldown of 55 seconds.
  • Casts VexArmor130xWhite Vex Armor when enemies are within 15m. Cooldown of 30 seconds.
  • Casts Effigy130xWhite 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 Ember
  • Casts Fireball130xWhite Fireball when enemy is in line of sight. Cooldown of 20 seconds.
  • Casts Immolation130xWhite Immolation off cooldown. Effect lasts 50 seconds. Cooldown of 10 seconds, starting Immolation's effect ends.
  • Casts FireBlast130xWhite Fire Blast when enemy is within 15m. Cooldown of 40 seconds.
  • Casts Inferno130xWhite Inferno off cooldown, but seems to have no effect. Cooldown of 1 minute.
EquinoxIcon272 Equinox
  • Casts Metamorphosis130xWhite Metamorphosis off cooldown. Cooldown of 35 seconds.
  • Casts RestRage130xWhite Rest & Rage when enemy is within 20m. Cooldown of 25 seconds.
  • Casts PacifyProvoke130xWhite 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 MendMaim130xWhite Mend & Maim when enemy is in line of sight. Cooldown of 33 seconds.
ExcaliburIcon272 Excalibur/
Excalibur UmbraIcon272 Excalibur Umbra
FrostIcon272 Frost
  • Casts Freeze130xWhite Freeze when enemy is in line of sight. Cooldown of 12 seconds.
  • Casts IceWave130xWhite Ice Wave when enemy is within 10m. Cooldown of 25 seconds.
  • Casts SnowGlobe130xWhite 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 Avalanche130xWhite Avalanche when enemy is within 10m. Cooldown of 70 seconds.
GaraIcon272 Gara
  • Casts ShatteredLash130xWhite Shattered Lash (arc version only) when enemy is within 5m. Cooldown of 12 seconds.
  • Does not cast SplinterStorm130xWhite Splinter Storm.
  • Casts Spectrorage130xWhite Spectrorage when enemy is in line of sight. Cooldown of 70 seconds.
  • Casts MassVitrify130xWhite Mass Vitrify when enemy is within 7m. Cooldown of 70 seconds.
GarudaIcon272 Garuda
GaussIcon272 Gauss
  • Casts MachRush130xWhite 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 KineticPlating130xWhite Kinetic Plating when enemy is within 15m. Cooldown of 45 seconds.
  • Casts ThermalSunder130xWhite Thermal Sunder when enemy is in line of sight. Cooldown of 28 seconds.
  • Casts Redline130xWhite Redline when enemy is in line of sight. Cooldown of 1 minute.
GrendelIcon272 Grendel
  • Casts Feast130xWhite Feast when enemy is within 10m. Cooldown of 40 seconds.
  • Casts Nourish130xWhite Nourish when holding an enemy. Cooldown of 30 seconds.
  • Casts Regurgitate130xWhite Regurgitate when holding an enemy, and another enemy is within 10m. Cooldown of 5 seconds.
  • Casts Pulverize130xWhite 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 Harrow
  • Casts Condemn130xWhite Condemn when enemies are within 20m. 15 second cooldown.
  • Casts Penance130xWhite Penance when enemies are in line of sight. 25 second cooldown.
  • Casts Thurible130xWhite 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 Covenant130xWhite Covenant when enemies are in line of sight. 50 second cooldown.
HildrynIcon272 Hildryn
  • Casts Balefire130xWhite 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 Pillage130xWhite 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 Haven130xWhite 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 AegisStorm130xWhite Aegis Storm.
HydroidIcon272 Hydroid
  • Casts TempestBarrage130xWhite Tempest Barrage when enemy is in line of sight. Cooldown of 22 seconds.
  • Casts TidalSurge130xWhite Tidal Surge when enemy is within 20m. Cooldown of 25 seconds.
  • Does not cast Undertow130xWhite Undertow.
  • Casts TentacleSwarm130xWhite Tentacle Swarm when enemy is in line of sight. Cooldown of 70 seconds.
InarosIcon272 Inaros
  • Specter corpses do not despawn. Likely tied to Inaros' passive ability.
  • Casts Desiccation130xWhite Desiccation when enemy is within 5m. Cooldown of 20 seconds.
  • Casts "Devour" wasn't found in Module:Ability/data when enemy is within 20m. Cooldown of 30 seconds.
  • Casts Sandstorm130xWhite 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 ScarabSwarm130xWhite Scarab Swarm.
IvaraIcon272 Ivara
  • Could not trigger Quiver130xWhite Quiver in testing, though claims of Sleep Arrow usage exist.
  • Does not cast Navigator130xWhite Navigator.
  • Casts Prowl130xWhite 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 ArtemisBow130xWhite 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 Khora
  • Does not cast Whipclaw130xWhite Whipclaw.
  • Does not cast Ensnare130xWhite Ensnare.
  • Specter Venari130xWhite 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 Strangledome130xWhite Strangledome off cooldown. However, only the Strangledome assembly animation is played, with no actual effect. Cooldown of 10 seconds.
LimboIcon272 Limbo
  • Casts Banish130xWhite 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 Loki
  • Casts Decoy130xWhite Decoy when enemy is in line of sight. Lasts 25 seconds, or until death. Cooldown of 10 seconds, starting when Decoy is cast.
  • Casts Invisibility130xWhite 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 SwitchTeleport130xWhite Switch Teleport.
  • Casts RadialDisarm130xWhite Radial Disarm when enemy is within 10m. Cooldown of 70 seconds.
MagIcon272 Mag
  • Casts Pull130xWhite Pull when enemy is 10-15m away. Cooldown of 20 seconds.
  • Casts Magnetize130xWhite Magnetize when enemy is in line of sight. Cooldown of 30 seconds.
  • Casts Polarize130xWhite 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 Crush130xWhite Crush when enemy is within 10m. Cooldown of 30 seconds.
MesaIcon272 Mesa
  • Casts BallisticBattery130xWhite Ballistic Battery when enemy is in line of sight. Cooldown of 45 seconds.
  • Casts ShootingGallery130xWhite Shooting Gallery when enemy is within 10m. Cooldown of 90 seconds.
  • Does not cast ShatterShield130xWhite Shatter Shield.
  • Casts Peacemaker130xWhite 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 Mirage
NekrosIcon272 Nekros
NezhaIcon272 Nezha
  • Does not cast FireWalker130xWhite Fire Walker.
  • Casts BlazingChakram130xWhite Blazing Chakram when enemy is within 20m. Cooldown of 20 seconds.
  • Casts WardingHalo130xWhite Warding Halo when taking any damage. Cooldown of 70 seconds, starting when Warding Halo's health runs out.
  • Casts DivineSpears130xWhite Divine Spears when enemy is within 10m. Cancels ability immediately. Cooldown of 30 seconds.
NidusIcon272 Nidus
  • Casts Virulence130xWhite Virulence when enemy is within 15m. Cooldown of 12 seconds.
  • Does not cast Larva130xWhite Larva.
  • Casts ParasiticLink130xWhite 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 Ravenous130xWhite Ravenous when enemy is within 15m. Seems to heal for 23 when casted without link, and 30 with. Cooldown of 50 seconds.
NovaIcon272 Nova
  • Casts NullStar130xWhite Null Star when enemy is in line of sight. Cooldown of 30 seconds, starting when Null Star's particles have all been expended.
  • Casts AntimatterDrop130xWhite Antimatter Drop when enemy is in line of sight and more than 15m away. Cooldown of 25 seconds.
  • Does not cast "Worm Hole" wasn't found in Module:Ability/data.
  • Could not trigger MolecularPrime130xWhite Molecular Prime in testing, though claims of usage exist.
NyxIcon272 Nyx
  • Casts MindControl130xWhite Mind Control when damaged by enemy within 20m. Cooldown of 30 seconds, starting when Mind Control's effect ends.
  • Casts PsychicBolts130xWhite Psychic Bolts when enemy is in line of sight. Cooldown of 6 seconds.
  • Casts Chaos130xWhite Chaos when 5+ enemies are within 15m. Cooldown of 50 seconds.
  • Casts Absorb130xWhite Absorb when under 80% health and an enemy is within 5m. Lasts 5 seconds. Cooldown of 75 seconds.
OberonIcon272 Oberon
  • Casts Smite130xWhite Smite when enemy is within 20m. Cooldown of 30 seconds.
  • Casts HallowedGround130xWhite Hallowed Ground when enemy is in light of sight. Cooldown of 30 seconds.
  • Casts Renewal130xWhite Renewal when player health is 80% or lower. Lasts for 140 seconds. Cooldown of 40 seconds, starting when Renewal's effect ends.
  • Casts Reckoning130xWhite Reckoning when enemy is within 10m. Cooldown of 55 seconds.
OctaviaIcon272 Octavia
  • Inspiration passive activates whenever the Specter casts an ability.
  • Casts Mallet130xWhite Mallet when enemy is within 10m. Cooldown of 15 seconds.
  • Casts Resonator130xWhite Resonator when enemy is within 10m. Cooldown of 16.5 seconds.
  • Casts MetronomeIcon Metronome off cooldown. Cooldown of 20 seconds.
  • Casts AmpIcon Amp when enemy is within 20m. Cooldown of 40 seconds.
ProteaIcon272 Protea
  • The Specter possesses a passive but does not use it intelligently.
  • Casts GrenadeFan130xWhite Grenade Fan with Shrapnel Vortex, using Shield Satellites either extremely rarely or not at all.
  • Casts BlazeArtillery130xWhite Blaze Artillery semi-intelligently, aiming it at groups of enemies.
  • Casts Dispensary130xWhite Dispensary, apparently at a set interval.
  • Appears to cast TemporalAnchor130xWhite 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 Revenant
  • Does not cast Enthrall130xWhite Enthrall.
  • Does not cast MesmerSkin130xWhite Mesmer Skin.
  • Does not cast Reave130xWhite Reave.
  • Casts DanseMacabre130xWhite 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 Rhino
  • Casts RhinoCharge130xWhite Rhino Charge when enemy is 5-20m away. Cooldown of 15 seconds.
  • Casts IronSkin130xWhite Iron Skin when enemy is in line of sight. Cooldown of 20 seconds, starting when Iron Skin's effect ends.
  • Could not trigger Roar130xWhite Roar in testing, though claims of usage exist.
  • Casts RhinoStomp130xWhite Rhino Stomp when enemy is within 15m. Cooldown of 70 seconds.
SarynIcon272 Saryn
  • Specter's AI will lock up when staying in the same location as its Molt, making the Hold Position command highly detrimental.
  • Casts Spores130xWhite Spores when enemy is within 50m. Cooldown of 25 seconds.
  • Casts Molt130xWhite Molt when enemy is in line of sight. Cooldown of 6 seconds.
  • Casts ToxicLash130xWhite Toxic Lash when enemy is in line of sight. Cooldown of 40 seconds.
  • Casts Miasma130xWhite Miasma when 2+ enemies are within 5m. Cooldown of 1 minute.
TitaniaIcon272 Titania
  • Casts Spellbind130xWhite Spellbind when enemy is within 25m. Cooldown of 20 seconds.
  • Casts Tribute130xWhite Tribute when enemy is within 20m. Cooldown of 40 seconds.
  • Casts Lantern130xWhite Lantern when enemy is within 15m. Cooldown of 30 seconds.
  • Does not cast Razorwing130xWhite Razorwing.
TrinityIcon272 Trinity
  • Casts "Well Of Life" wasn't found in Module:Ability/data when player shields are depleted, even if no enemy is present. Cooldown of 45 seconds.
  • Casts EnergyVampire130xWhite Energy Vampire when enemy is in line of sight. Cooldown of 40 seconds.
  • Casts Link130xWhite Link when enemy is within 20m. Cooldown of 35 seconds.
  • Casts Blessing130xWhite Blessing when player health is below 70%. Cooldown of 1 minute.
ValkyrIcon272 Valkyr
  • Casts RipLine130xWhite Rip Line when enemy is 6-15m away. Cooldown of 15 seconds.
  • Casts Warcry130xWhite Warcry when enemy is within 10m. Cooldown of 30 seconds.
  • Casts Paralysis130xWhite Paralysis when enemy is within 10m. Cooldown of 25 seconds.
  • Does not cast Hysteria130xWhite Hysteria.
VaubanIcon272 Vauban
  • Casts TeslaNervos130xWhite Tesla Nervos when enemy is in line of sight. Cooldown of 20 seconds.
  • Casts Minelayer130xWhite 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 PhotonStrike130xWhite Photon Strike when enemy is in line of sight, even if blast will not reach the enemy. Cooldown of 10 seconds.
  • Casts Bastille130xWhite Bastille when enemy is within 10m. Cooldown of 30 seconds.
VoltIcon272 Volt
  • Casts Shock130xWhite Shock when enemy is in line of sight. Cooldown of 10 seconds.
  • Casts Speed130xWhite Speed off cooldown. Cooldown of 30 seconds.
  • Casts ElectricShield130xWhite Electric Shield when enemy is in line of sight. Cooldown of 25 seconds.
  • Casts Discharge130xWhite Discharge when enemy is within 10m. Cooldown of 85 seconds.
WispIcon272 Wisp
  • Casts Reservoirs130xWhite Reservoirs when enemy is within 40m. Reservoir type is random. Cooldown of 20 seconds.
  • Casts WilOWisp130xWhite Wil-O-Wisp when enemy is within 30m. Teleports to decoy immediately. Cooldown of 12 seconds.
  • Casts BreachSurge130xWhite Breach Surge when 2+ enemies are within 30m. Cooldown of 45 seconds.
  • Casts SolGate130xWhite 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 Wukong
ZephyrIcon272 Zephyr
  • Casts TailWind130xWhite Tail Wind when enemy is within 5m. Cooldown of 20 seconds.
  • Casts Airburst130xWhite Airburst when enemy is within 10m. Cooldown of 20 seconds.
  • Casts Turbulence130xWhite Turbulence when Specter takes damage. Cooldown of 50 seconds.
  • Casts Tornado130xWhite Tornado when enemy is within 10m. Cooldown of 70 seconds.


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 Kulstar 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 SynoidSimulor 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 Glaxion Glaxion, Amprex Amprex, Phage 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 Amprex Amprex will quite often trigger Script error: The function "Proc" does not exist. 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.
  • Supra 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 Penta 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 Tonkor Tonkor due to better aiming and sustainability.
  • Dera 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

  • Tenno Specters are affected by the Mod TT 20px Rejuvenation Aura and TrinityIcon272 Trinity's Blessing130xWhite Blessing, and by OberonIcon272 Oberon's Renewal130xWhite Renewal, however cannot pick up Health Orbs.
  • Ancient Healers under MindControl130xWhite 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

  • 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

  • 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

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.